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

Seventeen previously argued for a return to town, but with prisoner in tow ;)


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

A. Omo agreed with you. B. Sef would 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

"Are you sure going alone is the wisest thing to do? It's unlikely the safest way too."

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

C. Sef is going to lead you to metal tunnel the Councillor is in. hopefully speeding up the process of retrieving him

GM Niles wrote:

Minor point here, there aren't any potions. Joram Kyte cast water breathing on you using an extend metamagic wand.

good point, I better roll better than my last 3 rolls :-)


Current Map

Minor point here, there aren't any potions. Joram Kyte cast water breathing on you using an extend metamagic wand.


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

Not only that, we still have those beetles to contend with, I can't promise they will stay friendly when I approach them the next time. In any case we still need to deal with something 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

We need to make a decision. Are we staying or going back to town?


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

I vote for back to town, get more waterbreathing if possible and explore after. It also provide the casters with rest to get their spells back.


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

I support.

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

Omo noted: alchemist fire and Guaire replenishes his arrow with remaining 7 arrows. I'll go with the groups decision.

Does anyone else want to claim anything right 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

If the scrolls turn out to have wizard/sorcerer spells on them, Seventeen will claim them.

As far as other loot goes, I've always liked alchemical toys (as I'm sure the others will tell you) I'll take any that are not claimed.

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 have 3 unidentified scrolls with a DC16 if you want to try and identify. No one has rolled for them yet that I notices.


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

Seven's going to be a utility on anything spellcraft :P


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

Niles can Seventeen take 10 on the spellcraft roll to ID the scrolls?


Current Map

I don't typically allow taking 10 on spellcraft unless you are in a "safe" place IE: not in the dungeon.


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

Just for you information Mort if he takes another hit of non-lethal damage would probably not be happy about it as well. Providing he's not a very good swimmer. Also some of our stronger characters might have to help Jarreck out with swim checks as he doesn't have water breathing himself.


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

"These caves are dangeroud, we should stick together what ever we decide.", says Seventeen.

She then thinks for a while before announcing, "I may have a solution of sorts for Jarreck. A strong swimmer goes ahead with a long rope and sets it up so weaker swimmers can use it to pull themselves along."

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 listens to the debate over moving forward or back to the town.

"I agree that we should stick together with whatever we plan to do. But we may be able to accomplish more than just "either or". Why not both? After a manner of speaking."

"I have a couple of sheets of parchment, Omo can you work with Sef for a moment to outline a general map of the caverns surrounding this area? He may not have a perfect knowledge of them but should be able to give us a overall look at the area that his tribe travels through and more importantly - avoids."

"Sef has also agreed to lead us to the metal cavern where the Councillor has went. This is not the same place that the purple haired lady went or the location of the gremlins. Why not have him lead us there I can mark the intersections with chalk to indicate which ways to go. I don't think that Sef has any desire to die from his past actions. So if he is tied up and leading the way, I doubt he'll willingly walk into danger - his self preservation being a good thing for us."

"I can supply 50' of rope with grappling hook to use as an anchor, once we begin heading back to Torch. I like Seven's suggestion to assist the weaker swimmers."

After offering the suggestions Jarreck settles with his back against the wall, rummaging in his backpack.


Male Tellarite

"What if that water makes us sick again? Like it did at the start," Vrek has doubts, "I'm strong, but I always liked climbing as a boy more than swimming. Still, I'll go with my kinsman, he has a level head on his shoulders"

Untrained in swimming, I'm afraid.


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 will start working on that map.


Current Map

Sef helps Omo draw a rough map of all thye areas he is familiar with. Annotations on the map. Let me know where you guys go, lets make a decision.


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's explore for a few more hours and then return to the surface before our spell runs out. It's decided. :-)


Current Map

Ok, then where to?

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

After looking at the map that Omo and Sef have worked on, Jarreck turns back to the group.

"From Sef's earlier comments I believe we should be going to the lower entrance to the metal tunnel, He said it wasn't far and that the other group had went north through the gremlin tunnels."

"It shows to be a little ways to the south east from here, although I'm still of the opinion to let Sef walk point. Should he have conveniently left something off the map"

Jarreck then shoulders his back pack waiting on the group, he does keep his bow at the ready.


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

"Him leading point is a safe decision. It should press him to stick to safe routes."

"I haven't fought gremlins before, can any of you tell something about what i can expect?"

Guaire likewise has his bow ready to 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

"Hopefully we will be avoiding them heading to the southern entrance" Jarreck takes a moment to show the map to Guaire.

"The 'purple haired lady' and the half-orcs went north into the gremlins tunnels - they, the gremlins, are vindictive troublemakers we'd do best to avoid" He gathers everyone for a longer explanation.think the 80's movie - post water treatment - without the cute and cuddly side

Jinkins Gremlins:
Sneaky and sadistic, jinkins are hideous gremlins that inhabit the dark places underground. Well acclimated to the shadows, they hide in cramped quarters and attack larger creatures when they’re strategically positioned. Jinkins commonly work with or near larger or more powerful creatures; these larger creatures provide cover for the jinkins’ trickery. They use dimension door to exit any battle that goes badly, taking any stolen goods with them.

Jinkins delight in leading larger creatures into dangerous caves or pits, usually by lunging out of the shadows to make a single sneak attack against a creature and then running away, taking care while “fleeing” to remain visible to their target so that they can lure the victim into a trap.

Jinkins also hold dangerous grudges, and one might follow a creature that supposedly slighted it for weeks, looking for an opportunity to take revenge. This revenge can take many forms, from leading horses astray to contaminating food supplies to directing larger monsters toward the begrudged creature.

"The Councillor was supposed to have went through the southern metal tunnel, so we should be able to avoid the Jinkins and make good time catching up to the Councillor's group"


Current Map

The party ventures forward with Sef in tow, or in the lead as it were, they come upon

A smooth wall of dark gray metal bisects the cavern here, its
expanse pitted and scorched but quite solid looking. A strange,
circular opening pierces the wall five feet off the ground,
allowing access to some sort of hallway on the other side.

Jarreck:
In your experience this is where you might use the brown access card.

Kn:Local or Kn:Engineering DC 12 No Technology needed:
The doors are made of glaucite. When the phrase "Numerian Steel" is used, the speaker is usually, knowingly or not, referring to an iron/adamantine alloy called glaucite. This dark gray metal is what
constitutes the walls, floors, and ceilings of the strange ruins found throughout Numeria. Without more advanced technology, glaucite is extremely difficult to work with. Because the metal isn't much better than steel for forging weapons or armor, and the process of extracting the adamantine from it is so expensive and time consuming
that the resulting adamantine isn't worth the effort, Numerian scavengers have, by and large, left the walls and floors of the structures buried i n the region untouched. It's simply easier to scavenge smaller objects or work with normal iron or steel in the long run.

What did you do with Luepel? Who has the light source(s)?


Male Tellarite

"Great, a battle with pranksters sounds degrading," Vrek snorts at mention of gremlins

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

Last known action to Loupel was stabilized and tied to chair to prevent trouble. At least no objections were made to that plan

kn:Engineering: 1d20 + 6 ⇒ (19) + 6 = 25

perception(traps): 1d20 + 6 ⇒ (13) + 6 = 19

"These doors are made of 'Numerian Steel' a mixture of adamantine and iron. We should be able to use the card Sef had earlier to open doors such as these. The one with the brown stripe. I have run across these before in my travels."

Does anyone need healing before we move forward? A group wand would be a good purchase - see discussion.

Jarreck will open the door pending any request from the group - healing or otherwise - and if no traps are discovered when he inspects the doors.


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
Vrek wrote:
"Great, a battle with pranksters sounds degrading," Vrek snorts at mention of gremlins

"Not so much degrading as it is fighting downright cowards. Even the common pick pocket has more balls it seems."

@Jarreck
"Your travels must have been to some extraordinary places, if you are familiar with these cards."


Current Map

Jarreck finds a small slot that he inserts the brown card into and the doors slide open with barely a sound. The party enters to find.
The walls, floor and ceiling of this slightly curved hallway are
made of smooth dark gray metal . Panels of lighter material run
along the ceiling eight feet above. To the north and south the
tunnel is blocked by walls of metal junk and rubble, while open
doorways yawn to the east and west.

Need to go home and put up your new map! Forgot to do that yesterday.


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 go west."

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

"West works for me"

barring objections:
Jarrecks heads out down the path trying to stay ahead of the group a little so as to remain in the shadows.

perception: 1d20 + 6 ⇒ (6) + 6 = 12
stealth: 1d20 + 6 ⇒ (16) + 6 = 22

So busy trying to hide, Jarreck doesn't pay near the attention to his surroundings he should.


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 renews her light cantrip and offers to cast it for anyone else who wishes it. That done, Seventeen steps into the tunnel and examines the metal with undisguised interest, she runs a finger along the floor and the walls and taps them occasionally, listening to the resulting sound.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

"Perhaps one of you skilled in such matters can check ahead for tracks. If Councillor Baine's party went this way, it's possible they left some mark of their passage along the way?"


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

"If within the soil perhaps."

Survival for tracks: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

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

@Guaire - "Someday when we have time to sit down and rest - I have a good tale to tell. For now suffice to say I found a fragment of metal arm that led me to do research in this area. I have traveled in some of these areas over the past couple of years. However, never in this particular cavern."

Not much hope for this, but here goes

survival: 1d20 + 1 ⇒ (5) + 1 = 6 looking for tracks of previous party in area. And I find nothing...


Male Tellarite

"mmmm..." Vrek says looking for tracks as well.
Survival: 1d20 + 5 ⇒ (19) + 5 = 24


Current Map

Jarreck searches around and with Sef he leads the group through the "metal tunnels". The floor has tracks all throughout the dust, indicating that someone has been moving through the area, its impossible to tell how many or how recently. Sef says that this is where he and the skulk clan found the "Magic Cards" and the "Shiny Disks".

The northern wall of this otherwise empty metal room is a tangle
of what look to have once been strange cages of some sort.
Tangled amid the metal ribs of these cages are ribs of a more
organic nature-the ancient bones of some sort of creature.
Smaller mounds of rubble lie against the opposite wall.

Nearby you see the familiar corpses of two skulks...something in the rubble moves.

Initiative:

Vrek: 1d20 + 1 ⇒ (6) + 1 = 7
Guaire: 1d20 + 3 ⇒ (13) + 3 = 16
Omo: 1d20 + 3 ⇒ (3) + 3 = 6
Seven.Teen: 1d20 + 3 ⇒ (17) + 3 = 20
Mort: 1d20 + 2 ⇒ (10) + 2 = 12
Jarreck: 1d20 + 4 ⇒ (10) + 4 = 14
Monster: 1d20 + 2 ⇒ (10) + 2 = 12

A familiar shape rises from the rubble near the corpses. It screeches at you in a strange tongue నిలుపు . చొరబాటు విభాగం 17Z . తట్టుకుని ఆపు దయచేసి .

Androffan:
Halt. Intruders Section 17Z. Please Stop Resisting.

No Surprise Round
Round 1
Seven
Guaire
Jarreck
Mort
Monster/Sef
Vrek
Omo

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 surveys the room, thinking "wonder what was in the cages? Sure can't tell from what's left of it. Hearing the creature rise up from the rubble .....

" It say for us to stop, we're intruders and it wants us to give up. Although the fact there are 3 dead bodies, 2 of them recent, in here doesn't make me too comfortable"

if seven and guaire don't attack:
stealth: 1d20 + 6 ⇒ (1) + 6 = 7 to remain hidden behind Sef if the monster is attacking maybe it'll focus on Sef instead of anyone else.

వేచి! మేము మీరు ఎటువంటి హాని అర్థం దాడి లేదు. మేము మా తప్పిపోయిన తోడుగా శోధిస్తున్నారు.

Androffan:
"Wait! don't attack we mean you no harm. We are searching for our missing companion."

if attacking:

Jarreck will fire his bow first, then move to the left trying to get behind the monster, hoping the additional attacks help the monster loose track of him.

shortbow + PBS: 1d20 + 4 ⇒ (6) + 4 = 10
damage + PBS: 1d6 + 1 ⇒ (4) + 1 = 5
sneak attack: 1d6 ⇒ 2
acrobatics(moving through rubble to corner): 1d20 + 6 ⇒ (12) + 6 = 18
stealth: 1d20 + 6 ⇒ (17) + 6 = 23 not sure its dark enough here for this

good night all


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

"There's a new one, haven't seen one of those before.
I'm not so much for the "giving up" part as i am to see if it stays over there. Let's see if what you're saying to it helps, cause i don't understand it."


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 waits and grumbles to himself as the others attempt to talk with an artificial construct with no real intelligence.

No reason to do that, it has protocols it must adhere to and we'r eprobably violating them. Best as well make ready.

Mort holds his shield and gets himself ready to cast a spell if needed.


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 holds until Jarreck's attempt at parley has occurred.

If parley fails:
Seventeen moves inside towards the back and draws her crossbow. Due to bab 0 she can't do anything more this round.


Current Map

Round 1

Jarreck shouts in what he thinks might be the same language as the creature. He then tries to hide behind Sef.
Monster నిలుపు . అపరాధులుగా . నిన్ను నీవు గుర్తించండి లేదా నిర్బంధించిన . వ్యతిరేకిస్తున్నట్టు ఆపు. and lowers his arm at Omo 1d20 + 4 ⇒ (4) + 4 = 8 the net however flies over Omo's head.
Sef screeches in fear and bolts.
Mort
Guaire
Seven
Vrek
Omo

Androffan:
Halt. Trespassers. Identify Yourselves or be detained. Stop resisting.


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

"I'd say this counts as hostility, now we trash this metal thing."

Guaire takes a 5ft step back and fires.
Shot+PBS+Favored enemy: 1d20 + 4 + 1 + 1 ⇒ (10) + 4 + 1 + 1 = 16
Dmg: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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

"It's basically repeating what it said the first time, take cover or take it out!"

I'll try to move into flanking position if someone is in melee by my next rounds action

Niles safe to say the rubble looking squares double cost to move through?


Male Tellarite

"Now that sounds like something I can try," Vrek snarls and attacks the metal construct

Power Attack with Great club, so -1 to hit, +3 dmg. Mods counted in below
To hit: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d10 + 7 ⇒ (10) + 7 = 17


Current Map

@ Jarreck Yep, I love rough terrain.


Current Map

ound 1

Jarreck shouts in what he thinks might be the same language as the creature. He then tries to hide behind Sef.
Monster నిలుపు . అపరాధులుగా . నిన్ను నీవు గుర్తించండి లేదా నిర్బంధించిన . వ్యతిరేకిస్తున్నట్టు ఆపు. and lowers his arm at Omo the net however flies over Omo's head.
Sef screeches in fear and bolts.
Mort readies a spell?
Guaire fires his bow which dings off the creature's metal carapace.
Seven moves and raises a crossbow.
Vrek moves up and strikes with his club at the creature, he misses.
Omo

Omo and Mort 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

Mort moves up as much as he can and draws his club instead of casting a spell as he realizes most of his spells are meant for living creatures.


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 sighs. He is too close to safely throw a bomb. Nor, was he particularly excited about the whole net thing.

Crossbow: 1d20 + 3 + 1 - 4 ⇒ (1) + 3 + 1 - 4 = 1
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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