GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Well the fewer people that knew about the 'stash' the better it shortens the list of people who might have pulled Val out of here. I couldn't find any tracks in here. I'm going to step outside and take a slow walk around the building to see if I can find any."

survival: 1d20 + 1 ⇒ (14) + 1 = 15


Current Map

Curiously you discover two sets of footprints leading into the home. They come from opposite sides, perhaps someone came from either side or maybe someone surprised the person who came first.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Well well, prints of our culprit....and another one. Give me a moment to check which came first."

Guaire inspects the tracks, trying to determine the 1st and the "surpriser".

Survival: 1d20 + 2 ⇒ (9) + 2 = 11


Current Map

You cannot tell which one was first or second.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen bends down to examine the tracks pointed out by Guaire but she can't make head nor tails of the scuff marks.

"Looks like we shall have to follow both, Val's prints should be fairly light.", suggests Seventeen.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"How shall we split up? If we follow one alone the other may be completely erased by the time we can follow it."

Jarreck and Mort - team worked well before; and then Omo, Seven, and Guaire together


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen cocks her head, as she often does while thinking, and a few moments later suggests, "Unless one of you can determine which set of footprints came first, we shall have to guess what happened here. Based on what little knowledge we have, I surmise that Val saw somebody coming and left the back way. The tracks going to the front are from whoever searched the place. Omo and I should go after her."

The above is a total guess, I think splitting up as Jarreck suggested seems sensible unless we're expecting a fight (I'm not sure we are. Yet.)


Current Map

Ok, roll me some Survival to follow tracks.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Sorry, had been waiting on the others to chime in

Jarreck moves around the building to where the tracks are opposite of where Seven thinks Val may have went out the back.

survival: 1d20 + 1 ⇒ (17) + 1 = 18


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire shakes his head at his earlier attempt.

"Hopefully your eye catches more detail on where the prints came from.
Seems this isn't my day with that."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

In a practical tone Seventeen announces, "I shall summon a small dog to track, I hear people find them ... Well I believe they find them 'cute' meaning small."

Seventeen mutters several arcane phrases and then makes a beckoning motion shouting, "Here boy! Here boy!"
Seventeen summons a fully grown Wolf the size of a small pony.

In a ridiculous voice Seventeen pets the wolf saying, "Whose a good boy? Whose a good boy?" She lets it smell one of Val's cardigans, "Here boy track! Here boy track!"

Survival to track: 1d20 + 5 ⇒ (18) + 5 = 23
The wolf howls once and bounds off enthusiastically, following a scent trail.

The wolf lasts 3 minutes.


Current Map

The Wolf follows the trail for several minutes, moving swiftly East towards the Weeping River and then crossing the bridge, moving past several startled Torch residents and heading north towards the Warehouse district. Fewer Torch residents are here, the area is primarily used to store foodstuffs and tradeable goods for the thrice yearly caravans to Hajoth Hakados.

The Wolf heads to the door of an abandoned looking Warehouse before disappearing.

Kn:Local DC 20:
The Warehouse is one of several owned by Garmen Ulreth

I put a star on the map of Torch in the campaign header for where the Warehouse is located. Also, I'm assuming that Guaire, Seven and Jarreck are all together, because I haven't heard from Omo and Mort for a few weeks.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Yes, that would be the compositions.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck will trail the wolf along with Seven and Guaire, liking the idea of using the wolf to track Val's scent - her welfare being most important in the immediate future.

Seeing the wold stop at the abandoned warehouse, he moves into the shadows of a nearby building trying to see if any are paying undue attention to the wolf being at the warehouse. Also trying to see if he can spot anyone inside.

stealth: 1d20 + 9 ⇒ (19) + 9 = 28 to hide in the shadows of a building across from the warehouse

perception: 1d20 + 8 ⇒ (3) + 8 = 11 can he see anyone or any obvious traps from his vantage point across the street

sense motive: 1d20 + 4 ⇒ (5) + 4 = 9 is anyone more worried about the specific warehouse the wolf went to more so than the fact a wolf was running through town.

lol great hide check not so good on the look around and read of the people


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo is in shock that someone abducted Val. The young ratfolk seems at a loss, but it seems that Val has less time than his father.

"You guys are right. Whoever took Val is intimately familiar with both us and our residence. We need to find her quickly."


Current Map

From his place of hiding Jarreck can't see anything out of the ordinary. It looks like an abandoned warehouse, the doors are boarded up as are the windows. There isn't anyone nearby to see though.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Sticking to the shadows Jarreck walks the perimeter of the warehouse looking for a good spot to climb up to the roof; hoping to find a way in and another spot to look in the warehouse from.

"I gonna try and find a way up to a either get a look inside or hopefully find another entrance to this building that isn't boarded up. I'll drop a rope down for anyone else that want to come up."

stealth: 1d20 + 9 ⇒ (4) + 9 = 13

climb: 1d20 + 6 ⇒ (12) + 6 = 18

perception: 1d20 + 8 ⇒ (12) + 8 = 20

Once on top of the warehouse, Jarreck will lower the rope for anyone else who wishes to come up.


Current Map

Jarreck moves closer to the warehouse and he notices that the main doorway only looks boarded up, its actually disguised that way. The Boards nailed over the door do not impede its use. Jarreck attempts to climb up the sheer walls of the Warehouse but he cannot gain purchase.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire decides to give the climb a go.
"Let me try, it's not exactly new to me....when you're chasing down culprits one climbs too."

He takes a small distance sprint. And goes assassin's creed on the wall.
Climb: 1d20 + 7 ⇒ (20) + 7 = 27


Current Map

The DC was 25! Good roll.

Guaire manages to scale the squat 20' tall building. The roof is almost flat with a very slight pitch. There isn't any entry into the building from the roof.

Map is updated


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Nice.

In case there's a good spot to attach the rope to.
"Jarreck, rope's coming down. No entry from up here though."

Meanwhile he takes care not to make noise up on the roof, and will explore the surroundings of the building.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth: 1d20 + 9 ⇒ (11) + 9 = 20


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen impassivly watches the man ascend the building. Eventually he succeeds and she murmurs, "Impressive. I suppose I need to get up there too..."

She gamely tries to ascend but slides back down after only making a few feet of progress.
Climb with rope: 1d20 ⇒ 4

Without emotion, Seventeen remarks, "I appear ill suited for this mission..."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

props to the new Ezio

Motioning to Guaire, Jarreck indicates that he will investigate the door a little longer. Having noticed it isn't actually board shut.

Niles, can Jarreck tell if the door is well greased and should open quietly?

perception: 1d20 + 8 ⇒ (11) + 8 = 19


Current Map

The door is locked, it looks well used. It should open as quietly as most doors you imagine.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Looking up....

"Guaire, how are your guardsmen sensibilities about breaking and entering to rescue abducted females?"

barring no objections to continuing....

disable device + MWK thieves tools: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Leaving for work will be unavailable for a couple hours


Current Map

Jarreck is unsuccessful in his attempt to disable the lock.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"About as straight forward as you can guess. Of course this isn't my home city, but if we break and enter without being seen there's no problem."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck grumbles to himself and tries again.

disable device + MWK thieves tools: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26


Current Map

Jarreck manages to disengage the lock and can open the door and enter. If you do, roll Stealth for sure.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker
GM Niles wrote:
If you do, roll Stealth for sure.

Thanks for the reminder

"Ok, we have a way in. I'm going to see what I can find"

correct me if I am wrong but currently we have Seven, Omo, Guaire and Jarreck together. Mort is still coming back from the farm. Or has Mort caught up with us already?

Drawing his sword, Jarreck eases the door open enough to slip in, closes the door again, and moves to the shadows to observe the room.

stealth: 1d20 + 9 ⇒ (10) + 9 = 19
perception: 1d20 + 8 ⇒ (11) + 8 = 19


Current Map

Secret GM rolls:
1d20 + 4 ⇒ (9) + 4 = 13 1d20 + 4 ⇒ (20) + 4 = 24 1d20 + 4 ⇒ (11) + 4 = 15 1d20 + 4 ⇒ (11) + 4 = 15 1d20 + 4 ⇒ (11) + 4 = 15

Jarreck moves into the Warehouse. His teeth immediately begin to hurt from a constant low humming that emits from seemingly everywhere in the place.

Jarreck sees five individuals who seem to be lounging about one of them hears Jarreck as he enters, and calls out Vic, that you? Come on then, I'm hungry!

Map updated.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Grimacing from the hum within the building, Jarreck eases his other sword out of it's sheath; but remains in place. Speaking loudly so the 5 men can hear him clearly and hopefully anyone standing outside the door.

"Vic? No I'm not Vic. Eric told me to come here, we would spar so he could try out his newest blade design. He NEVER said anything about this being a 5 on 1 sparring match! Now where is Eric? We need talk. This is by no means worth my time and 5 silver."

bluff: 1d20 + 7 ⇒ (3) + 7 = 10 well isn't that just lovely


Current Map

You ain't suppose to be ere. the tough looking man says Da boss. He ain't gonna like you being here... The man begins to move forward. The other four thugs all whirl at the sound.

Initiative:

Guaire: 1d20 + 3 ⇒ (10) + 3 = 13
Omo: 1d20 + 3 ⇒ (20) + 3 = 23
Seven.Teen: 1d20 + 3 ⇒ (15) + 3 = 18
Mort: 1d20 + 2 ⇒ (17) + 2 = 19
Jarreck: 1d20 + 4 ⇒ (12) + 4 = 16
Monster: 1d20 + 2 ⇒ (8) + 2 = 10

Surprise Round.
Jarreck
One Thug

Round 1
Omo
Mort
Seven
Jarreck
Guaire
Thugs

Jarreck has a surprise action. Then the rounds will commence.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

With a grin Jarreck replies "Don't suppose leaving is an option"

Jarreck turns and pulls/pushes the door open so the others can see

"Uh, guys seems I have a bit of a problem here"


Current Map

Surprise Round.
Jarreck opens the door.
One Thug charges Jarreck Charge: 1d20 + 6 ⇒ (12) + 6 = 18 hitting the Rogue for 1d3 + 3 ⇒ (3) + 3 = 6

Round 1
Omo
Mort
Seven
Jarreck
Guaire
Thugs
Good guys are up.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo moves up and throws a bomb at the gold Thug.

Bombs Away! (Ranged Touch): 1d20 + 6 ⇒ (15) + 6 = 21
Fire Damage: 2d6 + 4 + 1 ⇒ (2, 2) + 4 + 1 = 9

Potential Splash Damage on the Red Thug: 7


Current Map

Round 1
Omo hits Gold for 9 and then Reflex: 1d20 + 4 ⇒ (18) + 4 = 22 the other thug dodges the splash.
Mort
Seven
Jarreck
Guaire
Thugs


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Earlier:
Mort in the meanwhile wanders back to Val's house as he heard Jarreck and Omo says they would be going there. Having had just a bit of luck in finding a job at the farm he wanders back with a small cage which holds a rat.

"You're the clever one, you'll get a new home from now on."

When he gets to Val's house he sees the apparent signs of a skirmish and the trail of footsteps leading hastily away from the house leading east.

He puts a quickness in his pace and jogs after them.

Almost out of breath Mort joins up with the others and immediately gauges the situation to be a hostile one as he just heard the familiar 'kaboom' sound of Omo's bombs.

"Just in time I'd reckon.... What's all this about? What happned at Val's place?"

He says he draws his shield and club while moving over to be side to side with Jarreck.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen has 1 spell left, if we can get this lot to bunch up by the door she should be able to hit a few of them with burning hands.

Seventeen's eyes narrow as Jarreck gets attacked. She pauses calculating the probabilities as Omo's bomb hurts the gold thug. Quick as a viper she follows his attack with twin missiles of her own.

MM CL 3: 2d4 + 2 ⇒ (4, 1) + 2 = 7


Current Map

Round 1
Omo hits Gold for 9 and then the other thug dodges the splash.
Mort moves up with Jarreck
Seven blasts Gold for 7.
Jarreck
Guaire
Thugs

Jarreck and Guaire....Guaire is on top of the building so he needs to climb down.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Full attack against green.

short sword(main): 1d20 + 3 ⇒ (1) + 3 = 4
damage if hit: 1d6 + 2 ⇒ (6) + 2 = 8

short sword(off): 1d20 + 3 ⇒ (13) + 3 = 16
damage if hit: 1d6 + 1 ⇒ (2) + 1 = 3


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire noticed the sudden difference in sounds. He quickly heads for where the others are, ending at the edge of the roof.


Current Map

Round 1
Omo hits Gold for 9 and then the other thug dodges the splash.
Mort moves up with Jarreck
Seven blasts Gold for 7.
Jarreck hits the thug for 3.
Guaire moves to climb down.
Thugs
Green attempts to punch Jarreck in the face! Punch: 1d20 + 4 ⇒ (1) + 4 = 5 he misses, and then takes a step back.
Red moves up and hurls a Thunderstone Hurled Stone: 1d20 + 4 ⇒ (16) + 4 = 20 Mort, Jarreck, Omo and Seven must make Fort save DC 15 or be deafened for 1 hour
Gold drinks a potion 1d8 + 1 ⇒ (5) + 1 = 6
Blue climbs up onto some boxes and uses a flask of Alchemists fire Hurl: 1d20 + 4 ⇒ (20) + 4 = 24Hurl?: 1d20 + 4 ⇒ (7) + 4 = 11 hitting Mort for 1d6 ⇒ 1 and Jarreck for 1 damage.
Purple disappears into a door.

Round 2
Omo
Mort
Seven
Jarreck
Guaire
Thugs

Mort, Jarreck, Omo and Seven must make Fort save DC 15 or be deafened for 1 hour. Good guys up.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Fort: 1d20 + 3 ⇒ (16) + 3 = 19

Some instinct makes Seventeen slap her hands over hear ears when the tiny pellet lands near by and explodes with concussive force.

Niles can Seventeen squeeze through the door to stand next to Jarreck?

If so:
She tumbles past and lands with her hands out, fingers splayed, thumbs touching and shouts "Fuego!'. Energies race out in a vivid fan Burning hands CL3, saltpeter, DC15 reflex save: 3d4 + 1 ⇒ (2, 3, 2) + 1 = 8 but themes seem weaker than before and her eyes glaze over in exhaustion.

If not:
Seventeen triggers the wand yet again and twin missiles unerringly race out to hit her previous target. Magic Missile CL3: 2d4 + 2 ⇒ (1, 4) + 2 = 7


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Climb: 1d20 + 7 ⇒ (8) + 7 = 15
Lol

Guaire sort of climbs eagerly, but his grip is somewhat less solid than scaling up.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11

Mort cringes slightly as he first hears a bang and then gets blasted by fire, though the fire is quickly extinguished the bang leaves him with ringing tones in his ears.

Mort drops his club and his hand emits a light blue and black glow, then he takes a 5-foot step towards the green thug.

His right hand glowing with light-blue hues and colours and the faint sound of cracking ice can be heard.

He reaches out with his hand to touch him on his leg and make him cringe as well.

Melee Touch Attack, Chill Touch: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 3 DC 16 Fort Save or lose 1 Strength

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Full attack against green - again.
short sword(main): 1d20 + 3 ⇒ (8) + 3 = 11
damage if hit: 1d6 + 2 ⇒ (5) + 2 = 7
short sword(off): 1d20 + 3 ⇒ (18) + 3 = 21
damage if hit: 1d6 + 1 ⇒ (6) + 1 = 7
fort save: 1d20 + 7 ⇒ (16) + 7 = 23


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo throws another bomb at the green thug.

Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9

Bombs Away!! (RT): 1d20 + 6 ⇒ (12) + 6 = 18
Fire Damage: 2d6 + 4 + 1 ⇒ (5, 2) + 4 + 1 = 12

Splash Damage: 7


Current Map

Round 2
Omo [deaf] hurls a bomb hitting the thug for 12 and Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 the other thug dodges the splash.
Mort [deaf] 20%SpellFailure: 1d100 ⇒ 62 tries to touch Green in a bad place but the Thug dodges. Mort takes 1d6 ⇒ 6 fire damage.
Seven stands in the place vacated by Mort and blasts, unfortunately Mort is caught in the blast Reflex Mort: 1d20 + 3 ⇒ (18) + 3 = 21Reflex Blue: 1d20 + 4 ⇒ (1) + 4 = 5Reflex Green: 1d20 + 4 ⇒ (15) + 4 = 19Reflex Red: 1d20 + 4 ⇒ (15) + 4 = 19
Jarreck steps up and puts Green down.
Guaire tries to climb down but fails, he falls 20 feet Acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2 Falling Damage: 2d6 ⇒ (4, 4) = 8 and is now prone.
Thugs
Blue climbs down from the crates.
Red moves forward You killed my friend! and attacks Jarreck Punch: 1d20 + 3 ⇒ (8) + 3 = 11 missing.
Gold moves forward
Others ready for combat and move.

Round 3
Omo [deaf]
Mort [deaf]
Seven
Jarreck [prone]
Guaire
Thugs/Bad Guys

"Good" Guys are up


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire shakes his head to lose the dizzyness of the fall.
"Aw man....that went awful."

He stands up and heads for the door next to Omo, drawing his bow.

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