| GM PaleDim |
Gameplay thread for Master of the Fallen Fortress! If you have been recruited by me for this game, please feel free to "dot and delete" and then check-in on the Discussion page! Thanks!
| GM PaleDim |
The adventure begins in Skyreach, the majestic, white, five-towered palace on the campus of the Grand Lodge in Absalom.
You are led through the Great Hall of Skyreach past a large table with a shifting illusionary Inner Sea map on its massive surface. Standing around the Hall are dozens of pathfinders of various races exchanging stories of their exploits. You are directed towards a smaller meeting room, past an ornate fountain with crystal clear water. You can feel the chill from the cascading droplets as some splash you on their descent to the pool.
The placard before the room reads, “The Pipeweed Nook”. Opening the door you see a long table, chairs, and an imposing looking man sitting before a fireplace. He taps the ashes from his mahogany pipe into his palm and then throws them onto the flames. He smiles.
“Welcome initiates,“ he says in a friendly, laid-back manner. “I am pleased you could come so soon. I am Venture Captain Adril Hestram, and I have a task for you. Recently an earthquake struck the city, costing countless gold in damages as you can imagine. But it also caused a sealed siege tower from one of Absalom’s many, past, would-be-conquerors, to crack open like an egg.”
“Word on the street is that no one has yet searched ‘the Fallen Fortress’, as the locals are calling it. However, against my commands, a young Pathfinder like yourselves, named Balenar Forsend, set off to explore the ruins alone. Now he is missing.”
“While I applaud Balenar’s intentions, by going off against my words, he has violated the Pathfinder Oath, to explore, cooperate, and report. Hopefully he is still alive to fulfill the last part of that oath.”
He clears his throat and stands, handing over a map of the Cairnlands marked with the location of this ‘Fallen Fortress’.
“Don’t forget initiates, during your explorations, keep your eyes peeled for anything that could be of interest to the society, especially historical or religious artifacts. Do you have any questions before you go?”
Ninura Hoshi
|
An energetic kitsune with silky fur and two fluffly tails listens to the mission details with an enigmatic grin. She wears a comfortable silken shirt in the Minkaian style, with loose sleeves that reach her elbows, stretchy black knee length shorts and glossy lamellar cuirass armour. There’s a fine rapier at her hip, and a crossbow on her back. She wears a single braided bracelet on her left wrist.
"Ruin, treasure, kid." the kitsune repeats. Her blue eyes sparkle with amusement. Her maw is curled up into a wily grin, revealing the sharp tips of her white teeth. "Short and sweet, Valsin! I like it!"
Knowledge Local: Balenor Forsend: 1d20 + 6 ⇒ (18) + 6 = 24
Gil Vladinescu
|
A swarthy olive-skinned man with long dark hair sits quietly through the briefing with no expression, his violet eyes never leaving Hestram's face. He wears a red silk vest with green tassels, grey cotton trousers and an orange sash. His arms are covered in Varisian tattoos, with a large tattoo of a flying dinosaur prominently displayed on his neck.
"This should be fun. I've spent the last few years travelling with my sister's caravan and it will be nice to experience something a bit different. Don't worry we'll get the kid back to you."
| GM PaleDim |
Valsin considers the Kitsune's brief summary of his explanation and adds clarification, rubbing his chin thoughtfully while trying to recall details about the captive.
"No, I would not call Balenor a 'kid'. As a Pathfinder he has a handful more missions than you under his belt. At his level of expertise he would still take missions of complexity and danger that are similar to what I expect all of you to handle The problem is that he went alone." You detect a particular emphasis on the last word.
| GM PaleDim |
Valsin regards the varisian with a nod. "I appreciate those that have some experience traveling different lands before they come to the society. They're usually a bit more ready to encounter the unknown. In our missions it's best to expect the unexpected."
| GM PaleDim |
To the elf, "Indeed. This is why it's best not to go it alone when exploring for the Society. It is why we emphasize cooperation."
A puff of smoke releases from his pipe. It's oddly satisfying to some of you.
Korum of the Silver-Eyed Wolf
|
A grey-skinned half orc enters the room. He sets his glaive against the wall. His armor is a long chain jacket, styled from the far east. He nods to those gathered as he takes his seat. Well, I'll be damned! A real fox-man. Shelyn knows I've never seen one up close.
He listens to the briefing, but offers nothing to the conversation.
Ninura Hoshi
|
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The kitsune's tails swish back and forth. "Naughty boy," she remarks with a toothy grin. Although whether she's referring to Balenor or the late half-orc is unclear...
Gil Vladinescu
|
Gil surveys the group.
"Being new to Absalom I have no knowledge of this area or anything that we might be walking into, so I'm ready to go as soon as the rest are."
Bakko
|
Nice to meet you all. - says the usually silent outsider on the back - I'm called Bakko, and I am ready to go.
The shifter was a tall and strong Oread - with grey skin and a sturdy appearance. Yet, despite all exotic flair already around, some could say he had some feline features.
Ninura Hoshi
|
Looking at the other agents as they introduce themselves, the kitsune rolls her eyes. With a dramatic sigh she leaps to her feet. She begins to talk in a strange language, while waving her arms around dramatically.
She performs a cheeky bow. With a toothy grin, she looks up and finishes in common, "But you can call me Hoshi."
Then she crosses her arms and leans against the doorframe. "We gonna talk all day, or are we gonna get to work?"
| GM PaleDim |
Thank you all for the introductions!
The Venture Captain gives fairly simple instructions for following well-worn paths to your destination. Once you leave the city gates of Absolom proper it’s only a few hours hike before you reach your destination in the Cairnlands.
The ruined siege castle now being called the Fallen Fortress rises out of the churned earth of the Cairnlands. No doors or windows mar the otherwise smooth expanse of the tower’s walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior doors 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.
No sooner do you get close enough to note these details than you hear the sound of vicious, persistent barking from the direction of the fortress. You spot them soon after - a pack of starving wild dogs is running towards your party!
Hoshi: 1d20 + 4 ⇒ (18) + 4 = 22
Gil: 1d20 + 5 ⇒ (6) + 5 = 11
Ehrenfried: 1d20 + 4 ⇒ (8) + 4 = 12
Endir Feyim: 1d20 + 4 ⇒ (4) + 4 = 8
Bakko: 1d20 + 4 ⇒ (9) + 4 = 13
Korum: 1d20 + 1 ⇒ (8) + 1 = 9
Doges: 1d20 + 1 ⇒ (20) + 1 = 21
Round 1
Bold may act.
Hoshi
---
Wild Dogs
---
Bakko
Ehrenfried
Gil
Korum
Endir
Map updated! NOTE rubble is difficult terrain.
Hoshi, you're up!
How's that for 0 to 60 :)
Gil Vladinescu
|
Shaking his head, "I know I've eaten worse on the trail, but I thought those days were behind me"
| GM PaleDim |
What is my ini?
Apologies, I hadn't updated the initiative block when Ehrenfried left the game. I've added your roll in. See updated below.
Eiche init: 1d20 + 2 ⇒ (20) + 2 = 22
Round 1
Bold may act.
Hoshi
Eiche
---
Wild Dogs
---
Bakko
Gil
Korum
Endir
Hoshi and Eiche are up
Sorry for the miss and confusion.
| GM PaleDim |
One more important note: like many pbp GMs I'll use block iniative, which means that a group of players with continuous init order and no enemies in between may post in any order when they are up. So Hoshi and Eiche may post in any order and then I'll post the dogs' actions.
Ninura Hoshi
|
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Hoshi draws her rapier and holds it ready for a fight.
Hoshi readies an action to attack if any dog comes within her reach.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Piercing Damage: 1d6 ⇒ 5
| GM PaleDim |
** spoiler omitted **
| GM PaleDim |
Pefectly fine.
Magma prepares to attack.
[Dice=Attack if necessary]1d20+5; 1d10+4
I assume "if necessary" means "if dog comes within reach", similar to Hoshi?
I'll resolve the first actions shortly this evening and get the rest of the party moving after the dogs.
| GM PaleDim |
Hoshi draws her blade and prepares for the quickly approaching dogs. Similarly, Magma turns toward them and waits with claws spread wide open, awaiting a victim.
Hey Eiche, would you mind find an appropriate token to represent Magma and place him/her/they near you on the map? The same initiative can be used but we need to see it on the board so we can resolve attacks.
The dogs race directly at the party. As they hit the rubble their paws begin to slip. One of them falls flat on its stomach before it gets back up and more carefully approaches. They arrive right in front of the party, snarling viciously in their hostile stance but not yet attacking. They used up their whole round running.
As soon as they arrive, Hoshi's rapier flashes forward and stings the dog directly in front of her. It lets out a yelp and afterwards staggers a bit on its legs as it holds its position, sizing her up.
Round 1
Bold may act.
Hoshi
Eiche
---
Red
Blue (-5)
Green
---
Bakko
Gil
Korum
Endir
Bakko, Gil, Korum, and Endir are up! You four may post in any order.
Endir Feyim
|
Endir runs straight to the side, giving him the opportunity to knock and fire an arrow straight at the red dog.
Attack + point-blank shot: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage + point-blank shot: 1d8 + 1 ⇒ (7) + 1 = 8
"Die, so you can make way for the living!"
| GM PaleDim |
Endir sprints out to the side to get a straight shot at one of the dogs. Soon after he releases his arrow the targeted dog whimpers briefly before dropping to the ground, dead.
Red down! Two to go.
Gil Vladinescu
|
Gil thinks for a second, and decides to save his more powerful spells for more powerful enemies.
Acid Splash ranged touch: 1d20 + 1 ⇒ (6) + 1 = 7
Damage + acid flask focus: 1d3 + 1 ⇒ (1) + 1 = 2
Wow that's some kick ass rolls lol
| GM PaleDim |
Gil, it doesn't change the result, but don't forget the -4 penalty vs. a target engaged in melee (Endir avoids it with the Precise Shot feat).
Gil Vladinescu
|
Gil, it doesn't change the result, but don't forget the -4 penalty vs. a target engaged in melee (Endir avoids it with the Precise Shot feat).
Oops! Sorry. I always remember that on thrown and ranged weapons but for some reason it slips my mind with spells. Thank you for the reminder
| GM PaleDim |
GM PaleDim wrote:Gil, it doesn't change the result, but don't forget the -4 penalty vs. a target engaged in melee (Endir avoids it with the Precise Shot feat).Oops! Sorry. I always remember that on thrown and ranged weapons but for some reason it slips my mind with spells. Thank you for the reminder
No problem (I'm sure I'll forget something before this is over)
| GM PaleDim |
Bakko and Korum are still up to conclude round 1!
Korum of the Silver-Eyed Wolf
|
The paladin steps up behind the kitsune and thrusts his glaive deep into the mongrel. "Sorry Hosh. Hope he's not a cousin of yours."
Glaive (reach): 1d20 + 5 ⇒ (14) + 5 = 191d10 + 4 ⇒ (9) + 4 = 13
| GM PaleDim |
The dog in front of Hoshi continues to focus squarely on threatening her when suddenly she steps slightly to the side, revealing a pole-arm waiting to lunge past her into the already limping dog. It drops dead.
blue down! one left.
| Helikon |
Larisa Stronwell is a short, slender woman with brown hair and freckles who works in a small shipping office on the Woodsedge docks. The organized but dusty office consists of a front room for visitors and a back room with several desks and dozens of shelves and filing cabinets where three other people are working. When the PCs arrive, Larisa is sitting behind a desk in the front room, working through a stack of papers. She greets you brusquely without looking up from her work.
"What can I do for you?"
| GM PaleDim |
it looks like that post was meant for a different game. Bakko, you’re still up.
| GM PaleDim |
well, that was a lengthy site outage. Bakko, I would need to bot you at the 24h mark today, which is in a about an hour. Given the outage do you need more time to post a move or can you fit one in?
| GM PaleDim |
Grr... site eats post. Take 2...
Botting Bakko to move us along.
Bakko lunges at the final dog baring his claws...
Two claws, full-round natural attack
Claw 1 attack vs green: 1d20 + 5 ⇒ (2) + 5 = 7
Claw 2 attack vs green: 1d20 + 5 ⇒ (10) + 5 = 15
Claw 2 damage: 1d4 + 4 ⇒ (2) + 4 = 6
The dog darts away from the first claw, but stops right where the second one comes down directly on top of him. It catches his throat, spilling blood into the grass as it drops to the ground.
Victory!
Combat over!
As you approach the ruins you note that due to the fully destroyed East wing, entry can be gained via what used to be interior doors into the North and South wings. It’s apparent that the South wing is entirely filled with rubble, making passage prohibitively difficult. Before you enter the North wing the team looks through the doorway. Hoshi is keeping a sharp eye out for traps.
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 tapestries. A single archway stands open in the southwest wall.
Hoshi: 1d20 + 5 ⇒ (16) + 5 = 21
Gil: 1d20 + 6 ⇒ (1) + 6 = 7 (assuming he has his familar nearby, correct me if wrong)
Eiche: 1d20 + 8 ⇒ (2) + 8 = 10
Endir Feyim: 1d20 + 6 ⇒ (14) + 6 = 20
Bakko: 1d20 + 6 ⇒ (18) + 6 = 24
Korum: 1d20 - 1 ⇒ (8) - 1 = 7
Ninura Hoshi
|
Hoshi sheathes her rapier, takes out her crossbow and loads it.
"Battle's not over yet," Hoshi remarks quietly as she points out a spider on the north wall of the north room. "Hope you're not afraid of bugs."
When everyone's ready, Hoshi steps into the room and fires her crossbow at the spider! (If she still can! Otherwise ignore this part, I'm still in the doorway, and I'll wait for initiative).
Ranged Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Piercing Damage: 1d8 ⇒ 8
Sneak Attack Damage: 1d6 ⇒ 5
| GM PaleDim |
It doesn't seem to see you now but it might when you step into the room. So init would be rolled then. You should all discuss how you want to do this entrance.
UPDATE: also I'll of course hold your attack until it applies.
Gil Vladinescu
|
Realizing what is going on, Gil prepares a bolt in his crossbow.
Readying an attack for when combat begins and the spider moves
| GM PaleDim |
I'll give a day for others to specify how they are getting ready, and then start the battle and roll initiative on Hoshi's entering the room.
| GM PaleDim |
I'll move us forward and start the battle with whoever has given input this evening. Just wanted to give everyone a chance to scheme about approaching the thread :)
Ninura Hoshi
|
Hoshi grins widely. "Best to use ranged tactics if you can. The webs will give the spider an advantage in melee combat." Then she dashes into the room and fires her bow.
Hoshi just intends to stay at range for a round or two (or until the spider forces her to do otherwise.)