DM Fflash's Iron Gods Campaign Reboot (Inactive)

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

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M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

"I vote for resting....rushing in less prepared is a dangerous proposition. He knows we are coming, why give him another advantage"


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon will change his vote to rest also to take advantage of his additional spells.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

"The Smilers attacked, just after you left Torch, we fought them as best we could, but so soon after the first attack, the guards were caught flat footed. Lots of people died. I saw Val get a bag put on her head, just before they put one on me. I heard lots of shuffling feet, some voices, and that is it. Once they tied me up, I saw a huge Orc leading Val off. The orc had a blade made of some tech, it had a bunch of teeth around the edge, like a saw."
Oskar lowers his gun.
If you guys want to wait, we can. I might be able to fix some of those guns for you, if you want.


OK, resting it is ... please post your memorized spells

In the morning, you gather together, Meyanda joining you after a prayer and a quiet moment with Dinaya where the priestess appears to be imparting some sort of advice to the android.

The purple-haired woman comes to join you taking the proffered blunderbuss and grenade launcher with a wry smile, "Let's do this."

You head back across town to the Arena to find a surprising sight. After you're almost shot by ratlings coming through the door, you find a massive barricade of junk built up near the stairs and the door into the Lords of Rust complex. In the eaves of the northern part of the Arena is a makeshift hospital where injured ratfolk lay moaning. Half a dozen small bodies are laid out on the southern side of the Arena, cloth strecthed across them.

The lead ratfolk, who you recall as Whitebeard from yesterday, approaches you, fatigue in his eyes, "Thought you might be back sooner rather than later ... repulsed a couple half-hearted Smiler attacks at the door, but there aren't many of them left in the city after you all broke Marrow's hold on them, so they're disorganizes and lacking motivation."

He sighs and looks over at the bodies, "Worse were the attacks fro m the compound. Under the cover of night, those little dark creepy f~&$ers oozed up out of the scrap and cut our sentries throats. Ya kill 'em and they explode in a flash of light, blinding the rest of us. Took a lot of unecessary collateral damage from poorly aimed weapons after that. They were led by this tall bastard, face wrapped up like the rest. Never seen 'im before. Used poisoned blades, hurt a bunch of our men ... may lose a few more before they day is up. Finally killed him," Whitebeard turns to his left and indicates a scorched expanse of flesh on his right side, "but the bastard exploded in fire, not light ... closing my eyes made it worse!"

"We'll keep holding as long as we can, but we cant handle another push like that from inside. Can hear them chanting inside ... if they send the Acolytes out, we have no magic to counter them with."


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Can Oskar use Knowledge (Dungeoneering) to figure out what kind of creature would explode in light or fire when they die?
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (20) + 9 = 29

umm, lads, have you ever heard of things that behave that way?


Male Human Mechanist/Savage Technologist Level 7

Kovax puts his hand on Whitebeard's shoulder, "I am sorry for your loses, we will stay down there today and end this one way or another, we have several vials of sooth which I understand has healing effects but also nasty side effects, if you want them, you are welcome to them."

"Once we come back out we might be able to get Dinvya to also heal your people, she won't come out of her home but she might be willing to help out if we are also there, we will check on that first thing"


Whitebeard declines the soothe,"Don't wanna turn into a Smiler!" thanks Kovax wearily and then heads back to his myriad of tasks.

Oskar racks his brain, but can't come up with an aberration or ooze or other such creature that would do as the ratfolk described. May just be a local tribe of something bizarre. Never can tell in Numeria. (Great roll, wrong Knowledge skill)


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon salutes Whitebeard. "Gorum will protect those who have fallen in battle. Thank you and your people for the sacrifice, sir."

He casts mage armor on himself.

"Can you open a way through the barricade for us?"

Spells:

. . 3rd—haste, haste, seek thoughts[APG] (DC 18), summon monster III
. . 2nd—create pit[APG] (DC 18), create pit[APG] (DC 18), detect thoughts (DC 17), summon monster II, summon monster II
. . 1st—color spray (DC 16), enlarge person (DC 16), grease, heightened awareness[ACG], mage armor, silent image (DC 16)
. . 0 (at will)—detect magic, light, prestidigitation, read magic


The ratfolk let you through the barricade and then close it behind you. You re-enter the room you previously did and this time the monitors merely show static. There is a soft, deep voice that whispers, "Mey ... and ... a..." before it peels off in a low, long chuckle. The static on the screen pulses with the words.

Searching around you find both sets of internal doors lead to separate stairs down into the complex ... dark and foreboding.

Actions?


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon casts a light spell on his wand tip and then motions to the stairs on the right. "Let's proceed with caution."

He listens a moment and then follows the others down.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Single file ... what's the new marching order with the additional party members?


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

"If I may, allow me to go first." Oskar readies his Musket. "I can see in the dark, and you are all tall enough to see over my head if necessary."


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Oscar, Kovax, Razorend, Ridic, Urgeon?


and then Meyanda?

-Posted with Wayfinder


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Yes, she can bring up the rear.


Male Human Mechanist/Savage Technologist Level 7

She might be better near Razorend, they have the closest bond, other than that it's a good order.

Also I am going to destroy any monitor we come across, clearly he can see us through it and interact with us I don't want to leave any eyes behind us


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

That order works for me, I think Meyanda in the rear is the better option. Not exactly a front line fighter

Ridic will follow Urgeon's lead


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Once we begin, I'll make routine perception checks. Listening at doors, and before moving around corners. Can i determine what the Floor/Ceiling/Walls are made of? If Stone, I get a bonus to detect traps and secret doors.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Knowledge(Eng): 1d20 + 9 ⇒ (17) + 9 = 26


You are inside a metal structure, the ceilings are a uniform 11 feet high and seamlessly curve into the walls and then again into the floor. They are made of glaucite. The party is familiar with the material from under Black Hill, Oskar would be familiar with it as a smith. It's a blend of iron and adamantine that is unique to the scrap material found all over Numeria. Lights are glowing panels on the ceiling that can be controlled by touching a small panel on the wall. Doors are also made of glaucite and are activated by touching a small panel next to the door. Those doors can be locked or unlocked with a colored keycard. The colors have a hierarchy, so a "higher" color can unlock "lower" colors but not the other way around. Currently the grey keycard is the "highest" color you have and the doors you've come across so far were locked grey. You have several brown, one black and one white as well (I believe)

Urgeon and Oskar listen closely and both here the shuffle of boots and some murmuring of some sort down below the stairs and out of sight. It's definitely speech, but you can't make out any words.

Kovax smashes all four monitors in the room, (min damage with an adamantine weapon is enough to destroy them with a single hit), however as he is striking the last of the four, Hellion's face flashes on the screen and exclaims in its deep voice, "Got you."

A jolt of energy passes through Kovax's chain and hits him like a brick sending him into a cloudy fog, slowing down his thinking.

Kovax takes the following
Int Damage: 1d6 ⇒ 1
Wis Damage: 1d6 ⇒ 2
Cha Damage: 1d6 ⇒ 5


Female Android Warpriest of Brigh 5 / Ranger 1 (HP: 38/49; AC: 16 (19 vs beams/rays); F: 8; R: 5; W: 7; Init: 6; Per: +14)

"Oh! I just remembered that Hellion can cast spells through the monitors. Literally, as that happened! Strange, why didn't I recall that before? It's as if some sort of curtain was lifted ..." Meyanda looks confused as she stares at Kovax and the shattered monitor.


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon nods at Meyanda, "We had best avoid the monitors then. Beware, there's something down there waiting for us - probably hostile. Let's move out."

He follows the others down.


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Razorend winces as Kovax withstands the monitor's feedback. "Meyanda, is there anything else you remember? Do you know what kind of minions Hellion keeps in this place? Or any of the Lords of Rust that may yet remain?"

Readied Maneuvers:

Flurry Strike, Offensive Roll, Fading Strike, Iron Fang, Brilliant Moon, Sight Piercing Fang


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Switching to Blunderbuss (pellet ammo) to Meyanda "can you think of anything else we should be aware of"


Male Human Mechanist/Savage Technologist Level 7

Kovax staggers after the feedback "ugh, remind me to use ranged weapons for those from now on..."

Can anyone assist with Damage?

I will get my stats updated as soon as I can


Female Android Warpriest of Brigh 5 / Ranger 1 (HP: 38/49; AC: 16 (19 vs beams/rays); F: 8; R: 5; W: 7; Init: 6; Per: +14)

"I remember some things, like below, where are headed is the primary temple to Hellion. We will likely run into Nalakai, my second when I ran the temple. Kulgara wasn't very religious, but I am certain she is running the mundane parts of the gang, probably using Draigs as muscle to support her. I wonder which of them speaks to Hellion. I know that I did it, but when he cut me off, I dont seem to be able to remember how or even what the area beyond Kulgara's chambers looked like. I can't recall any specific conversations with Hellion, but I am certain I had them. I remember his voice ..."

A soft chuckle from all around you accentuates her point, startling the former gang's leader.

-Posted with Wayfinder


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

To Meyanda "thank you lass. Let us know if anything else comes back to you." Oskar scratches his beard. "of the beings you just mentioned, who is the most dangerous?" He adds "I would rather not have to hurt anyone, do you think there is a way to get around them."


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

"Not hurt them?" Razorend grumbles. "If they are brainwashed slaves, we should try to take them prisoner. If not, they will receive as much mercy as Val's murder deserves." He flips his kukri up, end over end, catching it nimbly.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

"Aye, I was merely concerned with Meyandas feelings towards her one time associates." Oskar mumbles something about how strange tall folks are.


Female Android Warpriest of Brigh 5 / Ranger 1 (HP: 38/49; AC: 16 (19 vs beams/rays); F: 8; R: 5; W: 7; Init: 6; Per: +14)

"Kulgara by far, and you will want to.kill her, else she will hunt you down until the day she dies. She is the leader and she is malicious. The ettin, Draigs, follows her blindly, so you will likely have to out her down as well. As far as Hellion's faithful, they are fanatics. I know, I converted most of them. Be hard for them not to get in your way. I dont expect you to find a warm.welcome here."

-Posted with Wayfinder


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon nods grimly, "All who stand before us will be destroyed. Val will be avenged!"

He follows the others down the stairs.


Progressing down stairs, the party becomes more and more aware of the noise beyond the doors in the Temple as Meyanda puts it. She explains to you the layout before you enter.

For the sake of speed, I'm assuming you enter the door, but if you want to cast prep spells or use any potions or items, list those off before your first round action ... you had plenty of time and warning.

Oskar pushes open the door into a lively and hostile scene.

This large room is lit by tracks of glowing panels of light set in the ceiling, ten feet above. To the west, the room ends in a ragged wall of rubble, rock, and twisted metal, while to the east, a ten-foot-diameter circular platform sits on the ground before a pair of large doors. Rectangular panels of glass adorn the walls between crude paintings of a mechanical talon. "More monitors, Hellion is very aware of what happens in his Temple ... expect to deal with him as well." Meyanda told you before you entered.

The Temple's acolytes are lined up waiting for you, bucklers and spiked gauntlets ready, with a pair of scrapyard automotons in front of them. Behind the circular platform, a mailed half-orc stands with his hand raised, "Praise Hellion! Purge the maligned ones and capture our lost leader for reassimilation!"

Various images uploaded and map changed. Actions? Round 1 (BTW, this is quite the initiative modifier group ... dice suck, this go, but regardless)

Init: Urgeon, Hellion, Oskar, Ridic, Acolytes, Razorend, Nalakai, Kovax

Kovax Init: 1d20 + 7 ⇒ (1) + 7 = 8
Oskar Init: 1d20 + 7 ⇒ (10) + 7 = 17
Razorend Init: 1d20 + 7 ⇒ (5) + 7 = 12
Ridic Init: 1d20 ⇒ 17
Urgeon Init: 1d20 + 11 ⇒ (20) + 11 = 31
Scrapyard Robot Init: 1d20 - 1 ⇒ (14) - 1 = 13
Acolytes of Hellion Init: 1d20 ⇒ 17
Nalakai Init: 1d20 + 3 ⇒ (8) + 3 = 11
Hellion Init: 1d20 + 6 ⇒ (13) + 6 = 19


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon moves into the room and casts create pit under the scrapyard automotons and the two rear acolytes (red box) - DC18 reflex to jump to safety or fall 30'. Those on the pit edge have to make a +2 reflex save to avoid sliding in.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Oskar moves 25ft into the room and fires his Blunderbus at the acolytes in the front row.
First combat with you guys. Please point out, and hopefully forgive any mistakes...=)

To Hit (aprox 10ft): 1d20 + 7 ⇒ (3) + 7 = 101d8 + 1 ⇒ (1) + 1 = 2 15ft Cone
After attack, I'll use 'shot on the run' to take a 5ft step away from the Pit.
ACK!, these rolls


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

My targets and move destination are in green


Oskar Griesgram wrote:
Oskar moves 25ft into the room and fires his Blunderbus at the acolytes in the front row. First combat with you guys. Please point out, and hopefully forgive any mistakes...=) To Hit (aprox 10ft): 1d20 + 7 ⇒ (3) + 7 = 101d8 + 1 ⇒ (1) + 1 = 2 15ft Cone After attack, I'll use 'shot on the run' to take a 5ft step away from the Pit. ACK!, these rolls

With a blunderbuss, you roll to hit each person in the cone. Misfire rolls have to apply to all of them (i.e., a natural roll of a 1 or 2 for a bkunderbuss only misfired if you roll a 1 or 2 for every hit roll)

-Posted with Wayfinder


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Roger, I am guessing I can hit the front 3, maybe one in the back
to hit1: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 1 ⇒ (5) + 1 = 6
to hit2: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 1 ⇒ (6) + 1 = 7
to hit3: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 1 ⇒ (2) + 1 = 3Critconfirm: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 1 ⇒ (1) + 1 = 2
and possibly to hit4: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 1 ⇒ (8) + 1 = 9

Oh, so much better, but this first roll was first, so disregard any of the second set you wish


Oskar, of note, where you ended up you will still be adjacent to the pit and need to make a save with a bonus. Also, hope you're aware that normally you would draw a ton of attacks of opportunity but since you go before them they are flat footed. Don't know if you're just making a really good tactical choice or are lucky, so thought I'd point it out!


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

I'm going with lucky.
Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18


Male Human Mechanist/Savage Technologist Level 7

Kovax will Rage and move up and fire at the guy with the blue hand (Unless the to-hit is brutal from firing through the crowd, in which case he will fire at the closest acolyte that doesn't fall into the pit)

To hit - Touch AC - 1d20 + 14 ⇒ (20) + 14 = 34
Damage - 1d6 + 1 + 6 ⇒ (1) + 1 + 6 = 8
Confirm Crit Touch AC - 1d20 + 14 ⇒ (5) + 14 = 19
Total Damage - 1d6 + 1 + 6 + 8 ⇒ (2) + 1 + 6 + 8 = 17


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

I'm so late in the initiative order, I'm waiting to see what happens before posting my actions.


I'm back! It's on!

Temple of Hellion Round 1

Init: Urgeon, Hellion, Meyanda, Oskar, Ridic, Acolytes & Robots, Razorend, Nalakai, Kovax

Urgeon, always reacting with lightning fast reflexes explodes into the room and creates a pit below the robots and acolytes in front. They all fall into a tangle of metal and flesh into the hole.

The circular device explodes into action and a 9-foot tall red-skinned fiend springs forth in an explosion of purple and black smoke and fire. It floats above the circle spouting out in Hellion's bellowing voice. The fiend points a finger at Urgeon and the wizard feels his mind twist. (Make a DC15 Will Save or be confused next round). Meyanda freezes a moment at the voice, gathering herself and her holy symbol of Brigh, whispering quietly for a moment.

Speech here

Image added to Roll20 Journal

Oskar rolls into the room ignoring the speech and fires a blast of pellet, ripping through the three southern acolytes before he steps back narrowly avoiding slipping down the slant into the pit with the churning metal machines. (I changed your green box to show your affected area. Type in 15 foot cone pathfinder as a google search and you will get a template for the future.)

Ridic moves to the back of the room to get a view of what's going on. (He actually has a standard action if there is something you want him to cast)

Some of the acolytes swarm forward attacking Oskar and Ridic, one of them cracking the druid on the jaw with a sharp blow. Three hang back to duplicate spells that their deity just cast. (Oskar and Ridic also make DC15 Will saves or be confused next round)

In the pit, the two acolytes stand and heal each other. The robots are slow to get up but do so.

At Razorend for action, I moved Kovax back into the tunnel for now since he hasn't actedyet

The Dice:

Scrapyard Robot 1 Reflex Save: 1d20 ⇒ 13; Damage: 3d6 ⇒ (5, 6, 1) = 12
Scrapyard Robot 2 Reflex Save: 1d20 ⇒ 12; Damage: 3d6 ⇒ (6, 4, 4) = 14
Acolyte 1 Reflex Save: 1d20 ⇒ 12; Damage: 3d6 ⇒ (4, 5, 4) = 13
Acolyte 2 Reflex Save: 1d20 ⇒ 16; Damage: 3d6 ⇒ (2, 3, 1) = 6
Meyanda Init: 1d20 + 4 ⇒ (17) + 4 = 21
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Acolyte to hit vs Ridic: 1d20 + 2 ⇒ (9) + 2 = 11
Acolyte to hit vs Ridic: 1d20 + 2 ⇒ (20) + 2 = 22; Crit?: 1d20 + 2 ⇒ (1) + 2 = 3; no; Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Acolyte to hit vs Oskar: 1d20 + 2 ⇒ (9) + 2 = 11


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Will Save: 1d20 + 3 ⇒ (9) + 3 = 12 Save for Spell.
well, damn. I guess the rest of this doesn't happen...=(
Oskar drops the blunderbus and draws his War Axe
On his turn
Oskar swings at the Acolyte between him and Ridic. Moving if needed.
ToHit: 1d20 + 7 ⇒ (10) + 7 = 171d10 + 2 ⇒ (9) + 2 = 11 War Axe, one handed.


Maybe. Roll a d100 and reference the confusion table


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Will: 1d20 + 6 ⇒ (18) + 6 = 24

Note that anyone standing on the squares around the pit edge would have had to make a +2 reflex save to avoid sliding in also.


At the end of their turn


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Confusion: 1d100 ⇒ 65
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
Damage: 1d8 + 2 ⇒ (7) + 2 = 9 to self.
Bah, purple armchair frog!


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Razorend rushes into the room, placing himself between the acolytes and Urgeon. He slashes his kukri at one acolyte's brow, causing blood to flow into his eyes.

Sight Piercing Fang: 1d20 + 10 ⇒ (9) + 10 = 19; Damage: 1d4 + 5 + 2d6 ⇒ (3) + 5 + (2, 6) = 16 plus DC 16 Ref save or blinded for 1 minute.


Male Human Mechanist/Savage Technologist Level 7

Kovax will 5' and attack the cultist on Razorend with his chain

To Hit - 1d20 + 12 ⇒ (10) + 12 = 22
Damage - 1d10 + 6 ⇒ (9) + 6 = 15


Temple of Hellion Round 1 (cont)

Init: Urgeon, Hellion, Meyanda, Oskar, Ridic, Acolytes & Robots, Razorend, Nalakai, Kovax

Razorend slips forward and slashes out at the cultist's brow intending to blind him but gouging into the man's skull and throwing blood several feet. He collapses with a groan.

The half-orc in the back reacts to Razorend's sudden presence calling out to Hellion to paralyze his foe. Hellion chuckles and nods. The android feels a paralysis settle on his limbs. (Will Save DC14 or be held)

Kovax's chain lashes out and he fells another acolyte next to Razorend.

Top of the order: Urgeon


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Will save: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26

Boosted by his constructed nature, Razorend easily shrugs off the magic.

On his action, unless the situation changes drastically...

Razorend takes a step towards the half-orc, fading into shadow halfway into the motion and reappearing right beside the pseudo-priest. He lashes out with his kukri.

Fading Strike: 1d20 + 9 ⇒ (14) + 9 = 23; Damage: 1d4 + 5 ⇒ (4) + 5 = 9

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