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)

Čemifobbar comes out of his bloodrage to get his breath back (fatigued for 6 rounds).

Then he'll loot search the smilers' bodies. For valuables.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Loot:

+1 hide armor
+1 greatclub (medium sized)

4 jars of soothe
4 mwk leather armor
4 mwk buckler
4 gunslinger's pistols
25 bullets and 20 doses of black powder

There are doors to the north and east.


Male Dhamphir Bloodrager (deceased)

"Either doors are fine by me"

Čemifobbar picks up Gunshy's great club and sheathes his Falchion.
"Let's see if I can put this to better use than Gunshy. It might unnerve of the Smilers if they see an enemy using Gunshy's club."


Male Human

"What are these? Drugs?" Kraig asks about the soothe.


Choice: 1d2 ⇒ 2

Cemifobbar opens the eastern doors.

The air in this room smells of smoke and burnt meat. A crude stove made of a metal barrel resting atop blocks of stone sits in the middle of an open area, while numerous doors line the walls.

Searching the small rooms, you find pink gel, blood stains on the dirty bedrolls, along with bones and some black dust.

What do you do?


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

"You OK Kharamell? You took a hell of a pummeling." Nyssa wonders if Kharamell has the same issues with healing that Cem does.

While Cem loots the bodies, Nyssa searches the room.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


Male Dhamphir Bloodrager (deceased)

Čemifobbar holds Gunshy's club, ready to attack any other smilers that might appear.

He searches the North of room H3.
Are there any secret doors and/or passages to bigger rooms?
Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Cemifobbar does not see any secret doors or passages.

Nyssa finds a silverdisk hidden underneath some discarded bones.


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 and Iophiel moves after Cam, into the halway with the multiple doors.

Then, after hearing Kraig's question, the summoner takes some time to examine the substance.

Let me see... Says Valt while touching the substance with his fingers, and then he smells it.

Knowledge engineering: 1d20 + 9 ⇒ (8) + 9 = 17


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

"I am very injured" Kharamell responds to Nyssa. "Alexis, will you give me aid?"

Kharamell also examines the liquid. [roll=Heal]1d20+3[/roll]


Valt and Kharamell examine the pink substance and aren't sure what it is. It does have healing properties when applied to wounds. They do recall that all the smilers have had some of it.

Kharamell's Heal: 1d20 + 3 ⇒ (14) + 3 = 17


Male Dhamphir Bloodrager (deceased)

"I wonder if that pink goo might heal a Dhampir, like me."

"I'll just see what, if anything, is up the hall. If anyone cares to join me."
Čemifobbar will wander up the hall (in H3) to see if there's anything more interesting up the hallway. Or any other rooms besides the small cubicles. He'll have Gunshy's club at the ready, expecting trouble at any time in this loathsome place.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

He's not going to worry about a light source too much, since he's got darkvision.


Cemifobbar doesn't see anything else down the hallway, unfortunately.


Male Dhamphir Bloodrager (deceased)

Or fortunately; depending on what could have been there!

"Doesn't seem to be much of note here. Everyone else ready to check those other doors that were behind the smilers we killed?"

Čemifobbar will walk back down the hallway into the "foyer" the smilers and Gunshy were in (H2).


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

Ready here, Cemifobbar Alexis assures the warrior


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 should tend the injured before charging ahead."

Looks like Kharamell has 4 hp. That can't be good. :)


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

Ok then says Alexis, stretching out her hands and flexing her fingers, who needs healing?

CMW on Kharamell: 2d8 + 4 ⇒ (3, 7) + 4 = 14

guys, it makes healing easier if you can put a status bar on your character listing your current and total HP. See mine for one way to do it.


Male Dhamphir Bloodrager (deceased)

@GM Demonmoose: would we need to make a heal check or something to figure out how that pink cure-all works?

I'm down 7 HP. Against all odds, took no damage from Gunshy or the smilers, so got back 3 HP fast heal during the rage thing. Since the regular cures won't work for a Dhampir, I was wondering if that pink goo healing stuff might work.


Technically, you need a Craft Pharmaceutical to figure out exactly what it does. High Heal or Engineering gives you a little better info than what I gave. Lastly, you can talk to someone, a ganger, that can give you more information.


Male Dhamphir Bloodrager (deceased)

Fair enough. I'll err on the side of caution and not take a chance on that stuff!


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

Kharamell's wounds begin to close up. He is still injured, though not nearly as much. "Thank you for your aid. I am much better now." Kharamell gathers up the Soothe for further study.


When you are ready, you head through the western doors.

Well over a dozen large glass tanks sit against the walls of this oval-shaped chamber. The tanks themselves are semi-opaque with condensation, grit, and filth, but several of them seem to contain some sort of figure within. Each tank has a metal-rimmed door on its front allowing the contents to be accessed, and one tank to the north has been wrapped with several coils of rope.


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

The requisite rolls.
Knowledge: Engineering: 1d20 + 9 ⇒ (16) + 9 = 25
Heal: 1d20 + 3 ⇒ (20) + 3 = 23
Craft: Mechanical: 1d20 + 7 ⇒ (19) + 7 = 26


Male Dhamphir Bloodrager (deceased)

@GM Demonmoose: The Western doors? Weren't there just the doors on the North wall of the 'foyer'?


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 takes a moment to assess the situation. She has her sword drawn, but her shield is slung in it's normal place on her back.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

She looks and listens for the almost inevitable Smiler ambush.


Male Human

"Ahh yes, modern 'art'."


Yes, I meant northern doors. I merged the next two sets of doors.

Kharamell believes they are cryogenic tubes that hold people. There is a thick layer of condensation over all of the tubes. The northern most tube has ropes around it.

Nyssa sees a lever near the north eastern door that has a lever near it. Scrawled in dried red ink in Common, "Release." She also believes she sees fur in the northern tube wrapped with rope.


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

"Let's not do anything rash, if we can help it. Marrow must still be about somewhere."
Nyssa moves into the chamber. seeing the double doors leading out to the east, Nyssa moves over to them as quietly as she can. At the doors she leans in close to listen.

Stealth: 1d20 - 2 ⇒ (8) - 2 = 6 The Suli moves with a great deal of armor and weapon clatter, despite her best efforts.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


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

"The brother (I can't recall his name right now) may be in these holding tanks." He begins to inspect them more closely, wiping off the wetness as best he can to get a better look.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
From now on I'm Taking 10 every time I can.


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

"I think I saw something furry, in the one wrapped in ropes." Nyssa says in a loud whisper. She's aware that her gear had made plenty of noise, as she moved, so a little more won't hurt, right?


Male Human

"You know," Kraig muses while he looks at the tubes, still convinced this is some sort of gallery. "I have no idea why we're here. Who are we saving?"


Male Dhamphir Bloodrager (deceased)

"Nyssa urging caution? That is … interesting"

"We're to free Whiskers. Brother of Redtail, the leader of the Raiders gang…" Čemifobbar says in a detached tone "… he might be in one of these things. Are they traps of some sort?"

He will have a closer look at the tubes to see if he can tell what's inside.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26

He won't attempt stealth; he's rubbish at it anyway


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 tubes.

know engineering: 1d20 + 9 ⇒ (3) + 9 = 12

they do look interesting


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Tess rolls her eyes. Subtle as a bag of bricks. "Let me look ahead first."

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
Perception: 1d20 + 8 ⇒ (18) + 8 = 26 +3 in dim light


Male Owl Familar 3

Altlan's wide-open eyes scan the room from Tess's shoulder.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19


Nyssa doesn't hear anything through the metal doors.

Both Kharamell and Cemifobbar take a closer look at the tubes, rubbing condensation that covers the front. They see humans wearing leather and with greatclubs by their sides. Their heads are shaved bald and their are circular patches of stitching on the sides of their head.

Once they remove the condensation, everyone can see the humans inside the tubes.

Tessara and Altlan notice vents or exhausts, holes, above the glass tubes. They also see the lever near the doors, though Nyssa is blocking it a bit.


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

What about the last one? The one Nyssa said had fur.


Someone has to remove the ropes, cutting them, or pulling them off.


Male Human

Can we punch them off?
"Why are there people in these? Can we get them out?" Kraig looks for a latch or something on the tubes.
per: 1d20 + 9 ⇒ (17) + 9 = 26


Kraig's eyes move to the lever near the door marked "release". The words are scrawled in dried red ink.


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

"Think for a moment. One of these cases has ropes tying it shut. It seems to be the one with Whiskifiss in it. He's the prisoner. Hmmm, right?"
Nyssa puts a finger to her temple and winks.
"Let's see what's behind these doors, before we go pulling any levers."


Male Dhamphir Bloodrager (deceased)

Čemifobbar says "These humans we can see look rather like our charming friend, Gunshy. Let's see what these ropes are hiding."

He then pulls out one of his daggers and starts cutting away carefully at the ropes to reveal the contents. Trying to avoid any of those buttons or other weird things.
CMB: 1d20 + 8 ⇒ (12) + 8 = 20
dagger cutting: 1d4 + 4 ⇒ (4) + 4 = 8
I think CMB is used for cutting ropes

Not being the trusting sort, Čemifobbar will keep Gunshy's club nearby should there be any trouble.


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

Kharamell steps just outside of the room. He does not want a repeat of the Gunshy incident.


Cemifobbar cuts and removes the ropes, revealing a naked and sleeping male ratfolk within a glass tube.


Male Dhamphir Bloodrager (deceased)

"I found Whiskers. In his birthday suit. Anyone know how to get him out of this thing without releasing the others?"


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

"Release them." Says Kharamell. "It will take some time, a few moments at least, for them to come around. In that time we can dispose of them, if you feel it necessary."


Male Dhamphir Bloodrager (deceased)

"With any luck, the ones with the clubs might be enemies of the smilers and not their friends. It seems odd to imprison your own allies. How do you relese them?"

He was more concerned with being wary and finding Whiskers than paying attention to labelled levers or anything else in plain sight like that.


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 sighs. "Lever's here. Yank away. I still think we should check through these doors first."
Nyssa assumes that she will not be listened to, so she takes a better position by the exit doors.


Male Dhamphir Bloodrager (deceased)

"Does anyone want to check what's on the other side of those doors Nyssa is at first? I don't think Whiskers or the others are going anywhere for a while, no matter what we do."


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)

Both ways are good to me, just make a decision quick. We are inside an enemy fortress, their main nontheless.

Says the summoner, who looks uneasy and absent since he noticed the tanks.

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