Broad country roads lead in four directions away from a crossroad. To the north, the road to the Sauer Vineyard cuts among golden fields and lush vineyards. To the south, the road into Sauerton is flanked by sparse and apparently abandoned houses. To the west, the road to the Andares manor winds through a grove of apple trees whose leaves have begun to yellow. To the east, fields stretch among rolling hills as far as the eye can see, with long autumn wheat lolling in the wind. On the southeast corner, an empty shop sits boarded up with broken windows. On the southwest corner, a sign advertises Koriana’s Exotic Tonics and Remedies and boasts of “long- forgotten delights from all across the Inner Sea.”
The group heads straight for the shop.
This shop is spacious and lined with rack upon wooden rack of exotic herbs, spices, tonics, smoking paraphernalia, and a smattering of glass vials of brightly colored liquids. More such vials stand in display inside a glass-fronted countertop. Strange and smoky odors waft from a back room past a mostly closed door.
Upon entering you are greeted by a middle-aged half- elf woman with platinum blonde hair, gray-green apothecary’s robes, and huge goggles.
”Welcome. I am Koriana Verdothia. What tonic or remedy can I get for you?”
2 Craft (alchemy) or DC 18 Perception:
You see what appears to be trace alchemical agent on her hand and what appears to be some instruction.
I better get a post up before the site throws a tantrum again.
As the Pathfinders acquaint themselves with one another the councilor reiterates,
”As for what they found?”
“The caves are inhabited by several enormous vermin and other scavengers, along with some strange humanoids who had the ability to blend into the shadows of the cave walls, and a nest of gremlins. Khonnir believed this indicated a deeper connection in the caves to the Darklands, but of more immediate interest was his discovery of a wall of solid metal deep in the caves. A wall made of a skymetal alloy called glaucite. He said it was like the kind we mine from the hills and surrounding plains, but formed into a structure with doors. It was near one of these doors that Khonnir found the broken automaton that he brought back after his first expedition.”
”As for the rumors I suggest you follow up on them and find out for yourselves.”
“Four teams in all have gone in, but only one came back to report what they found—Khonnir’s first expedition. Khonnir spoke at length with the council before going back in, and he confirmed what his group told us, despite how outlandish it sounded. The first team was a group of halfling adventurers, the second a group of local thugs, and the fourth a small adventuring party devoted to the worship of Brigh from out of town. Khonnir’s team undertook the third and fifth expeditions under Black Hill, and it was on the fifth expedition—his second trip—that he went missing.”
“There’s an underwater passage connecting the caves to Weeping Pond. Khonnir noticed a large number of human footprints on the pond’s banks—he was there the day the fires went out testing the water to ensure it hadn’t suddenly grown more toxic—and he realized that a sizable group of people had entered the pond but had not emerged.”
”I can give you some assistance. Once you’re on the job, I’ll give each of you a writ that you can show to any of the merchants in town for a flat 20% discount on any gear you need to purchase—I wish I could offer a greater discount than that, but that’s the best I can do. Further, Val, Khonnir’s adopted daughter, has closed down her father’s tavern, the Foundry, for the time being. She’s told me that any group that’s going into the caves to look for her father can use the tavern, free of charge, as a headquarters and a place to rest between forays. Finally, the entrance to the caves is flooded. You’ll need to swim a bit to get to the caves. Joram Kyte has agreed to cast water breathing on any group to aid in entering the caves—free of charge, of course. You can find him at the temple of Brigh or up at Crowfeather Palace when you’re ready to go.”
Only Joram cast water breathing on the party, but he can also enhance it with his lesser rod of extend metamagic. In a group of four , this lets a 6th-level cleric grant each Player 6 hours of water breathing—which is hopefully enough time for the party to explore and emerge if there are characters in the group who have trouble swimming. I know that a lot to read. Any other questions before we go? If not, where to first?
I think I will close the recruitment now. If you have expressed interest or posted in this thread you will be considered for the positions. If your character is not complete, don't worry you still have time. Once again, if you post after this post then you will not be considered for recruitment. I will start reading through what everyone has so far. If your character is not done then get it done so I can read through it.
Ryder takes another shot at the skulk and his arrow lands true. As the other Pathfinders ready themselves Holg prepares to attack.
The skulks inch their way closer to the group. As they approach, Holgs ax hits the blue skulk squarely in the chest. The skulk is hanging on to his last breath. The skulks swing their swords at Holg, but miss wildly.
Red sword: 1d20 + 2 ⇒ (11) + 2 = 13
Blue sword: 1d20 + 2 ⇒ (1) + 2 = 3
Combat round 3
Along with your actions please roll a perception check. Again, sorry for the late update. Been working almost seven days a week for over a month so it gets old real quick.
Among the rubble and refuse here are several ruined bits of technological devices—nothing recognizable or even all that useful can be found here, but the presence of strange tangles of wires and unusually crafted fragments should confirm the hope that more ancient technology can be found deeper in the caves. While searching the rubble you discover a scattering of 7 silverdisks but nothing else of value.
I will take that as you inspecting the trash pile
The skulk seeing its outnumbered lashes out at Holg with its dagger.
Dagger: 1d20 + 4 ⇒ (16) + 4 = 20
Holg, I'll take your RP that somebody pointed it out and you start to notice it. Therefor it won't have stealth on you.
Combat round 1
The spell lasts for 24 hours total. So decide that by how many of you got it and that's about five hours each.
This placid-looking pond is set off from the surrounding area by a crescent-shaped escarpment. No vegetation grows on the banks of this pond, and the waters carry a bitter stink of sulfur and other chemicals, enough to make the eyes water after spending too much time on the shore. The pond is fed by an underwater spring from under Black Hill, but no fish live in these waters. Until recently , the foulness of the water has prevented anyone from discovering that the underwater spring leads into a series of caves under Black Hill. A shallow stream runs southeast of the pond and finally empties into Crowfeather Lake.
I will get this info regarding g the water put into the notes as well as any pictures of persons you have met. I will also update the maps.
Come everyone and have a seat at our table. This glorious run of Iron Gods will be officially starting tomorrow Aug 14th. Trust me I am itching to start too. I got a nesssge from Holg saying he will be traveling and be in and out for a week. To start we will go slow so we don't leave him out of anything. I will have all relevant sheets up later today. I have been looking at other GM's who are running this for some ideas on things so I'm ready to go. Expect my initial post tomorrow morning.
I don't want to give away too much, but yes shortly after Khonnir's disappearance and a few other things.
A quick update. I have all maps made. I have a campaign tracker for progress. I will get all these links up with anything else I think of hopefully by the end of the week.
I do plan on taking some short breaks in certain spots. By short I only mean a few days(5-7). This is so I can work on my other tables I have going(making chronicle sheets).
Before I announce the party for my Iron Gods Ap game I would like to say a few things.
The party I have picked is of the following characters.
I am doing prep work for a run of Iron Gods starting with Fires of Creation.
As with character creation, your backstory must be interesting and fit in with the AP.
Content Available for Use in this Campaign: All Paizo published material is available for use.
Third Party Material: No third party material will be allowed for use in character creation.
Ability Scores: Ability scores will be generated via 15 point buy with no ability score starting below 7 prior to racial adjustments.
Races: All races from the core rulebook are available for play along with suggestions from the players guide. As long as it fits in with the AP I'm fine with it.
Classes: : All Paizo published classes are acceptable. Refer to rule above.
Feats: I'm not picky, just make it work.
Traits: All characters will start with two traits of which one must be Campaign trait. You may take a drawback to gain another trait but be prepared to roleplay the drawback.
Starting Wealth: All characters starts with the maximum wealth for their chosen class.
Player's Guide: All players are strongly encouraged to download a copy of the Players Guide for use in character creation and to get a feel for adventure.
All players are asked to try to post at least once per day Monday through Friday. However I am not a stickler and if you miss a day it is not a big deal to me. If you are going to be away for an extended period please let us know so that your character can be botted . No one is expected to post during Holidays.
Male Elf CN Rogue 1 | HP:10/10 | AC:17 | F+2, R+6, W+1 | Init+6 | Perc+7 | CMB+2 | CMD:16 | Speed: 30ft | Immune to sleep |
"Mr. Stabbity!!! I shall take that as my nickname. Naxian grins widely.. "I do not look back and dwell on it. I turned this way by choice. I would not change it for anything. I would not trade these daggers for any gun. Naxian nods in Effie's direction. I always bring a knife to a gun fight. I'm beginning to like you Effie. We will work well together.
Map is now updated. Sorry for the delay. Feel free to move your pieces accordingly.
As the Pathfinders enter the room they notice a scroll of bull’s strength and a scroll of comprehend languages floating in the water. As Grast tastes the water he notices it tastes quite fishy.
As you approach the figures, you notice that they don't look like normal creatures, they can only be described as medium sized creatures wearing grey and green light armor, they have grand wings, and one of them has the head of an owl, and the other one, an albatross!
Prior to your approach, you hear them bickering with each other, over a scroll."Hey I caught that! This should be mine!" the owl bickers.
"I saw it first! It's mine!"Rebukes the albatross.
Knowledge Arcana DC15:
You recognized these creatures as Gathlains.
According to some fey ballads, gathlains were one of the first peoples awakened in the primal world of fey. They were created from the seeds of an enormous magical tree, with the tree’s mistletoe grown into their flesh forming their strange wings.
Mischievous and capricious, these creatures have discordant temperaments. They act purely to entertain themselves and sate their immense curiosity about the world around them. That very curiosity has caused many to migrate to the Material Plane and adventure there. These gathlains seek out and attempt to mingle with gnomes. However, gnomes often find gathlains too undisciplined, random, and foolish for their tastes.
As the Pathfinders approach them, they both stop bickering towards each other and take out their anger on them! Hey Hey! Don't come any closer! You're spoiling our spot, you'll chase away our fish!" They start waving their fishing spear and rods at you!