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;

With extraordinary precision Demario puts his bolt just in the junction between the chest and the skull of the skeleton. Even if the bolt would have normally only scratched the bones, the outstanding skill of Demario to find vital points splits the skull from the body. The skeleton then loses all his stability and the flames inside turn crazy, exploding in a burst of flames and ashes!
Good for flatfooted and sneak attack :)

The other skeleton moves next to the door and attacks the rogue with its claw.
Fiery Claw (cover): 1d20 + 2 ⇒ (19) + 2 = 21
Slashing/Bludgeoing damage+fire: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
The claw scratches Demario's skin causing a considerable gash, and burning his skin and cloths.

The fire is so intense that burns those around the skeleton.
Fiery aura -4 for cover: 1d6 - 4 ⇒ (6) - 4 = 2
Those of you starting adjacent to the skeleton when their turn starts, suffer the aura damage

K. religion DC 5 (can be made untrained):

You know this creature is a skeleton. They are weak, but very resistant to weapons not causing Bludgeoing damage.

K. religion DC 10 (can be made untrained):

You see the flames around and remember tales about burning skeletons that burn those around them and cause a big destruction around when they die.

At the start of his turn, Demario fells to the ground due to the extreme heat of the skeleton. Lionel feels also the heat, but the wall stone in between fortunately protects him from the damage.


Lionel@ given the new slightly different situation, you can change your actions if you wish so.
Mithrennon: 8/8 (1 non lethal)
Lionel: 8/11, magic mirror (spend obscuring mist, magic mirror, divine favor and 1 channel)
Draylan: 8/13
Demario: -1/7
Round 2:
Skeletons, Mithrennon, Lionel, Taulinor, Draylan, Nigel, Demario

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]

I really, really apologise about Combat Reflexes blunders, if that is making you uncomfortable, I can switch it to something else, or we can discuss what to do about it.
EDIT: I saw the wall, nevermind. Since I added my AoO here before the edit, I'll post it here now too.
AoO: 1d20 + 3 ⇒ (7) + 3 = 10 for1d8 + 9 ⇒ (7) + 9 = 16 damage

Knowledge(religion): 1d20 + 2 ⇒ (19) + 2 = 21
"Good work, Demario!", shouts enthusiastically Lionel as the gnome pulls off an amazing trick shot. Possibly distracted by the cleric's shout, the gnome doesn't manage to dodge out of the burning skeleton's way. "Oh, crap. Sorry!

Looking at the skeleton and focusing on the lectures at the temple, most of which he admittedly spent focusing on the head priestess' bosom, he suddently remembers something, and shouts extremely loud, "GET AWAY FROM IT, IT BLOWS UP WHEN YA KILL IT!"

"Nigel, drag Demario outa here, me and the Captin gonna drag it away!", Lionel shouts, while jumping over Demario's body with his spear still drawn, and positions himself closer to the other skeleton's ashes, ready to strike as soon as Demario is out of the way.

Standard action - Ready to attack Skeleton when Demario isn't going to get exploded
attack: 1d20 + 3 ⇒ (17) + 3 = 20 for1d8 + 9 ⇒ (4) + 9 = 13 damage, move action, repositioning on the map.

I'll miss ya, banner. Ya served me well...


Iron Gods: Iron maps;

Lionel@ to be fair I had forgotten about the reach, but as the wall was there, the cover avoided the trouble anyway.
Remember though, weapons with reach cannot be used to attack creatures adjacent to you. Thus your readied action is invalid unless you find a different spot to position yourself. I will let you move to a different place.
I haven't said, but stairs are always difficult terrain.

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]

Oh, one of us is confused, I guess. I'll try to clarify. I'll use my move action to reposition to where Lionel is on the map initially, then ready the action. I don't think I provoke, but if I do,Acrobatics VS CMD: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14


Iron Gods: Iron maps;

Ok, my fault, I haven't looked at the map ;)
I had just read you 'jumped over Demario' and assumed you were positioned over his body.
In fact you provoke on going out of the door way.

With great expertise Lionel jumps to one side avoiding the skeleton claws as he goes out of the door and positions himself in a place were he can hit the flaming skelly.

I just see stupid having to wait for Demario being unconscious. I assume someone will be able to reposition him somehow so he doesn't suffer damage.

Draylan and the others pull Demario's before the flames can affect him, and then Lionel delivers a brutal hit with his spear, breaking the skull of the skeleton. The undead also becomes unstable and explodes in flames, fortunately not damaging anyone, properly protected behind the walls.


Greatly managed, I've seen a lot of parties suffering a lot in this room :)
End briefing:
Mithrennon: 8/8 (1 non lethal)
Lionel: 8/11, magic mirror (spend obscuring mist, magic mirror, divine favor and 1 channel)
Draylan: 8/13
Demario: 1/7

As you approach the altars to investigate them, you find some silver
services, worth 100 gp altogether, as well as two silver holy symbols Lionel identify as being Nethys ones.

In addition, a divine scroll rests atop each altar.

Spellcraft DC 22, Detect magic+Spellcraft DC 18, or read magic spell:

A scroll of shatter on the black altar

Spellcraft DC 22, Detect magic+Spellcraft DC 18, or read magic spell:

A scroll of shield other on the white altar.

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]

As a divine caster you'd think that I have suitable skills for magical situations. And you'd be wrong.

Ignoring the rest of the room, Lionel rushes to Stabilize Demario.

"Guys, I'm running out of healing magic. If ya have any potions, I'd suggest giving them ta him, otherwise, I'll be outa divine power."

If noone has spare potion, or doesn't wish to give it now:
Lionel is going to convert his True Strike to Cure Light Wounds for Healing: 1d8 + 1 ⇒ (8) + 1 = 9

That leaves him with 1 touch of luck and 4 Mirror images.

The only two other PFS sessions the original Lion took part in had a Life Oracle with channels, so, not used to healing, but I'm obviously willing to NOT have people dying.

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

Mithrennon, pleased the team managed the skeletons so skillfully, enjoys the task of rummaging through the room.

Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15

Unable to decipher the scrolls, he points Lionel to them. "Perhaps these will help? I am afraid I cannot make out what the purpose of these scrolls are. Perhaps they are more attuned to your magical skills."

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 Mith, got nothin'. I can definitely see that it's magical, though. Nigel, can you read that?", pointing Nigel to the scrolls. "Ah, bother. If ya can't read it, I bet someone at the Society is gonna know what they mean, or Museum Nigel can give us a bonus for 'em."

I am making it clear, Lionel isn't the best caster. I also prepared Detect Magic rather than read magic, which was probably a mistake.

@GM, is it possible to take 20 at deciphering a scroll? I don't think so, but just double checking here.


Iron Gods: Iron maps;

It is possible to take 10 if you are in a relaxed moment, but not 20, as there is no possibility for retry until a day has passed (in between scenarios you probably can take 20 during a 20 days span).
I forgot to write, you can also use Use Magic Device with a DC 26 to decipher the scrolls.

The Exchange

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

Demario not expecting there to be another flaming skeleton in the room lets out a high pitched sheiek as a claw comes around the corner and clicks him good on the head, blood dripping down his face.

Holy bullfrog's warts. Where did that come from. Man, that hurt like hell. Thank you for pulling me outta harms way, the explosion could have hurt. Lionel, thank you for tending to my wounds. I will try to be more careful next time Stupid Demario, always careful and the ONE time your aren't looks what happens. Always stay out of the way and let the tall folk do the exploration and chivalry

He looks over the scrolls, trying to decipher the magic contained within.

The one found on the black alter is shatter, but I don't know bout the white one. If nobody wants it I will hold onto it. I can always try to cast it should we run across an enemy.

UMD: 1d20 + 9 ⇒ (20) + 9 = 291d20 + 9 ⇒ (12) + 9 = 21

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

Not sure we're going to crash a night here before finishing. If we do, we can try to coordinate the 0th level spells better.

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

wow, I sleep for 6 hrs, wake up, and missed an encounter! Good job ending it quickly.

Draylan mesmerized by the surprise of flaming skeletons loses focus for a moment and is frozen in place. When he snaps out of his shock, he sees bits of smoldering bone throughout the room.

"Sorry everyone, I must have lost consciousness for a moment. Thank you for dealing with the danger while I was... ahem... preoccupied. Since the danger is gone, shall we take a moment to check for anything the museum might be interested in... besides the scrolls, that is?"

perception: 1d20 + 6 ⇒ (3) + 6 = 9

if I still get the benefit of the extra roll from Lionel...

perception 2nd roll: 1d20 + 6 ⇒ (20) + 6 = 26

wow, nice re-roll. thanks Lionel

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]

Sadly, I didn't give you the re-roll since I took a different action. Buut, I give you the promise of giving you the good touch, if there is another combat.


Iron Gods: Iron maps;

Not very impressive, but you find the services of Nethys over the altars. All in silver.

A second, more careful, look at the room, uncovers a secret door concealed behind an old racked tapestry showing the magic of fire in his apotheosis. The door seems locked with a complex device.

Demario might be able to unlock it but he will likely need half an hour or more. You can mathematically only open it with a Take 20, do you go with it or continue exploring for the key?

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
Lionel wrote:
Assuming that the obvious fact of piercing weapons is useless against skeletons is obvious, he's going to turn to Draylan and say, "Go get 'em, Captin!", gesturing towards his potion of Enlarge Person, and then giving him a touch that releases another buzz of insect wings. Draylan, you can now re-roll all d20 for your next turn and pick the best one. Abuse it, or Calistria will be sad. You won't like her when she's sad. Also, 1 more use today.

I didn't see anything that changed that action posted afterward, but if it doesn't apply, then... bummer. Calistra smiled upon the nat 20!

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

I say we let him open it. with luck it will provide us some much needed healing sources. 1st adventure with all new... random... characters, only CORE to boot... is tough on healing resources!

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]

Seconding that notion. Just be mindful of traps.

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.

"Can't you just cast Shatter on that complicated lock or whatever, then let me cast open on the door once we're 20 feet away?" Nigel asks.

"I just don't want to open the door then bam! Skeletons in our face!"

Both Demario and I have a pretty good UMD skill, I just once if that will work.

The Exchange

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

perception trap = 27, disable to pop lock =25

Once all clear, Demario stands 30' from the door and tells the others, All yours gents, with a big grin.


Iron Gods: Iron maps;

After Demario unlocks the door, twenty minutes more have past and Mith starts feeling better from his injuries. +1 non lethal damage recovered

Nigel then opens the door with his cantrip and all the party starts exploring the new room.

A living, moving fabric seems to cover the ceiling of this half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor.

There is no other entrance to the rest of this level or to the tower’s interior central staircase from this room.

As the party explores the area, the light or movements disturbs a colony of bats that roosts on the ceiling of this room. The swarm goes over the party!

K. dungeoneering DC 12:

This is a swarm of bats. You know area and splash weapons deal double damage to them, and big strong sounds might scatter them as well.

Initiative:

Demario: 1d20 + 4 ⇒ (6) + 4 = 10
Draylan: 1d20 + 4 ⇒ (12) + 4 = 16
Lionel: 1d20 + 2 ⇒ (20) + 2 = 22
Mithrennon: 1d20 + 5 ⇒ (4) + 5 = 9
Taulinor: 1d20 + 3 ⇒ (18) + 3 = 21
Nigel: 1d20 + 0 ⇒ (13) + 0 = 13
Bat swarm: 1d20 + 2 ⇒ (18) + 2 = 20


Lionel: 8/11, magic mirror (spend obscuring mist, magic mirror, divine favor, true strike and 1 channel)
Draylan: 8/13
Round 1:
Lionel, Taulinor, Bats, Draylan, Nigel, Demario, Mithrennon

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, Draylan, I have to break my promise. I'll make it up to you somehow.

As before, I can't succeed on that roll, since I'm untrained.

Assuming that Lionel knows that swarms are usually impervious to weapon damage:

Lionel touches Mithrennon for good luck Standard Action, whispering, "Good luck with the acid, Mith."

Resources left, 4 uses of Copycat

and says louder, "Split up, so they can't be on alla us at once!", then moves backwards Move Action in order to stabilize anyone that needs it.

Assuming Lionel is a city man with next to no experience in the field, and hasn't encountered swarms.:
Lionel moves forward, swinging his dolphin banner in hopeless attempts to sweep them away and shouts loudly, "Shoo, yo godsdamned flying rats! Back to whatever forest you came from!"

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

k: dungeoneering: 1d20 + 5 ⇒ (17) + 5 = 22

Draylan remembers something an instructor said in his pathfinder prep class: cave vermin... and relays the information to the rest of the party.

Everyone, feel free to open spoiler for dungeoneering check on bats.

[b]"These are not easy to deal with. I suggest we get out of here, and try to close the bats inside with the door, and avoid tangling with them all together. EVERYONE OUT! NOW!"[b]

just to clarify, the door we just came through is the only way (that our characters can tell) for the bats to get into the room we just came from?

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

know(dungeoneering): 1d20 + 9 ⇒ (9) + 9 = 18

"Bat swarm! This is bad news! If anyone has splash or spread attacks, this would be a good time to use them!" Mithrennon exclaims excitedly, and not in a good way.

Feeling particularly useless about now, Meeth the wizard looks about frantically for a hasty retreat.

Meanwhile, his hawk hops about in a different room, squawking at feeling his master's anxiety.


Iron Gods: Iron maps;

Draylan@ sure, there are no windows in the tower, and there is no other obvious way to enter than that door.
Also, yes Lionel, what is an swarm is common knowledge, along as that positive energy affect undead, vermin are immune to mind-affecting and animals are not generally intelligent. All those things are none, common talk at some point on bar days or daddy advise while you are young.

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 panics and hurls his lantern at the swarm, hoping it will shatter and burn them in the process.

Nigel has the "Throw anything" feat. as for the damage it will do if it hits, I don't know to guess on that I'm going to say 1d4 +4 fire if it breaks but make it whatever is appropriate. Hell maybe the glass shattering will spook them.

Standard action: Throw Lantern: 1d20 ⇒ 111d4 + 4 ⇒ (4) + 4 = 8

Move action: Nigel pulls out a torch and shouts:

DOES ANYONE HAVE A LIGHT? I CAN SWING THIS AT THEM AND TRY TO BURN THEM.

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

Draylan will try and pick up Nigel as he tries to corral the party back out the door they came in and slam the door behind them.

After rushing back through the door, setting the gnome down, closing the door behind him and leaning against it while catching his breath...

"Sorry my friend... *breath*... we had NO time... *breath*... to discuss the issue... *breath*... Everyone OK?!"

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]

"Soo...", begins a confused Lionel. "That bad, huh? I'm gonna to assume nobody has the desire to lug stuff covered in bat!@#$ back to the museum, so I suggest we all forget 'bout this lil' accident. Although, praise where praise is due, people, that was some damn quick thinking."

Lionel looks up the stairs at the last floor of the tower, fixes his hat and cloak, brushes his fingers on the long yellow feather, clanks the end of his spear on the first step up, and says with a mischievous grin, "Shall we, gentlemen?"

Is there a Perform(Heroic Pose) skill?

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

"I was actually thinking, if we give the bats a few moments... they may fly out somewhere else (where they came in), and we can check out this room without distraction OR possible injury!"

Draylan will wait for awhile while listening at the door, to see if the sounds of the agitated bats, disappears.

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.

Slightly Calmed down now. Nigel has another suggestion.
Draylan, you said they hated loud noises right? I can cast Ghost sound to make it sound like there's a lot more of us. We could all go in screaming and I can make it sound like there's 10 of us. That might just scare them away.

He then looks at the torch in his hand and says.

By the way, if you would put me down and light my torch, I would be grateful. Sorry bout that, I'm a little skittish.


Iron Gods: Iron maps;

I am sorry Draylan, but we are still waiting for Taulinor and the bats to act.
A bit of speech is ok, but no other actions can be taken out of turn.
Plus you should no force other player actions. It is ok suggesting, but Nigel already stated he wanted to take another action, and so you have to convince him or respect it. For most you think it is damaging the party, he is free willed, and he might achieve his goal after all.
You can ready an action to close the door, but whether they follow you or not is a thing from your companions.
Let's retcon the last 4 posts and do as if they never happened.

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

no problem, I assumed if Nigel wasn't OK with that, he could resist me picking him up. In which case I could either leave him be, or roll a combat maneuver... bull rush, grapple, ect on him. Anyway... starting over...

"Swarms are nasty people! I plan to run out the door and shut it behind me, locking the bats inside. For your own safety, please do the same."

Draylan quickly darts out the door and readies an action to close it after the others clear the room.

Grand Lodge

male Elf Cavalier 1

Tuilinnor moves into the room and throws a bottle of alchemist's fire at the swarm. "Let's see if this works."
Alchemists Fire: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 ⇒ 4
Scatter: 1d8 ⇒ 4

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'm guess I'm going to hurl my lantern if the last four were retconned and see what happens.

don't close that door just yet, lets see if the fire works. I can always open or close it from like 30 feet away.


Iron Gods: Iron maps;

Taulinor throws an alchemist fire flask at the bats. Some part of them scatter when they took flames, but others stay there and move towards the party. 6 damage as splash weapons deal x1.5 damage, and they took fire for next round

The bats move over Taulinor and Lionel causing damage.
Damage Taulnior: 1d6 ⇒ 6
Damage Lionel: 1d6 ⇒ 1

Nigel bravely hurls the lamp full of oil. As it contains burning oil, I will rule it deals 1d4 damage
Fail direction: 1d8 ⇒ 7
The lamp fails and crashes against the floor very close to the bats, but the oil scatter burns some of the bats.1 damage

On Taulinor's turn:
Taulinor alchemist fire 2nd round: 1d6 ⇒ 4 x1.5
The remnant flames continue burning more and more bats, until they decide it is dangerous to stay here, and fly away of the party into the sky out of the tower.


Swarm: 13 damage (the lamp splash damage was decisive in the end)
Lionel: 7/11, magic mirror (spend obscuring mist, magic mirror, divine favor, true strike and 1 channel)
Draylan: 8/13
Taulinor: 6/12
COMBAT IS OVER!

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

Mithrennon sighs in relief as the party drives away the swarm of bats. "Well done, everyone! Such hordes of creatures are devastating to the unprepared." Even as he praises the valiant teammates, Glandur looks warily about, anxious that they might return. Nonetheless, the wizard takes the time to look over the ruins, to see if there's anything worth salvaging.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26

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

"I whole heartedly agree! Very impressive you 2. I had no idea you were prepared to deal with a unique threat like a swarm. Kudos. I apologize for doubting you both. Shall we see if these bats were worth your trouble?"

perception: 1d20 + 5 ⇒ (2) + 5 = 7


Iron Gods: Iron maps;

Mithrennon's search turns up a potion buried in the rubble.

Detect magic+Spellcraft DC 16, or Perception DC 16:

Potion of cure light wounds.

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

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Drat!!!

The wizard rummages about, and uncovers a potion! "Aha! It's a...it's a...hmm..." Mithrennon studies it keenly, frustrated the answer eludes him, as if on the tip of his elven tongue.

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.

Sorry about freaking out back there. Now I have several pints of oil but no lamp. could someone help light my torch and let me take a look at that bottle please?.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

The Exchange

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

Mind if I have a go it? as he unstoppers the potions, dips a finger in it and sees if he can figure out what it is.

per: 1d20 + 7 ⇒ (17) + 7 = 24

It is slightly orange, and fruity. Not bad actually, if I remember what my pops told me it should be a potion of cure light wounds. It will patch up your aches, pains, and wounds.

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.

Give it to Taulinor. He killed the bats and took a beating for it.

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]

"Hot hells, guys, you're kickin' ass!" replies Lionel after the fire explodes in the room, with a giddy tone in his voice, clearly enjoying the sight of bats scattering from the flames. "Lemme getta look at that here potion."

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

"It's... well. A potion. The Lion can confirm that."

After Demario has confirmed it, Lionel agrees with Nigel's proposition.

"Nigel has a point. Bottoms up, Tully!", encouragingly says Lionel.

After that,

Lionel "The Lion" Wynne wrote:


Lionel looks up the stairs at the last floor of the tower, fixes his hat and cloak, brushes his fingers on the long yellow feather, clanks the end of his spear on the first step up, and says with a mischievous grin, "Shall we, gentlemen?"

Grand Lodge

male Elf Cavalier 1

"A good friend of mine, Lymwin, makes these fires. They are really efficient against swarms."

Tuilinnor thankfully receives the potion. "Thank's for sharing it with me. Those little bastards have sharp teeth." he says.

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 casts Mage armor on himself, then pulls out a javelin and a pint of oil and says skittishly.

um, After you guys.

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

"Agreed Sir Mugfunkle. That appears to be the extent of this floor. Shall we proceed onward and upward to next floor?"


Iron Gods: Iron maps;

The party climbs one more floor without much problem. They stand in front of a new door trying to decide if climbing more or assaulting also this floor.
door: 1d100 ⇒ 71


Map updated
Feel free to RP a little bit more before opening the next door or climbing up to the next floor.
Lionel: 7/11, magic mirror (spend obscuring mist, magic mirror, divine favor, true strike and 1 channel)
Draylan: 8/13
Taulinor: 6/12

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

"How many floors did this place look like it had, from the outside?"

Draylan turns to Lionel...

"Is this where we consult to coin? Or are we proceeding with a more systematic exploration from bottom to top? In other words, are we seeing what's behind door number 3 here, or skipping it and heading up again?"

Draylan turns to the cramped group of pathfinders...

"Did anyone want to check THIS door for surprises?"

Draylan surveys the door waiting for the party's replys.

perception: 1d20 + 5 ⇒ (6) + 5 = 11

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]

Lionel pull up his fated coin and grins, "Coin is a solution to many problems, Captin.".

Calistrian decision: 1d2 ⇒ 1 is we go for the door, 2 is we head up.

"It appears that Calistria has spoken, gentlemen. I say we see what's behind here. Could be the thing the Nigel sent us for. Or somethin' shiny."

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 chimes in.

I have a spell that can open and close doors from 25 feet away. From now on, lets use that to open doors. I'm also going to check for traps on this door.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

I feel like we've searched every floor so far. We might as well explore the place top to bottom. By the way, anyone have flint and steel to light my torch with?

BTW I'm curious about the rules for pints of oil. It says it takes a full round action to prepare the fuse and throw it like an alchemist fire with a 50-50 shot of working. Can I ready that do that before I throw it, or is do I have to spend the full round action during combat?


Iron Gods: Iron maps;

Nigel@ my guess is you can prepare it out of combat, but then your hands are occupied and cannot do other things. Even casting spells with somatic components.

As Nigels spell opens from safety, the horribly familiar stench of troglodytes comes to your nose.
For Demario DC 11: 1d20 + 1 ⇒ (7) + 1 = 8
For Draylan DC 11: 1d20 + 4 ⇒ (2) + 4 = 6
For Lionel DC 11: 1d20 + 2 ⇒ (2) + 2 = 4
Demario, Draylan and Lionel, being the closest ones need to make all his effort not to vomit from the stench. sickened during 10 rounds
Those going inside the green stench area need to pass the For DC 11 roll same

Crude bunks line the walls of the stench filled room. There are three troglodytes resting here, they swiftly stand up and hand their weapons as they hear the door opening and the light pouring inside the room.
Trogs take 10 should be enough to see the light pouring below the door, so no surprise round this time

Initiative:

Demario: 1d20 + 4 ⇒ (1) + 4 = 5
Draylan: 1d20 + 4 ⇒ (1) + 4 = 5
Lionel: 1d20 + 2 ⇒ (6) + 2 = 8
Mithrennon: 1d20 + 5 ⇒ (10) + 5 = 15
Taulinor: 1d20 + 3 ⇒ (10) + 3 = 13
Nigel: 1d20 + 0 ⇒ (14) + 0 = 14
Troglodytes: 1d20 + 1 ⇒ (19) + 1 = 20

They start yelling and stand up from the beds.

Draconic:

"Intruders! Tulok! Intruders in the barraks!"

At your sight, they hurl a bunch of javelins and get out of the beds 5 feet.
Javelin (flatfooted): 1d20 + 3 ⇒ (14) + 3 = 17
Piercing damage: 1d4 - 1 ⇒ (3) - 1 = 2
Javelin (flatfooted): 1d20 + 3 ⇒ (13) + 3 = 16
Piercing damage: 1d4 - 1 ⇒ (2) - 1 = 1
Javelin (flatfooted)-distance: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Piercing damage: 1d4 - 1 ⇒ (1) - 1 = 0
The closest troglodytes succeed to hit Draylan from their position, the weapons causing a couple of wounds in his chest. But the brave fighter stands the damage and readies himself for the attack.


Moving on beds: Considered high-ground for melee attacks (+1 to hit against creatures in the floor). In order to move on a bed square, you have to either succeed into an Acrobatics (jump) DC 8 or Climb DC 0. It requires 10 feet movement to enter with a jump, or 20 feet movement to climb. In the rare case you want to go below, that is a crawling action, a full-round action to move 5 feet behind the bed, and you are considered squeezing and having cover from the top. If you get creative on other actions, we will see what other rules to apply :)
Lionel: 7/11, magic mirror (spend obscuring mist, magic mirror, divine favor, true strike and 1 channel) sickened (10)
Draylan: 5/13 sickened (10)
Taulinor: 6/12
Demario: 7/7 sickened (10)
Round 1:
Troglodytes, Mithrennon, Nigel, Taulinor, Lionel, Draylan, Demario

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