Blue Dragon

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8,373 posts. Alias of Balacertar.


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Iron Gods: Iron maps;

Redfang furrows his brow as he responds to Rūha's inquiry about the bandits and the Winery. "The Knock on Wood Winery... it's an old, ruined estate that sits just north of Dravod Knock along the Sellen River," he begins, his voice carrying a somber tone "It was founded decades ago by wealthy Riverfolk entrepreneurs from Daggermark, hoping to profit from the traffic of low templars and merchants traveling to and from war-torn Mendev"

He pauses for a moment, his gaze distant as he recalls the history of the Winery "Unfortunately, their ambitions were thwarted by the aggressive advancement of demons from the Worldwound and the less-than-honorable dealings of the low templars. They drank much more than they paid for, leaving the entrepreneurs with little to show for their efforts. Eventually, they abandoned the Winery, leaving it to fall into ruin"

Shaking his head slightly, Redfang continues, "Over the years, the main building has seen occasional use by travelers and Kellids seeking shelter, but for the most part, it has remained abandoned and dilapidated" he pauses, a troubled expression crossing his features "If these bandits have made it their base of operations, there's no telling what they might be up to. We'll need to approach with caution"

"What worries me the most is none of the Kellid's warriors have returned" the grizzled ranger nods in appreciation for your offer "Then it is done, let's part together. I feel reassured by your presence indeed. Let's go once you are ready"


Iron Gods: Iron maps;

Brother Gahuar Derviec gladly restores Zzvkgrogk health, provided the 100 gp in diamond dust "Also, the community is tight, but it needs to be taken care off. Donations are of course welcomed." the middle aged man attempts a charming smile at the ratfolk.

Yambul finds everything he is looking for, though his search for an oil of knock raises questions about forcing open others houses, but if he insists, he can find a provider. Almost all houses inside the Elk Wall have their doors without locks after all.

Finally, when it comes to Redfang, Brother Gahuar Derviec insists you to wait here at town, as he thinks the ranger is coming from the West and won't be able to catch up with you if you depart North now.

As it seems the group wants to talk with Redfang, you wait for a day, buying, resting, recovering, and enjoying the rural life of Iadenveigh. You also have time to catch up with Val and Baine, who are working with Ivik on the Ealdorman's project to cleanse the town's waters from all remaining pollutants from the Aurora. Baine seems happy you took out the gasses as this significantly eases his work.

The next day, at midday, Redfang makes his appearance at the High Home. The man is troubled, but he offers a sympathetic smile and asks you about your dealings at the Choking Tower "I saw the smoke has disappeared on my way back home, I guessed correctly you were behind the improvement."

As you ask him about his visit to the Kellid tribes, Redfang frowns and starts to explain you about a problem at the northern path "The Kellid tribes told me a group of bandits has made the Knock on Wood Winery her base of operations." he explains with serious expression "They sent a group of warriors to deal with the menace, but they have not returned. They have requested the help of the Banner of the Stag, I will have to go there and find out what has been out of them."


Iron Gods: Iron maps;

Brother Gahuar Derviec helps with what is needed for Yambul to heal up the radiation drain.

The next day the priest does his sending and comes back to inform you about the result "Redfang is close home, he will be back in a day. It seems he is worried about a group of bandits in the old Knock on Wood Winery who have been attacking caravans in the road north of Iadenveigh. If you wait for him to come back, tomorrow he can explain about his perusals. I am sure he wants to hear your report too and give you farewell."


Iron Gods: Iron maps;

Brother Gahuar Derviec listens attentively to the story given. He listens circumspect, raising an eye here and there when a robot is mentioned, or Rhoreen states her role at saving the party "I wonder how that nest of sins passed so long unnoticed by our surveilling eye, but I can only praise your deeds at putting all that off."

"As for Redfang, he sometimes spends a long time outside, scouting the land for dangers" explains the High priest "But if you are worried about him, I can possibly prepare a sending to communicate with him tomorrow morning"


Iron Gods: Iron maps;

As the group enters Iadenveigh once more, the party is greeted with a warmer reception than before. The townsfolk, already familiar with your deeds, regard you way less suspiciously. Though eyes follow your moves, no one dares to interfere with your business, and soon the bustle of daily life resumes around the group.

An unspoken invitation seems to extend itself to the group, letting you spend the night at the High Home. There, you are welcomed, though you are informed that Redfang has yet to return from his discussions with neighboring Kellid tribes.

With the evening ahead of you, the party is free to attend to your personal businesses, rest, and partake in a hearty meal. However, the Ealdorman, Ivik Gunnet, and the High Priest of Erastil, Brother Gahuar Derviec, both show interest to speak with you about your recent endeavors.

Purchase limit is 10,000 gp, and base value is 2,000 gp.


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Iron Gods: Iron maps;
Rūha wrote:
Just checking, was Longdreamer speaking "out loud" or just to Ruha for that paragraph?

I intended it as a telepathic message everyone heard in their heads.


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Iron Gods: Iron maps;

With a cunning display, Zzvkgrogk deactivates the Smoke Generator, bringing an end to the billowing clouds of smoke that had plagued the Smokewood. As the generator powers down, the tower itself seems to lose its vitality. The lights flicker and dim before extinguishing altogether, while the doors release their locks with an audible click. Inside, the experiments and machinery fall silent, their once-busy operations coming to an abrupt halt.

Outside the tower, the group gathers to dig a grave for Anada, honoring her memory with solemn respect. As they work, a majestic presence approaches, catching their attention. Longdreamer, the Star monarch, gracefully descends upon the clearing, her radiant presence casting a gentle glow upon the surroundings.

Let me extend my gratitude for freeing the forest from the oppressive smoke. You have been brave and selfless with a gesture of goodwill, she offers to transport you swiftly back to Iadenveigh, carrying the party upon her back.

With a sense of accomplishment and camaraderie, the group mounts on the huge butterfly. Longdreamer soars gracefully above the forest canopy, reaching Iadenveigh in just a couple hours fly.

She descends on a clearing close to south of the town. As you are giving farewells, Longdreamer gives you one more boon, she touches Rūha's head with her antenna Do not despair my friend from far away. I have seen. You are a traveler of another time. I sense she has chosen you. She has chosen you so things happen as they happened. So your time can be saved against the plots of the Dominion who have sent here their forces to do what they could not in your time. Be aware, they are here already. They are not that far. And they have her.

With a sense of solemn purpose, Longdreamer turns then to Yambul and fixes her gaze upon him, her eyes shining with ancient wisdom, her voice resounding in your brains Child of the Fallen Stars, bearer of the bloodline; as you journey forth, remember this: the legacy of your forebears guides your steps. Seek out the truth that lies hidden in the heart of Numeria, for it is there that you will find the answers you seek.

And then she finally gives farewell to the group before taking flight Look for me in your dreams. Call me if you need help. I would be pleased to carry you to wherever you need next.

With that, you are free to make your return back into town and manage your stuff.


Iron Gods: Iron maps;

The equipment found in the memory harvester's room is apparently the only personal effects that were left behind.

You search thoroughly the tower, and despite some minor stuff, you find nothing else of note. There is a trove of knowledge about technical stuff, swarms and gasses though, for those interested to dedicate years of study.

Also, after the destruction of the eversmoking bottle, Furkas finally finds some rest and his soul passes to a better life state.

Seems we are moving to Iadenveigh next, but let me know


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Iron Gods: Iron maps;

As the dust settles and the echoes of your battles fade away, Zzvkgrogk approaches the Smoke Furnace determined to help the azers. With deft manipulation and a keen understanding of its workings, he manages to reverse the opening, creating a portal leading back home for the azers. With a grateful nod, they address you with heartfelt gratitude "Thank you, for your assistance. We shall return to our home plane with heads held high, knowing that we leave behind newfound friends. Your deeds shall be remembered in our forge, and your names shall be honored in the flames of our hearth."

Meanwhile, Chaance and others delve into the archives and left behind notes with a determined focus. Piece by piece, you uncover the scattered notes of the tower's apprentices, piecing together the puzzle of the Choking Tower's events.

Driven by his desire to further his research in nanites swarms and other techs, Furka's Xoud stumbled upon the secrets of Casandalee's body at the Aurora, below Iavendeigh. Killed by the robots sent by Divinity 15 years ago, the android's body had a surprise, it had been overtaken by an Intellect Devourer called Maukui time before its death.

Back at his tower he harvested the memories of Casandalee, entering into contact instead with Maukui. Ecstatic to had found the location of the neurocam to access Divinity, but knowing he could not recover it alone, he left the tower to give this information to his superiors at the Technic League.

However, his plans were thwarted by the interference of Anada Visk, one of his own apprentices. On his absence, suspicious of his master's research and final intentions, Anada found the way into the dungeon and Casadandalee's body. After some comings and goings she was tricked to use a resurrection scroll, and back to life, Maukui overtook the apprentice's brain and started to jump from apprentice to apprentice every few days as the bodies started to rot.

But the resurrection also had an effect on Casandalee, the android's body started to move just a few minutes after Maukui left in the apprentice's body. The interference between the android resurrection process, Casandalee’s exceptional ability to remember past lives, the harvester memory extractor and the intellect devourer memories, brought back into the android a new soul that retained the memories of the most recent victim of Maukui, an elven ranger investigating the sprawl of alien life in Numeria, known by the name of Chaance. An elf who found herself into the Valley of the Spider during her search.

Still confused, she got out of the tower trying to continue her mission with great blanks on her head.

When the party killed Xoud and his contingency teleported him back to the tower, Maukui took his body as a host while the wizard, terribly furious, raised as a ghost.

You have been first hand witness of most of the rest of the story.

With the pieces of the puzzle finally falling into place, the group gains a deeper understanding of the past events. But their journey is far from over, and the shadows of both an alien invasion and a raising overlord moving the strings in Silver Mount, continue to loom ominously on the horizon.


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Iron Gods: Iron maps;

Blur: 3d100 ⇒ (87, 56, 55) = 198
Chaance gets a death scare, but clenches her teeth enduring the fear, though her heart pumps heavy on her chest. She then puts three precise arrows through vital worms in the messy body.

Yambul slashes hastened, one swing confused by the blurry figure, two others swiftly connecting and sawing good chunks of the worms, despite its resistance.

As it saws through, the figure decomposes into an entanglement of worms.

Without a will to keep them together, the mass remains almost harmless to the group, and a few grenades or fireballs before it is well dealt with!

Combat is over!

Nargin: 101 damage, dead
Party buffs: haste r9
Chaance: 36 damage, -1 Con damage, barkskin 60 min, gravity bow 6 min, cat's grace 6 min
Rhoreen: 3 damage, mage armor 18 h, heroism 155 min, fly 9 h, tongues 67 min, see invisibility 90 min, filter mask
Rūha: mage armor 18 h, barkskin 67 min
Yambul: light, chainsaw 35 min, heroism 155 min, shield 7 min
Zzvkgrogk: heightened awareness 65 min, barkskin 69 min, resist energy (electricity) 70 min

The only thing remaining in Nargin's cell is the artifact that provided nurishment to him.

K. engineering DC 30*:

Without nothing left in the tower able to pose a real challenge to the party, it is easy for the group to claim the tower.

With that we have finished book 3, The Choking Tower! Congratulations! :)


Iron Gods: Iron maps;

Rūha activates the safety mechanism of the grenade and tosses it on the corner.

Mirror image: 1d6 ⇒ 31d5 ⇒ 51d4 ⇒ 3
Yambul swings right and left, destroying image after image.

Mirror image: 1d2 ⇒ 2
Chaance then destroys the two remaining ones, and puts two arrows in the creature, the second one, clustering its shots on the same place, deals quite the damage!

Zzvkgrogk blasts the worms with a special scattering shot! It effectively harms all the worms but fails to pierce the creature's hard skin. damage reduction

Rhoreen blast's the creature with fire when it starts casting, one of her rays impact, but despite totally killing a worm, it has no real effect on the mass itself.
Rhoreen knows by now single target spells are not effective with the worm-that-walks (exception, mind-affecting ones)

He steps away from Yambul while his wounds fast heal, and tries to cast again, this time pointing at the one that managed to harm him. Chaance "My Will is unstoppable. And my will is now for you to die!"
Will DC 18 to disbelief (emotion, fear, mind-affecting effect); on a fail Damage: 3d6 ⇒ (6, 1, 4) = 11 on successful Fort DC 18 or die on a fail as per phantasmal killer

The grenade ticks a bit more in the corner, then, before Rūha can move again, it explodes bathing everyone 20' around in a freezing coldness!
Nargin Ref DC 15: 1d20 + 9 ⇒ (11) + 9 = 20
(17 +50%) / 2 = 12 damage
The coldness freezes a good part of the worms despite Nargin quickly moves against the wall to protect himself.

Nargin: 20 damage, slightly wounded
Party buffs: haste r9
Chaance: 25 damage, -1 Con damage, barkskin 60 min, gravity bow 6 min, cat's grace 6 min
Rhoreen: 3 damage, mage armor 18 h, heroism 155 min, fly 9 h, tongues 67 min, see invisibility 90 min, filter mask
Rūha: mage armor 18 h, barkskin 67 min
Yambul: light, chainsaw 35 min, heroism 155 min, shield 7 min
Zzvkgrogk: heightened awareness 65 min, barkskin 69 min, resist energy (electricity) 70 min
Round 2: Chaance, Rūha Round 3: Rhoreen, Yambul, Zzvkgrogk, Nargin


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Iron Gods: Iron maps;

Zzvkgrogk ingests one of his concoctions and spits it all over the party to hasten them into further heroics.

Rhoreen takes good note of the worms movements, ready to strike when it conjures.

Images: 1d7 ⇒ 2
Yambul strides inside and trashes hard one of the illusions surrounding Nargin.

The worm that walks starts saying words of power, moment at which Rhoreen blasts it with magic missiles. The force barrages destroys a few of the worms but otherwise show to be useless.

"Your attempts are laughable. I no longer play with the limitations of your physical bodies" as he completes his spell, you are affected by a slow. It automatically dispels Rhoreen's haste.

However, thanks to Zzvkgrogk's cunning addition of a second haste, the party remains hastened, defying Nargin's expectations.

Nargin roars in frustration "Why are you still moving fast? My magic should have stopped you already!"

Nargin: images 5
Party buffs: haste r9
Chaance: 25 damage, -1 Con damage, barkskin 60 min, gravity bow 6 min, cat's grace 6 min
Rhoreen: 3 damage, mage armor 18 h, heroism 155 min, fly 9 h, tongues 67 min, see invisibility 90 min, filter mask
Rūha: mage armor 18 h, barkskin 67 min
Yambul: light, chainsaw 35 min, heroism 155 min, shield 7 min
Zzvkgrogk: heightened awareness 65 min, barkskin 69 min, resist energy (electricity) 70 min
Round 1: Chaance, Rūha Round 2: Rhoreen, Yambul, Zzvkgrogk, Nargin


Iron Gods: Iron maps;

Nargin is all but stupid and swiftly starts to cast his own spells when he sees you gearing up for the combat "Ah, well, in that case I will take the chance to gain my full freedom. Come, witness the ultimate power of my will."

Among other stuff, you see his figure bursts into flames and becomes blurry and multiple copies of himself start to jump around.
Images: 1d4 + 3 ⇒ (3) + 3 = 6

Spellcraft DC 20:

fire shield
freedom of movement
fly
protection from energy (electricity)
blur
mirror image

Initiative:

Chaance+cat's grace: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Rhoreen: 1d20 + 2 ⇒ (20) + 2 = 22
Rūha: 1d20 + 3 ⇒ (5) + 3 = 8
Yambul: 1d20 + 2 ⇒ (16) + 2 = 18
Zzvkgrogk (+2 more Mutagen): 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17
Nargin Haruvex: 1d20 + 8 ⇒ (5) + 8 = 13

As the door swings open, Rhoreen, quick on her feet, seizes the initiative. The battle begins, and the fate of Nargin Haruvex hangs in the air.

Nargin: images 6
Party buffs: haste r9
Chaance: 25 damage, -1 Con damage, barkskin 60 min, gravity bow 6 min, cat's grace 6 min
Rhoreen: 3 damage, mage armor 18 h, heroism 155 min, fly 9 h, tongues 67 min, see invisibility 90 min, filter mask
Rūha: mage armor 18 h, barkskin 67 min
Yambul: light, chainsaw 35 min, heroism 155 min, shield 7 min
Zzvkgrogk: heightened awareness 65 min, barkskin 69 min, resist energy (electricity) 70 min
Round 1: Rhoreen, Yambul, Zzvkgrogk, Nargin, Chaance, Rūha

Feel free to adjust your tokens positions as long as they are outside Nargin's room.


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Iron Gods: Iron maps;

As the party approaches the experimental prison, they find the intimidating figure of Nargin Haruvex awaiting them. The writhing mass of worms undulates, its eyes locked onto the group with an otherworldly intelligence "Ah, my curious visitors. You have returned" Nargin's voice echoes through the prison, filled with a blend of amusement and satisfaction "So, you have managed to survive Furkas' domain, haven't you? Impressive, I must say. Perhaps you're not as expendable as I initially thought" Nargin's tone conveys a certain level of acknowledgment and respect.

With a sinister yet gracious motion, the monstrous entity gestures toward the prison's door "Fear not, for I am here to guide you through the final steps of your journey in this forsaken place. Open the door, and let us conclude our dealings"

Nargin Haruvex provides the necessary instructions to unlock the prison, revealing the complexity of the mechanism. With this, Zzvkgrogk easily opens the door.

The creature's form seems to ripple with satisfaction "Step inside, brave wanderers. You have proven yourselves more resilient than Furkas anticipated. In recognition of your persistence, I offer you a rare opportunity. Leave this place without further confrontation. Be the heralds of my grandeur, my resilience, and the inevitable victory over Furkas' futile attempt to see me perish in desperation."

The party is presented with a choice: they can accept Nargin Haruvex's offer and depart without facing the creature in combat, or they can choose a different course of action. The decision weighs heavy on the party, and the Choking Tower's atmosphere crackles with tension as the moment of choice arrives.

Feel free to add any preparations to be applied before you swing open the door or speak back to the worm-man.

Reminder of worm-that-walks previous identification: Zzvkgrok effectively managed to help Rhoreen understand this creature.


Iron Gods: Iron maps;

The only other sphere with green gas is the one harvested from the recent attack on Yambul. When Zzvkgrogk plays it, a grief but feminine voice sings a lullaby. It is a famous Kellid lullaby to warn babies about the dangers of getting close to robots. The voice ends with a "Sleep my baby prince, sleep."

As Chaance moves out of the room, she gratefully discovers the wall of force has disappeared, and she can reach the door without impediment.


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Iron Gods: Iron maps;

The group listens to Casandalee's memories, or rather the intellect devourer that came on her body, and attempts to figure out their next steps.

Not sure anymore if this knowledge source was her elven life or a close encounter with the Dominion of the Black that came at a high cost, Chaance can retell a Yah-Thelgaad is monstrous aberration. A grotesque creature covered in chitinous armor, featuring a writhing forest of tendrils on one end and a pincer-tipped tail on the other.

Its back is adorned with six transparent blisters, each containing a brain suspended in thick green fluid. With an eerie and horrifying appearance, it unsettles those unlucky enough to encounter one.

This creature is a malevolent force aligned with chaos and evil, embodying the nightmarish ideals of the Dominion of the Black. It possesses darkvision, true seeing, and the ability to diagnose diseases.

In combat, Yah-Thelgaads are equipped with potent defensive capabilities, including a carapace that inflicts bleed damage upon attackers and resistance to magic and adamantine. Its arsenal of offensive abilities includes powerful tentacles with a grab mechanic, poisonous claws, and the ability to command diseases swiftly.

Additionally, Yah-Thelgaads can unleash mind storms, creating a psychic vortex that induces confusion in nearby creatures. With a repertoire of spell-like abilities and sorcerer spells, Yah-Thelgaads can cast a variety of potent spells.

Finally, Chaance knows well that its brain collection ability allows it to store up to six brains, which empowers its armor, concentration and knowledge. The Yah-Thelgaad is an enigmatic and horrifying entity, devoted to the Dominion of the Black and driven by inscrutable causes that tie into its alliance's mysterious theology.


Iron Gods: Iron maps;

With a notable success for the Pathfinder Society, you all celebrate and make it back to your day to day endeavors in your own regions of operation, and leaving the horrors of the Worldwound behind.

As you say goodbye, a collective prayer rises for the goodships of the Wardstone Patrol, a testament to their sacrifices and a hope that their bravery will forever be remembered in the ongoing crusade against the demonic horde.

FIN


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Iron Gods: Iron maps;

As soon as Rūha presses the speaker's button while the globe is attached, there is a blank noise coming out. After a short pause, a feminine voice starts to speak, one you all clearly recognize as Chaance's one, except for herself that notes it distorted.

(pause)
"I am not sure what you mean. I am Maukui, the most devious and ingenious brain of the Dominion of the Black."

(pause)
"No, Casandalee’s android body cannot lodge a new soul while it is my host you idiot. "

(pause)
"Casandalee’s previous master sent puppets to punish her for her treason. They cornered me in the Aurora and incapacitated this body. It has been a long wait, but I learned a lot about the Divinity."

(pause)
"Dweller-In-Dark-Places took the neurocam and AI core from me to pursue more invasive techniques to extract its secrets. I hate that he took my favorite toy, but he gave me Casandalee’s body to play with, it has far more possibilities than the elven huntress."

(pause)
"My Dominion’s master, you idiot. The yah-thelgaad that is going to devour your world once we take control of the Divinity."

(pause)
"Because they contain information on how to access the Divinity and seize control so we can neutralize the robot soldiers we cannot impersonate."

(pause)
"In the Dominion Hive in the valley you know as the Scar of the Spider."

(pause)
"To breach your abjurations, wizard, and infiltrate your ranks, play with your bodies, to get out of here, to find a different way into the Divinity."

The noise ceases, the memory having been fully played.

Perception DC 25:

Below the stretcher here, you find the remains of a consumed scroll. Rhoreen can identify this as a resurrection scroll.

Survival DC 20 (tracking):

You do reconstruct a few things that happened in this room. The comings and goings of Furkas human person. Dragging a body into this place and leaving it in the stretcher. Working in there with the harvester robot. Then leaving on a rush.

Someone else accessed here at a later time, by the marks over Furkas' ones, maybe an apprentice. That same person and the body Furkas brought here left afterwards, both walking normally.

The access door was jury rigged and made to malfunction, some of the nanites of the door left, and they latter create the cocoon's in the tower you infer.


Iron Gods: Iron maps;

Dumped unceremoniously into a bin in the northwest corner of the room, Rūha founds a technological armor suit, a magical wand, and a +2 EMP pistol with a small cylindrical device attached to the barrel of the firearm.

K. engineering DC 30* (suit):

Detect magic+Spellcraft DC 20 (wand):

wand of cure serious wounds (26 charges)

K. engineering DC 24* (cylinder):

But perhaps most importantly, a small clear globe filled with green mist is attached to a small portable device.

The globe is equal to the ones the destroyed harvester robot has on its back.

There is a single button present in the device, which the Technologists* among you think is some sort of portable speaking unit.


Iron Gods: Iron maps;

Rhoreen has observed Furkas' work and interest long enough in this tower, that her strong intellect can come up by now with all the necessary clues to put the ghost fully to rest.

To put Xoud to rest permanently, you must first confront and defeat the ghost by whatever means necessary. Then, before the ghost has a chance to rejuvenate in a few days, two of the following three conditions must be met.

The Choking Tower’s source of power, the smoke furnace in previous room, must be deactivated or destroyed.

At least 50,000 gp worth of treasure and magic items must be looted from the tower to diminish his emotional ties to Xoud’s belongings (this treasure must be physically removed from the tower—alternatively, the eversmoking bottle can be destroyed to fulfill this requirement).

The thought harvester robot and both robotic apprentices must be destroyed to remove Furkas’s emotional ties to his three favorite minions.

Further on, she thinks once Xoud is put to rest, all of the traps in the Choking Tower will immediately disarm, and after a few additional days pass, the haunts and undeads in the tower will fade away as well.


Iron Gods: Iron maps;

GM:
1d100 ⇒ 5

Yambul, rejuvenated by Zzvkgrogk's healing, expresses gratitude and swings his falchion at Furkas. The dissipating fog allows for clear attacks, the perfect sight let's the Kellid smash three times consuming a good piece of the ghost's essence.

Wind wall miss chance 30%: 1d100 ⇒ 44
Zzvkgrogk, launches a holy water cartridge at Furkas, fully overloaded, the water splashes all over, dealing full damage to the incorporeal entity.

Rūha capitalizes on the clearing fog, delivering precise strikes in tandem with Yambul. One of them connects, causing some damage to the ghost.

Rhoreen channels the power of her skymetal wand to empower Chaance's next attack.

Wind wall miss chance 30%: 1d100 ⇒ 39
Onus reroll: 1d20 ⇒ 19
Chaance, imbued by the onus, crashes the holy water on Furkas' space. The sacred water causes full damage to the ghost, that is dismissed in a shout of pure fury "I... will... retur..."
he had 132 hp!

Combat is over!

Furkas: 133 damage, destroyed
Party buffs: advice (+2), haste r15
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 32 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min

As the ghost dissipates, the rod it was holding falls to the ground and clinks.

Detect magic+Spellcraft DC 26 (rod):


Iron Gods: Iron maps;

Only Yambul's final swing finds Furkas figure through the smoke. But hard it damages the ghost.

Zzvkgrogk, enduring the noxious cloud, moves swiftly to heal Yambul, which washes over the Kellid mending some of his wounds.

Rūha, grappling with the oppressive scent of Furkas' experiments, manages to deliver a precise strike against the ghost. Her unarmed strike lands true, though it just consumes a bit of the negative essence.

Rhoreen, frustrated by the ongoing challenges, recovers from the nausea. With determination, and a wand swing, the half-elf erects yet another coffin of wind, containing the nauseating vapors this time.

Meanwhile, Chaance picks up some melee weapon and slashes at Furkas with calculated precision. Only thanks to Rūha's advice, she connects twice.
Concealment: 1d100 ⇒ 32
Concealment: 1d100 ⇒ 25

Concentration (cast defensively) DC 25: 1d20 + 14 ⇒ (3) + 14 = 17
Furkas starts to cast yet another spell, but when the others swing, he is forced to move, spoiling his casting "Argh! You are worse than worms in a Starfall's sewer!"

Spellcraft DC 20:
That was a suffocation spell.

As time passes, the wind wall fully fades and disperses the smoke miasma. The ghost is no longer protected or healed by the cloud!

Furkas: 67 damage, considerably damaged
Party buffs: advice (+2), haste r15
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 32 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 7: Rhoreen, Zzvkgrogk Round 8: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Rhoreen channels the power of haste to enhance the party's attacks. With this hastened magics she propels Yambul's arm into another magic chainsaw slash causing more damage to the ghost!

Zzvkgrogk drops his arc pistol and draws his holy water cartridge-loaded dragon pistol. He takes aim and fires at Furkas, but carrying the pistol preloaded has caused a misalignment and the holy vial splatters all over the ratfolk.

Rūha, maintaining her flank with Yambul, unleashes a flurry of strikes against Furkas. Only one of her precise strikes land, adding to the cumulative damage against the ghostly foe.

Chaance, faced with the futility of her arrows against the wind wall, decides to sheathe her bow and draw the adamantine weapon of the xill, preparing for a different approach.

The oppressive wind wall has turned to protect Furkas, deflecting ranged attacks, and so he keeps inside the healing smoke.
Miasma negative damage healing: 2d6 ⇒ (2, 4) = 6

Furkas' ghost seizes the opportunity to unleash another vile spell upon the party. With a twisted grin, he gestures, and a foul-smelling cloud begins to rapidly spread in the room, enveloping the area in a nauseating mist.
Fort DC 17 or become nauseated while inside the cloud + Rounds: 1d4 + 1 ⇒ (4) + 1 = 5
(everyone but Yambul is in the area)

As the stinking cloud takes hold, Furkas taunts the party with his sinister voice "Savor the noxious bouquet of my experiments. You are but insignificant specimens in my realm of study, soon to writhe and squirm like swarms of vermin, engulfed in a symphony of gases that will dissect your very essence. Consider yourselves fortunate; you shall become the subjects of my groundbreaking research, a wretched symphony of suffering in my laboratory of torment!"

Furkas: 46 damage, considerably damaged
Party buffs: advice (+2), haste r15
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 or 18 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 6: Rhoreen, Zzvkgrogk Round 7: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Concealment: 1d100 ⇒ 45
Yambul, wielding his magically enhanced falchion, swings at Furkas Xoud with determination. The blade cuts through the ethereal form of the ghost on a second swing, causing significant damage as the magic on it partially hurts its incorporeal nature.

Meanwhile, Zzvkgrogk, realizing the limitations of his current weaponry against the ghost, investigates the collapsed harvester robot. With a keen understanding of magical devices, he examines the integrated sonic rifle. His spellcraft expertise allows him to discern that the rifle, unfortunately, would be ineffective against the ghostly entity.
You would know integrated weaponry cannot be effectively used outside the robot body, and it is probably not magical anyway (only magic weapons half damage incorporeals)

Furkas: 36 damage, slightly damaged
Party buffs: advice (+2)
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 or 18 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 5: Rhoreen, Zzvkgrogk Round 6: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Chaance well aimed arrows are regretfully deflected and spelled into the ceiling by Rhoreens roaring wall of wind.

Cast defensively DC 21: 1d20 + 14 ⇒ (5) + 14 = 19
The ghostly form of Furkas Xoud, takes advantage of the chaos to further hinder the party. With a malicious grin, he conjures a putrid cloud of stinking vapors, filling the area with a nauseating odor. The foul-smelling fog starts to spread rapidly, but the pressing presence of Rūha and Yambul make the ghost lose concentration of his casting!

The ghost's ethereal form shudders with irritation as his plans are foiled once again. "These mortals persist with their incessant interruptions" he hisses, the ghostly echoes of annoyance reverberating through the room.

Still the smoke within the wall, keeps healing the incorporeal undead.
Negative energy: 2d6 ⇒ (1, 6) = 7

Furkas: 24 damage, slightly damaged
Party buffs: advice (+2)
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 or 18 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 5: Rhoreen, Zzvkgrogk Round 6: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Yambul steps forward, pouring the oil of bless weapon onto his blade. Magically enhanced, he moves closer to the ghostly adversary.

Concealment: 1d100 ⇒ 60
Rūha, seizing the opportunity with the mist contained, repositions herself to flank Furkas and delivers a precise punch, her mystical energy half damaging the ethereal enemy.

Rhoreen, enduring the effects of the ghostly shout, retaliates by casting magic missile directly at Furkas. The forceful arcane missiles are absorbed by its figure. Abnormally, she sees her own ring to crackle with energy for a second as her force missiles are absorbed by the ghost's hand.

Rhoreen:

Rhoreen, your ring of forcefangs has gained 1 charge.

Melee touch attack: 1d20 + 6 ⇒ (15) + 6 = 21
Concealment: 1d100 ⇒ 100
Will DC 15?: 1d20 + 11 ⇒ (11) + 11 = 22
Zzvkgrogk, inspired by Chaance's earlier touch, follows suit and reaches out to touch the ghost. Sensing the opportunity, he steps back, strategically positioning himself for the ongoing battle. His touch channels positive energy, which hurts part of the undead incorporeal essence.

Furkas: 31 damage, slightly damaged
Party buffs: advice (+2)
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 or 18 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 4: Rhoreen, Zzvkgrogk Round 5: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Rhoreen is deafened by the ghostly shout, so she no longer hears what others say, while the others endure.
Zzvkgrogk, I think you missed the need for a save here

Yambul, feeling the effects of the draining fog, steps back cautiously, preparing his falchion and a potion bottle.

Chaance, determined to pierce through the miasma, navigates the foggy haze and attempts to touch the elusive ghost. Her hand passes through the ethereal figure, delivering a healing touch as she invokes names from a recent past.
Will DC 15?: 1d20 + 11 ⇒ (14) + 11 = 25
Aldronard and Sarenrae's blessings flow through her, the positive energy harming the ghost despite its partial resistance.

Rūha, strategizing in the midst of the spectral confusion, delivers an inspiring word to Chaance and distracts Furkas a bit.

Meanwhile, Rhoreen, reacting to the discomfort caused by the miasma, decides to wield the wand of wind wall once more. She attempts to disperse the spectral mist, creating a protective barrier that surrounds the miasma point of origin and starts blowing it away.

As Rhoreen channels the power of the wind wall, Zzvkgrogk, in an act of stealth, quaffs an extract and disappears from sight. He moves strategically to position himself behind the ghost, aiming to take advantage of the opportunity to strike.

As the battle intensifies, Furkas Xoud seizes the opportunity amidst the chaos. With a menacing glint in his spectral eyes, he extends a hand towards Chaance, unleashing a wave of corrupting energy.
Corrupting Touch vs. Chaance (touch): 1d20 + 2 ⇒ (15) + 2 = 17
The hand moves through flesh unimpeded, touching her heart, the dark energy surges forth, engulfing Chaance in its malevolent embrace, threatening to drain her life force.
Corrupting touch damage: 12d6 ⇒ (2, 3, 2, 5, 2, 2, 6, 5, 3, 5, 5, 5) = 45
Fort DC 19 for half

With a sinister grin, Furkas taunts "A gentle touch exchange, my dear Casandalee" he hisses, his spectral gaze flickering as if wrestling with a distorted memory "Yet, the last I knew, your devotions were pledged to Unity, not the Dawnflower. The mists of undeath play tricks on the memories of the living. Has your divine muse forsaken you?"

Feeling the need for regeneration, Furkas retreats deeper into the swirling mist, seeking solace within the confines of the wind wall. The miasma caresses him, granting a measure of healing as he plots his next move.
Negative energy damage: 2d6 ⇒ (5, 4) = 9

Furkas: 15 damage, slightly damaged
Party buffs: advice (+2)
Chaance: 17 (-45 or -22) damage, -1 Con damage
Rhoreen: 3 damage, deafened r9, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 19 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: 9 or 18 damage, heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 4: Rhoreen, Zzvkgrogk Round 5: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Rhoreen carries the back-line team past the wall of force and into a safety space.

Zzvkgrogk and Chaance shot into the mist, following the sounds of battle, and hopping not to injury Yambul or Rūha.
Chaance: Total concealment: 1d100 ⇒ 73
Zzvkgrogk: Total concealment: 1d100 ⇒ 97
Zzvkgrogk: Total concealment: 1d100 ⇒ 99
Zzvkgrogk: Total concealment: 1d100 ⇒ 83
All the shots are well directed, but only one of Zzvkgrogk's beams hits on target, and the incorporeal is immune to criticals and resistant to fire.

Furkas floats back concentrating on his magic to cast defensively.
Concentration DC 23: 1d20 + 14 ⇒ (12) + 14 = 26
He emits a loud shout that hits everyone but Yambul!
Sonic damage: 5d6 ⇒ (4, 6, 4, 1, 3) = 18
Fort DC 18 to half the damage and avoid deafness for Rounds: 2d6 ⇒ (3, 3) = 6

The smoke around further punishes Rūha and Yambul, and heals Furkas by the same amount.
Negative energy damage (no save): 2d6 ⇒ (6, 4) = 10
Also provides concealment/total concealment as obscuring mist

Once again, he swings his rod, trying to disarm Yambul.
Disarm attempt CMD 27 (move action): 1d20 + 16 ⇒ (14) + 16 = 30
And this time the smoke takes the chainsaw out of the Kellid's hands and drop it at an adjacent square!

Furkas: 10 damage, slightly damaged
Party buffs: advice (+2)
Chaance: 8 damage, -1 Con damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 10 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 3: Rhoreen, Zzvkgrogk Round 4: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Chaance informs about the magics at place, and stumbles with the force wall.

Concealment: 1d100 ⇒ 95
Yambul combines with Rūha to flank the ghost, and manages to connect, despite not finding a precise vital spot, but Rūha fails.

Furkas: 14 damage, slightly damaged
Party buffs: advice (+2)
Chaance: 8 damage, -1 Con damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 10 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 2: Rhoreen, Zzvkgrogk Round 3: Yambul, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

With the robot harvester dismantled by Yambul's devastating strikes and the wind wall, skillfully contained by Rhoreen, the focus of the party becomes Furkas' ghost.

Rūha, having analyzed the situation, offers valuable insights regarding the best approach against the spectral foe. As she speaks, Chaance, recovering from the effects of the lingering gas, lines up another shot with Elk Father's bow. However, the attack misses its mark, the arrow finding no purchase on the elusive ghost.

The ghostly presence of Furkas Xoud hovers, seemingly unperturbed by the commotion "You might have destroyed my harvester, but your struggles only delay the inevitable. Prepare yourselves for the final confrontation" he warns, his voice echoing with otherworldly menace and as he does, he steps away from Rūha and casts another spell with no visible effect.
But you stumble with a transparent wall if you try to cross the cyan line in the map, and you do not have line of effect (but you have line of sight).

K. arcana DC 25 or Spellcraft DC 20:

He cast wall of force.
---

Simultaneously, the ghostly figure activates a spectral miasma, enveloping him in an obscuring mist that resembles smoke, fully concealing his figure and sapping energy from Yambul and Rūha.
Negative energy damage (no save): 2d6 ⇒ (4, 6) = 10
Also provides concealment as obscuring mist

Once again, he swings his rod, trying to disarm Yambul, apparently non disturbed by the smoke around himself.
Disarm attempt CMD 27 (move action): 1d20 + 16 ⇒ (9) + 16 = 25
And once again, the Kellid keeps the chainsaw well grasped.

Party buffs: advice (+2)
Chaance: 8 damage, -1 Con damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: 10 damage, mage armor 18 h, barkskin 77 min
Yambul: 50 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 2: Rhoreen, Zzvkgrogk Round 3: Yambul, Rūha, Chaance, Furkas


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Iron Gods: Iron maps;

Fort DC 15 (vulnerable to critical hits): 1d20 + 4 ⇒ (11) + 4 = 15
Emboldened by the dissipation of the fog, Yambul seizes the opportunity to strike at the blinded robot with his chainsaw. He swings the weapon with expert precision, delivering two powerful blows. The first hit lands with a resounding impact, the chainsaw tearing through the robot's armor.

The brutal hit makes the robot crumble to the ground as the tentacles finish sapping a final memory from the Kellid. The swirling mist within one of the crystal spheres socketed into the thought harvester's back captures the stolen memory.

Robot: 132 damage, destroyed, -40 force field, binded 1 min
Party buffs: advice (+2)
Chaance: 8 damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: mage armor 18 h, barkskin 77 min
Yambul: 40 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 1: Rhoreen, Zzvkgrogk Round 2: Yambul, Rūha, Chaance, Furkas


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Iron Gods: Iron maps;

Rhoreen, with quick thinking and faster action, draws and waves the wand of wind wall, creating a protective barrier that contains the noxious cloud in a 10' circle. The winds swirl around, dismissing the vapors out of their point of emanation. Rhoreen moves into the now fresher spot, minimizing the impact of the fog on everyone's senses.

Yambul, grateful for the reprieve, acknowledges Rhoreen's ingenuity and the improved air quality. The wind wall proves effective in keeping the harmful mist at bay.

Yambul, you're in the wind wall-protected area, and the air is clear there now, but the spell still affected you the round it was cast.

Rūha, squinting through the lingering haze, attempts to endure the remaining effects of the cloud.
Half of 1 rounded down is 0 Con damage I think

Zzvkgrogk sees the wind wall to take effect and move into the room where he can shoot without the concealment and cover. The electrical beam is a big blast that shocks the robot's systems badly! Vulnerable, so no hardness and +50% damage!
Fort DC 18: 1d20 + 4 ⇒ (10) + 4 = 14
The electrical discharge is so intense it overloads the visual sensors of the robot who gets blinded by the ratfolk's shots!

Robot: 67 damage, considerably damaged, -40 force field, binded 1 min
Party buffs: advice (+2)
Chaance: 8 damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: mage armor 18 h, barkskin 77 min
Yambul: 40 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 1: Rhoreen, Zzvkgrogk Round 2: Yambul, Robot, Rūha, Chaance, Furkas

Yambul to go!


Iron Gods: Iron maps;

Stepping into the room, Chaance first arrow impacts against the robot's hull damaging the force field while avoiding Yambul with incredible precision. The other two arrows follow on the same spot, but find the harvester's hull incredibly hard nevertheless.
Clustered Shots only helps vs Damage Reduction, not hardness!
Despite all its resistance, the robot huntress knows where to strike, destroying the devices that generate it, Chaance brings down the force field and still further damages the robot with her last arrow!

With a surge of speed, Rūha joins the fray, recalling for the group where exactly to strike and with what weapons.

"You will never have Casandalee's memories!" Furkas' ghost roars as he says arcane words and a bank of yellowish green vapors materializes in the rom.
Con damage: 1d4 ⇒ 1
Fort DC 19 to half the damage, it is a poison effect (yellow green area).
There is a 20% concealment on adjacent enemies, and total concealment against the rest.

K. arcana DC 25 or Spellcraft DC 20:

The fog is a cloudkill spell he just cast.

The rod at the ghost's hands shine with power, making the just created fog particularly cloying.
Treat the yellow green area as difficult terrain.

With a burst of rage, the ghost further swings the rod of smoke, and the gas presses around Yambul, trying to take the chainsaw from his hands.
Disarm attempt CMD 27 (move action): 1d20 + 16 ⇒ (9) + 16 = 25
The Kellid notices the fog's grasp and reacts holding tight his instrument of destruction!

When their turn comes, Rhoreen and Zzvkgrogk can no longer see the robot or Furkas', their sight impaired by the fog.
You might want to take different actions given the new situation, and shooting/casting blindly might be tricky as well, but let me know if you want to keep your stated actions for the round.

Robot: 15 damage, -40 force field
Party buffs: advice (+2)
Chaance: 8 damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: mage armor 18 h, barkskin 77 min
Yambul: 40 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 1: Rhoreen, Zzvkgrogk Round 2: Yambul, Robot, Rūha, Chaance, Furkas


Iron Gods: Iron maps;

Following Yambul's bold assault, the adamantine chainsaw viciously clashes against the thought harvester's force field, dealing significant damage. However, the resilient field resists the onslaught and begins restoring itself rapidly.

The thought harvester retaliates, its metal arms reaching out to grasp Yambul "ପ୍ରଣାଳୀ 15. ପ୍ରାରମ୍ଭିକ ସ୍ମୃତିକୁ ହ୍ରାସ ଏବଂ ବାହାର କର |"
Claw: 1d20 + 19 ⇒ (3) + 19 = 221d6 + 6 ⇒ (5) + 6 = 11
Grab: 1d20 + 23 ⇒ (9) + 23 = 32
Integrated nanite injector: 1d20 + 19 ⇒ (18) + 19 = 371d4 + 6 ⇒ (1) + 6 = 7
Integrated nanite injector: 1d20 + 19 ⇒ (5) + 19 = 241d4 + 6 ⇒ (1) + 6 = 7
Constrict damage: 1d6 + 9 ⇒ (2) + 9 = 11

The robot grasps Yambul with its claws, constricting it with its metal arms while the two tentacles stab on the back of his head and start to extract his early memories!
Two Will DC 17 to avoid the extractive effect, on a failure, Fort DC 17 to avoid Int drain: 1d4 ⇒ 3

Then the chest of the creature opens, letting you see a riffle that starts to shot in a straight line from Yambul to Chaance at the door!
Integrated sonic riffle+PB (vs Yambul): 1d20 + 15 + 1 - 2 ⇒ (4) + 15 + 1 - 2 = 183d6 + 1 ⇒ (3, 2, 3) + 1 = 9
Integrated sonic riffle (vs Chaance, flatfooted): 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 183d6 ⇒ (3, 2, 3) = 8
Yambul is well ready and avoids it, but Chaance is taken by surprise and the sonic blast pushes her back.

Androffan:

"Procedure 15. Reduce and extract early memories."

Robot: -21 force field
Chaance: 8 damage
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: mage armor 18 h, barkskin 77 min
Yambul: 40 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 1: Yambul, Robot, Rūha, Chaance, Furkas, Rhoreen, Zzvkgrogk

Just to clarify, Yambul is not grappled, it releases him after constricting to continue attacking with all the other natural attacks instead of maintaining the grapple.


Iron Gods: Iron maps;

As the party gathers around the perplexing door fueled by nanites, the intense heat from the smoke furnace seeping into the room, you find yourselves at a critical juncture. Zzvkgrogk, placing his engineering expertise to shine, identifies the issue: missing nanites.

The concerns about potential consequences of power loss, or ghost deactivation, and the subsequent opening of Nargin Haruvex's cell door is abruptly cut because as soon as Yambul approaches the door with the cocoons at his hands, the nanites inside instinctively sense the nanotech door and burst open the cocoon, surging toward it.

The sudden nanite surge, with Zzvkgrogk already success, is enough to put the door into action. Before you are ready to proceed, the door opens into your final destination.

G9. Lab Zero: Mnemotechnic Recovery
This metal-walled laboratory is sparsely furnished and the air within is stale and musty. A long table against the north wall of this room seems designed to treat a laying patient.

A formidable construct of metal and machinery stands in the middle of the room. Rows of crystal spheres line the back of this four-legged robot, some of the spheres holding a strange green mist. A single glowing eye sits in the middle of its head, radiating an eerie light. The construct prehensile tendrils extend from its sides, each tipped with a wickedly barbed syringe.

Flickering with a spectral glow, the ethereal figure of Furkas Xoud's ghost floats in the middle of the cold room. His gaze fixates on you, the vengeful ire on his eyes manifesting the lingering resentment and the haunting desire for retribution "End of game meddlers. I will reduce you to smoke and bottle it as an eternal souvenir"

K. engineering DC 20* (robot):

The thought harvester before you is a formidable construct, designed for the militarized extraction of memories. Its imposing frame, clad in thick armor plating, boasts a force field that grants additional resilience in battle. The single glowing eye on its head serves as a chilling focal point for its unsettling capabilities.

The thought harvester employs specialized nanite injectors and an integrated sonic rifle to incapacitate and gather memories from its targets. The harvested thoughts are stored in crystalline spheres along its spine, providing a visual representation of its dark purpose. These memories can be selectively duplicated, potentially revealing valuable information about its victims. Be cautious, as its abilities can impair cognitive functions, and successful confrontation is the key to halting its sinister activities.

Defensively, the thought harvester possesses a force field, rendering it immune to critical hits while active. Its armor plating provides substantial protection, with additional resistances to acid, cold, and fire. Vulnerable to critical hits and electricity, it requires strategic planning to exploit these weaknesses.

The thought harvester's special attacks include a constricting claw, integrated nanite injectors capable of draining intelligence, and an integrated sonic rifle that fires bursts of sonic energy. Caution and coordinated tactics are paramount when facing this relentless memory-harvesting machine.

Being the first enemy with a force field you face, take a moment to understand force fields:
Force Field (Ex): A robot might have a force field that sheathes it in a thin layer of energy that grants a number of temporary hit points (typically 5 × the robot’s CR). All damage dealt to a robot with an active force field is deducted from these temporary hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot’s CR, but once its hit points are reduced to 0, the force field shuts down and doesn’t reactivate for 24 hours.
Note laser beams ignore force fields (but they are still affected by hardness and fire resistance).

Initiative:

Chaance: 1d20 + 4 ⇒ (13) + 4 = 17
Rhoreen: 1d20 + 2 ⇒ (13) + 2 = 15
Rūha: 1d20 + 3 ⇒ (16) + 3 = 19
Yambul: 1d20 + 2 ⇒ (19) + 2 = 21
Zzvkgrogk (+2 more Mutagen): 1d20 + 3 ⇒ (9) + 3 = 12
Furkas: 1d20 + 2 ⇒ (14) + 2 = 16
Robot: 1d20 + 6 ⇒ (13) + 6 = 19

Noticing the cocoons bursting, Yambul is the first one to react to the new situation.

Chaance: -
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: mage armor 18 h, barkskin 77 min
Yambul: 4 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min
Round 1: Yambul, Robot, Rūha, Chaance, Furkas, Rhoreen, Zzvkgrogk


Iron Gods: Iron maps;

Zzvkgrogk finds the generator only produces heat and smoke, so that is the type of help he can find in the machine, well, that and yielded energy of course.

The ratfolk approaches to work on the strange mechanical door, adjusting his new googles to attentively observe every piece with detail. After some deliberation, he sets his tools on the work. He overloads a reel with an electrical discharge, then fits a thin metal rod in a valve.

A resounding click is clearly heard. The door seems to have three other blocking mechanisms.

K. engineering DC 25 (door):

You notice the door is fueled by nanites, but has its own nanites depleted, as if they left and are not longer here, which has blocked the door in the closed position.

You think using an entire nanite canister when making a Disable Device check to unlock the door grants a +15 bonus on the roll, and allows the check to be made untrained if the character making the check has the Technologist feat.

The door otherwise requires 4 successful DC 35 (consecutive) to be opened by force.

If you could restore the original lost nanites though, the door could be active again and open without the need of forcing it.


Iron Gods: Iron maps;

The ghost could have used telekinesis to turn off the generator if so he desired, Rhoreen thinks.

Chaance stumbles with a strange technological door that refuses to simply open normally. It seems something special is needed or perhaps a good technician can force it open.


Iron Gods: Iron maps;

As the group moves towards the last unexplored door in the central tunnel, the insults from Nargin Haruvex intensify, showcasing his contempt for their perceived cowardice.

The door swings open, revealing a scorching-hot room filled with a network of pipes circulating water and heat throughout the tower's levels. The oppressive heat hits the party as they step into the chamber, leaving behind the echo of Nargin's bitter words in the other alley.

G8. Smoke Furnace
This cramped room is incredibly hot and choked with hissing pipes and sparking wires. A strange machine of metal, stone, and crystal grinds and whirs in a cacophonous din, plumes of smoke and fire churning out of it into dozens of pipes that extend upward through the ceiling. A huge metal door sits in the southern end of the west wall, just to the side of the immense machine. A short message is inscribed above the door. Numerous cables and pipes extend from the door’s frame to a nearby panel in the southern wall from which four glass domes the size of human heads protrude.

Androffan (next door's sign):

“Lab Zero: Mnemotechnic Recovery.”

K. engineering DC 25* (machine):

Furkas Xoud's ambitious vision of powering the Choking Tower through a geothermal generator never materialized. Instead, he devised a makeshift solution—a smoke furnace that taps into energies from the Plane of Fire, providing the constant heat and smoke essential for his experiments. Disrupting or destroying the furnace would not only extinguish the tower's power but also impact various systems, including air locks, traps, forges, fans, and the doors to the cells where Nargin Haruvex is kept captive.

A smoke furnace is a fusion of magical and technological craftsmanship that uses extremely small portals to the Plane of Fire to provide a long-lasting and stable source of power. While a smoke furnace doesn’t create a particularly significant yield and is noisier than most generators, it’s particularly desirable because it has no chance of exploding. This is a unique type of generator, testament of Furkas ingenuity.

YIELD 50 FORT +6 HARDNESS 10 HP 300
EXPLOSION none PERCEPTION PENALTY –8

Its entire yield is required to power the tower’s magical and technological features. You can charge batteries here, at the cost of failure chances on the tower systems while the batteries are charged.
---

As the oppressive heat engulfs the party, the intricate balance between magic and technology is vividly showcased in this sweltering chamber. The machine's clamorous operation and the imposing door to the west remind you of Furkas Xoud's experiments and the challenges ahead.


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Iron Gods: Iron maps;

"You believe your feeble attempts at torment affect me? I am beyond your comprehension, little rodent. My will endures, and your futile efforts merely serve as fleeting diversions in the grand tapestry of my existence" Nargin Haruvex undulates, a grotesque dance of worms forming a humanoid shape, and it locks its unsettling gaze onto you "You cower, knowing the futility of challenging one as superior as I. Your inability to confront me head-on is a testament to your own weakness. Tremble in the shadows of the tower corners, for you are not strong enough to face me. Your cowardice is a pitiful spectacle, and I am surprised you do not just succumb to the terror that grips your feeble hearts."


Iron Gods: Iron maps;

Zzvkgrogk finds a control deck and starts to check what can be done. The cells are well isolated from each other and it is not possible to just move the occupants of one cell to another cell.

The ratfolk though finds a way to channel the steam of the tower heating system into the cells. Originally designed to provide warmth, he directs the steam in a hot burst.

The ants quickly perish under the excessive temperature. The hell wasps though resists the fire, but a few minutes after perish by the effect of the poisonous smoke.

Yet, Nargin Haruvex stands defiant, a testament to his peculiar resilience. The worms that constitute his form regenerate in the face of the temperature onslaught, and the poisonous smoke has no discernible effect on the arrogant sorcerer.

"Cowards! Shining examples of lesser forms of life! Your traitorous attack only highlight your own inadequacies." the worm that walks exudes an air of arrogant confidence despite the gas attack "Come, attack me if you dare! Open this door and face your demise. Or perhaps you lack the conviction? Too scared to confront the inevitable fate that awaits you?"


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Iron Gods: Iron maps;

Nargin Haruvex's worms seem to ripple with amusement at Chaance's questions. His response, though laced with a touch of bitterness, reveals more about the mysterious relationship with Furkas "Ah, perceptive one. Yes, I was once shackled by the limitations of mortal flesh. Worms, a sublime choice, embodying the undulating power of life and decay. Furkas captured me 7 years ago during the wizard’s last trip into the Worldwound. He was fascinated by the way my mind infused the worms of my grave after death, granting me a form of life even after death. Such is the strength of my will."

"The misguided fool, sees my suffering as a tantalizing experiment, a spectacle to satiate his morbid curiosity. He comes here not for camaraderie but to revel in my torment, a pitiful attempt to grasp the secrets of his twisted research." Nargin's demeanor, seemingly calm, hides an arrogance that fuels his existence.

"He sought not immortality, but a metamorphosis into mist and vapor. He thought my existence, a symbiosis with worms and will, held the key to transcendence. Little did he know the spiraling descent his ambitions would take." the worm-made humanoid shape, encased in a cell of regret, recounts the twisted tale of his captor with a mix of amusement and bitter wisdom "He often comes to revel in the tragedy he crafted. Yet, even in my entrapment, I have learned to accept the ebb and flow of mortality. Death once claimed me, but my mind found a way to endure. The essence of life, however, demands sustenance, and so Furkas provides, toying with the notion of my resignation to fate." he points to the mechanism in the cell that provides his food.

A momentary glimmer of something resembling regret flashes across the featureless wormy face "As for his new form, I have glimpsed it in fleeting moments—no longer confined to the mundane trappings of flesh. Tortured by his inability to continue any of the experiments so crucial to him in life, yet unable to turn away from them as long as his research remains within the Choking Tower. His ambition is now as futile as his attempts to fathom the arcane mysteries he so recklessly pursued in life."

The worms ripple aggressively once more as his tone of voice becomes harder "Now, enough prattling. Release me or suffer the consequences of your insolence."


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Iron Gods: Iron maps;

Nargin Haruvex, seemingly unperturbed by the mixed reactions of the party, responds with a measured air of arrogance "Ah, the cacophony of lesser minds attempting to fathom the grandeur of my existence. I do know of Xoud, the one you seek. Furkas, in his feeble attempts at conversation, told me a lot about his Silver Mount plans and how he will use Casandalee to achieve it. But why should I share such knowledge with insects scurrying in the presence of a god-like being?"

The wormy form hovers, a mocking smile playing across his swarm face features "Release me, and perhaps, in your insignificant service, I might grace you with morsels of wisdom. Maybe give you an Age of Worms to toy with. Refuse, and relish the pitiful fate that awaits those who defy superiority. The choice, as futile as it may be, is yours."

Nargin's response hangs in the air, a challenge laid before the party, each word dripping with disdain for the group who stands before him.

Chaance: -
Rhoreen: +15 hp, mage armor 18 h, heroism 165 min, fly 9 h, tongues 77 min, filter mask
Rūha: mage armor 18 h, barkskin 77 min
Yambul: 4 damage, light, chainsaw 45 min, heroism 165 min
Zzvkgrogk: heightened awareness 75 min, barkskin 79 min, resist energy (electricity) 80 min


Iron Gods: Iron maps;

It is fine, let me know if you ever create a PFS1 alias and we can assign the chronicles so it starts with some experience and credit :)

Ok, the chronicles are here and the game has been reported.

I am pending a response from Tewa about what character exactly she wants to receive the credit. For the rest, I used same one as for the initial module. Please, let me know if you want on a different one and I will adjust.

Have fun and a good weekend! :D


Iron Gods: Iron maps;

Rūha does not see any mechanism to auto-clean the experiments, but she notes the hell wasps and the ants have no food in their cells and they look pretty hungry and accordingly angry. On the middle cell though, there is a strange node, a mechanism with auto-serving food for the swarm of worms.

You wait in tension for Furkas' ghost to appear and open the cell's doors, but before this might happen another relevant event develops.

The worms in the central cell start to crawl one over the other, quickly taking the shape of a humanoid composed of worms. In the dim light, the strange creature turns towards you "Ah, visitors to my humble abode. How fortunate for you to bask in the presence of one so inherently superior. I am Nargin Haruvex, a testament to my own transcendence beyond the frailty of mortality."

His voice carries an air of condescension, and his unsettling gaze scrutinizes each of you as if measuring your worth against his own. The room remains silent for a moment, the tension thickening as Nargin awaits your response.

"I assume you have come to witness the pinnacle of arcane mastery embodied in my existence. Release me, and perhaps you will find yourselves on the right side of history—aiding a superior being such as myself. Refuse, and, well, you will only be prolonging the inevitable triumph of my will."

The air is charged with a mixture of arrogance and dark energy as Nargin Haruvex awaits the party's decision. The fate of the worm-made creature and the secrets he holds in this accursed place apparently in your hands now.

K. nature AND arcana DC 24 (or spend hours researching Furkas notes in the desk here):

Before you stands a grotesque spectacle, a worm that walks, a horrifying fusion of a once-powerful spellcaster and a writhing mass of eldritch-infused graveworms. The humanoid facade barely conceals the unsettling reality beneath the tattered robes—a seething, undulant amalgamation of countless worms, squirming in a ghastly unison. The creature's form is a macabre testament to the unholy union between its previous spellcasting prowess and the insatiable hunger of the eldritch-infused worms.

This abominable entity, marked by its humanoid shape made up of Fine-sized worms, carries the memories of its former life as a spellcaster, granting it a sinister intelligence. The Worm That Walks possesses formidable spell-like abilities, allowing it to manipulate speed and unleash evocation hell of damage. Its unnerving ability to discorporate into a shapeless swarm of worms not only serves as a means of defense but also as a lethal offensive tactic, transforming the once-humanoid figure into a nightmarish embodiment of arcane corruption. Approach with utmost caution, for the Worm That Walks blurs the line between life and death, showcasing the horrifying consequences of a spellcaster's plunge into malevolent transformation.

Despite the gun in the picture, he does not have any equipment.


Iron Gods: Iron maps;

Ok, the chronicles are available here.

If everything is ok, I will report the game in a few days.

The crossed boons can only be earned by specific factions non of you were members of.


Iron Gods: Iron maps;

From the distance, Rūha and Zzvkgrogk, can tell the marks have been left in the dust by a single medium sized humanoid, likely a thin human or elf. It happened weeks, or maybe even months, ago, by the amount of dust that has accumulated over them.

The group opens the door to the east.

G7. Hive Mind Research
This wide room contains a desk and three large windows looking into narrow cells.

Aside from the windows, each cell has a door, with an air-lock that leads to a door into this room.

Furkas's obsession with hive mind studies becomes evident as scattered notes on the desk offer glimpses into his research. A large glass jar on the desk holds three fat, writhing worms, each a piece of the puzzle in Furkas's quest to understand hive mind behavior.

Detect magic + Spellcraft DC 24 (worms in the jar):

The worms in the jar are hivebrain symbiotes.
---

In the northernmost cell, there is a hideous, buzzing cloud of insects, comprised of black and yellow wasps with hungry red eyes.

K. nature or planes DC 18:

The hellwasp swarm is a horrifying extraplanar creature comprised of black and yellow wasps with hungry red eyes. This Diminutive vermin, found in the depths of Hell, forms a buzzing cloud that instills fear in even the fiendish inhabitants of the infernal realm. This swarm possesses darkvision, a potent defense with high AC and hit points, as well as resistance to fire. Its unique ability, Inhabit, allows the swarm to enter a helpless or dead creature, controlling its movements and actions. Inhabited creatures are easily identifiable as their skin crawls with the forms of the hellwasps. The swarm's attacks can cause distraction, poison, and transform dead bodies into controlled zombies.

Hellwasp swarms, driven by a hive mind, are known for their mindless aggression and lack of reasoning. While they can communicate through the droning of their wings, their speech is often nonsensical and filled with insults and base desires. Even experienced diabolists are wary of these swarms, as their origins are shrouded in mystery, with some speculating that they house the dispersed souls of greater devils. Dealing with a hellwasp swarm requires caution, as they are driven by savage desires that make diplomacy and discourse futile in most circumstances.
---

In the southernmost cell, there is a writhing carpet of ants seething over the ground.

K. nature DC 15:

This is an ant swarm army, a formidable Fine-sized vermin swarm, known for its relentless destruction as it engulfs the ground like a writhing carpet of ants. This darkvision-enabled swarm is a resilient opponent but maybe not too dangerous for a party of your experience. Its special abilities include Cling, causing damage to creatures leaving its square, and Consume, allowing it to deal significant damage to helpless or nauseated targets. The swarm's speed of 30 ft. and climb ability make it a versatile and mobile threat.

Found in tropical environments, the army ant swarm is notorious for its ceaseless march and capacity to devour anything in its path. The swarm's relentless nature is reflected in its organization. The destructive capability of this swarm is further emphasized by its ability to rapidly consume creatures it swarms over, dealing substantial damage to helpless or nauseated targets.
---

Finally, at the central cell, the ground is covered by a carpet of worms.

Chaance: -
Rhoreen: +15 hp, mage armor 18 h, heroism 166 min, fly 9 h, tongues 78 min, filter mask
Rūha: mage armor 18 h, barkskin 78 min
Yambul: 4 damage, light, chainsaw 46 min, heroism 166 min
Zzvkgrogk: heightened awareness 76 min, barkskin 80 min


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Iron Gods: Iron maps;

Fort Commander Manaria Wardroxan, acknowledges Tanbu's departure with a nod of gratitude. "Your contribution will be well-utilized, Tanbu. Safe travels on your endeavors, and may your path be guided by the same valor you've shown here. Mendev owes you a debt of gratitude."

The journey from Fort Portolmaeus to Nerosyan unfolds with an undercurrent of tension, the air thick with the echoes of recent battles against the demonic horde. As the party traverses the war-torn landscape, each step brings a reminder of the sacrifices made to secure the fort. Shadows cast by the setting sun play tricks on your weary minds, conjuring illusions of lurking threats in the scarred terrain. Despite the unease that clings to the air, the road to Nerosyan remains unmarred by further encounters, allowing the party to reflect on their accomplishments and brace themselves for the challenges yet to come.

Back at the capital, Venture-Captain Jorsal and a representative of the Mendevian military eagerly await your full report. The city and the Pathfinder Lodge hail you as heroes for successfully securing Fort Portolmaeus and overcoming the demonic threat. The celebration is bittersweet, as the sacrifice of Sir Ilivan is remembered with the highest honors.

When an expedition recovers Sir Ilivan’s body a few weeks later, he is buried with full honors, and a high-ranking officer presents the late half-elf ’s weapons and armor to you.

Having not only completed your primary mission but also excelling in the secondary mission by rescuing the abducted crusaders and inspiring Sir Ilivan back into the path of righteousness, you are awarded the Mendevian Commendation medal, a symbol of your service to Mendev and the Fifth Crusade, a boon that will bring word of your good relationship in your future endeavors.


Iron Gods: Iron maps;

I do not know why I had so much issues placing my posts in the right thread for this campaign xD

Never happened to me before. Sorry for that.


Iron Gods: Iron maps;

Fort Commander Manaria Wardroxan, acknowledges Tanbu's departure with a nod of gratitude. "Your contribution will be well-utilized, Tanbu. Safe travels on your endeavors, and may your path be guided by the same valor you've shown here. Mendev owes you a debt of gratitude."

The journey from Fort Portolmaeus to Nerosyan unfolds with an undercurrent of tension, the air thick with the echoes of recent battles against the demonic horde. As the party traverses the war-torn landscape, each step brings a reminder of the sacrifices made to secure the fort. Shadows cast by the setting sun play tricks on your weary minds, conjuring illusions of lurking threats in the scarred terrain. Despite the unease that clings to the air, the road to Nerosyan remains unmarred by further encounters, allowing the party to reflect on their accomplishments and brace themselves for the challenges yet to come.

Back at the capital, Venture-Captain Jorsal and a representative of the Mendevian military eagerly await your full report. The city and the Pathfinder Lodge hail you as heroes for successfully securing Fort Portolmaeus and overcoming the demonic threat. The celebration is bittersweet, as the sacrifice of Sir Ilivan is remembered with the highest honors.

When an expedition recovers Sir Ilivan’s body a few weeks later, he is buried with full honors, and a high-ranking officer presents the late half-elf ’s weapons and armor to you.

Having not only completed your primary mission but also excelling in the secondary mission by rescuing the abducted crusaders and inspiring Sir Ilivan back into the path of righteousness, you are awarded the Mendevian Commendation medal, a symbol of your service to Mendev and the Fifth Crusade, a boon that will bring word of your good relationship in your future endeavors.


Iron Gods: Iron maps;

With the help of the pick, Yambul only takes a few minutes to open a hole on the relatively thin sheet of magically created stone. Bringing light to the secret tunnel, you spot some marks on the dusty ground. The tracks are from a light humanoid, of Chaance's approximate height.

The fresh breeze that enters through the hole indicates this tunnel connects to the exterior. Probably somewhere up into the forest by the smell of it.

Bringing down the whole wall so you can squeeze through will take far more time.


Chaance: -
Rhoreen: +15 hp, mage armor 18 h, heroism 166 min, fly 9 h, tongues 78 min, filter mask
Rūha: mage armor 18 h, barkskin 78 min
Yambul: 4 damage, light, chainsaw 46 min, heroism 166 min
Zzvkgrogk: heightened awareness 76 min

Zzvkgrogk's shield of force has well ran out by now.

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