GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Kn:Local: 1d20 + 13 ⇒ (20) + 13 = 33
Spellcraft: 1d20 + 15 ⇒ (20) + 15 = 35

Seventeen had been uninterested in the looting, but when Omo examines some of the looted weaponry, she suddenly frowns and marches over! She explains, "Omo these weapons all have the same trademark. See this stylized shooting star? They where manufactured in Starfall. Why would such weapons be here? Something unusual is happening. Oh one other thing, the Chieftain's boots are magical."

As funny as watching Hellion take a bath would be, I think we should avoid the canoes.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

kn:Local: 1d20 + 7 ⇒ (14) + 7 = 21

Raising an eyebrow at the comsets being used between parts of the raiding party, Jarreck comments..."Sevens right these were made in Starfall. ONE or two items might be explained by raiding but not this many or the use of comsets."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"That would suggest they are either hired by a party who can afford all this, or found something worth it all. The latter option being highly unlikely in my opinion."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen won't suggest this, but you could consider waking up and 'asking' the unconscious prisoners.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

"Caw! Caw! Caw!" Mort says while perching on Hellion's head.

He flies to the ground and scratches letters one by one onto the sand.
The first word spells: M..E..R..C..E..N..A..R..I..E..S.

The second spells: T..H..E..I..R..T..A..R..G..E..T..?


Current Map

Guaire would know that the Blood Gar do have a reputation for being mercenaries...just not in Numeria. Entire subclans of the Blood Gar have fought in various wars in the River Kingdoms to the South.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Niles are the Blood Gars heading towards Hajoth Hakados or towards Blackpipe? Also I didn't see that you mention how many are continuing down river, I'm guessing another 15-20 based on the 30 member raiding party comment earlier...

Jarreck sits back on his haunches to think about what the raiders might be up to. "Did any of the survive the fight? Might not hurt to figure out where they are heading?"

Omo did Hellion completely heal Jarreck? The +20 would have put him @ 17.

Hope everyone had a good holiday and time spent with friends and family.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Guys, the Blood GGar are merciless mercenaries of the cruelest kind.
Yet, not in Numeria. The Blood Gar clans have fought in various places throughout the River Kingdoms to the south.
Them getting exotic items is weird."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

"Perhaps we should have this discussion on the march, that is unless you wish to fight the remainder of the war band", suggests Seventeen.

It's not clear there is anything more to do here :)


Current Map

The Blood Gar are heading in the direction of Hajoth Hakados. Downriver on the Sellen, you all are marching Upriver. No one got an accurate count, but yes only about a third of the warband stopped to investigate the Robot Hellion while the rest continued on.

Jarreck notices several of the Blood Gar are not dead just badly battered and unconscious.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Shall we move on then? Or is somebody going to ask questions?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

We can move on, basically forgot the encounter was an unintended stop off anyways.

Jarreck reaches down and grabbing a handful of hair stares at the unconscious raider only a moment before letting him fall back to the ground with a thud. "We should move on, if we took out a third of the raiding party then the guardsmen in Hajoth should have no problem with the remainder should they wish to interfere with the citie's business. Beyond the city I have very little interest at the moment in where they are heading. Looking back towards the stashed canoes The river or continue walking although probably a bit further from the river would be wise."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort makes striding movements on top of Hellion's head indicating he is fine with walking, though He won't do any of it probably.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Starfall seems to be expanding its reach. They thought I was a League member. I think they have a league master. Those boots could be the difference between starvation or not. But, I agree with Jarreck, lets move onwards."


Current Map

The party continues on the route, following the chipfinder that beeps monotonously at them until it begins beeping more rapidly...apparently you are getting close. And then, you see it, the glint of glass and metal sticking out of the muddy banks of a southern tributary of the Sellen.

There are several handmade signs warning strangers away written in Kellid. It seems this wreck was recently uncovered during a period of heavy rain not more than a week ago...

Upon closer inspection the glass dome on top? of the ship, which is listed at a precarious angle, is cracked and open to the outside.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire takes a look at the sign written in Kellid.

"Hmhm...hmm...no kidding?" He turns to the others.
"This thing was apparently discovered after a recent heavy downpour, a week ago."

Perception on surroundings, are we being watched?: 1d20 + 11 ⇒ (12) + 11 = 23


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Let us check out the inside."

Perception: 1d20 + 13 ⇒ (9) + 13 = 22


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

What were the boots by the way? Seventeen rolled a 20 on the check.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck circles the 'spacecraft' looking to see how well it is still covered before moving towards the opening in it's glass to inspect the inside. "Seven, would you be a dear and bewitch my dagger to provide additional light within."

Jarreck contemplates the need for the rope he has stored to enter the craft
Is it safe to assume Jarreck has been completely healed? Not sure I want to drop him in with only 17hp, might end up staring at the ceiling once more :/ Also how far is the drop inside to the deck?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

"Certainly." replies Seventeen at once. She whispers several spiderlike words and a soft radiance comes from Jarreck's dagger.

Before he leaves she states, "I suggest caution, there could be radiation."

Do we still have the time worn radiation detector? If needed Seventeen can cast detect radiation too.


Current Map

Click the link on the boots.

If you plan on scaling the sides of the craft which are slick with mud, then you need to roll climb checks. I have no clue if you still have the Radiation Detector.

Jarreck doesn't know about how far down it is, because he hasn't climbed to the top yet.

Most of the wreck is covered only about 15% of the vessel is uncovered from the mud it once rested in. The rest of it is in the river or buried at about a 45 degree angle.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Ah yes, I managed to miss that the first time. How much time has passed since the battle?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

When Seven mentions the word radiation Jarreck stops and retrieves the detection device from his pack along with a rope and grappling hook. "Thanks for the reminder"

Using the radiation detector Jarreck scans the area around the ship before trying to scale the muddy slope leading to the opening in the glass dome. If it's safe to do so he will toss the grappling hook up and using the rope ascend to the opening in the side of the craft.

Nile unsure how high it is to the opening Jarreck does have a grappling hook and 50' of silk rope to assist with the climb up and descent into the ship.

grappling hook to window: 1d20 + 8 ⇒ (16) + 8 = 24

Climb check: 1d20 + 6 ⇒ (14) + 6 = 20


Current Map

Nearly a half day has passed.

Jarreck uses the radiation detector and indeed he spots levels of Radiation similar to what he has seen in other crashed craft, especially the one in Scrapwall.

Jarreck climbs to the top of the dome and peeks down, he can see the bottom thanks to his Elven low light vision.

The room is tilted precariously at about a 30 degree angle and most of the loose items have shifted to the western side of the room. The floor is only some 15 feet below Jarreck and it would be easy to climb down on a rope. Jarreck spots some lights flickering from panels along the western wall...could the Ship still have some power? Jarreck is contemplating this when he hears a sound from below, outside the ship near the waterline. Seems that something has made this ship its lair, and it doesn't want to share.

Perception DC25:
You spot the creature before it lunges out of the water, you have a surprise round action

Initiative:

Guaire: 1d20 + 3 ⇒ (17) + 3 = 20
Omo: 1d20 + 3 ⇒ (3) + 3 = 6
Seven.Teen: 1d20 + 3 ⇒ (11) + 3 = 14
Mort: 1d20 + 2 ⇒ (11) + 2 = 13
Jarreck: 1d20 + 4 ⇒ (11) + 4 = 15
Galvo: 1d20 + 4 ⇒ (8) + 4 = 12

Surprise!
A creature lunges from the waterline! DC 25 Kn:Arcana for more info

Round 1
Guaire
Jarreck
Seven
Mort
Galvo
Omo

If you make your Perception roll you can take a surprise round action. Guaire, Jarreck, Seven and Mort are up...map is posted. Jarreck is currently on top of the "ship" so he has to climb back down if he wants to engage in melee


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Perception: 1d20 + 13 ⇒ (19) + 13 = 32

Knowledge: Arcana: 1d20 + 15 ⇒ (3) + 15 = 18

Omo throws a bomb at the creature when it bursts from the water. Yay, surprise!

Bomb's Away!! (RT): 1d20 + 10 ⇒ (12) + 10 = 22
Fire Damage: 4d6 + 5 + 1 ⇒ (6, 4, 4, 4) + 5 + 1 = 24

Mr. Hellion moves to the waterline to attack the beast.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Perception: 1d20 + 15 ⇒ (14) + 15 = 29

Mort fires a snowball at the creature before his Hellion-perch moves closer to engage.

Ranged Touch: 1d20 + 8 ⇒ (6) + 8 = 145d6 ⇒ (2, 2, 5, 1, 5) = 15 Fort Save DC 15 or staggered for 1 round


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Kn. Arcana: 1d20 + 9 ⇒ (14) + 9 = 23

"What the...."

Guaire quickly shoots an arrow.
Shot, PBS: 1d20 + 14 ⇒ (4) + 14 = 18Dmg, PBS: 1d8 + 3 ⇒ (4) + 3 = 7
----------
Round 1

Guaire 5ft steps back and unleashes three more arrows.
Rapid, PBS: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20Dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Rapid, PBS: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18Dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Rapid, PBS: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21Dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

perception: 1d20 + 12 ⇒ (6) + 12 = 18 studying the entrance to the ship,Jarreck fails to notice the shadow approaching under the water until it burst forth attacking those near the waters edge. Turning he draws bow and arrow in one motion aiming for the creature below. Missing with his smooth but wide left shot.

shortbow: 1d20 + 8 ⇒ (1) + 8 = 9
dmg if a hit: 1d6 ⇒ 5


Current Map

Surprise!
A creature lunges from the waterline! DC 25 Kn:Arcana for more info
Omo hurls a bomb, harming the creature...
Guaire fires an arrow that misses
Mort fires a snowball that misses
Seven?

Round 1
Guaire *
Jarreck *
Seven
Mort
Galvo
Omo/Hellion

Just waiting on Seven


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Kn:Arcarna: 1d20 + 15 ⇒ (13) + 15 = 28 +2 if its alien. She would like to get an idea of how tough this opponant is.

If It will be a tough fight:
She whispers, "Tempus Fugit!" Her syllabant words turning the world into molases as your accelerated perception kicks in. Suddenly the creatures thrashing blows are easier to dodge, as is landing your own blows... She casts Haste.

Otherwise:
Seventeen reaches out with one arm and with an Arcane phrase, four missiles atreak out to strike the creature! Magic Missiles: 4d4 + 4 ⇒ (1, 1, 2, 2) + 4 = 10


Current Map

Round 1
Guaire fires three arrows that all bounce off the abberation. He also once again forgets he has an animal companion, further proving my dislike for them in TTRPG's
Jarreck fires his bow, and it misses.
Seven definitely knows that this is a Galvo, a wicked abberation that is thought to have been made by the ancients to combat some enemy. Seven knows these are deadly foes that are made up of thousands of electric eels. They have some swarm traits . Seven hastes her allies
Mort takes to the sky, flying high high high...
Galvo gets close to Omo and attacks Bite: 1d20 + 19 ⇒ (12) + 19 = 31 Slam1: 1d20 + 19 ⇒ (4) + 19 = 23 Slam2: 1d20 + 19 ⇒ (12) + 19 = 31 I think all three hit Bite: 1d6 + 3 + 2d6 ⇒ (2) + 3 + (6, 3) = 14 Slam: 1d6 + 3 + 2d6 ⇒ (3) + 3 + (5, 5) = 16 Slam: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (2, 2) = 11 Omo is hit for a total of 41.
Omo/Hellion

Round 2
Guaire
Jarreck
Seven
Mort
Galvo
Omo/Hellion

Good guys are up.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire moves to E13.

Shot: 1d20 + 14 ⇒ (8) + 14 = 22Dmg: 1d8 + 3 ⇒ (3) + 3 = 6

"Spike, attack it."

Spike moves up.
Gore, PA: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19Dmg: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Realizing there's a rough fight on their hands, Seventeen decide it's best to call for help. But first she has to redirect energy flows, she utters some incomprehensible words.

Andoffran:
C:
CD C:/Windows
C:/Windows/DEFRAG /F /B /skiphigh /BW

Suddenly she whistles and with a thunderclap a canine warrior of the celestial Archon faction appears behind the aberration!

Move action: Consume spells (1/day): 2nd level slot to gain 2 arcane reservoir points
Standard action: Summon monster 4: Hound archon - she is now out of arcane reservoir points. It has 51hp and 19 str.

The archon immediately attacks with a powerful flurry of swipes from it's huge greatsword!
Full attack with: Augmented Summons and 2h Power Attack
Greatsword #1: 1d20 + 9 + 2 - 2 ⇒ (20) + 9 + 2 - 2 = 29Damage: 2d6 + 3 + 3 + 6 ⇒ (3, 1) + 3 + 3 + 6 = 16
Crit?: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12Crit Damage: 2d6 + 3 + 3 + 6 ⇒ (4, 4) + 3 + 3 + 6 = 20
Greatsword #2: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12Damage: 2d6 + 3 + 3 + 6 ⇒ (6, 3) + 3 + 3 + 6 = 21


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Hellion carves into the beast.

Chainsaw: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 3d6 + 7 ⇒ (2, 6, 1) + 7 = 16

Chainsaw (Confirm): 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 3d6 + 7 ⇒ (1, 6, 3) + 7 = 17

Omo moves back, and throws another bomb. He wants to flee, but he knows that he cannot put enough distance between himself and the beast before it is one him again.

Bombs Away (RT): 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Fire Damage: 4d6 + 5 + 1 ⇒ (1, 5, 4, 3) + 5 + 1 = 19


Current Map

Omo 5' steps backwards and hurls a bomb that covers the Galvo in flames!, the Galvo uses that small distraction to attack Omo It has reach with its slams Slam: 1d20 + 19 ⇒ (19) + 19 = 38 hitting Omo for Slam: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (5, 3) = 15/Hellion carves into the Eel creature for 33!

Round 2
Guaire deals a tiny amount of damage from the galvo that resists all damage except slashing.
Jarreck hangs out
Seven summons an Outsider that hacks the Galvo for 16!
Mort casts Frostfall on the Galvo 4d6 ⇒ (4, 3, 5, 4) = 16 it takes extra damage since its a swarm and the component eels writhe in agony and lay still on the ground.
Galvo
Omo/Hellion

I'm not sure if I mentioned this but the extra damage on the Galvo's attacks are electrical...if Omo has electricity resist then he takes less damage from each attack.

Combat Over, Congrats that was a CR9 creature.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck's bow settles back, as he returns his next arrow to the quiver, the companion quick thinking having dropped the creature to a quivering mass. "Nice work and quick thinking." Turning back to the opening to the craft behind and below him. "Seems there is some residual power within the lights below are flickering on the board I can see. Gonna move down and investigate."

Lowering the rope inside he moves to the next level. Moving to investigate the panel on the western wall.

descend into the craft: 1d20 + 6 ⇒ (12) + 6 = 18
stealth: 1d20 + 13 ⇒ (8) + 13 = 21


Current Map

Jarreck lowers himself into the craft silently. Other than the soft sounds of the machinery that still operates nothing else makes noise in the ship.

Androffan AND Linguistics DC 12:
The ship is named the Dusklight. It is NOT an Androffan craft...but the Androffan symbols on the ship indicate the Androffans found this ship floating in space and named it such. They jury rigged consoles into place that matched their own language.

If you are inside the ship and study the consoles

Kn:Engineering DC 25:
You believe you can restore some functionality to the ship including lighting and artificial gravity.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Take 10 for 12?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

If Jarreck finds the craft to be safe enough:
With the other's help, Seventeen laboriously clambers into the craft. Finally inside, she remarks, "Next time I should fly. It will more efficient."

She looks around and remarks, "This ship is the Dusklight, while damaged I believe I can use this console to restore lighting and artificial gravity." She looks at the others to see if they wish her to do so.
Linguistics: 1d20 + 9 ⇒ (15) + 9 = 24
Kn:Engineering: 1d20 + 9 ⇒ (16) + 9 = 25

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

As the others make their way to the top of the slippery embankment Jarreck calls out quietly "It appears to be safe for the moment, the writing down here is Androffan but something is strange about it, can't quite make it make sense."

Studying the blinking panels while the others make their way into the ship kn:Engineering: 1d20 + 8 ⇒ (10) + 8 = 18 "Seven, Omo can either of you make this out?"

Later in response to Seven. "Lighting would definitely be appreciated"

Once Lighting is restored Jarreck will inspect the detrius laying about in this room before moving to check out the stairwell leading below.

stealth: 1d20 + 12 ⇒ (5) + 12 = 17


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Careful, you'd not want to set off some hidden trap."

Perception: 1d20 + 11 ⇒ (18) + 11 = 29


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

She nods while buisily fiddling with the console. After a bit, and without turning around, she says "Omo can you check my assumptions, this button sequence draws emergency power from the core and that console over there is the environmental controls. This should be the sequence to reinitialize it yes?"


Current Map

Kinda waiting on Omo and Mort...not least because I'm pretty sure Omo is in the negatives atm.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

If Omo is not unconscious
Mort finds a safer perch than Hellion himself and perches on Seven's shoulder. All the while he keeps a vigilant watch and ear for any trouble.

Perception: 1d20 + 15 ⇒ (7) + 15 = 22

If Omo is unconscious

Mort caws and hops to his body and pecks a little at him, unless someone else has a means to cure him, Mort will transform and administer healing.

Might be a good idea to prepare at least one healing spell for Mort in the future.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Who has the hypo gun? Is anyone keeping track of its charges?


Current Map

Omo has 45HP and took 56 total damage. This left him at -11.

I'm gonna move us forward.

Mort turns back into a gnome and heals Omo. Roll that whenever

Everyone manages to scramble into the Dusklight and you are all currently in Area A1. Seven initializes the Lighting and Gravity controls and the enter ship seems to lurch, except it never moves just the interior gravity changes. It seems like magic. Now instead of moving at an odd angle everywhere, the ship seems level.

Jarreck looks down the stairwell and doesn't hear anything. Is Jarreck going down the stairwell?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen looks oddly at Jarreck and pulls out a wand and mutters a few words. Suddenly Jarreck's mind is full of engineering know-how and trivia.

Without inflection she states, "I believe a little technomancy is a prudent precaution when exploring a crashed starship."

Charges used 4/50


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort heals omo four times.
4xCMW: 8d8 + 12 ⇒ (1, 3, 6, 6, 3, 2, 4, 6) + 12 = 43

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I believe that Hellion has the hypogun installed or I misunderstood something from earlier, and would move towards his 'master' to restore him, is not his protocol to protect Omo above all else??"

Thank you Seven." Jarreck comments before moving quietly down the stairwell.

stealth: 1d20 + 13 ⇒ (15) + 13 = 28
perception: 1d20 + 12 ⇒ (20) + 12 = 32

BTW is Hellion supposed to be able to make it in here or just hang out outside while we explore?


Current Map

Well, Hellion's player has seemed to vanish. But yeah, the Hypogun is installed in Hellion iirc. Hellion can "take 20" and climb into the ship if you like. Someone can take over for Omo/Hellion or we can pretend they stay outside the ship waiting for you guys. I don't feel like botting them.

Jarreck climbs down the stairs very quietly, with the aid of the newly working lighting he spots a strange looking creature Kn:Dungeoneering DC 27 (its an Alien) for more info

Map is updated

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