GM Endless Forms' Iron Gods (Inactive)

Game Master Mike Tuholski

Lords of Rust (Book 2)

Combat Map | Scrapwall

Torch | Numeria | Regional Map

Homebrew Rules


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Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

"Harrumph. I wonder how many more of those things have squeezed their way out of the caves? Someone should tell the council, let people know they need to be on their guard."


The Flaxseed Pathfinder Lodge

@Jorac: nope, go ahead!

Val greets you all warmly and responds, "No, that's the first time that's happened that I know of. My father brought it back with him after the first trip but it just suddenly started... acting up, I guess. But we should be safe now that you've taken care of it."

"Oh!" She says with a start as she puts a finger in the air. "I forgot that I scraped something together for you. They're not that powerful but I hope you can make use of these, I had Joram Kyte make them for you today."

She hands you two scrolls of cure light wounds.


The Flaxseed Pathfinder Lodge

The next morning a nervous-looking courier delivers a message to you: an invitation to come visit Torch's "illustrious tavern and card room," Silverdisk Hall. The invitation is from the hall's owner, Garmen Ulreth and includes certificates worth 100 gp for use in gambling and entertainment at his establishment, redeemable anytime during the next week.

DC 10 KN (local)-make automatically if you lived here previously:
Garmen Ulreth is one of the more influential people in Torch-an impressive quality, given the fact that he's neither a councilor nor a legitimate merchant. Indeed, his considerable pull in town stems from the fact that a number of Torch's citizens owe him money in either small or large amounts.

DC 20 KN (local):
You calso recall that Garmen is associated with what passes for Torch's thieves' guild-a gang of thugs and roughs called the Ropefists-and that the owner of Silverdisk Hall may even be the gang's leader. He certainly employs enough fo the Ropefists as bouncers and guards at his gambling hall.

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

"Thanks Val, you're very kind. I swear we'll find your father. Don't worry about it."

Jorac then goes to sleep, and even though he's exhausted by the day of underground exploration, he has trouble having a restful sleep. He mulls over his master's disappearance, the strange skeletons they found, the skulks, the strangely-acting automatons. Hours go by before he sinks into sleep.

Spell prepared for the day:
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—burning hands (Ref DC 15), grease (Ref DC 16), mage armor
. . 0 (at will)—acid splash, detect magic, disrupt undead

Knowledge (local): 1d20 + 8 ⇒ (11) + 8 = 19

The following morning, Jorac is able to tell his companions about Ulreth. "Garman Ulreth, as some of you know well, is a very influential person here. Many people from Torch owe him money, in fact. It's undoubtedly the reason for his fame and influence."


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

"Well ain't that peachy. Exactly the sort of person I wanted sending me a little note.". Taran snorts. "I think I'd rather get myself a good nights sleep then involve myself with the criminal element."


The Flaxseed Pathfinder Lodge

So do you want to go talk to Garman before you head back to the caves or go to the caves first and talk to him later?


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Mefindio ponders the note for a moment. "Well, them skeletons ain't going anywhere, but Val's father might be needin' us sooner than later, aye?"

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

"Yes, Master Khonnir remains our priority. Let's head back down. "

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The party heads back down to the caves and makes their way to the door behind which lie the kasatha skeletons....

gm rolls:

skeletons: 1d20 + 8 ⇒ (3) + 8 = 11
taran: 1d20 + 0 ⇒ (7) + 0 = 7
Libri: 1d20 + 1 ⇒ (5) + 1 = 6
Jorac: 1d20 + 2 ⇒ (18) + 2 = 20
Mefindio: 1d20 + 2 ⇒ (19) + 2 = 21

When you are ready to open the door:

It seems the skeletons have been waiting out near the door for you to come back!

Initiative:

1. Mefindio and Jorac
2. Skeletons
3. Taran and Libri

Mefindio and Jorac are up!


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Mefindio ease trigger backward and readies to swings his hook hammer when the skeletons enter. "We should be able to deal with them one or two at a time from this position."

Readied: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Female Android Magus 6| HP 22/51 | AC 17, T 12, FF15 | CMD +19 | F +8, R +5, W +7 | Init +1 | Perc +4 | SM -2

Spells prepared for the day:

Magus spells prepared (CL 1st; concentration +4):
0--ray of frost, acid splash, detect magic
1st--shocking grasp

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

"Agreed, let's wait for them." nods Jorac as he prepares to lay a trap for the skeletons. He starts chanting words of power but holds his spell for now.

The moment the skeletons are in range:
A layer of slippery grease covers the space beyond the doors. Casting grease, Ref DC 16, on the space indicated on the map.


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

When they open the door, Taran will cast a bless spell to aid his allies.

+1 morale to hit, +1 vs. fear

He then readies his own attack.

1d20 + 3 ⇒ (3) + 3 = 6
1d8 + 2 ⇒ (4) + 2 = 6


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 4 ⇒ (10) + 4 = 14
Ref: 1d20 + 4 ⇒ (20) + 4 = 24

Mefindio and Jorac ready for the charge of the skeletons! The first skeleton falls sideways as it moves through the greasy corridor Mefindio's attack still miss though. The one in front that fell tries to stand up shakily.

Acrobatics (or Ref, it doesn't matter) to stand: 1d20 + 4 ⇒ (10) + 4 = 14

But it is unable to get up from the ground. Taran then swings and misses.

Initiative:

1. Mefindio and Jorac
2. Skeletons
3. Taran and Libri

Libri, Mefindio, and Jorac are up!


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Chezwezl swings again at the skeleton!

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

"Hold still, you infernal, wily abomination!"

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

Though relying more on luck than logic, Jorac holds until the last moment, then fires a ray of positive energy at the closest skeleton.

Delaying until I'm the last one to go (just before the skeletons act again) to see if my companions can destroy the frontmost skeleton, which would avoid most penalties to hit.

Disrupt Undead, RTA: 1d20 + 2 ⇒ (6) + 2 = 81d6 ⇒ 4 Penalties: -4 if in melee, -4 cover

Oh well, it won't change anything...


The Flaxseed Pathfinder Lodge

Mef and Jorac miss their targets!

Initiative:

1. Mefindio and Jorac
2. Skeletons
3. Taran and Libri

Libri is up!

Grand Lodge

Female Android Magus 6| HP 22/51 | AC 17, T 12, FF15 | CMD +19 | F +8, R +5, W +7 | Init +1 | Perc +4 | SM -2

Libri attempts to hit the frontmost skeleton!

Cold Iron Longsword: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


The Flaxseed Pathfinder Lodge

Libri swings and misses! The skeleton claws back at the android from the ground!

claw: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4
damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2
damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9
damage: 1d4 + 1 ⇒ (4) + 1 = 5

claw: 1d20 + 1 - 4 ⇒ (5) + 1 - 4 = 2
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Initiative:

1. Mefindio and Jorac
2. Skeletons
3. Taran and Libri

You guys are up!

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

Jorac aims a disrupting ray at the closest standing skeleton.
Disrupt Undead, RTA: 1d20 + 2 ⇒ (14) + 2 = 161d6 ⇒ 5 Please apply penalties accordingly, can't access map at the moment.


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

Taran swings himself at the approaching dead.

1d20 + 3 ⇒ (10) + 3 = 13 - uh, I hope it was prone...
blunt: 1d8 + 2 ⇒ (4) + 2 = 6


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Chez and Trigger attack the nearest skeleton!

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Stomp!: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Stomp!: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

If the near skeleton is already gone, Chezwezl and Trigger will ready.


The Flaxseed Pathfinder Lodge

Jorac and Taran each take down a skeleton!

Initiative:

1. Mefindio and Jorac
2. Skeletons
3. Taran and Libri

Libri is up! But considering she just ran a marathon this morning, I think we can give her a break and wait a bit on an update....


2 people marked this as a favorite.
AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

[joking]What? Did she run it on her fingers!?[/joking]

Shadow Lodge

1 person marked this as a favorite.
Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

Congratulations Mrs. Endless, running a marathon is no small feat!

-Posted with Wayfinder

Grand Lodge

Female Android Magus 6| HP 22/51 | AC 17, T 12, FF15 | CMD +19 | F +8, R +5, W +7 | Init +1 | Perc +4 | SM -2

Back in business! So I just realized that I incorrectly calculated the HP I gained back overnight. If someone can retroactively give me a "Bandaging Wounds" heal check, that would be a huge help... homebrew rules state: "With 10 mins of work you can heal a number of HP equal to your heal skill bonus on another creature as you bandage up their wounds to the best of your ability." Would any of you mind if I had taken one of the CL potions we got this morning also?

As long as you all are cool with that...

CL Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Female Android Magus 6| HP 22/51 | AC 17, T 12, FF15 | CMD +19 | F +8, R +5, W +7 | Init +1 | Perc +4 | SM -2

Libri will ready an attack to strike at the next skeleton to come into range.

To save time from making another post for when that happens...

Readied Attack, Cold Iron Longsword: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

I had plenty of time to cast cure light, get exhausted, rest, cast cure light, etc. I wouldn't think it would be a problem

heal: 1d20 + 9 ⇒ (5) + 9 = 14


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 4 ⇒ (17) + 4 = 21
Ref: 1d20 + 4 ⇒ (2) + 4 = 6
Ref: 1d20 + 4 ⇒ (3) + 4 = 7

As the skeletons move down the proverbial conveyor belt, the first one keeps its footing but Libri and Chezwezl are able to snuff it out. The next one in line falls on his bony butt but still tries to claw at Libri:

claw: 1d20 + 1 - 4 ⇒ (11) + 1 - 4 = 8
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Initiative:

1. Mefindio and Jorac
2. Skeletons
3. Taran and Libri

You guys are up!


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Power Attack: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22
Damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Stomp!: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Stomp!: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

"Woohoo! It's like shooting fish in a barrel!" Chezwezl exclaims as he swings at the next skeleton.

Crit Confirm: 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4
Crit Damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

Taran patiently waits for the next party of the conveyor belt.

ready: 1d20 + 3 ⇒ (18) + 3 = 21
1d8 + 2 ⇒ (3) + 2 = 5

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

Jorac shoots another ray at the first standing skeleton he sees.
Disrupt Undead: 1d20 + 2 ⇒ (10) + 2 = 121d6 ⇒ 2 Please apply relevant penalties.


The Flaxseed Pathfinder Lodge

The party is able to clean up the rest of the skeletons making their way down the greased corridor!

Out of combat!

Repeated:

At first glance, this cold cavern presents a strange and disconcerting vista-that of a desert valley under a starless night sky. A stretch of sand covers the ground, a vista broken here and there by bits of strange, spiky shells or contorted, dead fronds that look like branches.


The Flaxseed Pathfinder Lodge

And at this point, go ahead and level to 2nd!

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

Excellent news!


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

"What a strange looking place. Wonder what is was meant for originally? Some kind of zoo"


The Flaxseed Pathfinder Lodge

Ready to move on? Where are you heading?

Grand Lodge

Female Android Magus 6| HP 22/51 | AC 17, T 12, FF15 | CMD +19 | F +8, R +5, W +7 | Init +1 | Perc +4 | SM -2

"It looks as though there is a path that leads through the expanse to the far wall. If you all are ready, let us continue with caution... the sooner we find Khonnir, the better.

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

"Let's not waste any more time then. Lead on. "

Jorac casts mage armor.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Libri leads the way along a path through the desert terrain and finds a short tunnel; a crisp glow of light shines from the northern wall of this cavern, although no obvious source of the light is apparent.

DC 11 Will:
If you reach out and touch the wall, you instantly see through the hologram to the door beyond.


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Will: 1d20 ⇒ 6

Mefindio follows along, astride Trigger. Coming to the tunnel, he peers around.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

1d20 + 6 ⇒ (10) + 6 = 16

"Hmph Bit like an illusion. There's a door on the other side here. What a pain!"


AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6 Gnome Cavalier (Spellscar Drifter) 4

Chezwezl squints, peering at the wall. "What!? Where?"


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

"Right twisted there! Some kind of technical fangled illusion. I don't know, maybe it has something to do with coherent superposition of light spells or some other mumbo jumbo. Do I look like a wizard?" the dwarf grumbles.

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

Jorac puts his hand on the wall as well, following Taran's guidance.
Will: 1d20 + 3 ⇒ (19) + 3 = 22

"You're absolutely right, this is some kind of illusion, though it appears to be of technological origin. This is an astounding discovery!"


The Flaxseed Pathfinder Lodge

The doors open at a touch. The metal room beyond is brightly lit by glowing panels in the ceiling above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum.

DC 5 Perception:
Some of the machines in this room are badly malfunctioning and will discharge every few seconds if not disabled.


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

"Hey now, watch that bottled lightning coming out of those glowy things! It'll bite you if you're not careful."

auto perception

Grand Lodge

Female Android Magus 6| HP 22/51 | AC 17, T 12, FF15 | CMD +19 | F +8, R +5, W +7 | Init +1 | Perc +4 | SM -2

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Everything looks so intricate--it is mesmerizing...and equally terrifying. Unless one of you can figure out how to disable these machines, we should not stay here long. The discharges look dangerous.

Shadow Lodge

Male Human (Kellid) Wizard 6 | HP 50/50 | AC:16* T:12 FF:14 CMD: 14 | F+5 R+4 W+5 | Initiative +2 | Perception +6 |

"Give me a moment, I will attempt to disable them. This is my field of expertise, though I have never encountered such a machine before."

Jorac, an excited look on his face, observes the machine...
Knowledge (engineering): 1d20 + 13 ⇒ (13) + 13 = 26

... then tinkers with it in the hope of disabling the discharges.

I have no idea how things work without the Technologist feat, but I'll try to take 20 to disable the machine, with a +8 in Disable Device.


Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

I believe the trait you took gives you technologist for the purposes of disable devices

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