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Iron Gods AP - GM Red Box

Game Master Twistlok

Torch Map
Tatical Maps
Notes
Loot Sheet


401 to 428 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Male Iron Gods 1 -Tactical Map

Xander gleans the same information as Elkin along with the realization that this creature has evolved to withstand temperatures well but would probably be vulnerable to sonic attacks.


Spells:
1st—gravity bow[APG], grease, mage armor 0 (at will)—detect magic, light, ray of frost
Female human (Taldan) Wizard 1 AC 14 (+2 Iron Skin) | T 12 | FF 10 | HP 9/9 | F +2 | R +2 | W +1 | Int +2 | Per -1

Vedia loads her crossbow, and squeezes her way into the hallway. She's ready to fire if and when the hall clears.

Two move actions


Male Iron Gods 1 -Tactical Map

Woops I left this off it appears.

Bold may act.
James, Crystal Elkin, Augar
Creature
Ivar , Xander, Vedia

Crystal will act just before the creature


Male Dwarf Paladin(Stonelord) 1 hp 17/17, Init +2; darkvision 60 ft.; Per +4, AC 17, T12, FF15, F+6, R+2, W+2, helm+4(1d4+3)/dorn-dergar+4(1d10+4)

Ivar grabs and loads his crossbow, then waits for the others to clear the way so that he can get into a firing position.

Grand Lodge

Male Dwarf Cleric (of Torag)HP:8,Init:+1,Per:+4,F/R/W:+3/+2/+6 AC:18(t:11ff:17)Warhammer:+3

Augar takes time to put his weapon and shield away to get out and load his crossbow.


Male Human Steel Hound (Investigator) 0 / Gunslinger 1 | HP: 10/12 | AC: 16 (13 tch, 13 ff) | F +3 R +5 W +2 | Init: +3 Perc: +6 | Active Conditions: None

James quick clears his gun, and then reloads it.


Witch 1/Sorcerer* | HP 8/8 | Init +2 | Per +7 | AC 12 | T 12 | FF 10 | Fort +1 | Ref +2 | Will +2 | Sling +2 (1d4-1)
Spoiler:
1st Level Spells Infernal Healing, Mage Armor Cantrips Dancing Lights, Guidance, Mending

Elkin moves out of the hallway onto the sand, careful to avoid the slushy area around the alien creature. Keeping his gaze firmly fixed, his eyes flare again as he attempts to further weaken its abilities.

Evil Eye for -2 to AC; 7 rounds or Will DC 14 for 1 round
Evil Eye (-2 to attack rolls): 6/7 rounds remaining


Male Iron Gods 1 -Tactical Map

Crystal

Not even trying to break free Crystal suffers an additional point of damage form the creatures belwo ground leeching tenticals as she swings her Earthbreaker with a grunt of effort with a shell cracking thud.

Earthbreaker: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

which connects thanks to Elkin weakening its defenses.

Creature Round 2

Will: 1d20 + 4 ⇒ (7) + 4 = 11 probably for the best I guess.

The purple creature uses the force from the swing along with its tentacles to shift back and get a little distance from Crystal and lashes out, taking advantage of its reach.

Tentacle 1: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8 miss
Tentacle 2: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5 miss

Unfortunately for the creature it misses with both.

Quite the bottle neck. You can move though a party member remember.

Bold may act.
James, Crystal Elkin, Augar
Creature
Ivar , Xander, Vedia


Male Dwarf Paladin(Stonelord) 1 hp 17/17, Init +2; darkvision 60 ft.; Per +4, AC 17, T12, FF15, F+6, R+2, W+2, helm+4(1d4+3)/dorn-dergar+4(1d10+4)

Ivar rushes past the party to reach a good firing position. Double Move. Shoulda done that last turn, but I wasn't thinking.


Bard 1 | HP 10/10 | BP 4/7 | Init 2 | Per 4 | AC 14 | T 10 | FF 14 | Fort +2 | Ref +2 | Will +2 | Whip +2 (1d4+2)
Spells:
Grease DC14, technomancy, detect magic, read magic, ghost sound DC13, prestidigitation

Xandar moves out to not stand in the way of the others, however he doesn't have anything that he can do against this creature.


Spells:
1st—gravity bow[APG], grease, mage armor 0 (at will)—detect magic, light, ray of frost
Female human (Taldan) Wizard 1 AC 14 (+2 Iron Skin) | T 12 | FF 10 | HP 9/9 | F +2 | R +2 | W +1 | Int +2 | Per -1

Vedia skirts past Crystal and fires her crossbow.

Crossbow: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Male Iron Gods 1 -Tactical Map

As the team spills out of the tunnel Vedia lands a solid shot on the purple monstrosity.

It is still moving but clearly should be rethinking its life goals.

Grand Lodge

Male Dwarf Cleric (of Torag)HP:8,Init:+1,Per:+4,F/R/W:+3/+2/+6 AC:18(t:11ff:17)Warhammer:+3

Pops out the door and fires.

Crossbow: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d8 ⇒ 2


Bard 1 | HP 10/10 | BP 4/7 | Init 2 | Per 4 | AC 14 | T 10 | FF 14 | Fort +2 | Ref +2 | Will +2 | Whip +2 (1d4+2)
Spells:
Grease DC14, technomancy, detect magic, read magic, ghost sound DC13, prestidigitation

attack: 1d20 ⇒ 12
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Xandar tries to take a potshot against it with his sling.


Witch 1/Sorcerer* | HP 8/8 | Init +2 | Per +7 | AC 12 | T 12 | FF 10 | Fort +1 | Ref +2 | Will +2 | Sling +2 (1d4-1)
Spoiler:
1st Level Spells Infernal Healing, Mage Armor Cantrips Dancing Lights, Guidance, Mending

Elkin stays in place, not willing to risk getting too close to the creature if he doesn't have to. As much as his feet remain planted, his gaze does the same, dialed in and locked onto the creature as his eyes continue to flash a more brilliant blue. He begins to snicker as the creature grows continually weaker.

Evil Eye for -2 to saving throws; 8 rounds or Will DC 14 for 2 rounds
Evil Eye (-2 to AC): 7/8 rounds remaining
Evil Eye (-2 to attack rolls): 6/8 rounds remaining

Move action Cackle to extend duration of Evil Eye 1 round (included above)


Male Iron Gods 1 -Tactical Map

Augar fires a bolt at the creature but is clearly no marksmen. as the dwarf's bolt sails wide Xander spins his sling and send a simple stone home, killing the unpleasant mass of tentacles.

Combat Over

The last three attacks would not have hit without the Evil Eye.

---------

With the creature dead you have time to look at the area you have entered.

At first glance, this cold cavern presents a strange and disconcerting vista—that of a desert valley under a starless, night sky. A stretch of red=ish sand covers the ground, a vista broken here and there by bits of strange, spiky shells or contorted, dead fronds that look like branches. You are naturally disoriented by the thought of impossibly being outside.

After a moment your eyes adjust and you realize the real situation. The night sky is actually an artificial dome curving up as it moves further into the room. You cannot see far as the room is very dark but you have a definite feeling that this room is very large.

There are some stones scattered about but nothing nearing the size of the creature you just fought.

How would you like to proceed? Does this alien vista have an effect on the party?


Male Human Steel Hound (Investigator) 0 / Gunslinger 1 | HP: 10/12 | AC: 16 (13 tch, 13 ff) | F +3 R +5 W +2 | Init: +3 Perc: +6 | Active Conditions: None

"Well, I ain't never seen somethin' like this before, so nasty beasts aside, it is quite the scene."

He holds up his beetle bladder to try and get a better look.

"Listen, there may be more of these things here, or worse. I suggest we skirt around the edge and see if we can map out a parameter, and go from there. What do you think?"


Spells:
1st—gravity bow[APG], grease, mage armor 0 (at will)—detect magic, light, ray of frost
Female human (Taldan) Wizard 1 AC 14 (+2 Iron Skin) | T 12 | FF 10 | HP 9/9 | F +2 | R +2 | W +1 | Int +2 | Per -1

Vedia stares at the room with amazement. She studies the walls. "It's quite the big room. Look at that dome. I like James' suggestion. Let's stick to the edges of the room to see how big it is. We can cross through the middle once we get a sense of the size of the room. We'll also likely find a door along the wall instead of in the middle." She continues to cast light on Crystal's weapon.


Bard 1 | HP 10/10 | BP 4/7 | Init 2 | Per 4 | AC 14 | T 10 | FF 14 | Fort +2 | Ref +2 | Will +2 | Whip +2 (1d4+2)
Spells:
Grease DC14, technomancy, detect magic, read magic, ghost sound DC13, prestidigitation

"I agree to that, better understand the other edge then walk around in the middle and end up where we started. But let's also stay on lookout for creatures."


Male Human Steel Hound (Investigator) 0 / Gunslinger 1 | HP: 10/12 | AC: 16 (13 tch, 13 ff) | F +3 R +5 W +2 | Init: +3 Perc: +6 | Active Conditions: None

Given the general agreement, James leads the way to the left around the edges.

Grand Lodge

Male Dwarf Cleric (of Torag)HP:8,Init:+1,Per:+4,F/R/W:+3/+2/+6 AC:18(t:11ff:17)Warhammer:+3

Augar shrugs "I will follow the judgement of the group.It is dangerous to split up without a plan of action" Augar says putting away his crossbow, before he pulls out his warhammer.


Witch 1/Sorcerer* | HP 8/8 | Init +2 | Per +7 | AC 12 | T 12 | FF 10 | Fort +1 | Ref +2 | Will +2 | Sling +2 (1d4-1)
Spoiler:
1st Level Spells Infernal Healing, Mage Armor Cantrips Dancing Lights, Guidance, Mending

Elkin nods his head, making no objection to James' plan for investigation. He takes a moment to study the creature before they leave, though, hoping to perhaps learn more about it. Does it have a name?

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (arcana), alien: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19


Male Iron Gods 1 -Tactical Map

Pardon the long post. Trying to work in a new character.

Original Group

As the group travels north there is a red and grey rock wall that appears to directly meet the dome. It is not smooth but would be difficult to climb as it seems to angel towards you very slightly as it rises before sloping back to the dome. The sand is the same red and you do not see any more indication of creatures like the one you just fought. After about 100 feet you come to an area of raised stone, about four feet tall and 15 feet deep. There is nothing unusual about this, it just looks like natural rock rising from the desert floor.

Perception:

Perception Augar: 1d20 + 4 ⇒ (9) + 4 = 13
Perception Uronzzer: 1d20 + 6 ⇒ (17) + 6 = 23
Perception Elkin: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Ivar: 1d20 + 4 ⇒ (6) + 4 = 10
Perception James: 1d20 + 6 ⇒ (4) + 6 = 10
Perception Vedia: 1d20 - 1 ⇒ (20) - 1 = 19
Perception Xander: 1d20 + 4 ⇒ (12) + 4 = 16

Vedia you hear what sounds like footsteps moving though the sand to the south of the group. There are a few and coming towards you fast. You just have time to alert the party as four unusual skeletons rush into your field of view.

Initative:

Initiative Augar: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative Uronzzer: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Elkin: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Ivar: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative James: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Vedia: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Xander: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative Skeletons: 1d20 + 2 ⇒ (10) + 2 = 12

Uronzzer:
There is sand in your mouth and your head hurts. It is unclear where you are or why you seem to be laying on a beach / desert with a soar head. You sit up, spitting out sand, and can see a bit about you in the dark, it is a desert. You rub the back of your head, dried blood? Its hard to tell as you cannot see color in the dark but given the pain it makes sense. You cannot see far enough to make out anything other than sand and the occasional rock.

You have so many questions and don't see anyone to ask.

Did you hear something to the north? Soft movement in the sand?

You check, your weapons and gear seem intact. Very curious, you were in Torch looking for a friend, asked a question or two but nothing specific is coming to mind as to how you got here.

You are down 1 HP from the head wound, there may have been more but you can tell the damage was non-lethal. Please adjust the HP in your title block as you take damage.

Yes you hear something and now you see it, at the extent of your range of vision, skeletons… they have four arms and unusual heads and appear to be readying an attack at something you cannot see. You hear a womans voice shout a quick warning to her unseen companions.

All Players

What kind of crazy world have you stumbled into. Skeletons with four arms and misshapen, large heads come quickly our of the darkness. Possible attracted by the light possible not. You notice one skeleton green has glowing blue eyes and is moving slightly faster than the rest.

As you turn to face the new threat, Crystal stumbles to one knee. Her face twists as she trys to call forth the rage but nothing comes. Clearly the last battle took something out of her.

Bold may ac:
Ivar, Elkin, Vedia, Uronzzer, James
Skeletons
Xander, Augar


Witch 1/Sorcerer* | HP 8/8 | Init +2 | Per +7 | AC 12 | T 12 | FF 10 | Fort +1 | Ref +2 | Will +2 | Sling +2 (1d4-1)
Spoiler:
1st Level Spells Infernal Healing, Mage Armor Cantrips Dancing Lights, Guidance, Mending

Guessing that the bulk of his powers will be ineffective against what appears to be undead, Elkin moves over to the pair of dwarves, where he both gains protection and may be able to help influence the outcome in another way. "Qo'llanma" He intones again in Hallit, touching Ivar on the shoulder.

Casting guidance to grant Ivar a +1 competence bonus on a single attack roll, saving throw, or skill check


Male Human Steel Hound (Investigator) 0 / Gunslinger 1 | HP: 10/12 | AC: 16 (13 tch, 13 ff) | F +3 R +5 W +2 | Init: +3 Perc: +6 | Active Conditions: None

James pulls out a hammer, and holds his pistol ready.

Readied action: if a skellie closes within 20', he shoots it.

Readied:

Ranged Touch Attack: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Male Dwarf Paladin(Stonelord) 1 hp 17/17, Init +2; darkvision 60 ft.; Per +4, AC 17, T12, FF15, F+6, R+2, W+2, helm+4(1d4+3)/dorn-dergar+4(1d10+4)

Ivar raises his crossbow and fires at the nearest of the skeletons, then reloads.Purple

Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d8 ⇒ 2


Male Iron Gods 1 -Tactical Map

As the skeletons advance Ivar fires at the nearest skeleton but the bolt does not appear to do much damage to the four armed monstrosity.

Grand Lodge

Male Human Brbarian 1 hp 14/15, Init +1, Per +6, AC 16, T12, FF14, F+4, R+2, W+2, Greatsword: +4 2d6+4 19-20X2 | +4 Spk Ganutlet 1d4+3 x2 6/6 Unchained Rage | 1/1 Orc Ferocity

Uronzeer crouches in defense at the distant shriek. In the grip of a spiked gauntlet he he readies his Great Sword.

Making an adjustment for the fuzz of a fresh head-wound, he begins flanking towards the squabble.

"Where've we gotten ourself this time"

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