WhtKnt's Iron Gods Adventure Path (Inactive)

Game Master WhtKnt

The town of Torch has long enjoyed a singular claim to prosperity—a violet flame that burns atop Black Hill in the heart of the town. This flame burns incredibly hot, and while it’s usually the size of a bonfire, several times a year the fires spew up into the heavens in a brilliant beam of purple violence. These eruptions are presaged by about an hour of soft rumbling, giving nearby smiths a chance to retreat before the fires can consume them. At all other times, the violet energies allow for the smelting of all manner of skymetal. Torch is one of the only locations where skymetal can be worked with relative ease outside of Starfall, and its entire economy has risen around these purple flames, with traveling smiths coming from across Avistan to pay for the opportunity to work with them. Of course, Torch needs all the visiting trade and coin it can gather, for while the town’s distance from Starfall makes it inconvenient for the Technic League to maintain a permanent presence here, the taxes and tariffs it charges the Numerian town on a monthly basis are significant. The town prospers, but the bulk of its income does not belong to it.

Which is why, when the fires atop the hill suddenly go out, the town is in trouble.

Current Map
Loot sheet


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Grand Lodge

M Android Wizard(metal) 1

"No magic. No life. No threat. Let us keep going."


Male Human Archaeologist Bard 1 | HP 13/13 | AC:15 T:11 FF:14 | F:+1 R:+3 W:+1| Init:+1 Per:+3

Knowledge Local: 1d20 + 6 ⇒ (17) + 6 = 23
Right shame. Stay on your toes, everybody. Pire draws out his longsword, keeping very close to the front - if something jumps out at the group, he want to be right there to protect them.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire puts a reassuring hand on Fuzzles and starts following the others. "Common guys lets start down the creepy fang tunnel."


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

The feline makes sure her claws are nice and sharp as she moves with them

-Posted with Wayfinder

Dark Archive

Maps: Car. Crown || Skull & Shackles

The corridor splits, going westward into a chamber and south around a bend. A dark cavern opens up here, its twenty-foot-high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Well, it looks like south is the way to go Druneor comments

Lead on

Grand Lodge

M Android Wizard(metal) 1

"Agreed."

Anvil follows Druneor.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

"Should we check this chamber? Maybe on the way out I guess?" Cheshire shrugs following the others to the south.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group follows the corridor to the south for a long ways, eventually emerging into a large passageway filled with debris. A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Shall we see what we can find in that mess indicates Druneor to the mess to the north.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire approaches the mess and looks it over.

Knowledge Engineering: 1d20 + 8 ⇒ (3) + 8 = 11
craft weapons assuming some metallurgy skill: 1d20 + 5 ⇒ (10) + 5 = 15


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Well, I guess I will see what I can make of these. Says Druneor
He approaches the writing on the wall. Then casts Detect magic, and looks around.

perception: 1d20 + 4 ⇒ (12) + 4 = 16

if it is androffin, I should be able to read it.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Druneor:
Detect magic reveals nothing new about the writings, and they are completely alien to you. The only thing that seems even familiar is the three-legged creature, which bears a passing resemblance to the thing that you fought in Khonnir's workshop. Your spell reveals no magical emanations in the area.

Perception (DC 20):
Amid the debris are ruined pieces of technological devices, bits of metal with wires sticking out of them, etc. Among the detritus, you do find seven small, etched silver disks, known as silverdisks, and often used as currency in Numeria. Each is worth 10 gp.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire continues around the corner to the north and looks at the pile.

Said earlier but did not move my token.

perception: 1d20 + 1 ⇒ (18) + 1 = 19

NOOOOOOO

"Looks like just junk. Mabe some useful metal but not in large supply."


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Nothing magical, and the writing just shows those creatures from the shop. Druneor comments. Anyone else make anything of this area ?

Grand Lodge

M Android Wizard(metal) 1

Anvil looks around.

perception: 1d20 + 2 ⇒ (12) + 2 = 14

-Posted with Wayfinder


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

So does the feline

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

-Posted with Wayfinder

Dark Archive

Maps: Car. Crown || Skull & Shackles

A thorough search of the chamber reveals nothing else of interest.

Which way?


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Don't know about you, but I think that is the way to go. Druneor points off to the south west.


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

"Then that way we shall go" she chirps with a grin

-Posted with Wayfinder

Grand Lodge

M Android Wizard(metal) 1

Anvil follows.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire looks up from the junk and moves to follow.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The temperature drops noticeably in this passageway, and a rime of white frost lines the walls and floor leading into the cavern beyond. What seems to be a light layer of brown dust carpets the cave floor beyond—-a body of some sort sits slumped against the eastern wall.

Knowledge (dungeoneering) (DC 12) or Survival (DC 15):
The"dust" is actually brown mold, a hazard that feeds on heat. It can quickly cause a person to fall into a hypothermic state.

Grand Lodge

M Android Wizard(metal) 1

Kn. Dungeoneering: 1d20 + 8 ⇒ (2) + 8 = 10

Anvil casts detect magic.

kn. Arcana: 1d20 + 8 ⇒ (2) + 8 = 10
spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

Survival: 1d20 ⇒ 19

-Posted with Wayfinder


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

well then...

"Brrrrr.... it's cold. Why suddenly... oh... uhm. Peoples? Stay away from the moss! It will kill yah... probably like that poor sod over there!" she points. Still shivering
"Anyone have some heat? A flame or something?"

-Posted with Wayfinder


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

survival: 1d20 + 3 ⇒ (12) + 3 = 15

Druneor pulls out his handy rope, and ties a grappling hook to it.

Kit, would you give me a hand roping that unfortunate, and pulling them back to us?

As for that moss, staying away from it, seems prudent.


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

"Sure. What would you like me to do?" she eyes the rope

-Posted with Wayfinder


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

I figure you throw the grapple hook, to hook him, then we both pull him back here, meaning we don't touch that moss.

I really don't have a good dex for throwing. :)


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

Hook. RTA?: 1d20 + 3 ⇒ (1) + 3 = 4

She laughs
"Not too good with throwing things... let me try again"

Retry: 1d20 + 3 ⇒ (11) + 3 = 14

Dark Archive

Maps: Car. Crown || Skull & Shackles

The hook connects with the body the second time, and you can reel in the unfortunate. Also, you would realize that heat causes the mold to grow in size.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

survival: 1d20 + 3 ⇒ (17) + 3 = 20

"NO do not bring the torch close. It will have very bad reaction. Deadly."


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

"grrrr.... then someone just frezze the moss..."

She begins to drag the corpse closer

-Posted with Wayfinder


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

or use acid comments Druneor as he heaves on the rope to bring the unfortunate closer.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You reel in the body, not unlike bringing in a fish on a hook. The remains are that of a human male in his mid 30s. He does not appear to be frozen, merely pale, though he is most certainly dead.

The body wears a chain shirt of excellent make, a hand crossbow of similar quality, a case with 5 bolts remaining, a set of thieves tools, several empty vials, and a leather belt pouch.

Perception (DC 12):
You notice strange ribbons and filaments of rust-colored fibers growing along his spine, throat, and chest.

Dungeoneering (DC 16) (only if Perception check succeeds):
The infestation is russet mold, a particularly deadly dungeon hazard that causes those killed by its spores to rise as a plant-creature within an hour after death. The brown mold must have made the spores dormant, preventing the unfortunate's rise.

Knowledge (local) (DC 12):
The man's name is Gerrol Sonder, a local and very popular rogue, who recently asked a weaponsmith's daughter named Emelia Otterbie to marry him.

Grand Lodge

M Android Wizard(metal) 1

Anvil inspects the body.

perception: 1d20 + 2 ⇒ (20) + 2 = 22
heal: 1d20 ⇒ 4 (to see if those filaments are what killed him, or if it was something else)
dungeoneering: 1d20 + 8 ⇒ (13) + 8 = 21

"Destroy the body. Cause of death unsure. Body may reanimate."


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

Perception: 1d20 + 4 ⇒ (12) + 4 = 16
K.Local: 1d20 + 6 ⇒ (12) + 6 = 18

"Poor poor old Gerral... he was going to get married soon... oh well. Hope his gal gets someone new... Mind if i take his armor?"

Grand Lodge

M Android Wizard(metal) 1

"It helps him no longer. Check for spores."


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

perception: 1d20 + 3 ⇒ (11) + 3 = 14
cannot make the others, as I am untrained.
heal: 1d20 + 7 ⇒ (20) + 7 = 27
to determine cause of death

Druneor carefully cuts the belt pouch away, and opens the top, facing away from everyone.
Kit, I have no qualm about you taking the armour, but it might be a challenge to get it off of him, without disturbing those things

Anvil, how do you propose we destroy the body, or can we destroy those filiments?


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

perception: 1d20 + 1 ⇒ (7) + 1 = 8

"Filiments?"


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Just don't touch the body more than you have to. See these pointing out the filiments I have no idea what they do


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

"yah. Dont want to get infected with the same filth this poor guy had... anyway. Someone here can maybe just freeze the rest down? And as our mechanical friend stated... dispose of the body some way that he doesnt sneak up on us... or worse... sneak back to his lady friend in town..."

-Posted with Wayfinder

Grand Lodge

M Android Wizard(metal) 1

"I did not prepare magics for freezing. My gift is electricity."

-Posted with Wayfinder

Dark Archive

Maps: Car. Crown || Skull & Shackles

Those who made Heal checks (DC 15) can determine that it was definitely the infestation of spores that killed him. Since the matter has been pointed out...

You notice strange ribbons and filaments of rust-colored fibers growing along his spine, throat, and chest.

Anyone who has not done so, can attempt the Dungeoneering check (if trained).

The belt pouch holds a total of 75 gp.


Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Druneor puts the cash in his belt pouch, looks at kit shall you help me throw him back into the cold after you get the armour off?
With that, attempting to throw the body back into the cold.


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

The pair does so

-Posted with Wayfinder

Dark Archive

Maps: Car. Crown || Skull & Shackles

The chain shirt is masterwork. Druneor and Kit unceremoniously return the body whence it came.

Grand Lodge

M Android Wizard(metal) 1

"Wait. Remove the head. Or destroy the body. It may rise again."

spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25 (What is needed to prevent reanimation? Is a walking dead style head stab sufficient?)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Keeping the body here, where the spores are dormant, should prevent it from rising. But the only way to be certain is to destroy it completely, preferably with acid (or the application of a cure disease or similar magics).

Grand Lodge

M Android Wizard(metal) 1

"Sorry. Keeping it cold might be best. Please continue."

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