Helikon´s Core Iron Gods (Inactive)

Game Master Helikon

Map of Torch
Picture of Torch
Khonnir Baine
Val Baine
Dolga Freddert


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NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra's hand snakes out and grabs the lockpick. Then he gestures to the hand crossbow. "I actually know how to use that thing. So I'll take it if nobody objects."

The Exchange

female Halfling Bard 2

Dinali looks at it and smiles :"I think it fits better in my hand! And you got the lockpick!"


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none
Dinali Sweetrose wrote:
Dinali looks at it and smiles :"I think it fits better in my hand! And you got the lockpick!"

You're proficient in hand crossbow? Bards don't get that as a standard weapon proficiency, and I don't see it as one of your feats. BTW I imagine that it is medium sized, so it would probably be difficult for you to wield. If you really want it that's fine, I don't care if I get it or not.


Mapto Khonnirs Home

The weapon is indeed small, and looks more like a tube with a handcrossbow grip. It can be used by anyone with simple weapon prof.
Val continues."If you want you can bring your stuff here, and sleep here, free of charge!"


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none
Camou~flage wrote:
The weapon is indeed small, and looks more like a tube with a handcrossbow grip. It can be used by anyone with simple weapon prof.

Ibarra pushes the tube across the table to Dinali and nods at Val.

"Thanks Val. We appreciate it."


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Yes thank you, I really have all I own on me at present. We will set out once everyone has prepared themselves.


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort stands in the back, looking embarrassed. "'m good." he membles.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

"I brought all that I own, as well, not knowing what the circumstances surrounding the disappearance might be..." Eriethiel says, trailing off a bit at the end. "I am ready to continue whenever the rest of you are," she adds, a bit more confident.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra grabs a mask (or two, if possible). "Ready to get that water breathing spell whenever you are."


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Aye I'm ready as well, lets head out now.

I bow again to the lass and turn leaving the building, I quickly turn around again. I grab one of the masks and head off back towards the lake.


It takes the highpriest about 5 minutes to cast a dweomer on the 5 adventurers, aided by his rod. Warning them that the spell will last at the utmost 10 hours, the companions move toward the caves. This time, armed with spells and the masks, the entrance into the caves works without a problem. You arrive on a sandbank inside the tunnelcomplex.

Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra strikes his sunrod to life. Presuming there is no ambient illumination.

He inspects the area for traps and tracks.

Perception for traps: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Survival: 1d20 ⇒ 8


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

In addition to Ibarra's sunrod, Eriethiel casts a quick cantrip, causing light to spring forth from the bolt loaded in her crossbow. Once Ibarra has confirmed the relative safety of the area, she pulls out her rope, knots it down its length, ties a small loop on one end, and tosses it over one of the stalagmites.

The Exchange

female Halfling Bard 2

Dinali looks around, keeping her new weapon close and smells the are
Perc: 1d20 + 6 ⇒ (10) + 6 = 16


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I will cast Light on my shield, point it straight ahead for better illumination.

I will help ya with the rope lass, do you want more? I have some in me pack as well.

I will help tie knots in the rope to make it easier to climb.

Perception for stonework: 1d20 + 6 ⇒ (19) + 6 = 25
I look around the room we just entered, looking for anything unusual in the stonework. I will also use Detect magic to see if a trail was left for someone to follow back to the entrance.


You will find some tracks, but no one of you is trained to read them.
Derlan thinks that the rock is pretty strong, maybe something volcanic, and it is quite safe here, if smelly!
Where to?


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra creeps cautiously into the cave, wary for traps.

Perception for traps: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Presumably I should be able to see down the tunnel, however the map is cut off.


A collection of stalactites and stalagmites choke this low ceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one another. A dead half-orc sprawls on the ground near the cave’s eastern entrance.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra eyes the corpse suspiciously.

Take 10 Perception: 10 + 7 = 17 +1 for traps

He whispers back to his companions. "Can any of you detec magic?"


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I move as quietly as I can up behind Ibarra, casting detect magic on myself.

I whisper Am I looking for anything specific?

Perception taking 10: 10 + 4 = 14
I scan the area closely, taking my time
to scan the tunnel to the max range of the spell.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

"I want to make sure there's no magic traps or spells. Or magic loot."

If Derlan doesn't detect any magic Ibarra moves forward to inspect the body.


No magic, no traps.

KnowLocal10:
Parda was a popular brawler in town and she was one of those who traveled with several thugs into the caverns. Almost everyone called her a friend, and many felt that her falling in with the thugs was going to be her end.

Heal12:
She was slain by multiple stab wounds from
a short-bladed weapon like a dagger.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Take 10 Knowledge (local): 10 + 6 = 16
Heal: 1d20 ⇒ 18

After inspecting the body, Ibarra returns to Derlan. "That was Parda, a brawler from Torch who went with some local toughs into the caverns. People liked her, and said that teaming up with those toughs would lead her to a bad end."

He rubs his hand over his bald pate. "Looks like they were right. She was killed by multiple stabs from a short-bladed weapon like a dagger."

Ibarra waves at his companions. [smaller]"Lets go find what killed her."

He skulks further into the cavern, looking for traps.

Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 7 ⇒ (3) + 7 = 10 +1 vs. traps


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I will put my hand on Ibarra's shoulder, stopping him from moving forward right away.

I can see fine in the dark lad, lets get rid of the lights and I will take lead. May'in we can sneak up on em'


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra nods and wraps the sunrod in his dripping cloak, drawing his rapier with his other hand.

"Give me a shout when there's danger and I'll pull out the rod."


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I draw my new shield and strap it to my arm, I draw out my hammer and slowly take the lead.

I walk in 20 foot intervals, stopping looking around to make sure everyone is still with me and to scan ahead for anything lurking.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Eriethiel shrugs, "It seems reasonable to me that anything living in the dark will be able to see or otherwise function in the dark, but if you wish to scout ahead, I'll not stop you. I will not, however, go with no light myself, though if you wish me to stay well back, I can."

The Exchange

female Halfling Bard 2

Moving forward Dinali looks around but stays a bit behind Derlan.


Reaching a crossing Derlan sees the following straight ahead.
A dark cavern opens up here, its twenty-foot-high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Can you cover it for a bit like Ibarra? I will alert you right away to draw light. Might help in our favour.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

"How am I to see to follow you? Will you call out to me so that I may follow your voice, or should I follow the sound of your armor ahead of me? I doubt that either will work to our advantage..."

While I can certainly appreciate the thought behind using darkvision to our advantage, I haven't seen anything that shows that there is any sort of natural luminescence in the caves. Anything that is in here already will be able to see in the dark, and the dwarf isn't using Stealth at all (at a -6 penalty, due to the scale mail and large shield), so I don't think sneaking up on anything is really an option anyway.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

I pretty much agree with Eriethiel's sentiments.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I have no issue with using light, I just thought we could try it in the dark. Mort do you wanna lead the way then lad?


Spoiler:
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
PercDerlan: 1d20 + 4 ⇒ (11) + 4 = 15

As if you had asked for it, suddenly there is an illuminating explosion. All but Mort and Eriethel please make a DC12 Fort save or be blinded


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Fortitude save: 1d20 + 2 ⇒ (14) + 2 = 16


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Fort save: 1d20 + 5 ⇒ (11) + 5 = 16

Find some cover I yell

The Exchange

female Halfling Bard 2

Fort: 1d20 + 3 ⇒ (1) + 3 = 4
"What is this... I am blind!" Dinali falls back and holds to the wall starting a battle song.


Mapto Khonnirs Home

IniEnemy: 1d20 + 1 ⇒ (4) + 1 = 5
IniDinali: 1d20 + 3 ⇒ (6) + 3 = 9
IniDerlan: 1d20 + 0 ⇒ (15) + 0 = 15
IniIbarra: 1d20 + 2 ⇒ (5) + 2 = 7
IniErethiel: 1d20 + 4 ⇒ (9) + 4 = 13
IniMort: 1d20 + 1 ⇒ (9) + 1 = 10


It is the groups turn!


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

As Ibarra slides past Derlan he says, "Flank it!", then dodges around the creature and readies to strike.
Acrobatics vs. creature's CMD: 1d20 + 6 ⇒ (18) + 6 = 24 Moving half speed through the creature's threatened area.

Readied Attack for Flank:

1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Sneak Attack!: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan 5 foot steps to the left, bringing my mace down with a crack.

Melee Atk: 1d20 + 1 ⇒ (13) + 1 = 14

Hammer damage: 1d8 + 1 ⇒ (8) + 1 = 9

any knowledge checks?


Mapto Khonnirs Home

Make a fresh save,please booth of you. Bonus of 4 if you avert eyes. No save needed if close your eyes.

kdung10:
This creature is a blindheim
15:
Its gaze attack will blind some, but the blindness will go in one hour.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Fort Save: 1d20 + 6 ⇒ (7) + 6 = 13

I have never seen such a beast


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Knowledge (Dungeoneering): 1d20 + 9 ⇒ (5) + 9 = 14

Eriethiel moves forward and catches a brief glimpse of the creature before closing her eyes. "The creature is called a blindheim; I cannot remember any more than that, however..." She proceeds to move forward, past the creature, into the corridor beyond.

GM - is it possible for Eriethiel to move past the blindheim into the southern corridor, 15' south of Derlan, with a single move and without triggering an AoO? The partial squares always throw me. Reserving the right to use her standard action based on your response...


Mapto Khonnirs Home

Yes it is... BUT you have to do your Fort save
Ibarra risks it to attackFort: 1d20 + 2 ⇒ (20) + 2 = 22 the blindheim fullfaced... and manages to find a soft spot, sliding his rapier into its gut and the blindheim falls off... and the light is gone.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan looks around for more creatures or bright bursts of light.

Is it dead? Derlan kicks it a little with his boot.

as long as it is dead


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Knowledge (dungeoneering) untrained max DC 10: 1d20 + 2 ⇒ (8) + 2 = 10

Ibarra stabs the unconscious creature through the throat.

"I think so. It's called a blindheim. I'm not sure why though, it seems like it could see just fine."

Ibarra starts looking around for any treasure.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13 +1 vs. traps

The Exchange

female Halfling Bard 2

How long will I be blind?Forever?


It is dead Jim, am Derlan.
For a bit longer Dinali

Even a cursory search of the pool reveals a man’s body, mostly eaten. Little remains to identify the bodyfor the blindheim has eaten most of it and has ruined its armor and clothing in the process. A belt pouch on the body’s hip is still intact and contains 42 gp, a silver symbol, and two water-tight potions.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

May the Forge Father watch over you

Derlan helps to pull the body out of the water and on to dry land.

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