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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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 grabs a handful of salt from his pouch.

"Unhand Jarreck you bulb-eyed monstrosity!"

Casting Blindness on the MiGo, DC 20 Fort Save or be Blinded.

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 twist as the Mi-go grabs him, sure he does NOT want to remain in this hug.

Escape Artist: 1d20 + 8 + 10 ⇒ (9) + 8 + 10 = 27

This is about to get ugly as I just noticed Niles post mentioned another Mi-Go appearing at the top of the tunnel


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

I suppose I should ask if the hero points in the campaign description are valid? If so spell recall will be handy here.


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

Omo steps forwards and tosses two bombs at the red mi-go.

Bomb's Away: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage: 5d4 + 8 + 1 ⇒ (4, 2, 4, 3, 4) + 8 + 1 = 26

Bomb's Away: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 5d4 + 8 + 1 ⇒ (3, 1, 3, 3, 1) + 8 + 1 = 20 Splash is 14 damage

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 I forgot to mention this but Jarreck knows he's in no shape to go toe to toe with the Mi-go he's looking to get far away from it if able to slip it's grasp.


Current Map

Guaire wakes and stands
Seven casts Grease on Jarreck who

Round 2
Jarreck slips free from the Migo and slithers away from the creature!
Omo tosses a forcebomb or two at the MiGO REF: 1d20 + 7 ⇒ (7) + 7 = 14
Isuma [sleeping] groggily wakes at the sound of Jarreck getting pincered. She scowls and grabs her weapons.
Mort casts Blind on the fungal creature...unfortunately it is naturally blind and so the spell has very little effect.
Mi Go
Green goes for Guaire Pincer1: 1d20 + 10 ⇒ (19) + 10 = 29 hitting the Ranger for 1d4 + 3 ⇒ (1) + 3 = 4 and 1d20 + 12 ⇒ (7) + 12 = 19 failing to grab ahold of the man.
Red goes for Omo Pincer1: 1d20 + 10 ⇒ (11) + 10 = 21 hitting the Ratling for 1d4 + 3 ⇒ (2) + 3 = 5 and 1d20 + 12 ⇒ (16) + 12 = 28 grabbing the alchemist.
Guaire
Seven

Round 3
Jarreck
Omo [grappled]
Isuma
Mort
Mi Go
Guaire
Seven

Good guys are up


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

Oh drat, messed that one up big time. Should have checked if it had eyes... Oh well, Mort didn't make the check to see if it did, so it's in character.

Mort calls out to Guaire.
"Guaire! Move away quickly!"

Mort attempts to cast a spell when Guaire has moved out of the way.
Mort points his finger at the green Mi-Go again, this time a ray of pure black fires out in the direction of the Mi-Go.

Ranged Touch, Enervation: 1d20 + 8 ⇒ (8) + 8 = 161d4 ⇒ 4

Hopefully that's enough. No Save, if it hits, the Mi-Go gets 4 negative levels, aka -4 on nearly all checks and -20 hp.

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

Sorry Omo, Jarreck can't see what is going on with you right now

Dropping his knives, Jarreck pulls his bow from his shoulder, nocking and arrow and letting fly. "Incoming Guaire"

+1 comp Longbow + PBS - Firing into melee: 1d20 + 10 ⇒ (19) + 10 = 29 +4 if Guaire is no longer in the way
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


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 swings his flail twice at the thing, after which he steps aside to let the others do their ranged attacks.

1d20 + 11 ⇒ (14) + 11 = 25 1d10 + 3 ⇒ (1) + 3 = 4
1d20 + 6 ⇒ (18) + 6 = 24 1d10 + 3 ⇒ (6) + 3 = 9


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 stows her wand, draws a scroll from her scroll case and moves close to Jarreck. She whispers the final word from the powerful enchantment and Jarreck abruptly vanishes!

On my phone so I can't edit the map. She may need to squeeze to do this and that might be multiple rounds of actions. That was improved invisibility cl 6, she has one left. Who wants it? Guaire?


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

Knowing that he is unlikely to break free, Omo smashes two bombs onto the mi-go.

Bombs Away: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Force Damage: 5d4 + 8 + 1 ⇒ (4, 2, 1, 3, 1) + 8 + 1 = 20

Bombs Away: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Force Damage: 5d4 + 8 + 1 ⇒ (4, 1, 3, 2, 2) + 8 + 1 = 21

"Die. Please, die." The alchemist hopes that four bombs are enough.


Current Map

The Grappled Condition:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

So, unfortunately Omo takes a pretty big -4 penalty to hit with his bombs in melee range. Fortunately, the MiGo is also grappled and so cannot AoO Omo for using a ranged weapon in melee...so that's good.

Guaire *flails around* at the MiGo (see what I did there!) and smacks it twice. Guaire realizes that his bludgeoning weapon doesn't do quite as much damage as it should to the spongy fungal creature.
Seven steps towards Jarreck and invises him.

Round 3
Jarreck fires while invisible...hitting the MiGo and dealing an extra 4d6 ⇒ (5, 5, 5, 5) = 20
Omo [grappled] attempts to smash some vials of force damage against the MiGo. Ref: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 the MiGo slumps to the floor, dead. (It has 66HP...you dealt it 67HP, thank the dice lords)
Isuma throws herself at the remaining Migo, using her knife
Slash: 1d20 + 10 ⇒ (9) + 10 = 19
Slash2: 1d20 + 5 ⇒ (11) + 5 = 16
unfortunately she misses.

Mort fires a ray of enervation that *just* misses the MiGo.
Mi Go has enough of this and withdraws down the tunnel.
Guaire
Seven

Round 4
Jarreck
Omo
Isuma
Mort
Mi Go
Guaire
Seven

The remaining MiGo ia flying down the tunnel and its about 30' down the tunnel. Good guys are up

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 creature retreats Jarreck runs forward to the edge of the tunnel firing an arrow into the middle of the darkness.

Jarreck's movement is 40', that should put him right to the edge of the tunnel.

Miss 50%: 1d100 ⇒ 90

+1 comp Longbow + PBS: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


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 straps his flail back, drawing his bow again as he moves.

If where i pointed my Arrow at, leaves shooting possible...
1d20 + 16 ⇒ (12) + 16 = 28 1d8 + 3 ⇒ (3) + 3 = 6


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

I think it's as good as got away. Seventeen would like to cast web on it but she has to move too far to get line of sight this round. The mi go is before her in initiative so it'll escape before she can do anything.
Seventeen holds.


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

Yeah I think I would have hit if Guaire wasn't in combat with it anymore.

"I'm not going after that one. I'm barely conscious."

Mort says, a fatigued look on his face.


Current Map

Jarreck's arrow strikes true 1d100 ⇒ 38 but Guaire's does not. The MiGo flies off and soon silence engulfs the cave.

Combat Over. You guys can finish your rest now.


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

Going to loose internet soon so this will be short. Seventeen will try to copy a few spells I'll make a discussion forum post about that. Let's heal up before we sleep.


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

"Ok. Looks like the threat is over, for now.
We'd best catch some sleep again. I'll take 1st watch with Spike."

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

"And I'll finish the night out do you guys can get some sleep."

Jarre offers as he leans back against the wall pulling his hood up to block the light.


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 on watch for 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

Before she starts copying spells, Seventeen administers the grade III hemochem to Jarreck saying coldly, "You are damaged, this will help."

She then hands the prayer beads to Mort saying, "Perhaps you can help Guaire?"


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

"Sure can do.", as he takes the beads Seven hands him.

"I've seen the elders use it before, it wasn't too difficult."

Putting it around his neck, Guaire recites the few words he had heard, and places his hand upon Mort's chest.

CSW: 3d8 + 5 ⇒ (7, 7, 5) + 5 = 24


Current Map

The rest is over, spells and whatnot are refreshed. You guys are badly beaten up though, and poor Mort is like 2 dex away from paralysis. I added the healing from the rest AND the last few posts to the map

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

Thanks for the update Niles

Jarreck looks up in gratitude as Seven's administered shot begins to course through him healing up the worst of his wounds, granted they were still there but it was better.

"Thank you Seven, that does feel much better."

Moving over to the tunnel leading downwards Jarreck sets a torch in place to shed light on the tunnel. remaining there


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

You guys should roll to heal yourselves. Our Hypogun will help with the dexterity loss.

CMW: 2d8 + 5 ⇒ (6, 7) + 5 = 18

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

Rolls with Black Hypogun - spreadsheet updated Omo, Map updated Niles for Jarreck and Guaire, still unsure about Mort:

Black Hypogun(Jarreck): 2d8 + 3 ⇒ (5, 8) + 3 = 16 +59 = 75/77

Black Hypogun(Guaire): 2d8 + 3 ⇒ (1, 4) + 3 = 8 + 43 = 51/76

Black Hypogun(Guaire): 2d8 + 3 ⇒ (3, 1) + 3 = 7 + 51 = 58/76

Black Hypogun(Mort): 1d4 ⇒ 3 +? I have no idea what Mort is at, showing -12 on the map so at least -13 Dex? Doesn't sound quite right

Black Hypogun(Mort): 1d4 ⇒ 2 Going to stop there until I know more for sure about Mort

Black Hypogun(Guaire): 2d8 + 3 ⇒ (2, 2) + 3 = 7 +58 = 65/76

Black Hypogun(Guiare): 2d8 + 3 ⇒ (3, 3) + 3 = 9 +65 = 74/76

Content for the moment nothing further is coming up the chute, JArreck rummages around in Omo's pack retrieving the black hypogun. "Bring this back in a bit."

administering the first shot to himself, Jarreck is pleasantly surprised to feel his ribs knitting back together and the remaining damage reduce to nothing but angry welts. Moving over to Guaire he tries to give the warrior a shot in the arm, however even to his less experienced eye the shot was not as effectual on the guardsman as it was on him. Glancing at the gun a moment Jarreck tries again before Guaire can complain, much. Again the healing is less than sufficient.

A light on the side of the gun indicating 1/2 a charge left prompts Jarreck to move on to Mort's side. "Guaire keep an eye on the tunnel, I left a torch burning there to give us a chance to see them before they return, again."

Reaching Mort, Jarreck changes the gun to it's secondary setting and pulls the trigger, Some of the lines around the druids face relax but over all he seems much the same, changing out the canister as it was depleted, the rogue tries once more.

Seeing another half a canister gone and little improvement, he goes back to Guaire. "Gonna try the other arm, try not to be so damnably resistant to the technology." Even with the admonition it takes a second shot in that arm as well. Thankfully the medicine heals the spot where the injection is made.


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 smirks slightly.

"I have an issue with the Technic League, not technology itself.
Thanks, i feel much better now."

He keeps his bow ready while Jarreck administers the remaining required aid.


Encounter Map

-12 Dex meant he had 12 Dex damage, you got him down to 7 DEX damage (I know, my labeling is confusing as all heck.)

Ok, now that you are back to at least semi fighting shape. Where to next? (You haven't cleared the entire cavern system, but you got the main treasure here (Therace's Brain Canister) )


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

"Mort your color has improved, but you still don't look quite right..." remarks Seventeen.

OK do we want to explore more here or should we depart and try to find the Robojack?

Spells Memorized:
1. Silent Image, Magic Missiles, Shield, Mage Armor, Obscuring Mist
2. Web, Mirror Image, Glitter Dust, Invisibility
3. Aqueous Orb, Slow, Haste
4. Persistent Create Pit, Greater Invisibility, Aggressive Thundercloud

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

yeah looking at the normal ability bonuses Mort was deep into trouble.

"Do we wish to continue in these caverns, they are giving better than they are getting I believe. The darkness is definitely on the side of those who dwell here."

Jarreck's good either way, if we want to continue searching he'll take point again once we reach the bottom of the tunnel again.


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

Agreed. Visibility, the lack thereof, is our biggest hurdle i think.

"I'm fine either way, but if we took the time to get Mort away from here back to his proper health, he'd more likely survive another surprise attack."


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

In her traditional monotone, Seventeen turned to Guaire and replied, "Perhaps you are correct. We learned the League sent an expedition with a Robojack to the swamp lands, if we traveled there he would have time to recover."

I think we should probably leave.


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

Better safe than sorry. Pushing luck too much can be lethal.


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 struggles somewhat as Jarreck injects him with the hypogun, but he relaxes somewhat after he feels it restores his ability to move.

After the second injection he feels even better, but still faint. As Seven remarks him looking a healthier colour.
"I'm sure you've heard of the Bleaching before?" He replies dead serious.

He sighs as he recounts fallen fellow gnomes, takes a deep breath and continues.
"No I'm not experiencing anything like that just yet. Somehow my skin colour became greyer over the course of time. Seems it started when I became a druid."

Mort waves his hand as the others mention going further.
"I'm going to study in some healing magics, just in case to get myself back into shape.So I'll not be a burden on you as we go on."


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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

Too loudly, like the cleverest pupil in the class, Seventeen responds, "Yes the bleaching is a fading of color and is accompanied by depression and the dulling of curiosity, heralding the beginning of a vicious spiral that leads to insanity and death."

She blinks at Mort, "Isn't that caused by lack of excitement? Do you find adventuring... dull?"


Current Map

Fun fact: In the Starfinder universe the Bleachlings are a SEPARATE gnomish offshoot. It seems a few thousand years made them very adaptable. Also, Starfinder looks awesome (I bought the CRB and AP), I'll almost certainly be running a table of the AP sometime in the future. (Don't worry, it'll have a PRD soon enough)

Ok, gonna assume someone casts Light again.

The party climbs down the tunnel into the cave system again.

Survival DC10:
It's VERY obvious that something was down here. The bodies are gone and theyve been dragged away. It would be a very simple task to follow the trail.

Assuming you really do want to leave...

Nothing impedes the party as they depart...

Perception DC25:
But you are fairly certain something has been watching you leave.

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

Survival(DC10): 1d20 + 4 ⇒ (15) + 4 = 19

The first to the bottom Jarrell looks around remarking on the missing bodies. "Well somethings still alive down here, the bodies are gone, .... that way."
He says pointing.

Looking at the others pointedly he indicates the way out.

Perception: 1d20 + 14 ⇒ (10) + 14 = 24

Niles feel free to use my perception roll for whichever direction we go. Jarrell still feels at the moment the proper course is to leave the unknown, unknown.


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

"A very strong something..." notes Seventeen dryly.

I think Seventeen would want to drop everything to go find the Robojack. Still I'm happy to explore the rest of the caves if anyone feels the need to do everything.


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

Before with Seven
"Dull? Hmm that might not be the correct word. Being on the brink of death, now that is becoming a bore. If that is almost all there is to adventuring, then yes. There is a thrill and excitement to a fight, oh yes. Though I don't like waking up to find out that I've missed the grande finale again."

Mort shuffles away after that, apparently he doesn't want to mix more words on it, not now at least.

Mort automatically passes that survival check
Perception: 1d20 + 19 ⇒ (9) + 19 = 28

"I've got the feeling we're being watched. Something is definitely keeping an eye on us. Might as well be the same thing tht dragged away those bodies."

Are there any prints or tracks on the ground where those bodies were dragged off? Can I at least say if it was humanoid or beast in nature or something?


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

I'm getting the impression we mostly want to leave still? Anyone changed their mind? If not lets go! ;)

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 is still good with leaving

Reaching the outside, the last few yard almost blinding after the darkness of the tunnnels, Jarreck steps out, looks around for a bit and seems to visibly relax. Turning so that he can keep an eye on the tunnel entrance and their surroundings, well at least half of them; he begins taking in deep breaths to clear out the foul air from the tunnels.

"Where to now? The marsh?"


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 replies on a monotone, "That would be logical based on current information. Do you think we need any special precautions for entering a swamp? It wouldn't do to drown."


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

"Materials that help floating come to mind, but that would be added weight."


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

"Hmm, perhaps it's more expedient if I make you fly Guaire, should that be needed." states Seventeen as she walks away in the rough direction of the swamp.

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

"Um Seven? We have a vehicle, didn't we use it as as liferaft initially? Might be able to use there. " Jarreck remembers the vehicle they have hidden away. "or are we still hiding the fact we have it here."


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

"A valid point Jarreck." noted Seventeen acerbically, "Assuming it's still there it would likely prove invaluable in dealing with waterlogged terrain." Lets go check if it's still there?

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

Heading back to where they left the escape craft Jarreck will offer the gunnery controls to Guaire.

"You should try this Guaire, it's almost as if the vehicle subtly shifts towards what you are aiming at, it's great."

This is assuming that we can use the escape craft on this next part, Niles


Current Map

Sure, you guys could use the gargantuan sized craft, but there'll be no sneaking up on ANYTHING in it.

The Heroes leave the Fungal Cave (Area H on the map) and head back to where they left the Dusklight. They find the craft unmolested, well mostly unmolested, there are tracks where something walked around the craft but the craft is still locked.

Survival DC15:
The tracks are humanoid in shape. Since they originate, and look like they return to, the Scar you could safely assume they are from the Android group you found earlier.

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

Feel free to disregard the question about the escape craft, and continue straight to the swamp. Wasn't thinking about the gargantuan size of the craft.

Niles haven't traveled in swamps, anything special I need to be aware of out side of the environmental notes from the CRB, not asking for AP specific dangers, but general swamp issues affecting the PCs"

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