GM TOP MOD: Master of the Fallen Fortress (Core) (Inactive)

Game Master Pete H.

Slides


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Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Astingaire Morrington:
During an intense and likely drug or alcohol induced session of vision seeking, you have learned that your God wishes you to travel to Absalom. There is a holy relic there hidden in a recently revealed tower outside the city. He suggests you bring friends to help as meatshields against the tower's inhabitants.

Raknir:
While meditating about the nature of your gifts, you receive a small vision of a crumbling tower in the easily recognizable planes around Absalom. At the top of the tower is a gorgeous golden dragon. You know not more, but the urge to search for this dragon is strong.

Ispen Ironblood:
Hooking up with the pathfinder organization was a valuable call. Or at least it seems like it is going to be valuable. So far, you've only been given free transport to the Grand Lodge in Absalom and enough food for the trip. Once all your paperwork was filled out (why is there always so much paperwork!) you are given a bed in a bunkhouse at the lodge and told a mission will come your way soon. Itching to actually do SOMETHING you spend most of the night awake, restlessly waiting for morning and the hope of a mission.

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’ve heard rumors that one of the sealed siege castles has been laid open by a minor earthquake. Word on the street is that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” What better way to start a life of excitement and adventure than by exploring its long-abandoned, dusty halls and perhaps claiming its ancient treasures?

Your pathfinder lodge sends you a note that reads, Meet at six am at the 'Fancy Duds & Suds' tavern on the corner of Oak St. and Cayden Ave.

Upon arrival, the tavern is quite fancy... and mostly empty. Four halflings are sitting in one corner eating a very hearty breakfast muttering about a ring they lost.

Other than those four and a host/waitress/bartender, there is a single half-orc sitting at a large round table who waves you over. "Have a seat and welcome, pathfinders. The lodge has provided an allowance for breakfast, though it is a bit small and can only cover the basic porridge, fruit & milk meal combo served here. But still, not a bad deal. Then we can talk about your mission with a full belly."

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"I suppose a spot of porridge may be in order." replies the white-haired man adorned in the one-eyed holy symbol of Aroden. Setting his blade, the favored weapon of Aroden, on the table, he takes a seat at the table, waving his hand at the server.

When his bowl arrives, he quietly mutters to himself what appears to be a blessing, before lifting a spoonful to his lips.

"Could use some cinnamon." he declares.

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

A tall and fierce-looking half-orc in tunic and breeches strides in. He curls his lip at the selection of food, then shakes his head with a toothy grin. "Eat what you can, when you can. So I've been told many times." He hooks a chair over with one leg, sits down, and tucks in.

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

A rustic, older Ulfen makes his way into the 'Fancy Duds & Suds' tavern, a look of apprehension crosses his face at the decision. Why I ever promised that Pathfinder woman to join her group I don't know. Men say stupid things when in a warm bed with an eager woman.

He nods once with conviction at the invitation from the half orc venture captain, then strides to the table. "I am Allo of the Northlands." He pulls up a chair and takes a seat, silently accepting the meal and eating it without complaint. He's dressed in traditional Ulfen garb: furs and leathers, complete with a large wooden shield and a club on his belt.

"Raknir speaks wisdom. Meals up north don't come easy and are never free." His spoon quickly rings on the side of the empty bowl as he reaches for the milk and fruit. He downs the milk quickly and stows the fruit for later.

"Tell us of this tower. Or are we to hunt this ring those children lost?" He points to the halflings at the nearby table.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

As the group tucks into the hearty fare, their pathfinder patron does so as well. He makes small talk about Absalom and the various factions in the Society.

As the meal ends he gets down to business, "Alright, as you might have heard on the rumor mill, there is a recently opened up tower out in the plains around town that needs investigating. I wanted a nice variety of explorers and fighters for this, and it looks like I got what I wanted. Anyway, go check it out and report your findings. Remember to work together and don't take unnecessary risks. There isn't a strict timetable on this, but the sooner you get out there and the less time you take searching, the less chance someone else sneaks in and recovers any valuable artifacts."

He looks around at each individual, "I don't have any more information, but I do have a map to get you there. Questions before you go?"

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

"Plunder it before anyone else. Got it." He stands, ready to go. The men of the North are all business when it comes to battle and plunder.

He takes a quick look at the map and mentally plots their course "I'll lead, follow with quick steps and we'll be there soon."

I'll get my gear all set this evening and be ready to go.

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"No questions, just a need for some supplies." Astingaire responds. "And may Aroden bless us on our journey."

Astingaire purchases a climber's kit (80 gp), a healer's kit (50 gp), a vial of antitoxin (50 gp), two vials of alchemist's fire (40 gp), a thunderstone (30 gp), and two flasks of holy water (50 gp).


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Allo and Astingaire head out to make a few purchases, promising to meet back in a couple hours at the inn to head out on their quest.

Once everyone is back together the group sets out. It appears to be about a half-day travel to get to the tower.

I'll give the last player another half-day to report in. If no reply, Kyra will accompany the three of you. Does anyone have longer term buffs (an hour or more) that you will be casting once in sight of the tower? Go ahead and let me know if you do.

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

For good measure, Astingaire also uses his recently obtained influence with the Exchange to acquire a wand of cure light wounds.

Spending 2 PP

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

Once in sight of the tower, Raknir intones the syllables of a protective spell.

Casting mage armor.

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo walks along mostly silently, leading the group through the countryside. By the look of him, and how he travels, this man has spent his life living and moving through the wilderness. He frequently stops to examine the clouds, check the wind direction, and just enjoy a bit of sunshine.

"That must be the tower, there." He points to a crumbling stone building erupting from the landscape.

He watches as Raknir the Orc intones a spell on himself. "A witch? It is good to see one on our side for a change." He nods in appreciation. "The forces of nature bless with me their boons when I ask." As they approach the tower he keeps an eye to the ground, hoping to not see the passing of anyone else that may have beat them here. Survival: Tracks?: 1d20 + 9 ⇒ (6) + 9 = 15

Not that Allo knows what you cast, but if you have any spare spell slots he's only wearing leather armor so would gain 2AC from mage armor. If not I understand completely.

Allo will also have his club in hand as they get closer.


GM TOP BOT

Ignore the profile picture, it is stuck on Harsk until they fix the system.

The obvious follower of Sarenrae leads the way to the tower. She introduced herself earlier to the group as, "Kyra, follower of the Dawnflower. I seek to protect the weak and bring holy destruction to those beyond redemption."

She doesn't speak much on the way, simply focusing on the mission.

She will take point unless Astingaire wants to.

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Astingaire bows to Kyra, "And I am Astingaire Morrington, chosen of Aroden, Patron of Humanity and Lord of Destiny. At your service."

Exuding an air of confidence, the self-styled champion of Aroden takes the lead.


GM TOP BOT

K: Religion: 1d20 + 4 ⇒ (2) + 4 = 6

She returns the bow, "After you, Sir Knight."

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

"I'm Allo." This could be a long day...


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

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 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.

The tower stands 80 feet tall and its exterior walls are amazingly smooth. As the pathfinders close in on the eastern side, the breeze blows their scent towards a trio of hungry wild dogs sniffing about the rubble of the eastern portion. The small dogs have a rough coat and a hungry look in their dark brown eyes.

INITIATIVE!!! - These creatures are obviously moving to attack.

Initiative:

Allo: 1d20 + 2 ⇒ (2) + 2 = 4
Raknir: 1d20 + 2 ⇒ (17) + 2 = 19
Astingaire: 1d20 + 1 ⇒ (18) + 1 = 19
Kyra: 1d20 ⇒ 1
Enemy Red: 1d20 + 1 ⇒ (4) + 1 = 5
Enemy Blue: 1d20 + 1 ⇒ (10) + 1 = 11
Enemy Yellow: 1d20 + 1 ⇒ (18) + 1 = 19

Round 1
Raknir
Astingaire

Yellow Dog
Blue Dog
Red Dog
Allo
Kyra

Raknir & Astingaire are up! The map is also up on page one of the slides which are linked in my header and at the top of the page. The rubble is considered difficult terrain.

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"Dogs!" cries Astingaire as he draws his bow and arrow. "By Aroden's might, we shall put them down quickly."

Clutching his holy symbol, he prays, aloud:

I call upon the power of the Last Azlanti to grant me the divine power of a magic weapon !:

Swift action to use Arcane Strike

Ranged (shortbow) w/magic weapon(?) v blue: 1d20 + 1 ⇒ (6) + 1 = 7
Damage (P): 1d6 + 1 ⇒ (2) + 1 = 3


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Astingaire pulls his bowstring back and releases the arrow with a bit of magical glimmer. But his urgency to shoot throws his aim off and the arrow flies high, clattering into the stone rubble around the tower.

Round 1
Astingaire
Raknir
Yellow Dog
Blue Dog
Red Dog
Allo
Kyra

Raknir is up! The map is up on page one of the slides which are linked in my header and at the top of the page. The rubble is considered difficult terrain.

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

Unable to edit the map from my phone.

Raknir licks his lips and grips his crossbow more tightly. This is it. If Mom and Dad can do it, so can I. Up to the front, take the shot. He advances along the right side of the party until he can see a dog, then aims and fires.

Light crossbow bolt: 1d20 + 2 ⇒ (14) + 2 = 16
Crossbow damage, if applicable: 1d8 ⇒ 6


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Raknir moves up next to Astingaire, aims and fires at the first dog he sees. The crossbow twangs and the bolt zips out, finding its mark easily. With a thunk the projectile slams into the side of the pup, sticking out of its ribs.

That dog yips in great pain and begins limping away, fleeing over the pile of rubble to the north.

The other two dogs rush out in a hungry frenzy towards the delicious pathfinders, seeking a meal (Double Moves for Both).

Round 1
Yellow Dog
Blue Dog (-6, fleeing)
Red Dog
Allo
Kyra

Round 2
Astingaire
Raknir

All are up!

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo straps his wooden shield to his arm and steps up to lay some lumber into the golden lab. "I see even on the island in the center of the world meals don't come easily."

Club: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (5) + 2 = 7


GM TOP BOT

Kyra moves up into a support position and slashes at the same retriever with her scimitar.

scimitar: 1d20 + 2 ⇒ (2) + 2 = 4 for slashing: 1d6 + 2 ⇒ (5) + 2 = 7


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Allo and Kyra rush up to support their allies, but alas their whacks and slashes only act as breeze producers, completely missing their targets.

Round 2
Astingaire
Raknir

Yellow Dog
Blue Dog (-6, fleeing)
Red Dog
Allo
Kyra

Astingaire and Raknir are up!

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Astingaire steps back to line up a second shot.
Ranged (shortbow) w/magic weapon(?) v blue: 1d20 + 1 ⇒ (9) + 1 = 10
Damage (P): 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

Raknir likewise drops back, firing on the red dog. His accuracy is impeccable, but the effects are less than ideal.

Light crossbow to red: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm light crossbow crit vs. red: 1d20 + 2 ⇒ (5) + 2 = 7

Light crossbow damage: 1d8 ⇒ 1


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Astingaire steps back away from the snapping jaws and fires his blessed bow again, but instead of missing high he over-corrects and buries the shaft into the dirt, short of the target.

Raknir also steps back but takes his time lining up the shot. He aims carefully for the kill shot behind the ribs and fires. The bolt flies true but at the last second the dog moves just enough that the bolt slams into the shoulder instead.

Both animals step up and continue going after the frail looking older knight. The golden retriever looking one misses completely, but the reddish furred setter type grabs hold of a leg and crunches down into the bone (5 damage Astingaire).

GM Screen:
Yellow Bite Ast: 1d20 + 2 ⇒ (1) + 2 = 3 for BPS: 1d4 + 1 ⇒ (4) + 1 = 5

Red Bite Ast: 1d20 + 2 ⇒ (15) + 2 = 17 for BPS: 1d4 + 1 ⇒ (4) + 1 = 5

The third dog continues fleeing.

Round 2
Yellow Dog
Blue Dog (-6 HP, fleeing)
Red Dog (-1 HP)
Allo
Kyra

Round 3
Astingaire (-5 HP)
Raknir

All are up!

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo starts to circle the dogs and lines up the perfect shot on the yellow lab, bringing his stout aspen burl down with a crunch. "A shame to destroy these dogs, but I've never been much of a dog person."

Club: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 2 ⇒ (4) + 2 = 6
Crit? Club: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 2 ⇒ (2) + 2 = 4


GM TOP BOT

Kyra slashes at the dog that wasn't just crushed into paste.

Scimitar vs. Red: 1d20 + 2 ⇒ (13) + 2 = 15 for Slashing: 1d6 + 2 ⇒ (1) + 2 = 3


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Allo takes matters into his own worn hands, stepping up behind the nearest dog and bringing his club down hard onto the back of the furry fiend. With a cracking sound the canine collapses into a pile of twitching bones and fur, its back obviously shattered.

Kyra takes advantage of the distraction to slash the last threat across the side, opening up a large gash.

Round 3
Astingaire (-5 HP)
Raknir

Yellow Dog (Dead)
Blue Dog (-6 HP, fleeing)
Red Dog (-4 HP)
Allo
Kyra

Astingaire and Raknir are up. Dang those were some nice rolls Allo!

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"Release me, you mangy mutt!" cries Astingaire as he shakes the feral canine from his leg. Stumbling back, he launches another arrow in the direction of the creature.

Ranged (shortbow) w/magic weapon(?), into melee v red: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9
Damage (P): 1d6 + 1 ⇒ (6) + 1 = 7


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The holy knight of Aroden fires another arrow at the dog, but misses wide right this time. Raknir feels just a short bit of pity for the dogs, even though one got a good chomp on his ally. He holds off for just a moment to consider mercy.

The last dangerous animal yowls in pain and bolts off into the plains (Withdraw).

Combat is Over! All enemies are dead or fleeing.

Current Status: Astingaire -5 HP

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"Unpleasant beasts." comments Astingaire as he reaches for his wand. "But no harm that cannot be treated by the will of the divine."

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
49 charges remain


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

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 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.

The tower stands 80 feet tall and its exterior walls are amazingly smooth.

The southern wing is completely full of rubble and inaccessible.

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.

It appears it will be dim light conditions and difficult terrain if you go inside the northern wing of the tower.

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo finishes off the dying dog with a quick strike to its skull. A few stray teeth clatter across the broken stone ground. "Oh holy knight. Be warned that feral dogs can carry diseases. I can help with that if you wish." Allo gives the dead dog a look over to see if he looked diseased.

Heal: 1d10 + 7 ⇒ (7) + 7 = 14

------

Approaching the inner tower Allo stows his light shield but keeps his club in hand. He asks the nature spirits to bless his club with light, then asks for guidance as he looks around the cobwebbed area. "Do not rush this, be thorough."

Perception, Guidance: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

When the last mobile dog has fled, Raknir lowers his crossbow. What did my folks say about that? Oh, yeah. Don't waste effort on a wounded animal who's running away. He takes a moment to catch his breath. So that was a fight. And I'm still alive. Good start. Then he reloads his crossbow and follows the others into the building.

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9
Allo Njalsune wrote:
"Oh holy knight. Be warned that feral dogs can carry diseases. I can help with that if you wish." Allo gives the dead dog a look over to see if he looked diseased.

Suddenly a bit disconcerted, Astingaire turns his gaze toward the dog's lifeless body.

Heal: 1d20 + 5 ⇒ (17) + 5 = 22

Presumably satisfied that the cur was not rabid or otherwise diseases, he says assuringly, "Aroden protects his faithful"

He then closely follows the others.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

While the dog seems a bit flea-bitten, it doesn't appear to be wasting away from any diseases. The bite wound appears clean after a little washing and heals up after magic is applied to it.

Allo moves onto the north wing of the tower to look around. He doesn't see any immediate dangers and steps inside to get a good look with his glowing club easily illuminating the dimness. Suddenly, with a gooey sounding *Phatew* something smacks into the druid (Surprise Round).

GM Screen:
Web - Range Increment vs. FF: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17

Allo is covered in a thick and sticky white substance... a web (Allo is entangled).

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Initiative:

Allo: 1d20 + 2 ⇒ (2) + 2 = 4
Raknir: 1d20 + 2 ⇒ (13) + 2 = 15
Astingaire: 1d20 + 1 ⇒ (2) + 1 = 3
Kyra: 1d20 ⇒ 16
Enemy Red: 1d20 + 3 ⇒ (12) + 3 = 15

Kyra rushes into the room and quickly slashes the webbing off of Allo (no longer entangled), then turns towards the spider. It *Phatews* another web at her, but this one misses.

GM Screen:
Web - Range Increment: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6

Round 1
Kyra
Spider
Raknir
Allo
Astingaire

Raknir, Allo & Astingaire are up. The spider is currently hanging from its webs near the 15 ft ceiling. It is not in melee range but reach weapons or ranged weapons should have no issues getting to it.

Common or Trained Knowledge “Nature” on the Spider:
With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo looks up as the sound catches his attention, earning him a sticky webbing to the face and chest. "Oversized spider!" He calls out as Kyra helps him with the restrictive webbing.

K Nature: 1d20 + 7 ⇒ (12) + 7 = 19

He steps a bit closer into the room and around Kyra, launching a blast of wind from seemingly no where at the spider, then straps on his shield. "Spiders.. a scourge on all corners of the world, above and below!"

Storm Burst, Ranged Touch, Non-Lethal: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (4) + 1 = 5

Storm Burst (Sp):
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

Raknir follows through the gap and murmurs words that echo with arcane power. A droplet of black liquid flies from his hand toward the spider.

Acid splash RTA: 1d20 + 2 ⇒ (13) + 2 = 15
Acid damage: 1d3 ⇒ 3

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Astingaire draws back his bow and fires at the spider.

"Aroden, guide my shot." he cries.

Ranged (shortbow) w/magic weapon(?): 1d20 + 1 ⇒ (19) + 1 = 20
Damage (P): 1d6 + 1 ⇒ (1) + 1 = 2


GM TOP BOT

The cleric intones the following, "Sarenrae, bless my allies and make their aim true!"

Bless is up!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Raknir moves in and zips a little globule of acid at the creature. It connects and sizzles. Allo follows that up with a blast of windy rain, but can't quite hit the many-legged critter. Lastly, Astingaire manages to send an arrow that hits, but the unique anatomy of the vermin prevents it from striking anything critical (it isn't immune to crits, that is just flavor text).

Kyra blesses everyone!

The spider moves over closer, but still up in the webbing by the ceiling. *Phatew!* Another glob of webbing covers Allo (Entangled).

GM Screen:
Web: 1d20 + 5 ⇒ (14) + 5 = 19

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Round 2 Bless is up, +1 hit, 10 rds remain
Kyra
Spider (-5 HP)
Raknir
Allo (Entangled)
Astingaire

Raknir, Allo & Astingaire are up. The spider is currently hanging from its webs near the 15 ft ceiling. It is not in melee range but reach weapons or ranged weapons should have no issues getting to it.

Allo:
You know tons of stuff about this Giant Spider. It is a mindless Vermin (immune to mind effecting stuff). It is almost impossible to trip. It has the ability to spit a web that can entangle a target. Lastly, its bite has a poison on it which can weaken the victim (it does strength damage).

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"Foul arachnid, your days are numbered." Astingaire declares as he allows another arrow to fly.

Ranged (shortbow) w/magic weapon(?), bless: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
Damage (P): 1d6 + 1 ⇒ (3) + 1 = 4

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo struggles to free himself from the webbing, being a bit less concerned with the spider being up and out of reach and not biting his face. "Their bites are poisonous, draining strength until you're unable to resist. Then they drink your fluids."

Strength to burst webbing: 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

M Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor

The sorcerer drops his crossbow and growls, a guttural and metallic sound emanating from somewhere deep in his throat. His fingernails grow long and sharp, and he steps further into the room and slashes at the webbing imprisoning the druid.

Do you want me to roll to hit? Each claw does 1d4.


GM TOP BOT

With her allies managing the webbing just fine, Kyra turns towards the spider and readies to hack it up if it comes down from the ceiling.

"It'll have to come down for a meal eventually."

Readied Attack:
Melee scimitar: 1d20 + 2 ⇒ (13) + 2 = 15 for Slashing: 1d6 + 2 ⇒ (2) + 2 = 4 crit 18-20


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

I'd normally shift stuff around in initiative to give the group the best benefit, but I don't think giving Astingaire a round of attacking with the 7 he rolled is going to hit anything anyway, so I'll just run this round in order of posting so that we can keep moving the combat along.

Astingaire attempts to pin the spider to the ceiling and hits it with an arrow, but the thick carapace deflects the projectile.

Allo attempts to rip the webbing off, but it is too tough.

Raknir steps up and solves that problem easily, shredding it with newly produced claws!

Kyra prepares to strike the spider if it comes down... which it does! She slashes at it, carving a gouge into its exoskeleton. The spider in turn attempts to bite back at her since she just hurt it. But the spider seems to be quite bad at biting things, completely missing the cleric.

GM Screen:
bite: 1d20 + 2 ⇒ (1) + 2 = 3 for BPS: 1d6 ⇒ 4 plus poison

Round 3 Bless is up, +1 hit, 9 rds remain
Kyra
Spider (-9 HP)
Raknir
Allo
Astingaire

Raknir, Allo & Astingaire are up. The spider is currently hanging from its webs much closer to the group. It is now in melee range, so be careful not to provoke with ranged weapons and spells if you are next to it!

The Concordance

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5 Storm Burst 0/6 Effects: Mage Armor

Allo grunts in appreciation at Raknir for the help "Nice claws." Is all he has time to say as he swings his club at the spider's many eyed head.

Club, Bless: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 221d6 + 2 ⇒ (2) + 2 = 4

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Astingaire mutters something sounding akin to a prayer again and then fires once more at the spider, making a mental note to retrieve his arrows once the fray has ended.

Ranged (shortbow) w/magic weapon(?), bless: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Damage (P): 1d6 + 1 ⇒ (5) + 1 = 6
Confirm Crit?: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Allo gives the spider-pinata a good whack and as it swings back towards the group, Astingaire puts an arrow right through it, knocking it off the webbing and down to the ground. It twitches once... twice... three times and then stops moving.

Out of Combat!

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