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

Perception Left: 1d20 + 6 ⇒ (15) + 6 = 21
Perception Right: 1d20 + 6 ⇒ (3) + 6 = 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

A decision having finally been made, Ardash wastes no time in leading the party to left, skirting the skirmish as quietly as possible. Knocking an arrow to his shortbow, he scans the terrain ahead for any threats.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 8 ⇒ (4) + 8 = 12


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

Starknife ready, Sharae moves as silently as she can behind Ardash...

Sharae, Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


Female Orc

The party circles left, and no threats are scene. You are soon distant front the battle which ends with the death of the last monster about a minute after you leave. From what you can see the two surviving robots enter into the cave with the bio-lock, out of your sight.

The strange sky above seem to be like a night with no stars, and a cold wind blows past you. Like many deserts, this place is quite cool at night. After a bit, a cave opens up on your left. You are abou to examine it when...

A skeletal figure unearths itself some 20 feet from you. It is about 6 foot tall, with four arms, and reveals itself to be the skeleton of some strange creature. Its eye glow with a green, hellish light as it views you.


Female Orc

Initiative

anody: 1d20 + 1 ⇒ (19) + 1 = 20
creik: 1d20 + 3 ⇒ (19) + 3 = 22
valia: 1d20 + 4 ⇒ (13) + 4 = 17
sharee: 1d20 + 2 ⇒ (2) + 2 = 4
ayla: 1d20 + 1 ⇒ (2) + 1 = 3
R6: 1d20 + 4 ⇒ (17) + 4 = 21

strange skeleton: 1d20 + 8 ⇒ (19) + 8 = 27


Female Orc

sorted initiative

Strange skeleton 27
Creik 22
R6 21
anody 20
Valia 17
Sharee 4
Ayla 3

The strange skeleton moves forward to R6 (who is on point if memory serves) and attacks

claw: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d4 + 3 ⇒ (2) + 3 = 5

Creik is up


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

Knowledge Nature?: 1d20 + 5 ⇒ (5) + 5 = 10

Ardash grunts as the strange skeleton's claw slashes him deeply across his bicep.  He drops his shortbow, drawing his greatsword and takes a mighty overhand chop at the creature.

Power Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14

...only to have the creature quickly dodge to the side.


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

What knowledge roll and DC required please?


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, appalled by the presence of the undead in this place, calls forth the power of Desna…

…Banish this lost traveller…return them to Pharasma’s court so it’s journey may continue…

Sharae, Channel Energy (to harm undead): 1d6 ⇒ 5 damage


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

"By my falling stars!" Valia proclaims. He tries to protect Criek, waiting to see what the ratfolk devides to do.


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

"Eek!" -- keeping an eye out for anything else that might want to experiment on him, the twitchy Criek reacts quickly to the strange skeleton, hurling a bomb before making sure Ardash or Valia is between him and it.

know(nature): 1d20 + 8 ⇒ (2) + 8 = 10
know(arcana): 1d20 + 8 ⇒ (5) + 8 = 13

bomb - ranged touch: 1d20 + 5 ⇒ (13) + 5 = 18fire damage: 1d6 + 4 ⇒ (4) + 4 = 8using precise bomb to avoid hitting Ardash


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

combat expertise attack: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
dmg: 1d10 + 4 ⇒ (8) + 4 = 12
Valia swings wide of his mark, moving close to keep the opponent away from Criek.


Female Orc

know religion DC 12:
this is a type of skeleton, an undead. You don't recognize the 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

"I've no idea who or what this is - I can only guess from it's skeletal from that it is an undead"

Sharae, Knowledge (Religion): 1d20 + 4 ⇒ (6) + 4 = 10

Did Sharae's Channel Energy affect the Creature?


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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

Take 10 on Knowledge Religion for 18

You are very correct Sharae, This is an undead skeleton and as such should be susceptible to blunt weapons as well as positive energy. No idea what kind of creature it is though which is quite fascinating and I'd really like to get a chance to examine the remains after we get done....

Started Naturalist Performance. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster


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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

Anody, I don't know how you have time to breathe when you talk so fast in 5 second, but dang it is funny to imagine the machine-gun fire of the gnome professor's speech.

sharae mentioned something earlier I'd like to expand upon...

valia's motivations:
The others must think me strange. The truth is, I can hardly understand them most of the time. They seem not to be motivated by this place, but only the moment. Not what is best for the future, but what they need now. I understand the desperate need for progress. The recovery of our friend cannot be delayed further, but the cost being our future, and the future of other living beings, they ignore the balance. In some cases, by the loss of a friend, or other times, a kind of strange logic.

It is different now. With Khonnir gone it appears I am alone. He knew the desire to free this place. He knew of its people, its history before the technological blight spread. He was a master of technology, but more than any mere advocate or spellbound investigator, he understood its repercussions. The slavery and death imposed through soulless weapons. As Criek would tinker and clean the lab late into the night, Khonnir and I would spend long hours on discussion and debate as the councilman poured over his research.

These soulless row-boughts, we believed, were opponents outside of life. Truly, they are dangerous weapons. Weapons of the like so powerful as to corrupt the mind.

Like khonnir, they seem to obsess over all the little trinkets for hours on end. And yet, when they see what these mechanisms can do, will they be willing to do what is necessary? Yes, even Criek. Even Criek must match Khonnir's mettle.


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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

Noya attacks it
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Crit
Damage: 1d10 + 4 ⇒ (3) + 4 = 7

after seeing it take her hit

Know(Religion): 1d20 + 6 ⇒ (6) + 6 = 12

"This thing is one of the undead."

Crit: 1d20 + 5 ⇒ (7) + 5 = 12 ??
Damage: 1d10 + 4 ⇒ (3) + 4 = 7


Female Orc

Will: 1d20 + 4 ⇒ (18) + 4 = 22

Guys, when you use abilities that have a save component, could you include the DC. I'm going to assume with the above roll the skeleton halves sharee's channel energy. Also please note what weapon you are using, it helps with determining the effectiveness of DR

The party springs into action as the four armed undead attacks. Most of it is ineffectual, due to the creature agilely avoiding the attacks, but two attacks strike home.

A burst of holy light erupts out of Sharee's holy symbol, burning the skeleton (2hp), distracting it as Ayla's attack slams home. The creature staggers for an instant (7-5 DR=2hp), but keeps attacking, focusing on the one who damaged it the most, Ayla.

oops, edit
Creiks bomb strikes the skeleton, burning it badly, and badly damaging it. Sharee's and ayla's attacks finish it.


Female Orc

Nothing else moves, except a cold breeze across the sand. A cave opening is in front of you, to the right, and of course you could continue past it. every thing is quiet now, except the clink of cooling, burnt bones.

Actions?

I'll be putting the map up shortly.


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

Sorry GM, my bad - I'll remember to include the DC in future

"Nice shot Criek...those concoctions of yours are quite something", there is genuine warmth in Sharae's words.

Waiting for a few moments to ensure that the skeleton is truly returned to death, Sharae approaches it carefully, "What do you think Professor? Have you ever seen anything like this before? If this thing was of flesh before being reanimated, what do you think it looked like? It is truly unlike anything I have seen before."


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

Well now that we have a moment to study it... Anody peers at the remains and brings his knowledge of natural physiology to bear. Taking 10 on Knowledge nature for 18


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

I, erm, thank you. I'm still but a novice, but I'm glad I have a few tricks to contribute. Criek's gaze fixes on the ground around his feet for a moment. Sometimes being ratfolk has it's benefits--the fur hides the blushing.

Hopefully map will clarify: we circled left from initial entry point, and you noted a side cave to our left just before skeleton attacked, now cave mouth to right -- two side caves, or am i just getting confused? Regardless,

Letting Sharae and Anody inspect the corpse, Criek peers cautiously into the side tunnels for any sign of danger or artifice.

percept: 1d20 + 8 ⇒ (3) + 8 = 11


Female Orc

actually know local is the skill to use, as it is a humanoid.

know local DC25:
this is no known humanoid. Some outsiders have multiple arms

know planes DC25:
its not an outsider


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's a Local so would she know?


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

Knowledge local, plane: 1d20 + 8 ⇒ (3) + 8 = 111d20 + 8 ⇒ (6) + 8 = 14

Geography for check from last time: 1d20 + 8 ⇒ (3) + 8 = 11


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 shrugs frustrated. I just don't know, can't even tell if this is local to the area or not


Female Orc
Ayla Noya Aiba wrote:
Ayla's a Local so would she know?

Not in this context. The knowledge skill can be used to ID different types of creatures, eg. know local can ID humanoids, which is a type of monster. Know nature can ID Monstrous humanoids and vermin and so on. In this case the skill does not apply to being local, just in ID'ing creatures of the humanoid type. See skills in PH for amplification.


Female Orc

anody:
This creature is beyond your knowledge. But...That may mean it is a new discovery, giving you naming rights! Anody's beast, or Homo Sapiens sexipede Anodyus (wise, six limbed man of Anody). It certainly is not from around here, you think you would have noticed. BTW, you have heard of mutants. It could be one of those. Or not.

Creik, you are correct, I made an error. Cave is to your left. I'm having map probs, hope to resolve soon.

Perception DC20 or Know geography DC 15:
Thus far you have noted the party has moved along the edge in a curve. If it continues this way, the desert canyon you are in will end up as a circle. A very neat circle. This means it could be a crater...or not natural.[/dice]

[spoiler=if you made the last role and can make a DC 22 spellcraft or DC 15 know planes roll]This could be a demiplane. This could explain to sky with no stars, and its confined nature

OR!

Know Dungeoneering DC 15:
It could also be a big cavern


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

Valia picks at ont of the thing's arm bones with his sword. "Should we lay it to rest then?"


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 makes those knowledge checks by taking 10

Anody is distracted from the bones by looking around. This could be a cavern but... the way we've been traveling makes this area look like a perfect circle. I'm finding it harder and harder to believe that this is natural. I think we may be in a created demiplane. Fascinating. Maybe used by the robots as a... zoo of some kind maybe? Stocked with Alien creatures?

Can't see map, so leave it to others to decide where we go next.


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

”A small prayer will suffice Valia”, Sharae whispers a quiet prayer to Desna asking for a better journey for the released soul of whatever the skeleton was…

Taking 10 on Knowledge (Geography)

”There is something unnatural about this place Professor – do you really think it could be a demi-plane? Maybe we were transported during that ‘cleaning process’. Do robots do that? What purpose could they have for creating a zoo? I don’t know how but it seems we should try to communicate with one – maybe that would reveal more about what is happening here”, Sharae’s last observation / comment is quietly whispered out of earshot of Valia and Ardash.

GM, what are our options for continuing around this ‘demi-plane’?

”We should press on – shall we continue around the circumference of this…I don’t know…crater?”


Female Orc

if you continue, barring obstacles, you should eventually return to the entrance. As noted above (thanks creik for pointing out my oops) the may be caves, such as the one near you now.

Sharee speaks a short prayer over the remains.


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

GM, Criek made a perception check into the cavern - did he get a result from that?

"Criek? Is there anything in that cave? Do you think it might be safe to explore...or shall we continue onwards?"


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

Spearheading the group, Ardash peers into the opening after being prompted by the others.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Female Orc

The cave goes back into darkness for some distance. No sound is heard. Creating light you move in to investigate.

After a short distance, it opens into a small cavern. A pit, about a foot deep, is in the centre of it, and paintings adorn the walls.

survival:
the pit looks like a fire pit, but hasn't been used for a very, very long time

The paintings show many four armed humanoids kneeling towards an object in the sky above, which is shaped like a snowflake. Another shows two armed humanoids with strange gear, talking to the four armers. What are obviously robots are with them.


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

”Professor? What do you think?”, pointing out the various features of the painting, ”We have our four-armed friend here, some ‘robots’…but who are these folk? And what do you think they might be carrying?”

Sharae looks around for any further paintings, while she does that she asks, to no one in particular, ”Is this cave occupied do you think? Or are it’s previous inhabitants long dead?”

Sharae, Perception: 1d20 + 4 ⇒ (7) + 4 = 11


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

survival: 1d20 + 5 ⇒ (20) + 5 = 25 -- i assume that's high enough for the DC :)

Sharae, the fire pit here hasn't been used in ages -- whomever created it must be long dead, or otherwise departed? Frowning in thought, I can't imagine the automatons building fires for cooking or warmth, or the tentacled beast, so the most likely candidate we've seen is our four-armed friend...in his past life, at least? So I would imagine these paintings are theirs as well?


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

We just fought a four armed skeleton.... Safe to say the paintings depict the same species... and they were awed by these two armed technologically advanced beings and robots. I'd say this is some confirmation that these beings were captured by whoever built these tunnels. Fascinating.

Is there anything else here? Should we move on to head back to the entrance if there's no other way out?


Female Orc

perception DC15:
looking around you find some oddly shaped pieces of flint, as if snapped of a larger piece. There are three intact ones

perception DC 20:
these are tools or weapons. Hand axes and the like. Primitive, but very sharp. Masterwork, possible magical. Detect magic to id. If done then

spellcraft DC 18:
(+1 hand axe/keen). Flint Hand axe stats, damage 1d4 (1d3), crit 18 to 20, fragile


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 + 7 ⇒ (17) + 7 = 24

"Looks like primitive axes.
And they are sharp."


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 ⇒ (2) + 0 = 2


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

"Axes? Strange, do you think these may have been used by the four-armed creatures in life? That would indicate a primitive race though, wouldn't it Professor? It seems unlikely that they would...or could...be responsible for some of what we have seen here - that painting shows a two-armed race...maybe they are the masters of this Demi-plane?"

If there is no way forward within this cave, Sharae suggests retracing steps and working their way further around the circular cavern.


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

Hrm, they seem like quite the valuable artifacts. Perhaps we should take them back with us. Other then that I do think we should move on.

Ready to go


Female Orc

You collect the artifacts and turn to go, when Ayla notices something gleaming in a nook. On examination it is an armband or clasp, made of green jade, studded with amber. Inside the amber are frozen insects. This is a beautiful piece, and probably quite valuable. These creatures had very good craftmenship.

You exit the cave turning left as you leave to continue your arc around the cavern/demiplane/illusion/whatever.

You move about 100 feet, when to your right you see a still, standing figure. It is another of those skeletal creatures, its eyes glowing a sickly green colour. It is about 100 feet it is about 100 feet away, on a mound of sand. It does not react to you, as it seems to be staring the opposite direction. In front of you (120 feet) is a ridge of rock, about 20 feet high, but easy to climb (DC5). There is a light on the other side, also sickly green.

btw, does someone detect magic on finds as a habit?


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

no detect magic here. so we've got our left hands to the wall, going around a circle-ish cavern, and the 4-armed skeleton is to our right ==> he's towards the center of the circle, and not around the edge? And the ridge in front of us extends out from the wall of the cavern, so that to continue circumnavigation, we have to climb over it?

Criek whispers, Do you think we can avoid it and get to that ridge?

Though how foolish am I, to think we should be moving towards that light? The hue alone suggests it is related to whatever force animates the green-eyed skeletons, and wisdom suggests we should therefore move away from it. But...Khonnir would have been drawn to investigate any energy source here, considering his mission, and so therefore must I.

stealth: 1d20 + 8 ⇒ (15) + 8 = 23
climb ridge: 1d20 + 0 ⇒ (5) + 0 = 5 nailed it.


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 does Detect Magic on things habitually

I think we should go over.. cannot talk with skeletons I don't think

Anody tries to follow Criek's lead.

Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Climb: 1d20 - 1 ⇒ (19) - 1 = 18


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

"You can certainly talk to them. They never hold up their end of the conversation well, I find. And if they do speak, the heroes of the tales never receive any good news from them..."

Happy to tackle the ridge. Shall I run a rope up and offer it down?


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

Cautiously following Criek and the Professor, Sharae endeavours to be as quiet as possible during the scrabble up the ridge

Sharae, Stealth: 1d20 + 2 ⇒ (19) + 2 = 21

Sharae,Climb: 1d20 ⇒ 2, fail - Sharae makes no headway with her climb

The screed and loose rocks impede her climb as Criek and the Professor easily outpace her, "What can you see up there? What's making that awful colour?"


Female Orc

anody:
ok, as mentioned above, the hand axes are magical, and so is the jade clasp

The party has to cross the ridge to continue so it does. The skeleton does not move. Climbing the rocks is fairly easy, except for creik who struggles, and on the other side...

You another skeleton waiting for you!


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

Criek and Anody made it. Sharae didn't. How far is the skeleton and does it see us despite our stealth roll?

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