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So I want to run at least one core game with the potential to make it a campaign (possibly even grabbing one of the "campaigns" someone worked out before.) Check Main thread for some questions I have for each of you, and feel free to discuss possible characters, campaigns, etc. here. As of right now I don't intend to open the games to anyone else so you guys can work out what you want to do.
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Please note there's a typo on all the chronicle sheets, they are worth 1PP not 2PP. I'm re-uploading them in the next 5 mins.
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Again my apologies for the delay, your chronicle sheet is now available HERE. It was my great pleasure to GM for all of you.
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Again my apologies for the delay, your chronicle sheet is now available HERE. It was my great pleasure to GM for all of you.
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Sorry, the end of my week got rough on me and the beginning of this week didn't let up (I've been unexpectedly running errands between work shift and not really sleeping) I'm trying my best to get them up today, I feel bad about letting this slide, but I haven't forgotten you guys.
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With all enemies defeated, and the party stable that concludes your adventure. Out of Combat Balenar comes rushing down the tower with the remaining Pathfinders above and tends to the wounds of the needy, and heartily thanks you all for setting him free. He realizes that Crushna (and some others are wearing his equipment but only asks for the most important pieces back. In return he promises to give you all recommendations to continue on as Pathfinder field agents. You are able to reach the Grand Lodge in time to get a good night's rest before you need to write up your After Action Reports to Adril Hestram. If you want to do so you are welcome to but it is by no means necessary Adril congratulates everyone on coming back alive, rescuing a fellow Pathfinder, and dealing with the Troglodyte threat. With hearty back slaps and beverages you are all able to recuperate until such a time as specialists such as you are called for to again adventure out in the world. If anyone hasn't gone to the discussion page and given me your character info., please do. I should get you all chronicle sheets tonight. Hope everyone had fun, thanks for playing. If you have any advise/comments feel free to PM me.
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With a stony fist Crushna is able to knock out the Crocodile. I'm gonna keep it in rounds for a bit, though I think two of you have it solved to keep Rashid from biting the dust. Thinker 8
Thinker, Sven, and Fulgrim are up.
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Sorry, apparently I had a post eaten and didn't notice, my bad. Stabilize: 1d20 + 2 ⇒ (9) + 2 = 11 Balenar begins casting sleep on the crocodile. 1 round cast, goes off on his next turn Hydris
Hydris, Rashid, Crushna, and Thinker are up.
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Stabilize: 1d20 + 2 ⇒ (13) + 2 = 15
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Fulgrim
Fulgrim and Sven are up.
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Fulgrim Stonebridge wrote: What is the distance between the top floor and where Rashid is? Thanks in advance! 60 ft. each floor below the fifth floor is 15 ft. tall and the 5th floor is 20 ft. (as far as I can extrapolate) 15 does hit (though 14 doesn't). Hydris gets a solid shot into Snapjaw. Rashid -7 (before attempting to stabilize)
Rashid, Crushna, and Thinker are up.
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Fulgrim moves up and casts a spell while Sven moves up behind Rashid and heals him. As the charge goes off a splintering crack comes from the floor below them and the part of the floor around the throne collapses. Reflex(Rashid): 1d20 ⇒ 10
I'm going to assume Sven will misfortune himself Reflex(Sven): 1d20 + 2 ⇒ (11) + 2 = 13 but fail. Sven, Rashid, and Taaskar all begin to fall Reflex(Rashid): 1d20 ⇒ 14
but Sven catches the ledge on the fourth floor while Rashid keeps falling.
Reflex(Rashid): 1d20 ⇒ 13
Rashid and Taaskar both fall to the ground. Damage(fall): 6d6 ⇒ (5, 1, 5, 5, 1, 3) = 20 Where neither dies instantly, but both are bleeding out and unconcious. Taskaar attempts to stave off death.
Balenar will Inspire Courage on the with a speech about Durvin Gest.
Hydris
Hydris and Rashid are up. All slides updated to people's correct positions Sorry for the wall of text, I don't think anyone else had an immediate action they could have used to help Rashid (though to be fair, it was always going to be a hard save for him), if you did feel free to let me know.
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1d2 ⇒ 2
Attack: 1d20 + 7 ⇒ (12) + 7 = 19DMG: 2d6 + 9 ⇒ (3, 4) + 9 = 16 Dealing the troglodyte a significant amount of damage. The crocodile then moves over to defend it's master. AoO(vs.Croc): 1d20 + 5 ⇒ (5) + 5 = 10 Attack: 1d20 + 3 ⇒ (16) + 3 = 19DMG: 1d6 + 2 ⇒ (4) + 2 = 6
The croc bites into Rashid but is unable to hold on. Fulgrim
Fulgirm and Sven are up.
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Crushna steps forward and flings some rocks at the troglodyte leader, but misses. Thinker steps up and casts a spell on himself. Neither seems fazed by the stench. Rashid ignores the troglodyte's smell completely, while Sven finds himself sickened by the aroma. Rashid
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As we draw to a close, I need some information from you all. Character Name:
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Sven leads you all upstairs as Balenar tags along at the back of the party. The four wings of the tower are completely open on this level, forming one great, cross-shaped chamber with arched ceilings. The decayed remnants of a carpet run from the doorways at the end of each wing, meeting the center where a spiral staircase drops out of sight below. A large throne-like chair stands in the middle of the eastern wing next to a big chest. At the end of the eastern wing stands a single troglodyte staring out the window. As you all reach the top floor he notices the company turns and says Snapjaw, sic 'em Everyone within 30ft of trog, Fort DC 13:
Failure means you're sickened for 1 minute. GM rolls:
Hydris: 1d20 + 5 ⇒ (5) + 5 = 10 Fulgrim: 1d20 + 1 ⇒ (13) + 1 = 14 Crushna: 1d20 + 5 ⇒ (14) + 5 = 19 Sven: 1d20 - 2 ⇒ (15) - 2 = 13 Rashid: 1d20 + 5 ⇒ (19) + 5 = 24 Thinker: 1d20 + 1 ⇒ (14) + 1 = 15 Balenar: 1d20 + 2 ⇒ (6) + 2 = 8 Taaskar: 1d20 + 5 ⇒ (6) + 5 = 11 Snapjaw: 1d20 + 3 ⇒ (11) + 3 = 14 Rashid
Rashid, Crushna, Thinker are up.
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Hydris and Crushna move up to the man to free him and give him some food. Hydris realizes that the manacles are locked, but is able to use the keys the troglodyte had in the last room to undo his manacles. Thank you all so much, it was definitely getting old being stuck in this prison, though I guess you really do get used to the stench, eventually When Crushna comes up the man notices the compass (wayfinder) hanging off the armor. Oh good, you all are Pathfinder's too. Name's Balenar Forsend, I'm a Pathfinder myself, though not sure where the troglodyte's stowed my gear so I could prove it. I'm indebted to you all, if you'll have me I'm more than happy to help clear out the rest of this hell hole. Though obviously in my current rags I'd just be best off giving encouragement. Well to be fair, I specialize in being encouraging anyway. Crushna: If you decide to look inside the Wayfinder it is indeed marked with the initials B.F.
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Please, I'll beg if it will help, it can't be worse than the screams those stinking lizards wanted out of me.
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Judging by the bruises, he's been here at least a week, his body has fresh bruises over-lapping with fading marks. He seems very relieved to see non-troglodytes entering the cell and that he wants to be free. A little help, please. I can offer you all some help in return if that's what it takes. Is anyone wearing the wayfinder you found? It doesn't look like anyone had one otherwise.
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As soon as the eastern door is openned and light floods in you notice a man in the back of the room. He huddles in on himself when the door opens, but after a couple tense moments he unfolds himself a bit. He looks a bit emaciated and bruised. In a husky voice Please release me, I'll be forever in your debt. Perception or Heal DC 12:
Between his voice and the evidence on his body, the man seems in good health though bruised and somewhat dehydrated/malnourished Though he's kept his hands and arms close to his body, as if protecting himself, you realize he is manacled.
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Just for fun throwing in Rashid as well PA: 1d20 + 8 ⇒ (14) + 8 = 22DMG: 2d6 + 9 ⇒ (3, 2) + 9 = 14 Hydris, Crushna, and Rashid are able to crush and eviscerate the remaining Troglodyte. Out of Combat On the troglodyte you find a set of keys. One looks like a door key, one a handcuff key, and a key for a chest. There is a rusty chest in this room, the third key on the keyring works to open it. Inside you find a set of masterwork studded leather armor, a masterwork buckler, a masterwork rapier, a short bow, a quiver with 15 arrows, a scroll of Cure Moderate Wounds, a scroll of Invisibility, a wayfinder, and a climber's kit. There is a door on the western wall as well as the way you came into the room.
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Thinker double moves in (couldn't get there in a single move) and move around to try and set up some flanks for his allies provoking from movement to get the better positioning.
Tulok seeing himself surrounded takes a swing of his claws at both Rashid and Hydris, then steps back and bites at Thinker. Claw, Rashid: 1d20 + 2 ⇒ (18) + 2 = 20DMG: 1d4 + 1 ⇒ (1) + 1 = 2
Seeing Tulok's claw about to hit Sven Misfortunes the troglodyte's attack, causing the troglodyte to swing wide of his mark. Claw, Rashid: 1d20 + 2 ⇒ (1) + 2 = 3DMG: 1d4 + 1 ⇒ (4) + 1 = 5 Thinker
Everyone is up
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Rashid al-Iwar wrote: I moved my character portrait, but now I am invisible... It's just a layering issue, from me being lazy about covering some of the room markers. (Not that they mean anything to you guys)
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Crushna buries the last remaining small troglodyte in rubble, Hydris moves into the room while Fulgrim casts Ill Omen, Sven moves into the room. Fort(Hydris): 1d20 + 4 ⇒ (18) + 4 = 22
Thinker
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Fulgrim moves into the first room so he can see what's happening and gives combat advice to Rashid (vs. Purple), but then becomes sickened by the stench of the small troglodyte. Hey Destro, get that guy out the way already Fort vs. Stinky: 1d20 + 3 ⇒ (2) + 3 = 5 The remaining small troglodyte full attacks Rashid then five foot steps out of the way so the bigger troglodyte can throw his javelin. Tulok steps up and throws his javelin at Rashid and readies his claws and teeth for the incoming prey. Claw: 1d20 ⇒ 19DMG: 1d3 - 1 ⇒ (1) - 1 = 0 1 Non-lethal
Tulok,Javelin: 1d20 ⇒ 8 Thinker
Everyone is up.
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Rashid, Crushna, and Sven try and hit the fleeing young troglodyte but all miss the evasive young-en while Sven holds and Thinker readies himself. Tulok
Fulgrim is still up.
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Sorry the last couple of days have been busy doing last minute stuff for my Mom before I head out and posting got away from me Crushna is able to drop a troglodyte (grey) with a blast of earth in time for Hydris to switch targets and put down the formerly enchanted troglodyte (green). The last troglodyte flees (withdraw) to the southern room past Crushna shouting in Draconic. ساعدني طلك Draconic:
Help me, Tulok In the southern room you see another Troglodyte, though this one appears full grown. He grabs a javelin and makes himself ready to throw a javelin at the first to enter his room. I just inserted him into the Initiative order GM:
Tulok: 1d20 - 1 ⇒ (20) - 1 = 19 Tulok
Everyone is up, though Tulok will insert himself when his condition is met. The DC of his stench is higher (DC 13).
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Will: 1d20 ⇒ 6 The northernmost troglodyte hops up on the bed and swings a club at it's nearest ally, but misses. Club: 1d20 + 1 ⇒ (10) + 1 = 11 Hydris
Hydris, Crushna, and Sven are up
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Rashid and Crushna put a shoulder into the door and with a mighty push blow the door off it's hinges. It is no problem to access the stairway now and move up to the fourth floor. Once you make your way up the door on the fourth floor is unlocked and provides entry into the western room. Crude bunks line the walls of this room, which is filled with the nauseating stench of troglodytes. Three troglodytes looking very similar to the ones you've seen previously stand at the ready and move to attack as you enter. Map Updated GM:
Hydris: 1d20 + 5 ⇒ (10) + 5 = 15 Fulgrim: 1d20 + 1 ⇒ (18) + 1 = 19 Crushna: 1d20 + 5 ⇒ (8) + 5 = 13 Sven: 1d20 - 2 ⇒ (11) - 2 = 9 Rashid: 1d20 + 5 ⇒ (1) + 5 = 6 Thinker: 1d20 + 1 ⇒ (6) + 1 = 7 Green Stinker: 1d20 + 1 ⇒ (17) + 1 = 18 Stankface Grey: 1d20 + 1 ⇒ (2) + 1 = 3 Stinky Purple: 1d20 + 1 ⇒ (6) + 1 = 7 roll off, first=Thinker: 2d20 ⇒ (1, 2) = 3 Fulgrim
Fulgrim is up! Oh and since we've seen troglodyte before, entry into the room gives 3 DC 11 Fort saves versus their stench.
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Crushna Chandimutthee wrote:
I'd prefer you post whenever you have the chance, but I will evaluate things in the "correct" turn order wherever possible, especialy for things that take into account, "at the start of your turn" or "when it dies". So for example in the last turn. A couple of you were acrtually in the next round, but rather than wait for 3 people, then the next 3 people, I'll let you all go as one big block, then go back and evaluate the turns in order. Otherwise, Rashid gets an extra turn and absolutely would have crushed the skeleton, but both Thinker and Rashid would have taken start of turn fire aura damage, then the explosion, whereas since Hydris's turn happened first (though his post is further down) he killed it before either Rashid or Thinker would have to go, so no start of turn aura damage though you're both stuck there for the explosion.
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With Hydris's shot from the sling the skeleton crumbles exploding at the feet of both Thinker and Rashid. Reflex DC 11 for half: 1d6 ⇒ 6 Fire Out of Combat Damage:
Rashid 11 or 14 Thinker 9 or 12 Looking around the room you are able to find each altar contains a silver holy symbol, a scroll, a a silver service materials (worth 50 gp ea.). The scroll on the black altar is a scroll of shatter, while on the white altar there is a scroll of shield other. There is also a broken scimitar near each altar. Holy symbol, DC 10 Kn.(religion):
The holy sybols are symbols of Nethys The door into the stairwell is locked and looking back outside you realize there is a small landing accessible on the floor above you, while the 5th floor seems to be whole. Rashid can break down the door fairly easily (though obviously it will be noisy) or you can risk the climb up which appears to be similarly difficult to previous climbs.
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Two things I forgot in my last post. 1. a 13 hits Rashid due to his charge so Damage: 1d4 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8 5 of that is fire
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Sven heals Rashid and moves into the room while Hydris, Crushna, and Fulgrim move in. Thinker attacks the skeleton but misses and steps out of the way so that Rashid can charge into the fray, however he also swings wide of the skeleton. Fiery Aura Damage, Thinker: 1d6 ⇒ 6 From starting your turn next to a skeleton Attack, Claw, Rashid: 1d1d20 + 2 ⇒ (6) + 2 = 8
Fulgrim
Everyone is up
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Rafiki of Pride Rock wrote:
Derp thats what I get for reading quickly from across the room. It doesn't really change anything as it was 45 ft (by my count) to where I put him, so I moved everything to make it 40 ft of movement and a 5 ft step
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Rashid takes the full brunt of the skeltons explosion, while Thinker double moves to get into position. Thinker:
I don't see any reason for you to have 20 ft, movement, as a human with no armor and low weight of items, I'm pretty sure you should be at 30ft. The skeleton will attack thinker with both claws. Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Fulgrim
Everyone is up
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As this is my first PbP game as the GM I forgot to add in a Bot policy. I've added it to the gameplay page, and it is listed below, but since there are new players, basically if you don't get an action up in 36 hours (as we have a one day policy, I'll start posting for you) In the case in which a player's unannounced absence is slowing down the pace of play, I may take actions for them that I believe to be appropriate. This will generally be after at least 36hrs of non-weekend/holiday time. I will take actions that I believe to be most appropriate for the character even if those actions use valuable resources or place the character into danger. If you expect to be missing, a quick note about your planned course of action can be helpful in determining your actions otherwise I will do my best in picking reasonable courses of action which align with your character's pattern of play. Thanks, Pirate Rob as other than a small edit it is the one you wrote.
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Rashid steps up to the closest skeleton and despite not using the best possible weapon for the job cleaves it in two. Exploding Skeleton, Rashid: 1d6 ⇒ 6 Reflex DC 11 for half Thinker is up
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Sven takes care of heal;ing the party of the wounds sustained while combating bats casts Bless Rashid and Thinker are up
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Thinker:
I don't see any possible way you would have been knocked unconcious at that point in the combat, however if you can modify your race line in profile to contain some info like hp, ac and such it would help me greatly, for reference Fulgrim tries to help Crushna while the Thinker and Rashid spread out to join Sven in his search for a doorway. The bats however have other plans and leave through the opening you all climbed in through. Kn.(Nature) DC 12:
The swarm left as you all weren't particularly easy pickings despite not being much of threat, but will probably return home at some point Out of Combat While there are too few bats around to be worrisome you get a chance to better check out the room. GM:
Hydris: 1d20 + 6 ⇒ (2) + 6 = 8 Fulgrim: 1d20 + 8 ⇒ (14) + 8 = 22+2 visual Crushna: 1d20 + 4 ⇒ (18) + 4 = 22 Sven: 1d20 + 7 ⇒ (20) + 7 = 27Always fails sound based Rashid: 1d20 + 5 ⇒ (3) + 5 = 8 Thinker: 1d20 + 9 ⇒ (5) + 9 = 14 While doing so Crushna is able to sift through some of the rubble around and find a single potion while Sven finally finds the doorway he's been looking for that leads into the rest of the tower. Fulgrim promptly identifies the potion as a potion of Cure Light Wounds. Feel free to do any healing before moving onto the next room, when you're ready to move through the door. Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room. At each altar stands a skeleton wreathed in flames as you enter they move to defend the room. Kn.(religion) DC 10:
This whole room seems to be dedicated to Nethys. Additionally, these are burning skeletons it's hot next to them or hitting them with unarmed strikes, also they blow up. Bludgeoning and cold are more effective than other choices. GM 2:
Hydris: 1d20 + 5 ⇒ (1) + 5 = 6 Fulgrim: 1d20 + 1 ⇒ (10) + 1 = 11 Crushna: 1d20 + 5 ⇒ (2) + 5 = 7 Sven: 1d20 - 2 ⇒ (20) - 2 = 18 Rashid: 1d20 + 5 ⇒ (13) + 5 = 18 Thinker: 1d20 + 1 ⇒ (18) + 1 = 19 Skelly Red: 1d20 + 6 ⇒ (11) + 6 = 17 Skelly Yellow: 1d20 + 6 ⇒ (6) + 6 = 12 Rashid
Rashid, Thinker, and Sven are up.
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Pirate Rob wrote:
No problem, have fun at your Con
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Hydris moves further away, while Sven steps out of the bats and heals everyone asnd continues searching for the phantom door, and Crushna finally connects with the swarm. Fulgrim 5
Fulgrimn, Thinker, and Rashid are still up.
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Crushna Chandimutthee wrote: So a normal blast can affect swarms, can a blast modified by Kintetic Blade damage swarms as well? My knee-jerk first read would have been no, but looking into it, it's still defined as a blast (just a shaped one), so I'd allow it - though you're definitely in a rules grey area IMO.
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Rashid moves t get out of the way of Crushna's attacks while Sven moves up and looks for a way out of the room, the bats move back up to attack Fulgrim and Sven Swarm DMG: 1d6 ⇒ 2 +1 Bleed (doesn't stack) Fulgrim 8
Everyone is up Also note Sven, Fulgrim, Thinker, and Rashid are bleeding
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So far the bats still fly around unscathed, while everyone else disperses themselves throughout the room. Thanks Rob I appreciate it, not on my computer trying to get posts up between taking care of my mMom Sven
Sven and Rashid are up.
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Rashid doesn't notice anything particularly useful about the room, while Crushna flings some earth at the bats missing them. The bats then fly forward at the party and attacks, Fulgim, Rashid, and Thinker Despite the swarm being picture beside you guys it's actually on top of the three of you, couldn't get the transparency right, sorry Swarm DMG: 1d6 ⇒ 4 + 1 bleed. Fulgrim
Everyone is up.
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Just a heads up, I'll be doing some traveling over the next couple of weeks, I don't think it should affect my posting but if it seems slow I apologize in advance.
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The climb from the second floor to the third floor looks much the same as the climb from the first floor to the second. Climb, Rashid, Guidance and ACP: 1d20 + 1 ⇒ (20) + 1 = 21 Dear god I wish I could roll this many Nat 20s as a player, not a GM botting things Rashid finds his way up some of the collapsed wall and leaves a knotted rope for everyone else to climb. Everyone else is able to take 10 to make the climb at this point, including Fulgrim who realizes his companions are unlikely to pull him up. A living, moving fabric seems to cover the ceiling of this half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor. As Rashid makes room for Sven to climb up, the living carpet seems to awaken and start flying towards you all.
Kn.(nature) DC 12:
A bat swarm, they are too small to be hit by conventional weapons and immune to anything single target, in this case it seems nearly 5000 bats are flying your way GM rolls:
Hydris: 1d20 + 5 ⇒ (5) + 5 = 10 Fulgrim: 1d20 + 1 ⇒ (17) + 1 = 18 Crushna: 1d20 + 5 ⇒ (14) + 5 = 19 Sven: 1d20 - 2 ⇒ (7) - 2 = 5 Rashid: 1d20 + 5 ⇒ (19) + 5 = 24 Thinker: 1d20 + 1 ⇒ (16) + 1 = 17 Bats: 1d20 + 2 ⇒ (17) + 2 = 19 Rashid
Rashid and Crushna you're up.
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Rafiki of Pride Rock wrote:
Fulgrim shuts the door. Combat over Then Sven bizarrely decides to re-open the door and kamikaze himself at the lizard. After the shutting of the door the lizard had excitedly made himself ready for visitors, hoping for some food, and waited expectantly just outside it's openning. Upon openning the door, the lizard steps forward and though it doesn't attack delivers a shock to Sven. Reflex DC 12 to halve: 1d8 ⇒ 5 Non-lethal After the shock of Sven re-openning the door wears off, you're able to drag him back, kick the lizard away from the door and re-shut it. There's honestly nothing to be gained from this fight, if you come the other way around there's a chance this fight and the troglodytes combine into one combat You are then able to climb the stairs to the third floor, only to find the door locked in front of you. Collectively you realize you could go back to climbing the outside of the tower up another floor or pick the lock.
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