Diremerc's Iron Gods Campaign (Inactive)

Game Master DireMerc

Loot sheet


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NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

The GM isn't going to roll initiative for everything? OK.

[dice=Initiative]1d20+2[/dice]

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

initiative: 1d20 + 2 ⇒ (14) + 2 = 16


Male Dwarf
Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0
Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

initiative: 1d20 ⇒ 19


Male Half Elf Investigator 1

initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Phineas also keeps an eye out for any sort of security measures (i.e. traps). Perhaps he could even use any he finds against these skeletons.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Female (Sleuth) 4/ (Martial Artist) 2

Skeletons under a night sky that might not have been theirs... Mira got no sense of familiarity from the stars above, but then again, she was more of the type to be watching the ground for snakes and scorpions. Her hammer was in her off hand, the offered torch falling to the sand below just in case it was needed, and she hesitated on drawing her pistol.
______________________
Initiative: 1d20 + 3 ⇒ (9) + 3 = 12


Apologies for the delay @ Ibarra I usually have everyone roll their own init along with their round 1 actions when combat starts in this case I was giving you guys a moment to prepare before the enemies showed up.

The skeletons crest the hill and appear one by one you count five of them. You notice. The one in the middle has green flames in it's eyes and the others don't.

Four of the skeletons move to attack init: 1d20 + 2 ⇒ (9) + 2 = 11 the one wit the green eyes stand atop a rock around 80 feet away and watches from the high ground.

If you beat their init post your actions the four are around 50 feet away.

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

Kul'Theraka stays in his hidden location (previously rolled Stealth 19) and studies the skeleton with green eyes (studied target). If the skeletons walk past him he will rush the green-eyed demon, if they seem to notice him, he will step into the fray against the 4.

Held action:
Great Sword Attack: 1d20 + 6 ⇒ (5) + 6 = 112d6 + 6 ⇒ (3, 6) + 6 = 15


Human Barbarian 1 HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13
Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

Kurgu will hold until the skeletons are within charge range.

And then, he will launch himself at them.

Held Action:

Charge, 10ft reach: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Damage, B: 1d12 + 3 ⇒ (5) + 3 = 8

AC down to 15 this turn.


Male Dwarf
Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0
Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

Falv will cast bless. +1 to all attack rolls and saves vs fear


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

So do we get a map?

Ibarra delays until they close, then tries to maneuver for a flank.


Male Half Elf Investigator 1

Phineas will draw out his short sword and ready his action to strike when they come into range.

Held Action:
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Crit. Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Crit. Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Female (Sleuth) 4/ (Martial Artist) 2

Realizing that everyone was going to engage with the skeletons in melee, Mira took the first shot at the different skeleton.
______________________
Attack: 1d20 + 4 ⇒ (8) + 4 = 12, Damage: 1d8 + 3 ⇒ (5) + 3 = 8


@Yes Ibarra I will put one together tonight.

skeleton perception: 1d20 + 4 ⇒ (3) + 4 = 7

The skeletons walk past Kul moving to engage the rest of the group.

Kurga charges forward and strikes a skeleton but the creature is fairly solid.

Phineas will strike another when it gets closer.

@Mira is that a touch attack?

The skeletons attack however is closest to them.
skeleton attack on Kurga: 1d20 + 3 ⇒ (1) + 3 = 41d4 ⇒ 4
skeleton attack on Kurga: 1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 3

skeleton attack on Phineas: 1d20 + 3 ⇒ (12) + 3 = 151d4 ⇒ 3

skeleton attack on Ibarra: 1d20 + 3 ⇒ (19) + 3 = 221d4 ⇒ 1

Kul breaks away going for the one with the flaming eyes and lands a solid blow on it.

Your go again.


Human Barbarian 1 HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13
Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

Slashed by the skeleton, Kurgu grunts, then steps back and swings his hammer.

5ft step back, attack

Lucerne Hammer: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Damage, B: 1d12 + 3 ⇒ (5) + 3 = 8


Local map

Also includes your surrounding area and give you a feel for the scope of the place.

Did not adjust it for Kurgu's actions on his round. So he is 5 foot back from his current position. Kurgu also destroyed a skeleton.


Male Dwarf
Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0
Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

Falv runs up next to Kurgu. Slow dwarf makes double move to stand next to kurgu


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

Round 2
Initiative: 2

After being disorientated from colliding the black ceiling she flies (1 move action) to be more centred of the battle so she can use her sling against any of the targets who may be still up target 1 that is still up.

Sling, bullet: 1d20 + 2 ⇒ (10) + 2 = 12 [ooc]Apply any penalties that may be needed due to target being selected.[/occ]
Damage: 1d4 + 3 ⇒ (2) + 3 = 5


Human Barbarian 1 HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13
Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

With one skeleton dashed to shards, Kurgu grins, and takes another step back and swings once more.

5ft step back, attack

Lucerne Hammer: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

Damage, B: 1d12 + 3 ⇒ (9) + 3 = 12

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

'I hate these things. Metal monsters with no emotion, no remorse, not even hate.' Kul'Theraka thought as he hammered into the green eyed metal creature before him and roared, "Aaahhh!"

BAB +1, STR +4, WF +1, Trait +1, Studied Target +1

attack, damage: 1d20 + 8 ⇒ (15) + 8 = 232d6 + 7 ⇒ (6, 5) + 7 = 18


Their skeletons not robots lol

Phineas uses his Short sword to try to make short work of the skeleton.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

However, his sword goes through the skeleton's ribs, not hitting the bone itself.

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

going to move to next round.

Kurgu destroys another skeleton

Kul shatters the one with the flaming eyes into pieces.

Ibarra and Mira fall back.

Remaining two skeletons go after Falvastar and kurgu

attack fal: 1d20 + 3 ⇒ (4) + 3 = 71d4 ⇒ 2

attack kurgu: 1d20 + 3 ⇒ (19) + 3 = 221d4 ⇒ 1

your go again


Human Barbarian 1 HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13
Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

"Lucky for us that these things are dumb!", Kurgu yells as he steps back and swings. At this rate, he can do this all day.

5ft step back, attack

Lucerne Hammer: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Damage, B: 1d12 + 3 ⇒ (1) + 3 = 4

Confirm critical hit?: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Total Damage if critical: 4 + 1d12 + 3 ⇒ 4 + (12) + 3 = 19


Male Dwarf
Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0
Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

Falv will attack the nearest remaining skeleton.

attack: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
damage: 1d10 + 1 ⇒ (1) + 1 = 2


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

Seeing how easily the barbarian levelling the skeletons with his hammer, she decides he would most likely finish off the last remaining. Seeing the stranger defeated skeleton on the hill, she flies over to Kul to investigate the remains, speaking as she lands, These unnatural beings must not continue to spoil the natural order.

She searches the strange looking skeleton.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14 Add +2 for dim light.


The strange looking skeleton? You mean the one with flaming eyes? Kul killed it.


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

Yep, that is the one.

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

"They're a scourge, no doubt about it. All these metal monsters need to be turned into scrap." Kul says. Kul, looks over to see the others have things well in hand. He then sifts through the remains of the green eyed robot to find any particular weaknesses or useful items.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

@Kul, they skeletons not metal monsters.


Female (Sleuth) 4/ (Martial Artist) 2

While the others looked for some clue about the skeletons, Mira was thinking aloud, and came over to examine the skeletons themselves. There were a few things that could cause undead to arise, and she would rather not head forward, only to be caught by surprise by more of them. While she was pretty sure that they were once again inanimate bone, she made her way through the sand under the dark sky that was not theirs. 'Sand is always such an effort..'
________________________
K.(Religion): 1d20 + 6 ⇒ (14) + 6 = 20


Human Barbarian 1 HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13
Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

Kurgu will advance to the front, asking:

"Can any of you heal? I am slightly wounded."


As far as Mira can tell they are ordinary skeleton animated by negative energy but the flaming eyes seem to indicate an external force controlling them.

You notice that the smashed skeletons are very slowly piecing themselves back together and the broken up bones are growing back into wholes. They are regenerating. Thought it is a very slow process.


DM / GM / The man behind the curtain

I kept picturing them as Nekrons. Not sure what gave me that idea.


skeleton ambush Nope. They aren't human skeletons but still skeletons.


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

I don't like what I am seeing. We need to find permanent solution to destroy them, or we have to get out of this area., speaking as she takes flight to fly around the large chamber looking for possible exits, other than the one they came in.


DM / GM / The man behind the curtain

What if we buried parts separate from the others? That could buy us time or possibly stop the rebuilding process. Better yet, we could burn them and scatter the ashes, separate solid pueces and bury those. Thoughts?


Your posting out of character for some reason

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

gooned it up, normally switch when posting here.


@Gal you see what looks likes some caves to the north west.

You also notice that were you came in, It's now a solid stone wall.


Male Dwarf
Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0
Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

Seeing the bones reassembling, Falv will have the others help him gather them up. "Try to get these pile of bones together. I'll see if nice burst of positive energy will keep them down." Once the bones are all in range he'll hit them with a channel positive energy.

CPE: 1d6 ⇒ 4


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

As she flies back to the group she notices that the entrance is missing, only solid rock. What happened to the entrance we came in? Well I only found a cave leading out of this area other there, pointing her in the direction of the caves. She continues to glide and fly about looking out for more threats as the other try to destroy the bones more effectively.


Male Half Elf Investigator 1

Phineas looks at the newly formed wall. "That is strange, we definitely came through here."

He scrutinizes the wall, perhaps there is some sort of trigger or something that opens and/or closes it.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

"I'm going to go scout out that cave entrance while you guys take care of those bones. Hey flying lady, you care to join me? I ain't goin' in, just taking a peek."

Without waiting for a reply, Kul'theraka heads for the cave mouth intent on looking around. He will be stealthy in his approach and when peering in.

Stealth: 1d20 + 3 ⇒ (2) + 3 = 5


The positive energy slows the regeneration but doesn't stop it. (nothing does even if you shatter all the bones to dust they will still eventually rebuilt themselves. There is one thing that can stop them for good but you don't have access to it yet.)

Phineas examines the area were you came in and finds that a section of the stone wall is not solid but rather just an illusion. The door is still there hidden by the illusion (hologram)

Kul checks it out and sees that the caverns were likely the home of the aliens whose skeletons you fought.

Several primitives tools are scattered on the ground and it looks like this was once a domain of sorts but it has not been used in ages.

Kul sees several caves paintings here as well depicting a fiery oval shape coming from the sky down unto several 4 armed individuals.

The caves continues on deeper as well.

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

"Hey! I think this was the home of the bones. Kul'Theraka yells before walking back toward the group, "Looks like there used to be a tribe of those 4 armed things when something fell from the sky. I'm thinking it was the same thing that brought the robotic menace to us. The caves go deeper. You solve the riddle of the bones or figure out where our door went?"

When he is told about the illusion, "Well, if that's an illusion and we have a make believe sky, we may have an illusionary horizon. We probably need to check the full perimeter of this place for other entrances. If we don't find any, the caves continue on so we can always go that route." He gives a little time for response and then walks to the wall and goes left with his hand on the wall, expecting it to wrap back around to the cave eventually. If he notices anything like a possible doorway he stops to check it out.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


TN Female Strix shifter 3, HP: 20 / 20 (-/-), aspect: 6/6 min, current aspect: -, -/10 rounds

She flies back to the cave entrance, waiting for the half-orc to arrive. Slowly she moves into the cave and investigates the cave, looking for a means to leave the area entirely, and anything that can provide information of this alien environment and structure.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


As Kul makes his way around he does indeed find another false wall leading to a door that requires a keycard.


Human Barbarian 1 HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13
Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

Kurgu assists with moving the bones into a pile - and smashing them with his hammer.

When that is clearly not working, he agrees to move on.

"Falv, can you defeat that technology lock on the door? And if not, can it be smashed?"

Grand Lodge

Tetori Monk 4 | HP 35/35 | AC16 T16 FF13 | F+8 R+8 W+8 | CMD22 | INIT+7 PER+9 | Current effects: none

"Hey Ibarra bring the dwarf, I found another door!" Kul'Theraka yells to get assistance with the door.


You use the keycard found in the camp on the door and it slides open. You make you way into a pure white hallway with lights running in a straight line along the ceiling. The lights flicker from time to time and you hear a light hum in the air. You close the door behind you and hope the skeletons cannot follow.


Male Dwarf
Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0
Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

Before stepping farther into the facility Falv steps up to Kurgu and puts a hand on him, casting a cure light spell using up his animated rope spell. "Might not be as good at fixing people as machines, but this should keep you on your feet." He will then turn and make sure the door will lock and keep those skeletons from getting in. know(eng): 1d20 + 10 ⇒ (16) + 10 = 26

"Just going to make sure this door won't let our not so dead friends from walking behind us."

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Sastified that the door is locked you looks round the passage to the south is collapsed and impassable and you have passage to the north and another to the east with a door at the end of each.

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