Iron Gestalts

Game Master CyberMephit

Combat map


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Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

"I suspect it will be possible to do so. We will need to move on to find them and come back with your fluid. "


RETIRED: advancing artificial medicine to save her wife's mind.

Suiting her actions to Kolsch's words Fifteen continues on, stepping lightly and staying in the shadows where she can.

Stealth: 1d20 + 8 ⇒ (6) + 8 = 14


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Kolsch follows, without trying to be stealthy.


What does Baleiro do?


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

He will follow, but he is not very stealthy.

-Posted with Wayfinder


The mental wailing subsides. "Please be quick, I am very hungry. I will wait for you."

You going into the next room, right?


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Yeah.


You leave the room and its bizarre occupant behind, and find yourself in a T-shaped corridor with doors leading out of its every facet. The trail of blood continues beyond the double door closest to you on the left-hand side.


RETIRED: advancing artificial medicine to save her wife's mind.

"We should follow" Fifteen comments quietly, moving to the left hand door and preparing to open it.


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Baleiro nods, raising his weapon.

-Posted with Wayfinder


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

"Yes. "


Fifteen swipes the double doors open.
Metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bedlike tables flanked by curving panels of blinking, pulsing lights. Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools. The chamber reeks of blood, with great crimson stains splashed across the device, beds, and floor.
A four-legged construct stands guard in the room. It vaguely resembles the ones you fought in the caverns before, save for an extra leg, shimmering white paint instead of rusty metal, and its eye glowing blue instead of orange. One of its claws ends with several long and sharp needles with tranclucent tubes filled with a blue liquid attached to them.

Init:
Kolsch: 1d20 + 4 ⇒ (7) + 4 = 11
Baleiro: 1d20 + 3 ⇒ (10) + 3 = 13
Fifteen: 1d20 + 6 ⇒ (12) + 6 = 18
Drone: 1d20 + 2 ⇒ (6) + 2 = 8

Action order: Fifteen, Baleiro, Kolsch, Drone


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

"Is it hostile? I have not seen such before. "


RETIRED: advancing artificial medicine to save her wife's mind.

"We could avoid it." Fifteen responds, balanced lightly on her feet. "I do not see anything in this room we need."


RETIRED: advancing artificial medicine to save her wife's mind.

Fifteen steps back and swipes the door shut. "We do not want unnecessary combat. Let us leave the robot and find my father instead."

Suiting actions to words she continues down the corridor.


Sorry for the delay - had an intense week IRL. The next one should be better but then I'm on a trip 25th-29th

You lock up the menacing construct in the bloody room and try the next set of double doors. These ones are unlocked and open at a mere touch.

A row of beds sits along the southern wall of this well-lit room.
Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, a large metal device that is the size of a large bed hums softly.

Perception DC 10:

Spoiler:

You hear muffled sounds of agonized screams and feeble thumping from within the metal device - somebody is trapped in there!
Fifteen:

The voice sounds quite similar to your father's!

This room houses not one, but two constructs - one same as in the previous room, and the other one is airborne, held aloft by four circular rotors. Its arms end in long spindly metal claws. Both constructs turn to you at the sound of the opened door and make a series of whirring and grinding noises as their bodies activate.

I'll reuse the init rolls from the last post
Init (Flying Robot): 1d20 + 7 ⇒ (3) + 7 = 10
Action Order: Fifteen, Baleiro, Kolsch, Flying Robot, Drone


RETIRED: advancing artificial medicine to save her wife's mind.

Take 10 on Perception

"Father!" Fifteen cries, running towards the source of the noise, barging past Kolsch in the process. Her path takes her straight towards one of the robots she lashes out, determined to pass. Her haste makes her blow careless however.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d6 + 1d6 + 1 ⇒ (4) + (5) + 1 = 10


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Baleiro will quaff his extract of Shield and move closer to combat, drawing his nodachi.

-Posted with Wayfinder


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Kolsch will fervor to grant himself divine favor for +1/+1 and close to engage the metal enemy stepping into the flanked position. He will attack the same one as Fifteen to try and take it down quickly.
robot slayer, divine favor
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 5 ⇒ (2) + 5 = 7 but he proves to be ineffectual

(AC is 19 vs. robots)


Since you didn't move your tokens I moved you on the map. Fifteen went between the flat-footed robots and is now flanking the flying one with Kolsch; Baleiro is threatening the other one but not flanking.

The flying machine turns on the spot to face Fifteen and reaches out with its multi-jointed claws, attempting to halt her advance:
Atk1: 1d20 + 5 ⇒ (13) + 5 = 18
Atk2: 1d20 + 5 ⇒ (2) + 5 = 7
dmg1: 1d4 + 3 ⇒ (4) + 3 = 7
Grab1: 1d20 + 5 ⇒ (15) + 5 = 20
One of the metal arms painfully grabs Fifteen's shoulder!

The other machine attacks Baleiro:
Atk: 1d20 + 6 ⇒ (1) + 6 = 7 but he deflects the blow with his nodachi, breaking one of the sharp needles in the process.

Action Order: Fifteen (8/20HP, grappled), Baleiro, Kolsch, Flying Robot, Drone


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Kolsch will fervor to activate shield of faith for +2 more to AC and will attack the one holding Fifteen.
obot slayer, divine favor
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 5 ⇒ (2) + 5 = 7

Ok, the dice gods are out to get me this time.

AC=20


RETIRED: advancing artificial medicine to save her wife's mind.

Instinct kicking in Fifteen lashes out in turn at the machine that attacked her.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d6 + 1d6 + 1 ⇒ (3) + (2) + 1 = 6

Did I displease the dice gods somehow?


let's see which side has pleased the dice gods. I'll bot Baleiro for this round.

Baleiro's combat protocols kick in as he attempts to smash the machine in front of him:
Rage, Power Attack, Accurate Stance: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27
Confirm?: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg,Crit: 2d10 + 6 + 4 + 6 ⇒ (9, 9) + 6 + 4 + 6 = 34
Fort Save: 1d20 ⇒ 13

Baleiro drives his nodachi right through the machine's single eye, causing a shower of sparks to fly out and immediately destroying it.
Boom!

The flying machine extends a strange metal rod towards Fifteen's arm, piercing it - but Fifteen doesn't feel any pain. When the rod retracts, it leaves a small protrusion under her skin.

You are up again


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Kolsch will try to damage the remaining robot.

Robot slayer, divine favor
to hit: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 1d6 + 5 ⇒ (2) + 5 = 7


Kolsch finds that his rapier is unable to pierce the robot's hard plating, unless he aims for a weak spot. hardness 10


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Sorry. I had the flu for over a week. And then because of that I got nearly fatally dehydrated and ended up in the hospital.

-Posted with Wayfinder


Wow. I hope you're getting all the care you need and wish you a swift recovery!

-Posted with Wayfinder


RETIRED: advancing artificial medicine to save her wife's mind.

Fifteen, still driven more by concern for her father than her own safety, refuses to disengage. Instead she steps sideways to flank with Kolsch.

Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Damage: 1d6 + 1d6 + 1 ⇒ (6) + (2) + 1 = 9
Crit?: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Hardness 10 is going to ruin us unless Baliero gets his rage on!


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Baleiro continues fighting on.

Rage, power attack, accurate stance: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d10 + 9 ⇒ (4) + 9 = 13

TFW your damage rolled is higher than your attack roll...

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