[AP] Iron Gods by GM Rutseg

Game Master Balacertar

Chapter 4 - VALLEY OF THE BRAIN COLLECTORS

Current map
Treasure sheet
Old 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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Elf Huntress 13

Khalia follows the others, wondering what next difficulty will arise, courtesy of the League.

"Seeing stairs, I wonder how many levels of the Compound there are. The one known as Ozmyn, do you think he prefers the heights, or the depths?"


F Half-elf Craftsperson

"I don't know where Ozmyn is, but I hope he knows we are coming. I hope he's preparing a welcome for us," Rhoreen seethes as she follows along and keeps her eyes open for danger and anything invisible.

1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26 Perception


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

"Isn't the wizard always in the tallest tower in fairytales?" Ruha considers. "Since this one looks entirely underground, I would guess at least three floors."

Touching the wall with one had she adds "Sticking to these secret tunnels might be a good idea. Though they likely know about them, they probably will think us less likely to have found them ourselves." Then with a look both ways at the T-intersection she says "Quiet upstairs, so I have no problem with your idea Yambul. Lets see what lies this way." She turns to the left toward the bubbling.

Perception for hazards: 1d20 + 25 ⇒ (10) + 25 = 35


Human (Kellid) He/Him

Yambul isn't sure what the bubbling might be, though he doubts it's the prison - if there is one. Still, he lines up with his chainsaw going and opens the door when everyone is in position.


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

"Uh, sure. Furkas and Izzkvitgrk 'fled' to the top of Smoking Tower. It doesn't necessarily mean that we'll find Ozmyn at the top, but these narcissistic types are really fond of being high up where they can oversee everything and presumably feel important. I think this compound's tower is back the other way."

He sniffs the air.

CraftAlchemy: 1d20 + 26 ⇒ (17) + 26 = 43 Is someone crafting something specific?

"Speaking of traitors, we should keep an eye out for gun toting Ysoki that aren't me..."


Iron Gods: Iron maps;

The source of the fumes and bubbling noise becomes obvious as you open the doors to see one of the rooms you have witnessed before on remote.

F11. Acid Pits
A metal catwalk connected by two bridges spans the perimeter of this acrid-smelling chamber. Ten feet below this catwalk, a bubbling vat of pale lavender fluid churns and smokes. Gray metal chains attached to winches suspend small cages or hooks over these pools of eye-watering fluid.

The pool below is only 5 feet deep, but the fluids that fill the pool are a powerful acid, probably used to swiftly reduce the bodies of creatures with cybernetic implants for easy harvesting, and simply to dispose of biological leftovers from other experiments.

The catwalks that surround the pools are slippery DC 10 Acrobatics check to navigate (fail by more than 5 and you fall to the pool).

Two horrid, three-legged, multi-eyed beasts with a deadly and vicious bouquet of insectile claws sprouts from them.

K. planes DC 27:

These creatures are derghodaemons, brutal daemons that personify death resulting from violent insanity.

Initiative:

Khalia: 1d20 + 4 ⇒ (9) + 4 = 13
Rhoreen: 1d20 + 2 ⇒ (18) + 2 = 20
Rūha: 1d20 + 3 ⇒ (3) + 3 = 6
Yambul: 1d20 + 3 ⇒ (10) + 3 = 13
Zzvkgrogk: 1d20 + 6 ⇒ (10) + 6 = 16
Foe: 1d20 + 0 ⇒ (19) + 0 = 19

Only Rhoreen recovers soon enough to react to the despicable view!

Party buffs: life bubble 3.5 h, resist fire (20) 13 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 105 min
Round 1: Rhoreen, Beasts, Zzvkgrogk, Khalia, Yambul, Rūha


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Ruha hesitates as she gazes across the room "Ah, this place." She delivers the statement flatly "We don't really need to risk our lives here, do we?"

We could fight off the foes here, but it doesn't seem critical to taking down the League. And the room does seem rather risky as a fighting location. If we do fight it might be best to do so by leading them back to us.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

The door is opened, and the acrid environment hits Zzvkgrogk more squarely in the face. His beady eyes start to water a little, and his whiskers curl in protest.

"I agree," he says, wiping an involuntary tear. "This place can wait, right?"


F Half-elf Craftsperson

1d20 + 23 + 2 ⇒ (1) + 23 + 2 = 26 Know (Planes)

"I see that. I just can't place it," Rhoreen hisses nastily, knowing that she should know more, but just can't figure it out. Boo.

She floats over any obstacles.

She will decline an attack at this moment, instead giving both Ruha and Yam-king a twist of good vibes from her skymetal rod.

Skymetal's Onus: The subject of this onus is infused with the unquantifiable nature of skymetal. The target can choose one attack or one saving throw during the next 2 rounds, it may roll twice and take the better result (choose before rolling).


Iron Gods: Iron maps;

Rhoreen focuses her rod and gives good luck.

The daemons react quickly to the opening of the door. The do turn and say demonic words of magical power.

Three wasp swarms appear around you and start to bite at you.

K. nature DC 18:

You know a lot about wasps wasp swarm.

You also know these diminutive swarms cannot be damaged with weapons, and only area damaging magic or alchemical splash weapons are really effective against them.

Swarm damage (Yambul, Rūha, Rhoreen): 2d6 ⇒ (3, 6) = 9
Fort DC 13 to avoid poison, and another Fort DC 13 to avoid 1 round nauseated from the distraction swarm ability.
And "Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level)."

The other beast starts grinding and clicking its mandibles and chitinous plates together causing a horrific noise.
Anyone approaching to 30' from pink (Yambul and Rūha right now) has to Will DC 20 or be affected by feeblemind.

Party buffs: life bubble 3.5 h, resist fire (20) 13 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: 9 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 9 damage, mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 105 min
Round 1: Zzvkgrogk, Khalia, Yambul, Rūha Round 2: Rhoreen, Beasts


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

"Gaah, BUGS!! Shut the door!" Zzvkgrogk says shooting an exploding bullet into one swarm, carving out his friends. He draws his dragon pistol and fires.

MWDragonPistol: 1d20 + 18 + 2 - 4 - 3 + 1 ⇒ (2) + 18 + 2 - 4 - 3 + 1 = 16 Hero, Touch, -Cover, -Deadly Aim
for Damage: 1d6 + 6d6 + 4 + 6 ⇒ (5) + (3, 3, 4, 3, 6, 2) + 4 + 6 = 36 Zzvkgrogk III Special, Exploding Bullet, Deadly Aim
and
Splash on adjacent Swarm: 10 = 10

Spells, Mutagen:

6 first, 5 Second, 5 Third, 3 Fourth
(1st) Craft Alchemy
(1st) Heightened Awareness
(1st) Shield
(1st) True Strike
(1st) Shield
(1st) True Skill (Disable Device)
(2nd) Barkskin
(2nd) False Life
(2nd) See Invisibility
(2nd) Extreme Flexibility
(2nd) Invisibility
(2nd)
(3rd) Haste
(3rd) Resist Energy, Communal
(3rd) Heroism
(3rd) Dark Vision, Communal
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
(4th) Deathward
(4th)
Mutagen: (+4 Dex, -2 Wis)

Ratus:

Amateur Investigator
Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4/4
Hits: 81/68 +18 False Life
AC Current: 23 /20 /20 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Saves: Fort: +11, Reflex: +19, Will: +9
Wand of Cure Light Wounds: 29/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 10/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 16/19
Empty Batteries: 3/19
Zzvkgrogk Special (Alchemical Ordinance): 8 / 15
Hero: 3/3


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Human (Kellid) He/Him

Status:
HP: 138/147 AC: 30 (t16, f25) (included: +5 barkskin, +1 haste) CMD: 33 Hero Points: 3
Weapon Equipped = Chainsaw (10m)
Conditions = Heroism (+2, 160m), Darkvision (60m), Barkskin (60m), Resist Fire (20, 16m), bubonic plague x2, slimy doom, 1 Con damage, 2 Cha damage, hasted
Chainsaw: Att: 13/8/3 BAB +6 Str +1 magic +1 focus (-4 PA) Dam: +9 Str +1 magic (+12 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 10/10
Falchion: Att: 13/8/3 BAB +6 Str +1 MW (-4 PA) Dam: +9 Str (+12 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 13/8/3 BAB +3 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 13/8/3 BAB +1 magic +6 Str / +3 Dex (-4 PA) Dam: +6 Str +1 magic (+8 PA) Crit: 19-20x2 DR: magic Rng: 10’
Studied: (green) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (0/1d, reroll will save)
Spells: (1/1d, Magic Missile, cl 3) (1/1d, Prestidigitation, cl1) (0/1d, Shield, cl12)
- - -

Fort: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 (heroism) vs DC 13 poisoned
Fort: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28 (heroism) vs DC 13 nauseated

As he really doesn’t want to be feebleminded, he’ll use Rhoreen’s assistance to roll twice for the feebleminding.
Will: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 (heroism) vs DC 20 or feebleminded
Will: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (heroism) vs DC 20 or feebleminded

Sigh... He'll play his Improved Iron Will card, and re-roll his will save one more time!
Will: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 (heroism) vs DC 20 or feebleminded

Whew!

Yambul gets his shit together, after a long drought. He studies the green one. Then he slams the door shut (move).

Then he pulls out a grenade (move). He’s holding his chainsaw in one hand and so cannot attack with it.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Fort vs Poison: 1d20 + 14 ⇒ (19) + 14 = 33
Fort vs Nauseated: 1d20 + 14 ⇒ (6) + 14 = 20
Will vs Feeblemind: 1d20 + 20 ⇒ (1) + 20 = 21 Wow. Hero point to avoid the auto-fail. I would use Rhor's buff but you have to use it before rolling and I didn't think this would fail...

Will vs Feeblemind (hero point reroll): 1d20 + 20 ⇒ (12) + 20 = 32
---

Ruha fends off wasps, but manages to calmly assess the situation. In these close quarters, fighting the swarms might prove tricky. She draws a concussion grenade and - pulling the pin - drops it at her own feet. (it goes off at the start of her next turn)

Concussion Grenade (DC15 Ref halves): 5d6 ⇒ (6, 3, 3, 5, 6) = 23


F Half-elf Craftsperson

Looks like there might be another daemon thing around the corner as we have three swarms.

1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 Fort
1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 Fort

Round 2

Rhoreen avoids the poison and the distraction, moving back out of the swarm while she draws the Ember staff.  She fires a fireball into the back two swarms and the two visible bad things.

10d6 ⇒ (3, 1, 2, 5, 4, 2, 2, 6, 1, 3) = 29 fire damage  DC 20 reflex for half

Rhor & Lore:

HP: 80/80 + temp
AC: 18/12/16  
F+8, R+9, W+12

Open spell slots:
Left Hand: nothing
Right Hand: Ember Staff (8/9 charges)
Ring of Forcefangs (7/9 charges)

Lighten Up: 0/1 used
Rod of Extend, lesser: 3/3 used (heroism, mage armors (herself & Ruha))
Rod of Extend, lesser: 1/3 used (heroism,
PoP 1: 0/2 used
PoP 2: 0/1 used

[ dice]1d20+8[/dice] ranged to hit;
[ dice]1d4-1[/dice] blunt damage

Phasing: The drinker gains the ability to become incorporeal for 1d4 rounds as a swift action, but takes 1 point of Con damage when he does so. Phasing can be extended as a free action by taking 1 additional point of Con damage. Coming out of phase inside a solid object is instantly fatal.

New usual morning magical protections: False Life 1d10 + 10 ⇒ (9) + 10 = 19 temp hp, extended Mage Armor (herself & Ruha, 26 hours), when we suspect trouble/dungeoneering extended Heroisms (herself, Yambul, & Ruha for 260 minutes), Overland Flight (13 hours). Rhor will don her filter mask when exploring when there is a chance at combat (dungeons and like), and keep it off when in town and among people.

Skymetal Omen: The subject of this omen is jinxed with the unquantifiable nature of skymetal. When the target makes an attack or saving throw during the next 2 rounds, it must roll twice and take the worse result. A DC 23 Will save negates this effect.

Skymetal's Onus: The subject of this onus is infused with the unquantifiable nature of skymetal. The target can choose one attack or one saving throw during the next 2 rounds, it may roll twice and take the better result (choose before rolling).
”I can do it myself!!”
[ dice]1d8+1[/dice] CLW
0/50 charges left.

"zzvkgrogk!"
2d4 + 2 ⇒ (3, 4) + 2 = 9 force damage (7/50 left)
DC 23 Will Save vs. taking 50% of melee damage back, rounded down. This damage bypasses any resistance, immunities, & DR the creature possesses.

Haste 1/13: You realize that you might be the unknowing recipient of some unkind thoughts from someone very much like Rhoreen if you don’t get your ass in gear and kill the people who are annoying Rhor. You get +1 to your attacks, a bit more speed, and an extra angry attack if you do such things. You know the deal: don’t disappoint Rhor.

Delay Pain is actually: Drain Construct

2nd—magic missile;
4th—knock;
6th—fireball;
8th—restoration;
10th—maximized scorching ray;
12th—mass bull’s strength;
14th—greater restoration;
16th—empowered and maximized fireball;
18th—empowered and maximized fire shield.

Rhoreen focuses the irascible energies of her skymetal rod at the least wounded plant foe. She focuses on taking the heat from around the creature, trying to leave it frozen and alone.

3d8 ⇒ (5, 1, 2) = 8 cold damage, DC 24 Fort for half.  If the target fails, it is paralyzed & unconscious while the ice lasts. (20 hp) If the target is broken free, it is staggered for 1d4 rounds.


Iron Gods: Iron maps;

Zzvkgrogk's special explodes virulently, burning down the blue wasps and severely harming the yellow one.

Yambul and Rūha fights off the vile noise as much as they can as well as the wasps.

The Kellid closes the door, and picks up a grenade, while the Kasatha drops one grenade to the ground.

Rhoreen, as the door is shut, your fireball can only target the yellow wasps, but Yambul and Rūha are in the middle. Do you still want to cast or do you want to revisit your actions? Also, Rhoreen on her vast knowledge would have understood the wasps are the product of just one of the creatures casting insect plague :)

Yellow: 15 damage
Party buffs: life bubble 3.5 h, resist fire (20) 13 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: 9 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 9 damage, mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 105 min
Round 1: Zzvkgrogk, Khalia, Yambul, Rūha Round 2: Rhoreen, Beasts


F Half-elf Craftsperson

Oh, ty, not sure about how things were going to work. Rhoreen will opt to not fireball her own team. She's smart like that.

And thanks for the spell explanation.

Rhoreen considers her options with the closed door, and decides to cast a small Burning Hands where she can target only the yellow swarm. Getting the top half of the swarm above Ruha and Yam-king.

5d4 ⇒ (1, 3, 2, 1, 1) = 8 fire damage vs. DC 18 for half


Elf Huntress 13

Round 1

Analytics:

AC = 19
HP = 108/108
Weapon Equipped = Einior
Condition(s) = life bubble, longstrider

Khalia can faintly hear something beyond the rest of the Zzvkith, her nanites thrumming uncomfortably beneath her skin. It keeps her from moving forward at least, and takes heart when she hears someone slam a door.

"Retreat, then?" The android is aware of the kasatha's grenade drop. She's also aware that she's outside the blast radius. She moves back, her bow ready, but unsure of what might pursue her companions, should they come barreling back.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

ReflexSaveGrenadeDC15: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37

"GAaah!!" Zzvkgrogk cries, temporarily blinded by the flash.

He plans on backing up into Khalia.

Spells, Mutagen:

6 first, 5 Second, 5 Third, 3 Fourth
(1st) Craft Alchemy
(1st) Heightened Awareness
(1st) Shield
(1st) True Strike
(1st) Shield
(1st) True Skill (Disable Device)
(2nd) Barkskin
(2nd) False Life
(2nd) See Invisibility
(2nd) Extreme Flexibility
(2nd) Invisibility
(2nd)
(3rd) Haste
(3rd) Resist Energy, Communal
(3rd) Heroism
(3rd) Dark Vision, Communal
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
(4th) Deathward
(4th)
Mutagen: (+4 Dex, -2 Wis)

Ratus:

Amateur Investigator
Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4/4
Hits: 74/68 +18 False Life
AC Current: 23 /20 /20 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Saves: Fort: +11, Reflex: +19, Will: +9
Wand of Cure Light Wounds: 29/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 10/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 16/19
Empty Batteries: 3/19
Zzvkgrogk Special (Alchemical Ordinance): 8 / 15
Hero: 3/3


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

"I'll stay here to keep them on me so the grenade can do its work." Ruha waves at the remaining swarm "Bigger question is what to do about the demons back there."

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