GM Tektite's Iron Gods Campaign

Game Master Hawkwen Agricola

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Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf steps next to the creature and claws back!

claw: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d4 + 2 ⇒ (3) + 2 = 5

claw: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 2 ⇒ (2) + 2 = 4


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Stabbed and bruised, Richard stumbles and falls. When he comes to, he groans and looks up to find the battle still happening. Not willing to risk giving the thing an opening to finish him off, he sings a pure note and heals some of his wounds.

Concentration: 1d20 + 5 ⇒ (15) + 5 = 20
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7


I forgot Richard took that AoO and then would have went down.

Seeing Richard fall, Kharax channels healing energy.

Maruf attacks the thing, managing to land one claw!

Richard comes to, and defensively heals himself!

Alpha

Tracker:
16


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Alpha counters with a shield bash!

PA: 1d20 + 4 ⇒ (10) + 4 = 14

1d4 + 6 ⇒ (1) + 6 = 7


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Tektite, I neglected to update my current HPs after the AoO, so it was mostly my fault.

Alpha, you should still get a flanking bonus from Richard, even though he is prone I believe he still threatens the area around him.


Alpha swings, but misses!

Attack vs Alpha: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Attack vs Maruf: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Attack vs Richard: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Attack vs Richard: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

The creature continues its assault on the party, landing a blow against Alpha!

Party up!


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Concentration: 1d20 + 5 ⇒ (20) + 5 = 25

Richard sings another note and vanishes.

Standard action - Vanish spell (2 round duration). Move action - Stand up and 5' step back.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Kharax charges healing energy and steps up to release it at Alpha.

CLW @ Alpha: 1d8 + 2 ⇒ (6) + 2 = 8


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

"I'm real sick of your extra arms, buddy!"

claw: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 2 ⇒ (1) + 2 = 3

claw: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Now that we've hit this thing a couple times, does it look like it has some kind of damage reduction?


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Alpha is unfazed when he sees some circuits being exposed from the blow as he fights back!

PA: 1d20 + 4 ⇒ (11) + 4 = 15

1d4 + 6 ⇒ (1) + 6 = 7


Slashing seems to work better than others.

Richard concentrates and vanishes!

Kharax heals Alpha!

Maruf claws the creature twice!

Alpha attacks, but misses!

Attack vs Alpha: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Attack vs Maruf: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Attack vs Alpha: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Attack vs Maruf: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Continuing its assault, the creature stabs Maruf and Alpha!

Party up!


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Alpha fights on despite his pain circuits activating.

1d20 + 4 ⇒ (14) + 4 = 18

1d4 + 6 ⇒ (1) + 6 = 7


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Drawing his cold-iron sickle, Richard steps back behind the creature and slashes at its flank, reappearing from his temporary invisibility spell.

Activating luck 2/7
Sickle (vs flat-footed if it can't see invisible creatures): 1d20 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

"Alpha, if you have a slashing weapon, I suggest using it!"


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Kharax, seeing this thing outpace his healing, decides to provide more of Torracha's gift to the undead. "Here's some love from the elements!"

Concentration check for CLW: 1d20 + 6 ⇒ (16) + 6 = 22
Touch: 1d20 + 2 ⇒ (20) + 2 = 22
Positive damage on hit: 1d8 + 2 ⇒ (1) + 2 = 3
SWEET!
Crit confirm: 1d20 + 2 ⇒ (15) + 2 = 17
Extra damage on confirm: 1d8 + 2 ⇒ (1) + 2 = 3

And a pair of ones for the damage... c'mon!


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf lets out a snort as the creature cuts into him! "Right back at you, f~~+er!"

claw: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d4 + 2 ⇒ (2) + 2 = 4

claw: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 + 2 ⇒ (3) + 2 = 5


Alpha and Richard miss, but Kharax and Maruf do not. The last striek from Maruf brings the undead, four-armed creature down!

Out of Combat!


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

CLW @ Maruf: 1d8 + 2 ⇒ (5) + 2 = 7

"That should patch ya up sum, Cobbla'". He then looks over his android friends. "Either one of you need more healin' support?"


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Richard looks at his own wounds, then glances at Alpha. "We are both injured."

Not sure where Alpha is, but Richard's at 9/17 HP.

"This thing was vicious. All those arms make for many dangerous weapons flying about it. I suppose it's too much to hope that this might be the last of them." Examining the four-armed corpse, Richard tries to see if any clues remain upon it. He then proceeds to search the room with both magic and his normal senses.

Detect magic and Take 20 on Perception = 28


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

I'm 13/19.

"Affirmative. I am still damaged."


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

"Yes, I'm still hurt too. I have an extract though if we are moving on."

If we are still going on, Maruf will drink his extract:
clw: 1d8 + 2 ⇒ (6) + 2 = 8


Going on?

Searching the body, you find javelins (2), mwk short sword (2), cloak of resistance +1, and 40 gp.

Richard also finds a black access card underneath the table.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"'ere ya go, Richard!", smiles Kharax as he applies Torracha's blessing on him.

CLW: 1d8 + 2 ⇒ (8) + 2 = 10

"Unfortunately Alpha, the elements already healed ya for the day. Can ya 'elp him, Rich?"


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf uses the new card to lead the way!


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"Thanks Kharax, I can help Alpha." Richard says, getting out his newly purchased scroll and reading off a healing spell.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

"There. Fully healed it seems. Or repaired, if you prefer." Richard grins as he rolls up the scroll and puts it back in his scrollcase. He then piks up one of the creature's shortsword a and gives it a test jab. "Did that thing look undead to any of you? Strange that it used weapons. And masterwork creations at that. Worth a good amount of gold I'll guess. We should take both, but I think I'll field test this one. That cloak might help someone too. Anyone want to wear it?"


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"You are deserving of gratitude. It was rather well equipped."


After everyone has healed, Maruf leads the way back down the corridor to the other door. It leads to a narrow, curving tunnel, terminating at the southwest, but to the north it leads to another door. As fate would have it, the door is locked, but the newly found black access card opens it easily.

Going through a short hall, you enter a large room. A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south a pair of black metal pillars. Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.

New Map!


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Alpha will scan the room!

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Detect Magic and Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

How recent does the blood stairs look? Month? Years? Days?
Heal check: 1d20 + 7 ⇒ (1) + 7 = 8


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

"Bah! SNORT! The wizard's gotten himself killed and now we'll never get the Fire going again!"


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"We don't know that Cobbler." Richard says, staring at the blood with concern. "I think Khonnir might still be alive and until I see proof, I'm not giving up hope."

Moving to the northern door he examines the blood for any evidence or clue about what happened here.

Activating luck for a round of checks.

Heal: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 10 ⇒ (14) + 10 = 24


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf scoffs, "Then if you're so sure, let's go find him!"

If nothing interesting is found in this room, Maruf leads the way forward (pushing a button or two along the way).


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"Yeah, I prefer Richard's version than your's, Cobbla."


Searching the area, Alpha notes the machinery here merely flashes and blinks in random patterns. Occasionally, garbled lines of scrambled text or images of strange creatures, such as live four-armed creatures or slender living plants, flash briefly on one of the monitors on the desk.

Usin the black key card, the door behin the desk is able to be opened. Inside, you find several upright lockers, most of which contain only strange pieces of junk and rubble. Still, a search of all five lockers uncovers some items of use, including a cylinderical object, three silverdisk objects that appear operational, and 26 silverdisks. One of the lockers contains a small locked security bin. This bin has a white-labeled panel on its surface, and is locked.

KN: engineering DC 16:
The cylindrical object is a flashlight. When activated, a flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.

KN: engineering DC 25:
The three operable silverdisks are batteries. A battery looks like a small silver disk that’s etched with strange lines—the people of Numeria have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost.

Remember, if you do not have Technologist feat, the DC is +5 higher.

The blood appears to have dried, and been there for a while.


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Engineering: 1d20 + 8 ⇒ (9) + 8 = 17
Engineering: 1d20 + 8 ⇒ (9) + 8 = 17

"This appears to be a flashlight. I cannot identify these silver disks however."


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"Looks like the blood is old. Can't say how old though. What's a flashlight?" He asks Alpha. "A signal torch or blinding weapon of some kind?"

Richard joins the Cobbler in the locker room. Upon discovering the security bin, he takes some time to see first if it is safe to open, then tries a few tricks he learned from Khonnir to try and get it open.

Take 20 on perception for the bin (check of 28), then attempt disable devices on it. Will take 20 if I can (check of 30). If not here is a roll:

Disable Device: 1d20 + 10 ⇒ (19) + 10 = 29
*Note: richard has the local ties trait and can use disable device as if he had the technologist feat.


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"It is similar to a torch or sunrod."


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"Huh, yer gonna have to explain some of dis stuff to me later, Alpha.", the half-orc laments.

Kharax examines the north door, checking if there's anything weird on the other side.

Taking 20 on the Perception, and with the -5 penalty of being through a door, total is 16


Richard almost opens the locker on his first try, but can't quite pop it open. After some more time and using the e-pick, though, he manages to open it. Within the locker he finds, four spheroid objects, some sort of gun, and some sort of suit or armor.

KN: engineering DC 20:
The spheroid objects are grenades. Two are bang grenades, one is a flash grenade, and the last is a soft grenade.

A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder’s next

Bang Grenade: 250 gp-Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).

Flash Grenade: 750 gp-Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).

Soft Grenade: 750 gp- Deals 5d6 points of nonlethal damage.

KN: engineering DC 22:
The gun-like object appears to be a time-worn stun gun. STUN GUN
PRICE 3,000 GP
TYPE one-handed ranged PROFICIENCY exotic (firearms)
DMG (M) 1d8 nonlethal DMG (S) 1d6 nonlethal CRITICAL ×2
RANGE 20 ft. CAPACITY 10 USAGE 1 charge
SPECIAL semi-automatic, touch WEIGHT 3 lbs.
This weapon uses a sonic amplifier to produce powerful low-frequency blasts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foes alive. A hit by a stun gun deals nonlethal damage—on a critical hit, the gun can attempt a free trip combat maneuver check against the target (CMB = user’s base attack bonus + 10); this attempt doesn’t provoke attacks of opportunity.

KN: engineering DC 22:
The armor-like suit is neraplast armor. NERAPLAST ARMOR
PRICE 1,200 GP
TYPE light WEIGHT 5 lbs. AC +2
MAX DEX +8 PENALTY +0 SPELL FAILURE 5%
SPEED (30 FT.) 30 ft. SPEED (20 FT.) 20 ft.
CAPACITY 24 USAGE 1 charge
This lightweight, formfitting bodysuit features a variety of pockets, straps, and a built-in interface for automatically adjusting the various colors and patterns on its fabric. Selecting a color or pattern is a full-round action that consumes 1 charge and provokes an attack of opportunity. Capable of cycling through dozens of hues, the armor can even be used to adopt sophisticated camouflage patterns that grant a +3 competence bonus on Stealth checks. Whenever the wearer enters a terrain of significantly different coloration and background patterns, the armor must be recalibrated to its current area to maintain this bonus.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Richard looks through the newfound objects, curious about them, particularly the gun. His studies with Khonnir have given him a broad range of knowledge, but despite his own artificial origins his education in technology and engineering was rudimentary. He knew who the real expert was, and looks to Alpha. "What do you make of all these?"


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Engineering: 1d20 + 8 ⇒ (19) + 8 = 27
Engineering: 1d20 + 8 ⇒ (18) + 8 = 26
Engineering: 1d20 + 8 ⇒ (12) + 8 = 20

"There are two bang grenades, one flash grenade, and a soft grenade. You prime them with a twist of the dial and arm it with the click of a button then you throw them. The flash grenade blinds, the bang grenades can render a target slowed and the soft grenade is for knocking people out. The firearm is a stun gun. It can knock people down to the ground."


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"Fascinting." Richard looks over the items identified by Alpha with awe and curiosity, particularly the gun. "Mind if I hold onto this? I assume you just pull the trigger..."

Richard sights down the barrel of the weapon, but is a little uncomfortable with a weapon that feels like half-a-crossbow.

"I think we should follow the blood."


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"Affirmative."


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf grabs the canisters and follows on.


Following the blood stains through the northern doors, you enter a hall. Bloodstains mar the floor and walls of this hallway, while scorch marks and smears of ash on the walls evidence some sort of altercation having taken place in this area relatively recently. Four tangled mounds of metal and other materials lie further up the hall, surrounded by strangely colored stains. Searching the hall, you find nothing more of interest.

Continuing down the hall, it curves to the east before ending with double doors to the south and east.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"Mind if I take one of 'em 'bang granades?", Kharax asks. "In case I gotta do anything from the backlines."

As they follow the path, the half-orc speaks his thoughts. "Huh, well, this hopefully means we're on the right track... and mebbe this is Khonnir's team's work...".

Looking at the two doors, Kharax poses the question: "Should we look for anything useful to the south, or follow the blood trail more?"


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

"Here," Maruf roughly shoves one of the grenades into Kharax's hand.

"On the right track, yes, but you think the wizard survived after this? SNORT! I have a bad feeling about that chance....."

The Cobbler follows the blood trail, stooping over and sniffling after it like some sort of savage animal. He pushes his way through the doors where the blood trail leads.


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"The trail would be logical."


Following the blood trail leads you through the eastern double doors. Inside, a long table with various unusual stones and dirt samples heaped on it sits along the southern wall of this room, while to the north a line of metal desks with glowing panels and buttons are placed next to a large humming device. The heart of this device seems to be some sort of flickering sphere of reddishbrown mud or dirt. Dust covers much of this room, save for a strangely clean swath between the doors, which leads to the strange humming device.

As you looks for the blood trail, you note a “clean stripe” seems to indicate that something came out to clean up all traces of blood on the floor.

All of you hear, in your heads, “Where am I?” and “Who are you?” and “What is this place?”.

KN: nature DC 14:
You think the flickering sphere is actullay a cerebric fungus. You know these sentiant plants are able to speak telepathically.


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"Something or someone was here to clean up the trail." Alpha looks around for the source of the voice.

"You are in a chamber though I do not read you with my optics here. I am called Alpha. My compatriots are Maruf, Richard, and Kharax. We are exploring this place to find out what this place is."

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