GD3 - Fangwood Keep (Inactive)

Game Master Magabeus

Claim the castle!


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Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Will Save: 1d20 + 3 ⇒ (3) + 3 = 6

Garret freezes in places as he notches another arrow.

-Posted with Wayfinder

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair 5-foot steps in front of the enemy woman, thinking of her as the main threat. She infuses the blade of her scythe with negative energy and swings it at the woman.

+1 Scythe: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 2d4 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12
Negative energy: 1d6 ⇒ 2 DC 15 Will for half


Fiend series | Shackles

Clair steps up but misses the woman

Initiative
Yakima
- - -
Skeleton
- - -
Auric
Boram 12/24 hp
Garret - Hold person; can try DC17 will to get free as full round action
- - -
Crocodile
Woman
- - -
Clair

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Boram, I'll help you in a second...
Yakima throws a bomb at the Cleric, hoping to catch the skeleton in the blast and finish it off.

bomb, touch, point blank: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
damage, point blank: 2d6 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11 + 7 splash to Skeleton, avoid Claire's square.


Fiend series | Shackles

Yakima readies a bomb and throws it while the skeleton ineffectively tries to hit her.

Clair obstructs Yakima's view, causing the tiefling to miss the changeling, the bomb hits the machine and the splash washes over Clair and the other woman!

The skeleton tries again to hit Yakima and again... it fails to do so.

You missed because of the cover bonus to AC

Dice:

Attack of Opportunity: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Splash: 1d8 ⇒ 3

Reflex Woman: 1d20 + 3 ⇒ (6) + 3 = 9

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Initiative
Auric
Boram 12/24 hp
Garret - Hold person; can try DC17 will to get free as full round action
- - -
Crocodile
Woman
- - -
Clair - 7 splash damage, reflex for half
Yakima
- - -
Skeleton
- - -

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Auric calls upon his luck to guide his blunt arrows once again. The first one is shot at the skeleton - if it destroys it, the second arrow will be aimed at the woman.

Shortbow, RS, Luck, Heroism, PBS: 1d20 + 8 - 2 + 2 + 2 + 1 ⇒ (10) + 8 - 2 + 2 + 2 + 1 = 211d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Shortbow, RS, Luck, Heroism, PBS: 1d20 + 8 - 2 + 2 + 2 + 1 ⇒ (5) + 8 - 2 + 2 + 2 + 1 = 161d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
To hell with it! Assuming the first blow downed the skeleton, I'll burn my reroll (GM 3 stars) on my second shot, aimed at the woman.

Reroll 3 stars: 1d20 + 8 - 2 + 2 + 2 + 1 + 3 ⇒ (20) + 8 - 2 + 2 + 2 + 1 + 3 = 341d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Confirmation: 1d20 + 8 - 2 + 2 + 2 + 1 ⇒ (10) + 8 - 2 + 2 + 2 + 1 = 212d6 + 4 + 2 ⇒ (3, 3) + 4 + 2 = 12


Fiend series | Shackles

That was a proper use of a reroll! Unfortunately it did not confirm due to cover modifier.

Auroc kills the skeleton and then aims carefully to hit the woman, however Clair is in the way again!

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Ref: 1d20 + 3 ⇒ (18) + 3 = 21

Clair quickly steps aside, avoiding the worst of the damage from Yakima's bomb.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Seeing the crocodile's strong attacks, Boram gulps and swings his morningstar again.

Standard action: Attack crocodile
Attack (Morningstar (2H)): 1d20 + 5 ⇒ (19) + 5 = 24
Damage (Morningstar (2H)): 1d6 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Will Save: 1d20 + 3 ⇒ (4) + 3 = 7

-Posted with Wayfinder


Fiend series | Shackles

Boram gives the crocodile a good whack on the head and it snaps and slaps back at the annoying halfling, missing again!

The woman takes a step back and presents her holy symbol "Calistria, help me!"

You are ravaged by negative energy 6 damage :-0, will DC16 for half and you now see two evil clerics in front of you! It seems the crocodile did not like the channeled energy...

Dice:
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Grab: 1d20 + 11 ⇒ (16) + 11 = 27
Trip: 1d20 + 7 ⇒ (14) + 7 = 21
Slap: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d12 + 2 ⇒ (3) + 2 = 5

Channel: 3d6 ⇒ (4, 1, 1) = 6
Will save Croc: 1d20 + 4 ⇒ (6) + 4 = 10

Initiative
Clair - 17/20 hp
Yakima
- - -
Skeleton
- - -
Auric
Boram 12/24 hp
Garret - Hold person 2nd round; can try DC17 will to get free as full round action
- - -
Crocodile
Woman
- - -

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Will: 1d20 + 6 ⇒ (8) + 6 = 14

Auric cringes, taking the full brunt of the unholy force.

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Will Save vs Channel: 1d20 + 3 ⇒ (7) + 3 = 10

Garrets body is ravaged by profane energy...

Will Save vs Hold Person: 1d20 + 3 ⇒ (7) + 3 = 10

...and he is unable to break loose of the spell holding him.

Just thought I'd get mine out of the way to prevent delays.

-Posted with Wayfinder

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Will: 1d20 + 7 ⇒ (19) + 7 = 26

Clair resists some of the damage from the negative energy, then takes a 5-foot step closer to the woman while raising her scythe. "So you channel the same kind of energy, except it's with the aid of Calistria?"

She infuses her scythe with some more negative energy of her own and swings it at the woman. "Mine comes from Urgathoa, the Pallid Princess."

+1 Scythe: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 2d4 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12
Negative energy: 1d6 ⇒ 5 DC 15 Will for half


Fiend series | Shackles

Will save: 1d20 + 9 ⇒ (17) + 9 = 26

"I spit on your pale moocher!" the changeling curses after Clair has hit her. She indeed does that, blood mingled with spittle. She is obviously close to her demise.

Initiative
Forgot to remove the skeleton from initiative, who finishes her?
Yakima, save vs channel needed
Auric 24/30 hp
Boram 12/24 hp, save vs channel needed
- - -
Crocodile
Woman
- - -
Clair - 14/20 hp
Garret - 38/44 hp Hold person 3rd round; can try DC17 will to get free as full round action

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Auric moves into the room and aside to send one arrow flying towards the woman.
Shortbow, Luck, Heroism, PBS: 1d20 + 8 + 2 + 2 + 1 ⇒ (4) + 8 + 2 + 2 + 1 = 171d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Maybe not enough to hit her, but it could dispel her mirror image (since an attack automatically makes an image disappear if you don't hit the main target but are within 5 points of her AC).


Fiend series | Shackles

Drat, forgot about the copy on Clair,s attack, oh well...

Auric destroys the copy of the changeling.

Initiative
Forgot to remove the skeleton from initiative, who finishes her?
Yakima, save vs channel needed
Boram 12/24 hp, save vs channel needed
- - -
Crocodile
Woman
- - -
Auric 24/30 hp
Clair - 14/20 hp
Garret - 38/44 hp Hold person 3rd round; can try DC17 will to get free as full round action

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair grins at the woman. "Know you'll regret saying that once I raise you as my slave."

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Save vs Channel: 1d20 + 3 ⇒ (5) + 3 = 8 Yakima winces.

Your God will not save you here...

Yakima moves to a place where she has a clean shot. Daring the woman to take a swing at her.

Bomb, touch, point blank: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 ...and somehow misses again

miss location: 1d8 ⇒ 3 doing 7 splash damage DC 15 save for half

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Will Save: 1d20 + 1 ⇒ (5) + 1 = 6

Boram grunts in pain as the full force of the channeled energy flows through him. Still, he swings his morningstar at the crocodile.

Standard action: Attack crocodile
Attack (Morningstar (2H)): 1d20 + 5 ⇒ (15) + 5 = 20
Damage (Morningstar (2H)): 1d6 + 3 ⇒ (2) + 3 = 5


Fiend series | Shackles

Reflex save: 1d20 + 3 ⇒ (10) + 3 = 13
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Decided to skip the grab and death roll

Although Yakima misses the changeling the fiery splash is enough to put the woman down! Boram hits the crocodile, and although the creature seems close to it's death it fights on! Despite Boram's agility the summoned creature bites the halfling almost in two equal parts!

The crocodile then steps over the halfling towards Auric.

Initiative
Yakima 16/22
Auric 24/30 hp
Clair - 14/20 hp
Boram -6/24 hp, stabilize needed
Garret - 38/44 hp Hold person round 3; can try DC17 will to get free as full round action
- - -
Crocodile (round 4 has been done)
- - -

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Auric takes a step back and sends two arrows flying towards the crocodile.

Shortbow, RS, Luck, Heroism, PBS: 1d20 + 8 - 2 + 2 + 2 + 1 ⇒ (15) + 8 - 2 + 2 + 2 + 1 = 261d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Shortbow, RS, Luck, Heroism, PBS: 1d20 + 8 - 2 + 2 + 2 + 1 ⇒ (16) + 8 - 2 + 2 + 2 + 1 = 271d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yakima readies her want of CLW, and if the Croc has fallen, moves over next to Boram to heal him. If the Croc is still up she waits for someone who might not accidentally kill Boram to attack the beast.

Eventual healing roll with the wand: CLW: 1d8 + 1 ⇒ (1) + 1 = 2
and then one more to get him up (hopefully) CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Fiend series | Shackles

And that's one dead croc!

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Seeing as Yakima's already tending to Boram's wounds Clair first heals herself up.

CLW, self: 1d8 + 1 ⇒ (2) + 1 = 3
CLW, self: 1d8 + 1 ⇒ (3) + 1 = 4

She then walks over to Boram and heals him up a bit more.

CLW, Boram: 1d8 + 1 ⇒ (7) + 1 = 8

Clair then takes her time to look at the room around her.

Perception, take 20: 20 + 7 = 27

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram's wounds close with the ministrations of the others, and he stands up, using his bow to help stabilize himself. He grabs an extract and quaffs it, and his wounds close even further.

Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

"Thank you." he manages, nodding at both Yakima and Clair.

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

Will Save: 1d20 + 3 ⇒ (7) + 3 = 10

Will Save: 1d20 + 3 ⇒ (13) + 3 = 16

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21

Eventually, Garret manages to pull himself free of the spell preventing him from acting.

-Posted with Wayfinder

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

"You're welcome, Boram!" Clair says as she searches the room. "That's what allies are for."

"So what left to do? I think we're almost done here, aren't we?"


Fiend series | Shackles

You investigate the weird machine, it is part metal and part plantlike. At the center of the machine, intertwined with roots, you find a book. Casting a detect magic upon the book shows that it is a very powerful item, perhaps even an artifact!

Further investigation reveals that the book is indeed an artifact, it is a book of infinite spells! You think that the book was intended to power a specific kind of portal but is now malfunctioning, phasing in inhabitants of other planes or planets.

You carefully remove the book from the machine and take it back with you. Investigating the remainder of the keep you find empty chambers and more dead hobgoblins. After making sure the keep is safe you get back to Heidmarch manor in Magnimar, where you report your findings and deliver the book to your superiors.

The End

Adventure background from module:

In the middle years of the Age of Enthronement, the
mysterious elves finally made their return to Golarion
after millennia of absence. They traveled a nighunfathomable
distance in the blink of an eye by remotely
tapping into the power of the Sovyrian Stone in Kyonin
from the Arch of Refuge in Sovyrian. Most of the elves
returned to fight the dread nascent demon lord Treerazer
and prevent him from using the Sovyrian Stone toward
evil ends. Among these elven forces was a powerful
transmuter known as Tessarael, who commanded a
small army of elves on the front line of the battle against
Treerazer. When the Abyssal magic of the nascent demon
lord and his fiendish legions warped Tessarael’s mind
and turned her against the elves, however, her brethren
were quick to banish the corrupted wizard from their
homeland. They expressly forbade the traitor from using
the Sovyrian Stone to returning to Sovyrian, thus cutting
off her only way back to Castrovel and precluding the
sabotage that Treerazer’s minions had programmed her
to perform there.

In order to return to Sovyrian, the brainwashed
Tessarael would need to devise her own means of
interplanetary transport. With aid from Treerazer’s
vile forces, she constructed a tower so she could focus
on her research. As she performed her strange arcane
experiments—many of which explored using the elven
practices of druidism as a means of expedient travel—
she added numerous chambers beneath the tower. It
took years for her to acquire the necessary resources and
build her machines, but eventually, by using a book of
infinite spells procured by her demonic liege, she was able
to fuel the arcane engine in the belly of her lair. Fusing
the artifact with a sizable lypenaia tree from Sovyrian,
Tessarael stepped through the tree and was sent hurtling
across time and space. She did not arrive at Sovyrian as
intended, however, and no one has seen or heard from the
elven wizard since the strange incident.

After Tessarael’s failed attempt at space travel, her
ruined arcane engine continued to produce random
bouts of magical energy every several decades. Monsters
and beings from the darkest corners of the multiverse
were drawn in through temporary portals it created, but
few were able to escape the subterranean chambers. The
elements quickly eroded the rest of Tessarael’s fortress,
and for years the ruins of her lair lay quiet on an unusually
barren hillside along the Marideth River valley.

In 4648 AR, when the secessionists who would eventually
form the nation of Nirmathas broke away from their
avaricious rulers in Molthune, the Molthuni generals
ordered the construction of Fangwood Keep, choosing the
ruins of Tessarael’s tower as the location of their border
fort. The Molthuni used the broken stone from her tower
in constructing their castle, and unknowingly built it
over Tessarael’s mysterious underground chambers,
in which a powerful relic was entombed alongside her
magical inventions.

Fangwood Keep has traded hands countless times
in the persistent struggle between Nirmathas and
Molthune. Ten years ago—the last time Molthune held
the keep—a greedy Molthuni foot soldier named Pavo Vos
was stationed there, and in searching through the keep’s
oft-disregarded library, he discovered one of Tessarael’s
long-forgotten tomes. Though badly weathered, the
magically preserved pages of the diary revealed there
had once been a great artifact under this tower, and Vos
decided to claim the rare item for himself. Before he
could accomplish this feat, however, Fangwood Keep was
besieged and taken by Nirmathas once again, and he was
forced to return to Molthune to let both his plans and
anger fester.

By the time Vos achieved the respectable position of
lieutenant in the Molthuni army, 10 years had passed
since his last visit to Fangwood Keep. Over the course
of the past decade, Vos had commanded a small platoon
of irregular infantry, known as Vos’s Strikers. A covert
task force typically deployed deep behind Nirmathi
lines, Vos’s platoon provided a perfect means of taking
Fangwood Keep to find out whether the legends about
Tessarael’s mysterious artifact were true. With the help
of his lover Elessia—a duplicitous devotee of the goddess
Calistria—he falsified orders and led a cross-border
raid last month, decimating the few Nirmathi rangers
garrisoned at Fangwood Keep and ordering his troops to
search for an entrance to an underground vault.

A few of Vos’s soldiers found a staircase buried beneath
the floor of the soldiers’ mess, and Vos eagerly sent them
down it. When these soldiers failed to return, the rest of
his platoon was quick to mutiny. Their efforts proved too
little, too late, however, as Elessia had garnered the loyalty
of a local tribe of hobgoblins, who quickly slaughtered
the Molthuni soldiers before they could retreat.

Now surrounded by mercenaries who care little about
his fate, Vos is still eager to discover the ruins’ secrets,
and he continues to send hobgoblin grunts into the level
below, promising great rewards to anyone who can gain
access to the elven wizard’s locked chambers and find the
source of the dungeon’s power.

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