CORE Module - The Master of the Fallen Fortress [Tier 1] - GM Rutseg (Inactive)

Game Master Balacertar

Current floor map

Chronicle sheets


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Iron Gods: Iron maps;

You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.

You have arrived to the city, each of you for different reasons, during the lasts weeks. During your afternoons wandering the city, you have come to meet each other and find some common interests. While you are all looking for a way of living in the city, one of you came up with a job from an Absalom art collector.

Shortly afterwards, you meet with him as a group. The meeting is in the Blakros Museum in Absalom and you gather into the small office of the building. The director of the museum, a middle aged elf, receives you in his desk "Good morning sirs. My name is Nigel, and I am the director of the Blakros Museum. We are always looking for new opportunities to expand our collections, and it has come to my ears that you are looking for some job to get an income in the city." he looks at your gear and equipment "Well, it seems you are well served adventurers, so I guess I come to the right people."

The elf takes his glasses off and starts cleaning them as he talks "I don't know what is your knowledge about Absalom history. The fact is that this fortress has resisted a lot of warlods sieges before. As a monument to the recall of those days, we have the siege structures and dead bodies lying in the fields outside our walls. Most of those structures had been outside of our reach for years, but... it is not like that anymore..." Nigel places his glasses back, as he stands up from his desk looking at you deeply "Have you heard about the recent eartquake? Well, perhaps you have heard the rumors... but they are not rumors" he turns to you on a sudden move "one of those structures has partially fallen, leaving an open gash for us to explore its ancient history and treasures. People say in the street that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” If that is true... then I want us to be the first to do it and claim its ancient art and artifacts."

"So, this is the deal, you enter the tower, explore it, and retrieve any artifact or ancient relic you find in. Came here with those relics and you each will receive 250 gold pieces. Is it clear?"

What better way to start a life of excitement and adventure than by exploring those long-abandoned, dusty halls and perhaps claiming its ancient treasures?

Note: At the beginning of this adventure you are considered to have no ties at all to the Pathfinder Society, and you already know each other.
Feel free to interact with Nigel a bit, and with each other, before really starting the adventure.
If you feel you need to buy something now you know more of the mision, just let me know at any moment before we go inside the fortress.

Scarab Sages

M Elf Wizard 1 | HP(8/8) Acid Dart(4/7) | AC 13 / T 13 / FF / 10 | F +2 / R +4 / W +4 | Melee: 1, Ranged: +3 | BAB: +0, CMB: 1, CMD: 14 | Init: +5, Perception: +10
Familiar 1:
HP: 4/4 | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +4 | Melee: +5/+5 (1d2-2), Ranged: +5 | BAB: +0, CMB: +1, CMD: 9 | Init: +3, Perception: +14 Fly +7 Stealth +11

Meeth nods as he listens to the fellow elf's request. "It is always a fortunate occurrence for a traveler like myself to be able to find work so quickly in a new town, and I am glad you have chosen me and my new friends here for this endeavor. I assure you my discerning eyes (Mithrennon is a painter, after all) will work diligently to help us retrieve the most worthwhile relics and artifacts."

"I assume you have taken care of any necessary paperwork for us to enter and investigate this Fallen Fortress? It's one thing to fend off ruffians trying to elbow in on our work. It's quite another to have to deal with guards and their interference." The wizard elf studies the little trinkets on display in the office as he waits for the director's confirmation.

Meeth "just" returned after swearing off his old life, and is now trying to figure out what to do after arriving at Absalom. He knows his sister is active here (she's a Pathfinder), and will likely join find an excuse to join in time. This will help place my wizard elf in a point of his life just before becoming a Pathfinder. Let me know if that will work for you. Also, I can leave the Tomb Raider faction trait blank for this, which equates to -1 on know(dungeoneering) check and -4 on perception check.


Iron Gods: Iron maps;

No need Meeth, it's just fluff to have an appropriate set up for the adventure. You can keep the mechanics just as fine. Indeed, you can have been training to join the Society.

"Well, I will not say we have requested an official prospection license, but as the fortress has been abandoned for centuries, we have not to care about anyone else claiming it at this point. I can send a letter to Abaslom guard though, thanks for making me remember." Nigel writes down some words in a note of paper.

Looking up again "And... indeed, one of the reasons we recruited you is because of your painting skills. We are sure you can easily decide if there is some painting or heraldic motive of real historical value."

As you wait for the conversation to come to and end, you observe the office, it seems like it has recently suffered some redecoration. Some of the office furniture is new, but the old ones have big scratches and similar wear.

Grand Lodge

male Elf Cavalier 1

"Retrieving artifacts from an abandoned tower? That sounds like a job for us!" Tuilinnor says with a big smile. "What kinds of artifacts are you looking for?"

Tuilinnor is an elf. From his armor und weapons you can guess that he's a ranger.

I don't know if I told you or if I forgot to mention it, but I played this module before. I hope it's not a problem. If it is, I'm sorry and I'll leave my place for somebody else of course.


Iron Gods: Iron maps;

No problem as long as you know how to handle it in-character. Let's see if my fluff makes it a bit different to keep it interesting to you :)

Nigel nods to the elf "I am happy you feel excited about the job. The kind of artifacts we are looking for, is anything worth to be exposed in the Blakros Museum. Ceremonial or ancient weapons, paintings, sculptures, tapestry. Whatever in good condition with an art or historical worth."

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

The large human in flamboyant garb looks around at his companions and asks in a deep baritone "Could you talk to us more about this particular fortress? Should we expect more of them collapses while we're in there?"

As he's asking about the fortress, he toys around with the heavy iron head of his dress cane.

"Oh, and before I forget. How legal are them, eh, excavations that we're performin' on your behalf?"

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Sorry, I seem to have misread what Mithrennon was asking.

Dark Archive

Male Human Bard/1: HP (10/10): AC (16/touch=13/flat=14): Saves (Fort=1/Ref=4/Will=2): Initiative +6: Perception +4: Sense Motive +0

A solid, defined human stands rigid, with a firm grasp on his upright polearm. He has the bearing of a veteran military man, but absent the stern emotionless face. As instructions for the task conveyed, he looks around and speaks.

"Please to meet you Nigel, I've been at a loss with what to do with myself since my discharge from the military. My name is Captain Draylan Gossamar... er sorry... force of habit... just Draylan. This seems a great opportunity to fill a few days and earn some honest coin. Judging by the looks of my companions here, we appear to be a well rounded bunch. While I don't presume to be educated in art, relics, or the sort... I trust one of us will be able to spot anything of value or interest to the museum."

"Are there any other special instructions we should be aware of?"

Draylan turns his attention to the other human, "Sir Wynne, you appear to be a man of the cloth. Mind if ask what deity you serve?"

"Sir Pathanar, you seem a bit out of place in the city? How did you come to find yourself here?"

"Master Beryamae, my experience has taught me that practitioners of magical studies typically have a specific focus. Do you specialize is a particular discipline?"

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

A small in stature, yet larger then personality gnome walks in. He is dressed in simple studded leather, but he wears shiny rings in his fingers. A light crossbow is slung on his back, a dagger ir two on his hip just in case.

Sooo, I'm not too late am I? Sorry bout being late gents, I must've taken a wrong turn somewhere. Absalom is such a large place. So, what did I miss, where we headed to?, he says with a wide grin on his face.

He is told by the Captain, with what is going on. He stares to the lodge ceiling, then looks around to everyone. Cant wait to get out there and find me some shiny new treasure. Just keep me up, I don't do well in combat.


Iron Gods: Iron maps;

The museum director looks at Lionel and says "Well, the tower is stable, but it has lost part of it's walls, that's why they call them The Fallen Fortress, don't they? So expect to find some unstable areas around, don't make a lot of trouble there if you don't want a surprise, use your wits!"

Addressing Gossamar "Well, I guess, come all alive! Use your common sense, avoid damaged areas of the tower, and don't leave fights for tomorrow as they can all get to you at the same time, which is no good. We don't want having to pay your families for your lost, and we will not, so take care."

Once everybody is presented, you head towards the area.
Last opportunity to buy stuff in Absalom

As you pass through the city gates you enter into the Cairnlands.
The inevitable result of millennia of warfare and countless unsuccessful sieges on the walls of Absalom, the region known as the Cairnlands is filled with ruined siege engines and battlements. In addition to these rotting relics of war, the landscape is scattered with stone barrows, shallow graves, and makeshift tombs for those who fell in battle far from their native soil. The day is hot and you soon get soaked in your own sweat.

On the distant you can see your destination, a half-collapsed tower in the middle of a battlefield.

Feel free to RP the movement through the Cairnlands. I will provide a post soon for you to arrive to the tower.

Grand Lodge

male Elf Cavalier 1

"Still sounds interesting. I have some torches and alchemis's fire. What else do we need?" Tuilinnor asks before leaving Absalom.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Grinning, Lionel turns to museum director, and replies "Words to live by, those last ones are!"

"Tully, I'ma lend you some money to get us a couple a mules, since we may be getting some decent stuff outa this place. If we don't, at least they can carry us on the way back, and that counts."

Lionel is calling people with nicknames because most of the more elaborate names are a bit unpronouncable for him. I'll give the ranger 8gp for a mule.

"Oh, Captin, I'm a servant of the Savored Sting.", says Lionel, gesturing to his holy symbol, three daggers in a circle. As the party travels the uneven terrain in the Cairnlands, he breathes heavily and sweats a lot, clearly unwilling to lose his fancy cloak. "And all other followers of she would agree that there are a lot a better ways to be sweaty in Absalom, don't ya agree?", grins Lionel and winks. "And please, don't go call me Sir Wynne, makes me feel too noble and it gets to ma head. Jus Lionel's fine."

GM:

Spells Prepared today:
Orisons: Light, Mending, Detect Magic.
1st Level: True Strike, Divine Favor, Obscuring Mist.


Iron Gods: Iron maps;

After an hour of walking among the dead corpses and rotten siege machinery, the party arrives to the front of the destination fortress.

As you were said, the recent earthquake has collapsed part of the building allowing the access to its secrets to bold adventurers like you.

The ruined siege castle now being called the Fallen Fortress
rises out of the churned earth of the Cairnlands. No doors or
windows mark the otherwise smooth expanse of the tower’s
walls. The tower is quatrefoil in plan; its eastern wing has
largely collapsed, exposing the interior floors to the open
air. Only the topmost level seems whole, though its eastern
portion hangs precariously over the mountain of rubble left
by the collapse. At ground level, the rubble frames a gaping
hole in the side of the building that provides access to the
tower’s darkened interior.

You will find a map attached to the Campaign in the top of the page with the name: 'Current floor map' (this is typical place you will find encounter maps and handouts when playing PbP Campaigns, some GMs place the map under their names too).
MAP NOTES
Rubble: The rubble in front of the tower accounts as difficult terrain, so you will spend double the movement to go into those squares, and you cannot 5 step over them (there are no penalties for going out of those squares as long as you end in normal terrain)
Shaded areas: If you want to explore a shaded area, you can move your token over it, but don't reveal it, only I will do so when needed.
Movement: Feel free to move your tokens around the map during exploration. During combat encounters, move the tokens following the combat and movement tactical rules. If you fire area spells, feel free to create areas to depict the affected zone. Feel free also to add notes to the map, and ask questions about any feature you don't understand (try not to bog the action on doing so, place contingencies messages).

Perception:

Demario: 1d20 + 5 ⇒ (6) + 5 = 11
Draylan: 1d20 - 1 ⇒ (16) - 1 = 15
Lionel: 1d20 + 2 ⇒ (4) + 2 = 6
Mithrennon: 1d20 + 10 ⇒ (11) + 10 = 21
Taulinor: 1d20 + 8 ⇒ (14) + 8 = 22
Nigel: 1d20 + 4 ⇒ (1) + 4 = 5
Dogs stealth+distance: 1d20 + 1 + 3 ⇒ (17) + 1 + 3 = 21

Initiative:

Demario: 1d20 + 4 ⇒ (16) + 4 = 20
Draylan: 1d20 + 4 ⇒ (19) + 4 = 23
Lionel: 1d20 + 2 ⇒ (19) + 2 = 21
Mithrennon: 1d20 + 5 ⇒ (2) + 5 = 7
Taulinor: 1d20 + 3 ⇒ (10) + 3 = 13
Nigel: 1d20 + 0 ⇒ (16) + 0 = 16
Dogs: 1d20 + 1 ⇒ (13) + 1 = 14

While you are approaching the rubble, Taulinor and Mithrennon, perhaps thanks to their accute elven senses, hear scratches approaching the party from the field. As they look towards the north area, they see a pack of dogs approaching the group apparently hungry and with bad intentions. On being unveiled, they start running in a charge and barking loudly at you!

You will often see spoilers associated with a skill and a DC roll. You must only open them if you make a dice roll equal or higher for the relevant skill. Out of combat you can take 10 on the roll.

K. nature DC 5:

This creature is a dog.

K. nature, K. local or K. geography DC 10:

You know wild beasts like these ones lurk in the Crainlands on search of prey. When they are hungry they can even attack weak humanoids.

The dogs charge into attack even before even the elves can react!
The greenish hair one goes over the cleric trying to bit his leg and pull from it to make him fall. No AoO due to flat-footed
Trip to Lionel vs CMD 15 (flatfooted)+charge: 1d20 + 0 + 2 ⇒ (18) + 0 + 2 = 20
The dog succeeds into biting him and the cleric falls to the floor prone when the animal pulls from his leg.
The blueish haired one does same to Draylan. The momentum from the charge makes the unexpected impact brutal for the fighter, that even being an expert in tripping combat, fells to the floor under the desperate strength of the dog.
Trip to Draylan vs CMD 16 (flatfooted)+charge: 1d20 + 0 + 2 ⇒ (20) + 0 + 2 = 22
The last dog just tries to abuse the fallen fighter with a bite.
Bite to Draylan (flatfooted, prone): 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Bludgeoning/Slashing/Piercing damage: 1d4 + 1 ⇒ (3) + 1 = 4
Draylan feels how the teeth goes deep into the skin causing him a terrible wound in his left leg!


Lionel: prone
Draylan: 9/13 hp, prone
Green dog: -2AC
Blue dog: -2AC
When in PbP Initiative is managed in a bit different way. In order to avoid waiting too much to one another, anybody acting before the enemy can post their actions in any order. Your actions will happen in post order, on the assumption that players can delay actions to one another with ease. Bolded characters can act.
Surprise round:
Dogs, Taulinor, Mithrennon
Round 1:
Draylan, Lionel, Demario, Nigel, Dogs, Taulinor, Mithrennon
All the party is up! Taulinor and Mithrennon only have a standard or move action due to acting in the surprise round.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"O-crap-o-crap-o-crap!"

Lionel shuffles to the right of Mithrennon (5ft step) If not possible, he's taking the attack. , stands up and stabs the greenish dog.

attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 9 ⇒ (8) + 9 = 17

Shaking the dog's body off of his spear, he shouts, "Jus try ta stay behind me, okay? All of ya!"


Iron Gods: Iron maps;

You cannot take 5-foot steps while prone. You can though crawl 5-foot, but that is a move action that generates an AoO. So I assume you just stand up.
If you had decided not to stand up, that's a -4 to attack, but don't risk the AoO.

AoO Green Bite Lionel (prone): 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Bludgeoning/Slashing/Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2

AoO Blue Bite Lionel (prone): 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Bludgeoning/Slashing/Piercing damage: 1d4 + 1 ⇒ (4) + 1 = 5

Lionel stands up with a whirl dodging the green fur dog, the blueish one though bites his arm while he is focused on the one he plans to attack. The pain is high, but his movement is also precise and impales the offending green fur dog with his spear, finishing him off with a brutal blow.

He maintains himself on feet after the bold movement, injured, but having one less enemy in front, protecting his companions on doing so.


Lionel: 6/11 hp
Draylan: 9/13 hp, prone
Green dog: -2AC
Blue dog: -2AC
Red dog:
When in PbP Initiative is managed in a bit different way. In order to avoid waiting too much to one another, anybody acting before the enemy can post their actions in any order. Your actions will happen in post order, on the assumption that players can delay actions to one another with ease. Bolded characters can act.
Surprise round:
Dogs, Taulinor, Mithrennon
Round 1:
Draylan, Lionel, Demario, Nigel, Dogs, Taulinor, Mithrennon
All the party is up! Taulinor and Mithrennon only have a standard or move action due to acting in the surprise round.

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

Don't worry, I prefer to stay back if at all possible.

Demario levels his crossbow, and takes aim at the blue-fur doggy. He is careful not to his his traveling companions in the process.

PB shot crossbow: 1d20 ⇒ 17 for pierce dam: 1d6 + 1 ⇒ (3) + 1 = 4

Scarab Sages

M Elf Wizard 1 | HP(8/8) Acid Dart(4/7) | AC 13 / T 13 / FF / 10 | F +2 / R +4 / W +4 | Melee: 1, Ranged: +3 | BAB: +0, CMB: 1, CMD: 14 | Init: +5, Perception: +10
Familiar 1:
HP: 4/4 | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +4 | Melee: +5/+5 (1d2-2), Ranged: +5 | BAB: +0, CMB: +1, CMD: 9 | Init: +3, Perception: +14 Fly +7 Stealth +11

Careful to heed The Lion, the elven wizard shifts to the left on his way towards the back as he draws his own crossbow. Despite his keen senses, the elf was too slow to react, and desperately tries to prepare his bow even as he eyes the menace ahead of the party.

Surprise round: FA 5' W. SA Draw crossbow.

Grand Lodge

male Elf Cavalier 1

Tuillinor does as advised and gets two mules for the trip.

Once at the fortress and being attacked by the dogs he draws his bow and fires an arrow at one of the dogs but the arrow goes wide and hits the rubble behind the dogs. red? I think this one is not in meele?
Attack: 1d20 + 4 ⇒ (3) + 4 = 7


Iron Gods: Iron maps;

Tuilinnor, on surprise round only one action. Although I can convene you were already weapon prepared while approaching the tower. In that case Mith@ shall have the same opportunity to attack if he wants to.

Demario shots his crossbow trying not to hit his companions Note you have to add a -4 penalty when shooting a creature on melee with an ally until you get Precise Shot. An enemy is on melee if he is threatening an ally or an ally threatens him..
The bolt is deflected due to the cover posed by Draylan in front of the dog.

Tauilinnor tries to shot the red-fur dog profiting it has no cover, but his fast placed arrow ends in the dirty floor of the tower entrance. Same here for the penalty. As the dog is threatening Draylan, it is considered in melee, thus -4 penalty until you get Precise Shot


Lionel: 6/11 hp
Draylan: 9/13 hp, prone
Green dog: -2AC
Blue dog: -2AC
Red dog:
When in PbP Initiative is managed in a bit different way. In order to avoid waiting too much to one another, anybody acting before the enemy can post their actions in any order. Your actions will happen in post order, on the assumption that players can delay actions to one another with ease. Bolded characters can act.
Round 1:
Draylan, Lionel, Demario, Nigel, Dogs, Taulinor, Mithrennon
Waiting for Draylan and Nigel.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Just a question to the GM, I am assuming that you'll take my AoO's for me, since otherwise it'd be a bit too slowing. He attacks at +3 (since Power Attack is used) Also, I moved Lionel to the actual spot on the map, since I couldn't attack otherwise.

EDIT: Also, just a reminder, Combat Reflexes allows you to AoO while flat-footed. Just noticed that myself.

Dark Archive

Male Human Bard/1: HP (10/10): AC (16/touch=13/flat=14): Saves (Fort=1/Ref=4/Will=2): Initiative +6: Perception +4: Sense Motive +0

with my luck, I'm probably not gonna like this but...

Draylan will stand up (provoking AoO's), and if able, attack most damaged dog.

Restraining the fury from showing on his face, Draylan channels his anger into his attack!

heavy flail: 1d20 + 4 ⇒ (19) + 4 = 23

damage: 1d10 + 5 ⇒ (4) + 5 = 9

confirm crit: 1d20 + 4 ⇒ (17) + 4 = 21

crit damage: 1d10 + 5 ⇒ (6) + 5 = 11

Grand Lodge

male Elf Cavalier 1

Sorry, mixed it up with round 1. I will draw my shortbow in surprise round

Scarab Sages

M Elf Wizard 1 | HP(8/8) Acid Dart(4/7) | AC 13 / T 13 / FF / 10 | F +2 / R +4 / W +4 | Melee: 1, Ranged: +3 | BAB: +0, CMB: 1, CMD: 14 | Init: +5, Perception: +10
Familiar 1:
HP: 4/4 | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +4 | Melee: +5/+5 (1d2-2), Ranged: +5 | BAB: +0, CMB: +1, CMD: 9 | Init: +3, Perception: +14 Fly +7 Stealth +11

Actually, I like the flavor of Tuilinnor having his bow out and not Meeth. Meeth has a ranged attack spell, and is only pulling out his crossbow because he thinks the dogs don't need a wizardy treatment, as menacing as they look. I can totally see a prepared ranger keeping a bow at the ready, in contrast.


Iron Gods: Iron maps;

Both dogs attack Draylan as he tries to stand up!
Bite+prone: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Slashing/Bludgeoing/Piercing damage: 1d4 + 1 ⇒ (4) + 1 = 5
Bite+prone: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
Slashing/Bludgeoing/Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
And both bite horribly in his legs causing big gashes and bruises.

In great pain he responds clashing his heavy flail into the blue-fur dog. The blood and the bones splashes a plenty, but the life of the wild dog is taken fast, without suffering.

Nigel, yet undecided how to react stays on place waiting for his opportunity.

The remaining dog smells the blood and cannot help it but keep fighting instead of running away from such a certain death.
Bite: 1d20 + 2 ⇒ (7) + 2 = 9
Slashing/Bludgeoing/Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
This time though, the fighter is ready and easily dodges the bite.


Lionel: 6/11 hp
Draylan: 2/13 hp
Green dog: -2AC
Blue dog: -2AC
Red dog:
Round 2:
Taulinor, Mithrennon, Draylan, Lionel, Demario, Nigel (x2), Dogs
Party is up again. I will give Nigel an extra turn not to punish him so much, thus he can act twice on his turn.

Grand Lodge

male Elf Cavalier 1

Tuilinnor draws an arrow and shoots it at the remaining dog.
Shortbow Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d6 ⇒ 2

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"Here, puppy, puppy, I got a niice stick for ya!", shouts Lionel as he moves closer to stab the remaining dog with his bloodied longspear.

attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d8 + 9 ⇒ (5) + 9 = 14

Scarab Sages

M Elf Wizard 1 | HP(8/8) Acid Dart(4/7) | AC 13 / T 13 / FF / 10 | F +2 / R +4 / W +4 | Melee: 1, Ranged: +3 | BAB: +0, CMB: 1, CMD: 14 | Init: +5, Perception: +10
Familiar 1:
HP: 4/4 | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +4 | Melee: +5/+5 (1d2-2), Ranged: +5 | BAB: +0, CMB: +1, CMD: 9 | Init: +3, Perception: +14 Fly +7 Stealth +11

Trusting the more physically able members to do the job, the elven wizard loads and aims his crossbow, ready to let loose at the first sign of the dog taking another bite.

Hold action until just before the dog's next action. Fire crossbow if it's still up. -4 for firing into melee. No cover for dog (from left corner, around Draylan).

Crossbow: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 Damage: 1d8 ⇒ 7

Dark Archive

Male Human Bard/1: HP (10/10): AC (16/touch=13/flat=14): Saves (Fort=1/Ref=4/Will=2): Initiative +6: Perception +4: Sense Motive +0

"This is why I don't have any pets!"

heavy flail: 1d20 + 4 ⇒ (4) + 4 = 8

damage: 1d10 + 5 ⇒ (9) + 5 = 14

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel is surprised at what's going on, he feels like he was spacing out then was under attack.

He fires an acid Ray at the closest dog he can see.

Acid Ray: 1d6 ⇒ 4

Sorry I didn't post earlier Real life caught me offgaurd but I'm here now!

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

if it's not dead he'll fire another ray.

Acid ray: 1d6 ⇒ 5

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

I did factor the -4 for melee in. I have +1 size +2 dex + 1 point blank shot -4 melee = 0


Iron Gods: Iron maps;

Nigel@ you need to provide a ranged attack for acid ray.

Lionel steps to the north avoiding the cover provided by his fighter companion, and then ends the remaining dog stabbing it with his spear.

Nigel is almost to fire his acid ray when he realises there are no more enemies left.

COMBAT IS OVER!

In front of you lies the tower, it's fallen entrance only separated by a pile of rubble. Ahead, two directions lie, one room to the southwest and another to the northwest, bot dimly illuminated by the daylight going in through the arch doors.

RP time. Feel free to decide how to continue the exploration.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"Damn, that was nasty. Now, give The Lion a hug! It'll make you feel better."is heard from the panting cleric as Lionel raises his holy symbol and yellow light and the buzz of insectoid wings fills the air.

Channel Energy: 1d6 ⇒ 2

"Come on, Captin, well fought. Lemme patch ya up."
Cure Light Wounds (Converted from Obscuring Mist): 1d8 + 1 ⇒ (3) + 1 = 4

"I'd suggest checking them bites later, these mutts may carry something that makes your bits fall off. At any rate, I feel like we should check the tower up ahead, hate ta see somethin' like them dogs surrounding us while we're in there. If you sneaky types go on, The Lion's gonna cover your back." says Lionel, clearly happy that he's being useful.

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

Demario, grabs a torch from his pack, lights it with his flint, and pokes his head into each entrance and sees what he can.

I have low-light

perception north: 1d20 + 7 ⇒ (6) + 7 = 13
perception south: 1d20 + 7 ⇒ (5) + 7 = 12


Iron Gods: Iron maps;

As Demario lights the torch you feel the familiar smell of burned wood and oil. With a bit of effort he goes over the rubble pile, and then it is evident the crumbling of the eastern area of the tower has severely affected the southern area. The rubble goes out of the door and when Demario approaches he sees no way to go in from there.

Forgetting about the southern route he heads to the north.

The northern wing of the tower seems to have escaped the worst efects 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 tapestries. A single archway stands open in the southwest wall.

While most of this room escaped the collapse, enough rubble still covers the foor to make the entire room difficult terrain.

So you see another open door at the far end of the room. Only darkness there though.

Dark Archive

Male Human Bard/1: HP (10/10): AC (16/touch=13/flat=14): Saves (Fort=1/Ref=4/Will=2): Initiative +6: Perception +4: Sense Motive +0

"Thanks for the blessing. It certainly sooths my battle wounds."

with the 2+4, Dralan is up to 8/13 HP. If resources are available a bump up, closer to max would be greatly appreciated.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel takes out his lamp and lights it up using a flask of oil. Not wanting to be alone, he'll follow Draylan, who looks to be the toughest member of the gang.

He lights his lamp sets it down on the floor then hands a potion of cure light wounds to Draylan. Feeling ashamed he didn't contribute when he was needed before.

"You look a little beat up, sorry I wasn't on the ball there. Take this if you need it." "Anyway shall we follow our friend to the north?"

Nigel, being a bit afraid of the dark picks up his lamp.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"It's the least I can do, my friend. I think I can strain for a couple more, but you never know when you're in need for some divine intervention. If need be, though, I'm riight behind ya."

Upon seeing the cobwebs, Lionel whistles, being impressed."Well, daamn... I jus hope there aren't no giant spiders in here. I really, really don't like spiders..."

If Lionel can touch the webs, he casts Light on them. If he can't, he casts it on his spear.

AoO's:

Attack of Opportunity 1: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d8 + 9 ⇒ (2) + 9 = 11
Attack of Opportunity 2: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d8 + 9 ⇒ (7) + 9 = 16


Iron Gods: Iron maps;

Casting light on the cobwebs, that's just cool! Tell me what area of the cobwebs you touch, because that will be the area illuminated.
Nigel and Demario, feel free to change your image tokens in the map.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I kinda like my image token :)

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

If possible, he'll cover all the cobwebs, starting from the ones on his right, moving in a counter-clockwise motion. If possible, doing in with as much pimping panache as possible.

"Heh. Let there be light." says Lionel in a stage whisper, bowing graciously to his audience after finishing.


Iron Gods: Iron maps;

Lionel, you can only have one light spell active at time.

Perception:

-2 circumstance bonus to those without low-light vision
Demario Low-light: 1d20 + 5 ⇒ (4) + 5 = 9
Draylan: 1d20 - 1 - 2 ⇒ (13) - 1 - 2 = 10
Lionel: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Mithrennon Low-light: 1d20 + 10 ⇒ (3) + 10 = 13
Taulinor Low-light: 1d20 + 8 ⇒ (18) + 8 = 26
Nigel Low-light: 1d20 + 4 ⇒ (4) + 4 = 8
Foe snipping: 1d20 + 11 ⇒ (7) + 11 = 18

Initiative:

Demario: 1d20 + 4 ⇒ (19) + 4 = 23
Draylan: 1d20 + 4 ⇒ (18) + 4 = 22
Lionel: 1d20 + 2 ⇒ (17) + 2 = 19
Mithrennon: 1d20 + 5 ⇒ (4) + 5 = 9
Taulinor: 1d20 + 3 ⇒ (10) + 3 = 13
Nigel: 1d20 + 0 ⇒ (15) + 0 = 15
Foe: 1d20 + 3 ⇒ (1) + 3 = 4

As soon as Lionel enters the room and tries to touch the cobwebs, a spider appears from within and thrown one web at him!

Taulinor is ready and reacts at the very same moment he spots a spider lurking out of the webs!

Web-distance (touch, flatfooted): 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
The webs hit the floor just next to the unprevented Lionel!

The spider is on the ceiling of the room, 15 feet over the floor, walking over its cobwebs.


Up to the moment the only light sources are Demario and Nigel torches and lamp, so 20 feet from them, those without low-light vision have a 20% concealment miss chance.
Lionel: 8/11 hp (spend obscuring mist and 1 channel)
Draylan: 8/13 hp
Surprise round:
Taulinor, Giant spider
Round 1:
Demario, Draylan, Lionel, Nigel, Taulinor, Mithrennon, Giant spider
Taulinor can act in the surprise round, everybody, included the elf, can act in the first round! Go ahead!

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

Damn you be one ugly spider, but I am not food.

Demario takes aim with his crossbow and take a shot.

crossbow: 1d20 + 4 ⇒ (20) + 4 = 24 for dam: 1d6 + 1 ⇒ (2) + 1 = 3

crossbow crit?: 1d20 + 4 ⇒ (19) + 4 = 23 for dam: 1d6 + 1 ⇒ (2) + 1 = 3

Demario, levels his crossbow, and manages to time it just right to send a bolt through the thick abdomen of the gross spider, sending ichor flying on the ceiling.

apply cover/melee penalty as needed please

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Free action: Night shouts: Does anyone know anything about killing spiders?

he's calling for a knowledge check. Mostly, he wants to know if they are going to laugh at acid

If spiders aren't immune to acid:
move toward the center of the room and cast Acidic Ray on the Spider, 30 feet ranged touch attack. Acidic Ray: 1d6 ⇒ 3

If spiders are immune to acid:
move behind draylan, then draw javelin.

Scarab Sages

M Elf Wizard 1 | HP(8/8) Acid Dart(4/7) | AC 13 / T 13 / FF / 10 | F +2 / R +4 / W +4 | Melee: 1, Ranged: +3 | BAB: +0, CMB: 1, CMD: 14 | Init: +5, Perception: +10
Familiar 1:
HP: 4/4 | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +4 | Melee: +5/+5 (1d2-2), Ranged: +5 | BAB: +0, CMB: +1, CMD: 9 | Init: +3, Perception: +14 Fly +7 Stealth +11

Glad he has yet to put the crossbow away, Mithrennon takes aim at the spider and fires off a bolt before reloading it for a second shot. "With the dogs and now this spider unmolested, it may well be we are the first to arrive at the Fortress since the earthquake opened it up." The elven wizard makes an idle observation as he ponders what else the group may find making a home in this abandoned place.

SA Fire bolt. MA reload crossbow.

Crossbow: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d8 ⇒ 2

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"No, uh-huh, go away, go away, go away!" mutters Lionel as he draws a dagger and throws it at the spider.

attack:
attack+dex-range: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
damage: 1d4 + 4 ⇒ (3) + 4 = 7

"Set in on fireee!"

Dark Archive

Male Human Bard/1: HP (10/10): AC (16/touch=13/flat=14): Saves (Fort=1/Ref=4/Will=2): Initiative +6: Perception +4: Sense Motive +0

admittingly, I've played this mod MANY times and NO ONE has ever cast light on the webs. Genious! Great thinking Lionel.

Draylan moves next to Lionel and uses his Glaive to strike the webbing as close as he can reach to the spider, unless...

GM Rutseg, I'm not quite clear on a ruling here. If my character occupies a 5' x 5' square, the spider is an additional 10' above that. My reach weapon would be able to strike 10' from my square, would that still apply to vertical distance? Meaning I would be able to attack the spider from where I stand on the floor?

I'll provide an attack if you say this works, or you can use it as an attack on the webbing near the spider as stated above, if you decide an attack on the spider is not valid.

glaive: 1d20 + 4 ⇒ (2) + 4 = 6

damage: 2d4 + 5 ⇒ (4, 4) + 5 = 13

miss chance: 1d100 ⇒ 27 1-20 = miss?

"Unnatural foul creature! Come and get it! Perhaps one of you can use some fire or acid to burn the webbing around that thing, and bring it down to OUR level!"

AoO:
If only able to attack web, here is an AoO if spider comes in range.

AoO: Glaive: 1d20 + 4 ⇒ (5) + 4 = 9

damage: 2d4 + 5 ⇒ (2, 3) + 5 = 10


Iron Gods: Iron maps;

Draylan, sure! Just place yourself under the spider or next to it. A 5 feet jump (DC 20 acrobatics) shall do also with a normal weapon.

Demario stabs one bolt in the crest of the spider. The thing shrieks horribly at the pain, but yet remains at the cobweb looking hungry at you.

Nigel hesitates for a while about attacking or not the spider with its acidic ray, but knowing vermin don't usually are resistant to acid, he finally decides to move to the center of the room where his attack is unmolested and aims to the spider.
Please, remember you need to provide a ranged touch attack for acid ray. I will roll this time for you, but remember to do yourself.
Acid ray: 1d20 + 1 ⇒ (10) + 1 = 11
The arachnid moves to one side timely seeing coming the the ray and it splashes into the cobwebs dissolving the area where it lands.

Mithrennon bolt almost fails as he loses angle due to Deimos so close to him, but in the end the thing stabs in one of the multiple leg's of the spider. As it is in the ceiling I will rule only partial cover here

Lionel tries with his dagger, but he is so pressed he barely succeeds to send it into the air.

Meanwhile Draylan advances just below the spider and tries to hit it, but the things if higher grounds and he fails to calculate the proper length to raise his pole arm. The blade cuts the air, not that far from the spider's skin.

The spider walks in its web away from Draylan and sends another web, this time towards the fighter, trying to stop it from invading its lair.
Throw web: 1d20 + 5 ⇒ (1) + 5 = 6
But the creature shrieks with a horrible sound when the web gets out and sticks on its leg instead of flying to the floor level!


Lionel: 8/11 hp (spend obscuring mist and 1 channel)
Draylan: 8/13 hp
Spider: 8 damage
Round 2:
Demario, Draylan, Lionel, Nigel, Taulinor (x2), Mithrennon, Giant spider
As we are a bit crowded, we will usually follow up with the turn as long as 4 characters have already acted and you are not in great risk of death. Taulinor can act two times (one pending from round 1).

Grand Lodge

male Elf Cavalier 1

"I don't think that trying to get this animal to flee makes sense. It might come back and attack us from behind."

Tuilinnor takes his bow and shoots an arrow at the spider.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 ⇒ 6
R1

And shoots another one behind.
Attack: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 ⇒ 5
R2

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Regaining his composure, Lionel moves under the spider and attempts to stab it with his spear.

attack: 1d20 + 3 ⇒ (20) + 3 = 23
confirm critical: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d8 + 9 ⇒ (2) + 9 = 11

AoO's:

AoO: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 + 9 ⇒ (8) + 9 = 17

"Hells, I jus don't want it in my face anymore, Tully!" says Lionel to Tuillinor, clearly unhappy about the size of spiders in the room.

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