Droogami

Mortimer Paddypaws's page

212 posts. Alias of Just a Mort.


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I lived in brinestump marsh, among goblins , wild and free.
There we ran amok, and from them I learned poetry.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Just saying hi, and please look at my backstory =)


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Same to you. Don't look so glum, the forums aren't such a big world, we'll probably run into each other someday!


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Thought about it.

I don't want to continue. With more then half the team gone, we won't be Dread Pirate goblins anymore. Most of the PBPs I'm in people don't sing, which makes me think singing and rhyming are not common traits on paizo board. If we lose what made us unique, what's the point of continuing. I rather let the menories if the good times we've had remain untainted.

Sorry, everyone. I know we all tried to make it work.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

I dont know. If we want to continue, we will definitely need to recruit new people, which will make the flavour of everything different. I have a feeling Medge and Gurp are not coming back, which means you'll be the only person left from the original party.

I need to think about it. Will let you know tomorrow.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

After Lizards, its Medge, Ronk, Twitchy, Me and Gurp, then Lizards again.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Ronk - don't forget whatever penalties you take from the shadow str dmg. Which reminds me, I haven't subtracted my hp yet. Should be 19/25, I'll fix it at office

Mortimer gives Lizard 8 an evil grin, then turns on him.

claw: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Frostbite(non lethal, cold): 1d6 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 4 ⇒ (12) + 4 = 16


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Tis ok, RL comes first. Oh its my Nephew's chalet cum birthday party, so there may be an activity drop over the next few days on my end.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Mortimer yowls as he unleashes his fury on the lizards who dared to touch his fur.

Claw: 1d20 + 4 ⇒ (20) + 4 = 24
Claw confirm?: 1d20 + 4 ⇒ (1) + 4 = 5

Whoa, a 20 followed by a nat 1..lol

Dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Frostbite dmg (non lethal - cold): 1d6 + 3 ⇒ (3) + 3 = 6

Claw: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 1d3 + 2 ⇒ (1) + 2 = 3
Frostbite dmg (non lethal - cold): 1d6 + 3 ⇒ (3) + 3 = 6


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

OMG. Get well soon, plotbunny.

Drink plenty of water, get more rest.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

The actus reus ("prohibited act") for theft is the appropriation of property belonging to another and the mens rea ("culpable, blameworthy state of mind") is dishonesty, and intention to permanently deprive the other person of the property.

In order to have a contract, there are 4 elements, offer and acceptance, consideration, intention to create legal relations and no vitiating factors. An unsound mind could fall in the category of vitiating factors...

Mmph. I'm blabbering, aren't I?


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Not sure if they can get the sale of the truck cancelled because your great uncle is of unsound mind. But that's if they bother.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Have they managed to find your great uncle yet?


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Mortimer growls as the javelin scores his flank and moves towards the lizard to extract icy vengeance. Revenge is a dish better served cold =)

Claw: 1d20 + 4 ⇒ (6) + 4 = 10

And Missed! =(


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Your soap smells of elderberries! *pouts* And you're not fat. Its the spare set of armor >.<


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M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Oh no, you cover me with muddy handprints...and weigh many many stones.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Twitchy's sudden leap for the saddle startles Mortimer. "Hey! I didn't say you could ride me!" Mortimer grumbles testily. "Or maybe I should. You're lighter then Ronk is, and smell better too." He adds as an afterthought.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Chase lizard 1 then. Map update? It shows lizard 1 in the hut..


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Mortimer goes after the lizardfolk who has been throwing a Javelin at Twitchy. Medge and Ronk should be able to handle the one that ran into the hut.

Double move to chase 3


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Mortimer climbs over the walls. Once he gets over. he gives a low growl, and his claws glow an eldritch blue.

Climb over wall, cast frostbite. 3 atks of frostbite


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Sorry, got maps? If not, how much distance am I, climbing, away from the lizard folk.


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M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

I autopass. +14 mod lol, climb speed to boot.


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M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

He jinxed your dice. Tell him to make a living as a witch with evil eye hex

A little dubious about fitting into the holes, Mortimer tries to climb the vines, making sure not to touch the green glowing symbols.

Stealth: 1d20 + 3 ⇒ (9) + 3 = 12


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

"Now? Or is it just a scouting run?"


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

I haven't seen Gurp or Twitchy in a while :(


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

So you can scale the wall without touching the green glowimg stones? Then it might be slightly different. Also need to consider if the glowing green stones are touch activated or presence activated. I'm very sure I don't want to touch them.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Mortimer lets out a low growl. "Look. I can't tell you what exactly is going to happen when we approach the green stones that are surrounding the encampment, but it's nothing good. Let's say we attempt to sneak up, the stones set off an alarm, and we have to deal with whatever that comes out of the stones, AND the lizards at the same time," Mortimer retorts. "I believe it is possible for us to approach from air without getting shot, if we get some fog or the night obscuring their vision. You can't shoot at what you can't see, afterall."

"If you have any other suggestions, I'm all ears, but if you're just out to complain..."Mortimer leaves it hanging as he bares his teeth.

Plotbunny - From what you have written, I'm thinking that the whole encampment is surrounding by those glowing green stones (with only a few small gaps), so it would not be possible to attempt to scale the wall(which is made out of those glowing green stones), without coming into contact with them. Please correct me if I am wrong about it.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

knowledge local: 1d20 + 4 ⇒ (14) + 4 = 18

"Thank you, Zeli. If we go near the green glowing stones, something bad is going to happen to us."Mortimer wrinkles his nose, as if smelling something bad from the symbolled stones. "I think the best way will be an assault from the air."


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Stay safe, hope the storm will blow over without causing too many problems.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Mortimer tries to ser if he can recognise the symbols on the stones and scans them for magic.

Cast detect magic. Take 10, total 18 for spellcraft, 17 for knowledge arcana.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Go there, see first, then make plans. Without seeing the place for ourselves, can't really tell.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

"There are some problems. Firstly, I don't know when it would be time to join the fun part. Unless there's some kind of signal. Fireworks, whatever. Next, I can't use that potion of fly."Mortimer starts putting some muddy paw prints on Ronk while waggling his PAW in front of him. "Finally, I don't speak Vulture. I speak Cat."


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M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

After he recovers from his bout of laughing, Mortimer gets back on his paws.

"We need to look at what's surrounding the place. Slipping into holes might work for you greenies, but not everyone can fit in that way." as he eyes himself and Fluffer. Not sure about Squishy, since he might well be able to squeeze himself in.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

After lizards leave:

Mortimer rolls over on his back, chortling loudly, his paws twitching in the air, splattering mud on every goblin nearby. "Oh my god, the look on Gurp was priceless. He looked like he bit a sour plum!"


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Thats fairly apt...where's Gru? I watched all the movies, loved them. Especially what he did at the vendor stand, re: Anges's unicorn =)


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Are you ok not being mounted, Ronk, because of str penalties?


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

While the lizards are still around, Mortimer has a big grin on his face, his eyes gleaming with amusement and seems to be shaking. Gurp trying to smile is hilarious, its like he bit into something sour he thinks to himself.

Don't let them know(bluff): 1d20 + 1 ⇒ (14) + 1 = 15

Ronk - DC 15 sense motive check.

Ronk's sense motive check:

You have a feeling Mortimer can't hold himself in much longer, and is about to roll on his back and send his feet twitching in the air. If you don't hop off the saddle in time, you'll get acquainted with the swamp.

GM only:

If Ronk fails the sense motive, please assign him a ride check (I'm not sure of the DC), to hop off before he gets dumped.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Knowledge nature: 1d20 + 4 ⇒ (11) + 4 = 15


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Very funny.

*splashes into a mud puddle near Gurp to ensure the muck splatters on Gurp*

Now, you're swamped ;)


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Are we waiting for anyone?


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

We need to fly everyone in, in a single trip, because we'll be fighting the moment we land, I expect.

Entangle may be better then fog cloud because it won't hamper our own ranged. Entangled imposes a -4 to all ranged attacks. The problem is obscuring mist is centred on ourselves, and we need to move towards the camp. Fog cloud cannot be dismissed unlike obscuring mist.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

"We thank you for your assistance. Do you know how high up the rock walls stretch, and if the vines, besides being itchy, are poisonous as well?" Mortimer asks Shadow.

After Shadow has left:

"We need to plan this." Mortimer informs the party. Mortimer finds a less mucky place in the swamp, lies down, lays his head on his paws, thinking hard. "This is not something we should undertake hastily. This involves laying siege to an entire warcamp. A well-defended one to boot."

He pauses a while, then continues, "I see three possible options. The first is that we find the underwater gates, then kill the sentries, and attack the war camp through the gates. It has the advantage that we will have a good chance of sneaking through. The problem lies that we will be fighting the lizards underwater, and without a way to breathe water, we cannot remain there for long, and will be unable to use any magic." He shakes his head. "Doesn't seem like a plan, to fight the enemy at their strongest."

"There is a second option that we could climb up the walls. If the vines give purchase, I should be able to get up there. We could probably hide in the vines themselves to conceal our approach. However, there is a good chance that the vines are poisonous. I won't know until I have seen the vines for myself. The vines should give good purchase for us to climb up the rock wall."

"The third option would be to fly over the walls, but like Shadow said earlier, it will make us living targets. There will be a problem of carrying everyone as well, since we only have 1 fly potion. Twitchy should be able to take Medge, no problem. I suggest that I take the fly potion, and try to carry Gurp and Squishy, as four leggers can carry more then you greenskins. However, I'll need to carry more then I currently can, in order to take both Gurp and Squishy. The part of us being living targets can be mitigated if any of you can summon a fog to obscure the view of the archers below, or by entangling them. Then we can quickly make our descent and attack the warcamp."

"All this requires planning, and we should scout out the area today, then prepare to assault the war camp tomorrow. Any other suggestions?"


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

I don't think so. The entrances are totally underwater, rafts can't go underwater. You'd need something like a submarine, amd materials to build one are in short supply. If we get caught in a fight underwater against things with a swim speed, its really going to be bad. Note that most fire based stuff won't work underwater, not to mention underwater spellcasting or wand activation is next to impossible.

Hmm. I have an idea. We could hit me with ant haul, stuff as many goblins on my back as possible, then Gurp readies to pop the obscuring mist on the guys shooting, while we make a landing - only problem is I'm not sure how many goblins and slugs I can take to the air.

The other alternative is try to climb up and use the thorns to stealth upon the village, I have an actual climb speed so I should be able to do it, but I'm pretty sure those thorns are poisonous.

There may be a possibility of someone going down solo to open up the hatches, mission impossible - rogue nation style, but I'm loathe to suggest it because there's no telling what's down there, and without watee breathing potions, you can't stay down for long.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

We have a little problem. Most of you gobs don't have high str, so swimming is a problem. Flying may end up being shot by arrows. We may need to take a few days off, so Gurp can fix Ronk before coming back.

I can swim some, but I'm not phenomenal at it either. We're more suited for outdoor skirmishes then an assault on a city. I can propose a plan based on what we have, if we want to do it now, or maybe we should hangout a night, switch spell prep, then go in. To be honest - we don't have much spell arsenal for city sieges either. Possibly entangle may come in handy.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

"Is the entire warcamp underwater? How far is the swim to the warcamp?" Mortimer enquires.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Gurp could use some putting down. Even if he's mostly right when it comes to directions..

"Hail Shadow. We are on a quest of gravest importance. We are pursuing Underbelly fugitives who have escaped us, to bring them to face Queen Janka's justice. Have you happened to see any lizards from the Underbelly tribe free their brethen from the masts of our ship?" Mortimer asks. This could beat tracking them all over the muck, if someone has seen them...


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

I'm going to lose some of my forum activity. Lets say my place was shifted to a less private part of the office, and checking paizo PBPs in view of others probably isn't a good idea...


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M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

"Are you Queen Janka's Shadowscales? I compliment you on your hiding skills, I didn't see you at all. Queen Janka sends her regards, and said that you would be hard to spot." He answers politely. Payback time! A slightly malicious glint comes into Mortimer's eyes."Don't mind Gurp, he hasn't had his daily dose of mushrooms yet, and he woke up on the wrong side of bed this morning. His bark is worse then his bite, in fact I don't think he's any good at biting at all."Mortimer grins, showing his teeth.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Fluffy, Puffy and Cuddles =)

Or are you looking for something more serious?


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Hope you're feeling better now, Plotbunny.


M Leopard Hexcrafter Lvl 3 HP 19/24| AC 15| T 11| FF14| CMD 15| F+5| Ref+3|W+3 | Init+3 | Per+2

Knowledge nature: 1d20 + 4 ⇒ (18) + 4 = 22

"Lizard folk are good swimmers. We need to make sure they aren't hiding in the water."

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