GM Ietsuna's Gods of Iron (Inactive)

Game Master Ietsuna

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In the wrecked remains of the drone you find a polymer net.

Polymer Net:
This functions as a normal net, save that it has 10
hit points and can be burst with a successful DC 27 Strength
check.

The northern wall of this otherwise empty metal room is a tangle of what look to have once been strange cages of some sort. Tangled amid the metal ribs of these cages are ribs of a more organic nature—the ancient bones of some sort of alien creature. Smaller mounds of rubble lie against the opposite wall.


Android Bard 2 HP:18/18 AC:17/13/14 Init:+3 Perception:+8 F:+2 R:+6 W: +3

Sinna lifts the net, stretching it's unnatural fibres. An eyebrow raised in question, she holds it out to Barlespin.

She holds onto it if he declines.

Moving over to the rubble, she pokes about, looking for something interesting...

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


”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 looks in to rubble.

perception: 1d20 + 7 ⇒ (7) + 7 = 14


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 nods and takes the net. "This is far better craftsmanship than what my people make."


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Morgan and Sinna look at the rubble. They move a few pieces around but do not find anything of interest.


Perception: 1d20 + 3 ⇒ (19) + 3 = 22

"We should keep moving." Watanabe looks over the door to the party's right and listens through it. If he turns up nothing he will attempt to open the door.


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 checks the other set of double doors for traps.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Nope, nothing to see here.


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Watanabe listens for over minute at the door and hears nothing coming from the other side. Opening the door he find that the corridor beyond is filled with rubble and has clearly collapsed. The far wall of this chamber is a twisted mass of metal and rubble.

Barlespin inspects the double doors for traps and does not identify anything that looks trap-like at all.


Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Watanabe looks around the room to make sure it is what it appears to be.


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Watanabe sees nothing unusual in this room. There are no weapons, armour, other interesting things in the rubble.


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 tries to carefully crack open the double doors and peek beyond to get a glimpse into the next room.


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Two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself.


”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 to one of those machines to take a better look.

perception: 1d20 + 7 ⇒ (20) + 7 = 27


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It would appear that something is meant to spray out of these nozzles, but the pipework appears to be empty and the mechanism not currently functional.


”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.

can we see that room on the map


”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 will search the room.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


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 checks the other set of doors for traps, and tries to disable any he finds.

Perception(search door for traps): 1d20 + 5 ⇒ (19) + 5 = 24
Disable Device(if needed): 1d20 + 7 ⇒ (11) + 7 = 18

He does a quick search of the room before proceeding to open the next door.

Perception(search room): 1d20 + 5 ⇒ (11) + 5 = 16


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Barlespin looks at the doors. They do not appear trapped. After that he looks around this small room but there seems to be nothing here besides the two strange devices with all the nozzles.


”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 opens the next door and looks inside.

perception: 1d20 + 7 ⇒ (11) + 7 = 18


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A gray metal door sits in one wall of this short stone tunnel that curves north before opening into a vast sand-filled cavern.


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 says softly, "I will scout ahead and a bit and see what I can see in this chamber."

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

I'll head in and see what I can see in the chamber, then come back and tell everybody.


Watanabe tests the depth of the sand with his arm before Barlespin enters.


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 nods. "Good caution," he says. To be on the safe side, instead of walking in the sand, he climbs along the walls.


Android Bard 2 HP:18/18 AC:17/13/14 Init:+3 Perception:+8 F:+2 R:+6 W: +3

Sinna moves up with Barlespin and the others, on the watch for dangers...

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


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GM Dice:
Something: 1d20 + 14 ⇒ (4) + 14 = 18

Within the chamber you see a number of corpses scattered about. These strange, four-armed humanoids are sleek and muscled, laying here in the dirt.

The sand is not overly deep, maybe a couple of feet.


”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 enters the chamber and look around.

perception: 1d20 + 7 ⇒ (15) + 7 = 22


Watanabe will investigate one of the corpses.


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

Are the red spots on the maps the corpses?

Barlespin also begins investigating the corpses, trying to identify the cause of death (if it isn't obvious).

Heal: 1d20 + 5 ⇒ (15) + 5 = 20


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Yes, the red dots are the corpses. It is a very big map so they are very small

The corpses look to be desiccated, like they have had their moisture sucked out of them.

Morgan sees a large shell sitting not far away. It looks strange and alien. It is the Green square


Android Bard 2 HP:18/18 AC:17/13/14 Init:+3 Perception:+8 F:+2 R:+6 W: +3

Sinna moves out into the large room with the others, and notes the path that snakes it's way across the expanse of sand.

"Perhaps it would be senisible to stay on the path until we've determined what killed these individuals." she suggests.


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 nods at Sinna's suggestion and scurries back onto the path. "This does not look like a fate that we wish to share."


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 can move rather quickly when needed, so could go investigate that shell, perhaps, and hopefully stay clear of any threat ..." he says, not sounding entirely convinced of the prospect.


Watanabe considers the corpses and rubs his chin. He finally says mostly to himself, "I wonder...." He begins the rather simple gestures and the word of power and summons 2 gallons of water 25ft away from the path. If he can he'll try to get the water near but not on top of one of the corpses.


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Watanabe creates a small pool near the closest corpse. It just lays there, still, and so does the corpse.

Did that shell move? Out of the corner of your eye you are not sure if it did or not.


You'd think with 6 0th spell slots I'd have mage hand prepared, but no. Sinna has it though.


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

"Did that ..." Barlespin silences himself and carefully watches the shell.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Barlespin jumps for a moment, startled, as he believes that the shell is charging at them. He turns a deeper shade of purple in his cheeks as he blushes. "Sorry, I thought the shell was coming this way ..."


"It wasn't just me then." Watanabe looks to his companions, "Someone should take a closer look. Not 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.

Morgan goes to take a closer look.


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DC 17 Knowledge Dungeoneering on the Shell:
This is the shell of a Ghelarn. Born on the desert plain of an alien world, the softbodied ghelarn is a non-aquatic arthropod living within a shell-like exoskeleton manufactured from its own hardened secretions. This outer carapace contains many perforations, similar to dry coral or air-blasted stone, providing ample room from which the ghelarn can extendits outer extremities and explore the world. Chief among these appendages are two main tentacles that it uses to pull itself through the upper layers of sand within its native home, burrowing just below the surface while its hardened carapace remains above ground. As a result, ghelarns give the impression of ambulatory stone formations when traveling, but they can also abandon their shells entirely and delve deeper into the sand to avoid predators. Patient, quiet creatures, ghelarns prefer to ambush prey, waiting until suitable meals wander within reach of their tentacles or into the sticky quagmires they create just below the surface around their nesting grounds.


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 advances alongside Morgan.

Knowledge(Dungeoneering), with inspiration: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (6) = 24

Barlespin's body stiffens slightly, his voice becoming slightly flat as he says, "This is the shell of a Ghelarn, a softbodied non-aquatic arthropod from desert worlds. The exoskeleton is manufactured from its own hardened secretions. It has two primary tentacles, allowing it to burrow just below the surface of the sand while its hardened carapace remains above ground. This allows them to hide below ground, setting up an ambush with sticky traps near their nesting grounds ..." He blinks, seeming to return to himself. "Hold on ... What!" He backs away from the shell.

Given my roll, do I know any weaknesses by any chance?


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Ghelarns are vulnerable to sonic damage


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Nothing happens as Barlespin backs away from the giant shell.


”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 out his pistol and shoots one bullet in shell.

pistol: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 ⇒ 3

Then he reloads his pistol.


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There is a hollow THUNK sound as the bullet strikes the shell and ricochets off. An eye stalk emerges from one of the hollows on top of the shell and swings to look at you

Ok, putting us into initiative

Initiative:
Ohitekan: 1d20 + 2 ⇒ (6) + 2 = 8
Barlespin: 1d20 + 2 ⇒ (1) + 2 = 3
Zaraith: 1d20 + 3 ⇒ (3) + 3 = 6
Watanabe: 1d20 + 2 ⇒ (14) + 2 = 16
Sinna: 1d20 + 3 ⇒ (8) + 3 = 11
Morgan: 1d20 + 7 ⇒ (19) + 7 = 26
Ghelarn: 1d20 + 0 ⇒ (13) + 0 = 13

Combat Round 1 - Bold May Act

Morgan
Watanabe
Ghelarn
Sinna
Ohitekan
Zaraith
Barlespin


Watanabe gives Morgan a tiny bit of foresight about his immediate future. He then positioned himself behind some of the more martial of his companions.

Blessing of the Faithful:
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, saving throws or AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.


”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 shoot one more time and then reloads.

pistol: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
damage: 1d8 ⇒ 4


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It is tricky with the size of the map. Happy to do "theater of the mind" for this combat.

Morgan's shot hits the Ghelarn.

A pair of tentacles whip out at Barlespin.

Tentacle: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Tentacle: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Combat Round 1/2 - Bold May Act

Morgan
Watanabe
Ghelarn -7
Sinna
Ohitekan
Zaraith
Barlespin -9


”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 shoot again and then reloads.

pistol: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
damage: 1d8 ⇒ 5


Android Bard 2 HP:18/18 AC:17/13/14 Init:+3 Perception:+8 F:+2 R:+6 W: +3

Sinna watches as Morgan inexplicably shoots at the large shell of the Ghelarn, the glances back a the path that presumable leads to safety.

As Barlespin and Watanebe rush to the gunslinger's aid, she is reminded of her duty to her fellow adventurer, bringing her hands up and summoning the power within her.

Holding a hand out towards the Ghelarn, she musters her power in an attempt to cause it to slumber...soft motes of light fly from her hand, swirling and settling about the creature.

Sleep, DC 10


Android Bard 2 HP:18/18 AC:17/13/14 Init:+3 Perception:+8 F:+2 R:+6 W: +3

Sinna watches as Morgan inexplicably shoots at the large shell of the Ghelarn, the glances back a the path that presumable leads to safety.

As Barlespin and Watanebe rush to the gunslinger's aid, she is reminded of her duty to her fellow adventurer, bringing her hands up and summoning the power within her.

Holding a hand out towards the Ghelarn, she musters her power in an attempt to cause it to slumber...soft motes of light fly from her hand, swirling and settling about the creature.

Sleep, DC 10

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