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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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

Jarreck moves up beside Guaire between him and the wall. Swinging at the place Seven's misses had impacted.

Frosty: 1d20 + 9 ⇒ (19) + 9 = 28
<51=miss: 1d100 ⇒ 63
damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
confirm: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d4 + 2 + 1d6 + 1d10 ⇒ (2) + 2 + (5) + (5) = 14


Current Map

Round 3
IStalker moves closer to Omo and attacks! hitting the Alchemist for 19
Mort casts Snowball at the invisible stalker, it hits! Fort: 1d20 + 11 ⇒ (10) + 11 = 21
Guaire swings/misses.
Seven nukes from orbit
Jarreck swings for the fences, and hits dropping the Invisible Stalker Sahasho.
Omo

Combat Over

If you want an explanation:
The AP states that the Invisible stalker will assist a party if promised to be send back home, but that if parties are incapable then they MUST lie to it in order to get its cooperation. It also states that it was given strict orders to guard this room...so if anyone begins searching it the stalker is compelled to attack.

Perception DC25:
reveals a hidden panel near the operator's station in the northeast corner; prying it open reveals a niche in the wall that contains five nanite canisters, a timeworn black nanite hypogun with 7 charges, and a dart gun


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

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

When the invisible creature keels over dead Seventeen says to no one in particular, "How peculiar we could have helped it in time."

Omo you might want to secure your prisoner. Seventeen will help if asked but it isn't the kind of thing she's suggest herself.


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

Perception: 1d20 + 17 ⇒ (9) + 17 = 26

Mort hearing something fall done, looks up and asks: "Is it over? Is that thing dead?"

At that time he looks around the room figuring there might be something in here as well, no guardian is placed here without a reason.

He looks and looks and finally exclaims:"Aha! I knew there should be something hidden in here."

He walks over to the north-east corner of the room and tries top open the hidden panel, but cannot quite reach it.
"Jarreck? A little help here?" He asks after trying unsuccesfully to jump for a better grip on the panel.


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

Guaire takes a quick look at Omo and Jarreck.

"Those are some bruises and lumps on the head, big ones.
At least it's down for the count."

Guaire walks over before Jarreck, taking what Mort is pointing at.
"Here you go.", as he hands the items over.

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

Sorry Guys, dad came home from the hospital this weekend been kinda crazy past couple of days

As the creature is heard to slump to the ground, hopefully lifeless, Jarreck relaxes just a bit to check on the cuts that apepared almost by magic when he was attacked, Shaking his head he ask "For those of you who can see it, it is dead right?" Receiving an answer to the affirmative, he cleans and resets his knives in their sheathes, before searching the room.

At Mort's call, "Jackpot!, Omo you are definitely in need of these I'm sure." he says as the canisters are brought out of the hidden cache. And as the black hypogun is pulled out with a smile he says "Both of us need this."

CMW(black hypogun): 2d8 + 3 ⇒ (8, 5) + 3 = 16 Jarreck
glitch(1): 1d100 ⇒ 71 or glitch(2): 1d100 ⇒ 47 51-75 Item functions normally. think we'll go with the 71 :)
CMW(black hypogun): 2d8 + 3 ⇒ (2, 3) + 3 = 8 Jarreck
CMW(black hypogun): 2d8 + 3 ⇒ (1, 1) + 3 = 5 Jarreck
CMW(black hypogun): 2d8 + 3 ⇒ (1, 5) + 3 = 9 Jarreck
CMW(black hypogun): 2d8 + 3 ⇒ (8, 5) + 3 = 16 Omo
CMW(black hypogun): 2d8 + 3 ⇒ (5, 4) + 3 = 12 Omo
CMW(black hypogun): 2d8 + 3 ⇒ (5, 8) + 3 = 16 Omo
glitch(1): 1d100 ⇒ 40 or glitch(2): 1d100 ⇒ 22 the device function normally although it would have consumed a second charge if available, hp updated on map Niles


1 person marked this as a favorite.
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 nods approvingly at Jarreck's work and then asks, "What now?"

Hi all. My son was borne a few hours ago, posting might be a tad sporadic over the next couple of weeks. Please bear with me!

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

CONGRATZ!!!, what the heck are you doin on here? Enjoy the newborn and any sleep you can get, for the next year or so :) My baby girl just got her license this week, me and her momma have been through a whole range of emotions this week.


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 on your kid Silas, :).

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

"Hey Omo, Seven, got a strange rune over in the other room, come and check it out" Jarreck will lead the others into the other room.


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

"Thank you for saving me guys, I honestly don't understand why he reacted the way he did. We were going to help him."

Linguistics: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

"Biohazard? I don't know exactly but something in here is dangerous to life or perhaps an organic form of danger, like a disease. Best we leave it alone. Well, if we are going to heal that poor andriod we should take her back to our ship and come back into town to purchase a scroll."

Omo starts heading back towards the front of the wreck.

"This place could be useful to us later. Let's not mention it the the technology hatin locals."

Niles, you said you changed your mind about recovering the data from the Gearsmen?


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 arches an eyebrow and nods her ascent, "Leaving the bioharzard well alone seems wise. And I agree we should not mention this to the townsfolk, to keep them safe as much as anything."

She follows Omo.

Ignorant townsfolk + bioharzard = recipe for disaster!

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

Jarreck seems a bit crest fallen at his companions quick dismissal of the area, but the thought of catching something; a flesh eating disease, wasting disease, or some other gruesome mode of death, quickly smothers that before it even reaches his face. OK, lets go.

Thought perhaps wed be able to get more canisters


Current Map

Thank you Omo.

If Omo restores power to the Aurora (details are in a spoiler in an earlier post)the following things can be done.

The Aurora, repowered:

Until someone imbues the power conduit in area A14 with at least 20 charges of power, the ruins of the Aurora remain dark and inert. Once the ruins gain power, the following conditions change in the ruins.
The Aurora consumes 20 charges per month to power the following.
1) The few still-functional lights in the ceiling flicker to life, raising ambient light levels to dim light.
2) All doors can be opened with a touch as a swift action.
3) The production lab (area AS) and nanotech lab (area A14) can be utilized to craft technological items.
4) The android foundry (area A3 and A10) reactivates and generates one new deformed android per week.(This process can be stopped by disabling the machinery or destroying it)
5) The nanotech lab (area A14) can be used to neutralize the toxic gas stored in the canisters in area A13. (This requires separate checks)
6) Someone can use the Aurora's facilities to recover data from the Gearsman (and read the spoiler to follow)

The Gearsmen's Data:

The Gearsmen were dispatched by Unity to recapture, or kill the Android Casandalee who had taken refuge here and restarted the Android Foundry. The Gearsmen you faced were the remaining robots from the forced dispatched by Unity that had lost contact with Unity and so remained here. Some time ago, someone (Furkas Xoud) arrived and took Casandalee's "body" with him.

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

Until someone imbues the power conduit in area A14 with at least 20 charges of power, the ruins of the Aurora remain dark and inert. Once the ruins gain power, the following conditions change in the ruins. - we can use 4 batteries as I read things to re-power the Aurora and give it / us two months to find a more stable power source for it to use.

"Omo, you mentioned wanting a place to call our once before, could you use the batteries we have to re-power this place for the moment."

Niles would the vehicle have a place to recharge spent batteries? Until the Aurora has a better powere supply, generator, doesn't seem like it would be able to recharge them


Current Map

@Jarreck Correct re:The batteries. 4 of them would do. re:The Ship (Dusklight) it does have a solar power generator that you could remove and jury rig, however this means you lose your ride.

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

just wondering if it had a port that would allows us to use our power cable to recharge batteries from it's supply when needed. Not wanting to disable the Dusk light.


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

"Right....i'm not up for taking on another biohazard like that huge glob again. Once in a lifetime's enough."

Guaire listens with attention at the options provided by powering up.
"That sounds interesting, but some would better be off 'fixed', like that foundry being shut down."


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

"That would be nice, Jarreck, though our neighbors leave something to be desired. Do we want to help our prisoner? She is hopeless mad. There is magic that can help, but if we don't want to cure her then we should take her far from here. Here she would be a danger to herself and others."


Current Map

Don't Mind me: 5d20 ⇒ (16, 7, 3, 14, 5) = 45

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

"Agree Guaire, fighting off malfunctioning androids each time we come back is not a good plan the foundry would need to be disabled until such time a suitable repair can be made. But the other labs could be put to use, allowing us to perhaps recreate the weapons or hypogun that we find in a fully functioning state not a few shots and then it becomes a travel curiosity."

"Omo, what are planning on doing with her if you repair her? There's nothing to say the desire to freeze you heart when you affect her repair will be gone. She would still have her programing to fall back to, just no screwed up thoughts to go with it. We don't know if we're the screwed up bit or the original programming. And where would you take her otherwise?"


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 agrees with Guaire and states mater of factly, "The androids produced by this foundry are broken. Unless we have some way of fixing the production line we should turn it off. As for fixing Seerath, she may not thank us but from what I've read all androids have a soul. There are those who would do it anyway knowing that. Or at least that's what the book claimed, illogical as it might sound."

With her deadpan delivery it's hard to determine Seventeen's own thoughts on the matter of souls.

We should go check she's still there. With us going armed and expecting trouble. No telling what she might have mac-guyvere'd up.


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

"Set her free? What is our other option? Murdering her in cold blood?"

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

"Funny a minute ago you said if you weren't able to heal her, you'd drop her off somewhere uninhabited so she wouldn't be a danger to others, I simply asked where? "Although that could be tantamount to murder if her subroutines do not give her the skills to survive on her own. Jarreck gives Omo 4 batteries to restart the ships power, then heads towards the foundry to see about disabling it for the foreseeable future; and to check on our prisoner. Jarreck doesn't see Seerath as anything more than that right now.

kn:Engineering: 1d20 + 8 ⇒ (14) + 8 = 22 To see about disabling the foundry

disable device: 1d20 + 23 ⇒ (11) + 23 = 34 to actually disable the foundry systems for now


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 hears the conversation going on is isn't that interested in the ship or Seerath. He wanders off for a bit, checking on Seerath by himself at first and waits there for someone else to do the same.


Current Map

Ok then...

Jarreck and the others are having a conversation about Seerath's fate...in the meantime Mort sneaks out to go check on our Android Assassin's status.

Jarreck gives Omo the batteries needed to restore power to the Aurora. Ostensibly, Omo does so (although Jarreck could do so too)

Mort gets to the room that Seerath was left in and sees the door is wide open and Seerath has escaped!

Jarreck and the others move into the Foundry proper where Jarreck begins examining the machinery to see if he can disable it.

2d10 ⇒ (5, 6) = 11 It takes Jarreck 11 minutes to find the things he needs to unhook, rip out or otherwise disable in order to make the Foundry completely nonfunctional.

In those 11 minutes, Seven, Omo and Guaire arrive at the door to the room that Seerath was stashed in. Mort of course doesn't have to just sit there for 11 minutes, so he can interject what happens.


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

Le sigh. I did try to suggest we check numerous times ;) Anyway this could be fun...

Upon hearing the news, Seventeen dictates flatly "Her programming dictates that she will stalk us and ambush when we seem weak, perhaps when resting. Unless we find her, she will be a constant menace."


Current Map

She had to roll an 18 to beat Jarreck's tie up DC (20+CMB) with her escape artist. Most of those "Don't Mind me" rolls were for that...and then some were to open the door. But then someone helpfully restored power and the door was easily opened.


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 is surprised by the direction the conversation with Jarreck went. Are we having a fight? I am just tired of people asking me what we should do with her. I don't want the responsibility.

Part of Omo was relieved. If she attacked them again, this might become a moot point.


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 at the tracks that Seerath had left and looks absentmindedly in the direction the tracks go.

He then walks back to the others to say: "Our captive has escaped her bonds. No doubt we will encounter her again."


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

"Hmhm.
But will she even have ample time to organize another strike force.
If the foundry can be shut down, that's one source of reinforcements she won't be getting."


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

"Yes we should be able to do that Guaire. I shall work with Omo to find a suitable way of powering it down." replies Seventeen.

Seventeen works with Omo to find a way of powering down the foundry. She's looking for something they could reverse but will be very hard for Seerath to fix.
Kn: Engineering: 1d20 + 12 ⇒ (4) + 12 = 16

Later
Seventeen suggests, "We should think about searching for the Technic League spy, no doubt they would be very interested in this place. Also Seerath would be in significant danger from the spy."


Current Map

Jarreck already disabled the Android Foundry...It takes Jarreck 11 minutes to find the things he needs to unhook, rip out or otherwise disable in order to make the Foundry completely nonfunctional.


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

Ah missed that. I blame lack of sleep.


Current Map

I understand 100%, been there twice myself.

I need some direction from you guys, are you hanging out down here for a while, going back up the well, something else?


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

This was a side mission wasn't it? I think we should track down the spy like we promised to.

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

Overhearing Seven and Guaire as he emerges from the foundry area Jarreck simply states "The foundry is disabled, and no sign of any crazy androids. She is going to be an issue. Guaire can Spike tell you if she has passed out of the well? Otherwise, I guess we should search this place thoroughly before we leave otherwise everything might be for naught down here if Seerath stays while we are gone. Then we need to find the spy and check on a crazy wizard in a smoking tower I believe."


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

"If we have anything with her scent on it, Spike should be able to follow."


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 tries to use the nanolab to destroy the biohazards.

Knowledge: Engineering: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38

Knowledge: Engineering: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37


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 adds suddenly, "As you know I have been studying summoning magics. I believe I have found a reverse kind of summons where I can send a spark of my consciousness to a remote plane and commune with powerful planar minds. For example it would be possible to contact one of this world's many gods and ask them some questions. It's not without risks but such an entity may choose to help us track down Seerath or the Technic League spy. Should I try this now? It's not something I can do very often due to the ritual's harmonic sub-space interference which takes time to dissipate."

She's talking about her Contact other plane 1/week ability. She can ask 4 questions with one word answers. If chosen wisely these could help enormously with tracking down either Seerath or the spy. I personally prefer to ask about the spy to try and move the campaign forwards more.

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

"Knowledge is good and something we all too often seem to be working without, however playing in others planes can be dangerous work, know what you're getting yourself into. " what you're about to do is well out of Jarreck's realm of expertise, so outside of a warning, he'll protect you on this plane best he can till you return."

After doing thorough searches of the Aurora, Jarreck moves over to check on Omo's progress. "How's it coming?"


Current Map

Spike is currently above ground and not in the Aurora. @Seven This "dungeon" was actually the second act of the Book, to be completed ostensibly only after you've caught the spy. You guys kinda skipped forward so now we can actually just move on to book 4 really... there's no super important reason to stay in book 3 except for completion. This book is easily the weakest written of the 6 in this AP. Book 5 is also kinda skippable but it has an awesome plot. IMHO Books 2,4 and 6 are the coolest.

Jarreck takes a few hours to search the entire wreckage of the Aurora, during this time Omo uses the Nanolab to neutralize the biological hazard of the Aurora's mutagenic nanites. Omo realizes that the entire reason for the "Badwater" existing is these fumes leaking to the surface, it seems he did Iadenveigh a great service.

While they are doing these important tasks Guaire and Mort search for tracks, it seems Seerath did in fact leave the Aurora.


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 see so would going after Furkas Xoud and Cassandalee's 'body' help move us in the right direction? We're low on loot as previously mentioned. Unless people want to do the Dustpawn module ofc.


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

Yes, Spike is above ground. But if we have anything with her scent and given how she has left the Aurora, he could potentially find her. Depending on circumstances of course.
The module Dustpawn is designed for 9th lvl PCs, i would currently not prefer to go there atm.


Current Map

Have trust in your beneficent GM, Guaire. Also, there's an even better module by Legendary Games that covers level 8-9. re:Casandalee's Body Sure, it's something to do, but so is searching for the spy. I wasn't trying to dissuade you guys, but rather sharing some metagame knowledge with you so you aren't disappointed later.


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

Niles:

I do, but thing is, i've read some samples of the module's final fight.

[Way of Death] is pretty disturbing. :)

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

After things inside the Aurora are squared away; Jarreck follows the others topside setting the electrical trap in the last doorway as they go. Set trap: 1d20 + 23 ⇒ (7) + 23 = 30 Niles if Jarreck can trap the top of the well he'll do that instead

"Guaire here are the wraps that were binding up Seerath if Spike can use them to track we have a chance to catch her although she has a sizable headstart. Otherwise perhaps we should head towards the wizards tower. Finding out what he's done with Casandalee's body may give us some insight as to where to head next."

Niles what would Jarreck need to roll to hide the well entrance to prevent someone unaware of it to find it.


Current Map

@Jarreck You can do both, a Stealth roll (you can take 10 or 20) to cover up the well and another Disable Device check (you can't take 20, but you can take 10) to fashion a crude trap


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 replayed Jarreck's words several times over in her head. She had a speculation about what happened to Casandalee but was lacking proof, perhaps a visit there would provide it.

I'm sure Jarreck hasn't actually forgotten this, but Seventeen is useless at reading people.
Seventeen reminded Jarreck, "Ultimately we must mount an expedition to the silver mount. We are under-equipped for such an endeavor, and must first obtain the necessary resources. Furkas Xaoud's tower may well contain some of these, although it's not be the only possibility. I could instead attempt to divine the location of other caches, or instead hunt down Seerath."

I'm happy to go with the consensus about the next move but I'm not really sure what the consensus is yet?


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

"Thanks Jarreck, these will do nicely."

When back at the floor where they left Spike, Guaire finds the Pilo snoozing near the hole.

"Hey, you funny little pin cushion, wake up."

It opens one eye with a low coughing like sound, then stands up before shaking its muscles loose.

Guaire shakes his head.
"To be able to sleep here....you really are something.
Here.."
, Guaire holds the wraps near Spike's nose. "Find."

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