Demonmoose's Iron Gods AP Green (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods AP campaign.

Jevik's Farm

Under Well

Choking Tower 1


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Male Dhamphir Bloodrager (deceased)

Trio:

"Agreed! What can we do with these ingots?" Then, thinking out loud: What should we do with them? Who would WANT to buy ingots of poisonous metal? Assassins, maybe, but they certainly wouldn't be so careless as to flaunt the stuff about like this!"


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
Kharamell considers the situation for moment before he responds. "There is not enough proof the think the nobleman is any more sinister than he seems. The inherent danger of the material heightens there rarity which makes them more appealing to a certain market. The cunning will lace their treasures with abysian items to punish thieves. I heard a tale of one town that uses cages of abysian to display prisoners in the town square.
I do wonder what these would be used for? They are too dangerous to be left in the wrong hands. I suggest that we bury them then burn the carriage above the filled in hole. It will serve to mark where they are, camouflage the freshly dug ground, and discourage any others who may come looking."


Male Dhamphir Bloodrager (deceased)

Trio:

"There's merit in your argument, Kharamell. On the other hand, there is also the matter of getting paid for risking our lives for this dubious cargo. Maybe we should talk to that merchant first? Before letting him know that his cargo has been rescued, as such."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"We would need to speak to him to confirm his intentions anyway."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
"Or we just sell it ourselves."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"I will not consider that course until such time as we have ascertained the human's intentions."


Male Dhamphir Bloodrager (deceased)

"It could be hard to find someone to sell these ingots to on short notice. I think we should talk to that merchant first. He may have not known what he was carrying on that cart."


Male Dhamphir Bloodrager (deceased)

oops! That should've been a spoiler. My bad! :P


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"What shall we do with the ingots until that time? I believe that my suggestion would keep them safe and hidden."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess nods. "I agree Kharamell. Let's bury it for now and ask some questions of this merchant."


Male Dhamphir Bloodrager (deceased)

Trio:

"That sounds like a good plan. But where should we put what's left of the zombie things we fought? Those may or may not be useful for disguising where the ingots are buried."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"We can put them underneath the carriage before burning it."


Male Dhamphir Bloodrager (deceased)

Trio:

"That should work nicely. I doubt anyone would bother to look under a set of strange zombie-things below a burnt out carriage."


Male Dhamphir Bloodrager (deceased)

Too bad we're not yet in that main combat that's going on in parallel while we three are having our own japes, larks, and frolics! That one negative energy channel they just had would've been tailor made for my character! Oh well.


Trio:

You dig through the sludge and put the ingots underneath the burnt carriage.

After about an hour of digging, you head back to Torch. The three of you stink of muck and rotten meat.

What do you do?


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess goes strait to where she can get the nearest bath.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar will likewise make himself presentable.

"The merchant will be awe inspired if the three of us are well-groomed and nonchalant when we tell him we destroyed those undead for him. Besides, he will probably be still be sleeping it off by time we have finished preening ourselves."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
Kharamell will join suit and get washed.[/b]


Trio:

After going to an inn and cleaning yourselves, you meet up at the common room, which happens to be a tavern, and sit together at a table.

Looking around you don't seem to see the nobleman.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
"Ah, much better." Tess flicks her white hair out of her face, turning her face up with a smile as she enjoys the feeling of being clean again. "It appears our noble friend has either run off or is sleeping upstairs. How long should we wait to find out if it's the latter?"


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"Let us give it at least two days. Be alert for anything unusual in that time."


Male Dhamphir Bloodrager (deceased)

Trio:

"After what we just went through, that gentleman is nowhere to be seen! We better ask around about him."

Čemifobbar will ask people in the inn, starting with the staff, what they can tell him about about that nobleman who passed out earlier.

diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18
It's a good thing he's got lots of "smarm and charm" for his diplomacy skill checks!


Cemifobbar:
Talking to some of the patrons, Cemifobbar learns that in the nobleman's druken stupor he went to the Town Hall to complain about his carriage. He left about an hour ago.


Male Dhamphir Bloodrager (deceased)

Trio:

Upon finding out about the Nobleman, Čemifobbar returns quickly to Kharamell and Tessara. "Our 'friend' has and gone to complain to the town hall about his missing carriage. We better go there quickly! We don't want anyone thinking we are the villains!"


Trio:

You head to the Town Hall. Sitting in a row of higher wooden desks is a middle aged (or older) dwarven woman. She fidgets with an adamantine warhammer on the top of the desk. She seems slightly bored.

Except for a few townsfolk settled near the sides of the room, a single man is standing, barely, addressing the councilor.

"My goods were stolen, dwarf! What are you going to do about it? Find the culprits and jail them. Now!"


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar will approach the dwarven councillor with a bow and whisper so the loud merchant can't hear him (which shouldn't be too hard):

"Lady Councillor, forgive my interruption. But me and my two friend here", motioning to Tessara and Kharamell, "… have recently risked our lives destroying some manner of mechanical creatures for this, er, GENTLEMAN. But I'm afraid he may not have been forthright about the kind of delicate matter of how dangerous his cargo is."

diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21
He's putting the charmers on to get her attention better than their drunken acquaintance.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
It doesn't seem like that's the same fellow that asked our aid. Is it?"


Male Dhamphir Bloodrager (deceased)

Trio:

Hadn't thought of asking that first, of course! (sigh) The description seems to fit; barely able to stand because he's had a few to many. Way too many from the sounds of things.


Trio:

The nobleman (who is the same one from the tavern/inn) slurs his speech as he sees the three of you.

"It was them, dwarf. They're the ones that took my stuff. Arrest them! Call the Town Watch!"

The dwarven councilor, Dolga, says, "Well, what do you three have to say to that? You said this man hired you, but that doesn't seem the case, and what's this about strange cargo?"


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"Point of order, your honor, this fellow did not hire us. He came into the tavern and begged the aid of any who were willing. As my cohort has explained, we three went to investigate at risk to our lives. Not only from the rust risen but from his cargo as well."
Diplomacy Aid Another: 1d20 - 1 ⇒ (14) - 1 = 13


Trio:

Dolga Freddert says, "I see. You mentioned "Rust Risen"? Could you elaborate on what you mean? Are these things a danger to Torch?"

The nobleman spits. "Lies! I hired them and they stole my goods. Look at them, dwarf, do they look like trustworthy souls?"


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar addresses Councillor Dolga beginning with a gracious bow. "My dear, learned, lady. My name is Čemifobbar. My companions, Kharamell, Tessara, and myself were chatting to this fellow here," motioning to the drunken trader "… who told us that six undead had attacked him and he needed someone to retrieve his cargo. We found his cargo were where he said it was. Which he said so loud I'm surprised everyone in Torch could not hear it. These 'Rust Risen', it seems, are often mistaken for undead. We killed six of them, with difficulty. We checked the cargo merely to ensure it was was undamaged. My learned friend, Kharamell here, noticed they were actually ingots of a very dangerous poisonous metal called Abysium. We hid them so they would not fall into the wrong hands. We assumed this gentleman here did not know the true nature of his cargo, since it was poorly stored for such a dangerous substance. We came to find him to tell him what we did on his behalf and are, quite frankly, astonished at his accusations of thievery on our part."

With another gracious bow, he concludes "A simple misunderstanding. We risked our lives, acting in good faith, and have been mistaken for thieves by the very gentleman who said he would pay us gold to retrieve his cargo. And in the process we found his cargo to be a danger not only to himself, but the good people of Torch. Truly, we are guilty of saving lives, not thievery!"

Diplomacy: 1d20 + 13 ⇒ (4) + 13 = 17 including Kharamell's aid Diplomacy

Sorry I made it long-winded. But the Svetocher have a reputation for having silvered tongues! Just trying to play the part of someone with the gift of the gab versus someone who's drunk as a skunk.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Typical human squabbling. Tess shakes her head, her elven roots showing as she loftily considers them all. At the end she adds a bit to Cemifobbar's speech though. "Main reason we didn't bring it back for the reward is because it was Abysium. We weren't confident we could safely transport it. It's really his own fault that he didn't store it properly."

Aid Diplomacy: 1d20 - 2 ⇒ (3) - 2 = 1 Yup, eloquent as a mace.


Trio:

"I see," Dolga says. "Town Watch, please arrest these three and put them in the jail!"

Two lightly armored men with swords and shields look at each other and start to move towards you. The dwarf laughs. "I jest. I jest."

"Nobleman Jharvan, you need to pay these adventurers for clearing away these Rust Risen and recovering your Abysium. You will also be fined for transporting it in such a hazardous manner."

The nobleman sputters. "No. I refuse. If you can't see from these fool's lies then you are a bigger fool than they are. I demand retribution and compensation for what I deserve-"

Dolga slams her warhammer into the wooden table. It splits the table in half and causes the Jharvan to stop speaking. "Enough, Jharvan. Reward these adventurers and get out of my sight!"

Nobleman Jharvan turns white as a ghost. He drops a small bag that jingles at Cemifobbar's feet, and vomits on it unintentionally. Wiping his mouth with a bright green handkerchief, he scampers out of the Town Hall.

"Torch thanks you. I don't believe you'll want to see the nobleman, so if you could, deliver the Abysium here to the Town Hall."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess tenses up. I'll be damned if I...oh. Very funny. Despite herself, she does grin a little as the nobleman gets what he deserves. Her conscious feels better about giving the Abysium to the town instead of a shady merchant. "Thank you, that was very kind of you. I believe delivering the Abysium to you is the best choice right now, however I'm still unsure about being able to transport it safely. Could you supply us with such a means?"

I don't know if that's part of the AP or if you just made this up, but it was really cool and enjoyable, bravo GM!


Male Dhamphir Bloodrager (deceased)

Trio:

"You are indeed just councillor!", adding another gracious bow, he mulls to himself: "Hopefully Tessara's tact is a bit better than that normally!"

Carefully avoiding Nobleman Jharvan's mess on the floor, Čemifobbar scoops up the bag of coin left at his feet by and hands it to either Kharamell or Tessera (50-50 chance) without opening it and whispers "We will divide this evenly amongst the three of us, of course."
to Kharamell, 1-50, to Tessara, 51 to 100
choose: 1d100 ⇒ 48 (hands it to Kharamell)

Turning back to Councillor Dolga: "We would be only to happy to bring Abysium ingots, but we are ill prepared to handle them safely. If we could be lent the proper materials and a small hand cart? Perhaps even some of Torch's capable guards to accompany us, to prove we can be trusted."
diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
typical!

This has been an interesting sideline so far!


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Cemifobbar wrote:
"Hopefully Tessara's tact is a bit better than that normally!"

Don't get your hopes up. Rocking 7 cha here.


Male Dhamphir Bloodrager (deceased)

Trio:

Tessara Yandalëra wrote:
Don't get your hopes up. Rocking 7 cha here.

That's okay, I made up for that comment by getting a natural one for my next diplomacy check. Timing's everything!


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
A 7. Wow! That's hard to role play well. (Annoying enough to be annoying, but not so much that it interrupts the game.) I have an 8 though, so... Kharamell puts away the pouch and stands with his comrades waiting.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar doesn't have a stellar charisma (13), but because of racial and trait modifiers, Diplomacy is a class skill for him, with a +3 bonus as well as his Charisma bonus. Unusually diplomatic for his class, so I'm playing with it.

I think I may have been off the mark with my last little speech to the good councillor... Čemifobbar chides himself, but maintains his friendly demeanor.


Trio:

Dolga arranges for a small cart and some lead lined leather pouches from her smithing and gadget shop. The items are waiting for you outside of the Town Hall.

"We get complaints from the nobleman frequently. Most are far-fetched, or without credibility, so we're used to dealing with him. He isn't actually a nobleman, but a merchant from the River Kingdoms. On the other hand though, Jharvan does bring in lots of ore which our smiths turn into fine metal products, weapons and armor."

The dwarf turns away from you and addresses other members of the townsfolk. "Now on to other matters. Because of the return of the torch, waste disposal will now commence by throwing refuse and scraps into the ever-burning flame again. We'll need volunteers to take the current mess clogging up the streets and in the lakes nearby and get rid of it through the proper methods..."

You believe this is your cue to leave.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar bows to the councillor and motions for Tessara and Kharamell to follow him to the provided cart.


Trio:

You take the cart along with the metal-lined leather and bring it back to the stuck carriage.


Male Dhamphir Bloodrager (deceased)

Trio:

Will have made sure we've got at least one shovel this time! I also forgot to ask how much cash was in the bag that annoying merchant had to give us.

"We should also be alert for more trouble, since these ingots valuable and dangerous!"

Čemifobbar will do the grunt work, unearthing the ingots of Abysium, and will carefully load them into the lead-lined boxes in the cart provide by Councillor Dolga. He'll also stay alert and ready for trouble; even if means having to dig a little slower.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
Have I had time to fix my rifle?

Does it look like the area has been tampered with? The burnt carriage still there? The remains of the rust risen still there?
Perception: 1d20 + 3 ⇒ (13) + 3 = 16


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

on to lords of rust


Trio:

The carriage seems to be exactly the same as you left it. It depends how much time it takes to fix the rifle, but its likely.

Almost done with the first book, just need a little bit of roleplaying.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar will do the digging. Taking a 20, if needs be to make sure the stuff is extracted and stored good and proper before returning to the town with the lot.


Male Human

Alright I think this is all our unclaimed group gear, not including the more mundane gear.
4898GP
149 disks
5x batteries
Pile of Glittering Objects
7 Brown Cards
Brown Potion
White Potion
Empty Vials with Mysterious Liquid Remnants
magic tattered red cloak
A timeworn handheld gadget with lines on it and a wand attached
2x nanite canisters
a gun like device with a brown stripe
a clear tube with a stopper and an open area
2x Hemochem I
Scroll of Detect Radiation
Scroll of Technomancy
Scroll of Unseen Servant
wand of magic missile, CL 3rd, with 44 charges.
a magical light hammer (medium sized)
4 holy symbols of a female mask made of ivory
3 fungus encrusted potions marked cure moderate wounds
magic red pistol
2 canisters filled with gray dust
white access card
mwk backpack
a tool that looks like it is for gripping things
and a small sleek device shaped like a squarish pen with a black stripe on the side and circuitry along one end.

If we sell these items
Chain Shirt-100
mwk spiked gauntlet-305
2 mwk studded leather-350
2 mwk bucklers-155
4 mwk light hammers-1204
8 gruesome looking spears made of human bone-???
MW Thieves Tools-100
MW Hand Crossbow 400
5 Bolts - 5
mwk chainmail- 300
We get an additional 1459.5 gold, for a group total of 6357.5 Gold
Assuming no one objects, that's 6357.5/4 for 1589.47 gold each.

Can we get everything identified in our month off?

Do you want us to make profession or craft rolls for the month?

Are we advancing to level 4?


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
It takes an hour to fix.

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