Iron Gods for PF2E by DM Doctor Evil

Game Master DM DoctorEvil

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This Aid check would add a +1 to Ba'hahk's Athletics check when he makes it. I will roll if its not done by tomorrow evening to keep things moving. It is also reasonable to go ask Sef and the skulks for aid or advice. We will find a way to work the new player in, so don't feel pressure to return to Torch until you have in-game needs.


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Athletics: 1d20 + 5 ⇒ (12) + 5 = 17

The druid, with the help of the android, manage to lift the door

sorry for delay


With some help from Alpha, Ba'hahk succeeds in lifting the door upwards and it slowly disappears into the ceiling. Beyond, there is a larger metal room where the northern wall is a tangle of what looks to have been strange cages of some sort. Amid the metal ribs of these cages are ribs of a more organic nature -- the ancient bones of some sort of alien creature. Smaller mounds of debris and rubble lie against the southern wall surrounding a narrow, closed door. The doorway to the northeast looks like the others, but stands open at present.


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

Zaria moves forward, scanning the debris carefully.


Android Cleric 2| HP: 26/26 |AC:16 | Fort: +5, Refl: +6, Will: +10 | Perc: +8, Low-Light Vision | Speed 25ft | ◆ ↺ ◇ Spells Prepared 1st 3/3 | Focus pts 2/2| Healing Font: 4/4 | Hero Points 1/1| Buffs:

Alpha-47 will follow behind Zaria, "An odd room, to be sure, I wonder what these creatures once were,"

He'll spread light around the room, looking for anything that might indicate what this room's purpose was.


Zaria Thorne wrote:
Zaria moves forward, scanning the debris carefully.

Scanning is just making sure it appears safe, and nothing obviously unusual happens. Searching is sorting through the stuff. I assume you mean the former, but let me know if that's not right.


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

That is correct. I'm looking for threats and not loot at the moment.


Female Human Witch 2| HP 22/22 | AC: 16 (18) | Fort: +5; Ref: +6; Will: +6 | Init: +8 | Per +4 | Stealth +2 | Intimidate +6 | Spd 25 ft. | Hero Points: 0 | ◆ ↺ ◇

Do we see the robot on-map?


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Ba'hahk also takes a look around. Why were these creatures so fascinating to him? Right now he pushed it away from his mind, they were looking for missing people. He needed to focus


Karina the Bard wrote:
Do we see the robot on-map?

The still inert drone is on the map. It's inside the hallway where the door was closed, not the newly explored room filled with debris.


Zaria and Ba'hahk don't notice anything threatening in the room, despite keeping their eyes peeled. The room is pretty wrecked and given the ruined cages with remains of creatures inside Alpha-47 can only surmise this was an animal holding area of some kind. The remains of the creatures that were inside the ruined cages are purely skeletal now, but they are of a six-legged variety that none of you have ever seen. There are maybe the wreckage of 8 or 9 cages here, and there are skeletons of 4 or 5 of the strange creatures that you can see easily.

The single door to the south is closed with piles of debris around it. The double-wide opening to the north(ish) is wide open.


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

Zaria moves up to the open north-ish door and looks to see what is beyond.


Android Cleric 2| HP: 26/26 |AC:16 | Fort: +5, Refl: +6, Will: +10 | Perc: +8, Low-Light Vision | Speed 25ft | ◆ ↺ ◇ Spells Prepared 1st 3/3 | Focus pts 2/2| Healing Font: 4/4 | Hero Points 1/1| Buffs:

Alpha-47 will move up behind Zaria to also see what is beyond, providing necessary light.

"I think this is what is described as 'Eerie', I've only read about the experience but I think this would qualify,"


As Zaria looks through the open doorway, she sees that two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the narrow room. A set of doors appears on the north-east wall, which is also open. Beyond those doors appears to be a natural cavern of stone of some kind.


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

Zaria will look to see if there are any signs of the people that we know have come through here before. After all, the skulls told us about one group.

I want to try to look for tracks to see if I can find signs of where the purple-haired girls' group went.


The metallic floor seems to resist footprints, as even the dusty boots you have from being in the caverns before don't seem to track on this surface. There are no visible tracks here to show any signs of traffic.

Secret Checks:

Zaria: 1d20 + 6 ⇒ (6) + 6 = 12


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

"The people that came through before us probably went this way." Zaria says as she gestures to the open door. "We can take the smaller door, but I think we follow the most likely way that they went."


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

"I agree with Zaria. Most likely is our best bet. We don't want to get turned around or lost. Time is crucial in these matters" as he steps closer and falls in behind Zaria,


Female Human Witch 2| HP 22/22 | AC: 16 (18) | Fort: +5; Ref: +6; Will: +6 | Init: +8 | Per +4 | Stealth +2 | Intimidate +6 | Spd 25 ft. | Hero Points: 0 | ◆ ↺ ◇

Karina nods, agreeing with Zaria.


The rescue team moves up to the open doorway. Before you is a short stone tunnel which curves around to the north. Unlike the area behind you this tunnel seems to be made of natural rock and sand covers the floor rather than the smooth metal surfaces you have grown used to. The tunnel is dark, the only light coming from Alpha's spell at the back of the group.

Unlike the glaucite floors, the sandy ground inside the tunnel does show several sets of footprints heading north.

Secret Checks:

Zaria: 1d20 + 6 ⇒ (17) + 6 = 23


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

Zaria moves carefully up the hall, crossbow held at the ready.

I'll be using Scout as an exploration activity.


As Zaria enters the dark cavern, she gets about 10' inside the doorway, when the sand beneath her feet suddenly feels very sticky, as if some kind of adhesive were mixed in the with the sand. She tries to free her feet but each step makes it harder to get loose.

Zaria needs a Fort save or be immobilized. I did move her token back about 10' where the glue-like effect starts.


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

Fort save: 1d20 + 6 ⇒ (6) + 6 = 12


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

"Zaria!" he calls out as he moves to grab her, being swallowed by the ground was not a good way to leave this plane. He wasn't going to let a simple miss step be the end of her


Try as she can, Zaria cannot get her feet unstuck from the sticky sand - its not so much swallowing her as it is just holding her fast. Ba'hahk moves up behind, where the footing is still normal, but Zaria is held fast.

As the heroes try to free her, they both watch in fascinated horror as the
sand near the mouth of the tunnel, which is in dim light, if Alpha-47 has the sole light source, starts shifting in a large area. From out of the shifting sands come two long, thick black tentacles, scrabbling and reaching towards the fastened down Zaria.

Something wants her for dinner!

Initiative:

Ghelarn: 1d20 ⇒ 18
Zaria: 1d20 + 6 ⇒ (2) + 6 = 8
Ba'hahk: 1d20 + 6 ⇒ (17) + 6 = 23
Alpha-47: 1d20 + 7 ⇒ (17) + 7 = 24
karina: 1d20 + 7 ⇒ (7) + 7 = 14


Grasping Tentacles - Round 1

24 Alpha-47
23 Ba'hahk
18 Tentacle thing
14 Karina
8 Zaria

Alpha and Ba'hahk are up first. The tentacles come from an area of dim light, so miss chances apply unless the light situation changes. Zaria is immobilized but can try to free herself with a successful Fort save or by doing damage to sticky area around her feet.


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

any way Ba'hahk can help with the process of freeing her? Aid in some way?


Female Human Witch 2| HP 22/22 | AC: 16 (18) | Fort: +5; Ref: +6; Will: +6 | Init: +8 | Per +4 | Stealth +2 | Intimidate +6 | Spd 25 ft. | Hero Points: 0 | ◆ ↺ ◇

What knowledge skill is id-ing it?


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

IMO, it would be better to focus on killing the monster than removing my immobilization. All it means is that I can't move, and I don't need to move much to fight anyway. Getting light neat the tentacles to take away miss chance would also be useful.


Android Cleric 2| HP: 26/26 |AC:16 | Fort: +5, Refl: +6, Will: +10 | Perc: +8, Low-Light Vision | Speed 25ft | ◆ ↺ ◇ Spells Prepared 1st 3/3 | Focus pts 2/2| Healing Font: 4/4 | Hero Points 1/1| Buffs:

Alpha-47 will shift slightly, before launching needles at the tentacle monster before it can reach Zaira hopefully.

Needle darts: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 3d4 ⇒ (2, 4, 3) = 9

On my next turn I'll probably use recall knowledge to try and identify this thing as well


Ba'hahk wrote:
any way Ba'hahk can help with the process of freeing her? Aid in some way?

You can attack the gooey stuff at her feet or try to help free her with a Fort save of your own to add +1 to her try to escape.


Karina the Bard wrote:
What knowledge skill is id-ing it?

It is Occultism in this case, so provide your modifier, and use an action, for in combat Recall Knowledge


Grasping Tentacles - Round 1 - continued

24 Alpha-47
23 Ba'hahk
18 Tentacle thing
14 Karina
8 Zaria

As Alpha-47 moves forward, his magical light spreads over the area where the sand shifts and the thick black tentacles seems to come from. There you can see, mostly buried in the sand, a large coral-like stone that seems to be the body of whatever this new horror is. The android unleashes a cantrip firing meta needles at the form, and they seem to hit doing some damage.

Still waiting for an action from Ba'hahk. Will run his spot tomorrow night if no update.


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

He quickly summons his primal claw to hack at the goo that is holding her

Claw: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 ⇒ (1, 2) = 3 2 Bleed if applicable


Grasping Tentacles - Round 1 - continued

24 Alpha-47
23 Ba'hahk
18 Tentacle thing (9hp dmg)
14 Karina
8 Zaria

Ba'hahk again summons his magical claw and strikes at the gooey sand holding Zaria fast. The claw clearly hits the right spot, but it doesn't seem to generate enough damage to free his companion.

The pair of ugly black tentacles swipe through the air up to 10' from the creatures body, one at Zaria who is trapped and the other at Ba'hahk. The orc is able to dodge the waving tentacles, but Zaria, who is stuck to the ground, is not so fortunate, and she takes a loud wallop upside the head that leaves her seeing stars.

Looking down, Zaria also notices dozens of small black tendrils crisscrossing the ground near where her feet are stuck. They seem to be working their way toward her rather aggressively.

Zaria takes 12 hp dmg, she is at 9/21 after. Zaria and Karina are up now to end the round.

Tentacle vs Zaria: 1d20 + 11 ⇒ (19) + 11 = 30 critical
Tentacle vs Ba'hahk, MAP: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11 miss
Bludgeoning dmg vs Zaria, CRIT: 1d6 + 3 ⇒ (3) + 3 = 6 12hp dmg total


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

"Ouch." says the stoic ranger as she is struck as hard as she was. But, she raises her crossbow, aims, and fires.

Action 1: Hunt Prey, designating the tentacle thing. Action 2: Strike.

Strike: 1d20 + 7 ⇒ (6) + 7 = 13 for Piercing: 1d8 ⇒ 8 and Precision: 1d8 ⇒ 7

After that, she tries to break free from the sand.

Fort save: 1d20 + 6 ⇒ (1) + 6 = 7


Female Human Witch 2| HP 22/22 | AC: 16 (18) | Fort: +5; Ref: +6; Will: +6 | Init: +8 | Per +4 | Stealth +2 | Intimidate +6 | Spd 25 ft. | Hero Points: 0 | ◆ ↺ ◇

"Heh, don't break what isn't broken," Karina says as she goes through the motions once again, conducting her viol to smack the creature across its tentacles.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (B): 3d4 ⇒ (2, 3, 4) = 9
Damage (Crit?): 3d4 ⇒ (1, 1, 4) = 6
Raise Shield. Spirit Object.


Karina, does your spirit object walk on the ground? The text says uses the Stride action, and I thought we had it sort of scissor-walking with the bow before?


Female Human Witch 2| HP 22/22 | AC: 16 (18) | Fort: +5; Ref: +6; Will: +6 | Init: +8 | Per +4 | Stealth +2 | Intimidate +6 | Spd 25 ft. | Hero Points: 0 | ◆ ↺ ◇

Yes. It does. Sorry for the late response. Life's being... hectic.


Grasping Tentacles - Round 1 - concluded

24 Alpha-47
23 Ba'hahk

18 Tentacle thing (9hp dmg)
14 Karina
8 Zaria (9/21hp remain)

Zaria fires at the tentacle-creature, but her shot is affected by her feet pinned to the ground, and she misses. She also cannot get sufficient leverage to break free from the sticky mire.

Karina casts a spell animating her spirit object which walks across the sand towards the attacking creature. As it moves over the sand, it enters the same sticky goo that is holding Zaria in place. Before it can make an attack on the creature, the viol is ensnared also. It is still close enough to attack however, and the resultant damage causes a loud cracking sound as the bow hits the outer shell of the creature.

End of Round 1

Alpha and Ba'hahk are up now to start Round 2

Viol fort Save: 1d20 + 4 ⇒ (5) + 4 = 9 fail


Karina the Bard wrote:
Yes. It does. Sorry for the late response. Life's being... hectic.

Ugh, hope that gets better soon. I used a yellow diamond to represent the viol, which is now also immobilized, but adjacent to the creature.


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Again Ba'hahk takes another swipe at the tentacle, trying his best to free his compatriot from the wriggling beast

Claw: 1d20 + 6 ⇒ (7) + 6 = 13
Slash!: 2d6 ⇒ (3, 5) = 8


Android Cleric 2| HP: 26/26 |AC:16 | Fort: +5, Refl: +6, Will: +10 | Perc: +8, Low-Light Vision | Speed 25ft | ◆ ↺ ◇ Spells Prepared 1st 3/3 | Focus pts 2/2| Healing Font: 4/4 | Hero Points 1/1| Buffs:

First action to recall knowledge on this thing, Occultism is +6, I'll use my focus point power to have you roll twice and take the better result too please

Alpha-47 racks his brain about what maybe he has read about such a creature as this, "Don't let it touch you, that would be bad,"

Before firing off more needle darts.

needle darts: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 3d4 ⇒ (1, 1, 3) = 5


Grasping Tentacles - Round 2

24 Alpha-47
23 Ba'hahk
18 Tentacle thing (24hp dmg)
14 Karina (spirit object immobilized)
8 Zaria (9/21hp remain; immobilized)

As Alpha-47 fires another series of magical darts at the creature, scoring a hit, he wracks his android brain for any knowledge of this type of creature, but comes up with nothing to compare to.

Ba'hahk again lashes out with his magical claw, but the thick tentacles avoid any damage.

The tentacles lash out once again from the coral-like carapace. The first tentacle again smashes into the rooted Zaria, slamming her harder than last time. Zaria collapses, unconscious and bleeding into the sticky sand. The small black tendrils slowly begin to cover Zaria's unconscious form.

The second tentacle slams Ba'hahk as he tries to help her. The orc gets bruised and battered, but remains standing.

Zaria gets another critical hit, and is unconscious and bleeding. Since the strike came from a crit, she is dying 2 right away, and needs a DC 12 flat check to stabilize. Ba'hahk takes 7hp dmg, and is at 16/23. Karina is up. Zaria moves in the initiative order to just before the creature.

Secret Checks:

Alpha Occultism: 1d20 + 6 ⇒ (3) + 6 = 9

Tentacle vs Zaria: 1d20 + 11 ⇒ (20) + 11 = 31 critical
Tentacle 2 vs Ba'hahk, MAP: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20 hit
Bludgeoning dmg vs Zaria, critical: 1d6 + 3 ⇒ (6) + 3 = 9 18 dmg - max dmg
Bludgeoning dmg vs Ba'hahk: 1d6 + 3 ⇒ (4) + 3 = 7


Grasping Tentacles - Round 2 - continued

24 Alpha-47
23 Ba'hahk (16/23hp remain)
8 Zaria (unconscious, dying 2, immobilized)
18 Tentacle thing (29hp dmg)
14 Karina (spirit object immobilized)[

This is the updated initiative order and stats, FYI. Karina ends Round 2. The rest of the party can also post Round 3 actions. Zaria must make a DC12 flat check or moving to Dying 3.


Female Dromar HP 32/32| AC: 19| Fort: +7; Ref: +10; Will: +5 | Init: +7 | Per +7 | Stealth +8 |Intimidate +1 | Spd 25 ft. | DC 18|Hero Points: 1| ◆ ↺ ◇ Exploration: Avoid Notice and Scout

I'll roll, but I don't think I'd have to until my new init spot. You move in init so that the group has a chance to help before the first check, or at least that's how I have always read it.

Flat check: 1d20 ⇒ 16


Female Human Witch 2| HP 22/22 | AC: 16 (18) | Fort: +5; Ref: +6; Will: +6 | Init: +8 | Per +4 | Stealth +2 | Intimidate +6 | Spd 25 ft. | Hero Points: 0 | ◆ ↺ ◇

The music stops as Karina backs up and just lets electricity out from her fingertips. She's visibly angry as the facade slightly fades and the lute merely floats there. "Perish," she says as the bow begins to jab at the creature. Not actually moving squares, just telekinetic projectile.

Telekinetic Projectile (B): 3d4 ⇒ (4, 4, 4) = 12 HAHA MAX DAMAGE

I'd try out Biting Words but.... linguistic. Bleh. And Force Barrage would be better as 3 actions.


Zaria Thorne wrote:

I'll roll, but I don't think I'd have to until my new init spot. You move in init so that the group has a chance to help before the first check, or at least that's how I have always read it.

[dice=Flat check]1d20

Given just one foe, its back around to you soon even after the initiative order changed. Looks like you are safe so no worri3s, but if you weren't the others still could've helped before you fell another dying point.


Karina the Bard wrote:

The music stops as Karina backs up and just lets electricity out from her fingertips. She's visibly angry as the facade slightly fades and the lute merely floats there. "Perish," she says as the bow begins to jab at the creature. Not actually moving squares, just telekinetic projectile.

[dice=Telekinetic Projectile (B)] 3d4 HAHA MAX DAMAGE

I'd try out Biting Words but.... linguistic. Bleh. And Force Barrage would be better as 3 actions.

I am confused by this post, as you say you are doing TK projectile, but it seems to me you rolled the dice for Force Barrage. Can you confirm your plan? I am going to assume its Force Barrage, which does not take an attack roll and would be 3d4 dmg, unless I hear differently by tomorrow.


Male NG Orc Druid 2 (Elemental Barbarian)| HP 34/34| AC: 18(20)| Fort: +7; Ref: +5; Will: +9 | Init: +7 | Per +7 | Stealth +1 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Medicine Stabilize: 1d20 + 6 ⇒ (7) + 6 = 13

first time I'm using this. So not sure if I'm rolling correct, so no description just yet

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