Giant Frog

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25 posts. Alias of Seraphimpunk.


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history:

Round 7
16: light blue assists g4 vs. gondork
16: blue bleeds
15: ochre bleeds
15: yellow stabilizes
14: jairess bleeds
14: volan dead
13: guard1 assists vs. gondork
13: guard4 hits gondork for 8 dmg (6hp)
12: black assists vs. gondork
12: green hits gondork for 8 dmg (-2hp)
11: light red moves
11: nadya drags gondork back
09: arwyn
07: caladan hits g4 for 8 dmg (1hp)
04: ten-penny
04: giacomo enlarges himself, channels for 3hp
01: gondork (conscious, blind, deaf, shaken @1hp)

Round 6
16: light blue misses gondork
16: blue bleeds
15: ochre bleeds
15: yellow misses caladan
14: jairess bleeds
14: volan misses gondork
13: guard1 misses gondork
13: guard4 misses caladan
13: nadya delays
12: black misses gondork
12: green slashes gondork for 4 dmg (15hp)
11: light red throws liquid ice at nadya for 6 dmg (17hp), injures gondork, yellow, light blue 1 cold
11: nadya fights defensively, misses yellow
09: arwyn hits yellow for 4 dmg (-4hp)
07: caladan misses, continues fighting defensively
04: ten-penny intimidates light blue
04: giacomo starts casting enlarge person
01: gondork swings wildly, critting and killing volan for 27dmg (-16hp)

Round 5
20: giacomo delays
16: light blue misses penny
16: blue bleeds
15: ochre bleeds
15: yellow misses caladan
14: jairess bleeds
14: volan hits ten-penny for 12 dmg (0hp)
13: guard1 misses gondork
13: guard4 misses caladan
13: nadya hits yellow for 5 dmg (1hp)
12: black misses ten-penny
12: green hits ten-penny for 4 dmg (-4hp)
12: mig goes back to the kitchen and closes the door
11: light red throws alchemist fire at nadya for 1 dmg (23hp)
09: arwyn misses yellow
07: caladan misses yellow, fighting defensively
04: ten-penny withdraws to giacomo
04: giacomo spontaneously castsc cure moderate healing penny 14 (10hp)
01: defensive

Round 4
20: giacomo channels for 9 healing
16: light blue misses penny
16: blue bleeds
15: ochre bleeds
15: yellow hits gonork for 9 dmg (18hp)
14: jairess moves per command
14: volan hits ten penny for 15 dmg (12hp)
13: guard1 misses caladan
13: guard4 moves
13: nadya misses jairess
12: black moves
12: green moves
12: mig licks spoon
09: arwyn hits jairess for 8 dmg
07: caladan crits jairess for 17 dmg (-1hp)
04: ten-penny feints volan for 11 dmg (14hp).
01: defensive

Round 3
20: giacomo shoots jairess for 5 dmg
16: light blue misses penny
16: blue bleeds
15: ochre misses giacomo
15: yellow misses caladan
14: jairess conjures wind wall
14: volan hits caladan for 8 dmg. ( 6 temp hp gone, 11hp)
13: guard1 misses gondork with liquid ice, 1 cold dmg gondork & giacomo
13: guard4 misses gondork with alchemist’s fire, 1 fire dmg gondork & giacomo
13: nadya stowes bow and draws melee weapons, moves up to gondork
12: mig misses Penny
09: arwyn retreats
07: caladan steps back, commands jairess to approach
04: ten-penny feints oche for 12 dmg (ochre drops)
01: gondork scrapes off the rest of the tanglefoot bag

Round 2
20: giacomo casts burst of radiance, disables ochre and yellow (0hp ea.) and dazzles them
16: light blue misses Penny
16: blue misses caladan
15: ochre total defense
15: yellow total defense
14: jairess moves in and channels for 6 healing to everyone but arwyn and nadya
14: volan fires a screaming bolt at caladan hitting for 11dmg (13hp)
13: nadya misses jairess and moves back
12: mig tries to scare but penny and giacomo save
09: arwyn two shots at dark blue (-16dmg) -14hp
07: caladan justice for healing, steps back reads scroll of aid for 6 temp hp
04: ten-penny 7 dmg to light blue (2hp)
01: gondork 2nd round of tanglefoot, shaken, blind, deaf. Scrapes 8 pts of tanglefoot

Round 1
20: giacomo tumbles and shoots (misses light blue)
16: light blue damages Arwyn for 13 dmg (Arwyn: 15hp)
16: blue damages Nadya for 9 dmg (Nadya: 15hp)
15: ochre lobs thunderstone, deafens Ten-Penny and Gondork
15: yellow hurls tanglefoot bag at gondork, entangles but not glued to floor
14: Jairess and Volan activate teleporters
13: Nadya fires at Blue for 8 dmg (Blue: 2hp)
09: Arwyn taunts spriggan and tumbles out of close combat
08: Ten-Penny ( delayed until 4 due to thunderstone)
07: Caladan misses Blue
05: Gondork ( delayed until 1 due to thunderstone)
04: Ten-Penny stabs light blue for 5 (lt blue: 5hp)
01: Gondork goes full defensive

Surprise round
16: soldiers attack/move
15: soldiers activate teleporters

Round 0
16: soldiers activate teleporters


history toad

recap for 95% of round 5

history:

Round 5
20: giacomo delays
16: light blue misses penny
16: blue bleeds
15: ochre bleeds
15: yellow misses caladan
14: jairess bleeds
14: volan hits ten-penny for 12 dmg (0hp)
13: guard1 misses gondork
13: guard4 misses caladan
13: nadya hits yellow for 5 dmg (1hp)
12: black misses ten-penny
12: green hits ten-penny for 4 dmg (-4hp)
12: mig goes back to the kitchen and closes the door
11: light red throws alchemist fire at nadya for 1 dmg (23hp)
09: arwyn -
07: caladan misses yellow, fighting defensively
04: ten-penny withdraws to giacomo
04: giacomo spontaneously castsc cure moderate healing penny 14 (10hp)
01: gondork

Round 4
20: giacomo channels for 9 healing
16: light blue misses penny
16: blue bleeds
15: ochre bleeds
15: yellow hits gonork for 9 dmg (18hp)
14: jairess moves per command
14: volan hits ten penny for 15 dmg (12hp)
13: guard1 misses caladan
13: guard4 moves
13: nadya misses jairess
12: black moves
12: green moves
12: mig licks spoon
09: arwyn hits jairess for 8 dmg
07: caladan crits jairess for 17 dmg (-1hp)
04: ten-penny feints volan for 11 dmg (14hp).
01: defensive

Round 3
20: giacomo shoots jairess for 5 dmg
16: light blue misses penny
16: blue bleeds
15: ochre misses giacomo
15: yellow misses caladan
14: jairess conjures wind wall
14: volan hits caladan for 8 dmg. ( 6 temp hp gone, 11hp)
13: guard1 misses gondork with liquid ice, 1 cold dmg gondork & giacomo
13: guard4 misses gondork with alchemist’s fire, 1 fire dmg gondork & giacomo
13: nadya stowes bow and draws melee weapons, moves up to gondork
12: mig misses Penny
09: arwyn retreats
07: caladan steps back, commands jairess to approach
04: ten-penny feints oche for 12 dmg (ochre drops)
01: gondork scrapes off the rest of the tanglefoot bag

Round 2
20: giacomo casts burst of radiance, disables ochre and yellow (0hp ea.) and dazzles them
16: light blue misses Penny
16: blue misses caladan
15: ochre total defense
15: yellow total defense
14: jairess moves in and channels for 6 healing to everyone but arwyn and nadya
14: volan fires a screaming bolt at caladan hitting for 11dmg (13hp)
13: nadya misses jairess and moves back
12: mig tries to scare but penny and giacomo save
09: arwyn two shots at dark blue (-16dmg) -14hp
07: caladan justice for healing, steps back reads scroll of aid for 6 temp hp
04: ten-penny 7 dmg to light blue (2hp)
01: gondork 2nd round of tanglefoot, shaken, blind, deaf. Scrapes 8 pts of tanglefoot

Round 1
20: giacomo tumbles and shoots (misses light blue)
16: light blue damages Arwyn for 13 dmg (Arwyn: 15hp)
16: blue damages Nadya for 9 dmg (Nadya: 15hp)
15: ochre lobs thunderstone, deafens Ten-Penny and Gondork
15: yellow hurls tanglefoot bag at gondork, entangles but not glued to floor
14: Jairess and Volan activate teleporters
13: Nadya fires at Blue for 8 dmg (Blue: 2hp)
09: Arwyn taunts spriggan and tumbles out of close combat
08: Ten-Penny ( delayed until 4 due to thunderstone)
07: Caladan misses Blue
05: Gondork ( delayed until 1 due to thunderstone)
04: Ten-Penny stabs light blue for 5 (lt blue: 5hp)
01: Gondork goes full defensive

Surprise round
16: soldiers attack/move
15: soldiers activate teleporters

Round 0
16: soldiers activate teleporters


history toad

history:

Round 4
20: giacomo - now

Round 3
20: giacomo shoots jairess for 5 dmg
16: light blue misses penny
16: blue bleeds
15: ochre misses giacomo
15: yellow misses caladan
14: jairess conjures wind wall
14: volan hits caladan for 8 dmg. ( 6 temp hp gone, 11hp)
13: guard 1 misses gondork with liquid ice, 1 cold dmg gondork & giacomo (28hp, 26hp)
13: guard 1 misses gondork with alchemist’s fire, 1 fire dmg gondork & giacomo (27hp, 25hp)
13: nadya stowes bow and draws melee weapons, moves up to gondork
12: mig misses Penny
09: arwyn retreats
07: caladan steps back, commands jairess to approach
04: ten-penny feints oche for 12 dmg (ochre drops)
01: gondork scrapes off the rest of the tanglefoot bag

Round 2
20: giacomo casts burst of radiance, disables ochre and yellow (0hp ea.) and dazzles them
16: light blue misses Penny
16: blue misses caladan
15: ochre total defense
15: yellow total defense
14: jairess moves in and channels for 6 healing to everyone but arwyn and nadya
14: volan fires a screaming bolt at caladan hitting for 11dmg (13hp)
13: nadya misses jairess and moves back
12: mig tries to scare but penny and giacomo save
09: arwyn two shots at dark blue (-16dmg) -14hp
07: caladan justice for healing, steps back reads scroll of aid for 6 temp hp
04: ten-penny 7 dmg to light blue (2hp)
01: gondork 2nd round of tanglefoot, shaken, blind, deaf. Scrapes 8 pts of tanglefoot

Round 1
20: giacomo tumbles and shoots (misses light blue)
16: light blue damages Arwyn for 13 dmg (Arwyn: 15hp)
16: blue damages Nadya for 9 dmg (Nadya: 15hp)
15: ochre lobs thunderstone, deafens Ten-Penny and Gondork
15: yellow hurls tanglefoot bag at gondork, entangles but not glued to floor
14: Jairess and Volan activate teleporters
13: Nadya fires at Blue for 8 dmg (Blue: 2hp)
09: Arwyn taunts spriggan and tumbles out of close combat
08: Ten-Penny ( delayed until 4 due to thunderstone)
07: Caladan misses Blue
05: Gondork ( delayed until 1 due to thunderstone)
04: Ten-Penny stabs light blue for 5 (lt blue: 5hp)
01: Gondork goes full defensive

Surprise round
16: soldiers attack/move
15: soldiers activate teleporters

Round 0
16: soldiers activate teleporters


history toad

history:

Round 2
20: giacomo casts burst of radiance, disables ochre and yellow (0hp ea.) and dazzles them
16: light blue misses Penny
16: blue misses caladan
15: ochre total defense
15: yellow total defense
14: jairess moves in and channels for 6 healing to everyone but arwyn and nadya
14: volan fires a screaming bolt at caladan hitting for 11dmg (13hp)
13: nadya misses jairess and moves
12: mig tries to scare but penny and giacomo save
09: arwyn
07: caladan
04: ten-penny
01: gondork

Round 1
20: giacomo tumbles and shoots (misses light blue)
16: light blue damages Arwyn for 13 dmg (Arwyn: 15hp)
16: blue damages Nadya for 9 dmg (Nadya: 15hp)
15: ochre lobs thunderstone, deafens Ten-Penny and Gondork
15: yellow hurls tanglefoot bag at gondork, entangles but not glued to floor
14: Jairess and Volan activate teleporters
13: Nadya fires at Blue for 8 dmg (Blue: 2hp)
09: Arwyn taunts spriggan and tumbles out of close combat
08: Ten-Penny ( delayed until 4 due to thunderstone)
07: Caladan misses Blue
05: Gondork ( delayed until 1 due to thunderstone)
04: Ten-Penny stabs light blue for 5 (lt blue: 5hp)
01: Gondork goes full defensive

Surprise round
16: soldiers attack/move
15: soldiers activate teleporters

Round 0
16: soldiers activate teleporters


history toad

history:

Round 1
20: giacomo tumbles and shoots (misses light blue)
16: light blue damages Arwyn for 13 dmg (Arwyn: 15hp)
16: blue damages Nadya for 9 dmg (Nadya: 15hp)
15: ochre lobs thunderstone, deafens Ten-Penny and Gondork
15: yellow hurls tanglefoot bag at gondork, entangles but not glued to floor

Surprise round
16: soldiers attack/move
15: soldiers activate teleporters

Round 0
16: soldiers activate teleporters


history toad

I don't know the history of the drow on golarion ( forgotten realms drow are always the first that come to mind ), other than that they're demon worshippers and generally bad-asses from the underdark. the penalty system is there to let you make something you like, at a suitable balance at lower levels ( my little experiment ).

for bios, don't post them. if anything just post a description of your character, and if you can link to pictures or whatever else to enhance your description, great. save the bios for after introductions. I've set up a journal to use to record your chronicles as you go. It'll be a big help when a bit of time passes and you want to remember what happened during the campaign. I'll share access now, but just post your descriptions. The Summer Chronicles


history toad

if you all wanna go hellish outcasts from cheliax, you can do that too. we don't need to start in taldor.

if the themes issue is too much of a burden don't worry about theme.

eluna is thinking winter witch
psyblade is thinking tiefling inquisitor
gondork is half orc battle occultist
quentin is in decisive crisis

afaik those are the only ones tossing around ideas.
if its just you four i'm fine closing recruitment.
do y'all want any more ?


history toad

rovagug...ok.... so an evil party?
doomsday apocalypse cult?
its a fine concept. i'm just asking how you'll be motivated to do anything but destroy things and slip towards evil...

pathfinderwiki: rovagug wrote:

A priest of Rovagug makes no contribution to normal society; at best, they may be (unreliable) mercenaries[11]. They typically spend their day hunting beings and things to kill and destroy, saving only that which can be utilized in creating greater destruction. The hierarchy is based solely on raw destructive might, and to rise in the hierarchy, another must be thrown down.[citation needed]

Church services are brutal and primitive, featuring sapient sacrifices, stomping, shouting, and breaking valuables.[25]

Temples & Shrines
Churches to The Beast are banned in nearly every civilized city, and his worship is suppressed in most nations.[2] Secret shrines and sacrificial sites may be recognized by the presence of the famous Fanged Maw (seen on this page), or the less common symbol, a claw surrounded by a spiral.

11,25: Sean K Reynolds. (2008). Gods and Magic, p. 32. Paizo Publishing, LLC. ISBN 978-1-60125-139-8

2: Erik Mona et al. (2008). Campaign Setting, p. 167. Paizo Publishing, LLC. ISBN 978-1-60125-112-1


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Carla the Profane wrote:
We could invent our own theme, like we're all cursed by cold or something.

of course you can. i'm just innane and constantly making suggestions in case anyone's having a brain dead day.

btw/ do you guys prefer Grippli Master or Goat Master as your GM for this game?
or want something more winter themed? I can use White Wolf Master right, they're not publishing anymore?


history toad

edwin: 1d20 + 1 ⇒ (15) + 1 = 16
forstyhe k. planes : 1d20 + 8 ⇒ (3) + 8 = 11
leo k. planes : 1d20 + 9 ⇒ (20) + 9 = 29
ash k. planes : 1d20 + 6 ⇒ (11) + 6 = 17

edwin realizes the brown one is speaking abyssal, the green one says the same apology, but in infernal.

Leo turns loremonger, spouting off the information up to DC 29, you've all have an opportunity to act, as his CSI monologue finishes, his whispers reaching your ear via message spell in common. These creatures seem quite keen though, and you feel as if they've heard you and their mute posture seems to somehow proudly acknowledge the details as you spout them out. before 16 goes. what would those of you who act before Brown like to do?

[r1]: [25: Edwin], [25: Forsythe], [23: Piety], [20: Leo], [17: Ash], [16: Brown], [15: Temperance], [15: Neji], [5: Green], [4: Saio]


history toad

lol. yeah. glad no one threw me against a wheelbarrow.

so, you guys have the run of the place. wish to do anything to it ?


history toad

yay, i didn't break any bones!


history toad

the next day , after the retrieval. she also casts detect magic in the cavern, and notices some light from the muck, glittering. she picks up an exquisite emerald worth at least 20,000gp and radiates strong divination magic.

the book appears to be a heavy leather bound tome.

k. history or religion DC 20:
its unlabelled, but you think its perhaps the last surviving copy of "The Dirges of Apollyon" on the mortal plane.

k. arcana DC 35:

The Eye of Vigilance ( the First Eye of Vetra-Kali)
Aura strong divination (evil); CL 15th
Slot none; Weight -

more to come. but i'm not going to reveal it until i see the rolls or identify is cast.

reading over the book, it details the long history of the Sons of the Pale Horsemen, and recounts their efforts to transform this world into a daemon's playground. This rarest of tomes is made utterly unique by the last page of text within. The book makes plain the ritual necessary to call Vetra-Kali back to the mortal realms.

the ritual:

on the back page, a ritual is detailed to break the seal placed by the Victor, break the Silver Seal and call forth Vetra-Kali.

Quote:

- Behold our shame that we, the Sons of the Pale Horseman, failed in our darkest hour to defend our prince the undying and ever malevolent Vetra-Kali Eats-the-Eyes. But I have seen it! I have seen the road to repentenance! 666 prayers. Three per day will break the hated Seal. With each prayer bathe the seal in unholy water and intone the dirge.

At the stroke of midnight each day call forth the Supplication to Darkness. Pray to the darkness so that we shall be forgiven. Upon the first midnight make the first sacrifice -- one of our own blood -- so that Vetra-Kali will know we are repentant.

At the first light of each dawn call forth the Cursing of the Light. Answer the spread of the shining lord’s light with our unyielding defiance. Upon the 111th Curse make the second sacrifice -- a true believer of Mitra -- so that the cursed god of the invaders will know that we fear him not and that his power to hold our master at bay is ending.

At dusk as darkness returns each day cry forth the Call Across the Void. Recite the name of Vetra-Kali so that he may hear us and return. With the final Call offer the third sacrifice -- one of the Victor’s own blood. By the same blood that caged him so shall our master be freed.

Let ye with wisdom understand. Once the final prayer is uttered upon the 222nd dusk, Vetra-Kali will begin his long traverse across the great wheel. At the stroke of midnight on that day he will emerge into his Sanctum and the Seal shall shatter.

Blessed day! Be ready, my brothers. His eyes have been stolen from him. Return them and the Prince will honor ye with one task for each.

For the Eye of Vigilance ask only for his mercy upon we mortals and plead that he do ye and yours no harm. For his wroth will be great.

For the Eye of Hatred ask for his greatest gift -- the Tears of Achlys so that once more every corner of the world may know his mercy.

For the Eye of Withering ask what ye will for in his gratitude he must answer your charge.
And then behold, the Prince restored. All shall know his blessings of pestilence and despair.

-R.Kappelbrenner

The Dirges specifies exactly how a sacrifice must be made to Vetra-Kali. The victim must be placed upon his altar and there have their heart cut out while still alive. The heart is then placed in one of the three bowls that the statue is described as holding. .


history toad

yup, you can make it over there with 20 ft and attack.
miss of course.


history toad

wribbit. the acrobatics is just for moving in the darkness at full speed. if you go half speed you don't have to make the check. its DC 10, +2 for the uneven terrain of the cramped crooked stairs. so dc 12

[r7]: [15: adinomo], [10: eleanor], [7: uldar (declared)]
[r8]: [26: darkmantle], [20: moose], [20: lem], [20: rika],

yeah, one thing i hate is i can't move things on the ipad either. moved you up to just outside the darkness. you could go in if at full speed, but w/ that acrobatics you'd just fall.. may as well stop outside and move up next turn. from the directions Uldar is giving, its crowded up near him.

@uldar, sacred touch ? is it a supernatural or spell-like ability from the trait? i.e. will you need to make a concentration check while grappling to do it?


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history toad

[wribbit] :: i hear the osprey is always watching::
a mysterious frog says offscreen.


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wribbit. you've got darkvision, you don't have miss chance... you can see normally in this "light"


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wribbit. its a few hours out of character, not in character. in character you can still be loud and obnoxious or go help a dying badger-mole


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Auke will be joining us, don't mind the noise of the tomb opening up and someone else coming in. if we're quiet a few hours, he'll stumble into the darkmantle on his own.


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wribbit.

nope, i just copy pasted, and forgot to change the 3 to a 5


history toad

@moose: you hear a ::whoosh:: as something plummets down the side of the stairs, a click as it catches on the stone just a little bit across from you, then you hear it, the thing in the darkness that tried to grab you, struggling with Adinomo, that nice gnome. Gnomes are always so pleasant, but they like burrows and being in tight spaces underground... ::shiver::


history toad
T.A. Moostestus Porcuperus wrote:

ouch, 5-8 dmg basis is painful at lvl 1.

Moose tries to wiggle out of the chokehold the unseen creature has on him to try and get away.

Escape Artist: 13 = 13

Not sure if he gets out, but if he does he'll take one more move down the stairs at full speed, provoking if necessary. 20ft.
Acrobatics: 12 = 12

13 does indeed free him.

he succeeds at the DC to not trip ( i suspect 4 legged friends would get a bonus on this at any rate, or should ).

moose acrobatics to avoid aoo: 1d20 + 7 ⇒ (14) + 7 = 21
Moose runs pell mell down the stairs.


history toad

croak


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>> moose sounds <<


race: using the race creation guidelines from the advanced race guide to make an anthropomorphic human/animal race like the teenage mutant ninja turtles or some other human/animal hybrid.

setting: sci-fi/future. with the technology guide from paizo, there's ways to model far future campaigns. TMNT had a dimensional/time travel sourcebook. I'm thinking something like that where the mutants are created and used for space exploration teams by society in 3014/3015, or an After The Bomb type setting where radiation and genetic engineering have created these mutants and the human population has been decimated.

classes: since its sci fi/future, its harder to rationalize the magic, but i think mixing some sorcery in and stuff in the future would be fun. Easiest to integrate are nonmagical base classes: fighter, rogue. if we go towards a more Warhammer 40k universe type feel, then magic isn't that rare, if we go more gritty, then we can push things with semi-magical classes like ranger, barbarian, monk, paladin, and just tone down the magic inherent or go with archetypes that replace the spell-casting and supernatural abilities ( non-magic ranger, martial artist monk, i'm sure there's one for paladin too? ) , expert could be expanded to a PC class with technology crafting bonus feats and abilities. I'm in favor of a magical sci-fi romp through time and space.

houserule: if anyone goes evasion, i'd like to try out a house rule that evasion is a 1/day daily at the level its attained ( +1 /day /3 levels beyond ) where on they take 50% less damage on a successufl reflex save. [ so 1/4 on a successful save, for the Improved Evasion it would also be usable to get 1/2 damage on a failed save, but its still a consumable ability ]