Ogre

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110 posts. Alias of Devastation Bob.


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I'm starting a game and these are my 3/4 of my players so far,

Gnome Flame Oracle with Failed Apprentice and Snowstepper trait

Human Paladin with Warded against Witchery and favored energy resistance trait cold for human paladins

Half-Elf Ranger Skirmisher with favored enemy Fey and Wayfarer traits

what else would be good?


I would certainly entertain anything Paizo written, and the Psychic races for Dreamscarred's Psionics book.

Gotta expect a few android apps for this one ;).


Interested in running or playing. If running, might even allow psionics. Just wondering if I'll be able to find the books when they come out.


I just started Mummy's Mask on another board or I might give it a try. Let me see how much it takes out of me and if I have any left I'll offer my services. If someone else gives a definite yes beforehand though, i'd go with them. ;)


No problem Monty, thanks for sticking with it. I guess I'm gonna call this one :(

Thanks to everyone for giving me a shot.


Waiting on an action from Johanna.


Hagar attacks the two trogs again.

Double Axe Swing: 1d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (20) + 3 = 23
confirm critical: 1d20 + 3 ⇒ (2) + 3 = 5
Axe Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Hagar drops the wounded Trog. The undwounded Trog swings his club at Hagar.

Trog club: 1d20 ⇒ 17

The trog's club glances off Hagar's armor, doing no damage.


Johanna's arrow and Monty's rapier fail to strike the wounded Trog.


Johanna's arrow misses the wounded troglodyte, who turns to her and hisses. Monty charges the lead Trog, and spits it upon his rapier, blood fountains from the wound and it drops.

Hagar steps up and attacked the two standing Trogs.
Double axe swing: 1d20 + 3 ⇒ (2) + 3 = 51d20 + 3 ⇒ (18) + 3 = 21

Hagar's first swing misses the unwounded Trog, but his backhand finds the arrowstruck Trog.
axe damage: 1d8 + 1 ⇒ (1) + 1 = 2

The trog looks pretty bad, but he's still up. The trogs draw their clubs and move to attack Hagar and Monty.

Trog club #1: 1d20 ⇒ 10
Trog club #2: 1d20 ⇒ 4

Their frantic swings miss.


Hagar moves to attack the nearest Troglodyte,
Axe swing: 1d20 + 5 ⇒ (12) + 5 = 17
Axe damage: 1d8 + 5 ⇒ (3) + 5 = 8

Hagar deals the lead Trog a mighty blow, it's terrible wound oozing gore, the Trog struggles to remain standing and swings at Hagar.

Trog club #1: 1d20 ⇒ 5

The two remaining Trogs (one is the wounded one who spread the alarm) throw Javelins at Monty and Vi.

Trog javelin #2: 1d20 + 2 ⇒ (11) + 2 = 13
Trog javelin #3: 1d20 + 2 ⇒ (10) + 2 = 12

Monty blocks the javelin with his armor, but Vi is caught flat footed.

Javelin damage: 1d6 ⇒ 4

Vi takes 4 points of damage.


Initiative:
Hagar
Trogs
Johanna
Monty
Vi (on next round)


Everyone but Vi hears the sounds of something coming down the stairs. 3 Troglodytes enter from the stairwell. Roll initiative, everyone but Vi goes on the suprise round.

Hagar Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Trog Initiative: 1d20 + 1 ⇒ (17) + 1 = 18


I need Monty and Johanna to make perception checks.


Perception checks.

Hagar Perception: 1d20 ⇒ 16


Johanna, your hand slips while manipulating the pressure plate and springs the trap.
Javelin trap: 1d20 + 15 ⇒ (13) + 15 = 28
Javelin dmg: 1d6 + 6 ⇒ (1) + 6 = 7

The javelin strikes your shoulder doing 7pts of damage.


This octagonal room is covered with a fine layer of dust, it has clearly been abandoned for some time. Across the room is a door to the NE.

Johanna, the threshold of this room is trapped. Anyone taking a step into the room will set off the trap.


NP, I was moving last week, so my time was a little co-opted. Apologies.


Are you both still in?


Johanna, the door doesn't seem remarkable. Monty, other than the crude clubs and javelins they were wielding, the trogs aren't carrying anything.


"Not a scratch," Hagar indicates to Monty.

The door in the eastern wall leads to the tower’s central staircase. Although the lower portion of the staircase has collapsed, cutting off access to the ground floor, the staircase is whole on this floor and above and can be used to access any upper levels.

There is a door to the SE.


With a gurgle, the troglodyte crumples to the floor. The fleeing trog's cries echo down from the eastern door.


The bolt buries itself in the trog's throat, gore fountains from the wound. The trog is on his last legs.


Johanna's arrow strikes the reptoid in the abdomen, blood falls from the wound, but the trog does not. It backs away and flees into a doorway in the eastern wall, bellowing in Draconic.

The other trog throws a javelin at Johanna.
Trog javelin: 1d20 + 2 ⇒ (7) + 2 = 9

The javelin clatters harmlessly off the doorframe.

Hagar moves and swings at the remaining Trog,

Hagar's axe: 1d20 + 5 ⇒ (7) + 5 = 12

but misses.


Vi's bolt flies between Hagar and the scaly humanoids, but misses both sides.

Hagar is in melee with trogs.


Initiative Order:
Hagar
Monty
Vi
Johanna
Reptilian Humanoids

Racks for weapons line the walls of this chamber; above the racks
hang various shields, pieces of armor, weapons, and standards on
display. Most of the racks are empty, but a few weapons remain in
place. A horrible stench fills the room as well, akin to the smell of
rotten eggs mixed with the reek of an open sewer. All this is visible through the doorway to the SW. Johanna is standing in the doorway, everyone else is in the middle of the other room.

Hagar moves into the room and prepares to take a swing on one of the reptoids. The stench hits him like a wall and he must make a Fort Save.

Hagar Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22

Hagar's loins fully girded, he takes a swing at the closest lizardy type.
Hagar Axe Swing: 1d20 + 5 ⇒ (5) + 5 = 10

The nimble little bugger weaves away from the mighty swing.


Hagar initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Grey Reptilian Humanoids: 1d20 + 1 ⇒ (8) + 1 = 9


When you open the door, you see two scaly gray-skinned humanoids with lizardlike features in the middle of what appears to be a heated discussion. When you open the door, their eyes widen at your appearance. A fetid odor washes over you.

roll initiative.


Vi, it doesn't look like any natural specimen you've ever heard of.


Johanna, you detect no traps on this door.


The lizard is 3 feet long and cut in two, other than the arrow in it's side it doesn't have any possessions. It's bright green with two hornlike protrusions on it's head and a yellow underbelly.


You came in through the SE door, there is also a door in the SW wall. Sorry if I didn't make that clearer.


Other than a door in the SW well, you don't discover anything.


Hagar hefts his double axe and closes with the lizard.

Axe swing: 1d20 + 5 ⇒ (20) + 5 = 25
confirm crit: 1d20 + 5 ⇒ (10) + 5 = 15
crit confirmed
axe damage: 3d8 + 12 ⇒ (5, 4, 7) + 12 = 28

With a roar, Hagar cuts the lizard in two.


terrain note:
The ledge you've climbed to outside the room is a little more than 10' across at it's widest, and at the northern and southern tip (such as by the nw and se doors) it's a little over 5 feet wide. Bear that in mind before any more archer shuffling.

The arrow thuds into the lizard's side and it yelps in pain. The smell of ozone increases.


We'll leave Hagar under GM control for now.


Hagar initiative: 1d20 + 2 ⇒ (14) + 2 = 16
other thing initiative: 1d20 + 6 ⇒ (3) + 6 = 9


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.

A bright green lizard, about 3 feet long sits in the middle of the room, regarding you quizzically. There is a faint smell of ozone.

roll initiative


The door is of stout wooden construction and doesn't appear to be trapped.


You reach the door without incident.


Clambering up the flindered ruin of the tower you come to a crumbling landing. There are doors to the NW and SW. It's also possible to climb to the third floor.


I pm'ed him. I can let him continue on autopilot if you all are game?


Just waiting to see if Hagar is still with us.


Monty and Vi begin ascending the rope.


While you can't take 20 on climb checks as there is a penalty for failure, you can take 10, and with a knotted rope that is enough to reach the open second floor on the eastern side of the tower. What's the climbing order, if everyone is going?


map view:
I hope I'm allowed to do this

You came in the open eastern chamber. The spider was killed in the northern chamber. The western chamber reveals a doorway, but it is impassable. The southern chamber is completely filled with rubble.


Johanna, like the other chamber, this one too is mostly choked with rubble. However in the eastern wall, you spy a doorway. The doorway leads to a stone spiral staircase that is unfortunately also blocked with fallen rubble. You notice nothing else in the chamber.


Hagar, the spider is dead with a capital D. There doesn't seem to be anything of interest in the webs lining the ceiling. Johanna, are you leaving the room?


Enshrouded within the cocoon you find a dessicated dog skeleton. A fancy collar set with stones still reads ,"Kita".


You all perceive the small cocoon that was knocked loose during the fight. There are door to the NE (where you came in) and the SE. The floor is strewn with rubble and stone dust covers everything. Vi's torch provides illumination for this chamber, but the door to the SE is dark.


Hagar's second swing knocks the spider off it's last legs. It collapses, legs curling inward on itself.

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