GM Lari's Iron Gods

Game Master Dhenn

Numeria Map

Aldronard's Grave
Through the Secret Door

Scrapwall
Other Scrapwall Locations

Initiative:

dice=Dr. N]1d20+3[/dice]
dice=Ray]1d20+9[/dice]
dice=Selkania]1d20+2[/dice]
dice=Serithial]1d20+6[/dice]
dice=Vaughn]1d20+4[/dice]
dice=Vivilaas]1d20+5[/dice]


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M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

In order to provide cover, Vaughn doesn't hesitate...he slips into the room taking up a defensive position--but weapons NOT drawn. (Hands near, but not on, daggers)


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Arcana: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17

"It's a real honest to goodness junk golem! All that junk can fall apart and come at you like a swarm of rats. Be careful! Don't grease it, it'll help. Arcane Lock or Hold Portal would lock it up!"


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

Know Arcana: 1d20 + 6 ⇒ (18) + 6 = 24
Sense Motive: 1d20 ⇒ 4

Vivilaas smiles as the cleric points to the hidden switches and construction of the gear-door. "Hmm. I wouldn't have noticed that, but you're right! Is the design something to do with your faith? or just a stylistic quirk they may have picked up from each other?"

As the gears roll open, Vivilaas marvels at the technology strewn about the room, but cautiously concurs with the elf.

One of these days, the samsaran mutters to herself. "I am really going to need to learn how to touch the reasoning of the machines.

To the rest of the party: "Should we announce ourselves? How good terms did this woman leave Jorram on?"


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Know. (arcana): 1d20 + 11 ⇒ (9) + 11 = 20
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13

Hello ? Is there someone here ? I'm Selkania, a friend from Jorram in Torch. He sends me to look for Dinvaya.

Says Selkania once she enter the room.

She respond to Viv In good terms I think.

Silver Crusade

The construct begins to lurch towards Vaughn, before a woman's voice calls out from the northwest.

"Defend only!, which causes the pile of junk to halt.

"Don't enter any further. How do I know you are who you say? You can't think I'd just walk into the clutches of anyone who can do a little divination on me."

That is quickly followed by the sound of spellcasting.

Spellcraft 18:
She cast magic vestment


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15

Doctor N holds up her hands innocently and waves them about.

"What do you require of us to prove who we are? Important to know your standards of proof."


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7

Jorram gave me his own Holy Symbol as a proof he sends me to you.
He also gave me a letter and asks you to come to Torch as soon you are able to do it.

Selkania takes off her holy symbol and shows it to the golem and anyone who could be inside the room. Soon after she gets a letter in her other hand.


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

Vaughn trusts his friends; ability to talk them out of trouble...but in case things go south, he pulls off his amulet of Natural ARmor, drops it, and pulls out his Swarmbane Clasp (remembering that Seri said something about the golem attacking "like a swarm of rats..."), getting ready to put it on. (that' would be "round 2")


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Please our friend speaks the truth. I understand your reticence. But look at the symbol. We come in peace and friendship."


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray is at least able to ascertain his allies' actions and holds up his hands with his blade sheathed (likely against its will). He makes a particular effort not to step forward or appear hostile.

He then states the obvious.

"Please be apprised that I have both hands in the air and am making no hostile actions or gestures."

Silver Crusade

The woman comes out from behind one of the other doors. She's a middle-aged half-elven woman, carrying a hammer and a large shield dominated by the holy symbol of Brigh. She looks over all of you suspiciously as she order the construct to fetch her the letter.

She takes a moment to read it, before putting it on the nearest workbench. "It seems he's done quiet well for himself, and thinks it's safe for me to come out of hiding. I'm Dinvaya Lanalei, for those who might not have known. I suppose I'll join him in Torch soon enough, but he's asked me to do anything I can to help you while you're here. What would that be?

Though clearly referring to all of you, she primarily addresses Selkania.

"If you need anything built or repaired that's my specialty. I can also patch you up and cure anything short of death. You're also welcome to stay with me in back, but I should warn you it's quite noisy."

You now have three different places to spend the night when you feel so inclined. Dinvaya will happily cast any healing you require (up to 4th level spells) for free, though you should still pay for any expensive material components. She has Craft Construct, Magic Arms and Armor, and Wondrous Item, so she'll happily help you make something, though you'll have to put in a good chunk of the labor yourself.

"How is Jorram doing? It sounds like Torch has been doing quite well for itself, aside from the recent unpleasantness. He has nothing but good- She cuts of mid-sentence, pointing to the narrow crevasse that lead to the gear doors. "Seems you've made yourself some enemies.

An unnatural shadow blocks out the morning sun. Those of you with darkvision can make out shapes moving

Including your rolls in public so you can let me know if any of the bonuses look off.
Perception
Dr. N: 1d20 + 6 ⇒ (4) + 6 = 10
Ray: 1d20 + 7 ⇒ (5) + 7 = 12
Selkania: 1d20 + 5 ⇒ (1) + 5 = 6
Serithial: 1d20 + 12 ⇒ (18) + 12 = 30
Vaughn: 1d20 ⇒ 17
Vivilaas: 1d20 + 7 ⇒ (18) + 7 = 25

GM Dice:

Din: 1d20 + 6 ⇒ (14) + 6 = 20
Gol: 1d20 ⇒ 5
1: 1d20 + 8 ⇒ (7) + 8 = 15
2: 1d20 + 8 ⇒ (1) + 8 = 9
3: 1d20 + 8 ⇒ (2) + 8 = 10
L: 1d20 + 10 ⇒ (3) + 10 = 13

Initiative
Dr. N: 1d20 + 3 ⇒ (12) + 3 = 15
Ray: 1d20 + 9 ⇒ (5) + 9 = 14
Selkania: 1d20 + 2 ⇒ (3) + 2 = 5
Serithial: 1d20 + 6 ⇒ (2) + 6 = 8
Vaughn: 1d20 + 4 ⇒ (9) + 4 = 13
Vivilaas: 1d20 + 5 ⇒ (11) + 5 = 16

NPCs:

Din: 1d20 - 2 ⇒ (11) - 2 = 9
Gol: 1d20 - 1 ⇒ (16) - 1 = 15
1: 1d20 + 4 ⇒ (7) + 4 = 11
2: 1d20 + 4 ⇒ (3) + 4 = 7
3: 1d20 + 4 ⇒ (5) + 4 = 9
L: 1d20 + 6 ⇒ (20) + 6 = 26

Streamlining initiative to the following:

  • L
  • Viv, Dr. N Ray, Vaughn
  • Red, Blue, Green, Golem, Dinvaya
  • Seri, Selkania

    One of the figures steps into clearer view (to those with the right visual abilities). The robed figure points a pistol at Vivilaas and fires. She feels a needle-like projectile enter her neck, followed by a strange burning sensation. Please give me a Fortitude save vs. Poison

    Target: 1d2 ⇒ 2
    RTA: 1d20 + 10 ⇒ (13) + 10 = 23
    Damage: 1d4 + 3d6 ⇒ (3) + (1, 3, 6) = 13

    Viv may take a surprise round action.

    Seri will get to act in the surprise round as well, after the enemies and Dinvaya. All four enemies have a deeper darkness spell centered on one of their weapons. cue collective groan about the light rules. It was previously bright outside and dim inside. The spell has a 60 foot radius, so I believe that will make it dim outside, dark in the entryway, and supernaturally dark deeper in. Local to ID these guys.


  • Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Cue groan indeed. From my understanding at least, for the moment I can see all four of them dimly. Is that correct? If not, I'll retreat further into the room instead.

    Fort: 1d20 + 4 ⇒ (9) + 4 = 13

    Vivilaas reels as a dart impacts her neck. Feeling woozy and ill from the burning injection, she focuses one the central figure who shot her. The samsaran can barely make him out, but that gives her an idea as she sends thoughts of a fiant terror behind him into its mind.

    Casting Oneiric Horror. The one with glowing eyes needs a DC 16 Will save or spends the next round full attack something next to him that's not there. Possibly longer (a save at the end of each round to break it).

    Silver Crusade

    I'm pretty sure you're good for that.

    Viv takes 1d2 ⇒ 2 points of Strength damage as poison begins weakening her.

    The robed figure that shot her then spins around, fixated on something none of you can see.

    Will: 1d20 + 2 ⇒ (2) + 2 = 4

    The other three figures dash through the opening in the wall of gears, moving into cover.

    Dinvaya stumbles towards the door, blinking as her vision returns.

    Seri may take a surprise round action. After that, the one that shot Vivilaas will be shooting at empty space and...1d20 + 2 ⇒ (11) + 2 = 13 continue to be terrified of thin air.

    Viv, Dr. N, Ray, and Vaughn can act normally after Seri


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri steps NE and drives his blade at center mass: ATK: 1d20 + 8 ⇒ (19) + 8 = 27 THREAT Confirm: 1d20 + 8 ⇒ (1) + 8 = 9 Wuh wah.

    DMG: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (1, 1) = 12 Seri's attack is debilitating and worsens the opponent's attacks.

    -Posted with Wayfinder


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Please note taht during conversation, I'd have switched back to Amu of Natural Armor, once the threat of swarm has past!

    Vaughn steps out to join Seri, drawing daggers as he goes.

    stabitty: 1d20 + 11 ⇒ (16) + 11 = 27
    damage: 1d4 + 7 ⇒ (4) + 7 = 11


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Can we assume we secured some healing from her? 1-2 CLW?

    As the lights go out, Ray's sword pipes up.

    "Heeeey! Mood lighting!"

    Ray's sword leaps to his hand as he advances, somewhat hesitantly, but more from confusion on how the lighting is supposed to affect his mood rather than fear at engaging their latest adversaries.

    Ray blinks as he steps into the darkness.

    "Normally I can see in total darkness, but this appears... more total."

    Ray's weapon shudders as he closes in (blade using its pool for +2 damage).

    "I got this, boss!"

    Blackblade (power): 1d20 + 8 ⇒ (3) + 8 = 11 for 1d8 + 9 ⇒ (8) + 9 = 17
    Conceal (high=good): 1d100 ⇒ 24

    Ray Status:

    HP: 43/43

    Spells:
    2: [ ] Bull's Strength [ ] Invisibility [ ] Mirror Image
    1: [ ][ ] Corrosive Touch [ ][ ] Shocking Grasp [ ] True Strike
    0: Arcane Mark, Daze (DC 13), Disrupt Undead, Ray of Frost

    Pool +2 remaining: 4/5
    Black Blade Pool remaining: 2/2
    Nanite Surge (+8) remaining: 1/1

    Attack Bonuses
    +3 BAB
    +2 Strength
    +1 Focus
    +1 Magic
    -1 Power Attack
    +2 Bull's Str
    --
    +8

    Damage
    +2 Strength
    +1 Magic
    +2 Power Attack
    +2 Bull's Str
    +2 Blackblade Pool
    --
    +9

    Silver Crusade

    Vaughn Miss: 1d100 ⇒ 71

    Vaughn and Seri both stab the same target, wounding him seriously.

    Local was the ID. Anyone want to roll that?

    Vivilaas and Dr. N may act


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    I should have taken Blind Fighting...


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Quick question again, so I understand the illumination:
    The outside, uneven, browner area (where the hooded one is right now) is currently dropped to DIM light
    The room Vaugn and most are in is DARK
    The room with the statues is SUPERNATURAL DARK
    Correct?

    Know Local: 1d20 + 9 ⇒ (8) + 9 = 17
    Viv will yell what she noticed when they were all still at least somewhat visible to her to the party.

    "Apparantly we have." Vivilaas says to Dinvaya as the samsaran stumbles about in utter darkness. Wincing from her wound and the poison, she tries to gives herself a bit of breathing room.

    Casting False Life for temp hp: 1d10 + 5 ⇒ (5) + 5 = 10

    Also unsure if the posion is continuing. Assuming so...
    Fort: 1d20 + 4 ⇒ (2) + 4 = 6


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri has LLV. Should be okay now, but will come up in a bit.

    Local: 1d20 + 6 ⇒ (3) + 6 = 9

    -Posted with Wayfinder


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Knowledge (local): 1d20 + 7 ⇒ (9) + 7 = 16

    Doctor N draws her pistol as she carefully walks back out into the entryway, counting out the steps. As she gets her vision back, she pauses and scans the situation. She spots the wounds on the foe near Seri and Vaughn and goes for the killsteal.

    Touch Attack with +1 Pistol (point blank shot): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
    Damage (point blank shot): 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

    Silver Crusade

    Ray, this is the first encounter of the day. Assume you were healed from the Smiler fight by Redtooth and/or Selkania

    Trying to match the text to the map is trickier than expected, but I believe the area between the gear wall and the other set of the doors is supposed to be "outside", with the gear wall serving as a front gate. That leaves everyone outside the asterisk-shaped room in Low Light, and everyone in the front half of that room in Darkness.

    These are Dark Stalkers, stronger versions of the Dark Folk you fought below Torch. Their darkness spells are more powerful, and protect them from the blinding effects of sunlight. They specialize in sneak attacking unaware foes, and explode in a blast of fire when they die.

    The poison continues to sap Viv's strength. STR Dam: 1d2 ⇒ 2

    The wounded one swings one blade each at Seri and Vaughn, before ducking backwards. He misses Vaughn but gets a well-aimed strike in on the elf.

    vs Seri: 1d20 + 6 ⇒ (20) + 6 = 26
    Confirm?: 1d20 + 6 ⇒ (17) + 6 = 23
    Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10 Please save vs. poison

    vs Vaughn: 1d20 + 6 ⇒ (5) + 6 = 11

    The other two devote their efforts to Ray.
    Blue 1: 1d20 + 6 ⇒ (14) + 6 = 20
    Damage: 1d6 + 2 ⇒ (4) + 2 = 6
    Blue 2: 1d20 + 6 ⇒ (10) + 6 = 16
    Damage: 1d6 + 2 ⇒ (6) + 2 = 8
    Green1: 1d20 + 6 ⇒ (8) + 6 = 14
    Green2: 1d20 + 6 ⇒ (15) + 6 = 21
    Damage: 1d6 + 2 ⇒ (6) + 2 = 8
    Please save vs poison (DC increased due to 3 total exposures)

    The golem lurches forward, attacking the first dark folk it comes across, though the nimble creature ducks the awkward blow.
    Slam: 1d20 + 8 ⇒ (7) + 8 = 15

    Dinvaya nods in understanding when Viv relays the information about the Dark Folk. She leaves the temple-laboratory and clutches the holy symbol around her neck.

    "Whisper in Bronze, show these villains the brilliance of your insight!"

    A bolt of pure white light bursts from the holy symbol, striking the one who shot Viv. He screams, clutching his eyes with one hand, while continuing to aim his weapon at empty space.

    Searing Light: 1d20 + 3 ⇒ (14) + 3 = 17
    Damage: 3d8 ⇒ (6, 8, 4) = 18

    Seri and Selkania may act

    Red: 30, Eyes 18


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    FORT: 1d20 + 4 ⇒ (7) + 4 = 11 Seri is grievously wounded, and the poison is clearly coursing through him. Not that it changes anything, but he now has a -4 to hit Seri due to debilitating strike.

    Not wanting to let the wound get to him, he tries to press forward. Stab!: 1d20 + 8 ⇒ (12) + 8 = 20 for DMG if hit: 1d6 + 5 ⇒ (3) + 5 = 8

    Silver Crusade

    The poison begins weakening Seri STR Damage: 1d2 ⇒ 1

    The one Seri has been dueling with takes another blow. He is barely standing.


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania calls for Brigh's Light of His forge.

    May Brigh casts away the darkness !
    A bright light come from her holy symbol

    Day Light using my Bonded Holy Symbol

    She then draws her wand of cure light wounds.

    Silver Crusade

    Yay!

    The three dark folk fighting you all squeeze their eyes shut, pull their dark robes over their face, or otherwise try to shield themselves from the light. Blinded for a round

    Ignoring the burning light from the Brigh worshippers, the leader continues shooting indiscriminately, nowhere near the real combat.

    Will: 1d20 + 2 ⇒ (9) + 2 = 11

    Viv, Dr. N, Ray, and Vaughn can act


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Doh! I should have waited. Sneak attacks everywhere!


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Blinking at the bright light, Vaughn looks around to see the enemies covering their eyes.

    Seri--Ray needs help, and with them blinded I can get there. Can you take this guy??


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    "What do you want?" Vivilaas calls out to the Dark Stalkers as she feels more and more of her strength being sapped away. "Do you work for the Lords of Rust? Your fellows attacked us first; we don't have a quarrel with you."

    Making her way out, she fires a trio of force missiles at one the green one of the stalker while also saying to her own side (though it doesn't hurt for them to hear it) "And try not to kill them. Even apart from the unneeded violence, that way lies explosions."

    Magic Missile: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12
    Fort: 1d20 + 4 ⇒ (12) + 4 = 16


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "Got it!" Under his breath, "I hope."


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Vaughn gives Seri a nod and a good-luck wink. He then dashes in between the fracas, trusting that the attackers' blindness will keep them from striking at him as his guard is lowered. As he passes Ray, he calls out DON'T WORRY!! I'm here to save you!!

    He's about to flank the blue one with Ray, but Viv's missiles dig into Green, so the warrior decides that's his best opportunity. He gives it a stab (flanking w/golem) as Viv warns to try not to kill them.

    Uuuhh...hard not to kill them by making my holes just small enough, ya know??

    Attack: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
    Damage: 1d4 + 7 ⇒ (4) + 7 = 11


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    6+8+8=22 damage taken. 21/43hp.

    Poison: 1d20 + 10 ⇒ (14) + 10 = 24
    Poison: 1d20 + 10 ⇒ (9) + 10 = 19
    Poison: 1d20 + 10 ⇒ (2) + 10 = 12

    "Vaughn's assessment is correct, I would additional assistance beneficial, although I do not believe I am in need of 'saving'."

    Ray's blade continues to glow with arcane energy as he makes a pair of strikes.

    Vs green

    Concentrate (arcane mark; DC15): 1d20 + 11 ⇒ (17) + 11 = 28
    Blackblade (power, spell combat): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 for 1d6 + 7 ⇒ (4) + 7 = 11
    Blackblade (power, spell combat): 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 for 1d6 + 7 ⇒ (1) + 7 = 8

    Ray Status:

    [ooc]HP: 21/43

    Spells:
    2: [ ] Bull's Strength [ ] Invisibility [ ] Mirror Image
    1: [ ][ ] Corrosive Touch [ ][ ] Shocking Grasp [ ] True Strike
    0: Arcane Mark, Daze (DC 13), Disrupt Undead, Ray of Frost

    Pool +2 remaining: 4/5
    Black Blade Pool remaining: 1/2
    Nanite Surge (+8) remaining: 1/1

    Attack Bonuses
    +3 BAB
    +2 Strength
    +1 Focus
    +1 Magic
    -1 Power Attack
    --
    +6

    Damage
    +2 Strength
    +1 Magic
    +2 Power Attack
    +2 Blackblade Pool
    --
    +7

    Silver Crusade

    Viv shakes off her poison, as does Ray. I believe you just need the one save, at the higher DC. Your first will negate.

    Blinded, the most grievously wounded dark folk lashes out at Seri. Blades slice through empty air.
    Red: 1d20 + 6 ⇒ (12) + 6 = 18
    Miss: 1d100 ⇒ 96 Miss
    Red: 1d20 + 6 ⇒ (19) + 6 = 25
    Confirm: 1d20 + 6 ⇒ (1) + 6 = 7
    Miss: 1d100 ⇒ 93

    Another continues to try and attack Ray. Blue
    Blue: 1d20 + 6 ⇒ (20) + 6 = 26
    Confirm: 1d20 + 6 ⇒ (3) + 6 = 9
    Miss: 1d100 ⇒ 70 Miss
    Blue: 1d20 + 6 ⇒ (2) + 6 = 8

    The last spins around, swinging wildly at Vaughn.
    Green: 1d20 + 6 ⇒ (10) + 6 = 16
    Green: 1d20 + 6 ⇒ (5) + 6 = 11 Miss before blindness

    The golem responds to that by pummeling the dark folk into the dirt.
    Slam: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
    Damage: 1d6 + 4 ⇒ (2) + 4 = 6

    It then steps forward, continuing its assault on the hallucinating leader.
    Slam: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
    Damage: 1d6 + 4 ⇒ (1) + 4 = 5

    Dinvaya moves towards Ray, casting a healing spell.
    Cure Serious: 3d8 + 7 ⇒ (4, 4, 2) + 7 = 17

    Seri and Selkania may act
    Red: 38 Eyes: 23


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri continues to try to fight off the poison: FORT: 1d20 + 4 ⇒ (14) + 4 = 18

    He bides his time and tries to make a quick cut on an artery at the temple, trying to bewilder the foe:
    ATK: 1d20 + 8 ⇒ (13) + 8 = 21 for DMG: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (4, 2) = 16

    Silver Crusade

    The dark stalker explodes as Seri's blade connects, filling much of the central chamber with white-hot light.

    Fire: 3d6 ⇒ (5, 4, 6) = 15 Reflex DC 15 half for Seri & Dr. N

    Dinvaya Reflex: 1d20 ⇒ 14

    Dinvaya : 15


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    REF: 1d20 + 9 ⇒ (8) + 9 = 17 Seri narrows dodges the explosion, coming out unharmed.


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania moves closer to the doors and calls for Brigh holy warm to heal everyone.

    May Brigh Holy warm, repairs the wounds of my friends.

    Channel: 2d6 ⇒ (4, 2) = 6

    Silver Crusade

    Will: 1d20 + 2 ⇒ (5) + 2 = 7

    The leader continues attacking phantoms. The golem swings in response to the shooting, but misses.

    Slam: 1d20 + 8 ⇒ (2) + 8 = 10

    Dr. N, Viv, Ray, and Vaughn may act


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Vaughn shifts over for the flank, and goes Full Tilt Boogie on blue.

    Attack: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
    Damage: 1d4 + 8 ⇒ (3) + 8 = 11

    Attack: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
    Damage: 1d4 + 7 ⇒ (2) + 7 = 9


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20

    Doctor N narrowly jumps out of the worst of the explosion. Selkania's timely heal leaves her almost a full-strength.

    She reloads and fires at the glowy-eyed leader.

    Touch Attack with +1 Pistol vs Glowy Eyes (point blank shot): 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
    Damage (point blank shot): 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Vivilaas blinks in surprise as she sees a roar of flames emerge from around the corner. stepping to another statue, she fires a second set of missiles at the remaining stalker engaging them (blue).

    MM: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    With his foe sandwiched between himself and Vaughn, Ray goes in for a pair of strikes of his own.

    Concentrate (arcane mark; DC15): 1d20 + 11 ⇒ (9) + 11 = 20
    Blackblade (power, spell combat, flank): 1d20 + 6 - 2 + 2 ⇒ (5) + 6 - 2 + 2 = 11 for 1d6 + 7 ⇒ (6) + 7 = 13
    Blackblade (power, spell combat, flank): 1d20 + 6 - 2 + 2 ⇒ (12) + 6 - 2 + 2 = 18 for 1d6 + 7 ⇒ (4) + 7 = 11

    Ray Status:

    HP: 21/43

    Spells:
    2: [ ] Bull's Strength [ ] Invisibility [ ] Mirror Image
    1: [ ][ ] Corrosive Touch [ ][ ] Shocking Grasp [ ] True Strike
    0: Arcane Mark, Daze (DC 13), Disrupt Undead, Ray of Frost

    Pool +2 remaining: 4/5
    Black Blade Pool remaining: 1/2
    Nanite Surge (+8) remaining: 1/1

    Attack Bonuses
    +3 BAB
    +2 Strength
    +1 Focus
    +1 Magic
    -1 Power Attack
    --
    +6

    Damage
    +2 Strength
    +1 Magic
    +2 Power Attack
    +2 Blackblade Pool
    --
    +7

    [/spoiler]

    Silver Crusade

    Vaughn manages to go half-tilt boogie, stabbing his target once. Viv's magic and Ray's sword continue to wear him down, while Dr. N shoots the leader, still driven to attack empty air.

    Trying to avoid most of the combatants, the remaining effective Dark Folk ducks back, swinging ineffectively at Vaughn.

    Attack1: 1d20 + 6 ⇒ (13) + 6 = 19
    Attack2: 1d20 + 6 ⇒ (3) + 6 = 9

    Dinvaya steps back to heal Viv. CMW: 2d8 + 7 ⇒ (6, 3) + 7 = 16

    Slam: 1d20 + 8 ⇒ (7) + 8 = 15
    Slam: 1d20 + 8 ⇒ (17) + 8 = 25
    Damage: 1d6 + 4 ⇒ (5) + 4 = 9

    Blue 28 Eyes 40

    Rolling in advance
    L Save: 1d20 + 2 ⇒ (6) + 2 = 8

    The leader continues his magical distraction.

    I'm confident in your ability to mop these guys up this round, so I'm going to call combat over

    Searching the dark folk reveals a total of 8 masterwork short swords. The two belonging to the leader (eyes) are still coated in some dark substance. Between them all, you find a total of 15 more vials of the substance. It looks identical to the Black Smear poison you found on the Dark Folk under Torch.

    The leader also possesses a nanite canister, 10 silverdisks, and an iron unholy symbol of a claw, matching that Meyanda wore. His pistol seems to have one port where a nanite canister could be attached, as well as another port. Dinvaya recognizes the weapon.
    Dinvaya Engineering: 1d20 + 12 ⇒ (14) + 12 = 26

    This is a Dart Gun. Back in my day, I knew a woman who used one all the time. Not the most powerful weapon, but load it up with the right toxin and it's pretty powerful. She even used it on us a couple times. I've never felt a stranger sensation than getting shot by a healing potion."

    It has 5/10 charges remaining, and can be recharged with a nanite canister.

    Dinvaya will heal everyone still injured through a combination of spells and channels. She has one lesser restoration available today.

    "If Hellion's sending assassins like that after you, it's clear you're doing something right. Wait just a moment."

    She goes into one of the rooms at the back of her workshop, and begins rummaging around, returning with a metallic statue of a bird. "If you ever get in over your heads out there, use this to contact me. I'll do what I can to help."

    It's a Silver Raven figurine of wondrous power. Your conversation with Dinvaya was interrupted earlier. Was there anything else you wanted to discuss? If not, where to next? I believe the leading candidates were Hawk Palace, the Front Gate, and and the undead-controlled section.


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    "Thank you." Viv says as her wounds heal (though her frame sags). "But are you sure you are willing to help? You've been here for a while haven't you; the risk to committing to a new side might be dangerous."

    I'm cool with either the Hawk Palace or the undead area next.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "Bloody hell. Dinvaya, can you make use of the mundane equipment here?"

    I think a scout would make best use of that figurine. Seri would offer to take it, but would listen to anything reasonable.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray begins to point out the obvious.

    "I believe Dinvaya clothing would qualify as mundane equipment..."

    Always skeptical if his point was in fact correct, Ray unabashedly detects for magical auras from her garments to ensure he was, in fact, correct.

    Hawk Palace works. We can save the undead for last since it sounds like it will be a nice way to punctuate the end of the day.


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Thank you for your help Dinvaya !
    It seems that you are like me a follower of Brigh, your talent seems beyond mine but maybe you could teach me some of your abilities ?
    Also, if I may I would like to know why you don't have come back to Torch. Jorram was quite evasive about it and very hopeful that I will find you alive here.

    Says Selkania happy to find another cleric of her God.

    Silver Crusade

    Ray does in fact detect a magical aura from the half-elf's outfit.

    "I used to travel with Jorram, years and years ago now. We had a bit of an altercation with the League in Lackthroat, a good twenty years ago now. I decided to hide here, figuring it'd be hard for their assassins to track me down. The gangs rally together to repel any League presence. Plus, there's plenty of material for me to practice my craft," she says, gesturing to the golem.

    "The League doesn't exactly have the greatest institutional memory, but they do know how to hold a grudge. Still, he's been operating openly for a while now without incident. I've been laying low too long, and it did feel good to be taking up arms once again. Helping you fight this Hellion would be a good start. I think I'll catch up with Jorram once you're done here, and then...I'm not sure really. Maybe I can find some resistance cell to equip."

    Turning to Selkania specifically, "I do have more years of experience than you, that's true. I'm happy to share what I've learned. I was always more of a craftswoman than a theologian, though."

    So far Hawk Palace is the leading candidate for next location


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Hawk Palace!

    Silver Crusade

    The Steel Hawks headquarters is a ramshackle structure built out of wood, bits of scrap metal, and other items of refuse scavenged from the surrounding terrain.

    Several small buildings sit atop a large mound of debris, about 25 feet above the ground level, accessed by a series of wooden stairs. A shack is accessible from your current position.

    Two Smilers and two men in chain shirts patrol the platform near the top. The non-Smilers each stand next to a large wicker bin.

    That's the last area on the map we've already been using. You're welcome to approach in whatever way you wish. If you just walk right up, the following happens:

    Direct Approach:

    The two Smilers train their pistols on you, while the others each grab the baskets near them. Even from below, you can see the baskets shake as something moves inside them.

    One of the non-Smilers calls out, "Who are you? What's your business here?"

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