Sufficiently Advanced Magic (Inactive)

Game Master Losonti

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Wrath of the Righteous | Iron Gods

Wounded as it is, the gremlin is just too nimble for Tyn's maneuver. It leaps out of his reach. Then, without any warning, it simply isn't there anymore.

Spellcraft DC 19:
The gremlin cast dimension door as a spell-like ability.

Meanwhile, even though Shesik's blade is well-aimed, it fails to pierce through the gremlin's supernaturally tough hide. She does, however, capture its attention just long enough for Xaerai to line up the perfect shot. With a flash of light and a clap of thunder, the gremlin's head simply disappears into nothingness. Unlike his comrade, however, the rest of his body remains. After a brief moment of seeming confusion, it slumps to the ground and falls over.

Combat over!


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Dex: 1d20 + 1 ⇒ (4) + 1 = 5

Xaerai twirls the pistol around her finger. "And that's how you deal with--oh shi--!" The trigger guard slips off her finger and the gun clatters to the floor. Swearing in Dwarven, Xaerai retrieves it from the pile of junk and jams it back into her holster, face red.


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin retrieves the bolt and reloads the crossbow before following the others into the northern cavern.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Shesik sheathes her blade and turns back to the trapped cavern. "I'll go take a look at that trap. We should keep watch, that gremlin might pop back at any time." She makes her way up the small embankment and into the trapped passage. Moving carefully she unwraps her tools and begins working with the trap.

Disable Device: 1d20 + 6 ⇒ (12) + 6 = 18


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau limps along, clearly impaired by his injuries.


Wrath of the Righteous | Iron Gods

Shesik has no trouble disarming the trap, as it's virtually identical to the first one. Back in the cavern, while Xaerai is fumbling with her dropped firearm, she looks back up to see another of the gremlins, trying to sneak up on her with a bared blade. When it notices her noticing it, the creature bares its teeth and charges forward anyway!

Initiative:

Zelvin: 1d20 + 4 ⇒ (16) + 4 = 20
Hekau: 1d20 + 2 ⇒ (9) + 2 = 11
Shesik: 1d20 + 4 ⇒ (13) + 4 = 17
Tyn Foyle: 1d20 + 2 ⇒ (11) + 2 = 13
Xaerai: 1d20 + 1 ⇒ (14) + 1 = 15
Jinkin: 1d20 + 6 ⇒ (2) + 6 = 8

Round 1:

Zelvin
Shesik
Xaerai
Tyn Foyle
Hekau

Jinkin

The whole party goes first!


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin aims and fires Hekau's crossbow at the advancing jinkin!

Activate Arcane Strike
Crossbow attack: 1d20 + 2 ⇒ (8) + 2 = 10
Piercing/cold iron/magic damage: 1d6 + 1 ⇒ (6) + 1 = 7


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

I knew they’d be back!

Having successfully made this trapped chamber safe, Shesik rushes to the main chamber when sound of combat resume. Finding herself next to Hekau, she grabs the cold-iron dagger. ”Gimme that. S’better on these things.”


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau makes no objection as Shesik takes the dagger.
He casts Acid Splash on the gremlin, though they are small and quick so he probably misses.
Ranged Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d3 ⇒ 3


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Didn't see what happened to the last fellow, eh?" Drawing her pistol again, Xaerai reloads it with the smooth grace of endless hours of practice.


Wrath of the Righteous | Iron Gods

Both Zelvin and Hekau's attacks fly harmlessly over the gremlin's tiny head, as Shesik and Xaerai both prepare to do violence to it.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn hops down the slope and moves next to Xaerai, hoping to provide some cover.

Readied action: Gremlin engages Xaerai in melee-Aid Another to provide +2 bonus to AC

Aid Another (vs AC 10): 1d20 + 1 ⇒ (8) + 1 = 9


Wrath of the Righteous | Iron Gods

GM Screen:

Short sword vs Xaerai, Charge: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage: 1d3 - 2 ⇒ (3) - 2 = 1
[/dice]

The gremlin lets out a tiny battle cry and charges straight for Xaerai, waving its knife around and slashing wildly at Xaerai's ankles. The weapon fails to penetrate her armor, though.

Round 2:

Zelvin
Shesik
Xaerai
Tyn Foyle
Hekau

Jinkin


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin moves around the rest of the party, and readies a shot with the crossbow. (Ready action: when Xaerai steps out of the gremlin's space, so it no longer has cover.)

Readied action:
Crossbow attack: 1d20 + 2 ⇒ (4) + 2 = 6
Piercing/magic/cold iron damage: 1d6 + 1 ⇒ (3) + 1 = 4


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

As Tyn reaches out to impede the gremlin's attack, he realizes that doing so would shatter the vial's precious contents and instinctively jerks it back at the last moment. Seeing the foul pest missing anyway, he tries to grab the credit,

"The emissary of the beloved Father of Invention...always at your service Slinger X!"

Bluff: 1d20 ⇒ 12


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Seeing the enemy struggle to pierce Xaerai’s defenses, Shesik crouches low and swipes wildly at it.

Dagger Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Cold-Iron
Secondary Claw Attack: 1d20 + 5 - 5 ⇒ (19) + 5 - 5 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3


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Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau is frustrated at this creature's persistence; he no longer has his cold iron dagger, and he isn't skilled at shooting into melee.

But he realizes something; while small and fast foes are hard to hit, they are easy to knock down, disarm, or grapple. Their AC is typically much better than their CMD. And with the gremlin's lack of reach, he can attempt to trip it without risk. It won't get an AOO on him because it is Tiny and doesn't threaten his square.

He moves up and grabs the creature.
Grapple: 1d20 ⇒ 17


Wrath of the Righteous | Iron Gods

If this was a PF2 game, you'd have earned yourself a hero point, Hekau!

The gremlin seems untouchable as it evades every attack that comes its way, until Hekau's legs shoots out and knocks its feet out from under it. It falls right onto its back, momentarily stunned.


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

I had originally planned to trip, then changed my mind while writing the post to grapple instead.

The gremlin probably does have a decent Escape Artist check, so might as well go with the Trip. Whatever the GM wants to do.


Wrath of the Righteous | Iron Gods

Ah, that's my mistake, I fixated on where you wrote "trip" but skipped over the actual text of your dice roll. You beat the gremlin's CMD and it's your character, so just pick which one sounds good to you.


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Let's go with Trip.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Heh, that's good thinking Hekau" Xaerai glares down at the gremlin sprawled out on the ground and backs away from it. Disregarding her pistol pistol for the moment, she jabs at it with an armored toe to try and draw its attention away from Shesik.

I'm not including any changes from prone that may be there.
Aid Another (Shesik Attack): 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Watching Hekau skillfully drop the little gremlin, Shesik grins and stabs at it with his dagger. ”See we can be sneaky too.”

Dagger Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Cold-Iron
Secondary Claw Attack: 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Wrath of the Righteous | Iron Gods

Sorry for no post yesterday, I accidentally took a double dose of one of my daily meds and wound up sleeping almost all day.

The gremlin rolls away from Xaerai's boot, leaping to its feet with its back exposed to Shesik. It lunges for the dwarf again, short sword raised high.

Short sword vs Xaerai: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm: 1d20 + 8 ⇒ (5) + 8 = 13 nope
Damage: 1d3 - 2 ⇒ (1) - 2 = -1 Translates to 1 point of nonlethal damage

Because the gremlin was prone, Xaerai's aid another succeeds. Shesik, if you could roll an AoO for us, with a +6 to hit. Anyone else that is currently threatening the square it's in may also roll an AoO, with a +4 bonus for it being prone.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Dagger AoO: 1d20 + 4 + 6 ⇒ (14) + 4 + 6 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Cold-Iron


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

AoO: 1d20 + 4 + 4 - 4 ⇒ (1) + 4 + 4 - 4 = 5 Damage: 1d3 + 3 ⇒ (2) + 3 = 5 lol


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin moves to the other side of Hekau and fires the crossbow bolt at the gremlin when it stands up.

Readied action:

Crossbow attack: 1d20 + 2 ⇒ (8) + 2 = 10
Piercing/magic/cold iron damage: 1d6 + 1 ⇒ (6) + 1 = 7


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

I don't think Hekau gets an AOO, as he is unarmed.


Wrath of the Righteous | Iron Gods

Shesik's aim is true, and her cold iron blade cuts a deep furrow into the gremlin's back. Zelvin's bolt, unfortunately, flies off into the darkness.

Round 3:

Zelvin
Shesik
Xaerai
Tyn Foyle
Hekau

Jinkin -4 HP

The tiny monster is officially bloodied! The whole party is up.


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin loads another bolt and fires!

Any bets? :D
Crossbow: 1d20 + 2 ⇒ (7) + 2 = 9
Piercing/cold iron damage, Arcane Strike: 1d6 + 1 ⇒ (5) + 1 = 6

Nope! I haven't rolled above 10 in like a month! :)


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

With the gremlin’s blood now dripping from Hekau’s cold-iron dagger, Shesik grins madly and stabs and claws at her quarry between Xaerai’s feet. ”Got ye! Want some more?”

Dagger Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Cold-Iron
Secondary Claw Attack: 1d20 + 5 - 5 ⇒ (4) + 5 - 5 = 4
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn takes out his sickle move action and tries to strike the gremlin.

sickle: 1d20 + 1 ⇒ (4) + 1 = 5
DMG: 1d6 + 1 ⇒ (5) + 1 = 6

"Die!"

So is that single digits on attack rolls for everyone?


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau again tries to Trip the gremlin.

Trip, Flanking: 1d20 + 2 ⇒ (3) + 2 = 5
Wow...


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"I swear I used to know how to punch people. Jus' need to knock the rust off, is all." Reloading her pistol after stepping away, Xaerai levels her pistol and the gremlin. "Cover your ears, friends!"

Attack: 1d20 + 3 ⇒ (7) + 3 = 10


Wrath of the Righteous | Iron Gods

Those are some cursed rolls! At least this guy's on his own and can't sneak attack you.

Short sword vs Shesik: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d3 - 2 ⇒ (1) - 2 = -1 1 nonlethal

The gremlin whirls on Shesik, leaping at her and drawing a tiny pinprick of blood with its equally tiny weapon. In the process, he somehow manages to avoid every attack sent his way.

Shesik, his entering your square provokes an AoO.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

As the gremlin turns and rushes at her, Shesik stabs at it with Hekau’s dagger.

Dagger AoO: 1d20 + 4 ⇒ (6) + 4 = 10 Crit-threat
Crit confirmation: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Critical Damage: 1d4 + 2 ⇒ (4) + 2 = 6

OMG, the dicebot seeks redemption.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

As the gremlin turns and rushes at her, Shesik stabs at it with Hekau’s dagger.

Dagger AoO: 1d20 + 4 ⇒ (20) + 4 = 24 Crit-threat
Crit confirmation: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Critical Damage: 1d4 + 2 ⇒ (4) + 2 = 6

OMG, the dicebot seeks redemption.


Wrath of the Righteous | Iron Gods

With preternatural speed, Shesik uses the gremlin's lunge against him, slamming her dagger into and through his body. His face remains locked in an expression of surprise as he falls to the ground.

The super jenkin is defeated!


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Hooray!

Zelvin starts to look through the pile of junk beneath their feet, but is immediately distracted by what looks like double doors behind them on the east wall of the chamber. Curious, he ambles over to investigate.


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"Well done, Shesik. You may wish to hold on to that dagger in case we encounter any more.
Zelvin, I am sorry my crossbow has not worked well for you. I know it is not a weapon you normally use."


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin giggles. "I've held out hope that things would have worked out differently if I had been usin' my trusty pistol, but thank the Whisper Shesik is so quick with the blade! I'll gladly give it back to you, but maybe let's wait until we're sure we got them all, that okay brother?"


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"Certainly, brother. I will endeavor to trip the creatures again if we encounter more of them, or use Acid Splash if I have a clear shot."


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Well struck, Shesik." Xaerai doesn't holster her pistol this time, instead warily scanning the rubbish pile and surrounding cavern. "That's three, aye? Did they happen to mention how many gremlins we're up against?"


Wrath of the Righteous | Iron Gods

The circular doorway against the eastern wall is made of the same dark gray metal you saw in the skulk cavern, but you don't see any ways to open it from here.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"Good riddance to foul vermin! I am sure we would already know if there were more. I doubt they lack the self control to stay themselves from attacking us if any living ones were still present. Well. I guess we haul these bodies back as proof of our success?"


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Shesik cleans the cold-iron dagger on the fresh remains of the goblin before starting to poke around in the junk at their feet. ”We should double check those passages to the northwest and southeast before saying we’re done.”

She takes a short walk into those areas to verify their vacancy and make sure the gremlins didn’t leave any surprises behind.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23 (24 vs. Traps, 25 vs. Constructs)


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin cocks his head at the metal wall and circular door, but shrugs before returning to look through the (apparent) trash here. He is slightly wary of more of the creatures hiding in the pile or in one of the adjacent rooms, and apart from their hours-long water breathing spell there's no hurry.

Did we look in the small room just south of here? I'm assuming that's where the last jenkin came from, since it looks like a room separate from the other caves.


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Xaerai nods firmly in agreement with Shesik. "Aye, best to be sure before we start trumpeting our successes. And what do we think are the chances that other blighter--the one who disappeared--will pop back in to cause more trouble?"


Wrath of the Righteous | Iron Gods

Shesik finds another tripwire in the room to the southeast going to just hand-wave you disarming this one, but the chamber only contains more junk. The junk in the main cavern appears to be entirely useless, which is just as well, considering jenkins' proclivity for cursing anything that stays in their possession for long.

Fortunately, during the search, you have no further encounters with gremlins. It seems that, at least for now, they've been cleared out of the caves.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Tyn inspects the entryway to the small southern chamber.

PER (+5/+6 vs traps): 1d20 + 5 ⇒ (18) + 5 = 23

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