GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort takes Total defense and hopes to avoid any more damage himself.


Current Map

Round 11
Omo hurls the bomb Ref: 1d20 ⇒ 11 burning down one zombie and harming the other.
Jarreck [-5HP, prone, stable] lays still
Seven pew pews Merrow for 10 and finishes off Brown.
Guaire fires an arrow which hits Marrow, but seems to deflect off her skin.
Mort total defenses. Mediocre Bonus1HPforwhoevergetsthereference
Marrow send the fiery sphere at Guaire Reflex: 1d20 + 7 ⇒ (5) + 7 = 12 Guaire takes 3d6 ⇒ (2, 6, 6) = 14. Marrow casts a spell on Guaire Will: 1d20 + 3 ⇒ (10) + 3 = 13 Guaire is paralyzed!

Round 12
Omo
Jarreck [-5HP, prone, stable]
Seven
Guaire [paralyzed]
Mort
Marrow

Good guys are up


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo moves forward examining the necromancer.

Spell Craft: 1d20 + 13 ⇒ (17) + 13 = 30 Has she warded herself v fire or electricity?

He then throws a bomb at her -- the type depending on what he discerns about her wards, if any.

Bombs Away! (RT): 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Energy Damage: 3d6 + 7 + 1 ⇒ (3, 3, 6) + 7 + 1 = 20
Daze (Maybe): 1d4 ⇒ 1

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

two questions, while Jarreck dreams of Giant pink polka-dotted elves...
Question 1: Did he loose the 5th hp because his turn came and went before Mort stabilized him? I didn't roll stabilization check because I saw that Mort had already done so. Went down with -4 in Round 9, Mort stabilized me in Round 10 actions.
Question 2: Do the rounds while I'm napping here count against the 10 rounds of being fatigued?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen glances at Guaire and wonders what happened to him.
Spellcraft: ID the spell that disabled Guaire: 1d20 + 13 ⇒ (10) + 13 = 23

Realizing she has no time or ability to restore him to fully functioning order, 'As if such a thing was possible...', she brushes past Omo and fires at Marrow with her wand. Twin missiles scream out to strike the levitating menace!

Magic Missile CL3: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Meanwhile the archon continues trying to fry Marrow but it has to doge one of Omo's bombs and it's aim is a bit wonky as a result. Just a bit of flavor.

Ranged Touch: 1d20 + 3 ⇒ (4) + 3 = 7Damage: 1d6 ⇒ 1
Ranged Touch: 1d20 + 3 ⇒ (13) + 3 = 16Damage: 1d6 ⇒ 2


Current Map

How many bombs do you have left Omo? @JArreck Yes and Yes
Round 12
Omo cannot tell at all what spells Marrow has on herself because he didnt cast detect magic first, he hurls a 1d2 ⇒ 1 fire bomb at her. Unfortunately he misses due to partial cover and range penalties. 1d8 ⇒ 3 the bomb splashes two squares south of Marrow
Jarreck [-5HP, prone, stable]
Seven identifies the spell as Hold Person. She then pew pews Marrow for 8. The Archon misses with his lasers beams of light.
Guaire [paralyzed] Will: 1d20 + 3 ⇒ (9) + 3 = 12 will continue to be paralyzed in Round 13.
Mort
Marrow

Waiting on Mort...


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

One. What range penalty? Isn't she thirty feet away? I meant to be right in the door way. which by my count is 30 ft. Omo wouldn't have thrown a bomb when he couldn't use point blank shot.


Encounter Map

You only have 20' movement so I moved you as close as possible before your attack. And she is 35' away due to diagonals


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort steps up, all the while grabbing two hands full of salt from his pack and looking menacingly at the spellcaster called Marrow.

"See how well you do after this..."

Casting Blindness, DC 18 Fort Save or be blinded permanently. Also moved myself on the map already, sorry about that.


Current Map

Round 12
Omo cannot tell at all what spells Marrow has on herself because he didnt cast detect magic first, he hurls a fire bomb at her. Unfortunately he misses due to partial cover and range penalties. the bomb splashes two squares south of Marrow
Jarreck [-5HP, prone, stable]
Seven identifies the spell as Hold Person. She then pew pews Marrow for 8. The Archon misses with his lasers beams of light.
Guaire [paralyzed] will continue to be paralyzed in Round 13.
Mort casts blindness Fort: 1d20 + 6 ⇒ (19) + 6 = 25 but Marrow resists.
Marrow sends her flaming sphere at Omo reflex: 1d20 + 7 ⇒ (17) + 7 = 24 but he dodges. Marrow levels her wand at Omo RTA: 1d20 + 6 ⇒ (7) + 6 = 13 but the scorching ray just misses the ratfolk.

Round 13
Omo
Jarreck [-5HP, prone, stable]
Seven
Guaire [paralyzed]
Mort
Marrow

Good guys are up


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

This is quite a predicament.....now i know how quartermaster Garreth felt, back then after that stunt he pulled.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

With his knack of drinking potions quickly, Omo will drink an alchemical allocation infusion, chase it with a Resist Energy (Fire) potion, and spit the potion back into its vial.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Drat, drat and double drat...

Mort moves into the room and aims a ray of sickening at Marrow.

Ranged Touch: 1d20 + 5 ⇒ (1) + 5 = 6

Fort Save DC 16 or be Sickened for 5 minutes.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Again the lantern Archon buzzes and spits out angry beams of light, but it seems to be having trouble hitting the levitating mage.

Pew Pew Laser beam!: 1d20 + 3 ⇒ (7) + 3 = 10Aiiie It burns: 1d6 ⇒ 3
Pew Pew Laser beam!: 1d20 + 3 ⇒ (5) + 3 = 8Aiiie It burns: 1d6 ⇒ 1
Or maybe not.

Seventeen just blasts again with her wand.
MM CL3: 2d4 + 2 ⇒ (4, 2) + 2 = 8


Current Map

Re:Action economy. Omo did you have the Resist Energy potion in hand? Isn't it a move action to retrieve something? Its a standard to mix/drink an infusion. Does your trait allow you to drink a potion as a free action or something...

Round 13
Omo drinks some potions.
Jarreck [-5HP, prone, stable]
Seven blasts for 8.
Guaire [paralyzed] Will: 1d20 + 3 ⇒ (18) + 3 = 21 breaks free! Can act normally next round
Mort fires an ineffective ray.
Marrow directs the flame to burn Mort Reflex: 1d20 + 3 ⇒ (2) + 3 = 5 Mort takes Fire: 3d6 - 4 ⇒ (3, 4, 6) - 4 = 9. She levels her wand at Mort and a ray of fire screeches out RTA: 1d20 + 6 ⇒ (6) + 6 = 12 the little gnome proves too hard to target.

Good guys go

Round 14
Omo
Jarreck [-5HP, prone, stable]
Seven
Guaire
Mort
Marrow


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

-5 actually Niles, each level I'll pick up Fire Resistance until level 10, so now it's Fire Resistance 5.

Mort will move 20 feet to the east.
if Marrow is still active and none in melee with her.
Mort will fire another ray at her, hoping his aim is better now.

Ranged Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21 Keep on forgetting I'm small... DC 16 Fort save or sickened if hit.

If Marrow is down or in melee.

Mort will try and summon his own ally for the fight,aiming for it to appear to the right of the pit.
Changing Contagion into summon Nature's Ally 3, conjuring up a crocodile of his own that is dark-green of colour and looks very ravenous.

Seven:
From level 7 onward we can combine our spells to create a Bear-Pit. You Create a Pit, I'll Summon a grizzly in it ^^


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Rapid vs Marrow, PBS: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16Dmg, PBS: 1d8 + 3 ⇒ (1) + 3 = 4
Rapid vs Marrow, PBS: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16Dmg, PBS: 1d8 + 3 ⇒ (8) + 3 = 11

"Spike, stay."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I checked out the trait again. It says I can drink a potion as a move action, if I have it already in hand. So, I did it wrong. My apologies. Should those attacks have been directed at me instead of Mort?

Last Round:

Omo downs an odd blue infusion and pulls out a potion from his bandolier. I have got to ward myself from flame!

Current Round:

Omo drinks a fiery red potion and then spits it back into its steel vial. The blow glow slowly disappears from mouth. He stows the potion back on his bandolier.


Current Map

@Omo No, she attacked the last person to attack her...Mort did that not you.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

The Lantern archon buzzes angrily yet again and rays of painfully bright light strike Marrow.

Ranged Touch: 1d20 + 3 ⇒ (15) + 3 = 18Damage: 1d6 ⇒ 1
Ranged Touch: 1d20 + 3 ⇒ (14) + 3 = 17Damage: 1d6 ⇒ 6

Seventeen aware the wand is nearly spent, whispers the command word yet again. Twin missile pulse out to strike Marrow!
MM CL3: 2d4 + 2 ⇒ (4, 1) + 2 = 7


Current Map

Round 14
Omo drinks some potions
Jarreck [-5HP, prone, stable]
Seven nukes Marrow for 8.
Guaire fires twice, but a magical shield of energy deflects both arrows.
Mort moves and fires a ray of sickening Fort: 1d20 + 6 ⇒ (2) + 6 = 8 Marrow is sickened
Marrow [sickened] directs her Ball of Flames to attack Mort Reflex: 1d20 + 3 ⇒ (2) + 3 = 5 Fire: 3d6 - 5 ⇒ (2, 2, 5) - 5 = 4. The Wand spouts a line of fire once again RTA: 1d20 + 4 ⇒ (8) + 4 = 12 missing Mort

Round 15
Omo
Jarreck [-5HP, prone, stable]
Seven
Guaire
Mort
Marrow [sickening]

Good guys finish her!


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo moves forward to where he believes she will have no cover and throws his last bomb.

Bombs Away! (RT): 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 3d6 + 7 + 1 ⇒ (1, 3, 1) + 7 + 1 = 13


Current Map

Round 15
Omo hurls a bomb but it misses! Touch AC 18.... Reflex for Splash: 1d20 + 6 ⇒ (3) + 6 = 9 however some of the substance burns her flesh. 11 damage
Jarreck [-5HP, prone, stable]
Seven
Guaire
Mort
Marrow [sickening]


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire frowns.
"Magics to block my arrows....?"

"Your end is near, Marrrow, VERY near!"
Intimidate/demoralize: 1d20 + 9 ⇒ (7) + 9 = 16

A fail i think.
Niles, could you channel some of that Elsa mojo into his rolls?


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort walks up to the pit from the other side and draws his blowgun, he puts in his last dart laced with the Blackadder venom and fires at Marrow.

Attack: 1d20 + 6 ⇒ (17) + 6 = 231 = 1 If a hit, Fort Save DC 11 or 1d2 ⇒ 2 Con damage


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen frowns, and in a curious voice she wonders. "Most Stubborn, calculations suggest you should have died some time ago. How can somebody withstand such damage?"

Regardless of Seventeen's words, the lantern archon continues it's merciless assault, angrily trying to purge the undead maker with fire!

Ranged Touch: 1d20 + 3 ⇒ (11) + 3 = 14Damage: 1d6 ⇒ 2
Ranged Touch: 1d20 + 3 ⇒ (9) + 3 = 12Damage: 1d6 ⇒ 4

Deciding to converse resources, Seventeen summons a blob of acid and throws it expertly into Marrow's face.
Ranged Touch: 1d20 + 5 ⇒ (17) + 5 = 22Damage: 1d3 ⇒ 3
She cast the acid splash cantrip.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I should give you a flask of acid to be a focus. I think it gives +1 damage to that cantrip.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

That's a neat trick, didn't know that one


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Same goes for frost ray and a flask of alchemist's ice.


Current Map

Round 15
Omo hurls a bomb but it misses! however some of the substance burns her flesh. 11 damage
Jarreck [-5HP, prone, stable]
Seven burns Marrow for 3.
Guaire attempts to intimidate but fails.
Mort fires from his blowgun hitting Marrow Fort: 1d20 + 6 ⇒ (15) + 6 = 21
Marrow [sickened] sends her flaming sphere at Mort Reflex: 1d20 + 3 ⇒ (1) + 3 = 4 who takes 3d6 - 5 ⇒ (1, 2, 2) - 5 = 0 1 nonlethal. Marrow levels her wand at Mort RTA: 1d20 + 6 ⇒ (3) + 6 = 9

Someone please deal 3 damage...please.

Good guys up


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I'd love to, but magic blocking my arrows makes that difficult.

If by his turn Marrow stands i doubt it with the archon, Guaire drops his bow and moves, drawing his flail.
"Enough you wretched sack of filth, die already!"

He throws his flail at Marrow.
Throw flail: 1d20 + 8 ⇒ (20) + 8 = 28
BAM: 1d10 + 2 ⇒ (2) + 2 = 4
?: 1d20 + 8 ⇒ (2) + 8 = 10
BAM: 1d10 + 2 ⇒ (2) + 2 = 4

Well what do you know..^^


Current Map

Thanks Heavens.

Guaire hurls his flail at the evil necromancer and it flattens her face...she drops to the ground dead.

False Life, Shield, Mage Armor and Protection from Arrows.

Searching Marrow:
3 Magic Wands, a Magic Dagger, three metal spheres, 2 magic potions, a small cup of pink substance

Searching Gunshy:
magic greatclub, magic hide armor

Searching Marrow's Room:
seven batteries, 22 silverdisks, a pouch of 12 fire opals, three large garnets, a case of 4
vials of of a strange pink substance, three metal spheres, two scrolls of animate dead, a scroll of command undead, and a scroll of technomancy

The Ratfolk who has finally gotten his bearings walks over to a table and begins grabbing some items off of it. He says This is mine scrappers! very defensively.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Are you Whiskifiss?" Omo asks gently, as he examines the items. He doesn't stop the Ratfolk, but he does note what he takes.

Spellcraft (Wand 1): 1d20 + 13 ⇒ (3) + 13 = 16

Spellcraft (Wand 2): 1d20 + 13 ⇒ (12) + 13 = 25

Spellcraft (Wand 3): 1d20 + 13 ⇒ (3) + 13 = 16

Spellcraft (Magic Dagger): 1d20 + 13 ⇒ (19) + 13 = 32

Spellcraft (Magic greatclub): 1d20 + 13 ⇒ (9) + 13 = 22

Spellcraft (Magic Hide Armor): 1d20 + 13 ⇒ (6) + 13 = 19

Alchemy (Magic Potion 1): 1d20 + 20 ⇒ (7) + 20 = 27

Alchemy (Magic Potion 2): 1d20 + 20 ⇒ (17) + 20 = 37

Alchemy (Pink Substance): 1d20 + 20 ⇒ (14) + 20 = 34

Knowledge: Engineering (Metal Spheres): 1d20 + 19 ⇒ (20) + 19 = 39


Current Map

The ratfolk says Yes. Why Who're you scrapper? Who's your warren? Whiskifiss is taking a set of leather armor, a crossbow, and a small sword.

This all takes several minutes...so people can be doing things while Omo checks the items. Also, the conversation will occur while you are checking

Wand 2 Wand of Ray of Exhaustion 18 charges
+1 Dagger
+1 Greatclub
+1 Hide Armor
2 Potions CMW

Pink Substance:
This strange, pink, gel-like substance is generally contained in a small glass jar that holds 1 dose. A single dose of soothe dulls pain and creates a euphoric sensation, particularly when applied to an open wound. Rubbing a dose of soothe onto one's skin or imbibing the faintly citrus flavored stuff cures 1 point of damage, but rubbing a dose onto a wound received in the last minute heals the user of 1d8 points of damage. In addition, for the next minute, the user becomes immune to bleed damage and gains a + 2 morale bonus on saving throws against fear effects. As a somewhat unusual and disturbing side effect, wounds healed by soothe tend to form raw, unsightly scars, giving the appearance of the wound still being fresh but disturbingly bloodless. Soothe has a further side effect-the stuff is slightly addictive, and those who use it run the danger of developing a habit. Soothe's side effect of transforming wounds in to raw, ugly scar tissue tends to make those who abuse the drug-like pharmaceutical increasingly into hideous monstrosities over time. In fact, some subcultures, like the Smilers of Scrapwall, use this side effect to make themselves appear more ferocious, and openly encourage self-mutilation followed by healing via of this strange substance. Price 200GP. Fort DC 12, 1d2 Wis damage on use, minor addiction

Metal Spheres:

A gas grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a gas grenade detonates, it creates a 20-foot spread of foul-smelling toxic gas. All creatures in this area of effect must succeed at a DC 1 4 Fortitude save or become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. The gas created lingers in the area for 5 rounds, and any creature that succeeds at its initial save but remains in the cloud must continue to save each round on its turn. The gas is not thick enough to obscure vision, and is a poison effect. The vapors can be dispersed in 1 round by moderate or stronger wind.
750GP worth


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I am Omo Nijj. Once of the Chitterhome Warren, I was adopted into the Torch Warren. These are my friends (introductions). Redtooth asked us to destroy Marrow and rescue you, so that your Warren may survive. We would like to accompany you back there now."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Omo hands a couple of wands he couldn't identify to Seventeen for a second opinion.

Spellcraft Wand 1: 1d20 + 13 ⇒ (2) + 13 = 15
Spellcraft Wand 3: 1d20 + 13 ⇒ (15) + 13 = 28

She frowns saying, "The function of the first wand is obscure, but the second is quite obviously ..." I guess Niles can tell us what it is ;)

Realizing she'd been talking over Omo, she stops suddenly and watches his interactions with the rescued ratfolk with curiosity.


Current Map

Wand of Scorching Ray 10 charges

The ratfolk perks up at the mention of his sister-litter-mate Redtooth sends you? Good good, I feared she would come herself and be dead. We can leave when you are ready


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo kneels down with the black hypogun and injects poor Jarreck.

Healing: 2d8 + 3 ⇒ (6, 2) + 3 = 11

"Yes, let's go. It isn't safe to be weakened by a fight, with injured. Getting you back to your Warren is our first goal. Then rest."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

tried to add everything to the main page we just picked up, Niles please approve listed prices, didn't put cost down for the jewels."

Jarreck stands up gingerly, head down looking around at the remains of the fight. Taking the vial from his pouch where he had placed it earlier in the day , hands it back to Omo. "Thank you Omo, but it appears I tend to jump before I look these days, and your gift from this morning was well given but poorly spent."

He is withdrawn for the moment, unhappy with his performance within the Smiler's territory. Collecting his gear where it had fallen, he nods to the ratfolk he'd seen tied up earlier. "Glad to see you are well, Whiskifiss? I assume that is who you are little one. Your litter mates miss you."

Shouldering his gear and with laser rife in hand waits for the others, quiet for the moment.

perception: 1d20 + 10 ⇒ (4) + 10 = 14


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"We'll still be needing to wrap some parts of you in bandages, Jarreck.
Though those gadgets do work nicely Omo."

Guaire counts his arrows and sees he needs to restock when they're back in town.

I think i have just 16 blunt arrows left.


Current Map

Prices look fine. For a wand with fewer than 50 charges just figure the cost/charge and then multiply by the number of charges remaining. For the gems, its Appraise skill to get a value for them.

Whiskifiss says Didya get all their good scrap? Best to take it all now, fore the scrapscum digs through here...


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen replies, "It appears so, we searched Marrow and her room as well as the one they called Gunshy. There doesn't appear to be anywhere else to look. In any event we should get you back to your people."

She prepares to leave.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Actually there is a room to the south on the map covered in darkness. What's in there?

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

At Seven's reply to Whiskifiss, Jarreck's head comes up a bit. "Did anyone check the door over there?" Pointing to the door to the right (South) as you look into the room where Marrow died. He'd spotted it while looking at the carnage the others had dealt in his absence.

Not sure if that was considered Marrow's rooom, listed above.


Current Map

H6 is where you found some valuables "Marrow's Room".

A thorough search of the place shows that Marrow had an escape tunnel made that leads out to the other side of the scrapheap. You also search the Smiler's barracks h3 and find 2d4 ⇒ (1, 3) = 4 400GP worth of odds and ends that you could trade to other scrapfolk.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen acknowledges the finds with a slight nod, "We should go."

She turns to leave.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Agreed. Back to the Warren."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

"Sounds good, I might need some rest and healing. Guess Jareck could use some to."


Current Map

Random Encounter?: 1d100 ⇒ 92 Nope

The party makes the several hour trek through the scrapheap to the Warren of Redtooth's Raiders. The eponymous Redtooth greets them quite enthusiastically once she sees that Whiskifiss is unharmed aside from a few shaved patches of fur.

Redtooth's Raiders will help you when you fight the Lords of Rust. You are now Warren-Mates, and may stay here when you wish. We also will do trade with you and your scrap.

You can rest safely in the Warren if you choose to also, she will trade with you.

Items that the Raiders have to trade:

five batteries
four nanite canisters
a flare gun
two arc grenades
a flechette grenade
three zero grenades
a wand of cure moderate wounds (18 charges),
a trauma pack plus
a timeworn detonator with 4 charges
potions of cure light wounds (2)
blue whinnis (10);
mwk chainshirt
buckler
dartgun


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"That's mighty kind of you, you have our thanks."

Spike scurries around, looking for gods knows what, food perhaps?

The wand of CMW is certainly a good investment.

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