Pendrak and the Treachery at Fangwood Keep- Molthune

Game Master Pendrak


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Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

This will be the gameplay thread for the Molthuni squad for Pendrak and the Treachery at Fangwood Keep.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Excellent! No sign of Spark yet. I should enjoy the peace and quiet until he arrives.


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

Too late, he found the discussion thread...


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Fort Ramsgate, General Hakar's Quarters, Molthune-Nirmathi border, 10th of Gozran 4711 AR, midnight

“So you're the bunch that Canorate sent to eliminate Pavo Vos. I'm still not sure why I wasn't just given the task, my forces could have taken care of it easily. But orders are orders,” said the tall Kellid man with long, straight black hair, wearing the uniform of a Molthuni general, a man who could only be General Hakar. “Well, at least I have been told that you've all done good work for this country, whether you are a citizen or not.” As he says the last part he glances over to Virianustinax. He has a deep, booming voice that ripples with arrogance as he speaks, though from the look of him, and the look of the massive steel greatsword strapped across his back, he likely has as much bite as bark.

The party stands around a map-covered table in the general's sitting room at the Round Tower of Fort Ramsgate. They had only just arrived in the frontier city, having ridden hard from Canorate for days. It is near midnight, overcast and cloudy, and there is no moon to be seen, though it hadn't rained for five days. Candles light the room, as does the fire that roars in the fireplace. A pair of massive wolfhounds are asleep on either side of the fireplace, and another is at Hakar's feet, loudly gnawing on a gigantic bone. The general gestures to one of the maps on the table, pulling it over into the candlelight.

“Here we are, Fort Ramsgate. Fangwood Keep is here, about 20 miles away. Up until recently it was held by the Nirmathi, but according to our spies it has been captured by Molthuni troops. Let me make it clear to you that I ordered no such attack. Vos and his men had orders to harass Nirmathi forces in the Marideth Valley, but they were to stay away from any fortresses or towns.

Vos has clearly violated orders, and must be dealt with. He is clearly not right in the head, and therefore a dangerous man, so I would highly recommend infiltrating the fortress and killing him in his sleep, if at all possible. He may try to persuade you to take his side with his lies, as all such men do. Do not listen. At any rate, how you handle the mission is entirely up to you, but we need Vos killed.

His men, provided they don't seem to have been infected by whatever madness has seized Vos, should be ordered to return here to Fort Ramsgate for reassignment. The keep should be abandoned, and any sign of Molthuni incursion should be destroyed. The Imperial Governor has issues orders forbidding expansion into the Marideth Valley for the time being, and while I may not agree, orders are orders.

Time is of the essence. Spies report that Nirmathas also is sending an advance group to the fort. As I said, you must remove all signs that it were Molthuni forces that took Fangwood Keep. Eliminate the Nirmathi group before you return. Honestly, it might be a good plant to find them and eliminate them before you even attempt to infiltrate the fort.”

He reaches under his desk and produces a small wooden chest, which upon opening reveals several small vials sitting on top of a stack of papers.

The chest:
The chest contains a detailed map of Fangwood Keep, as well as of the surrounding area, along with some intelligence on the fort. It also contains two elixirs of hiding, a scroll of knock, and a scroll of hold portal, as well as 250 pieces of gold bearing the image of Markwin Teldas, Imperial Governor of Molthune.

The intelligence:

The outer wall of the keep is about 15 foot tall and 12 foot wide at the lowest point, although the top of the wall only has about 5 ft. of space and no ramparts. The wall is deteriorating, and would not be terribly difficult to climb (DC 20 Climb).

The keep itself is a two-story, clover shaped structure. The keep itself is in better repair, and would not be as easy as the outer wall to climb (DC 25 Climb).The rooms on both floors have 15-foot ceilings and contain no windows or arrow slits. Most interior doors are simple wooden doors (hardness 5, hp 15, break DC 18), while exterior doors are sturdier (hardness 5, hp 30, break DC 23).

During the hour before sunrise, a mist covers most of the area, but because of where the keep is positioned on the hill, it never approaches closer than 50 feet from the outer walls of the keep.

A1: Inner Yard
A2: External Secret Passage (to A5)
A3: Front Gate
A4: Internal Secret Passage (to A5)
A5: Secret Corridor (secret doors to both secret passages, as well as to A9, A10, A20a, and A20b)
A6: The Gauntlet
A7: Murder Holes
A8: Hall of Statues
A9: Barracks
A10: Storage Room
A11: Kitchen
A12: Soldier's Mess
A13: Armory
A14: Library
A15: Hallway
A16: Southern Rampart
A17: Officer's Mess
A18: Commander's Quarters
A19: Secret Weapons Locker
A20: Secret Armories
A21: Eastern and Western Ramparts

“If you accomplish your mission, you'll receive that gold thrice again, and very likely the Imperial Governor will want to pin medals on you. But I'm sure none of you are in it for the gold right?"

He smiles broadly, almost wolfishly, the firelight flickering off his white teeth.

"As you will see from that map, there is a secret entrance to the keep. I would recommend using it, but I imagine that the Nirmathi know about it too.

We have fresh horses and wolves ready for you. If you push them to exhaustion it should only take you about two-and-a-half hours. The sooner the better, but if you need to make a quick escape having horses that can run might be wise. If they're following Molthuni protocol, they will change shifts right before dawn, which might be the best time to attack. I'll leave the details up to you. Also, be wary, the roads in this area are not particularly safe for travelers – there are worse things lurking in the Fangwood than Nirmathi terrorists. Speak to the quartermaster if you have any last minute requisitions. Speak up now if you have any questions.”


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

"Oh, oh, Spark have a question," Spark says, waving his hand above the wooden table that his head barely crests. Stupid humans can't make goblin sized tables. All things be human sized here. "Spark wants to kill a lot of things and set things on fire. Will Spark gets to do this on this mission?" His eyes glitter as he sees the vials on the table, but he is currently unable to reach them.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

General Hakar laughs. "Well, you'll definitely get to kill some things. I guess if Fangwood Keep had a fire that gutted it, I wouldn't complain, but I want proof that Vos is dead."


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

"You will get your chance Sir Spark of the Order of Spark and Fang" Virianustinax tells the goblin. "Please avoid doing either of those until necessary however, this is a mission of stealth." Turning back to the general, he addresses the man formally. "I will see to it that this mission is carried out to the best of our abilities, General Hakar," he declares, pointedly ignoring any honorifics.

Hmmm... if we could get Molthune embroiled in a true war with Nirmathas, it would weaken both countries greatly, possibly enough to return them to the fold. I will have to listen to this Pavo Vos's side of things to see if his goals align with my own, which they very well might in this case. And sending myself and the goblin hardly seem like ideal choices for a mission of stealth, there may be more going on here than can be currently seen.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Why not just send an officer with orders and take command of the troops? This is an assassination. Vos is more important, and potentially more dangerous, that we are being told. Why send an unstable pyromaniac on this mission? It is as if he wants us to fail.

"General, how will we convince the troops to return to Ramsgate?" The investigator nods toward Spark, " We don't exactly look like regulation army."


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

Oops, that was the wrong format. All of that blue script was supposed to be IC thoughts. Also, while I'm at it, ignore this: "pointedly ignoring any honorifics" too, I don't feel it fit with the character.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

General Hakar nods. "That is a fair point, Fenlin. I can provide you with paperwork and uniforms, and I have been permitted to issue you all the rank of Specialist in the Molthuni army, regardless of any rank you have previously held, with one exception. You must elect a leader, who will be issued the rank of corporal. My adjutant is a wizard at paperwork, and he can have documentation ready for you in ten minutes."


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

What manner of diabolical magic is this! Paperwork in a lawful evil nation done in ten minutes?! He must have sold his soul, got it back, and sold it again for such power! ;)


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

"Well, I believe 'Spark of the Oft-Ill-Fated Decision' would find being a mere corporal tedious and boring." He turns and whispers to the goblin"They don't get to blow anything up...ever" Turning back to the table, "I am not certain that Molthuni troops would enjoy taking orders from a Chelaxian wizard, so that would seem to leave Harm and myself. He carries himself like a warrior, so he seems to be the best fit for the task." Looking around the table Fen adds, "We are all specialists who are task oriented. Might as well have someone with training take the lead. That's my vote at least, but I do whatever the group decides we need to be successful."


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

"Spark will be leader of this group," Spark announces, puffing out his small chest. "It is common goblin knowledge that the goblin with the biggest beast leads, and only Spark has Fang."

The wolf raises its head at its name, but lowers its again lazily.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Virianustinax Barbulcher wrote:
What manner of diabolical magic is this! Paperwork in a lawful evil nation done in ten minutes?! He must have sold his soul, got it back, and sold it again for such power! ;)

Ha, well, the paperwork is mostly already filled out. They knew three people were getting a commission as specialist, and one as a corporal, just need to fill in names.


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

"You would not like being leader in this country Spark of the Order of Spark and Fang. Leaders are not allowed to fight, or set things on fire. They are expected to stay away from anything dangerous so that they can report back in case of failure," Virianustinax tells the goblin. "Personally, I agree with Fenlin Dell's assessment, Harm Fortyn shoould lead." Though, I fear he might be problematic, soldiers have an annoying tendency of being loyal to their country.

Bluff: 1d20 + 7 ⇒ (10) + 7 = 17


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16

"Spark no set things on fire? Then being leader is stupid. Spark no wanna be leader no more," Spark says with a huff. "Spark never be leader again."


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

Good, I was not sure I could have persuaded him that an infernal horse I summoned from thin air would trump his wolf. Now I just need a reason why Harm Fortyn is allowed to fight...


M Human Slayer 4

Harm stands quietly to the rear of the group, his eyes darting over the maps as he listens attentively to the conversation as it unfolds. At the mention of Pavo Vos, his eyes widen briefly.

"I've heard talk of this Vos, he was commissioned as a Lieutenant and his band of irregulars have a reputation for taking on operations across the border. They'll not be short on good fighters; I hope you're all ready for a brawl if we mess this up." he states coldly.

As the matter of rank is raised and his name is put forth, he rubs his eyes wearily.
"Just what I need... My first chance at promotion and this is the squad...At least Fenlin has a service record, and he seems to be a keen learner. I'll make it work somehow..."

"I'll do it." he says with resolve, stepping forward into the firelight.

Turning to Spark, he glares into his eyes sternly and mutters something in the goblin tongue.

Goblin:
"If you work under me, you listen good or I'll chop your ears off and feed 'em to my dogs. You get it, snot-breath?


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

Spark's lips pull back in a sneer. "Tar tar kuukac dher ac mech druuc. Tar khruun tagaal. Tar an tuuc. Tar rhaan mach kaal. O rhaan mach draal.*"

Turning to the others, Spark crosses his arms. "Spark no take orders from stupid longshank. Spark vote Fen or Very-Nasty-Axe be leader. They no want to kill or set fires anyway."

*Goblin:
"Spark stab longshanks first and kill dog. Spark no scared. Spark is strong. Spark be half red. You be half dead."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The general says, "Well, I suppose it wouldn't be Molthune if there wasn't a little infighting. Corporal Fortuyn is an auspicious name, to be true. I'm sure Specialist Spark is just joking around, you've followed the orders of many of we..."longshanks" in the past, and I expect you'll do no different under Harm."

General Hakar calls for an adjutant and speaks to him quickly, and after about ten minutes he returns with insignia of rank, as well as Molthuni forest uniforms, dark gray tunics and trousers with red and white lines running down the legs and across the shoulders.

The quartermaster also arrives, a peg-legged, white-haired half-orc called Lontimac.

"Need anythin' before you go? Got lots of stuff. Your horses and wolf are at the edge of the camp when you ready."


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

"Ar o tuun ghon an taar okaan haac duun or or kekaan, Ter Tar or daan Ogaar or Tar ac Dhac A dech dor o akuun a druuc. Haagakaakec." Virianustinax tells Spark pleasantly, creating a menacing orb of swirling arcane energy in his palm. Turning to the quartermaster, Virianustinax rattles off a short list (getting the things he has in his inventory currently) to the man.

Goblin:

If you so much as set one green toe out of line, Sir Spark of the Order of Spark and Fang I will turn you into a dog. Permanently.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

"Um, yeah, Hi Lontimac, I actually need to pick up a few things. Maybe more than a few.

Totally forgot to buy items! 4k, correct?


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

Spark grumbles to himself, but seems to stop, unwilling to become a dog just yet.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"Jus' tell old Lontimac what you need."

It is 6000 gp. You can assume most of it is already on you, but if you want to roleplay a few acquisitions, go for it. I love the roleplay so far, by the way. Virianustinax (can I call you Viri at least out of character? lol) is scary.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

The investigator looks through the supplies until he spots a curiosity. A desiccated elven hand in a gold chain. "I need a ranged weapon of some sort. Something good. Ooh! Like that shortbow right there. I think that is all I... What in the hell is that? Nevermind, don't tell me, just...I want that...oh, and that headband over there. It looks kinda dusty, but I need something to keep the hair out of my eyes. Thanks Lonty."

Masterwork composite shortbow, Headband of Vast Int (Survival) and Hand of the Mage. Sure, its a little creepy, especially for a half elf, but it could actually be my father's hand. We don't know....don't judge me.


M Human Slayer 4

"I've got all of my issued kit, and enough extra to see me out." Harm responds to Lontimac's offer.

"How long do you all need to prepare before we set off?" He asks, turning to the others.


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

"Ooo, Spark want extra hand, too," Spark says, looking at the hand Fen is now holding. "Fen has all the cool stuff."


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

Call him whatever you want ooc, I don't care. I'm glad he's scary, he's supposed to be.

"There is nothing stopping you from getting one, Sir Spark of the Order of Spark and Fang, unless you do not have the necessary money. If that is the case, you will have to wait until we are recompensed for this endeavor."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"Uh, actually we only got one of those...sorry gobbo," says the quartermaster, with sincere regret.


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

"Spark no want that hand anymore anyway. Spark will go cut off longshank hand with blade and wear it. Spark no need given one," Spark replies, though he still peeks into the quartermaster's box of supplies.

"Do we go kill now?"


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

"Corporal Harm Fortyn, we appear to be ready to depart, and I shudder to think what Sir Spark of the Order of Spark and Fang will do if we tarry overlong in departing."


M Human Slayer 4

"I see your point, mage. Everybody sort out your last minute issues, we leave in an hour." Harm replies to Virianustinax grimly.

" I'll stay here and look over these maps, maybe start putting a plan of attack together. If you have any questions of me feel free to ask."


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Fen walks over to the maps. "I'm gonna take a second look at these. Don't want to forget them. Otherwise, I'm good to go corporal."

At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Fenlin Dell memorizes the maps and intelligence briefings thoroughly, while the rest of the group consults over strategy.

It is currently about 12:15 AM, and the party intends to leave Fort Ramsgate at around 1:15 AM.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Confident he can recount or recreate the maps, Fen double checks his gear and heads to the horses.


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

Virianustinax begins to follow the investigator, but remembers Spark and sighs. "I will ensure Sir Spark of the Order of Spark and Fang is on time," he declares, eyeing the goblin with gentlemanly disdain.


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

"Spark stay on Fang. Spark no ride Time," Spark announces, getting onto Fang who is still lying down. With a huff, the wolf slowly rises up and starts to follow the others.


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

"Very well, I will inform the stablemaster that we will not need him," Virianustinax says, gesturing with his cane to create a faint gust of wind in the direction of the stables as he goes with the others.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The group finishes its preparations, and at around an hour after midnight they ride.

You are 20 miles from Fangwood Keep, and most of the journey there will follow a road. Your mounts travel at a base speed of 50 feet, or 5 miles per hour. If you just ride normally you will arrive in 4 hours.

If you hustle, you can travel at double speed, but if you hustle for more than 1 hour the horses will take 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. If they take nonlethal damage, they become fatigued, losing the ability to run or charge and taking a -2 to Strength and Dexterity. However, eliminating the nonlethal damage also eliminates the fatigue.

Therefore, you can cut it down to 3 hours without an issue, or 2 hours if you choose to push the horses so hard you injure them.

If you choose to hustle for just one hour, please let me know which of the three hours it is.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

I vote we finish strong unless someone has a way to banish the non-lethal.


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

I don't think what little healing (if any) this team has should be spent on the horses. They will recover with a night's rest if I understand the rules, that should be considered. Speed is going to be useful, since we know there is probably another team. If we can get to the fortress before them, we should have the resources of the whole keep at our disposal, at least, as far as we know.

Also, assuming there was time, Viri would have prepared his spells before departing.


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

I don't want to hurt Fang, but he can go with just 1 hit point of damage. We could hustle the first hour so that we're able to approach more slowly and stealthily the last part if needed.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

So the consensus seems to be to push the horses, but it would seem that Spark and Fenlin would prefer to just hustle for one hour, preventing the nonlethal and making the trip in 3 hours. Viri would rather just push the horses the whole time, and damn the nonlethal damage, you'll be there in 2 hours. I'll assume the former unless anyone corrects me between now and my next post, either tonight or tomorrow morning.


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

Sounds good to me, I'd forgotten about Fang


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The Molthuni squad mounts up, and rides hard for Fangwood Keep. After the first hour they slow to a more leisurely pace, and after another hour and a half of riding, with the keep probably an half-an-hour away...

Perception or Survival:

Spark: 1d20 + 2 ⇒ (2) + 2 = 4
Viriustianux: 1d20 + 1 ⇒ (1) + 1 = 2
Harm: 1d20 + 7 ⇒ (18) + 7 = 25
Fenlin: 1d20 + 7 ⇒ (3) + 7 = 10

...Harm notices some tracks on the trail that lead off the path to the west. It appears 2 creatures passed this way, likely medium humanoids wearing military boots (although the footprints are a little small for humans). Whatever left the tracks appears to have come from the direction of Fangwood Keep.

Follow the tracks, or continue onward to the keep? It is currently 3:30am.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Fenlin leans over to Harm and whispers just loud enough for the group. "We are not concerned with anyone leaving Fangwood, are we? I think we should maintain our course toward the keep."


Cavalier 4 | hp 32/32 | Init 4, Per 2 | AC 20, T 15, FF 16 | Fort +5, Ref +5, Will +3 | CMB +3, CMD 17 | +1 Dogslicer +1 (1d4+1/19-20); Challenge, Charge | Fang: HP 40, AC 22, T 13, FF 19, Fort 6, Ref 7, Will 5, CMB 5, CMD 18, Bite +5 (1d6+3 plus trip)

"Is Spark there yet?" Spark asks, bored. He glares at Virianustinax who had taken his pots away earlier.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'm going to give it a little more time to see if anyone else has any input, before moving on to the next section.


Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Okie-Doke


Male Human (Chelaxian) Wizard (Conjuration [Infernal Binder]) 4 | hp 26/26 | AC 16; tch 12; ff 15 | Fort +2 | Ref +2 | Will +3

I think this has something to do with Paizo having a holiday, but I only just now got any indication of posts in any of my games. My fault, I should have checked anyways.

"We are not there yet, Sir Spark of the Order of Spark and Fang. As for these tracks, I agree with Mr. Fenlin Dell, they do not concern us, unless they are scouts, or otherwise plan on returning to Fangwood Keep."

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