[Module] The Storm Chronicles (Ire of the Storm plus Seers of the Drowned City) by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 6 - HUNTING THE STORM

Current map
Hyrantam area map

Treasure sheet

PFS Chronicles:
- Ire of the Storm
- Seers of the Drowned City


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Iron Gods: Iron maps;

Ingolf channels his energy into the room, the haunted presence reeling in pain for the bright power. But it is not enough to appease it.

The doors of the room close and jam as the furnace doors burst open, releasing vents of super-heated gasses.
Non lethal fire damage due to heat and spasms (Fort DC 14 for half): 2d6 ⇒ (2, 5) = 7
At the beginning of your round you need to pass Fort DC 14 or be staggered 1 round, while inside this room with the haunt active

Appraise DC 15:

Three sets of masterwork glassglowing tools sit on the shelves as well as 36 high-quality glass decanters (worth 15 gp each). Each decanter contains enough potion for two people to imbibe but you do not know what might be their effects.

Haunt: 8 damage

Everyone can act!


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Do we need to make one Fort save or two?

Fort: 1d20 + 6 ⇒ (15) + 6 = 21 3 NL fire damage.

Fort (vs staggered): 1d20 + 6 ⇒ (4) + 6 = 10

Ingolf battled with the furnace doors, channeling the power of his god. It was obvious that there were unnatural forces at work here! "Begone, foul spirit!"

CLW: 1d8 + 5 ⇒ (3) + 5 = 8

Let me know if I have to roll to hit as well.

Spells cast: 3/6

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny looks helplessly as the others bring divine magic to bear against the flames - then ducks when they shoot out!

Fortitude vs DC 14: 1d20 + 2 ⇒ (7) + 2 = 9
Fortitude vs DC 14 (if needed): 1d20 + 2 ⇒ (18) + 2 = 20

Appraise vs DC 15: 1d20 + 8 ⇒ (10) + 8 = 18

"Oh, this must have been a place for blowing and shaping glass! Look at all those lovely pitchers and cups and stuff..." The scholar's voice trails off as he notices that some of them contain liquid. "What do you suppose...


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Fort: 1d20 + 5 ⇒ (11) + 5 = 16

Channeling magical energy, the druid unleashes it on the haunt.

"Back!"

Touch: 1d20 + 2 ⇒ (16) + 2 = 18
Cure Light Wounds, Will DC 16: 1d8 + 5 ⇒ (3) + 5 = 8


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Fort Save DC14: 1d20 + 5 ⇒ (6) + 5 = 11
Fort Save DC14 extra?: 1d20 + 5 ⇒ (13) + 5 = 18

Recoiling away from the haunt as the super-heated air feels like its singing her hair, Adriana stumbles up to her feet and through bleary eyes sees Splits and Ingolf both pushing the haunt back with positive energy, and remembers what Splits said of the bodies, moving towards them and pulling out her waterskin.

"Quench their thirst, quench their thirst... Jonah! Tonny! Over here!" She calls out as she empties her waterskin into the mouth of one corpse, refilling it with magic and hoping that she's understood Splits correctly.

Moving to one of the corpses and pouring water into its mouth, and then using Create Water to refill container

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

“Quench their… Oh!” Tonny nods and carefully edges into the room. “How many of these corpses are there? One, two, thre- oh, uh, yeah, I can take that.”

Moving into the room and taking the waterskin.


Iron Gods: Iron maps;

Jonah Ford DC 14: 1d20 + 5 ⇒ (14) + 5 = 19
Tonny and Adriana suffer particularly under the furnace flames, but Ingolf and Splits, staggered by the many spams, manage to pump just enough positive energy to temporarily dismiss the haunt.

While this happens Adriana and Tonny are already gathering waterskins. Splits, Ingolf and Adriana perform orisons to create just more water, and calming the thirst of the dead corpses just makes the tricks.

The haunt is finally appeased permanently, the furnace latches close and the doors open wide.

Combat is over!

The party animal companions were luckily outside and are unscathed by the haunt.

Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 7 NL
Jonah: 3 NL

The decanters pointed out by Tonny irradiate magic.

Spellcraft DC 18:

Each contains two doses of resist energy (fire).


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah is so thrown off by the haunt that he doesn't have much help to offer as the others appease the haunted corpses. Jonah calls Rosemary back inside and she lands on his shoulder to stay close.

"grab those decanters and let's keep moving. no orb in this room, so probably going to find the power source for this section behind that next door. is everyone ready?


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

After the threat of the haunt was over, Ingolf recited a prayer and examined the orbs, but was unable to determine their properties.

Casting Detect Magic.

Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6

After giving the others a chance to examine them, he stowed them in his haversack and moved to the door at the eastern end of the room. "Ready!"

Presumably Splits can use the wand to cure Adrianna.


Iron Gods: Iron maps;

Lead by Ingolf and Jonah, the group moves into the warmer room to the east.

N14. Warming Chamber
Charred stone walkways cross over a shallow pool of boiling water in this room's center. A sturdy treasure chest is bolted to the floor in the northeast corner. A red, fist-sized orb floats three feet above the room's center.

The air here is blistering, and you feel your lungs burn with each new breath.

The water in the pools below are 2 feet deep.

To your surprise a construct made of ice protects the orb here. A rime of frost coats it, and razor-sharp shards of ice adorn its limbs.

K. arcana DC 15:

Initiative:

Adriana: 1d20 + 5 ⇒ (4) + 5 = 9
Ingolf: 1d20 - 1 ⇒ (3) - 1 = 2
Jonah (+2 jungle): 1d20 + 4 ⇒ (10) + 4 = 14
Splits: 1d20 + 6 ⇒ (4) + 6 = 10
Tonny: 1d20 + 2 ⇒ (6) + 2 = 8
Foes: 1d20 - 1 ⇒ (2) - 1 = 1

The guardian is slow to react, giving you the opportunity to act first.

Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 7 NL
Jonah: 3 NL
Round 1: Party, Construct


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah moves up to just in the doorway. he warns the others
some sort of ice monster! in a fire room... weird.

Jonah takes aim at the orb instead of the monster, trying to shatter it like the previous ones

longbow, DA, PbS: 1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15
damage: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf declared, "Let's make this fast!" He recited a prayer to Gozreh and moved forward to the edge of the nearest pool.

Casting Bless on the party.

Spells cast: 4/6


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Assume I use the wand to heal her yes.

The druid sees the creature but doesn't know what it could be. "What is that thing?" Seeing that it is slow, he throws an aggressive thundercloud at it.

AT, Reflex DC 17: 3d6 ⇒ (5, 6, 1) = 12

Grand Lodge

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M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Knowledge (arcana), Take 10, IML, Inspiration: 10 + 12 + 1 + 1d6 ⇒ 10 + 12 + 1 + (5) = 28

"Wait! It's an ice golem!" Tonny frantically starts waving his arms before Splits can channel his magic. "It's immune to magic - wait, are you calling your stormcloud? Oh, that's wonderful! Professor Sissilb couldn't explain why, but it's an observed phenomenon that electric damage slows down an ice golem even if it doesn't actually hurt it. Normally I'd recommend fire, but, um, it might have something warding it against the heat since it should really be puddle right now. Oh, and tell Ebba to be careful when attacking because it's very cold and she could get frostbite. And whatever you do, don't try to freeze it!" The scholar has to stop to catch his breath at this point.

Moving (drawing whip as part of movement) and activating Opportune Advice for the next 4 rounds.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Adriana isn't sure if it's deliberate irony or a bad joke, but an ice golem holding its own in the humid room didn't amuse her, but she did heed Tonny's advice as she carefully approached the hulking ice sculpture with Ingolf.

"Tonny, is it immune to all magic? Is there nothing we could try?"

Moving forward with Ingolf, not much else can be done at this stage.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

“So, like, magic that creates heat or flames should affect it as it would anything else. Well, maybe affect it even more. But given how it’s still existing in this hot room, I’m suspicious that there’s some sort of ward or protection against fire. And don’t freeze it because that just repairs any damage it might have suffered. And electric magic slows it down, like I said before. Outside of those specific elements, it’s effectively immune to spells and magical effects. Well, except for those that don’t affect it directly - like conjuring a slippery puddle or a pit underneath it. Can any of us do that?”


Iron Gods: Iron maps;

GM:

Perception 1: 1d20 ⇒ 20
Perception 2: 1d20 ⇒ 16

Jonah is the first to react, he attempts to break the orb before anything else. His arrow flies through the air and strikes true at the fire orb that breaks the hard surface. The orb bursts into a explosion of fire taking everyone 10 feet around!
Fire damage: 5d6 ⇒ (5, 6, 4, 5, 4) = 24
The burst takes the golem totally unprepared. The flames crack its icy surface in many places!

Recovering from the initial shock, the group reposition while Tonny gives opportune advice and Ingolf blesses everyone.

Ref DC 17: 1d20 + 1 ⇒ (7) + 1 = 8
Splits' thunder cloud blasts the golem with electricity. The golem staggers and starts moving slower.
Rounds: 2d6 ⇒ (2, 1) = 3

The ice golem steps forward, but staggered by Splits' magic, it can only manage a single slam.
Slam: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6
That Adriana dodges with a timely jump to the side.

Golem: 36 damage, badly damaged, staggered r4
Party buffs: opportune advice r5, bless 3 min
Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 7 NL
Jonah: 3 NL
Round 2: Party, Construct


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf requests, "Adriana, can you step around the guardian so I can attack it?"

Delaying; I'd prefer not to provoke an AoO to get into melee.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

The druid keeps the cloud going, "It seems that helped!"

He was excited to see the spell do... something.

No point rolling damage, Reflex DC 17


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Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

The explosion of fire takes Adriana by surprise for a moment, but she's bought back as both Ingolf asks her to move and the golem recoils from the unexpected explosion, and she nods once to Ingolf before rushing forward in an attempt to pull the golems attention from the others.

"All right then, come and get me!" She shouts and rushes into the small gap as its unwieldy fist crashes down nearby, prepared to take a blow as she turns suddenly and strikes the creature from behind.

Moved on map, I think I provoke an AoO but willing to risk it.

Scimitar Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Scimitar Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf unleashed his pent-up anger on the elemental, urging Ebba forward and striking at the guardian.

+1 kukri, big-game hunter, rage, bless: 1d20 + 7 + 1 + 2 + 1 + 2 ⇒ (3) + 7 + 1 + 2 + 1 + 2 = 16
Slashing damage, rage: 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6

Slam: 1d20 + 6 ⇒ (12) + 6 = 18
Negative energy damage: 1d4 + 4 ⇒ (4) + 4 = 8

No flanking bonus added, since elementals are usually immune.

AC 18 against medium sized creature.


Ingolf's bonded mount (boar) | HP: 35/38 | AC:18 T:10 FF:16 | Saves: F:8 R:4 W:2 | Init: 0 | Perc: 5 | CMB:2 CMD: 14 (18 vs trip) | Speed 40 ft

Ebba tried to gore the strange creature.

Gore, bless: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny moves into the room, then cracks his whip to distract the icy brute as Adriana runs past.

Whip to Aid vs AC 10: 1d20 + 5 ⇒ (18) + 5 = 23

Move and Standard action to Aid Adriana's AC against the golem's AoO.


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Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah yells in delight as the orb explodes into fire Whooo! take that snowflake! guess it's not fully warded against fire!

he then collects himself and fires off two more arrows at the ice monster.

+1 longbow, DA, PbS, Rapid, Bless: 1d20 + 11 + 1 - 2 - 2 + 1 ⇒ (17) + 11 + 1 - 2 - 2 + 1 = 26
damage: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15
+1 longbow, DA, PbS, Rapid, Bless: 1d20 + 11 + 1 - 2 - 2 + 1 ⇒ (13) + 11 + 1 - 2 - 2 + 1 = 22
damage: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11


Iron Gods: Iron maps;

Ref DC 17: 1d20 + 1 ⇒ (14) + 1 = 15
Splits keeps the thundercloud going, the icy golem sparkles in shock, expanding the slowing duration as it is hit by the electricity.
Rounds: 2d6 ⇒ (1, 6) = 7

AoO: Slam-slowed: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 261d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11
The ice golem takes his opportunity to slam his cold hand on Adriana's back as she moves around him and despite Tonny's best efforts.

The inquisitor's attack strikes true, thanks to Split's slowness and Ingolf's flank but her scimitar is not fully effective. DR

Ingolf and Ebba manage to flank the humanoid shaped construct, and acting faster than him, they strike all their attacks, but the gnome's magical kukri barely manages a scratch DR to the kukri and gore.

If that was not enough, Jonah rounds off the kill with a couple of well placed arrows that are only partially resisted by the icy surface.

Combat is over!

Golem: 77 damage, badly damaged, staggered r9
Party buffs: opportune advice r5, bless 3 min
Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 11 damage, 7 NL
Jonah: 3 NL

With the orb destroyed the heat in the room slowly starts to drop.

In the middle of the chamber remains a well locked chest.

Disable Device DC 30:

two matching wands (wand of flame sphere and wand of cure moderate wounds, both with 10 charges) Spellcraft DC 17 to identify
Resting between the two wands is a set of ceremonial robes (500 gp) which conceal a magical headband.
Spellcraft DC 23
Spoiler:
Headband of alluring charisma +2

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

"Ah!!... Oh, phew! I was certain it was going to explode when it was destroyed." Tonny wipes his brow before turning his attention to the chest. "That's... Um, that's a really thick lock. I'll, uh... I'll see what I can do." Slowly the scholar gets to work.

"You know, this is kinda like when we had to jury-rig the lock on the classroom door in Professor Gindle's second year course on astronomy and astrology and how the two fields were related, but not at all the same thing. Not that the door got locked on purpose - the room had just gotten so cold that the metal shrank and the little lever holding the latch open fell out of place and so the latch fell and the lock engaged, but the classroom is supposed to be locked from the outside so there wasn't a keyhole on the inside and it took almost every hat pin in the classroom to wriggle the latch back up and onto the lever..."

GM, is this a situation where Tonny could spend several minutes to Take 20? Or would you prefer actual rolls? I can guarantee that he won't make it except on a Nat 20. XD


Iron Gods: Iron maps;

Tonny tries and tries for a couple of minutes of recalling previous lessons and class experiences until, finally, the lock is triggered and he opens the chest.

Within, he finds two matching wands and resting between the two is a set of ceremonial robes 500 gp which conceal a magical headband.

Spellcraft DC 17 (wand 1):

wand of flame sphere with 10 charges

Spellcraft DC 17 (wand 2):

wand of cure moderate wounds with 10 charges

Spellcraft DC 23 (headband):

Headband of alluring charisma +2


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Spellcraft (wand 1): 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft (wand 1): 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft (headband): 1d20 + 4 ⇒ (1) + 4 = 5

Ingolf examined the magic items to determine their properties, but was unsuccessful, "Sorry, I make out what they do. I'll have to try again after a night's rest"


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Spellcraft 1: 1d20 + 10 ⇒ (15) + 10 = 25
Spellcraft 2: 1d20 + 10 ⇒ (11) + 10 = 21
Spellcraft 3: 1d20 + 10 ⇒ (17) + 10 = 27

"Excellent work. That only leaves one left."

He takes some time eying the magical items that Tonny finds, "It seems we have a couple of magic wands here. One that can control an orb of flame and another that cures wounds... More powerful that my currently enchanted one."

He holds the headband in his hand, "Ceremonial robes concealing this?" Moving toward Ingolf, he holds the item aloft, "It should inspire more leadership." His hands move across the symbols, "Perhaps you could use it."

I feel bad, but I believe I'm the only one who can utilize Flame Sphere. I can also use the CMW Wand, as most of my actions are supportive in nature, but if someone else wants it or wants to trade for a CLW, let me know.


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Joonah eyes the magical items with a skeptical look as none of them look particularly dangerous. Splits seems excited about them though, and he trusts the others to make good use of magical enhancements.

Well, that went better than I expected when i saw the beast! so that's three orbs down. probably one more to go? back to the platform?

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny nods. "Sounds about right. We should be careful that something isn't waiting for us in the central room though."


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Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

@GM: Did Ebba take any damage from the ice shards?

Ingolf had a final look around the chamber to make sure they hadn't missed anything.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26

He chimed in, "Yup, let's go. One more passage off the platform, I think."


Iron Gods: Iron maps;

Ebba touches her snout as she freeze a bit when attacking the golem, but she is otherwise ok. Cold damage: 1d6 ⇒ 1

After identifying some of the items, the party traces back their steps and floats in the platform to the remaining opening in the center of the temple.

N15. Wind Gate
Double doors etched with geometric swirls and curves representing wind stand at the top of the short flight of stairs to the north of this landing. The left door has a small keyhole.

Wis or Int DC 15:

You do remember the family brass key Zaahku of the Song'o village of Cahshil gave you. It has a shape that fits nicely in the keyhole here.

Perception DC 28:

You find the doors are trapped. The trap is magical, but using the proper key in the door would not trigger the trap.
Disable Device DC 28

Grand Lodge

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M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Intelligence, Inspiration vs DC 15: 1d20 + 4 + 1d6 ⇒ (10) + 4 + (3) = 17

Tonny starts to dig frantically in his pockets. “The key! Where did it go? The one from Zaahku of the Song’o - she said it calmed the fury of the winds, and here’s a wind door with a keyhole. Did I drop it? Oh no, we don’t have to retrace our steps. Did I even have it in the first place? Oh no oh no…”

Someone else can feel free to have pocketed the key mentioned in the spoiler. If nobody claims to have claimed it, Tonny can find it in the bottom of his pack under a sample of plant material that was not properly dried and is now slightly rotten, and he’s eagerly try it on the door.


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Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Ingolf said, "Hold on, I'm sure I have that here somewhere." He spent a few minutes searching, cursing under his breath at the malevolent spirits , who loved to rearrange important items like this. Finally he produced the brass key, "Aha!"

He examined the double doors of the gate exclaiming, "The doors are trapped — good thing we have the proper key, which bypasses that!" He inserted the key and turned it, unlocking the Wind Gate.


Iron Gods: Iron maps;

Tonny starts bringing plant samples out of his pouch going crazy on not finding such important item. Ingolf as well starts bringing stuff out of his backpack, the spirits around them make fall a few items before the gnome is able to locate the brass key.

With brisk enthusiasm he places it in the lock and... a sudden breeze fills the hall and the doors open letting you access deep inside the temple!

N16. Apiary
Dull, waxy hives line the walls of this chamber, spilling honey into filthy, insect-laden pools on the floor. Cobwebs fill the space between hives, and a stairway to the west leads up toward the howl of intense winds somewhere beyond.

Perception DC 18:

Inside the webs you spot three giant spiders carefully watching you. They are in the ceiling 10 feet over the ground.

Perception DC 20 (different check):

You spot a niche hidden behind one leaky, waxen wall, which contains three sealed jars of giant royal jelly (100 gp each) and a magical pearl of power.
Spellcraft DC 24
Spoiler:
The pearl of power is of 3rd level


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

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

Peering cautiously into the room after Ingolf opens the doors without triggering the traps, the insect and cobweb paraphernalia putting her on edge, and she peers upwards and almost recoils as she points with her scimitar. "Up there! Spiders!" she warns, keeping the three arachnids within her field of vision.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Something glints in the corner of her eye, but Adriana is unwilling to take her eyes of the three spiders just yet.

"They might be guarding treasure, there's something past the wall."


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Perception: 1d20 + 15 ⇒ (3) + 15 = 18

Unable to take his eyes off of the spiders, the druid wonders if he could end this peacefully, but recognizes quickly that animals and arachnids were very different.

Can't Empathy or Calm Animals them unfortunately. I've always hated that distinction considering how narrow the ability is by default.


Iron Gods: Iron maps;

Adriana quickly identifies the danger posed by the spiders and let the group know about them.

Initiative:

Adriana: 1d20 + 5 ⇒ (4) + 5 = 9
Ingolf: 1d20 - 1 ⇒ (19) - 1 = 18
Jonah (+2 jungle): 1d20 + 4 ⇒ (20) + 4 = 24
Splits: 1d20 + 6 ⇒ (8) + 6 = 14
Tonny: 1d20 + 2 ⇒ (14) + 2 = 16
Spiders: 1d20 + 3 ⇒ (15) + 3 = 18

The group can surprise the spiders if you wish so, as they were unprepared for your arrival.

Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 11 damage, 7 NL
Jonah: 3 NL
Surprise round: Jonah, Ingolf, Tonny, Splits, Adriana
Round 1: Jonah, Spiders, Ingolf, Tonny, Splits, Adriana


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah follows Adriana's pointing and spots the spiders.

he shots at the one he has a cleaner line to (blue)

longbow, DA, PbS: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29
damage: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15

he quickly pulls out two more arrows and just keeps shooting!
round 1
+1 longbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (17) + 11 + 1 - 2 - 2 = 25
damage: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11
+1 longbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (7) + 11 + 1 - 2 - 2 = 15
damage: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14


Iron Gods: Iron maps;

With a swift succession of arrows, Jonah gets rid of two of the spiders, demonstrating why he is an expert hunter.

The remaining spider would look in horror the slaughter, if not for her being immune to fear.

Waiting for Ingolf, Tonny, Splits and Adriana's surprise round action!


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

The druid takes the wand from earlier and channels its magic at the spiders.

Flame Sphere, DC 13 Reflex (Wand): 3d6 ⇒ (6, 6, 6) = 18
Going to combine my Surprise Round (Draw) and my first round (Cast) as I might not be in the next few days

"Stay back!"


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Ingolf put away his morningstar, since the spiders were too high got him to reach with it. "I see them!"

Don't have the actions to attack this round; Ingolf didn't have his Lucerne Hammer ready.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny fumbles with his whip and tries to remember what kind of spiders these are. “So it’s been a while since I took Professor Cardile’s course on arachnids, but I think from those green splotches they might be… Or wait, maybe that’s just their insides on the outside of their skeletons now. Exoskeletons are fascinating - you know, there was this one student who always said that giant spiders were physically impossible because they can’t move enough air into their bodies and by all accounts should have suffocated the moment they got larger than a dinner plate…”

Knowledge (nature), IML, Inspiration, Take 10: 10 + 8 + 1 + 1d6 ⇒ 10 + 8 + 1 + (6) = 25

Surprise action to (hopefully) activate Opportune Advice.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Eyes locked onto the remaining spider, Adriana simply keeps her scimitar pointed and waits; should the spider advance on them, she'll be ready to strike.

Not much I can do, I don't think, so holding attack action for the time being.


Iron Gods: Iron maps;

Splits draws a wand while Ingolf prepares for his lucern hammer.

Tonny advises about how to better face the spider and Adriana readies her scimitar for the case the spider comes down to attack.

The spider sees the human by the door and spits a web net at her.
Web (touch): 1d20 + 5 ⇒ (10) + 5 = 15
The web coils around Adriana's head.
Adriana is entangled and can burst the web away (Strength) or Escape Artist with a DC 12

Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 11 damage, 7 NL
Jonah: 3 NL
Round 1: Ingolf, Tonny, Splits, Adriana Round 2: Jonah, Spiders

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny's stream of consciousness is interrupted by a stray piece of the spider's webbing. "Ah! Oh! Oh no! Adriana!" Quickly he tries to help her get out even as he keeps an eye on the spider in case it decides to descend from its perch.

Escape Artist to Aid vs DC 10: 1d20 + 6 ⇒ (9) + 6 = 15

Yay! Adriana gets a +2 bonus to her check if she uses Escape Artist to get out of the webbing.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf moved up and stabbed at one of the spiders with his polearm, "Now I can reach you!"

Lucerne Hammer (red), big-game hunter: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Piercing Damage: 1d10 + 1 ⇒ (8) + 1 = 9


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Going to use the wand like before. Can't check the map right now.


Iron Gods: Iron maps;

Tonny looks through his alchemicals and finds a product he thinks might help Adriana out of the webbing.

Equipped now with his reach weapon, Ingolf gives a good whack to the spider in the ceiling.

Split uses the wand to create a burning ball of fire in the ceiling, just over the spider.
Ref DC 13: 1d20 + 4 ⇒ (5) + 4 = 9
The flames ignite the webbing around and an instant later the spider is squeaking with horrible screams as it is scorched on the druid's magics.

Combat is over!

Spider: 27 damage
Ingolf: 3 NL
Tonny: 7 NL
Splits: 3 NL
Adriana: 11 damage, 7 NL
Jonah: 3 NL

Coming from the west, you can hear the howling of extreme winds.

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