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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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 that Sho is going to chase down the necromancer, Sharae runs to catch up with him... with a knowing smile, she touches the flat edge of his weapon - instantly, it starts to burn with a radiant, pure light...

Sharae cast Light on Sho's weapon... Hopefully that'll do something about that pesky darkness!


Female Orc

ayla, the zombies are destroyed, necromancer is hiding in a darkness spell. Want to redo turn? Oh FYI, there are five 12 man boats here, as this was the raids landing place.


Female Orc

Botting Ayla
Ayla moves to the floating hand and attacks it (rolls above). Her blows are ineffective.


Female Orc

The ghostly hand vanishes, and reappears next to 1d2 ⇒ 1 Sho.

spectral hand: 1d20 + 13 ⇒ (2) + 13 = 15 Touch attack

damage: 5d6 ⇒ (4, 2, 3, 3, 6) = 18

Electricity flashes and crackles all over Sho, but his stoicism means he only hisses once in pain.


Female Orc

Party is 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

to clarify: is the necro in "darkness", per spell of that name, in which case "Creatures with darkvision can see in an area of dim light or darkness without penalty"? Or is it a "deeper darkness" spell or similar, which my darkvision can't penetrate?


Female Orc

To clarify,the 2nd level spell. Dark vision persons can see a shadowy figure. Miss chance (20%) applies.


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 squints into the gloom, picking out the necromancer's form and winding up to lob a tanglefoot bag at her --

tanglefoot bag -- ranged touch, point blank, one increment: 1d20 + 7 + 1 - 2 ⇒ (16) + 7 + 1 - 2 = 22
miss chance, 1-20%: 1d100 ⇒ 36

assuming a hit, she's entangled: -2 attack, -4 Dex, half movement speed, and spellcasting requires DC 15 + spell level concentration check.
DC 15 Reflex save or be glued to the ground.
entangled lasts for this many roudns: 2d4 ⇒ (1, 2) = 3

Realizing he's made himself visible again, and a target, Criek scurries back behind the boulder.


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 could you call out where she is?


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 quickly and with purpose towards the darkness, aiming for where Criek threw the tanglefoot.

"Come out, come out, where-ever you are.... That is how you say it right?"


Female Orc

hmmm
1d100 ⇒ 85

Sho quickly and purposely strides into the darkness. Then there is a loud thud , followed by a few words in tien that don't sound like commentary on the weather.

ouchie: 1d3 ⇒ 3 damage to sho

sho:
well, that hurt. Sho seems to have hit something hard and large and wooden. Maybe a boat?


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

Ayla has darkvision as well. She should be able to help hit the necromancer


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 goes after the caster with her Nodachi

atk: 1d20 + 7 ⇒ (8) + 7 = 15
dam: 1d10 + 4 ⇒ (10) + 4 = 14


Female Orc

Ayla charges the necromancer, striking with her nodachi (+2 to hit, -2 to AC)
miss chance 20%: 1d100 ⇒ 2

but misjudges her position and misses.


Female Orc

mel reloads her crossbow


Female Orc

sharae to act, then a new round

notes for the map. I have removed the darkness circle, but it is still there, centred on the necromancer, approximately. I have added in some boats, all mostly covered by the darkness.


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

Moving, much as she’d rather not, towards the darkness… Sharae moves to a position where she can support Sho with Desna’s guidance through the darkness…

Sharae, Double Move – can’t update map right now will do so when at home.


Female Orc

reflex: 1d20 + 6 ⇒ (12) + 6 = 18


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 will stop and listen to ascertain where the necromancer is the next time she casts.

Move Action
Perception: 1d20 + 10 ⇒ (5) + 10 = 15

When or if he detects her he will move cautiously adjacent.


Female Orc

The necromancer casts a spell, and the spectral hand shifts to deliver the attack.
no aoo, due to concealment

The spectral hand appears in front of sho, but he does not see the hand attack.

touch: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22

negative energy: 2d6 ⇒ (4, 3) = 7

Sho gasps, as he feels a sharp pain in his chest, and is staggered.

Sho does however locate the rough location of the parties foe. He starts to move to her.


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

Not sure whether the players are up, I guess so if the necromancer acted?

Sharae, unsure as to what to do, prepares to throw a starknife if the necromancer moves back into the light...

Sharae, Readied Action, Starknife vs Necromancer

...I hope Ayla and our new friends have got this...


Female Orc

Sorry, my post failed.

Party is 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 continues her attack with the Nodachi

Miss Chance (Lower 20% = fail): 1d100 ⇒ 2

Crap, and I got a crit....

What is with this necromancer...

atk: 1d20 + 7 ⇒ (20) + 7 = 27
dam: 1d10 + 4 ⇒ (10) + 4 = 14


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 takes a look over his shoulder, towards the larger battle to the north, to see if the party's assault has been noticed --

percept: 1d20 + 9 ⇒ (14) + 9 = 23

-- before stepping out from behind the boulder to take a shot at the necromancer:

longbow attack: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 b/c miss chance and bombing into melee don't go well together...
miss chance: 1d100 ⇒ 15
damage: 1d6 ⇒ 6


Female Orc

Criek notes that no one else seems to have noticed the battle yet.

But his arrow misses


Female Orc

waiting on Anody. I will bot him tomorrow if no 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

Sorry for the delay guys. Nothing really for Anody to do at this point.

Anody tries to figure out how much longer the darkness might last for but takes no other action.

SpellCraft: 1d20 + 10 ⇒ (16) + 10 = 26


Female Orc

The necromancer winced. This was not going well. She could fight, and could possibly triumph, but it would be hard, and hey, she might lose. Should she use her ace in the hole? No now was not the time. Time to go. She had other duties.

Stepping back, she then chants a spell.

spellcraft DC19:
Dimension door

A few steps in the dark later and both Ayla and Sho realize that the fight is over.

Actions? Note, the darkness spell still persists.


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 steps out of the darkness and looks towards Sharae.

"Sharae would it be faster to walk to the keep or to take one of these small boats."

Depending on Sharaes answer Sho will either help to ready a boat of start jogging to the keep.


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, that's another one of our powerful foes that we have let escape. I do hope this doesn't cause us problems later. Anody says fiddling with his glasses. We need to get to the boats, they seem to need our help.


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

She made her save against being stuck to the ground, but is still entangled, so casting is going to require a Concentration check, DC 15 + spell level = 19.


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

"Without being familiar with those boats Sho? I'm not sure it would be quicker in one of them... It would give us the element of surprise though".

Sharae, in stark contrast with her background, doesn't have any levels invested in Profession (Sailor)!!! So, depending on whether the GM handwaves it, or calls for Skill Checks, there's every chance Sharae could sail us in the wrong direction... Or even sink the boat!!!


Female Orc

Mel says, i can use a boat. If i an see it. Should we wreak the rest?

she neutralised the tanglefoot bag somehow


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

Whatever gets us to the boat under attack the fastest I think Anody says.


Female Orc

craft alchemy DC15 and Darkvision:
the remains of the tanglefoot bag look burned. Nearby is an empty vial. Careful sniffing reveals acid.

survival DC 12 and Darkvision:
On the ground near the vial are small clawed foot prints. Odd, they seem to be from a tiny bipedal creature.


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

survival: 1d20 + 5 ⇒ (13) + 5 = 18

"Looks like they had a little friend give a hand."


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 Ayla can see in the dark I believe so she can guide us to the boat and point us out of this damned Darkness. If that's the fastest way to go.


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 guides them all out of the darkness, so they can see.

The Spell 'Darkness' has I believe a 20ft radius.


Female Orc

Ayla, yes you are correct. So, OK. you are walking, not stealing a boat?


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

We'll get a boat, when the spell breaks, in less then a few minutes.
Don't want the navigator to be blind.


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 agrees with Mel -- "If there's a way we can quickly disable the skiffs, that keeps the pirates from striking again somewhere else...though it means we're stuck with them?"

know (engineering) if applicable to disabling a boat: 1d20 + 12 ⇒ (14) + 12 = 26

Examining where teh necromancer stood --
craft (alchemy): 1d20 + 13 ⇒ (17) + 13 = 30
survival: 1d20 + 5 ⇒ (15) + 5 = 20

"Looks like she burned herself free with acid -- or some critter did? Her familiar, perhaps?"


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 looks around once more for more enemies, then slides his naginata thru loops on his back.

"Well then lets get this done before that foul woman comes back with 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

Sharae, measuring up the boat in her mind - assessing how it will lie in the water and, more importantly, whether it's large enough - follows Sho...


Female Orc

the boats can be burned, or chopped. You could also push them out into tge current to drift away. Or a combination of the above
Once the darkness fades, you see a campfire, and five skifts. There is also in the skiffs supplies, such as food, water, rope.


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

"Push the other boats into the Sellen - burning them will only draw attention to us and, maybe once all of this is done, whoever lives here can make use of the vessels", not waiting for the agreement of her friends, Sharae is already wading waist deep - pushing the first boat into the current...


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 will move to assist Sharae.

"Which one will we keep to move to the boat?"


Female Orc

Choosing one of the skiffs, and letting the others drift in the current the party proceeds. The abandoned skiffs slowly vanish south as the party heads north.

Items on this skiff.
50 ft of hemp rope
A water barrel
A grapple hook
About ten days of rations
2 alchemist fire flasks, obviously not noticed when the bad guys left the boat.

Other things of interest
When someone touches the rudder, it faintly glows as inscribed runes light up. A detect magic and examination reveals that the rudder is a magic item

magic item:

Rudder of gainful travel
When grasped this item aids the use a skiff
+3 to prof sailor rolls if equipped on a skiff to all on board
+ 30ft movement for 5 minutes per day, can be taken in one minute allotments.
craft req:summon monster 1, skill focus prof sailor feat, Level 5


Female Orc

You set out up river.
As the party moves closer to the beleaguered fort, more details emerge. It looks as if the tower and boat are being pressured but that most of the bandits are looting. A few leaders seem to be trying to rally them against either the tower or ship, but are having problems. The raiders seem to be orcs, halforcs, humans and goblins (the later are busy setting fires, and singing. badly)

perception DC 15:
The leaders seem to be a human fighter type, facing the ship, and an orc shaman type facing the tower. There are two ogres, one with each leader. Ten orcs and a few goblins are with the orc, fifteen warriors are near the ship. The ship is secured by two hawsers which the sailors cannot reach.

perception DC 20:
The human leader is using a bow, but has a halbard over his shoulder. The ogre near him looks...green.
know local DC 15 and you made the above roll:
it is a merrow, an aquatic ogre

Perception DC 25:
The ogre near the orc shaman is a zombie of some type.


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 ⇒ (15) + 9 = 24

Oohh Aid please


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 ⇒ (20) + 10 = 30 Crit success

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