Violant's Iron Gods (Inactive)

Game Master Violant

Maps

Loot Sheet


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Human Alchemist 2 | HP: 18/18 | AC: 16 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +1 (+2 vs Poison / +2 vs Charm, Compulsion) | Init: +3 | Perc: +6, SM: +1 | Speed 30' | Bombs 5/5 Day

Penka keeps her crossbow in her off-hand, and draws the light mace tucked through her belt. She tries a swipe at one of the gremlins around Alyn, but does have an opening to really get at it.

Attack (yellow): 1d20 + 3 ⇒ (6) + 3 = 9


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran continues calling on the spirits, again trying to entangle one of the gremlins in a silken snare...

Khoran Standard - Use Silkstring snare on Yellow again. Reflex Save DC 14 "or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier."
Khoran Move - steps up behind Grezzag


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

I don't think that Yellow hit Alyn - it only hit AC 13, and Alyn is AC 18.

Hekau attempts to Grapple one of the gremlins in Penka's space.

Grapple vs Purple: 1d20 + 3 ⇒ (2) + 3 = 5

"I believe we will find it easier to grapple them than to strike them."

Actually... that might hit, given that it is Blinded. No Dex to CMD, and an additional -2 to AC (which applies to CMD). I haven't even applied Flanking as I am unsure if it applies here.


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Oh right. Don't know what I was thinking. Alyn, you're up. You only took 1 nonlethal. Was presumably half-asleep when writing that.


Female Human Techslinger 3 | HP: 25/25 | Init: +5 | AC: 18, T: 14, FF: 14 | CMB: +5, CMD: 19 | F: +5*, R: +7, W: +4* | Perc: +9, SM: +6 | Grit: 3/3

Hissing in surprise as the unblinded gremlin swipes at her legs, Alyn drops her jammed pistol and draws her machete from its sheath, taking a wild swing - to get it to back off, if nothing else.

Dropping the pistol as a free action, drawing the machete as a move action, and attacking Yellow as a standard action. I don't think any of this provokes an AoO, but it's been a little while, so feel free to roll whatever you need if I'm wrong.

Machete (Melee, Power Attack): 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7


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Reflex Yellow: 1d20 + 6 ⇒ (13) + 6 = 19

The same gremlin avoids the silk nimbly once again, hoping to actually damage Grezzag as both of them attempt to coordinate a shift from one individual to another, but while doing so Grezzag successfully grapples the blinded gremlin. The unrestrained one, however, moves over to Hekau's foot, as he is just in reach.

Purple Shortsword @Alyn: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Miss? 1=Miss: 1d2 ⇒ 1
Purple Bite @Alyn: 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1

As the blinded and grappled gremlin is practically hoisted up by Hekau, it attempts one last stab-bite combination. It, however, fails miserably. Seeing as the unrestrained one can no longer stab Alyn as her attention is entirely on the gremlin at their foot.

Yellow Shortsword @Hekau: 1d20 + 6 ⇒ (20) + 6 = 26
Hekau takes 1 point of nonlethal damage.
Yellow Bite @Hekau: 1d20 + 1 ⇒ (12) + 1 = 13
Hekau takes another 1 point of nonlethal damage

Hekau, distracted by holding the gremlin in front of him, does not have time to react to the tiny pinpricks at his feet. Two, to be exact, as the gremlin chomps down and stabs at his ankle.
Turn order: Everyone, Purple (-4 HP, Blinded, Grappled), Yellow (-2 HP)! Everyone is up!


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

Hekau will Pin the gremlin that he is grappling.

Grapple to Maintain and Pin: 1d20 + 3 + 5 ⇒ (14) + 3 + 5 = 22

"I have found this approach effective," the android states.

When the wizard succeeds at a combat maneuver on a 2 on the die...


Human Alchemist 2 | HP: 18/18 | AC: 16 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +1 (+2 vs Poison / +2 vs Charm, Compulsion) | Init: +3 | Perc: +6, SM: +1 | Speed 30' | Bombs 5/5 Day

Penka moves to the right, trying to get a better line of attack on the gremlin harassing Alyn.

Attack (yellow): 1d20 + 3 ⇒ (17) + 3 = 20

Damage: 1d6 ⇒ 5

"Great, you grabbed one", she replies to Hekau. "What do you do with it now?"


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

"I will hold it pinned while one of you run my cold iron dagger through its brain. This seems likelier to succeed than trying to strike them in motion."

Pinned is not helpless, so cannot CdG, but it is denied Dex and Dodge bonuses. Could tie it up and then CdG.


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

Zelvin steps closer to Hekau and the pinned gremlin, holds his gun up to the side of the creature's head, and fires.

Coup de grace requires that the creature is helpless, which pinned doesn't give as a condition, but it does reduce their AC significantly, so I figure it's worth a shot. (Ha! See what I did there?)

Free action step, swift action activate Arcane Strike, standard attack.
Attack 4/6 (revolver), Deadly Aim, firing into melee: 1d20 + 3 - 1 - 4 ⇒ (17) + 3 - 1 - 4 = 15
Damage (BP), Arcane Strike, Deadly Aim: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

I hate to be the bearer of bad news, but given Hekau is grappling with purple, doesn't that mean Yellow has flanking on Hekau (and thus gets it's sneak attack damage on those hits)?


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None
Flanking wrote:
Creatures with a reach of 0 feet can’t flank an opponent.

Here.


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I do not believe so? I don't think grappling automatically provides reach, and they're tiny so they only threaten the square they're on.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Attack, Orc D-Axe, 2H, Power Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage, Orc D-Axe, 2H, Power Attack: 1d8 + 9 ⇒ (7) + 9 = 16

Grezzag brings his axe down with a careful swipe on the one that Hekau has pinned down.

or go smack the other one if first one is dead


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The bullet and bolt merely plinking off of the pinned and nearly-helpless Gremlin's head DR 5 , the other unrestrained one cowers in fear as its comrade is sliced and diced by a double-axe, its lifeless body falling to the floor. They are clearly shaking, and look as if they're going to make a run for it. Yellow is down

Alyn and Khoran, what will you two do?


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran encourages Alyn: "Grab the bastard! Hekau's right", while he calls on the spirits again...

I'd go for the grapple myself, but I don't have a space to get within reach...
Khoran Standard - Use Silkstring snare on pink. Reflex Save DC 14 "or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier."


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GM Violant wrote:

The bullet and bolt merely plinking off of the pinned and nearly-helpless Gremlin's head DR 5 , the other unrestrained one cowers in fear as its comrade is sliced and diced by a double-axe, its lifeless body falling to the floor. They are clearly shaking, and look as if they're going to make a run for it. Yellow is down

Alyn and Khoran, what will you two do?

aCK!! I meant the one who was blinded! I'm just going to assume you're targeting he one that's left, Khoran. Can I get one thing right today, please?

1d20 + 6 ⇒ (12) + 6 = 18


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Yes, I am targeting the one that's still standing, not that it matters...


Female Human Techslinger 3 | HP: 25/25 | Init: +5 | AC: 18, T: 14, FF: 14 | CMB: +5, CMD: 19 | F: +5*, R: +7, W: +4* | Perc: +9, SM: +6 | Grit: 3/3

Alyn grabs at the cowering gremlin, hoping to restrain it before it can scuttle off.

Grapple: 1d20 + 3 ⇒ (15) + 3 = 18


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Yellow Shortsword @ Hekau: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 1 point of nonlethal damage
Yellow Bite @ Hekau: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17 another nonlethal damage

In one final last ditch attempt, the grappled Gremlin stabs and bites at the android, knowing that the end is near and hoping to knock out at least one of the party. It does not seem to be effective, as everything against the six cave-delvers has been in the past.

Everyone is up! Once this guy's dead, you get to level 2


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

Zelvin turns and in one smooth motion fires his revolver at the remaining gremlin.

Swift action activate Arcane Strike, standard attack.
Attack 5/6 (revolver), Deadly Aim, firing into melee: 1d20 + 3 - 1 - 4 ⇒ (5) + 3 - 1 - 4 = 3
Damage (BP), Arcane Strike, Deadly Aim: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran waits, confident the youngsters can handle the last gremlin without him...
He can't get closer and doesn't think stabbing with his longspear, past a friendly, into a grapple is a good idea.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Attack, Orc D-Axe, 2H, Power Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, Orc D-Axe, 2H, Power Attack: 1d8 + 9 ⇒ (2) + 9 = 11

Grezzag moves around to the last gremlin and finishes it off with another swing of his axe.

"'Zat the last of 'em? Sounds like they all came out, but I reckon we oughta do a sweep just to be sure."


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As Grezzag slices at the final creature, it falls to the floor with a wet, resounding thud as its shortsword falls from its grasp and Alyn releases the unconscious creature. As you make your sweep around the caves, you fomd that several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble. Here, you find a collection of platinum and gold pieces that total about 1550gp, as well as the four Tiny shortswords you saw the Jinkin Gremlins use, as you lift them from their unconscious bodies.

Meanwhile, the skulks go around making sure the creatures you killed: the molds, the beetles, et cetera, are well and truly dead. Once they are confirmed as such, their leader, Sef approaches you.

"Normally... this would be the point where we backstab you surface dwellers. But you've made a decent enough service for us, and in return we will grant you some of our treasure and knowledge about... whatever it is somebody past that door wants," to which she pulls out a pouch, containing 49 silverdisks and five brown-striped cards made of a flexible, thin material. "Some purple-haired woman, who looked kind of like you," to which she points to the Android Hekau, "tatoos and all, asked if we had any at the time. I have zero idea what they're used for. But they seem valuable. You can also help yourself to a bit of the rest of our treasure. Those little menaces were impossible to nail down."

She then directs the party towards a small hoard of treasure containing:
- 3 Sets of Studded Leather Armor
- 1 Mwk Buckler
- 1 Short Bow w/ 11 arrows
- 1 Rapier
- 2 Shortswords
- 1 Mwk Sap
- 2 Potions of CMW
- 1 Sunrod
- 2 Sets of Mwk thieve's tools
- 1 Scroll of Shield
- 1 Scroll of Identify
- and 143gp.

"Besides the weapons we have on us," she mentions, "we haven't had much use for any of this." Near where you currently stand is a smooth wall of dark gray metal bisecting the cavern here, its expanse pitted and scorched but quite solid looking. A strange circular opening pierces the wall five feet off the ground, allowing access to some sort of hallway on the other side. The other skulks can be heard grumbling about "departure from custom" in Undercommon as Sef continues talking.

Update your characters to level 2! Made it past the first level! Do you want to head back to town, heal up a bit, and continue tomorrow with a refreshed water breathing, or continue into what I can only describe as "the main reason I decided to use Google Slides instead of Roll 20 for this adventure?"


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

"I thank you for bequeathing to us these items that are useless to you," Hekau responds with a fair imitation of politeness.

Diplomacy for RP: 1d20 - 1 ⇒ (17) - 1 = 16

He turns to the others.
"I can proceed if you wish. I have only minor injuries, which should heal rapidly. As well, my magical resources are not depleted at all."

4 NL damage, but full up with spells.


Human Alchemist 2 | HP: 18/18 | AC: 16 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +1 (+2 vs Poison / +2 vs Charm, Compulsion) | Init: +3 | Perc: +6, SM: +1 | Speed 30' | Bombs 5/5 Day

Penka can't actually speak with the skulks, but she tries to indicate appreciation for the stuff they offer.

"We should go ahead and take the bodies back before they get any worse" she advises.

Penka takes the sunrod and a set of MWK Thieves Tools. Somebody should also grab the scrolls and gold. If nobody else does, she will.


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

Zelvin scratches his nose. "Thanks, Sef. We'll gladly take this stuff off your hands, and we're not goin' to attack you either. It seems like our arrangement was mutually beneficial, and that bodes well for the future, I'd say. We'll soon be gone, leavin' you and your home unmolested any further. But, I got to ask, this purple-haired woman-- was she traveling with the man we asked you about? Or was this maybe before he arrived? Was she alone? What did her companions look like?"

Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17

To the party, he murmurs: "The bodies, and this pile of treasure, should weigh us all down a fair bit. I'm all for rushin' ahead, since Mr. Khonnir might be in trouble and waitin' for us to rescue him, but he was always tellin' me to slow down and act carefully, and I wouldn't want to run into something we were not properly prepared to deal with. Also, I'm almost out of bullets, but I reckon I should be able to make some more in Mr. Khonnir's workshop with my share of the proceeds we'll get for sellin' this stuff."

Is there any problem with us taking everything the skulks are offering us? They don't need it, so I doubt they'd be offended if we took it all. That's assuming we can carry it, of course! We can divide it up once we're back in town.


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No, there's no problem. They explicitly don't offer everything they own, just in case they need to make this arrangement with somebody again, but this selection is what they offered you.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

"Yeah, heading back sounds good." Grezzag says, looking over the metal wall. "Better to be fresh to face whatever's in there."

To the skulks he asks "How many groups did you see go through here? There were a few others and I don't reckon we saw all of them in the caves."


Female Human Techslinger 3 | HP: 25/25 | Init: +5 | AC: 18, T: 14, FF: 14 | CMB: +5, CMD: 19 | F: +5*, R: +7, W: +4* | Perc: +9, SM: +6 | Grit: 3/3

As soon as Grezzag fells the gremlin, Alyn tosses it aside, searching for her pistol. Throughout the rest of their encounter with the skulks she's quietly toying with it, eventually sighing and holstering it.

"Should probably head back. If we do keep going, though, I'm stuck to just my blade. I don't want to risk this thing exploding in my face," She pats the holster in indication, "and it won't be a quick fix."


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

"Well, I don't see anything majorly wrong with your plan, youngster, so let's do it." Khoran is willing to follow Zelvin's lead on this.

But before we go, he does have a question for Sef (the skulk leader) "If we're going back up to town, is there anything you folks would want from town? We could perhaps come to a deal to bring some stuff down next trip..."


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

As they collect up their reward for fighting the gremlins, Zelvin notices Khoran's banner. "Hey Khoran, if you don't mind me askin', what's that flag you got attached to your spear? Is that something to do with where you come from?" The half-drow youth seems genuinely curious.

Nice Brust reference in your background, btw!


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Always nice when someone catches the reference.

"My flag, that's the clan's banner. The grinning bear skull of the Bone Bear clan. I've been carrying this banner for more than a century. We got smashed in Kevoth Kul's rise to power, but the banner never fell; she's sanctified still, and the clan spirits still gather around lending their might to the folk and friends of the clan."


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

Zelvin purses his lips and looks again at the banner a bit apprehensively. "Are there many of your clan still around?" he asks, adding: "And how do we tell those spirits there that we're friends?" He makes a self-deprecating nervous chuckle.

He thinks a moment. "'Kevoth-Kul'-- that name sounds familiar. Where have I heard it before?" He looks over at Hekau to see if his brother has any insight. "Hekau, do you know that name?"


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

@GM, Hekau would have an 18 on Knowledge (Local) with Take 10. Is that enough to know the name of the ruler of the land that he lives in? Kevoth-Kul is the Black Sovereign but I am not sure how widespread that knowledge is.


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Forgot I had something to do today. Yes that's fine Heaku. I'll try to have a post up by today or Monday.


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Alright. We're back after a week! Sorry for the delay.

The group of six adventurers steps over unconscious bodies as they maneuver and swim their way back up to the surface. They hold the still-warm illuminating organ, functioning as a torch, in hand. It's certainly long enough that you don't have to roll for sickness upon getting out.

Upon leaving you are greeted by Joram Kyte, who asks you what you have found, and if you are any closer. The cleric, however, is accompanied by a
nervous-looking courier, who states that he has a "m-message for the n-newest group entering the S-uh... no, that isn't right. Entering the c-caves down beneath. Y-you're uh... if you want to that is! Invited to j- join Torch's il-illustrious cavern and card room." He then hands whichever member of the group will take it a certificate for 100gp at the card house, one Silverdisk Yes. Those silverdisks. Hall, owned by one Garmen Ulreth.

DC 10 Knowledge (Local):

Garmen Ulreth is one of the more influential people in Torch, which is an impressive quality, given the fact that he’s neither a councilor nor a legitimate merchant. Indeed, Garmen’s considerable pull in town stems from the fact that a number of Torch’s citizens owe him money in either small or large amounts.

DC 20 Knowledge (local):

Garmen is associated with what passes for Torch’s thieves’ guild—a gang of thugs and roughs called the Ropefists— and that the owner of Silverdisk Hall may even be the gang’s leader. He certainly employs enough of the Ropefists as bouncers and guards at his gaming hall.

Joram, after hearing what you've discovered underneath the town, hurries the courier off, adding that "The man... he wouldn't listen to my words to wait until you actually came up from there before wanting to give you the invitation..," before trailing off about debts of some kind.

Alright, that should do it. Wanted to put something out there so we can continue. Techslingers don't have quick clear, so at the very least some time must be spent to cleaning Alyn's firearm. Feel free to Roleplay selling gear as little or as much as you wish, I'll likely add that intermixed with the other gear if you so desire. All the gear can be sold, save for the little plastic cards you got. No one in town knows what they do. Silverdisks additionally function as platinum pieces, but I'll spoil that they're also depowered batteries. If your character has the technologist feat they would know this, but otherwise they likely wouldn't unless they've had extensive dealings with the Technic League.

EDIT: Also going to rule that a Techslinger, i.e. Alyn, would know that the Silverdisks are dead batteries. She wouldn't know about the plastic cards yet, however.


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

Realized I forgot to reply to Zelvin earlier.
"Zelvin, Kevoth-Kul is the Black Sovereign, the ruler of Numeria."

Knowledge (Local): 1d20 + 8 ⇒ (15) + 8 = 23
Is it one check for both spoilers? Will proceed as if I know the first for now, and you can tell me if I should open the second or roll again.

"Many residents of Torch owe money to Garmen Ulreth. This suggests that his gambling establishment is very successful at attracting business, and that the residents of Torch habitually over-estimate the probability of their success at gambling.
It is also probable that Garmen Ulreth is the leader of the Ropefists. Influence over such a group would be necessary to operate the card room, in my estimation."

There is no judgement or disapproval in Hekau's tone.

"We completed our initial excursion successfully, Master Kyte. We have not yet located Khonnir Baine, but to our knowledge he still lives.
We eliminated numerous threats, and negotiated passage with others, which should make the early stages of our next excursion proceed more rapidly."

Hekau is not very interested in gambling himself, but he will accompany the party if others wish to go.


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One check for both spoilers, yes.


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

"I don't mind gamblin', especially if it's with someone else cash." Grezzag remarks, peering at the certificate. "But you reckon it'd be safe to go? Doesn't make sense to me that Ulreth'd be behind turnin' off the fire - if he's running card tables, he'd want people to be makin' money so he can win it off 'em. But still, maybe there's something bigger down there." Grezzag shrugs.

"But speakin' of people making money, do you know a good smith in town? We need to sell off these weapons, and I want to use my share to improve my axe."


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

Zelvin looks at Khoran with new respect, to think that he is old enough to remember the Black Sovereign before he became the Black Sovereign.

"I don't trust Ulreth or his thugs, and I'd recommend if we're goin' to go to their hall, we don't take anything valuable with us. I wouldn't put it past 'em to steal it from us and say we lost it gamblin'. I'd guess that the offer is just to get us in the door-- I doubt they'd let any of us leave with it. But since I've got some work to do in the shop, I don't mind if you folks go without me. I'll even hold your treasures safe here, so you can be sure you don't lose 'em if things go bad."

He considers Grezzag's question, scratching his neck as he thinks. "I'm sure there must be lots of folks in town who would love the job," he decides. "With the Torch bein' out, all the smiths who work in skymetal have got nothin' to do, so I'm sure makin' your axe sharper would be well within their talents. I don't know anybody specific, unless you count Alyn here. You made that shiny necklace you wear, isn't that right?"


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15
Zelvin Baine wrote:

Zelvin purses his lips and looks again at the banner a bit apprehensively. "Are there many of your clan still around?" he asks, adding: "And how do we tell those spirits there that we're friends?" He makes a self-deprecating nervous chuckle.

...

"Well, I'm still around, but that's pretty much it. As far as making friends, we could swear an oath of kinship and friendship. "


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15
GM Violant wrote:

...

Upon leaving you are greeted by Joram Kyte, who asks you what you have found, and if you are any closer. The cleric, however, is accompanied by a
nervous-looking courier, who states that he has a "m-message for the n-newest group entering the S-uh... no, that isn't right. Entering the c-caves down beneath. Y-you're uh... if you want to that is! Invited to j- join Torch's il-illustrious cavern and card room." He then hands whichever member of the group will take it a certificate for 100gp at the card house, one Silverdisk Yes. Those silverdisks. Hall, owned by one Garmen Ulreth.

Does Khoran figure the messenger was trying to hide something with the little verbal slip italicized above?

Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
+4 wis


Human Alchemist 2 | HP: 18/18 | AC: 16 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +1 (+2 vs Poison / +2 vs Charm, Compulsion) | Init: +3 | Perc: +6, SM: +1 | Speed 30' | Bombs 5/5 Day

Penka brings up the silverdisk's alternative purpose with the rest of the party.

"You know, those disks were originally used to power technological devices, machines and such. Mostly the power is gone from them and they're used as money now, but maybe we should go to Val's with them to see if we can check to see if any of them are still good. We might want to hold on to any that are in case we find useful things that need power down below."

"They're still worth just as much as money after we use them up, so we don't lose anything by using them first."

As for the gambling invitation, Penka isn't excited by the idea. She doesn't know much of anything about the place or its owner herself, but the general idea of gambling makes her uneasy. To her it only makes sense to have such a business if one knows the house will reliably win more than it loses. But even worse, what if she tried it and liked it so much she got hooked? It seems better to never try it.

"I'll go if the rest of you are, but I won't gamble myself. I'll just watch."


IG Slides OoA Slides

[spoiler=Khoran] The guy was thinking of the wrong thing. He seemed about to utter "Si," possibly mentioning silver disk hall. Anyways, time to roll a crap ton of dice to emulate cards. Paizo why![/ooc]

As the portion of you that wish to go gambling reach Silverdisk Hall, a man see the slides for his appearance is standing right outside the relatively-glamorous entrance to the card room, with a few tables set up with a variety of differing games visible. "Ah, so it seems the most of you got my invitation! Do you have the invitations the courier gave to you?" Afterwards he holds out his hand for the certificate given to you earlier. He's surrounded by surly bouncers on both sides of him as he does this.

Assuming the group does give it to them, there's a spattering of three different types of variety of card-games available for you to use your certificate money at. One of the games is a poker variant (5 card draw for my own sanity), the other being blackjack, and yet another being advertised by Garmen as "a pale imitation of an Alkenstari invention, using cards instead," (A ton of decks patched together to emulate slot machines.)

Before you can enter, the man smiles and says "Thank you for your service to the town, I can't exactly make much money if everyone's leaving due to the torch going out. So, try not to spend too much time here."

The individuals who are not gambling at the moment are free to roam around town as they fit. I remember someone asking about a blacksmith? There's both the namesake Foundry of the Foundry Tavern, as well as Dolga's Foundry. The catfolk messenger I added into the campaign would likely have metals in small enough quantities to be used for bullets. That's the whole reason I put her there, is to facilitate Commonplace Guns shenanigans. Will probably have a different NPC for each area to facilitate that if you ever wish to.

Feel free to RP this as much or as little as you want. Sorry if the transition into the gambling sequence is a little lackluster, I'm feeling under the weather and seem to have lost my notes on the topic, but I wanted to get a post out quickly.


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

Hekau decides to try some gambling. Even though he knows logically that he is unlikely to come out ahead financially, he also knows that if the Thieves' Guild is running this establishment, they will be more favorably inclined to 'customers' who lose money here. Casinos like their high rollers who lose money.

So, for the sake of maintaining good relations with one of the power bases in the town of Torch, he gambles. And he does so badly.

Hekau is lacking in interpersonal skills, but makes his best attempt to seem like he is genuinely trying to win.
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17

The Bluff isn't crucial - if they think him intentionally throwing his money away rather than inadvertently throwing his money away, they would probably still like for him to remain around.

He keeps playing the "slot machine" until he has lost all of his share of the credit, and then another 20 gp besides.

"I thank you for entertaining pastime. Perhaps when I have some downtime, I can attempt to construct that Alkenstari invention. Should you have schematics or diagram, that endeavor would be more likely to succeed."


Male CG Half-Orc Fighter 3 | HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1 | Speed 30ft | Active Buffs:

Grezzag opts in for visiting the gambling hall, although he takes Zelvin's advice and leaves most of his valuables at the Forge.

"Probably worth going just to check him out, if anyone's not playing then maybe poke around for anything suspicious. And if we get jumped, then I figure I can give as good as I get it. But if there's ends up nothin' sneaky about it, then no harm in takin' what reward we're given." he adds with a grin.

--

At the casino, Grezzag goes for poker as that seems to have most opportunity to chat to other people. He has a few drinks and plays raucously until a few hours have passed or he runs out of the free money.

I don't mind simplifying the gambling to keep things moving

Bluff: 1d20 + 0 ⇒ (12) + 0 = 12
Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Although Khoran is not interested in going gambling himself (he's canny enough that he has a pretty good idea of the odds you can expect at a crime families casino), he has some advice for any who do go "Keep your ears open. People have been here too long, so there has to be more known about what's under that hill than what the town council has been willing to tell us. You might hear all kind of interesting things in a dive like that."


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

Zelvin opens up the Baine family forge in order to work on his revolver, upgrading it with his newly-discovered martial magic powers, and also crafting additional ammunition. He also makes it available to Alyn. "If you need a place to do your repairs, there ain't no place in Torch as well-organized as Mr. Khonnir's workshop. Well, now that the robot ain't attacking folks any more," he smirks.


Human Alchemist 2 | HP: 18/18 | AC: 16 (T: 13, F: 13) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +1 (+2 vs Poison / +2 vs Charm, Compulsion) | Init: +3 | Perc: +6, SM: +1 | Speed 30' | Bombs 5/5 Day

Penka just watches as the others gamble. She does keep her eyes and ears open to take in what's happening in the place. She's sure it's all rigged.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

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