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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The Exchange

female Halfling Bard 2

KnowArcana: 1d20 + 6 ⇒ (2) + 6 = 8
KnowEngi: 1d20 + 6 ⇒ (12) + 6 = 18
Take 10 wis, take 10 int for 11 each.
And numerian archelogist


In a concentrated teamwork effort you manage to understand the following. This fluid smells like something your elfen wizard associates with something to keep wounds clean. Dinali understands that due to the small and big tubes this would mean the fluid would be sprayed around in this area. Mort, as a baker, understands that you have something to clean yourself near the place where you need it. And together you think that if this machine works it would either clean you, heal you or cure illnesses.
Congratulations you all get the technologist feat.


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

"Since we figur'd this contraption out this would be a good o' place for fallin' back ta."

What other rooms are around here?


Beyond is a new room. A different room. You enter.... a desert!
Yes as soon as you enter the next room you are inside a huge desert without end.


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, a confused look on his face. He smooths out his beard then wipes his hands on his apron. He closes the door then opens it again.


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

"Did we travel without feeling it?" Mort scratches his head and steps toward the travelling door.


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 discern whether this is an elaborate illusion.

Cast detect magic
Spellcraft (Take 10): 10 + 10 = 20


No magic As soon as you close the door, it is gone to the eye. But you can still feel 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

"Well I be guessin' that should be the way we go?"

Derlan will look around this room one last time for a key card that the robot in the previous room was indicating too.

perception: 1d20 + 3 ⇒ (17) + 3 = 20


The room before had none. And this room well...


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 open the door again and proceed forward, being overly cautious for anything to jump out at them.


As you can see on the map this room is HUGE.
At first glance, this cold cavern presents a strange and disconcerting vista—that of a desert valley under a starless, night sky. A stretch of sand covers the ground, a vista broke here and there by bits of strange, spiky shells or contorted, dead fronds that look like branches.
Several upraised ledges overlook the surrounding sands in this room—these areas are indicated as lighter colored regions.


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

"much to open for me taste."

Derlan gulps a little and smooths out his beard then wipes his hands on his apron. "Whelp which way do ye be guessin' we go?"


Survival


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

survival: 1d20 + 3 ⇒ (20) + 3 = 23

Derlan will look around for any tracks to lead the group in the right direction.


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

Mort follows Derlan, but shrugs when he asks about which way to go. "Never been anywhere like this. Not sure I'm much of use."


Easely Derlan can find tracks in the sand. He thinks from more than one party.[ooc]Please move your tokens[/oooc]


Perception check please


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

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

As he moves Forward Derlan looks around cautiously


Derlan can see a distinctive glow from ahead!


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 look back to see if the others are following


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

Mort follows slowly, trying to keep the dwarf in sight.

The Exchange

female Halfling Bard 2

Dinali follows too.


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 guess we head to the glow, I still cannot make sense of this place."

Derlan will head off towards the glow with the others


You slowly come closer but then... something feels wrong. Please palce tokens and roll for perception and ini


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

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Initiative: 1d20 ⇒ 17


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

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative: 1d20 + 1 ⇒ (2) + 1 = 3


You suddenly notice 3 skeletons raising from the sands. They have strange heads and 4 arms.
Bard: 1d20 + 3 ⇒ (11) + 3 = 14
Wizard: 1d20 + 3 ⇒ (6) + 3 = 9
Skels: 1d20 + 7 ⇒ (4) + 7 = 11


Derlan, Dinali
Skeletons.
Eriethel Mort

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