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

"Any of you magic types want to identify those potions? I could do it by taste, but I don't want to bread that seal."


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 grasps his wooden Anvil and asks for the ability to see magic, as his eyes glow a blue he inspects both potions. He will then inspect the symbol.

Spell Craft: 1d20 + 5 ⇒ (11) + 5 = 16
K.Religion: 1d20 + 5 ⇒ (8) + 5 = 13


The magic potions are potions of healing minor wounds and Derlan will know the unholy symbol as Zyphus(pronounced ZIE-fess)[1] is the malignant god of accidental death. A bitter enemy of the goddess Pharasma, he is worshiped by small cults throughout Golarion. These groups foment tragedy and bring about accidents in the hopes of strengthening the power of their god. His symbol is a pick made from a human skull, rib, and femur.


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 shudders when he recognizes the unholy symbol of Zyphus. Tossing the symbol to the ground he take his hammer and smashes the thing.

Despite it being made of silver it was filled with unholy energies and would have brought ill luck ta who ever held it. The potions are of minor healing magics, who would like one?

Derlan hold them up for others to take.


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 waves off the potions. "I expect they will be of more use to the others..."


Now to th northwest or sourhwest


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 shrugs, puts his mask back on, and wades to the northwest.

"We should make sure there's nothing behind us."


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 follows.


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 will follow Ibarra to the north west, he will cast light on his hammer and hold it up high to help illuminate the area.


Mapto Khonnirs Home

A shallow creek runs through the middle of this cavern, while to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.
IniIb: 1d20 + 2 ⇒ (20) + 2 = 22
IniDer: 1d20 + 0 ⇒ (1) + 0 = 1
IniE: 1d20 + 4 ⇒ (1) + 4 = 5
IniSM: 1d20 - 1 ⇒ (9) - 1 = 8
Ibarra
Enemys
Rest


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 lunges at the closest creature with his rapier.

Rapier: 1d20 + 3 ⇒ (3) + 3 = 6 damage w/sneak attack: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (6) = 12


Mapto Khonnirs Home

Ibarra misses his enemy.
The oozes move forward to attack their enemys.
AttackIB: 1d20 + 1 ⇒ (4) + 1 = 51d3 ⇒ 3
AttackDer: 1d20 + 1 ⇒ (2) + 1 = 31d3 ⇒ 2
AttackEl: 1d20 + 1 ⇒ (19) + 1 = 201d3 ⇒ 1
and miss Ibarra and Derlan. Only Elethara is hit and feels the acid on her body.


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 holds up his wooden Anvil, invoking the power of Torag

Great Forge father bless the weapon of Mort making it strike true and firm.

Magic weapon +1 to hit and dmg.


Mapto Khonnirs Home

The ooze right in front of him tries to use Derlans distraction but misses the dwarf.
Aoo: 1d20 + 1 ⇒ (6) + 1 = 71d3 ⇒ 2


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 ⇒ (4) + 9 = 13

Eriethiel attempts to recall anything of import about these creatures.


Eriethiel know oozes are immune to sneak attack or mind effecting spells.-

The Exchange

female Halfling Bard 2

Dinali starts to sing. Inspire courage +1/+1


Mapto Khonnirs Home

Recap.
Ibarri does not manage to wound the ooze, Derlan casts a spell, Dinali starts to sing. The oozes only manage to wound Eriethiel, and only with a glancing blow.
"Eriethiel
Ibarra

OOzes,
Derlan
Dinali


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

Sorry, I was waiting for Mort to post.

Ibarra stabs at the strange creature with his rapier.

Rapier: 1d20 + 3 ⇒ (11) + 3 = 14 damage: 1d6 + 3 ⇒ (5) + 3 = 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 ]

Eriethiel attempts to cast a spell, but it fizzles uselessly as she attempts to prevent the inevitable attack of opportunity.

Standard action: Cast acid splash
Concentration (Casting Defensively vs. DC 15): 1d20 + 6 ⇒ (8) + 6 = 14


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 moves up in front of Eriethiel readying his shield and lashing out with his hammer at the Ooze.

Hammer time: 1d20 + 1 ⇒ (15) + 1 = 161d8 + 1 ⇒ (4) + 1 = 5

Stay behind me lass and we can defeat them together.


Mapto Khonnirs Home

Recap round 2
Dinali starts a bardic performance giving all +1/+1
Ibarra manages to hurt its Ooze badly, almost killing it. have you included the bard song, if not you kill it.
Derlan manages to hurt his ooze. Did you include magic weapon and bard song?
Eriethiel´s song fizzles.
Ooze1: 1d20 + 1 ⇒ (16) + 1 = 171d3 ⇒ 1 Derlan is hit for one damage.
Ooze2: 1d20 + 1 ⇒ (9) + 1 = 101d3 ⇒ 2


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

No, I'm sorry I didn't notice the bard song so it was not included.

Having dispatched one ooze, Ibarra turns his attention to the other but is unable to skewer the slimy creature.

Rapier: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6


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 had initially cast the spell on Mort but he is busy, can I say I cast it on myself? If so my to hit would have been +19 and dmg would be +7


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 ]

Helikon:
Please don't take this the wrong way, but I'd like to request the following:

- Could you provide some way of indicating which creature is which, perhaps by putting a differently-colored border around the creature on the map (and referencing it likewise in your posts)?
- To move combat along, please be sure to list characters and creatures in initiative order, with the names of those characters you expect to post in bold; without this, we have to either guess or scroll back through the history to make a note of who's posted.

An AP is a really long commitment, and I'd like to get to the point where we're pushing through the content without too many hiccups.

Thanks!


Derlan as Mort hasn´t posted in a few days I had it work on your weapon. To speed combat along I will bot him.

Erethiel:
Working on it

Mort hears the danger and runs forward, falling in rage and attacking ooze solidly killing it.
Attack: 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 201d10 + 9 + 1 ⇒ (8) + 9 + 1 = 18
There is just one ooze alive, though wounded.


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 ]

Mort having moved out of her way, Eriethiel steps back and successfully casts a cantrip; a small globule of acid flies toward the remaining ooze.

Not an action: 5' step, as indicated on map
Standard action: Cast acid splash
Attack (acid splash vs. Touch AC): 1d20 + 2 ⇒ (13) + 2 = 15
Damage (acid splash): 1d3 ⇒ 1


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 again places himself between Erie and the Ooze, shield set and hammer at the ready in case the lasses magick didn't kill it.

Hammer: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 2 ⇒ (6) + 2 = 8

As Derlan moves towards Erie and swings at the ooze he stumbles over some loose stones and swings wildly connecting with the stone wall. A shock going up his arm.

The Exchange

female Halfling Bard 2

Dinali continues to sing (2.round)


The ooze moves forward and licks Derlan. Attack: 1d20 + 1 ⇒ (19) + 1 = 201d3 ⇒ 3
And this time the ooze manages to connect solidly the dwarf feels the acid burn his skin
Party!


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 hisses sharply from the acid sting.

ye durned Ooze, that smarts ya know.

Derlan lashes out with his hammer again trying to end this fight quickly.

Hammer: 1d20 + 3 ⇒ (15) + 3 = 181d8 + 2 ⇒ (2) + 2 = 4


Finally the last ooze is killed.
Looking around you find out that the mounds of foul-smelling fungus and old grow over the bodies of the first of the expeditions to brave the depths of Black Hill.


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 slowly moves over to the bodies, checking for left over puddles of acid Perc take 10: 10 + 3 = 13.

He then inspects the bodies seeing how long they may have been dead and what they may have died from.
Heal: 1d20 + 7 ⇒ (12) + 7 = 19

The Exchange

female Halfling Bard 2

How long is Dinali blinded?


After the others are done searching you can see again


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 further down the cave

Guess we better be movin' faster, if Khonnir is in trouble he may needs us faster than we are movin'.

I did search though the bodies.


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 also helps search.

"Any magic around here?"


Need a perception check. Or do you take 20?


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

Mort shakes himself, looking embarrassed. "Sorry, I was a bit.. I mean, I'm sorry."


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

Unless something seems particularly suspicious or dangerous I don't tend to take 20, instead I'll 'take 2' (twice as long instead of 20 times as long) which is a take 10 followed by a roll. I also don't generally assume that searching an area for treasure will require a Perception check so I have a habit of just saying 'I search for treasure' instead of rolling a Perception check because most of the time an encounter area just says 'the PCs find X', instead of saying 'PCs who succeed at a DC Y Perception check find X' and I'm not a fan of rolling dice when I don't need to. Of course, I have no idea if the situation requires a roll or not, so I'll need to get in the habit of doing one. :)

Take 10 Perception: 10 + 7 = 17 +1 vs. traps
Perception: 1d20 + 7 ⇒ (7) + 7 = 14 +1 vs. traps


Mapto Khonnirs Home

I understand but if something is pretty well hidden, you need to do a perception check! Like if something drops from the pouch into the water, barely visible then you still do unfortunately


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 searches the area around the bodies looking for a clue as to if these men discovered anything important while down here.

perception: 1d20 + 3 ⇒ (5) + 3 = 8


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

Perception: 1d20 + 5 ⇒ (7) + 5 = 12 Mort searches around, looking everywhere he can think.


You do not find anything more of value, it is as if someone picked the bodies clean of valuables. Where to? If into the corridor

you enter a cave:
A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.

Please check the marching order or if you do anything special.


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 would think Mort should go first and I can go last others in the middle.

know.His: 1d20 + 6 ⇒ (8) + 6 = 14 Derlan studies the drawings carefully.


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

Works for me.


You have no idea, but you can do an int check


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

Sounds fine, I have moved tokens appropriately.


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

Int: 1d20 + 1 ⇒ (8) + 1 = 9

k.Religion: 1d20 + 5 ⇒ (7) + 5 = 12

Derlan racks his brain for anything these symbols could mean.

The Exchange

female Halfling Bard 2

Coming forward behind Mort Dinali checks the pictogramms.
Int: 1d20 + 0 ⇒ (19) + 0 = 19
Can bardic knowledge help?

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