Iron Gods AP with GM Mustache (Inactive)

Game Master Mustachioed

Adventure Began: Gozran the 5th, 4714.
Current Day: Desnus 8th, 4714.

Technopedia
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Paul do you mind if I handle buying and selling here in discussion or would you prefer to rp it?

Also when crafting the pearls, what does the masterwork thing do?


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

Hey guys - I won't be able to post until tomorrow. Though, as next week comes around, I'm pretty sure I'll be able to make at least a post a day again for the foreseeable future.

I apologise if I'm slowing the game down!


You don't need to RP all the buying selling, so here is ok.


Also you guys are still welcome to deal with Garmen Ulreth, but that isn't a required part of the adventure.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Charles requested the Neroplast Armour
Ton is taking one bang grenade

Sale figures
Mswk Studded leather = 1,225 (175x7)
Mswk bucker = 1,085 (155x7)
Studded leather = 50 (25x2)
Mswk thieves tools = 100 (100x1)
Recovered loose gold = 117
Recovered silver disks = 1160
Total Resale Value = 1,230+117+1,160
Extra 358 gold each (reflected on your columns)

The remaining items we have to be claimed are:

Veemod goggles (black)
Proximity helmet
Timeworn autograpnel
Panic suit
Timeworn emergency beacon
Bang grenade
Soft grenade
Flash grenade

If no one claims these in the next couple of days I'll sell them


You can't sell tech items... pretty much.... ever in this campaign. The reason for that is their price is so super high that it would break the economy. So hold onto anything considered tech, put it in someone's inventory, and use it eventually. I am not making anyone track inventory weight, so... if you guys don't claim it, I'm just going to spread it about evenly.

And after I showed you what the autograpnel can do, I would be horrified if no one wanted it. It is also adamantine tipped. It still has 8 charges on it.

LaRA-- have you ever thought technomancer prestige class? They get to use guns too... Don't think you can get it til level 8 or 7, but could be something to work toward.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Oh well that makes things a lot easier actually then, thanks for the clarification on that.

I'll take the proximity helmet in that case.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Based on Sanvil's cart you get an extra 338gp each. All reflected in the gold row of your section on the spreadsheet


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

And I'll take the veemod in that case.


So I took what was left of the loot and put it in your inventories. Be SURE to look at what you got, and know how it works. Otherwise, you are only hurting yourself and missing out on the most fun part of this adventure which is the tech loot that you only get in this adventure.

Maybe I'm a little forceful on this point. But I am also running this live game, and the players there barely try to use all of this cool stuff, and it is disappointing to me. And ultimately hurts them, because they aren't playing well.

But it is easier in PBP, when you have a little more time to think about your turn and use stuff intelligently.

I'll plan on leaving today (Sunday) for any more business you need to do in town and will advance onwards tomorrow morning.


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

@GM - I've considered the Technomancer prestige class! I've considered it so much that I was going to bring it up next level, in fact. And LaRA beating the Technic League at their own game would be pretty damn good.

And that being said, I'm back to regular posting for the foreseeable future. If there's anything crazy, I'll try and warn you promptly.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

We have plenty of cash in the party pool (1797). Do you think we should pick up another wand of cure light wounds or some potions of remove disease/neutralise poison?


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

As nasty as poison is with these rules, at least delay poison. We can get scrolls instead of potions, which are a little cheaper.


Feel free to buy what you would like, but remember the rules for this little town: <1000 gold only, and 75% chance for them to have it in stock.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

I think at the end of the day, we need a wand if we're low we have to get that. With whats left let's try and get some scrolls to deal with disease and poison, I've seen how harsh it can be.

I'll throw some money in if needed for get more scrolls.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

I've played with the unchained poison and disease rules and I can't stress enough how absolutely brutal they are, especially for characters without a very high fortitude save.

Paul I would like to buy 1 scroll of each - neutralise poison and remove disease, a new wand of CLW and a masterwork chainshirt for myself.

I always say 1 - 25 means these things are not available

Cure Light Wounds: 1d100 ⇒ 68
Neutralise Poison: 1d100 ⇒ 68
Remove Disease: 1d100 ⇒ 100

Paul, I hope you're cool with that. If not I will not update the spreadsheet. Guys, if anyone has any objections to this then let me know asap because this is going to take 85% of our shared party loot


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Maybe we could get 1-2 delay poison like Zeke said, while it isn't dealing with the problem it might give us time if everything goes wrong.

I'll give up all my money if needed, I'd rather have what we need I don't really need money unlike some people since I have rage and people might buff me.


All fair rolls, look like you got them!


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Silent Image isn't actually mind affecting. Its a projection, not something in the mind. Color Spray would be mind affecting as it's patten based, but silent image is just something else it sees.


ok, good call.


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

Like I said, last two weeks have been hell, so, sorry! I'll be back to regular posting on Thursday.

I hope.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Hey guys, just letting you know that on Saturday I will be flying out for a 3 week vacation trekking around the Malaysian jungle.

I am highly unlikely to be able to update much, if at all. We have a couple of days in civilisation at the start and end but otherwise we will very likely be off the grid.

Please bot me as needed.


wow, that is some vacation...


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Enjoy, man!


any more strategy? If we start soon, we might get most of the way through the battle before Ton leaves (assuming there is a battle through that door... <whistles innocently>)


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Pointed out some strategy, nothing fancy. Buffs up first, then clear firing lines for our ranged attackers. Wulf creates a front line that Charles can jump in and out of for sneak attacks. LaRA lays down battlefield control and blasts. I just bring some damage to the party and maybe ready action to disrupt spellcasters depending on the situation.


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let's do this thing


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Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Oh, Charles is a rogue again? Huh.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles is always a rogue ...heh heh heh


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Darn work! Messing with my chance to plan! I do like what we've come up with though :) let's do this!

Also, is there a check I can make to figure out how to trigger the tech effect on the mace?


Just swing it, Garfaulk. Luckily for you, it automatically discharges upon a hit.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Cool cool. Also, out of sheer

curiosity,:
why did she make like 6 Will saves? Lol


Ha, ha! I've been doing that since day one when I don't want you to know what the bonus is. Surprised you never noticed it before.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Never been so invested in a failed save lol. I like that, that's pretty cool


whoops, Garfaulk ninja'ed me during my really long post. will edit mine.

edit: Garfaulk, since Wulf is so big I couldn't move you anywhere to get a clear shot, and because of cover your roll wasn't good enough. You moving did put you out of the fire blast though, so you don't lose the 5 hp.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

No worries, wasn't sure where everything was. Missing is just fine lol


okay, so you all jumped right into without any talking. I suppose that is more realistic, your choice.

Here is what we have going on so far:

1. The reactor has caught fire again. Put it out! Use your creativity. --LaRA is summoning a water elemental.

2. Perception check. OPEN for either Wulf or Ton

3. Strength check. OPEN for either Wulf or Ton (duh...)

4. Disable Device. Charles attempting

5. Linguistics . Garfaulk attempting.

6. Knowledge:Engineering. Zeke attempting

After Wulf and Ton go, I will report the results of the first round.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Someone has that panic suit.


This is how I imagine the panic suit


I am biting my nails. This could go either way!!


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

LaRA is the best at both Linguistics and Engineering, with +10. Zeke might be able to give her guidance to boost her 1 more. Both Garfaulk and
Zeke have +9 in Knowledge Engineering and +7 in Linguistics. I'm thinking it might be best to have LaRA handle the Linguistics, and for Garfaulk to take over Engineering. Then Zeke can cast guidance on both of them and possibly also attempt to aid.


I think you are on Engineering, Zeke, because Garfaulk choose to aid.

As for all the other actions you suggest, remember you other get one other action, not multiple casts of guidance. This is all happening extremely fast. It's amazing you all can think this quickly!


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Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

I seem to remember that polarities need to be reversed in situations like these.


super job! You saved the city. The other possibility was blowing up the entire city. I was going to have you escape, but it was going to be a little crushing!

There is A LOT of falling action that will take many days to get through. I am not going to rush it. Ton is gone for 3 weeks, and I have a bunch of vacations too.

Everyone take the chance to breathe and recover! Level up to 4! Remember you can swap feats and class ability choices and some of the falling action may affect your decisions. You won't be locked in until get start book 2.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Hit point roll for level up: 1d8 ⇒ 8

Awesome job guys! It was kinda late yesterday when all this was happening and after packing and stressing all day that I had forgotten something I just had to crash out.

We saved the town and relit the Torch wohooooo!

Also, I've been around these boards long enough now to know it's rare for a game to maintain this kind of pace and finish an actual module in an adventure path and have so few player drop-outs and have such high quality roleplaying.

Kudos to you all for this great game and I'm looking forward to coming back and picking back up with you guys!


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

HP = 8 + 1 Constitution (assuming I can get this radiation damage healed somehow)
Fort +1
Will +1
Ability Increase = Intelligence +1
A whole bunch of skills
New spells = ??? (not selected yet. Seems like Scorching Ray is the optimum choice for this character but not sure on the second free spell)

Ton will definitely need to retrain at this point and swap some feats around but I"m going to wait until I'm back to finalise all this if that's ok with you Paul.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

1d8 ⇒ 4


Like before I will roll for HP and you too, and take the better one.

Ton-- he already rolled max

Charles: 1d8 ⇒ 3 sorry


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

+1 to Reflex
+1 to Dex
+1 to BAB etc
+6 HP
+1 to all skills
+Debilitating Injury
+1 Danger Sense/Trapfinding
+Rogue Talent (Follow Clues, since we have no ranger)


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Forgot about that re-roll! Oh, well, thanks anyway hahaha

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