I want to say, like others, I've really had a blast with these characters. I don't know how I'm going to live without a regular dose of half sixteenth-orc hair flipping in my life - seriously, as benign and unimportant as that was, there was something about it that made me happier than nearly anything my players have done anytime it came up. As someone who used to frequently participate in discussions in the PFACG forum, it was also nice to finally get a chance to play a game with Miranda.
Dromer, I had actually thought about what you said about the chronicles and what's technically required to get them. Unfortunately I've always felt, when that topic gets brought up, that it feels almost like it cheapens the experience and I'm not entirely comfortable giving out a chronicle that way. You're right about running an AP though. In general, they are so in depth (and long if you run multiple parts) that they inherently are going to have a higher failure rate. Adding to that being the first content run as a PbP, I think it's very risky. Maybe once I've got more control over my schedule I'll consider running some one off PFS scenarios instead, as I do enjoy it and since my physical group moved to 5e PbP is my only Pathfinder experience for play or GM.
I'll try to respond to everything that's been brought up. Before that though, please know that neither I, nor hopefully anybody in the party, will hold it against anyone who decides to leave. The reason we all play Pathfinder is to have fun, and if someone isn't, I'm not going to ask they do something they don't enjoy in hopes that at some point, maybe they will.
That said, it has seemed to slow down more and more recently, and I know that I am a part of that. As Dromer said, it's my first time running a PbP, and I'm sure I underestimated certain aspects of that. For example, Forlen mentioned another GM who would push the party to the next room when things were slowing down too much. It's something I've tried to avoid doing, probably in part since I'm used to physical play, where you can subtly nudge someone along and have it maybe take 5-10 minutes tops, versus a few days. Forlen, I do appreciate the advice, as I know it's to improve the game for all of us, and not just a complaint.
I know also that I simply haven't posted as often as I should have. That was never my intent, and I certainly intended to be more active when I started this campaign. For all the adventures in Iron Gods, the chronicle is given at the end of the adventure, which even at a decent pace would take some time to finish this one. I just took a promotion at work a couple weeks ago, and I don't see myself being able to post much more than I was at that point.
It's not something I ever really thought of before, but Dromer makes a good point about the cycling players that maybe I never noticed was impacting my overall interest. We lost one player right after entering the cave near the start, and when Dromer took a hiatus after that his replacement stopped posting after a couple of days.
All in all, as much as I have always hoped I'd never have to say this, I think that between my schedule and the slowing down of the adventure, I don't know that my heart is in it to keep going right now. I hate to be one to support stopping, but I don't know that I can keep running this in a way that makes progress and keeps the game fun for all of you.
I'm interested in hearing any thoughts from anyone here before the group makes a decision though, and if we do stop, then I apologize greatly.
As Smith presses the button, you hear a hiss as the door slides open, and Khonnir falls out as he lets out a cry of pain. Forlen manages to catch him before he completely collapses, and he mumbles something incoherently with a half smile. Upon Iantha's inspection, you can tell he's been injected with some kind of drug that appears to be impairing his mental capabilities, but not something likely to kill him (he has taken considerable Intelligence damage, but it will not reach lethal). In an almost drunken-like state, he points to the supplies in the corner.
M... m... mine
Smith, while searching the junk, manages to find the following that stands out
1 timeworn radiation detector
1 medlance
1 timeworn brown nanite hypogun
2 nanite canisters
2 doses of grade I hemochem
Khonnir's relevant gear, in case you need it to get back to town or any other reason, contains
Baine's gear:
2 potions of cure light wounds
1 scroll of detect radiation
1 scroll of technomancy
1 scroll of unseen servant
1 wand of magic missile (CL3, 44 charges)
2 acid
1 amulet of natural armor +1
1 mwk dagger
1 antitoxin
1 everburning torch
5 days of rations
A row of beds sits along the southern wall of this well-lit room.
Glowing screens and metal desks sit on the opposite walls,
and splatters of blood adorn the floor and several of the beds.
To the east, a large metal device that is the size of a large bed
hums softly. Inside the pod is a tall, slender man, who based on the description you were given, could be none other than Khonnir Baine! His legs have been horribly cut (still attached), as if the result of multiple botched surgeries, and you can hear muffled groans agony as he weekly beats against the inside of the pod. A lit button on the side is labeled with unknown characters, but appears to show a depiction of a door opening.
In the corner by the pod, you see a pack with gear, scrolls, and supplies. Strewn across the shelves are piles of old technology, some of which might be usable if it could be identified Perception DC15
Sorry I had misunderstood and though Iantha was referring to this whole area as "chamber".
You don't find anything else notable around the room except for some unlabeled containers with various unknown liquids. The setup of the room seems to be somewhat makeshift, and probably wasn't the primary medical area.
Good time for the high roll. A failure meant his death... and not a clean one
Iantha and Miranda easily disable the device, and you hear the room go quiet as it shuts down. The man is unconscious, but safe and alive (if only barely). The doors can be locked with the key card you found earlier, and he should be safe in here while you clear the rest of the area before bringing him - and anyone else down here - back to town. Quickly searching the room, you find a small box with four timeworn flare guns, two bang grenades, and one soft grenade. The guns appear recently used and in fair enough condition, for their age.
Brute force could definitely disable it, assuming you have no desire to ever reactivate it. Miranda finds a few more key pieces connected to the hyperflange You can make the check untrained without penalty
Upon examining the table, it seems that it was designed to automate minor surgeries. Although it is currently doing more harm than good, that is likely due to malfunction, not intent. Your examinations have given you some insight into how it works, and how to more easily shut it off.
Anyone can make a Disable Device DC 13 check to shut it off. Because of Smith's check, anyone may ignore the usual penalties of not having the Technologist feat
As close as he is to death, the machine seems to be closing the wounds through suture an cauterization as it causes them. Not enough to help him, but enough to keep him from falling apart if you move him. As you look, a blade of the machine reaches down as if to cut at the man again, but instead cuts through the air less than an inch from his leg.
oblivious to the fact that his hair is getting in his face
The true indicator that Dromer is raging
Your final assault obliterates any hope of this robot ever finding repair as it crumbles to a pile of rubble. Iantha heals the man on the table, who is still unconscious. He's locked into the table, but disabling the machine Disable Device, or "turning it off" via physical beating, should allow you to remove him.
As Iantha looks up from under the bed to examine the man, a laser scalpel attached to the bed activates, piercing the mans cheek as he passes out. Still alive, but gravely injured.
The robot, barely standing, exposes a tool from its torso as it begin to weld some of its injuries as it turns to Iantha
Looks like I need to get ahold of support, I didn't show any new posts. Iantha you're good, albeit barely, unless you're some freakishly tall ratfolk. I'll give Iantha time to act.
Looks like Forlen's sheet isn't under his profile so I'll go ahead and delay him
The medical bot seems especially injured by Smith's blast, but not enough to ignore the threat of the half orc looming over it. It moves towards the wall and starts trying to push Dromer towards the beds, while attempting to aggressively inject him with whatever is in its vats. Luckily, those attempts fail.
Please relax. The doctor will be with you shortly.
No worries. With the holidays up through this week I knew there could easily have been a chance of being away and didn't push on it. I'll bot Forlen's turn tomorrow night if he hasn't had a chance to chime in yet.
While the robot works on his procedure, Miranda and Dromer try to stop it by surprise. Upon being struck with the sword and spell, it turns towards the party. In a monotone voice it says
Please do not interrupt the procedure. This room must stay decontaminated. You are not clean.
Haha sorry the robot isn't on the map. I had to rebuild it after I screwed it up and forgot to add it back. I'll throw him in when I get home from work and am not on my phone
Metal desks sit to the north and south of this long room, yet
the most distinctive features are a pair of odd, bedlike tables
flanked by curving panels of blinking, pulsing lights. Moving
armatures of metal extend out over the beds, each outfitted
with glowing panes of glass and strangely glowing tools. The
chamber reeks of blood, with great crimson stains splashed
across the device, beds, and floor. On one of the beds is a human you don't recognize, badly injured, but alive. Hovering over his body is a drone, similar to what you've seen before. This one, however, has syringes as fingers and small tanks of some kind of liquid on it's back. As it injects the human, you can tell he is in immense pain from whatever procedure he is undergoing. Neither seems to notice you at the moment.
You don't hear anything beyond the door. However, due to your natural ability to pick up odors (even those of your allies' bodies...), you recognize the scent of active wounds and chemicals somewhere beyond the door. Not immediately beyond, but nearby.
Beyond the door if you open it:
The room is, in fact empty, with the exception of the continuation of the bloody trail which leads to door on the east wall. Another door lies to the south, and a hallway with doors at the north, south, and west, leads off to the west. Iantha notices the odors coming from the eastern door.
Terra is... my name? Yes, Terra is my name. I only want to know things. You want to leave. Like the ones before you. Creatures not like you, they took creatures like you through here. They left the delicious red food you walk on. Do you have more?
No worries Forlen, we've got a gnarly bug going around here as well so I wasn't posting much either for a bit. With the holiday this week I definitely won't be posting Thursday, or likely Wednesday and Friday. I'll try to hop in those two days if I can.
A long table with various unusual stones and dirt samples
heaped on it sits along the southern wall of this room, while to
the north a line of metal desks with glowing panels and buttons
are placed next to a large humming device. The heart of this
device seems to be some sort of flickering sphere of reddishbrown mud or dirt. Dust covers much of this room, save for a
strangely clean swath between the doors - that looks to be intentionally cleaned - which leads to the
strange humming device.
The heap of metal looks to be the remains of 4 or drones, similar but not identical to the one you encountered in Khonnir's tavern. The entrance to the room shows the most signs of battle, where the rest is smeared in blood as if someone was dragged through the eastern door, through which you can hear a low hum. Miranda is able to detect the remnants of magic cast in the recent past, all throughout this hallway and continuing to the east.
It took me a minute to find it, so I really thought I was about to tell you this was a completely normal door lol
As Smith inserts the key card, the northern door opens, occasionally sticking at points where blood covers the floor beneath.
Bloodstains mar the floor and walls of this hallway, while scorch
marks and smears of ash on the walls evidence some sort of
altercation having taken place in this area relatively recently.
Four tangled mounds of metal and other materials lie further up
the hall, surrounded by strangely colored stains.
The lights are truly random. The blue lion isn't something you've ever seen before, but by it's body structure it looks like it is built to climb and chew through whatever it wants. Overall, the room seems fairly benign, and prior to whatever caused the blood was just a connection through the doors to the north, east, and behind the desk.
Smith: The lights seem to blink randomly without any real pattern, probably due to malfunction rather than by design. Occasionally a line or two of an unknown language appears briefly, as well as images of kasatha and what looks like a hairless blue lion, with two tails and tentacles where a lion's mane would be.
Iantha: The blood appears to be only a few days old... roughly as long ago as Baine's party was said to have come down into the cave
And yes, if it's on the map and in your room, you see it. This area is just too oddly shaped to easily cut off and open as you progress.
The last door in this area opens on its own when you scan the black key card you found. Beyond the door you find a long hallway that doesn't seem to lead anywhere, as well as a set of double doors in front of you that open to a large room as you approach.
A large metal desk with blinking lights and strange glowing panels
sits atop a raised area on the east side of this room near a circular
table. Two couches covered with black material sit to the south a
pair of black metal pillars. Splatters of dried blood stain the floor
and walls near a pair of doors to the north, while here and there
patches of rust-red mold and fungus cling to the southern wall.
The room itself is brightly lit by glowing panels on the ceiling.
Sounds like the cloak is up for lottery, in alphabetical order1d5 ⇒ 2Forlen, you've just won a brand new car cloak of resistance +1!! 5d20 ⇒ (15, 2, 12, 1, 18) = 48
Searching the room, in addition to the scrawlings on the wall, you find a black card of some kind. It looks like it may be a keycard, but writing on it is old and faded, and hard to be sure.
Although Dromer misses this times while Iantha heals him, Forlen manages to get through and leaving the kasatha barely standing -- enough so that Smith is able to finish him off with his staff.
Lootz
2 mwk short sword
1 cloak of resistance +1
1 javelin
40 gp
Room wrote:
A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteenfoot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones -- very similar to the silver necklace found in your first trip into the cave -- have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language.
While the magic missile has no effect, Forlen's scimitar and Smith's staff completely miss your foe. In a growing rage, a reinvigorated Dromer unleashes a massive blow against the kasatha, cleaving two of its arms clean from it's body. Th creature turns around to step back, only to find himself completely pinned in. Realizing his biggest threat, he focuses on Dromer
Miranda steps into the room prepared to strike, but stays far enough away to let her armored allies take the brunt of the force. Smith's spell doesn't manage to make contact, but the kasatha's face twists to an obvious hint of concern as the group closes in
I'll admit I'm a little stumped as to what Miranda would do here. Miranda, I know you've commented a couple times not having spells available for what's needed, so I'll offer a freebie. Humanoids will be few and far between down in the caves, and if you want to switch which spells you have prepared today I'll allow it if you think that will be too much of a burden on your ability to participate in combat encounters. I'd rather have a midmorning swapout of spells than have a character feel like they're just stepping out periodically
The kasatha swings again, his left sword and fist against Dromer and his right against Forlen. Only one strike meets its target, and he starts to speak in another language.
Sorry everyone, got caught up in a weekend long event and didn't get a chance to hit any of my PbPs. I'll update after work in a few housr. Just a note of where we are, I'll bot Miranda, followed by me and then the party again.
Dromer, feel free to adjust your turn as you wish. Nothing has happened since, so I won't ask you to stick to a turn that was based on my mistake if you don't want to.
Does the Kasatha have reach? I thought I remembered there being 10ft in between it and myself.
That didn't even click with me. He was next to you on the map when I opened it, it's possible he got mistakenly moved earlier. He would only have had one attack, go ahead and add your HP back since he would have gone for Forlen after he swung at him.
Miranda -- Yea this guy genuinely doesn't look undead until you get right in front of him. Being a few feet away makes it somewhat clear, but being 20 feet or so, you really couldn't tell. Even up close, it's little hints, he acts, moves, and looks like any living kasatha you've heard about
Forlen steps into the room and attempts to cut at the kasatha, who manages to dodge his blade, and returns a set of strikes and arm slams against Forlen and Dromer. His swords make contact, but his clumsy slams swing harmlessly through the air. As soon as he begins to make a short step backwards, Smith lets off a single bolt, which the kasatha seems completely unaffected by.
Miranda's attempt to make nice with the creature seems to be unsuccessful, as it looks both confused and angrily at the group. Unfortunately not much is know about the Kasatha beyond rumors, but this one looks, upon closer inspection, to be undead and uncaring. Based on your experience with the skeletons, you know they typically fight with all 4 arms
Forlen and Iantha may still go before hitting the next round
You barely manage to open the door thanks to your superstrength rat party member.
A large metal table is surrounded by odd-looking chairs in this
room. To the west, what appears to be a transparent wall looks
out over a strange desert valley. Four pillars support the ffteenfoot-high ceiling, while dozens of crude images of a pickaxe
made of a skull and bones -- very similar to the silver necklace found in your first trip into the cave -- have been painted onto the walls
with some sort of ivory pigment along with several phrases in
an unrecognizable language.
Religion DC 17:
The pickaxe symbols on the wall, and the necklace your group possesses, are the symbol of Zyphus -- a god of accidental death and tragedy. Although you can determine the intent of the images, something about them seems... off. You can't pinpoint what exactly, but it looks like they were drawn by someone who had never actually seen Zyphus' icon before.
Attack:1d20 + 7 ⇒ (3) + 7 = 10
Barely having any time to look around, a javelin quickly whizzes over Iantha's head, bouncing of the wall and landing behind. Next to the nearest pillar you see a creature very similar to what you fought in the desert - only this one has flesh and appears to be alive! Its eyes glow the same green as the skeletons you just finished off, but only for a moment.
Though it's obvious some of the technology still works, it's also clear that it is all beyond repair and will never be salvageable to it's former purpose. Any labels you find as to what these machines do are in a foreign language unknown to any of you, but by the hologram in the center of the table it seems they probably each relate to the desert room in one way or another.
Smith:
There doesn't seem to be any magic at work in this room, but you do detect some beyond the north wall. It's too faint to be able to what it is, or how strong, but you are certain there is something not far north of your position
I don't mind whether attacks and damage are on separate lines or not. I personally prefer them separated but it's nothing out of my way to read them differently. Here it was just a case of misreading, doubtful related to being a single line
Well shoot, I read your attack roll as a 19, not a 9 Forlen. Ah well, you're just the muscle from now one, and it shows with your roll to bust the door open :P
Dromer doesn't see anything of note as you pass through the rest of the desert, only the light and an opening in the rock to the northeast
With three of you working, the door easily pushes open. The air in this room seems to buzz and hum with energy. Strips of glowing rectangles light the room from above, while strange flickering windows line the east and west walls. A large glasstopped circular table sits in the middle of the room. To the north sits a large metal desk covered with blinking lights, while a humming pillar of purple-and-black metal stands nearby, its sides flashing with tendrils of violet energy. A single golden panel flashes with a soft but incessant light on the side of this pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines seem to be damaged, cracked, or otherwise ruined.