Iron Gods Campaign (Inactive)

Game Master Daniel Penfold 351

A run through of the Iron Gods campaign.

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NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

The maps seem a bit squished, but that might be my phone. Thanks for the clarification!

Zimdoz peers at the pipe and says, ”Stay away from those, I think those pipes are some type of trap..”

He takes out his thieves tools and gets to work disabling whatever mechanism he can find, cautiously.

Take 10 on disable device, getting a 17. Can disable non-magical traps and technological traps (due to local ties).


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Grezzag backed away warily. "There were similar looking machines on the oher side - maybe they're to keep things in that big room?"

He looked over the twitching pipes and nozzles. "Would it help to hit it somewhere?"


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”Ahh, no, no, no. It is likely very sensitive, let me see if I can disable it first. I wouldn’t want you to get a face full of hydrochloric acid or something worse. We can smash it up if I can’t figure it out.” Zimdoz says as he examines the mechanism.


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

'Machinery doesn't usually respond well to 'hitting it'' Alldur adds.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Grezzag shrugs, and remains standing away from the machine. "Better it than us."


Unfortunately as Sid tries to disarm the trap he sets it off. A burst of electricity fires from the pipes.

Reflex save 16 for half.

Electric damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

As the electricity surges near Zimdoz he tries to get away without getting zapped badly.

Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24

He manages to avoid the worst effects, but is smoking slightly and his fur is standing on end. He coughs. ”Let’s try that again.”

Zimdoz grabs one of the masterwork thieves tools and tries to disable the trap again.

disable device, all nonmagical and technological traps: 1d20 + 9 ⇒ (11) + 9 = 20

I forgot we found the thieves tools before, whoops.


Unfortunately, you spring the trap again

I need another reflex save from everyone

additional electric damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

Reflex Save: 1d20 + 2 ⇒ (17) + 2 = 19

Reflex Save: 1d20 + 2 ⇒ (3) + 2 = 5

Alldur begins to speak up as Zimdoz attempts to disarm the trap a second time, unfortunately, the trap is sprung again and Alldur slumps to the ground, unconscious.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Reflex : 1d20 + 2 ⇒ (1) + 2 = 3
Reflex : 1d20 + 2 ⇒ (18) + 2 = 20
15 damage

Grezzag grunts in pain as the first blast hits him, bit is more prepared for the second.

He moves over to the fallen wizard and drags him out of the room.

"Now should we start hitting? Although," he continues, poking at where the blast hit him, "it'd probably be better to heal up first."

"Can you see what sets it off? We can try not doing that, I s'pose."


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

Sorry, I thought daniel meant just for me to take damage, otherwise I wouldn’t have tried again.

Reflex Save: 1d20 + 6 ⇒ (12) + 6 = 18

Singed, Zimdoz looks bewildered.

”No, no idea. Head back outside until we can figure this out. If I can’t disable the electricity, I don’t know what else to do. Let’s get Alldur conscious so I can apologize.”

He grabs one of the group potions and feeds it to Alldur.

clw: 1d8 + 1 ⇒ (1) + 1 = 2


Zimdoz, you think that you were close to disabling the trap the last time you tried.


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

Zimdoz/I are worried about trying again without preparation. Normally if you don’t beat the DC to disable a trap, but are within 5, the trap doesn’t trigger. See the disable device rules here. That means that if I triggered it while getting a 20, the DC is 25, which I can’t easily beat without preparing a mutagen and taking off my armor. Unless this trap works differently. Also, can you clarify if the trap would have affected everyone the first time? The way I read it it just affected me. Sorry for the questions!


From the last couple of posts Grezzag and Zimdoz were in the room. Leetia's last post had stated she was detecting magic in the room and there was no mention of her leaving. I assumed that Alldur would be there too (Not helped by people not moving their tokens on the map!)

In answer to your question the DC of the trap is 25. Going by the disable device rules:

If the check succeeds, you disable the device.

[/b]If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally[/b]

So as far as I can see on the first roll you got a 17 (8 less than needed). On your second you got a 20 total (failing by 5 or more) so trap went off again.

The trap's targets are everyone in the room. I assumed everyone was in the room both times as above


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

I figured as much. Sounds like a very hard trap to disable, so I can’t do it without having us regroup a bit. We can all decide what to do, together. I shouldn’t have tried again so soon!


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Can we work out what triggers it? (Besides trying to disarm it) :) We can at least use some sand to mark off bad floor squares, or if it activates on opening a door or something, I could tank the hit (after a heal) and wedge it open.


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

That's a good idea, Daniel can let us know. My mutagen and no armor gets me to +13, but I can't take 10 to disable, so we'll have to roll a few times if that's the only way to get by.


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

Alldur is at 0, I'm unsure on the ruling here, is he awake, but disabled? I've seen it run both that way and that a character doesn't regain consciousness until raised to positive.


Trigger is being in the room. Alldur you are staggered, I play that you are unconscious at minus your Con bonus and dead at minus your actual Con score.


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

Does everyone want to rest for an hour until I can brew a dex mutagen? And does anyone have a way to assist me with the check? I’m only up to +13 but I suspect you’d have to be able to disable tech traps. Updating my HP, before I forget.


Female Ratfolk Arcanist (White Mage) 2 HP 12/16 | AC17 Tch13 FF15 | CMD11/FF9 | F+2 R+2 W+6 | Init+2 | Perc +5 Darkvision

Sorry about delay.

Reflex 1st time: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex 2nd time: 1d20 + 2 ⇒ (14) + 2 = 16

0 hp means your disabled, you're awake but if you take any actions other than moving you'll bleed out.


Female Ratfolk Arcanist (White Mage) 2 HP 12/16 | AC17 Tch13 FF15 | CMD11/FF9 | F+2 R+2 W+6 | Init+2 | Perc +5 Darkvision

Leetia will use a level 1 slot and a reservoir point to cast cure light wounds on herself.
1d8 + 2 ⇒ (3) + 2 = 5

She will then do the same and cast on Alldur
1d8 + 2 ⇒ (4) + 2 = 6

Out of cures. Maybe take an hour break. Leetia can help with a +2 to aid if needed, but maybe it's time to rest for 8 hrs+ to get spells back. I won't be able to heal any more failed attempts.


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

I could do a long rest, too. Might be best to do that. I could reset some of my spells a bit.


Where are you going to rest?


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

Alldur thanks his companions for his help getting back on his feet. He eyes, the illusory wall hesitantly.

Does the shocking come from a mechanical or a magical source? If it's mechanical I can attempt to cast break on it.


It comes from a mechanical source


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

Well, looking at the rules for the broken condition it doesn't looks like break will have any effect on it.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

"Don't s'pose you guys have seen another way through? If it's going to blast us whenever we walk in, then we may just have to rush through. I'm up for smashing it, but maybe not if it's hitting back that hard."

"I'm all for taking a break while we think it over though."


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”I don’t know, maybe we can rush through? I wish we had a way to resist electricity...Sorry about that Alldur, Leetia. I will be more careful in the future”

Is the door on the other side open?


Yeah the door on the other side is open


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

"You guys want to head up to the town, or rest down here?"


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”I’m fine resting around here. Do we rest in the open or the caves? I suspect Leetia and I would be more comfortable in the caves, but rationally it may not provide the best coverage for watches and escape routes. I don’t want to go and come back - it’s a pretty difficult trip.”


Female Ratfolk Arcanist (White Mage) 2 HP 12/16 | AC17 Tch13 FF15 | CMD11/FF9 | F+2 R+2 W+6 | Init+2 | Perc +5 Darkvision

"Yes yes rest here, no point starting over again. I'm so worried, the more time that passes the less we may find him alive. OK OK need to lay down in nice cozy spot." Do you have a suggested place to rest? Hopefully with as few entrances as possible.


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

'Maybe those skulks will allow us to rest in their encampment' Alldur suggests.


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”That’s a great idea, Alldur. They were nice to us earlier. And Leetia, I know how you feel about Khonnir. I hope this delay won’t cause him harm - but I see little other choice.”


Yeah that is fine the skulks will allow you to rest at their camp


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

I think we all rest with the skulks. I’ll re-do my infusions too.


Female Ratfolk Arcanist (White Mage) 2 HP 12/16 | AC17 Tch13 FF15 | CMD11/FF9 | F+2 R+2 W+6 | Init+2 | Perc +5 Darkvision

[ooc]Yes that is fine.[/b]

Leetia makes up a small rats nest and starts to curl up into it, as a tiny ball among her bedding. She has bad dreams and if anyone observes her through the night, she whimpers on occasion as if concerned and scared.


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

Before resting, Alldur will ask among the skulks to see if any of them have any magical aptitude and would be willing to share knowledge.


None of the skulks are magic users, their leader Sef is a rogue


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Grezzag regards the skulk a little suspiciously, but as the others seem to trust them, camps down for the night.


You rest overnight, nothing disturbs you


Female Ratfolk Arcanist (White Mage) 2 HP 12/16 | AC17 Tch13 FF15 | CMD11/FF9 | F+2 R+2 W+6 | Init+2 | Perc +5 Darkvision

Leetia spends the morning shuffling through her spellbook and placing materials in her beltpouch.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Grezzag yawns and stretches, then gathers up his things.

"Still a little tender from that blast. Anyone thought of any better way, or are we just going to rush through.


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”If I prepare, I might have a chance of disabling it. I could try with just me in the room.”


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

Alldur pours over his own spellbook, preparing himself for the day. He moves about gingerly, still hurting from the previous day's bout with electricity.

'I wish there were something I could do to help. Do you think making you bigger would do anything useful?'


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”No, in fact I plan on shrinking for the job for that matter. Guidance would work, if anyone has it.”


Wizard(metal elementalist) 7 Technomancer 2
Spoiler:
| Init +12 | Perc +12 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 48/48 (40/40) | F +4(-1) R +5 W+9| Iron Skin 8/8 2 CON Damage

'I can provide you with resistance, best I can do.'


So are you trying again?


NG | Male Ratfolk Alchemist (Gun Chemist/Toxicant) 8/ Gunslinger (Gulch Gunner) 1 | HP 62/62 | AC 28-17-22 | F+13, R+17, W+6 | Per +19, Sense M +3, Init +9

”I’ll take it. Let’s see if I can get it disabled.” They travel back to the electrified room, and Zimdoz removes his armor and drinks his mutagen while asking Alldur for the resistance spell. He then drinks his extract of Reduce person and attempts to disable it again, this time with nobody else in the room.

Temporarily his saves are +6 Fort, +10 Reflex, +2 will. His stats are 6 str, 22 Dex, 14 Con, 18 int, 12 wis, 10 cha. His HP is 11/17. His disable device is:

2 ranks, 3 class skill, 6 dexterity, 0 ACP, 2 tools,1 trait = +14 so he has to roll.

”Wish me luck!”

Disable Electricity Trap: 1d20 + 14 ⇒ (8) + 14 = 22

Fail, but by less than 5 - doesn’t trigger, he tries again.

Disable Electricity Trap: 1d20 + 14 ⇒ (20) + 14 = 34

Maybe he gets it, wahoo, natural 20!

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