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23:17, 18th April 2024 (GMT+0)

Post 2-1: Aldronard's Grave.

Posted by SingularityFor group 0
Sofia
player, 172 posts
Mon 9 Sep 2019
at 18:34
  • msg #37

Post 2-1: Aldronard's Grave

Sofia smirked at Gizzos' line, a cruel, frightening look.

"He's right you know. I'm not trapped in here with you. You're trapped in here with me!" she howled.

Despite her bravado, she knew it'd be better to get her group together. No point in standing outside in the open and let people shoot at her. So she let her rage go and stepped inside the tower (presuming it's unlocked?). She moved to open the gates.
Kaelyn
player, 50 posts
Wed 11 Sep 2019
at 08:06
  • msg #38

Post 2-1: Aldronard's Grave

Grunting with exertion Kaelyn just barely makes it to the top of the wall. She really needs to work out more.

Climbing up, still invisible for 2 more rounds. Others can use the rope to get up after Kaelyn.
22:39, Yesterday: Kaelyn rolled 5 using 1d20.  Climb.
22:39, Yesterday: Kaelyn rolled 7 using 1d20.  Climb.

Gizzos Fip
player, 48 posts
Gnome Bard (Oration)
Thu 12 Sep 2019
at 16:12
  • msg #39

Post 2-1: Aldronard's Grave

Cast Grease in the space between Sofia and the other "guards" who are 30' away. If I can catch any of them in it, great, but main objective is to make it harder for them to dogpile her.
Singularity
GM, 549 posts
Thu 12 Sep 2019
at 17:30
  • msg #40

Post 2-1: Aldronard's Grave

Gizzos slicks down the area between Sophia and the other three men with magical grease.

Two of them warily approach as they draw pistols and attempt to shoot Sophia.  OOC: One hits touch AC 14 for 8 damage.  The other hits touch AC 13 for 7 damage.

The other one, which Sophia can now see has had one hand removed and replaced by a wickled looking hatchet, pulls a strange ball from his pocket and does something to it that makes it beep.  He then hurls it to land at her feet, though nothing else happens.

OOC:  So, roughly:

Gizzos / Kaelyn
GATE
15'
Sophia (beside corner of guard house) / Strange orb
10' of grease spell
10' of open ground
Three guys, spread out so that two are to one side and about 15' away is hatchet-hand.

Gizzos Fip
player, 49 posts
Gnome Bard (Oration)
Sat 14 Sep 2019
at 00:18
  • msg #41

Post 2-1: Aldronard's Grave

"I can't really tell from here what that thing is," the gnome says hesitantly. "But I would move if I were you. Maybe that's stating the obvious, but, uh... that grease is... flammable."

While dishing out advice, he's also loading and firing his crossbow at the guy to the right of hatchet-hand.

17:17, Today: Gizzos Fip rolled 7 using 1d6+3.  Damage. (14 if critical, rolled a 20 to hit)
17:16, Today: Gizzos Fip rolled 27 using 1d20+7.  Attack.
Sofia
player, 178 posts
Thu 19 Sep 2019
at 21:57
  • msg #42

Post 2-1: Aldronard's Grave

You didn't have to ask Sophia twice to mistrust strange techno-gadgets. She hauled her butt as fast as she could into the guard house and tried to put a wall between herself and the strange orb.




Move into gatehouse.
If there's someone inside, attack, but if it's empty, close the door behind her.

Singularity
GM, 556 posts
Mon 23 Sep 2019
at 17:04
  • msg #43

Post 2-1: Aldronard's Grave

Sofia rushed into the gatehouse and closed the door.  The gate-raising mechanism is intact and fairly normal, though Sofia's pretty sure it'll take her several seconds to get it up enough for someone to squeeze under.

Kaelyn dropped down inside the courtyard from the top of the gate.

Gizzos took a shot at the guy with the hatchet-hand, injuring him.

The two thugs with pistols reloaded them and warily moved forward as they avoided coming too close to the gatehouse.

The reason why they avoided the gatehouse becomes clear as the device the hatchet-guy threw erupts in a billowing cloud of smoke.  It isn't thick enough to be difficult to see through, but inhaling it is probably a bad idea.  A little smoke seeps under the door of the gatehouse, but not enough to cause an issue for Sofia.

The hatchet-guy moves toward the gate house and ends up out of line of sight of the gate.

OOC: The two thugs with pistols are about 30' from Kaelyn, but getting there without going through gas (or grease) will take more like 50' of movement.

Raising the gate enough for someone to crawl under is a full-round action.  If you take a full-round action next turn, someone can walk under it while ducking slightly.

Sofia
player, 179 posts
Mon 23 Sep 2019
at 21:06
  • msg #44

Post 2-1: Aldronard's Grave

Best move is to get the band together. Especially with that cloud of whatever stinky stuff was drifting under the door outside. With luck it'd dissipate by the time she had the gate up.

She focused her efforts on raising the gate.
Gizzos Fip
player, 51 posts
Gnome Bard (Oration)
Mon 23 Sep 2019
at 21:07
  • msg #45

Post 2-1: Aldronard's Grave

Gizzos reloads and fires at the same pistol-bearer again.

14:06, Today: Gizzos Fip rolled 8 using 1d6+3.  Damage, if applicable.
14:06, Today: Gizzos Fip rolled 14 using 1d20+7.  Attack.

Kaelyn
player, 57 posts
Tue 24 Sep 2019
at 05:34
  • msg #46

Post 2-1: Aldronard's Grave

Kaelyn's landing leaves much to be desired, as air is knocked out of her and she almost falls on her face. Fortunately she is invisible so nobody witnessed her embarrass herself. She tries to recover as she creeps up on the two enemies with pistols, staying well away from all the smoke and grease on the ground. She trusts in her spell to keep her hidden for just a few more moments.

I still need to make an Acrobatics DC 15 roll for the fall.
07:09, Today: Kaelyn rolled 13 using 1d20+11.  Acrobatics.

Failed, took 1d6 nonleathal damage.
07:10, Today: Kaelyn rolled 6 using 1d6.  Nonleathal damage.

Rolled 6, of course. Moving stealthily next to the pistoleros, going around all the nasty stuff. Stealth roll, +20 for invisibility while moving (lasts one more round after this), -5 for moving at over half speed:
07:12, Today: Kaelyn rolled 40 using 1d20+26.  Stealth.

Singularity
GM, 557 posts
Tue 1 Oct 2019
at 16:05
  • msg #47

Post 2-1: Aldronard's Grave

Sofia works the mechanism and the gate rises enough for Gizzos to walk under.

Gizzos took a shot at one of the men with a pistol.  It's a good shot, and the man curses him as he moves for some cover.

Kaelyn seems to go unnoticed.

The two men with pistols make for the corner of the wall opposite the gatehouse.  It provides some cover as they reload their pistols.

The hatchet-handed man is out of sight of everyone.

The smoke fades away to nothing.

OOC: Gizzos finds that the men now have some cover against him and are about 30' distant.  Sofia thinks another round will get the gate all the way up, or she can leave it as-is.  Kaelyn can move as she wishes... for now.
Sofia
player, 180 posts
Tue 1 Oct 2019
at 16:52
  • msg #48

Post 2-1: Aldronard's Grave

OOC: If Gizzos is through no need to raise it any higher.

I think this is all I can do this round, taking an action to open the door.
She's looking for the hatchet handed man, or anyone else close enough for her to charge next round.


Sofia opened the door and peered out. she looked around for a target, hopefully still keeping some cover from the door frame.
This message was last edited by the player at 21:01, Tue 01 Oct 2019.
Kaelyn
player, 58 posts
Tue 1 Oct 2019
at 18:28
  • msg #49

Post 2-1: Aldronard's Grave

Kaelyn has no qualms at all against attacking her foe in the back. She swings her sword in a vicious two-handed arc, her invisibility abruptly failing. Hit or miss, she then immediately disappears again, and steps silently to the side to avoid any blind attacks.

This will take a bit of explaining. I'm assuming I ended up the last round next to those two with pistols. If not, I'll have to adjust this a bit.

So, Sneak Attack against one of the... bandits? Attacking from invisibility for +2 to attack and ignoring dex bonuses. I forgot to count my trait bonus, so it should be 18 in total, hopefully a hit. Also adding Debilitating Injury - Disoriented to attack.
19:59, Today: Kaelyn rolled 17,10,10 using 1d20+10,1d8+6,2d6.  Attack, Damage, Sneak Attack.

Then I burn Grease spell for invisibility again as swift action, and stealthy 5' step to one side, so that I end up next to the other pistol wielding bandit. I can also use move instead if 5' step is not enough. If he provokes in any way, I'll use my AoO to sneak attack him as well (also adding Disoriented).
20:17, Today: Kaelyn rolled 48 using 1d20+31.  Stealth.

Gizzos Fip
player, 53 posts
Gnome Bard (Oration)
Fri 4 Oct 2019
at 21:37
  • msg #50

Post 2-1: Aldronard's Grave

Gizzos has significant qualms about passing under the gate, but with Sofia and Kaelyn on the other side, he ducks under the gate, letting his crossbow swing unloaded at his side. He darts to a position where he can see into the gatehouse, then shouts threats and insults at the remaining combatants. "Ha! The gate is up, and so is your time! I doubt you have the coin, but you'll find a way to make you pay for your deception. Gnome mercy!"

OOC: Blistering Invective upon reaching the entrance to the gatehouse, assuming he confirms that it will affect at least two enemies. If not, he'll Inspire Courage on allies instead - I figure the same speech can work for either :-)
Singularity
GM, 562 posts
Tue 15 Oct 2019
at 17:08
  • msg #51

Post 2-1: Aldronard's Grave

Sofia opens the door and finds that the man with the hatchet for a hand isn't far away from her.  Maybe twenty feet off to the side of the door.  OOC: Let's call opening the door a swift action.  Want to take other actions?

Kaelyn's surprise attack puts one of the bandits out of the fight and most likely bleeding to death.

Gizzos moves forward and casts his spell.  Both the bandits flinch back and the one with the pistol catches fire.

OOC: Whew, that shouldn't have taken two weeks.  Sofia has a left-over turn.
Singularity
GM, 565 posts
Fri 1 Nov 2019
at 17:10
  • msg #52

Post 2-1: Aldronard's Grave

There's more.  Gunfire and blades swinging and spell chanting.  Then it's just the three heroes standing over bodies.

OOC: Screw it.  Forward, ho!
Sofia
player, 184 posts
Fri 1 Nov 2019
at 21:11
  • msg #53

Post 2-1: Aldronard's Grave

OOC: Sorry again, missed the two week old update!!! Thought I was waiting on GM. Sorry!!! I also don't see a map, but I'm assuming there are doors other than to the room Sofia entered to raise the portcullis.

Sofia charged out from the hut, head swiveling around looking for the enemy. Then it was over.

She looked the disgusting bodies over, wondering what had brought them here.

"So, guess it wasn't plague then? Which suggests that maybe there are survivors? Where you think they're keeping them? Shall we start opening doors?"

She moves to the closest one, but doesn't open it yet.
Gizzos Fip
player, 56 posts
Gnome Bard (Oration)
Fri 1 Nov 2019
at 21:24
  • msg #54

Post 2-1: Aldronard's Grave

"Well. We sure showed them a thing or two." Gizzos cracks his hairy knuckles and surveys the carnage with satisfaction. "Yes. Open more doors. Always. May I?" He examines the door by Sofia for traps, then puts one pointy ear up against it in attempt to deduce what might lie behind it.

Gizzos Fip rolled 22 using 1d20+13.  Perception.
Kaelyn
player, 61 posts
Sat 2 Nov 2019
at 08:55
  • msg #55

Post 2-1: Aldronard's Grave

Kaelyn wipes her blade before sheathing it. She looks at the bodies with disgust. "It may not be a plague, but they certainly look like there is something very wrong with them. Besides being dead, I mean. We better search the bodies as well, after making sure there are not more of them around."

Kaeyln helps with searching this place before looting the bodies.
09:53, Today: Kaelyn rolled 28 using 1d20+10.  Perception.

Singularity
GM, 569 posts
Mon 9 Dec 2019
at 20:59
  • msg #56

Post 2-1: Aldronard's Grave

In the next few moments, the battle is done.  Sofia manages to take out the hatchet-handed man and the other two don't last, either.

Once the dust settles, the group gets a better look at what has gone on.  This is greatly helped along by the discovery that a door is barred from the outside.  Inside, four living crusaders have been bound hand and foot.  They have all been badly wounded and seem quite surprised to have been rescued.

As they tell you, the Smilers, for that is the name of the gang that attacked them, took them unaware by scaling the back wall.  They have little in terms of material to reward the group with, but provide a wealth of information.

Information:
Who are the bandits? They are part of a gang called the Smilers, one of several gangs based in nearby Scrapwall.

Who’s the leader of the Smilers? A notorious hobgoblin necromancer named Marrow leads the Smilers, while a sadistic fighter named Hatchet-Hand served as the second-in-command. The knights know Marrow by her reputation from hearsay, and have heard rumors that she’s also some sort of undead.

Why did the Smilers attack Aldronard’s Grave? A new gang has recently risen to power in Scrapwall. They’re called the Lords of Rust, and all the other Scrapwall gangs have been scrambling to earn respect and favor with them for months now. Recently, one of the Lords of Rust was killed while out on a mission beyond Scrapwall, and the remaining Lords have become increasingly angry and eager to lash out. Marrow sent Hatchet-Hand and the Smilers out to claim Aldronard’s Grave as their own, so that they could secure it as a gift for the Lords of Rust.

Who are the Lords of Rust?
They are the current masters of Scrapwall. Their members include a violent troll named Helskarg, a half-orc cleric named Nalakai, a mysterious fourarmed monster known as Zagmaander, a chain-wielding ettin named Draigs, and an orc barbarian named Kulgara. Until recently, a sixth lord was counted among the Lords of Rust—a purple-haired priestess who served Hellion, the god and true leader of the gang. She was apparently slain or went missing while on a secret mission outside of Scrapwall.

Who is Hellion? While the knights have heard rumors that Hellion is a god, they discount these as rubbish.

Kaelyn
player, 63 posts
Tue 10 Dec 2019
at 10:53
  • msg #57

Post 2-1: Aldronard's Grave

"What a charming bunch." Kaelyn comments on the information about the Lords of Rust. "Sounds like a begging of a joke. A troll, an orc and an ettin walk into a bar... And this Hellion, whatever that is. I guess we will have to investigate this further." She sighs and returns her attention to her favourite part of any battle - looting the bodies.

Anything interesting?
Singularity
GM, 570 posts
Tue 10 Dec 2019
at 22:01
  • msg #58

Post 2-1: Aldronard's Grave

Despite being dirty, each body wears a masterwork quality suit of leather armor.  The goons each had a masterwork buckler and the hatchet guy has a couple of masterwork (and not attached) handaxes.  There is also another of those strange grenades, several doses of soothe (their drug of choice), and enough powder and shot for about two dozen uses.
Kaelyn
player, 64 posts
Wed 11 Dec 2019
at 08:46
  • msg #59

Post 2-1: Aldronard's Grave

Kaelyn is disappointed with what she finds on the bodies. "Does not look like they had anything I could make use of. Anyone want any of this junk? Whatever is left we can pack up and sell later, should at least make us a bit of gold."
Sofia
player, 189 posts
Wed 18 Dec 2019
at 18:10
  • msg #60

Post 2-1: Aldronard's Grave

"Pack and sell makes sense to me," Sofia returned as she worked to collect the dropped weapons, armor and assorted paraphernalia. she lingered on the grenades that spewed out gas.

"Could come in handy, if we could figure out how to use them. I'm no tinker though."


OOC: Anything we need to do roll-wise to be able to use the grenades or learn exactly what they do?

She made quick work of gathering the loot, thinking out loud as she did. "Purple haired priestess of Hellion sounds familiar though, no? That has to be our friend from the bottom of that strange cave with the mechanical men. Whatever this Hellion is, he's powerful enough to give out divine magic to his followers," she shivered. They were talking about a literal god here, even if the knights thought that was rubbish. Even if it was one she'd never heard of before, this was a dangerous being with a lot of power.

"OK, now what? Stay the night here, make sure things are totally under control then off to Scrapwall as planned?"

OOC: Did any of the 'smilers' survive? Is there any point in interrogating them? Also, I kind of forget and can't find it scrolling back, what do we know about scrapwall? I recall something about a rescue mission for a priest or something like that?
Kaelyn
player, 66 posts
Wed 18 Dec 2019
at 21:33
  • msg #61

Post 2-1: Aldronard's Grave

Kaelyn helps with packing whatever valuables they found. She hesitates about taking the drug though. "Soothe. Nasty stuff. Worth quite a bit, but I don't like the idea of dealing in it." She packs it anyway, they can always decide to throw it away later.

She lifts her head from the task to answer Sofia. "Sounds good, I could use a rest before continuing."

OOC: MW leather armor x3 (480 gp), MW buckler x2 (310 gp), MW handaxe x2 (612 gp), Soothe x3 (x600).
2002 gp, sells for half of that of course. Not sure how many are several doses, I assumed one for each bad guy. No idea on how much ammo is worth either.

We are supposed to investigate and deal with whatever is going on at the Scrapwall, but we also have a sidequest of finding some woman there for the priest. Learning what we did here was not a bad start.

This message was last edited by the player at 21:33, Wed 18 Dec 2019.
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