GM Axolotl's Master of the Fallen Fortress (closed recruitment) (Inactive)

Game Master Axolotl

MotFF MAP

Initiative:

[dice=Andrea]1d20 + 4[/dice]
[dice=Auric]1d20 + 2[/dice]
[dice=Imendri]1d20 + 1[/dice]
[dice=Vesilyx]1d20 + 3[/dice]


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Male Human 1st Lvl Fighter

THERE we go!


Female Human Ranger 1

Andrea stands behind Auric a bit after traversing the oddly almost impassable terrain.

"Well, that was weird." She yells at the other two fumbling around. "Come on, you two! Try sidestepping, that's how I got up here."

Andrea secures her pack. "Don't look at me, I tried to grab it and I got denied."


M Human Bard (Archivist) 1

Vesilyx climbs up the pile.

"Perhaps our favorite barbarian grabbed it."


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Imendri hops from stone to stone, in a fashion more deft than his size would suggest, ending ahead of the pack, peering into the gloom and listening for any sounds.

perception (low-light vision): 1d20 + 8 ⇒ (12) + 8 = 20

Somewhat distractedly, he states "Naay, I left eet own de taybel, eet's a shaym to say... but I don't know how to yuus it. Soon, one day soon, de spirits will gif me dere blessinks and dere magics wull come to my body. I fought one of yuu knew how to yuus eet? Den I assume one of yuu would tayk it." Imendri shrugs.

Yeah, for some reason I thought Vesilyx or Andrea picked it up, since Bards are handy with tricking magic devices to work for them, and if I remember correctly Rangers get heal spells in their list (removing the need to roll to use a wand of healing). Hahaha, silly sauce, us.


ROW 3: Night Terrors

I assumed that Vesilyx or Andrea picked it up (and continue to assume that). Forgot to mention--the Wayfinder wasn't up for grabs--Vendra was just showing it to you. :)


M Human Bard (Archivist) 1

Vesilyx teeters over the rubble until he's standing next to Andrea. He appears to pull the wand out from the back of her bodice, though it was actually (probably) up his sleeve.

"Well, isn't she a sly girl?" he chuckled. "Perhaps you can hold onto it better this time." Vesilyx offers her the wand.


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

laughing

Imendri eyes the two of them, then shrugs again. "Steel de saym. I can't yuus eet. Nowt yet."

He closes his eyes and mutters something in his native tongue, holding his hands to his chest as though in prayer.

So, Games Operational Director, what do my (half)Elven eyes see?


ROW 3: Night Terrors

Stand by--got work deadlines; will post!


ROW 3: Night Terrors

Ok, I'll tell ya what you see, in the meantime

Imendri's keen eyes note that the exterior walls of the tower are amazingly smooth--something milled using a technique of a bygone age. The east wing might be climbable, though, what with its broken face presenting hand and footholds. The darkened exit looks more straightforward, though.


Female Human Ranger 1

"Boys." She pulls her cloak over her head.

Andrea circles around the east side of the entrance, trying to not trip up too many rocks along the way.

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28


Female Human Ranger 1

Oh, good lord. What a waste of a 20.


ROW 3: Night Terrors

Before Andrea can begin to sneak around to the other side of the tower, three snarling canine shapes burst out of nearby wreckage.

GM Rolls:

Andrea: 1d20 + 4 ⇒ (9) + 4 = 13
Auric: 1d20 + 2 ⇒ (3) + 2 = 5
Imendri: 1d20 + 1 ⇒ (10) + 1 = 11
Vesilyx: 1d20 + 3 ⇒ (1) + 3 = 4
doggies: 1d20 + 1 ⇒ (11) + 1 = 12

The dogs are dirty and feral, and clearly ravenous with hunger. They eye Vesilyx hungrily and wheel toward the bard, slavering and growling.

Round 1
Andrea
Dog1
Dog2
Dog3
Imendri
Auric
Vesilyx

Fight! -plays Final Fantasy VII fight music-


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

bahahaha, that's the way it goes, we know this. It's fate. First unnecessary stealth, knowledge (orc mating rituals), or craft (wooden whistle) roll is always going to be a 20. It's when we're about to die that the 1's start showing their trollfaces

Still, in-character, nice way to show off and prove how stealthy you can be. :P


Female Human Ranger 1

Seeing that they are clearly starving, Andrea knows she doesn't have the inner calm to pierce the cloud of hunger that surrounds the dogs and fires a shot at the closest dog heading their way.

"HAI! OVER HERE, PUPS! COME GET SOME."

shortbow: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d4 ⇒ 1

Well, hell.


ROW 3: Night Terrors

The fickle dice gods are indeed fickle. O Fortuna, velut luna...


ROW 3: Night Terrors

The dogs rush at Vesilyx, save for the one that Andrea snapped at, their muzzles dripping.

Dog 1 (northernmost): 1d20 + 2 ⇒ (4) + 2 = 6
bite for: 1d4 + 2 ⇒ (2) + 2 = 4

Dog 1 (northeast): 1d20 + 2 ⇒ (5) + 2 = 7
bite for: 1d4 + 2 ⇒ (1) + 2 = 3

The two dogs snap at Vesilyx, but the agile bard is able to sidestep their flashing teeth easily.

Dog 1 (east): 1d20 + 2 ⇒ (17) + 2 = 19
bite for: 1d4 + 2 ⇒ (1) + 2 = 3

Andrea is not so lucky, and a dog harries her side painfully.

Thanks to Imendri for the reminder...duh. The rest of you may post out of order if you wish, but actions resolve in order of initiative unless you delay. Thankies!


ROW 3: Night Terrors

Oh, and just to make your lives worse, the rubble counts as difficult terrain. If Vesilyx moves N, NE, or E, that's not difficult terrain, and so forth, but Imendri and Auric are in it.


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Imendri takes a quick step back and charges at the northernmost dog.

5 foot step is free, charge distance now met (now 10+ feet away). I can then have him draw his sword while charging (free during move action if you have a +1 BAB).

AC is now -2 (16), and attack is +2 (total +5) until my next turn. Even with the difficult terrain, it qualifies as 15x2 feet (30), which I can do even with my lowered fast movement due to medium load.

Charge!: 1d20 + 5 ⇒ (3) + 5 = 8
DMG: 1d8 + 2 ⇒ (1) + 2 = 3

You have to be motherf~!~ing kidding me, electrodice. Mother. F*#!ing. SRS.


ROW 3: Night Terrors

You can't take a 5' and also make a movement action in Pathfinder...and you can't take a 5' step in difficult terrain.

Ahem..as the dice failed you, you can revise your action (with new dice rolls)


ROW 3: Night Terrors

....aaaaand you can't charge through difficult terrain. :D Damn difficult that terrain is! Well, we're all learning something now.


ROW 3: Night Terrors

(unless you have the feat Nimble Moves)


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Oh damn, I've failed myself regarding the rules - I completely forgot about 5' step's *one* *single* caveat - only if you don't move *at all* in the rest of the round, including charge. Ok, revising.

Imendri steps forward and draws his sword, bringing it down on the poor beast, muttering a request for forgiveness, knowing the animal is just hungry.

remorseful attack: 1d20 + 3 ⇒ (15) + 3 = 18
DMG: 1d8 + 2 ⇒ (5) + 2 = 7

Well, that was apparently fate punishing my foolishness, and rewarding when I follow the rules


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

I effed up my math and added an additional damage to my swing, I took that away, every number is correct now. Holy digdug do I get my bits all mixed up upon actually putting feet to ground with this PBP bizniss.


Male Human 1st Lvl Fighter

Auric shifts in the uneven soil as he un-slings his crossbow, grabs a bolt from his pouch and loads the weapon. He surveys the situation and decides that when the moment arrives, he'd best attempt to save the Ranger.

right? I can't draw, load AND attack in one turn, right?


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Sad but true - had we all been more combat minded individuals and walked around with our weapons out like murderers, then we'd be good, haha. I always laugh at that balance - either we walk around like skulking killers wielding weapons, or we get caught by surprise by skulking killers wielding weapons (or rabid dogs). Only so much realism, lol.


ROW 3: Night Terrors

Draw weapon is one move, load crossbow is one move, so correct, sadly, you can't attack this round. I am ruling (and I think this is RAW) that subsequent loads of the crossbow count as 'draw bolt and load'--otherwise, crossbows are totally useless. And yeah, walking around with naked swords works only very rarely.

You can, however, draw and load a crossbow before entering a room, and same with drawing a sword. Or preparing a spell.


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

The preparing a spell one is seriously important. It's something people forget - you can cast a spell and then hold the prepared spell *in your freakin' hand*, releasing it when you decide the time is right. If I remember correctly there's a maximum number of turns you can hold a spell, but once it's cast, it's ready to rock, and throwing it is a free or move action, I can't remember.


Male Human 1st Lvl Fighter

Noted!


ROW 3: Night Terrors

I don't believe there is a maximum number of turns. Ah, by the way, if we're gonna chat about rules we should do it in the Discussion thread to keep Gameplay flowing nicely. (he writes in Gameplay)


M Human Bard (Archivist) 1

Vesilyx draws his long sword and thrusts towards the dog NE of him.

long sword: 1d20 + 1 ⇒ (4) + 1 = 5

dmg: 1d8 + 1 ⇒ (4) + 1 = 5


ROW 3: Night Terrors

Imendri, wishing forgiveness from the gods, reluctantly slays the dog in a single blow of his sword, spilling its lifeblood into the dust of the plain. It dies without a whimper--perhaps the gods heard his plea. Auric loads his crossbow, aiming near Andrea, trying to get a bead on one of the wretched beasts. Vesilyx pulls out his sword and chops at the dog near him, but to no avail--the canine is too keen of eye and hungry to remain still.

The two remaining curs snarl, their bellies too empty to be demoralized by the death of one of their number.

Round 2! Fight!

Round 2

Andrea
Dog 1 - dead
Dog2
Dog3
Imendri
Auric
Vesilyx


Female Human Ranger 1

Andrea focuses on the closest dog to the east of her and lets two arrows fly, one right after the other.

Short bow: 1d20 + 5 ⇒ (9) + 5 = 14
Arrow: 1d4 ⇒ 1

Rapid Shot Short Bow: 1d20 + 3 ⇒ (15) + 3 = 18
Arrow: 1d4 ⇒ 1

I really need to start sharpening my arrows at night or something.


ROW 3: Night Terrors

WHOOPS sorry to progress melee over the weekend! I hope all your characters enjoyed their calisthenics.

The dog near Andrea yelps in pain, two arrows bristling its flank. It bites at the ranger in return.

AoO: 1d20 + 2 ⇒ (9) + 2 = 11
for: 1d4 + 1 ⇒ (1) + 1 = 2

Undeterred, it harries Andrea a second time.

Bite: 1d20 + 2 ⇒ (4) + 2 = 6
for: 1d4 + 1 ⇒ (3) + 1 = 4

And fails again to make a mark on the wily ranger.

The other dog springs at Vesilyx, barking furiously.

Bite: 1d20 + 2 ⇒ (13) + 2 = 15
for: 1d4 + 1 ⇒ (4) + 1 = 5

The bard dodges the bite in the nick of time.

Both dogs, being dogs, stand their ground.


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

If I were already a druid and had animal empathy, this next round would go much more according to Imendri's wishes.

I know this fight must end, and the dogs are unlikely to pay me heed, even if I toss the corpse of the fallen beast to the others to sate their hunger. I wish they could find peace without death. Not today, unfortunately.

Imendri moves around the corpse of the first dog and behind the one harassing Vesilyx, to get a better position of attack, and swings.

Flanking attack: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
confirming critical: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
DMG: 1d8 + 2 ⇒ (8) + 2 = 10

I assume their AC is higher than 11, and therefore my 11 on the confirm was not actually a crit. Not that it matters, my damage is clearly sillysauce.


ROW 3: Night Terrors

Just gonna resolve this now...aye, that damage is enough.

Imendri ends the life of the other dog near Vesilyx in a spray of blood and an arc of glittering steel.


Male Human 1st Lvl Fighter

"ONE SIDE, RANGER!"

Auric raises his crossbow, feeling as though this moment has taken days to arrive, and fires at the dog flanking Andrea.

Snooty Crossbow: 1d20 + 3 ⇒ (6) + 3 = 9
DMG: 1d8 ⇒ 2

SWING AND A MISS!


M Human Bard (Archivist) 1

Vesilyx rushes towards the last dog and thrusts his longsword upon the beast's chest.

longsword: 1d20 + 1 ⇒ (14) + 1 = 15
dmg: 1d8 + 1 ⇒ (8) + 1 = 9


ROW 3: Night Terrors

Auric's bolt flies far of its mark, but Vesilyx's strike is true, and dispatches the last cur. It expires with blood mottling its teeth in a lifeless snarl.

Combat is over! Congratulations on your first fight. You each receive 101 XP.

Silence once again reigns over the Cairnlands, save for the first buzzing flies who drift towards the corpses of the dogs.


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Imendri nods to the party. "Dese puur hounds were ownly honkry. Eet's sed det we haff to keel dem. Stay wif sharp ice and coil mussel, may be mor beest inside. Arrik, smart to keep de gunbow yuu haff in load position, may be."

More carefully, Imendri makes his way back up to the apex of the rubble and looks inside, listening intently.

Perception (low-light vision: 1d20 + 8 ⇒ (1) + 8 = 9


Female Human Ranger 1

Andrea gathers her arrows, eyeballing the surrounding rubble. "Yeah, what he said about ice and honks, I agree."


Male Human 1st Lvl Fighter

Auric snorts. "You don't speak the common tongue so much as you wrestle it into submission, Imendri."

Auric turns his back to his compatriots as if he is making sure there's no other foe lurks behind them...and reloads his crossbow. Auric turns back towards the party and carefully steps through the rubble.


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

"Hehah hah! Ressel! Eet's gud!"

Imendri laughs heartily for a second, and with a smile, turns back toward the entry to the tower.

"Wayl, nuffink to do but gow in, end no time like de pressent." With that, he slowly makes his way down the rubble and into the darkened interior of the old tower.

G.O.D., what do my half-Elven eyes and ears see or hear, respectively?


Female Human Ranger 1

"Great, an optimist."


ROW 3: Night Terrors

You enter the tower, escaping the sunny day into shaded gloom. The northern wing of the tower seems to have escaped the worst effects of the collapse, but rubble still litters the floor and everything is covered in a thick layer of stone dust. Thick cobwebs cloak the ceiling and hang down the walls like gossamer. A single archway stands open in the southwest wall. Imendri does not see anything out of the ordinary.

The rubble counts as difficult terrain for the entire room. Yay.


ROW 3: Night Terrors

Ok, room is now viewable--place your icons in the room! :D


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Imendri peers inside the northern wing through the open archway and waits for his companions to get closer before barging in any further. After a few seconds of looking, he closes his eyes to listen as well.

Perception (low-light vision): 1d20 + 8 ⇒ (8) + 8 = 16


Male Human 1st Lvl Fighter

How dark is it? Would an auxiliary source of light be in order soon?


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

After a while, Imendri speaks again. "Hmm. Arrik, I fink if yuu try to speek Hallit, eet can ressel *yuu* into submission. Soft mouf down here in de sowt, HAHAhahah!"

Laughing loudly, Imendri is very very pleased by his 'wit'. He looks around for approval of his word-game. Finding none, his smile melts and he returns to his observation of the northern room.


ROW 3: Night Terrors

This room is low light. The rest of the tower, you reckon, will be pitch black--except for the parts with windows or gaping holes in the walls, of course.

Imendri still doesn't notice anything out of the ordinary in the room--just dust and many cobwebs.

Actions?


CN M Half-Elf Barb 1/Dru 1 | HP 25/25 | AC 18-11-17 | F+8, R+1, W+4 | Per +8 (LLV), Init +1

Search for mundane traps, enter room to the north, listen and spot into the western room.

Traps with a DC of 20 or less: 1d20 + 0 ⇒ (9) + 0 = 9
Perception (low-light vision): 1d20 + 8 ⇒ (13) + 8 = 21

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