GM NotEspi's Master of the Fallen Fortress (Standard) 2 (Inactive)

Game Master NotEspi

Map

Initiative:

[dice=Opposition]1d20 + x[/dice]
[dice=Celegon]1d20 + 6[/dice]
[dice=Durun]1d20 + 3[/dice]
[dice=Jorun]1d20 - 2[/dice]
[dice=Kiddir]1d20 + 4[/dice]
[dice=Mae]1d20 + 2[/dice]
[dice=Zahira]1d20 + 3[/dice]


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Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

"Is everyone ok? I didn't see any serious wounds but I wanted to be sure."

Mae will rush in and attempt to stabilize the dying croc, after which she'll check on Tasskar. Heal: 1d20 + 6 ⇒ (18) + 6 = 24


Mae treats the crocodile's wounds so that it stops bleeding. A good long sleep should do it now.

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Not seeing any further enemies, Celegon casts Detect Magic and takes a look around to makes sure that there is nothing important around them while.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

On the bright side, at least he'll spot magical stuff. lol


The obvious chest in the room is something you can not miss.

Celegon notices several magical auras in the room. Some of them emanating from the chest, and one on Tasskar's body. On his cloak, to be specific.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Zahira you're so good with those punching blades, I kinda think you could have won that battle by yourself! But luckily you had backup. Its not safe to go alone in this world... always need someone watching your back.

Mae will check on Tasskar to see if he too still lives after she's stablized the interesting looking croc. "Balenar you can come up, its safe. Is this man the leader? Have you seen them before?"

Upon noticing the chest Mae will cast a spell on it and focus

Spellcraft DC15:
Detect Poison


Mae:

Poisoned vs 12: 1d20 + 9 ⇒ (2) + 9 = 11
Bleeding vs 12: 1d20 + 2 ⇒ (16) + 2 = 18

Yeah - he's poisoned, alright. But not bleeding anymore.

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

"Well, this chest certainly looks interesting. Let's see what we can do here. Everyone, stand back just a bit..." Celegon makes sure that people are cleared away from the chest just in case and he stands about 20 feet away and casts Open on it to see if he can get it open and make sure there are no traps.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae will gather up any useful gear from the lizardman leader. "Can someone please help me remove this gear and bring him down the stairs? He's still alive and I'm not a murderer, so we should lock him into Balenar's cell room. Most of his other lackeys are also alive and we can lock them in as well. The powers that be in the city can decide their fate, that's not our duty. I would also like to release this poor crocodile. He doesn't belong up in a stone tower, he belongs in the wild. Someone please help me, I'm not strong enough to do this alone."


Celegon opens up the chest with his spell. After checking the contents, you find a masterwork short sword, 15 cold iron shurikens, two flasks
of acid, an amethyst, 247 gp in assorted coins, one wand, and two potions.

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Durun lets low with a low whistle. "That is a lot of valuables." With a glint in his eye he turns away from the treasure with difficulty. "I will help you, Lady Mae. I may not have much strength, but I will help drag them to the cell."

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Celegon examines the wand to try and determine what magic it may hold and also examines the troglodyte's glowing cloak.

Spellcraft to identify: 1d20 + 8 ⇒ (2) + 8 = 10

"I too can help drag these foul smelling creatures to the cell. I would hate to be one of the guards that has to clear them out after a few days." He gives an involuntary shutter under his makeshift mask at the thought of the compounded smell.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

"Thanks for your help, both of you. All of you. This was a good experience for me, my first mission. I never spent much time outside the city walls, my parents wouldn't let me because of my bad eyesight."

Mae then turns to face the lizardman and his pet. "Most all of the lizards you defeated still live, they are just badly wounded. They should live ok if they don't resist whoever the city sends back out... I'll make sure of it if I can."

With an excited smile once all the dragging and moving of bodies is complete, Mae then turns to Celegon. "Now its time to rescue up that little zappy lizard! I can't wait to get him home!"

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Celegon smiles at the thought of unusual little lizard, "He would make quite a boon companion, that is for certain. Let us see if we can entice him with food and then get our friend here back to Absalom."

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

"I have more rations or we could look around for some bugs maybe? Although I'd much much rather give him some of this tasty jerky."

Not that I think it matters for a PFS game for gaining a 'pet', but Mae is changing her skills after this adventure to have handle animal. Knowledge Planes isn't her style.


Naturally, you can tak it for flavour purposes, but it'd be useless for actual games. That said, it seems nobody wants to do anything else so I'll just write up the ending post and put it up. Within the next few hours, preferably. Feel free to sign up for other stuff at this point and thanks for having me.


After finishing your business in the tower, you head back to Absalom's Eagle Garrison. Somehow, the scenery of the way back seems less malevolant. Perhaps it's just you getting used to carnage in the tower. Who knows?

Returning to Wilridge with Balenar, you submit your report to the Captain and the bard to the nearest inn. Wilridge congratulates you on the job well done and pays you your well earned reward.

Balenar invites you for a round on him into the Flax lodge, and assures you that he would put in a good word for you in the Pathfinder Lodge.

Mae's new pet turns some heads, and shocks a few daring enough to come pet it.

All in all, a good week.

That's all from me here, folks. If you have any finishing thoughts, go ahead. I'll close the thread tomorrow. Again, thanks.

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Thanks again for running the game, Espi. I had a great time with everyone.

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