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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Female Orc

And so without another word, you set off to the sellen, to hail a boat and then northto scrapwall.


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

Absentmindedly chatting, either to herself or to her companions, Sharae muses over the fact that she has - for the entirety of her adult life - travelled up and downriver along the Sellen, "Yet... I have never journeyed this far into Numeria... It is a strange... and sometimes wondrous place... But, oh so perilous... What with all I have heard of the Technic League and then these raiders from Scrapwall - it is a wonder that folk stay here".


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

People from Absalom consider the River Kingdoms themselves to be very dangerous as well. I suppose it is all a matter of perspective.


Female Orc

apologies, I have a cold, hopefully back at it tomorrow


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

No worries. Get better chill

You said you're coming from Minkai Sho? That is quite a long way away. From my understanding it is one of the regions of Tian Xia furthest away from Avistan! Quite a trip to get to Varisia let alone Numeria

By the way Sho, I think sometimes you post with the wrong alias. Easy mistake to make and I've done it a ton of times. Harder to notice with you because they both have the same alias image.


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Thanks for the heads up didn't notice myself

Sho sighs and looks to the sky before he answers.
"Not so very far when your family has been exiled. My father was a general for Emperor Higashiyama Shigure, a great and well respected one at that."

Sho's hands tighten on his reigns.

"Until he was betrayed. He received incorrect information from his scouts that led him to make a catastrophic error, and died for it. My family was exiled after."


Female Orc

You ride for a day, and as evening hits the sky you see the seleen river in front of you. A small river fort is visible in front of you, and a river boat is currently docked. As you ride forward, you see a flash of fire, and the distant crackle of muskets. A battle is happening!

Mel pulls out a spyglass and tries to see what is going on.

River pirates, maybe.This is bad. I have never heard of them hitting a Crusader fort before.

perception: 1d20 + 9 ⇒ (6) + 9 = 15

About 30 or 40, but they are scattered. Taken the dock, but the boat seems to be resisting. Fair bit of looting. Why hasn't the boat made sail?

You are about a 1000 feet away.


Female Orc

perception DC 20:
Many of the attackers look like orcs, but not all. Some are human, and you see an ogre.

perception DC 25:
Downstream you see about a half dozen skifts pulled up on the banks. A few people seem to be there. In the fort, the main tower is still resisting, but the rest seems overrun.


Female Orc

Actions?


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

Per: 1d20 + 9 ⇒ (12) + 9 = 21

Oh dear. It's open season on crusaders it seems like. We can't fight that many. They seem like orcs... some humans and... my word an ogre! Maybe we should help people get away?


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Per: 1d20 + 10 ⇒ (16) + 10 = 26

"There are some still on the river, we may be able to take them and sail up to the boat."

Sho begins to limber up and make ready for battle.


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

On the river? Maybe we should go there first?


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, Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Sharae sees the orcs, the humans and...

an Ogre!!!

"What do you think? Is the fort overrun? It seems that all we can do is get people to safety... Why has the boat not made sail? Is something holding it in place?", Sharae pulls out her starknife, "We need to get closer".


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 + 10 ⇒ (3) + 10 = 13

"This may be a raid, and a big one given the ogre."


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Sho points to where the skiffs are moored with his naginata.
"If we secure those boats we should be able to move up to the fort without being noticed by the attackers, at least as enemies anyway."


Female Orc

there are a lot, but they are not concentrated. See, a lot are busy looting, even fighting amongst themselves. We could take the boats and reinforce the ship? Or take out the stragglers? What do you say? Mel says


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, the stragglers are probably easier, but the boat seems like it might be overrun without our help. Oh dear. I think the boat needs our help badly


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

is all this going down on our side of the river, i take it? if the river is to the east of us, we're approaching from out of the sunset, so may have some advantage?

percept: 1d20 + 9 ⇒ (8) + 9 = 17

Criek squints towards the chaos on the river, unable to make out anything beyond what his companions describe.

"I suppose we must intervene, if we hope for safe travel on the river ourselves? Better to take on the pirates in small groups, within the fort's range, than to wait until they can turn on us in force?" He grimaces, Would have never left home if I thought I'd find myself proposing aggressive maneuvers against dozens of pirates.

To Sho, "If you think we can take their boats, that may also allow us an escape downriver if things go badly? Sharae, you've experience on the river -- can you handle their craft?"


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

"The river is in my blood Criek... It's a bigger baot than I have ever handled but the Sellen and I are long friends... We should be okay...", Sharae is bold and reassuring...

...that really is a much bigger ship than my small boat...

Sharae, Bluff: 1d20 + 2 ⇒ (9) + 2 = 11

Sense Motive DC11:
Despite a little bravado, Sharae isn't entirely confident about the ship...


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22

"Of course she can handle it, that boat will be nothing to her and these pirates will fall like chaff before wheat."

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

Sho really believes what he says.

But maybe doesn't come off so confident.


Female Orc

Scene setting

The party is facing east, on a low ridge running north south.
2000 feet away also running north south is the sellen river. Drawing a driect line to the river the fort is 200 feet north of that point, and the boats ( five small skifts each able to carry 10 or so) are a 100 feet south of that point. The ship is next to a dock, near the fort. The front gate of the fort is open. The fort is square in shape, and has a single tower on its north-east corner. This tower is still resisting, as is the ship.

At this distance it is hard to see, but there are some figures moving near the boats, but most are near the fort and ship.

There is a small copse of trees near the skifts. If you approach from that direction it is unlikely you will be spotted. there is a gap of 50 from the copse and the skifts. It will take about three minutes to ride to the copse if you approach concealed, 2 minutes direct, but you may be seen. Double times if you walk, not ride. Three minutes to ride to the fort direct, again been spotted on the way in.

But even if you are spotted, the pirates are well scattered and in combat. You will fight them piecemeal, UNLESS you take a long while to defeat what you are fighting at the time.

So, what do you do?


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

Seems like the skiffs are on the way from where the party currently is to the boat and fort? If so we should just charge the skiffs. No real point in stealth maybe


Female Orc

No, you are at the base of a T. the fort is somewhat north of a direct line, to skifts south of that line. If you went direct east, you would reach the river and the boats would be south of you, the fort north of you. I'll try set up a strategic map for you


Female Orc

map


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

So boats or skiff guys? Skiff seems easier, boat seems like it needs help quickly


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

"If we take the pirates' skiffs, will the others come after us? Maybe we can draw pressure off the defenders, especially if we make sure they see us?"

Though maybe I'm just hoping we can take on the smallest group of pirates!


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

I think we are the only ones who are even noticing the skiff Criek.


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

I'm happy for either, although I do feel like taking on that ogre, lol

"If they are as scattered as this maybe it may just be best to go straight for the fort and the boat. I just hope those skiffs aren't going for reinforcements."


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

"The skiffs will be agile in the water... compared to the larger boat at least. The choice we need to make is whether to drive off the pirates - if that is what they are - or merely to affect a rescue without further loss of life", Sharae considers the options, "If the enemy is unprepared... scattered even... maybe we could pick off small groups rather than attack them all at once"

...Pirates... Scourge of the Sellen... We should bloody the water...


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Sho nearly vibrates with tension at the opportunity to do battle.

"Well then, let us move with speed and bring hell to these butchers."


Female Orc

After a short discussion, the party decides to take out the skiffs.
mel grins. this is a good plan. We will cut off their retreat, and if we take one, and burn the others the pirates will be distracted from their atack on the tower and the ship

Her horse rears dramatically, and she says let's ride

And with he party takes off, galloping somewhat south, then turning east to place the copse between them and the skiffs.


Female Orc

On arriving, the party dismounts, and ties their mounts to some convenient trees. Slipping through the trees, you arrive at the treeline.

In front of you, 50 feet away, is the landing sight. It is dusk, and several figures stand near the boats.

+5 to dc if you lack low light or dark vision

perception dc 15:
there are seven figures. One is sitting near the boatfive of the others stand guard. One stands near the sitting figure

perception dc 20:
the standing figures are unnaturally still. The sitting figure is wearing a dark robe, and is holding a staff. He is talking

perception DC 25:
the woman sitting is saying go to the others and stand guard. Signify your understanding. and the figure bows, the goes to stand with his fellows. She drops a scroll to the ground.

know religion dc 17 and you made the top perception roll:
the standing figures are human and orc zombies


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

Per: 1d20 + 9 ⇒ (3) + 9 = 12

I see nothing


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Per: 1d20 + 10 ⇒ (19) + 10 = 29

The one sitting is a mage or priest. Sho whispers. I'll hold off the others.


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

Mage or priest? Oh dear we should knock her out first. Maybe take her captive so we can find out what is going on?


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

perception: 1d20 + 9 ⇒ (17) + 9 = 26

"Why do the guards stand so still? Incredible discipline, for pirates! The seated caster is definitely in command, though; I agree we should attempt to capture her." Fishing a tanglefoot bag from his pack and hefting it; "If we get a little closer, I may be able to slow her down?"

Criek will wait a few seconds for any objection, before trying to slink a little bit closer to narrow his range and get a headstart on his longer-legged companions. stealth, to move 10 feet closer: 1d20 + 10 ⇒ (15) + 10 = 25


Female Orc

perception: 1d20 + 8 ⇒ (5) + 8 = 13


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 will stay behind the bigger folk but try to remain sneaky about it.
Stealth: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Once Criek throws Sho will move closer to the standing guards preparing for a charge in the first round.


Female Orc

I'll work out a map soon.


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 + 10 ⇒ (7) + 10 = 17


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, Perception (no low-level sight / darkvision): 1d20 + 4 ⇒ (11) + 4 = 15

Sharae, peering through the gathering shadows, has to take Criek and Sho's word for what awaits them near the skiffs... Attempting to move closer, she walks silently...

Sharae, Stealth (with Armour Check Penalty): 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10


Female Orc

Surprise round
anody: 1d20 + 1 ⇒ (5) + 1 = 6

creik: 1d20 + 3 ⇒ (15) + 3 = 18

sharee: 1d20 + 2 ⇒ (12) + 2 = 14

ayla: 1d20 + 1 ⇒ (5) + 1 = 6

Sho: 1d20 + 3 ⇒ (12) + 3 = 15

Mel: 1d20 + 6 ⇒ (9) + 6 = 15

zombies: 1d20 + 1 ⇒ (5) + 1 = 6

human: 1d20 + 2 ⇒ (20) + 2 = 22

sorted
zombies
creik
ayla
sho
Mel
Human
Anody

surprise round, so everyone acts, the bad guys stand and take it.

FIGHT! (cue mortal combat music)


Female Orc

Mel steps five feet towards the bad guys, raises her crossbow and shoots the nearest zombie.

Hv xbow: 1d20 + 8 ⇒ (2) + 8 = 10

damage: 1d10 + 0 ⇒ (8) + 0 = 8

The crossbow bounces off the zombie.

Damn! says mel


Male Human (Tian-Min) Fighter 6 Hp 45/65 AC 24 , FF 19, T 13, CMD 21, Fort +10, Ref +9, Will +6, Initiative +4, Perception +11, Diplomacy +9, Sense Motive +10
Active Effects:
Blur 6mins, Heroism 1hr, Shield of Faith 5mins

Sho moves a full moves toward the zombies brandishing his naginata.


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

Criek continues trying to move closer to his target, moving quickly but trying to stay low.

stealth, -5 for full movement: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 15

to be clear, where I'm now standing is the woods that you said aren't actually there? but that big boulder is.


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 sticks close to Sho, ready to provide divine guidance as soon as melee is engaged... Softly she whispers to her new companion, "May Desna's luck be upon us"


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 uses her Nodachi when she charges

atk: 1d20 + 7 ⇒ (17) + 7 = 24
dam: 1d10 + 4 ⇒ (7) + 4 = 11


Female Orc
Ayla Noya Aiba wrote:

Ayla uses her Nodachi when she charges

[dice=atk]1d20+7
[dice=dam]1d10+4

Ayla this is a surprise round. You can only partial charge (30ft) which won't reach the enemy this round


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

Have people realized they are zombies yet? If so could they call it out so Anody knows and he can start a Naturalist performance?

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