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


4,351 to 4,400 of 9,052 << first < prev | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | next > last >>

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

Does Omo feel he could use the remaining cylex to blow it up by putting it near the engines, exhaust or other critical bit?

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 wasn't looking for a fight so much as to scare away anything coming in response to Hellion's call to arms. Will get a more substantial post up later tonight at daughter volleyball game right now

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Uninterested in the captive as he doesn't understand the language it speaks, Jarreck finishes his inspection of the fallen dark stalker and the minions that fell before it. He then will turn his attention to the consoles surrounding the room trying to make sense of each one especially the hologram with the blue, green and red dot on it, trying to place where everything is in relation to each other. And how much of the digger they have already investigated.

"I'm not sure but I believe this thing could chew up an entire mountain in probably a week, that power is almost godlike"


Current Map

After a few moments of studying the hologram you can tell the layout of the entire excavator. You see several green dots gathering below, nearly a dozen all together. The sound of a revving motor continues....

Suddenly you hear chanting KUL GERRRRR AHHHHH KUL GERRR AHHHH KULL GER AHHHHHH KULLLL GER AHHHHH The sound reaches a fever pitch and the green dots begin moving towards the control room.

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

"Seems we've over-stayed our welcome once more, heal your damage quickly and Guaire reload the grenade launcher with something definitely more lethal, flechet and arc grenades sounds promising."

Standing close by the hologram watching the green dots move Jarreck will help Guaire ready his shot by indicating where the dots seem to be coming in. He is also keeping an eye on the red dot Am I missing that on the map somewhere?


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

Niles, would the cylex idea work?


Current Map

The "center" of the structure is below where you are, unfortunately that means that its buried in solid rock right now. So, no you couldn't destroy the excavator with cylex, its much too large. re:map, I'll do some editing. It's way bigger than what's already there. Alright, map is edited.


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

Realizing combat is imminent, Seventeen suggests, "Hypothesis: a Bigger Jarreck is a better Jarreck."

She then mutters a spidery phrase and he gets bigger and bigger!
She casts Enlarge Person on him.

Anyone else want to be enlarged?


Current Map

I'm trying to give you guys some options and let you be proactive...but I guess you guys just wanna react to whatever evil things I have planned. Ok then.

Suddenly just as quickly as it was turned on, the hologram turns off. The monitors around the room flare to life and Hellion Appears on them

Now puny insects. You will witness the True Power of those that wisely choose to worship me.

A multicolored explosion occurs in the room. Everyone is affected by Chaos Hammer

Everyone takes 4d8 ⇒ (5, 8, 1, 1) = 15 Will DC 18 for 1/2
Everyone is slowed for 1d6 ⇒ 3 rounds, unless you are chaotic or neutral (on the law/chaos axis not the good/evil axis).

This kills the Dark Creeper. Please reference your alignment when you roll the save, you might only take 1/4 damage


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

NG

Will self: 1d20 + 4 ⇒ (14) + 4 = 18
Spike: 1d20 + 5 ⇒ (9) + 5 = 14

"Come again? He sure is cheap, casting spells via an image."

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 save: 1d20 + 2 ⇒ (19) + 2 = 21 Jarreck is straight up Neutral

"Friendly fellow isn't he, Guaire how you coming with that reload? Last I saw before this thing dropped out again they were coming in on our left." indicating the doorways to the far left of where the companions came in the big room.


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

Between last time and now, i would have reloaded.
Shall we do a frag or concussion?


Current Map

Go ahead and prepare as you would like, move yourself as you would like. I'm keeping a countdown in my head. If you are N (on the law/chaos axis) then you auto take 1/2 and save for 1/4 and you don't get slowed. You really only get smacked hard if you are Lawful...which I think only Seven is?

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

suggested arc and flechett above as should give us a good mix against flesh or robotic


Current Map

Guaire takes 4, Spike takes 7, Jarreck takes 4.


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 ⇒ (11) + 5 = 16

Seventeen gets hammered and states redundantly, "I appear to be damaged."

If anyone can spare a CLW that would be great! Hellion seems to like AOE attacks so Seventeen is going to spread out.


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

I've been trying to get us to leave. I still think it is the only viable choice. I have also been asking questions, etc.


Current Map

At this point, leaving is still an option, one that might be taken from you in the near future. However, I need actions from everyone's characters so that I might respond to them.


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

Will Save: 1d20 + 8 ⇒ (1) + 8 = 9 TN alignment

[smaller]"Guys, we'd better retreat I think. I'm not prepard against this sort of warfare."


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 does his best to lead the party out.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I'm probably being slow, but I'm not super sure what we're supposed to do in this situation. Obviously we want to find out more about the iron gods and disrupt Hellon's worshipers, but on the other hand, right now discretion seems the better part of valor.

"We're leaving?" Seventeen seems surprised, but she adds, "They might be able to do that again... I think you have a point Mort."

Seventeen follows them out, back into the room with the batteries. She notes, "There are magics that can dampen elemental energies. Might be useful since this Hellion seems to favor them. Still that's a solution for another day. What do we do now? They are sure to follow, can we lay a trap for them with the Cylex?"

Guys how many charges are left on the wand of CLW? I'm not sure where that's being tracked.


Current Map

Well, you guys can stand and fight. You know there are at least 3 more Lords of Rust remaining. Kulgara, Draigs the Ettin and the mysterious Zaagmander, The Blood Ghost. Or you could retreat, you killed most everything in your path on the way down. Or you could find some place that Hellion cannot spy on you from and hole up there. It can see/hear through the monitors in lots of areas but not all of them. I've been following the AP's guidelines for this part pretty closely except for swapping out some orcs for some dark creepers. You guys DO still have some hero points so using them might help you power through this last part. (Do you remember when I cautioned you against the over buffage in the fight vs Helskarg? This is why, its a long tough slog to Hellion.)

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

In his current form Jarreck will take rear guard if the group wishes to pull back, making it difficult for anything else to ouch past him to the others.

"Thank you Seven, Guaire i'll carry the grenade launcher as we back out of here."

Niles I'm assuming nothing was found on the dark stalker worth keeping, mentioned earlier Jarreck searched the bodies.


Current Map

DOH, Loot:
The Darkstalker carried a +1 Shortsword and between all the corpses you find 12 doses of Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.


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 takes the Blood Smear Poison as the group collects it, knowing that he's about the only one wanting to use poison as a weapon.

"This will come in handy, I'd like to pay them back for my injuries."


Current Map

The group makes their way upwards and out of the Excavator, the sound of the Chainsaw in their ears and the howls of Orc battle cries ring the air. No one pursues them as they enter the Arena above.

Hellion appears in the monitors as they leave and taunts them again

Flee! Flee from True Power! No one not even the agents of Unity can stand before Hellion and his Followers of Rust! If you return I will flay the flesh from your wretched bones and erase your consciousness from the Universe!

You are currently in the Arena above, where you fought Helskarg. It's empty.


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 won't feel safe until they are back to the warren. They needed more preparation. As he leads them back, he speculates.

"We need to see if the priestess has any magic that could be helpful to protect us from those unholy blights."


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 nods, "A logical suggestion. Still we've only seen Hellion on those flat enchanted picture frames. Well I suppose they might be technological. Anyway if we smash them, can he see us? If not it may be relatively safe to rest."

Trying to suggest a way to keep the momentum going, although seeking resistance magic does seem sensible.


Current Map

If you smash the Monitors, he cannot use them to see/hear or nuke you!


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 takes a shot at any monitor along the way.

"For good measure..."


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

"Your flail would be more effective, but all monitors and projectors need to be smashed."


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

True, Guaire only shoots those he can't reach with his flail.


Current Map

Ok, its far too late to retcon all that because that would have taken a good deal of time, and the Orcs and Kulgara would have caught up with you. So no, Guaire you didn't post your actions in time to have done them. You had plenty of time to make that decision earlier. Currently the party is in the Arena. Which has only 2 monitors near Helskarg's lair. The party is near the spot where they fought Helskarg.


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

Then back to the Warren


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 suggests, "Maybe we should rest up in Helskarg's quarters? We should remove any monitors and set guards in case."

She looks to see if the others agree. If they do she'll move there and take 1st watch.


Current Map

Ok so there are two options on the table. Helskargs or The Warren. I have 1 vote either way...in the interest of moving things forward the next person who voices an opinion gets to choose.


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

1d2 ⇒ 1

"Resting closer to our goal would potentially be more of a tactical advantage. I and Spike can take first watch, if nobody volunteers."


Current Map

Ok. Resting in Helskargs lair it is...

The party moves towards the Lair and Jarreck remembers his quick study of the Monitors. He believes he can disable them with a little time...

If Jarreck wishes to disable the Monitors (there are two of them) I'll need a stealth roll and then x2 disable device rolls. (You can take 10 if you like)

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

stealth: 1d20 + 12 ⇒ (2) + 12 = 14
24 for the 2 disable device checks

Not so stealthily Jarreck moves up to the monitors and attempts to disable them.


Current Map

As Jarreck creeps forward 1d20 + 16 ⇒ (4) + 16 = 20 the image of Hellion appears on the screen and berates him, taunts him and promises vile things to him and his posterity. Fortunately all this ends about a minute after it begins, because Jarreck disables the monitors using his E-Pick.

Ok who is on watch, and just go ahead and roll some perception checks. Are you doing anything to guard the doors?

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

Niles, if Jarreck can jam the doors so they will not operate normally heo will do so. Giving the companions a moment to respond before anyone can come through.

"I'll take the middle watch, we elves need less sleep and no spells to memorize or pray over in the morning. Omo I will try to jam the doors but can you have Mr Robot stand guard over them as well?"

Perception: 1d20 + 11 + 5 ⇒ (13) + 11 + 5 = 29
Perception: 1d20 + 11 + 5 ⇒ (7) + 11 + 5 = 23

Jarreck will give the helmet to whomever is on watch, explaining its use. +5 to perception checks, changing out the battery on his watch as needed.


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

"I'll take the watch before or after you Jarreck, I'm not that great in the dark, but I can see if we have a light."

Perception checks for the night: 1d20 + 14 ⇒ (11) + 14 = 251d20 + 14 ⇒ (1) + 14 = 15


Current Map

The doors are electronically activated and can be jammed with the Epick with a disable device roll. Right now the lights are on, Hellion hasn't cut them yet. They can be activated with simple controls to allow from Bright Light all the way to Total Darkness. I still need something from Seven, Guaire and Omo


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 ⇒ (13) + 11 = 24

Omo will work on repairing Mr. Robot, during his watch.

Craft Mechanical: 1d20 + 14 ⇒ (15) + 14 = 29

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck moves over to the doorway and attempts to jam the door keeping it from opening easily during the night.

disable device: 1d20 + 14 ⇒ (6) + 14 = 20


Current Map

Omo do you plan on taking the Craft:Robot (construct) feat at 7th level? Because RAW that is the only way of repairing a construct and restoring its HP. I know I've been letting you tinker with the Robot earlier but that wasn't in a combat imminent situation

Repairing Constructs:

Even with the best of care, most constructs will eventually become damaged. Unless a construct suffers some sort of structural damage that radically alters its physical form, the construct continues to function at its full efficiency, and only falls apart once reduced to 0 hit points. Ideally, however, a construct should see some repair before it reaches that point. The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems.

Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct's creator can deactivate a construct under his control with a touch and a standard action.

A construct that has been completely destroyed cannot be repaired, though at the GM's option some of the materials may be usable in the construction of a new construct.

Additionally, some constructs have special means of repair, usually involving spells related to the golem's nature (such as the use of acid damage to heal a clay golem.)

Jarreck uses the EPick to jam both doors.

Does anything bad happen at night?:

Randomness: 1d100 ⇒ 64 1d20 ⇒ 18 1d4 ⇒ 3

The party rests fitfully in the Lair of Hellion but are unmolested. During the third watch something tries to open the doors but seeing they are locked whatever it was moves away.


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

That was the plan. Since you said that I could ignore the pre-reqs for that feat which are intense.


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 is also this discovery.


Current Map

Just ignore the Craft Wonderous items prereq, because after this adventure everyone is gonna add Technologist as a feat and that would be the substitute in this campaign imho. However, I would be ok with you taking it as a discovery instead of a feat. Also, if you wanted Mr. Robot to become a cohort with class levels you could take Leadership and then it would become an AI and wouldn't operate like an animal companion. @Jarreck Don't worry since you already have Technologist you'll get something else.


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 I took Leadership, could I still upgrade the hardpoints? Because an AI would be cool.

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