Iron Gods: Forged into Legends

Game Master NeoEvaX

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Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 5
Stats:
| HP 36/36| AC 17 (20 w/Smite), T 12 FF 15| CMB +6, CMD 18 (21w/Smite)| F 8, R 6, W 8 | Init +2, Perc +8 / Low-Light Vision| Current:Aura of Good/Courage;Resist Fire, HideFromUndead

Keldor just stares at Basil, turning slowly redder and redder...then turns back to the path ahead.

"I was...heard wrong then. My mistake. Let us continue..."


Real quick update while I wait for a meeting to start

As you take a quick look into the room with the beds. Please do a Perception check for a quick glance in that room.


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 5
Stats:
| HP 36/36| AC 17 (20 w/Smite), T 12 FF 15| CMB +6, CMD 18 (21w/Smite)| F 8, R 6, W 8 | Init +2, Perc +8 / Low-Light Vision| Current:Aura of Good/Courage;Resist Fire, HideFromUndead

Perception(Aid Another?): 1d20 + 8 ⇒ (4) + 8 = 12


Thawm notices, in the north portion of the room is what looks like a secret door. Hidden poorly behind some decorations on the wall.


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

"Hey guys. There's something back here..." Thawm announces before getting close to rip of the decorations and search for a way to open probably-a-secret-door.

not easy to guess which room with a bed, so I'll just move Thawm into the closest one on roll20.
I get the feeling that it doesn't matter, but maybe it does...


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 5
Stats:
| HP 36/36| AC 17 (20 w/Smite), T 12 FF 15| CMB +6, CMD 18 (21w/Smite)| F 8, R 6, W 8 | Init +2, Perc +8 / Low-Light Vision| Current:Aura of Good/Courage;Resist Fire, HideFromUndead

Suddenly interested in whatever Thawm has discovered, Keldor whispers to the dino, pointing to the floor, and then he moves to join her.

In Celestial:
Guard here. Stay as long as you can until I return for you.


Ongoing Effects:
+2 Natural Armor, -2 Dex;
HP: 43/44 | Grit 2/3 | Determination 2/2 | Judgement 2/2| RN: 0/1 | Bane 4/5 | AC: 18 / T: 12 / FF: 16 | Fort: +6, Ref: +7, Will: +6 | CMB: +5, CMD: 18 | Init: +5, Perception: +12 (Darkvision 60ft +Lowlight-Vision) |

Check for Traps: 1d20 + 12 ⇒ (12) + 12 = 24

Basil approaches to take a closer look at whatever is hidden behind the decorations: "Careful. Just because it's hidden does not mean it's not secured by other means, as well."


A door slides open into a small hallway. Does not seem used often.

The hallway is only a few feet deep. It ends with another door that must go farther in.

In interest of keeping it flowing and aware of my slow posting schedule I am just going to push forward. But if there is a round of prep or something you wish to do let me know

As you open the door in this hallway, carefully looking for traps you see a new room. This large chamber contains several metal tables adorned with tangles of strange devices sporting metallic, articulated arms, many of which end in blades, needles, saws, or other implements of surgery. The whole area reeks of blood and old guts, and telltale rusty brown stains besmirch the floor and walls. Lighting is provided by several burning skulls sitting here and there throughout the room.

As the group moves into the room carefully, 3 strange constructions come out of the walls, and start moving. They look like undead covered in strange ancient tech. Rusting and dangerous.

Init:

Basil: 1d20 + 5 ⇒ (9) + 5 = 14
Keldor: 1d20 + 2 ⇒ (16) + 2 = 18
Thawm: 1d20 + 4 ⇒ (20) + 4 = 24

R1: 1d20 + 5 ⇒ (20) + 5 = 25
R2: 1d20 + 5 ⇒ (5) + 5 = 10
R3: 1d20 + 5 ⇒ (19) + 5 = 24

Let me know if anthing would have been done before hand. Try to avoid meta, but I trust yall to make sense of what your abilities are. We are jumping into round 1, no suprise. Lets just dive in and make it work

1d100 ⇒ 49
1d100 ⇒ 39

Two of the creatures move out and start moving toward the group. The far one moves around the tables and gets into range, but doesn't attack. The other moves forward up to Keldor quickly and strieks out.

Drill arm vs Keldor: 1d20 + 5 ⇒ (1) + 5 = 6
Metal Jaw: 1d20 + 5 ⇒ (5) + 5 = 10

But as it shifts to live flakes of rust fall of its metal bits as it attacks, missing.

Round 1
R1, R3
Thawm, Keldor, Basil <-
R2


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

welcome back ^^
also, those are definitely not a kind of undead, right? 'cause those would ignore us and go for the dino :3
Regarding buffs:
I think we all already have anything long-term we want to have :3

Knowledge (engineering?): 1d20 + 9 ⇒ (12) + 9 = 21 +2 if they're undead (religion) or constructs (arcana) instead of robots (engineering) :3

Thawm quickly mutters a blessing to protect Keldor as she tries to figure out what exactly is attacking.

@Keldor: +2 sacred bonus to AC


uuug.. Didn't realize you had Hide from Undead, greater.. Well in that case... The creatures just stay in the walls. Well kinda docked up with the walls of this room.. combat never started. As the dino was in the other room, according to what Keldor said..


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 5
Stats:
| HP 36/36| AC 17 (20 w/Smite), T 12 FF 15| CMB +6, CMD 18 (21w/Smite)| F 8, R 6, W 8 | Init +2, Perc +8 / Low-Light Vision| Current:Aura of Good/Courage;Resist Fire, HideFromUndead

Ouch. Technology check?

Keldor moves easily into the room, looking at the closest monstrosity.

Engineering(Technology): 1d20 + 13 ⇒ (11) + 13 = 24
Know(Arcana): 1d20 + 9 ⇒ (18) + 9 = 27


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

oh, I forgot the dino wasn't with us... well, if they're unintelligent we can pick them apart for free xD
I'm going to assume that Religion is useful, then
It's two higher than my engineering, so does a 23 get me anything? These guys seem pretty rare...


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Ongoing Effects:
+2 Natural Armor, -2 Dex;
HP: 43/44 | Grit 2/3 | Determination 2/2 | Judgement 2/2| RN: 0/1 | Bane 4/5 | AC: 18 / T: 12 / FF: 16 | Fort: +6, Ref: +7, Will: +6 | CMB: +5, CMD: 18 | Init: +5, Perception: +12 (Darkvision 60ft +Lowlight-Vision) |

"These creatures seem worrisome. Should we terminate them to avoid future complications?", Basil suggests at the sight of the strange docked creatures - not knowing just what they were, but aware they were in the lab of a necromancer-enemy currently.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 5
Stats:
| HP 36/36| AC 17 (20 w/Smite), T 12 FF 15| CMB +6, CMD 18 (21w/Smite)| F 8, R 6, W 8 | Init +2, Perc +8 / Low-Light Vision| Current:Aura of Good/Courage;Resist Fire, HideFromUndead

Checking for evil, Keldor speaks easily.

"Undead are an abomination...if that's what they are. We should destroy them."


Taking a look at these, you are pretty sure they are a strange mix of undead. With fused machinery connecting to them, adding more dangerous attributes to them. Just increasing their damage. Also making them immune to electricity.

To the south, you hear shifting.. then some sort of arcane words being spoken.

You all have 1 round to do whatever you want. Revealing the area to the south, but you cant see it unless you go through the holes that were the doors. Those of you with arcane knowledge would know a spell was cast.


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

Thawm answers with arcane words of her own: she begins casting Summon Monster 3!

Spells etc:

before this post

Items:
. wand of CMW (x18 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 5/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Hide from Undead, Greater (DC 16), Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Boneshaker (DC 15), Necromantic Burden (DC 15), Restoration, Lesser
. 1st 4+1/day {D} Shield, Bless [x2], Fastidiousness, Hide from Undead (DC 14)
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Grease (DC 14) [x2], Monkey Fish, Technomancy
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 5
Stats:
| HP 36/36| AC 17 (20 w/Smite), T 12 FF 15| CMB +6, CMD 18 (21w/Smite)| F 8, R 6, W 8 | Init +2, Perc +8 / Low-Light Vision| Current:Aura of Good/Courage;Resist Fire, HideFromUndead

@Thawm: Make sure you summon something that flies!

Moving to see into the southern room, Keldor smiles at seeing the movement within and summons grease upon the floor just inside the room!

Grease! (DC14)

"Come at me then if you dare!"

Spinning his two-handed blade elegantly, he sets himself to defend.

Fighting defensively:-4 to hit +2 AC


Inits:

Keldor: 1d20 + 2 ⇒ (8) + 2 = 10
Thawm: 1d20 + 4 ⇒ (2) + 4 = 6
Basil: 1d20 + 5 ⇒ (20) + 5 = 25

Z1: 1d20 ⇒ 8
Z1: 1d20 ⇒ 7
Z3: 1d20 ⇒ 9
Z4: 1d20 ⇒ 3

Marrow: 1d20 + 3 ⇒ (13) + 3 = 16

Z2 Reflex: 1d20 ⇒ 19

The zombie under the grease slips but stand still.

Round 1
Basil Surprise Round <--
Basil
Marrow
Keldor, Thawm
Z1, Z2, Z3, Z4


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

to be clear, did Thawm get just a standard action or a full-round action to start casting SM3? It doesn't matter until the start of her turn, but it would be the difference between keeping round 1's standard action or spending it to finish the casting :3


I did say a normal round.. really the enemy used a standard.. its like everyone got a surprise round I guess. Lets say everyone gets a surprise round. Bit odd for everyone to get it, but it makes sense in init I think. Vs giving everyone more time than the person starting it


Female N Human Wizard / Cleric 5 | HP: 33/33 | AC: 10 (10 TAC, 10 FAC) | CMB: +3, CMD: 13 | F: +6, R: +3, W: +9 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Barkskin (~30mins, +2 AC), Resist Fire (30+mins, 10?), Hide from Undead, Greater (30+mins), Bless (~5mins), Shield (~5mins)

sounds good to me ^^


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Just pinging the table again. Basil your surprise round and normal round are up

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