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

Game Master Pete H.

Slides


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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 relaxes, his hands returning to their normal state. He retrieves his crossbow. "Everyone all right? No one was bitten?"

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 the vermin off with another club to the head, just to be sure. "I wasn't bitten, just webbed repeatedly." Allo says as he pulls some remnants off his leather armor, tossing them in towards the nest. He draws out a flint and steel and goes about lighting up the spider's lair, just in case.

"Never been a big fan of spiders. And yes, I do know they serve a purpose, but they can keep that purpose in the woods, or natural caverns."

Afterwards he turns to Raknir "Have you been touched by the moon?" He gestures to his claws.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

"Aroden has shielded me with his divine protection." Astingaire says assuringly, as he goes about retrieving his missed arrows.

2 hits; 4 misses
High means retrievable
arrow retrieved?: 1d100 ⇒ 21
arrow retrieved?: 1d100 ⇒ 5
arrow retrieved?: 1d100 ⇒ 67
arrow retrieved?: 1d100 ⇒ 43

While looking for arrows, he searches for anything else of interest.
Perception: 1d20 + 0 ⇒ (5) + 0 = 5


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Checking out the room, a small cocoon hangs in the webs, holding the remains of an unfortunate dog that fell into the spider’s clutches. The desiccated carcass is still wearing its leather collar, which is studded with lapis lazuli stones and has a silver tag reading “Fluffykins.” The stones and silver in the collar appear to make it valuable enough to keep.

The tower’s west wing is mostly choked with rubble, but a door in the eastern wall is still accessible. The door leads to a stone spiral staircase that runs through the center of the tower.

Unfortunately, the stairway is also blocked with fallen rubble. If the group wishes to explore the tower’s upper levels, it appears that they will have to go back outside and attempt to climb the tower’s exterior walls. The staircase also used to lead down to underground tunnels, but this exit collapsed from the aftershocks,
sealing the tunnels completely.

Outside it appears to be about a fifteen foot climb to scale the ragged remains of the collapsed east wing, leading to a landing on the second floor.

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 drags out a fresh length of silken rope and ties a grappling hook to the end. All supplies freshly purchased with his new Society Member stipend. "I'll climb up first, I'm a good climber." He says with little flair and no applause. He slings it up until hooking something solid then climbs. Taking 10 for a 16.

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 half-orc shakes his head at Allo's question. "They come from the same source as my magic: my gold dragon heritage." He stands a little straighter, a note of pride in his voice. "I didn't do anything to earn it, but I try to be worthy of it." He gives a toothy grin. "And I'm pretty sure I didn't get it from Mother's side of the family."


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Allo takes his time and clambers up to the second floor. He ends up on a small landing, exposed to the elements. There are two doors leading into the tower.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

Astingaire's newly-acquired climber's kit provides a +2 bonus to checks

Astingaire retrieves his kit and follows.

Climb, kit, ACP: 1d20 + 2 + 2 - 1 ⇒ (14) + 2 + 2 - 1 = 17

Once up, he offers to toss the components of the kit down to those below.


”Dev” | Male CN Medium Magus 4 | HP 44/44 | AC 20 | F +9 R +10 W +8 | Perc +8 | Default Exploration (Avoid Notice) | Speed 25ft | Active Conditions: 3 images

Kyra waves off the offer, instead using the rope Allo secured and bracing against the crumbled wall.

Take 10 Climb - ACP: 10 + 2 - 2 = 10

She easily makes it up next to the others.

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 takes his time and climbs carefully up the wall.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The whole group makes it up without major concerns.

Do you leave the rope for a quick descent? Do you try one of the doors or try to climb further up the side of the tower?

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

"Mother always said to clear the escape routes. Let's see what is on this level before we go 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 will leave his rope in place "One of you got another rope right? We'll get this on the way back down." He takes a look around, listening at the door then opening it up, shield in hand.

"Be ready for anything."

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

Not sure how much rope is in a climber's kit per description, but I would assume just one length of 50 ft. We could cut it?


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You all have two ropes. One in the climbing kit and one thrown up with the grappling hook.

Allo checks the door, discovers no traps but can't hear anything on the other side. He opens it, shield in hand.

Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.

Crouching in the north end of the room is a lizard-ish creature, staring at the group.

Trained Knowledge “Nature”:
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

K Nature: 1d20 + 7 ⇒ (11) + 7 = 18

"Hrm, this thing looks familiar. Be still a moment." Allo asks the others, trying to convince the creature to leave from where it came.

Wild Empathy: 1d20 + 0 ⇒ (5) + 0 = 5


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Allo:
This is a Shocker Lizard, a small magical beast.

It has a couple special abilities and is also immune to electricity.

Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.

Shock (Su) Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based.
____________________________

The lizard seems to have zero interest in doing what the druid suggests, but instead wanders over looking hungry. As it closes the scales flicker with electricity, indicating a possible attack.

Initiative:

Allo: 1d20 + 2 ⇒ (14) + 2 = 16
Raknir: 1d20 + 2 ⇒ (13) + 2 = 15
Astingaire: 1d20 + 1 ⇒ (2) + 1 = 3
Kyra: 1d20 ⇒ 11
Enemy Red: 1d20 + 1 ⇒ (10) + 1 = 11

Round 1
Allo
Raknir

Lizard
Kyra
Astingaire

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

"Nope, I don't speak lizard... back away from the lightning lizard..." Allo does just that, sending a blast of wind into the creature in hopes of knocking it out, then he draws his club.

Storm Burst, Ranged Touch, Non-Lethal: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 1 ⇒ (6) + 1 = 7

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 steps up and closes the door, holding it shut. "Can any of you lock this?"


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Raknir solves the problem with some quick thinking, or at least gives the group a chance to seek another solution. The door snaps shut with a click of a latch. You hear claws scratching on the backside but the lizard doesn’t seem to know how to work a door.

Out of initiative, what next?

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

With a nod Allo telegraphs his approval of Raknir's tactics "That must be your golden dragon side showing its wisdom." Allo stows his club and heads over to repeat the process on the southern door. Listening before opening it up.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Allo keeps the tower search moving by checking and then opening the southern door.

This octagonal room is covered in a fine layer of dust. It’s clearly been abandoned for a long time.

A Survival Check might find something in here. Otherwise there is another door on the other side of the room.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

Astingaire points out what he supposes may be some recent tracks.

Survival (Aid Another): 1d20 + 0 ⇒ (16) + 0 = 16

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

Survival: 1d20 + 9 ⇒ (16) + 9 = 25

"This is almost as easy as tracking in fresh wet snow. Almost." Allo points out something interesting before making his way through the room to the next door.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Astingaire advises Allo to look at the dust for disturbances. He leans down and quickly notices some recent tracks. Lizardfolk by the shape of the toes.

Anything else before opening the door?

Grand Lodge

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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 leans a little closer to Allo after the druid's comment about draconic wisdom. "Maybe...Dad would tell me that the best fight is the one you win without fighting. Every time he said that around Mom, though, she'd say the best fight is the one you're in." He looks off into the distance, reminiscing. "Then he'd say that's how she got so many scars, and she'd ask if he wanted to see them, and that's when they'd tell me to...go...play...outsi--hey, wait a minute." He blushes and shuts 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

"Better they sent you outside than you stayed. Your Mom sounds Ulfen." He grins, his graying beard and mustache rising up into a large smile of their own.

"I'm opening this up, be ready for a lizardman." He asks the winds to guide him as he does so. Guidance on self. Shield out.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Allo steps up to the door and before he can even reach out for the handle he triggers a tripwire. A small hatch pops open and out zips a javelin. Snapping towards his face it just barely gets past his raised shield and buries itself into his collarbone (7 damage Allo).

GM Screen:
don't fumble: 1d20 + 15 ⇒ (5) + 15 = 20 for Piercing: 1d6 + 2 ⇒ (5) + 2 = 7

Surprise! Round over.

Initiative:

Allo: 1d20 + 2 ⇒ (9) + 2 = 11
Raknir: 1d20 + 2 ⇒ (5) + 2 = 7
Astingaire: 1d20 + 1 ⇒ (20) + 1 = 21
Kyra: 1d20 ⇒ 13
Enemy Red: 1d20 + 2 ⇒ (17) + 2 = 19
Enemy Blue: 1d20 + 2 ⇒ (12) + 2 = 14

Round 1
Astingaire
Red?
Blue?
Kyra
Allo (-7 HP)
Raknir

Astingaire may act!

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

Astingaire scans the room quickly for the source of the javelin and the presence of any foes.

Perception: 1d20 + 0 ⇒ (14) + 0 = 14

Don't see any opponents on the map.

If he sees none, he will use his wand of cure light on Allo CLW: 1d8 + 1 ⇒ (5) + 1 = 6. Otherwise, he will act depending upon what he sees and where it is.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

It was a trap. Allo had done so well searching for them until the one area that was actually trapped. :( We are in initiative because of... well you'll find out!

The holy knight moves up while drawing his wand. He yanks out the javelin and with the same motion brings to bear curative magic to heal most of the injury.

You all hear some voices from the room to the west.

Draconic:
"The trap triggered! GET IN POSITION!"

Round 1
Astingaire
Red?
Blue?
Kyra
Allo (-1 HP)
Raknir

Round 2
Astingaire

All may act!

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 winces as the javelin flies into his shoulder "Carelessness leads to pain, yet again." He grunts as the holy knight removes the damage, he draws out his own club and asks the winds to bless the wood. The club grows in size and becomes magical. Shillelagh

"Ready? Here we go." He throws open the door, hoping there isn't yet another trap, nor a volley of arrows to welcome him. He steps around the corner to the north, letting the others have a clear shot into the room. Cast, open door, 5' step.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

As Allo opens the door a flurry of things occur. The disgusting troglodyte waiting to hit him with a club swings. Just a hair after that, another trog throws a javelin at him from the middle of the room.

GM Screen:
club - cover: 1d20 + 1 ⇒ (6) + 1 = 7 for B: 1d4 - 1 ⇒ (1) - 1 = 0

javelin - cover: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0 for P: 1d4 - 1 ⇒ (2) - 1 = 1

But their readied attacks have significantly less success as the trap did. Maybe because of the doorway causing aiming issues or just incompetence.

Round 1
Astingaire
Red Trog
Blue Trog
Allo (-1 HP)
Kyra
Raknir

Round 2
Astingaire

Bold may act!

Trained Knowledge “Local”:
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.

Allo & Astingaire:
Please make a Fort Save vs. Poison. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

@GM:

Fort: 1d20 + 1 ⇒ (2) + 1 = 3
Fort, Shirt Reroll: 1d20 + 1 ⇒ (5) + 1 = 6


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Astingaire:
You are... Sickened for 10 rounds!!!

You take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

Feeling quite nauseous, Astingaire struggles to stand his ground, draw his bow, and fire at the creature in the doorway.

Ranged (shortbow), sickened: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17
Damaged (P): 1d6 - 2 ⇒ (6) - 2 = 4

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

To Allo: "Not Ulfen--Mom's from the Hold of Belkzen. She says it's a good place to be from. Far from."

Remember, Raknir is a half-orc.

Round 1:

Raknir circles around to get a clearer shot, then looses a crossbow bolt at the lead trog. The bolt sticks in the doorframe, though.

Light crossbow to red: 1d20 + 2 ⇒ (2) + 2 = 4


”Dev” | Male CN Medium Magus 4 | HP 44/44 | AC 20 | F +9 R +10 W +8 | Perc +8 | Default Exploration (Avoid Notice) | Speed 25ft | Active Conditions: 3 images

Kyra rushes through the doorway, scimitar drawn, "I got the one in back!"

Double Move


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

GM Screen:
club AoO: 1d20 + 1 ⇒ (2) + 1 = 3 for B: 1d4 - 1 ⇒ (1) - 1 = 0

As the fiery cleric rushes past, the trog takes an ineffective swipe at her, completely missing. Throwing away his club he sees a tactical advantage and moves in behind Kyra with his claws and bite ready. The other lizardy jerk does the same by dropping his club and both unleash a flurry of attacks only a creature with claws and teeth can do.

GM Screen:
Red Claw 1 + Flank: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 for BS: 1d3 - 1 ⇒ (1) - 1 = 0

Red Claw 2 + Flank: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6 for BS: 1d3 - 1 ⇒ (1) - 1 = 0

Red Bite + Flank: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23 for BS: 1d3 - 1 ⇒ (2) - 1 = 1

Blue Claw 1 + Flank: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 for BS: 1d3 - 1 ⇒ (1) - 1 = 0

Blue Claw 2 + Flank: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19 for BS: 1d3 - 1 ⇒ (2) - 1 = 1

Blue Bite + Flank: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6 for BS: 1d3 - 1 ⇒ (2) - 1 = 1

Red Bite + Flank Crit?: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7 for BS: 1d3 - 1 ⇒ (1) - 1 = 0

But even with all those attacks, Kyra only appears to have several scratches and a slightly woozy headache (-2 HP, -1 NL).

Round 2
Astingaire
Red Trog
Blue Trog
Allo (-1 HP, Fort Save Pending)
Kyra (-2 HP, -1 NL, Fort Save Pending)
Raknir

Round 3
Astingaire

Bold may act!

Allo & Kyra:
Please make a Fort Save vs. Poison before you act. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.

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

Fort Save: 1d20 + 7 ⇒ (14) + 7 = 21

Allo ignores the lizard's stank "These lizards have quite the musk. Almost as strong as a rager's after a month at sea covered in his enemy's offal." He nods in agreement as Kyra leads the way into the room. He grips his magical club tightly and follows behind.

"We hearby claim this tower in the name of the Pathfinder Society. Flee or be enslaved!" He swings at red.

Shillelagh, Flank: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 102d6 + 3 ⇒ (6, 2) + 3 = 11

Allo's movement triggers an AOO from red.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

"No that the twelve guises of Aroden include among them soldier, hunter, and thief!" cries Astingaire, though his tone is somewhat sickly.

Moving into the room, he keeps his bow in one hand, but reaches for his holy symbol with the other, gestating and praying aloud, "May the blessing of Aroden fill my allies with courage and guard them against fear!"

Casting bless:

Inspire courage
+1 competence bonus to attack and weapon damage rolls.

Pathfinders receive a +1 to attack and weapon damage rolls (per "spell" above) and a +1 bonus (morale of course, he is "divine") against fear and charm effects.


”Dev” | Male CN Medium Magus 4 | HP 44/44 | AC 20 | F +9 R +10 W +8 | Perc +8 | Default Exploration (Avoid Notice) | Speed 25ft | Active Conditions: 3 images

Fort: 1d20 + 3 ⇒ (4) + 3 = 7

Gagging a bit on the odor but now with a flanking partner, Kyra turns and unleashes a vicious strike at the trog between them.

Scimitar + Flank vs. Red - Sickened + Bless: 1d20 + 2 + 2 - 2 + 1 ⇒ (11) + 2 + 2 - 2 + 1 = 14 for slashing - Sickened + Bless: 1d6 + 2 - 2 + 1 ⇒ (6) + 2 - 2 + 1 = 7 18-20 crit

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
Astingaire Morrington wrote:
...gestating and praying aloud....

Unless Astingaire's internal organs don't match his gender presentation, this is unlikely ^_-.

Raknir advances to the doorway and murmurs a cantrip, gagging as he takes a breath. A droplet of acid leaps from his outstretched hand towards the blue troglodyte.

Proactive Fort save: 1d20 + 1 ⇒ (3) + 1 = 4

Ranged touch attack acid splash, incl. sickened, firing into melee, and inspiration bless: 1d20 + 2 - 2 - 4 + 1 ⇒ (17) + 2 - 2 - 4 + 1 = 14
Acid splash damage, if applicable: 1d3 ⇒ 2


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Frozen for a moment in time, everyone is broken out of their reverie by the casting of the spell by the Holy Warrior. He blesses their actions so strongly they even feel like they know exactly how to make their attacks do more damage!

Manipulated the initiative order a bit to get IC up first. This has the added benefit of getting the actions all back on the same round.

Allo moves into flanking with Kyra, easily resisting the stench of the trogs. Reminds him a bit of that outdoor festival from his youth. Man there was some good music back then, the bards today just don't know how to rock anymore. He is quickly brought back to focus as the critter swipes a claw at his face.

GM Screen:
Red Claw AoO: 1d20 + 1 ⇒ (9) + 1 = 10 for BS: 1d3 - 1 ⇒ (3) - 1 = 2

The druid easily ducks the attack and swings back, hoping to connect with his magically infused cudgel. But there is just too much going on to aim the strike well. Kyra tries to take advantage of the distraction and connects with her blade, but the scent hits her nose just as she connects and she is unable to put any force behind the strike to get through the thick scales.

Raknir dashes into the room and lobs a little ball of acid at the blue sash wearing troglodyte, easily connecting and watches as the acid begins slowly eating through the thick scales (+1 damage from IC, -2 damage from sickened).

The trogs unleash another flurry of strikes against the cleric. They manage to do a slight bit more damage this time, connecting on three strikes again (4 damage Kyra).

GM Screen:
Red Claw 1 + Flank: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 for BS: 1d3 - 1 ⇒ (2) - 1 = 1

Red Claw 2 + Flank: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23 for BS: 1d3 - 1 ⇒ (2) - 1 = 1

Red Bite + Flank: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 for BS: 1d3 - 1 ⇒ (3) - 1 = 2

Blue Claw 1 + Flank: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4 for BS: 1d3 - 1 ⇒ (1) - 1 = 0

Blue Claw 2 + Flank: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20 for BS: 1d3 - 1 ⇒ (2) - 1 = 1

Blue Bite + Flank: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19 for BS: 1d3 - 1 ⇒ (3) - 1 = 2

Red Bite + Flank Crit?: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 for BS: 1d3 - 1 ⇒ (1) - 1 = 0

Round 4 I.C. probably up assuming a free action is used
Astingaire (Sickened 8 rds remain)
Allo (-1 HP)
Kyra (-6 HP, -1 NL Sickened 9 rds remain)
Raknir (Sickened 9 rds remain)

Red Trog
Blue Trog (-1 HP)

Bold may act!

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

IIRC, spell damage isn't affected that way...no benefit from IC, but no penalty for being sickened. I'd welcome a clarification on the point, though.

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

"Death by combat or forced servitude it will be!" The elder Ulfen swings again, hoping to beat the stank out of the lizardman. Another swing and a miss though.

Shillelagh, Flank, Inspire: 1d20 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 92d6 + 3 + 1 ⇒ (1, 5) + 3 + 1 = 10

"My luck will return, in time."


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FAQ for reference to the discussion below.

Okay... this is so dang stupid I'm annoyed but here is what I can find. 1) Rays as seen in the above link definitely would be effected as though they are a weapon and would take the benefits and penalties that I had applied. 2) Acid Splash apparently is NOT a ray so by pure RAW (rules as written) it will gain the 'attack roll' bonus and penalty from IC/Sickened, but won't gain the 'weapon damage' bonus/penalty from the two effects. I'll add a damage to the trog next update. For the record I hate the PFS1 writing inconsistencies that cause these issues.

The Exchange

Male CN Human
Holy Knight 2:
Bard 2
| HP 17/20 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +1, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 3/3 | Active conditions: NONE! Init: +1 | Perc: +1, SM: +4
Skills:
Appraise +6, Diplomacy +8, Heal +6, Intimidate +7, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (act) +8, Sense Motive +4, Sleight of Hand +6, Spellcraft +7, UMD +8

"On Aroden's life, victory shall be ours!" urges Astingaire.
IC

He then positions himself behind the foe engaged with the cleric and draws his blade.
With the +0 BAB, I can't draw and attack this round, but I can threaten and provide the flank.


”Dev” | Male CN Medium Magus 4 | HP 44/44 | AC 20 | F +9 R +10 W +8 | Perc +8 | Default Exploration (Avoid Notice) | Speed 25ft | Active Conditions: 3 images

Seeing that she is the lynchpin for her allies, Kyra stands her ground and attempts to take out the injured Trog behind her.

Scimitar + Flank vs. Blue - Sickened + IC: 1d20 + 2 + 2 - 2 + 1 ⇒ (8) + 2 + 2 - 2 + 1 = 11 for Slashing - Sickened + IC: 1d6 + 2 - 2 + 1 ⇒ (1) + 2 - 2 + 1 = 2 18-20 crit


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Astingaire moves into position to strike, continuing his blessing up on the group. Allo and Kyra strike out at various targets, but all their attacks are turned aside by thick skin or miss completely.

Round 4 I.C. up
Astingaire (Sickened 7 rds remain)
Allo (-1 HP)
Kyra (-6 HP, -1 NL Sickened 8 rds remain)
Raknir (Sickened 9 rds remain)
Red Trog
Blue Trog (-2 HP)

Bold may act!

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 steps into the room, drawing his falchion, and growls a challenge to the red trog. "Surrender or die!"

Intimidate check, incl. sickened penalty: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19

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