[PFS] Master of the Fallen Fortress Table 2 (Inactive)

Game Master Kludde


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Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

So how do the Trogs go up and down if the central staircase is choked with rubble all they way up. Climb speed? Secret door? Pulley system? Ladder? Flight? Do they have +25 to their climb?

With a climber's kit I think Sardon could get a 30 if he took off all his armor and was allowed to take 20; conceivably he could do this if we say we are belaying him (thus removing risk)

What about the interior floors? Are they stone or wood? Can we break the weak Easter floor somewhere to get through, or would that bring the building down on us.

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

I was under the impression the stairs collapsed when we were there.

I'm willing to try a belayed approach if the GM says aye, but I'm not fond of reaching the top floor unarmored and alone, relying on my stealth. A DC 30 check tells me there's another way.

Cracks and such in the frog room's ceiling let water in. Any big enough to let Sardon in? Or could be expanded?

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

I could pop an invisibility on you from the scroll. It would certainly help with the stealth factor; 3 min of invisibility might even allow you to secure a rope for us to climb and don your armor hastily once at the top, although that would be pushing it.

The earthquake collapsed the stairs, but the earthquake didn't happen while we were here; it clearly happened off-screen. So either the Trogs have been trapped here on their levels for a bit (like, days) or they have another way around the tower.

If I was a trog on the lower levels and my boss had been trapped in the upper one for a bit, and I could climb out and (s)he couldnt, I'd probably just ditch them. That would be the Totally Evil thing to do.


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My opinion is that heroism and good ideas should always win out. I'm not sure how the frogs get around, they might just be a bit more salamander-like than your. Better in confined spaces?

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

@ PCs (mostly) If I advance loudly, he'll know where I am, but not what I'm armed with, etc. Hopefully, he'll come out to play, and I can get some trip action going. That should give Naiyra the chance to get a sneak attack in, and allow me to get flanking going, as Thaurux (I keep thinking you're Thoreau [/need head examined]) and Mahasi swoop in for the kill. Thoughts?

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Just don't trip the croc. Being 4 legged he will have a bonus, much harder to trip. We can keep the trog tripped and kill the croc first. Between you and Thaurux one of you will have him tripped.

Sounds like a good plan.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4
Thaurux wrote:


Saturday, 10:02 PM | FLAG | LIST | REPLY
On his turn, Thaurux had moved to flank the enemy. So Naiyra may get a chance to flank next round, and he may have to choose who to swarm.

That's why I added flank and sneak attack, and I thought you might have made a mistake with movement which is mentioned the comment as well.

If it's my mistake I apologize for my assumption. Please disregard the flank and sneak attack.


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It's ok - I'm not doing any 6am flights this week, so I should be sharp enough to catch these things ;-)

I think the comment pointed out the possibility for you to move into flanking position: for instance, if you take a step southwest this turn (and thaurux stays into position), you can flank and use your sneak bonus. It won't impede Sardon ability to use his reach weapon either.

You've been doing an awesome job at neutralising this druid so far 8)

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

So there are a few gotchas on summon swarm that you should be aware of, mr DM Kludde. They keep it from being a low level Creeping Doom (which would make druids vewy, vewy scawy)

rules lawyer, ho!:

Sorry to be the annoying rules lawyer type. You're probably aware of most of these, but I thought it would bear reminding:

1. Cast time: 1 round - this means the spell takes an entire initiative count, not a standard, and any damage taken during the casting causes additional concentration checks. Only Summoners and a few druid archetypes can do summons that are a standard action. (As an aside, there is some subtlety in the way they define 1 round vs full round casting. "1 round" is a full initiative count. If you read the metamagic feats section they explain "full round" as lasting your turn, that is standard + move, although I think you can still do a swift. The language could use cleaning up.)

2. Duration - Concentration + 2; if he isn't maintaining it (ie casting other spells in the meantime), the swarm only lasts two rounds

3. No control - swarm goes anywhere randomly, the druid doesn't have control. To be fair, it would probably go away from the grease ;)


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Yohoho and a bottle of rules:

Thanks for the update on swarms. I think I found most of that, except for the full round casting part, but it's good to have some confirmation. In all fairness, the druid only took a single hit during the casting round, and there actually was a conc. check to match it, which succeeded.

From the description, I gathered not so much a random movement, but a food-directed movement.

And yeah, swarms are scary...

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

What, they prefer soft human flesh over leathery lizardman flesh :)

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Thank you for running.

7514-8

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

# 108416-2

Thanks for running the this module for us. Had a great time. This is the first Pathfinder gave I have completed.

-Posted with Wayfinder

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

PMed you this, but for convenience (and maximum saturation)

26382-4

Thanks for the run and thanks to my companions for making it good fun.

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

55846-3

Thank you for running the module. It was fun, and I felt anxious enough for the characters :P

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

I believe Thaurux is planning on going barbarian/oracle/sorcerer/dragon disciple

You might want to seriously consider taking a look at the advanced class guide and rebuild Thaurux into a bloodrager with the draconic bloodline. The latest (probably final) incarnation of the bloodrager is very nice - good combination of hitting power, abilities and magic.

Just a thought.

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

I'll check it out, thanks.

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