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05:38, 3rd May 2024 (GMT+0)

Chapter 1 The Fires of Creation.

Posted by DM VentrikelFor group 0
Daken
player, 36 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Thu 3 May 2018
at 02:37
  • msg #351

Re: A Dying Torch

Daken curses as his spell fails to take hold. Thinking quickly he shifts tactics again and tries to suppress the thoughts of the orcs, lulling them into a slumber.

OOC: Casting sleep to hit both orcs. AC 16 basically at the end of their turns or else falling asleep.
DM Ventrikel
GM, 274 posts
Thu 3 May 2018
at 17:08
  • msg #352

Re: A Dying Torch

As the orcs charge up, Chakha makes a bloody mess of the first one and the second one is battered near unconsciousness. He appears to be struggling to still stand, but utters a few threatening words. "As Hellion commands, we will do. Meyanda is-"
He is cut off when Daken's spell hits - and he falls to the ground with a heavy thump, asleep.
A quick search of the orcs' bodies reveal that they both carry cards of that same flexible yet durable material that the group has found repeatedly in the caves below Black Hill... Both cards have a brown stripe on one side. Their armor and bucklers should probably be worth something too, but the improvised weapons they used cannot be sold for anything.

Orc 1: -19/17
Orc 2: 1/17, sleeping

This message was last edited by the GM at 17:15, Thu 03 May 2018.
DM Ventrikel
GM, 277 posts
Sun 6 May 2018
at 10:43
  • msg #353

Re: A Dying Torch

Although neither the name Meyanda nor Hellion rings any bells, the orc does, frustrated and oppositional, answer a few questions. Hellion appears to be a leader, and it is apparently for Hellion that the orc is in Torch, but either he does not know or understand why - or he refuses to say. He's travelled from Scrapwall with several others under the leadership of Meyanda - an android... The orc refuses to say where she is, but when Nameless again turns off the now active power relay, he yells that Meyanda will come after them - that she won't let them destroy her plans. Putting together what could be overheard from the orcs, about them planning on going back down to meyanda, with what has been happening in town and the uptake range of the power relay, the group reaches the conclusion that there is yet something to find under Black Hill.

The way down into Black Hill is familiar at this point, and the group heads towards the room Khonnir has pointed out as a probable entry to some other level of the caves... The room marked Elevator. Elevators are no real oddities on Golarion, but the sort of technology running this one is far beyond anyone's comprehension. Still, it seems that many of the systems, although not everything, is working.

DM Ventrikel:
The circular area is entirely dark, which differs from the rest of the rooms the group has visited. Approaching the unlit room, the group sees neither furnishing nor any items, but a panel with buttons for some sort of controlling on the north-west wall. A coil of tubes dangling from the left side of the panel periodically flashes with sparks, while a single square window on the panel blinks with several lines of writing in that strange language:

Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking

WARNING: Elevator off-line - please contact maintenance!

12:34, Today: DM Ventrikel, for the NPC CDNR, rolled 26 using 4d20 with rolls of 7,2,6,11.  Perception, modifiers to be added.
Ren: 15 perception


The group looks around, and for the most part focuses on the technology and the sparking coil of tubes. There's a coupling link in the tubes that seem to have torn free - creating the repeated sparking, and that particular part of the technology could probably be repaired with some somewhat simple metalworking provided one has access to the proper workplace and tools. Ren makes a chance discovery, walking around the room: the floor is entirely solid, there must be only rock, or perhaps metal scrap underneath, probably blocking elevator movement off. But bumping her morningstar into the ceiling, it creates a slight, but echoing, noise. There is an open space there.

Likely, this elevator will lead to another area of the Black Hill caves and the strange, smooth metal rooms. Perhaps to where the orcs came from. A plan for how to get there has to be formed, however. But the orcs made it to the surface somehow - and it could not have been through the elevator.

The elevator is the central, circular room with four doors, on the Group 0 map.
This message was last edited by the GM at 10:45, Sun 06 May 2018.
Ren Ulyms
player, 85 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Tue 8 May 2018
at 15:44
  • msg #354

Re: A Dying Torch

The group ended up debating for awhile about how best to approach. Chakha and Nameless both voted for repairing the elevator. Nameless was interested in getting the technology working again while Chakha was excited to hit their enemies from a direction they weren't expecting. Daken was nervous about jumping potentially into the middle of their fort while Ren was curious how the orcs were able to pass through.

In the end the decision was made to take the broken piece back to Khonnir for repairs and while that was going on, Ren would ask around Torch to see if anyone had seen the Orcs on their trip towards the warehouse. If they could find the route the Orcs took then they could scout it out and determine the best approach as well as set up guards to watch for orcs or bandits escaping from their elevator attack. Otherwise Chakha will try to track them via tracks but will fail to do so.

OOC: Ren got a 26 to gather information if that is an appropriate check to track the bandits.

Chakha got an 8 on survival check to track.

09:42, Today: Ren Ulyms rolled 26 using 1d20+12.  gather information.
10:43, Today: Chakha rolled 8 using 1d20+7.  survival + guidance.

DM Ventrikel
GM, 279 posts
Tue 8 May 2018
at 16:48
  • msg #355

Re: A Dying Torch

Ren has a good, long while to ask around town... Khonnir is excited to get his hands on some technology, and while this is just a very simple (but bent) metal piece to connect wires, the prospect of restoring such an advanced thing to working condition does spur him. Cargo elevators pulled by animals or otherwise using simple machinery and counterweights are commonly found in large warehouses and ports, even large ships, but this elevator is part of that strange underground structure... He gets to work, and spends the whole day and half the next day by the anvil in his Foundry tavern before completing his work on the extremely hard glaucite skymetal.
18:17, Today: DM Ventrikel, for the NPC Khonnir Baine, rolled 27 using 1d20+13.  Craft: Metalworking vs DC25.
18:17, Today: DM Ventrikel, for the NPC Khonnir Baine, rolled 20 using 1d20+13.  Craft: Metalworking vs DC25.
18:17, Today: DM Ventrikel, for the NPC Khonnir Baine, rolled 24 using 1d20+13.  Craft: Metalworking vs DC25.
8 hours each, time is afternoon the day after when the work is finished.


While Chakha is unable to pick up any tracks in the relatively frequently traveled caverns and on the streets, Ren does find several people that claim to have seen the orcs. Two independent reports from store owners close to warehouse district reveal that the orcs passed by there in the middle of the night, coming from the west side of Black Hill, making quite some noise. A couple of dwarves she meets at Inkrit's General Store all say that they were close to the Weeping Pond that night, and saw two bulky figures emerge from the water, though not even their sharp, dwarven eyes could tell if those were orcs from the distance they were at. Weeping Pond is the same place the group had to swim through to get into the tunnel and into the caves.

Finally, the group heads back down towards the elevator, repaired coupling in hand. As they enter the metal rooms just before the underground desert, Sef appears in the cave behind them. Ren stays to talk, while Nameless goes ahead to install the broken coupling. "Two men have come from trickster jinkin caves, two men each big as two of us folk. They opened hole in the wall." Sef proceeds to show the group to the northern room with the flat dark gray wall... Chakha had previously tried to force that very hole open, but now there is nothing blocking it anymore. Beyond lies a corridor: the walls, floor and ceiling as strange, flat and smooth as in any of the other rooms previously explored. It appears to lead in a wide curve, angled slowly upward.
See Group 1&2 maps!

Nameless gets to work, attaching the coupling... It doesn't take long, but it does take some dexterity to fit it in right. As it clicks into position, a spark sends a shock through his hand - no lethal danger at all, but a bit of a singe. The he attaches the sparking cord to the control panel, and with a soft hum, the room is bathed in light as white panels in the ceiling come to life. As they do, Nameless jumps a little, and his hand touches the screen. It emits a beeping sound, and the error message that had disappeared just moments ago is replaced by a new one. He must have hit one of the lower floors, which seem to be blocked by debris or something else.

Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking

The deck you have selected is off-line - please make another selection.


Nameless takes 3 electricity damage as he reactivates the elevator.
Nameless
player, 34 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Tue 8 May 2018
at 16:59
  • msg #356

Re: A Dying Torch

Without waiting to ask the others standing in the elevator, Nameless touches the Deck 4 button/text.
DM Ventrikel
GM, 280 posts
Tue 8 May 2018
at 18:33
  • msg #357

Re: A Dying Torch

The room lurches, everyone reacts quickly to steady themselves, and the openings in all four directions quickly slide down through the floor. It takes some ten seconds before an opening appears, and only one - to the east. The floor and walls begin to vibrate as the elevator approaches Engineering Deck, and a thrumming noise grows until the door opens and it increases into a low, thundering sound. A cloying, animalistic stink fills the nostrils as the hemispherical room is bared. To the north and south, curved ramps lead up to hallways leading out of the room, while several doors sit in the east wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room. From each of them, a slender, strong-looking canine stands up - staring at the four in the elevator. As if on command, they all start barking - their yipping voices will sure alert anyone else in this complex, unless the thundering sound overpowers their alarm.



 ABCDEFG 
1   _   1
2   t1   2
3       3
4  t2    4
5       5
6 C     6
7N      7
8D      8
9 R     9
10       10
11       11
12     t3 12
13       13
14   t4   14
15   _   15
16       16
 ABCDEFG 


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

InitNameACHPWeaponTo-HitDamageStatus
24Daken1116/16???20% miss
17Thylacine 1137/7??? 
17Thylacine 2137/7??? 
17Thylacine 3137/7??? 
17Thylacine 4137/7??? 
14Ren1923/23Morningstar+51d8+2 
10Chakha1933/33Greatsword+82d6+620% miss
8Nameless1720/23Rapier+61d6+3 

^ reused an old table of yours, quite nifty! Filled in numbers by the sheets, you should probably edit them if needed.

Daken goes first, then the animals!

Daken
player, 37 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 11 May 2018
at 13:36
  • msg #358

Re: A Dying Torch

Daken reacts quickly as he usually does, shifting to the side to get a better angle on the dogs and then preparing to once again cast his spell of sleep.

OOC: Moving to A6 and casting Sleep. Will determine target after dogs have moved.
DM Ventrikel
GM, 282 posts
Sun 13 May 2018
at 15:11
  • msg #359

Re: A Dying Torch

Yipping and barking, the thylacines quickly crowd the elevator - biting and lunging at those inside. The creatures' mouths seem unnatural, their lower jaws almost seem to dislocate as the mouths open at a 45-degree angle and then slam shut with terrible force. Luckily, these strong bites hit nothing but air and metal. Together with the thundering, rumbling noise, the sound of the dog-like marsupials creates a great alarm inside of the elevator and it feels extremely crowded.

 ABCDEFG 
1   _   1
2       2
3       3
4       4
5       5
6 C     6
7Nt2t1    7
8Dt4t3    8
9 R     9
10       10
11       11
12       12
13       13
14       14
15   _   15
16       16
 ABCDEFG 


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

InitNameACHPWeaponTo-HitDamageStatus
24Daken1116/16???20% miss
17Thylacine 1137/7??? 
17Thylacine 2137/7??? 
17Thylacine 3137/7??? 
17Thylacine 4137/7??? 
14Ren1923/23Morningstar+51d8+2 
10Chakha1933/33Greatsword+82d6+620% miss
8Nameless1720/23Rapier+61d6+3 

Each thylacine used move + attack (except t4 who double moved), no attack hit even flat-footed.

All your heroes go now!

Ren Ulyms
player, 86 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Tue 15 May 2018
at 12:50
  • msg #360

Re: A Dying Torch

Ren realized the gravity of their situation. They needed to take the barking dogs down as quickly as possible. Bringing her morningstar to bear she smashed it down at one of the dog things next to her.

At the last second it leaped aside and she just hit the ground instead.

OOC: She hit AC 12 :(
Chakha
player, 38 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Tue 15 May 2018
at 13:00
  • msg #361

Re: A Dying Torch

Chakha felt the rush of battle once again as she brought her giant sword to bear. The dogs were small and easily crushed but it made for a nice warmup. Ren seemed disturbed by the noises that they were making but Chakha didn't mind. Let her enemies know that a goddess of war was among them and let them come to their deaths.

Even still she worked to dispatch the dogs with quick efficiency. There was no reason to swing as hard as she possibly could or even let the barbarian's rage fall upon her when they were so easily killed. No, she would save her strength for the real battles to come.

In the end she was distracted by visions of battles to come and didn't notice the dog leap out of the way and avoid her attack. She frowned as Gorum might not be pleased by her killing such a small thing he definitely would not be pleased by her failing to do so.

OOC: No rage, no power attack, just plain old killing.

Attacking t2...sigh...miss.

Nameless
player, 35 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Tue 15 May 2018
at 13:02
  • msg #362

Re: A Dying Torch

While Ren and Chakha swung ineffectually at the dogs, Nameless dispatched the one in front of him with cold and calculating efficiency. One quick lunge when it's guard dropped and the thing dropped dead.

OOC: Finally. Nameless hits AC 18 for 8 pts of piercing damage against T2

08:01, Today: Nameless rolled 8 using 1d6+3.  damage to t2.

08:01, Today: Nameless rolled 18 using 1d20+6.  attacking t2.

Daken
player, 38 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 15 May 2018
at 13:11
  • msg #363

Re: A Dying Torch

Daken sees the dogs all clustered together and drops his spell right next to them.

OOC: Dropping it at D8 so that should hit all 3 dogs for DC 16 vs. sleep.

I rolled 08:08, Today: praguepride rolled 19 using 3d20 ((5,9,5)) for the dog saves. I don't know what their will bonuses are but I'm assuming it's not +7. Assuming that they all drop to sleep the party will quickly dispatch them and search the room.

For coup-de-grace:
08:11, Today: Chakha rolled 31 using 4d6+12.  coup de grace on t1.
08:10, Today: Ren Ulyms rolled 15 using 2d8+4.  coup de grace on t4.
08:10, Today: Daken rolled 13 using 3d8.  coup de grace on t3.

DM Ventrikel
GM, 283 posts
Tue 15 May 2018
at 16:15
  • msg #364

Re: A Dying Torch

One thylacine falls, killed by Nameless' rapier... Then the others are overcome by Daken's spell. Swiftly put down in their sleep, none of the thylacines will live to yip another time. The group investigates the room. Ren finds that the tunnel to the north-west leads back to the now opened door in the Black Hill caves, while Chakha checks out the tunnel to the south, which is blocked by metallic rubble. Nameless investigates the lock mechanism of the central double door, and it does not react to the brown access card he carries. There are three more doors however, a single one to the south, a single one to the north, and a double one to the north.

The room itself appears to have served as nothing else than the home of these dogs, at least in the last days or weeks... The whole room does carry marks of catastrophic destruction though, something has torn or burnt through the metal walls in places and marked it with scorched areas and dents in others, dissimilar to the areas where Khonnir and the elevator were found.


Ren Ulyms
player, 87 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Tue 15 May 2018
at 17:50
  • msg #365

Re: A Dying Torch

Ren points the group at the single door to the South and they ready themselves for whatever lies on the other side.

OOC: Some prep work...

Ren will cast bless (3 minute duration now, woot)

Daken will cast Mage armor on himself (3 hour duration)

DM Ventrikel
GM, 284 posts
Tue 15 May 2018
at 20:12
  • msg #366

Re: A Dying Torch

A curving corridor leads to another door, and another room. This room buzzes and hums with the sound of machinery. A long track of moving leatherlike material rotates along a metal framework in the middle of the room. The eastern end of this device is connected to a looming metal machine fitted with thrashing and twitching armatures and blinking lights. Panels on the wall flash with strange writing and images of metallic constructs. To the west, a second track of leather, this one smeared with blood, churns
through an opening in the wall to a room beyond. The entire place has an air of entropy to it - with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against metal revealing how damaged the room's machinery is.

Two metallic beings scuttle about the room, both of them standing on three legs, both with white metal protection plates covering most of them - but with wires and tubes hanging freely in some places. They seem busy, focusing completely on the machines - opening lids and protective plates, touching something with a strange metallic finger generating sparks, ripping out bent metallic pieces and attempting to bend them back into shape.

The door to the north is locked, and Nameless' brown plastic card does not open it.



DM Ventrikel
GM, 285 posts
Wed 16 May 2018
at 10:43
  • msg #367

Re: A Dying Torch

An immense machine looms to the south in this room, its upper portion obscured by tangles of hanging cables and cords. The device looks something like an enormous oven, its front open with a rotating belt of green leathery material connecting to a wide metal table. Metal desks with flashing lights sit to the east, while a second rotating belt of leather moves through an opening in the east wall. Two dead orcs lie at the base of this second belt. Close to it stands a human-sized construct, looking almost as if he was constructed to look like a well armored knight. The robot holds a large rod in his hand, it glows in one end and appears to be a weapon, like a baton. He turns at once as the group enters, draws back his baton seemingly readying it for a forward strike.
"More here." The metallic voice does not convey a message with any significant meaning, but it is speaking in common.





 ABCDEFGH 
1        1
2        2
3    d   3
4  G .   I   4
5    .   IND 5
6 MM CR  6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

InitNameACHPWeaponTo-HitDamageStatus
19Chakha1933/33Greatsword+82d6+620% miss
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct?-0/???? 
7Daken1116/16???20% miss

Initiative is up for all but daken!

Chakha
player, 39 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Thu 17 May 2018
at 18:17
  • msg #368

Re: A Dying Torch

Chakha didn't even hesitate as she rushed forward to chop the robot in half with her sword. She swung but the robot put its arm up, catching the hilt and stopping her hit from striking true. She wrenched the sword away from the robot but her attack routine was blocked.

OOC: Move to D5
Hit AC 10...miss

This message was last edited by the player at 18:17, Thu 17 May 2018.
Nameless
player, 36 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 17 May 2018
at 18:18
  • msg #369

Re: A Dying Torch

Nameless moved up to support Chakha and thrust out the point of his rapier. It wasn't really an attack, just a quick probe of the robot's defenses but the robot proved more then capable of avoiding it.

OOC: Move to C5. Hit AC 8...
Ren Ulyms
player, 88 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Thu 17 May 2018
at 18:21
  • msg #370

Re: A Dying Torch

Ren pushed her way past the giant barbarian and made to swing her morningstar but the robot suddenly jabbed out at her and she was forced to bring up her shield in defense instead.

OOC: Pushing her way to D4. Miss...
DM Ventrikel
GM, 292 posts
Fri 8 Jun 2018
at 16:22
  • msg #371

Re: A Dying Torch

As the group advances, the construct takes aim at Chakha and raises its arm to swing, while speaking with its metallic voice. This time it speaks in that strange language that only Nameless understands. "Intrusion detected. Initiating purge protocol 11-321. Please stand down and submit, intruders. Purge protocol 11-321 demands compliance per core Divinity Directive." It speaks the word Divinity with a certain emphasis, as if speaking of something with a great meaning - perhaps it is a name. Then the baton-like weapon lands, the blow hitting Chakha straight over her head. Sparks fly out, and there is a surge through her body, forcing her muscles to twitch. Then its fist comes flying, aiming straight over her - missing.

 ABCDEFGH 
1        1
2        2
3    d   3
4  GR.   I   4
5  NC.  I D 5
6 MM     6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

23 to hit Chakha, 9 damage, 2 electricity damage.
Chakha: DC12 fortitude save to resist the energy. If fail: -1 to attacks, skills and will
(and -4 concentration) for one round.


InitNameACHPWeaponTo-HitDamageStatus
19Chakha1920/33Greatsword+82d6+620% miss, inhibited?
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct?-0/???? 
7Daken1116/16???20% miss

Initiative is up for all!

This message was last edited by the GM at 10:46, Sat 09 June 2018.
Chakha
player, 40 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Thu 14 Jun 2018
at 01:56
  • msg #372

Re: A Dying Torch

Chakha shrugged off the electricity like only a towering mountain of death could. While she was being shocked she raised her sword up and smashed it down right onto the center of the construct causing a giant dent to form and partially tear off an armored panel.

OOC: SMAAAASSH...with almost min damage :P Chakha hits AC 26 for 9 pts of slashing damage

She also makes her fort save with a 16

20:54, Today: Chakha rolled 9 using 2d6+6.  chakha super smash.
20:54, Today: Chakha rolled 26 using 1d20+8.  chakha smash.
11:33, Fri 08 June: Chakha rolled 16 using 1d20+5.  fort save vs. dc 12.

Nameless
player, 37 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 14 Jun 2018
at 01:56
  • msg #373

Re: A Dying Torch

Nameless, seeing Ren about to get into perfect position holds to let her move first.
Ren Ulyms
player, 89 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Thu 14 Jun 2018
at 01:58
  • msg #374

Re: A Dying Torch

Ren slips around to the side of the guard bot and with Nameless on the other side the two prepare to bear down on it and capitalize on Chakha's giant strike.

She smacks the robot with her morningstar causing minimal scraping and denting as it mostly bounces off the armor.

OOC: Min damage again. Ren hits AC 19 for 3 pts of B/P damage

20:58, Today: Ren Ulyms rolled 3 using 1d8+2.  damage.

20:57, Today: Ren Ulyms rolled 19 using 1d20+7.  woo flanking.

Nameless
player, 38 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 14 Jun 2018
at 02:01
  • msg #375

Re: A Dying Torch

Seeing Ren move opposite to the robot Nameless stabs out with his own blade.

OOC: Forgot to mention Ren moved to C3

Nameless stabs out getting the point of his rapier right into a seam between armor plates and strikes deep with his blade.

OOC: Nameless sneak attacks AC 22 for 9 pts of piercing damage

21:00, Today: Nameless rolled 9 using 2d6+3.  sneak attacky.

20:59, Today: Nameless rolled 22 using 1d20+8.  flanking.

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