Iron Gods Campaign (Inactive)

Game Master Daniel Penfold 351

A run through of the Iron Gods campaign.

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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

Seeing his companions switching to diplomacy mode, Alldur waits to see how things play out, a spell on his lips.

Alldur will ready an action. If Mr Azer get's froggy Alldur will hit him with hot magic.


Male High Azlanti DM

"I will not fight you if you defeat Furkas and send me home."


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

"Counter-offer: You tell us what a Furkas is, where it is, and how to send you home, and then we'll defeat Furkas and send you home!" Poshment says sternly, doing his best impersonation of a courtroom lawyer, but one only based off of second-hand knowledge.
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Diplomacy?: 1d20 + 14 ⇒ (10) + 14 = 24


Male High Azlanti DM

"Furkas, is the ghost in charge of this place, he used to be the wizard in charge but he died years ago. Now he keeps us all here as his playthings. I don't know where he is, I'm not allowed to leave this room but I think he has a laboratory in the basement. If you defeat Furkas it will release my ties of service to him."


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

"Yikes! A GHOST?!" Poshment shouts. "Milani preserve us! And, you know, help us smite the s**@ out of the ghost too. Explains why the hospitality's been so lackluster."

"Sounds like a deal to me," he says, turning to his allies. "Finish going up, then head down to the basement?"


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

'Sounds like a solid plan. I wonder, though, if we had just gone down instead of up, that we could have saved ourselves a lot of hassle.'


Male High Azlanti DM

Are you continuing 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

That's the current plan, yes!


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 at Alldur, ”yes. But there’s no way to know whether up or down would be best. Anyway, I’m on board with not shooting anyone I can avoid shooting.” He whispers to Alldur and Poshment and Grezzag ”I am pretty low on ammo too so...”

Gotta buy a larger supply next time - these expeditions are getting long.


Male High Azlanti DM

Heading up the stairs you find yourselves in yet another atrium. There is a door immediately to the south from which you can hear nothing. There is also a door to the east from which you can hear a regular rhythmic creaking.


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

"Uhhhh, this one first?" Poshment suggests, pointing at the silent door. "Sounds like someone's getting it on in the other room, might as well give them a chance to finish up before barging in there!"


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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

'Should we stand outside the door and clear our throats loudly? You know, let them know that we'll be with them in a minute? They might have just started.'


Male High Azlanti DM

The silent door opens into a small storeroom.

Loot: 4 tower shields
4 masterwork longswords
6 nets
4 masterwork heavy crossbows
200 crossbow bolts
20 silver bolts
40 cold iron bolts
5 screaming bolts
10 +2 human bane bolts.


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

While the loot is handled, Poshment clears his throat several times outside the other door. What starts off as intentional quickly turns into an obligation as his throat starts to get all funky. He doubles over coughing and begins to conjure water from his hand to pour into his mouth. "If... if they didn't... didn't know we... we where...," he gestures vaguely at the door. "You know."
________
Always love bane ammunition. Anything anyone wants to claim, or should we just keep it generally on hand? Once we're ready, Grezzag will open the door for 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

I guess I could use them if I run out ammo, but I'm much worse with them. I expect they're all medium sized though.

Zimdoz nods and checks for traps.

Perception 28 for traps on the door.


Male High Azlanti DM

You do not find any traps on the door.


Getting the nod from Zimdoz, Grezzag holds his axe in one hand and opens the door.


Male High Azlanti DM

Raw iron, spools of wire, and sturdy jars filled with colourful liquids line the north and east walls of this large room. A balcony crosses the room from northwest to southeast, looking over a sweltering workshop. A large iron and mithril swivel crane perches at the edge of the balcony, its boom long enough to reach the stores and lower them down into the foundry below.


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

"Hm. Rather disappointing development, really. So tame," Poshment comments.

Grezzag pops open the door to the north.


Male High Azlanti DM

As Grezzag moves across the room the boom of the crane swings out and attacks.

slam: 1d20 + 12 ⇒ (12) + 12 = 24

damage: 1d1d20 + 2 ⇒ (16) + 2 = 18

Zimdoz initiative: 1d20 + 5 ⇒ (7) + 5 = 12

Alldur initiative: 1d20 + 12 ⇒ (11) + 12 = 23

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

Animated crane initiative: 1d20 - 1 ⇒ (6) - 1 = 5

Initiative order:
Block 1 :You guys
Block 2: Crane
You can have a knowledge arcana check on the crane


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

"Ooooh, so the crane was doing the dirty! But... with what?" Poshment wonders out loud. "Okie-dokie, looks like a real bruiser either way. Milani, guide your most faithful revolutionaries, that's us, in case you're wondering, and make that horny crane keep it in it's pants!"
________
Prayer! "You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls." Mind-effecting, which I suspect will matter here...


Grezzag takes the hit on his armor like the tank he is and laughs. "Not even a scratch. Let's see how you do!" With borderline manic glee, the Half-Orc gets his axe spinning.
________
+1 Orc Double Axe (PA, Prayer, TWF, Axe to Grind) vs Crane: 1d20 + 17 + 1 - 3 ⇒ (20) + 17 + 1 - 3 = 351d8 + 13 + 1 + 6 + 1 ⇒ (7) + 13 + 1 + 6 + 1 = 28
+1 Orc Double Axe (PA, Prayer, TWF, Axe to Grind, Double Slice) vs Crane: 1d20 + 17 + 1 - 3 ⇒ (4) + 17 + 1 - 3 = 191d8 + 13 + 1 + 6 + 1 ⇒ (7) + 13 + 1 + 6 + 1 = 28
+1 Orc Double Axe (PA, Prayer, TWF, Axe to Grind, Iterative) vs Crane: 1d20 + 12 + 1 - 3 ⇒ (20) + 12 + 1 - 3 = 301d8 + 13 + 1 + 6 + 1 ⇒ (2) + 13 + 1 + 6 + 1 = 23
OH EM GEEEEEE TWO POSSIBLE CRITS TO CONFIRM!!!!!!! :D
First Confirmation?: 1d20 + 17 + 1 - 3 ⇒ (14) + 17 + 1 - 3 = 292d8 + 26 + 2 + 12 + 2 ⇒ (1, 1) + 26 + 2 + 12 + 2 = 44 72 if that confirms.
Second Confirmation?: 1d20 + 12 + 1 - 3 ⇒ (6) + 12 + 1 - 3 = 162d8 + 26 + 2 + 12 + 2 ⇒ (3, 7) + 26 + 2 + 12 + 2 = 52 75 if that confirms.


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

What, an animated crane?? :D

Zimdoz delays until he sees what happens as Grezzag attacks the crane, being low on ammo.


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

Know Arcana: 1d20 + 18 ⇒ (10) + 18 = 28

Alldur moves forward to catch as many as he can with his spell.

The spell being haste from his wand. 5 rounds of the quickness


Male High Azlanti DM

Holy hell Grezzag is on fire

Enraged Grezzag swings his double axe in a flash of steel and completely destroys the crane, pieces flying everywhere.

Alldur you recognise the creature as an animated object, specifically a crane. No vulnerabilities resistances


Grezzag spits on the heap of scraps.
________
RIGHT?! Go diceroller go!


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 scowls at Grezzag. "I used some good magic just now and then you just blow the thing to pieces immediately. What a waste!" he complains.

With Grezzag standing triumphantly over what's left of the crane, the little Gnome opens the door to the north.
________
Poshment will open the next door too if nothing of interest is in here!


Male High Azlanti DM

The walls of this laboratory are painted bright white. A partially disassembled mechanical man spreads across an otherwise clean desk. The automaton's lower half is intact, but its arms are disconnected from its torso and its torso and head are both spread out in their component parts. The single eye in the middle of the creature's face is dim. Hatches lead out of this room to the west and southeast.


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

"Think we can turn this one into a friend? Or at least keep it from ever becoming an enemy?" Poshment asks the technologically inclined of the party.

Gressag heads over to the next door and opens it once everyone is ready.
________
Perception?: 1d20 + 4 ⇒ (6) + 4 = 10


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 cheers a little as Grezzag dismantles the animated crane. Whey get to the next room, he examines the creature.

Not sure what skill is useful, but here's some rolls

Perception (mechanical man), HA: 1d20 + 18 ⇒ (14) + 18 = 32
Knowledge (engineering), mechanical man, HA: 1d20 + 19 ⇒ (17) + 19 = 36
Disable Device (to re-enable the mechanical man somehow): 1d20 + 18 ⇒ (5) + 18 = 23

I know we have/had batteries, maybe we can reassemble him and give him some?

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

After fixing anything, Zimdoz scurries ahead of Poshment and looks for traps. Take 10 on Perception for 28.


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 also pours over the mechanoid, seeing if it is salvagable.

'This is the kind of opportunity I've been hoping for. Imagine, our own robot!'

I can't fail at aiding another at any of those rolls above. If any other rolls are needed I can make those.


Male High Azlanti DM

Sorry for the delay in posting- been manic at work

You can repair the crane, however it is not very portable as its fixed to the floor (unless you can come up with a way to disconnect it and then carry it.)

The upper halves of the next room contains eight metal creatures hanging from hooks in the ceiling of this narrow room, each trailing wires from its torso like mechanical viscera.


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

GM, we're talking about the "partially disassembled mechanical man!"

"Gross...? I think it is gross. How do we know they aren't going to start moving and proceed to try to throttle us? I mean, I know they won't because we brought a Grezzag, but still, you know?"


Male High Azlanti DM

My apologies I misunderstood

You are able to repair the mechanical man, it is another riot robot. Zimdoz is able to modify its circuitry so that it sees you as allies.


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 wipes his brow, and nods at the others. ”um - what should we call it?” He waves at the robot. ”See Grezzag? Not all robots are bad.”


Grezzag growls at the machine. Stepping up to it, he pushes a finger into it's face and shoves it a little. "Fine, I guess this one can hang around. For now. Don't come crying to me when it stabs you in the back though!"


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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

'Perhaps it already has a name.' Alldur gently pushes Grezzag out of from the front of the robot and leans his own face in, almost touching the robot's. 'What is your designation!' The wizard practically shouts at the automaton.


Male High Azlanti DM

"I am riot suppressor K4, what are your orders."


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 cackles happily. "Um, okay. Follow that guy - " he points at Grezzag, "and attack whatever he attacks, following the rule that you will do so without putting yourself in harms way, but trying to flank when possible." He smiles at K4.

If you give me the stats Daniel, I'll run it.


Male High Azlanti DM

No problem, stats on discussion page.


"You've got to be s+~#ting me," Grezzag says with a shake of his head.

Annoyed, he opens the next door.
________
F32! If that is nothing, up the stairs we go!


Male High Azlanti DM

The upper halves of eight metal creatures hang from hooks in the ceiling of this narrow room, each trailing wires from its torso like mechanical viscera.


N | Robot Variant Clockwork Soldier | HP 68/72 | AC 21-12-19 | F+2, R+4, W+2 | Per +13, Sense M +13, Init +6

The robot speaks, "Hello."


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

"Hi there Mr. Roboto, are these friends of yours? Zimdoz and Alldur, do you need to get your magic going again on these guys or what's the deal here? Looks like a butcher's cellar!" Poshment asks.


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

'Without legs I don't know much what use or threat they'd be. Maybe I can get one going again and see if it knows anything?' Alldur approaches the nearest half-robot and begins examining it.

Know Engi: 1d20 + 21 ⇒ (9) + 21 = 30


Male High Azlanti DM

"I regret that I do not recognise them Master."

As Alldur approaches the parts flail in his direction.

robot part: 1d20 + 20 ⇒ (11) + 20 = 31

damage: 2d6 + 13 ⇒ (2, 3) + 13 = 18

trip: 1d20 + 20 ⇒ (13) + 20 = 33


Grezzag grabs Alldur by the scruff of his robes and hauls him back to safety. "SEE?! Nothing but trouble!" he says, pointing at the mangled robots. "Unless you've got some of your magical mumbo-jumbo to turn them off, I'll do it myself!"


Male High Azlanti DM

If you're trying to break the robot parts will need a disable device check


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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

Zimdoz nods, but when Alldur is hurt, he squeaks "agh, Alldur!" though he seems relieved that nothing worse happened. He holds up his little paw to Grezzag, "finesse!" His nose twitches and he carefully looks for a way to disable the half-robot.

Zimdoz takes 10 on perception for 26 to identify whatever he can, and then, take 10 on Disable Device for 30 to disable it. He can only disable technological and mechanical traps, though.


Male High Azlanti DM

Zimdoz is easily able to disarm the trap and the robot parts fall apart. Hanging from a hook at the southern end of the room is a nuglub skin drum.

Description: The skin of this drum is dotted with tufts of long, oily hair. Any creature tripped within 30feet of the drum takes 1d6 points of nonlethal damage from a painful fall. You can use it 6 times before the magic fades and it become an ordinary drum

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