Dragon Battalion GM's page

83 posts. Alias of Matt, Garnished Game Designer.


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As with all my other games, this is a quick message to let you all know that I'll be out of the woods tomorrow and back home for gaming.

Could everyone just clarify whether you're still here or not so I can possibly recruit new players or have to consider dropping this.

I will be going into the woods for a week or so on a camping trip. This means that I highly doubt I will have access to internet.

I apologize for this delay in everyone's gaming schedules and I hope to be back before you know it!

P.S. If bears devour me, give a short prayer to Cayden Cailean for me eh?

Victor O'rzet wrote:
Just to clarify, that's a total of 350gp going to each of us after its divided up?


No problem Neerwyn.

Please don't Bump game threads with just "bump". You're welcome to post an in character comment but no bumps.

The ratfolk leader was carrying an unmarked potion and a glowing rapier.

The room contained the following items: A mixture of copper, silver and gold coinage amounting to 350 gp each, a locker containing a +1 light wooden shield, an unidentified wand[/i], 3 [b]potions of blur and a set of paper documents. Anyone speaking Aklo understands them.

The documents are long and complicated but relate to plans of the Society, including marching orders, forward outposts and potential attack sites.

With the ratfolk taken care of, you still have some last things to accomplish... as in searching for any information (and treasure while you're at it).

At the range you find yourself, the bolt hits true and pierces into the ratfolk. Though not dead, the pain and the sight of his fallen leader is enough for him to pass out.

I wholeheartedly apologize, between my job and leaving for an unexpected LARPING trip, all 3 of my campaigns have missed out. Nevertheless, as it stands, with only 3 players I am wondering how to resolve this issue. I will put out a shout in recruitment for at least 1 more.

Fort: 1d20 + 3 ⇒ (4) + 3 = 7
The ratfolk obviously is wounded by your scream and stands there, visibly affected.

Vardyr, your shot misses by barely an inch, while Victor, your weapon strikes true and flat and takes the leader square in the mouth dropping him unconscious. (Did you bribe the dice roller?)

As it stands, the other ratfolk are visibly worried and attempt to flee by the windows and rafters.

You recommend any Asuraph?

Ah, but is the game fun?

Victor;s furious charge up the tower resulted in a surprise attack against the three last remaining ratfolk within the tower. The visible leader, obvious by his strange colorings and shinier equipment takes a vicious 12 damage blow. Ruby, following Victor nevertheless misses her target but Neerwym manages to catch the closest one in the face, also killing it.

The ratfolk left alive (a leader and a minion fight back. Both wield blades and use them to attempt to hack at you.

Neerwyn Attacked
Ratfolk Minion Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Ratfolk Minion Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Victor Attacked
Ratfolk Leader Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Ratfolk Leader Damage: 1d6 + 2 ⇒ (4) + 2 = 6

I actually looked EVE up and was seriously considering it... however I think my laptop can't handle it and I don't know how much time I can commit.

Alright, well Victor you got point. Moving up?

Asuraph wrote:
Our dps has dropped for the duration of one turn:C

Sounds like you play WoW my friend.

The chittering upstairs continues but it seems no more ratfolk are attempting to come down the stairs.

Please all reroll Initiative.

I say we skip Porter's turn for now and move straight on.

I'm now capable of accessing the Advanced Race Guide thanks to our local gaming store, so you may use archetypes/options from this book.

I'll give him a day or two and then we'll see...

Vardyr's first shot cleanly takes the ratfolk in the chest but it still has enough health to attempt an attack against Victor as he passes, your attack missing.

1d20 + 5 ⇒ (10) + 5 = 15
1d4 + 1 ⇒ (1) + 1 = 2

Good form!

Charging up the stairs Ruby, you run into a ratfolk coming down the stairs. Just past the ratfolk, you spy a few others forming a defensive wall in the room of the tower. Squeaking in surprise the ratfolk seemed to not be ready for such an assault!

Grease is gone.
And that's a dead ratfolk...

Keeping previous initiative

Can we just check to make sure that our sentences all make sense xD
It'll help me out.

I see Bluff checks are NOT this group's specialty, and I'll permit the caltrops.

A single ratfolk had attempted to come down the stairs, and not noticing the caltrops walks straight into them. At the speed he was going, he injures his foot seriously and trips.

"Ul Yji qeom!" he shouts as he falls.

The clattering upstairs starts again!

[oog]Great rolls[/ooc]

The detonation that blasts into the room has no effect as you all manage to tumble out of the way.

Perception DC 12:
You hear the sounds of armor clanking coming down the stairwell.

The clamoring ahead slowly ceases... the air is at a standstill. It seems that everyone upstairs has stopped moving...

You hear a low chittering, then the clink clink clink of something being rolled down the stairs.

[ooc]Everyone near the stairwell make a Reflex Save[/dice]

And we're carrying on

The next volley of attacks takes the ratfolks completely down. By bullet and arrow the enemies are taken care of quite completely.

With that critical I decided to allow you to finish off the other ratfolk, that was beautiful.

You hear the sounds of clamoring and armor coming from upstairs. The ratfolk are most likely alerted to your presence now. Nevertheless, there isn't that much noise so you might stand a chance to take them down.

And I'm back after losing my laptop for 3 days... not the right timing either. I'd ask everyone to give me until tomorrow to post as I have a lot of catching up on work to do... I apologize ahead of time for the delay.

Neerwyn Coppertail wrote:

With satisfaction, Neerwyn sees his bolt hit the ratfolk. With obvious effort he reloads his crossbow and sends another bolt flying towards the ratfolk.

** spoiler omitted **

Very nice shot

Sure, go right on ahead. But in the meantime...

The barrage of bullets and attacks coming from your group catches the ratfolk viciously.

Ratfolk (Left): 7
Ratfolk (Right): 2

You can tell that the leftmost ratfolk is severely wounded while the other one is still quite fine.

Both fire their shortbows, both at Vardyr (who was the first one they spotted, and the closest)

Attack 1: 1d20 + 4 ⇒ (9) + 4 = 13
Attack 2: 1d20 + 4 ⇒ (20) + 4 = 24
Confirming Crit: 1d20 + 4 ⇒ (16) + 4 = 20

Damage 1: 1d4 - 1 ⇒ (1) - 1 = 0
Damage 2: 1d4 - 1 ⇒ (4) - 1 = 3
Crit Damage if confirmed: 1d4 - 1 ⇒ (1) - 1 = 0

Vardyr: 3 damage taken (really lucky there)

The last ratfolk has already vanished upstairs.

Round 2 begins

Going with no changes then.

I'll update the combat tonight as I need to think out more than just this floor.

As well, this is just a general warning I'm making in all my PbP. My schedule is going to be wonky for the next week or so as I'm staying with my dad. Don't be afraid if I miss a day or two. I'll let you all know when I'm back at home. Cheers.

Vardyr wrote:
Yeah, shortbow doesn't increase in damage unless it is composite, however if i have a - in strength it will decrease the damage I deal with it.

By gosh you're right! Well, it appears that I CAN still learn new things after all these years. This is probably due to me not ever having lower than 10 Strength characters...

I wil allow you to redo your move if you so wish. Either way, a runner has indeed run up though no sounds of alarm can be heard for now.

Before updating combat I need to know the following points:

1) Why do you have -2 to your Shortbow attack Valdyr?

2) What is your initiative Neerwyn?

3) I'd like everyone to clarify which of the two ratfolk they are attacking: Left or Right

Thank you

Neerwyn Coppertail wrote:
Can I still target the ratfolk who's going upstairs? If so Neerwyn will cast Ear-piercing Scream on him. If not Neerwyn will fire his crossbow to one of the other ratfolk.

What's the range of the spell, and do you need line of sight?

The ratfolk are obviously not impressed.

One bolts up a winding staircase to the floor above while the other two take a defensive stance and ready their weapons.

Everyone should have their initiative count and can begin posting their actions. Once all actions are decided, I'll wrap up round 1 and we'll continue to round 2. All ratfolk are 40 ft. from the doorway leading down. There are no places to take cover. The staircase is at the far end of the room, 80 ft. from the doorway.

I suggest you stop bluffing now.

Neerwyn Coppertail wrote:
@DM: I'm not sure if I should ask you or "the Master" but I'd like to make up some stuff about my patron: names, lore, whatever. Is that ok or (and perhaps even better!) is there already something I could use?

I am the master, go right on ahead.

And Asuraph, try and use the Edit button to correct your errors. Thanks.

Vardyr wrote:

Stowing his blowgun in his pack and lifting his bow.

Be right there

Stealth roll 1d20+9

He walks to the door and checks to see if it is locked or trapped

Perception check 1d20+7

I'm going to go ahead and roll for if neither of those things are true. If they are, then disregard this next part

He silently opens the door

Stealth check 1d20+9

He then checks for good or bad news

Perception check 1d20+7

As you creak open the door, you see that the room is roughly equal size and that three other guards had been posted here, and your entrance causes them to look your way and be roused to action!

Initiative Rolls need to be included in your next post. The ratfolk and Vardyr act in the surprise round, then everyone enters on their initiative count.

Each ratfolk carried the following: Handaxe, Shortbow, 20 arrows, Hide armor

Thanks to your superb sniping skills both ratfolk drop like stones.

You can search them and everyone needs to make a Stealth check for the noise caused.

Asuraph wrote:
What are your rules on dosage for poison? When a vial of Drow poison cost 75 gold without alchemy and blowgun darts come in packs of ten. I could easily imagine coating 3-5 shots with one vial. If not more. That being if I slathered it on there really nice and wet.

Using RAW rules for poison. 1 dose = 1 application be it weapon or ammunition

Victor O'rzet wrote:
can we assume that the supplies give us partial cover as we enter the room from the ladder?

You may assume so.

And here we go

As you open the hatch, you it leads into another underground level, most likely a basement or cellar of some kind filled with supplies. You can see two ratfolk standing guard by a large wooden door at the top of a short flight of stone steps.

The room is circular and around 70 ft. in diameter. From the hatch to the guards it's 50 ft. You can use the supplies as partial cover in combat.

Asuraph wrote:
or not >.>

Nah, you can fail, but adventurers aren't morons. At least, not unless you have an Int of 4

Vardyr wrote:
Vardyr wrote:

Helps pull the gun guy to his feet

Strength 1d20-2

This part is to speed things along, i'm doing these things in the background while everyone does their thing
Then heads to the ladder to check for traps or incongruities

Starts to panic reaching for his eyes

Hey guys... I think...I think... I'm blind...

Don't worry you're not blind, just unperceptive. No traps spotted

My apologies

Porter, the water pulls you strongly downwards but you have a chance to make it out. One more swim check good sir.

Still waiting on Neerwyn to cross and on the others to decide where to go from the cavern cellar.

Your knowledge of engineering only tells you that the cavern is natural and the tower was likely built atop it.

Ruby manages to evade going deeper into the pool of water after successfully grabbing the edge and dragging into the basement, joining Victor and Vardyr.

The room you are in is large and appears to be a natural cavern. The walls are slick with moisture and plant life. A large ladder lies at the end of the cavern, leading up.

The pool of water leads deeper.

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