Iron Gestalts

Game Master CyberMephit

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that would be Finesse
The wire is attached to a cleverly counterweighted jagged spike made of a heavy grey metal.

-Posted with Wayfinder


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

"Leave it Baleiro. We have found the trap and it now poses no threat to us. Spending time to disarm it would be illogical when my father is missing and we have limited time on our spells. We ought to continue quickly." Fifteen urges.


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, standing and carefully moving past the trap. "Understood. Logging threat location."


You carefully step over the tripwire into the narrow tunnel, stooping to pass under a 5-ft ceiling. In the next small cavern, you encounter a 2-feet tall grey-skinned creature, gnawing on a yellowed humanoid fingerbone. Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes.

Nature DC11:

You recall that gremlins are hard to damage with weapons not made out of a special material called Cold Iron, and also difficult to affect with spells.

Init (Baleiro): 1d20 + 3 ⇒ (4) + 3 = 7
Init (Fifteen) 19
Init (Rur) 6
Init (Gremlin): 1d20 + 4 ⇒ (15) + 4 = 19

The creature runs up to Baleiro with amazing speed before anyone can mount up a defense, jumps up and tries to stick what looks like a shiv made of a stolen kitchen knife right up where it hurts the most!
Sneak Attack!: 1d20 + 6 ⇒ (5) + 6 = 11
But Baleiro's armor protects him well and the pest wails in disappointment.

Action order: Gremlin, Fifteen, Baleiro, Rur


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

Fifteen immediately moves to flank the creature, striking back at the creature with equal unkindness as she aims for the neck!

Machete Attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Damage: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8


Fifteen's attack hits the gremlin, but she notices that the energy beam bends slightly as it comes to contact with its flesh, as if it's dulled somehow. The creature is disturbed by the black blood spraying out of its neck, but still very much alive.
Action order: Gremlin, Fifteen, Baleiro, Rur


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 pull his Nodachi free from its scabbard and swipes hard with it, trying to scissor the gremlin between his blade and Fifteen's machete.

Power Attack: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

If it's still alive, Rur will step up and attack with his longsword...

Longsword: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 3 ⇒ (6) + 3 = 9

...missing, due, no doubt, to the close quarters.


Wait, Nodachi is not a reach weapon? not how I pictured it from my TW:Shogun sessions
Baleiro finishes off the creature, which dies with a loud shriek.

DM rolls:

1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 16 ⇒ (7) + 16 = 23
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 16 ⇒ (14) + 16 = 30

You're still in the initiative count, but you don't see anybody within range. Where to now?


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur heads to the intersection to the east (moved on map), peering at the bend to the north. He doesn't want anything fallowing them as the group continues on.

If nothing's there, he'll continue south and check out the easternmost chamber.


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

Fifteen maintains a cautious distance between her companions, ready to spring to either of their sides in a moment.

"What do you observe? I suspect an ambush. We must be cautious."


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 keep his sensors tuned high, and moves forward in 5 foot increments.

Searching for additional targets.
perception: 1d20 + 6 ⇒ (3) + 6 = 9

-Posted with Wayfinder


Perception (Rur): 1d20 + 7 ⇒ (3) + 7 = 10
Perception (Fifteen): 1d20 + 7 ⇒ (16) + 7 = 23

Just as Rur peers north, he hears scuttling at his feet to the left!
Sneak attack: 1d20 + 6 ⇒ (8) + 6 = 14
But the stealthy creature's tiny weapon fails to pierce the scales of his armored shins.

Fifteen:
you notice that the north corridor is also trapped with a tripwire. Another gremlin attempts to sneak up on Rur from there.

Action order: Gremlin, Fifteen, ?, Baleiro, Rur


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

"Rur, another approaches from the right!" Fifteen sets herself between Rur and the gremlin, keeping a few feet back from the tripwire as she tries to identify the trap, and watch the small creature sneaking up on her at the same time.

Map hasn't been updated so I haven't moved.


Sorry, I foolishly deleted the old gremlin image and took me some time to paste a new one. Map updated now.


The other gremlin skips over the northern tripwire and throws himself onto Rur.

AOO (Fifteen): 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

Fifteen's energy weapons leave barely a scratch across its face, and it manages to attack Rur from the side:
Sneak Attack: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Dmg: 1d3 + 1d6 - 4 ⇒ (2) + (6) - 4 = 4

Its tiny sword manages to find a painful spot to strike.

Action order: West Gremlin, Fifteen, North Gremlin, Baleiro, Rur


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur's "tattoos" blaze with a deep purplish glow and his nanites immediately go to work repairing his wound.

The nanites repair 2 hp of damage.


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 sees the creature injure his ally and retaliates as hard as he can. His attack vector is faulty, however.
power attack: 1d20 + 2 ⇒ (9) + 2 = 11

-Posted with Wayfinder


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur attacks the one Fifteen damaged.

Longsword: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 3 ⇒ (4) + 3 = 7


Baleiro and Rur both miss; the gremlins gleefully continue harassing Rur, meddling underfoot and even trying to climb up his armor when he's distracted.
West Gremlin
Sneak attack: 1d20 + 8 ⇒ (17) + 8 = 25
Dmg: 1d3 + 1d6 - 4 ⇒ (1) + (4) - 4 = 1
North Gremlin if still alive after Fifteen's turn
Sneak attack: 1d20 + 8 ⇒ (11) + 8 = 19
Dmg: 1d3 + 1d6 - 4 ⇒ (2) + (2) - 4 = 0

-Posted with Wayfinder


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

Seeing Rur beset by gremlins increases Fifteen's resolve, she takes a moment to line up her strike carefully...
Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Damage: 1d6 + 1d6 + 1 ⇒ (5) + (5) + 1 = 11


Your attack modifier in the profile is +5, here you used +4 - a typo or something changed? The outcome is the same this time.
Fifteen's fearsome blow spells certain doom for the gremlin, but it manages to dodge it at the last moment and the energy blade passes within an inch of its head.

West Gremlin, Fifteen, North Gremlin, Baleiro, Rur


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur is becoming annoyed with these creatures in spite of himself. He attacks at an awkward angle...

Longsword & flanking: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 91d8 + 3 ⇒ (6) + 3 = 9

...a little too awkward.


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

I'm back. Had to disconnect from the net for a few days. Super stressed out recently. I'll have a post up soon.

Baleiro will move closer to try to see how he can help. He stays on guard in case any new enemies show up.
I'm not seeing any way I could attack them right now, from how the map is laid out. Sorry.


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The gremlins relentlessly attempt to turn Rur into a polymer pin cushion, their agitated screams getting louder.
West Gremlin
Sneak attack: 1d20 + 8 ⇒ (20) + 8 = 28
Dmg: 1d3 + 1d6 - 4 ⇒ (1) + (5) - 4 = 2
Crit?: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Dmg: 1d3 - 4 ⇒ (1) - 4 = -3 Minimum 0

North Gremlin if still alive after Fifteen's turn
Sneak attack: 1d20 + 8 ⇒ (9) + 8 = 17
Dmg: 1d3 + 1d6 - 4 ⇒ (3) + (4) - 4 = 3

OMG two nat 20s in a row... for the least spectacular crit ever :D


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

O.O!


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

Fifteen, trying hard not to contribute to the Rur pincushion, strikes at the gremlin again.

Attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 Damage: 1d6 + 1d6 + 1 ⇒ (5) + (2) + 1 = 8

This time she catches the small creature from a blind spot, and lands a solid blow.


The gremlin squeals in pain and attempts to flee back into the north corridor, allowing Rur and Fifteen to strike parting blows.

-Posted with Wayfinder


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

With a look of grin determination on his face, Rur takes the opening.

AoO: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 3 ⇒ (7) + 3 = 10


Rur's determined grin is the last thing the fleeing gremlin sees before it meets its grim fate.

West Gremlin, Fifteen, Baleiro, Rur


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

Athletics: 1d20 + 5 ⇒ (19) + 5 = 24
Baleiro finishes calculating his trajectories, and vaults over both Rur and the gremlin by pushing off the rough walls and flipping in a tight roll to avoid the ceiling. Landing on the other side, he takes a stab at the gremlin.

Power attack, flanking
attack: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
crit confirm: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Damage with crit: 2d10 + 6 ⇒ (4, 10) + 6 = 20


This should have been an Acrobatics checks (moving through enemy space). With this roll you would likely have passed DC 14 anyway. Baleiro somersaults past the combatants and in one fluid movement cuts the other gremlin in half with a mathematical precision, his blade passing within an inch from Rur's body.

-Posted with Wayfinder


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

My apologies! This is the only game I have that uses consolidated skills so I got mixed up. Thanks for letting me know.

"Execution complete. Scanning." he says blandly, looking around for any additional targets.


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

"We must be careful," Fifteen says, seemingly unimpressed by Baleiro's demonstration of skill. "Letting one of us be caught between these creatures is foolish. I suggest we proceed that way" She indicates the direction the gremlin attempted to flee in. "It would likely have run back to its lair. That is where we need to be."


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

"Thank you both for your assistance, my good chums. I think from now on I will face these creatures at range." Rur sheathes his longsword and draws a javelin, motioning for his companions to lead the way.


You circle around the trapped tunnel and find another north-bound passageway. After a short walk it opens up into a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.

Inside the cave, another, slightly larger gremlin with a makeshift crown on its head is diligently sharpening up a long shard of metal. Upon seeing you, it makes an excited noise and gets ready for battle.

Init(Baleiro): 1d20 + 3 ⇒ (14) + 3 = 17
Init(Fifteen): 1d20 + 6 ⇒ (4) + 6 = 10
Init(Rur): 1d20 + 3 ⇒ (18) + 3 = 21
Init(Gremlin): 1d20 + 6 ⇒ (15) + 6 = 21

Clambering through the debris with inhuman speed, the tiny horror rushes towards Baleiro, uses the momentum to run up the ledge and tries to pin Baleiro's foot to the cave floor with the metal shard.
Sneak Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Dmg: 1d3 + 1d6 - 2 ⇒ (3) + (4) - 2 = 5

Before Baleiro can react, he feels sharp pain in his foot as the jagged metal shard pierces it.


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

Assuming we can all post since the gremlin acted.

Fifteen circles around her companions to strike at the capering beast from behind, Wherever gets me a flank. before striking at the gremlin's legs - hoping to hobble it.

Attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 Damage: 1d6 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3
Yay for massive damage... :P


That's right, action order: Gremlin, Rur, Baleiro, Fifteen

-Posted with Wayfinder


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur hurls his javelin.

javelin: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 3 ⇒ (2) + 3 = 5

He seems pleased with himself, making-up for his less than stellar performance thus far. He draws another javelin.


The gremlin vaults over Fifteen's weapons and ducks below Rur's javelin. It looks meaner than the ones you fought so far.

Will wait for about 12h for Baleiro's next turn, then will bot him


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

Damage received. Unit under attack! Overdrive activating...

"Internal safeties disabled!" Baleiro's voice comes out fast and clipped, like an automated message more than a statement under his will. His tattoos change color, glowing a violent red as he starts heating up.

Entering Rage!
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
His first swing cutting through the air over the gremlin's head.


The gremlin keeps attacking Baleiro with impunity: Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Dmg: 1d3 - 2 ⇒ (2) - 2 = 0
But without the element of surprise, it has trouble doing any harm. Realizing this, it attempts to hide in the nearby side chamber.
Provoking AOOs from those in melee

-Posted with Wayfinder


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

Attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Damage: 1d6 + 1d6 + 1 ⇒ (2) + (3) + 1 = 6

Fifteen is too slow to hit the capering thing and only succeeds in shaving the air next to Baliero's violently glowing eyes.


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

AoO: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d10 + 6 ⇒ (6) + 6 = 12

Baleiros combat subroutines wouldn't let his target escape.

-Posted with Wayfinder


The gremlin nearly made it, but it didn't account for Baleiro having the higher ground. Baleiro's powerful strike sent it tumbling through the jagged debris littering the cave floor. The gremlin lost its 'crown' in the process, but it was not dead yet. When it got up, it was not capering any more. Instead, it clapped its tiny hands and stepped into a small dimensional portal that appeared at its command and vanished after it was gone.

-Posted with Wayfinder


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur casts detect magic and examines the debris field.


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

"Combat protocols suspended. Entering cooldown." Baliero's system reports. His focus turns from battle to the here and now. His tattoos start to shift from red to blue, as heat radiates from him in a brief burst. Not worried about fatigue, but need to keep my rage rounds short in case he comes back.


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

Fifteen begins a systematic search of the area, appraising the piles of junk and turning over trinkets with a scavengers thoroughness.

Take 20 to search for 27 assuming I have that long.


You do not detect any magic except for a faint trace of conjuration where the gremlin's portal was.
You spend some time searching for anything of value in the cave, but fail to turn up anything that hasn't been scavenged or broken yet.
The dark gray metal wall on the far end of the cave is solid and smooth, save for a circular door slightly above the rubble level, that is tightly shut. Any attempts to force it open fail and there is no visible lock. No sounds are coming from behind it.

Picking the remains of the gremlin crown, you return to the skulks' huts. Sef takes the crown from you and inspects it for a while, then suddenly spits on it and stomps it into the ground. She asks you to wait while she fetches your reward and disappears behind a curtain, only to return with a jingling pouch in her head and several pieces of slightly flexible material with brown stripes on them.

"We no like strangers. Strangers take away our home and our things that we took from them. But you give us home. Thank you, strangers. We can have honor too. You can pass freely, but the pink hair woman closed the door behind her. You will have to take the other door to the east of our cave.
Take the silverdisks and also these brown things. The pink hair woman asked us if we had any but we didn't. Now we found some behind the wall, but she never return to collect. And the bones with four arms would not let us follow her. Give them to her if you find her - this is our gift for letting you through. Ask her not to harm us."

The pouch contains 49 silverdisks, and you each get a brown-striped card made of a strange slightly flexible material


Male Android Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Rur bows to Sef. "Thank you for allowing us passage. May your home now know peace.

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