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

I suppose it would be evil to kill Sef now, shame.

Despite the burns Seventeen keeps her steady and her voice to an even monotone saying, "Friends don't try to kill each other. Prove you are a friend."

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 helps steady Mort, replying grimly "I know not, Omo has been doing most of the talking. But I trust him no farther than I could toss a Minotaur."


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

"He is begging for mercy." Omo says somewhat queasily. "I don't trust him. But if we tied him up and took his weapons maybe lack of trust wouldn't matter?"


Current Map

I'll go ahead and suspend combat for now while you guys figure out what to do. Yellow has run off and Red is running too, Sef threw his weapon down and is begging for mercy.

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

"I care not what we do in the end, but have little desire to leave trouble behind us; as we move forward into unknown danger. Should the group desire to do so I can supply rope if none can be found in the refuse dump." Jarreck speaks out normally to the others, but the this last part is mumbled underneath his breath. "T'would be a poor use of good silk rope."

"Guaire, Mort, Vrek what say you three? As this poor excuse for a leader attacked us when Seven spoke her mind and chose to walk away. Now that he is loosing, he begs for his life" Jarreck's body language shows that he doesn't care which way this goes.

Omo wrote:
"So that's one vote for no mercy." Omo replies wryly.

Jarreck is ever the practical one....


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

"So that's one vote for no mercy." Omo replies wryly.


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 shows slightly narrowed eyes.
"We'd usually toss such a lot in the dungeon for a while before asking questions. I recall your half-orc friend having died from multiple stabwounds, i'd not dismiss another backstab from this one. Law in the field here....i suggest tie him up and ditch him at the brown mold. That's being nice, considering an arrow to the head as on-the spot solution."

At the sugggestion of a poor use....
"Use any clothes they have present for a makeshift rope, it saves you yours."


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 studies the reactions of the party as they decide what to do with Sef. Internally she considers the following debate.

'Councillor Baine described in great length the proper treatment of prisoners in town and when captured by armies. Under no circumstances where they to be hurt, although force was permissible if they tried to escape. We are neither an army nor is this town, although in truth town is not so far away and we need healing so returning there with a prisoner may be preferable. Pushing on leaves us with poor choices, either we murder Sef and become that which Baine detested or we release Sef and expect a dagger in the back...'

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 decides to wander about the "throne room" area, he figures that either way the area will get sacked. If Sef is left alive then the objects from the throne room area - if any - are a small price to pay for his life; if he is executed well he wont need them after that point anyways. And our group is definitely in need of additional healing if it can be found. Jarreck will also check out Loupel, the down skulk that was going to go with us. The Councillor has been gone a while and trip back to town may or not benefit his survival/recovery.

"I'm going to take a look around in here for that rope and anything else that might be of use. Someone want to check on Vrek's friend over there" Indicating whats left of the skulk Vrek dispatched.

Niles if it is OK I'll take 20 giving me a 26 on this search

if Loupel is still alive:
heal: 1d20 ⇒ 7 That ain't gonna help him any


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 will help Jarreck with his (possible) medical check of the skulk.

"Mind if i take a look?"
Heal: 1d20 + 5 ⇒ (18) + 5 = 23

He'd rip some of the skulk's clothing for bandages if it helped.


Current Map

The Skulk that Vrek downed is well and truly dead, Jarreck cannot tell if Luepel is dead or not, but she is badly burned. Guaire can tell that Luepel isn't dead, Guaire can stabilize Luepel if he cares to.

Jarreck takes about 15 minutes to search the area thoroughly Roll a d20 unmodified Jarreck

Jarreck finds

Loots:
Inside Sef's hut is three suits of studded leather armor, a masterwork buckler, a short bow with 11 arrows, a rapier, two short swords, a masterwork sap, two potions DC 17 to identify, a sunrod, two sets of masterwork thieves' tools, two scrolls and 143 gp. Sef himself carried alchemist's fire, liquid ice, smokesticks (3);daggers (10), mwk short sword, 35 gp, 18 sp. Inside the satchel that Sef had was 46 Silverdisks and 5 brown stripped access cards.

Sef responds to Seven in broken common Sef. Friend. Sef. Help. Find. Purple. Hair. He doesn't resist if you try and tie him up. He just wants to live.

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

requested: 1d20 ⇒ 8 Here you go


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 a look at the potions and the scrolls, but hands them back saying nothing.

Spellcraft identify Potions: 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft identify Scrolls : 1d20 + 8 ⇒ (5) + 8 = 13

Abruptly and in a louder voice than strictly necessary Seventeen volunteers the opinion that, "I am injured, seeking healing back at town would be logical. It would also be logical if we let the Torch authorities deal with Sef, that way we can act with honor without leaving us open to a dagger in the back."


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 like this suggestion."

Would the liquid ice be good against the brown mold?


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

I'd guess so, Niles mentioned cold dmg destroys it.

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

"The councillor is closest to you two, Seven and Omo, if you choose to return to Torch I will support you both in this, though it may bode ill for the councillor. But the well being of the group as a whole is better than the one, in this I guess. We can then return to complete our task"

Niles how long will it take to returnto town? Im guessing at least overnight with the healing involved.

Jarreck feels that Omo's idea about the liquid ice would be good. Sounds good anyways.


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 glances at Omo, and replies, "Finding Councillor Baine is the priority, but he is most particular about the law. If there is another solution that provides healing and retains our honor, I would like to hear it."

Left unstated is Seventeen's private assessment of the chances of finding Councillor Baine alive 'A man may go for many weeks without food, but only three days without water. Given the toxins in the rubbish pile and the general danger of the environment the chances of finding him are remote, and the chance of finding him alive is almost infinitesimal. I find the calculus strangely hard to perform and my eyes malfunction when the number is so low. Strange, why does the value 0.0015% make my chest hurt? It's just a number.


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

"The meaning of 'honor' varies per people. Sometimes safety and security overrule it. We of The Blades hold our traditions in value and we keep the city safe, our 'honor' is our loyalty to our clans and duty."


Current Map

It won't take long to return to town, an hour or two. The problem is that Jarreck doesn't have water breathing right now....so drowning on the return trip is a possibility for him. Everyone else has it for the next 4 hours.

Seven fails to recognize either the potions or the scrolls.


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

Hahaha. I had forgotten about the water-breathing potions.

Craft (Alchemy) to Identify the Potions: 1d20 + 11 ⇒ (13) + 11 = 24
Spell Craft (Scrolls): 1d20 + 8 ⇒ (5) + 8 = 13

Heal (Treat Deadly Wounds): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 If anybody wants to help me with aid anothers I can get Seventeen a hit point back.

"Due to our reliance on potions to travel here. I think we should just tie him up."

The mold is close right? Omo will go use the liquid ice on it.

Ice (Ranged Touch): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


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

Aid Omo: 1d20 + 5 ⇒ (1) + 5 = 6
.....


Current Map

Omo identifies the potions as Cure Moderate Wound potions CL3.
Omo destroys the brown mold, which makes the room safe to inspect. He gets a closer look at the area. He sees the dead body which is propped up against the wall.

Kn:Local DC 12:
The man is named Gerrol Sonder. He was part of the group that went with Khonnir Baine. The popular rogue recently asked a weaponsmith's daughter named Emelia Otterbie to marry him. Emelia would undoubtedly want to know of Gerrol's fate

If you inspect the corpse you notice that it is cool to the touch and well preserved.

Perception DC12:
You notice brown filaments growing along his throat, spine and chest.

DC16 Kn:Dungeoneering:
Will identify these filaments as russet mold

If you search the body:
Gerrol's body still wears a masterwork chain shirt. He still carries a set of masterwork thieves' tools, a masterwork hand crossbow with 5 bolts, several empty vials and 75 gp.


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

"Seventeen, use one of these potions. They are curative."

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

In the mold room:

"There is another body!"

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 can try aiding another but he has a 0 mod on heal checks, someone else s better?/ooc]

"I will be glad to tie our friend up here, with the mold damaged if not wiped out at this point and the blindhiem disposed of; he may survive long enough for his friends to keep him from other denizens of this place he calls home.

Guaire, I know that Parda Gunn was killed by Mona Three Knives - that is a score with her and Louie I will settle if ever we pass. I cannot in good conscience blame that death on Sef - there is plenty I am sure he is guilty of. Including the attack on Seven unprovoked.

Many a 'good man' has fallen prey to bad leadership, try to stabilize Loupel if you can and so choose. We can tie her up as well before we leave.

I say we leave them a short sword each, and a dagger to protect themselves once they figure out how to untie themselves or their cowardly friends return - although they may just kill them anyways. Either way our hands are clear of their murders in cold blood. And the loss of their gear could be considered payment for poor judgement in attacking our group."

Will that satisfy the group sense of honor and justice?

[ooc] Jarreck will search the area where the mold was if Omo's attack renders it harmless, taking 20 for 26 if search is made


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

Wanna make those Knowledge checks, Jarreck? Any time I'm underground and see a Dungeoneering check, I get afraid. :-)

"I'll get on that Jarreck." His wise words swaying the young rat.

Heal: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Omo stablizes Leupel.

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 was eating supper ... I can do the dungeoneering, don't have local

knowledge(dungeoneering): 1d20 + 6 ⇒ (3) + 6 = 9
perception: 1d20 + 6 ⇒ (1) + 6 = 7

looks like I blew them both, Guaire can you pull my sorry dice rolling back into the good, it's bad when you have a total of 4 on 2 d20's :-(

Jarreck steps into the room to inspect the body, slipping on the still cool floor falling to the ground. He doesn't notice anything strange about the body. "OUCH!"

Niles safe to assume they had some rope laying around the camp there?


Current Map

Yep safe to make that assumption.

To be clear, you need to make the perception check before you can make the Kn:dungeoneering.

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'll be glad to re-roll them since it was done out of order :-)

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

barring any objections

Jarreck comes back over to Sef squatting down to stare him in the eyes, speaking very deliberately in common.
"Talk. Now. No. Tricks. Tell Omo." imtimidate: 1d20 + 5 ⇒ (4) + 5 = 9

Looking to where Omo is stabilizing Loupel "Omo he is to tell you anything he knows about the Purple haired one, and what he left out about the gremlins; I believe we need to pass through their area to continue following the Councillor."

Jarreck sets Sef down in a chair, then begins tying Sef up. Beginning with his wrist behind his back; followed by a tying a noose that he slips over his head, running the rope between his wrist and back; then securing his ankles to prevent and excessive movement

He will do the same with Loupel once stabilized, securing the 2 swords and daggers in the roof area of the hut. Well out of reach from the two secured skulks.

what have I done to the dice gods? 3d20=8 arggghhh!


Current Map

In halting Common over the next several minutes Sef tells you everything he knows, hoping that you will let him live. He relays how he got up here from the Darklands below via the nearby vertical shaft. Once the Skulks were led by an arcane caster of some skill who used the levitate spell to get the skulks up the several hundred foot shaft.

He gives some details about the first group that were spotted, they were led by a purple haired woman. There were some green skins and ratfolk also, you surmise that the "greenskins" are orcs or halforcs. The "purple haired" woman met with the previous leader, not Sef, and arranged for the skulks to kill any others who entered the caves. The purple haired one and her fairly large group went north into the gremlin caves and haven't been seen since.

Sef kinda glosses over a few parts but eventually his clan of skulks fought with Khonnir's group and things went south for the Skulks. The sorceror skulk leader was slain along with half the clan, leaving Sef in charge. Baine's group went to a place the skulks call the "metal tunnel" which is nearby, Sef obsequiously offers to show you the way.


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 has stayed quiet for the time the others were debating about whether to have mercy on Sef or not.

"I would suggest getting the other skulk up, bind Sef and leave them here. If and when she would wake up she could release Sef by cutting his bonds, though I'm sure that that won't be anytime soon, so we're safe from any backstabbing he might do."

Mort looks to Sef with a vague expression as he can't really see him.
"We could release him when we get back from the exploration of the metal tunnel, providing Loubel hasn't awakened and freed him yet."


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 thanks Omo for the potion, uncorks it, sniffs it and downs it in one.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Miraculously the terrible burns on her arms and body vanish, although her burnt hair remains burnt.

"It seems the consensus is to simply tie Sef up. Very well. I suggest we stay here until Mort's vision returns, it shouldn't be much longer."


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

Sorry Jarreck, i don't have those Kn. skills

Stumbling upon the body after the mold was cleared, Guaire takes a closer look.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
"There's something off with the body. There's...brown filaments growing along his throat, spine and chest. I don't recall seeing that before, any of you have any idea?"


Current Map

After all the events posted, Mort can see now

-Posted with Wayfinder

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 seeks out Omo for another of the curative potions...
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

overhearing Guaire "Can't remember anything about brown filament growing out of dead bodies, but doesn't sound good. Could it be an offshoot of the mold that was growing in this room already?"

On a side note, does anyone want to do anything with the loot from Sefs hut before moving on? I will replace my 4 expended arrows from the 11 leaving 7.

Otherwise as a refresher, we have studded leather armor(3), a masterwork buckler, a short bow with 7 arrows, a rapier, a masterwork sap, two potions(CMW CL3), a sunrod, two sets of masterwork thieves' tools, two scrolls(?), alchemist's fire, smokesticks (3);daggers (8), mwk short sword, 46 Silverdisks and 5 brown stripped access cards, 178 gp, 18 sp.

I left out the 2 short swords and 2 daggers mentioned above being stashed in the roof of the hut and the liquid ice Omo used on the brown mold. For my part I would like to swap out armor for the studded, and use the MWK Sap and a MWK thieves set, barring any objections.


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 guess I'll set up another loot spreadsheet sometime this week. Which reminds me I've not updated the one in the other game.


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

I'll replace my lost arrows too.

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

If you need me to I can do that Seven. I'm off til this weekend so have the time to spare. Is the other one available somewhere to use as a template idea?


Male Tellarite

Vrek takes a moment to reclaim his energy after his rage, for now he seems content to follow his kinsman's lead and keep watch

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


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

Its here. The first page is noting special, but the party tracker is linked to the individual pages and it saves a bunch of tedious work computing each players wealth.

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

Works for me, I'll play with it and get back with you


Current Map

HP Status:

Vrek 2/12 2 rounds of rage used for the day
Jarreck 10/10
Mort 8/10 8 Nonlethal taken, so 1 pt of damage drops him unconscious
Omo 9/9 2? bombs used and one extract used
Guaire 12/12 6 nonlethal taken
Seven 7/7 but has used pretty much all spells and arcana points

Everyone, except Jarreck, still has water breathing for about 4 more hours.

Monsters:

Blindheim- dead
Fire Beetles- still there
Skulks- 2 fled, 2 captured, 1 dead
Slime Molds- dead
Brown Mold- dead

Also, regarding loot, you missed the items on the dead body that has gone unidentified.


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 sways on her feet slightly, and she announces, "We have exhausted ourselves, its time to rest. These caves are dangerous so we will need to set watche. I'll volunteer to take first watch."

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

Wasnt sure if the body had been searched or not, with the brown fibers discovered. Will be happy to add in.


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

"I'll take second then. I need but my bow and flail."


Male Tellarite

"I suppose I can take third then," Vrek offers


Current Map

Just an FYI, you currently have Water Breathing. The trip to the caverns requires a bunch of moderate DC swim checks to traverse safely, and this is while possibly sickened. With waterbreathing there isn't much danger of drowning, without it...

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'll help with the 1st watch as needed. I need to reflect on the many changes this day has wrought. As well as the good fortune of your groups passing by. It will also give me a chance to make some minor fitting adjustments to the new armor."

I'm doomed....


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

"If everyone is up for the rest, I'll take a breather myself. There however remains the question as to how long our waterbreathing will work. Though I'm fine with healing up a bit in here before trying that swim again."

Mort says as his sight returns and he blinks in sudden wonder.

"Well my sight returns at the time we want to take some shuteye... figures..."

Mort doesn't need anything specific from all those items, though a dagger might come in handy.


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

"We need to return to the surface before our water breathing runs out if only to get more water breathing potions. Or more likely, a few return to the surface and acquire more potions, including some for Jarreck. We need at least two per person. We have learned things. Things our town needs to know. I'm willing to go and do it myself."

I want the alchemist fire.

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