GM Ietsuna's Gods of Iron (Inactive)

Game Master Ietsuna

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The bar can be lifted by one person. With all of the junk around you can find a spot to turn invisible. This will trigger initiative. You could probably find a way in through a window Barlespin. Let me know if you want to do that and I will find the connecting location inside the base.

Initiative:
Barlespin: 1d20 + 2 ⇒ (1) + 2 = 3
Morgan: 1d20 + 9 ⇒ (11) + 9 = 20
Ezir: 1d20 + 6 ⇒ (15) + 6 = 21
Eskanii: 1d20 + 5 ⇒ (15) + 5 = 20
Orc: 1d20 + 0 ⇒ (12) + 0 = 12

Combat Round 1 - Bold May Act.

Morgan
Eskanii
Ezir
Orc
Barlespin

Map is up for the encounter, slide 2


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

With just a single Orc, I'm going to let the smashy people have their fun while I keep my Invisibility up for the next couple of minutes. I'll stay out of the way and pass unless we get additional enemies piling on here.


”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 pulls out his pistol and shoots the Orc.

mwk pistol - Point Blank Shot: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
damage: 1d8 + 1 ⇒ (6) + 1 = 7


”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.

Can someone explain the map to me? is Morgan having a solo fight with an orc outside? how come some of us are inside?


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Something got messed up with the map. You are all outside with Morgan and a single orc.


”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 throws a shortspear at the orc.

shortspear (thrown), power attack: 1d20 + 5 ⇒ (3) + 5 = 8
piercing dmg: 1d6 + 7 ⇒ (6) + 7 = 13


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Morgan shoots and the orc falls.

GM Dice: 1d4 ⇒ 3

You have only a couple of seconds before a patrol of 3 orcs comes walking along the raised walkway above you.

Adds:

Red Orc: 1d20 + 0 ⇒ (11) + 0 = 11
Yellow Orc: 1d20 + 0 ⇒ (13) + 0 = 13
Blue Orc: 1d20 + 0 ⇒ (7) + 0 = 7

Combat Round 1/2 - Bold May Act

Morgan
Eskanii
Ezir
Yellow Orc
Red Orc
Blue Orc
Barlespin


”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 moves, drawing her kukri, and strikes the first orc in sight, keeping her shield up.

cold iron mw kukri, fighting defensively: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
cold iron slashing dmg: 1d4 + 3 ⇒ (3) + 3 = 6

AC 25


”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 reloads and comes closer.


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Eskanii sings but the orc's armour absorbs the blow

Combat Round 1/2 - Bold May Act

Morgan
Eskanii
Ezir
Yellow Orc
Red Orc
Blue Orc
Barlespin


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Is this less than 3 minutes since our last encounter? If so, I've still got the bonus from jump (and my +1 AC)[/ooc]

Barlespin takes advantage of the loud commotion in the front to look for a way in from the top, his masterwork hand crossbow drawn, unless he has to draw his thieves' tools to unlock anything or remove traps.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30


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Barlespin finds a way inside the complex. He finds himself on the walkway ahead of the guard patrol.

No need for a trap disarming

Combat Round 1/2 - Bold May Act

Morgan
Eskanii
Ezir
Yellow Orc
Red Orc
Blue Orc
Barlespin


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Bump. Ezir is up


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

Ezir moves up, peeking around the corner to see the orcs and decides her companions can probably handle this one for now. I'm going to hold off. I've got Invisibility up, which I think will prove useful again very shortly. I also have very few spells left for today, and don't want to spend them on something the martials can take care of.


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Fair enough Ezir

All three orcs brandish sharp looking scraps of metal. Blue watches on as Yellow and Red attack Eskanii.

Red falchion: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9

Yellow falchion: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Red's falchion scrapes across Eskanii's breastplate and Yellow misses completely.

Combat Round 2/3 - Bold May Act

Morgan
Eskanii
Ezir
Yellow Orc
Red Orc
Blue Orc
Barlespin


”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.

Eskani counterattacks!

cold iron masterwork kukri, power attack, defensively: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
cold iron slashing dmg: 1d4 + 7 ⇒ (4) + 7 = 11

AC 25


”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 decides to shoot the yellow one.

mwk pistol - Point Blank Shot: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
damage: 1d8 + 1 ⇒ (2) + 1 = 3


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Does room D2 have doors that open on the outside?

Barlespin moves silently toward the nearby doors, examining it quickly for traps and, if it appears safe, he opens it to peek through.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Disable Device (if traps are found), free expertise: 1d20 + 12 + 1d6 ⇒ (13) + 12 + (2) = 27
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28

Well, here's hoping that door isn't trapped.


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No door to D2 inside. The door is outside.

Eskanii swings and the enemy dodges out of the way.

Morgan has more luck as he wounds Yellow with a bullet to the abdomen.

Barlespon pops the door open and sees a corrudor beyond.

Ezir, I will put yoi in a xdfauky delay. Jump in if hou feel you beed to.

Yellow and Red sw8ng at Eskanii again.

Falchion Red: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9

Falchion Yellow: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Blue heads towards a door that it hea reds open deeper within the complex.

Combat Round 3/4 - Party is up

Morgan
Eskanii
Ezir
Yellow Orc
Red Orc
Blue Orc
Barlespin

I am travelling for work today so i am on my phone. Sorry for minor issues


”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 shoots yellow one again.

mwk pistol - Point Blank Shot: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
damage: 1d8 + 1 ⇒ (2) + 1 = 3


”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.

Eskani counterattacks!

cold iron masterwork kukri, power attack, defensively: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
cold iron slashing dmg: 1d4 + 7 ⇒ (1) + 7 = 8

AC 25

=======================================

CONFIRM CRIT: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
additional dmg: 1d4 + 7 ⇒ (2) + 7 = 9


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

A 28 stealth while there's a firefight in the entryway, and he heard the door open? ;) Need to get an oilcan for those hinges.

Is there a working lock on the door? Is there anywhere in this room that I can hide?


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Sorry, stuff went sideways on me. Back to it

Barlespin finds a corridor cluttered with boxes and general scrap. Plenty of places to hide

Morgan drops Yellow and Eskanii drops Red.

Combat Round 4/5 - Party is up

Morgan
Eskanii
Ezir
Blue Orc
Barlespin


”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.

Eskani moves and attacks blue.

cold iron masterwork kukri, power attack, defensively: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
cold iron slashing dmg: 1d4 + 7 ⇒ (2) + 7 = 9

AC25


”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 moves and shoots.

mwk pistol - Point Blank Shot: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
damage: 1d8 + 1 ⇒ (3) + 1 = 4


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Barlespin tries to devise a plan ... but realizes that tricking the last orc isn't needed, since he's the only remaining adversary at the moment. He looks around and listens carefully, to see if there's any reaction to this commotion from any of the nearby rooms.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

If he hears anything, he will step into the corridor and hide.

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Also, I need to know if it's been more than 3 minutes since we encountered the first orcs out in the street, to know if my spell is still up.


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

Ezir moves, still invisible, to the end of the corridor and takes a look around as well checking for any additional combatants on their way or any alarms she sees or hears.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


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There isn't a huge distance between the first orcs and this place, but you had to walk there. Your spell will be up in a couple of rounds

With a crack of his pistol Morgan drops Blue where it stands also, taking it in the back with a bullet.

Listening, there seems to be no alarms or running feet to be heard.

We are out of combat and you are inside the complex.

As with the entrance to Scrapwall, the Steel Hawks headquarters is a ramshackle structure built out of wood, bits of scrap metal, and other items of refuse scavenged from the surrounding terrain.


”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.

The hobgoblin female whispers to the group, "Be on your guard... this is a trap if I've ever seen one. Where is our resident frogman?"

Eskanii advances cautiously, shield raised.

Total Defense and Move up the stairs: AC 28


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Barlespin reveals himself. He points to the two nearby double doorways. "We should explore these rooms ... however first, perhaps we could shove the orc bodies into this passage that is full of supplies. There is some ... blood splatter ... which will draw attention, but still, the lack of immediate bodies will create confusion if anyone comes along." He investigates the orc bodies to see if they have any useful supplies.


”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 nods and drags the bodies into the supply room, as per Barlespin's advice.


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

Ezir will do a quick scan with Detect Magic to see if anything pops.


”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 helps with dragging the bodies.


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The party takes the bodies and stuffs them into recesses within the corridor the Barlespin found.

Ezir sweeps her magical senses over the area but finds nothing that radiates any kind of magical aura.


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Barlespin listens at the double doors to see if he hears anyone in either room.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Stealth: 1d20 + 11 ⇒ (6) + 11 = 17

If he hears nothing, he checks the double doors on the left to see if they are unlocked. If so, he waits for the others to get into position ... then blinks as.he looks around and says, softly, "Where is the wizardess? Did she fall to the orc battle?"


”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.

"Who are you talking about? did you sniff some glue while hiding in that storeroom?"


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Barlespin hears nothing through the door, but upon opening it a crack he sees a lone orc sleeping in one of the beds. They snore softly.


”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.

@GM Ietsuna: are nonlethal coup-de-grace allowed in your games? (same as regular CDG, but with nonlethal, for auto-knockout... I'm thinking that puts him out for a few hours and we can decide if we need to talk to him later, cast detect evil and other similar things...)


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Yeah, I will allow that.

Eskanii steps up quietly to the sleeping orc and delivers a blow to the head, knocking them into next week.


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

From directly behind Barlespin's shoulder comes a whisper. I did indeed die in that battle and now I'm haunting youuuuu...


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

Barlespin blinks at the disembodied voice speaking to him. "That is ... unnerving." He begins searching the room with the now-unconscious orc.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


”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 helps Barlespin with the search.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


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Around the room you find six footlockers. Inside are a range of minor personal effect and changes of small clothes. You find nothing of any real value, but do find a set of hand weights for exercising in one. In another you find a domino mask and three roses made from scrap metal. In a third you find a partially complete ship in a bottle.


”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.

"Orcs with art stuff... huh!" Eskanii pockets all. How heavy are the hand weights? :D


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The hand weights are around 10 pounds each. There are two of them. Eskanii could take them and get some reps in between battles :P


”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.

Yes, she will do some at the inn as well, between meals!


”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 comes closer. "Shall we move on!?"

He carefully opens next door and looks inside. D5a


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Morgan peeks into the room A long divider sits between the northern and southern halves of the room. You enter in the southern half while sitting on a "throne" constructed of scrap, fur and old timber is the man you saw earlier on the bridge. His birds sit on the back of the chair staring around the room in avian indifference.

Do come in.


male tripkee thaumaturge 1 | HP 15/15, Hero Points: 5 | AC 17 | Fort: +6, Ref: +4, Will: +5 | Perc: +5, low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +7 | Expendables: None | Active conditions: None

What kind of divider? Can we get over it, or is it more like prison bars that we cannot get through?

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