Iron Gods for PF2E by DM Doctor Evil

Game Master DM DoctorEvil

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Black Hill Caves Map

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Sounds good and again thank you for all this very thorough effort!


DM DoctorEvil wrote:
Lia Wynn wrote:

The idea that I have is a local resident of Torch, preferably an Amruun (catfolk),

The idea is kind of Western-themed, since Numeria is a badlands with no real law in much of it, which reminds me of the old west. She'd have a job in town, something normal, but when there was trouble, she'd be one of the people who would be asked to look into it.

Class wise, she'd be a precision ranger, preferably with a firearm, since that fits the concept best, but a crossbow would be workable. Probably with Crafting skills, and more Cha than you'd expect, as she would try to talk people down before trying violence.

I think you may have to start out without a firearm, but who knows what you will find along the way? I'd lean against a catfolk character, but will allow you to present it if you wish.

Ok.

Looking over the Wiki entry on Torch, to see what the population is like, and I know your version might be different, but it is helpful nonetheless, I think I'll go with dromaar (half-orc) for ancestry, as they are the third most populous, as as much as I like dwarves in Golarion (and even with the iconic ranger being a dwarf), they just don't seem to add much for a ranger.

In addition, if I made the game, and the albino ord druid did, I could sort of be a bridge for him.


I was thinking the same thing. We could for sure start working on something that links the two of us together


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Phase 3

We will begin Phase 3. If you haven't made character decisions, it will be hard to do well here, so perhaps you can run with a concept even if not fully decided or finalized.

There will be an adventure prompt and then all 10 of you can feel free to engage IC (don't have to use an alias). Stats don't matter, and there will be no dice rolls. If a skill check is requested, you can just ask the GM, who will provide data as appropriate.

The grading here is based on a few things: 1) ability to use language to set a tone and voice for your PC. 2) ability to work well with others, not just in game action, but in conversation. 3) Creativity in problem solving or approach, especially if tied to the PC you have a concept of. 4) the ability to narrate in-game action in character voice/immersion rather than in game mechanics (it can be followed with OOC mechanics if not clear).

Feel free to ask questions OOC as needed. (if you are new to PBP and don't know how to format, please ask).

I expect Phase 3 to be open through the weekend with a short Phase 4 to immediately follow.


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The Scene

It's been a long two days of slogging through a pelting rainstorm and ankle-deep mud, but your group of rag-tag adventurers has finally located the cave the old woman spoke of. Deep in the woods and far from any beaten path, this cave is the likely location of the missing townsfolk you've been searching for. Just what lies inside, you don't know, but its bound to be dangerous. It's unclear if the local wizard is involved in this disappearance, but all signs seem to point that way. And this cave is his likely hideout.

Tightening your packs, readying weapons, and perhaps a light source or two, you look around the group noticing the fear and anxiety on the rain-streaked faces of your companions.

Facts are light, but you can ask. Theater of the mind with no map for this scenario. What happens next is up to you. Assume you have standard gear and weapons likely for your PC/Class etc. Again, no die rolls will really be necessary.


Looking around at his companions, Anri was somewhat relieved to see he was not the only one nervous about the situation. The weather had gotten to him and his morale, at least internally, was low. He just hoped they would find the missing townsfolk alive. But, he knew how important it was to remain positive. "It will be nice to have some cover from the weather, even if this cave is the wizard's hideout. I know its been a rough few days, so how is everyone holding up?"


Karina looks visibly shaken, her grip tightening on Luther her lute as she walks. She turns to Anri, lute in hands, as she begins to speak. Her voice carries some amount of charisma and outgoingness, and a sort of singsong quality she'd mastered as part of convincing everyone she was well and truly a bard.

"Oh, I'm fine, thank you for asking, Anri," she says with a warm smile, trying to hide her worry. "A bit nervous of a potential ambush if this is the hedge-wizard's hideout, though," she adds.


DM DoctorEvil wrote:
Seth86 wrote:

White skinned orc. Druid with eventually going barbarian dedication.

as for the orc, i think any animal he transform into will be the Albino equivalent of the species

This seems like a fine idea to me. What makes him white-skinned? Is he true albino or just a strange mutation? Does that make him an outcast in his own society?

Do you mean full Orc? That may cause some acceptance issues in Torch just so you know. And why is he in Torch again?

I had a related question. Core ancestries preferred was mentioned. Core now includes goblin, leshy & orc whereas half-elf and half-orc were Core at the time the AP was written. Can you clarify core ancestries in regards to this adventure?


The cave looked dry, but it was too deep for Phasetwo's liking. The last time he entered one of these caves.... He shivered at the memory, but quickly covered that up with a response to Anri "Yes it is cold out here. I am still OK."
"I used to come search these things for fun, with my cousins and brother. Weird to think of that now. But it is where I found this," he says holding up a tiny piece of something shiny hanging rom the dark brown tongle on his neck.
Taking stock of his companions he decides it might be time to share some light. "If we are going in, I will want this to be able to see." and, barring any objections creates light on the shiny O-shaped object with some simple magic.
The light must reveal something for he starts to list all the friends who have gone missing. How many were there now?" and then realizes what caught his attention. "I don't see anything here, but does it look to any of you like a dozen people walked in here?" He doesn't add that the missing folks might have been unable to walk on their even if they did come this way. "or maybe wagon tracks? he asks those more travel ready than him.
Working off a psychic that discovered something in one of these caves as a young adult. Whether something inhabited him (summoner, psychic) or if it just unlocked something (sorcerer, wizard) is flexible.


Seoli shudders slightly as she and her allies step foot into the dark maw of the cave, her mind racing with what sort of things besides their wizard quarry could possibly be lurking here. The familiar voice of Anri calms her slightly as she shakes the thoughts from her head and turns her attention to her rain-soaked outfit, wringing water from her tunic. "Ugh... I'm gonna need a bath after this," she mutters under her breath with annoyance.

"I'm fiiiiine. Stuff like that dark forest and this musty cave aren't anything I can't handle!" Seoli masks her own fears with a boast, patting her chest proudly, "And how many things could this wizard really have ambush us if they're stuck livin' in a cave?" she forces a laugh as she nervously eyes the darkness looming ahead.


Through rain and mud. Sleet and cold Ba'hahk trudged into the cave with the others. His cloak wrapped around him. Not just to shield him from the cold. But to hide his body from those around. Most knew what he was and how he looked by now. But he was still very conscious about himself. Even in town he made sure to hide himself from plain view

He traced his hand across the side of the cave. Shaking his head. No, this place was not what he was looking for. Maybe he will find it eventually. He turns to those around him. Their faces mirrored what his use to look like all those years ago.

"Don't worry" his voice gruff and strained. The years alone took a toll on his vocals "I am sure we will be able to handle what ever is in here. We have come this far after all. And we aren't even sure this is the right cave. But for now, it's better in here than out there. I can assure you, any type of shelter is better than no shelter at all.


I'll be able to get something up when I'm home from work today, but for now: since I have two character concepts, would you rather I pick one now to move forward with or write for both of them in this scene?

Dark Archive

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Hey GM, thanks for the consideration and time, but I'll be bowing out. For me, the process to figure out a character's voice and posting style is long and something I'm not really willing to go through while still in the recruitment phase where there is the chance my character won't even get chosen.

During the process of figuring out a voice, I inevitably get attached to the character and then if I'm not chosen, it is a really bad feeling. This is why I've set a personal rule of never RPing during recruitment.

I wish you guys luck and a wonderful game!


Curaigh wrote:
DM DoctorEvil wrote:
Seth86 wrote:

White skinned orc. Druid with eventually going barbarian dedication.

as for the orc, i think any animal he transform into will be the Albino equivalent of the species

This seems like a fine idea to me. What makes him white-skinned? Is he true albino or just a strange mutation? Does that make him an outcast in his own society?

Do you mean full Orc? That may cause some acceptance issues in Torch just so you know. And why is he in Torch again?

I had a related question. Core ancestries preferred was mentioned. Core now includes goblin, leshy & orc whereas half-elf and half-orc were Core at the time the AP was written. Can you clarify core ancestries in regards to this adventure?

They still are. Aiuvarin (half-elf) and dromaar (half-orc) are in Mixed Ancestries, in PC 1. They were even adjusted to be more broad so that any species could be the other half of the elf/orc side, though it is suggested that you check with the GM before doing that.


Zaria had tended to scout ahead and then come back to the group to keep an eye out for threats, and she was used to tracking criminals through the wilderness.

Water beaded on her long jacket and off her hat. She didn't seem to mind the rain, she seemed pretty comfortable in it.

"If they are here, we will find them and bring them home. Remember that noise carries a long way inside caves and tunnels, so we should try and be as quiet as we can."

After speaking, she will check for tracks, as Phasetwo suggested they do.


Turning to the Tien monk, Karina speaks up in response. "Well," she says as she begins dumping water out of Luther her lute once she's inside of the cave. "Unless they specialize in summoning or teleporting? They'll admittedly have a hard time ambushing us. Can never be too careful, though."

She's cold and shaking at this point, but only once she finishes emptying Luther her lute of water does she begin to wring her clothes.

She then turns to Zaria after finally wringing out her clothes, whispering "good point


As the group left the mud-soaked woods and enter the cave, Anri worried just the sound of his boots on the stone would be too loud. He had always been told he walked too loudly, especially during his time as a slave when... No time to think about that now. Finding the missing people is more important than my own suffering.

"Ah, I'll do my best to be quiet, Zaria, but stealth has never been a strong suite of mine. If I'm being too loud, please let me know. Perhaps I should stick to the back and let the quieter among us go first? If there is danger I'll rush to the front the moment I'm able. And thank you for the light, Phasetwo. Smart to cast it on something you can quickly cover as well."

Inside the cave, Anri begins to control his breathing using the techniques taught to him by the knights at Castle Urion. "Iomedae protect us. I think Seoli is right, Karina. This cave doesn't seem like much for a powerful mage. If he is kidnapping villagers, he's either really lucky or just cunning. I'd expect any mage of particular renown and power wouldn't spend their days in such accommodations."

Do we know how many townsfolk are missing and for how long they have been gone, and if they were taken all at once or here and there over time? And what evidence do we have that it was this wizard taking them and not some monster? I know the prompt says it is unclear but that signs are pointing to him being the culprit, so what makes us think that?

Sir Longears:
I totally understand your reasoning here, I'm glad to have at least made it this far with you and I hope your other games go/are going well. Maybe we will join a game together in the future, but for now good luck!


Ba'hahk makes his way to the gathered group as he listens for a while before he chimes in, "We have no idea whats deeper in the cave, for al we know he has molded and carved out a domain for himself, we are but at the surface level of this place. Let us be careful, sometimes even the earth itself can decide to be against us" he points to the outside "Just like out there"


Going to give others a chance to respond before I follow up so I don't dominate the scene (I've spent my morning waiting on things to download so I can actually do my job... way too much free time rifht now), but just wanted to say that I love all the names everyone has come up with for their characters. Great stuff all around :)


Seoli sets her pack down, leaning up against the rock wall of the cave. The burden on her back relieved, she takes some time to stretch and crack her knuckles.

"Zaria, if you wanna scout ahead like you've been doin', let me come with you. I'm pretty stealthy myself and I'm the smallest of us (probably), and if there is somethin' crawlin' around in here, you won't be caught out by yourself." She takes a moment before adding, "Uh, if you get caught, that is."


"I think it would be best for us to stay together. Outside is one thing. Inside, well, it's best to stay together, so that no one gets lost. Zaria says.


Gonna just go with the Kineticist for now, if DM wants me to throw in the android as well then I can, but I wanted to get a post up today at least.

In most other situations, Kirill might be feeling his companions' anxiety, staring down the mouth of this cave and the probable danger within. He's just a smith, able to defend himself if he needs to but hardly an accomplished warrior, and the idea of facing down a wizard intent on keeping him out feels too absurd to consider. But, the rain has been bearing down on him for two days, and it has begun to soak through even his best attempts to protect himself from it, and he's tired of this mud, and this travel, and there's kidnapped people who can't afford for him to dally at the entrance here. He scrubs a hand over his face, trying to wipe away the water his hood failed to protect him from, and grunts, noncommittal, at Anri's question, following them into the entryway and out of the inclement weather. He drops his hood once inside, shaking himself not unlike a dog to rid himself of the water.

"Trying to avoid attention's good," he starts, adjusting his pack on his back, "But it's too many of us to try and be unseen, and splitting the group's just asking for trouble. We're just gonna have to take care of threats quick when we find them, right?"


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Curaigh wrote:

I had a related question. Core ancestries preferred was mentioned. Core now includes goblin, leshy & orc whereas half-elf and half-orc were Core at the time the AP was written. Can you clarify core ancestries in regards to this adventure?

Any Paizo published ancestry is allowed. The core ancestries including half-orc and half-elf are preferred. Full Orc is an acceptable ancestry, but may cause problems, as you should expect, in most human settlements.


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Ollie-Twist wrote:
I'll be able to get something up when I'm home from work today, but for now: since I have two character concepts, would you rather I pick one now to move forward with or write for both of them in this scene?

You can choose one. Not obligated to stay with it


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Sir Longears wrote:

Hey GM, thanks for the consideration and time, but I'll be bowing out. For me, the process to figure out a character's voice and posting style is long and something I'm not really willing to go through while still in the recruitment phase where there is the chance my character won't even get chosen.

During the process of figuring out a voice, I inevitably get attached to the character and then if I'm not chosen, it is a really bad feeling. This is why I've set a personal rule of never RPing during recruitment.

I wish you guys luck and a wonderful game!

Too bad, but I understand. Best of luck to you


Pathfinder Adventure Path, Maps Subscriber

It does not take much of a trained eye to see that the muddy earth around the mouth of the cave is filled with the footfalls of many people. How many, its too cluttered and confused to say. The sodden ground seems to indicate that most, if not all, of the traffic was headed inside the cave.

Light from PhaseTwo's cantrip filled the mouth of the cavern, which appears to stretch beyond the visibility of the spell. Straining to see in the dim light at the edge of the magical effect or as the caster moves inside a bit, there appears to be a naturally carved passage about 60' inside the mouth. Wet and muddy footmarks track that direction.

More background if needed: There are 9 missing townsfolk. There were all taken at the same time. One witness noted they all seemed to follow the hedge wizard (a goblin like individua they said) of their own volition without being chained or forced in any way. But since you know some of the missing personally, that would be quite unusual. The people have been missing the night before you started tracking them, which was two days ago.


"It won't be hard to find them. We can just follow the tracks. Hopefully, we can talk the wizard down peacefully."

Zaria will stay towards the middle or back of the group, to better use her crossbow if needed.


As the group traverses down the cave passage, Anri fidgets with his shield trying to make sure it is sitting correctly on his arm. Really, anything to avoid looking to hard at where the light ends and darkness begins. Too many memories of nights spent huddled in the dark... Despite his unease, he maintains his position toward the front of the group. If something were to attack from that ominous dark, he wanted to get in front of the others to protect them.

"That would be ideal, Zaria. The rumors of our friends disappearance are strange and with any luck they truly did come here willingly, as unlikely as that is to be. I am not sure we can trust this hedge wizard, but I hope we can avoid unnecessary bloodshed. Has anyone heard rumor of this mage before this?"


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The tunnel at the end of the entry cavern was wide enough to walk two abreast at most places. The ceiling, dripping water in places, varied between 8 and 10' overhead. Wet footprints entered the tunnel but eventually dried up, disappearing completely. With the magical light source giving you some ability to see ahead of you, the group followed the single passage for about 60' angling slightly downwards as they did.

Eventually, the path ended in a kind of Y-junction with a pair of narrower tunnels branching from the first. You can choose to go right or left, and the trail of footprints has given way to rocky floor that shows no trace.

Where the paths diverge, a small niche has been roughly hewn into the wall. Inside the nice, which is about 3' off the ground, is the carved wooden figure of a humanoid bi-pedal figure, but with the head of a flying and compound eyes of a flying insect. Delicate wooden wings protrude from the back of the carving.

Locals:
There are have been rumors about a crazy hermit-like man-creature that lives in a cave in the woods and abducts misbehaving children or those that stay out alone at night, but most of you wrote those off as old wives' tales. None of the stories discussed groups of people disappearing. And no real motivation was ever given for the crazy old wizard. Details varied, as they often do in urban legends. Feel free to relate your version of this story to others as you see fit.

You can decide for your self if your character is a "local" or not for this scenario.


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Seoli brings up the rear, her eyes darting around, checking the walls, the ceiling, and even behind them, just in case Karina was correct and the wizard could summon or teleport things behind the group.

"I haven't really been in town that long, but a couple of days ago I accidentally broke a vase while trainin' in my inn room. When I told the innkeeper what had happened, she started lecturin' me about how 'some hermit goes around kidnappin' troublesome children'," she recalls her experience, shifting to a mocking tone as she paraphrases her scolding, "Dunno if it's related, but it stuck out to me."

"I am not a child..." she pouts and crosses her arms indignantly.

As the group approaches the fork in the road, she peers down both paths, "So, which way do we go now?" Before turning her attention to the wooden statuette in the cubby hole, "and what the heck is that bug-headed thing?!"


"Heard the same thing," Karina says to Seoli. "Pervasive rumours usually have at least some kernel of truth to them. I...," she pauses to collect herself for a minute, before resuming to speak with her trademark singsong voice. "Heard a similar rumour, perhaps the hermit and the bug are related? Your guess is as good as mine, for which way to go. I'm a bard," she says as she lies about the source of her magic, "not a diviner."

The Exchange

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Was out camping the past few days, getting caught up with my Android Cleric of Brigh, name is still a work in process

“Fascinating… this is no mere decoration.” They murmur, more to themselves than the others. Their fingers reach out, tracing just above the wooden figure without touching it, their analytical mind racing to piece together its significance. “A bipedal figure, insect-like. Possibly symbolic, or tied to the wizard’s magic. Brigh teaches that even the smallest gear has purpose in the grand machine. This might be a cog in whatever mechanism controls this place.”

They pause, their eyes flicking back to the group. “It could be a marker, a warning... or a lure.”

Standing up straight, [Android Cleric of Brigh] considers the two tunnels ahead. The light from their hammer casts eerie shadows, and the walls seem to press in closer as the path divides.

“The absence of footprints is concerning,” they continue, their voice calm but thoughtful. “We must consider that we’ve either left their trail or they’ve taken measures to obscure their presence. This carving may offer some clue. It’s possible it aligns with one of these paths, though its purpose is unclear.”

They study the group, then gesture toward the left tunnel.

“We cannot linger here. The right-hand path is the obvious choice for most; many would instinctively choose it.” They tilt their head slightly, the rainwater still dripping from their cloak. “The left could be a less-traveled route, perhaps safer. But we must be prepared for anything.”


Karina turns to the android, probably the person which she was the most familiar with of the entire group, and began speaking once again in her practiced voice. "Leftwards sounds like a good option to me. We should just keep in mind which way we go, and mentally reverse it for when we hit a dead end, no?"

The Exchange

[Android Cleric of Brigh] turns their amber eyes toward Karina, the faint whir of their mechanical movements almost inaudible. They nod once, appreciating her practicality.

“Agreed. Reversing our path is a sound plan.” Their voice, as steady and even as ever, holds a slight note of approval. “I will mark the wall with chalk as we proceed. Should we need to backtrack, it will make the process more efficient.”

They reach into a small pouch and pull out a piece of chalk, then mark a simple line at the entrance of the left-hand tunnel.

“Leftward, then. Brigh teaches that all paths lead to discovery, but knowing the way back is vital. We proceed cautiously.”


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The left hand passage descends rather sharply after about 30'. Several minutes later, it ends in a small chamber, roughly 20x20. In the chamber are two doors one on the right hand side, and the other on the left hand. The doors are made of stone with a single iron ring for a handle and iron hinges that may allow for easy opening.

Each door is closed at present. The door on the right as you enter has a single large rune painted on it, in what appears to be red-rust colored paint. The door on the left also has a large rune, but this is painted in a black color. The left hand door has also been seemingly defaced by random scrawls in various colors. They appear to be drawings of insects, spiders, worms, and other crawling things. Some are crude as if drawn by a child or simple creature, while other seems to be intricately inked, with the precision and clear eye of an artist. The effect is a bit unnerving and perhaps a little schizophrenic.

Along the wall of the room that does not have door or doorway (opposite the side you entered) is woolen tapestry. Sewn in to the pattern of the tapestry is a scene one might find in castle in any human domain. A line of nobles and courtesans calls on a king sitting in a golden throne, but the king, instead of being man, appears to be a large bi-pedal ant complete with scepter and crown.


Are these the Occult or Arcane? I know you said no rolls, but those I am more likely to have a knowledge of. :).

Phasetwo moves to the two doors shining a light and trying to identify the runes. "These marks look much more recent," he says looking at the creepy crawly scribbles. "We should look behind the tapestry, but I think our folks are more likely behind the rusty-rune door. The black-rune door looks like it has been closed for a long while." It is just a guess, but the craftsman has spent some time exploring places like this. "Unless one of you has skills hearing on the other side of doors?" he jokes.


"Red tends to mean danger, and we're following a trail of bug art. I say we go left." Zaria gives her opinion on which way the group should go.


Seoli shudders as the black door comes into her view, a chill running down her spine. "Oh, good," she groans with equal parts fear and disgust, "more bug art."

"I would very much prefer to go through the door that isn't covered in bug doodles."


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Since RP is the focus of the scenario, I am handwaving skill checks in order to be expeditious. But I know you want to check in on things, and have just been giving you info you might have had to roll for otherwise.

As the PT checks on the runes, he motions for someone else to look behind the tapestry. The runes both seem to be Abyssal or similar in nature The black rune translates to "Birth" and the rust red rune, which upon closer inspection seems to be dried blood, means "Key" or "Unlock" or something in that vein.

Behind the tapestry, words are scrawled in Common in the same dried blood colored ink. "The Crawling King shall rise...." it says in a heavily slanted and rather messy hand.

None of you have ever heard of The Crawling King before.

The Exchange

“‘Birth’ and ‘Key’... not a promising combination. Whoever etched these runes intended something to be brought forth. Something... locked away.”

They tilt their head slightly, turning toward the scrawled message behind the tapestry. Their synthetic eyes narrow, glowing faintly in the dim light as they read the words aloud.

“‘The Crawling King shall rise.’” Their voice drops in volume, mechanical precision giving way to an unsettling stillness. “We have no record of such a name. A being lost to history, perhaps... or deliberately erased.”

They take a step back, glancing at the rest of the group, their tone calm but carrying a weight of concern.

“This speaks of resurrection, or something far worse. We should proceed cautiously. There is a pattern here—one that likely holds the key to what we are facing.”


Anri, having fallen into a trance and focusing on the sounds of danger, has been quiet for a while now. As the party investigates this room Anri says a quick prayer to his goddess. "Lady of Valor, please watch over the missing and keep them safe from harm. Guide our hands and feet so we may pull them safely from this maw of darkness."

Anri approaches Seoli and puts a gentle hand on her shoulder, flashing a smile. "Fear not, Seoli. These markings may just be the scribblings of a mad man, and if they are an indication of what is to come we shall keep them away from you."

Hearing [Android Cleric of Brigh] read the words behind the tapestry Anri begins to worry more for the missing townsfolk. "Perhaps we should not make any assumptions, but this feels like a cult to me. Should we be concerned that the missing townsfolk did, in fact, come here willingly? We should be prepared to face anything, even if it means discovering they are all part of a cult. I've no memory of this... Crawling King, but it speaks of something dark and evil. Perhaps something that should stay forgotten. I'm sorry Seoli, but I agree with Zaria. We should follow the trail of bugs."

Is there any noticeable way to open the doors, or are they without handles?


Karina silently plucks the air right above Luther her lute, seeing if there's any magic in the area behind either door. Assuming that gives no pertinent information, she speaks up, "Detect Magic seems to give me no new information, sadly. I'd agree with PhaseTwo here, the rusty-runed door."

She then turns to Seoli, although Karina hadn't commented on the barely-audible mumblings before, she decides to speak up this time: "Seoli, as the Iomedean said," she adds epithets into her speech to sound more poetic, all for selling the illusion of the source of her powers, "It could merely be the ravings of a madman! Nothing to worry about," She continues warmly smiling, putting up a front of a calm musician. That's all it is though, a front

She breathes a sigh of relief when she hears the android talk, "At the very least, it sounds to be metaphorical resurrection. We're unlikely to be ambushed if that's the case, as, I believe, someone would focus either on necromancy or transmutation to achieve such an effect. It's... admittedly still gutting though... like Anri said, it feels cult-like..." Her voice seems to be losing some of its melodic quality the more concerned the Witch Bard gets.


Kirill's scowl deepens the further the group continues inward, until they reach this juncture and he finds himself unnerved by the strange illustrations, enough that he starts inching away from them, like maybe if he moves slowly, subtly enough away from them the rest of the group won't notice his discomfort.

"Yeah, why not. Runes drawn in blood and bugs all over the wall, sounds great. That's probably exactly where we need to go." It'd be just his luck, wouldn't it.

He nods at Anri's mention of cults, crossing his arms. "Cult sounds right, just goin' off what we've seen, but don't rule out some kind of compulsion. I know some of the people missing, and this doesn't seem like them," he pauses, considering, and shrugs. "If it turns out they're in on it and want to be getting up to this creepy bug whatever-it-is, then we just gotta beat some sense into them, too."


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The stone doors have iron rings instead of normal handles, and no evidence of locks. They have visible iron hinges as well, and it seems they would open easy enough if given a pull. Magical divination reveals nothing magical at or on the doors.

I may have mis-counted but it appears the party is split 3-3 on which door to enter (There are other options like reversing course to the original y-junction, I suppose). Someone needs to either cast a deciding vote, or just act. Next vote will move the party that direction).


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I do have to say, this made up scenario is giving me the hankering for home-brewed games again....


"If we must..." she sighs in defeat, "Just give me a moment to mentally prepare myself for this..."

Seoli closes her eyes and tries to regulate her breathing, just as her mother had taught her. Funny. At the time she wondered what purpose this would ever serve, but right now she'd do anything to regain her courage. After nearly a minute of this routine, she lightly slaps her face with both hands and opens her eyes once more.

"Let's just get this over with," she says, pausing for a few moments before adding, "And no guarantee I'm not gonna freak out if there's actually bugs in there. Just sayin'."


sorry for my sudden silence. Having a work weekend. I'll start posting again tonight


"There are quite a few of us. We could scout both ways. If one group finds the missing people, it drops back, gets the other group, and we approach together."

Zaria has left musings on cults and the like for people who are better qualified for such things. She's been keeping an eye on both doors.

I don't actually think Dr. Evil would want us to split up during a RP test, but we have a large enough group of PCs at the moment where it would be viable.

Verdant Wheel

Sir Longears wrote:

Hey GM, thanks for the consideration and time, but I'll be bowing out. For me, the process to figure out a character's voice and posting style is long and something I'm not really willing to go through while still in the recruitment phase where there is the chance my character won't even get chosen.

During the process of figuring out a voice, I inevitably get attached to the character and then if I'm not chosen, it is a really bad feeling. This is why I've set a personal rule of never RPing during recruitment.

I wish you guys luck and a wonderful game!

+1


Pathfinder Adventure Path, Maps Subscriber

I plan to end the RP scenario tonight late, so if you have things you want to show about your character, there is limited time remaining. Probably will not get resolution to the problem at hand, but that's not really the intention.

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