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

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

"Eh, not as odd as that. Reminds me of an old partner I used to do business with. Except that thing wasn't as snaky as my partner."

Grand Lodge

Male Dwarf

Perception 1d20 + 10 ⇒ (7) + 10 = 17
Stealth 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge (Nature)1d20 + 8 ⇒ (3) + 8 = 11
Sense Motive 1d20 + 7 ⇒ (16) + 7 = 23

"Strange Ally indeed. However it seems that there are others further down." Garen remarks even as he senses if the thing is lying and what it is.....

I don't think I have being using alot of things on Garen other than judgement?

The Exchange

N Dwarf Ranger 9

You've used your one judgement (healing), that's it.


The Flaxseed Pathfinder Lodge

Modules are much longer than scenarios; usually it is not assumed that everything will be done in one day. You can rest before going down if you'd like.

The rat descends the ladder and stairs and quickly notes a half-circle room where stands guard a small wicked old man with metal boots and a blood-red pointed cap. The rat quickly scurries back up to rejoin the party.


The Flaxseed Pathfinder Lodge

I will put a new map up soon. If you'd like to rest or do anything else, take the time now to do so.

The Exchange

N Dwarf Ranger 9

Little Foot's rodent friend returns not long after it descends, squeaking softly, as rats tend to do, to the dwarf.

"Got a creature, not far after descending." He says to the others, absently giving the large rat a pet. "Would have to guess a guard of some sort."

He shrugs slightly.

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, are we taking a rest? Do we need to set up a watch? Do you think it's safe?" Maaarv volunteers to take first watch should the party decide to rest.

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 is almost out of archaelogists luck for the day so resting wouldn't be a bad idea

Resting seems a good plan... Farg agrees.

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 some people want to rest, can we just assume we all rest in a safe room, set up watch and we go on 8-10 hours later? Or does something happen in the mean time?


The Flaxseed Pathfinder Lodge

Nope, just resting is fine. It will be an uneventful night. I'll be out of town for a few days though so the dungeon may have to wait until Wednesday. Feel free to keep RPing here if you feel like it though. See you all in a few days!

The Exchange

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

Enjoy your time out of town, guess we'll really be taking a rest then ;)

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 takes out his sleeping back and seeks out a nice corner to get some rest

"Wake me up when it's my time to take watch..but please, wait for about 8 hours so I'm well rested and my mind is able to absorb the magics needed for my spell casting"

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 stretches as he yawns.

"Thanks for letting me sleep guys, turns out I could use the nap."

Ash will have a light snack and prays for about an hour for spells

After that he will gear up and pack up his belongings again

"Everyone ready to head out again? And check out this guard creature Theo mentioned?"

The Exchange

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

"Indeed. Let us conclude our business here and discover what secrets the Keep holds."


The Flaxseed Pathfinder Lodge

The party heads down the ladder and stairs to emerge in a semicircular room drenched in blood. Detached body parts of both hobgoblins and humans lie strewn about amid fragments of ancient furniture and half-dried pools of blood, and broad spatters of blood decorate the walls. A circular staircase winds up into the ceiling, while to the south a large, beige stone door without handles appears to be the only other way out.

A wizened old creature wearing a red hat and metal shoes stands guard in the chamber, wielding a scythe much too large for the small creature.

gm rolls:

redcap: 1d20 + 8 ⇒ (15) + 8 = 23
Maaarv: 1d20 + 2 ⇒ (14) + 2 = 16
Garen: 1d20 + 1 ⇒ (4) + 1 = 5
Theo: 1d20 + 2 ⇒ (13) + 2 = 15
Ash: 1d20 + 4 ⇒ (20) + 4 = 24
Vinnie: 1d20 + 2 ⇒ (7) + 2 = 9
Farg: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative:

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

Ash is up!

DC 16 KN (nature):
This is a redcap, a type of fey with DR/cold iron and fast healing. They kick with their metal boots and can use weapons too big for them.

DC 21 KN (nature):
They are irreligious and presenting them with a holy symbol (as a standard action) can cause them to become frightened. Furthermore, their red caps (which are dyed over and over with the blood of their victims) given them many damage and healing bonuses.

The Exchange

N Dwarf Ranger 9

Theo would have cast his one and only spell before heading down (longstrider)

Knowledge (nature): 1d20 + 3 ⇒ (18) + 3 = 21

One of Little Foot's earlier adventures involved the capricious fey, who he quickly learned were utter bastards... so he had made a point of learning a little more about them after it was done.

Am I allowed to relay any info before my turn? Or should I wait?

The Exchange

N Dwarf Ranger 9

Question for the GM. Will this part of the module be considered 'Underground' for purposes of the ranger favored terrain bonus?

Will apply to initiative, stealth, perception, and a few other skills

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)

@Theo: Prolly should as underground also includes civilized structures such as dungeons.

The Exchange

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

Knowledge (Nature): 1d20 + 4 ⇒ (12) + 4 = 16

"This is a redcap, a type of fey with DR/cold iron and fast healing. They kick with their metal boots and can use weapons too big for them."

Ash will fling a fire bolt at the creature..aiming for his red cap.
To hit (flatfooted?)touch AC redcap: 1d20 + 7 ⇒ (8) + 7 = 15 using point blank fire damage: 1d6 + 3 ⇒ (4) + 3 = 7
Before walking to the other side of the room behind a wall of safety provided by his party members.

The Exchange

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

Vinnie stares down at the fey? thing in the hole. He'd heard the term, bandied about to describe his somewhat otherworldly ability to charm, cajole and compel, but he's never met an actual fey creature before.

Were they all so tiny and ugly?


The Flaxseed Pathfinder Lodge

Generally you have to wait for your turn to relay info, but you are welcome to make the check ahead of time so you don't forget. Also, this is underground.

Ash's fire bolt hits the fey creature and it growls in rage as its wounds heal up automatically.

The little creature swings its scythe at Theo, ending with a kick!

scythe: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13
Oof, so close to a x4 crit. That would've hurt.

kick: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 6 ⇒ (1) + 6 = 7

Initiative:

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

FB: 4 dmg

You guys are 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

Maaarv rushes down the stairs and lobs a Frost bomb at the redcap.

Ranged Touch, PBS, Precise Shot: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Cold Damage: 3d6 + 4 + 1 ⇒ (2, 6, 5) + 4 + 1 = 18

Precise Bomb discovery keeps Garen safe from splash damage. The redcap will need to make a DC 16 Fort Save or be staggered for 1 round.

The Exchange

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

Seeing no good way to daze or confound a fey creature that literally flows with the same blood Vinnie does, he reluctantly pulls out his wand and fires 2 missiles at it! 2d4 + 2 ⇒ (2, 4) + 2 = 8 damage!

18 charges left!

The Exchange

N Dwarf Ranger 9

Hurt? A crit with that will kill... any of us, from full HP, in one shot =) Hell, without a crit its bad enough! (you rolled near minimum damage, and took almost half my hit points!)
And shouldn't he have to be beside me to hit me? Or does he have reach with that thing! I hate fey!

Was hoping to get in before Vinnie to suggest that boredom thing, too late now.

The Exchange

N Dwarf Ranger 9

Little Foot grunts in obvious pain, as the redcap's scythe comes within millimeters of adding his dismembered parts to those laying around the room.

"All fey are bastards." He growls, spitting out blood, "But these are worst then most. Don't hold back."

"Vinnie, can you do to him what ya did to Vos?" He adds hopefully. "That hat has to go, but he ain't gonna let us snag it."

He then says some things in dwarvish to Garen

Dwarvish:
"Box him in. We gotta destroy that scythe or get the hat, its the source for some of his power. This could get ugly fast otherwise. He won't like your god's icon, if you show it with enough conviction... dunno if that might buy us a moment."

We need more Garen's for this fight, he has all the right tools for this one!

what are Farg's chances at using his longspear to perform combat maneuvers with reach to avoid the AOO? Perhaps get the scythe or hat out of the equation?

Anyway: 30' move to get in behind the redcap, then ready an action for Farg and Garen moving (at which point he'll hopefully be flanking with one of them, if not, subtract 2 from this attack roll)

Melee Power attack w/ flanking: 1d20 + 8 + 2 - 2 ⇒ (16) + 8 + 2 - 2 = 24, for 1d10 + 11 - 10 ⇒ (10) + 11 - 10 = 11 damage (DR included).

Grand Lodge

Male Dwarf

Garen stares and then hearing Theo nods, stepping up with an over head bash and prompting an attack from the creature as well. Moving to give his allies a better chance to hit it.

Draw AOO as I move into flank.

Knowledge (nature), Monster lore 1d20 + 8 + 3 ⇒ (12) + 8 + 3 = 23
Cold Iron Dwarven Long Hammer, Power Attack 1d20 + 7 - 1 + 2 ⇒ (13) + 7 - 1 + 2 = 212d6 + 5 + 3 ⇒ (2, 1) + 5 + 3 = 11

The Exchange

N Dwarf Ranger 9

ack... sorry, you got the instructions confused, cause I forgot to move my token. You should have only had to take a 5' step!
The less we let this guy swing that scythe the better.

Put myself where I should have been, you just had to take a 5' step SE to be flanking.... shifted you over there, assuming that's ok.

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 not wanting to come close to the red cap throws another small bolt of fire at the redcap from behind his allies

To hit touch AC redcap: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15 using point blank, precise shot, with cover
fire damage of hit: 1d6 + 3 ⇒ (2) + 3 = 5

The Exchange

N Dwarf Ranger 9

Ash is forgetting to add the +1 to damage for Point Blank Shot

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15
Theo Rosevale wrote:
Ash is forgetting to add the +1 to damage for Point Blank Shot

I don't think so (although it wouldn't be the first I forget something ;)..firebolt damage is 1d6+ 1/2 lvl (4+1)/2=2 ..I'm just not noting it down as 1d6+2+1..mainly because I'm lazy and almost never use it past 30 ft anyways

The Exchange

N Dwarf Ranger 9

Ah ha, you're right! I misread the line. And here I thought I was being helpful =)

Grand Lodge

Male Dwarf

No problem Theo. Important question is do I hit?


The Flaxseed Pathfinder Lodge

Fort: 1d20 + 6 ⇒ (11) + 6 = 17

Maaarv's bomb hits the creature right in the head!

Vinnie's missiles likewise pummel the creature!

Theo moves back and waits for a flank before dealing the fey a heavy blow!

Garen follows that up with an equally devastating blow!

Ash then shoots a jet of fire into the mix, hitting the fey and singing it's bleeding wounds!

Initiative:

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

FB: 57 dmg

Farg is up!

The Exchange

N Dwarf Ranger 9

Wow, 57 damage? Nice job guys! I admit this thing scared me a little...


The Flaxseed Pathfinder Lodge

It's not dead yet. . . .

Grand Lodge

Male Dwarf
EndlessForms wrote:
It's not dead yet. . . .

Tough little bugger

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)

5ft step SW and full attack the bugger. Activate Luck as a swift action.

Farg watches the tough fey take a number of vicious blows but as it hasn't gone down yet the Tiefling surges forward to join the fight.

Claw PA1d20 + 7 ⇒ (6) + 7 = 13 Damage1d4 + 8 ⇒ (1) + 8 = 9
Claw PA1d20 + 7 ⇒ (18) + 7 = 25 Damage1d4 + 8 ⇒ (2) + 8 = 10
Bite PA1d20 + 7 ⇒ (6) + 7 = 13 Damage1d4 + 8 ⇒ (1) + 8 = 9


The Flaxseed Pathfinder Lodge

Farg's claw scrapes the fey's skin but does not appear to do any damage!

Farg seems to have caught its attention though and it now goes after the tiefling!

scythe power attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
damage: 2d4 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18

And some of its wounds heal up as it slices through Farg.

Initiative:

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

FB: 54 dmg

You guys are up!

The Exchange

N Dwarf Ranger 9

Geeze, GM, you rolled min damage again? Not the poor redcap's night...

Also Farg's AC is actually one higher then listed, he hasn't included the +1 from the amulet of natural armor we put on him... would appear we may have given it to the right guy! =)

The Exchange

N Dwarf Ranger 9

Little Foot shuffles along with the redcap, so he's now flanking with Farg, and takes another mighty swing with his tetsubo!

Melee PA, flank: 1d20 + 8 - 2 + 2 ⇒ (20) + 8 - 2 + 2 = 28, for 1d10 + 5 + 6 - 10 ⇒ (3) + 5 + 6 - 10 = 4 damage (DR included)

edit: Confirmation: 1d20 + 8 - 2 + 2 ⇒ (5) + 8 - 2 + 2 = 13, for an additional 3d10 + 33 ⇒ (7, 2, 2) + 33 = 44 damage.

Probably not a confirm, however...

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 not wanting to get anywhere near the redcap throws another bolt of fire at it.

To hit touch AC redcap: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15 precise, point blank, cover
Fire damage if hit: 1d6 + 3 ⇒ (6) + 3 = 9


The Flaxseed Pathfinder Lodge

Theo and Ash take down the redcap!

Out of combat!

The Exchange

N Dwarf Ranger 9

Little Foot pants heavily, and leans on the end of his club.

"F@*#ing fey bastards." He mutters, "What the hell was that doing down here?!"

He seems clearly unhappy to see it.

He takes a moment to kick off its hat, doing his best not to actually touch it, then winds up and clubs the thing one more time for good measure.

Pulling out the two potions of cure light wounds he has remaining, and downs both in quick succession.

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Then helps with any additional searching.
Perception: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Hmm... I probably would have been better served using my cold iron dagger... forgot I had it! Caught up in the moment. =)

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)

Lucky I had that amulet :) gotta do something about farg's AC soon. 17 really is quite the Achilles heel...

Almost got me good if not fer this nice amulet here... Farg chuckles as the fey drops dead. Maybe I should keep it around fer good luck..

Grand Lodge

Male Dwarf

"It was guarding something. We're close." Garen grunts out.

The Exchange

N Dwarf Ranger 9

hey, Garen and Theo are only at 18. All three of us are the same AC. Maaarv too, I suppose. Lets make him tank =)

"At least our choices remain simple." Little Foot growls, looking at the lone door.

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 cast guidance and detect magic and take a look around

(Take 10 on perception check for a 10+12+1 = 23)

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

As the party calms down after this harrowing fight, Maaarv looks around at the others.

"Oh, I forgot! I was able to mix up some extracts of shield. Now most alchemists aren't able to share their extracts, but I found a way to make it happen. I should've mixed up three, but I've got two if any of you heavy-hitting types might find it useful."

Sorry, I totally forgot about my extracts. Garen, Theo and Farg - you're welcome to fight for the two that I have available. They'll last 5 minutes - so not a long time. But you should find better use for them than I will.

Maaarv squats down and gets a close look at the downed redcap.
Take 10 Perception: 10 + 9 = 19

The Exchange

N Dwarf Ranger 9

Theo will accept one of the extracts, though he looks a little dubious. He puts it in his bandolier with his wand.

"Hopefully we'll get some forewarning and time to throw it back." He adds.

Once the folks good at such things have given the door a good check, and everyone is ready, Theo will crack it open to see what lay beyond.

FYI, Theo's initiative will be +4 while we're down here.

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 turns to Marv.

I'll take it. The tiefling remarks matter of factly feeling a bit insecure in his own skin recently.

AC turns to 22

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