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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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 sends Mr. Robot through the door and scuttles out to be next to his side.

The ratfolk holds the Autograpnel at the ready to skewer any enemy that looks like it will rush at him.

Unsolicited Penetration: 1d20 + 7 - 4 - 2 + 1 + 1 ⇒ (20) + 7 - 4 - 2 + 1 + 1 = 23
Damage: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Unsolicited Penetration (Confirm): 1d20 + 7 - 4 - 2 + 1 + 1 ⇒ (5) + 7 - 4 - 2 + 1 + 1 = 8
Damage: 2d8 + 12 + 2 ⇒ (7, 6) + 12 + 2 = 27


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 moves forward to take Omo's previous space.

"Spike, come."
Spike takes mr Robot's space.


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

Can we get people's positions on the map updated? Seventeen will need to move inside but she doesn't want to be on the front line.

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's first move was to enter the room along the bottom wall which runs him into the pink NPC. But since Niles listed his action as posted but editable I have not made any changes to his positioning. As he is going last.


Current Map

Round 1
Dark Creepers scurry around, the party hears movement in the blackness and the sound of blades being drawn.
Seven dispels the Deeper Darkness, leaving the area only subject to a normal Darkness spell. Only one of the Dark Folk had Deeper darkness, the others only have the Darkness spell.
Omo send the robot into the room it moves forward and reports Multiple Contacts. Omo moves into the room and readies an action to fire
Mort moves behind Jarreck, and asks him where the enemies are, but Jarreck doesn't know because Jarreck is just as blind.
Guaire moves 5' forward and his Pilo doesn't do much more.
DarkStalker/Darkslayers swiftly surround the Robot and attempt to plant their blades into it Darkstalker: 1d20 + 10 ⇒ (7) + 10 = 17 Darkslayer: 1d20 + 10 ⇒ (4) + 10 = 14 both of the Darkfolk hit Darkstalker: 1d6 + 2 + 3d6 - 5 ⇒ (5) + 2 + (3, 4, 6) - 5 = 15 and Darkslayer: 1d3 - 1 + 2d6 - 5 ⇒ (1) - 1 + (5, 3) - 5 = 3
Jarreck sense movement to his left and lashes out, he is rewarded with a satisfying squeal of pain.

Round 2
Dark Creepers get into position to slay the troublesome robot, Omo shoots one in the face. One Creeper gets an attack on Omo Green: 1d20 + 6 ⇒ (3) + 6 = 9 but he misses.
Guaire
Seven
Omo
Mort
DarkStalker/Darkslayers
Jarreck

Everyone but Jarreck is up. Please use the map when referencing your movement/actions. The entire area is still under the effects of several darkness spells and dark already since Hellion cut the power.


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 attempts to carve into the dangerous darkstalker.

Saw: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13

Omo takes one hand off of the grapnel to throw a bomb at the injured dark Stalker that harmed his robot.

Bombs Away (RT): 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Electrical Damage: 3d6 + 9 + 1 ⇒ (5, 1, 4) + 9 + 1 = 20
Dazzle: 1d4 ⇒ 3

Splash: 14


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 pushes past Guaire, realizing she can't make the lights come back on, she instead decides to help the crew 'Divide and Conquer'.

She gets out the tiny shovel focus and mutters several arcane phrases and a 30' deep pit appears underneath several creepers.

Thanks for pointing out it's a focus! Seventeen has darkvision so she can see, sorry I can't help the rest of you with that.


Current Map

Don't you need 2 hands to mix/throw a bomb? Also you might want to reference the map and let me know exactly what you want to target. I have pictures on the side for reference. What is the DC for the pit?

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

"Talk to me Omo, I can't see a thing!"


Current Map

Jarreck you know someone is adjacent to you, you can still hear and no one is being particularly stealthy. You just cannot pinpoint squares outside of 5' of you.

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

Gotcha, was trying to get Omo to help Jarrecks progress from target to target but if he can hear them moving, will be able to target the squares just have to deal with the miss chance.
Question though do flanking bonuses still count when in a flanking position?


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

Bombs do not specify that they require two hands, so I assume it's much like a cleric with a two handed weapon, they take a hand off when casting spells.


Current Map

Yes, however you cannot deal precision damage (sneak attack) when there is a miss chance. re:2 handed bombs, I'll look more into that, which enemy are you targeting? Seven what is the DC for the pit. We are waiting on Guaire and Omo.


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

DC18 reflex.


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 my post said the darkstalker that the hurt Mr. Robot that he also sawed into.


Current Map

Ok @ both of you. I'll wait on Guaire and Mort before posting the recap. Omo you know that hurling a bomb will provoke AoO's right?


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

Weren't Omo and mr Robot on the currently 2 unoccupied squares, those between me and Mort atm. I and Spike were headed for those last round, i would've mentioned 5ft step if i chose to do so. ;) Now seven is moving there?

Guaire directs Spike forward.
"Search, kill."

Spike moves to the square east of Jarreck, sniffing the air, eating AoO?
Gore, PA: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26DMg: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10Hit?: 1d100 ⇒ 87

Guaire lets out a shout to demoralize:>> an impending danger!
Intimidate: 1d20 + 11 ⇒ (12) + 11 = 23


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 moves up to the north of Jarreck and attempts to whack the yellow one beside him.

Attack: 1d20 + 7 ⇒ (7) + 7 = 141d4 - 1 ⇒ (1) - 1 = 0 Miss chance 1-50: 1d100 ⇒ 33Miss Chance 2 due to Blind-Fight: 1d100 ⇒ 88


Current Map

Don't complain about movement if you don't use the arrows or reference the map. I moved you the best I could. re:Miss Chance Low=Missing just FYI you can also do 1d2 with 1 as a miss. Also, Guaire how did the Pilo's AC get so high? It has +4Nat armor...but it would need like Dex 24 to have an AC of 22.

Round 2
Dark Creepers get into position to slay the troublesome robot, Omo shoots one in the face. One Creeper gets an attack on Omo but he misses.
Guaire sends the Pilo forward into danger. He shouts but since he doesn't have LoS nor can anyone see him...its just that, a shout. The Pilo rushes forward, eating an AoO AoO: 1d20 + 8 ⇒ (8) + 8 = 16 that misses. The Pilo smacks the Darkslayer for 10.
Seven moves up and creates a pit Reflex: 2d20 ⇒ (4, 17) = 21 one Dark Creeper falls in, one dodges aside. I think it takes 3d6 ⇒ (3, 5, 6) = 14
Omo and robot combine to do 33 damage to the Darkstalker. Ref: 1d20 + 6 ⇒ (13) + 6 = 19. Omo eats two AoO's 2d20 ⇒ (7, 9) = 16+6 both of which miss.
Mort moves up and doesn't eat ANY AoOs since everyone did that for him. He misses however.
DarkStalker attacks the Robot 2d20 ⇒ (19, 6) = 25+8 Confirm?: 1d20 + 8 ⇒ (16) + 8 = 24 and deals 2d6 + 4 + 3d6 - 5 ⇒ (4, 1) + 4 + (3, 5, 4) - 5 = 16 the blade lodges in something vital1d6 ⇒ 2. The Robot reports Armor Failure, System Check required AC drops by 3 /Darkslayers RedvRobot: 1d20 + 10 ⇒ (16) + 10 = 26 hitting for 1d3 - 1 + 2d6 - 5 ⇒ (1) - 1 + (5, 5) - 5 = 5
Jarreck

Round 3
Dark Creepers
Guaire
Seven
Omo
Mort
DarkStalker/Darkslayers
Jarreck

Jarreck is up.

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

Unable to see Jarreck drops the sunrod as useless at the moment and falls back to his skills and reflexes. Arching his left wrist, a dagger appears in that hand for those with the sight to see. Continuing his attack on his previous target (red I believe).

longsword: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
DMG: 1d8 + 2 ⇒ (7) + 2 = 9
miss(1): 1d2 ⇒ 2

+1 dagger: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
DMG: 1d4 + 2 ⇒ (4) + 2 = 6
miss(1): 1d2 ⇒ 1

free action - drop sunrod
swift action - active wrist sheath
full attack


Current Map

Jarreck stabs the Dark Slayer and it squeals and dies.

Round 3
Dark Creepers Blue and Yellow v Mort 2d20 ⇒ (13, 3) = 16+8 one hits for 1d3 + 1d6 ⇒ (2) + (5) = 7 Mort make a DC 15 Fort save or take 1d2 ⇒ 1 STR damage for 6 rounds with a new save each round. Green attacks Omo Stab: 1d20 + 6 ⇒ (8) + 6 = 14 missing. Stabs the robot but its dagger clangs off the armor It can't beat the hardness=/
Guaire
Seven
Omo
Mort
DarkStalker/Darkslayers
Jarreck

Guaire, Seven, Omo and Mort are up


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

Quite relentlessly, Mr. Robot continues to saw into the injured dark stalker.

Buzz Saw: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11

Omo throws a bomb at the green creeper that keeps trying to stab him, but in a way that tries to protect his vitals Fighting defensively

Bombs Away: 1d20 + 8 + 1 - 2 ⇒ (15) + 8 + 1 - 2 = 22
Electrical Damage: 3d6 + 9 + 1 ⇒ (3, 6, 6) + 9 + 1 = 25
Dazzle: 1d4 ⇒ 1

14 Splash to blue and yellow unless they make a Reflex 21 Save.


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

Spike hits blue some more.
Gore, PA: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21Dmg: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Tail slap: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Hit?: 2d100 ⇒ (1, 7) = 8Crap :/

I'm assuming i wasn't still hauling the grenade launcher all this time.
Guaire draws his flail, or switches to.
If movement still allows, he moves east.

Does yellow get a proper AoO? That's a tricky corner.


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 moves to stand next to Jarreck and wand in hand whispers, "Infernus."

5' Step: East
Standard Action: Attack Red

Ranged Touch: 1d20 + 6 ⇒ (8) + 6 = 14Fire Damage: 4d6 ⇒ (2, 1, 3, 5) = 11


Current Map

Still waiting on Mort. I'll try and get another update this evening when I get home from inlaws. If Mort hasn't posted by then I'll bot him.


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

Seems, my post got eaten, should've posted a few hours ago.

Mort attempts to whack yellow yet again.

Attack, Club: 1d20 + 7 ⇒ (8) + 7 = 151d4 - 1 ⇒ (4) - 1 = 3 Miss Chance 1, 1-50: 1d100 ⇒ 56 Guessing I've missed. Also Niles, my AC is back at 21 again I think as we're underground?


Current Map

Mort you owe me a Fort save vs poison, see my last combat update please. Everyone, please read the combat updates as I am more frequently asking you guys for things to save me time. My combat updates were taking far too long to post.
Guaire moves and eats two AoO's 2d20 ⇒ (15, 16) = 31 vs flatfooted and both hit him for a total of 2d3 + 2d6 ⇒ (2, 3) + (5, 4) = 14 and Guaire must make a Fort save DC 15 or take 1d2 ⇒ 1 STR damage 1/round for 6 rounds
Seven's bolt of fire just misses the Dark Creeper. (-4 for melee =/)
Omo nukes the Green Creeper in front of him provoking 1d20 + 6 ⇒ (5) + 6 = 11 miss CreeperRef: 1d20 + 6 ⇒ (3) + 6 = 9 SlayerRef: 1d20 + 8 ⇒ (9) + 8 = 17. Mr. Robot drops the Dark Stalker....the other darkfolk see their leader die and they suffer a sudden change of heart.
Mort misses.
Darkslayers all flee.
Jarreck

Jarreck is up

Round 4
Dark Creepers
Guaire
Seven
Omo
Mort
Darkslayers
Jarreck


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

Fort Save: 1d20 + 8 ⇒ (2) + 8 = 10 1 str damage for me it is, sorry Niles.

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

longsword: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
DMG: 1d8 + 2 ⇒ (7) + 2 = 9
miss(1): 1d2 ⇒ 2

+1 dagger: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
DMG: 1d4 + 2 ⇒ (4) + 2 = 6
miss(1): 1d2 ⇒ 1 of course of full damage and a hit

Hearing something move into the area to his and Omo's left, Jarreck continues to try and land hits on creatures yellow he cannot see.


Current Map

Jarreck lashes out twice but misses.

Round 4
Dark Creepers flee! Mr. Robot gets an AoO
Guaire
Seven
Omo
Mort
Darkslayers
Jarreck

The Dark Folk all fled, except for one at the bottom of a pit....you can question him or deal with him how you like. Combat is nominally over.

Mort and Guaire you guys can make a total of 6 Fort saves DC 15, the first success ends the need for more. For every failed save you take 1d2 STR damage.

Mort's already failed 1, so he needs a maximum total of 5 more.

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 hearing the unseen foes fleeing the area waits for the darkness to recede before resetting the dagger in its sheath and picking up the sunrod from where he dropped it. Once he can see again he will search those left behind for anything of importance.


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 knows nothing of mercy.

AoO: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12

Omo is not interested in pursuing the poor creatures. He is more concerned with his robot.

Knowledge: Engineering: 1d20 + 28 ⇒ (5) + 28 = 33
Craft: Mechanical: 1d20 + 14 ⇒ (11) + 14 = 25


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

Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Thank you, dice bot.

"It sounds...like they're retreating?
All the better, frankly, fighting in the dark isn't what humans are particularly good at."


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

Fort Saves: 1d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (16) + 8 = 241d20 + 8 ⇒ (10) + 8 = 18
Str damage: 1d2 ⇒ 1


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

"So what happened exactly? I could only see a shape before me and suddenly they all ran away."

Mort says as he waits for the darkness to lift as well, taking a total defense position until it does.

"Damn things poisoned me. Me! Talk about ironic."


Current Map

After a few minutes the magical darkness recedes and you can all see by the glow of Sunrod again.

Omo can see that the robot has suffered a crack in his main metal armoring and that will require some effort to fix.

Are you guys doing anything else while you waited for the Darkness to recede?
What are you doing about the darkfolk in the pit?


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 suspect the rest want to murder them, incase they might cause trouble in the future. Seventeen has funny ideas about that kind of thing.

Seventeen suggests, "We should question them."

She then edges closer to the pit (but not so close there's any danger of her falling in) and calls out, "Your leader is defeated. It would be logical to discuss terms for your surrender. Tell us everything you know of this complex."


Current Map

The Dark Creeper chitters in a language no one knows. It obviously doesn't understand you... There's only one of them.

Suddenly, the power is restored to the complex as swiftly as it was removed. You hear a booming voice over loudspeakers Intruders in the Control Room. Kulgara, lead my people to victory!

As you look around this large room you see

The air of this large room is warm and stuffy, and buzzes with energy. Countless blinking lights, wriggling shapes, and unusual strings of writing scroll and wriggle a cross glass panels mounted on the walls, amid a dizzying array of buttons, switches, dials, wheels, levers, and other controls, the function of which one can only guess. Six immense pillars lined with glowing panels support the ceiling eleven feet above, and a circular platform to the east sits under a slowly rotating, semitransparent image of a curious contraption with long arms, one of which ends in what appears to be an immense, slowly spinning disk. Beyond this, two windows look out over a metal platform, which in turn looks out over an immense damp cavern lit by brilliant beams of light emanating from unseen sources below and above. Rubble clutters the room's floor here and there, as if pieces of furniture were once affixed to the ground but had long since been torn free, while to the northeast,the room's walls have buckled downward into a crumbled mass of devastation .

Androffan:
The Device is some sort of a massive excavator, used to move thousands of tonnes of earth at a time.


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

"What have they been doing here? That almost looks like some sort of huge scoop. And who might this Kulgara be now? More henchwenches?"


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 tries a couple of underground languages like Aklo and Undercommon. Perhaps the thing knew something?


Current Map

The language listed on the PRD is "Darkfolk" which I assume is "Shadow Tongue" in Golarion. It's similar to Undercommon and Aklo but different enough to be its own language.

Linguistics DC15(And you speak either Aklo or Undercommon:
You can sort of understand the chittering. It seems to be praying to Hellion. It definitely understood that booming voice on the loudspeakers and it knew the world Kulgara. It seems terrified.


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

Linguistics: 1d20 + 6 ⇒ (15) + 6 = 21

"Heaven preserve us from false gods. That name sounds familiar though. Give me a few moments to recall."

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 calls out to the creature Hellion... "While we were still in Torch we removed the 6th of your Lords of Rust, Meyanda. Since this morning we have removed 2 more of these so-called lords, Helskarg and Nalakai. Are you so eager to reduce their numbers as to send the inferior replacement to the first? AND your fighters of the darkness fled when their leader died as well"

Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25 said loud enough for any are coming in response to Hellion's call


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

"There are three left plus Hellion not to mention their minions. Perhaps we should retreat and return to fight another day?"

Omo always finds discretion to be the better part of valor.


Current Map

Only silence accompanies Jarreck's words....and then suddenly

The party hears this sound from the caverns below.

The Darkfolk squirms in its bonds.

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

My preference would be not to fight them at all Omo, but to run away now would only invite those Hellion just sic'd on us to stab us in the back as we left. I hope what I have done is to give those coming reason to pause and go elsewhere today. Jarreck says in a low voice to Omo not meant to carry beyond them.


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

"We don't have the resources to take them all out today, Jarreck. We could do one, maybe two, more battles. There are three more sub-bosses."


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

As the light returned to some degree, the pilo moves over to near the pit.
The pilo growls at the creature in the pit.

"Easy Spike, it's not going to attack us for now."
Guaire looks back at the others.
"Well, they sure like hit and run tactics in the dark.
I reckon speaking for us all, when saying i'd rather not repeat that too often."

---Cue more bragging from a booming voice and Jarreck's comment---

"Agreed, rushing in too soon will get us nowhere, except in an early grave."


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 simply, "I am tired. But maybe we could explore this room at least."

She has a good look around, while the others decide what to do with the captive.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


Current Map

The circular platform to the east is a holographic projection machine that's identical to the one in area R1; it currently shows a schematic of the excavator. The image can be manipulated by hand, enabling a character to zoom in, rotate the image, and display the layout of its internal floor plans. Areas that are still buried register only as static on the image, but the locations
of any living creatures within the excavator are indicated by glowing green motes of light. There are also several blue motes of light in different areas, and one large red mote. It pulses ominously.

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