Marina, Servant of Wadjet |
"Oh dear yes, though most of the soldiers may be following misguided orders, and you never know what mischief outside persons may be causing. I'll buy an extra scroll of silence too, to cover out advance.
GM Fez |
Sorry guys, I've been trying to figure out how to make this decent in PbP.
You spend days tramping through the forest to Fangwood Keep, the journey relatively uneventful. You do pass a hunter who warns you of a troll's stomping grounds, allowing you to bypass the area without issue. You make your way to the northern edge of the shadowy Southern Chernasardo, where the wide Marideth River valley separates the large forest to the north from its smaller southern spur.
The forest thins out ahead, revealing a wide river valley cleared of trees. The path descends for a quarter mile to a single stone bridge that spans the river, and then continues up a small hill. Atop this barren hill sits a small, two-story fort surrounded by a thick, partially collapsed outer wall.
It is obvious that anyone leaving the cover of the forest during daytime could be easily spotted from the keep. Since Fangwood Keep was built on an otherwise barren hill and the surrounding countryside was cleared of all large boulders, trees, and other obstructions, it is virtually impossible to infiltrate the fortress during the day without being seen.
The bridge over the Marideth seems to be the only place to easily cross the swiftly flowing river, though it is also obviously well within sight of anyone stationed on one of the keep’s ramparts. Anyone who attempts to swim across the river must succeed at a DC 15 Swim check to make progress, and is continually dragged downstream at a rate of 20 feet per round.
Seltyiel points out the various humanoids guarding the keep, "Seems our intel wasn't wrong, someone has taken over here."
Dulomak |
Perception 1d20 + 9 ⇒ (13) + 9 = 22
Know Geo 1d20 + 6 ⇒ (6) + 6 = 12
The bridge over the Marideth seems to be the only place to easily cross the swiftly flowing river, though it is also obviously well within sight of anyone stationed on one of the keep’s ramparts he comments
General Dissa Ray. |
"I propose we wait for nightfall and then make as swift an assault as possible." The grizzled Tian warrior stares at the fortifications.
"Under cover of darkness we should be able to infiltrate. We were given equipment to help those of us that are less stealthy. Dulomak, you could lead us inside the outer wall. Seltyiel, Marina, and I can buff ourselves magically, drink the elixirs of hiding, and follow you to the keep walls." Dissa gestures at each party member as he describes the plan.
"There is no advantage during the day, a chance of surprise at night, and the longer we wait the more difficult it will be to take and hold the keep." The Tian rests his Fauchard, and looks for a place to hole up until darkness falls.
Marina, Servant of Wadjet |
That seems wise, though we've got to get across the river. If the night is dark crossing the bridge might even work, but we're a relatively athletic lot - perhaps we can just ford the river instead? Slightly downstream, so we're not dragged into view if we struggle. General, how is your night vision?
General Dissa Ray. |
"My night vision is pretty bad, but I know Dulomak would lead us safely. I am ready to ford instead of taking the bridge. Let's take Marinas plan." Dissa nods as the wise woman speaks.
GM Fez |
Swim check
Watching the keep over the rest of the day you notice some patterns among the humanoids. At least some patrols are sent out based on the group of three returning just after mid-day and another group of three walking out. It's difficult to make out the details but it looks like every few hours the humanoids shift positions on the walls and at the entrances.
As night falls you make your way to the river about a hundred feet upriver of the bridge. "Everyone ready?" Seltyiel whispers. The river is 15 feet across, requiring 2 successful swim checks to get across.
General Dissa Ray. |
Before they depart, Dissa would ask his friends to cast two spells from scrolls: Keen Edge from Seltyiel and Barkskin from Dulomak.
"Let's do it. Can someone make it across and throw me my rope? My armor is wonderful for stopping attacks, but I know I will struggle to swim." Dissa grabs his rope from his pack, hoping a more successful comrade will be able to tether the line to a nearby tree on the other side.
"Perhaps also, a bit of guidance from Tsukiyo would help." Dissa removes his wand of fallback strategy, and casts it upon himself.
If we string a rope across the water, what happens to the swim check? Water and heavy armor is the most lethal combination in Pathfinder!
Based on rope help from someone more successful, Dissa will assume a +4 to his swim check?
Swim with Rope: 1d20 - 2 + 4 ⇒ (15) - 2 + 4 = 17
Swim with Rope: 1d20 - 2 + 4 ⇒ (13) - 2 + 4 = 15
GM Fez |
Seltyiel runs to jump across the gap, hopefully reducing the distance he has to swim.
Jump!: 1d20 + 1 ⇒ (2) + 1 = 3
Stumbling on a rock he barely makes it a few feet into the river, before attempting to swim across the river.
Swim!: 1d20 + 2 ⇒ (15) + 2 = 17
Swim!: 1d20 + 2 ⇒ (3) + 2 = 5
Swim!: 1d20 + 2 ⇒ (6) + 2 = 8
Swim!: 1d20 + 2 ⇒ (11) + 2 = 13
Swim!: 1d20 + 2 ⇒ (6) + 2 = 8
Swim!: 1d20 + 2 ⇒ (8) + 2 = 10
Swim!: 1d20 + 2 ⇒ (5) + 2 = 7
Swim!: 1d20 + 2 ⇒ (13) + 2 = 15
He makes it about halfway across the river before it sweeps him away. He goes under once, surfaces briefly, goes under again, then struggles across the river. He makes it across more than 150 feet from where he jumped in. He crawls back to the original crossing spot, complaining the entire time about the bruises he is going to have tomorrow before catching the rope Dissa throws him and holding it steady.
General Dissa Ray. |
Dissa braces with Seltyiel on the far side of the river, and throws his rope to Dulomak and Marina as requested.
"Come on, team. I am ready for this assault to begin!"
Dulomak |
Catching up. The last 3 days have been filled with grading senior finals, grades due in an hour but I am all done and notifying parents of students who failed.
Dulomak |
Kontha Swim
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (12) + 3 = 15
I guess having little arms doesnt help in swimming
Dulomak |
Dulomak swimming
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (18) + 3 = 21
I am surprised that there are no hunter aspects for swimming
LOL, when a dinosaur with two little arms swims better than you do :)
GM Fez |
She still got across faster than our local surly half-elf.
Seltyiel, busy taking one boot off and pouring water out of it just snarks back, "You should have mentioned this before I rushed headlong into the river." A fish flops out of his boot and splashes about on land, "Although I clearly wouldn't have made this new friend here." He then toes the fish back into the river with a disgruntled snort.
General Dissa Ray. |
I'm on a work trip, but perhaps I misunderstood who had the initiative in our story.
Dissa cleans himself off to the best of his ability, and prepares for battle. "Kontha, can you help us find those secret tunnels? I'm ready for an assault."
Dissa secures his gear, swings his Fauchard in a smooth arc, and lowers the blade. He focuses his gaze toward the fortress, the hyper-sharp edge of his blade at waist level, ready to meet any threat.
Dulomak |
Kontha and Dulomak will attempt to find tracks, he looking for footprints and other signs of passing while she sniffs around trying to get a scent
1d20 + 9 ⇒ (17) + 9 = 26 Half Orc
1d20 + 3 ⇒ (17) + 3 = 20 Kontha
General Dissa Ray. |
Dissa gulps an elixir of hiding, and keeps his hand close to Marinas shoulder. The flowing robes of the undine monk give him a steady guide with which to keep pace.
"Seltyiel and I are ready to follow." whispers the Tian guard.
Stealth: 1d20 - 4 + 10 ⇒ (10) - 4 + 10 = 16
GM Fez |
Sorry guys, weekend was super busy.
Stealth: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9
Seltyiel daisy chains on to Dissa, allowing Dulomak and Kontha free reign to do what they need to.
Kontha lets loose a small growl when she catches a whiff of humanoids closer to the keep itself, which allows Dulomak and Marina to lead the party to the blind spot in the walls and prevent the entire group from being seen. Searching around the half-orc doesn't find any footprints near the secret entrance, which means it is still a secret.
Dulomak is able to see the outline of the secret entrance even without the intertwined circles that show its location to the outside world. He reaches down and pulls the sod covered trapdoor up revealing the promised tunnel. Inside is a narrow, rickety ladder that descends 20 feet straight down and connects to an equally narrow dirt tunnel that slips under the keep’s wall. The sides and roof of the earthen passage are supported by regular wooden braces that were kept in good repair by the Nirmathi occupants before the Keep was taken over.
The tunnel leads to another rickety 20-foot ladder and an exit obstructed by a locked trap door. You're in! Now to start moving room by room and eliminating opposition.
General Dissa Ray. |
Dissa strings a loop on his rope, ready to sling Kontha down to the lower level. He then assists his comrades as they climb down, bringing up the rear. He does his best to replace the trap door on his way down, making the breach less obvious.
"I am ready to take this fortress. Who is with me?" Dissa checks his gear, secures his pack, and readies himself for battle. When the tunnel changes to looking more inhabited, the holy warrior will cast Protection from Evil and Fallback Strategy on himself.
General Dissa Ray. |
"Uh, dont you have the scroll of knock from the briefing? If you can't use that scroll, I'll carve it open with my Fauchard." Dissa glides his supernaturally sharp adamantium weapon through the locking mechanism on the trap door.
"Pehaps we should save the scroll." Whispers the holy warrior. Dissa pops the lock open with ease, the rusty latch melting with minimal force from the green-tinged super weapon.
GM Fez |
Seltyiel checks the additional pack, "Ah, there is one here. Though I think you're right, perhaps it is best saved for later."
Map updated
You climb the ladder and haul Kontha up while keeping an eye out. You don't see any enemies and appear to have wound up in a small tunnel or escape passage in the keep. The sound of jingling scale makes its way to your ears before a bleeding and run ragged man appears before you, longsword drawn.
General Dissa Ray. |
"Be still, my friend. We are here to liberate this keep and restore legitimacy. I doubt you would be bloodied and panicked if you did not have similar goals." Dissa extends a hand, palm out and fingers spread, indicating peace rather than direct hostility.
"I would rather my companions and I learn of this place and the threats therein. I would rather not strike you down and forfeit our chance to gain a tactical advantage." Dissa explains himself clearly, attempting to engage the rationale of the panicked man.
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
General Dissa Ray. |
Dissa cautiously approaches the man, pops his wand of Cure Light Wounds from his wrist sheath, and heals him.
"We are here to help retake the fort, for either Molthuni or Nirmathan forces. One way or the other, we're here to take and hold the fort." Dissa doesn't clearly identify which force the Pathfinders are sent to support. "That's our story. Who are you, and what are you doing here?"
Can we tell which type of uniform this man is wearing? A mailed fist, perhaps?
GM Fez |
The man groans in relief as his wounds begin to close. "Thank you. I am Akre Belring, infantry of Molthune and formerly of Vos's Strikers. We were given orders to raid Nirmathas, which was nothing new, but our commander, Vos, brought along his changeling lover, which was.
We raided this keep, took out the few rangers guarding it, then Vos had us turn this place upside down looking for a way below the keep. We found it and Vos eagerly sent some of the platoon down. They still have not returned. It was about that time that we reviewed the orders to raid and found they had been falsified! We turned on our lieutenant, but it was too late, he had a local hobgoblin tribe working for him! He slaughtered us, down to the last man. I'm the only survivor as far as I know..."
General Dissa Ray. |
"Marina, I agree. We can likely expect hobgoblin resistance above ground, but I think we have more to learn from our defector." Dissa nods as Marina speaks, her wisdom is irrefutable.
"Sergeant Belring, it seems you have a strong sense of duty and honor. I appreciate that in a soldier, and I would request your support. Here are some rations and water in exchange for a request:
What can you tell us of the main threats and layout of this keep? We plan to storm it immediately." The Tian guard offers food and water from his own provisions, and casts Lesser Restoration on the bedraggled soldier.
Ability Damage?: 1d4 ⇒ 2
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17 Hopefully a bonus for food, healing, and removal of fatigue or ability damage
Dulomak |
Intimidate 1d20 + 10 ⇒ (13) + 10 = 23 to see if he is telling the truth,. You had best be telling us the truth, else Kontha will enjoy eating a liar
He will create water for the solider and anyone else who needs it.
Kontha will make a growl at her name and will drink for the water.