GM Rednal's Iron Gods (Inactive)

Game Master Rednal

Black Hill Caves
Habitat Dome
Science Deck
Engineering Deck


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You have not explored D4, D6, D7, or D9.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Since it seemed like a simple storage room, Brass headed for the one she mentally thought of as Number 4. It seemed like a solid choice to start and might have something useful.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem followed, eagerly looking around for anything helpful or interesting...

Perception: 1d20 ⇒ 15


A multitude of small boxes, discarded wrappers, and opened crates lie scattered throughout this room, along with several empty shelves. It looks like ratfolk have been here, but you do see a pair of flat, brown rectangles on the floor, as well as various mechanical bits that could probably be used to repair local machines if you were so inclined.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass shrugged, gathering up the pieces of machinery and storing them on Mr Black. She also grabbed the rectangles. Rectangles seemed to be the key to this place.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem helped Brass gather up the bits, and then began to head back cautiously south towards D9.


As you try to slide the cards you have through the lock slot (?), a light briefly flashes red. It doesn't seem like they're compatible with this particular lock.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Well, if this one was locked, they could try a different room and hope it had a card. Brass headed for D6


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem sighed at the strange flashing light before following Brass.


This room buzzes and hums with the sound of machinery. A long track of moving leather-like material rotates along a metal framework in the middle of the room. The eastern end of this device is connected to a looming metal machine fitted with thrashing and twitching armatures and blinking lights. Panels on the wall flash with strange writing and images of metallic constructs. To the west, a second track of leather, this one smeared with blood, churns through an opening in the wall to a room beyond. The entire place has an air of entropy to it-with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against metal revealing how damaged the room's machinery is. Two drone-like machines are moving through the room, occasionally reaching out to poke or prod some of the damaged-areas, but not seeming to accomplish much. They don't seem to be paying any attention to you, even as you move by them.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Eying the blood coated leather, and worrying it was someone they'd met recently, Brass examined the room for anything they could gather. If there was something they could do to get the place working...well, it might stop whatever had happened to the bloody leather happening, or make it worse.

This 'ship' was really messed up.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (Engineering - What this Room do?): 1d20 + 10 ⇒ (4) + 10 = 14


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem tried to dodge sparks and give the drones as wide a berth as possible, sending quite thanks to multiple deities that something down here didn't automatically try to kill them. Looking around, she moved towards the west, curious as to what all this falling apart machinery was for...

Perception: 1d20 ⇒ 18
Knowledge Engineering: 1d20 + 6 ⇒ (2) + 6 = 8


Checking some of the writing on the monitors, it soon becomes clear that this room is some kind of manufacturing hub. More importantly, you also note that one panel on the machine in the southeast corner of the room is repeatedly flashing a single message in red letters-this should attract the attention of anyone who comes near this area of the room. The message reads: "WARNING: Robot Command Core Damaged-Reboot Required!"


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass shrugged, and moved towards the flashing panel, gesturing for Black to be ready to intercept homicidal robots.

Knowledge (Engineering - Where do I turn it on and off again?): 1d20 + 10 ⇒ (7) + 10 = 17


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem went with Brass, curiously looking around the flashy panel...

Perception: 1d20 ⇒ 19
Knowledge: Engineering: 1d20 + 6 ⇒ (19) + 6 = 25


There don't seem to be any places to interact other than the screen itself. After a few moments, you press it - and the room hums and falls silent as the robots stop moving. There's no other reaction from them, even when they're prodded a bit.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass shrugged, and pressed the screen again. If that didn't work then it was probably time for a new room.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem warily watched as the constructs seemed stuck and Brass poked the screen, one hand on her short sword - just in case.

Perception: 1d20 ⇒ 18


There was no additional response from the screen - it seemed like it was offline for now. If it could be changed, it would be from another part of the system. On the bright side, that did make the forging area more accessible if you wanted to go ahead and check those areas out.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Foraging seemed potentially useful. Brass wandered off in that direction.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem followed, curiously looking around.

Perception: 1d20 ⇒ 10


Perception (Brass): 1d20 + 6 ⇒ (16) + 6 = 22

A search of the large machine to the south reveals dozens of fragments of strange, partially completed devices lodged within the machine. One of these items is a timeworn chemalyzer.

Looking around the room, Brass also notices a small white card - identical in size to some others you've found - that fell behind a desk. It's not clear how long it's been there, but probably a very long time indeed.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass gathered up the chemalyzer while looking longingly at the machine it was in. Theoretically having machines build more machines was possible, but she'd have to work on it later.

Holding up the card, she asked, "Did any of those doors demand a white one of these things?" Well...she hoped it was white. Things didn't fade if they weren't in sunlight, did they?


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem considered, "...there were a few that were unknown, and lots of white droids..." the two were probably unrelated, but it's what came to mind as she tried to helpful.


I'm so glad you rolled well enough to find that. XD

The doors didn't detail what colors they wanted, but it's at least different from the ones you already had. It was also definitely white by nature - there'd been no natural light here possibly ever.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Sorry Rednal. Neither of us got a notification for this one.

Brass tried all the keys on any of the doors she could find. Because why not?


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem followed Brass, trying to keep track of what worked where and an eye out for anything interesting...

Perception: 1d20 ⇒ 4

...not particularly well, apparently, there was a lot to see.


Yeah, Paizo's been wonky about the notifications lately. o_O

The new key worked on the double doors that were straight ahead from where you'd entered - what you were pretty sure was east, but it was hard to tell down here. Another pair of double doors were right behind it, and were unlocked. If you had any last-minute preparations, now was a good time.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass looked at Perem. "Wanna heal up before we head through the doors?"


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem considered and agreed, holding the sword while healing herself.

Cure: 1d8 + 3 ⇒ (4) + 3 = 7

She looked nervously at the door. She waited and listened.

Perception: 1d20 ⇒ 15


You didn't hear anything beyond the door, though that was probably because they were made of the same sturdy metal as the rest of the ship - sound didn't travel very well through the material.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Well, there was little point in waiting. Whistling cheerfully Brass used the keycards to get through the door.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem nervously followed Brass. Perception: 1d20 ⇒ 11


Panels of blinking lights and machinery line the walls of this chamber, but the true spectacle here is the massive machine of metal that looms against the far wall on a ten-foot-high platform. Two immense cylinders of pulsing violet light throb at the machine's core, while above a thinner cylinder extends through the ceiling. Ladders to the north and south provide access to the machine's platform, while at the center, a smaller machine with several metal spikes protruding from its heart extends from the larger one. The entire room vibrates with a roaring thunder, and the air feels strangely alive, almost as if it were vibrating as well.

Inside was a single woman with glowing lines on her skin - and she pointed a strange, gun-like device at you as you opened the door. "So you're the ones going around causing trouble. Leave." she said flatly.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

"Sorry about that," Brass said cheerfully, looking around the room with wide eyes. "I'm afraid there isn't much point in us leaving, though. Even if we left lots of others will come so long as the Torch doesn't burn. In our defence, we did try to avoid fighting where we could." She paused. "Some of the people down here are very aggressive." Looking at the lady, she added, "If you could help us turn the Torch on we can go, if that's a thing? We can even try blocking this level off again if you'd like."


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem had many mixed emotions flickered over her face as Brass talked - they had be asked to complete a task by the Councillor that was for the good of the town, but this interesting looking person seemed to own this space and had asked them to leave, but there were so many questions to ask, but they had apparently caused trouble, but there may be something here that people need protected from, but...

Perem waited to see how the woman would respond to Brass.

Sense Motive: 1d20 + 4 ⇒ (5) + 4 = 9


Perem, it takes essentially no effort to realize that she's about six seconds from shooting you. She's obviously hostile - though, at least in theory, you might be able to talk her down. If you want to attempt it, though, you'll need to be fast.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem resisted backing down under the stranger's hostile glare, though she instinctively went to stand defensively and place herself protectively between the scary pretty lady and Eir, trying to motion that cover might be best (Perem would do the same for Brass and Mr Black, but isn't sure if either would fit behind anything at this point).

While trying to think on her feet, the cavalier said, "We don't mean to tick trouble, we're just trying to tock our job to figure out what happened to the Torch, so tick people from Torch don't risk themselves down here trying to do so. I'd apprciatock help, your work here is amazing...their safety and well-being must come first, so tick off after that." while bracing for the worst.

Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

"Really, killing us is far more trouble than it's worth. Help us fix the problem and we'll help you stay undisturbed," Brass added cheerfully once more. She didn't move too much, since given the amount of armour she was wearing she was the cover, but...

Diplomacy (Aid Another: 1d20 ⇒ 16

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