[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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Iron Gods: Iron maps;

As the group tends to their wounds and stabilizes the remaining humans, Yambul conducts a thorough examination of the fallen Kellids. To his relief, he discovers that only one of them has succumbed to the chainsaw onslaught, though a couple of them are looking very badly.

Meanwhile, Redfang nods in agreement with Zzvkgrogk's suggestion to explore the main building of the winery for any lingering threats "Aye, we best make sure there ain't no more of them cultists hidin' in there," he grunts, his voice tinged with determination "Let's move out and see what we find."

Please set yourselves in the winery map, so we know how you proceed exactly.


F Half-elf Craftsperson

I don't know where Chaance or Ruha are, but still hoping to get an assist with my Religion check and answer Redfang's question. I'll be holding for a while longer.

Rhor continues to ponder Redfang's question.


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

Ruha auto-aid's Rhor's religion check.

"They certainly do seem to be victims Redfang, for its a hallmark of Lamashtu's followers to try to twist the natures of living things." Ruha listens in to Rhor's further conclusions on the topic, noticing that the woman seems on the cusp of something important. "Either way we should keep them safely secured for now as you've done Yambul, since they don't seem willing to listen to reason."

She agrees with the pyre plan, but adds "Typically infernal outsiders are happy to bathe in fire, and I doubt that has changed after this one's death. We'll have to think of something else, though I'm sure Yambul has some ideas."

Once the group is patched up and the Kellids have been secured, she looks over the winery. "Why don't we come in from the side rather than bottle up at the front door. It seems open..."

If I'm interpreting the map right its open to the elements on the eastern side so we could go in that way.


F Half-elf Craftsperson

Someone should take the ring. Someone who bleeds a lot, probably.

Redfang wrote:
”And what of the other Kellids? Can we offer them aid or assistance in any way? They may be victims as much as foes in this ordeal."
Redfang’s Kin wrote:
” Not a clue. Calliope?”

With Ruha’s reminder, Rhoreen’s eyes light up as she realizes what must be done. She will explain the spoiler above to the party.

”…so yes, I think we can do something. It will take a day, and will certainly be worth it to save the lives and souls of the afflicted,” Rhoreen notes smugly. ”I can probably do the ritual easily if I take my time and if we work together.”

She will make sure that Redfang’s questions are answered before moving to the other parts of the map.


Iron Gods: Iron maps;

Redfang listens attentively to Rhoreen's explanation, nodding thoughtfully as he considers the proposed plan "Aye, if there's a chance to help them, we should take it," he responds, his voice gruff but earnest. "We've seen enough folk twisted by dark forces. If there's a way to bring 'em back from that edge, we'll do it. The Kellid tribes will be grateful to see some of their warriors come back."

He then turns his attention to Rūha's suggestion about the demon's remains "You're right, Rūha. We'll need to be careful with how we handle that. Let's think on it a bit more as we explore the rest of this place. There might be something here that'll give us a clue."

The eastern side of the winery is exposed to the environment indeed. In fact, many of the walls are partially collapsed, thus you can enter through the east, the north-west or the south, in addition to the main door.


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

"Remove Curse? Augh! I should have bought that one!" Zzvkgrogk exclaims, disappointed that he once again is unprepared. "Hey, maybe there's a spellbook laying 'round here... Shall we?" He heads after Yambul and Rūha.


Human (Kellid) He/Him

Yambul moves into position at the side of the house.


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

While Yambul moves into position, Rūha quietly peeks around the corner and listens for any sign that the groups presence has been noticed by something in the house.

Perception: 1d20 + 18 ⇒ (6) + 18 = 24


Elf Huntress 10

Emboldened by the Kellids' inherent weakness, Chaance takes to the stairs on the west side of the building, inspecting them for signs of recent activity first before climbing them.

Survival, Tracking: 1d20 + 18 ⇒ (10) + 18 = 28
Perception: 1d20 + 16 ⇒ (20) + 16 = 36 -2 against being Surprised


F Half-elf Craftsperson

Rhoreen moves over to support Yambul at the other door.

”Yeah, this looks good.”


Iron Gods: Iron maps;

The group cautiously enters the Knock on Wood Winery through the ruined rooms, your footsteps echoing softly in the decrepit space. The scent of cedar mingles with the musty air, a testament to the winery's age and history. As you explore the dilapidated bedrooms, reminders of the establishment's former use as lodgings for inebriated patrons, you find all the furniture has been ruined by the rain and time.

Meanwhile, Chaance approaches the ruined tower, followed by Redfang, its crumbling walls a stark reminder of past defenses against bandits and demons. Despite its dilapidation, the alien huntress uncovers a hidden treasure concealed within the mossy stones and rotten crates—a burlap sack containing ill-gotten gems and gold pieces worth a substantial sum.
2400 gp

Picking up the spoils, Chaance gets deeper into the building as the stairs end in a collapsed floor. The rest of the group continues their exploration, eventually reconvening in the winery's storefront. Here, amidst the remnants of the once-bustling trade in rare and exotic alcoholic elixirs, you share your findings and observations.

The faint light filtering through the broken windows casts long shadows over the remaining bottles and barrels, a silent witness to the passage of time and the quiet decay of forgotten treasures.

A cursory exploration finds some stares going into the basement.


Human (Kellid) He/Him

Yambul shrugs at Chaance's recklessness, and is glad when it doesn't compromise the group. When the stairs are found, he'll prepare to descend - though he waits for the others to be ready.

On the map there are some rooms still covered. Did we not check those? If not, Yambul would open some doors upstairs first - also when folks are ready.


F Half-elf Craftsperson

Rhoreen flies in, careful to stay off the ground and keeping her eyes open. She will cast Detect Magic as she patiently looks around.

1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 Perception

She nods to the door and wonders if checking out the current floor before moving on is wiser than risking an attack from behind.


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

"Hmmm... that's a lot of treasure to just leave behind..." Ruha takes a careful peek into the easternmost room/building. "Where exactly are our bandits?"

Yep, lets clear the remaining unexplored rooms on this floor first.


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

"Happy to check the unopened spaces before decending into the basement," Zzvkgrogk states. "I think we left some in the barn unchecked, too."

He watches Rhoreen cast and wait to hear what she finds. In the meantime, he checks things out as well.

Perception: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 Heightend Awareness/Trapfinding


Elf Huntress 10

While the kasatha checks eastern, elfdroid goes western, examining the door behind the bar, nodding to Redfang in case something untoward spills out. Moved on Map


Iron Gods: Iron maps;

As the group explores the unopened rooms on the upper floor of the winery, you discover contrasting scenes. In one room, remnants of the Lamashtu cultists' presence linger—a collection of peculiar items left behind, hinting at their dark rituals and practices. Among the items, you find sinister-looking symbols etched into the walls, occult paraphernalia, and a small altar adorned with dried bloodstains and some unlit candles. It's evident that this room served as a focal point for the cult's activities.

However, your luck takes a turn in the next room as you are met with a less appealing sight. A pile of vermin scurries away as the door is opened, leaving behind only a foul stench and evidence of their presence—gnawed scraps of fabric, scattered droppings, and other signs of infestation. With nothing of value or interest to be found, you quickly moves on, eager to leave the unsavory discovery behind.

With cautious steps, you descends the creaking stairs leading down into the winery's cellar, your senses on high alert for any sign of danger. Reaching the dimly lit cellar, you're met with a maze of barrels and shelves, casting long shadows in the flickering magic light you bring in.

The air grows cooler and damper, carrying with it the faint scent of aging wine mingled with the earthy aroma of the underground.

Perception DC 23 (-2 if no darkvision/low-light vision):

At the first intersection, you spot a tripwire attached to an adjacent barrel. A non observant person passing by would easily see the barrel falling over, risking to be hard hit on the skull or the ankle.
It is not difficult to disband, you can just cut the wire, but it takes some skill to avoid it triggering while you do it.
Disable Device DC 20

New Winery Cellar map is available!


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F Half-elf Craftsperson

Rhoreen, with her smug low-light vision, looks around the area as she floats above Zzvkgrogk 5' up.

1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 Perception

She is too busy being superior to notice anything than her own superiority. She does cast Detect Magic in case there are any magics being hidden in the wine barrels. She will wait a moment to see if her magics can pass through the woods and note any auras.


Elf Huntress 10

Perception: 1d20 + 16 ⇒ (12) + 16 = 28 -2 v Surprised
Stealth: 1d20 + 16 ⇒ (10) + 16 = 26
Disable Device v DC 20: 1d20 + 18 ⇒ (5) + 18 = 23

Chaance moves forward, interested enough to interact with the tripwire, then show everyone the snipped section. She only waves it, before returning to the stairs, wordlessly, expecting everyone else to understand that the basement is... uninviting.


Human (Kellid) He/Him

Yambul takes a moment to toss an ioun torch into the spinning ioun stones already revolving around his head.

He prepares to move into the room, before halting at a warning from others. He waits until the trap is cleared, and then proceeds into the room.


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

"Ooh, good catch Chaance." Zzvkgrogk follows, keeping his eyes peeled -- but is really too distracted by Rhoreen's sudden onslaught of smugness.

Percept: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20 Heightened Awareness, Trapfinding


Iron Gods: Iron maps;

Chaance skillfully disables a tripwire trap, showcasing her expertise to the rest of the group before proceeding into the room. Yambul, taking heed of the warning, waits until the trap is cleared before following suit.

Perception:

Target stealth +14/+16: 10 + 14 = 24
Chaance (+2 vs clockwork, -2 surprises): 1d20 + 16 ⇒ (11) + 16 = 27
Rhoreen: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Rūha: 1d20 + 15 ⇒ (19) + 15 = 34
Yambul: 1d20 + 4 ⇒ (9) + 4 = 13
Zzvkgrogk (+2 Heightened Awareness): 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21

Initiative:

Chaance: 1d20 + 4 ⇒ (9) + 4 = 13
Rhoreen: 1d20 + 2 ⇒ (7) + 2 = 9
Rūha: 1d20 + 3 ⇒ (14) + 3 = 17
Yambul: 1d20 + 2 ⇒ (2) + 2 = 4
Zzvkgrogk (+2 more Mutagen): 1d20 + 3 + 5 ⇒ (10) + 3 + 5 = 18
Quasit: 1d20 + 8 ⇒ (5) + 8 = 13
Gremlin: 1d20 + 6 ⇒ (20) + 6 = 26

The Kellid is entertained with the light of the orb orbiting on his head and does not well notice the movements over the barrels as Rūha, Chaance and Rhoreen do.

Just that his armor suddenly starts to feel pretty warm.
Three times Will DC 15 vs heat metal

On the darkness of the winery you spot three small hideous, hunchbacked creatures with three glowing blue eyes and oily hair.

K. nature DC 12:

This is a Nuglub Gremlin, a chaotic evil Small fey with DR 5/cold iron, SR 13 and some knack to trip enemies. In combat, it employs its bite which can grab and claws which excel at tripping, along with its spell-like abilities: heat metal, shocking grasp and snare.

Nuglub gremlins revel in combat, displaying a manic glee uncommon among their kin. They spend hours sharpening claws and crafting traps, seeking out violence even in urban settings. Their murderous tendencies extend to stealthy nocturnal killings, causing discord among unsuspecting communities.

Nuglubs prefer attacking armored foes, using their abilities to weaken and trip them before descending upon fallen victims in a frenzy. Despite their brute nature, nuglubs enjoy constructing traps in familiar areas, delighting in the pain they inflict. Standing 2-1/2 feet tall and weighing around 25 pounds, they typically act alone or in small groups, prone to quarrels and cannibalistic tendencies.

Hidden over the barrels, there are also four tiny winged demons with ram horns that curl back from their twisted heads.

K. planes DC 12:

This is a quasit, a Tiny chaotic evil outsider is not very tough. It has fast healing, DR 5/cold iron or good, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10. In combat, it employs its claws have poison. Its spell-like abilities include at invisibility, along with cause fear.

They are among the least powerful demons, often familiars to spellcasters but can be formidable when free-willed. Standing 1.5 feet tall and weighing 8 pounds, they form directly from living souls, serving as familiars to those who bind them. Despite servitude, they loathe their masters, awaiting opportunities to betray. Upon a master's death, they can attempt to follow their soul into the Abyss, bargaining with it for a "promotion." Some remain on the Material Plane to torment urban denizens.

Redfang: 2 damage, slightly wounded, gravity bow
Chaance: 12 damage, longstrider, barkskin, cat's grace
Rhoreen: 3 damage, mage armor, heroism, overland flight, filter mask
Rūha: 6 damage, mage armor, barkskin
Yambul: 3 damage, heroism
Zzvkgrogk: heightened awareness, barkskin, mutagen (+Dex/-Wis)
Surprise round: Gremlin, Rūha, Demon, Chaance, Rhoreen
Round 1: Gremlin, Zzvkgrogk, Rūha, Demon, Chaance, Rhoreen, Yambul

Rūha, Chaance and Rhoreen can go with their surprise round action! (remember you can still take a 5' step and use swift actions)


Human (Kellid) He/Him

Status:
HP: 100/103 AC: 21 (t14, f18) Hero Points: 2
Weapon Equipped = Chainsaw (60m)
Conditions = Heroism (180m)
Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 3/10
Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’
Studied: () (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (0/1d, reroll will save)
Spell (1/1d, st, Shield, cl7)
Spell Like (1/1d, st, Prestidigitation, cl1)
- - -

I assume the wisdom headband doesn’t function yet. If it does, +1 to the below saves - which will make a difference.

Will: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 (heroism) vs DC 15 Heat Metal
Will: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 (heroism) vs DC 15 Heat Metal
Will: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 (heroism) vs DC 15 Heat Metal

Yambul, despite the hoard of demons in the room, misses everything and goes last.

Taking a trip! Tomorrow (Sunday) is a travel day, so might not be able to post until Monday sometime.


F Half-elf Craftsperson

Round of Surprise:

1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24 Know (Nature)
1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33 Know (Planes)

"Ah, look at all those tiny little a&*+$~!s. What are they all doing there so close together?" Rhoreen smugs, telling others about the foes.

She casts a Fireball into the midst of the little jerks, hand casting it like a chump.

9d6 ⇒ (3, 5, 2, 1, 6, 2, 5, 2, 1) = 27 fire damage vs. DC 19 for half


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

As a whole infestation of demons and gremlins reveals itself, Rūha comments "So very many of them? And yet they don't seem all that fierce." She begins offering Advice to the party (+2/+2) in tandem with Rhor's insight.


Elf Huntress 10

Surprise Round

Status:

AC = 22 (Barkskin, Cat's Grace)
HP = 46/58
Weapon Equipped = Einior
Condition(s) = Longstrider, Cat's Grace, Boleskin

Chaance frowns at first, as Rhoreen describes the Zzvkith as too clustered, before she recognizes that she's in fact describing the vermin across the basement from them. The elfdroid decides to retreat a little, should the imps decide to take advantage of their own grouped up group.


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Iron Gods: Iron maps;

Yambul seems momentarily caught off guard by the hoard of demons in the room, his attention perhaps distracted by the chaos of the moment. Anyway, only one of the spells take hold, the armor starting to warm up.

Rhoreen, with her keen knowledge of nature and planes, identifies the tiny adversaries and unleashes a fiery assault with a pebble of fire that bursts into a hell of flames amid the clustered foes.
Red Quasit: 1d20 + 7 ⇒ (8) + 7 = 15
Green Quasit: 1d20 + 7 ⇒ (20) + 7 = 27
Yellow Quasit: 1d20 + 7 ⇒ (5) + 7 = 12
Blue Quasit: 1d20 + 7 ⇒ (17) + 7 = 24
SR DC 13: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 Orange Gremlin: 1d20 + 9 ⇒ (2) + 9 = 11
SR DC 13: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 Cyan Gremlin: 1d20 + 9 ⇒ (18) + 9 = 27
SR DC 13: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 Green Gremlin: 1d20 + 9 ⇒ (3) + 9 = 12
The flames take two of the gremlins, while the fire resistant quasits endure a bit better, though two of them seem close to fall as well.

Rūha, noting the unexpected number of foes, begins offering strategic advice to the party, enhancing their capabilities.

Chaance, initially puzzled by Rhoreen's description of the creatures, retreats slightly, wary of any potential counterattack from the compacted vermin.

The more wounded demons, turn invisible, while the other two point at Yambul and Rhoreen, trying to scare them off "Eek! I'm scary! Boo! Fear me, puny mortals, for I am the terror of the night!" shouts one "Run while you still can, before I unleash my fearsome... uh... tiny claws!" shouts the other.
It is cause fear, which you are immune because >6 HD

The surviving gremlin comes up to Yambul squeaking, it's claws crackling with electricity as he goes.
Touch: 1d20 + 6 + 3 ⇒ (11) + 6 + 3 = 20
Electrical damage: 3d6 ⇒ (6, 4, 2) = 12
The cook is shocked with some electricity!

The armor starts to get very very hot.
Fire damage: 1d4 ⇒ 3

Red quasit: 17 damage, badly wounded
Green quasit: 3 damage, slightly wounded
Yellow quasit: 17 damage, badly wounded
Blue quasit: 3 damage, slightly wounded
Orange gremlin: 27 damage, unconscious, dying
Cyan gremlin: 13 damage, considerably wounded
Green gremlin: 27 damage, unconscious, dying
Redfang: 2 damage, slightly wounded, gravity bow
Chaance: 12 damage, longstrider, barkskin, cat's grace
Rhoreen: 3 damage, mage armor, heroism, overland flight, filter mask
Rūha: 6 damage, mage armor, barkskin
Yambul: 18 damage, heroism
Zzvkgrogk: heightened awareness, barkskin, mutagen (+Dex/-Wis)
Surprise round: Gremlin, Rūha, Demon, Chaance, Rhoreen
Round 1: Gremlin, Zzvkgrogk, Rūha, Demon, Chaance, Rhoreen, Yambul

Everyone can go, the demons are in the middle, but I do not want to delay the inevitable :P


Elf Huntress 10

Round 1

Analytics:

AC = 22 (Barkskin, Cat's Grace)
HP = 46/58
Weapon Equipped = Einior
Condition(s) = Longstrider, Cat's Grace, Boleskin

Chaance sidesteps to find a place to shoot through the barrels, aiming for the Blue Demon. Remembering Roar's and Roo's recommendations, the elfdroid fumbles for arrows borne of only cold iron.

Einior...: 1d20 + 16 + 2 - 3 ⇒ (13) + 16 + 2 - 3 = 28 for 1d8 + 4 + 6 ⇒ (7) + 4 + 6 = 17 piercing, magical damage, including cold iron

Einior...: 1d20 + 16 + 2 - 3 ⇒ (5) + 16 + 2 - 3 = 20 for 1d8 + 4 + 6 ⇒ (3) + 4 + 6 = 13 piercing, magical damage, including cold iron


F Half-elf Craftsperson

Round 1

Rhoreen delays, figuring she can save her magics and let the clean up crew clean up. However, if something else happens, she will come out of delay.


Iron Gods: Iron maps;

With two well placed arrows, Chaance takes down one of the little demons plaguing the winery cellar!


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Elf Huntress 10

Apologies, GM- looks like I copy-pastaed too good a roll on the second arrow. Its total roll should be 15, not 20 :/ Unless it only takes one arrow? <fingers crossing>


Human (Kellid) He/Him

Status:
HP: 85/103 AC: 21 (t14, f18) Hero Points: 2
Weapon Equipped = Chainsaw (60m)
Conditions = Heroism (180m)
Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 3/10
Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’
Studied: (blue) (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (0/1d, reroll will save)
Spell (1/1d, st, Shield, cl7)
Spell Like (1/1d, st, Prestidigitation, cl1)
- - -

Yambul starts to cook in his armor, speed along by the electrical shock. The area starts to fill with the smell of burning kellid.

Yambul has a target, so he takes advantage, studies his target, and swings! If it drops on the first swing, he’ll move up to green. If it drops on the second, he’ll 5’ step up. If blue is down before he goes, he moves on green, studies it, and swings once.

Chainsaw: 1d20 + 16 + 6 ⇒ (18) + 16 + 6 = 40 (hero, studied, inspire)
damage S: 3d6 + 19 + 4 ⇒ (5, 5, 2) + 19 + 4 = 35 (studied, inspire)
critthreat Chainsaw: 1d20 + 16 + 6 ⇒ (1) + 16 + 6 = 23 (hero, studied, inspire)
damage S: 3d6 + 19 + 4 ⇒ (3, 5, 5) + 19 + 4 = 36 (studied, inspire)

Chainsaw: 1d20 + 8 + 6 ⇒ (6) + 8 + 6 = 20 (hero, studied, inspire)
damage S: 3d6 + 19 + 4 ⇒ (2, 2, 3) + 19 + 4 = 30 (studied, inspire)


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

Rūha hauls to the side, getting into a position where she has a firing line on the remaining foes. She stabilizes her autograpnel against the shelf next to her and waits for a clearer shot to fire, ideally against one of the foes that turned invisible.

Awkwardly, I can't fire the autograpnel since it's a full action. Instead, Ruha's readying a scorching ray if one of the foes stays standing and visible after everyone else acts. Otherwise maintaining Advice.

Readied Scorching Ray: 1d20 + 9 ⇒ (15) + 9 = 24 Damage (F): 4d6 ⇒ (4, 4, 3, 2) = 13
Readied Scorching Ray: 1d20 + 9 ⇒ (3) + 9 = 12 Damage (F): 4d6 ⇒ (1, 4, 4, 1) = 10


Iron Gods: Iron maps;

The blue quasit stands up and laughs, as it only faked on second Chaance's arrow.

The last gremlin though is very dead after Yambul shows the chainsaw to him. The cooking Kellid dashes forward afterwards to engage with the next enemy.

With all the quasits still alive, two of them invisible, Rūha and Rhoreen await for Zzvkgrogk to see what they exactly do.

Red quasit: 17 damage, badly wounded
Green quasit: 3 damage, slightly wounded
Yellow quasit: 17 damage, badly wounded
Blue quasit: 20 damage, badly wounded
Redfang: 2 damage, slightly wounded, gravity bow
Chaance: 12 damage, longstrider, barkskin, cat's grace
Rhoreen: 3 damage, mage armor, heroism, overland flight, filter mask
Rūha: 6 damage, mage armor, barkskin
Yambul: 18 damage, heroism
Zzvkgrogk: heightened awareness, barkskin, mutagen (+Dex/-Wis)
Surprise round: Gremlin, Rūha, Demon, Chaance, Rhoreen
Round 1: Gremlin, Zzvkgrogk, Rūha, Demon, Chaance, Rhoreen, Yambul


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

Zzvkgrogk grimaces at the stench of burning Yambul.

”HEY! What did Calliope call you? Asshohos? STOP COOKIIN’ OUR COOK!”

Zzvkgrogk moves north and shoots green.
rtchrtchrtchrtchrtchrtch
+1LaserPistol+: 1d20 + 15 - 2 + 2 ⇒ (2) + 15 - 2 + 2 = 17 -DeadlyAim, +Rūha, Touch
for Damage: 1d6 + 4d6 + 6 + 2 ⇒ (5) + (6, 4, 4, 5) + 6 + 2 = 32 Zzvkgrogk Special, Deadly Aim, Fire, Rūha

Not sure who's invisible

MissChance, High Hits: 1d100 ⇒ 98

Spells, Mutagen:

5 first, 5 Second, 3 Third
(1st) Shield(Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Adhesive Spittle
(1st) Adhesive Spittle
(2nd) Barkskin
(2nd) Owl’s Wisdom
(2nd) Invisibility
(2nd) Extreme Flexibility
(2nd) Cure Moderate wounds
(3rd) Heroism
(3rd) Haste
(3rd) Cure Serious Wounds
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Hits: 42/48 +10, +10 when struck by electricity
AC Current: 25/19/20 +3 Barkskin, mutagen, Natural
AC: 18 / 14 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 26/50
Radiation Detector (4/10 charges)
Laser Pistol (Charges): 4/10
Arc Pistol (Charges}: 6/10
Batteries Charged): 14/20
Empty Battieries: 6 /20
Zzvkgrogk Special (Alchemical Ordinance): 9/12
Hero: 3/3


F Half-elf Craftsperson

Round 1

Rhoreen casts See Invisibility and will point out where the little asshohos are. She moves up, still flying, to get a better look.


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

Rūha follows Rhor's pointing finger to aim her scorching rays into the air where the creatures should be.

Miss Chance: 1d100 ⇒ 15
Miss Chance: 1d100 ⇒ 9


Iron Gods: Iron maps;

Zzvkgrogk, with a powerful fiery shot, scorches the first quasit in line! It falls defeated over the barrel, and there to the ground.

Rhoreen's eyes glint and pierce the invisibility, she locates red and yellow for the party!

Rūha follows up blindly the half-elf's instructions, but her fire just seems to pierce the air.

The quasits squeak in terror, they fly to the back of the cellar, where one opens the door of a room, and the other two fly down into what seems a whole in the ground "These are munchkins! Fly! Retreat!"

The blue quasit turns invisible as well on his run out of this place.

Their wounds fast heal a bit.

Yambul's armor gets searing hot.
Fire damage: 2d4 ⇒ (3, 3) = 6

Red quasit: 15 damage, badly wounded, invisible
Green quasit: 25 damage, unconscious, dying
Yellow quasit: 15 damage, badly wounded, invisible
Blue quasit: 18 damage, badly wounded, invisible
Redfang: 2 damage, slightly wounded, gravity bow
Chaance: 12 damage, longstrider, barkskin, cat's grace
Rhoreen: 3 damage, mage armor, heroism, overland flight, filter mask
Rūha: 6 damage, mage armor, barkskin
Yambul: 24 damage, heroism
Zzvkgrogk: heightened awareness, barkskin, mutagen (+Dex/-Wis)
Round 2: Zzvkgrogk, Rūha, Chaance, Rhoreen, Yambul, Demon


Elf Huntress 10

Round 2

Analytics:

AC = 22 Boleskin, Cat's Grace
HP = 46/58
Weapon Equipped = Einior
Condition(s) = Longstrider, Cat's Grace, Boleskin

Chaance halfheartedly takes a shot at retreating Red.

Einior...: 1d20 + 16 + 2 - 3 ⇒ (16) + 16 + 2 - 3 = 31 for 1d8 + 4 + 6 ⇒ (4) + 4 + 6 = 14 piercing, magical damage, including cold iron
Miss Chaance, High Good: 1d100 ⇒ 22


F Half-elf Craftsperson

Round 3

Rhoreen will move up and continue to point out where the bad things are.

She will take total defense.


Human (Kellid) He/Him

Status:
HP: 79/103 AC: 21 (t14, f18) Hero Points: 2
Weapon Equipped = Chainsaw (60m)
Conditions = Heroism (180m)
Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 3/10
Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’
Studied: (blue) (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (0/1d, reroll will save)
Spell (1/1d, st, Shield, cl7)
Spell Like (1/1d, st, Prestidigitation, cl1)
- - -

Yambul bellows with rage and pain as his armor burns his flesh. He wishes he wore more layers to protect his exposed skin…

He moves up to whatever is still standing/flying according to Rhoreen, and swings!

Chainsaw: 1d20 + 16 + 6 ⇒ (14) + 16 + 6 = 36 (hero, studied, inspire) blind fighting: 2d100 ⇒ (80, 52) = 132
damage S: 3d6 + 19 + 4 ⇒ (6, 4, 6) + 19 + 4 = 39 (studied, inspire)

30' move to attack whatever is still up on his late init.


Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

Rūha maintains her Advice, but cautions "Weak as they are, they might be leading us into a trap. Let's avoid chasing them into that hole if we don't have to." With all the barrels and other obstacles in between, she doesn't have a clear shot, so she follows after the retreating quasits up to the threshold of the doorway, then turns to keep an eye on the south in case anything is coming up that way.

double move.


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

Zzvkgrok draws a concussive bomb while moving forward and lobs it at Blue in the hole.

”Calliope, duck!”

ConcussiveBomb: 1d20 + 11 - 2 - 4 ⇒ (19) + 11 - 2 - 4 = 24 Touch, -Range (Range Increment 20?), -Cover
For Damage: 5d4 ⇒ (3, 1, 2, 4, 2) = 12 Sonic, plus spash damage if any I can’t find it

Spells, Mutagen:

5 first, 5 Second, 3 Third
(1st) Shield(Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Adhesive Spittle
(1st) Adhesive Spittle
(2nd) Barkskin
(2nd) Owl’s Wisdom
(2nd) Invisibility
(2nd) Extreme Flexibility
(2nd) Cure Moderate wounds
(3rd) Heroism
(3rd) Haste
(3rd) Cure Serious Wounds
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Hits: 42/48 +10, +10 when struck by electricity
AC Current: 25/19/20 +3 Barkskin, mutagen, Natural
AC: 18 / 14 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 26/50
Radiation Detector (4/10 charges)
Laser Pistol (Charges): 5/10
Arc Pistol (Charges}: 6/10
Batteries Charged): 14/20
Empty Battieries: 6 /20
Zzvkgrogk Special (Alchemical Ordinance): 9/12
Hero: 3/3


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F Half-elf Craftsperson

Rhoreen ducks.


Iron Gods: Iron maps;

Chaance shots above the rooted wine barrels, her arrow striking at the door frame as she does not see well the creature Rhoreen is pointing.

Yambul charges into the fray, swinging his chainsaw with fury despite the burning pain of his armor. He finds a solid body by the door, and splashes invisible blood all over. The cook feels the body collapsing to the floor.

Rūha remains vigilant, cautioning against potential traps while keeping a watchful eye on the south.

Meanwhile, Zzvkgrogk employs his alchemical expertise, lobbing a concussive bombs at the enemies with precision.

Rhoreen maintains her strategic positioning, providing valuable insights to the party while ducking in sync with Zzvkgrogk bomb toss.

The bomb descends hitting the walls of the hole, and explodes a few seconds later with a powerful sonic blast.

The quasits, not resistant to such cunning explosive, are found dead when Rhoreen approaches the hole and sees the invisible bodies laying down.

Combat is over!

With that, the party is able to explore the winery cellar. Amidst the dusty cobwebs and crumbling barrels, you find a weathered crate filled with antique wine bottles, their labels faded with age but still exuding a faint aroma of aged spirits.

Nearby, a rusted metal chest lies half-buried beneath a pile of rubble, its contents long since plundered but still hinting a past of high wealth.

At the other side of the cellar, you stumble upon an ancient wine press covered in layers of dust and cobwebs. Despite its dilapidated state, the press still exudes an aura of craftsmanship and history, serving as a testament to the winery's former glory.

When you are up to give up, you spot in a shelve a set of tarnished silver goblets, a dusty tome of winemaking recipes, and a faded map depicting the vineyards of Dravod Knock from where the grapes probably came in past times.
50 gp the goblets, and 100 gp the tome, which serves as a masterwork artisan tool to craft wines.

The only mystery remaining is where the hole the quasits where retreating to leads.

Yambul's remaining heat: 2d4 ⇒ (2, 2) = 4
Yambul's remaining heat: 1d4 ⇒ 3


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Human (Kellid) He/Him

Status:
HP: 98/103 AC: 21 (t14, f18) Hero Points: 2
Weapon Equipped = Chainsaw (50m)
Conditions = Heroism (170m)
Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 3/10
Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’
Studied: (blue) (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (0/1d, reroll will save)
Spell (1/1d, st, Shield, cl7)
Spell Like (1/1d, st, Prestidigitation, cl1)
- - -

Yambul begins to unstrap his armor (Hot! Hot! Hot!) when the heat subsides. So he puts it back on. ”Well, that was unpleasant.” he apologizes for the smell of burned hair and cooked skin from all over his body.

He stands in line for the wand, healing vigorously in case of additional attacks.
CLW: 5d8 + 5 ⇒ (1, 7, 8, 3, 2) + 5 = 26

Thanks again Zzvkgrogk for tracking the wand usage.

He’ll then stand watch, chainsaw rumbling, while the others look around. He wonders if anyone but Zzvkgrogk can fit through the hole. Oh, and he checks the remaining room too (the southern room).


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Elf Huntress 10

Uninterested in the hole, Chaance makes sure the second room is cleared as well, before considering their options moving forward.

"This feels complete enough, would you say, Redfang? We're destined for the Scar, what about you? Will you be alright traveling back to report on the fate of the Kellids here? Are we required to speak on the investigation as well?"


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Female Kasatha Monk 10 | AC 33 T 25 FF 27 | CMD 33 | HP 66/66 | F +10 R +12 W +15 (+2 vs ench); Immune disease | Init +3 | Perc +19 | Advice 16/16 SF 11/11 Ki 11/11 | Active Status: --

Rūha returns to the group with wine bottles in hand. She shrugs "I can't help but think we haven't found the bandits that were originally holed up here, nor the cultist's collaborators. Maybe there are answers down that hole. Or maybe that was all of them." She steps over to the hole and shines a flashlight down into it. "Spooky."


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 6 / Lvl 1
Chaance wrote:
""This feels complete enough, would you say, Redfang?"

"We only found part of Unity, Chaance. Didn't it break up? I'm wondering what else is down this hole. Put away the flashlight, Rūha -- I won't need it. Make noises like we're all leaving. I'll climb down there and scout around." Zzvkgrogk whispers.

He moves to the hole and peers down into it before climbing down.

Perception: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 Darkvision, Heightend Awareness
If the coast is clear--
Stealth: 1d20 + 19 ⇒ (3) + 19 = 22
Climb: 10 + 3 = 13 Take 10


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F Half-elf Craftsperson

Rhoreen will inspect the underground area with Detect Magic while people get out of their festeringly hot armor and heal. After everyone has healed, Rhoreen moves over to inspect the hole.

1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26 Perception

”Do you wish me to come with you, <*sound*>,” Rhoreen asks Zzvkgrogk making a sound that might be an attempt at Zzvkgrogk’s name or a regurgitent threat of the barbarian’s queasifying drug juice that would offer her the incorporeality needed to follow her friend.

I have a new favrit most-awful sentence I’ve ever written. This has been years of hard work to get this awful.

If Zzvkgrogk wants company, Rhoreen will sick up some battery acid to become incorporeal and fly down with. 1d4 ⇒ 4 rounds, 1 con damage.

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