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

"Can anyone disable this? I would rather have it taken care of just in case," Tarkov says stepping easily over the wire, [b]"possible we won't have the luxury of caution on the back."[/ooc]

Zael has +6 disable device and some could take 10 and succeed if he is okay with that, or GM Infinity is okay with having him do it if he is being DM PCed for the moment.


AvernusArt 2Grid

Would be a roll since you are in combat, you can make int checks for aid another stacking if you want, DC 10. And will take d4 full rounds...


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

Ah, I didn't think we were still in combat, nevermind.

Tarkov follows on behind Krah, paying special attention for any more traps or tricks.

Perception Reactive: 1d20 + 4 ⇒ (16) + 4 = 20
Perception Move: 1d20 + 4 ⇒ (14) + 4 = 18


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

Tessara holds back a yell of pain as she holds onto her arm where the short sword hit. She slowly pulls it out and throws it to the ground, "Damn f@+%ing runt. Wait 'till I get my hand on you,"she mutters in pain.


AvernusArt 2Grid

Tarkov: You can see a tunnel leading north that seems to open into a larger chamber. You can hear chittering in some unknown language in the same direction. There are many branches off to the west along the way. You are also fairly sure there are no traps along this path.


F Android Biohacker 2 [HP 16/16 | Stamina 14/14 ] [ EAC 13 | KAC 14 ] [ Fort +4 | Ref +2 | Will +3 ] [ Init +2 ] [ Perception +7 (Darkvision 60, Low-Light) ]

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Jade follows suit and steps over the wire as well. Between the traps and the small creatures hurling swords, she draws her own. She looks to Tessara with worry. "You okay?"


AvernusArt 2Grid

You guys can squeeze through each other while squeezing, just as long as you end up on an empty space. So someone could get in front of Krah, if they so desired. Pretty tight spaces here.

And of course Krah doesn't need to squeeze


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

Probably want Krah in the lead as he isn't squeezing. I'm pretty much assuming we are all going to do a cautious advance in this order until something happens unless anybody objects?


AvernusArt 2Grid

That works, it will loop around to their initiative and you'll see a larger gremlin crawling out of the pit ahead. You also spot a second smaller gremlin (with a yellow stripe) to the west. (didnt want to stop combat and have them get another round of flat footed on you guys). Still not seeing the one that got Tess yet

map updated


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

Yep, I'll lead the way.


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 gremlins are up then? Or have they acted?


AvernusArt 2Grid

Order:::::
Gremlin, Jade, Tarkov, Krah, Tessara, Zael

It's probably fair to say you are all acting on the same init now. Gremlins spent their turn moving/climbing into view as you advanced in sync.


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

Does the square in front of the large gremlin count as squeezing? And how deep is the pit?


AvernusArt 2Grid

No squeeze on that one, its the small side passages mainly; 10 ft drop to the huge pile of junk.


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 rushes out into the open, drawing his cold iron great sword and hurling his scabbard into the creature as he passes Krah. Fainting towards the wall, to send the grelim the wrong way he darts along the edge of the pit spinning to a halt behind it and slamming home his greatsword!

Scabbard: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
Greatsword: 1d20 + 5 ⇒ (14) + 5 = 19 Great sword: 2d6 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15


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 steps right up to the gremlin in front of him by by the pit.

Atk: 1d20 + 4 ⇒ (5) + 4 = 9
Dmg: 1d10 + 3 ⇒ (5) + 3 = 8

He then takes a five foot step up and to the left.


F Android Biohacker 2 [HP 16/16 | Stamina 14/14 ] [ EAC 13 | KAC 14 ] [ Fort +4 | Ref +2 | Will +3 ] [ Init +2 ] [ Perception +7 (Darkvision 60, Low-Light) ]

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Unlike Tarkov, Jade approaches the gremlins head on - to her detriment, as they are quite easily able to avoid her sword.


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

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Setting herself up for an attack, Tess slams the pointer end of the spear right into the flesh if the Goblin.

Attacking the nearest one. Standard ranged melee tactics on closest one living.


AvernusArt 2Grid

The scabbard flaps harmlessly on the tiny creature's right ear and descends into the scrap heap. It raises an eyebrow at Tarkov's acrobatics, ducking promptly at the last moment. "Ohhh-ho-ho!" it grins evilly, ducking Krah's blade as well. Finally, Zael steps forward and thrusts forth his sword cane blade.

Caaaane!: 1d20 + 1 ⇒ (5) + 1 = 6

but it is flicked out of the way by the long nails of the snarling monster.

On the western front, Jade and Tessara are having their own share of trouble...the spear strikes true, but the gremlin just laughs, saying "ASfhvn jkfns asdjlk! Ha ha ha!!!" Tessara realizes the creatures have some sort of damage resistance (5 cold iron I'm afraid).

Going to go ahead and post up some stats:
Boss gremlin Tark, Kra, and Z fighting is AC 22, 5/cold iron, 8 hp
Any others: AC 18, 5/cold iron, 6 hp


AvernusArt 2Grid

From behind Tarkov a gremlin emerges, getting right up under his legs and biting madly.

AoO on gremlin entering T space: 1d20 + 5 ⇒ (7) + 5 = 12
Gremlin bite Tarkov: 1d20 + 1 ⇒ (15) + 1 = 16

The tougher looking one does the same to Krah, provoking from both Zael and Krah.

AoO on gremlin entering K space: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Krah also notices the damage resistance as his greatsword unearths the small belly, only to instantly renew again.

AoO on gremlin moving through Z space: 1d20 + 1 ⇒ (1) + 1 = 2
Gremlin bites Krah: 1d20 + 3 ⇒ (1) + 3 = 4

The yellow striped one attacks Jade visciously with its sword.

AoO on gremlin entering J space: 1d20 + 3 ⇒ (7) + 3 = 10
AoO on gremlin moving through T space: 1d20 + 3 ⇒ (1) + 3 = 4
Gremlin sword: 1d20 + 6 ⇒ (6) + 6 = 12


AvernusArt 2Grid

And its back to you guys, you can attack a creature in your space without penalty.


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 steps sheaths his greatsword and steps forward towards the larger gremlin. Then with a smooth motion he draws the coldiron blade again sending the scabbard flying towards the smaller gremlin behind him dismissively, but with the kind of aim not really looking at your target usually provides.

Then with a growl he hacks the bigger gremlins head off, covering krah, and Zael in gore, "Break that you little gits!"

Scabbard: 1d20 + 4 ⇒ (5) + 4 = 9
Greatsword: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Damage: 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17


AvernusArt 2Grid

From Krah's perspective, the tough looking gremlin does not look so tough anymore as its brains shower upon him, Tarkov's master crafted blade slamming home.


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

"Weeee!" Krah squeals with glee as the gremlin's head explodes all over him.

He moves takes a step North and slashes into the next gremlin.
Atk: 1d20 + 4 ⇒ (4) + 4 = 8
Dmg: 1d10 + 3 ⇒ (3) + 3 = 6
Come on, dice!


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

Need to skip rp for this, given situation at the moment. Attacking whichever one is closest to me and standing when my turn comes.

Melee attack, sword cane: 1d20 + 1 ⇒ (8) + 1 = 9

Damage: 1d6 ⇒ 6

Pretty sure that doesn't hit...


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

"You little runts!"

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


AvernusArt 2Grid

Tessara, your target squelches beneath Jade, apparently you can damage it...if you just hit hard enough.


AvernusArt 2Grid

With the death of their leader, the tiny gremlins attempt to scatter and flee...

AoO Krah: 1d20 + 4 ⇒ (15) + 4 = 19
dmg: 1d10 + 3 ⇒ (2) + 3 = 5
AoO Tarkov: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 2d6 + 6 ⇒ (2, 4) + 6 = 12

AoO Jade: 1d20 + 3 ⇒ (12) + 3 = 15
AoO Tessara: 1d20 + 3 ⇒ (15) + 3 = 18
dmg: 1d8 + 3 ⇒ (7) + 3 = 10

...but are cut down once and for all.

Tarkov and Tessara may describe their deaths


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

As Krah's blade pins the gremlin briefly Tarkov stabs his sword down cutting it in twain the cold iron again doing its work.

"Nasty little buggers," Tarkov says, picking up a tiny sword and examining it, "do we think its worth searching the junk pile there? Could be some valuable stuff mixed in... Worth a few minutes perhaps?"

I don't like killing without a cause, but anything that lives to break things deserves to die.

Does it look like the junk pile would be dangerous to stand on search, etc.?


AvernusArt 2Grid

With combat over you get a better look at the small junkyard, it is a large mass of disassembled things-some of which likely coming from Torch. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble resembling the open one from before. It seems the pile was used as a stairway of sorts.

Rummage:
You find a few silver chess pieces with scratch marks on the faces


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 peers down the unexplored tunnel, scanning carefully for more traps, "So should we head back to the Skulks and see if they are willing to share the information they promised us, or maybe there are more gremlins beyond the door?"


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

"Information first. I want to be more prepared for the next battle than I was for these gremlins."


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

Tess Spears the little gremlin, flinging it the deceased little creature aside.


AvernusArt 2Grid

You can follow your steps back to the skulk chieftain easy enough. Exploring the gremlin warrens further reveals a few more traps which seem to be all linked together.

The chieftain raises an eyebrow "You've done this thing? But I think if you didn't keel the big one they will be back...oh even that one?" she ponders something momentarily before producing a small satchel "Thees is vat was promised to the purple-haired lady...you take it. I don't know what they are for, but she wanted them..." She dumps the contents onto the cavern floor. Looks to be about 49 silverdisks and 5 strange looking cards made of a white, smooth, flexible material. The cards each have a brown stripe.

"I know where you go. Don't. We are quiet, we can mesh with shadow. There are zings dere no one can keel. None have come back from there but us...and I think we will not go again now..."


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

"We appreciate the warning. Can you tell us anything else you know about this purple haired woman? And anything more about these unkillable things? What they look like how they fight?" Tarkov asks.


AvernusArt 2Grid

"The lady...she was first to pass. Ze gremlins did not touch her, she took the north door with her orc and ratfolk. But she had made a pact with our previous leader to find these things and guard this wall..." she pauses "This one did not speak with her, but she had strange tatoos...like dis..." She draws geometric shapes with her fingers across her skin, which become real after a slight delay.

"Listen. There is a cavern there unlike any in Darklands. That place is haunted by skeletons...great hulks with 4-arms! ...Luepel has studied the dead and even knows not what they could be. We have not crossed that place...we can not fight them."

Wary of Zael's aggression she adds "Mmm...I show you... she fetches a parchment and sketches out a rough map of the area beyond the wall. There are a few rooms before opening into a massive expanse. "A strange light fills these ones..."

edit: added sketch to map


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

"Thank you, we also saw another wet passage earlier, and another place where the air seemed cooler, could you tell us what lies down those passages?" Tarkov Asks, rubbing his knuckles against the back of his head awkwardly, those shapes on her skin, am I crazy or are these Skulks kind of pretty? Gah, keep your head in the game Tark!


AvernusArt 2Grid

"Yes...the cold room. There was one with the elder, who killed our people...a human from that group was captured there by...I know not how you say...it is the dust that chills. We did not disturb the remains of that one...the dust still sits silently."

DC Survival 15:
Sounds like brown mold, a deadly cold growth that responds hostile to fire.

Good:
Despite the danger it might be noble to recover the corpse of the companion of Khonnir Baine.

"We did not go near the liquid...even before the pet was freed it liked to rash our skin like flame. Only the one from above is safe..." She points to a dripping stalactite.


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

Survival: 1d20 - 1 ⇒ (8) - 1 = 7

"Hmmm, well perhaps we can tackle this cold thing when we are in better health. Both Tessara and myself are injured, so I would say we either tackle the wet passage and then head back, or just head back to recover, and possibly pick up some kind of healing magic. You mind leading the way again Krah? That tunnel might be a bit cramped for me again."


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 will take us back to the water. Not looking forward to that dip again. We should sell off those disks we've found for some supplies."


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

"Agreed, but if we need to go in again might as well get wet before we have to swim out and get soaked anyway," Tarkov responds.


AvernusArt 2Grid

As you're speaking a skulk you haven't seen before emerges from the far west and slowly begins taking down their little technological tipis. It would seem they are packing up for a journey as well.


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 good luck to you, what route will you he taking out of here? Will you be coming up through the water, maybe we could see you out to ensure there is no trouble with the villagers?" Tarkov offers awkwardly.


AvernusArt 2Grid

"Nae, we are not for the light...the gremlins had taken our gear, but now we can once again traverse the gape to Nar'Voth..." she motions to the huge, endless, chasm to the south. Any attempts to estimate its depth put it beyond 300 ft down.


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

"Ah, well then good luck, sorry for your losses," the big Kellid replies, eyes going to the gaping hole.

"Lead on Krah."


AvernusArt 2Grid

In the absence of further shenanigans from Zael with the skulks (ie throwing them into the chasm), you guys can make it back to the lair of the blindheim no problem. We can always rewind and RP that later if needed.

A shallow creek runs through the middle of this cavern, while to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds. On the western side, just over some of the aforementioned mounds, you can see a halfling etching something into the wall with his back to you. *tink tink tink*


AvernusArt 2Grid

DC 15 Nature:
There is something truly unnatural about the fungal growth patterns in this area. Its quite possible the foreign nutrients in the creek are accelerating their growth in bizarre ways.


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 leads the group back taking the northern most route. When he sees the halfling chiseling into the wall he halts the column. A little above a whisper, "Hey, halfling. What are you doing down here?"

Diplomacy, just in case: 1d20 + 2 ⇒ (4) + 2 = 6


AvernusArt 2Grid

*tink* The halfling seems to start walking backwards towards you. Wait a minute...

Perception:

Krah: 1d20 + 4 ⇒ (19) + 4 = 23
Tarkov: 1d20 + 4 ⇒ (18) + 4 = 22
Tessara: 1d20 + 7 ⇒ (7) + 7 = 14
Jade: 1d20 + 7 ⇒ (3) + 7 = 10
Zael: 1d20 + 8 ⇒ (12) + 8 = 20

You all realize its the corpse of a halfling embedded into some sort of bioluminescent slime, slithering this way and that. From the other mounds rise gelatinous tentacles, lurching themselves along the stony bank...accelerating...

Initiative:::::

3 Young Slime Molds: 1d20 + 1 ⇒ (9) + 1 = 10
Krah: 1d20 + 2 ⇒ (7) + 2 = 9
Tarkov: 1d20 + 3 ⇒ (8) + 3 = 11
Tessara: 1d20 + 0 ⇒ (4) + 0 = 4
Jade: 1d20 + 3 ⇒ (15) + 3 = 18
Zael: 1d20 + 1 ⇒ (10) + 1 = 11

Order:::::
Jade, Tarkov, Zael, Slime, Krah, Tessara


AvernusArt 2Grid

DC 10 Dungeoneering:
This seems to be a not yet fully formed slime mold, those curious perfect embodiments of symbiosis. As an ooze, it cannot be flanked or poisoned.

As they come closer more halfling corpses are revealed...it would seem you've found the first expedition.

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