GM Ietsuna's Gods of Iron (Inactive)

Game Master Ietsuna

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Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

I would be fine with continuing, if you're up to running it.

If we are continuing, can we also look over those food tubes, to see what those might be worth? I feel like that's the only significant loot we may have overlooked.

Appraise, free inspiration: 1d20 + 6 + 1d6 ⇒ (13) + 6 + (6) = 25


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The food tubes are worth 6gp each.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

If that's the end of book 1 I'd rather call it. This is the AP that requires one or two beefy barbarians with adamantine swords supported by a cleric and a mage and none in our party seem to fit the bill... myself included, and I don't really feel like rolling a new PC just to fit the module requirements. Thanks for running Ietsuna!


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

rebuilding Eskanii as Barbarian robot killer archetype thingy...


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You spend the next few days in Torch enjoying a kind of celebrity. As the re-lighters of the torch you find it impossible to pay for a drink in any tavern in town and are stopped numerous times a day as you move throughout the town.

The town council however is concerned. The strange android woman, Meyanda they say her name is, may not have been acting on her own. The concern is that she was receiving orders from someone. The most likely place to start the search for who this would be is a town names Scrapwall that sits about 105 miles to the northeast of Torch. She was beaming the energy of the torch out to Scrapwall so they are you to investigate why the energy was being stolen and neutralising any threats you find. In exchange they offer an 8000GP reward for ensuring Torch's safety.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"I accept, Dear Council! Scrapwall hey... is it still frequented by the ratfolk? There's nothing they can't find, but they can drive a hard bargain..."


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

Eskanii proceeds to discuss the situation with the Council, asking for their advice on how to begin this journey and to see if some resources or contacts can be made available to them. She inquires on whether this journey is self-funded or whether some of the reward monies can be put forward for outfitting, travel logistics, etc.

"If I may, how did you learn she was beaming some energy towards Scrapwall? who is your source, and can we talk to this person?"


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Council member Khonnir answers your question.

After you had eliminated Meyanda I re-entered the complex and investigated. I found the reactor room and nearby the reactor there was a strange device. I brought it back to my workshop and after some investigation I have determined that it is a transmitter. Given the size of it and the positions of other towns within this area Scrapwall seems the most likely place for the energy to be transmitted to.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"You'll have to excuse my provincial knowledge of such things, as I have made a career at finding ways to destroy these gadgets instead of understanding them... what is a... transmitter? when you say they transmitted energy to Scrapwall, what do you mean? is it fire or electricity? and how is it possible? isn't Scrapwall hundreds of miles from here?"

Knowledge Engineering: 1d20 + 2 ⇒ (12) + 2 = 14
Knowledge Geography: 1d20 + 2 ⇒ (17) + 2 = 19


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

An Aasimar woman stands up in the back of the room. What do you mean by that. How would energy be transmitted through the air. I take it from your words you are not talking about a magical transmission, but something else.

Kn(Engineering): 1d20 + 10 ⇒ (3) + 10 = 13
Kn(Geography): 1d20 + 10 ⇒ (16) + 10 = 26

And the Paizo boards are rolling clutch as always...


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Knowledge(engineering) w/ free inspiration: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10

Barlespin is distracted and, possibly due to a linguistic issue, has no idea what the word "transmitter" means in this context. The rotund purple grippli, however, stands there calmly and silently, wide yellow eyes blinking, as he listens to the explanation, gaining more knowledge.


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

Kn(Engineering): 1d20 + 4 ⇒ (6) + 4 = 10

"What are you talking about?"


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The transmitter takes the energy and transmits it over a distance. It is something that seems strange and alien. Given the size of teh device I am surmizing that it would not be able to transmit further than about 150 miles r so. The only sizable town in that range is Scrapwall.

Both Eskanii and Ezir know that given the location of Scrapwall and other settlements around Torch the guess at the town of Scrapwall is a reasonable assumption


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"Alright then. We'll do it! do you have any advice for us before we go? there's this new sword here I've been itching to try against anyone who'd dare giving us an inch of trouble... he he he."


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Scrapwall sits on the opposite bank of Sellen River from Torch. I would suggest you travel to Aldronard’s Grave. It sits on this side of the river directly opposite Scrapwall. It is a small fort which is often unoccupied, but does sometimes serve as a temporary stopping point for crusaders who serve Sarenrae. They may have further information about Scrapwall which may serve helpful.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"Alright. Thank you ladies and gents. We'll try to make Torch proud and solve your troubles for good!"

GM: Eskanii will make the proper preparations at this time. Food, mounts, camping gear, etc. Are you ok handwaving this stuff or do you want us to go the detailed route on this? Let me know if the adventure has a map or suggestion on how to plot a course.


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

"OK! Let's go!"


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

Do you mind if I join you? I find myself at a bit of a loose end here. I was working with an associate, a travelling merchant up until this week. She unfortunately got herself killed in a stupid barroom brawl. I've no real bent for the financial, that was her forte. I've liquidated her wares and kitted myself for a journey, but having a purpose and companions would be most excellent. Add in a mystery like this, and I am intrigued. I have some skill with arcane magicks, so am not defenseless, but a lone woman on the road is often a target for those who think themselves stronger.


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Barlespin looks at the new arrival. He is dressed in travelling clothes, a hand crossbow at one hip and a bound net at the other. A number of pouches line the bandoliers across his thick midsection. From the bandolier also hand a trio of strange clockwork contraptions, each roughly the size of an apple.

He nods faintly. "I am Barlespin. It is always nice to have more companions, I think. Have you ever been to Scrapwall? I am new to these lands, myself."


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Handwaving prep for the trip is fine with me. We'll assume you have mounts, camping gear, rations etc. An update is coming shortly.


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You gather your supplies and begin the 105 mile journey to the north-east to Scrapwall. The trip is uneventful and you eventually begin to see the land change as you near the Sellen river.

The Sellen River is well traveled by merchants, mercenaries, and crusaders heading north to Mendev. Over the years, the various faiths associated with the crusades have established small fortresses along the Sellen as places for weary travelers to rest or resupply before continuing their journey north. Each fortress maintains a small skeleton crew of knights and priests on site for defense and to provide for the comfort of visitors. Such was the original purpose of the fort known today as Aldronard’s Grave.

Dusk has come as you see the fortress come into view. Firelight flickers from within the walls. Moving closer you ride around to enter the gate which lies in the northern wall Map added to the slides so you can see the layout of the fortress. The iron portcullis stands closed and the stone walls loom 15 feet overhead.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"It's this part of the trip where us freaks should hang in the back a little and let the human - or humanlike - members of the team get up front I think..."

Eskanii hangs back in her saddle and pulls her hood up, letting Morgan and Ezir take the lead as they approach the entrance.


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

lmao. I just realized that no-one in this party has any diplomacy whatsoever. @GM Ietsuna as I've not rolled anything but a couple of knowledge checks, I'm going to reallocate a few skill ranks.

Ezir walks up to the gate and looks around for guards. Assuming she sees none, she will shout. Ho Aldronard's Grave! We are travelers seeking shelter for the night.


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Lol, sure Ezir, have at it

Two figures stand atop the roof on your right. They wear full helmets and call down to you.

Stay away. The fort has been struck by a plague. Head upriver and stay safe.

Listening you hear that certain sounds are strange. The P, B, F and W sounds all sound not right.


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Barlespin glances around at the rest of the group. "I have some modest healing skills. Does anyone else? Perhaps we could offer our aid in dealing with this plague."


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

Eskanii looks up, pulls her hood down to reveal her hobgoblin heritage, and asks, "We heard there was some smart ratfolk around here that would be willing to trade with us. I'm a big fan of the ratfolk: they're a smart and ingenious people. Could we speak with your leader for a few minutes? maybe we could help each other as our traveling band is well armed and we could deal with any problem you might have. Oh and I'm also a decent cook, and like to throw a few dice every now and then!"


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The two figures from the rooftop yell down. If you must enter. Wait there. We will open the gate.

Again you hear that strangeness in the pronunciation.

The two descend and a few moments later the portcullis is being raised.


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

"Thank you!" says Morgan and enters.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

Eskanii follows Morgan and and Ezir, nodding at Barlespin to follow.


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Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

Pronunciation is odd. Anyone know if that's common with ratfolk or something else?

Linguistics to know what could cause the strange pronunciation.: 1d20 + 13 ⇒ (13) + 13 = 26


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Barlespin enters, glancing around for anything of interest.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11


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Ezir thinks that the speech sounds as if the speakers do not have human-like mouths. Almost as if they have no lips to form some sounds. You cannot see the mouths of the two "guards" though as they have kept their helmets covering their faces.

I think the order your entered the fort in was Morgan and Ezir then Eskanii and Barlespin. Please confirm that for me.


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

I was first


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Sounds good to me.


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

As we are passing through the gates, Ezir whispers to the group. Pronunciation is off, like they don't have lips. Maybe undead or something similar? Never seen a skeleton speak though.

I'm definitely not first and would prefer to be in the middle of the group, so second is ok.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"I guess we'll see. I'm hoping they're ratfolk! those guys are awesome, and so smart!"


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As Morgan and Ezir step through the gate there is a clattering of metal as the gate begins to slide closed at an alarming rate. It is falling toward the ground with half of you inside and half of you outside.

Reflex saves from everyone please. Barlespin I saw your perception roll but you didn't see anything weird.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

Eskanii Reflex ♧ : 1d20 + 4 ⇒ (13) + 4 = 17


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

Reflex: 1d20 + 4 ⇒ (12) + 4 = 16

Damn traps. Why do people always try to kill me when I'm just planning to break into their house, slaughter them and steal their stuff...


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

REF: 1d20 + 10 ⇒ (13) + 10 = 23

"Ezir that is not Pathfinder way!"


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

Sarcasm and humor is not the Pathfinder way? Hold on, are you lot Pathfinders? No wonder you are getting ambushed just walking into a random castle. Bunch of homicidal archeologists.


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

"Hahahaha!"


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Reflex save: 1d20 + 6 ⇒ (16) + 6 = 22

Barlespin barrel rolls out of the way of the falling trap. He glances between Ezir and Morgan. "I am not a Pathfinder, no."


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Eskanii and Barlespin manage to dive under the gate just as it smashes to the ground.

Within the compound you see 4 more humanoids sitting around an upturned barrel playing dice and these are not wearing helmets. You see hobgoblins and as the fire light flickers you see that their lips and parts of their cheeks have been removed making the permanently smile in a rictus grin.

Initiative:
Barlespin: 1d20 + 2 ⇒ (4) + 2 = 6
Morgan: 1d20 + 9 ⇒ (19) + 9 = 28
Ezir: 1d20 + 6 ⇒ (15) + 6 = 21
Eskanii: 1d20 + 5 ⇒ (14) + 5 = 19
Enemy 1: 1d20 + 3 ⇒ (9) + 3 = 12
Enemy 2: 1d20 + 3 ⇒ (13) + 3 = 16
Enemy 3: 1d20 + 3 ⇒ (2) + 3 = 5
Enemy 4: 1d20 + 3 ⇒ (18) + 3 = 21
Enemy 5: 1d20 + 3 ⇒ (10) + 3 = 13
Enemy 6: 1d20 + 2 ⇒ (2) + 2 = 4

Combat Round 1 - Bold May Act

Morgan
Ezir
Green
Eskanii
Red
Yellow
Orange
Purple
Barlespin
Blue


”Morgan” | Male CN Gunslinger (Pistolero) 5 | HP 49/49| AC 19, T 16, FF 13 | CMD 19| F +7 R +10 W +5; | Init +7 | Perc +10 | Speed 30ft | Grit: 2/2 | Active Conditions: None.

Morgan takes his pistol out, shoots the red one and reloads.

mwk pistol - Point Blank Shot: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
damage: 1d8 + 1 ⇒ (3) + 1 = 4


Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

Barlespin frowns. "This ... does not seem normal."


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

Well, I guess they won't be serving breakfast...

Ezir casts Glitterdust, targeting the group of four (blue, orange, purple and yellow). They need to make a DC 18 Will Save or be blinded.

What do we know about the weird smiling business? I'm going out a limb here and assuming they aren't just joker wannabes.
Kn(Local) to know what's going on: 1d20 + 11 ⇒ (8) + 11 = 19


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Ezir has heard of a group called the "Smilers". They are a band of thugs who raid the area around Scrapwall. They are led by a hobgoblin with an axe instead of a hand on his right arm. You notice that Blue has only one hand and the other is a hatchet.

Blue Will: 1d20 + 2 ⇒ (15) + 2 = 17
Orange Will: 1d20 + 1 ⇒ (8) + 1 = 9
Purple Will: 1d20 + 1 ⇒ (7) + 1 = 8
Yellow Will: 1d20 + 1 ⇒ (20) + 1 = 21

How many rounds on the blind?

With an echoing BANG Morgan shoots Red.

Green draws a pistol of their own and fires at Morgan

Pistol: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 ⇒ 7

The shot goes wide.

Combat Round 1 - Bold May Act

Morgan
Ezir
Green
Eskanii
Red (-4)
Yellow
Orange (Blinded)
Purple (Blinded)
Barlespin
Blue (Blinded)


Female NG Aasimar School Savant Arcanist 5 | HP 32/32 | AC16 T12 FF14 | CMB 0, CMD 12 | F 4 R 4 W 5 | Init 6 | Perc +5 SM: +2 | Speed 30ft | Spells: 2nd 5/5, 1st 5/6 | Arcane Pool 5/9 (5 start) | Shift 9/9 | Active Spells: Mage Armor | Active Cond: None |
Prepared Spells:
2nd Glitterdust, Create Pit, See Invisibility, 1st Burning Hands, Grease, Mage Armor, Enlarge Person, Heightened Awareness

spell lasts 4 rounds and they get a new will save at the end of their turn each round.


”Eskanii” | Female N hobgoblin Barbarian 5 (Numerian Liberator) | HP 60/60 (Rage 70/70) | AC 22 (20), T 13 (11), FF 19 (17) | CMD 21 | F +7 (9) R +4 W +2 (4); | Init +5 | Darkvision, Perc +9 | Speed 30ft., Fast Movement | Rage: 15/15 | Active Conditions: None.

"Maan! dar't daan rhec arthaan agaan dhuur rhac?" yells Eskanii at the group, before adding, in a low growl, "...nuulc druul, or A'k hac daan dach der ach or o!"

Goblin:
<Hey! What's the big idea axe for brains? ...stand down, or I'll paint the walls with all of you!>

She sidesteps to block green's access to the tower door and draws her kukri to drive her point home.

💢😒 Not raging... but getting ticked off... .. ...

cold iron masterwork kukri, power attack, furious focus: 1d20 + 8 ⇒ (5) + 8 = 13
slashing dmg: 1d4 + 7 ⇒ (1) + 7 = 8

AC 22

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