Iron Gods AP with GM Mustache (Inactive)

Game Master Mustachioed

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

Technopedia
Roll20 map
SS


2,601 to 2,650 of 4,051 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>

Zeke- does the ghost touch effect last?


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

Well, that didn't do it. Poor dead sap. Sammy tries rifling through the ghosts's stuff, both trying to distract it and seeing if there's anything else in there that could help. Perception: 1d20 + 9 ⇒ (1) + 9 = 10


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

Yes, the enhancement bonus and ghost touch ability remain active for 2 minutes.


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 only have one shot left with this battery. Think the tactical move is to reload now before firing more. Also hopefully buying more time for Wulf to get his sh*t together :)


Wulf is running for 4 rounds! And that means 4 rounds back! Do you know how many battles last 9 rounds in pathfinder?


2 people marked this as a favorite.
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

Well I'm sure he won't mind me ruining his street cred with Val when I tell her about the time a spooky ghost jumped out and said BOO!


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

Sammy can't wait to "tell" Charlie.


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

As the ghost kept wailing and carrying on, Garfaulk reached the part during the song where a few words were spoken about the deadly departed, giving him a chance to speak to the ghost, but still in time with the song. "Oh poor paladin, how can it be? Look at what your pain has done to thee" With that, he held out his hand and muttered a few words. Appearing in the air in front of the fallen spirit was the image of... himself. The fallen paladin. Garfaulk made him see what he'd become minor illusion "Aldronard the strong, don't be to be alone. You can move on one you atone"

continuing to inspire. Minor illusion isn't mind affecting, so shold work, I'd hope


I'll assume that Charles grabbed the sword too then? And Garfaulk, you are thinking along the right lines but not quite.

ROUND SUMMARY

Charles examines both the armor and sword. Both are beautiful creations, though perhaps not really something he would enjoy using.

Tucked in the armor is a lacy handkerchief... a favor of a lady, perhaps?

As Ton reloads and Zeke strikes again for substantial damage, Garfaulk brings up an illusion. The ghost looks at it but does not slow... his gaze slides over it and keeps on going... like he doesn't even recognize the image as himself.

"JUSTINIA! WOULD THAT I COULD HAVE YOUR FORGIVENESS!"

He steps toward Zeke and tries to touch him!

touch: 1d20 + 7 ⇒ (10) + 7 = 17
corrupting touch: 6d6 ⇒ (3, 2, 4, 2, 4, 6) = 21
fort save zeke vs dc19: 1d20 + 6 ⇒ (4) + 6 = 10

Zeke feels the ghost reach in and grab his soul! The hand burns him from the inside out! 21 damage!

ROUND 3
Everyone go again!


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

Do we know what he or Justinia looked like before?


You can safely assume she is human, but other than that you have to guess


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

Religion: 1d20 + 3 ⇒ (8) + 3 = 11

Realizing that using an image the creature wouldn't recognizee may not have been the best idea, inspiration struck him. Wracking his brain, he focused on a different image, doing his best with his vast knowledge of various things to find an image of Sarenrae herself. Doing his best to recreate her, he caused that illusion to burst in light, changing to his best recreation of the goddess.

As part of his song,he switched to a few lines in Common, using his best falsetto to try to make it seem like she was saying the words. "is time to rest, time to move on. Time to let it go, time for peace" it sounded better in Dwarvish, but hoped it might be enough to give him pause

Performance: 1d20 + 10 ⇒ (17) + 10 = 27 if singing is allowed for it. Other performs are +3 instead. I'll recast silent image of need be to change the image too,though of I can make the image move, I'd like to think I can make it change, but if not that's fine


will save: 1d20 + 4 ⇒ (9) + 4 = 13

This time, the ghost does stop and cease his wailing. He looks at the burst of light and the appearance of Sarenrae herself... But the image is slightly off.. Garfaulk does not recreate Sarenrae well. Aldronard is confused, wavering, but not fully convinced.

"WHY...WHY...I HAVE FORSAKEN YOU, SARENRAE. I AM NOT WORTHY! AND I FAILED JUSTINIA!"

Maybe he just needs a little more!


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

Zeke cries out as the negative energy burns the very essence of his being, and he looks around wildly, wondering how he ended up fighting the evil spirit by himself. I have no chance on my own! he thinks with alarm, and dodges around the creature to escape having his back against the wall.

After five-foot stepping past the ghost, Zeke will perform the Total Defense action, giving him a +4 dodge bonus for the round.


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

Seeing Garfaulk somehow working his magic with the spirit, Ton slaps in a new battery. The Inferno Pistol gives a pleasing VWOOOOP! as the charge carries through into the weapon.

Listen to what your God is telling you Alronard, you're a paladin bound to her will!


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

Wulf basically tried almost exactly the same thing as Garfaulk... :P

Wulf continues to run, the fear just too much as he runs. It takes him back to the night his village was attacked by the swarm that changed him. On that night he was so close if he had maybe everything would have been different.


Except you didn't cast an illusion of Saenrae while you said that, Wulf!


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

He also said 'screw your God.' Which is perfect for a barbarian that rolled 1 diplomacy but probably isn't going to cut it with a paladin


1 person marked this as a favorite.

So... Wulf, you basically did the opposite of what Garfaulk did, is what we are saying.


SAM should go yet!


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

Diplomacy: 1d20 ⇒ 17"Listen, buddy. Your god teaches forgiveness and love, right? So forgive and love. Go to Justinia. She's been waiting for you." He produces the lacy kerchief.


The ghost sees the silk handkerchief... he looks back over at the illusion of Saenrae.

"Justinia! Her favor! I remember that day... She said she would always wait for me! She waits for me...I did not fail her. I failed myself alone...Sarenrae! I have betrayed myself and you. I... beg forgiveness! I... wish to go to your halls if you will have me....Justinia...."

As he talks, Aldronard becomes less and less substantial. By the end of his speech, he fades away into a wisp of smoke and light... and --THWIIP!-- is gone.

The armor and longsword in Sam's arms glow bright, and you feel a peace in the chapel. A whisper of wind stirs and you all feel the touch of a powerful force; there is a voice in the wind..."Sarenrae's blessing be on you, heroes..."

All wounds healed!

The terrifying fear inside Wulf fades. He finds himself standing outside the fort.


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

Garfaulk watches as the ghost fares away, wiping his brow in relief as he finished the funeral melody, letting the illusion safe once he was sure the ghost was gone. "Well now, ain't that sumthin. Guys ya don't need to fought every enemy with bludgeons and bullets. Nicely done there Ch-Sam. Good on ya fer findin tha, where'd you get sumthin o hers? And uh, where's pup?"

He looks over to Zeke, grinning sheepishly "Sorry bout tha Zeke,tha hand looked like it hurt, but I figured shy of usin one of our few healin spells, I'd be more helpful tryin to reach through to im"


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

Zeke murmurs his thanks respectfully to the illusion of the goddess, and is surprised and impressed when his wounds fade. Beaming, he rushes to Garfaulk and roughly embraces him. "That was really something, Mr. Garfaulk! You did something really special here. It isn’t every day that you redeem a fallen paladin, is it?" He laughs, and goes over to Ton'iel to sheepishly shrug. "I’m sure we would have shot it into the next world if we’d kept at it Mr. Ton'iel, but I gotta say I’m not too unhappy about how it worked out." He smiles at Charles, including him in the impromptu celebration.


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

"Found it in his armor. Seemed out of place with all the steel. In the stories, knights always had something frilly from their lady-love. I just figured it was underwear."


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

Zeke laughs at Charles/Sam's comment and then blushes as he wonders if his sister gave Wulf any sort of favor before they left.


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

Ton nods appreciatively and slaps Sam on the back.

"Nice job. That's pretty quick thinking. Let's go make sure Wulf hasn't run all the way back to Torch."


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

"What about his stuff? Seems a shame for them not to used. You know, fighting evil."


Go ahead and spellcraft the armor and longsword

You are finally able to drag yourself to sleep, after explaining the situation to Captain Andelin, who intercepts you on the way back to camp. He promises to man the gates himself to ensure you of a well deserved rest.

Gozran the 5th.

The next morning, you begin packing up your mounts, but Captain Andelin stops you. "No good bringing mounts into Scrapwall. From what Brother Roy has told me about the place, there won't be any food for them, and they themselves would end up stolen and turned into food. Leave them here, and we will see to their comfort."

He waves a little gnome forward. "Speaking of which, I have asked Brother Roy to guide you the rest of the way. He used to live in Scrapwall, and might be able to provide you with specific information, if you can drag it out of him. A quiet fellow you see. Probably...not quite right in the head."

La-RA 3.0 also approaches the party. She has been using her hat of disguise to alter herself into a human, and has taken more and more to adopting human emotions. She says to you, "You have all been friends to me in this time of transition. Transition from a seven thousand year coma and a librarian and research assistant to something more... A person with hopes, desires, and a future. I wish to remain behind in this fort, and use my magic to protect these people. If Smilers come upon us again, you can be sure that my summoning magic will keep us safe." She smiles gently and gives each of you a hug and kiss on the cheek. This human side of her indeed has taken some getting used to! "I will miss you all. Find this Hellion and stop her!"

The party prepares to depart. Brother Roy is ready to lead you toward Scrapwall, when all your business here is concluded.


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

Zeke casts guidance and then detect magic on the items as he attempts to identify them.

Spellcraft check #1: 1d20 + 12 ⇒ (11) + 12 = 23
Spellcraft check #2: 1d20 + 12 ⇒ (16) + 12 = 28


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

Wulf stops in his tracks, the fear falling off him as he realises the other aren’t with him and their still in there with the ghost. He sprints back his stomach knotting up as he worries what he left behind.

As he rounds the corner he's stopped in his tracks. ”Your all ok… “ His worry drops quickly as he looks around no sign of the ghost and everyone seems fine. ”So that was pretty messed up right.” He rubs the back of his head. Hoping the others might have had a harder time but at least happy that they didn’t need him.

---------------

Wulf grimaces at the news. ”It’s a true shame Lara, but each of us need to know where we belong and if it’s here for you so be it. I think you’ll be fine, I hope you learnd enough from us to fit in up here. ” He accepts her hug and returns it with kind. ”We can always come visit when we come back to Torch.” He smiles.

Before they leave Wulf pets his horse saying his goodbyes and then waves back to the fort. Then focuses on the task at hand. ”So Brother Roy, you’ve lived in Scrapwall we need to know everything you can tell us. You can talk to us we’re all nice here.”


The armor is full plate armor +1... armor fit for a knight! The sword is a ghost touch longsword + 1... could've come in handy against a fight with a paladin ghost... but could come in handy again in your future!


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

Sammy tries not to snicker when Wulf returns. "Hey, big guy. You gonna be OK? Gar and I got rid of the scary ghost."


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

Garfaulk chuckled, patting Sam on the shoulder. "Aye, tha we did! I made the Visage is his deity soar-did a mighty five job of it to,if I do say so myself. Then Sammy here used her kerchief to convince him she was waiting fer him to pass on, and pass on he did. But I'll tell ya, ghosts can be quite terrifyin. They cut right through people's courage, get right into the heart of a man, right to where fear itself lives. No shame in gettin away from the source of tha. Though I imagine it Soulja give another with ya there Wulf" he was tempted to tease Wulf about it, but didn't want to make him feel too bad about turnin tail. "When I eventually tell tale of our deeds, I'll be sure to leave tha part out" he says with a wink. Ok, maybe a little teasing.

-----

The following day Garfaulk was much less chipper. "I agree with pup, it won't be the dance without ya. Even if I hardly understand half of what ya say" he smiled, accepting the hug, watching as she went around to everyone. Once she was done though, he did pull her aside. "Look, I know you and I have always been bit as different from two folk as two folk can be, but I just wanted to make sure we're partin on good terms. We haven't really talked much since I interrogated that rat fella and I just wanted to make sure ya know, I'm not s bad if a guy add I pretended tha day. Or yesterday with the smilers, when I threatened to pull out a tongue or two. I'm all talk. Yet not leavin cause of tha, right?"


LaRA responds, "Be at peace, Garfaulk. All of that is forgotten. You see, as an android stuffed in a ship and conducting studies all day long, for years and years, I never got a chance for a normal life. Now that I am feeling all these emotions inside me... I yearn to see the world. I am afraid that you five will see nothing but pain and suffering. I want to see happiness in my time here, though I do hate to leave you all- my first real friends."


The tight-lipped gnome named Roy nods his head at Wulf, but doesn't answer. He leads the way out the front gates, and the party walks east.

About mid-morning, you start to head up a small mountain. This in itself takes a couple of hours, and Roy largely ignores you all, and just keeps walking and climbing over the occasional large rock. Eventually you get to the peak, and you understand why Roy brought you this way.

From the peak, the entirety of Scrapwall spread out before you in a valley on the other side.

Scrapwall is an intimidating sight. Towers of rusted iron and hills of rubble and ruin loom from the dusty surrounding plains. Immense lengths of chain, coils of jagged wire, giant clockwork gears, and old corrugated metal cargo containers riddled with gashes, bullet holes, and the telltale pockmarks of laser fire are piled high, forming a jagged and intimidating hill-like 50 foot wall surrounding the interior. Scrapwall is 3 miles across at its widest point.

The interior is criss-crossed by smaller piles of rusty metal. Corridors stretches here and there; there are clear areas; areas that looks like junk yards. One thing is certain: the City looks old, feels old, and far from pleasant. If you are familiar with Fallout, think of it as a huge wasteland fortress akin to what you would find in that game

From this vantage point, the party is able to sketch a rough map of the city. It is now up on Roll20. The map looks like it has these wide open spaces, but that is just a map simplification--remember what the paragraph says previously.

If you spend some time to study the City further, you will be able to add additional details to your map. Similarly, you might be able to dig some nuggets of information out of Brother Roy.

Everyone can make two different skill checks. If you roll a successful Perception or Knowledge:Geography, I will add points of interest to the map. If you roll a successful social check (Diplo, Bluff, Intimidate) or Knowledge:Local, Brother Roy will give you info about the inhabitants of Scrapwall. Of course, give a proper description or dialogue of what you are saying/doing.


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

Charlie/Sam: 1d2 ⇒ 2Knowledge Local: 1d20 ⇒ 3perception: 1d20 + 9 ⇒ (19) + 9 = 28

This doesn't look like any sort of town or city Sammy Caskgrip has ever seen or heard of. He spends some time taking it in, slowly moving his gaze over the entire place.


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

Perception check: 1d20 + 9 ⇒ (18) + 9 = 27
Knowledge (Local) check: 1d20 + 9 ⇒ (20) + 9 = 29

As always, Zeke remains alert and aware, and tries to apply what he knows about gnomes and priests to their tight-lipped guide. He mostly tries a stream of consciousness monologue, checking for nods or frowns. "'Brother' Roy? Begging your pardon, but what are you a Brother of? Do you have a holy symbol or text? I follow the god of the End Times, myself. But I imagine He isn't as well-known among your people. I think he's kind of like when the Bleaching comes? It's scary to think that one day all the color will disappear from the world, but Groetus says that those who follow him will be able to rebuild it from scratch." He looks a bit troubled. "Are there any folks in Scrapwall who follow Him? Or other gnomes?"


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
GM Mustache wrote:

Go ahead and spellcraft the armor and longsword

You are finally able to drag yourself to sleep, after explaining the situation to Captain Andelin, who intercepts you on the way back to camp. He promises to man the gates himself to ensure you of a well deserved rest.

Gozran the 5th.

The next morning, you begin packing up your mounts, but Captain Andelin stops you. "No good bringing mounts into Scrapwall. From what Brother Roy has told me about the place, there won't be any food for them, and they themselves would end up stolen and turned into food. Leave them here, and we will see to their comfort."

He waves a little gnome forward. "Speaking of which, I have asked Brother Roy to guide you the rest of the way. He used to live in Scrapwall, and might be able to provide you with specific information, if you can drag it out of him. A quiet fellow you see. Probably...not quite right in the head."

La-RA 3.0 also approaches the party. She has been using her hat of disguise to alter herself into a human, and has taken more and more to adopting human emotions. She says to you, "You have all been friends to me in this time of transition. Transition from a seven thousand year coma and a librarian and research assistant to something more... A person with hopes, desires, and a future. I wish to remain behind in this fort, and use my magic to protect these people. If Smilers come upon us again, you can be sure that my summoning magic will keep us safe." She smiles gently and gives each of you a hug and kiss on the cheek. This human side of her indeed has taken some getting used to! "I will miss you all. Find this Hellion and stop her!"

The party prepares to depart. Brother Roy is ready to lead you toward Scrapwall, when all your business here is concluded.

Ton doesn't do a very good job of hiding how crestfallen he is at the thought of LaRA staying behind. His wide grin at Wulf's sheepishness fades quickly when the android makes her intentions known.

He shuffles uncomfortably when she hugs the others and says her goodbyes and when she comes to him he holds the embrace a second or two longer than he should. He places a hand on the smooth skin of her cheek and looks like he wants to say something. His mouth moves but no words comes out.

Instead he sighs and steps back and says;

"Listen don't go baffling these people with all that 'hypothesis' crap ok? Just... I don't know. I'll come make sure you're ok once we're done. Take care of yourself, eh?"


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

Ton is blowing hard by the time he reaches the top of the mountain. It is steep enough but with his crippled leg the climb takes it's toll on him and he has to lean on Wulf more than once.

As he catches his breath he looks out over the bizarre, ramshackle city and tries to pick out anything of interest. He also scans the towers and bridges and containers and byways to better understand how this collection of junk even fits together without just collapsing on the inhabitants.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge engineering: 1d20 + 7 ⇒ (13) + 7 = 20


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

Wulf grits his teeth snarling at Sam. "I'm just glad to see you didn't need my help, although I did say for everyone to stay behind me." He smiles slightly feeling a little better and not taking it to heart. "Thanks Garfaulk, I won't let that happen again I promise that."

----

Wulf looks down on the large town of Scrapwabll. "That's kinda what I expected, maybe less towers of rusted iron. But it's a dump filled with the worst kind of garbage. He then spends time looking down on the city attempting to spot any place where there might a large gathering, or something worth checking out.

Percpetion: 1d20 + 8 ⇒ (18) + 8 = 26


2 people marked this as a favorite.
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

"Yep." Ton nods sagely, his coat flapping gently out behind him in the breeze.

"Reckon you will never find a more wretched hive of scum and villainy. We must be cautious."


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

"Charlie would love it ..."


Garfaulk should do his two checks, and Wulf should do one more roll (not perception), and then I will update you on what you learn.


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'm sorry. I meant to roll two I promise.

knowledge geography: 1d20 + 1 ⇒ (13) + 1 = 14


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

Garfaulk looks over the town and whistles loudly, taking in all the sights. "Well now ain't tha sumthin. I'd almost call it beautiful if they hadn't been leachin of of Torch. Brother Roy,know anythin bout this crazy place?" he had never seen such a place, having only imagined this sort of thing in daydreams when he quivered what a while society would look like if the style of firearmswere everywhere, not just in his pocket. It looked likea placeforthe rough and tough. He couldn't be me excited

Perception: 1d20 + 6 ⇒ (8) + 6 = 14.
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30


You take in the sights, concentrating hard to find areas of interest! (DC 15- you had 5 successes in this category)

I will note all of these on the map

1. You pinpoint the front gates. It is the only point in the wall where there is a significant gap in the scrap.

2. In the northern central area, there is a large cleared area. Even from this distance, , you are able to determine it is an arena of some sort.

3. The mounds and ridges of junk and scrap surrounding Scrapwall are mostly 50 feet high, but in one spot, there is a huge spire of junk-twice the height of the wall. As you watch, you see a flying creature land on it. You can't make out details of the creature...

4. A large, dish-shaped antenna rises above the wall of scrap on the eastern edge. The dish is 40 feet in diameter, but sits somewhat lopsided above the ridge and is streaked with rust. Vultures wheel in the sky above the array.

5. In the northeast corner, a ravine of scrap is filled with a thick white mist, shrouding in in a spooky fog.

Brother Roy doesn't like talking much, but persuasion gets him to talk. (2 successes in this category, giving you this information...)

1. Scrapwall is a vast sprawl of junk and refuse, long picked clean of most useful bits of salvage and now home to outcasts and exiles. Shops are rare. You will not be able to freely buy goods but might be able to find a black market hiding from the influence of the many gangs.

2. Reputation matters. Be tough, put gangs in their place, and you will earn respect. The current gangs of note within Scrapwall, in ascending order of power, are the Steel Hawks, Redtooth’s Raiders, the Smilers, and the Lords of Rust. Another group, the Thralls of Hellion, seems to have recently been disbanded. However, most of those living in Scrapwall are riffraff and lowlifes known collectively as Scrappers—exiles and vagabonds who pay tribute to one of the region’s gangs for protection but have no affiliation of their own.


With the party able to get to Scrapwall, and the information conveyed, Brother Roy departs. "I'll no be lookin for another moment at the gods cursed place."

You are staring down at the city of Scrapwall! What is the first step?


M Halfling Brawler (Steelbreaker) 8 | HP 75 AC 20 ( 15 touch, 16 flat footed) CMD 23/26 | Fort +7, Ref +10, Will +3 (+2 vs fear) | Init: +3, Perc: +13
Skills:
Intimidate 10 | Perception 13 | Sense Motive 10 | Stealth 18 | Artistry Painter 10 | Lore (Organized Crime) 10

"Lot of gangs. Gotta be lots of grudges and ambitions. We should look for allies, or at least ...tools."


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

Garfaulk nods in agreement with the halfling. "Aye. Joram mentioned knowing someone out here, we could try lookin for em. Or findin a place to hang our hats as it were, maybe roughin up a few thugs as we go-though I get the feelin that if I were to try lobbin power across the air from Torch to here, my guess is you'd need somethin powerful and big to catch it" He nods at the antenna/dish "I think we should check tha area out, sooner rather than later"

2,601 to 2,650 of 4,051 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Iron Gods AP with GM Mustache All Messageboards

Want to post a reply? Sign in.