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


2,451 to 2,500 of 2,963 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>

Female Orc

no one has said specifically, but let's assume you all 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

Take 10 for Kn:religion 19. What info can that get me?

Surprise Round

Oh, my word, zombies? That must mean the woman in the center is a necromancer. Positive Energy Harms the Undead!

gain a +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster


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

zombies: criek doesn't have any ranks in know(religion), so couldn't even try the DC17 check. ...but now that you've called it out, he knows!

Criek pauses a beat at Anody's words from behind him. Ne...necromancer? Pharasma protect my soul!


Female Orc

anody, see post above. It has being modified due to range so you succeeded by 2


Female Orc

initiative

zombies
creik
ayla
sho
Mel
Human
Anody

The zombies explode into action racing to engage the party, moving with surprising speed and grace.

anody:
these are fast zombies, very dangerous

slam: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 charge on Ayla

slam: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 charge on Ayla

slam: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 charge on creik


Female Orc

The two zombies on ayla miss badly, but creik gets hit hard.

damage on creik: 1d6 + 5 ⇒ (6) + 5 = 11

Ayla gets an AOO on the zombie above her. I will use the above attack

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

the zombie reels a bit as her nodachi ripps a chunk out of its flesh, but rights itself without expression


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

As the zombies pounce on him, Criek aborts his approach, trying to dive back out of their reach --
acrobatics: 1d20 + 5 ⇒ (13) + 5 = 18 vs their CMD to avoid AOOs

He targets the nearer one with a bomb:
fire bomb, ranged touch, point-blank, with inspiration: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
fire damage: 3d6 + 4 ⇒ (2, 6, 3) + 4 = 15splash 7 on the other, DC16 reflex for half


Female Orc

reflex: 1d20 + 2 ⇒ (12) + 2 = 14

creik, is the dc for your bombs right? I would have thought that it would be higher.


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 isn't on the sorted initiative order but I think she is up at the same time as Criek, etc

Raising her butterfly symbol into the morning sun, Sharae calls down the judgement of Desna upon the animated corpses, "Your journey, enslaved though you may be, ends today"... Light seems to pulse from her holy symbol before washing over the undead horde.

Sharae, Channel Energy (30ft radius) for 3d6 ⇒ (6, 6, 1) = 13 damage to Zombies - DC14 Will Save for Half Damage


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 5 foot steps toward the river to get in range of both zombies. If one above Ayla dies from channel then both attacks will be on one below Ayla.

Attack: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 5 ⇒ (4) + 5 = 9
Slashing
Off-Hand: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 4 ⇒ (1) + 4 = 5
Bludgeoning

"Die monsters."

Forgot the bonus from Criek but that should hit handily anyway


Female Orc
Sharae of the River wrote:

Sharae isn't on the sorted initiative order but I think she is up at the same time as Criek, etc

Raising her butterfly symbol into the morning sun, Sharae calls down the judgement of Desna upon the animated corpses, "Your journey, enslaved though you may be, ends today"... Light seems to pulse from her holy symbol before washing over the undead horde.

Sharae, Channel Energy (30ft radius) for 3d6 damage to Zombies - DC14 Will Save for Half Damage

opps, sorry I will correct that


Female Orc

OK, have buggered up a bit. This is the correct initiative. Sorry for the inconvenience. As I have started wrong, we will keep what has happened, and continue as below from now, except in this round the zombies have already acted.

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
human
creik
Sho
Mel
Sharee
anody
ayla
zombies


Female Orc

The human female stands and draws a wand with great speed, then casts a spell. A disembodied, green hand appears beside her.

spellcraft DC17 + 1/10 feet:
spectral hand spell

1d4 ⇒ 2


Female Orc

resist channeling
will: 1d20 + 9 ⇒ (17) + 9 = 26

will: 1d20 + 9 ⇒ (10) + 9 = 19

will: 1d20 + 9 ⇒ (10) + 9 = 19

will: 1d20 + 9 ⇒ (19) + 9 = 28

will: 1d20 + 9 ⇒ (19) + 9 = 28

will: 1d20 + 9 ⇒ (1) + 9 = 10

dodging bombs
reflex: 1d20 + 2 ⇒ (11) + 2 = 13


Female Orc

Calling on her goddess, sharae brings forth a wave of life energy, that washes over the undead. However many of them resist much of its effect due to the inate power of their evil.

between ayla, sharae and sho one of the zombies falls, the black ichor spurting from its body in a disgusting display.

Sho hits another, and criek hurls a bomb that covers two in flames

zombies AC 13 T 11
1 - dead
2 - 19
3 - 13
4 - 6
5 - 15
6 - 13

necromancer - 0


Female Orc

anody to act, then round 2


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

DC for bombs is 10 + 1/2 level + Int bonus => 10 + 2 + 4 => 16. But I can increase it if you want. ;)

spellcraft vs DC 17 + 70 feet: 1d20 + 8 ⇒ (11) + 8 = 19 Distracted by the zombies in front of him, Criek doesn't notice the necromancer's action.


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. These are fast zombies, much more dangerous than regular zombies. Anody moves to stand next to both Sharae and Mel and casts Grease to catch the two zombies going after Criek and the zombie standing just east of Ayla.

DC 14 reflex save
+2 to attack rolls and AC and saving throws still up!


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 attacks with her Nodachi

atk: 1d20 + 7 ⇒ (8) + 7 = 15
dam: 1d10 + 4 ⇒ (3) + 4 = 7


Female Orc

The zombie reels somewhat to ayla's blow

The necromancer smiles, Ah, more volunteers for experimentation. Excellent

and casts a spell. The ghostly hand beside her vanishes, and appears next to Sharae, and attempts to grasp her.

touch: 1d20 + 10 ⇒ (11) + 10 = 21

The hand clasps sharae, and sickening power flows through it.

Fort save, DC 19, Sharae.
effect: Ghoul touch. Paralyzed 1d6 + 2 ⇒ (2) + 2 = 4 rounds and exude stench. save negates


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 grimaces at the piles of rotting flesh as he hacks into them.
He strikes the zombie directly below Ayla and if he kills it steps over its corpse to attack the zombie directly next to it.

Main: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 281d8 + 5 ⇒ (3) + 5 = 8
Off-Hand: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 141d6 + 4 ⇒ (1) + 4 = 5


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, Fortitude Save vs Ghoul Touch: 1d20 + 5 ⇒ (8) + 5 = 13, Save Failed

Unable to move away in time, Sharae freezes as the corrupting hand touches her…

GM – how long is the Paralysis? Do I get a save each 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

Maybe no need.

Noticing the ghastly hand grip Sharae and seeing the cleric go slack Anody immediately ceases his lecture on Ghouls with And of course, one must remember to presevere

Casting Saving Finale as immediate action. Sharae can reroll save. Performance ceases but is still up for two more rounds due to Lingering Performance Feat


Female Orc
Sharae of the River wrote:

Sharae, Fortitude Save vs Ghoul Touch: 1d20+5, Save Failed

Unable to move away in time, Sharae freezes as the corrupting hand touches her…

GM – how long is the Paralysis? Do I get a save each round?

4 rounds, as noted above. No further saves...for you

Sharae freezes, and then a terrible stench exudes from her.

Everyone one within ten feet, undead excepted, makeca DC 19 fort save or be sickened. If you kove within ten feet of sharae in the next four rounds, you must save.

The necromancer laughs.


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 cast an immediate action Saving Finale. Sharae can roll again!


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, Second Attempt to Save: 1d20 + 5 ⇒ (20) + 5 = 25.... BOOOOM!!! I'm back... I think the Save negates the Stench as well (also, apologies GM, I didn't see the duration - I read it as damage!!!)

Once more, Sharae holds her symbol aloft...

Sharae, Channel Energy: 3d6 ⇒ (2, 5, 6) = 13, Will Save DC14 for Half Damage.


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

Also what was the result of Anody's Grease?


Female Orc

grumble, grumble, damn bards, gristle, gristle

Reflex: 1d20 + 2 ⇒ (12) + 2 = 14

Reflex: 1d20 + 2 ⇒ (17) + 2 = 19

Hoth zombies stagger a moment, but keep to their feet.

The necromancer curses as anody action assists sharae.

1d20 + 11 ⇒ (4) + 11 = 15


Female Orc

Channelng saves
will: 1d20 + 9 ⇒ (9) + 9 = 18

will: 1d20 + 9 ⇒ (1) + 9 = 10

will: 1d20 + 9 ⇒ (5) + 9 = 14

will: 1d20 + 9 ⇒ (6) + 9 = 15

will: 1d20 + 9 ⇒ (16) + 9 = 25

will: 1d20 + 9 ⇒ (2) + 9 = 11


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

Just checking was there any results from Sho trying to butcher some meat bags?


Female Orc

sorry i will update tomorrow


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

round 2 -- think i'm the only one who hasn't acted?

Criek darts for the large rock, trying to use it as cover against the necromancer's spells while closing his range to her -- and hoping his companions can keep the zombies occupied. double move


Female Orc

Sho strikes with rapid precision, taking down a zombie.

zombies AC 13 T 11 
1 - dead 
2 - dead
3 - 19
4 - 12
5 - dead
6 - dead

necromancer - 0


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

Who's up?


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

it looks like Mel has yet to act in round 2, then zombies, and back to the top?


Female Orc

sorry going slow here, lots of stuff going on.


Female Orc

The zombies, flesh burning off them as sharae's holy energy fries them, attack.

zombie on creik: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21

damage: 1d6 + 5 ⇒ (6) + 5 = 11

zombie on Ayla: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
zombie on Ayla: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

damage: 1d6 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 5 ⇒ (1) + 5 = 6


Female Orc

Mel, seeing the zombies are in hand, moves after the necromancer (double move)


Female Orc

Sorted initiative
human
creik
Sho
Mel
Sharee
anody
ayla
zombies

The Necromancer sighs
bother! I'm going to have to find new zombies now.
She casts a spell, plunging the area around her into darkness

Mel says an unladylike word.
Can any of you dispel this? while changing course to help creik.

kukri: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27 charge, power attack, bardsong

kukri: 1d6 + 5 + 4 + 2 ⇒ (4) + 5 + 4 + 2 = 15

With one powerful slice, she decapitates the zombie, a fountain of gore covering the area.

Ick!


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 attacks the last zombie near Ayla to clear the way to the necromancer.

Main Hand: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 5 ⇒ (4) + 5 = 9
Off Hand: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 4 ⇒ (4) + 4 = 8


Female Orc

The last zombie collapses. The way to the necromancer is clear, except for that inky black darkness.


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

How does Glitterdust interact with Darkness. Google provides a lot of debate but no consensus


Female Orc

I'm going to rule it has no effect. It is not a strong light effect imo. The darkness smothers 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

Oh dear. I don't think I have anything for that myself. Anody says twiddling with his glasses nervously. She's quite powerful

Anody raises his crossbow and fires at where he last saw the sorceress

Crossbow: 1d6 + 6 ⇒ (3) + 6 = 91d6 ⇒ 2
Conceal higher is better: 1d100 ⇒ 78


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

Mel cut down the one standing behind me, right, so I'm clear of zombos?

Criek gags as Mel's slice showers him in gore, then peeks around the boulder to see the cloud of darkness. "Oh, bother. Well, I suppose two can play at that game?"

He pulls an extract -- invisibility -- and downs it, fading from sight, and moves towards the cloud, hoping to get in range for when the necromancer becomes visible again.


Female Orc

Anody's crossbow strikes a boat, (she has moved from that square), and creik fades from view


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, maybe we should, burn the boat? That will at least trap her here somewhere.


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

"Aren't we using that boat to get to the keep and help there?"


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 continues with her Nodachi

atk: 1d20 + 7 ⇒ (20) + 7 = 27Crit
dam: 1d10 + 4 ⇒ (3) + 4 = 7

crit: 1d20 + 7 ⇒ (7) + 7 = 14??
dam: 1d10 + 4 ⇒ (2) + 4 = 6


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 could have gone to fort or boat without dealing with the straggler skiff so I'm pretty sure we don't need the skiff for anything

1 to 50 of 2,963 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Chillblame's iron gods game All Messageboards

Want to post a reply? Sign in.