PbP GameDay 2: PFS (module) Fangwood Keep (3-5) with GM Endless Forms (Inactive)

Game Master Mike Tuholski

A 3-5 module played for PFS credit. Fangwood Keep

Fangwood


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The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg pulls out a set of tools which he handles with his clawed fingers remarkably comfortably.

Lemme have a try now..

Disable Device 1d20 + 13 ⇒ (15) + 13 = 28

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash keeps watch while the others are trying to pry open the door.

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

Vinnie leans up against the wall, tossing his wayfinder in the air and catching it as it falls, humming softly to himself.


The Flaxseed Pathfinder Lodge
Theo Rosevale wrote:
Otherwise, failing finding a concealed entrance on this level, looks like we have to start at the top and work our way down

As the party searches the ground floor a little more closely, you find two secret doors.

Which door are you guys trying to get through? You now have the two doors on this level and the two ladders going up.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"Go up a level, try to remain unseen and work our way down?"

Grand Lodge

Male Dwarf

We go the closest one to the party and go up and then work our way down like what Ash suggested.

The Exchange

N Dwarf Ranger 9

Up works I suppose...

Little Foot will cast Longstrider on himself before they head up, to up his maneuverability.


The Flaxseed Pathfinder Lodge

The party ascends the south eastern ladder and finds a small room serving as an armory. The room is filled with various types of armor and defensive gear. The armor is all light or medium.

After looking around the party spots another secret door in the southwestern wall of this room.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"Another secret door...this place is just full of them"

Ash will cast guidance and then detect magic and take a look around just to make sure we didn't miss anything. Then look at the secret door for traps

Perception: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 Using guidance

"Take this secret door and see where it leads?"

The Exchange

N Dwarf Ranger 9

"If they haven't discovered this room yet, will make for a good place to retreat too if we get in too deep." Little Foot acknowledges with a nod.

Though if anyone wants a temporary armor upgrade, speak up, as it will take a while to change! =)

GM: any chance they have any quickdraw shields here? (wooden or steel). If so, Little Foot will grab one for those times he has to resort to the short sword.

Grand Lodge

Male Dwarf

Garen will make sure to cover their tracks and close the secret door. Cleaning away any sign of their footprints and the like.
"Remember to clear away signs of our presence."

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

"Oh, too bad I don't need any armor, but yeah, this would make a good retreat spot." Maaarv does his best to brush the dust around after him.

"What is with this place and the secret doors? I mean, I definitely find them useful, but just wow."

Maaarv volunteers to open the secret door. He does his best to open it sneakily.

Stealth: 1d20 + 2 ⇒ (19) + 2 = 21


The Flaxseed Pathfinder Lodge
Theo Rosevale wrote:
GM: any chance they have any quickdraw shields here? (wooden or steel). If so, Little Foot will grab one for those times he has to resort to the short sword.

No quickdraw shields. Almost any other type of (non-Eastern/exotic) light and medium armor and shields.

---

Maaarv opens the secret door to reveal a rampart open to the sky looking out across not only the keep's main gate, but also the river valley below and dark forest beyond.l A large iron grate, ten feet by twenty feet, has been installed in the center of the rampart's tiles near a large cauldron placed over a fire pit. The cauldron contains traces of a viscous, oily substance, but is otherwise empty. A set of double doors stand to the north.

Standing duty here are two hobgoblin archers, pacing back and forth across the rampart. Seeing movement behind them, they turn suddenly and nock their arrows!

gm rolls:

hobgoblins: 1d20 + 3 ⇒ (4) + 3 = 7
Maaarv: 1d20 + 2 ⇒ (12) + 2 = 14
Garen: 1d20 + 1 ⇒ (14) + 1 = 15
Theo: 1d20 + 2 ⇒ (8) + 2 = 10
Ash: 1d20 + 4 ⇒ (7) + 4 = 11
Vinnie: 1d20 + 2 ⇒ (1) + 2 = 3
Farg: 1d20 + 2 ⇒ (3) + 2 = 5

hg: 1d20 + 3 ⇒ (20) + 3 = 23
hg: 1d20 + 3 ⇒ (14) + 3 = 17

Initiative:

1. Garen, Maaarv, Ash, and Theo
2. Hobgoblins
3. Farg and Vinnie

Garen, Maaarv, Ash, and Theo are up![/b]

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash wanting to take them down before they can raise an alarm rushes out and points his finger at the closest archer from which a small globe of fire springs fort and races towards it's hobgoblin target.

(Using domain power fire bolt on archer 2, with point blank shot)

To hit touch AC hobgoblin 2: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Extra +1 to hit is from racial hatred vs goblinoids
Fire damage hobgoblin 2: 1d6 + 3 ⇒ (4) + 3 = 7

The Exchange

N Dwarf Ranger 9

Theo is the last of the first 4 to go, so assuming the further hobgoblin is still active when Theo's turn comes up:

Little Foot curses quietly in Tien, he commands Sharp Tooth to stay hidden, then rushes surprisingly quickly across the rampart to close in on the farthest hobgoblin, he attempts to jump over the iron grate, unsure on whether its safe to step on, and wanting to close the distance as quickly as possible.

Acrobatics to jump: 1d20 + 2 ⇒ (18) + 2 = 20

Double move, with the afore mentioned longstrider active to current position on the map (with the jump in the middle) to threaten the bow-wielding hobgoblin1 and limit his retreat options. Unfortunately, charging was not an option, so no attack this round.


The Flaxseed Pathfinder Lodge

Ash brings forth a ball of fire to burn the closer hobgoblin!

Theo rushes out onto the rampart and gets in the hobgoblin's face.

Initiative:

1. Garen, Maaarv, Ash, and Theo
2. Hobgoblins
3. Farg and Vinnie

HG2: 7 dmg

Garen and Maaarv are up!

Grand Lodge

Male Dwarf

Garen charges the hobgoblin swiftly unleashing his deadly hammer with its unusual reach whistling at it.
D.Long Hamer, Reach with charge, Power attack +3 dmg AC 17 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 272d6 + 5 + 3 ⇒ (3, 4) + 5 + 3 = 15
Aoo if the hobgoblin fires off that arrow. 1d20 + 7 + 2 - 1 ⇒ (2) + 7 + 2 - 1 = 102d6 + 5 + 3 ⇒ (2, 1) + 5 + 3 = 11

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv quickly mixes up a frost bomb, "Let's try to cool this guy off." He lobs it at the closest hobgoblin. (#2)

Bomb Attack!, PBS, Precise Shot, Precise Bombs: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage, PBS: 3d6 + 4 + 1 ⇒ (2, 1, 1) + 4 + 1 = 9 (vs. flat-footed touch?)

If it's a hit, the hobgoblin must make a DC 16 Fort save or be staggered one round.


The Flaxseed Pathfinder Lodge

Garen moves up and swings his hammer, hitting the second hobgoblin and taking it down!

Fort: 1d20 + 5 ⇒ (5) + 5 = 10

Maaarv then tosses a bomb into to the mix and hits the other hobgoblin!

---

The remaining hobgoblin drops his bow and draws a shortsword, stabbing at Theo.

short sword: 1d2 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 2 ⇒ (3) + 2 = 5

The party then quickly brings the hobgoblin to submission!

Out of combat!

They each had a potion of cure light wounds, mwk leather armor, a short sword, a composite longbow (+2 Str), and 20 arrows.

Grand Lodge

Male Dwarf

Garen is instantly on the alert, fearing that their fight may have bought them attention from others especially with that bomb.

Perception 1d20 + 10 ⇒ (18) + 10 = 28

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

"Hobgoblins? Do the Molthuni usually use hobs in their squads?" Vinnie whispers, studying the downed foe. Any uniform or insignia of a company or nation?

The Exchange

N Dwarf Ranger 9

GM: you rolled a d2 on the hobs attack roll, not a d20... Not that I'm complaining, but the bad guys are going to have a hard time if they don't find their 20-siders. =)

Little Foot nods at Vinnie's comment, pondering the same thing. "Ya, this gob shouldn't be here."

Like Garen, he stays on the alert.

Assuming no obvious alert was raised...

He then grabs one of the hobgoblin's longbows and some arrows for his own use, and suggests they move the bodies into the armory.

No obvious egress' from the rampart here? Take a quick look for non-obvious ones as well, perhaps peer down through the grate too

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Since this place seems to be filled with secret doors Ash will look through this room for hidden exits as well

Perception: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 Using guidance


The Flaxseed Pathfinder Lodge
Theo Rosevale wrote:
GM: you rolled a d2 on the hobs attack roll, not a d20... Not that I'm complaining, but the bad guys are going to have a hard time if they don't find their 20-siders. =)

Haha! Thanks:

short sword: 1d20 + 4 ⇒ (5) + 4 = 9

---

Imbroglio "Vinnie" Guarini wrote:
"Hobgoblins? Do the Molthuni usually use hobs in their squads?" Vinnie whispers, studying the downed foe. Any uniform or insignia of a company or nation?

The Molthuni do not generally use hobgoblins and they are not wearing any insignia.

---

Taking a look around, Ash and Theo notice that the rampart has several exits: There are double-doors to the north leading to the center of the complex, two trap doors leading down, and another secret door opposite the armory where you came from.

The Exchange

N Dwarf Ranger 9

Well, the rules of Gygaxian design say that the secret door should lead to access to the other ladder that went up from down below...

So check out that door, make sure its clear, in case we need alternate egress points?

The trapdoors leading down, do they have some sort of bar/bolt that allows for them to be secured from this side?

Hide the bodies, then scope out the double doors.

Perception on the double doors: 1d20 + 9 ⇒ (18) + 9 = 27

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash will look at the other secret door for traps (just in case) taking 10 for a 23 using guidance and then steps back for someone more sturdy to open it. While someone else can drag the bodies into the secret room we just left, make sure we loot them..or at the very least take the potions with us

"Good idea about hiding the bodies Theo."


The Flaxseed Pathfinder Lodge
Theo Rosevale wrote:
The trapdoors leading down, do they have some sort of bar/bolt that allows for them to be secured from this side?

No.

---

Ash and Theo check over the other secret door and find it untrapped. Opening the door, you find another similar armory, this one holding several types of heavy armor. Among the armor, however, you also find a long-forgotten ring.

DC 20 Spellcraft:
ring of protection +1

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

Vinnie moves around the armory, casting detect magic.

Grand Lodge

Male Dwarf

Garen casts Detect magic as well.

"Friends, we should take what is needed and move swiftly."

The Exchange

N Dwarf Ranger 9

Ha, both the guys casting detect magic do not have spellcraft!

what time of day is it anyway?

Once everyone is ready, Little Foot will crack open the double doors, as quietly as possible, hoping to get a look inside without alerting anyone there.

It didn't work on the last door, perhaps 2nd time's the charm!

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

And I've got spellcraft, but can't cast Detect Magic. Such is life. Can I use spellcraft to identify an item if someone else casts detect magic?

Spellcraft (if the answer to my question above is yes): 1d20 + 11 ⇒ (19) + 11 = 30

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg wiggles his fingers and casts a cantrip to highlight magical auras.

Cast detect magic

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"When we are done with looking at the pretty ring..do we want to look what's behind those double doors?"

Ash moves to the side so Theo can try to open them.


The Flaxseed Pathfinder Lodge

It is getting late at night, presuming you guys snuck up to the wall where the secret entrance was under cover of darkness.

I think you need detect magic to identify auras. I believe you can use KN (arcana) in addition to Spellcraft though.

---

The Magic-Detecting Squad notes a magical aura on one of the standing suits of armor and recognizes that it bears the sigil of Nirmathas. The party can surmise that as they are working for Nirmathas it has decided that you are not a foe.

Theo:
The last time they were facing away but make their Perception checks to notice you. This time there's just no way for them not to notice the door opening without any kind of cover or concealment. But there's really no way for you to know stuff like that before opening the door so feel free to keep making Stealth checks when you feel like it. Sometimes it will work but other times it just won't be possible.

gm rolls:

hobgoblin brawlers: 1d20 + 6 ⇒ (1) + 6 = 7
Maaarv: 1d20 + 2 ⇒ (18) + 2 = 20
Garen: 1d20 + 1 ⇒ (11) + 1 = 12
Theo: 1d20 + 2 ⇒ (19) + 2 = 21
Ash: 1d20 + 4 ⇒ (3) + 4 = 7
Vinnie: 1d20 + 2 ⇒ (3) + 2 = 5
Farg: 1d20 + 2 ⇒ (6) + 2 = 8

Theo opens the door to reveal an octagonal room with a large stone pillar running through it. There are four sets of double doors that lead to other parts of the second floor. Two hobgoblins with two attack dogs occupy the room and jump up as they realize the people behind the doors are not the hobgoblins on duty but invaders!

Initiative:

1. Theo, Maaarv, Garen, and Farg
2. Hobgoblins and dogs
3. Ash and Vinnie

Theo, Maaarv, Garen, and Farg are up!

The Exchange

N Dwarf Ranger 9

Heh, no worries, just being hopeful! =)

The hobgoblins outfitted the same as the ones outside? Or these guys different? Perception if it matters: 1d20 + 9 ⇒ (7) + 9 = 16

Cursing quietly as the hobgoblins notice them, Little Foot wastes no time closing with the nearest one before they have time to react.

Am assuming they are flat footed for the moment, else the dog will get an AoO on him as he steps passed it

He takes a mighty swing at the hobgoblin with his club.

Melee power attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24, for 1d10 + 11 ⇒ (9) + 11 = 20 damage.

If it hits, then cleave through to the dog on the same swing...

He continues the momentum from that swing to swipe at the dog beside him as well.

1d20 + 6 ⇒ (9) + 6 = 15, for 1d10 + 11 ⇒ (8) + 11 = 19 damage.

If he is able to cleave, then he will be at -2 to his AC until his next turn

Grand Lodge

Male Dwarf

Garen Follows up behind his fellow Dwarf and adds his mighty hammer to the mix as he fells the other Hobgoblin as well.
Long Hammer 1d20 + 7 ⇒ (15) + 7 = 222d6 + 5 ⇒ (4, 1) + 5 = 10

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Desmond mixes up a Frost Bomb. "Let's all just chill out, okay?" he tries to quip. He lobs the bomb at HG2.

Attack, PBS: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage, PBS: 3d6 + 4 + 1 ⇒ (6, 5, 6) + 4 + 1 = 22

Hmm, Character Folio Re-roll Time.

Attack Re-roll: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Oye.


The Flaxseed Pathfinder Lodge

The ones outside seemed to favor bows, these are wielding longswords.

Theo leaps into the room and clubs the hobgoblin, cleaving into the nearby dog so hard it falls unconcscious!

Garen the hits the other hobgoblin with his hammer!

Maaarv lobs a bomb and hits the hobgoblin in the back, taking him out!

Initiative:

1. Theo, Maaarv, Garen, and Farg
2. Hobgoblins and dogs
3. Ash and Vinnie

HG1: 20 dmg

Farg is up!

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Oops, forgot that the dog takes 8 points splash damage unless it makes a DC 16 Reflex Save.

The Exchange

N Dwarf Ranger 9

you also forgot your name... =) Who's Desmond?

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

HA! Too many PbP campaigns. :P

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Move and Attack two handed with Longspear. 1d20 + 7 ⇒ (12) + 7 = 19 Damage1d8 + 6 ⇒ (7) + 6 = 13

Farg surges forward his spear gripped tightly as he attempts to skewer the Hobgoblin.


The Flaxseed Pathfinder Lodge

dog Ref: 1d20 + 4 ⇒ (16) + 4 = 20

The dog leaps out of the way of Maaarv's explosion!

With a mighty stab Farg finishes off the hobgoblin!

---

The dog moves around to bite Theo!

bite: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Initiative:

1. Theo, Maaarv, Garen, and Farg
2. Dog
3. Ash and Vinnie

You guys are up!

The Exchange

N Dwarf Ranger 9

That hits! Ouch, cursed mutt!

Ash and Vinnie are first... but assuming they do not finish off the puppy come the start of the round...

"Mangy cur!" the dwarf growls, before bringing his weapon down on the creatures head in aggravation.

Melee power attack: 1d20 + 6 ⇒ (14) + 6 = 20, for 1d10 + 11 ⇒ (6) + 11 = 17 damage.

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

Vinnie draws himself up and whispers a word of magic! A cloud of faintly glowing dust spreads over the attackers! Sleep spell, Will DC 19!

Grand Lodge

Male Dwarf

Sleep is a full round action and an area effect that can also cover us as well.. Really Vinnie? Also Does the dog draw AOO in its movements? Garen has reach though it's only 10 feet.

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

Nuts, I always forget sleep is a full round spell. Fine change that spell to acid splash! Ranged Touch: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 for 1d3 ⇒ 1 acid damage.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Seeing a lot of attacks focused on this final remaining dog, Maaarv decides to conserve his bombs and steps in to join Theos, Garen and Farg with the lil' pooch, drawing his rapier as he does so.

He takes a stab at the dog.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male Dwarf

I'm pretty sure we're gonna be reported for animal abuse lol. Even if it's a goblin dog.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Assuming there's still some dog left by the time Ash does something

Ash moves into the room while pointing a finger at the dog shooting a small globe of fire from it's tip to the nose of the dog.

to hit touch AC dog: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 With precise, point blank and cover
Fire damage for dog: 1d6 + 3 ⇒ (4) + 3 = 7

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