GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Let's get in the ship."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Cythrul gave up the chip finder to us to find out what had set it off. It led us to this craft and this ship. We should give her a report of what was found. However, the Lady Altouna was less than happy with the presence of Mr Hellion in the city. I doubt she'd be any more happy for use to drive this vehicle into the city."

Thinking a bit more on the subject

"If this craft move over both land and water, perhaps it can allow us to scout far and wide to see if the chipfinder will detect another technological source that has up to this point been hidden. Additional technology would be a huge benefit if we are to move against the Techinc League within Silver Mountain."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen suggests to Omo, "Maybe it's possible to rig the escape pod release with a short delay so we may all get inside. We should also make sure it's power levels are nominal."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

While she examines the mainframe console to determine if it can eject the pod with a delay, she calls out to Jarreck in monotone, "Cythrul probably knew what we would find here. I agree with your assessment of the crafts usefulness."


Current Map

You can indeed set a timer to eject the Escape Craft.

Escape Craft NM:1023:

Escape Craft NM:1023
Gargantuan land/water vehicle
Squares 16 (10 ft. by 20 ft.; 10 feet high); Cost priceless
DEFENSE
AC 12; Hardness 15 (Glaucite Construction)
hp 320 (159)
Base Save +6
OFFENSE
Gunnery Pod 3d8 Plasma Damage (1/2 Fire, 1/2 Electricity)
Maximum Speed 120'; Acceleration 40'
CMB +6; CMD 18
Ramming Damage 4d8
DESCRIPTION
This is a standard escape craft of the Androffan Royal Navy. It remained sealed in the Dusklight for thousands of years until recently being freed by the heroes.

Propulsion: Fission Reactor (2; 2 squares of energy drive; hardness 10, hp 150; extreme device); fission reactor located in rear compartments.

Driving Check Knowledge (engineering) or Profession (pilot)
Forward Facing the vehicle’s forward
Driving Device avionics
Driving Space a single 5-ft.-by-5-ft. square that contains electronics panels that control the driving device; the driving space is located at either two flight chairs in the far front of the flight cabin/observation deck(upper deck).
Decks (2) Lower Deck for passengers (Up to 4 medium sized) Upper Deck for Pilot and Copilot as well as Gunner.
Crew 1 or 2 (a single passenger may share the driving space/controls, at the chair next to driver, this passenger acting as support, grants a +2 bonus to the driver’s driving checks.)
Passengers 4
Weapons 1 integrated heavy plasma rifle (gunners base attack bonus modified by the driver’s Intelligence bonus) ranged touch (3d8 fire/electricity)

Glaucite Armor (heavy): The vehicle gains a +6 armor bonus to AC from a heavyweight polymer resembling glaucite.

Illuminators: A pair of bright technological lights are mounted on the vehicle. These give off normal light in 2; 60 foot cones in front of the vehicle and increase the light level by one step out to a 120 foot cone beyond that. These draw upon the same power source that powers the vehicle, allowing them to give off light as long as the vehicle’s engine is powered. The pilot can light or douse these lights as a swift action.

Shelter: The vessel contains a combination heater/air scrubber set that controls the temperature (between 50 and 80 degrees Fahrenheit) and creates purified breathable air. The secured sealable shelter allows the inhabitants to live in inhospitable conditions with ease for as long as the power holds out


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"A craft for both land and water....its creators were prepared if stranded, in the least."


Current Map

For this (or any) Play by Post game to flourish, there needs to be posts from the players that drive the action forward.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Who's going in first?
If this thing strands somewhere we don't want to be at, one of us martials will need to be out quick."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

In this game and 4 others I've been trying to give people an opportunity to post so I don't steal all the action. Waiting is getting old tbh :( Got a 2nd kid coming in a couple of months, may decide to take an extended break.

Kn:Engineering (if needed): 1d20 + 9 ⇒ (14) + 9 = 23

Seventeen presses several buttons and announces in a monotone, "The escape pod will launch in 2 minutes. This ship will likely sink in short order. I suggest you climb aboard, I shall wait precisely 1 minute and 45 seconds before closing the hatch."

Seventeen makes her way to the escape pod and enters.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Grats man, another little bundle of crying and love. ;)
Do you know which it is, boy or girl?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Well a bundle of crying anyway ;) We are expecting a boy.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Probably been browsing/thinking over on names?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Congrats on the 2nd bundle of joy coming Seven. Thought we'd entered the craft already and was just deciding whether to go walk-a-bout for additional chips or report back to Cythrul. Not exactly sure what we're working towards after investigating the blip as we have done

Once everyone is on board and the craft above ground, Jarreck will retrieve the chip finder and see if any additional blips show up on it, hoping perhaps that will answer the questions he posed before.


Current Map

No other blips show up.

The Escape Craft NM:1023 is shot out of the Dusklight and high into the air... it gives the party a strange feeling while falling toward the earth and through the transparent canopy you see the remains of the Dusklight sliding into the Sellen River. The Escape Craft falls towards the ground and just seconds before smashing to bits on the hard ground, thrusters fire stabilizing the craft and it lands with only a slightly jarring thump.

The party had just finished in Scrapwall and gotten a tip about something buried or hidden in a town called Iadenveigh. Specifically, the intelligence known as Hellion spoke of another Iron God, or the servant of one named Casandalee that he believed was in or near Iadenveigh.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Wisdom check for RP purposes: 1d20 + 3 ⇒ (5) + 3 = 8

" Hmm so now we're out... What do we do now? I suppose we could share this information with Cyhtul, though Jarreck is right about Lady Altouna not liking us for it. On a sidenote, I don't trust Cythrul myself, but that's my opinion."

Mort stays silent for some time before adding.
" Didn't Hellion? *sigh* Mr. Hellion tell us about another AI near uhm....Lade...Vade... Jade.. no that wasn't it."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

thanks Niles that had completely slipped my mind, probably not Jarreck's but mine for sure

Letting the slightly queasy feeling from their recent roller coaster ride pass before responding, "You're right he did. Mr Hellion would you remind us of the appropriate location for the other AI you mentioned before."

Seven most likely has the same infomation at her beck and call but Jarreck would ask the originator if he/she was available.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I have maps! See this is where we are on the river, and here is the town mentioned in the journal. I say we go there."

Omo starts fiddling with the ship's computer. Does it have a map function? Can it navigate by itself based on some kind of location system?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Nice Omo! Let's see what you have. Sound plan to me, gonna take a look at the weaponry, since we are in Blood Gar Territory."

While Omo tries to program the craft to heads towards Iadenveigh Jarreck will familiarize himself with the offensive and defensive capabilities of the craft.


Current Map

It has a map function, but it only works after you have traveled somewhere. Basically its making a map as you travel. There is an auto pilot, but it only works if you've been to a place.

Iadenveigh:
is a reclusive and isolated town of woodsmen and hunters in southern Numeria on the upper reaches of the Dagger River. Located on the northern outskirts of the Echo Wood, the citizens of Iadenveigh reject any association with the Technic League that controls the Numerian capital of Starfall. Although they believe in the use of magic, anyone possessing technology is accused of collaboration with the Technic League and quickly subjected to a mock trial and primitive, yet effective, execution.This technophobia dates back to an incident where robots brought by traders rampaged through the town's street.

The town is particularly devout in the worship of Erastil, crowning its walls with shed elk antlers in homage.

From where you are currently located, Iadenveigh is about 150 miles away. Only a short journey in the escape craft. There is a map in the campaign profile

Whomever is driving the Escape Craft (you can rename it if you like) must make Kn:Engineering OR Profession:Driver checks to work the craft(if not in combat taking 10 is a thing) and its DC 5 for simple movements. For plotting a course its Survival to read the map and get there in the shortest amount of time.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I just checked and Omo is our best engineer and Mort has the best survival bonus.

Seventeen suggests "Perhaps Mortimer coul help plot the journey? While you are better than I am when reading a map, he is even more proficient."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort looks up at Seven and raised his eyebrows as high as he can.
"That's the first time any of you called me by my full name. What's the catch?"

Instead of waiting for an answer Mort walks towards the place of the map and looks at it intently.
"Though you are right Seven, I know my way around the wastes and the land. All you have to do is read the signs. Now let me see what would be the best way to travel along."

Survival: 1d20 + 10 ⇒ (15) + 10 = 25

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Kn:Local: 1d20 + 8 ⇒ (12) + 8 = 20

"Make sure you plot us to a spot within walking distance but away from the town.
I spoke to the Councillor one day shortly after I arrived in Torch and he warned me away from the place as part of my search. They don't take kindly to any technology there, the consirder you part of the League if you posses any tech items. Mr Hellion and the mask will definitely not be welcome there.
Of course that makes it all the more interesting we're going there searching for another AI"

Jarreck calls out from the weapons console where he's playing with the controls to look left right up down.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

"I suppose they won't take kindly to me either." adds Seventeen without any emotion.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Keep your most prominent features hidden. As long as they won't see your..'tattoos', you should be fine."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"You'll likely be fine, even if a bit eccentric. How many in Torch knew you were an android, you lived among them for years." Jarreck says reassuringly from where he's at.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I'm worried for Mr. Hellion. Perhaps we should stay with the craft out of sight and Jarreck can scout the town. Everyone likes elves, right?"

Despite talking, Omo is clearly distracted. His attention is focused on the ship.

Kn: Eng: 1d20 + 16 ⇒ (14) + 16 = 30


Current Map

Gonna Fast Forward a bit. I'm ready to get our plot advanced a bit.

The trip to Iadenveigh is uneventful, most creatures stay away from the Escape Craft as it rumbles through the terrain. Those that don't are chased away by Jarreck manning the Plasma Cannon.

The Escape Craft is left in the care of Hellion, who seems unconcerned he is being left behind. And the party hikes a few miles to Iadenveigh, the first thing they note is a distinct lack of an Inn...its almost as if the people here don't really want visitors hanging around.

The party enters via the Southeastern Gate and are quickly directed to a place called High Home. Although, they are free to explore as they see fit.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort takes a good look around him to see if there's any specific things in the town, if it is quite unremarkable he will look for any animals that might be pets or wander around.

Perception: 1d20 + 15 ⇒ (18) + 15 = 33


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Let's speak with the local authorities. Perhaps they might be willing to share their knowledge if they know we share a common foe."

Omo moves in the direction of this High Home.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Gotta feeling it'll be more trouble if we don't head there first."

Jarreck replies before heading towards High Home with Omo, watching those they pass with an open smile and open ears for what he might catch in passing.

sense motive: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 12 ⇒ (17) + 12 = 29


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen concedes, "You might be right Jarreck. Talking to the authorities seems logical, assuming they operate in good faith. Still perhaps it makes sense to eavesdrop on a few conversations before we talk to anyone?"

Seventeen uses the metamagic rod of extend to cast mage armor.

Spells Memorized:
1. Magic Missile, Grease, Shield, Mage Armor, Obscuring Mist
2. Create Pit, Invisibility, Mirror Images
3. Aqueous orb, Fly, Haste


Current Map

Jarreck and Omo lead the party to High Home. They get many curious looks on their way through Iadenveigh. Whispers accompany them as they walk down the dirt road to the very center of town.

The High Home:

The largest building in Iadenveigh, this sprawling wooden lodge clings to the northwest side of the Brow. The High Home was built to serve as a community center and watchpost, and was one of the first buildings constructed when Iadenveigh was settled 65 years ago. The building's interior is smoky and dark, with high ceilings and large windows protected by stout shutters. It's a multipurpose building, serving as a tavern, a community hall, a reception area for visitors, and a place for the town council to convene. Traditionally, caretaking of the High
Home has fallen to the youngest council member, and today
that role is filled by a hunter named Redfang.

A man approaches the party, he moves with the grace of a man that has spent many years walking silently though the wilds.

Hello Outlanders. I trust you come bearing no ill will. Redfang says I also trust that you bring no hated Technic influence into our fair town. We owe no allegiance to the League and tolerate no subversive elements in Iadenveigh.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I am not certain what you would find subversive, but we bear you no ill will. We are here because the hated Technic League sent an agent against our town, Torch. The elders of our town sent us on a mission to stop the agent, and in the course of doing so we learned that there might be something -- some weapon or information -- near your town that might help us fight off further technic incursions. We came to learn what we can. So, we at least share a common foe."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"There is little to add. In our doing so, we've come across a few other parties, we were previously unaware of existed."


Current Map

Redfang nods in thought and says We heard of the recent Trouble in Torch. While we do not condone their using the heathen technology for economic gain, we understand their need for it and we appreciate their resistance to the Technic savages.

Redfang considers you all for a moment and then speaks
It has always been hard to extend trust to outlanders. We are a self-sufficient settlement-we have no need for trade, and can take care of ourselves. It's the safest option, as I know you understand. It's difficult to tell who you can rely on , but there are two things you can do to earn the trust of the Deadeye Council. First, I would like some help in solving a problem with one of our more ... colorful residents. Second, there's an issue with a possible traitor in our midst that outsiders would be particularly well suited to handle.

He pauses and then adds

Do this and I will speak on your behalf to the Council regarding your need for assistance.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"What is the situation with this 'colorful resident'?"


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen thought the man looked strange with those red teeth. Apparently he was the sort to chew something noxious and no doubt addictive. Still she was equally strange and felt no reason to question his appearance, she did however keep an eye open on the periphery of the meeting out of prudence.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

The talk of missions took her attention back to the man, what manner of missions was he requesting? Various beings had made request of them before, not all of which would have been regarded her father. She waited patiently for the details.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

So far the discourse was progressing well, with open communication being our starting point. So for the moment Jarreck was listening and watching for others watching the party more than would be due to the oddity of their arrival. basically for someone watching them intently but trying not to be noticed However when Redfang mentions a traitor in their midst....

"A dangerous accusation to make if wrong and equally bad if true. Why do you think there is a traitor in your midst?" He ask politely.


Current Map

Old Jevik came to the council some five days ago and said he had a problem with some animal or another on his farm. Well, Jevik has a history of not being entirely truthful. So, the Council largely ignored his request. Well, he hasn't been seen or heard from in three days. His farm is only a few hours walk away and I'd like it if you would accompany me when I go check it out.It would give me a chance to get to know you a little better. What do you say?

When Jarreck speaks Redfang replies

Ealdorman Ivik Gunnett would have more to say about that, but I'd rather we check on old Jevik first if you don't mind.

Seven notices only a few other people in the High Home, a pair of farmers drinking ale and talking and oddly enough three Varisians. Two males and a female are discussing something over in a corner.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"That sounds like a fair request."


Current Map

Redfang waits for your response.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"I've no objections to that, you've got a deal."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo nods.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

original response above was for going to see about the old man. Never saw your edited response sorry.

Jarreck nods his acceptance that the explanation would have to wait.


Current Map

Redfang nods at the party and says Well, no time like the present. Nothing Is More Satisfying Than the Fruits of a Day’s Labor.

And he gathers his belongings before venturing forth, Redfang points out several structures in town on the way out.

Bell Tower(14 on map):
This round-roofed wooden watch post
was built atop an ancient, blocky building-one ofthe only
buildings surviving from the previous Kellid occupation
of the region. The Molthuni refugees erected the tall tower
atop the old foundation and topped the tower with a covered
balcony and a large iron warning bell. The bell tower gives
the most populous neighborhood of Iadenveigh, the Bell
Quarter, its name. A narrow staircase climbs the outside
of the stone building to a door that opens into the wooden
tower, then winds precariously up to the balcony i20 feet
above the ground. Most of the surrounding countryside
is visible from the balcony. Watchtower duty on the cold,
windy balcony is physically demanding, but it is a source
of pride for the Iadenveigh guards who staff the tower in
pairs. A simple code alerts Iadenveigh residents of fires and
other dangers: one bell means trouble in the Bell Quarter
or Hardblossoms, two bells means problems in the Sward
or Badwater, and three bells means threats approaching
from outside the town.

and

North Gate and Signpost(6 on Map):

The heavy wooden North Gate
out of Iadenveigh leads into
the heartland of Numeria. It's
usually unguarded, but is closed
and barred from sundown to sunrise.
Just outside the gate, a solid wooden
pole supports an impaled gearsman
and
a nearby sign warns visitors that most
technology will not be tolerated in the town.

Redfang relates to the party that Jevik's farm is one ofthe few located outside of ladenveigh's Elkhorn Wall. The man, Redfang notes, is something of a godless misanthrope who never really got along well with Iadenveigh's locals, and so never felt comfortable living within the city's walls. Redfang says that Iadenveigh's hunters generally keep the hinterlands relatively safe, but Redfang notes that strange beasts and mutated animals are very much a danger.In other words, a monster may well have been preying upon Jevik's farm of late.

As you get close to the farm, the smell of pigs...and blood assault your senses.

Well this ain't good. Redfang says

Visible from a wide break in a roadside hedge, the house has been recently painted and sports a wide porch with several chairs. An orchard is partially visible behind the house. A few sheds and two connected pens occupy most of the side yard, but the fencing ofthe pen has been splintered and the earth churned.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"You know the farmer better than we, do you suggest a direct approach, or would you prefer a quieter look around."

wonder if magic is condoned here, if so invisibility would be wonderful right now. Jarreck thinks to hisself.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

It had been several days, so Seventeen's belated reply to Mort came as something of a surprise, "In answer to your earlier question, I have given it much thought and... Well it's strange but I believe it was a spur of the moment thing." She was clearly somewhat troubled by this illogicality.

Of course while one set of routines in her positronic brain was conversing with Mort, another was scanning the environment. Clearly something bad had happened here.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

She continued her conversation with Mort and suggested, "Scouting seems prudent. Should I summon something?"


Current Map

Redfang, sensing the party's hesitance, frowns and says Well damnit, lets not just stand here gawking. Someone could be hurt!

Keeping Redfang happy leads to boons in this part of the AP. It's a -5 to +5 scale...you guys just slipped back to 0.

Redfang hurries towards the Cabin shouting Jevik! Jevik! Are you hurt!


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I am a healer; if he is hurt but still alive, I can help him."

Omo scurries after Redfang looking for injured people. Dead pigs were not his problem, though he felt bad for the loss of livelihood.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Direct approach it is then." Jarreck comments to him self before setting off after the hunter.

Unsure of how far from the house we were thought the question made perfect sense. The hesitance on Jarrecks part was simply waiting for Redfang's answer to posed question.

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