Chillblame's iron gods game (Inactive)

Game Master chillblame

The torch is reignited, but what is next for our heroes

Fort Map

river battle

Genni

Robot Nurse

Fires of creation round up


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AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae smiles as her prayer is answered, "That should hold him for a few seconds - I'll try to get him tied up and that damned bell away from him... You sort out Garmen's other man"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Hello good sir, I was wondering if you would like to know the fascinating history of this town. Did you know that Torch and Silvermount are actually.... Oh damn he isn't. Valia! Get him!


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Or Ayla! And try not to ring the Bell!

Does Anody get another action or was the Charm Person attempt it?


Female Orc

Bot time
Valia charges the last guard.

big elf sword: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

damage: 1d10 + 4 ⇒ (9) + 4 = 13


Female Orc

Ayla tries a different approach.

She also charges, but tries to take the bell

steal bell: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

But she misses it.


Female Orc

Valia hits the guard, wounding him.

I will detail initiative soon.


Female Orc

Anody, the charm spell was your surprise action. Depending on initiative, you may still act before the guard in round 1


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Init: 1d20 + 1 ⇒ (8) + 1 = 9

Should be 10 as I forgot the boost to Init from the pill


Female Orc

anody = 10
creik: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
valia: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
sharee: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
ayla: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9

guard one (paralysed) 1d20 + 1 ⇒ (6) + 1 = 7

guard two 1d20 + 1 ⇒ (13) + 1 = 14

Sorted
Sharee 16
Valia 14
guard two 14
Creik 11
Anody 10
ayla 9
guard one 7


Female Orc

Guard one
HP taken 0
paralysed, currently helpless, currently flat footed
AC 14 T 12 FF 12

Guard two
HP taken 13
currently flat footed
AC 14 T 12 FF 12

Map adjusted. Note positions are assuming a little pre-fight maneuvering to get the best position, then the surprise round.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

With his companions dealing with the ropefists, criek inspects the guarded door, taking his tools to any lock in hopes of providing swift entry. disable device: 1d20 + 9 ⇒ (12) + 9 = 21


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Pulling the rope from her bag, Sharae proceeds to tie the held Ropefist to the nearest object she can find - a drainpipe, a tree, whatever will hold him securely...

Smiling politely - almost apologetically - She also relieves him of the bell that he was presumably going to use to warn of her friends' approach...


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

Ayla swings her Nodachi at the guard
attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d10 + 4 ⇒ (2) + 4 = 6

RL busy


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

Valia spins his sword around, trying to knock the ropefist guard out.

sword atk nonlethal: 1d20 + 7 + 2 - 4 ⇒ (13) + 7 + 2 - 4 = 18
dmg: 1d10 + 4 ⇒ (2) + 4 = 6


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae smiles to herself as she sees Valia attempting a less lethal approach...

...we don't even know if these people took Val, not for sure, I do not want their blood on our hands...


Female Orc

Guard two steps back taking a buffet from Valia.

Stupid knife ear. You call that a hit!. I've had worse from my crippled mother

He winds up and launches a series of powerful punches at Valia

unarmed punch flurry: 1d20 + 4 ⇒ (14) + 4 = 18 power attack

damage: 1d6 + 5 ⇒ (3) + 5 = 8

unarmed punch flurry 2: 1d20 + 4 ⇒ (16) + 4 = 20power attack

damage: 1d6 + 2 ⇒ (6) + 2 = 8

both punches crash into Valia with crushing force.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Seeing the thug brutally attack Valia, Sharae winces, ...okay, the gloves are off...

Sharae hisses to her companions, "Whatever you need to do...take him down"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Taking 10 on Kn:Local for 20 on ropefists

Oh dear, yes, we need to take him down as soon as possible. He's really just a standard human gang member employed for his violent tendencies. I believe the vernacular is 'thug'...

The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.


Female Orc

the paralysed guard struggles against the spell, failing

will: 1d20 - 1 ⇒ (6) - 1 = 5

Valia strikes the guard with a powerful blow, barely hitting

sword: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

damage: 1d10 + 4 ⇒ (10) + 4 = 14


Female Orc

The active guard drops, unconscious. You gag and tie the frozen one

battle over

criek fails to open the door. It has a surprisingly good lock

Searching the guards finds a sling with 20 bullets, a bell, leather armor and MW brass knuckles on each. On the paralysed one is a large key.

All is quiet

Actions?


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Is anyone good at tying people up? We need to make sure this one doesn't cause problems Anody says pointing to the one still awake. So sorry I wasn't much help. he says apologetically as he picks up the key and gives it to one of his larger companions. Oh dear, that one hit Valia quite hard.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Taking the key and offering it to Criek, Sharae asks, ”I think this what you were looking for?”

Ensuring, with the help of others, that the paralysed thug is secured, gagged and out of sight – she assists with dragging Valia’s unconscious adversary to the same location. Tying them together, she prays to Desna that they will stay quiet for the next few minutes or so…

Valia’s hit on the thug was a Critical Threat so not sure if he is unconscious or simply dead!!!

If people can keep track of their HP, Sharae has a much better chance of keeping the healing optimised!!!

With the thugs secure, Sharae pulls a starknife from her belt and gets ready for Criek opening the door…


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

Ayla cast stabilise on the downed guard


Female Orc

valia criy confirm: 1d20 + 7 ⇒ (19) + 7 = 26

damage: 1d10 + 4 ⇒ (8) + 4 = 12

yes he's dead

So...
What do you do now?

valia took 16 hp of damage. You would have been fully healed back at the temple (forgot about that, so we'll handwave it)


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Perhaps we should investigate the smaller building first. Anody says After Valia is healed of course.


Female Orc

smaller building? What smaller building? It is only one building.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

The small building to the west is pointless then I guess?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Wordlessly, Sharae addresses the worst of Valia's wounds... and then waits for someone to open the door into Garmen's hideout...

Sharae, Cure Moderate Wounds on Valia (losing Returning Weapon): 2d8 + 4 ⇒ (2, 7) + 4 = 13


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Well let's go through the front then


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Everybody okay with going through the door that the guard was guarding? The other one that Criek peeked through had someone on the walkway.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Fine with going through that door although I'd prefer to wait until we get some positive confirmation from some of the other folks - it's the summer holidays time and I doubt the GM wants to GMPC three characters!!!


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Taking the key from sharae with a quiet nod, Criek gestures to the locked door with it and looks around to see that his companions are ready.


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

Valia adjusts his belt with a bloody hand.


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

Ayla whispers
"Let's try and be quieter as we go about."


Female Orc

The door opens quietly and you enter.

1d100 ⇒ 88

the room is empty, and is filled with crates

there are three doors, one to the room criek scouted, one to the west leading outside, and one at the top of the stairs to the south.

You can hear loud voices to the south.

perception DC 15:
(garmon) don't tell my job, fool. The technic league may be Top dog elsewhere but here I rule. If you stay the course, the technic league will control the torch, this cult will have its power and I'll have a decent profit. (Other) The league doesn't want the town obliterated! (garmon) The league only wants the torch, not the town. Besides, It won't effect me any way. I'm bored of this town anyway. (other) You are a cold one Garmon (garmon) I'm a business man


Female Orc

perception DC 15 continued:
(other) why the girl (Garmon) Insurance. That band of "heroes" are persistent and could be dangerous. We only need a couple of days.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Per: 1d20 + 8 ⇒ (18) + 8 = 26


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Garmen is here. With someone else.. He's the mastermind behind all of this. He knows where Val is! Anody whispers.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

percept: 1d20 + 9 ⇒ (14) + 9 = 23

"And they talk of obliterating the town?" hisses Criek, "Is that what this 'meltdown' means?"


Female Orc

A meltdown is a mmph mmph mmph Genni starts explaining at a normal speaking voice level when anody, thinking quick puts his hand over her mouth.

perception check: 1d20 + 10 ⇒ (6) + 10 = 16

The party freezes for a long moment. But the conversation continues unabated. It seems no one heard you. Garmon and the other are talking about payments and how they would be arranged.

perception DC 25:
You can hear a faint whimpering


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae, Perception: 1d20 + 4 ⇒ (5) + 4 = 9, fails to make DC

Following the others into the warehouse, Sharae whispers a suggestion, ”We still have the advantage of surprise – I say we attack now before we are detected and lose the upper hand”

Sharae, Stealth: 1d20 + 1 ⇒ (13) + 1 = 14


Female Orc

OK up the stairs onto the cat walks, or into the other room?


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

How high is the catwalk?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae whispers sharply again, ”Up the stairs! I’m sure I heard voices through that door… That’s where we need to be going”


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

perception for last spoiler: 1d20 + 9 ⇒ (5) + 9 = 14

this room is two-stories high, it sounds like, and walls all the way up? this catwalk here is only in this room, leading to the upper door, not spanning over walls into adjacent rooms?

Criek nods his agreement with Sharae, pointing to the top of the stairs. assume invis duration is over at this point


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Per: 1d20 + 8 ⇒ (16) + 8 = 24

Up the stairs then!


Female Orc

the stairs are about 15 feet up


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

perception: 1d20 + 9 ⇒ (2) + 9 = 11 f
perception: 1d20 + 9 ⇒ (6) + 9 = 15 p
perception: 1d20 + 9 ⇒ (8) + 9 = 17 f
--------------------------------
perception: 1d20 + 9 ⇒ (15) + 9 = 24
stealth: 10 + 2 = 12 Taking 10 if possible


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

With a GM hat on, there is no sensible way you are able to 'take ten' in an active Stealth Check. Take Ten / Take Twenty are only there, as far as I am aware, to represent the fact that if you make the check multiple times then you will eventually roll the average / maximum. This only works when there is no chance of something bad happening on a fail - Stealth Checks, Trap Disabling, Active Bluffs / Intimidates, etc don't, as far as I am concerned, meet that criteria. Just my ten cents worth...


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14

Let's hurry while we still have some element of surprise!

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