Stars and Stones - An Iron Gods Campaign (Inactive)

Game Master Mahorfeus

Round Two
1. Era
2. ?
3. Wrixx
4. Jinkin 2 (wounded)
5. Anna
6. Morgan
7. Jinkin (wounded) (fled)
8. Fal <--You're up!
9. Jinkin 3
10. Cruodh


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Human HP 9/9 Pres 4/7
Stats:
AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
Trained Skills:
+9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

Era moves up next to Anna to peer around the corner at the little monster and the trap. "Cruodh. Can I borrow one of your sticks to poke the trip wire?"


Wrixx is up!


Ratfolk Sorcerer 1/Rogue VMC | HP: 7/7 | AC: 13, T: 13, FF: 11 | CMD: 10 | Fort: +1, Reflex: +1, Will: +2 | Init: +2 | Darkvision 60 ft, Perception +2 | 1st-level 4/4

"Or that could work I suppose," Wrixx says. "I'll just... stay out of the way then."

Shifting position and passing my turn.


Anna and Morgan are up!


Female Human (Kellid) Barbarian (savage technologist, mad dog) 1 | Init +2 | HP 15/15 | AC: 14, T12, FF12 | Fort: +4 Ref: +1 Will: +1| Perception +1 | (5/6 rounds of rage)

Shooting from upper right corner should allow me to fire on the gremlin without incurring cover penalties.

Anna draws another arrow and takes a shot, though she finds that because the creature is supernaturally resilient, her arrows won't do all that much against the creature.

"More are coming. If you can disable the trap, however you will, we must do it now."

Ranged Attack (Point Blank): 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage: 1d8 ⇒ 5

Is there a skill check required to step over the trip wire? (or duck under, if it's placed high). Regardless, would prefer to trigger it so that Dar'shyn isn't stuck back here.


Cruodh's countenance immediately changes when Anna shoots her arrow. His contained agitation fully disappears and he becomes tense and focused.

"Yes, go ahead Era. Patience Anna, they might have to come to us." he whispers in one breath.


@Anna: No check, but treat the square before it as difficult terrain for the purpose of charging, etc.

Seemingly rooted to the spot by Anna's arrow, the screaming gremlin is an easy target. This time she lands a hit on the scrawny creature's abdomen, but the arrow does not sink in nearly as deep as the first.

Anna hits the jinkin for 1 point of damage. (Point-Blank Shot also adds a +1 bonus to damage rolls.)

Morgan is still up!

Dark Archive

Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

Roaring, Morgan runs into battle... only to find that her foes were tiny and pathetic. Perhaps they would be tougher than they look. As she hops over the tripwire, bringing her hammer to bear, she prepares to destroy the creature, examining it for weak points, its stance, and its weaponry.

Move into battle, studied target.


Confident that Morgan will hold their foes for at least a short while, Cruodh draws a javelin from a large quiver on his back and gives it to Era.

"There. Careful though, it is made of simple iron."


Morgan runs right up to the wounded gremlin, her towering form casting a dark shadow over it. The tiny creature kooks up at her with its one good eye and lets out another shriek, not of pain, but of pure terror. The jinkin backs away from her, nearly tripping over its own feet in the process, before abruptly vanishing with a quiet pop.

Fal is up!


Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
Abilities:
Burn 0/6 Nanite Surge 1/1
Skills:
Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

Fal moves up alongside Anna to get a clear shot at the incoming gremlins.


An unsubtle snicker alerts you to another nearby presence - standing by the ledge behind you is another jinkin, armed with a tiny sword. It jeers at your group with its high-pitched voice, speaking in a tongue you do not comprehend, though it is obviously being very rude.

Cruodh passes his spear to Era.

Era is up!


Human HP 9/9 Pres 4/7
Stats:
AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
Trained Skills:
+9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

Era intentionally sets off the trap with her long, pointy stick, making sure to keep well away from any obvious dangers.

"Be cautious of that one's taunting. Look carefully for hidden dangers."


With the slightest amount of pressure applied to the tripwire, the trap is triggered. From out of a nearby crevice erupts a sharpened length of metal that might have skewered someone caught unawares. Instead it merely strikes stone before clattering to the floor next to Morgan.

Wrixx is up!


Ratfolk Sorcerer 1/Rogue VMC | HP: 7/7 | AC: 13, T: 13, FF: 11 | CMD: 10 | Fort: +1, Reflex: +1, Will: +2 | Init: +2 | Darkvision 60 ft, Perception +2 | 1st-level 4/4

Wrixx shifts down a bit to get a better line of sight on the second gremlin. "I concur." He holds out his hands, letting sparks gather between his long fingers before lobbing them at the creature above them.

Touch Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d3 ⇒ 3


Unfortunately for Wrixx, the tiny, nimble gremlin makes for a difficult target. It simply dances out of the way of his electric spell, which harmlessly strikes a nearby wall and dissipates. The jinkin sticks out its thin, lizard-like tongue and lets out another bout of irksome laughter.

Further down the tunnel, with the disappearance of her quarry, Morgan is left standing alone. That is until another gremlin comes running from out of the dark, a tiny sword clutched high over its head. Unleashing a high-pitched battle cry, it makes a run for her leg - the only part of her it can even reach. It is an easy target for Morgan, who promptly greets the jinkin with her earthbreaker, bringing it down over the creature's head with a crack.

Blood seeps from the gremlin's eyes, but by some miracle it is left standing. Teetering on its feet, it stumbles into the changeling and swings its blade at her ineffectually, far too disoriented to hits its target.

Morgan AoO: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d6 + 3 - 5 ⇒ (5, 1) + 3 - 5 = 4
Jinkin 2 Short Sword Attack (Wounded): 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9

Jinkin 2 enters Morgan's square and provokes an attack of opportunity. Morgan hits it for 4 points of damage after damage reduction, wounding it.

Anna, Morgan, and Fal are up!


Female Human (Kellid) Barbarian (savage technologist, mad dog) 1 | Init +2 | HP 15/15 | AC: 14, T12, FF12 | Fort: +4 Ref: +1 Will: +1| Perception +1 | (5/6 rounds of rage)

Noticing the gremlin coming behind the group, and deciding that Morgan likely can handle the other on her own, Anna moves in to defend Wrixx from the incoming creature. She takes aim at the tiny creature's head, then fires.

"Dar'shyn, ymosodwch!" she cries, and the wolf bounds in behind her, protectively moving between the gremlin and Anna. He lunges at the creature with razor sharp teeth.

Ranged Attack (Point Blank): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage (Point Blank): 1d8 + 1 ⇒ (5) + 1 = 6
Dar'shyn bite: 1d20 + 2 ⇒ (12) + 2 = 14
Dar'shyn trip attempt?: 1d20 + 2 ⇒ (17) + 2 = 19
Damage?: 1d6 + 1 ⇒ (4) + 1 = 5

Move 30', shoot Jinkin in the back. Aiming from bottom left corner should avoid cover penalties. After Anna's turn, Dar'shyn will attack the same Jinkin, to avoid having to deal with soft cover issues.


Despite being in point-blank range, the gremlin's head makes for a difficult target, especially since said gremlin clearly has no intention of standing still. Anna's arrow zips right past the chortling gremlin. Likewise, when Dar'shyn attempts to snap at it with his jaws, the creature dances out of the way.

Morgan and Fal are up!

Dark Archive

Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

Morgan focuses on her new opponent, noting its potential weak points and where the most painful spot would be to strike it in. She winds up, her face split into a wide grin, and goes for a gutshot.

vs. Jinkin (Studied Target): 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage (Studied Target): 2d6 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6


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Morgan swings her earthbreaker at the gremlin, but the impish creature is practically tangled in her legs. It stumbles through the space between them, dodging the attack by complete accident.

Fal is up!

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