Rusty Iron Henges (Inactive)

Game Master Dennis Muldoon

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Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

Fortitude (E): 1d20 + 8 ⇒ (13) + 8 = 21

Bireli flinches as the necrotic energies wash over them.


Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

Fort: 1d20 + 8 ⇒ (12) + 8 = 20

Dang, missed by 1

Despite taking the full impact of the damage, Demonica races in to attack the skeleton leader.

greatsword: 1d20 + 10 ⇒ (17) + 10 = 27
ouch!: 1d12 + 4 ⇒ (1) + 4 = 5 slashing
telekinetic projectile: 3d6 ⇒ (2, 3, 2) = 7 bludgeoning

Grand Lodge

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Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Demonica slams her massive sword into the lead skeleton. The blade scrapes harmlessly off the calcified bone, but the magic carried with it causes several ribs to crack. It seemed to resist all that slashing damage.

-------

Initiative!

  • Otoro 33/44hp
  • Skelly Leader -8hp
  • Demonica 27/38hp
  • Henry DC 21 Fort save vs. 11 void damage
  • ?

    Henry is up!


  • Human| HP 35/35 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +6 | Default Exploration: Search

    Fort DC 21: 1d20 + 7 ⇒ (17) + 7 = 24 5 damage

    Henry rushes to the corner of the room, he raises a shaking and as the actual undead begin to rise. "The sound of their bones is horrific." His own teeth seem to chatter slightly as his dagger releases small bits of magic. Each a trail that loops quickly through the air before plunging itself into the chest of each of his companions.

    Loose Time's Arrow. Each of you are quickened this turn.

    ◆ Stride
    ◆◆ Loose Time's Arrow

    Status:

    HP 30/35
    AC 17
    Spells: 1st 4/4 | 2nd 2/3
    Focus: 1/1

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    One of the skeletons shambles over to Demonica, slashing at her with a rusty scimitar...

    Scimitar vs. Demonica: 1d20 + 6 ⇒ (6) + 6 = 12
    Slashing: 1d6 + 2 ⇒ (6) + 2 = 8

    ...then follows with a claw swipe.

    Claw vs. Demonica, agile 2nd: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
    Slashing: 1d4 + 2 ⇒ (2) + 2 = 4

    -----

    Initiative!

  • Otoro 33/44hp
  • Skelly Leader -8hp
  • Demonica 23/38hp
  • Henry 30/35
  • Skelly 2 -1hp
  • Puddins 36/41hp
  • Skelly 1 -1hp
  • Bireli 39/44

    Puddins may act.


  • Female Cleric 3 | Perc +9 | Speed: 30' | HP: 41/41 | AC: 20 | Fort: +10 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 3/3, 2:1/2, Heal: 1/4 | Exploration: Search | Status: None | Hero Points: 0

    "Hmm they seem hard to damage. Guess we just have to hit them harder!"

    Puddins strides into a flanking position against Skelly 2, casts Weapon Surge and swings!

    Greatsword w Magic Weapon vs flanked: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
    Slashing Damage: 2d12 + 4 ⇒ (6, 8) + 4 = 18

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The rest of the party has to suddenly duck as Puddins sends bone fragments flying across the room! #2 is dead many times over, never mind the resistance to slashing.

    With Puddins right at hand, the remaining skeletal henchman slashes at her with a rusty scimitar, then rakes at her twice with bony claws!

    Scimitar vs. Puddins: 1d20 + 6 ⇒ (4) + 6 = 10
    Slashing: 1d6 + 2 ⇒ (1) + 2 = 3

    Claw vs. Puddins, agile 2nd: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
    Slashing: 1d4 + 2 ⇒ (1) + 2 = 3

    Claw vs. Puddins, agile 3rd: 1d20 + 6 - 8 ⇒ (20) + 6 - 8 = 18
    Slashing: 1d4 + 2 ⇒ (1) + 2 = 3

    Puddins deflects the first two, but the third swipe manages to scratch her cheek. Miss raised to hit by the natural 20 for 3 damage.

    ------

    Initiative!

  • Otoro 33/44hp
  • Skelly Leader -8hp
  • Demonica 23/38hp
  • Henry 30/35
  • Puddins 33/41hp
  • Skelly 1 -1hp
  • Bireli 39/44

    Bireli and Otoro may act.


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    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Otoro moves up, and reopens their gate, splashing the skelly leader.

    melee water vs leader: 1d20 + 9 ⇒ (15) + 9 = 24
    bludgeoning: 1d8 + 1 ⇒ (6) + 1 = 7

    Otoro then heals Demonica his his Ocean's Balm.

    healing for Demonica: 2d8 ⇒ (8, 7) = 15
    Resist Fire 3 for 1 minute.


    Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

    Bireli momentarily frowns with irritation as he observes the skeletons' bones resisting his sister's blade. With a sigh, he sheathes the magical rapier and draws the cold iron hammer before dashing into the room.

    Stopping near Puddins, he swings his hammer at the rusty skeleton. "It is time for you to return to sleep!"

    ◆ Interact: Exchange
    ◆ (Quickened) Stride
    ◆ Strike: Light Hammer (T): 1d20 + 8 ⇒ (12) + 8 = 20
    Cold Iron, Bludgeoning, Panache: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
    ◆ Raise a Shield

    AC 22

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Bireli scatters the bones of the remaining skeletal minion, while Otoro batters the leader with a gout of water, then heals Demonica.

    The skeletal leader howls in anger as you destroy its allies, sending out a burst of dark energy that washes over all of you and seems to sap your vitality as well as knit some of its bones back together.

    Harm, 3-actions: 2d8 ⇒ (6, 6) = 12
    DC 21 basic Fort save.

    ------

    Initiative!

  • Otoro 33/44hp; DC 21 Fort vs. 12 void damage
  • Skelly Leader -3hp
  • Demonica 23/38hp; DC 21 Fort vs. 12 void damage
  • Henry 30/35; DC 21 Fort vs. 12 void damage
  • Puddins 33/41hp; DC 21 Fort vs. 12 void damage
  • Bireli 39/44; DC 21 Fort vs. 12 void damage

    Everyone is up!


  • M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    fort DC 21: 1d20 + 11 ⇒ (17) + 11 = 28

    Otoro weathers the storm much better this time.

    -5 = 27 for me. I think Demonica's HP didn't get updated after I healed her 15 last round.

    Otoro unleashes a powerful blast against the remaining skeleton.

    2 action blast: 1d20 + 9 ⇒ (18) + 9 = 27
    b damage: 1d8 + 5 ⇒ (4) + 5 = 9

    Otoro will then heal with life giving water.
    Myself, unless Puddin's fails or worse, in which case I'll heal them.


    Female Cleric 3 | Perc +9 | Speed: 30' | HP: 41/41 | AC: 20 | Fort: +10 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 3/3, 2:1/2, Heal: 1/4 | Exploration: Search | Status: None | Hero Points: 0

    Fort Save: 1d20 + 10 ⇒ (16) + 10 = 26

    Puddins grits her teeth and counters with some positivity.

    3 action heal: 2d8 ⇒ (2, 6) = 8

    DC 17 Fort Save for the enemy. Healing for my allies within reach.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Otoro wrote:
    I think Demonica's HP didn't get updated after I healed her 15 last round.

    Thanks, fixed.

    ----------------------------

    Otoro weathers the storm, then batters the remaining skeleton with a torrent of water, cracking more bones. He then heals more wounds.

    Puddins, also ignores the worst of the painful burst and counters with some healing energy of her own!

    GM Screen:
    Fort save: 1d20 + 8 ⇒ (5) + 8 = 13

    Failure -> Full damage, but no apparent weakness.

    Otoro healing for himself: 2d8 ⇒ (6, 6) = 12

    ---------

    Initiative!

  • Otoro 44/44hp
  • Skelly Leader -20hp
  • Demonica 38/38hp; DC 21 Fort vs. 12 void damage
  • Henry 35/35; DC 21 Fort vs. 12 void damage
  • Puddins 35/41hp
  • Bireli 44/44; DC 21 Fort vs. 12 void damage

    Demonica, Henry, and Bireli owe saves and may act.


  • Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

    Demonica brings her sword down in a thunderous attack!

    greatsword: 1d20 + 10 ⇒ (5) + 10 = 15
    ouch!: 1d12 + 4 ⇒ (8) + 4 = 12 plus 3 sonic (DC 18 basic Fort)

    She swings her sword around, recapturing the magic, then makes one more attack. (1 temp hp)

    greatsword: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
    ouch!: 1d12 + 4 ⇒ (12) + 4 = 16 + 1 force

    Thunderous Strike conflux spell, enter Arcane Cascade, Strike

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Demonica Fort vs. void damage: 1d20 + 8 ⇒ (15) + 8 = 23 Success for half damage

    ---------

    GM Screen:
    Fort save: 1d20 + 8 ⇒ (1) + 8 = 9

    Demonica's blows both scrape harmlessly off the creature's bones, but the thunderous sound seems to batter it quite badly. Crit fail vs. sonic damage.

    -------

    Initiative!

  • Otoro 44/44hp
  • Skelly Leader -26hp
  • Demonica 32/38hp
  • Henry 35/35; DC 21 Fort vs. 12 void damage
  • Puddins 36/41hp
  • Bireli 44/44; DC 21 Fort vs. 12 void damage

    Henry and Bireli owe Fort saves and may act.


  • Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

    Bireli's Fortitude (T): 1d20 + 8 ⇒ (1) + 8 = 9

    Bireli's body withers under the necromantic onslaught. He groans in pain but bravely grins before raising his shield and rushing to the other side of the skeletal sorcerer. "That is far too much from you," he says hoarsely. "Time to go back to sleep, I say!"

    He swings the hammer at the skeleton.

    ◆ Raise a Shield
    ◆ Stride
    ◆ Confident Finisher: Light Hammer (T): 1d20 + 8 ⇒ (15) + 8 = 23
    Cold Iron, Bludgeoning: 1d6 + 2 ⇒ (2) + 2 = 4+ Precise Strike (target still takes half on a miss): 2d6 ⇒ (3, 1) = 4


    Human| HP 35/35 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +6 | Default Exploration: Search

    Fort DC 21: 1d20 + 7 ⇒ (18) + 7 = 25 6 damage

    Puddings positive energy helps with the burning sensation crawling up his skin as the void magic begins to curl Henry's hair. He does everything he can to help focus on his friends moving this along quickly.

    Loose Time's Arrow. Everyone is quickened this turn.

    ◆ Stride
    ◆◆ Loose Time's Arrow

    Status:

    HP 26/35
    AC 17
    Spells: 1st 4/4 | 2nd 1/3
    Focus: 1/1

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    BIreli withers, but still manages to bludgeon the skeleton, then retreats behind his shield. Henry, meanwhile, resists the worst of the effect, then quickens his allies.

    The skeleton, badly damaged, casts a defensive ward before slashing at the wounded Bireli with its bony claws!

    Claws vs. Bireli: 1d20 + 12 ⇒ (11) + 12 = 23
    Slashing: 2d6 + 4 ⇒ (3, 4) + 4 = 11

    Claws vs. Bireli, agile 2nd: 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23
    Slashing: 2d6 + 4 ⇒ (3, 4) + 4 = 11

    It catches Bireli twice, dropping the swashbuckling teen, bleeding and unconscious, to the ground!

    Both of those hit even with your shield raised, I think, and AFAIK you don't have Shield Block. If either of those is incorrect, let me know and I'll adjust!

    ---------

    Initiative!

  • Otoro 44/44hp
  • Bireli 0/44; dying 1
  • Skelly Leader -34hp; magical shield raised
  • Demonica 32/38hp
  • Henry 29/35
  • Puddins 36/41hp

    Bireli is down and dying 1. Everyone else may act!


  • M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Otoro repositions and blasts the skeleton and heals Bireli.

    melee blast vs Skelly: 1d20 + 9 ⇒ (12) + 9 = 21
    b damage: 1d8 + 1 ⇒ (4) + 1 = 5

    Bireli healing: 2d8 ⇒ (1, 3) = 4
    resist fire 3 for 1 minute.


    Female Cleric 3 | Perc +9 | Speed: 30' | HP: 41/41 | AC: 20 | Fort: +10 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 3/3, 2:1/2, Heal: 1/4 | Exploration: Search | Status: None | Hero Points: 0

    Seeing many of her companions are hurt, Puddins radiates healing magic, also intended to harm the enemy,

    3 action Heal: 2d8 ⇒ (6, 6) = 12

    DC 17 Fort Save for baddie.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Otoro blasts the skeleton with a battering torrent, then heals the most dire of Bireli's wounds. Puddins, meanwhile, sends out a more powerful blast of healing that washes over the whole room.

    GM Screen:
    Fort save: 1d20 + 8 ⇒ (13) + 8 = 21

    The skeletal figure resists the worst of the positive energy, but still looks to be in very bad shape!

    ---------

    Initiative!

  • Otoro 44/44hp
  • Bireli 16/44; prone, wounded 1
  • Skelly Leader -45hp; magical shield raised
  • Demonica 38/38hp
  • Henry 35/35
  • Puddins 41/41hp

    Demonica, Henry, and Bireli may act.


  • Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

    Demonica steps into a flank with her now conscious brother. She glares at her sword for seemingly not being able to hurt the skeleton, but tries again with magic added.

    greatsword vs flat-footed: 1d20 + 10 ⇒ (13) + 10 = 23
    ouch!: 1d12 + 4 ⇒ (7) + 4 = 11 + 1 force
    telekinetic projectile: 3d6 ⇒ (6, 3, 3) = 12 bludgeoning

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Post 1 of 2

    Despite the skeleton's unholy resistances, Demonica's blow won't be stopped this time! The force of the heavy blade, combined with the magically-propelled cloud of debris that flies with it, shatter the bones in an explosion of fiery bone fragments and rusty chain mail that flies in all directions!

    Piercing damage: 2d6 ⇒ (3, 3) = 6
    I need both a basic Reflex save and a Fort save from Demonica, Bireli, and Otoro.

    Out of combat!

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Post 2 of 2

    As the last remnants of the skeleton rain down around the room, one of the colorful veins of metal fades to a dull sheen, and the wall of force seems to flicker for a moment. The figures within glance up, but then go about whatever their business is.

    Henry is the first to remember where he has seen some of these colored veins of metal before:

    Active:

  • The magenta vein is not familiar.
  • The greenish vein is the same color as the wires leading to the tables (that you were not successful in your checks to examine) in the research lab a couple floors up.
  • The bluish one next to it is similar to the wires leading to the tables (that you also failed in your checks to fully examine) in the secret laboratory you found in a secret door within.
  • The red vein is the same color as the gems in the huge statue in the room where you fought the clockwork mage.

    Inactive:

  • The dull purple vein is reminiscent of the altar apparatus you disabled in the chamber where you confronted Knurr Ragnulf.
  • The dull yellow vein is the same color as the inlaid sigils of the ritual circle you found upstairs which contained the creepy human-faced slug creature.
  • The orange vein seems to snake through this room.

    I've added a slide with this information as well.


  • Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

    Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
    Fort: 1d20 + 8 ⇒ (14) + 8 = 22


    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    the dodgening: 1d20 + 10 ⇒ (17) + 10 = 27

    Otoro does a pretty good job of dodging.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    I need a Fort save from you too, Otoro.


    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    fort of the save variety: 1d20 + 11 ⇒ (16) + 11 = 27


    Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

    Reflex (E): 1d20 + 11 ⇒ (19) + 11 = 30

    Bireli wakes as the healing energy flows into him only to get a face full of bone shrapnel. "Ai!"

    He collects himself and stands. "Well, we showed him!"


    Human| HP 35/35 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +6 | Default Exploration: Search

    Henry kneels down around the injured. Whatever you just did took down one of those shields. The colors look linked to areas we have been. I am betting my Mom is in there."

    He goes on to explain the remaining three colors he is aware of. "We need to take care of those three rooms."

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Need a Fort save from Bireli, too. Let me know where you want to go next.


    Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

    "Let's go back upstairs and deal with green, blue, and red. Then, we'll need to find magenta."

    Back to the research lab to deal with green first?


    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Otoro thinks to himself I think they mean purple. as he looks over at Bireli. "We should treat his wounds before we continue."


    Female Cleric 3 | Perc +9 | Speed: 30' | HP: 41/41 | AC: 20 | Fort: +10 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 3/3, 2:1/2, Heal: 1/4 | Exploration: Search | Status: None | Hero Points: 0

    That sounds great to me. We should take the time we need to to patch everyone up and refocus, then head back upstairs.


    Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

    Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26

    "I'm game for any plan," Bireli says, "but I'm at a loss about how to go about dealing with that magic."

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Thankfully none of you contracted tetanus from that rusty explosion.

    You retreat back to a defensible space, then take your time to heal everyone's wounds before heading back upstairs. When you reach the lab again, you see it exactly as you left it. Massive columns of rusted metal loom in large alcoves to the east and south, and now that you know what you're looking for, the rest of you can see the green streaks running through the columns. Each is fitted with complex hinged armatures and drooping wires that connect them to one of two large metallic worktables. Gears grind slowly and glowing crystals periodically pulse from these worktables.


    Human| HP 35/35 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +6 | Default Exploration: Search

    Henry begins poking around. "Any idea on how to begin disabling this field?"


    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Otoro ponders outloud "I mean we could certainty smash a few pieces or otherwise disable them, but we'd just as likely make something explode as disable it. Maybe we should explore elsewhere and circle back?"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    You can try to figure out how to disable it with Arcana or Thievery, or you can try smashing it (or you can move on and come back).


    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Otoro looks over the device.

    thievery to examine: 1d20 + 8 ⇒ (11) + 8 = 19


    Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

    Demonica tries a magical approach, hoping she can disable the crystals.

    Arcana: 1d20 + 8 ⇒ (9) + 8 = 17

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Working together, Demonica and Otoro are able to figure out how to break the connection between the mechanism in the table and the conduit pillar. As they do, the colorful streak in the metal fades to a dull gray.

    Where to next? The secret lab with a very similar table is next door. There's also one room on this floor you never opened, or we can move on to another floor.


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    Human| HP 35/35 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +6 | Default Exploration: Search

    "Let's check out the lab next door. Hopefully its just as easy." Henry begins to rush towards the lab.

    Vote for Secret Lab --> Unvisited Room --> Clockwork Mage Room


    Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

    "Let's do it!" Bireli says enthusiastically. "Maybe we can just hit it with a hammer?" He laughs.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Moving into the formerly-secret lab, you find similar tables connected to a massive metal pillar streaked with blue. Same checks, Arcana or Thievery; or you can smash them.


    Female human magus 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 | Stealth -1 | 25 feet | Active Conditions: none

    Arcana: 1d20 + 8 ⇒ (8) + 8 = 16

    Demonica tries to figure out the magic.


    M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Otoro leaves the dissembling of this one to Bireli.


    Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

    Birelli fishes out his tool kit. "Fine. The careful way it is," he says with a chuckle.

    Thievery (T): 1d20 + 9 ⇒ (8) + 9 = 17
    Thievery (T): 1d20 + 9 ⇒ (18) + 9 = 27

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    GM Screen:
    Bireli's Initiative Using Defend, After You: 1d20 + 7 ⇒ (8) + 7 = 15
    Otoro's Initiative Using Avoid Notice: 1d20 + 10 ⇒ (10) + 10 = 20
    Henry's Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
    Puddins's Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
    Demonica's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8

    YH Init: 1d20 + 9 ⇒ (12) + 9 = 21

    ------

    Bireli's Perception (E): 1d20 + 7 ⇒ (20) + 7 = 27
    Otoro's Perception (T): 1d20 + 4 ⇒ (7) + 4 = 11
    Henry's Perception (T): 1d20 + 6 ⇒ (15) + 6 = 21
    Puddins's Perception (E): 1d20 + 9 ⇒ (4) + 9 = 13
    Demonica's Perception (T): 1d20 + 5 ⇒ (19) + 5 = 24

    Bireli, drawing from what the party learned with the last tables, is able to easily disable these. As the mechanism grinds to a halt, the blue streaks in the pillar fades.

    Taking the order from Henry's post above to move on to the unexamined room on this floor:

    The final unexamined room on this floor is a padlocked door from the main central hall. You recall finding a key in one of the nearby rooms. Sure enough, the key easily turns the lock, unlocking the door.

    As the door swings open, the stench from over-full chamber pots is overpowering this vast, dusty chamber. The remains of archery targets, practice dummies, and wooden training posts lie sprawled around the room--it appears that the components taken from these old furnishings have been used to build a few rickety-looking beds to the north. A feeble oil lamp glows from the center of the room, perched on an old sawhorse. No other doors lead from this room.

    Bireli, Henry, and Demonica:
    You spot what looks like a folded piece of paper just visible in one of the beds, as if hidden there.

    As you enter the room, you hear a low growling as a vicious looking hound-like creature rises from its resting place and begins to prowl toward you! A long chain connects it to the wall beside the door, just short enough to prevent it from reaching the beds at the far end of the room, but plenty long to attack you in the doorway!

    The creature throws its head back and emits an unearthly howl that chills you to the very bone. DC 20 Will save from everyone.

    Will save results:

    Success or Crit Success: No effect
    Failure: Frightened 1
    Critical failure: Frightened 3 and fleeing for 1d4 rounds or until no longer frightened.

    -------

    Initiative!

  • Hound
  • Otoro DC 20 Will vs. howl.
  • Puddins DC 20 Will vs. howl.
  • Henry DC 20 Will vs. howl.
  • Demonica DC 20 Will vs. howl.
  • Bireli DC 20 Will vs. howl.

    Everyone is up!


  • M Azerketi 3 | Hp 33/44| AC 20 | F +11 (E), R +10 (E), W +6 (E) | Perception +4 (T) <Low-Light> | Reaction(Deflecting Wave): Resist 3 vs Bludgeoning/Slashing or 6 vs Fire/Acid

    Will save: 1d20 + 6 ⇒ (1) + 6 = 7

    Otoro finally lets his nerves get the better of him as he books it.
    "Noppepeepoeopeepoe it's to much!!!"

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