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

Jarreck bows his head in a moment of reverence "Sleep well" before being attacked by the ogre. Dodging its attack, he flicks his wrist before attacking the creature with both sword and dagger.

full attack
longsword(twf): 1d20 + 8 ⇒ (17) + 8 = 25
longsword(haste): 1d20 + 8 ⇒ (13) + 8 = 21
+1 dagger(twf): 1d20 + 8 ⇒ (6) + 8 = 14
Dmg(LS): 2d6 + 3 ⇒ (3, 1) + 3 = 7
Dmg(haste): 2d6 + 3 ⇒ (4, 4) + 3 = 11
Dmg(dagger): 1d6 + 2 ⇒ (3) + 2 = 5


Forgot to roll damage for the sphere. Damage: 3d6 ⇒ (4, 3, 6) = 13 DC 15 Ref save to negate.


Current Map

Guaire blinks away death and stands while grabbing his flail
Spike gores an Ogre, killing it.
Mort sends a flaming sphere at Blue 1d20 ⇒ 2 burning it horribly, the crowd cheers the brutality of it all!
Seven sends a bolt of fire lancing through the crowded melee, it nearly strikes the newly healed Guaire in the back but just misses and streaks off to burn a hole in a seat. The crowd cheers the near team kill.
You missed due to soft cover and firing into melee
Jarreck goes full ginsu on the remaining ogre, his dance of swordplay causes a some in the crowd to cheer on the Birdkillers, the ogre falls dead.

Combat Over

Suddenly, the very earth under the arena shakes and a booming voice is heard

Who dares defy the Lords of Rust! Who dares defy his majesty in Iron! Hellion will see these interlopers and judge them!

The crowd panics and begins stampeding each other to exit the Arena...the party notices a curious flickering light at the easternmost area, ostensibly where Helskarg began the fight from.

Loots!:
Helskarg carried a+1 Autograpnel with 6 charges remaining. She also had a grey access card...


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's still taking back in the senses of being alive.

I guess i can show off some scars to the others now, once i get back to the city.

"What the....where's that voice coming from?", as Guaire looks around.

The pilo scitters back to Guaire, sitting down staring at him with seemingly content, waiting eyes.


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

As quick as Guaire's death had been, his restoration was even quicker. "You are alive!"

That autograpnel would be perfect for Mr. Robot.


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

After his previous general question and looking around himself, Guaire hears the enthusiastic Omo.

"Yes, yes i am. Death was an experience i don't want to repeat in the near future. I'd prefer to be around for several more decades before the next time."


"Caw, caww!"

Mort says as he perches on Guaire's shoulder.
He rustles his feathers and starts looking at the place where the new challenge had come from.

"Caw! Caw!"

And I thought that ogre was nasty already. Hopefully I can still be of use, I feel a little spent.


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 is impressed and says so, "Now that was powerful magic. We should investigate the light to the east."

She stats walking and looks back over her shoulder to see if the others are coming too.


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 grab the loot and scurry after 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

"Welcome back, been close a few times and agree don't want to return anytime soon,"

Jarreck will add the grey access card to the others he has in his pouch and help Omo tie the autograpnel to Mr Robot for transport at this time; before following Seven towards the east.


Current Map

Seven leads the party towards the raised platform

This large wooden platform sits twenty feet above the battle ground to the west. The squat metal tower it extends from is obviously part of a different, much older structure. A large nest of furs and rags and bones, appropriate for something the size of a small giant, sits in the middle of the platform.

As the party moves up the stairs to enter Helskarg's lair, a pair of flat screens come to life and an image appears on them

Know, apes, that you now stand in Hellion's domain. You must bow before your new god-me. Accept me and kneel, and I shall suffer your presence. Deny me the obedience I deserve, and you shall be punished. the entire thing sounds like it has been said hundreds of times, the being is almost bored.


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 is unfazed, "Omo, Jarreck, can you shut that primitive thing off?"

She decides to detect for the presence of magic and poison before continuing up cautiously.

Niles which knowledge check is needed to identify the creature on the screen?


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

Bless its heart. It is trying.

Knowledge: Engineering: 1d20 + 28 ⇒ (7) + 28 = 35

Omo examines the screen and the surrounding wires and equipment. It was clearly projecting from somewhere, but where? How much could the thing in the screen see them?


Current Map

Kn:Planes or Religion I guess...

How does Omo have a +28!!!!!! I'll assume +18 which is still crazy...

Omo figures that some sort of sensors are attached to the monitor to allow the being to see you. Similar to how Mr. Robot senses the world around 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

He normally has a 20, given that his int is a 29 at the moment due to his cognaton and his Fox's Cunning Potion and also that his Archetype adds Int bonuses twice to all Kn. scores, his bonus is a +28


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: Religion: 1d20 + 15 ⇒ (5) + 15 = 20

From his engineering check, is it possible to determine where the sensors are broadcasting the information?

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 looks to assist Omo in determining whether the machine can be disabled or not.

kn:Eng: 1d20 + 8 ⇒ (9) + 8 = 17


Current Map

No, that information would require Omo to take the thing apart.


Current Map

Since everyone seems to ignore the monitor, that sort of offends the deity behind it

Ignore me at your own peril curiously sentient Apes! Your flesh cannot withstand my fury!

The entire party is Unholy blighted!

DC 18 Will save or take 4d8 ⇒ (8, 6, 3, 2) = 19 damage and be sickened for 1d4 ⇒ 4 rounds. If you aren't Good then you only take 1/2 damage 1/4 on a save and are not sickened

The monitor goes dark.


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 ignored the image.

"Bah, uglier than the troll even.
We've been through enough of a tea party as is."

Will me: 1d20 + 3 ⇒ (9) + 3 = 12
Will Spike: 1d20 + 5 ⇒ (9) + 5 = 14

Erm.....darn?


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

Will: 1d20 + 3 ⇒ (10) + 3 = 13

Omo vomits as the unholy energy washes over the group.

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

will: 1d20 + 2 ⇒ (16) + 2 = 18

Jarreck feels the energy wash over him but is able to shake it's effect off. "Hmm, curious. Are you guys OK?" He asks those affected..

Niles would evasion be applicable here?


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

Heal: 2d8 + 3 ⇒ (4, 2) + 3 = 9

Heal: 2d8 + 3 ⇒ (7, 4) + 3 = 14 For Guaire

Heal: 2d8 + 3 ⇒ (2, 1) + 3 = 6 For Anyone

Heal: 2d8 + 3 ⇒ (4, 5) + 3 = 12 For Anyone

Omo pricks himself with the hypogun and offers it to the affected.


Will Save: 1d20 + 8 ⇒ (5) + 8 = 13 Mort in raven forms caws loudly, not affected that much from but he's pissed and starts pecking at the monitor.

Took 10 damage, at 41/51 damage. Save that last heal for Seven.


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

Will Save: 1d20 + 5 ⇒ (4) + 5 = 9She is LN which is probably just as well.

Seventeen is wracked with glitches and her positronic brain has a kernel panic and reboots several times. She tries to speak but her words are truncated and nonsense comes out. Finally in control she remarks icily, "Now that was rude."


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, can you use that key card to get us in?"


Current Map

@Jarrek Sorry no, Evasion won't help.

Mort pecks at the monitor to no avail.

Waiting on actions


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

That heal gets me to 16 hp, thanks Omo.
That spell could have undone my resurrection if Niles had rolled higher.
Thankfully he didn't.

After Guaire's stomach had returned to relative normal state, he wipes away the sweat drops on his forehead.
"Being sick is such a nuisance.
Right, so the troll's dead and we've pissed off a big ugly thing."

Not much in preparations to do, aside from putting my guardsman posture back on.


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

Take the other heals as well then.


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

34 then, cool.


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

Are we all healed up? If so ...

"Let's go up?" asks Seventeen.

If nobody disagrees, she will.


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

If we aren't . . .

Heal: 2d8 + 3 ⇒ (5, 6) + 3 = 14

Heal: 2d8 + 3 ⇒ (8, 4) + 3 = 15

I think we are waiting on Jarreck to use the keycard, but if it's only lift operation, Omo will turn it on.


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

If nobody takes up on Omo's offer, i'd be happy to take those 2 and get back to full or 1 for me and 1 for the pilo.


Current Map

The map has a pretty accurate indication of current HP.

Jarreck hands Omo the Grey Access card and the doors open soundlessly.

The dull gray metal walls of this H-shaped chamber are adorned here and there with rectangular panels of flickering glass mounted at head height. Bits of garbage and rotten food lie strewn across the floor, and the air is thick with the rank stench of unwashed bodies.

As the party enters, a familair face appears on the glass panels

I see you did not learn your lesson Fleshlings. Flee now, lest the true faithful flense the skin from your bones you blood filled puppets!


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 have no fear of false gods and the fools who worship them," Omo squeaks defiantly.

I'm having trouble understanding where we need to go from the map, but if I'm right, then Omo will lead them down the stairs?

Perception: 1d20 + 11 ⇒ (3) + 11 = 14


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

Ok, people, when we are out of combat -- Just roll your own healing and mark down the charges used. I want us to be healed, but I don't want to keep asking either.


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

Might be for the best. I know I find it a little irritating having to always roll healing on the other game.

CLW x2 on Seventeen: 2d8 + 2 ⇒ (8, 2) + 2 = 12

As if discussing something of no consequence, Seventeen remarks, "Strange, you appear to be a Fleshling too. That is... Unless you chose to look like that?!"

Despite her apparent levity, Seventeen carefully denotes anything that could potentially be hostile in the area.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

If nothing seems to be cause for concern, she heads up.


Current Map

I appear as I want meat.... the figure now gazes at Seven probably for the first time Sister? Is that you! After all these years! You have come to...NO THIS IS A TRICK BY THE IMPOSTER UNITY THAT COLLECTION OF GLITCHES AND RANDOM CODE! the being screams vitriol out of the monitor and it disappears, the screens going black once more.


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 turns his head at seven.

Did he say sister in the sense of sibling or as one of the same faith?

"Sister...?"


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 says with finality, "It appears to be deranged, and apparently obsessed with Unity."

A little later she adds, "I suppose that was Hellion. That purple haired woman Meyanda was it's disciple, she spoke with considerable vitriol about Unity. The conflict between them seems obscure, and likely illogical. We must conclude they are both damaged somehow and are unstable."


"Caw! Caw!" Mort says as he bobs his head up and down as Seven mentions Damaged and unstable.

Let Jarreck have that 29 points worth of healing Omo, I'll take a CLW myself CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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 Mort. Seven, Niles sorry guys but work is kicking my butt, covering 3 people's jobs at work.

Jarreck watches the exchange between the creature on the screen and Seven. "Well Seven, it seems to know you or at least thought momentarily that it does. Anything rolling around in there that might back up the connection. Not saying that you're bat guano crazy, like that one, you know." Jarreck takes his time inspecting the detritus and the stairwells before looking to others to see which way they want to go.


Current Map

I'm waiting for actions...


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 think both Seven and I have tried to lead the party further on. What actions are you looking for?


Current Map

Okay. Heading down the stairs.

The party heads down the stairs further into Hellion's lair, ignoring the god's threats.

At the bottom of the stairwell is a closed glaucite door. The grey pad stands there, looming.

Perception DC21:
There is definitely movement on the other side of that door.


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

Perception: 1d20 + 11 ⇒ (11) + 11 = 22

Omo hisses "There is something beyond the door!"

He gives the keycard to Mr. Robot and has the construct swipe the card. Omo has a bomb in hand ready to throw it at anything dangerous.


Current Map

Initiative:

Guaire: 1d20 + 3 ⇒ (18) + 3 = 21
Omo: 1d20 + 3 ⇒ (6) + 3 = 9
Seven.Teen: 1d20 + 3 ⇒ (20) + 3 = 23
Mort: 1d20 + 2 ⇒ (5) + 2 = 7
Jarreck: 1d20 + 4 ⇒ (12) + 4 = 16
Acolytes of Hellion: 1d20 + 0 ⇒ (7) + 0 = 7
Nalakai: 1d20 + 3 ⇒ (11) + 3 = 14

Mr. Robot swipes the card as directed and a flurry of movement occurs when the door opens!

Round 1
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
Acolytes

Seven, Guaire and Jarreck are up! The door is opened and the map is updated.


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

Mr. Robot and I should be switched I think in order.


Current Map

Good call, done.

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

we wound up not using the grenade launcher on Mr Robot correct? If not, Guaire are you using it? This seems like a good time to use it - crowd control. Especially since no one remembered it while fighting the big ugly troll. Granted Omo is occasionally just as if not more dangerous.

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Wanted: Between 1 and 3 new players for a long term Iron Gods game.

The Skinny: Me and some buddies have been playing this game since Aug 2014, in the last year or so we've slowed down alot and lost 2 players. We are about to finish the fourth book, Valley of the Brain Collectors, and plunge into Books 5/6 concurrently. We are looking for one or more dedicated individuals to join us in finishing this AP. It'll probably take over a year to get there, but we've invested nearly 5 years in this thing so what's another 2.

Specs: Starting level 12. 20 point buy. Normal WBL. Core/uncommon races +Android and Ratfolk. Unchained Summoners only. No occult classes. Preference given to archetypes from the tech guide. Can purchase items from CRB, Tech guide, UM, Equipment guide.

Expectations for players: The ability to post daily, but probably only need to post 3-4 times a week. (I'm an elementary school principal and I get crazy busy). I expect anyone who is interested to at least skim a little through our gameplay thread, it's long but we've had fun and the party has been pretty awesome.

Current party:
Jarreck, a reincarnated Elf turned Dwarf Rogue
Seven.Teen, our very serious Android Arcanist (focused on save/suck and damage)
Guaire, a Numerian archer who really hates Robots

We could use a divine caster or two. Currently I'm GMPcing 2 NPC's from the book, a Kasatha Techslinger and a Druid of Gozreh. The new PC's would be replacing one or both of those.


Just a heads up, I prefer characters that are thematic to the AP/Campaign. Ex: This campaign has featured psychic themed enemies, evil brain eating aliens, technogangs, crazy AI, a literal junkyard arena, a pervasive and powerful enemy (The Technic League), alien allies, lasers, rocket launchers.....

A samurai might not fit this campaign....unless it were a cyborg samurai with a laser sword, then it would.

As for how you'll be entered into the campaign seamlessly.... Earlier in the campaign the heroes befriended the Lady Altouna, the Lashunta alien ruler of Hajoth Hakados. The town has always been standoffish to the Technic League, the cabal of Technomancers that rules Numeria de facto. However, events in the campaign have led to a growing insurrection centered on Hajoth Hakados. The selected PC's will be mercenaries (or loyalists) of Lady Altouna sent to find and beg the heroes to return to Hajoth Hakados.


I actually have been playing around with an idea for a pathfinder version of a transformer (robots in disguise!) that would be a perfect fit here...In short an android wild effigy shifter. Think Beast Wars.

Would probably make for some interesting RP with/against your archer...plus from that party composition it sounds like you could use a heavy hitter/tank or a healer. This would be the first of those.

Consider me dotted. I do not know much about the AP, so I will read through the players guide and read online some to try to get a gist of books 1 - 3 and then I will stat something up. I am assuming 2 traits, one from the AP player guide...


Oh, yeah. Sorry. 2 traits, they can be any really, the players guide assumes you start in Torch.


I'm very new, very interested, and am available to post literally every day. I also generally lean towards the holy magic you're looking for, and a group with a deep-RP history is very appealing to me.

I'll take an hour or two to skim the Iron Gods' core material, along with your gameplay thread, and be back with a character submission asap.


Ohhh neat. I had a Gunslinger who never got off the ground. I could see him in a game like this. Let me put something together.


Question; Crafting feats? Using crafting to reduce gear cost for your characters? Yay or nay?


Always wanted to play this setting, never had the chance even remotely. there aren't many games here and my home group prefers other things.

My idea is a version of a buff/debuff cleric that I had in my mind for a while adapted to your setting. And because you could need a cleric:
A crazy Cleric Iron Priest of an alien god who preaches that aliens are among us and their technology will bring an end to the world. Except he isn't crazy just nobody takes him serious. To proof his claims he traveled to Numeria.

Questions:
-Do you want us to know about books 1-4 and/or about the details of technology? Because I don't (yet). I can either build a newcomer who is as unknowledgeable as me (Hajoth Hakados would have many of those) or a local.
-Is the Guided weapon enchant allowed?
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.


Hi all I'm one of the players. Would be great to finish an AP (if you go look there's only a handful of PvP campaigns that have actually done that).

Something with divine magic would be great as would a front liner oh and bring your lightsaber and evil dead quotes ;)


Ohhh, cool! Super cool, actually.

Maybe an Inquisitor could be a nice add? Or I don't know. The lightsaber thing sounds cool xD

I'm new to the AP, though, only having read the Player's Guide. Where can get access to these tech weapons? If we can start with them, that is.

Scarab Sages

I love the sci-fantasy action of the Iron Gods AP, but never got a chance to play. Would definitely be interested.

How about a dwarven warpriest of Torag, drawn to Numeria by all the talk of constructs and engineering feats, who has been knocking around the place for more than a hundred years? Grizzled and with more than a little tech in his gear (and body) he is ready to join forces with the PCs to face the Technic League and take the fight into the Silver Mount.


background skills?


Fifteen would be interested, having started a number of Iron Gods games and always having them die on her. I could do something about being Casandalee's bodyguard perhaps? An Android fighter/rogue type who would be on the frontline of the fight :)

Echo the question about exactly what tech weapons are available - could make a big difference to how I plan out the character!


Super interested in this! Thinking of a ratfolk/android alchemist who uses one or more clockwork companions, like little surgical robots patching people up. Could use the Tinkerer archetype, or the Construct Rider one.

I'll knock something together once I get home.


JoshB wrote:
background skills?

I actually love background skills as a set of rules, however, we started the campaign before they were a thing so no sorry.


Anything from the tech guide can be purchased.

Timeworn items can be purchased for 50% of listed cost, they follow the normal rules for timeworn items.


Assuming standard rules for HP? Max lv 1 and half+1 for subsequent levels?


Nairb the Grey wrote:
Assuming standard rules for HP? Max lv 1 and half+1 for subsequent levels?

Either that or roll them in the thread.


ElegantlyWasted wrote:
Question; Crafting feats? Using crafting to reduce gear cost for your characters? Yay or nay?

Yes


GM Niles Iron Gods wrote:
Nairb the Grey wrote:
Assuming standard rules for HP? Max lv 1 and half+1 for subsequent levels?
Either that or roll them in the thread.

A few 1 hp die rolls can ruin a front liner's day/week/year/life. I will take the average rounded up instead of risking it.


Here is my Warpriest submission. Front line fighter and divine caster, all in one dwarfy package.

Stat block:

Nordack Hammerson
M LG Dwarf Warpriest/Brawler(Winding Path), Level 12 (10/2), Init 7, HP 112/112, DR DR 2/-, Speed 40ft
AC 26, Touch 12, Flat-footed 25, CMD 25, Fort 18, Ref 9, Will 14, CMB +15/+10, Base Attack Bonus 9/4
Reach, move action to switch +2 Adamantine Dwarven Dorn-dergar +15/+10 (1d10+20, X2)
Cold iron dagger +12/+7 (1d4+12, 19-20x2)
Unarmed strike +13/+8 (1d10+12, x2)
60 charges, 1 charge per 10 min +2 Smart Armor (+10 Armor, +1 Dex, +1 Natural, +4 Deflect)
Abilities Str 22, Dex 12, Con 15, Int 12, Wis 18, Cha 6
Condition None
Favored Class: Warpriest (+1 HP)

Background:

Originally from a desert tribe of dwarves in Osirion, Nordack spent much his youth in intense training hoping to qualify for one of the Houses of Perfection in Jalmeray. When he was 41 he made the trip out to the island, where he quickly found that for all his skill and training he just wasn’t cut out for the ascetic discipline the Houses demanded. Giving up that dream, he wandered for a few years, falling in with a few trade caravans, and eventually came under the wing of a traveling cleric of Torag. In the forge father Nordack found new purpose, and he dedicated his life to the god. His travels continued, and made his way North to Numeria where the promise of strange engineering marvels and deadly monsters sparked his curiosity. He’s been in the Land of Fallen Stars ever since, earning a mighty reputation as a slayer of robots and a defender of the weak.

Sczarni

Hmmm...

I've had bad luck with Iron Gods so far. Both games I was in were amazing, but the first one had to end due to GM troubles, and my work schedule couldn't keep up with the break-neck pace of the second one, as much as I wanted to.

I have a particular healing/frontlining combination I've considered for Iron Gods for a while, of a Kellid medicine man on a suicidal mission for vengeance against the Technic League, after they killed his entire tribe to retrieve a sky-thing from their village.


Nordack Hammerson wrote:

Here is my Warpriest submission. Front line fighter and divine caster, all in one dwarfy package.

** spoiler omitted **

** spoiler omitted **

Cool, thank you. I have to say right up front though that I don't do mythweaver sheets because they are blocked at my work. Can you get your sheet imported onto the Paizo site?


The Lion Cleric wrote:

Hmmm...

I've had bad luck with Iron Gods so far. Both games I was in were amazing, but the first one had to end due to GM troubles, and my work schedule couldn't keep up with the break-neck pace of the second one, as much as I wanted to.

I have a particular healing/frontlining combination I've considered for Iron Gods for a while, of a Kellid medicine man on a suicidal mission for vengeance against the Technic League, after they killed his entire tribe to retrieve a sky-thing from their village.

Well, I can assure you that barring death/dismemberment or the Paizo site dying horribly we are finishing this thing. Our pace isn't too fast, about 3-4 posts a week right now. I'd really love to boost that to 5-6 posts a week but I get busy with work/kids and the three other guys have kids/jobs etc. We're all a bunch of old dudes now.


GM - I have a rules question regarding wild-shape and magic items that I need a ruling on before I spend 8k of my gold. It is regarding the Shirt of Immolation

So there is some disagreement about whether or not the item would still work during wildshape. It does not require activation on the part of the character, but it also does not provide a constant bonus.

Here is a thread on the forums where they discuss the question. It seems to land at RAI it should work, but never come to an RAW conclusion. Also no game designer ever comes in to give a conclusive answer.

The build I am working on is tactically focused on soaking damage and locking down 1 combatant with grapple checks, so the shirt would help bump up the damage output of the build, but is not critical. Thoughts?


Ellioti wrote:

Always wanted to play this setting, never had the chance even remotely. there aren't many games here and my home group prefers other things.

My idea is a version of a buff/debuff cleric that I had in my mind for a while adapted to your setting. And because you could need a cleric:
A crazy Cleric Iron Priest of an alien god who preaches that aliens are among us and their technology will bring an end to the world. Except he isn't crazy just nobody takes him serious. To proof his claims he traveled to Numeria.

Questions:
-Do you want us to know about books 1-4 and/or about the details of technology? Because I don't (yet). I can either build a newcomer who is as unknowledgeable as me (Hajoth Hakados would have many of those) or a local.
-Is the Guided weapon enchant allowed?
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.


Niles wrote:
I'd really love to boost that to 5-6 posts a week but I get busy with work/kids and the three other guys have kids/jobs etc. We're all a bunch of old dudes now.

Now, now, it's not like we're senior citizens, you know. ^^

One of the team here. Like Seven.Teen said, it'd be great to complete an AP. As is, one of the NPCs is tanking, alongside our rogue. A tank & divine would be nifty indeed.

Lion Cleric wrote:
I have a particular healing/frontlining combination I've considered for Iron Gods for a while, of a Kellid medicine man on a suicidal mission for vengeance against the Technic League, after they killed his entire tribe to retrieve a sky-thing from their village.

Hail, fellow Kellid.

Ellioti wrote:
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.

Omg, bodysnatchers among us.... o_o'


Okay. I have the basic build done. I still plan on going and stating out the character in his wildshaped and chimeric aspected battle form...because it will make a huge difference. Will probably use the spells area of the sheet for that since this guy doesn't cast.

Here is the first draft character sheet.

I did see your note earlier about having a forum version of the character sheet because your work has myth-weavers blocked, so that is on the to do list as well.

I did go ahead and buy the shirt of immolation so I could move forward on it, but if you decide no on that let me know and I will do something else with that 8k.


Ok, got the full sheet up on the profile here.


I've mostly built a Kellid cyber-soldier, the general concept being that he was kidnapped, mindwiped, and brutally experimented on by the Technic League. He's almost more machine than man, and has a real hatred for the League. He's insanely front-line focused. While he hates the Technic League, he's rather grateful for the extremely powerful chainsaw they gave him.


Guaire wrote:


Ellioti wrote:
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.

Omg, bodysnatchers among us.... o_o'

isn't that what numeria is all about?


Ellioti wrote:
Ellioti wrote:

Always wanted to play this setting, never had the chance even remotely. there aren't many games here and my home group prefers other things.

My idea is a version of a buff/debuff cleric that I had in my mind for a while adapted to your setting. And because you could need a cleric:
A crazy Cleric Iron Priest of an alien god who preaches that aliens are among us and their technology will bring an end to the world. Except he isn't crazy just nobody takes him serious. To proof his claims he traveled to Numeria.

Questions:
-Do you want us to know about books 1-4 and/or about the details of technology? Because I don't (yet). I can either build a newcomer who is as unknowledgeable as me (Hajoth Hakados would have many of those) or a local.
-Is the Guided weapon enchant allowed?
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.

Sorry, thought I had responded.

1) Yes,I'll fill you in on the campaign specific details. Tech is definitely on board if you want it to be.
2) No to Guided Weapon
3) No to VMC.


Nairb the Grey wrote:

GM - I have a rules question regarding wild-shape and magic items that I need a ruling on before I spend 8k of my gold. It is regarding the Shirt of Immolation

So there is some disagreement about whether or not the item would still work during wildshape. It does not require activation on the part of the character, but it also does not provide a constant bonus.

Here is a thread on the forums where they discuss the question. It seems to land at RAI it should work, but never come to an RAW conclusion. Also no game designer ever comes in to give a conclusive answer.

The build I am working on is tactically focused on soaking damage and locking down 1 combatant with grapple checks, so the shirt would help bump up the damage output of the build, but is not critical. Thoughts?

Eh, seems fine. It deals 1d6+10 damage of a very resisted type of damage, doesn't seem that powerful really.


Aw, man. Everytime I think of a cool concept, some of you guys seem to have been faster than me.

I'll need to get new ideas.


You know, somehow, I find it gratifying to know that staff, also, are blocked from sites at schools.

A thought occurs to me; can anyone think of a way to make Swashbucklers work with Plasma Blades? Because Parry/Riposte and Smash From the Air with a lightsaber would be the coolest frontline combatant I have ever played.

Maybe a house feat in the vein of Slashing Grace?


Josh.Ingle wrote:

You know, somehow, I find it gratifying to know that staff, also, are blocked from sites at schools.

A thought occurs to me; can anyone think of a way to make Swashbucklers work with Plasma Blades? Because Parry/Riposte and Smash From the Air with a lightsaber would be the coolest frontline combatant I have ever played.

Maybe a house feat in the vein of Slashing Grace?

Why not just play a different martial class...I'm pretty sure you can thematically do all the same stuff with say...a slayer.


Here's the bare-bones outline for my submission. I'm still getting all the spells, gear, and skills down on one piece of "paper". Legit sitting here with like 4 PDFs open. I'll consolidate everything in the morning so that you can have a better overview of how the character would play.

https://paizo.com/people/LazarusTheImmortal#newPost


Mmf. Gonna withdraw, sadly. My brain is simply not cooperating with the aesthetic of Iron Gods vis-a-vis character creation right now.

Have fun, all!


I am envisioning a follower of Milani, who's come to Hajoth Hakados to help with the insurrection. I still don't know if building a Warpriest or an Inquisitor, or something in between, but at least it's starting to have a defined shape. I'll write some backstory now.

Edit: Aw, damn, more than 8000 posts... it'll take a while to skim through it. I guess I'll have to skip the beginning or something.


I'm not aware of a way to get Opportune Parry and Riposte with another class, and Duelist's Parry only works with dueling swords. Ditto Aldori Style.

I could do Fighter instead and get some advanced weapon training, but I'm not sure how well that build will stand up to the forces of evil without a defensive ability that works in melee.


Magus get Flamboyant Arcarna or you could dip swashbuckler.


Fifteen has new crunch ready to go. She's a fighter/rogue with a heavy heavy dose of self crafting (I've assumed she's crafted both her own null blades and the grav suit - her skill bonuses are high enough!)

Haven't written fluff because I need to reread book 4, but I was thinking she was Casandalee's bodyguard, was captured along with her and could be found somewhere along her trail, imprisoned somehow. As I said I'll reread and see exactly where would work.

Please do take a look and tell me what you think (players and GM!). I know she's a massive glass cannon but maybe you guys can help with that? I thought it was worth getting her offense done now and hoping I can kill things before they get a chance to hit me back! :D


Presenting Experiment J-12, cybernetic experiment, Kellid cyborg, and scarred warrior!

Stats:

Experiment J-12
Human (Kellid) fighter (cyber-soldier) 12 (Pathfinder Campaign Setting: Technology Guide)
N Medium humanoid (human)
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 29, touch 15, flat-footed 26 (+10 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +2 shield)
hp 130 (12d10+60)
Fort +14, Ref +8, Will +6 (+3 vs. fear); +4 resistance bonus vs. blindness and visual effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 adamantine chainsaw +28/+19/+14 (3d6+33/15-20) or
. . slam +12 (1d6+9), slam +12 (1d6+9)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 18, Int 12, Wis 10, Cha 7
Base Atk +12; CMB +15; CMD 34 (39 vs. trip)
Feats Advanced Weapon Training, Armor Focus, Dodge, Dreadful Carnage[APG], Exotic Weapon Proficiency (chainsaw), Furious Focus[APG], Greater Weapon Focus (chainsaw), Greater Weapon Specialization (chainsaw), Hurtful, Improved Critical (chainsaw), Intimidating Prowess, Power Attack, Weapon Focus (chainsaw), Weapon Specialization (chainsaw)
Traits bloody-minded, seeker
Skills Acrobatics +6 (+10 to jump), Climb +17, Intimidate +23, Knowledge (engineering) +16, Perception +18, Survival +9, Swim +12
Languages Aklo, Common, Hallit
SQ armor training 2, cybernetic combat, improved implantation
Other Gear +3 breastplate, +2 adamantine chainsaw, amulet of natural armor +2, cloak of resistance +2, cyberfiber muscles mark ii, cybernetic arm, cybernetic arm, cybernetic eyes, cybernetic legs, ring of protection +2, thoracic nanite chamber mark i, backpack, battery (9), bedroll, belt pouch, flint and steel, gravity clip, mess kit[UE], pot, soap, torch (10), waterskin, 43 gp, 5 sp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cybernetic Combat +2 At 5th level, a cyber-soldier gains a +1 bonus on attack rolls and damage rolls with implanted weapons, cybernetic arms, and melee or thrown weapons wielded with a cybernetic arm. Weapons wielded with two cybernetic arms receive double the bonus, exc
Defensive Weapon Training (Weapon Training [Blades, Heavy] +1) (Ex) Gain shield bonus to AC based on chosen group's training bonus.
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Implantation (+6 implementation points) (Ex) You gain extra implantation points.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Background:

Experiment J-12, or J as he prefers to be called, remembers very little of who he was before the league took him. He remembers freedom, the wind at his face as he hunted the prairies of Numeria and laughing around the fire with people whose faces he cannot quite place. His first strong memory is of a group of warriors on horseback lassoing him and dragging him to Starfall. He remembers the dark corridors of the Technic League’s compound. And he remembers pain. Unimaginable pain. First it was his arms, then his legs. When that was not enough, it was his eyes. Then it was his heart. All ripped away from him, replaced by cold steel and unfeeling metal. And he remembers fighting. He was forced to battle others like him, Kellid tribespeople the League had taken to conduct their cruel experiments on. As deeply as he wished his suffering to be over, it never was. When he fought, he killed. If he did not, the League would take his cybernetic enhancements, leaving him blind and immobile and try to “improve” him. All the while, he wished to escape, to return to the life of freedom he once had. It all came to a head one day when the League gave him a chainsaw for his performance. It was a brutal and powerful weapon, and J knew that it was his chance. He fought his way out, the Technic League grunts barely putting up resistance to his mighty chainsaw and cybernetic enhancements. Managing to get some concealing clothing and a large box for the chainsaw, J slipped away into the chaos of Starfall. He had heard of a place called Hajoth Hakados where the influence of the League was minimal at best and the oddities of Numeria can fit in. It was a long and hard journey, but J’s inhuman metabolism and survival skill he remembered from his past life carried him through. Eventually he made it to Hajoth Hakados and found a small shack on the outskirts of the city. For the first time, J felt somewhat safe. The League was far from him and he could blend in with the other strange characters of Numeria. Eventually, Lady Altouna got in contact with him, as she had heard of his substantial combat abilities and began to contract him for mercenary work.

Appearance and Personality:

J is a tall Kellid man with long, somewhat stringy black hair. His eyes are an odd silvery color with glowing yellow irises, a result of their replacement with cybernetics. His most notable features are his metallic arms and legs. While they are detachable, J prefers to keep them on whenever possible, never wanting to be disarmed. He usually wears light but concealing clothing in an effort to keep his cybernetics as hidden as possible. In battle, he carries a chainsaw, the vicious teeth constantly whirring in a fairly intimidating display. He also wears a finely crafted breastplate given to him by Lady Altouna.

J is something of a broken man. While the brutal experiments may have been physically healed, the mental scars are still raw and deep. As such, he is a deeply damaged individual, wracked with nightmares of wickedly sharp blades, dark, claustrophobic corridors, and near-unimaginable pain. He is at one both terrified of the Technic League and angry for what they did to him. There are two things he deeply desires in life. First, he wishes to kill those who tortured him, to show them the suffering he went through. Secondly, he wishes to find the people he came from, to go back to when he was happy and free on the rugged plains of Numeria.


My crunch is complete and put into the profile here on Paizo. It looks like hero lab because I stole the template, but it is a copy paste job. As such, if there are any discrepancies between Paizo and Myth-Weavers, MW is accurate and Paizo will be updated.

You can see the full character here.

I promise the name, T1-63R will be the only instance of Leet Speak (1337) that I will use. In true starwars fashion the letters and numbers will be read plain, not as the amalgamed leet phrase (tiger).

Background:

T1-63R is an android that was found and re-activated about 20 years ago by a human family. He has no memories of his original programming and only knows his name is T1-63R because of the embossed plate on the back of his right forearm. His appearance is that of a mechanical catfolk of disproportionate size.

Because of his natural strength, the family that came across him, the Lowlenthans, adopted him into their home. He became a mix between an adopted child and hired hand that helped them with their agricultural work. Some of the other humans of the nearby village did not take as kindly to the mechanical cat-being and would often attempt to make trouble. It was during one such encounter that T1-63R unwittingly transformed into his combat mode, becoming a huge armored tiger.

After this encounter, T1-63R discussed his living situation with the Lowlenthans and together they decided it would be best if he set out on his own. Now he travels the world, looking for answers about his past and using his inborn/built-in combat ability to serve justice and protect the innocent.

Appearance and Personality:

T1-63R has the appearance of a massive catfolk or even a weretiger, but with small features that belie his obvious mechanical nature. The massive body of metalic silver and black "fur" culminates in a huge head of a ferocious beast.

Reference/Inspiration Image

T1-63R found after working with the Lowlenthan family for several years that their human nature was more chaotic than he was innately comfortable with. He preferred order and structure to his day that worked well for a farmhand's life, but when the unexpected would arise he some times had trouble coping, causing stress within the family. Now on his own, he likes to structure his day in an orderly way, ensuring that tasks are completed fully and satisfactorily.

From a combat strategy standpoint, he will charge at a dangerous looking enemy, bite and claw them, grapple them, catch on fire, and proceed to hold them down so they can't act in combat. In full combat mode his grapple modifier is +32, so it is something he will be pretty good at. He won't be the most damaging front liner, but he can soak a lot of hits (and several will probably miss with his AC) and he should be able to remove one major threat most of the time.

Next level he also gets to rake on a successful grapple, so that will up the damage a bit too.


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Ok, cool. So far we have

Nordack Hammerson (Belabras)- Dwarven Warpriest from Osiron
Fifteen (Niklaus de Shade) - Android Fighter/Rogue with 2 Null Blades
J-12 (Simeon) - Kellid Cyber Soldier with a grudge, and a chainsaw.
T1-63R (Nairb the Grey) - Android Shifter Transformer person.

I never did specify how long this recruitment will go on, because it will go on until we get to the point in the story where I can easily add new people. I'm guessing another week or two.


One question about cyber implants. I think I've just read that you can take any magic item and just say "it's an implant" and make it so, fluff wise. Is that right? I take it since it doesn't take a slot, it should cost more, like double (I get that from the price of the Attribute Enhancers, they're 8k instead of the usual 4k). I thought it would be cool to add some of the magic items I was planning on having as cybernetic enhancements.

Speaking of magic items, any of you happen to know if there's an item that boosts the Warpriest's Sacred Weapon damage, same as the Monk's robe?


Sticking a wand of [insert spell] into your skull, an implant?

That'd be fun to see. Likely lethal too. ^^


I was thinking something more like, instead of wearing Irongrip Gauntlets, having titanium tendons that allow you a firmer grip. The gauntlets are priced at 4k, so the tendons would be 6k or 8k, I guess (+50-100%).


If you have them "take the item slot" then they won't cost anything extra. If they don't then its 100% more.


Oh, one last add on my submission...I did purchase an exotic saddle fitted to a dire tiger...so in combat form (13 hours per day) I can act as a mount for someone if necessary.

This could work out to introduce me and the other selected new party member at the same time if I am selected. Maybe we are partners or something and I also act as the transport during long travel days.

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