[AP] Iron Gods by GM Rutseg

Game Master Balacertar

Chapter 3 - THE CHOKING TOWER

Current map
Treasure sheet

Iron Gods Player's Guide
Torch's Gazetteer - Torch's map - Numeria's map

Goals:
* Learn more about Unity
* Locate Casandalee's neurocam and AI core devices
✔️ Reunite with Baine and Meyanda
* Find allies to depose the rule of the Technic League
* Fight the Dominion of the Black


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Human (Kellid) He/Him

Appraise (untrained): 1d20 + 0 ⇒ (17) + 0 = 17 vs DC 20

Yambul agrees, "I don't see anything to fight! Let's come back to his if we have to..."

At the end of the initiative, he'll close the door securely if the party agrees and Rüha leaves the room.


Elf Bookworm/9

Round 1

Status:

AC = 17/13/14
HP = 34/34
Weapon Equipped = +1 Bow
Condition(s) = None, so far

Chaance watches a plate whizz by Rūha's head, eyes at first widened, then narrowing. "So, ghosts." The elf is dismayed.

Knowledge(Arcana) v DC 17: 1d20 + 10 ⇒ (6) + 10 = 16
Appraise v DC 20: 1d20 + 2 ⇒ (9) + 2 = 11

With little to go on, Chaance remains right where she is, and makes herself harder to hit, just by scowling. Take Total Defense


Iron Gods: Iron maps;

Regretfully Yambul will find out the door is devoid of power and cannot be closed without a considerable effort.
Full round and Strength DC 25


Female Kasatha Monk 9 | AC 33 T 25 FF 27 | CMD 32 | HP 55/59 | F +8 R +10 W +13 (+2 vs ench); Immune disease | Init +3 | Perc +18 | Advice 5/15 SF 10/10 Ki 6/10 | Active Status: --

Rūha spends a moment (move action) to looks carefully around the room and spot the source of the hail of projectiles. The attack reminds of her the gearghost the group crossed earlier, and that was very much a corporeal creature that could be fought up close.

KN Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

She warns "I didn't spot it, but it might be a ghostly creature with natural invisibility. Yambul, if you can get that door closed, we'll see if that helps. It may prove to be incorporeal as well." and moves out into the hallway to give Yambul room.


Human (Kellid) He/Him

Status:
AC: 23 (t14, f16) (applied: shield +4) HP: 54/54 Hero Points: 3
Weapon Equipped = Falchion
Conditions = Shield (1/5m)
Falchion: Attack: 5 BAB +4 Str +1 Focus +1 MW (-2 PA) Damage: +6 Str (+6 PA) Crit: 18-20x2 DR: Adamantine
Chef’s knife: Attack: 5 BAB +1 MW +4 Str / +2 Dex Damage: +4 Crit: 19-20x2 Range: 10’
Studied: () (mv/im; +2 att, dam, bluff, knowledge, perception, sense motive, survival)
Spell Like (1/1d, st, Prestidigitation cl1)
Spell Like (1 time, st, Cure Serious Wounds cl5)
- - -

Rūha wrote:
She warns "I didn't spot it, but it might be a ghostly creature with natural invisibility. Yambul, if you can get that door closed, we'll see if that helps. It may prove to be incorporeal as well." and moves out into the hallway to give Yambul room.

"If it's incorporeal, I cannot harm it with my falchion." Yambul shrugs, accustomed to not having everything he needs.

So he puts his shoulder to the door (move) trying to close it and utterly fails. (He cannot make a DC 25 str) ”Can’t close the door either.” he chuckles.

He’ll ready an action to cast Cure Serious Wounds and touch the incorporeal creature should it attack him as he 5’ steps into the room (standard).

Ready:
melee touch: 1d20 + 9 ⇒ (18) + 9 = 27 positive energy: 3d8 + 5 ⇒ (1, 3, 6) + 5 = 15
- - -


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

"Maybe the eastern door in front of Rūha will suffice for an incorporeal test for an unseen menace?" Zzvkgrogk suggests drawing the dragon pistol and loading it with a holy water cartridge. I mean, what kind of scrap is that?! It’s not even worthy of being called ‘scrap’. Did we just scare someone?

Spells/Mutagen:

5 first, 3 Second
(1st) Shield(Yambul)
(1st) True Strike
(1st) Cure Light Wounds x3
(2nd) Cure Moderate Wounds x2
(2nd) Invisibility
Mutagen (Con +4, Cha -2

Ratus:

+2 competence bonus on Perception checks and on all Knowledge checks (50 min)
Can use craft (alchemy) to identify potions as if using Detect Magic
Hits: 38/28 (Mutagen)
AC 18 / 16 () (16), touch 14 (+3 dex, +1 racial), flat-footed 13 (+2 armor, +1 racial)
Brown nanite hypogun charges: 7/10
Wand of Cure Light Wounds: 31/50
Radiation Detector (6/10 charges)
Mutagen: Quaffed, (+4Dex. -2Wis, +2AC Natural, 40 minutes)
Neraplast Armor Charges: 19/24
Laser Pistol (Charges): 10/10
Laser Rifle: 20/20
Batteries Charged): 9/14
Empty Battieries: 5 /12
Zzvkgrogk Special (Alchemical Ordinance): 7 / 8


F Half-elf Craftsperson

Rhoreen delays, waiting for a way forward. She does not wish to stand where she might be attacked just yet, hoping the Ruha can get some movement up front.


Iron Gods: Iron maps;

The group waits for Yambul to close the door, Chaance in defense stance, but the Kellid quickly realizes the unpowered door will not easily budge.

Rūha gets out of the room and Yambul goes in ready to put Aldronard's blessing to use.

2d100 ⇒ (48, 56) = 104
The flying scrap focuses on Yambul this time!
Plate vs Yambul: 1d20 + 3 ⇒ (7) + 3 = 101d4 ⇒ 2
Piece of glass vs Yambul: 1d20 + 3 ⇒ (13) + 3 = 161d4 ⇒ 2
Broken lamp vs Yambul: 1d20 + 3 ⇒ (10) + 3 = 131d4 ⇒ 3

Sharp metal vs Yambul: 1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 2
Broken plate vs Yambul: 1d20 + 3 ⇒ (5) + 3 = 81d4 ⇒ 2
Rusted can vs Yambul: 1d20 + 3 ⇒ (16) + 3 = 191d4 ⇒ 2
But fortunately Zzvkgrogk's shield keeps the objects at bay, deflecting them in all directions without them harming the cook.

Then, two presences manifest as humans dressed in damaged spacesuits, with missing limbs, shattered face plates, and swaths of flesh scorched away by blasts of fire.
Everyone who can see them (Yambul, Chaance and Rūha) roll TWO Will DC 14 vs fear or get frightened for 1d4 rounds.
If Yambul makes the save, you can proceed to attack with cure serious wounds if you wish, despite it is not a combat attack.

After a few seconds, the presences resume their invisibility.
These two count as pin-pointed for this round, I added them in the map for reference but they cannot be seen.

K. religion DC 12:

These are poltergeists! An angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death.

The poltergeist experiences great trauma over its condition; this trauma twists its psyche to evil and fosters an overall hatred of the living expressed in outbursts of rage. A poltergeist is bound to a specific place, usually a building, room, or recognizable area. This place typically corresponds to its place of death or the resting place of its mortal remains and will not move far from there.

They are incorporeal, and thus require magic weapons or spells that cause energy damage. Force effects and positive energy have full effect on them.

Differently from most incorporeals though, they have natural invisibility, making them hard to locate.

They though don't have any draining abilities or attacks, and can only harm through throwing stuff with their telekinesis power.

In order to bring peace to these spirits an act of good that brings peace to their deaths is required, otherwise they come back after a few days.

Meanwhile, the faintly glowing lights in the eastern room cease and disappear.

K. dungeoneering DC 16:

Those haunted lights are a will-o'-wisp! An aberration that feeds on fear and can shock creatures with electricity.

What you witnessed is its natural invisibility being activated, which cannot be purged with invisibility purge.

Rhoreen: mage armor 9 h
Rūha: mage armor 9 h
Yambul: shield 5 min
Zzvkgrogk: mutagen 20 min
Round 1: Chaance, Rūha, Zzvkgrogk, Rhoreen, Yambul, Presence


Human (Kellid) He/Him

Status:
AC: 23 (t14, f16) (applied: shield +4) HP: 54/54 Hero Points: 3
Weapon Equipped = Falchion
Conditions = Shield (1/5m)
Falchion: Attack: 5 BAB +4 Str +1 Focus +1 MW (-2 PA) Damage: +6 Str (+6 PA) Crit: 18-20x2 DR: Adamantine
Chef’s knife: Attack: 5 BAB +1 MW +4 Str / +2 Dex Damage: +4 Crit: 19-20x2 Range: 10’
Studied: () (mv/im; +2 att, dam, bluff, knowledge, perception, sense motive, survival)
Spell Like (1/1d, st, Prestidigitation cl1)
Spell Like (1 time, st, Cure Serious Wounds cl5)
- - -

They look more physical than Yambul expected, so he’ll hold off on his ready and keep the spell for now.

Fear: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 14 - frightened

Yambul sees the opposition and looses his lunch. "Holy s&!@!" he cries as he flees out the chamber and back into the mist.


Elf Bookworm/9

Will Save #1: 1d20 + 2 ⇒ (3) + 2 = 5

Chaance sees no reason in engaging with the new arrivals, seeing them for their true nature, pure undead terror. She feels a panicked satifaction as Yambul concurs.

Knowledge(Dungeoneering) v DC 16: 1d20 + 3 ⇒ (14) + 3 = 17

Her eyes set upon the fading lights in the eastern room, and pins the butterflies to the cork. "We have a will-o'-wisp ahead. Evil little thing, waiting for the fearful to wander aimlessly into their territory. Right, I'm off."


Female Kasatha Monk 9 | AC 33 T 25 FF 27 | CMD 32 | HP 55/59 | F +8 R +10 W +13 (+2 vs ench); Immune disease | Init +3 | Perc +18 | Advice 5/15 SF 10/10 Ki 6/10 | Active Status: --

Will vs. fear: 1d20 + 9 ⇒ (9) + 9 = 18
Will vs. fear: 1d20 + 9 ⇒ (9) + 9 = 18
KN Religion: 1d20 + 7 ⇒ (10) + 7 = 17

Rūha stays calm even as her allies turn to flee. "Ah, they're poltergeists. Bound to a particular place. Better we all follow after Chaance and Yambul, let them get their bearings again, and then come back. The poltergeists can't follow us."

Rūha will delay until everyone else has left, then back out of the buried wreck.


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

Watching first Yambul than Chaance leave in a not-so-leisurely huff, Zzvkgrogk looks at Rūha and Rhoreen
.
”Poltergeists? Awaagh! They’re mean little … ghost wannabees! We’re coming back for you too!!” He bravely prevails over the urge to run up and just shoot them with Brigh Ordinance. "I mean -- at least ghosts are relatable!" he cries over his shoulder as he shuffles hurriedly out after the others.

Once outside...
~~~
"Those spooky things -- burning space travellers -- how horrible!" he says to Chaance and Yambul, referring to the poltergeists. "I see they are very mean. They're just -- probably overcompensating."

Spells/Mutagen:

5 first, 3 Second
(1st) Shield(Yambul)
(1st) True Strike
(1st) Cure Light Wounds x3
(2nd) Cure Moderate Wounds x2
(2nd) Invisibility
Mutagen (Con +4, Cha -2

Ratus:

+2 competence bonus on Perception checks and on all Knowledge checks (50 min)
Can use craft (alchemy) to identify potions as if using Detect Magic
Hits: 38/28 (Mutagen)
AC 18 / 16 (Mutagen) (16), touch 14 (+3 dex, +1 racial), flat-footed 13 (+2 armor, +1 racial)
Brown nanite hypogun charges: 7/10
Wand of Cure Light Wounds: 31/50
Radiation Detector (6/10 charges)
Neraplast Armor Charges: 19/24
Laser Pistol (Charges): 10/10
Laser Rifle: 20/20
Batteries Charged): 9/14
Empty Battieries: 5 /12
Zzvkgrogk Special (Alchemical Ordinance): 7 / 8


F Half-elf Craftsperson

Hmm..the map is different? We're all outside now? That's probably better than stuck in that hallway.

"Let's heal up and try that again. Maybe if I get a look at what that was I can figure something out," Rhoreen offers.


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

”We will go back, and when we do I suggest that we avoid the poltergeist room, and press on east. If we are quick, we can scoot by the open doorway before a single broken plate can be trained on anyone! If Rūha is correct, that those ghost-almostbees can’t leave that room anyway. Either way, we close the east door and press onward for the other – what did you say Chaance? ‘Wil-o-wisp’? How should we prepare for that?”

Spells/Mutagen:

5 first, 3 Second
(1st) Shield(Yambul)
(1st) True Strike
(1st) Cure Light Wounds x3
(2nd) Cure Moderate Wounds x2
(2nd) Invisibility
Mutagen (Con +4, Cha -2)

Ratus:

+2 competence bonus on Perception checks and on all Knowledge checks (50 min)
Can use craft (alchemy) to identify potions as if using Detect Magic
Hits: 38/28 (Mutagen)
AC 18/ 16 (Mutagen) (16), touch 14 (+3 dex, +1 racial), flat-footed 13 (+2 armor, +1 racial)
Brown nanite hypogun charges: 7/10
Wand of Cure Light Wounds: 31/50
Radiation Detector (6/10 charges)
Neraplast Armor Charges: 19/24
Laser Pistol (Charges): 10/10
Laser Rifle: 20/20
Batteries Charged): 9/14
Empty Battieries: 5 /12
Zzvkgrogk Special (Alchemical Ordinance): 7 / 8


Elf Bookworm/9

"It's wispy, so I'm not sure you want to. Prepare, that is. I think it's more of an avoid-at-all-costs threat." Chaance caatches her breath, wondering how they can minimize their encounter time in this wreck.


Iron Gods: Iron maps;

Yambul and Chaance spines fill with terror but their legs respond just good and run away and out of the wreck.

The rest of the party follows and there is no more scrap thrown at you. At least for now. Outside, the chilly and dense mist engulfs you forcing to stay very close in order to still see your faces, but not letting you see if the poltergeists or other menaces lurk at you more than 5 feet away from you.

Those of you that looked through the eastern door where the lights Chaance named as will-o'-wisp were, saw what seems the tangled remains of a broken engine and a destroyed reactor melted down and fused most probably due to an explosion suffered during a crash.

You had not much time to observe the dark southern room, but some of you glimpsed there what seemed some kind of pods like the ones where you found Baine or Whiskifiss.

From the look of it, both east and southern doors are as unpowered and hanged as the northern door in the hallway.

Perception DC 41:

1d20 + 25 ⇒ (16) + 25 = 41
You have the unsettling feeling that something is lurking at you, but there is nothing you can see.


F Half-elf Craftsperson

Rhoreen will wait a minute or two, waiting for those that need healing to get it, and then will stealth her way in, hoping to get to a point where she can sneak a peek into the room from behind cover or further away.

1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 Stealth


Human (Kellid) He/Him

When the fear abates, Yambul still isn't sure, "I dunno about going back in there. I mean, incorporeal and invisible? After I touch 'em once, I'm done - I got nothing that'll hurt 'em."

He worries further, still remembering the fear that held him so tightly. "I'll go fight the other things, the wispy things. Yeah, that sounds easier. Let me go do that. You guys deal with the ghosty things."

He'll sneak up with Rhoreen confident in his skills.

Stealth: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9 (armor)

Sigh... Sorry Rhoreen.

"So hey, how's it going?" Oh s#$*! He whispers, trying to be quiet this time, "So how's it going?"


Iron Gods: Iron maps;

Poltergeist perception:

1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 9 ⇒ (6) + 9 = 15

Rhoreen sneaks into the hallway and peeks into the room. Soon the scrap starts to move and be thrown at her.
1d100 ⇒ 94
Large rusted screw vs Rhoreen: 1d20 + 3 ⇒ (19) + 3 = 221d4 ⇒ 1
Melted can vs Rhoreen: 1d20 + 3 ⇒ (5) + 3 = 81d4 ⇒ 3
Glass shard vs Rhoreen: 1d20 + 3 ⇒ (7) + 3 = 101d4 ⇒ 1
A rusted screw scratches the half-elf's face, but she backs bechind the wall cover in time to avoid the other projectiles.

It is then when three of these evil presences manifest themselves in the hallway, with their shattered suits in flame. They are scary!
Please THREE fear rolls for Rhoreen (and anyone that followed her), or become frightened 1d4 rounds.

Then, they fade back to their natural invisibility.

K. arcana DC 17:

The things being hurled at you follow some kind of telekinetic power, and you also induce there are some invisible creatures in this room.

Anyone with this information can pinpoint where the presence is and attack it with total concealment with a Perception DC 21 (you need line of sight into the room, or be in the room if you are using melee).
(Note targeted spells like magic missile cannot be used against targets with total concealment).

K. religion DC 12:

You identify the presences as poltergeists. See previous spoiler for more info.

Appraise DC 20:

Your quick appraising eye quickly spots what you were looking for, a few old explosives at the far end of the room. You do though also spot old batteries sprawl among the litter, most likely depleted ones, a few useful technological gear, but most interestingly what seems a grenade launcher.

Your eye does though also spot a treasure that might become more dangerous if thrown by the presence in this room, there are three grenades in the floor which might explode on impact if they are still operational. And they look in very good conservation state.

I guess Rhoreen will not remain there even if she makes the rolls as it seems she only wants information, but if you wish, we will roll Initiative again


Human (Kellid) He/Him

Will: 1d20 + 5 ⇒ (16) + 5 = 21
Will: 1d20 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 5 ⇒ (9) + 5 = 14

Yambul flees again...

Once outside. Again. He suggest, "Look. Let's just go to the dish and maybe blow it up another time. This is over our heads."

He doesn't look happy, but can see no better way forward.


F Half-elf Craftsperson

Did you know that the Fear spell is a necromatic, not enchantment, spell? Sheesh.

1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Will vs. DC 14
1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Will vs. DC 14
1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 Will vs. DC 14

Rhoreen holds her ground, smugly, even as Yambul nearly gooses her. She looks on, bravely, and tries to figure out what there is to figure out.

1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18 Know (Arcana)
1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Perception
1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 Know (Religion)
1d20 + 5 ⇒ (1) + 5 = 6 Appraise

Rhoreen nods to herself, and smugly and slowly follows Yambul out the door. She brushes off some dust from her shoulder, unperturbed in the least.

”Bad news: they are poltergeists. Worse news is that yes, they are unseen. Good news is that they don’t hit very hard,” she shows the bruise she earned from the large rusted screw, and shrugs. ”But also good news, is that with a blanket of magic glitter, we might be able to see them, and thus, use our magic weapons against them. Heck, even Ruha’s new ring will be very useful. And my wand. Shall we give it a go?”

Rhoreen waits for others to compose themselves.

”My glitter should get most of the room. I think we can do this. Yambul, do you have a magic blade?”


Female Kasatha Monk 9 | AC 33 T 25 FF 27 | CMD 32 | HP 55/59 | F +8 R +10 W +13 (+2 vs ench); Immune disease | Init +3 | Perc +18 | Advice 5/15 SF 10/10 Ki 6/10 | Active Status: --

"Magic glitter?" Rūha looks back at the wreck, thinking about the dimensions of the room and hallway. "We've also got at least one will-o-wisp to contend with too. So if your glitter can reveal things that are invisible, we'll want to try to get them all in one go. We could try to lure the will-o-wisp out so that it gets caught with the rest of them."

The will-o-wisp's likely to be the spiciest part of this, given its high AC even after glitterdusting. We could also come back later when we're better equipped.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

Zzvkgrogk sneaks close enough to get a peek, then promptly runs shrieking out of the wreck waving his hands in the air.

WillDC14: 1d20 + 3 ⇒ (8) + 3 = 11 Terrorized for: 1d4 ⇒ 3 rounds.

"AAAAAHH! They're on FIRE!"

~~~~
"We have to go back, we have to. There are supposed to be explosives here we need."


F Half-elf Craftsperson

”Yeah, we can come back whenever, now that we know what we face,” Rhoreen only somewhat agrees. ”But I’m not looking forward to transversing that maze and fog again. Maybe we’ll do better now that we know the way. But also, we can prepare better. I could double the amount of glitter that I can toss about. I can do that. At the least.”


Human (Kellid) He/Him

Yambul disagrees. He doesn't like a foe he can't fight, let alone three of them. "Plus, with that fearsome mien, we won't be fighting as a group. Just in ones and twos. Do we really need this?" he pressures the group to fall back and leave it be.

But if everyone is going back in, he'll begrudgingly lead the way, falchion at the ready, for what it's worth, and steeling himself from their fear - which is worth even less.


Elf Bookworm/9

Chaance regains her composure, cheeks flush in embarrassment at having run in the first place. "Well, if Birdfood's, uh, my magical bow can injure them, then I'm alright attempting to clear this place, if only so I don't have to lay eyes upon it a second time in my life."

The elf looks back into the wreck, uneasily. "The wisp vexes me. It's an aberration, tis true, but I need to see it to down it."


Iron Gods: Iron maps;

The group makes it out of the wreck again to further discuss. Yambul and Zzvkgrogk are scared, but Yambul starts too feel used to this.
Yambul made the check for 2 of the poltergeists and does not have to worry about them for the next 24 h. Rhoreen made the check for 3 and does not have to worry about them for the next 24 h. Likewise, Rūha saved before against two of the poltergeists and does not have to worry about those two

Perception DC 30:

1d20 + 25 ⇒ (5) + 25 = 30
You have the unsettling feeling that something is lurking at you, but there is nothing you can see.


F Half-elf Craftsperson

Rhoreen agrees that coming back tomorrow with double the glitter is an idea. As is just trying to get rid of the poltergeists and seeing what's what. She is open to waiting a day, but also needs consensus.

"I did not see the wisp, Chaance. Do you think it will be able to see us and interfere with the fight? Is there a way to block off that door so we can focus on one at a time?"


Female Kasatha Monk 9 | AC 33 T 25 FF 27 | CMD 32 | HP 55/59 | F +8 R +10 W +13 (+2 vs ench); Immune disease | Init +3 | Perc +18 | Advice 5/15 SF 10/10 Ki 6/10 | Active Status: --

Perception: 1d20 + 13 ⇒ (19) + 13 = 32 Whoa.

"Double the glitter seems sensible. We can't rule out there being more of either the poltergeists or will-o-wisps hiding just around the corner." (My vote is for coming back the following day with an extra round in the glitter-gun. Especially because clearing out the poltergeists won't fully put them to rest until we work out how to settle them.)

"Not to be too alarming..." Rūha peers into the mists, listening for the source of the feeling she's getting "But I think something followed us out here. Maybe the will-o-wisp, or maybe something else. Be on your guard."


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

Once Zzvkgrogk recovers and looks less like he brushed his fur with a balloon he says, "Oh, it can wait another day, I don't think it will change much in that time. I can use the time to make another mutagen."

Rūha wrote:
"But I think something followed us out here. Maybe the will-o-wisp, or maybe something else. Be on your guard."

Zzvkgrogk looks around in the mist gripping the accelerator of his red bike. "Too bad you d-don't have any glitter bombs now..."


F Half-elf Craftsperson

”I told you have I have one now, <*sound*>” Rhoreen answers Zzvkgrogk with a sound that resembles a ogress snorting a goblin through a hollow bo staff. ”One today now, two tomorrow, mayhaps. But what’s more, I want to see that wispy thing that Chaance mentioned…maybe I’ll go back in *ALONE*,” Rhoreen looks at Yambul, ”…to see what that might be. If we’re gunna come back tomorrow, I’d like to be better prepared.”

1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 Stealth

Rhoreen will creep back in to see if she can see the wispy thing, never giving the poltergeists a clean shot, and trying to use cover.


Iron Gods: Iron maps;

Whatever it is Rūha felt, it is just content with lurking at you, at does not attack when you leave the wreck.

Chaance Survival: 1d20 + 9 ⇒ (14) + 9 = 23
1d100 ⇒ 95
The pass through the misted canyon is as penurious as the first time, but fortunately Chaance guides you through and you are not ambushed this time.

1d100 ⇒ 63
Once you are out, you can once again ride freely through Scarwall and no one appears in your path to oppose you, despite you spot a few curious scrappers working on well, the scrap piles.

In between half an hour to one hour you set yourselves back to the Warren, or the Workshop of Brigh if you do prefer, to expend the rest of the day there. Checking your bikes, you find out you have ran out about a quarter of the battery on them.

K. arcana, K. religion or Spellcraft DC 15:

You know glitterdust will be useful but a bit tricky to pull, for incorporeal creatures have only a 50% chance of being affected by non damaging magic (exception on force and positive energy effects of course).
We will roll independently for each creature, so most likely you will have some easy picks and some others you would have still to work hard on.


Human (Kellid) He/Him

Yambul grumbles a bit that if they were in a proper city, they could turn all this loot they've accumulated into a proper magic weapon.

Failing that, he suggests, "Me 'n Rüha should go in front 'cause with Zzvkgrogk's shield and Rüha's natural talent they can't seem to hit us. If the wispy thing shows up, I'll go get it as that's the only thing I can hit." he grins at the thought.

He'll spend part of his afternoon working on jewelry, twisting bits of wire and little precious stones. He doesn't finish anything, just working on a few pleasant projects. But it's not all fun and games. He takes out his well work book too and studies a part of the day.

Early the next day, he accepts his shield from Zzvkgrogk and mounts up to head back into the mist. When they arrive, he'll shield-up and stride into the place, looking for trouble!

I don't think we're in any particular hurry at this point, and it's probably good for our reputation to get out in front of us a bit. So Yambul is quit content to chill an afternoon.


Elf Bookworm/9

Chaance does her best to relate to Rhoreen the Will-o'-Wisp's appearance, when it chooses to be seen, and its ugly motivation to seek out fear and feed upon it, from what she's heard from folklore and the like.

If they're holding this conversation on their way out through the mists, so much the better. She's had her fill of fear for the day, and dreads their return, though better prepared, as they'll have to deal with the same hostiles. Especially the surviving sabosan. She rubs her shoulder at the memory.

...

She largely rests, enjoying the banter of the ratfolk, while observing the preparations among her own pack.

...

The next day, and Chaance has gotten up enough nerve to join her crew, and return to the wreck, despite every survival instinct in her reptilian brain suggesting another course of action, in another part of Scrapwall, damn the mists.


Iron Gods: Iron maps;

The ratfolk at the warren are very interested by what you found in the wreck and ask you specially about the explosives "Yeah, that place is haunted, I know of none who dared to go that deep in there. That place probably holds long time forgotten secrets of the creation of Scrapwall" Redtooth reasons while you have dinner together.

Feel free to describe activities back in the base, but I am moving us forward today

1d100 ⇒ 1 1d100 ⇒ 32
The next day you wake up refreshed and start up your vehicles. It is early in the morning and the sun is not full yet, but there is enough light for you not to need additional help. While you exit the Redtooth's territory, you are surprised by the sudden apparition of a black sphere in one of the piles of scrap. It is so densely black that you cannot see inside.

Darkvision:

You feel like your eyes want to pierce inside, but you need to approach to the reach of your special sight.

K. arcana DC 17:

You think you are in front of a darkness effect.

The sphere is more than two hundred away, so probably you can just easily skip the area taking a detour. This definitely was not there before and only appeared a few seconds ago.


F Half-elf Craftsperson

Looks like Rhor is behind on a few checks.

1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 Know (Arcana) - incorporeal
1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18 Know (Arcana) - darkness

Rhoreeen will explain what she worries about with the glitterdust and the poltergeists, but is also sure that she'll overcome it...because of course she will. That's how it works.

"That darkness is not natural. Something is happening there that they don't want others to see," Rhor wonders what might be happening there aloud.


Female Kasatha Monk 9 | AC 33 T 25 FF 27 | CMD 32 | HP 55/59 | F +8 R +10 W +13 (+2 vs ench); Immune disease | Init +3 | Perc +18 | Advice 5/15 SF 10/10 Ki 6/10 | Active Status: --

The previous day, Rūha spent much of her afternoon outside the warren, alternating between exercising nervously as she worries about the return to the wreck the next day, and jotting more notes in her rapidly ballooning journal.

Today, she peers less worriedly at the sphere of darkness up ahead. "The question is only whether it's worth trying to investigate. I can't imagine it'll be much easier to probe than the mists were yesterday, nor do I expect it'll be something altruistic behind that magic." She looks to the others to see if they're interested. The darkness seems an unwelcome risk on a day that should already be packed full with them.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

Zzvkgrogk is especially heartened by dinner being sweet potato stew, one of his favorites. He positively glows at dinner.

Redtooth wrote:
"That place probably holds long time forgotten secrets of the creation of Scrapwall"

"Yes," Zzvkgrogk agrees greedily nibbling at his spoon full of well spiced potato. "We shall see."

~~ Later in the Warren after fattened on stew.

"Oh, look -- our bikes need power! I hope we find a battery charger soon. If this was a real city, I'd also buy much in the way of scrolls."

~~ Later in the wild.

KnowArcDC17: 1d20 + 10 ⇒ (15) + 10 = 25

Darkvision: [Show] "Oh, that looks... dense... gonna have to get closer." For a closer look, Zzvkgrogk starts to approach cautiously as one might when they suspect quicksand.

Survival: 1d20 + 6 ⇒ (2) + 6 = 8

And probably sinks. Approach to within 60 feet.

Spells/Mutagen:

5 first, 3 Second
(1st) Shield(Yambul)
(1st) True Strike
(1st) Cure Light Wounds x2
(1st) Long Arm
(2nd) Cure Moderate Wounds x2
(2nd) Invisibility
Mutagen (Dex +4, Wis -2

Ratus:

+2 competence bonus on Perception checks and on all Knowledge checks (50 min)
Can use craft (alchemy) to identify potions as if using Detect Magic
Hits: 28/28 (Mutagen)
AC 16/ 16 (Mutagen) (16), touch 14 (+3 dex, +1 racial), flat-footed 13 (+2 armor, +1 racial)
Brown nanite hypogun charges: 7/10
Wand of Cure Light Wounds: 31/50
Radiation Detector (6/10 charges)
Neraplast Armor Charges: 19/24
Laser Pistol (Charges): 10/10
Laser Rifle: 20/20
Batteries Charged): 9/14
Empty Battieries: 5 /12
Zzvkgrogk Special (Alchemical Ordinance): 7 / 8


Iron Gods: Iron maps;

Zzvkgrogk gets very close to the darkness sphere.

Zzvkgrogk or anyone with darkvision approaching:

Within the magical darkness you spot two twin tall humanoids with pale brow and black, soulless eyes with a black scarf wrapped around their face.

Perception-distance-distracted: 1d20 + 8 - 6 - 5 ⇒ (1) + 8 - 6 - 5 = -2
They are distracted collecting some advanced scrap in the pile and do not notice the ratfolk.

K. Local DC 19

Spoiler:

These are rare creatures from the Darklands known as dark folk.


F Half-elf Craftsperson

To make sure we’re all have the same understanding of Darkness…the sun isn’t up yet? Because it shouldn’t be noticeably dark in areas of direct sunlight, and even marginally changed in normal light. Rhor’s low light vision should be fine there.

Rhoreen waits to see what Zzvkgrogk sees as she follows on her cycle. She will stick to the daylight/normal light, and avoid the darkness.

”We can wait a bit for the sun to rise. That might help.”


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

Darkvision:
ZZvkgrogk hides behind a dune and continues to watch to see if those working in the sphere of darkness disappear with it as abruptly has they appeared.

Stealth: 1d20 + 12 ⇒ (16) + 12 = 28


Human (Kellid) He/Him

Yambul moves up 'a bit' to try and keep the darkness and Zzvkgrogk's position in sight in case he's needed. He does it on foot though, and stays well back so as not to be a distraction.

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12

Hopefully he's back far enough that a 12 is good enough.


Iron Gods: Iron maps;

Yambul gets closer, he can see the unnatural darkness globe pretty clearly now. From there, he can spot Zzvkgrogk very clearly. The ratfolk is apparently stalking someone.

Darkvision:

Perception-distance-distracted: 1d20 + 8 - 6 - 5 ⇒ (8) + 8 - 6 - 5 = 5
Perception-distance-distracted: 1d20 + 8 - 6 - 5 ⇒ (10) + 8 - 6 - 5 = 7
The two figures keep working in the scrap, one of them raises what seems a battery, cleans it a bit and puts it into a large bag.

Their pale faces seem to be a copy of one another. These dark people are twins. One of them tells something in a gibberish language none of you know. The other one responds likely.

Those of you close to the darkness sphere hear some gibberish speech no one of you understands as a recognizable language.


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1

Zzvkgrogk trundles back to the group and pulls them all behind a bigger dune.

"So, there's these two twin humanoid things with soulless eyes -- kinda creepy -- and they have black scarves over their face. Maybe they prefer collecting scrap in the dark? Aside from the batteries, I don't think the scrap they are collecting is worth anything. We could try and jump them in the darkness and take their scrap, or we could try and hail them. Can anyone dispel their darkness?"

He thinks for a moment.

"Or we could just leave them alone and go about our spooky business."

He peeks over the edge of the dune to see if the orb is still there.


Iron Gods: Iron maps;

A few minutes after Zzvkgrogk has joined back the group, the dark sphere sinks into the pile of scrap and disappears, leaving no trace of the figures the ratfolk describes.

1d100 ⇒ 94
Assuming you resume your trip, it only takes you about half an hour to reach the mists and there, you trace back through the canyon again leaded to Chaance until you are back in front of the wreck.

There have been no more surprises in your way and again you overhear the metallic noises inside and spot the blinking lights around the corner of the hallway.


Elf Bookworm/9

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge(Arcana) v DC 17: 1d20 + 10 ⇒ (3) + 10 = 13

Chaance stalks Zzvkgrogk, uncertain about the sphere of light-negation, but also anxious for one of their own getting so close as to possibly be snatched up and away, like she had almost been the day before.

Perception: 1d20 + 12 ⇒ (10) + 12 = 22

The newness of the language emanating from the ominous sphere of light-negation, and Chaance can't help but cast her own magic. Daily use of Comprehend Languages

When they've returned to the fold, the elf explains whatever she may or may not have overheard, as a result of her spontaneous magical maneuvering.

...

Survival: 1d20 + 10 ⇒ (6) + 10 = 16

Chaance readies for another bout of nerves, and reassures herself that the wisp is something she'll be able to deal with, should they cross paths. Of course we'll cross paths, that space was so cramped, it only has to wait for us to stumble upon its daily territorial investigations...


F Half-elf Craftsperson
Zzvkgrogk III wrote:
"Or we could just leave them alone and go about our spooky business."

"Yeah, I think that's for the best, probably," Rhor says with a bit of pity. "Let scavengers scavenge if they are not hurting anyone."

* * *

Rhoreen will offer her usual magic protections to herself and Ruha, and then also give herself a heroism when they arrive to the bad place.

She will park her bike and be ready to enter, first or last or in between, but she's ready to toss some glitter like she's getting wedded to a unicorn.


Human (Kellid) He/Him

Status:
AC: 23 (t14, f16) (applied: shield +4) HP: 54/54 Hero Points: 3
Weapon Equipped = Falchion
Conditions = Shield (1/5m)
Falchion: Attack: 5 BAB +4 Str +1 Focus +1 MW (-2 PA) Damage: +6 Str (+6 PA) Crit: 18-20x2 DR: Adamantine
Chef’s knife: Attack: 5 BAB +1 MW +4 Str / +2 Dex Damage: +4 Crit: 19-20x2 Range: 10’
Studied: () (mv/im; +2 att, dam, bluff, knowledge, perception, sense motive, survival)
Spell Like (1/1d, st, Prestidigitation cl1)
Spell Like (1 time, st, Cure Serious Wounds cl5)
- - -

Yambul is much relieved when Zzvkgrogk comes back unharmed. "So be careful out there. You get too close..." frets the big man. I should get something to move faster, then I can hang back a bit. He makes plans.

When they return to the mist, Yambul grows more quiet - using every ounce of energy to listen for trouble. Once inside the structure though, he's ready to go.

"Let's get these bastards!"

He quaffs Zzvkgrogk's shield protection and wades in!

Moved on map.


Iron Gods: Iron maps;

Chaance:

You hear the figures talk about the battery they just found and seem to be deceived by how little scrap of use are in this part compared with the "clogged rift". One of them comments the Sun is soon to be full and they should return to the cavern with the other dark folk.

Once you start to move into the wreck, it does not pass much time before the haunting entities within make their presence known.

Initiative:

Chaance: 1d20 + 3 ⇒ (6) + 3 = 9
Rhoreen: 1d20 + 2 ⇒ (20) + 2 = 22
Rūha: 1d20 + 3 ⇒ (19) + 3 = 22
Yambul: 1d20 + 2 ⇒ (1) + 2 = 3
Zzvkgrogk: 1d20 + 3 ⇒ (5) + 3 = 8
Will-o'-wisp: 1d20 + 13 ⇒ (15) + 13 = 28
Poltergeists: 1d20 + 1 ⇒ (20) + 1 = 21

The lights in the eastern room soon disappear (left the token in the map so you know last known position) leaving you to your own light sources.

Rhoreen and Rūha though react faster than the poltergeists.

Rhoreen: mage armor 10 h, heroism 100 min
Rūha: mage armor 10 h
Yambul: shield 5 min
Round 1: Will-o'-wisp, Rhoreen, Rūha, Poltergeists, Chaance, Zzvkgrogk, Yambul

Rhoreen and Rūha for now. I left a glitterdust template in the map, please set it where you want (and you have line of sight to).
Remember everything is difficult terrain.


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Female Kasatha Monk 9 | AC 33 T 25 FF 27 | CMD 32 | HP 55/59 | F +8 R +10 W +13 (+2 vs ench); Immune disease | Init +3 | Perc +18 | Advice 5/15 SF 10/10 Ki 6/10 | Active Status: --

Earlier:
When Zzvkgrogk reports what he saw, Ruha agrees with Rhor "There's no reason to believe every unusual person in this place is out to harm us. In fact, I would rather offer a friendly first impression, now that we're starting to gain a reputation. Maybe we'll find others like Redtooth or Sevroth who are willing to talk."

Now:
Making sure to get a new mage armor from Rhor.

Rūha waits to follow Rhor's lead, looking to let the woman deliver her glitterdust and then step in to cover her against any incoming counterattacks. She raises her guard, hoping it'll be easier to deflect the incoming projectiles once she can see the creatures throwing them.

(Delaying until after Rhor. I've moved Ruha into her target position in the northern room, but she'll actually take her movement only after Rhor dusts the room. Once there, she'll begin providing advice to the group. Don't forget that advice is +2 attack/dmg, and also +2 morale bonus vs. charm and fear effects)

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