GM Tektite's Iron Gods Campaign

Game Master Hawkwen Agricola

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Maruf attack a gremlin, but the tiny creature dances away from the alchemist's blows!

Alpha has an even harder time keeping the little fey in view!

Richard swings hard and connects, slicing into a tiny body. Though the blow would have killed most creatures of that size, the gremlin seems to resist the blow!

Kharax holds, looking for a opportunity to aid the battle!

Attack vs Alpha: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 1d3 - 4 + 1d6 ⇒ (1) - 4 + (5) = 2

Attack vs Alpha: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d3 - 4 + 1d6 ⇒ (1) - 4 + (1) = -2

Attack vs Maruf: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d3 - 4 ⇒ (2) - 4 = -2

Crit Confirm vs Maruf: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Crit Damage: 1d3 - 4 ⇒ (1) - 4 = -3

The gremlins continue to attacks, chittering and screeching wildly as two manage to land blows on Maruf and Alpha, but merely bruise the skin with the strikes.

Party up!


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

That should have taken it down. Richard is surprised the little creature survived his strike.

Bardic Knowledge to Identify weakness?: 1d20 + 4 ⇒ (14) + 4 = 18 Guessing cold iron, which I don't have anyway...

Richard drops his rapier and aims his crossbow at the little monster instead, firing a bolt point blank. Are these gremlins too small to threaten? If they do, Richard provokes an AoO.

Crossbow with Luck, PBS and DA -4 from melee: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Crit Confirmation: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Crit Damage: 1d8 + 5 ⇒ (2) + 5 = 7


Tiny sized, so no AoO and DR/cold iron

Richard drops his blade and puts a bolt in the face of a gremlin, taking it down!


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"If anyone has a cold iron weapon, I suggest now is the time to use it!"


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"Negative." Alpha swings again.

1d20 + 4 ⇒ (14) + 4 = 18

1d4 + 3 ⇒ (2) + 3 = 5


Alpha strikes the nearest gremlin, but it seems to resist taking any injuries!


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Sweet Desna! I'm going to have nightmares from playing in your games now, Tek! What happened to the friendly drunk treant?!

"Nyyeehhh! You little s*$#s!"

claw: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3

claw: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 2 ⇒ (4) + 2 = 6


Maruf the Cobbler wrote:
Sweet Desna! I'm going to have nightmares from playing in your games now, Tek! What happened to the friendly drunk treant?!

I attempt to change the avatar with the seasons. Having kept drunk treant through spring and summer, this seemed appropriate for fall.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

I screwed up a little. Richard can't access Deadly Aim until next level... which means 2 points less damage.


Maruf hits a gremlin, but once again, its hide seems to resist any damage!

Kharax!


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Back!

With positions marginally better, Kharax moves to aid Alpha in slaying the gremlin
Moving into position and then striking.

Aid another for Alpha's to hit @ rightmost gremlin: 1d20 + 1 ⇒ (12) + 1 = 13


Kharax pokes at the gremlin near Alpha, distracting it!

Attack vs Alpha: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d3 - 4 ⇒ (1) - 4 = -3

Attack vs Richard: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d3 - 4 ⇒ (3) - 4 = -1

The gremlins attack the androids, but miss!

Party up!


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Alpha nods at Kharax's aid as he swings his shield again.

1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

1d4 + 3 ⇒ (4) + 3 = 7


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Frustrated that he can't hurt it, the Cobbler backs up with a loud SNORT! and throws a nasty concoction of chemical at the blue gremlin.

bomb: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 3 ⇒ (5) + 3 = 8
DC 14 Ref for half splash damage (sorry Richard and Alpha)

Edit: Really sorry, lol.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Bombs only do minimum damage on splash (4 for yours it seems), and depending on misdirection it might not be too bad.

Reflex: 1d20 + 5 ⇒ (16) + 5 = 21

Splash weapon misdirection:
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.

Richard steps back, reloads, and shoots a bolt at one of the gremlins.

Crossbow: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8


1d8 ⇒ 5

Alpha swings, but misses a gremlin!

Maruf tosses a flask, throwing long and splashing everyone in the tunnel!

2d20 ⇒ (6, 2) = 8

Both gremlins fail to dodge the splashing contents of the flask, taking burns!

Alpha and Kharax need to make Reflex saves.

Richard reloads and fires, but misses!

Kharax


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Reflex: 1d20 + 3 ⇒ (1) + 3 = 4

Not paying attention to his ally's lobbing, the fire burns the half-orc. "Yeowwww! Watch it, will ya?", he barks back, wounded by the blaze.

Deciding to take a more active role, Kharax swings his steel at the gremlin to wound it!
Longsword @ right gremlin: 1d20 + 1 ⇒ (18) + 1 = 19
Damage on hit: 1d8 + 1 ⇒ (6) + 1 = 7


Kharax slashes with his blade and takes out one of the gremlins!

Attack vs Richard: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d3 - 4 ⇒ (2) - 4 = -2

The last gremlin attacks Richard, bruising the man again.

Party up!


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Alpha strikes at the gremlin again!

Reflex: 1d20 + 3 ⇒ (13) + 3 = 16

Bash: 1d20 + 4 ⇒ (4) + 4 = 8

1d4 + 3 ⇒ (1) + 3 = 4


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Richard backs away and calls out to everyone. "Back off and let the Cobbler bomb it!"


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Once everyone backs away, the Cobbler tosses in another batch of chemical compounds.

bomb: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 + 3 ⇒ (5) + 3 = 8
DC 14 Ref for half splash damage

1d8 ⇒ 4


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Kharax keeps his distance upon Richard's words, not wanting to get hit by 'friendly fire' again.

Ready action to strike at the gremlin if it comes within reach.

Longsword @ gremlin: 1d20 + 1 ⇒ (4) + 1 = 5
Damage on hit: 1d8 + 1 ⇒ (5) + 1 = 6


Alpha swings and misses, as Richard moves away.

1d20 ⇒ 1

Maruf tosses a bomb, missing the gremlin, but the creature is concerned with Alpha to avoid being splashed. The gremlin's skin burns away as it collapses!

Out of Combat


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"Note to self; forge some cold iron when we are done here. And get another healin' kit. Shoulda restocked that before goin' down here.", the half-orc binding his burns.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"Agreed." Richard nods to Kharax, looking a bit ragged from multiple cuts, bruises, and burns.

"Think I'll use this potion now."

Potion of CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Ugh. Richard's at 4 HP.

After taking the potion...

"Cobbler, do you have more of those bombs? I think they were much more effective then our current weapons, and I think we would fare better with a withdraw and bomb tactic."


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"That would be a logical tactic."


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf fingers the vials on his belt. "Only two more for the day, it will take some time and energy to mix up more tomorrow. The trick is to channel spite into the ingredients for a little extra burn SNORT!"


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Kharax moves over to Richard, placing a hand on his ally's injured frame. "Ork'anga, bring forth your offerin' of healin'!" as some of the wounds bind...

Healing Hex @ Richard: 1d8 + 1 ⇒ (7) + 1 = 8

"Hmmm, seems my powers are now clear of the foul water.", Kharax notes behind his adamantine-infused mask.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

@Kharax: Richard's already been healed once by your hex. It might be time to withraw and heal. Or Richard needs to stay in the back while we check for more gremlins.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

I thought I healed Cobblier.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

@Kharax: you healed Richard with a hex after the trap hit him on the way to the gremlin area.


Moving forward, or backtracking and resting?


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

We keep going.


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

"SNORT! Come on, there might be more gremlins to blow up!"


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Hmm, I'll hve to keep better track of that; my first time with a witch :P

"Yes, but let's be more vigilant about dem traps. But if we can take these guys out, the skulks could let us lair with them for a night to recover."


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

"Agreed." Richard says, though he still seems concerned about the caves ahead. "We have one potion left and I think we should save it for an emergency. Cobbler, would you lead for now? I'll be right behind you. And let's take our time. Falling into another trap would be very bad right now."

I propose The Cobbler takes 20 on perception for traps. Richard will aid another to give him a +2 bonus.

Aid Another Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Moving deeper into the caverns, the party weaves your way toward the north. Coming to a larger cavern, you see several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.

Standing on the ledge is a taller, more advanced looking gremlin! It sneers at you as you spot it!

Rolls:
A: 1d20 + 3 ⇒ (5) + 3 = 8
K: 1d20 + 1 ⇒ (14) + 1 = 15
M: 1d20 + 3 ⇒ (5) + 3 = 8
R: 1d20 + 3 ⇒ (10) + 3 = 13
G: 1d20 + 6 ⇒ (2) + 6 = 8

Initiative:
Kharax
Richard
Gremlin
Alpha
Maruf

Kharax and Richard are up!


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Richard grabs his flask of alchemist fire, hopes for luck, and hurls it at the gremlin, then steps back, trying to take cover.

Activate Archeologist Luck 5/7.
Throw vs Touch AC with Point Blank Shot: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Kharax copies Richard, flinging a vial of the explosive fluid at the small menace!

Alchemist Fire: 1d20 + 1 ⇒ (14) + 1 = 15
Fire damage on hit this round: 1d6 ⇒ 6


Richard and Kharax tosses flaming flask at the gremlin, both hitting the creature. The creature falls to the ground, a burning corpse!

Out of Combat!

Now that the apparent leader of the gremlins has been dispatched, all signs of the fey have disappeared. Returning to the skulk chieftan, she nods. "Thank you for honoring you end of the deal, now I will honor mine. You are free to pass through this territory, and in addition, take these." She says, handing you a pouch containing 49 silverdisks and five strange cards made of a flexible, smooth material. These five cards each bear a brown stripe. Sef confesses that she does not know what the cards are used for, but the purple haired lady that passed through asked about them. At the time, Sef did not have any, but the lady's interest in them is enough to make her believe the cards hold value.

KN: local DC 12:
Silverdisks are commonly scavagened from the surrounding areas and are used in the gaming hall called Silverdisk Hall, in Torch.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"Thank you, chief.", the half-orc bowing politely. "Do you have a space that we may rest for the evening? We sustained some injuries routin' the lil buggers."


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Bardic Knowledge (local): 1d20 + 2 ⇒ (13) + 2 = 15

Richard examines the silverdisks and tells his companions about them. "I think we could trade these in Torch. There is a gaming hall called the Silverdisk that makes use of them."

"About resting here - I think that would lead to a problem later. Joram's water breathing spell only lasts 6 hours, and would run out, leaving us trapped here. If we are to rest I think we should consider returning to town and taking up Val on her offer for a room at Khonnir's Tavern. But first," Richard turns his attention to the skulk chief. "You mentioned a woman with purple hair came through here? Was she with the group that killed your previous chief or by herself?"

Does a woman with purple hair ring any bells for anyone?
Also, how much is a silverdisk worth?

Here is a list of Party Treasure:

On a man's body in the Blindheim's cave:
42 gp
a silver unholy symbol of Zyphus worth 25 gp
2 potions of cure light wounds (1 used)

In the mold's cave:
agate worth 55gp

In the rubble pile:
7 silverdisks

Reward from the Skulks for defeating gremlins:
49 silverdisks
5 cards made of a flexible, smooth material, bearing a brown stripe


Male Tiefling Cobbler 3 | HP 4/27 | AC 18 T 13 FF 15 | CMD 17 | F+5 R+6 W+3 (+2 emotion/fear/poison) | resist 5 cold/electricity/fire | Init +3 | Perc +8 | SM +2 | Bomb: 4/6 | MC: 1/1 | Grit: 1/2 | Mut: 1/1

Maruf pokes at the gremlin corpse before giving it a hefty kick. Worthless bag o' bones!

He returns to the skulks with his companions, deigning not to speak in his wisdom.

Later on he says, "Yes! Let's go rest at the Tavern, I could really use some SNORT! food and a nap."


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

"Recharging now would be logical."


Those who are from Torch "might" remember seeing a merchant in town with purple hair, but don't know much beyond that.

Heading back to the Foundry to rest?


Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Yea.


Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

Yup.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Yeah, I'd like to grab a couple of things there, too, while we're at it :)


Heading back to Torch, the party returns to the Foundry. Val looks up with hope in her eyes as you enter. "Did you find my father? Any signs of him?"

Her head hanging a little when she is told of your progress, she nods and wipes a tear from her eye. "I understand....make yourself at home. I'm afraid I can only offer a few bedrolls you can lay out in the tavern and a little bit of food."

Resting and recuperating, the following morning, nervous-looking courier delivers a message to the party: an invitation to come visit Torch’s “illustrious tavern and card room,” Silverdisk Hall. The invitation is from the hall’s owner, Garmen Ulreth, and includes certificates for each of you worth 100 gp for use in gambling and entertainment at his establishment, redeemable anytime during the next week.

KN: local DC 10:
Garmen Ulreth is one of the more influential people in Torch—an impressive quality, given the fact that he’s neither a councilor nor a legitimate merchant. Indeed, Garmen’s considerable pull in town stems from the fact that a number of Torch’s citizens owe him money in either small or large amounts.

KN: local DC 20:
Garmen is associated with what passes for Torch’s thieves’ guild—a gang of thugs and roughs called the Ropefists— and that the owner of Silverdisk Hall may even be the gang’s leader. He certainly employs enough of the Ropefists as bouncers and guards at his gaming hall.


M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

Kn: Local: 1d20 + 1 ⇒ (1) + 1 = 2

Kharax, never big into the gambling scene, shrugs. "Interesting development. Can't say I've been to the Silverdisk Hall."

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