GM Infinity: Iron Gods [Chapter 1 Completed!] (Inactive)

Game Master mishima


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Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Tarkov draws his great sword one handed sending the scabbard slamming into one of the creatures blue then aiming forward a punch at the vegepygmy before him, that does no real damage but guides it into his ascending boot! Both creatures falling in pulped massesmof plant matter.

Scabbard: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
IUA Strike: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
IUA Strike: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8


Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

Zael just blinks at the king and court, dumbfounded.

"Well, I was going to say, Tarkov, that I sealed it so that it couldn't unleash any surprises on us... but it seems to have found a way to do so anyway."


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The vegepygmy blue stares in horror as the scabbard sails overhead, while simultaneously its wife and child die on the front line.

2 more down. Zael, Tess


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Please note that I thought martial flexibility lasted 10 minutes, but it actually lasts 1. So knowing that Tarkov would have activated it again before we opened the door - for Two Weapon Fighting again.


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

Attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Without hesitation Tess attaks with her spear.


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The spearpoint pierces the barklike sinews of its chest, but it seems to have some resolve and fights on.

4 damage overcame its 5 DR, so its sitting at 1 hp. Zael, not taking an action this round for realz?


Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

Sorry, was asleep. Last day at this hour slot before a few days off and then 5 days on the next rotation.

Shaking his head, Zael repositions himself on the other side of the room in order to better flank the so called king.


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Krah, the lord of the salad, with an uncanny fervor swings hard down upon your forehead with a shiny metallic hammer from yesteryear.

Target: 1d3 ⇒ 1 KTZ
King Smack: 1d20 + 9 ⇒ (12) + 9 = 21
Dmg: 1d4 + 5 ⇒ (1) + 5 = 6

PCs up. Np on the sleep, time for me to do the same.


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19/14/16 AC, 32 hp. DR 5/s&b, immune to electricity


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Tarkov takes his sword in both hands and hacks into his foe's vegetative flesh.

Has the map shifted, feels like the positions are off, but I cannot be sure?

Greatsword: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16


M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

"You die Saladman!"

Krah shifts his stance and spins this Gauss Blade with all the momentum he can muster.

Gauss Blade: 1d20 + 9 ⇒ (10) + 9 = 19
Dmg: 1d10 + 6 ⇒ (10) + 6 = 16

Tark and Krah with the One-two KO!


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Yes, pawn sizes changed a while ago, not sure why

The king collapses into a pile of leaves, the ancient biological energy giving it thought and a soul not enough for a quick sword double team.

loot incoming...


Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

"Well, I guess we now know why the one in the crypt was digging downward... it had an important appearance to make in King Collander's court." Zael smiles and takes a detailed look around the room.

Taking 10 on perception for a 20, :)


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

"They are almost amusing until you realize they came out of someone's body..." Tarkov says grimly.


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Vrilledt's light hammer certainly seems magical, and you also find 9 silverdiscs. While searching, you note his hands are covered in billions of tiny spores and take great care to avoid those...recognizing them as russet mold. It may occur to you that the Brigh worshipers you found previously were the birth corpses for this new brood you've slain.


M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

"Hmm, I'll have to try that sometime."

He looks at the weird glances he's given by his comrades.

"Calm down, I'm talking about exploding out of someone's body, not being amusing. You tall ones worry too much."

Krah smiles and goes back to looking about the room.


Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

Zael shakes his head. "Is that tumor sapping your memories, Krah? You have done that, with the sand creature we faced a few days back."


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

What size is the hammer GM Infinity, was not sure if the king was small or medium?


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Its a light hammer sized for a med person, he was small


M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

"Oh Klot? I don't think so."


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Taking the hammer for the time being, Tarkov asks, "If any one wants this take it, I know its magic, but outside of that and being a beautifully crafted piece it is not a weapon I would use much."

He then conducts a thorough examination of the room trying to discern its purpose before heading over to the other largely unexplored room nearby.


Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

If only I could use it, it would give me some non-P damage.

Zael shakes his head and passes it to Tessara to identify. "It certainly looks fancy, and you are right about it being magical. A shame I already used my extract of identification. Tess, mind giving it a gander?"


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The air in this room is unusually warm and moist, with a thin, pale vapor of mist clinging to the ceiling, causing the lighted panels to diffuse and become muted. Condensation runs down the walls along with a riot of unusual brown and dull green vegetation. The moist, thick-stemmed plants and vines grow out of long earth-filed troughs along the wall, while a tall column of plant matter extends like a tree trunk from a circular planter in the middle of the room to spread a network of vines across the mist-shrouded ceiling. A low humming sound fills the air. Similar to habitat dome from earlier, the day/night cycles in this room seem to be accelerated and incorrect.

The door was labeled "Greenhouse" and a search doesn't turn up anything of note.


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Tess, following Zael's dark orders you'll need to roll a DC 18 spellcraft check.


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

After examining the greenhouse Tarko shrugs, "Right well I guess we head for that door in the bloody corridor..."

He leads the way and attempts to open the door.

Forgive me if we already tried this door or something, I don't seem to recall doing so?


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Nope, last one unexplored besides the Break Room you left before Sanvil.

The door reads "Chemistry Lab".

This sprawling chamber contains many desks, tables, and chairs arrayed before a number of broken pieces of equipment and machinery. The dried residue of liquids spilled from smashed containers creates a heavy stench in the air, and pieces of glass litter the floor.

Smaller sized stasis chambers similar to Baine's run across the wall...you hear the *chink* of broken glass as something odd slithers forth...like some taut pustule ready to burst, the mobile wounds scuttle on a bristle of slick hairs.

Initiative::::
Boilborn Oozes: 1d20 - 5 ⇒ (17) - 5 = 12
Krah: 1d20 + 2 ⇒ (7) + 2 = 9
Tarkov: 1d20 + 3 ⇒ (9) + 3 = 12
Tessara: 1d20 + 3 ⇒ (19) + 3 = 22
Zael: 1d20 + 1 ⇒ (4) + 1 = 5


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Order:::::
Tess/Tark
Oozes
Krah/Zael

Also note these are tiny creatures


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Knowledge Dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15

Face contorting in disgust Tarkov pulls a greatsword free with one hand and sends the scabbard flying towards the closest of the grotesque things, striking the ooze despite with a wet thwack despite a clumsy shot. He then pulls the magic hammer from his belt and hurls it experimentally at the same ooze.

Move action to gain Point Blank Shot with Martial Flexibility

Scabbard: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Magic Hammer: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Damage: 1d4 + 6 + 1 ⇒ (1) + 6 + 1 = 8


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

Monster Lore: 1d20 + 1 + 3 ⇒ (20) + 1 + 3 = 24

Tess tries to recall what the monster was and its weaknesses. She backs up as she scans her mind.

Check for her to know what it is. I'll roll Spell fact to see what that hammer does after combat.


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Tarkov please roll damage for your scabbard, 9 was enough. Also, in light of new knowledge you can revise your followup greatsword attack if you want.

Tarkov, you remember this particular type of ooze often carries contact disease.

Tess, you have all the info here


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

These things blow up and are loaded with disease, stay clear of them!"


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Edited my previous post. Going to throw the hammer and give myself point blank shot instead if that is okay - Tess is much higher on init so I figure she got her warning in before he acted.


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The hammer twirls once through the air before finding the bulbous material of the ooze, it sinks deep into it before bouncing out, the bubble still intact.

To be clear, you did damage as rolled but not yet enough to kill.

Tess would you like to take an action?


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Its probably a total of 20 damage due to the hammer's magic not 19 if that makes any difference?


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Sorry, wasn't including the scabbard. How dare I.

The ooze explodes instantly sending acidic chemicals splattering all over the glassware.


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

You must always include the beautiful scabbards. Incidentally I freakin' love martial flexibility already :)


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

Tess delays action


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Tarkov, the ooze double moves into your space, provoking an AoO from you and Tess.

After that resolves, all can take normal turn's actions


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

Looks like ill bite the bullet

Attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Knowing the implications of the action she has taken, Tess stcks the pointy end into the revolting mass of the ooze.


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With a quick thrust, Tess stops the creature from advancing into Tarkov's space. It seems to be still wriggling though.

4/15 hp, probably a good move there Tess


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Tarkov uses the opening to kick the creature back away from himself and Tess. Then he drops his sword and pulls another sending its scabbard flying at the creature and exploding it into another gory shower!

The threat seemingly over the big Kellid retrieves his scabbards and hammer, taking care not to touch any of the goop upon them and tapping each against the floor until they seem clean. Then he sets to exploring this new place with the others again fascinated by the alien technology.

Bullrush: 1d20 + 7 ⇒ (16) + 7 = 23 Going to guess that knocks it back at least fifteen feet.
Scabbard: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


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Combat over


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So, that will basically do it for this map. Another search here and there will turn up some strange food packets in the break room (which incidentally would have been perfect to give the cerebric fungus which hailed from dreaded Nchak, moon of planet Liavara), and Zael can find a functional centrifuge here in the chem lab. But yeah, that's that.


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

"Well looks like I need to hammer out a piece to match that in the round lifting room. But you know once that is done, especially if we are going to hit Garman's warehouse we might want to move in here for a while - after warning Baine and Val. If we bring some food and cleaning rags it ought to be possible to make it pretty liveable. In fact if our next step is going to be to hit Garmen's warehouse maybe we should sleep here and then strike at night - that way he would have little chance of getting any warning."


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

"Let me have a look at that hammer Tarkov now that the oozes have been taken care of."

Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9


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DC 18, sorry. If you guys want to rest down here or something the ST3 protocol can surely help with that. Intending to investigate the warehouse next?


Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

Weird, it was a 22?


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Yeah? Odd, that just happened to me on another pbp. Whateverz, not a big deal, you ID it as a light hammer +1.


M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

"Let me have a look at it."

Spellcraft: 1d20 + 3 ⇒ (4) + 3 = 7

"Oh, a hammer!"


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

"So what do you lot think? I say we hit the warehouse at night, but thinking about it we would probably need to make a few preparations to sleep here, so perhaps the Forge is better for the time being... Plus we need to warn the Council about Sanvil being a Technical League Spy... And I need to get to work on that thing... What did Sanvil call it?"

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