GM Lari's Iron Gods

Game Master Dhenn

Numeria Map

Aldronard's Grave
Through the Secret Door

Scrapwall
Other Scrapwall Locations

Initiative:

dice=Dr. N]1d20+3[/dice]
dice=Ray]1d20+9[/dice]
dice=Selkania]1d20+2[/dice]
dice=Serithial]1d20+6[/dice]
dice=Vaughn]1d20+4[/dice]
dice=Vivilaas]1d20+5[/dice]


451 to 500 of 1,556 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

As Doctor N reloads, she scans the battlefield, trying to get an overview of the battle's status. She grins and nods rhythmically as she scans, approving what she sees.

"Goodgoodgood! Enemies cleared out quickly, little effort involved--Vaughn even have time to attempt to improve rapport with Vivilaas, goal unknown--cameraderie? Friendship? Colloquial friends sharing benefits? Breeding?"

*deep breath*

"Further observation required."

While barely paying attention to the battle at hand, Doctor N fires a shot off at the undead fighting Ray.

Attack with Battered Pistol vs Touch AC (point blank shot, into melee): 1d20 + 4 + 1 - 4 ⇒ (19) + 4 + 1 - 4 = 20
Damage (point blank shot): 1d6 + 1 ⇒ (6) + 1 = 7


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

if THAT don't do it...i quit!!

Silver Crusade

Indeed, bullets and hammers lay waste to the last skeletons in the group.

Doing anything in the dome? Heading back?


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Selkania asks her comrades.

Well done everyone. Someone knows what are these creature in life ?

Is anyone still hurt ? I have one channel left to heal everyone, or we can use the wand we bought.

I think it could be interesting to take a look around before heading back if you think we are short in ressources.


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

"That, Irori's sakethat was impressive!" Vivilaas says to Vaughn after his fight-ending display of hammer prowess."Luck is certainly on your side today."

Turning to Selkania, the samsaran glances past the cleric into the vast arid plain. "I'm physically fine, but am almost out of my mental energy for today. And while we managed to take these skeletons down it showed we once again aren't as prepared as I'd like for different kinds of threats. I'd vote to return for the night, regroup, and strike further in the morning."

Viv kneels over one of the fallen undead. "I'd also like to bring one of these back with us. It's possible the counicllers might know what they are. Even if not, they could be made aware of a new kind of threat just beneath them."


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
Vivilaas wrote:
"That, Irori's sakethat was impressive!" Vivilaas says to Vaughn after his fight-ending display of hammer prowess."Luck is certainly on your side today."

Vaughn smiles like a toddler who just got a lolipop. Naaaah, it was nothin!

Quote:
Turning to Selkania, the samsaran glances past the cleric into the vast arid plain. "I'm physically fine, but am almost out of my mental energy for today. And while we managed to take these skeletons down it showed we once again aren't as prepared as I'd like for different kinds of threats. I'd vote to return for the night, regroup, and strike further in the morning."

That might not be a bad idea. Pick up some more equipment, hit again well-rested tomorrow. Can we get water breathing again?

Quote:
Viv kneels over one of the fallen undead. "I'd also like to bring one of these back with us. It's possible the counicllers might know what they are. Even if not, they could be made aware of a new kind of threat just beneath them."

Huh, good thought! After he retrieves all his weapons--except for one hammer, which he hands to Seri--he starts working to collect a complete skeleton.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"I hate to say it Vaughn, but I think I should buy myself one of these. I agree guys. We have a LOT to report back already, and much of it is bad news for families. We've got plenty to trade for, and I think an equipment upgrade would do us well."


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray nods at Vaughn's work to collect a skeleton.

"Studying these remains may get us clues to the full creatures, if they still live."

Ray hesitates as he studies the loose soil at their feet.

"Is someone here capable of tracking? Perhaps we are right at the heels of Khonnir Baine, wizard and scholar, and their path took them through here recently?"

Silver Crusade

So if you're searching for tracks, please give me the relevant rolls. You're packing up a skeleton. Anything else before you resurface? Water Breathing will still be up.

I corrected the treasure spreadsheet a little bit, It looks like you have 657 gold to spend between you at the moment.

Once we officially hit the end of the day (probably but not necessarily as soon as you get out of the caves), you'll advance to level 2, so you can start to figure that out now.


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Doctor N reloads her pistol then stows it.

"Ray's right, best to check to see if we are close--would be veryveryvery bad to leave if we are close to Khonnir."

She lowers herself down to the ground, crawling around on all fours. She sniffs the ground, three quick sniffs followed by one long, deep inhale.

Survival (untrained): 1d20 + 2 ⇒ (19) + 2 = 21


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Awesome! I'll get on level 2 this weekend.


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

For tracks, Survival is a trained skill if the DC is more than 10

I don't know how to tracks someone yet. But I think we can take a look around. May be with a detect magic ?

Silver Crusade

Detect magic reveals no auras in the immediate vicinity.

It appears that a number of people have passed through here, heading roughly southeast, though it's hard to discern more, as the sand has been churned by bony skeleton feet.


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

"Aha! Tracks leading southeast! Can't give more details, too much traffic, but path clear enough to follow. Roughly, approximately."

She crawls along next to the tracks, almost pressing her bulbous eyes to the ground.

"Could follow tracks, look for better, easier to read tracks, get an idea of timeline."


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

"We could, perhaps. But at the risk of getting lost ourselves down here."

"If you can find something, great, but before you go through any door of crevasse hold off. There's already been enough death down here."


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Viv is right I think. We need to be better prepared and that's not going to happen without a full belly, night's sleep, and better gear. There are also families who need answers."


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

In this case, lest go home. I agree with Ser' we need to be better prepared. Buy some weapon and amunitions able to bypass the resistance creature could have.
Like magic, cold iron or silver. Unfortunately, I don't think our finance could help us with an adamantine one.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"It's true, we don't have much money, but we do have a discount, AND there's the chance of reward from families. I don't want to appear greedy, but there's a lot to do here, and we'll need help to do more."

Silver Crusade

Returning to the surface, you find the shore deserted. Shortly after you return to the Foundry, Jorram Kyte arrives to greet you, eager to hear about what progress you made. He is also happy to patch up any lingering injuries.

He’s joined by any other NPCs you wish to encounter. You don’t have to recount everything to them if you don’t want to, and you’re welcome to do whatever you wish in Torch. It will be late afternoon/early evening for anything time-sensitive.

Six envelopes, one addressed to each of you, sit on the bar. The notes read:
Dear ______,

In gratitude of your service to the community, I cordially invite you to take advantage the amenities of Torch’s most illustrious tavern and card room, Silverdisk Hall, for your rest and relaxation needs. Please enjoy the enclosed as a token of my appreciation.

-Garmen Ulreth

With each is a certificate worth 100 gold pieces of gambling chips, entertainment, or food and drink at Silverdisk Hall.

Knowledge Local about Garmen

DC10:
Garmen is one of the most influential people in town, rivaling the councilors and most prominent merchants. In addition to his tavern, he provides loans for everything from bar tabs of silver pieces to business investments of thousands of gold pieces.

DC20:
Garmen’s financial business is closely associated with what passes for Torch’s thieves guild, the Ropefist gang. Several Ropefist members work as bouncers or guards for Garmen.

See discussion thread for more details about how that part might work.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Local: 1d20 + 6 ⇒ (8) + 6 = 14

Seri takes the time to report in to all of the people wondering about missing persons in the ruins. He's eager to requip and get back in there, but not at the expense of piece of mind.

Not much for gambling, he heads to Silverdusk hall for a simple round and one game. It'd be rude to ignore the invitation*
Local: 1d20 + 6 ⇒ (15) + 6 = 21

Hours in the library can drain the wit ironically. A good game of cards helps keep observation and force of personality sharp... Seri plays but a single hand, with the lot of it.
Bluff: 1d20 + 3 ⇒ (1) + 3 = 4

He's also smart enough to know that quitting while you're ahead is the hardest thing in gambling, but he does.

*:

As a child of the 80s who grew up with the A-Team and movies like Roadhouse, I have an automatic distrust for local tycoons...


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Seri will also offer to sell the Zyphus holy symbol (unless we have reason to return it to someone specific?)


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Selkania is not a gambler, but when one of the most influential people in town sends an invitation it will be quite a fuz to not respond positively.
Even more when the invitation come with a 100 gp value certificate.

After they report what they found to the council she follows Seri in the Silverdisk Hall. Happy for a few hours to keep her mind busy of all the wonders and terrors they found today.

Palying cards (Wisdom check) 50gp: 1d20 + 4 ⇒ (17) + 4 = 21

Winning her bet, she takes her win and play again the same sum. keep 50gp, and play again for 50gp

Playing cards (Wisdom check) 50gp: 1d20 + 4 ⇒ (14) + 4 = 18

Winning half her bet, she takes her win and play again the same sum. keep 25gp (for a 75gp total gain), and play again for 50gp

Playing cards (Wisdom check) 50gp: 1d20 + 4 ⇒ (3) + 4 = 7

This time she lost everything, but she bet what was left of the value of the certificate. 50gp

Playing cards (Wisdom check) 50gp: 1d20 + 4 ⇒ (18) + 4 = 22

She learns from her past mistake and this time she wins big, covering her loss. win 60gp for a total of 135gp

After this win, she knows her luck or ability to win more is past and she stops playing, converting her gain in real money.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Seri dumped his winnings into the group pot.

I'm not 100% certain I'm reading the spreadsheet correctly, but let's sell off what we don't need. Place into backbacks what we do, and then go shopping...


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray folds up his certificate, and looks to the others for an example of how he should react to such an offering.

He watches with curious enthusiasm as Seri and Selkania take their respective shots. He mumbles to himself as he takes notes of the rules of each game, quietly calculating probability in his head.

"55%... 17%... Oh, 91%..."

Finally, he sits down at a table with mild confidence established, yet lacking the social graces to display any exuberance at risking monetary wealth. He begins betting low, waiting to establish the odds of which cards remain so he can properly identify his odds of winning a bet (he's going to wait to win 2 hands in a row before he raises his bet).

Ray's Gambling:

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (3) + 3 = 6

All gone. 75/100gp remain.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (19) + 3 = 22

Gain 120% stake. +30gp. 105gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (7) + 3 = 10

Lose 50% stake. -12.5gp. 92.5gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (9) + 3 = 12

Lose 20% stake. -5gp. 87.5gp/100gp.

Still not sure if he understands the rules right, and given he's lost 3 of 4 hands, Ray confers with Selkania briefly to ensure he understands the mechanics.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (3) + 3 = 6

Lose 100% stake. -5gp. 62.5gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (17) + 3 = 20

Gain 100% stake. +25gp. 87.5gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (11) + 3 = 14

Break even. 87.5gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (16) + 3 = 19

Stake +50%. 100gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (6) + 3 = 9

Lose 50%. 87.5gp/100gp.

Ray starts to realize that all his effort counting cards is effectively allowing him to stay neutral on coin while benefiting from free food and drinks.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (10) + 3 = 13

Lose 20%. 82.5gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (16) + 3 = 19

Gain stake +50%. 95gp/100gp.

"25 gold."
Int (counting cards): 1d20 + 3 ⇒ (16) + 3 = 19

Gain stake +50%. 107gp/100gp.

With his first time winning two consecutive hands in a row, Ray jumps on the belief he's finally learned how to properly gauge the odds and "bets big", mostly because the others around him are encouraging him to do so (and it's getting late).

"100 gold."
Int (counting cards): 1d20 + 3 ⇒ (19) + 3 = 22

Gain stake +120%. 227gp/100gp.

Ray, with noteworthy success in his efforts, quickly collects his winnings at the advice of his companions, thanking the dealer.


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

Vivilaas is mostly quiet on the way back through the caves and up to Torch, bar a few words to ameliorate their Dcotor's concerns. "We'll still find Khonnir, don't worry. We'll strike out at dawn if you'd like: just better provisioned.

As the sixsome reach the Foundry, the samsaran smiles at Jorram, and at Val and Dolga who she also notices waiting for their return. "Not quite lost yet." Viv says with a strained perk to her voice. "Though there's bad news on that front for a few of the others."

She tilts her head towards the three partially eaten halfling bodies her partners carry, as well as the remains of Parda. "We found these inside. Up here they can at least get proper burial. Were the halflings natives - did they have family here? Oh...." Vivilaas droops her head. "And you should tell the Sonders that Gerrol has, fallen, as well. In fact if you have a bottle or two of spare swill Val we can bring him home tomorrow. Some of the flora around made it difficult to retrieve him."

Sorry for 'making' you all lug the bodies back. With 8 Str Viv is having enough trouble swimming just by herself :)

Vivilaas then goes on to report their encounters, supplementing Serithial's accounts when she thinks important. After the main portion of the story is done, the samsaran attempts to borrow Dolga to somewhere a bit more private, showing the councillor the four-armed skeleton, both as a warning of what may be below and to ask if she's ever seen the like: or know someone who has.

Also happy to continue to RP the conversation with the councillor or Val, but to keep up using PbP fun...

-----------

Know Local: 1d20 + 5 ⇒ (12) + 5 = 17

Ray wrote:
Ray folds up his certificate, and looks to the others for an example of how he should react to such an offering.

Viv's eyebrows raise as she reads over the invitation. "Hmm, a generous one this Mr. Ulreth. And pretty well-off too if he can toss around 600 gold, even in credit."

Despite that, while the rest of the party seems more eager to head to Silverdisk hall, Vivilaas hesitates. Gambling hall plus tavern. Crowds, people, and terrible decisions. Still, as more and more of the group head out to make an appearance, Viv finds herself joining them. She does however, keep on her (since-washed) armor, hoping that may deter any unwanted attention.

Once in the Hall, Viv heads over to the bar to order a feysplitter. The samsaran nurses the first drink for a while as she scans the room for their patron for the evening. Occasionally her gaze lands on Selknia earning a modest sum. Ray's poor string of luck before ending on a huge score, and Seri's charmingly brazen ignoring of the odds.

Finishing off the first drink, Viv orders a second. This one goes down much quicker as the samsaran makes her way over to a table. [i]Alright, lets see if I can at least get enough to get Sef a nice new sword.

20 gp Int (count cards): 1d20 + 4 ⇒ (5) + 4 = 9

She frowns as her twenty coins quickly become 0. "Another go. Deal."

20 gp Int (count cards): 1d20 + 4 ⇒ (2) + 4 = 6

Vivilaas waves to a server to bring over a third feysplitter. as she continues to stand her ground.

20 gp Int (count cards): 1d20 + 4 ⇒ (2) + 4 = 6

That feysplitter lasts perhaps one minute as Vivilaas leaves the table and heads back towards the bar.


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Not much to add atm to Vivilaas's description, can post more later.

Doctor N waddles over to the gambling table, her excitement making her bob up and down.

"Never tried gambling, heard best to bet big, win big! Interesting hypothesis, have to check against data."

She finds a stool sized for halflings and gnomes and takes a seat at one of the card game tables..

50 GP Stake, Counting Cards (Int Check): 1d20 + 3 ⇒ (7) + 3 = 10
75/100gp

Doctor N realizes about halfway into the first hand that she has absolutely no idea what game she is playing, much less what the rules are. She manages to pick up on the rules about halfway through and manages to minimize her losses.

50 GP Stake, Counting Cards (Int Check): 1d20 + 3 ⇒ (19) + 3 = 22
185/100gp

The other players expecting a repeat of her poor performance on the first hand, Doctor N manages to pull off a stunning upset.

50 GP Stake, Counting Cards (Int Check): 1d20 + 3 ⇒ (17) + 3 = 20
285/100gp

Still riding off her momentum from the last hand, she follows the cards and the numbers with preternatural speed.

She shrugs her mouth in annoyance as one of the employees asks her to make space for someone else since she's been winning so much. She climbs down from her stool and shakes her head at them, throwing her hands up in the air.

"Not my fault! Game too easy, not sure how you make money off it."


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

Vaughn takes the 100 gp and heads to the table...

20 gp...
gaming: 1d20 ⇒ 12

lose 20%. 96 gp

20 gp...
gaming: 1d20 ⇒ 11

lose 50%. 86 gp

aaaahhhh...1 more hand

gaming: 1d20 ⇒ 3

lose 100%. 66 gp remain

Vaughn leaves the table in disgust. This ain't my thing...

Silver Crusade

GM Dice:
1d100 ⇒ 14
1d6 ⇒ 2
2d4 ⇒ (2, 2) = 4
1d20 ⇒ 8
4d20 ⇒ (5, 13, 15, 4) = 37
3d20 ⇒ (2, 1, 11) = 14
9d6 ⇒ (6, 1, 5, 5, 2, 6, 1, 2, 3) = 31

Jorram calls for Mylan Radli, the cleric of Pharasma. When he arrives and sees the bodies, he traces Pharasma's spiral in the air, and pales a bit when he sees the silver unholy symbol.

"Please, let me take this and dispose of it properly. Be wary if there are more Zyphens below. They may have laid traps for those who follow them.

Discussions between the others about who's symbol that might be don't lead to any immediate conclusions.

Radli offers you 25 gp for the unholy symbol, and begins to make preparations for the funerals and burials of those you returned. Full price instead of the usual sell for half.

Bazlundi Otterbie is sad to hear about Gerrol's fate, and arranges to tell both the Sonders and her daughter. She asks that you recover his body, if at all possible.

Silverdisk Hall

Silverdisk Hall is decorated more lavishly than the Foundry tavern, with imported Qadiran rugs and delicately carved furniture. The clientele are decidedly less glamorous, mostly forge workers who seem to have spent quite a while here by the time you arrive. They leave you alone, but the occasional overheard bit of conversation makes it clear you're definitely the subject of gossip. People seem impressed that you risked yourselves to return the bodies of Parda and the others. +2 circumstance bonus on Diplomacy to improve attitudes or gather information with Torch residents for the next seven days.

Garmen eagerly greets you as you enter, shaking your hands as you enter. He's a tall, well dressed Taldan man, with a friendly, though not particularly sincere demeanor.

After ensuring that you're entertained, fed, and have a drink in your hand, he wishes you luck and excuses himself, citing some urgent business. A few people come and go from his office as you play, but he does not emerge.

While you gamble, a few patrons at the bar start talking loudly.

"It's all a Technic League plot, I tell you. They'll be taking over now that everything's going downhill. I swear. They've got spies all over town."

Another chimes in Yeah. I heard it's Captain Langer. She's gonna use her guards to overthrow the council.

"Nah, it's gotta be Oskah. She's the only one who really knows how the flame worked in the first place."

Let me know when you're leveled up ready to go back down. You can keep doing stuff in Torch for as long as you like, but once at least four of you are ready to go back down (and leveled up), we'll return to the caves. You can grab a bunch of rail vodka and gin if you like to deal with the mold.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Leveled up and ready to go. The only the thing remaining is shopping. What's the final takeaway per person?

The rumors pique the interest of the curious elf.

"I'm eager to find others too Doc, don't worry. Viv is right though. We need better gear to survive in their. I'm also a bit worried about what's going on here. Sounds like a lot of strained nerves and patience among the power players in Torch. If you don't mind, I'd like to head out after lunch tomorrow. If I give one of you a shopping list, would you mind if I spend the morning with my ear to the ground trying to stir up more information about what's going on here?"

If yes:
Diplomacy (Gather Information): 1d20 + 3 ⇒ (14) + 3 = 17 Duration: 1d4 ⇒ 2 hours.


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray's leveled. No shopping done.

Ray looks a bit confused by Serithial's proposal of putting his 'ear to the ground'.

"Wouldn't it make more sense to speak with the citizens of Torch to discover more information about what may or may not be transpiring?"

Ray gestures to the scrapes and scars from yesterday.

"Additional mending-wands are required if we are to subject ourselves to risk of further injury."


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Check that memory bank for the word "idiom" my friend" Seri wears a genuine smile as he speaks. The elf then contemplates physically putting his ear on the floor.... then thinks better of it.

Silver Crusade

You offered your gambling share into the communal pot. With that, it's 135 gp each (with a bit of change left over, total of 832). If everyone's goes in the pot, it's 260 gp apiece (1585 total).

GM Dice:
2d20 ⇒ (7, 20) = 27

Seri keeps his ears open as he heads to the market square for supplies. Rumor has it the the Black Sovereign himself has left Starfall at the head of his army. Many fear Torch is their destination, though other suggestions include the crusaders at Castle Urion, the secretive ratfolk community of Chitterhome, and even that it's the beginning of an invasion of Ustalav.


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Let's go for the pot.

Selkania went to the temple of Brigh trying to get rumors or help from it in form of parchment, potions or wands.

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

Selkania is now level 2 :)


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

Vaughn is leveled & ready. Took Two Weapon Defense feat

What to buy with 260 gp??? hmmmmm


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

At the bar, Viv attempts to sober up quickly once she overhears other patrons begin chatting about the Technic League. Excusing herself, she heads back into the night. Can't just go jumping at rumors Viv. Only your average gossip. she tells herself, even as her steps back to the Foundry increase in pace.

The next morning, the Samsaran wakes to find the elf and cleric both already out searching for gear and information. Turning to Ray, she asks "Well, I don't know about you but after yesterday's showing I'm thinking of getting a longspear myself. Even if I'll never hit as well as you I still might be able to help you or Vaughn get in a blow. Beyond that I've been thinking about a shield, or maybe a buckler. Do you think that would help?"

Partially leveled up Vivilaas, will finish/double-check tomorrow. Know I will like to get a longspear, beyond that I'll have an update in the morning.


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

All in the pot, but 750gp right back out for a fully loaded wand of cure light wounds?

Ray begins counting his coins, aloud.

"One... two... three... four... five... six..."

He picks up speed as he does so.

"Seven, eight, nine, ten."

Then more speed.

"Eleventwelvethirteenfourteenfifsixseveinitwe...blublublublublublu...

Once he has one-hundred twenty five counted, he transfers them to another bag.

"This should be sufficient for a one-sixth share of our much needed wand of recovering-from-tentacle-attacks."


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

I'm in favor of a fully charged wand. We certainly need it. Seri will be able to cast it at level 4, but until then I have a reasonable UMD. None of us can afford MW weapons anyway ATM. We must have walked by some treasure. I suggest we look about as we advance back to our location.... It's the 1e in me.


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

Wand--yes please and thank you


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

So 1585-750=835. 835÷6= 139 Gp, 1 Sp, and call it 7 Cp each.

Silver Crusade

Once everyone's ready to go, where are you headed? The main options seem to be the moldy room with Gerrol's body, the room where the robot is trying to rebuild things, and returning to the dome.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Before we go, while shopping, Seri will look for things that can help getting by the mold without danger...


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

I suggest buying some cold iron / silver weapon and also blundgeoning, non letal or slashing weapons for the fighters.
Selkania would like to by some cold iron bolts.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

A cold iron hammer does seem to be in order....


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

2 Cold Iron daggers.
Already have slivered hammers.

I think I'll save the rest...


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

I'm fine chipping in for a full CLW wand for the group.

For myself, I'll pick up a longspear and a masterwork buckler (and a cold iron shortsword for Sef)

I'd also suggest first going to get Gerrol out, even if onto a ledge. Give the body some dignity.


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Doctor N will definitely be fine putting money towards the wand. She will also buy Mwk Thieves Tools and 3 acid flasks. I want to be prepared in case we run into swarms D:

Doctor N waddles back into the group's lodgings. She pulls out a set of fine tools in a shiny metal case.

"Bought better tools for locks. Was useful before, likely useful again. Good tools, good work."

She stuffs away the tools and points to three flasks on her belt. A caustic green liquid rocks back and forth inside them, the stoppers on air-tight.

"Also flasks of acid. Swarms are pain in ass, not dealing with that."

If only Doctor N could invent an anti-swarm barrier like Mordin....

Also, ready to go


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Good call. When Seri shows up, he's wearing a bandoleer stocked and ready:

Bandoleer (.5)
MWK Thieves tools (50)
4 vials of Acid (40)
2 Alkali Flasks (30)
Cold Iron light mace (10)

139.17-130.5 = 8.67


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray opts to pass on any additional purchases, simply commenting without any revealing expression that he's "saving up" his money for something special.

"We must hurry. Each hour that passes, Khonnir Baine, wizard and scholar, experiences a decrease in his odds that he survives until we discover where he disappeared to."

Ray omits the fact that he was already beginning with extremely low odds in his mental calculation.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Agreed!"


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor
Serithial wrote:

Good call. When Seri shows up, he's wearing a bandoleer stocked and ready:

Bandoleer (.5)
MWK Thieves tools (50)
4 vials of Acid (40)
2 Alkali Flasks (30)
Cold Iron light mace (10)

139.17-130.5 = 8.67

Mwk Thieves Tools are 100gp, not 50

1 to 50 of 1,556 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Lari's Iron Gods Gameplay All Messageboards

Want to post a reply? Sign in.