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

"I agree. The head would make a fine trophy." Kharamell Take 10 on a Heal check (13 total) to remove the manticore's head and preserve it for transport. He also harvests any other portion of the beast that has any arcane significance. Also Taking 10 on Knowledge: Arcana (18 total)


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, that was all for this place? Says Valt while sending Iophiel to inspect th nest again, as she does not suffer harm from the sharp wires and thorns.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Cemifobbar doesn't find anything useful on the manticore's body.

Kharamell searches the body but only finds a mutated mess of scared tissue and sharpened spikes that could act as daggers if he found a way to thrown them without injuring himself.

Iophiel Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Iophiel Damage: 1d4 ⇒ 4

Iophiel feels the rusted wires and spiked metal scraps cut into her flesh as she searches haphazardly in the nest.

You can also spend time searching the nest and I'll speed roll the damage.
You may Level up to Level 5 with a rest.


Male Human

"This seems dangerous. We should petition the city council to have this mess cleaned out." Kraig says, and makes his way out of the nest.

per: 1d20 + 9 ⇒ (9) + 9 = 18
ref: 1d20 + 6 ⇒ (18) + 6 = 24


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

"I agree with Kraig." For once.


Male Dhamphir Bloodrager (deceased)

"There probably isn't a town council in Scrapwall. Kharamell is turning the Manticore's head into a fine warning display. I'm guessing that there must be something valuable and useful in this mess, judging by the Manticore's short-lived bragging."

With that, Čemifobbar will search the nest for anything interesting. Whether anyone joins in or not. He's keen on finding melee weapons and enchanted items he can use.


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


You may Level up to Level 5 with a rest.

I'm feeling very tired all of a sudden.


Male Human

Anyone wanna detect magic?


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Couldn't hurt.

Before they leave Tess sweeps the area for magic.


Male Dhamphir Bloodrager (deceased)

I want to sweep the area for loot! Portable loot, of course!


Cemifobbar spends some time searching through the nest aided by Tessara's detect magic spell, while everyone leaves the nest and watches, and is damaged by the sharp bits of the nest.

Reflex, DC 15: 1d20 + 3 ⇒ (14) + 3 = 17
Reflex, DC 15: 1d20 + 3 ⇒ (10) + 3 = 13
Reflex, DC 15: 1d20 + 3 ⇒ (5) + 3 = 8
Reflex, DC 15: 1d20 + 3 ⇒ (11) + 3 = 14
Reflex, DC 15: 1d20 + 3 ⇒ (16) + 3 = 19
Reflex, DC 15: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex, DC 15: 1d20 + 3 ⇒ (2) + 3 = 5
Reflex, DC 15: 1d20 + 3 ⇒ (14) + 3 = 17

Damage to Cemifobbar: 1d4 ⇒ 21d4 ⇒ 21d4 ⇒ 11d4 ⇒ 2

The dhampir pulls out a technological pistol (that doesn't seem to have bullets or a hole for shooting), a rusted iron coffer, a +1 battleaxe, and a magical ring (17 charges).


Male Dhamphir Bloodrager (deceased)

Čemifobbar will come down and join the others with the loot he found.
"Some interesting loot there. I got cut up a bit finding these things. Nothing serious; `tis but a scratch!"
I finally got a chance to honestly use that old Monty Python one-liner in an RPG without losing a limb in the process! Hooray! But anyway…

"I don't have much need for these… " and will offer up the ring to Tessara and the tech gun to Kharamell.

"I rather like this axe, though, it's shiny!" and tucks the +1 battle axe in among his other weapons, to be clearly visible.

He will also show them the rusted coffer. "Anyone have any ideas what might be in this rusted out old thing?


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

"Let us investigate it further once we return to our base."
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Knowledge: Engineering: 1d20 + 9 ⇒ (15) + 9 = 24
Craft: Mechanical: 1d20 + 7 ⇒ (13) + 7 = 20


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

"Really?" Nyssa eyes the gruesome severed manticores head, with repugnance. "We have to drag that around now? It's gonna start stinking in a few days, you know."
Nyssa shrugs. She has no plans to stay for long enough to let the head rot 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 sighs. boys and their trophies

level up, yeah!


Male Dhamphir Bloodrager (deceased)

"The manticore's head won't be as much a trophy as a testament to our prowess. Enemies will hesitate to attack us. And those unsure of themselves might want to be our friends. Besides, I trust Kharamell's ability to keep something like that from putrefying (much)."


You return to your base and rest. You feel stronger the next day.

There are no locks on the coffer, it just needs some force to pry open its rusted halves. The pistol is an EMP pistol (not timeworn) with 9 charges.


Male Human

"Oh good, we can have a human-ish head to hang from the old Smilers' front door. Wonderful."


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, I guess this mean we integrated ourselves well with the locals. -Says Valt with resignation as he looks at the manticore head.- Hope you are right and this will stop other gang members to attack us.

Now, how do you feel about countinuing gathering gadgets from dangerous places? We had some interesting toys from that nest of rubble.


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

trust me cem, the thing that will give the gangs pause is the fact that all who faced us are now in the boneyard chatting to Pharasma. All this head will say is "hi, we are violent and have no taste". Anyone this impresses is no real threat. And it will stink. Taxidermy is not something you can do in an hour or so. It takes days. My father had animals preserved all the time. Back in Ustalov...never mind. Alexis flushes as a memory comes to mind.
anyways, it's a bad idea


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 wakes. the nights rest had done wonders. The manticore spike wounds barely hurt. As Nyssa collects her gear, she gazes at her trusty bow. All that practice, combined with actual combat was paying off. She still can't match Tessara's speed, but accuracy is much improved.

"Well. Shall we blow the power assembly today, or do we want to try our luck with ghost taming again?"
Nyssa leans back against the wall, she is in full kit, ready for action. "They call it Haunted Canyon, but it may not really have ghosts. Only one way to find out."


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

Ghosts. Let's do that one


Male Dhamphir Bloodrager (deceased)

"I doubt good taste is a going concern in Scarpwall!"

"In any event, going to the Haunted Canyon sounds interesting."


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

"Good taste is something you can bring with you where ever you go."
Nyssa's tone takes on a hint of sarcasm.
"Or you can attract every fly in Scrapwall. Choices, choices."


Male Human

Kraig is still pretty beat up from the unusually strenuous day before, but doesn't show it.
"Our record with ghosts so far is pretty good, we can save these ones too."


When you are ready to go, you head to the eastern part of Scrapwall.

As soon as you step foot into the canyons, a mist surrounds all of you making visibility extremely difficult. You can barely see beyond five feet of you. An ominous presence seems to be in the area but you cannot pinpoint it.

What do you do?


Male Dhamphir Bloodrager (deceased)

"I don't think we should spread out too much with this mist surrounding us. Maybe if we all hold on to a piece of rope in a line, in case anything happens and we can't see one another, at least we can feel what direction trouble is coming from."


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

"Seems like a reasonable precaution." Nyssa puts action to words, digging into her pack and producing not rope, but a ball of tightly woven string.
"This should do." Nyssa unrolls a 20' length. "I'll take the lag position." Nyssa hands the end of the string to Čemifobbar, then stuffs the rest of the ball into her belt pouch, without cutting it.

With all that done, she lets her senses do their work.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


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)

Before moving into the canyon:
Kraig is in bad shape, we can spend a day and have him rest totally, plus Iophiel can nurse him, she has healing +7, so he can recover 15hp plus any magic we use on him.

Although Valt does not notices himself, Iophiel warns him about Kraig condition, as the manticora spike left a ugly wound on him.

I'm the first wanting to go, but I fear Kraig needs some rest and medical attention.

Says the summoner, once he is aware of his companion state of health.

Seeing the mist on the canyon, and the strange presence they feel, Valt decides to try if Iophiel's senses can help him to see better through it.

Perception (through Iophiel eyes): 1d20 + 15 ⇒ (2) + 15 = 17

Good idea, lets try to know where each of us are at any moment.


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 takes her part of the string


You inch your way through the canyon, moving at a slow pace as your eyes cannot seem to pierce the veil of mist.

Spending an hour moving in this direction, you feel like something is staring at you through the mists.


Male Human

I have a potion of CMW, and everyone but Nyssa can cast 1xCL3 CSW, so if the ghosts prove hostile we should be ok. Not sure why we still don't have a wand of cure :) Anyways, take ten on perception as we travel for 20, unless the fog is preventing from taking ten.

"I'll go first. You lot are too...jumpy." Kraig takes the string and leads the way with his flashlight, not terribly effective in the fog. "We should have brought a big fire to burn off this mist. There's something out there. Maybe we should climb the wall, get a birds eye view."


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

from memory, we don't have one because demonmoose said we didn't need one.


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

Kharamell goes along with the group, keeping hold of the string. "I could levitate someone and we could pull them along with some rope (like a balloon).


Male Human

Kraig laughs loudly. "That's the best idea I've ever heard. Let's do it."


Are you going to do Kharamell's idea?


Male Human

I vote yes!


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

You know you want to.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

I vote for yes.


Male Owl Familar 3

As do I!


Do it then. Who's going to levitate?


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

"Someone good with a bow probably should do it. I'd be willing to try sky walking."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

"I'd be willing to go up too."


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're the better archer. Probably the best suited for the job. Just remember what Zandarg told me."

Nyssa assumes a gruff comical voice. "Anybody you see floating above the battle is some kind of mage. Knock 'em right down with arrows. Quick as you can, before they light off with them unholy magics."
Nyssa's voice returns to normal.
'We can assume most folks know enough to do the same, so whoever goes should expect to be targeted by any one, or thing who can."


Male Human

Kraig approaches Tessara, grinning and with rope in hand. "This should be fun!"


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

"You will be a prime target. Do you have Invisibilty prepared today? I suggest you cast it on yourself."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

"Good idea Kharamell." Tessara does just that.


Tessara levitates up above the mass of mist surrounding the canyon and makes out the whole of Scrapwall. Though the fog covers most of the canyon, she can make out something metal and of a different consistency of the rust and junk of the town to the northwest of the party's location.


After her stunt, Tessara levitates downward and informs the group of what she saw. Continuing your pace, the party reaches the strange metal building, broken over the canyon grounds. Its metal sliding doors are open.


Male Dhamphir Bloodrager (deceased)

"Probably no point in knocking, from the looks of it."

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