Hephaistos Raising... An Iron Gods thread

Game Master Helikon

The cave


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You two are led to another cave.
This cramped cave is filled with metal junk covering almost every inch of ground. The precarious pile rises up in a heaplike hut to the northwest.
A black skinned woman with many daggers strapped to her body approaches you.
"I am Sef. Leader of tribe. Good you agree to parlay. We offer save passage for you if you do do two little things for usus. First easy. Do not attack tribe. Second. Bad nest in other cave. Little pests. You kill pests we friend. We even give you something. Strange things but might help. No... will help. Am sure!"


Kunala bows and says

I am Kunala and this is Kimos a mighty slayer. We are pleased to parlay with you and agree to not attack your tribe while we are parlaying and after we come to an accord. smiling he goes on. We are here to return our people, those from the surface, dead or alive, to their families. Also, to restart the torch on the surface. Kunala thinks for a minute do you know a route to the surface that does not involve going through the brackish water? he finishes with As long as your people do not interfere with our goals and as long as the little pests are truly bad, we will have an agreement. What are the little pests knows as and where are they; so we can destroy them.

diplomacy: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

looks like I should have saved the first check


I started reading more about the diplomacy skill check. The first role was to improve starting attitude, asking about another way to the surface would be a request right? So Kunala will made a second diplomacy role for the request about another way to the surface

diplomacy: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25


Male Human Slayer 1 HP 11 l AC 18/Touch 14/FF 14 l F+3/R+6/W+2 l Init +4 l Perception +6

Kimos eyes narrow at Kunala before returning to the creatures before him.

"I am Kimos, a hunter. I will not agree to anything unless I have a clear understanding of what I am agreeing to. Concerning your first request, give me no reason to attack you and I won't. As to the second you will have to go into more detail before I agree to that. I would add that I do not speak for anyone but myself, but will speak to the others."


You can only try one Skillcheck once per 24 hours. And you just BARELY managed to miss the unfriendly point.
"One says Yes.. one No. Hmm. Those pest real ugly. Glowing eyes. UGly little gits. YES. Um they small like um... this.2feet
Like to be mean... very mean. Hard to kill. If not have some good iron weapon. We all not posess. And very very hard to kill for us. They like make traps. Hmm what else? Very dangerous for us, but for strong man like you... easy! We even tell you whose here. Afterwards. I promise. No harm in telling!"
Know Nature to identify those pests. She thinks for a moment. "Way up? No do not know any way. Down, yes deeper to metal doors maybe way up but... we do not go there. Might be dangerous!!"


Male Human Slayer 1 HP 11 l AC 18/Touch 14/FF 14 l F+3/R+6/W+2 l Init +4 l Perception +6

Knowledge (Nature): 1d20 + 1 ⇒ (19) + 1 = 20


I was waiting for the information from Kimos knowledge check, I finally realized it was uneducated so even though it was a 20 it was really only a 10 right? So…

Kunala bows to the leader of the humanoids and says ”we will talk with our people and send an answer “ nodding to Kimos he asks ”shall we head out?” once they return to the party Kunala explains the situation ”For safe passage and a reward they want us to attack a neighboring evil tribe. She described the creatures as about two foot tall, with glowing eyes and ugly. She says the little creatures are mean and hard to kill without ‘good iron weapons.’ Sef also said they like to make traps and are very dangerous for her people.” turning to Kimos he asks ”did I forget anything Kimos?” turning back to the party he asks ”Does any of that sound like anything you have heard of? I told her we would send word as to our decision.”


KnNature 11:
Sneaky and sadistic, jinkins are hideous gremlins that inhabit the dark places underground. Well acclimated to the shadows, they hide in cramped quarters and attack larger creatures when they’re strategically positioned. Jinkins commonly work with or near larger or more powerful creatures; these larger creatures provide cover for the jinkins’ trickery. They use dimension door to exit any battle that goes badly, taking any stolen goods with them.

Jinkins delight in leading larger creatures into dangerous caves or pits, usually by lunging out of the shadows to make a single sneak attack against a creature and then running away, taking care while “fleeing” to remain visible to their target so that they can lure the victim into a trap.

Jinkins also hold dangerous grudges, and one might follow a creature that supposedly slighted it for weeks, looking for an opportunity to take revenge. This revenge can take many forms, from leading horses astray to contaminating food supplies to directing larger monsters toward the begrudged creature.

One of the most direct and unwelcome revenges of the jinkins is the destruction or cursing of magical items. Many times they’ll observe camped enemies from a distance and either steal an item to tinker with it or just use their tinkering magic at a distance to annoy the item’s owner. Once a jinkin has worked its sabotage on a stolen item, the jinkin either grows bored with the item or may attempt to return it to its owner. Jinkin lairs are often cluttered with stolen items that bear curses the jinkins themselves have forgotten all about.

Dwarves in particular hate jinkins, with numerous tales in their folklore telling of tragedy at the hands of the gremlins. The loathing is largely mutual.

The average jinkin stands almost 2 feet tall and weighs about 13 pounds.

The DC is higher because of the few facts you have. As always if you beat the DC by 5 or more you get additional informations.


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

"Do we know if these creatures they want us to exterminate are truly evil or just their enemies? If it is just that they are a rival tribe and nothing more I won't kill them. Also, do we feel able to accomplish this today, or should we come back after resting? I know our water breathing is running low so it might be wise to come back tomorrow." Elasbeth seems quite genuine worried that the "enemies" are a rival tribe.


Korba, dire rat companion:
hp 11/11 | AC 16, Touch 14, FF 13 [Primal: +2 natural) | Fort +4, Ref +6, Will +1
Male ratfolk Hunter 1 | hp 9/9 | AC 19, Touch 15, FF 15 | Fort +4, Ref +7, Will +2 | Init +4 | Perception +9

Knowledge(nature): 1d20 + 6 ⇒ (14) + 6 = 20

"These creatures sound to me like jinkins, evil fey who like to play deadly tricks with humanoids. I have no problem with removing them as a threat to others."


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

Thinking a moment, "If that's the case then I have no problem killing them off if we have to."


Male Human Slayer 1 HP 11 l AC 18/Touch 14/FF 14 l F+3/R+6/W+2 l Init +4 l Perception +6

"I will be returning to the surface. There is no need to rush considering things. If you wish to press forward that is your choice."


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

"I agree, Kimos. We should probably go rest and come back tomorrow. I'm afraid I'm nearly out of energy for my magics and need the chance to recover."


when we last saw our torch handle had its color changed back from Elasbeth’s prestidigitation spell yet? Just trying to estimate how much time we have left on our breath water spell.

Kunala rolls his eyes with Kimos’ ultimatum yes, yes, before we go running to the surface, have we come to an understanding we can share with our would be allies? looking at Elasbeth Kunala emphasizes, if you don’t feel comfortable killing gremlins, those who do… will. Obviously its ok for one of us to follow their own convictions no matter what everyone else is doing. again looking at Kimos. If no one objects I will speak to one of the people and have them tell Sef we have an agreement.

unless someone has any objections or addendums

Kunala turns and looks around the cave for Sku-pags or the female who lead them to Sef. Once he sees one of them he will wave at them to come over, at the same time he begins walking toward them to talk.


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

Tending up and seeming insulted at Kunala's insinuation that she is weak or unsuited to fighting. Elasbeth replies with a bit of heat, "Did I hesitate to fight when it was nescessary? I prefer to avoid ruthlessly slaughtering everything in my path, especially without a good reason. I'd say I'm sorry you don't agree but the truth is I just feel sorry for you if that's your first instinct."


Male Human Slayer 1 HP 11 l AC 18/Touch 14/FF 14 l F+3/R+6/W+2 l Init +4 l Perception +6

Kimos shrugs, still with his bow out.

"If we agree, we take care of the beast, if not then we move along. I see no point in wasting yet more time to inform them of our every intention. I will be heading back now, making sure nothing has moved onto the path we cleared. If I encounter nothing I will wait on the surface, I won't gamble with my time."

He would never understand why some people placed so much on words and pointless posture. Actions never lie while words easily do. He took his time making his way back, hanging a glowing bug from his hip.

Let me know if I need to make a Perception roll, otherwise he takes 10 on his way back. Stealth is pointless with a glowing bug on you. xP


1 swim check please?


Korba, dire rat companion:
hp 11/11 | AC 16, Touch 14, FF 13 [Primal: +2 natural) | Fort +4, Ref +6, Will +1
Male ratfolk Hunter 1 | hp 9/9 | AC 19, Touch 15, FF 15 | Fort +4, Ref +7, Will +2 | Init +4 | Perception +9

Confused by the hostility between his companions, Tamoq stays silent until Kimos has left. "I agree with Kunala that we should let these creatures know that we accept their terms. I will accompany you back to their lair if you'd like, Kunala."


Male Human Slayer 1 HP 11 l AC 18/Touch 14/FF 14 l F+3/R+6/W+2 l Init +4 l Perception +6

Will take 10 on Swim.


You return to the city unmolested.


Kunala visibly surprised by the turn of events, watches Kimos leave, then tries to explain to Elasbeth I believe these people see themselves at war. We both know that most wars are stupid wars fought between greedy stupid people. I don’t know if this war is that way or not. Seeing as these people are fighting gremlins it sounds like it’s not. They have asked us to join that war. My point, my instinct as you called it, is to understand what it is we are being involved in. A war, apparently one where no quarter is asked for or given. Having said that, Kunala pauses long enough to make sure he has Elasbeths attention I have known medics who refused to fight but were braver than any soldier as they took care of the wounded and dying. I am willing to join the war, not because I am a blood thirsty savage and not because I am a noble do-gooder. I am willing to join because we need allies to finish our agreed upon task and because the most dangerous place on a battle field is between the two armies, instead of on one side or the other. then looking after Kimos, shaking his head he says that’s something I hope our friend Kimos understands. turning back to the remaining team members he asks do any of you have any idea how long we have on the water breathing spell? With no further objection shall we let these people know we will help them and that we must leave to prepare? Shall we Tamoq?

Again Kunala turns and waves at Sku-pags or the female who lead them to Sef.


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

Takung a deep breath to calm herself, Elasbeth gets an embarrassed look on her face. "Sorry Kunala, it's been a very long day and I'm exhausted from both travel and this. I shouldn't have taken offense where none was meant."


do we see any of the humanoids to let them know we will help them?

Kunala, while he is waiting for one of the humanoids to approach them, says to Elasbeth, No need to apologize we all value your opinion. By the way do you still have your altered handle, so we can tell how much time is left? And out of curiosity what will kill the russet mold infestation on the corpse we saw? turning to Raffinyaler he asks were you able to Identify the corpse in the ice cave and would he be worth returning to torch? then turning to Tomaq he says I know very little about gremlins and such, what will we need to have an advantage over them? If there is a possible reward I would like to return the corpse so we can afford to buy whatever we need to kill the gremlins He then turns and looks for Sku-pags to send a message to Sef. Shortly the calls out Sku-pags, we need to talk to you


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

"Yes, I am keeping track of the handle." Elasbeth holds it up to check and see that it is still under the effects of the prestidigitation spell.


"I hear you! You hear a voice, but you can´t see the owner."You help us.. good. Will tell leader!"


Sku-pags, before you leave I have a question for you, the cold place where you found us, is there an easier way to get to the body there, I would like to look closer at it.

in case I need a diplomacy check for a request with Sku-pags, diplomacy: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24


Male Gnome Investigator (Empiricist) 1 HP: 3/8 (2/8 nonlethal) | Init: +3 | F:+0/R:+4/W:+2 | AC: 15/13T/13F | Per: +6 (+7 traps)
Per Day Abilities Used:
Inspiration: 2/4 | Dancing Lights 1/1 | Ghost Sound 0/1 | Prestidigitation 1/1 | Speak with Animals 0/1 | Extracts on profile

"I was able to identify him, and while I am quite sure his fiancee would like to have his body back I'm not sure how to go about destroying the mold on it so it would be safe to return to her. Unfortunately, I feel the best we can do right now is to simply inform her of his death and that his body is not retrievable at this time due to the dangers inherent in russet mold. I would, however, like to at least try to return to the surface those bodies that are retrievable so they can have a proper burial."

For more information on jinkins:
Knowledge (Nature) + free Inspiration: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (5) = 27
Questions in order of importance:
1. Defenses, specifically any DR
2. Offensive abilities, specifically magical abilities
3. Other special abilities
4. Likely traps they'll construct in this area

Check to see if I know of any kind of reward in town for dead gremlins:
Knowledge (Local) + free Inspiration: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15

Also, do I recognize what species our new 'allies' are or what language they've been speaking?
Knowledge (Arcana/Nature/Local) + free Inspiration: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (4) = 24
Linguistics + free Inspiration: 1d20 + 11 + 1d6 ⇒ (15) + 11 + (2) = 28


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

As she was asked, Elasbeth tried to come up with any way to destroy the spores.

Heal to come up with a way to neutralize the spores.: 1d20 + 4 ⇒ (16) + 4 = 20


@Raffinyaler you can ready with that kind of a roll the entry in the bestiary.
No Reward that you know of.
Underdark. And those are skulks.
@ Elasbeth You can destroy the spores with cold. Or remove disease.


@ Elasbeth, Kunala asked about the mold so we could recover the body, we got information on the spores instead :)

@Helikon can Sku-pags tell them about the other entrance to the cold area? Or do I need to do something different?

edit: also is the torch handle with the "prestidigitation spell" still changed? that will tell us if we are under or over two hours


when Kunala doesn't hear a response from Sku-pags he says "well that's disappointing, shall we begin to head back?"As they are moving out of the humanoids area, Kunala begins to shape the multi-tool into a grappling hook and ties it to the light weight rope. "if no one minds I would like to take a minute to fish our fellow explorer from torch out of the cold" Kunala detours to the edge of the cold cave, A6 staying a good distance from the spores and uses the grappling hook and rope to drag the body into the tunnel. still in the cold area between A6 and A5 After searching the body and collecting anything of value He asks the team "Should we try to take the body with us or is it too dangerous?"

Does he need to role a skill check for hooking the body or searching it? Or can he take 20 on them?


You can. that is no problem


is there anything on the body worth taking?

after putting away the multi-tool and waterproofing his pistol Kunala asks the team "what do you think about the idea of roping ourselves together, say five foot apart, to keep from getting separated, then tying whatever bodies we are taking back to the end of the rope and dragging them along?"


Korba, dire rat companion:
hp 11/11 | AC 16, Touch 14, FF 13 [Primal: +2 natural) | Fort +4, Ref +6, Will +1
Male ratfolk Hunter 1 | hp 9/9 | AC 19, Touch 15, FF 15 | Fort +4, Ref +7, Will +2 | Init +4 | Perception +9

"It may not be a good idea to drag a body in such a way. Perhaps we can describe the body to someone at the town and, if it is a loved one, tell them where to retrieve the body? I have respect for the dead, but not at the detriment of my own life or that of Korba's."


Kunala shrugs, and returns the body to the edge of the cold cave A6 and says "well if we place the bodies in the cold it will take longer for them to rot right, we could do the same with the other bodies we found or we can take them back, I don't mind either way, as long as we all make it back safe!" He then heads back to the beachhead area A1 and prepares to swim out. Looking at Elasbeth he asks "do we want to tie ourselves together to help each other swim out, or will you be ok going with the current?"

Edit: A2 is uncovered on the map, we did not explore it, @ team, do we want to before we leave?


You find the following:
Gerrol’s body still wears a masterwork chain
shirt, but he lost several of his other pieces of equipment
in his frantic attempt to reach safety. He still carries a set
of masterwork thieves’ tools, a masterwork hand crossbow
with 5 bolts, several empty vials that once contained
potions and antitoxin, and 75 gp


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

"That would probably be a good idea Kunala, I'm not the best swimmer."


Actually is a rather... idea. You need to cast a spell to get here and you are not sure.... it is safe, not by a long shot. But he... its your decision.


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

Huh?


In Discussion Kunala wrote:


@ Helicon is there some way the swimmers who can take ten can aid Elasbeth? would attaching a rope between Elasbeth and Kunala allow him to make a role to aid her?

would Kunala storing his armor so he can take +3 on swim allow him to aid Elasbeth somehow? Can any of the other party members aid her?

After Kunala packs his pistol and slings his shield, he picks up a fire bug for light and wades into the water. He puts his face in the water and breaths in a little to see if the water breathing spell is still in effect.

well people, lets see if our water breathing spell is still working, then we will figure out how to help those who don't swim so well.


As long as you have waterbreathing you make it to the top. If you fail a swimcheck you just have to make a save thats it.
Leaving the corpses here is a bad idea thats what i meant.


I am assuming we have water breathing still then.

since it appears we still have water breathing and the dead bodies should almost float, lets take the three we found with us back to Torch, that way we are not returning empty handed. with that Kunala quickly gathers the three bodies they found and places them on the beach tying them together, ready to be dragged along. He then ties the ends of his two ropes together so he has 110 ft. total length.

Kunala will leave last, holding the end of the rope, when he finds solid footing above water level he will pull the corpses along.

assuming Kunala can take 10 on swimming, what kind of skill checks do I need to role to bring the bodies with us in this fashion?


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

Ah, ok.

Elasbeth knuckles under and begins swimming out.

swim check: 1d20 - 1 ⇒ (7) - 1 = 6

lol, kinda figured.


1 Fortitude check please
Each. Two for kunala and Elasbeth


fortitude: 1d20 + 2 ⇒ (12) + 2 = 14
fortitude: 1d20 + 2 ⇒ (20) + 2 = 22


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

Fort1: 1d20 + 1 ⇒ (16) + 1 = 17
Swim2: 1d20 - 1 ⇒ (7) - 1 = 6
Fort2: 1d20 + 1 ⇒ (20) + 1 = 21

*edit Out of curiosity, what are the forts saves for?


Just let me say the water is not clean.


Korba, dire rat companion:
hp 11/11 | AC 16, Touch 14, FF 13 [Primal: +2 natural) | Fort +4, Ref +6, Will +1
Male ratfolk Hunter 1 | hp 9/9 | AC 19, Touch 15, FF 15 | Fort +4, Ref +7, Will +2 | Init +4 | Perception +9

Tamoq and Korba begin swimming out.

Swim Tamoq: 1d20 + 3 ⇒ (10) + 3 = 13

Swim Korba: 1d20 + 8 ⇒ (2) + 8 = 10

Fort Tamoq: 1d20 + 3 ⇒ (8) + 3 = 11

Fort Korba: 1d20 + 4 ⇒ (10) + 4 = 14


Female Half-Elf Arcanist (White Mage) 4 | HP 20/20 (0nl) | AC 12 (16), tac 12, ff 10 (14) | Fort +2, Ref +3, Will +3 | Init +2 | Per +2 | Technologist | Arcane Reservoir 1/6

That makes sense. Not sure how many checks I need to make.

Swim3: 1d20 - 1 ⇒ (13) - 1 = 12
Fort3: 1d20 + 1 ⇒ (16) + 1 = 17

Swim4: 1d20 - 1 ⇒ (20) - 1 = 19
Fort4: 1d20 + 1 ⇒ (13) + 1 = 14


No worries. Two checks are enough.
First you bring the dead body of Gerrol to the distraught fiance. After pleading with her father, he offers each of you a masterwork weapon.
There is a chance that very common weapons are in stock.
After that you return Parda and tells of your great deeds are shortly well known in the city.
Effects +2 Diplo in Town, Discount still valid, do not forget!

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