Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

The map is very helpful, thank you.

Argug grips tightly to his axe, just in case, but seeing as he has two enemies near him, leaps up, and split-kicks both skeletons at the same time like a green skinned Jet Li.

Attack +7, Power Attack -1, Flurry -2
Damage 1d6+5, Power Attack +2

Attack Skeleton 1: 1d20 + 4 ⇒ (5) + 4 = 9
Damage Skeleton 1: 1d6 + 7 ⇒ (6) + 7 = 13

Attack Skeleton 2: 1d20 + 4 ⇒ (14) + 4 = 18
Damage Skeleton 2: 1d6 + 7 ⇒ (1) + 7 = 8


One of the skeletons beside Astra catches Chakos greataxe with two of its claws. It moves its face close to the half elf and opens its mouth in a growl. No sound escapes its mouth.

A light magical glow surrounds Elizabeth as she backs away from her skeleton.

The first skeleton knocks aside Argug's kick with one of its four hands. The second skeleton catches the orc's foot in his face and shatters into pieces on the desert sand.

Six skeletons left. Sneek and Astra have an action.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Kasatha? Astra quirks an eyebrow at the word coming out of Chakos' mouth, but she has no more time to process that as the skeletons start to haul themselves up from the sands, surprising and startling the young woman. Fortunately she has her club ready in her hand, and glancing around at the situation and who is being threatened, she will make her first priority the protection of Elizabeth. Taking a five foot step to the northwest, she will hopefully block the kasatha skeleton from following after the wizard's retreat, after which she swings her club at the skeleton west of her, but misses disastrously.

Attack: 1d20 + 1 ⇒ (3) + 1 = 4


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Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

After the initial shock of seeing skeletal remains come to live. 1 encounter with undead. Sneek his battle instincts kick in.

Intelligence: 1d20 + 1 ⇒ (17) + 1 = 18

Realizing that his rapier won’t have much effect he drops it and grabs his light mace. Taking one step to flank the skeleton with Argug he takes a swing at it.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Attack: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Damage: 1d6 ⇒ 3


Sneek smashes his light mace into the ribs of the skeleton and breaks the creatures spine. It crumbles to the ground, claws scraping at the air.

The kasatha skeletons move and strike with an animalistic frenzy. Their claws move as though they are drowning. Their fingers seek life.

One moves adjacent to Elizabeth. One moves adjacent to Chakos. One moves adjacent to Sneek. Two move adjacent to Astra. None of them are flanking.

Attacks, because there are a lot...:

Claw Astra: 1d20 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (1) + 1 = 2
Claw Astra: 1d20 + 1 ⇒ (12) + 1 = 131d4 + 1 ⇒ (1) + 1 = 2
Claw Astra: 1d20 + 1 ⇒ (19) + 1 = 201d4 + 1 ⇒ (1) + 1 = 2
Claw Astra: 1d20 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (2) + 1 = 3

Claw Astra 2: 1d20 + 1 ⇒ (16) + 1 = 171d4 + 1 ⇒ (2) + 1 = 3
Claw Astra 2: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (1) + 1 = 2
Claw Astra 2: 1d20 + 1 ⇒ (13) + 1 = 141d4 + 1 ⇒ (3) + 1 = 4
Claw Astra 2: 1d20 + 1 ⇒ (16) + 1 = 171d4 + 1 ⇒ (3) + 1 = 4

Claw Chakos: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (1) + 1 = 2
Claw Chakos: 1d20 + 1 ⇒ (9) + 1 = 101d4 + 1 ⇒ (3) + 1 = 4
Claw Chakos: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (1) + 1 = 2
Claw Chakos: 1d20 + 1 ⇒ (11) + 1 = 121d4 + 1 ⇒ (2) + 1 = 3

Claw Elizabeth: 1d20 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (4) + 1 = 5
Claw Elizabeth: 1d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (1) + 1 = 2
Claw Elizabeth: 1d20 + 1 ⇒ (19) + 1 = 201d4 + 1 ⇒ (1) + 1 = 2
Claw Elizabeth: 1d20 + 1 ⇒ (16) + 1 = 171d4 + 1 ⇒ (3) + 1 = 4

Claw Sneek: 1d20 + 1 ⇒ (10) + 1 = 111d4 + 1 ⇒ (3) + 1 = 4
Claw Sneek: 1d20 + 1 ⇒ (20) + 1 = 211d4 + 1 ⇒ (1) + 1 = 2
Claw Sneek: 1d20 + 1 ⇒ (7) + 1 = 81d4 + 1 ⇒ (2) + 1 = 3
Claw Sneek: 1d20 + 1 ⇒ (7) + 1 = 81d4 + 1 ⇒ (4) + 1 = 5

Summary of Attacks:

Crit confirmation Astra: 1d20 + 1 ⇒ (12) + 1 = 131d4 + 1 ⇒ (4) + 1 = 5
Crit confirmation Elizabeth: 1d20 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (4) + 1 = 5

Astra takes 9 damage.
Chakos takes 0 damage.
Elizabeth takes 6 damage.
Sneek takes 2 damage.

Everyone's turn. Five skeletons remaining. One adjacent to everyone but Argug. Two are adjacent to Astra.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Attack the same one as last round:

Greataxe: 1d20 + 3 ⇒ (13) + 3 = 16
Greataxe Damage: 1d12 + 3 ⇒ (7) + 3 = 10


Female Human

HP 10/16
AC 15/15/14
Effects
Hand of Apprentice:6/7

Liz shouts in pain as she is clawed at. 5' stepping to the east again, she sends a Magic Missle shooting at the one that clawed her.

Magic Missle!: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

sneek, did you take the 5hp of healing before?


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug moves in to flank the skeleton that is SE of Astra, giving it a spinning kick to the head, seeing as that was previously effective on these creatures.

Move 3 squares S, 1 square SW, 2 squares W
Attack +7, Power Attack -1, Flanking +2
Damage 1d6+5, Power Attack +2

Unarmed Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Unarmed Damge: 1d6 + 7 ⇒ (5) + 7 = 12


Chakos slams one of the kasatha to the ground. It breaks in half and becomes submerged in the sands.

Elizabeth fires a colorful bolt of magic at the kasatha skeleton near her. It raises a claw to stop the bolt, but the energy knocks the skeletons arm away. It remains standing.

Argug's spinning kick knocks the skeleton's head into the ridge to the North. Once its head is removed, the kasatha crumples to the ground.

Astra and Sneek have an action. There are three skeletons left, one is missing an arm near Elizabeth, one is adjacent to Astra and the last one is adjacent to Sneek.


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Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"Arrgh!", Astra cries out as several claws rake at her, doing a significant amount of damage, ripping some gashes into her armor and some blood starting to drench her midsection. She clutches at her side, and stumbles back a little bit, taking another five foot step toward the skeleton that is missing an arm, and swings her club wildly at it, trying to get Elizabeth safe.

Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 ⇒ 5 Bludgeoning


Astra's club smashes in the skeleton's face and knocks its head off its spinal cord. The skeleton collapses in a heap of bones and sand. You notice its eyes no longer green, instead, the kasatha undead next to Sneek has glowing eyes.

Sneek's turn. Two skeletons left. One is near Astra, and the other is adjacent to Sneek.


Will wait a little bit longer, then skip Sneek's turn.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Thank for waiting. Sneek swings his mace right between the glowing green eyes of his attacker.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

He only cracks the skull and takes up a defensive position for the soon to come storm of claws.


The skeleton near Astra moves closer to her.

Skeletal claws strike out at seemingly in all directions at Sneek and Astra.

Attacks:

Claw Astra: 1d20 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (3) + 1 = 4
Claw Astra: 1d20 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (4) + 1 = 5
Claw Astra: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (3) + 1 = 4
Claw Astra: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (2) + 1 = 3

Claw Sneek: 1d20 + 1 ⇒ (20) + 1 = 211d4 + 1 ⇒ (2) + 1 = 3
Claw Sneek: 1d20 + 1 ⇒ (10) + 1 = 111d4 + 1 ⇒ (3) + 1 = 4
Claw Sneek: 1d20 + 1 ⇒ (12) + 1 = 131d4 + 1 ⇒ (4) + 1 = 5
Claw Sneek: 1d20 + 1 ⇒ (16) + 1 = 171d4 + 1 ⇒ (4) + 1 = 5

Summary of Attacks:

Crit Confirm Sneek: 1d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (4) + 1 = 5

Astra takes 0 damage.
Sneek takes 3 damage.

The skeletons's draw blood, scraping wounds on Sneek.


Sneek's AC seems kind of high. Can you give me a breakdown?

Everyone's turn again. Skeletons adjacent to Astra and Sneek.


Female Human

HP 10/16
AC 15/15/14
Effects
Hand of Apprentice:6/7

Liz sends her club flying out via Hand of the Apprentice at the one menacing Astra

Hand,Club,Fire into melee: 1d20 ⇒ 3 Derf derf

We need to see if we can get things like holy water and alchemist's fire!


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Can we get an updated map? I'm trying to figure if I can 5' and flurry the one by Astra, or if I have a straight line with no allies in the way to charge the one by Sneek, or if I can safely move in to flank either of them.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

10+4+1+4+1=20 chain shirt, buckler, dex and size


No updated map... You may do any of those things, but charging won't allow you to flank Sneek's skeleton. Probably. I don't think a brawler would be thinking "well if I can charge that one, I get a +1 to attack..." Haha.

Okay, just checking, Sneek.

Elizabeth's club flies towards the skeleton but loses momentum and taps the offender in the face.

Sneek, Argug, Astra and Chakos have turns.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra makes a swing at the skeleton attacking her.

Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d6 ⇒ 4


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Every little bit helps. Who says a brawler can't fight in a cunning manner? I literally have an ability called "Brawler's Cunning" And it's +2, haha.

Argug adjusts himself and sends a pair of kicks in the direction of the skeleton beside Astra.

5' adjustment, flurry on skelly
Attack +7, Power Attack -1, Flurry -2
Damage 1d6+5, Power Attack +2

Attack 1: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1: 1d6 + 7 ⇒ (5) + 7 = 12

Attack 2: 1d20 + 4 ⇒ (3) + 4 = 7
Damage 2: 1d6 + 7 ⇒ (2) + 7 = 9


Astra swings her club at the Kasatha. It raises two of its arms and blocks with its forearms. The blow causes the skeleton to shake. It seems to grin at her.

Argug kicks at the skeleton with both feet. The first blow snaps its legs and the second grazes its jaw. Without its legs, the skeleton falls apart and becomes buried in the sand.

One more skeleton by Sneek. Liz, Sneek and Chakos are left to act.


Female Human

Used hand of the apprentice as my action.


ElizabethArdoc wrote:
Used hand of the apprentice as my action.

Ah, that's right.

Sneek and Chakos have an action.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Seeing Argug take out those skeletons inspires Sneek. Dropping his shield, he points to a spot about 20 feet away and takes his mace in 2 hands and tries to hit the creature’s skull. Out of the park.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Chakos can I get a heal. While looking with a sad face at Chakos.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Absolutely, this was why I was trying to figure out if you had >4 points of damage.

On Chakos' turn I take 5 points of damage away from Sneek via the Life Link.

I'll then cast CLW on myself:

CLW: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

----------------------

Ongoing Effects: Life Link (Sneek)


The remaining skeleton claws savagely at Sneek.

Claw Sneek: 1d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (1) + 1 = 2
Claw Sneek: 1d20 + 1 ⇒ (9) + 1 = 101d4 + 1 ⇒ (1) + 1 = 2
Claw Sneek: 1d20 + 1 ⇒ (17) + 1 = 181d4 + 1 ⇒ (4) + 1 = 5
Claw Sneek: 1d20 + 1 ⇒ (12) + 1 = 131d4 + 1 ⇒ (3) + 1 = 4

Sneek knocks aside the claws with his light mace and uses his small frame to dodge the kasatha's assault. Green eyes shine from its face, its mouth twited in a soundless snarl.

Everyone's last turn.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

As an aside for Sneek. Don't understand that Chakos heard or understood what you said. He didn't. He only understands Abysssal right now. What did happen is me, the player, got confirmation of what I thought was the case that you were 5HP down, so the life link kicked in.

Abyssal:
Astra and Liz, I'll heal you once this fight is over!

Chakos will move to the nearest skeleton and take a swing.

Greataxe: 1d20 + 3 ⇒ (20) + 3 = 23
Greataxe Damage: 1d12 + 3 ⇒ (6) + 3 = 9

Greataxe Crit Confirm: 1d20 + 3 ⇒ (14) + 3 = 17
Greataxe Damage: 2d12 + 6 ⇒ (11, 2) + 6 = 19

Woot! 9 or 28 damage, depending on if a 17 confirms


It is a crit!

Chakos slams his greataxe into the wounded kasatha as it spreads its arms wide. He bursts through the skull, grinding bone against his blade until the skeleton is flattened into the sands.

Battle is done. Congratulations on surviving.


Female Human

Liz pants heavily at the first serious battle they have been in.

Chakos! I have a potion of Cure Light Wounds to heal you or anyone.

10/16 here


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Best we always pump actual healing through Chakos, to get the +2 per die.

Chakos will Life Link with Elizabeth and take 5 of her damage, bringing him to 5/15.

He will then take 5 HP of Damage from Astra, bringing him to 0/15 and be staggered.

He will cast CLW on himself:

CLW: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

[ooc]So it doesn't get better than that![ooc]

At this point, I believe no one has more than 5 HP of damage, right?

Argug is at 25/25
Elizabeth is at 15/16
Astra is at 14/18
Sneek is at 16/20
Chakos is at 11/15

When all is said and done, he will put the Link back to Sneek.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Bah, bones coming to life, don’t like it here. Let’s move on. Sneek says Thanks for the heal Chakos and nice busting heads Argug. I’ll take a look around to see if I can’t find anything useful. Sneek looks around for tracks/traps.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Survival: 1d20 + 6 ⇒ (11) + 6 = 17


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug nods at Sneek. "It's what I do."


Sneek:
Sneek doesn't see any traps. He does find the numerous tracks that all move East through the desert. Without any wind, there is nothing to hide any tracks. You look back and see traps behind you, your collection of footprints making a makeshift road that slices through the sands.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"How far do we have to go?"


When you are ready to move on...

The trail extends all the way to the edge of the circular desert 50 ft East, then dip down and follow the side of the moutain South, before lifting North to a narrow passageway. It takes a few minutes to cut through the desert.

A crisp glow of light shines from the northern wall of this cavern although no obvious source of light is apparent.


Female Human

Liz scans the wall with Detect Magic to see if there is anything there.

Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15


Liz:
You target the area and find no trace of magic. In fact, the brighter part of the cave doesn't seem to be there at all.


Female Human

No trace of magic, the brighter part of the cave doesn't seem to be there at all..


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Whatever do you mean it's not there?


You may all make a will save.

Will 11:
You can see through the cave wall as though it is not there. Beyond the "illusion" of the rough stone, you see smooth, dark metal walls again.


Female Human

Will Smithing: 1d20 + 4 ⇒ (5) + 4 = 9
Well..I don't really know. Trying to detect magic doesn't pick anything up.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Will: 1d20 + 3 ⇒ (9) + 3 = 12

Astra steps closer to the wall and reaches out to touch it carefully. "It's an illusion...a mirage of some kind...a deception of the eyes."

She also thinks back to the skeletons, and how some of them exhibited strange glowing eyes. Can she say anything about what might have caused that?

Knowledge (arcana): 1d20 + 6 ⇒ (13) + 6 = 19


Female Human

My goodness! I wonder why I didn't detect anything.


Astra touches air as she reaches for the bright cave wall. Her hand pierces straight through. Being this close she can see beyond the wall is an open metal door where the light is coming from.

Arcana:
The effect seemed similar to a scrying spell. You believe someone or something was looking through those green eyes, perhaps a master or necromancer of some sort.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"That is an excellent question, Elizabeth, and one I certainly hope we'll find an answer to", Astra says as she walks over to the metal door, but doesn't try to open it yet. (Is there a handle or some other obvious way to open it?) "There's a door over here", she says, but stops after having passed through the illusion, without moving further. She seems thoughtful, stroking her chin silently. "I think someone might be watching us. I know this is obvious, but we should be on our guard against someone who is prepared for us."


You believe sliding the door to the right is enough to open it. No need for strength or anything. It looks like it is blocked from closing all the way.

When you move through the door you see...

This metal room is brightly lit with glowing panels from above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum.

The machines look similar to the "shower" machine from earlier. There are several tiny preforations in the machine as though a liquid or gas is supposed to escape as you pass. Every few seconds, a jolt of electricity runs along exposed wires and circuits.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"This is the strangest place I have even heard about."


Secret Death Roll: 1d6 + 1 ⇒ (2) + 1 = 3

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