Sufficiently Advanced Magic (Inactive)

Game Master Losonti

Maps and Handouts
Party Loot


751 to 800 of 1,074 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Wrath of the Righteous | Iron Gods

Hekau, you are correct, but it's a moot point, as you'll see.

The zombie has scarcely found its footing again when Hekau's ray of positive energy blasts through its shoulder, taking an arm with it. Still, it refuses to fall. As it raises one of its blades to deliver a vicious killing strike to Shesik, another clutch bomb throw from Tyn explodes against it, spraying healing energies in every direction. The twisted necromantic forces keeping the zombie going unravel in the face of this final insult, and it crashes to the ground, unmoving.

Combat over!


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"And that's that! Until the damned thing gets up again, apparently." Xaerai moves over and gently helps Shesik back to her feet. "Easy, easy now. Let Tyn look you over." Once the ranger is handed off, the dwarf turns her attention to the rest of the room, wary of any new and unpleasant surprises.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Wrath of the Righteous | Iron Gods

Anyone else may feel free to make their own Perception checks.

I forgot the loot!:

4 masterwork shortswords
2 javelins
A magical cloak
40gp


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Zelvin gapes in astonishment. "Reckon it couldn't heal up from our last meeting," he says a bit sheepishly. "Lucky thing!"


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Groaning as Xaerai helps her up, Shesik limps over to the nearest wall and leans against it. "Ow, that thing hits like a giant. Guess I got lucky last time around. Glad we managed to get out."

As she waits for Tyn's ministrations, she looks over the room.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27 (29 vs. Constructs, 28 vs. Traps)


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau nods to Tyn. "Expertly done. Your abilities against such creatures are as formidable as promised."

"I also have the ability to heal, although it will expend a considerable amount of my magical energies."

Hekau can give up his two prepared 2nd-level spells for a 2d8+7 CMW, or his two remaining 1st-level spells for a 1d8+5 CLW. But given the versatility of that 1/day option, it might be better to save it for a status-removal spell or utility spell.

"Perhaps we can find a chest or container in which to place the creature's remains, so that if it reanimates it poses no danger to us."

Hekau will look around the room for such a container.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau will cast Detect Magic and attempt to identify the cloak.
Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn moves over to Shesik, his first move is to use the blessing of his deity to start the healing process-as well as take his medicine for not dispatching the menace before it could deliver it's massive attack upon her. As he lays his healing touch upon the changeling, his head rocks back as if he was socked in the jaw.

Celestial Community Trait CLW: 1d8 + 3 ⇒ (1) + 3 = 4

"A fitting consequence for not landing better shot on that abomination! And yet you had to take the brunt of it..."

He sighs and shakes his head as he feels a minimal amount of divine essence channel through him. He then offers up extracts to supplement...

Extract of CLW (Please roll better than CCT): 1d8 + 3 ⇒ (5) + 3 = 8

And another...

every improvement is good CLW!: 1d8 + 3 ⇒ (6) + 3 = 9

He looks at his subpar job, shakes his head again and mixes CLW in his last two slots.

Before he gives up another extract-do we have any more healing potions left? His extracts have better potential if he can use them in the process of healing bombs.


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin looks almost frantically through the room, searching for evidence that Khonnor Baine came this way and somehow avoided the four-armed monster.

Can I take 20 to search the room carefully? That's a 28 total, or possibly more with aid.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Waving off further assistance, Shesik thanks the tiefling alchemist. ”Thanks, I’m good for now. Don’t waste ’em.” Standing up straight and stretching, she looks up her companion’s horned visage. ”Next time I’ll wait ‘til after the first volley at least.”

Watching Zelvin search for signs of his father’s passage, she attempts to lift his spirits. ”Master Kyte said your father defeated this thing on his first trip down here. Maybe it was still regenerating when he came through the second time. We don’t know how fast this one repairs itself.” With that she spends a few minutes looking for signs of Khonnir’s passage.

Taking 20 on a Survival check to find any tracks that aren’t the zombie’s. That’s a 29 for tracking, 31 vs Constructs. Hopefully that’ll let me keep them separate.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Let me help, Zelvin. What are we looking for?"

[/ooc]Taking 10 to aid.[/ooc]


Wrath of the Righteous | Iron Gods

As you all may have guessed, that magical cloak is indeed a +1 cloak of resistance.

Reposting the room's description for everyone:
A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteen foot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language.

Anyone who wishes to may make a Religion check to identify the symbols used.

A thorough search of the room turns up little, unfortunately. It does not appear that Khonnir's party passed through here, and the only thing to show for the time and effort is another of the keycards. It is notable only for its color: black, rather than the brown keycards you have in your collection.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn takes a look at the symbols.

Knowledge Religion: 1d20 + 6 ⇒ (8) + 6 = 14


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Knowledge (religion): 1d20 + 7 ⇒ (4) + 7 = 11

"Aha!" cries Zelvin. "Another strange key-plate. Didn't we encounter another door back in the caverns? Maybe this new device will let us open it?"


Wrath of the Righteous | Iron Gods

Tyn and Zelvin:
Unfortunately, these symbols mean very little to you. Any deity or belief they represent, if any, is not one you have encountered before. Not surprising, considering who drew them.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

It looks like we passed another door in the hallway on the way to this room. There was also a door, IIRC, back in the gremlin room. Did we try the door here before getting to the zombie. The posts back then don’t mention it.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

I don't remember a door in the gremlin/junk room but it looks like we've hit a dead end here.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"Scrawled rubbish-no doubt honoring an inferior deity!"

Tyn rips out a page of his formula book and begins to write. Calmly and carefully in Celestial initially, his message transitions into a jaunty infernal scrawl:

THE FATHER OF INVENTION WILL TEAR YOUR HEATHEN SOULS ASUNDER IN AN ACIDIC HURRICANE!

He slams the paper down on the table.

"Let's find the door that other fan-dangled card of yours opens!"

Just in case, takes a quick look around to make sure nothing has hidden itself from plain sight.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau will also take a look at the religious symbols.
Knowledge (Religion): 1d20 + 8 ⇒ (10) + 8 = 18

"There is a door east from the hallway here," Hekau notes. "Let us proceed this way if we have healed sufficiently. Shesik, if you remain injured, I might suggest that Xaerai take the lead for the immediate future."

Right where he is on the map. And yes, I do recall one from the gremlin room as well.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Content to leave the mystery of the symbols be for now and eager to move deeper into the facility before the zombie...woke up? Resurrected? Xaerai moves to the door, signaling her readiness to continue.

Perception (locks/traps?): 1d20 + 7 ⇒ (13) + 7 = 20


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

"Bumps and bruises, nothing more, but for now I'm willing to watch our rear." Giving her shoulder a rub and a stretch, with a muffled grunt Shesik straightens and follows the others out of the strange room. "Y'know, there doesn't seem to be another path from here. Perhaps Khonnir put this things corpse in here to keep it out of the way knowing it might revive."


Wrath of the Righteous | Iron Gods

I'm so dumb, I totally forgot that I had made a blown up version of the specific area you've been checking out to make it easier to use. I'll pull the curtain back a bit to tell you that the door in the gremlin cave can't be operated from that side.

A quick bit of experimentation confirms that, not only does your new black card open the remaining door, your collection of brown cards you have amassed thus far does not. The passageway beyond is a partly collapsed tunnel, impassable to the north, with another set of doors to the east. These, in turn, open to reveal a large chamber with a floor tiled with a strange material. A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south next to a pair of black metal pillars.

Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.

New map!


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Scanning left and right, Xaerai emerges from cover in the doorway cautiously. "Another set of doors to the left, hallway curves to the right. I don't see any doors that way but I'm going to follow it a short distance to be sure."

Token moved!
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

As Xaerai scouts to the south Shesik takes a moment to examine the collapsed rubble. Can we tell how recent the cave-in was? Or at least narrow it down to before or after Khonnir’s crew might have passed?

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (dungeoneering): 1d20 + 3 ⇒ (3) + 3 = 6
Knowledge (engineering): 1d20 + 5 ⇒ (15) + 5 = 20


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

@Xaerai - are you on the same map we are? I think we are on slide 4.

Hekau is curious, but not reckless. He will only venture into the room alongside other party members.

He will first look at the rust-red mold and fungus (presumably Dungeoneering), wary of danger.
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (2) + 8 = 10

He then examines the large metal desk with blinking lights and strange glowing panels, trying to ascertain its function.
Knowledge (Engineering): 1d20 + 13 ⇒ (19) + 13 = 32

Finally, Hekau will look at the dried blood, trying to gauge how long it has been there and if it appears human.
Heal, maybe?
Heal: 1d20 ⇒ 9


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

I was referring to the south tunnel on Slide 3, but if there's nothing noteworthy there we can assume she came back after a minute with the all-clear and we can move right along :)


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

I also want to make sure there’s nothing going on out in that corridor before we move into the room. Especially that collapsed section to the north. If it’s fresh, we may have to dig through to see if Khonnir went that way. Once we’ve taken a quick look at the corridor, we’ll check out the room on slide 4.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn joins the inspection of the mold-making sure it isn.t something that needs to be quickly annihilated in a righteous splash!

Dungeoneering: 1d20 + 8 ⇒ (16) + 8 = 24


Wrath of the Righteous | Iron Gods

The cave-in appears to be ancient, there are no signs of any passage through it.

Tyn:
You immediately recognize the tell-tale signs of russet mold. Approaching within a few feet is likely to trigger an explosion of spores, which could quickly prove fatal before using its victim's corpse to produce a number of vegepygmies. Acid, alcohol, and spells such as remove disease are the most effective ways to deal with it.

Hekau:
The nature of the mold is unclear to you.

As for the blood, you have insufficient data. There are many species with red blood, though humans are certainly the most common.

The desk appears to have had many panes of glass set into its surface, though most are cracked and dim. Others glow and flicker seemingly at random. Occasionally you see bits of scrambled Androffan script, along with images of strange creatures: one you recognize as a living specimen of the skeletons you battled in the underground desert, while another appears to be a hairless blue lion covered in dozens of waving tentacles.

Behind the desk, you find a door that leads to a supply closet, which opens at the touch of your black key card. Inside are a number of lockers, most of which contain only smashed junk. However, you find a few interesting things: one handheld device that seems to emit a bright beam of light, along with three batteries and 26 silverdisks.

Of particular interest is a small box held inside one of the lockers. It refuses to open, the only clue being a white panel on the top. A quick shake tells you there are some items rattling around inside.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"That naughty little patch of ick down there is Russet Mold. I wouldn't venture anywhere close to it, unless it is your lifelong dream of martyring yourself to spawn a couple of vegepygmies. A bit of acid or alcohol will clean it right up. As it is not impeding our progress at the moment, I think I should hold off-lest I burn a possible life-saving resource...?"


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin looks anxiously at the apparently-human blood. "That looks like the remains of a fight. If Mr. Khonnir was part of it, he may have been captured or-- Brigh forbid-- killed. Can we follow the blood trail and see?"


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"Tyn, I would recommend destroying the mold. I do concede that it might prove advantageous to lure a foe into that area, but I do not believe the mold would harm either constructs or undead - our most likely foes.

It is possible that the mold is also present in the room beyond those doors, so even if you destroy the mold on this side, we should be cautious opening those doors in the future.

But for now, we need not go that way. I believe that Zelvin is correct that we should follow the blood trail."


Wrath of the Righteous | Iron Gods

The door opens to a scene of carnage. Bloodstains mar the floor and walls of this hallway, while scorch marks and smears of ash on the walls evidence some sort of altercation having taken place in this area relatively recently. Four tangled mounds of metal and other materials lie further up the hall, surrounded by strangely colored stains.

One thing stands out, though it takes a second to dawn on you: there are no bodies.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Yes, Zelvin, we can and will. If your father's alive, we'll find and free him." Checking her pistol again, Xaerai takes point. As the door opens to a corpse-less scene of bloody battle, the dwarf swears under breath. "That's too much blood for anyone to survive without powerful magic--several someones, I'd wager. So...where did they go?"

She cautiously steps into the room, peering closely at the piles of scrap in case they aren't as inactive as they seem.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn nod to Hekau,

"Yes, yes-more likely that it would cause misfortune than be a boon to us- a wise calculation!"

Tyn moves to within the edge of his normal range 20' and throws a bomb at the mold.

Attack roll vs mold if necessary: 1d20 + 6 ⇒ (20) + 6 = 26

Yeah that's about right-nat 20 when it really matters...


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Cautiously approaching the bloody stairway, Shesik ponders the carnage. ”Someone, or something, survived this fight to carry off any bodies. Or simply to limp away. Yeah, it’s a lot of blood, but you’d be surprised how much blood a fight can throw around when there’s healing magic in use.”

Hoping Xaerai will keep an eye on the mechanical mounds to be sure they stay inactive, she focuses on the trails of blood looking for any identifying signs.

Survival: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau will examine the tangled mounds of metal, trying to identify what they had been before they were destroyed.

Knowledge (Engineering): 1d20 + 13 ⇒ (9) + 13 = 22


1 person marked this as a favorite.
Wrath of the Righteous | Iron Gods

The arc of Tyn's bomb is a sight to behold. Its arc is perfect, its rotation sublime. It impacts perfectly against the center of the stationary patch of mold, with droplets of acid splashing in just the right pattern to burn away more distant pockets and nothing else. It's quite possibly the greatest throw any of you have ever seen.

Xaerai:
The machines look to be thoroughly destroyed, you detect no activity from them whatsoever.

Shesik:
Even a quick examination makes plain what happened after this battle: the bodies were dragged deeper down the hallway by something with large, tetradactylous feet. You see no sign that any humanoids left this hallway of their own accord.

Hekau:
You're actually fairly familiar with these machines, though they're rendered almost unrecognizable by the sheer amount of violence done to them. You've seen them most commonly referred to as "medical drones," though every account of them has made them sound more like mindless butchers than healers.

You know that they are quite vulnerable to electrical attacks, and have injectors on their claws that can deliver potent toxins to their victims that leave them weakened and groggy. They're also capable of limited repair, of themselves and other machines.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

With a soft whistle Shesik frowns over the darkening stains. ”Unfortunately, it looks like no-one walked away from this fight. Something with only four toes came in and dragged all the bodies down the hall. There’s no telling if they were still alive or not. And we have no idea what may be waiting on the other side of that door.”


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin frowns. "Well, if this blood could be Mr. Khonnir's, we have to follow it, don't we?" He scratches his chin. "But nothing wrong with being ready for a fight."


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"These robots are medical drones. While they can in theory heal patients, they can also inject toxins that would have a weakening effect. It is possible that such injections might have been used to capture Khonnir Baine and his team.
Such drones can repair other drones or themselves to a limited extent, but I believe these ones are too severely damaged to initiate self-repair.
They are vulnerable to electricity, should we encounter more of them."

Hekau is ready to follow Shesik. He can use Open/Close on a door if needed, or Mage Hand to tap a keycard to a door. He also has two Vanish spells left.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Is the four-toed footprint a humanlike foot, or is it stranger-looking than that?

Straightening from the piles of scrapped medical drones, Xaerai sets her jaw. "We're losing time. Let's move."


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"Well, at least I know I could hit the broad side of a barn...yeah let's go!"


Wrath of the Righteous | Iron Gods

It looks more like the footprint of a large wolf than a humanoid. Also, can everyone update their tokens on the map?

You follow the bloodstains through the next door and into another chamber, where a long table with various unusual stones and dirt samples heaped on it sits along the southern wall, while to the north a line of metal desks with glowing panels and buttons are placed next to a large humming device. The heart of this device seems to be some sort of flickering sphere of reddish brown mud or dirt. Dust covers much of this room, save for a strangely clean swath between the doors, which leads to the strange humming device. The bloodstains in this room also seem to have been almost completely cleared away as well.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Lotta dust, and not much blood...this place makes no damn sense," Xaerai cautiously steps into the room, and when nothing immediately attacks she gives the flickering mud-sphere a curious once-over before shaking her head. "Time enough for that later," she says to herself before movign to examine the other doorway.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau examines the humming device and the flickering sphere.
Knowledge (Engineering): 1d20 + 13 ⇒ (1) + 13 = 14

He is likely unfamiliar with the device's purpose.
"Zelvin, could you examine this device? Its function eludes me."


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Stalking carefully into the room, Shesik’s mismatched eyes take in the scene. She spends a moment looking at the dirt and rocks before also examining the humming machine. ”What a strange choice to clean up the blood, but not the dust. Maybe the dust is more recent?” She sounds unconvinced.

Knowledge (nature): 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge (engineering ): 1d20 + 5 ⇒ (2) + 5 = 7


Wrath of the Righteous | Iron Gods

Xaerai's search of the room turns up a number of functioning panels, filled with Androffan text, along with a small metal box hidden under one of the tables. Inside it are what appear to be three wide-barreled pistols, though made of a strange orange material you've not seen before.

As Hekau and Shesik puzzle over the device, each of you suddenly feels a sudden pressure in the back of your minds, accompanied by a voice.

"Who are you?" it asks.


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"I am Hekau," the android responds.
"Who are you?"


Wrath of the Righteous | Iron Gods

There's a pause.

"I don't know. Where did you come from?"

1 to 50 of 1,074 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Sufficiently Advanced Magic: An Iron Gods Campaign All Messageboards

Want to post a reply? Sign in.