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

Game Master mishima


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

"Wrennie, your job is done, go find cover and wait here."


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

Trying to swing across onto the catwalk, not fall, was not quite sure how to do it mechanically. I figure he sort of jumps down about five feet snatches the rope and swings over - at least that is the aim. I know I have done broadly similar things on assault courses.


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Right, you didnt traverse up or down the rope so no climb check. Grabbing the rope and swinging over is part of the acrobatics check to avoid any damage from first 10 ft. Its a DC 15 check to ignore first 10 and turn next 10 into non-lethal without going prone. You wanted a check to avoid all damage?


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

Ooo, fancy work Tarkov.

Krah flicks his wrist and taps the wand now in his hand against his head. In the starlit evening his silhouette quickly grows to that of a human-sized man.

"None funny business when I shrink back down, ey Klot?“

Krah drops the wand through the window opening and grabs the rope. He clutches his boot together and slides down.

Climb: 1d20 + 4 ⇒ (9) + 4 = 13


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Krah zips quickly down the rope to the warehouse floor, jumping off for the last 5. Reaching the bottom, you suddenly experience a deep resonating note through your core, as if some object of immense power were nearby. DC 12 fortitude to resist its effect...


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

If its possible I know I could do that in real life, well I would still take a crack, and at least believe I had a reasonable chance. Essentially if Tarkov thinks being flashy will hurt him he isn't going to do it, I was kinda going for rule of cool. But if he needs to shimmy down and swing over he'll do that. Of course I am never quite sure about knowing DCs so its entirely possible Tarkov thinks he can do something he cannot.


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ok, take no damage if it matters to your character so much, not a big deal in my mind


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

Fort.: 1d20 + 6 ⇒ (6) + 6 = 12

Phew!


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Tess you can still take actions this round, Zael as well. If you choose not to take actions, say delay so I know one way or the other please.


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

Tess quickly pulls off some of the more unecessesary parts of her garb and rushes toward the warehouse.


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Tess, moving inside the warehouse you are likewise seized by the sense of a great power, tugging at your heart and essence. DC 12 fort save please

Tess Perc: 1d20 + 7 ⇒ (13) + 7 = 20

edit: Tessara you spot a thug (yellow) who seems to think he is quite sneaky.


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, failing to see anyone attempting to flee, decides to ensure that no one will be leaving that way any time soon. "Been waiting to try this thing out. Well, no time like the present. Heh. Hehe. HeheHAHHAHahehe." Laughing maniacally to himself as he approaches the back doors, the archaeologist pulls out his flask of alchemist's fire and throws it at the door. "Hope you are watching Garmen, 'cause this is your final entertainment venue this side of Pharasma's courts."

Ranged Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Critical flask damage: 1d6 + 1d6 ⇒ (2) + (3) = 5 Somehow anticlimactic, even for throwing vs a wooden door... GM, mind spicing that up for me with the crit table of dread awesomeness?


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lol, happy to...going to be weird probably since vs inanimate...let me try

Quote:

Shrink Ray

Normal damage and target is reduced for 3 rounds (as Reduce person, Will negates).

XD ...lets pretend it works like shrink item

Zael, somehow the mixture of alchemist's fire was very off. Perhaps some trickster gnome mixed it as a joke, or maybe some odd reaction took place while you were under the hill. Regardless, upon impact the contraption Garmen was using as a secret door shrinks to little larger than a light shield before plopping on the ground. It is probably fairly easy to catch on fire now...


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 blinks at the shrunken, burning and collapsed door. "Serves me right for using something found on a dead body... still, gives me a way in I suppose."

Zael walks to the burning entrance. "Oh GarmeEen.... we have unfinished business to discuss..."


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Blue, still on the catwalk shouts through the door "Company boss, big time!" before running inside.

Green, wounded, rolls off the edge of the crate softly onto the floor, disappearing somewhere in all the nooks and crannies of the wares.

G Stealth: 1d20 + 5 ⇒ (18) + 5 = 23

Yellow readies, believing it is hidden (Tess sees, others can roll again on their init).

A door opens behind Krah.


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Gar Stealth: 1d20 + 9 ⇒ (9) + 9 = 18
P Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
R Stealth: 1d20 + 5 ⇒ (4) + 5 = 9

Krah Perception: 1d20 + 4 ⇒ (19) + 4 = 23 (+2 from tumor?)

Krah, as soon as the door swings open, you notice Garmen and 4 other ropefists taking cover inside, most with slings, Garmen with a hand x-bow...they seem to be launching a coordinated attack, which luckily you spotted.

Gar Hand Xbow: 1d20 + 6 ⇒ (12) + 6 = 18
P sling: 1d20 + 1 ⇒ (18) + 1 = 19
R sling: 1d20 + 1 ⇒ (15) + 1 = 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

It's plus 8 with the tumor

"Tarkov! Garmen's got a handful in there with him!

Krah flicks his other wrist sheathe and draws the forth the evocation magic locked within.

Magic Missiles at Garmen: 2d4 + 2 ⇒ (3, 3) + 2 = 8

"I see you!" Krahs features are maniacal, and his shoulder seems to be cooing.


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

Krah then ducks behind the wall, hiding from any ranged attacks.


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Ah, needed to update my perception lists big time, thanks. Wall works, as does crates which are mostly 5 ft tall, with a few odd stacks higher.

Tarkov, Zael, Tessara up. Also Tarkov, you bedazzled me with your acrobatics so much I forgot to have you do the DC 12 fort save, go ahead and resolve that beginning your turn please. Zael, if you cross the threshold of the building you will need to do the same


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

Could we get some clarification on init and where every one is round wise, etc., I am a bit confused - happen all too easily.

Fort: 1d20 + 7 ⇒ (1) + 7 = 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

Fort: 1d20 + 1 ⇒ (19) + 1 = 20
Acrobatic Jump: 1d20 + 1 ⇒ (10) + 1 = 11

Zael jumps over the flaming shrunken wreckage of the door, the powerful aura nearly causing him to stumble over it. "Well, I guess the rumors of him having something valuable that allowed him to keep tabs on the council was true. Time to requisition that power for myself." Taking cover behind a row of items next to the entrance, Zael looks around to assess the situation.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

"So Garmen, tell me, what is it like to know you are about to lose everything you have built in the course of an afternoon?"

Intimidate: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (6) = 21 Attempting to shake his confidence.


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Combat Summary:
Bomb goes off, Tark and Krah jump over, Zael comes outside

Round 1::::::
Enemy runs
Tessara hits guy outside
Tark moves over, breaks glass
Krah moves over, throws rope down
Zael covers the back door

Round 2::::::
Guy outside stands provokes and dies
other bad guys move
Tark swashbuckles
Krah zips down rope
Tess re-wardrobes and advances inside
Zael shrinks door (to become normal size end of round 5)

Round 3:::::
Blue enters office, office enemies assault Krah through door, others stealth
Krah magic missiles Garmen
Zael intimidates

Tark, Tess need to act for round 3.


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Tarkov, you've heard other townsfolk and even Krah and Tessara talking about it but never experienced yourself the pain. It starts at the sides of your eyes and works its way along your temples...the worst splitting headache you have ever had. Take -1 to int, wis, and cha skill checks for 24 hours


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Sounding obviously scared "Tch...you don't s-scare me! I know about loss...its happened before and will happen again."

Garmen now has the shaken condition


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 the guy was not on the catwalk? That was why I was swashbuckling grrr. Serves me right for assuming!

Tarkov leaps down from the catwalk, onto the top of one of the crates then to the floor; sucking up the pain as he lands and yanking free one of his old swords to send its scabbard flying clumsily at Garmen, though instead it clipped the doorframe and went well wide of the mark. Growling he hurls the soft grenade at the floor just before Garmen's feet. It strikes and detonates with a thunderous boom!

Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18
Scabbard: 1d20 + 6 ⇒ (5) + 6 = 11
Soft Grenade: 1d20 + 6 ⇒ (17) + 6 = 23 Non Lethal Damage: 5d6 ⇒ (5, 4, 5, 1, 5) = 20


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

I saw the attack rolls, did Krah get hit?


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He was on the catwalk, then jumped off and broke his ankle. That's why he's -3 now.


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And yes, sorry Krah, got distracted looking up their bonuses

Garmen Dmg: 1d4 ⇒ 2
Ropefist Sling Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

A tiny bolt sticks into your neck; it may have actually hurt if you didn't see it coming. Before you can think a stone bullet pelts you in the face.


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 roll for the tumor defense. Krah embiggened so his AC dropped to 15. He gets hit by all of them unless Klot can help Krah deflect the 16 roll bullet

Aid Another: 1d20 - 1 ⇒ (14) - 1 = 13

Krah's anger boils as the bolt lodges itself in his body. Klot stirs as another bullet hits his chest. The gnome's body seems to become fluid-like, allowing the tumor to skitter across his torso and harden just before the 3rd bullet hits.

"Hahaha! You're a tickly little bodyguard!"

The lump, now on Krah's chest, coos excitedly at the recognition.


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Oh, missed the enlarge wand, though I remember you dropped it down. thanks lol


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

Lol nice, good pay off then :)

Tarkov Nonlethal Fall Daamge: 1d6 ⇒ 6

Forgive me if that is not right, seem to be coming down with something and rather woolly headed.


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Since you deliberately fell 10 feet to a crate (instead of 15 ft to the floor), the acrobatics check vs DC 15 saves you from all damage. Soft grenade has DC 15 reflex for half, and captures all in the room

G refx: 1d20 + 7 ⇒ (10) + 7 = 17 +evasion
Lblue: 1d20 + 3 ⇒ (8) + 3 = 11
Dblue: 1d20 + 3 ⇒ (16) + 3 = 19
Red: 1d20 + 3 ⇒ (15) + 3 = 18
Purp: 1d20 + 3 ⇒ (7) + 3 = 10


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The blast knocks out 2 ropefists cold, and everyone else's ears start bleeding as they shake their head, unsure of what just happened.

Tess up


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Or not.

Tessara, seeing the commotion ahead and a plus-sized Krah, rushes forward to join her companions. double move


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Round 4::::::

Garmen desperately swigs a potion and vanishes. The remaining gang members loyally fight it out to the end, converging upon you. Green and red manage to set up a flank on Krah, attacking with their bare hands.

G: 1d20 + 5 ⇒ (7) + 5 = 12
R: 1d20 + 5 ⇒ (5) + 5 = 10

But the putrescence of the tumor startles their innards with a raw primality, and their blows go wild.

PCs up


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Ropefists are 14/11/13, 14 hp. Green is at 11, red and blue have taken 10 non-lethal dmg


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

Dropping one blade Tarkov yanks free his masterwork blade hurling a scabbard over Tess's shoulder and striking the Ropefist before her then he races forward hitting with a clumsy blow thanks to the Ropefist being distracted by the pain of the scabbard blow. His greatsword sends the man to the floor in a bloody heap!

Scabbard: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Greatsword: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14 Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14


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

Trying to aim past Tessara forces Tarkov's aim wide of the mark, moving past her he slashes with his great sword, but cannot quite connect.


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

Risking the AoO."

"Come at me Rope-s*%t!"

Krah draws the Gauss blade from his back sheathe, the blue metal glinting in the light.

"Kraaaaahhhhhahaha!"

The fervor of the battle takes control of Krah's senses and he loses himself in bloodthirsty ecstasy.

Atk on Green: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg: 2d6 + 7 ⇒ (5, 2) + 7 = 14

The gnome's blows go wild, leaving the gnome a useless whirlwind of metal and warped flesh.


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Drawing a weapon doesn't provoke, or am I missing something yet again?

Zael and Tessara up


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

Letting the power of her goddess go enter her soul, Tessara unleashes a scream of tremendous force, assaulting the ears of one of the thugs.

Ear Piercing Scream on Green, 14 Will Save


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G Fort: 1d20 + 2 ⇒ (7) + 2 = 9 (spell description says fort save?)
Sonic Damage: 1d6 ⇒ 4

Suddenly, and with no apparent cause (without a spellcraft check to notice Tess), blood visibly ejects from both of the ropefist's ears as the woman grimaces in horror, completely overtaken by Tessara's wail, she yells something like "....get out of my heeead! Arrrrgh!!!"

In addition to the damage, she is dazed 1 round


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, seeing no effective way of engaging his foes from his current position, circles back out the door he opened up to the alley.

"I will see if I can flank them from the other side. Keep them busy!" He yells over his shoulder as he runs toward where the stairs on the outside should still be. "Well, assuming the explosion didn't knock them down too. Getting the door open might be a bit tricky but one problem at a time."

Double move to about where I have myself on the map now.


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Zael, passing the north door it looks to be securely boarded up with no way inside save for dismantling it all. But you continue around...

Meanwhile, green is dazed and breaks the flank threatening Krah. Red shouts "The hells happened to your ears, Jennifer?!" before trying to punch Krah in the face...

R punch: 1d20 + 3 ⇒ (5) + 3 = 8

...but Krah dodges like a tree in the wind. Blue rushes away back out the room, being blocked by his ally and Tarkov. Yellow sneaks around some crates and disappears...

Y Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
Krah: 1d20 + 8 ⇒ (14) + 8 = 22
Tarkov: 1d20 + 6 ⇒ (20) + 6 = 26
Tessara: 1d20 + 7 ⇒ (15) + 7 = 22
Zael: 1d20 + 10 ⇒ (18) + 10 = 28

...but you all can easily spot him re-emerging from behind Tessara.


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Oh also, this is Round 5, meaning the amazing shrunken fiery door will expand back to normal after everyone's actions here...not that PCs know that.


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PCs are up


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

Krah quickly eyes the situation in the large warehouse, and takes another lunge at the ropefist in front of him.

"You're done!"

Greatsword: 1d20 + 9 ⇒ (1) + 9 = 10
Two 1s in a row. This is what I get for rolling a 20 on a "just for fun" bluff check in the other game.

Krah raises his arm, catching the beauty of the sword and its blue decorative etching. Almost instinctually, Klot moves down the gnome's arm towards the blade that its master took a split second to appreciate. The added weight in Krah's arm throws his off his footing and the Gauss blade bounces harmlessly off a crate.

"No, that's not...Arrrrgh! Stupid tumor!"


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

Growling Tarkov attempts to match his foe releasing one hand from his greatsword and trying to punch and then kick his foe, but both blows prove inept and fail to even connect. Frustrated he steps back and pulls another sword free sending the scabbard slamming into his evasive enemy with a crunch.

Move to gain TWF.

IUAS: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
IUAS: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Scabbard: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d6 + 4 ⇒ (2) + 4 = 6


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

Tess takes a few steps back and tries to bash the head of the thug sneaking up behind her, "From behind, now that's sweet of you," she says out of character of her normal self.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7


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Tarkov's scabbard after the martial flurry takes red totally by surprise, catching him square in the forehead he falls backwards, unconscious. his non-lethal from the grenade now exceeds current hp

Tessara's mace, designed for plate, turns out to work equally well on yellow's bare flesh, rending forth a great thrashing wound. Remarkably the young man still stands.

Zael up, then door, then thugs

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