Iron Gods: Forged into Legends

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Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

"Yes. That seems best Harg."


December 26th Update

Yeah, the bottles are healing potions. I thought I'd give that one to you.

Opening each of the doors in turn, you find masses of mold and fungus, as well as what appear to be bodies mottled in what appear to be the beginnings of small vegepygmies. (specifically in room C6d and C6b respectively).


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Looking over the bodies turning. "Should we destroy these? Circle of life and all. Or are they evil?"

Did we figure out what the ring was?

After deciding what to do.

"Well.. Shall we exit out the way we came and continue getting the doors?

Thinking southern most unlocked door by us.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Sounding sad, Keldor replies easily.

"Evil? I doubt it, but they will follow their nature. We can't have these guys coming up behind us trying to incorporate us into their...community."

Then looks to the others to be sure.


LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Mental Focus Invested:
A: 2 (2), C: 4 (4), E: 3 (3), T 3 (3)
Spell Slots:
-/4

"Molds and fungi are dangerous if not handled."


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa is pretty firm on the vegepygmy thing. "Destroy them. There is no good that will come of them." She shakes her head. "You can't think of them as sentient beings. They're more like shells controlled by the fungus." Even if that's not a completely accurate description, it's close enough for her.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

"We have a consensus I think."

Using his acid spell, Keldor will reduce the 'infected' to a liquid nature again, then follow Harg.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Feeling the need to voice a counter point, but not fight the issue too much, Harg turns and gets ready to move into the next door. Bringing out the weapon again.

{You do not wish harm to the small fungal creatures? Hmm Interesting}


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"A natural reaction. They would mindlessly attempt to challenge our position as Apex Predators in the local ecosystem and force this outcome at a greater expenditure of resources at a later time. Extermination during their torpor seems the most efficient and reasonable way to deal with them.", Basil comments during Gauntlets purging.


After looking over the ring found on the bodies you determine it is a Ring of Protection +1.

As you move into the next room. This room reeks of stagnant water and ecaying vegetation. A long trough of water runs along the walls of this room; a layer of brown scum and algae grows on the water's surface and on the walls. A single workstation sits in the middle of the room connected to a large machine made of tubes and bubbling tanks of water.

Sitting in the room, on a mold encrusted chair, almost as if it is a throne is a small creature holding a glowing hammer of some kind. Flanked on either side are similar creatures, though a bit smaller.

They jump like they have been expecting you.

Inits:

Basil: 1d20 + 3 ⇒ (6) + 3 = 9
Harg: 1d20 + 3 ⇒ (2) + 3 = 5
Kell: 1d20 + 3 ⇒ (8) + 3 = 11
Dirissa: 1d20 + 3 ⇒ (7) + 3 = 10
Keldor: 1d20 + 1 ⇒ (16) + 1 = 17

Vrilledt: 1d20 + 7 ⇒ (11) + 7 = 18
V1: 1d20 + 2 ⇒ (8) + 2 = 10
V2: 1d20 + 2 ⇒ (20) + 2 = 22

One of the smaller creatures steps forward and claws at Gauntlet.
Claw 1 Gauntlet: 1d20 + 1 ⇒ (19) + 1 = 20
Claw 2 Gauntlet: 1d20 + 1 ⇒ (7) + 1 = 8
Claw 1 damage: 1d4 ⇒ 4

The one on the chair takes a step forward holding his hammer. Then a swing of its claw. The hammer strikes true, but the claw just rakes the strange armor.
Glowing Hammer - Gauntlet: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 2 ⇒ (10) + 2 = 12

Round 1
V2, Vrilledt
Keldor, Kell, Dirissa <- Can go in any order
V1
Basil, Harg

So I try to do mostly block inits. I move enemies around so they are not TOO clustered together.

Also because we are not perfect about placement when combat starts, I usually give everyone a chance to move their token where they think they would be when it started. In this case I assume Gauntlet opened the door, followed by Harg, Dirissa, Basil, then Kell. If you think this is wrong we can retcon some things if needed.

Gauntlet, not 100% sure how to read your stats. Are the stats in the ()s your stats when merged? And the other numbers are your Edileon's alone? Then you have your own stats on your other Alias. Just wanted to make sure I know how it works. So your init is actually +1 when merged, right?

I had started tracking loot for the game, but with me GMing. Just want to make sure someone else is going to track loot


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Yes. Parenthesis are my merged effective stats. My dex drops when I'm inside my Eidolon so my Init drops to only +1. Taking 15 pts Gauntlet, so I will transfer 10 pts to him from me to try and maintain his form for now.

"Wha...WHAT??!"

Keldor attempts to backhand the one wielding the hammer!

Slam Attack!: 1d20 + 6 ⇒ (3) + 6 = 9
Damage(Magic): 2d6 + 4 ⇒ (5, 5) + 4 = 14


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa steps forward and swings her hammer at the creature in the corner (V1).
attack: 1d20 + 5 ⇒ (6) + 5 = 11 damage: 1d6 + 1 ⇒ (2) + 1 = 3


Botting Kell
Kell walks forward and touches Harg's blade giving it Bane against Plant

Both Keldor and Dirissa's attacks miss their targets, who are both small and agile against the swings.

The small plant like creature in front of Drissa tries to attack with a longspear. Dirissa dodges out of the way without any issue.

Longspear Dirissa: 1d20 + 1 ⇒ (11) + 1 = 12

Harg focuses his energy into his blade further boosting its power with fire. He then moves into the room as carefully as he can.

Acrobatics: 1d20 + 1 ⇒ (3) + 1 = 4

The larger of the 3 creatures is able to get a swing on the half orc.
Light Hammer against Harg: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Harg takes the hit but then swings down onto the creature as hard as he can.

Black Blade Vrillent (Bane): 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Confirm: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d6 + 5 + 2 + 2d6 + 1d6 ⇒ (5) + 5 + 2 + (5, 5) + (2) = 24 2d6 + 2 for bane, + 1d6 fire = 24 * 2 for crit = 48 damage

With a swing of his magical blade the creature is cut assunder. Well crap.. sure..

Round 1
V2
Keldor, Kell, Dirissa
V1

Basil, Harg <- Basil go for it..


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil moves past Keldor, and rolls past the creature Harg cut in half, using it as a shield against the enemy to her left. Ending the roll diagonally across her back, she comes up kneeling and facing the direction she came from, pulling the trigger.
Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
V2 Ranged Touch, into Melee: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 Damage: 1d8 ⇒ 4


Upon rereading.. I need to retcon

After Harg sliced the creature in half with that deadly swing. The two remaining creatures seems to fall apart in piles of plant material. Seemily unable to hold their shape after the other creature died. There must have been some sort of connection.

Basil, get back any bullet you used

Guess that is what I get for critting so bad with such a buffed weapon. Shrug.. somehow feels bad with me controlling 2 characters.. Oh well

The room goes quiet. Well quiet enough to hear the strange machinery humming and buzzing.

After looking at the bodies you find the weapon the leader was using was a +1 light Hammer. With an engraving of Brigh on the side. Seems like it would be held in the hands of a dwarf. Seems to fit that it came from one ones covered in mold in the other room.

Where to next?


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Picking up the hammer, Keldor/Gauntlet holds it out.

"Can anybody use this? It looks too nice to leave behind. We can return it to the local church of Brigh later if not."


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

unless someone else wants the hammer, I can hold on to it. Dirissa's at a -2 size penalty, but it's a magic weapon, and if we need it, it's there
Dirissa blinks and looks at Harg, then the downed creature, then Harg. "Nice hit!" she says giving him a slap on the back.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Looking down at his blade as the fire and whatever bane ability fades. {Good. Use me}

Harg pulls him self out of a trance, answering a bit too late, "Um.. no.. I don't need the hammer. I have... this" Lifting up his black blade. {Yes you do. We work well together}

As Dirissa slaps his back Harg jumps a bit, "Oh thanks. Not really sure how much of that was me. Kell really helped. Thank you Kell"

"Well.. Shall we continue?"


Assuming you continue to check out various areas. I am going to reveal all of the plane hallways.

Where shall the group go? Back to the entrance, or into the circular center room?


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

I vote for center. We can explore other places later on.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Only one or the two previous frontliners left. Basil follows Gauntlet.


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa nods as they proceed.
btw, I got a pass for the folks I invited


As you move through the halls, strange lights and panels in the walls flickering, you make your way to a center chamber.

This unlit circular room is empty save for a panel of controls on the wall to the northwest. A coil of tubes dangling from the left side of the panel periodiccally flashes with sparks, while a single square window on the panel blinks with several lines of strange writing.

Androffan:

Deck 4: Engineering
Deck 3: Science Bright blue
Deck 2: Crew
Deck 1: Docking
WARNING: Elevator off-line - please contact maintenance! Flashing red

The last line of the strange text is flashing red

Perception DC 15:

The floor seems quite solid, but the ceiling appears to be hollow


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

perception: 1d20 + 8 ⇒ (1) + 8 = 9
"Oooo, pretty," Dirissa says focusing entirely on the blinking lights. She sometimes notices the sparks flying out of the panel, but otherwise is oblivious.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

"Fascinating!"

Keldor immediately moves to examine the lights and controls.

Linguistics: 1d20 + 8 ⇒ (11) + 8 = 19
Know(Engineering) w/Trait bonus: 1d20 + 9 ⇒ (19) + 9 = 28


Keldor takes a close look at the sparking tube.. He finds a coupling link that once attached the device to the panel.. It has been torn free. You can easily tell that the sparking tip of the broken cord could easily be repaired in a forge. You would need to detach it and take it somehwere to forge it back into position.

If you want to remove the part you would need a DC 15 Disable device or Strength check. Cant take 10. And you are likly to be shocked in the process

Forging it would likely require some metalworking skills. There are definitely people in town who can do it. Khonnir is known to have those skills as well. If he is feeling better.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

I will inform the others of my findings. Anything on the Androffan? Or is it resistant to Linguistics?


Keldor is not quite able to figure out the exact language, but it does seem like a directory of some kind. Maybe this room has some sort of machine and this is the control. There also seems to be a warning of some kind.

Though Kell knows the language and is able to translate it.

feel free to read the spoiler everyone. Kell will translate it. Multitasking this morning :-)


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Trying for an easy fix, Keldor attempts to use his simple Mending cantrip on the device to see if that fixes it. He talks to himself as he tries it, almost babbling.

"Decks? Elevator? Are you translating that properly? That sounds more like descriptions from a sea vessel, not an underground bunker. What is an elevator? Elevate? Raise up? Is it some sort of lifting device? Lift what? Fascinating!"


Focusing on the small coupling piece with the spell. It takes 10 minutes to get the spell working. You can see small cracks in the strange metal reforming, but the whole thing has been twisted out of shape. The spell does not force the metal back into its original place. You will need old fashioned heat and work to get it back into position.

On reading and rereading mending and how the damage is described, I have determined that this has been warped out of position.. So the spell wont work.

Harg is just looking at the metal.. Then back at his blade. Seeminly lost in a trance. He almost looks like he is talking to it.

Kell speaks up, "Yeah, That is what it says. Though translating something can be rather confusing. Idioms and whatnot. I do get the impression an Elevator is something that elevates, like you said. " Kell shrugs a bit.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"No, the translation is correct. But the meaning is not clear. we know a deck as a platform in a ship - serving usually as a structural element and forming the floor for its compartments.
But it can also be used to describe something resembling the deck of a ship - such as a story or tier of a building, the roadway of a bridge, a flat floored roofless area adjoining a house, the lid of the compartment at the rear of the body of an carriage or a layer of clouds; further uses I am aware of are to describe a pack of playing cards or a packet of narcotics. The most likely interpretation here seems to be that of a multi-storied complex."

Considering for a moment, she considers:"As a direct consequence of that interpretation, I concur on the likely meaning of elevator to elevate something. If there are indeed multiple levels in this complex, there might have been a way to move things between multiple levels saving space in comparison to a ramp, maybe a hydraulic or magically powered platform. It would make sense for it to fail eventually, requiring maintainance."
(Description of deck meanings courtesy of merriam webster :)


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Hearing Basil's pronouncement, Dirissa stops looking for a deck of cards... and notices Keldor at the panel. She walks over and takes a look trying to figure out what he's playing with. "Might be able to fix that if you had enough heat. All it needs is...OoooOoo, it sparks!!"


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Can anyone cast Heat Metal? Or something similar? We have Drissa's hammer and skill to maybe fix it? I only have Acid magic myself. Anyone resistant to electricity to prevent being electrocuted? I planned to eventually give Gauntlet the ability, but not until one of his next evolutions.


It will take about 8 hours at a forge with a expert metalworker. Beyond having some abilities I don't know about you will need to rip it off and take into town. Not quite Torch level heat, but a full forge. There are totally people in town that can help, and Khoner could do it too. If you he doing ok when you check in on him

Ripping off the part to take into town will require a Strength check. With the risk of Electricty hitting you

DC 15 Strength Check. (or disable device)
Each attempt (fail or success) I need a Reflex save. (DC 12 or you get 1d6 points of electricity).

Having all the numbers, feel free to roll all you need to get it taken off.. You can totally roll damage too. Rather than going back and forth.. Or you can just wait and deal with this later.. There are other rooms on this "level"


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Dirissa grabs the piece and tries to rip it off.
str: 1d20 + 1 ⇒ (14) + 1 = 15
refl: 1d20 + 3 ⇒ (11) + 3 = 14
She hands it to Keldor. "Here ya go."


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Keldor is surprised by the Gnome's sudden movement.

"Excellent Dirissa! Well done. Yes, let's head back and get this fixed. I dare say we can't continue much further without it."


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

we've still got a few more un-opened doors we can get to before we head back. Let's try the doors just south and north of where I placed Dirissa's icon


The group moves to another door. Strange symbols on the walls near here. The group carefully checks the door for traps. It does not seem trapped or even locked.

You carefully open it up. Inside you see flickering lights in a strange room with plenty of smaller rooms..
...
...
Its bathrooms....

The toilets are made of strange material, unknown to you. Though it does not seem to be too sturdy as some of the toilets are cracked.

Nothing really in here.. just a funny toilet.. but hey a dungeon with actual toilets!

There are 3 sets of doors still not opened. Or will you head back into town and get the item repaired

Harg speaks up, "That metal piece. I am no pure metalworking expert, but my skill in weapon forging with skymetals.. I might be able to fix it, or at least know someone who can, if Khonner is not up to it"


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

"Toilets?!" Dirissa exclaims. "Will wonders never cease." Not one to look a gift horse in the mouth, as it were, she hands her pack to Harg. "Gimme a sec, will ya," she says as she avails herself of the facilities. "If I scream, please come running."

we still seem to be pretty hale and hearty, why not try that door north of Gauntlet. Then we can head back to Torch and pick up the new folks


Sure lets keep it moving. Please feel free to fill out more Toilet RP though :)

Harg grabs the bag. "Oh sure.. Um.. Enjoy your BM" He goes slightly greenish-red.

As you continue into another room. Two circular metal tables and several chairs fill the bulk of this room. Metal cabinets sit against the walls, while to the north stands a large machine with glowing panels on its surface. The air in this room feels unusually warm.

Keeping it moving.. Baby is asleep.. Taking advantage of it for rooms without 'immediate' danger. Please retcon anything you need.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

I'm cool either way. Just trying to help the GM out. =)


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"We should not split up. I shall provide covering fire for you during your waste disposal!", Basil explains as she follows Dirissa.


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

one of the benefits of this magic gig is the ability to create water, Dirissa muses as she washes her hands in a sink. "Let's try one more door, Basil, then maybe we should head back and see about that fancy rod."
As they file into the new room, she pokes about in the cabinets looking fir anything of interest. She leaves the glowing panel to the others for the moment.
perception: 1d20 + 8 ⇒ (12) + 8 = 20


Gauntlet the Eidolon wrote:
I'm cool either way. Just trying to help the GM out. =)

I appreciate it! We should be able to get the last rooms then if you head back we can get the new folks in.

Looking in the cabinet reveal a large collection of strange tubes. Kell takes a look at them and while most of them have words he does not understand (proper nouns that don't translate), some of them are talking about food.

It seems like these are all tubes of food. In various different flavors. There are 120 of them. Looks like a storage of food!


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

"Food?! What have they... done to it?" She harumphs. "I guess we can take some back. Maybe Khonnir will be interested in it."
ok, that just leaves us with the big space west of where we are now. Let's go check that one and then we should be done


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

"Maybe they are like our dried rations? Simplified food designed to last a long time? Otherwise...how are they not going bad? Fascinating!"


Moved everyone to other room

As you open this other door. This sprawling chamber contains many desks, tables, and chairs arrayed before a number of broken pieces of equpment and machinery. The dried residue of liquids spilled from smashed containers creates a heavy stench in the air, and a piece of glass litter the floor.

Two small red lumps of something are on the floor in this room, they slowly start to lurch toward you.

Init:

Keldor Init: 1d20 + 1 ⇒ (5) + 1 = 6
Dirissa Init: 1d20 + 0 ⇒ (8) + 0 = 8
Basil Init: 1d20 + 3 ⇒ (11) + 3 = 14
Harg Init: 1d20 + 1 ⇒ (8) + 1 = 9
Kell Init: 1d20 + 1 ⇒ (13) + 1 = 14

Monsters Init: 1d20 - 5 ⇒ (16) - 5 = 11

Kell touches Dirissa's weapon and makes it +1. Not 100% sure how his class works.. so this seems like the easiest thing to do for round 1

Round 1
Basil, Kell
B1, B2
Harg, Dirissa, Keldor


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil moves forward, opting for high ground, and mounting the first table. From there, she aims down at the closer creature, and pulls the trigger. The sound of an explosion proves that the load was ignited - yet the bullet does not leave the barrel - had she been a member of almost any other race on Golarion, Basil would likely have started cursing, but instead, she already started disassembling the gun for clearing.
Ranged Touch, Single Bullet, Range: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Misfire. I'll use a standard to clear the jamming next round, and a move to reload - just in case I'm holding things up again-or find myself in melee and instead pistol whip them with the blunderbuss.


No worries about taking some time. We will find a good speed for this game

Both of the strange red boils slither along the floor and move onto Basil's area. Slowly climing up her body.

Double move, sharing your space. 0' reach. Technically triggers an AOO but the pistol whip does not work on AoOs.

Harg steps into the room, looping around Basil and the strange creatures and tries to attack one of them.
Scimitar B1: 1d20 + 7 ⇒ (19) + 7 = 26 Immune to crit
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Harg slices one of the creatures off Basil. It gets cut in half and slowly melts into a strange blood like pool on the floor.

Round 1
Basil, Kell
B2

Harg, Dirissa, Keldor <--


F Gnome Barbarian-1/Oracle-2 | HP 31(+6)/31(37) | AC 23; T 14; F 20 (-2) | F+5/+7 R+0 W+3/+5 (&+2v.fear/emotion, +2v.illusion) | CMB+3/+5; CMD 15/17 | Rage 3/7 | Init+0 Perception+8| Lowlight vision | Current effects: divine favor, rage

Terrified that the goo is actually on Basil, Dirissa swings her hammer as hard as she can without hitting Basil herself.
free action activate rage
hammer w/bonus: 1d20 + 8 ⇒ (5) + 8 = 13 damage: 1d6 + 4 ⇒ (1) + 4 = 5

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