Diremerc's Iron Gods Campaign (Inactive)

Game Master DireMerc

Loot sheet


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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

Cut and bloodied, Kurgu retaliates with brutal and immediate force!

PA, Lucerne Hammer: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12

Damage: 1d12 + 4 + 3 ⇒ (8) + 4 + 3 = 15

HP: 17/29


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

Sighs as she loads a stone into her sling, and gives a good swing of her sling, I so dislike skeletons.

Sling attack: 1d20 + 4 ⇒ (3) + 4 = 7

But only to see the bullet fly through open gaps of the skeleton.

Grand Lodge

Ranger (Wilderness Medic) 2 / Hunter (Patient Ambusher) 1 | HP 32/32 | AC18/20shield T12 FF16 | F+5 R+5 W+3 | CMD18 | INIT+8 PER+8 | Current effects: none

Kul takes a step to try and get a flank and strikes again.

Atk: 1d20 + 9 ⇒ (14) + 9 = 232d6 + 6 ⇒ (4, 4) + 6 = 14 +2 to hit if flank successful


finding a crack in the armor Kul strikes and the skeleton goes down.


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 readies another blow, just in case the dead rises again. When the dead does not, he relaxes and then searches the twice-dead body.

Grand Lodge

Ranger (Wilderness Medic) 2 / Hunter (Patient Ambusher) 1 | HP 32/32 | AC18/20shield T12 FF16 | F+5 R+5 W+3 | CMD18 | INIT+8 PER+8 | Current effects: none

Kul searches the room while Kurgu checks the body.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


The skeleton doesn't seems to have anything on value on him besides the damaged spacesuit. It's damaged but looks repairable.

Kul manages to find a grey access card searching the room.

Grand Lodge

Ranger (Wilderness Medic) 2 / Hunter (Patient Ambusher) 1 | HP 32/32 | AC18/20shield T12 FF16 | F+5 R+5 W+3 | CMD18 | INIT+8 PER+8 | Current effects: none

"I found one of those key cards. Shall we keep moving?" Kul says and looks to the next door. If we've hit the end of the ship, I'll move back to where we started.


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

"Agreed. The suit looks repairable. We should take it with us when we are departing."


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

She keeps her sling loaded with a bullet, not trusting the skeleton will stay down.

Looking at the suit, Well we get first chance to take valuables for the day, as agreed with Sevrod. Take what we can, we can decide what to do with the stuff once we outside again.


You look around and can tell this is likely the engine room for thefor vessel but don't see much else you can do here so you decide to press on to the next room.

The air in this compartment is choking and stale. The dust here is inches thick—nothing has disturbed this area in years. To the west, the wall is partially crushed and melted, leaving a fivefoot-wide, two-foot-tall gap that opens into another chamber beyond. Four large coffin-shaped objects made of glass and metal sit against the walls—One to the north and three to the south. The northern pod and the central southern pod are broken open. The other two southern pods appear to be only slightly damaged. Each of the southern pods contains a skeleton clad in strange, bulky armor like the skeleton you fought before. The air is thick with a rancid scent, like old meat gone bad.

As you enter the skeletons animate.

The one in the central pod steps out but the two in the other pods appear to be trapped and start to bang on the glass of their pods trying to break them open.

skeletons Init: 1d20 + 4 ⇒ (11) + 4 = 15

Roll init and post your actions. I will bot Gal as needed and have her act as the last in the group.
Gal init: 1d20 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Ranger (Wilderness Medic) 2 / Hunter (Patient Ambusher) 1 | HP 32/32 | AC18/20shield T12 FF16 | F+5 R+5 W+3 | CMD18 | INIT+8 PER+8 | Current effects: none

Kul Init: 1d20 + 2 ⇒ (3) + 2 = 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

Init: 1d20 + 2 ⇒ (6) + 2 = 8


Female Android Arcanist (School Savant - Conjuration/Teleportation) 3 [HP 17/17 | AC:15 | T:13 | FF:12 | CMB: +1 | CMD: 13 | Fort:+3 | Ref:+4 | Will:+3 | Init:+3 | Perc: +0 (Darkvision and LL)| Speed 30]

Init: 1d20 + 3 ⇒ (20) + 3 = 23

Kinna remains where she is and starts typing commands into her glowing gauntlet.

Cast Summon Monster I to call up a celestial eagle to attack the skeleton.

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