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

"It would be too much to expect a chair or cot. " looking at all the odd equipment.


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

"You should sit down and not touch anything." Fifteen replies. "I will investigate." The first thing she does is make sure that the door is shut, before beginning a thorough investigation.

Start by taking 20 on perception as many times as needed - then will roll other checks. Can I take 20 on Knw Engineering to deduce purposes?


Not on a Knowledge skill without having a library to refer to, no. I can allow taking 20 on an Intelligence check for this purpose.
Also I've now removed the fog of war from the map.

Fifteen deduces that the metal pillar is some sort of advanced energy storage or generation device, which still somehow retains its charge but is currently not powering anything.
The golden panel on it seems to act like a switch of some sort.
The purpose of the glass round table is unclear but it could be a workplace of some sort or a place for having councils perhaps? It is large enough to fit Kolsch on its mirror-smooth surface at least.
The desk definitely seems like a place to control or keep track of something, what with all the different lights, buttons, glass panels, and wires coming out of it - most disappearing under the wall but some coming to the other devices in the room. Curiously some of the controls are inscribed with pictograms resembling sun, moon, and rain clouds, among others.
The symbols on the lockers are probably giving some sort of danger warning - though whether they should be opened in case of danger or the danger follows from opening them is hard to tell. Fifteen carefully tries to pull them but they are currently locked and won't budge.


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 raggedly take a seat on the floor, grunting in pain.


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

Seeing that Kolsch is still weak Fifteen simply works on alone. Her first investigation after the lockers is to begin experimenting with the pictograms, starting with the sun.

Take 20 on an Int check too, so 22. Basically I'm going to have a go at activating things, not with any particular plan, simply to try and figure out what works. DD checks?


Fifteen begins pressing the various buttons and switches on the desk, but nothing seems to be happening. After some thought and wire-tracing, Fifteen comes to the conclusion that whatever the desk is controlling is likely powered by the pillar. She tells Kolsch to stand by the door and attempt to escape if anything bad happens, and presses the golden panel.

This causes the room to suddenly whir and hum, and the pillar of purple metal flashes and begins to pulsate. A series of muffled clicking and buzzing sounds echo through the walls, and a moment later, the circular table in this room flares to light, and a flickering translucent hemisphere appears on it. The hemisphere looks clearly artificial with its perfectly smooth grey walls, but within you can see a desert riddled by natural-looking cliffs. You realize this is an image of the desert you've just been through.

Numerous panels on the wall switch on, but most show nothing except random patterns of black and white dots. A few panels still work - one shows a lifeless desert illuminated by rays of a rising sun, quite a bit more crimson-hued than what you are used to, another shows a dark cavern with some bones and small objects scattered on the floor, and yet another one shows the room you've just been in - the creature which almost killed you is standing still at the side of the room, looking at something at a wall you cannot see on the image.

Either Finesse (DD) or Know(Engineering) if you want to try opening the lockers. DC 25, but you actually have to roll until you succeed. Roll independently for each locker, but you get a +1 cumulative bonus on each next roll that carries over between lockers.


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

DD: 1d20 + 14 ⇒ (17) + 14 = 31

DD: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26

DD: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25

After this I can take 10 and open them, should be enough?

With time and light Fifteen manages to crack the locks one after the other.


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 watch for as long as he can before he nods off in a nap.


GM Rolls:

5d10 ⇒ (10, 6, 2, 3, 9) = 30

As Fifteen begins tinkering with the locked panel and the wiring leading to it, suddenly a cascade of sparks shoots from a nearby panel!
Ref save: 1d20 + 7 ⇒ (13) + 7 = 20
Luckily, she manages to cut off the power supply to the burning wire quickly and the fireworks die out, following by a curious hissing noise. The pungent scent of some burning unnatural substance fills the air for a few minutes - but at least the locker with the red cross is now open!
After a few more button presses, the locker with the yellow triangle clicks open too, and a shrill voice loudly speaks out in an unknown language, repeating the same phrase several times.
As you empty the locker contents, you feel a barely audible tremor rippling through the ground, as if something distant had shifted or even exploded.


Sorry didn't have time for a full post

The locker with a red cross contains three items:
- A white case with a red cross drawn on it. The case is closed with latches but they easily open, revealing a set of elastic and non-elastic ribbons, translucent masks and tubes, small vials with liquids - some transparent, others brightly coloured, and other paraphernalia.

Knowledge (Engineering) or Survival(Heal) DC 20:

This looks like emergency medical gear which, if applied properly, can greatly enhance the attempts to heal traumas or wounds. DC 15 Heal check to heal 1d8+1 hit points, up to 5 attempts, each attempt uses up materials.

- Two sealed capsules with pictograms on them depicting a human silhouette with a red fountain coming out of its arm, and then the same silhouette without any extras. Inside the capsules are small plastic tubes filled with liquid, with a thin metal needle sticking out of one end and a small piston on another end.

Knowledge (Engineering) or Survival (Heal) DC 23:

These are devices designed to inject their contents in the recipient's bloodstream. The substance itself is supposed to stop bleeding and promote the natural self-healing capabilities of the body. You are not sure that the compound can still retain its properties after the countless years spent in this locker. A dose grants fast healing 1 for a minute - assuming it still works.

The locker with a yellow triangle contains seven items:

- Two sealed capsules with tiny round yellow-tinted pills. The pictograms depict a running human silhouette with goggles.

Knowledge (Engineering) or Survival (Heal) DC 24:

These pills are supposed to enhance the users' perception and reaction time, but they work by stimulating the body natural threat response, making it difficult to concentrate on any one task. You are not sure that the compound can still retain its properties after the countless years spent in this locker. This pharmaceutical has an onset time of 1 round and its effects last for 1 hour. It provides a +5 competence bonus on Perception checks and increases the user's base land speed by 10 feet, but the user takes a -4 penalty on concentration checks and on all Intelligence-, Wisdom-, and Charisma-based skill checks (with the exception of Perception) - assuming it still works.

- Two sealed capsules with tiny oval red-tinted pills. The pictograms depict a muscled human silhouette with a big red heart and a question mark over its head.

Knowledge (Engineering) or Survival (Heal) DC 22:

These pills are supposed to revitalize the body at the cost of mental acuity. You are not sure that the compound can still retain its properties after the countless years spent in this locker. This pharmaceutical has an onset time of 1 minute. It eliminates fatigue and exhaustion and heals 1d4 points of ability damage to a physical ability score (Strength, Dexterity, or Constitution) of the target's choice. The first dose taken in a 24-hour period deals 1d2 points of ability damage to Intelligence and Wisdom; additional doses in that period deal 1d4 points of ability damage instead. It can be resisted with a successful DC 12 Fortitude saving throw - assuming it still works.

- a strange small handheld weapon with a conical edge and concentric circles around it. It looks to be damaged - the handle has partially melted away and some strange liquid metal-like substance leaks from it.

Knowledge (Engineering) DC 22:

This used to be a gun which could produce powerful low-frequency blasts of energy that pummel targets, potentially knocking them prone or rendering them unconscious - but it looks to be broken beyond repair.

- Two palm-sized metal cylinders with labels, one depicting a circled and crossed ear, and another depicting a circled and crossed eye. At one end they have a dial and a button.

Knowledge (Engineering) DC 20:

These are thrown weapons that explode on impact when primed and charged. The one with the ear generates a deafening bang, while the one with the eye explodes in a flash of blinding light.


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

Woken up by 15's expression of glee at finding all the goodies, Kolsch will try the healing equipment on himself.

survival: 1d20 + 6 ⇒ (19) + 6 = 25 healing: 1d8 + 1 ⇒ (4) + 1 = 5

Feeling a bit better, he offers to use one of the packs on 15.

"Are you injured? "

survival: 1d20 + 6 ⇒ (20) + 6 = 26 healing: 1d8 + 1 ⇒ (4) + 1 = 5

Why wasn't I rolling d20s like that during combat?


To make things sweeter, For every 5 points by which the Heal check's result exceeds the DC 15, the use of the trauma pack provides an additional 1d8+1 points of healing!


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

Knw Engineering: 1d20 + 8 ⇒ (14) + 8 = 22 Yes
Knw Engineering: 1d20 + 8 ⇒ (9) + 8 = 17
Knw Engineering: 1d20 + 8 ⇒ (16) + 8 = 24 Yes
Knw Engineering: 1d20 + 8 ⇒ (1) + 8 = 9
Knw Engineering: 1d20 + 8 ⇒ (6) + 8 = 14
Knw Engineering: 1d20 + 8 ⇒ (13) + 8 = 21 Yes

"An interesting selection." Fifteen comments. "These ones should heal us of damage." She passes them to Kolsch. "These appear to be some kind of stimulant - I think they would improve ones reactions, although the ramifications could be considerable. And these are grenado's. If they are thrown they will create a large amount of light or noise. They might be of use later."

She stashes the grenades in her belt, before she met her father she'd seen a few things like this in the scrap heap. "I once trod on one of these." She remarks conversationally as Kolsch applies the healing device to her. "I couldn't see for three days. I don't know what the rest will do - but if we keep them safe I'll examine them properly later."

Extra Healing: 2d8 + 2 ⇒ (2, 4) + 2 = 8


Fifteen is now fully healed! Kolsch is at 5 + 2d8+2 so far, so possibly could use one more kit? I'll leave it to you to roll the extra healing and decide if you're ready for a rematch.


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

more healing: 2d8 + 2 ⇒ (7, 6) + 2 = 15 on Kolsch

"Those devices are amazing, I feel almost totally restored to function. "


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'm willing to try, but since we stll lack a way to get past DR, I don't necessarily see it working so well. Only thing I have left is my good blessing which can align the weapon good and do 1d6 more against evil critters. I don't even know if the thing we fought was evil.


Well the long way at this point will involve getting out of the caverns, dealing with the skulks demanding Kolsch's debt and with the underwater breathing for Fifteen (the spell is up for a few more hours on Kolsch). Plus the creature is somewhat injured from the first combat already. On the other hand, back in town you may get an oil of magic weapon or something, rest and recharge your abilities, plus Kolsch could pull some favors after his intro to the game ;) So you will probably steamroll the thing on your way back - but Baleiro's player will have to wait longer and his character's fate is in question. As for the creature's alignment - you will have to find out the hard way I'm afraid.


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

Given that we have a comrade in the lurch we will have to try.

"Ok, time to rescue Baleiro, now that we're better. "


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

"We should begin with the grenades. Damaging our comrade would be unfortunate, but damaging the creature would be of great value. You open the door."

Given the opportunity Fifteen will prime the flash grenade, get Kolsch to open the door, lob the grenade in and shut the door again - wait for grenade to go off, then go in and nobble the hopefully blinded enemy


Actually, 3 days must have been something more powerful than a mere flash grenade:
Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).
Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).


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

"That works as a plan. I'll try to enhance my weapon against evil in case it is. "


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

Returning quietly to the door Fifteen primes the flash grenade and waits for Kolsch to finish his enhancements. She then counts down from three and throws the grenade into the room the moment Kolsch has opened the door far enough.


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 sacred weapon with the good blessing right before opening the door for the grenade toss. Once tossed, he will wait for the satisfying kaboom, then open it again.


Kolsch swipes the door at Fifteen's count, and swipes it shut again just in time to catch a glimpse of the four-armed silhouette turning into a shadow against the rays of blinding white light beaming out of the quickly vanishing space between the door halves. There is no satisfying kaboom though, just a low-pitched whoomp.

Charging into the room, you find the creature turned to face you, its empty unblinking eyes fixated on your forms and burning with unnatural malevolence. Immune to any effect with a Fort save unless it also works on objects or is harmless. Behind it, a large window, previously pitch-black, is now illuminated with the red-tinted rays of the distant sun rising over a desert.

Init:

Fifteen: 1d20 + 6 ⇒ (12) + 6 = 18
Kolsch: 1d20 + 4 ⇒ (13) + 4 = 17
Enemy: 1d20 + 8 ⇒ (4) + 8 = 12

Map updated.
Action order: Fifteen, Kolsch (20 HP), Enemy (-11 HP)


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

Also before we go in Fifteen will create her machete and use Martial Flexibility to get Improved Trip.

Although disappointed to see that the creature was unaffected by the grenade they clearly have the drop on it so Fifteen moves quickly to take advantage.

Moving in time with Kolsch she flanks the creature and strikes hard.

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

Hold to move with Kolsch, move to flank, then attack. Not that it matters much...


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 out his weapon with its new enhancement on the creature.

aligned good, flank
to hit: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 damage: 1d6 + 4 ⇒ (4) + 4 = 8 good: 1d6 ⇒ 6

but it seems that the team is just not having any luck


Looks like you didn't actually check the map? With these rolls I guess I can play it that you waited for the creature to come closer to have a better go at flanking - that will cost you one ranged attack and an AOO.


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

Yeah, my bad, didn't look at the map. With him over there and no way to flank, I imagine we'd have to wait for him to come to us. We can't afford AOOs, nor can we afford to close so he gets a full round on us. Is Baliero's body anywhere to be seen?


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

Likewise I didn't look... :|


You have a pill that increases your land speed, the creature is flat-footed until it acts in this round... I think you still have some chances to close in and/or sneak attack?


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

Right now looking at the map, it seems like he's in a place where he can't be flanked, and only 1 person can engage him effectively. Personally I think we need to draw him out.


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

We need him flanked - at the moment that's better than flatfooted. Unless you'll allow Fifteen to burn 3 martial flex for dodge, mobility and spring attack?


well, no - that's like 10th level ability! I wanted to suggest deflect arrows but your archetype trades out improved unarmed strike, so that's a no-go too. Total defense action then?
EDIT: Kolsch can also use his dodge combat trick, and I don't think anyone has ever activated their Nanite Surge yet.


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 think standing at the door and waiting for him to come to us is about the only plan.


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

I don't have Nanite Surge... :( Hopefully lobbing a grenade in his face will annoy him enough to come to us!


Fifteen and Baleiro hold the door, ready to defend themselves, while the creature moves out of its corner to get a clear line of sight and hurls a javelin at Kolsch:
Atk: 1d20 + 7 ⇒ (2) + 7 = 9
The javelin misses but instead hits a nearby column and ricochets into a chair, where Baleiro's lifeless body is propped up and slumped. The tip pierces the furniture an inch away from Baleiro's head.
Action order: Fifteen, Kolsch (20 HP), Enemy (-11 HP)


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

Moved both characters on the map to a reasonable place I think... Athletics: 1d20 + 6 ⇒ (10) + 6 = 16

Fifteen will hold to act with Kolsch.

Fifteen skirts the creatures range, leaping over a table as she does so and sprinting across its surface before coming down behind the creature. As Kolsch strikes from the front Fifteen lashes out from behind, looking to trip their opponent.

Trip, flanking, dirty fighting, imp trip: 1d20 + 3 + 4 + 2 ⇒ (13) + 3 + 4 + 2 = 22 No AOO since I've got improved trip atm.

AOO?: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Damage: 1d6 + 1d6 + 1 ⇒ (1) + (6) + 1 = 8


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

while I would like to improve my first round lousy roll, it would feel a bit cheap, so I'll just wait till next round and take my beating.


Nice try, almost worked out...

The creature parries Kolsch's attacks with the same deadly grace as before. Fifteen uses the distraction to vault past the furniture and appear behind it, attempting to trip the creature. For a brief moment it looks like the creature is going to lose its balance, but it uses the momentum to spin around and manages to regain its footing.

Slash 1 vs F: 1d20 + 7 ⇒ (10) + 7 = 17
Slash 2 vs K: 1d20 + 7 ⇒ (15) + 7 = 22
Slam 3 vs F: 1d20 + 2 ⇒ (2) + 2 = 4
Slam 4 vs K: 1d20 + 2 ⇒ (3) + 2 = 5
dmg 1: 1d6 + 4 ⇒ (6) + 4 = 10
dmg 2: 1d6 + 2 ⇒ (4) + 2 = 6

Action order: Fifteen (10 HP), Kolsch (14 HP), Enemy (-11 HP)


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

In no position to retreat again Fifteen does her best - the creatures last moments made it clear that the legs were vulnerable, so she lashes out low again and strikes for its knees.

Trip: 1d20 + 3 + 4 + 2 ⇒ (15) + 3 + 4 + 2 = 24


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 attack the thingy as well

sacred blade (good), flank
to hit: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 damage: 1d6 + 4 ⇒ (2) + 4 = 6holy: 1d6 ⇒ 6


Trip succeeded, you can post AOOs, I will do a full post later

-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

AOO to hit: 1d20 + 7 + 2 + 4 ⇒ (6) + 7 + 2 + 4 = 19 damage: 1d6 + 4 ⇒ (4) + 4 = 8 holy: 1d6 ⇒ 2


Fifteen retries her maneuver and this time the creature slips on a trickle of the thin artificial blood leaking from her wounds and falls over! It lets out a sound which might have been a roar if its throat hadn't dried out millenia ago, but is now little more than a whisper: "ZIE-FESS"!

Kolsch definitely notices that the creature is vulnerable to his holy strike, though the piercing nature of his weapon still makes it harder to inflict the damage. DR 5/good AND slashing

It gets up amidst a flurry of strikes raining down upon it:
Fifteen's AOO: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Dmg: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3

Now heavily wounded, it attacks Fifteen again:
Atk: 1d20 + 7 ⇒ (20) + 7 = 27
Crit?: 1d20 + 7 ⇒ (6) + 7 = 13
Dmg: 1d6 + 4 ⇒ (2) + 4 = 6

Fifteen attempts to bring the creature down once more:
Trip: 1d20 + 3 + 4 + 2 ⇒ (7) + 3 + 4 + 2 = 16, but the creature guards its position well this time.

Action Order: Fifteen (4 HP), Kolsch (14 HP), Enemy (-23 HP)


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 continue to attack the thing,

sacred, flanking
to hit: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 damage: 1d6 + 4 ⇒ (1) + 4 = 5 holy: 1d6 ⇒ 4


Kolsch wounds the creature again. It hisses: "HE-TU-ATH!" as it unleashes its rage on the warpriest:
Atk1: 1d20 + 7 ⇒ (16) + 7 = 23
Atk2: 1d20 + 7 ⇒ (15) + 7 = 22
Atk3: 1d20 + 2 ⇒ (8) + 2 = 10
Atk4: 1d20 + 2 ⇒ (5) + 2 = 7
Dmg1: 1d6 + 4 ⇒ (2) + 4 = 6
Dmg2: 1d6 + 2 ⇒ (3) + 2 = 5

Fifteen, seeing that the creature is close to destruction, lashes out in a flurry of strikes aimed at bringing it down:

Flurry1: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
Flurry2: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12

But she is also exhausted and fails to harm her enemy.

Action Order: Fifteen (4 HP), Kolsch (3 HP), Enemy (-27 HP)


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

In a last ditch effort Kolsch stabs once more with his rapier.

sacred weapon, flank
to hit: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 damage: 1d6 + 4 ⇒ (4) + 4 = 8 holy: 1d6 ⇒ 4


The creature falls to its knees, vanquished. With its last movement it turns its large inhuman head towards the big window, where at this moment the clouds part and the big red sun casts its crimson rays over all of you. You think you hear a hint of some complex emotion through the creature's last breath, as it exhales: "KASATH..." before its remains are reduced to a pile of ashes before your eyes. Well done!

-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 will comment "That was far closer than suits me. " he will then go check to see if Baeiro is dead or just mostly dead.

If it is possible to save him, he will use one of the medical kits
survival: 1d20 + 6 ⇒ (11) + 6 = 17


Thanks to the nanites working to repair the critical damage to his body, Baleiro still clings to life, though his pulse is faint and slow, and the breathing barely noticeable.
Trauma pack 3/5: 1d8 + 1 ⇒ (6) + 1 = 7
Kolsch tends to the worst of Baleiro's wounds and begins working on assisting his breathing and heartbeat. After a few minutes of resuscitation, Baleiro opens his eyes. 4 HP

Fifteen says calmly, mimicking her sister's words without the emotion or tact: "It's time to get up, Baleiro - look, the sun is shining. Did you have sweet dreams? Let's keep looking for for my father."

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Fifteen notices that the walls of the room are painted with dozens of crude images of a pickaxe made of an elongated skull and bones using some sort of ivory pigment, along with several phrases in an unrecognizable language.

Religion DC 17:
The bone pickaxe is a symbol of Zyphus, a god of accidental death and tragedy, yet the images are crude approximations, as if created by someone who has never actually seen the real unholy symbol of Zyphus.

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