Iron Gods Campaign (Inactive)

Game Master Daniel Penfold 351

A run through of the Iron Gods campaign.

Treasure list

maps

images


2,401 to 2,450 of 3,107 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>

Male High Azlanti DM

Alldur and Zimdoz, you can tell that the cocoon is made of glaucite strips. It appears to be a cocoon that contains nanites.


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

Does Alldur get the impression that disturbing the cocoon would cause them to attack?


Male High Azlanti DM

Alldur you think that the nanites within are currently in a dormant phase and you suspect that their function is to repair and recharge damaged androids.


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"...Can we keep them? Pleeeease?!" Poshment begs. "If not, then we should remember it is there if I break something important! How considerate!"
________
Notheast door once this is settled! :)


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

'Lets leave them be for now, but I agree if we find a mechanical we might be able to salvage this could be useful.'


Male High Azlanti DM

The doors to the northeast are closed and appear to be locked, wafting from around the side of the door seems to be a small amount of steam.


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"This one of those saunas I've been hearing about? I hear people build places deep in the mountains, you know near like lava and stuff. They heat water or something to make the rooms all steamy. Call them spas. I don't know why anyone would want to sit in a sweaty room with a bunch of sweaty people though..." Poshment rambles while someone more skilled than he in the art of door opening has at it.


Male High Azlanti DM

Are you opening the door?


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 nods absentmindedly at Poshment's rambling while examining the door.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28

if needed

Disable Device: 1d20 + 15 ⇒ (5) + 15 = 20


Male High Azlanti DM

[i]Alldur, you discover that there is a trap on the door that is designed to shoot steam out into the corridor.

Unfortunately when you try to disable it the mechanism seems to jam in the open position and a spray of steam envelops the corridor

Reflex 16 for half

damage: 8d6 ⇒ (2, 1, 4, 2, 3, 6, 6, 3) = 27


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

Hearing water begin to boil within the mechanism, Alldur does his best to duck the gout of steam but still manages to get burned across his left shoulder. 'Ow, Dammit!'

Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"HOTHOTHOTHOTHOTHOT!" Poshment shouts as he too manages to duck out of the way of most of the steam.

Once everyone manages to regroup, he delivers Milani's grace unto their wounds. "Let's hope that was the only one?" he asks, testing the door for heat before attempting to open it.
________
Reflex, DC 16: 1d20 + 4 ⇒ (16) + 4 = 20
Channel Positive Energy (Heal Living): 4d6 ⇒ (5, 3, 4, 4) = 16
Channel Positive Energy (Heal Living): 4d6 ⇒ (5, 3, 1, 4) = 13 Everyone should be back up to full now!


Grezzag doesn't manage to move quickly enough, catching the brunt of the steam across his arms and chest. Fortunately for some of the others, it blocks a lot of the blast. Fortunately for the Half-Orc, Poshment manages to ease his pain in short order.
________
Reflex, DC 16: 1d20 + 5 ⇒ (7) + 5 = 12


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

reflex save: 1d20 + 12 ⇒ (20) + 12 = 32

Zimdoz gets blasted with the steam, but Poshment heals him up.

Assuming the trap resets, Zimdoz tries to disable it instead of Alldur, take 10 for a 30 Disable Device.


Male High Azlanti DM

Zimdoz manages to disable the trap and the door opens.

The door opens into another hallway with stairs leading up and down. Opposite the hallway is an open door. Inside this room contains a large metal tub, a sink, and a toilet, all separated from each other by crumbling wooden partitions.


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

If only I brought the funny papers with me! "Well, I bet we could go down these stairs and make sure that first floor is clear! Then we could head up these stairs?" Poshment suggests, pointing at each set respectively.
________
I think it would be amusing to make a character who spent their life in pursuit of the Porcelain Throne. They (bathrooms of any variety) are so rarely present in any game I've played in, it could be fun!


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

'Yes, I think we've put off the first floor long enough.' Alldur agrees.


Male High Azlanti DM

Going back down the stairs you come to a door which opens into a library. Dust-covered shelves crammed with all manner of books and scrolls line the walls of this enormous curving library. A large desk, its top cluttered with scrolls and papers, its at the western end of the room. A metal door leads to the south, while north of it a second door stands slightly ajar, revealing what appears to be a reading nook.


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 scans the room for items of note.

For now, a quick scan of the room with detect magic and then a look at the desk

Perception: 1d20 + 11 ⇒ (9) + 11 = 20


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 nods and looks around as well, trying to find anything of note on the desk, and then in the area near the nook, looking for traps.

Take 10 Perception for 26 looking at the desk and door, for documents of value/interest and traps.


Male High Azlanti DM

The books on the shelves contain a wide variety of materials concerning magical theory and wizardry and seem to show an interest in air magic and the nature of mist and smoke.

Zimdoz, on the desk you find a spellbook which contains the following:

All cantrips in Core Rulebook.
Identify, mage armour, magic missile, shield, technomancy
detect thoughts, fog cloud, mirror image, see insibility, web


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

Once the interested parties have had a chance to oooooh and aaaah over their fancy book ;), let's scope out the last covered area on this floor!


Male High Azlanti DM

This simple kitchen shows signs of long neglect. A pair of stoves stand cold on the north side of the room between tall shelves stacked with jars and dishes. Along the west wall, a wide sink brims with pale mould. The centre of the room contains a butcher's table, above which hangs an assortment of knives, cleavers and pans. An odd-shaped tub protrudes from the southwestern corner of the room.


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"Ew, gross! I hope nobody lives here anymore... This is no way to keep a kitchen! Bleh..." Poshment complains.

"Looks like we've got some stairs to climb! Marvelous invention, aren't they? I suppose the next alternative would be some sort of ramp, but wouldn't it have to be much longer? Maybe it would wrap around the outside of the building! That'd be cool, think of the view!" he rambles.
________
Once we're sure there isn't anything magical, I say we go up the stairs on the second floor!


Male High Azlanti DM

Anyone else want to do anything?


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

'Hang on a moment.' Alldur does a quick search and scan of the room.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Detect magic for good measure.


Male High Azlanti DM

Alldur, you do not see anything of interest in the kitchen


Male High Azlanti DM

Are you heading upstairs?


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

Yeah! I think everyone's had a chance to fiddle about in the kitchen, so presumably to the third floor!


Male High Azlanti DM

Heading up the stairs you arrive in the third floor atrium. Flights of stairs ascend and descend. The ceiling above the landing is open to the floor above, while doors on the south and east walls of the atrium allow access to other parts of this floor. Short messages have been written above three of the doors. The air in this room smells strangely acrid.


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

Poshment sniffs the air hard. Uck, yup, that's a smelly smell!" he declares. "If I were a betting man, which is only true after I've had at least three pints, I'd wager that there is some sort of stinky or acidic trap around here. We found the steam one down below! Is this like a bingo game? We should play a bingo game for weird houses and dungeons!"
________
Based on our prior experiences with this cooky house, I think a search for traps is well in order :)


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 nods and looks for traps, ”Yeah, sorry I missed the last one...”

Take 10 for traps for a 26. If any are traps then disable them, taking 10 for 30


Male High Azlanti DM

You do not find any traps in the atrium or on the doors.

The door to the east is labelled "Lab 1: Alchemy", the door to the south is labelled "Lab 2: Fluid Siphoning Research", and the one to the southeast is labelled "Lab 3: Gaseous Ooze Research."


1 person marked this as a favorite.
Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"How convenient! They're labeled for us!" Poshment points out as he moves to open the door to Lab 1. "It's ok Zimdoz, you'll get the next one! The whole point for traps are not to be found, so who can blame you for that?"


Male High Azlanti DM

This large, tidy laboratory has a foul chemical odour. Several tables, a few shelves stacked with jars and baskets, and an empty desk line the walls.


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

Poshment pulls a handkerchief to his nose. "Ok, smartypants, time to dazzle us with your brilliance!" he says with a muffled voice. "I'll stand guard here so nothing sneaks up on us!"


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 scratches his head.

What sort of knowledge check would be useful?

craft (alchemy): 1d20 + 19 ⇒ (17) + 19 = 36


Male High Azlanti DM

Zimdoz you think that this laboratory was set up to serve as a combination alchemy and pharmaceutical lab. The baskets contain an array of towels, medical instruments, and common chemicals. One of the chemicals has degraded, creating the foul but harmless odour in the air.

Loot:

Items to create an alchemical lab worth 200gp

3 potions of gaseous form

1 dose of cardioamp

1 dose of cureall

3 doses of grade 3 hemochem

dose of torpino


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"A bunch of potion stuff, cool! If you're into that sort of thing, I suppose. Anything to be done about the smell though?" Poshment asks through the fabric in his hand.

"If not, let's see what's behind DOOOOOOR NUMBEEEER TWWWWOOOOO!" he shouts, raising a pair of fingers in the air.
________
Huh, as a player, I'm curious what situation prompted the AP writers to include three potions of gaseous form... IME, that's not a common find!


Male High Azlanti DM

Opening the door to laboratory 2. The wooden and metal furnishings of of this room have been smashed to pieces. The fragmentary remnants have been arranged into spiky piles throughout the room, while the bones of a long-dead dwarf lie in a mangled heap at the far side of the room. Suddenly you see a miasmal form roiling as barbed tentacles emerge from the central mass, coalescing into razor-sharp talons and claws.

Knowledge planes


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"Huh, wonder if that was the owner of this place... Would explain the poor hospitality!" Poshment says with a chuckle. "WHOA! What is THAT?!" he shouts, pointing at the tentacles.


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 thinks quietly to himself when looking at the mass of tentacles.

knowledge planes, HA: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18

"Agh, what the - more monsters! Quick Grezzag, interpose yourself!"


Male High Azlanti DM

Zimdoz, you recognise the creature as a mishtu. You recall that they are immune to electricity but are unable to recall anything else about them.


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

'Great...' Alldur mutters to himself, realizing some of his most potent spells will be useless.

Knowledge Planes: 1d20 + 11 ⇒ (20) + 11 = 31

Might get some other info!


"Interposing!" Grezzag shouts as he does just that. :)


Male High Azlanti DM

Alldur you recall that the creatures have damage reduction against everything except magic. They have spell resistance and they are susceptible to cold.

They can pin a creature and do Con damage and their body automatically deflects non magical projectiles.


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

'Don't let it grab you, it will try to drain your life force! Magic and cold will hurt it!'


Gnome Cleric of Milani 8 | HP: 64/89 | AC: 20 T: 13 FF: 18 CMD: 16 | F+10 R+4 W+9 +2 fear/despair/death, +4 disease/poision | Init +2 | Perception +4; Darkvision
Tracked Resources:
1Reroll 1/1; Reach 3/3; Extend 3/3; Restorative Touch 6/6; Liberation 7/7 ; Freedom 8/8; Channel Positive 6/9; Spells: 1st 3+1/5+1 2nd 2+1/4+1 3rd 2+1/4+1 4th 2+1/3+1

"Hasn't murdered us yet, anyone speak... Mishtu?" Poshment asks. "I, uh, was probably sleeping during that little seminar."


Male High Azlanti DM

Poshment initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Alldur initiative: 1d20 + 12 ⇒ (10) + 12 = 22

Grezzag initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Zimdoz initiative: 1d20 + 5 ⇒ (15) + 5 = 20

mishtu initiative: 1d20 + 10 ⇒ (2) + 10 = 12

Initiative order:

Block 1: Alldur, Grezzag and Zimdoz

Block 2: Mishtu

Block 3: Poshment

So block 1 your actions


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 draws a wand and waves it over the group and the area is suffused with the pungent smell of licorice.

cast haste on everyone.

Active Spells: haste: 5 rounds

2,401 to 2,450 of 3,107 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Iron gods All Messageboards

Want to post a reply? Sign in.