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


551 to 600 of 3,347 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male Human

"Well I guess if Gavin vouches for you you can help us find brobot. Back through the deadly electricity."


I'm gonna assume you want to enter the black door to move you along (or red door?). Instead of going back out into the desert. Please feel free to correct this.

When you are ready...

Valt slides the black keycard into the machine by the black door, "Science Deck Access."

You see... :

A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south a pair of black metal pillars. Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.

There are double doors to the North, a door behind the desk, and double doors to the East.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

So, we are not looking the other rooms? not even the one with the black strip?

Asks Valt to both Aurusk and Kraig.


There seems to be some confusion. Okay, you are currently in the Observatory (brown door). Outside is a hallway with two other doors, Habitat Controls (red door) and Science Deck Access (black door). Outside of the Hallway is the electrical malfunction, the illusion/holographic wall, and the desert. You may ignore my last post if you do not enter the black door.


Male Human

"I never would have guess the black key to the black door would lead to a room where everything is black."

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


Kraig Perception:
Kraig's eyes are drawn to the flashing desk, where images of strange creatures are displayed on the panel. He sees two strange plants, a blue plant and a purple one. .


Male Human

"I bet if we mix these plants together and apply them topically they will permanently increase our vitality. Volunteers?"


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

Alexis looks doubtfully at kraig.
Ah...no thanks. You give it a go first.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"Why would you think that, Kraig?" Nyssa looks around to room, from a position just inside the door. (The one we just came in.)

Perception: 1d20 + 1 ⇒ (4) + 1 = 5


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Valt steps inside the room, and looks for more labeled doors, like this science desk one. the plants are just images, right? Then he searches for papers with writings or another card.

We have 3 more doors to search for, or we can try to open the red one before we explore this many paths.

Says Valt while looking at the flashing lights, but not touching anything without a label he can read first.

That Kraig, where he gets these ideas? Hope he is just joking.

Search: 1d20 ⇒ 19


Valt Perception:
Valt finds nothing of material interest searching the room. All the new doors have similar machines to their sides with slots for keycards.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Nyssa moves into the room to cover for Valt while he searches. "After that chilly mold we came across earlier, I can't help but wonder what these here do." Nyssa stays well clear of the fungus in question.
"That door behind the desk would be a good place to go next I think."


Spells Prepared:
Expeditious Retreat, Shield, Blurred Movement, CLW
Stats:
Init + 4; Per +4, DV, AC 18, T 15, FF 14 (+4 Dex, +3 armor, +1 size) hp 25 (1d8+2) F +3, R +7, W +3, Speed 30 ft. Melee: mwk Horsechopper +2 (1d8-1 x3), R: mwk Musket +8 (1d10+1 x4, 40 ft)
Skills:
Acrobatics: +8 Appraise: +8 Disable Device: +10 Escape Artist: +9 Knowledge (Engineering, Arcana, Dungeoneering, Nature): +8 Linguistics: +7 Perception: +5 Spellcraft: +7 Stealth: +12 UMD: +4

"I still don't know why we're all down here, but I'll keep an eye for this robot brother of yours."

The goblin waddles in the room and looks around. He ignores the mass of blood stains at the northern doors and the weird fungus by the southern wall. He taps his musket at the machine by the door behind the desk. "My treasure sense is tingling. How do we open these doors? There ain't no keyholes, or nothing."


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Oh sorry, Mr. Starboom, with the fray and others things I totally forgot about your question. Did not Gavin informed you? In any case, we are here searching for a lost member of the Torch community, called Khonnir. He was investigating why flame that gave name to the town has turned off and discovered that cavern complex. There is a monetary reward for finding him and for rekindle the flame too.

About the doors, they open when the appropriate card is inserted on that little box on the door's side. Looks like they are color coded, but not sure if there is a color that opens more, like having some hierarchy.

There is any color code/strip on this one?


Spells Prepared:
Expeditious Retreat, Shield, Blurred Movement, CLW
Stats:
Init + 4; Per +4, DV, AC 18, T 15, FF 14 (+4 Dex, +3 armor, +1 size) hp 25 (1d8+2) F +3, R +7, W +3, Speed 30 ft. Melee: mwk Horsechopper +2 (1d8-1 x3), R: mwk Musket +8 (1d10+1 x4, 40 ft)
Skills:
Acrobatics: +8 Appraise: +8 Disable Device: +10 Escape Artist: +9 Knowledge (Engineering, Arcana, Dungeoneering, Nature): +8 Linguistics: +7 Perception: +5 Spellcraft: +7 Stealth: +12 UMD: +4

"Thanks for the rundown, wizard man. No, Gavin told me nothing, just help out you mooks. So you got me until we save this Khonnir fella, and get this bonfire thing lit."

Nortmog gives you a nice, wide sharptoothed grin.

"Well, you guys start opening doors and let's do this!"

He taps some black powder into his gun and puts in a bullet.

The doors all are gray or steel, with no colored strips on their machines.


Male Human

"Let's go this way. Probably where the important people come from."

Try the door behind the desk.


Kraig opens the door.

There are several upright lockers. Inside them are pieces of broken metal and machinery. You search through them and find some technological gadgets.

You find three batteries and 26 silverdisks. There is also a cylindrical tube-like object with a lens on the front of it, and a button on the side.

There is also a white striped bin that is locked.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"That was my guess too." Nyssa tells Kraig. "Looks like it's only where the important people keep their stuff."

Is the bin white striped, or does it need a white striped key-card?


The bin is white striped, and likely needs a white-striped key card or higher. Or you can try to break it open by hitting it, or unlock it using lockpicks/epicks and disable device.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Its the bin attached? i not we can carry until we find a reliable way to open it. If we find the card that opens it, we can sell it or use for our own benefit.


You can take the bin. When you shake it, you can hear several objects bouncing around inside. It weighs about 15 lbs and is about the size of a backpack, except rectangular and metal.


Which way do you go? East through the double doors or North through the double doors with bloodstains?


Male Human

"That thing's kinda unwieldy. If someone wants to carry it around, I won't stop you. Anyone know what this is?" Kraig shows the cylindrical object around.

I've updated party loot list. Did anyone want to try identifying the magic tattered red cloak or the mysterious vials?


As Kraig shows the group the object, he accidentally presses the button on the side and a cone of light comes out of the lens. He shines bright light at everyone.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Nyssa tries to dodge away from the light, there's no telling what it might do.


Male Human

"Huzzah! I hold the power of the sun in my hands!" Kraig directs the light towards the white container.


Kraig's sun illuminates the white container, but it does not unlock.

"Ah, I've seen something like that, beardo. Its one a those shine-light things." Nortmog says. "I'm pretty sure it doesn't open doors or locks, bub."

I suggest one or more of you start opening doors and moving ahead, if you'd like to go faster. The others will surely follow.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"We'll leave that locker here for now, I think." Nyssa moves to the bloodstained double doors. She opens them and has a look inside.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9


Bloodstains mar the floor and walls of this hallway, while scorch marks and smears of ash on the walls evidence some sort of altercation having taken place in this area relatively recently. Four tangled mounds of metal and other materials lie further up the hall, surrounded by strangely colored stains.

Nyssa notices that it is a lot of blood, a few people's worth of blood.

There are two sets of double doors to the East and South at the end of the hallway.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Cautiously, Nyssa moves closer the tangled mounds of wreckage. Broken brobots? Nyssa wonders silently.


The mounds look different than the repair drones--definitely not brobots. Some of the tangled masses are blue and gray with tubes and blue liquid, others have rotors, long, spindly fingers and broken gun-like pieces.


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

Alexis looks at the site, and kneeling examines the blood and scorch marks.
looks like a battle was fought here. Khonnir is a mage, isn't he. Could explain the burns.
She stands up and says no bodies, so they won?


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Valt looks at the blood worried and, looking to alexis, says:
Perhaps, but too much blood. At least some on them got wounded.

Well, our first priority is to find Khonnir, so lets follow the blood stains trail and hope for the best.

it is possible to follow the blood stains?


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

don't get too worried, valt. A little blood can seem like a lot, and healing can help a lot. I think they won their fight, healed and moved on.


Yes, you can follow the blood trail. The streaks of blood go to the Eastern doors. Do you go through the east doors or south doors?


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

I say to follow the blood trail until we find Khonnir group, so if no one questions it, lets go with caution.


Male Half-orc Oracle (Dark Tapestry) 2

Aurusk nods, We should find out what made that trail. Come along. He slowly makes his way to the eastern doors and opens them.


You enter the eastern doors.

A long table with various unusual stones and dirt samples heaped on it sits along the southern wall of this room, while to the north a line of metal desks with glowing panels and buttons are placed next to a large humming device. The heart of this device seems to be some sort of flickering sphere of reddish brown mud or dirt. Dust covers much of this room, save for a strangely clean swath between the doors, which leads to the strange humming device.

On top of the machine in the northeastern part of the room is a purple plant with ropy root legs, an open maw and vine tendrils extending upwards.

You all hear a whisper-voice in your heads. "Who are you? Where am I? What is this place?" Other than the plant, there are no living organisms in the room.

There are double doors to the south east.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"Explorers. Golarion. Looks like some kind of laboratory to me." Nyssa answers the questions she hears in her head, out loud. Then she adds: "That plant looks hungry." She readies an arrow to pierce it's hide if it moves to grab anyone.


The voice whispers in your heads again.

Red food, red food, give me red food... Do you have red food? It is very yummy. Delicious. Wet and slimy. Sometimes warm or dry. Red food, red food..."

It continues to repeat red food in your heads like a chant.


Male Human

"This must be the father of the purple plant shown in the other room. We should find it for him. It sounds like it's carnivorous. We could feed it the tentacle thing we killed earlier."


Male Half-orc Oracle (Dark Tapestry) 2

Aurusk jumps into the air spinning. He tries to find the direction of the voice, but can't seem to come to any conclusions. Finally, he covers his ears defensively. What?


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"We could, but we won't. Nyssa tells Kraig.
Nyssa is getting angry. "You! Red Food! Shut up!"


The voice whispers. "I will be quiet. But you must give me red food. Or else I will get angry."

The purple plant's vine tendrils wiggle in the air.


Spells Prepared:
Expeditious Retreat, Shield, Blurred Movement, CLW
Stats:
Init + 4; Per +4, DV, AC 18, T 15, FF 14 (+4 Dex, +3 armor, +1 size) hp 25 (1d8+2) F +3, R +7, W +3, Speed 30 ft. Melee: mwk Horsechopper +2 (1d8-1 x3), R: mwk Musket +8 (1d10+1 x4, 40 ft)
Skills:
Acrobatics: +8 Appraise: +8 Disable Device: +10 Escape Artist: +9 Knowledge (Engineering, Arcana, Dungeoneering, Nature): +8 Linguistics: +7 Perception: +5 Spellcraft: +7 Stealth: +12 UMD: +4

"Is anyone else hearing a weird talking voice in their heads? I'm not going crazy, right? Someone tell me what to do. I ain't the leader guy here."

Nortmog has his musket shifting from the rocks to the plant, unsure what exactly is making the noise.


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

this is odd. Can plants talk?


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Well, perhaps we can find you some more if you explain us how you get it first. I mean, there was other creatures like us that passed by? How many and what was with them if not alone?

Asks a concerned Valt, with no intention to get closer to the strange thing.

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13


Creatures like you were pulled through here by creatures not like you. They were metal things. Then I ate the Red food on the ground. It was delicious. I am hungry. Give me red food, red food, red food..."

The whispering in your heads gets louder. You see the purple plant's ropy little roots rip themselves off the machine.


Male Human

"Alright buddy. We gotta go find the others like us first, then we'll feed you. You just hang tight. Photosynthesize."


"No, no, no, no, no, no. I will not wait any longer-" A powerful scream assails your minds, causing you to nearly black out from the intensity.

Make a Will Save DC 15. This is a mind, sonic effect. If you fail you are nauseated for 3 rounds.

Nauseated rounds: 1d4 ⇒ 3

Initiative:

Alexis's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Nyssa's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Nortmog’s Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Aurusk's Initiative: 1d20 - 2 ⇒ (8) - 2 = 6
Valt's Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
Kraig's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Enemy Initiative: 1d20 + 4 ⇒ (17) + 4 = 21


Sorted Initiative:

1. Purple plant
2. Everyone


The creature is 15 feet away from you, it is adjacent to Kraig. It is everyone's turn.

The plant extends its tendrils out and swings at Kraig.
Tendril: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 1 ⇒ (4) + 1 = 5
The tendrip whips out and misses.

551 to 600 of 3,347 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Demonmoose Iron Gods AP Green All Messageboards

Want to post a reply? Sign in.