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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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

We'll wait for omo to kill it and move on I suppose. I thought about aid another on him but he's ahead in the initiative order and he hit. Nobody else is doing enough damage. I suppose omo might miss next round which might be bad.


Current Map

There is an arcanist exploit that might be useful. Lightning Lance.


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

Sorry Niles but all those damage dealing exploits are terrible. 1d6 per two levels, cha based save for half, no thanks. I did think about summoning a small lightning elemental but even with an extra +2 dmg from augmented summons it won't do enough to bypass the hardness even with vulnerability factored in.


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

Lightning elemental? Would it deal energy damage?


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

Since the ruling is Vulnerability trumps Hardness...

Seventeen shrugs at the uselessness of the wand, but she notices how Omo's electrically charged bombs are putting the hurt on. She wonders 'Maybe a being borne in a lightning storm could work? Only one way to find out...'

She clicks her fingers and murmurs "Zzzap!" and a tiny teeny storm cloud, appears opposite Jarreck. The cloud has sparks suggesting eyes and long (well about a couple of inches) sweeping arms charged with bolts of lightning.

The creature immediately attacks causing miniature lightnings to discharge into the robotic foe!

Flank, Metal Mastery: 1d20 + 5 + 2 + 3 ⇒ (7) + 5 + 2 + 3 = 17Normal Damage with Augmented Summons: 1d4 + 2 ⇒ (1) + 2 = 3Electricity Damage: 1d3 ⇒ 3 * 1.5 = 4.5 (round down) = 4 dmg.

Seventeen uses 2 arcane reservoir points to summon a small lightning elemental. It has str 14 and con 14 (13 hp)


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

Mort will try to escape his precarious situation.

Escape out of Grapple: 1d20 + 2 ⇒ (16) + 2 = 18


Current Map

Waiting on Jarreck

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

Momentarily stunned by the appearance of a storm cloud underneath the ground, Jarreck resumes his attack.

+1 glaucite longsword + flank + 2h: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

damage if a hit+SA: 1d8 + 3 + 2d6 ⇒ (1) + 3 + (6, 1) = 11


Current Map

Round 3
Omo hurls a bomb dealing 25! damage.
Collector [grappled] pummels Mort for 7
Jarreck chops down hard, dealing 4 damage to the Robot.
Gearsman attempts to climb once more Climb: 1d20 + 6 ⇒ (15) + 6 = 21 but fails to climb the pit.
Seven summons a lightning elemental which deals 4 damage to the robot, ending its existence.
Mort
Guaire

Round 4
Omo
Jarreck
Gearsman
Seven
Mort
Guaire

Good guys are up(except Seven)!


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

Mort tries to escape the grapple again if he can.

Escape Artist to Escape Grapple: 1d20 + 2 ⇒ (19) + 2 = 21


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

I don't think you are grappled anymore.

Omo moves closer to the pit and tosses a shock bomb down onto the head of the imprisoned Gearsman.

Bombs Away: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d6 + 7 + 1 ⇒ (3, 5) + 7 + 1 = 16*1.5=24


Current Map

Correct, the grappling creature is dead. But nevermind...HANDWAVING ENCOUNTER LOADING PLEASE WAIT

Omo hurls another couple of bombs down the pit and slays the fearsome Gearsman. it took 2 more bombs

The Gearsman was carrying a curious weapon, it looks like a mace but has a trigger like switch on the hilt. DC 22Kn:Engineering

The Collector robot has several batteries (3) that can be salvaged.

The room has a discarded item which looks functional. DC 25 Kn:Engineering.

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

Thanks for the fast forward

kn:Engineering(mace): 1d20 + 7 ⇒ (13) + 7 = 20 nope

kn:Engineering(Discarded item): 1d20 + 7 ⇒ (15) + 7 = 22 nope

Adding 3 batteries to ones already carrying. from the description Niles I'm assuming these are somewhere between a 2032 flat battery and 1/2 dollar piece sized.

Before looking around the room Jarreck helps Mort untangle himself from the disabled robot collector. "Need a hand, Mort?"


Current Map

Absolutely correct! They are about the size of a silver dollar


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 looks down at the wreckage of the robot.

"Omo, how powerful can you make those explosives of yours? They seem to be doing ok there."


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

Kn: Engineering (Mace): 1d20 + 18 ⇒ (1) + 18 = 19

Kn: Engineering (Discarded Item): 1d20 + 18 ⇒ (17) + 18 = 35

"I don't actually know what this thing does, do you Seven?"

After taking the time to inject hemochem into Mort and Jarreck, Omo leads the party towards the northern passage. "We should investigate it before we return to the surface."


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

"They will improve as I grow more skilled. I think we were lucky here that these metal men's internal workings were so damaged by the electrical injuries. If we fight many more of them we should get skymetal weapons for you and Jarreck. Perhaps you can afford them after our reward from the town."


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

Mort looks a little worse for wear, but he still lives and grumbles a bit before answering Jarreck.

"I'm still alive, I don't like these so-called 'robots'. They don't seem to be able to fear or have the usual weaknesses of most creatures I've encountered."

Suddenly he yelps as he's surprised and slightly hurt by Omo stalking up to him with a hemochem injecting it into his shoulder.

"Can't you at least ask before you do that sort of thing?" He adds a bit irritated at the sudden injection of artifical make.

He then shakes the feeling of and chips into the conversation between Omo and Guaire.

"So you're using lightning for those bombs? And they were more effective than the fire ones? Interesting, good to know how to hurt them."


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 casts Tenchnomancy from the wand she bought from Trett and examines the mace.
Kn:Engineering: 1d20 + 9 ⇒ (16) + 9 = 25


Current Map

Neuron Inhibitor:
While powered down, this sturdy, 2-foot
truncheon functions as a Masterwork light mace.
Once it is activated (this is a free action
that consumes 1 charge), a high-density
power core housed in the weapon's head
generates a high-pitched whine that
causes momentary disorientation in a
creature struck. Each time the weapon
hits a target, it consumes 1 charge and the creature struck must
succeed at a DC 12 Fortitude save or suffer trauma to its central
nervous system. For 1 round, a creature that fails its saving
throw takes a -1 penalty on attack rolls, skill checks, and Will
saving throws, as well as a -4 penalty on concentration checks.
The duration of this effect stacks with multiple hits from the
neural inhibitor. This is a mind-affecting effect.

Timeworn Chemalyzer:
Price 1250 gp; Slot none; Weight 8 lbs.; Capacity 10; Usage 1 charge
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants a +5 competence bonus on all Craft (alchemy) or Knowledge (engineering) checks to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.


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

"Sorry, Mort, I didn't mean to overstep myself. I just don't like the thought of you injured. Much more effective. Their carapaces are too hard to be hurt by other means, but the wires inside cannot take the excess energy."

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

"Nice work Omo, and thanks for the shot, I think." Jarreck comments rubbing his shoulder where the ratling injected him.


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 stops prancing about and in serious tone asks, "What now then? Do we need to destroy the elevator somehow? This place must be sealed off for the good of the town."


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

"Like I said before. We should check the northern passage to make sure there is no alternative entrance and then disable the elevator. Destroying it may be too risky in case repairs need to be affected on the core in the future."

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

Turning to regard Seven and here question...

"There is one tunnel going off to the Northwest, I think, This I, actually disappeared up it. I can work at disabling all of the doors down here to make things harder to access. We can disable the elevator as well but it was disabled and Meyanda was down here, question remains how did she get here.
Was it before or after the elevator was disabled above? The subterranian dogs were also here, that indicates the tunnel may lead elsewhere.
Anything I disable, can with someone of the correct skills, be repaired, short of pouring acid in the controls. Of course at that point we would also not be able to return without some means of destroying the door then for access. More questions than answers I think."


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 listens to their responses and replies, "Lets check the tunnel then and go back for the elevator?"

Assuming they agree, she'll start heading to the north west runnel.

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

Agreeing here, Jarreck takes time to disable the doors in this area. Niles ok to take 20 here on the doors, that would be a 32? before moving towards the tunnel.

stealth: 1d20 + 10 ⇒ (8) + 10 = 18
perception: 1d20 + 9 ⇒ (20) + 9 = 29


Current Map

If Jarreck takes 20 at every door...that's 20 minutes per door. Let's assume he only jams the important doors, that is still 8 doors. So 160 minutes. The Tunnel that This I disappeared down you find goes slightly upwards into the Hill and deposits you on the Habitat Module and then into the original Caves. It was this tunnel that served as an entrance for Meyanda and she caused a minor cave in to disguise it. However it looks like some enterprising creature dug out enough space for itself to crawl. With a few hours work you could make room to leave OR you could set off a few grenades with an appropriate Kn:Engineering roll to block this part off. Jarreck could also JAM these doors like he did the rest.


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

"Jarreck, could you jam the door to this tunnel? Then I will try to trigger a cave-in here."

Knowledge: Engineering: 1d20 + 18 ⇒ (4) + 18 = 22

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

"Given a little time I should be able to, just give me a few minutes with it"

Jarreck will spend time jamming the door to prevent further use.

Niles will we need to return back through the engineering area and come back up through the elevator - that was kind of the direction I gathered unless we wanted to spend a couple hours clearing out the exiting rockslide. Either way Jarreck will want to remove the power coupling for the elevator to disable it. Will be easier to return - if need be - if we disable the elevator and completely block the other entrance.


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

I'm with Jarreck here.


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

Sounds good.


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

Yup, agreeing.


Current Map

The party maneuvers back down to the engineering level and takes the elevator up to the Science deck, and then back through the Habitat module to the other side of the doors. Jarreck and Omo plant several grenades and set them off, causing a cave in that reblocks the doors.

Anything else down here or are you guys ready to move to town?


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

Back to town!!!


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

Aye, back to town.


Current Map

The PC's are met at the edge of town by a cheering crowd of townsfolk! Lead by Councillor Dolga Freddert and Councillor Khonnir Baine, they congratulate the party for the job well done!

Dolga Freddert has a bag with 4000GP that she gives to the party and Khonnir Baine promises free drinks at the Foundry Tavern. Bazlundi Otterbie offers a steep discount on forged armor or weapons.

Congratulations you have finished Book 1 of Iron Gods.

What do you do with the captured Ratfolk?


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

Woohoo!

Guaire hadn't seen such a cheering crowd since the festival back in the city.

Less people, but still a pretty good volume of sound.
"Greetings councillor, good to see you in good health. It's also good to be back on the surface, the things back in there are....two hands full, sort to speak."


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

"Mistress Freddert, this rogue was in service to the woman who interfered with the torch. He should probably be taken into custody? Also there are things the council should know about the Torch."

After delivering the ratfolk into her hands, Omo will run and embrace his adopted father.

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

"Mistress while he has done wrong, I would have it known he also gave us information concerning those that recruited him. Granted most likely for his own selfish reasons but the information was given. Do with him as you see fit. Councillor once the family reunion is complete we have some things to discuss."

Once they have retired to a much less public location Jarreck and the others can explain how the location has been secured and see to it the power connector doesn't get left laying about. As that will represent the most direct and easy access available to the reactor area.


Current Map

Guard Captain Langer takes Rikkitik the Ratfolk into custody.

After some general celebration the Council of Torch meets in full. All 4 members, Dolga Freddert, Khonnir Baine, Bazlundi Otterbie, Joram Kyte and Samantha Olandir. They explain that Garmen Ulreth was given his possessions (except for the stuff you took) and allowed to take a few of his belongings from his business. After that he was escorted to the edge of town and banished for consorting with enemies of Torch.

Baine, now more restored to his senses and previous good health, says Please, tell us what happened down there.


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 steps forward to give an account, "There was a priestess of a god whom I am unfamiliar, Hellion, the putative Lord of Machines. She was draining the Torch of its energy for her god so that it could fight another god whom I am unfamiliar with, Unity. Draining the Torch not only threatened the town economically but also put it at serious existential threat. If her plans had continued the entire town might have been consumed in a conflagration caused by the unstable Torch. After defeating this crazed priestess and her minions, we disabled the energy relay and all of the doors leading to the reactor. Unfortunately, Trett did not oblige us by coming for the reactor while we were there. So, the knowledge he possesses is still a threat to our town."

Omo studiously avoids revealing any information concerning what the priestess said about Seventeen. In many ways she is as much his sister as Val, and one does not betray family.


Current Map

I'm going to assume that you guys give the Council "some" of the details of the item Trett stole...also Baine knows some stuff that he would have let them know.

The Councillors are troubled, as they have been since Khonnir Baine told them the truth (mostly) of his past. We will resist the League as well as we can...but they have always coveted the Torch as a means of wealth. Joram Kyte speaks up I have a dear friend who lives in Scrapwall. If this "Hellion" being is there, Dinvaya will know about it. I will make contact with her....but this may take time.

Bazlundi and Samantha both speak almost in unison That rogue Trett won't get far...we will put word out with our Caravaneers to look for him. He will turn up.

Khonnir himself feels certain that Trett won't report at once his findings, he will first try and consolidate his power...afraid that his League Captain will steal his glory.


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

Yeah, Omo isn't holding back anything but the "sister, overthrow the fleshies" stuff.


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

Much later after the meeting, Seventeen shyly asks Councilor Baine, "Father, Omo suggested I ask if I may copy spells from your book? It seemed a sensible, if slightly presumptuous request. I have discovered a couple of formulae myself that I'd like to offer in return - assuming that is you haven't independently discovered them..."


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 will be standing near Seventeen looking very eager when she makes her request. He wants to get in on that sweet spellbook action.


Current Map

Khonnir's Spellbook:

3rd-dispel magic, fireball, fly
2nd-acid arrow, pyrotechnics, resist energy, web
1st-corrosive touch, expeditious retreat, mage armor, shocking grasp, unseen servant

Khonnir of course will allow his children free rein of his spellbook. Just gotta pay for ink


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

Mort stands in a corner as Omo and Seven make their use of Khonnir's spellbook.

He lets out a small sigh and then inquires.
"So what can we do in the meantime? Information about Trett or the Technic League will not arrive here tomorrow, so is there anything else we could do or help with? Else I should use my free time to procure something for my studies."


Current Map

It's kind of a downtime moment right now, so if you want to make purchases or do something else feel free to post about it.


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

As everyone waits on more news concerning the Technic League and the Torch, Mort heads out towards more wild places, primarily caves and swamps and tries to commune with the creatures there, aiming to collect samples of poisonous creatures to manufacture his own poisons.

Spell-List for those days:

Lvl 1 spells: 2x Call Animal, 2x Charm Animal
lvl 2 spells: 2x Lesser Restoration, 1x Bear's Endurance.

Mort ponders on the days of his trip on which animals might be called upon. Knowledge Nature, Take 10?: 10 + 10 = 20

I know Call Animal doesn't normally call Vermin, but would you allow me to do so? It fits with Mort's character".

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