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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Current Map

Forgot about Jarreck, we waiting on him too


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

I'm back, posting more tomorrow.

Mort steps 5 feet to the north-east and attacks purple.

Attack, Chill Touch: 1d20 + 6 ⇒ (5) + 6 = 111d6 ⇒ 1 Fort Save DC 16 or lose 1 Str


Current Map

Botting Jarreck

Guaire fires his bow twice, hitting Purple once for 8. Sonic hits for 5 Fort: 1d20 + 5 ⇒ (17) + 5 = 22 Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Omo moves forward One more round and you'll be free!!!!

Round 6
Seven casts Create Pit and Ref Gold: 1d20 + 9 ⇒ (7) + 9 = 16 Ref Green: 1d20 + 9 ⇒ (4) + 9 = 13 Green and Gold fall into the pit. The Earth Elemental bashes Purple for 10.
Mort steps up and misses with his last chill touch.
Jarreck attacks with both weapons Longsword: 1d20 + 6 ⇒ (4) + 6 = 10 and Neural Inhibitor: 1d20 + 6 ⇒ (11) + 6 = 17 hitting for 1d6 + 2 ⇒ (3) + 2 = 5 and dropping the Smiler. .
Smilers
Surrounded, Purple lashes out with a dagger at Mort Dagger: 1d20 + 2 ⇒ (19) + 2 = 21Dagger?: 1d20 + 2 ⇒ (8) + 2 = 10 1d4 ⇒ 3
Gold and Green reload their weapons and prepare for death.
Guaire
Omo

Round 7
Seven
Mort [1 chill touch]
Jarreck
Smilers
Guaire
Omo

Good Guys are up...this one is pretty much over

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 bot, last thing my feed was showing for new post was the comment about waiting for Omo and Mort til 5 minutes ago. Not sure why the remaining post didn't show. Nice attack BTW nice to see you roll good for me as well as against me :-)


Current Map

Actually, I think I screwed you over a little because I forgot to include Rage bonuses...shoulda been +8 to hit and +3 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

Wanting to conserve resources, Seventeen moves forwards till she has line of sight (ending up next to Guaire) and throws a glob of acid at Green.
Ranged Touch Attack: 1d20 + 5 ⇒ (2) + 5 = 7Damage: 1d3 ⇒ 2

Niles do you think the Elemental can earth glide into the pit? I'm not entirely sure if it can since it's an extra planar space.

Regardless the elemental will move into attack Green, jumping down if needed. It surges forwards to aim a powerful blow at his head.
Fall Damage?: 1d6 ⇒ 6

Slam with Terrain Mastery and +4 str: 1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Confirm?: 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24Crit Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Current Map

No, its Extradimensional Space.


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

"More coming up!"

Doubleshot at gold.

Rapid, PBS: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 Dmg, PBS: 1d8 + 1 ⇒ (2) + 1 = 3
Rapid, PBS: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17 Dmg, PBS: 1d8 + 1 ⇒ (2) + 1 = 3

Hedgehodge charges green.
Gore, charge, power attack: 1d20 + 4 + 2 - 1 ⇒ (12) + 4 + 2 - 1 = 17 Dmg+poison: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5


Current Map

I don't think Guaire is reading the thread...


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 keeps moving.


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
Niles wrote:
I don't think Guaire is reading the thread...

Whoops...*facepalm*.

Nifty spell though.

Guaire says a word in Kellid, the hedgehog approaches him.
With no immediate target, Guaire awaits, hearing some punching noises likely.


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

I'm under the impression that you can shoot into and out of the Extra dimensional Space. However Guaire would have to move right to the edge of the pit to actually see them, although doing that would be risky.


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 attacks Purple again with his Chill Touch spell.

Attack, Touch Attack: 1d20 + 6 ⇒ (19) + 6 = 251d6 ⇒ 4Fort Save DC 16 or lose 1 Str

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 moves to help Mort with the buffoon he's fighting. ( 7 north, 1 west)

Swinging the sword horizontally, aiming to hit above Mort's head level.
rage expended - fatigued round 1 of 8

longsword: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 2 ⇒ (7) + 2 = 9

but fatigue has caught up with him, he misses badly. and such a nice damage roll too


Current Map

No more Chill Touches Mort, I used all 4, sorry for the confusion, that was a copy/paste error.

Guaire fires his bow, dropping purple Changed targets
Omo moves

Round 7
Seven's elemental takes out one Smiler, the other one drops his p[istol and dagger I surrenders! Please don't eat me!
Mort [1 chill touch]
Jarreck
Smilers
Guaire
Omo

Combat Over

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 takes a moment to catch his breath and look around, storing his mace and sword until needed further..perception: 1d20 + 9 ⇒ (9) + 9 = 18

He is looking around for any further trouble makers. If none are noticed he will move to inspect the fallen for keys to the surrounding buildings and of course any other tidbits that might be interesting.

Jarreck leaves the securing of the one prisoner to Guaire and the Elemental.

Note to self and the others, need to spread out the healing options.

"Ho Omo!, I need a little help sir before we begin opening any more doorways."


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 bustles over. "I think these fools are cannibals. Is this a common practice outside of Torch? It seems more than a little antisocial."

Hypogun (Black): 2d8 + 3 ⇒ (7, 3) + 3 = 13


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 frowns at the prisoner, "Surely there must be better sources of food, I think you might be poisonous. Most peculiar. Considering what he's done, a hanging is customary right?"

The elemental stands ready to bull rush the prisoner should he try anything foolish or desperate.

Seventeen dispasionately searches the corpses.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

She casts detect magic and detect poison for good measure.

If there are any technological items the function of which are not immediately obvious, she will use a charge from the wand of technomancy on Omo to enhance his understanding.


Current Map

The smilers all carried battered pistols (will not function for anyone but them, worth 20GP each) and MWK bucklers as well as leather armor and a dagger. Hatchethand had two MWK handaxes and +1 Studded Leather.

The disgusting man begs for his life No no, you don't hang Ewar. Ewar helps you get into Scrapwall yes? Good crusaders want Marrow, Marrow is Smiler boss. Marrow is leader yes? Crusaders get many rewards for slaying Marrow

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

Thank you Omo that brings me back up to 16. Hadn't removed the second attack from my stats.

"Start talking, the value of your life depends on the value of information give us. Start with what is in the building here, continue with what you know about Scrapwall, ending with what you can tell us about Marrow. Good information just might save your sorry hide, poor information.....Guaire did you not mention Sonic there loves to gnaw on bones so he can suck their marrow. We wouldn't have to end you all at once, an arm here, a leg there. With properly applied tournaquets I'm sure we could make this last a week waiting on you to give us good information."

diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21 for the initial information request

bluff: 1d20 + 7 ⇒ (2) + 7 = 9 for the threat of slow decapication

sense motive: 1d20 + 4 ⇒ (2) + 4 = 6 is he telling the truth???


Current Map

Ewar stutters for a moment Iiiii Thhhat one is where wwwee kept the prisoners, bbbut we was gonna ransom em fair to you we promise! Ttthhat one iiis nothin, just rrurrubble. And that one is cursed, locked..the other crusaders said it was haunted. Labeled the rooms on the map

Ewar details the following about Scrapwall

-Marrow is a spellcaster and a necromancer.
- She eats people, she ate Hatchethand's missing hand when he made her angry.
-The Smilers use a substance called Soothe, which sounds like a highly addictive substance to Omo, to cause those hideous scars to their bodies.
-Recently some of the Smilers moved up in the ranks of the gangs that run Scrapwall, they took over the Steel Hawks and now control entry into and out of Scrapwall.
- Other Gangs in Scrapwall include, Steel Hawks, Redtooth Raiders, Lords of Rust and dozens of smaller less important gangs.

His description gives you a good idea about Scrapwall's inner workings


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

"Hmm, you're very right about that Jarreck, 'Spike' seems agitated by being hit by this bunch. To say i'm voting for leaving this one alive is an error.", Guaire weighs his heavy flail in his hand, making a gesture for a swing. (which isn't to come unless provoked)

"If this were my city, he'd be sentenced by a jury, but out here, nobody misses a cannibal. I'm quite certain the ghosts of their victims would certainly 'smile' upon execution."

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 rest for a few moments to let the fatigue pass that besets him after a rage episode. Then moving toward the building where the prisoner indicated they were keeping captives. Studying the ground surrounding the doorway and the door itself for any traps. perception +veemods: 1d20 + 11 ⇒ (3) + 11 = 14

If none are detected he will look to open the door freeing the captives....

if needed:

disable device(lock): 1d20 + 12 ⇒ (18) + 12 = 30

disable device(trap): 1d20 + 17 ⇒ (14) + 17 = 31


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

Black Hypogun: 2d8 + 3 ⇒ (5, 6) + 3 = 14

When Jarreck's injuries proved more severe that Omo had first imagined he heals the elf again.


Current Map

Are you guys keeping track of charges?

Jarreck hears movement within and opens the door to reveal four bound and gagged men. They are completely without gear (including clothing) and look worse for wear, they are bloody and at least one has an arm pointed in a slightly odd way.

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

I have not been keeping track of those… don't think he has used more than 6-7 at the most so far. If Omo hasn't been keeping track I can go through tonight and Talley them 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

I remember at least four charges off this one.

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 moves to those on the floor after calling out to the others for help and blankets. Taking extra care to be easy with the one with a possible broken arm.

"Easy friends what happened here. We have put down the cannibals manning the front gate."

work calls again, be back later


Current Map

The battery powered stuff isn't as important to keep track of....the nanite powered items definitely need to be tracked.


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 asks the freed men, "What happened to you all?"

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

Went back as far as the leveling up section where Omo graciously took the hypoguns to carry with the nanite canisters. He has used a total of 5 charges so far, 3 after the fight with the stalkers and 2 after this fight, so the gun should have 5 more charges on this canister, and 4 additional canisters. I don't remember any use of the black hypo before then.

For now Jarreck will conserve ammo in the inferno pistol by using his bow and trying not to get squished in melee :-)

After the other begin arriving to help the captives, Jarreck steps away to try and gather up some clothing, swiping it from the raider's stores if unable to find any elsewhere. Off of them as a last resort. figuring the captive will talk more with their dignity restored.

"Here try these on."


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 to the bound and gagged men and sees what he could possibly do for them.

Heal check: 1d20 + 7 ⇒ (15) + 7 = 22


Current Map

A badly battered half elf rouses himself and sits upright once his bonds are cut he croaks out My name is Andalen Kraklos, Captain of Dawn's Light. Thank you for saving us, the Dawnflower herself must have sent you. We thought we were as good as dead.

Mort:
The men have been badly beaten and need rest and recovery. However none of them is in imminent danger of dying.

In response to Seven's query the Captain says My men, there were once a dozen, and I were a small contingent of Sarenites sent by Taldor to man this small outpost for the next month until a larger force would come to march with us to the 4th Crusade. These bastards talked their way into the gate and ambushed us once we dropped our guard. They killed three of my men outright.... and butchered five of them afterward. Holy Sarenrae teaches that all can be redeemed but...I do not think they deserve it.


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 help Mort with the healing. He can provide the bare bones of long term care.

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 hand out the clothing he can scrounge up, hearing the captain's comments he speaks up.

"We may not be able to give you satisfaction on most of the bandits; as we've already thinned their ranks considerably. But one of theirs is a prisoner of ours, should you wish it we would give him over into your care for the justice he deserves."

Jarreck isn't much for cold blooded killing but turning the miscreant over to rightful group in charge of the keep. Suits him just fine.


Current Map

The badly beaten man nods grimly. Our gear should be here somewhere, we four can man the Keep until our Company arrives next week. I can see that the man is dealt with...

Ok, what now?

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

"Captain, we stopped here to learn more about Scrapwall before we head in there, is there anything you can add to what the fellow outside has given us?"

Jarreck will give him a synopsis of what the raider told them, and wait for the captains answer.

Afterwards....
"Your raider friend over there said the chapel here is haunted, any idea as to what he means by that? Or is this the first you have heard of it?"

The rogue side of Jarreck's personality is curious as to what is behind the closed and locked doors.....


Current Map

Captain Kraklos shakes his head I'm afraid we don't have much more intel than that. We've heard of these...Lord of the Rust and this Hellion but not much more than whispers and rumors. Regarding the "haunting" Kraklos says Aldonard, a dead Paladin of Sarenrae is said to haunt that chapel. We stay clear, haven't opened it since we got here. The Company ahead of us told us some stories about unfortunates who went in there.


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 seems happy not to have to deal with the prisoner, "Father said one must seek to avoid being judge, jury and executioner. Without some legitimate authority our hand would have been forced."

Later when the story of the Chapel comes up she notes, "A ghostly paladin! Surely that is against everything he stood for in life? Is there nothing we can do?"


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

"Lord of Rust? These names are starting to sound like a joke."

In response to Seven's reaction on the ghost:
"It may be against his own will to haunt the place. A great uncle of mine who fell in battle, appeared as a ghost in the training halls. Apparently, some dark magic disturbed the natural order and sent him there to spook us against his will."

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

Nodding at the captain's explanation and Seven's reaction.

"Yes a paladin of the good Sarenrae haunting this place cannot be natural. Perhaps Guaire, as you say it is against his will. How was your tribe able to set your uncle's soul to rest? turning to the captain once more If my other companions wish to set the good paladin's soul to rest do you have a key to the chapel?


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, it goes against the natural order of things. Death is just as much a thing of nature as life is, though undeath isn't. I'd like to help restore the balance as well. I might need some more appropriate magic for that though." Mort says as he hears about the ghostly paladin.


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

Knowledge (Religion): 1d20 + 11 ⇒ (18) + 11 = 29

"Ghosts seem above our pay grade, though if something can be done, it probably should be."

Omo says worrying.

My people aren't the longest lived.


Current Map

Omo:

In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in a few days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit. You know all the info here

To Jarreck the Captain says We do have a key to the abandoned chapel.. but beware, we've heard rumors of people going in and never coming out.


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 tells his friends what he knows about ghosts.

"Diplomacy is much more important than anything else given that violence is not a permanent solution. If none of us think we can convince a restless spirit, we should avoid the chapel."


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
Jarreck wrote:
How was your tribe able to set your uncle's soul to rest?

"These days the word is clan, the word 'tribe' is more associated with the clans who live outside of the city in settlements. They are less, i hate to use the word, 'civilized' by city standards. But by no standard are they stupid or savage per sé."

He pauses.

"We laid the spirit of our uncle to rest by slaying the mage who was the cause for his death and binding to the hall. We were told his ghost's condition for passing on, was to meet a condition of sort. Which varies per ghost."

If this required a kn. religion check, ignore that part. But it seemed plausible that a spiritual/shaman/cleric from his clan would share the important details.


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 wonders, "Maybe the ghost tried and failed to do something in life. If we knew what it was, perhaps we could do something about that?"

She's apparently been reading a LOT of books recently, and seems to be getting some peculiar ideas.

My gamer OCD compels me to at least try ;)

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

no worries Seven mine too ;)

Jarreck turns back to the captain. " I think we shall try to put this paladin to a long awaited rest. Anything you think we should know ahead of time?"

After the answer he looks to Mort. " How much time do you need to prepare? I'm sure all of us would be willing to let you prepare what you feel is best for this situation."


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 shrugs at Jarreck's words. "That depends on how far away the chapel is, if it's right here, there's no sense in waiting for a new day to commune with nature to grant me new spells. I'm mostly prepared to combat living enemies, not undead ones, let alone negotiate with ghosts."

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

" Ok Altouna, said that Aldronard was a devout paladin of Sarenrae. He served in the war for several years, and when the crusade came to an end, he received a letter from her father, informing him that she had died during an attack on the farm by raiders. Her father's letter made it clear that he blamed Aldronard for her not leaving home while waiting on him and also that he wasn't there to protect her. The paladin lost in despair committed suicide by leaping from the tallest tower of this keep.

Any ideas lady and gentlemen on what might be a way to settle this forlorn spirit, or shall we just go ask? I don't think in this instance there is a evil mage as was the issue with Guaire's uncle; but more of finding solace for the paladins spirit."

Jarreck muses to the group turning the key over and over in his hand.

"Then again didn't the raider say that Marrow is a nechromancer perhaps there is a connection there...."

Niles in the information the raider did give us about Scrapwall did he mention how to access the city, or that some of his group was in charge of the entrances?

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