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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Mapto Khonnirs Home

"Kill you now!" The creature is more intent on hurting you and is not to be reasoned with.

The Exchange

female Halfling Bard 2

Moving forward Dinali trys to aid mort Aid: 1d20 + 4 ⇒ (2) + 4 = 6
Aid: 1d20 + 4 ⇒ (5) + 4 = 9


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 at his new allies up and down.

Heal check: 1d20 + 7 ⇒ (13) + 7 = 20 Just to see if anyone is injured

"Well beastie no quarter for ye then."

Derlan moves forward slowly 10' so as to not slip in the grease and readies his hammer to strike the gremlin.


Botting Mort
AttackrageAid: 1d20 + 8 ⇒ (8) + 8 = 161d10 + 9 ⇒ (3) + 9 = 12
And with a mighty swing Mort kills the jinkin.
Combat over.


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 watches dispassionately as the jinkin is dispatched, and dismisses her grease spell. "Quickly, let us confirm whether they have anything of interest, then return to the creature that charged us with their removal." Putting words to actions, she begins searching for anything of interest.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8


Eriethiel finds a silverdisk with the dead jinkin. Aura of bad luck 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 scoops up the body of the final gremlin that was slain, he wraps it in his cloak.

"They may be wantin' proof that we dun the deed."

He turns and walks back the way they came in.


Mapto Khonnirs Home

Arriving in the major cavern the spokeswoman is waiting for you.
"Itss done, yess,yess? Good. Makes life easier here now!
We hold deal."
And with that she hands over a strange bag made of a silvery material."You can ask questions, I will try to answer!"

The Exchange

female Halfling Bard 2

Dinali is curious what is in the bag?


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 takes the bag, having a peek in as Dinali asks what is in the bag.

Some sort of silvery metal, probably sky metal, quite a hull here I would imagine

appraise: 1d20 + 3 ⇒ (15) + 3 = 18 subtract 2 from the roll if it is "magical"


Inside the pouch are 49 silverdisks and five strange cards made of a f lexible, smooth material. These five cards each bear a brown stripe.


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

Mort shudders and shakes as he comes down from his sudden emotional ride. "Sorry." he mutters as he sees the mess he's made.

The Exchange

female Halfling Bard 2

Dinali looks at the black skinned woman.
"We are searching for a particular man, called Bhaine. He entered a few days ago and was not seen again. He has been here before. Do you know where he is?
And how many parties traveled through your territory?"


Mapto Khonnirs Home

"Man was willing to barter, good man. Came here, found the metal wand over there used a lot of magic to make hole, found metal animal and brought it home. He returned a few days ago and went again through the metal door.
How many parties? Well the redhaired woman was first. Then some halflings, and some thieves. And the man twice."


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 ]

"Did the man return from the metal door the second time?"


Mapto Khonnirs Home

"No, didn´t do. We gathers some findings... but you got as payment!"


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 pulls out the "cards" and looks them over, flipping them over and over in his big hands.

"Mightin' be somethin' here that will get us through that there door, guess we won't be knowin' till we get there." Derlan turns to the woman Ye got anything ta eat? Been a while since we ate."

After they eat If they do Derlan will head back through the hole and to the door.


Mapto Khonnirs Home

They will offer you some rats and other rodents to eat.


A smooth wall of dark gray metal bisects the cavern here, its expanse pitted and scorched but quite solid looking. A strange, circular opening pierces the wall five feet off the ground, allowing access to some sort of hallway on the other side.


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

Mort looks nervous at all this metal. "So much.. Do you... um, maybe wonder where it all came from? I mean, we don't this much metal."


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

How much would I know about the door with the Trait "Numerian archaeologist"? I get the language and want to get below the town to explore but I don't want to apply knowledge Derlan wouldn't have.


Derlan Stonefinder wrote:
How much would I know about the door with the Trait "Numerian archaeologist"? I get the language and want to get below the town to explore but I don't want to apply knowledge Derlan wouldn't have.

You would think you can buy at least one kingdom with the wealth you see here. Granted its in the River Kingdoms, but this means A LOT of wealth and very, very high levels of magic. Or Technology.


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 scratches his head, fixes his beard and wipes his hands on his apron.
"Mayin' we be so and seeing Khonnir's wee lass, she may have some knowledge about these things" indicating the bag "Or there may bein' some notes about where he was goin'"


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 nods, ready to make her way back topside.

The Exchange

female Halfling Bard 2

"We should take as many of the dead with us. Give their families a chance to bury them?"


Do you do that? This might have... consequences.


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

Bringing the bodies back up? or Leaving now?


Booth! By the way consequences can mean good or bad or booth.


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

I say we take them.


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 help make a litter to carry the bodies of who we can back to the surface. "Getting them out of thee water will be a difficult portion of this journey."

Derlan will turn to their current host "We need ta return to da surface, we need to do some thinkin' on this matter and ask a few questions."


It takes a nearly two hours but you manage to get all the dead to the surface.
As the PCs return with Gerrol’s body, his betrothed is grateful for being provided closure. Emelia will offer each of you one masterwork weapon from the stock of her father.
If the PCs return Parda’s body for proper burial for 1 week after,
the PCs gain a +2 circumstance bonus on Diplomacy checks made in town, as word of their good deed remains fresh in the locals’ minds.
Also their good Karma will award them with the second level.


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 go and visit with Val, he knocks on the door "Val, it be Derlan, mightin' I be havin' a word with ye?"

Once she opens the door he will explain what has happened in the cave and the little bit they found out.

"One further question, do ye have any notes about door or strange metallic doors that ye father may have left? I have all these discs and weird square things but not sure if in' they will of any use or ta just sell em'"

After talking with Val he will head to the smiths shop and speak with Emila regarding picking a new weapon. "Do ye have anything of dwarven make? If not new hammer will do, this old one" He shows Emila his worn hammer, missing pieces from head and the handle has been fixed a few times. " I be appreciatin' yer generosity very much, is there anything I can do for ye?"

He will then head to the scrap ya to have a chat with Garritt Burrwaddle to search the ledgers he has and see if he knows anything about the device under the town and anything about the bag of items.

The Exchange

female Halfling Bard 2

Derlan will ask for a Rapier. Levelup done


@Derlan Val will of course talk to you. Looking at the discs she smiles."Those are really valuable. They can be traded in everywhere here and are worth 10 shiny smiles (gold). For the cards, well I have no clue. I think my father told me they are important, he said something about colour, but that´s it. And yes he said something about a metallic door, meant there is a fortune that no one can use below. He found the metallic chap over there behind it!Pointing to the beast you destroyed before.

Emila will guide you to her father and he will rumage through his stock and return with a warhammer of exquisite work, clearly dwarven make, with prayers to Torag etched in the head.


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 spends some time studying spells, and, when the offer of a new weapon is made, chooses to replace her light crossbow with one of masterwork quality.

Level 2:

+6 to HP
+1 to Will Saves
+2 spells (Endure Elements, Expeditious Retreat)
+7 skills (Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Planes), Knowledge (Religion), Linguistics (Terran), Spellcraft)


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

Level 2:
Took more of the same, plus rage power SMASHER, which allows me to take gearbreaker next time. Should make my construct bashing powers a little easier.

Mort asks for a throwing axe, wanting something heavy he can throw at things far away. After all, he's still got his nice heavy flail, which seems to break things to a sufficient degree.


A short while after returning you receive an invitation to the “illustrious tavern and card room,” Silverdisksilverdisk hall. Signed Garmen Ulreth. It includes certificates for each PC worth 100 gp for use in gambling and entertainment at his establishment, redeemable anytime during the next week.

KnowLocal8:
The silverdisk hall is the local gambling den. Supposed to be a bit... shady

KnowLocal10:
Garmen Ulreth is one of the
more influential people in Torch.

KnowLocal20:
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.


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 once he receives his invitation goes to Val's house to meet up with the others.

"I've neer been to this "Illustrious Tavern and Card Room" never been much of a gambler me self. Anyone talked to the owner?"


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

Local: 1d20 + 1 ⇒ (15) + 1 = 16

Mort makes a slightly pained look. "He's... He's pretty important. But his hall is shady, not the sort of place you want... to, y'know be off yer guard."


Do you go there?


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 was waiting on others to reply

Derlan will look at Mort "So a seedy place eh? Well wes best be on our guard." With that he will head out the door towards the gambling hall.


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

Mort nods and follows to the gambling hall, looking nervous.


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, far from confident herself. For what possible reason could we be summoned? Doubtless to partake of the treasures we may come across, as we have actually returned...

The Exchange

female Halfling Bard 2

Looking forward to finaly enter this gambling den the halfling springs almost from enthusiasm. "What will they play there? Catch the fool? Or dead-mans-whist? Or maybe the caroussell of spirits?"


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 at Dinali, smiles a little. "You have the know of this place o' places of similar stylings? Maybe ye do the talking."

Derlan hands Dinali his credit card.


KnowLoc5:
Handing over credit cards is very much frowned upon and considered quite impolite. Well after all the house wants to "hook" as many people as possible!

You will enter a very posh gambling hall A dashing young man greets you and introduces himself as Garmen Ulreth Showing you around, explaining games of chance and skill he shows to be quite charming. After a good luck he excuses himself and greets the next customer.


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

Mort gawks at the array of people and games going on in the Hall, mouth open and staring impolitely. He shakes his head slowly. "Wooooow. This place is... It's big. Are we supposed to gamble or just watch people?"


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 is just as shocked as Mort is "Well lad I've many different things in my time but nun such as this. This is a very strange thing to me indeed." Derlan looks at Dinali

"where to next lass?"


Thanks for those names! Dinali
Derlan you will find a typical dwarven game. Its called the caroussel. You know it quite well. The looser has to drink a randomly choosen heavy liquor.
Mort you think that the dice could work for you tonight.
Dinali you think dead-mans-wist would be very good for you.
Even Eriethiel thinks Kings and knights could offer her a chance.
Each hour you can make 6 rolls.
Either profession gambler, Int, sense motive or bluff. If your final result is below 12 you loose. 13 and 17 you break even. 18-20 you double your bet. 20 gp table maximum.
Some games have special rules.


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 approach the Caroussel table, watching for a bit before he nudges his way forward to place his bed. He puts 20 gold on the table.

before I roll I can't make just a straight wisdom test?

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