Chillblame's iron gods game (Inactive)

Game Master chillblame

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

Fort Map

river battle

Genni

Robot Nurse

Fires of creation round up


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

Chili, can we assume that ardash didn't fire the arrow?


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

Peering into the dark, Sharae looks for the cause of the noise...but sees only shadows.

Rolling as requested by GM (note previous suggestion that GM rolls initiative to keep things moving along...

Sharae, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Sharae, Perception: 1d20 + 4 ⇒ (4) + 4 = 8


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

perC: 1d20 + 0 ⇒ (19) + 0 = 19
init: 1d20 + 4 ⇒ (18) + 4 = 22
I take this opportunity to ready my weapon.


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

perception: 1d20 + 6 ⇒ (17) + 6 = 23
init: 1d20 + 2 ⇒ (7) + 2 = 9


Android Ranger (Galvanic Saboteur) 2 | HP 21/26 | AC 16, Tch 12, FF 14 | CMD 17 | Fort +5, Ref +5, Will +1 | Init +4 | Per +8 | Darkvision 60', Low-light vision, Construct traits

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


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

Anody loads a bolt into the crossbow

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Init: 1d20 + 1 ⇒ (11) + 1 = 12


Female Orc

anody@if you wish. He was not in view of it at the time anyway. So no arrow shot. But still lots of movement and such


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

perc: 1d20 + 7 ⇒ (6) + 7 = 13
init: 1d20 + 3 ⇒ (12) + 3 = 15

Alarmed by Ayla's comments and the echoing noises, Criek peers around the tunnel, grasping a bomb but waiting for his more battle-savvy companions to take the lead.


Female Orc

Ok, need to know which tunnel you are taking north. Also your order. As you can see by the map, it is tight quarters, so position is needed. Also I need to know your overall intentions. Gremlins are known as lethal pests, FYI.


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

Sharae, clutching her Starknife and ready to attack the first hostile creature she sees, waits until someone moves into the more northerly heading of the tunnels and then follows them.


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

Marching order & heading -- Rereading the last week's posts, I see no dissent from the plan to head straight north in this order: Valia / Ardash, Sharae, Anody / Criek, Ayla.

Criek's gen'l intentions: aside from Anody's attempt to hail a gremlin (with no positive response that I saw?) Criek's only heard Sef or his companions describe the gremlins as evil vermin, and assumes fighting is inevitable. If he sees a gremlin first, bombs away.


Android Ranger (Galvanic Saboteur) 2 | HP 21/26 | AC 16, Tch 12, FF 14 | CMD 17 | Fort +5, Ref +5, Will +1 | Init +4 | Per +8 | Darkvision 60', Low-light vision, Construct traits

I believe Valia and Ardash would be holding the front line at the choke point we are all currently jammed into. Due to the close quarters, Ardash would put away his bow and draw his greatsword. Ardash is injured, so he will not charge into battle alone, but will surely power attack any threat that presents itself.


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

Sounds fine to me

These things seem intent on fighting Anody mutters to himself. And now they're alerted. I won't try to engage in conversation next time


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

I'll swap with dash for lead once we hit contact. I'm just not the guy for trap clearing, etc.


Female Orc

Ok then, valia leads the party into the claustrophobic, narrow tunnels. The noise and giggling continues. Suddenly, in front of valia. Stands a small group of grinning gremlins. They are holding a lever, which they, of course, pull. This releases a net to fall on the party.

Valia and ardash, perception rolls please to notice the net, DC20
reflex save to dodge if you make the roll. Decide also if you dive forward or back

then initiative in general please
gremlin initiative: 1d20 + 4 ⇒ (5) + 4 = 9


Female Orc

Also

know nature:
these are jinken gremlin. Groups of these can curse items to malfunction, and also people if they are helpless.

player note. These things look just like the gremlins from the movie gremlins


Android Ranger (Galvanic Saboteur) 2 | HP 21/26 | AC 16, Tch 12, FF 14 | CMD 17 | Fort +5, Ref +5, Will +1 | Init +4 | Per +8 | Darkvision 60', Low-light vision, Construct traits

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex save: 1d20 + 4 ⇒ (12) + 4 = 16 Since he is injured, Ardash has the presence of mind to dodge backwards towards the rest of the party.
Init: 1d20 + 4 ⇒ (18) + 4 = 22
Knowledge Nature: 1d20 + 4 ⇒ (13) + 4 = 17


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

Init: 1d20 + 1 ⇒ (18) + 1 = 19
Know Nature: 1d20 + 8 ⇒ (3) + 8 = 11
Can someone please describe the map to me roughly. No way of seeing docs.google. Also what is the DC of nature check


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

init: 1d20 + 3 ⇒ (4) + 3 = 7

Anody - from map, we're headed north in a 5- to 10-foot-wide tunnel. Valia & Ardash are approaching a "Y" / widening in the corridor, with our rear guard, Ayla and you/I, still spilling back out into the prior intersection, further south towards Sef's cave.


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

As the net drops in front of her, Sharare poises herself ready to attack the gremlins.

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


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

Thanks much Criek


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

perC: 1d20 ⇒ 7
init: 1d20 + 4 ⇒ (20) + 4 = 24
Crap. Almost feel the need to switch those.
Valia tries to remove the net on his turn.


Female Orc

Sorry my fault. I was typing in haste.
The nature dc is 12, the refex save is 14. If you fail you are entangled in the net.


Female Orc

I'll prcess the round tomorrow.


Android Ranger (Galvanic Saboteur) 2 | HP 21/26 | AC 16, Tch 12, FF 14 | CMD 17 | Fort +5, Ref +5, Will +1 | Init +4 | Per +8 | Darkvision 60', Low-light vision, Construct traits
chillblame wrote:

Sorry my fault. I was typing in haste.

The nature dc is 12, the refex save is 14. If you fail you are entangled in the net.

Ardash passed the nature check, so any information you could provide would be great. Luckily, he also managed to avoid the net trap.


Female Orc

r6, check the spoiler above. BTW to avoid confusion, the first set of intiiative above was for the confrontation with the lone gremlin. this is a new fight
valia 24
sharae 12
anody 19
r6 22
rolling for ayla 1d20 + 2 ⇒ (3) + 2 = 5

Gremlin 9


Female Orc

sort initiative
Valia 24 entangled
r6 22
Anody 19
Sharae 12
Gremlins 9
Ayla 5


Female Orc

Three more gremlins appear behind the party, near chreik.

Valia removes the net (full round action) And takes 1d3 ⇒ 2 from hooks which festoon it.

R6 is up.

For those without a map you are in a narrow tunnel going north south. A y junction is at the north. To the right is a small room with three gremlins in it. To the left is a continuing tunnel that leads to a another y junction. to the south is where you have come from.

Party order is two wide and six deep. Valia and R6 form the front rank, followed by share and anody, then ayla and chreik. two gremlins are behind the party, threatening chreik.


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

For the sale of moving things along at the quickest possible pace, I will post for Sharae now

...whether Ardash felt it who knows? But when Sharae sees the gremlins appear, she reaches out and traces the outline of a butterfly upon the ranger's shoulder...imbuing him with good fortune...

Sharae casts Bit of Luck on Ardash, for the next round, when he rolls a d20, he may roll twice and take the more favourable result. I suggest Ardash delays until just after Sharae (before Gremlins) to allow him to immediately use the favour


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

Ayla gives the gremlin what it deserves

atk: 1d20 + 5 ⇒ (16) + 5 = 21
dam: 1d10 + 4 ⇒ (6) + 4 = 10


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

Oh dear Oh dear Oh dear, my father hates gremlins. Damn it I can't remember anything about them

Sorry guys, no bard buff for now. I really really need to get to 2nd level :)

Anody flings out his hand and casts Daze (DC13 Will) on the gnome North East of Val.


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

Vali grunts in pain as he removes the net.


Female Orc

The jinkin swarm forward laughing as they come.

jinkan vs valia: 1d20 + 4 ⇒ (12) + 4 = 16
jinkan vs valia: 1d20 + 4 ⇒ (18) + 4 = 22

jinkin vs cheik: 1d20 + 4 ⇒ (2) + 4 = 6
jinkin vs chreik: 1d20 + 4 ⇒ (8) + 4 = 12


Female Orc

The third jinkin on chreik is larger than the others, though still tiny. He strikes with vicious glee, feinting with his off hand
bluff: 1d20 + 7 ⇒ (14) + 7 = 21
attack: 1d20 + 7 ⇒ (8) + 7 = 15


Female Orc

Chreik is missed by all his foes, thiught it was close. Valia gets struck for 1 hp.


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

Panicked by finding himself in the front lines against three gremlins, Criek attempts to press back into his companions.

Is there room for me to five-foot-step north towards Anody and bomb the larger gremlin without catching myself in the blast?

if yes, bombs away:

ranged touch with bomb against larger gremlin: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 4 ⇒ (5) + 4 = 9 (adjacent gremlins take 5 splash damage, Reflex DC 14 for half)

if no, run away:

Not seeing a clear shot, Criek will withdraw through the party to the northeast part of the "Y", attempting to get behind Ardash


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

Uh Ardash didn't take his turn. Also did my Daze hit anything?


Android Ranger (Galvanic Saboteur) 2 | HP 21/26 | AC 16, Tch 12, FF 14 | CMD 17 | Fort +5, Ref +5, Will +1 | Init +4 | Per +8 | Darkvision 60', Low-light vision, Construct traits

Ardash will delay and then stand up from his dive (Move action) and power attack the closest foe, if one is in melee range.

Power attack: 1d20 + 3 ⇒ (4) + 3 = 7
Power attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11


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

Round 2 Actions:
Valia struggles to land a hit on the attackers while defending himself. Activate Combat Expertise
attack: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6 +1 to AC
damage: 1d10 + 4 ⇒ (3) + 4 = 7

"Get off Me, Vermin!"


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

"Song of Spheres, hear my prayers..."

Sharae, Channel Positive Energy: 1d6 ⇒ 1

Everyone heals 1HP...underwhelming!!!


Female Orc

Chreik@steps back five feet towards anody, and hurls a bomb.
flame explodes over the jinkan boss, causing him to shriek in pain. The other two atempt to dodge
reflex: 1d20 + 6 ⇒ (14) + 6 = 20
reflex: 1d20 + 6 ⇒ (3) + 6 = 9
one walks right into the flame, the other mostly avoids it.

Anody@anody quickly says a limerick.
will: 1d20 + 4 ⇒ (8) + 4 = 12
the gremlin is distracted, thinking on it that makes no sense at all

The rest of the party misses the agile beasties, except ayla who cuts one in two. Sharae creates a healing wave.


Female Orc

The gremlin boss, very badly hurt, curses loudly
damn biggers &*!^/$$#&
And with that he steps backs and vanishes.

The gremlin near him, on seeing his boss flee, also vanishes
wicked rat! Fire will burn you one day


Female Orc

The other jinkin, hear their bosses curse, but keep attacking. Except one that is standing there trying to work out anody's limerick
sword: 1d20 + 6 ⇒ (1) + 6 = 7
bite: 1d20 + 1 ⇒ (7) + 1 = 8

sword: 1d20 + 6 ⇒ (7) + 6 = 13
bite: 1d20 + 1 ⇒ (9) + 1 = 10

to little effect


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

Assuming we are back to PC actions after the gremlins

Sharae, more in frustration than in measured judgement, slings her starknife at the gremlin that she has the best view of…

Sharae, Starknife vs Gremlin: 1d20 + 2 ⇒ (19) + 2 = 21, hitting for 1d4 ⇒ 4


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

Encouraged by the dazed gremlin Anody focuses on it and tries a few cleve coupling rhymes as a spell to keep it out of the fight for a little longer.

Daze again on same creature


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

Anody, you will need to Daze a different Gremlin...sorry!!!

Paizo PRD, Daze wrote:
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


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

Ah.. Thanks Sharae :). Anody switches to another gremlin


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

You might owe me an Attack ofOpp if there was still a gremlin threatening Criek when he threw a bomb...
Can you update map before I go blasting away again?


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

Round 3 Actions
Biggers? Biggers? Then what am I to call you ugly little fools.
Valia keeps pushing his cautious advantage. continuing his combat expertise

attack: 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7
dmg: 1d10 + 4 ⇒ (7) + 4 = 11


Android Ranger (Galvanic Saboteur) 2 | HP 21/26 | AC 16, Tch 12, FF 14 | CMD 17 | Fort +5, Ref +5, Will +1 | Init +4 | Per +8 | Darkvision 60', Low-light vision, Construct traits

Hesitant to advance into melee with three of the creatures by himself, Ardash will ready an action to power attack the first foe that comes within melee range.

Power Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13

"We must gain a tactical advantage soon or else I fear many of us will take unnecessary injury."

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