GM JaceDK's Fangwood Keep

Game Master Jacob Trier

A game of infiltration, subterfuge and close-quarter combat for 4th level PCs, set in the disputed lands between Nirmathas and Molthune.


901 to 950 of 1,342 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

1 is left, 2 is right: 1d2 ⇒ 2


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

I approve of this determination method.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Stealth: 1d20 - 1 + 6 ⇒ (4) - 1 + 6 = 9

You carefully move to the door to the right of where you exited the mirror room. As you carefully examine the door, you find no traps or locks. It glides open easily to reveal a similar curved corridor, with another door directly opposite and one in a crosswall further down the right.

Before you can move through, a movement above and behind you catch your attention. You turn and look up to spot a fishlike creature with four eyes and long water-dripping tentacles lurking in shadows above, observing you. As it becomes apparent that you have noticed it, the creature starts and rapidly retreats around the bend, moving in the strange gravity as if swimming through water.

Knowledge (planes) DC 20:
From the brief glimpse you caught of the bloated creature, you believe it to be a Grodair, an aquatic creature from the primal world of the fey. The bulbous sac on its spine is an extradimensional space that can contain thousands of gallons of water, which the grodair can gush forward with extreme force. Grodair are intelligent, but usually extremely absentminded and careless.

Map of your current position


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Erastils quiver!!! What the hells is that?!


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Kn(planes): 1d20 + 10 ⇒ (19) + 10 = 29

"A grodair, an extradimensional fey creature of air and water. The big sack thing can squeeze out water in a torrent. Luckily, its likely very distracted and absent minded."


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

knowledge (planes): 1d20 + 8 ⇒ (20) + 8 = 28

First a Red Cap and now an aquatic Grodair from the First World? What is the connection I wonder?

Languages it might speak? Sylvan or Aquan? Racial leanings with regards to alignment?

Maybe this one is more interested in conversing than the last slash happy maniac was.


"By now I regret never having learned the Fey tongue, despit having grown up in the forest" Elduin answers with a smile.

"Either that, or we just let it be.", he responds to Silas.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Those are some impressive knowledge rolls, gentlemen. You both know that like many other fey, Grodair are not generally evil of nature but more chaotic. They are known for their wanderlust and poor memory. They normally understand both Sylvan and Aquan. When a grodair is killed, it immediately explodes in a violent burst of highly pressurized water.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Fey. "Let's let it be. No need to approach such a capricious creature... You did see what the last one did right?" Clayton moves to find some cover, "Let's try to move by it and leave it alone."

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

You mean the absolute thrashing we gave him? Yeah I saw that.

Our mission is to retake the fort and clear the way for a new garrison. To fully accomplish that we need to understand what is going on here, and deal with all potential threats. I'm not saying this Grodair is a threat, but we do need to determine that.

Turning to Stochelo, Silas asks, You speak Sylvan don't you?


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Clayton shrugs, "Thrashing yes, but sometimes all it takes is one bad blow and you aren't standing after it."


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Yeah. You think we should talk with it? I'm game if you think it's a good idea."

Stochelo calls out a greeting in Sylvan to the fey.

"Oh, hello there! Would you mind a bit of conversation with us, please?"


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

The hunter has his bow and his hand and is already thinking of putting a cold iron headed arrow into this... thing... if it turns wild.


Mummy's Mask Campaign slides | Storyteller extraordinaire

From around the bend of the hallway, you hear a jamble of wet gurgling noises. Straining, Stochelo can barely make out Sylvan words.

Sylvan:
"No!...you won't trick me!...Stay away with your nasty blades and boots or I will wash you all away..."


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Clayton listened, "Whatever. Just make sure we don't end up in that things... uhh... Things."


Elduin stands silent and listens to their surroundings. With his agle eyes he watches Grumbles get ready for a fight and he whispers to him. "You got more of these?" He was clearly referring to the cold-iron arrows.


Mummy's Mask Campaign slides | Storyteller extraordinaire

With their impressive knowledge of Grodairs, Silas and Stochelo know that while they often reside in the First World, they are not actually fey and can be harmed by mundane means, so no cold iron required.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Aye, and silver as well if it comes to that..., he mutters.


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Stochelo? You still out there? I hope you are ok!

Should we assume he translates for us?


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Sorry, didn't realize we were waiting on me.

Stochelo translates the creature's threat and fear of traps.

"Its afraid of us. I don't know how successful I be in diplomacy, but I'll give a go."

In Sylvan: "Perhaps we can provide some assurance? We mean you no harm, and just wish to pass through here. Can we aid you in some fashion?"

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16


Mummy's Mask Campaign slides | Storyteller extraordinaire

The grodair does not appear and the only reply Stochelo recieves to his diplomatic efforts is a bubbley hissing sound.


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Well that response doesn't sound promising. Leave it be for now and push on it is then?


"Push on. Don't waste time."


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Grumbles grunts and nods.


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Clayton sighs, "Let's go."


Mummy's Mask Campaign slides | Storyteller extraordinaire

Ignoring the agitated grodair, you move through the door into the adjacent section of curved corridor. Another door is directly opposite you leads south and one is in a crosswall further down the curve to the west.

Careful examinations of both doors reveal no traps or sounds to hint what may lie beyond.

handwaving take 20 perception checks


"I don't hear anything behind these doors. Let's move on fast."
Elduin opens the door leading south.


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Onward we go, then."


Mummy's Mask Campaign slides | Storyteller extraordinaire

The southern door reveals a narrow corridor which leads further south and southwest before ending in another door, which opens to reveal a hexagonal room.

The east and west corners are filled with strange stone-and-metal machinery resembling waterwheels of an archaic, alien design. Most of the parts appear to have rusted or otherwise deteriorated long ago.

Vines, bushes, and other small flora jut through the walls in various places, the various kinds of foliage choking the machines and bursting out the corners. Long flumes of black stone jut from the ceilings in various places, each of the strange tubes pointed toward the decrepit machinery and similarly choked with vines.


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Wheee....this looks like quite a mess. What in the world was this place, eh?"

Stochelo let's out a low whistle before casting detect magic and scanning the room.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

I don't understand the nature of this keep... is it a place to plug a way between here and the other worlds?


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

Clayton looked in awe. He had seen some magic before while working with the druids, but nothing like this. "Heck, you might be right Grumbles." Feeling the plant life in the area and how oppressive it was, he casts Feather Step on himself, the singular trick he learned with the natural folk.


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Silas joins the others in examining the strange room. His eyes flash with arcane vision. detect magic
What is causing these plants to grow underground like this?

Knowledge arcane? +11, planes? +8

Light source(s)?


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Monster init: 1d20 + 2 ⇒ (7) + 2 = 9
Hero init: 1d20 + 4 ⇒ (6) + 4 = 10

As you move into the room and begin casting spells, the wines shift to reveal several rotted corpses lurching to their decayed feet. All of them have long wet green tendrils protruding from their skulls, which lead back towards a a bulbous green plant pod. Both the pod and tendrils are covered in sickly yellow flowers which give off nasty vapors.

Stochelo just has time to register a faint magical aura from somewhere in the room before all three corpses turn to face you, dangling from the tendrils like grotesque marionet puppets and reaching with claw-like hands.

Knowledge (nature DC 12):
The plant is a Yellow Musk Creeper, a hideous plant often found in graveyards and battlefields. it procrastinates by infesting the living with seeds and pollen, turning them into plant-like zombies. It an spray intoxicating pollen at targets from a distance.

UPDATED MAP

Initiative
Heroes: 10
Monsters: 9

Everyone can consider their stated actions up to this point as complete. No dice on the knowledge rolls, Silas. Heroes up.


Knowledge Nature: 1d20 + 4 ⇒ (2) + 4 = 6
"Everything in here seems very foreign to me..." Elduin notices, while observing the strange plants.

"Shield me, while I summon..." Elduin asks his allies, after getting out a small dead spider from his pouch.
full round action, beginning to cast summon nature's ally II


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Round 1

Silas retreats to the safety(?!) of the ceiling (MA) while drawing his trusty wand (SwA). Once in position he fires off a bolt of energy at the closest zombie thing.

SA magic missile: 1d4 + 1 ⇒ (1) + 1 = 2

pew pew! :P

Status and Effects:
AC 18 HP 26
Mage Armor


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

K: Nature: 1d20 + 5 ⇒ (20) + 5 = 25

"Creepers. Yellow musk to be exact. Crystalhurst and his friends thought my blood might be similar to theirs. Don't get seeded and watch the pollen."

Taking a long route around, Clayton moves into a possible flank.

(Readied) Fist: 1d20 + 8 ⇒ (6) + 8 = 14 Poison immune
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
(Flanking or Flat-Footed) Sneak: 2d6 ⇒ (2, 2) = 4

If you consider them haven't acted yet he will just attack on the flat-foot instead of waiting on a flank.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Grumbles shoots two arrows into the zombie across from Eldruin...

Longbow
1d20 + 4 + 4 + 1 + 1 + 1 - 2 ⇒ (7) + 4 + 4 + 1 + 1 + 1 - 2 = 16
1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Longbow
1d20 + 4 + 4 + 1 + 1 + 1 - 2 ⇒ (20) + 4 + 4 + 1 + 1 + 1 - 2 = 29
1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Confirming?

Longbow
1d20 + 4 + 4 + 1 + 1 + 1 - 2 ⇒ (3) + 4 + 4 + 1 + 1 + 1 - 2 = 12
1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Hoping they are flat footed


Mummy's Mask Campaign slides | Storyteller extraordinaire

@Silas - you can levitate, but since you are currently in the hallway, that would block your line of sight to the door. On the other hand, you are in a pretty safe position right now.

@Clayton - All enemies are flat-footed. Please specify which one you attack and where you position yourself.

@Grumbles - Both arrows hit and the crit confirms. But the first one hardly seems to do any damage and the other one only does significant damage because it severs one of the vines animating the creature.

@Stochelo - You're up


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Stochelo, seeing the arrows sink in and apparently do very little damage, draws his backup knife and steps in to flank with Grumbles.

"Dunno how much I'm gonna be able to do, but at least you can get those punches in, man."

Stab!: 1d20 + 8 ⇒ (5) + 8 = 13 to hit (+2 if flanking), for Slashing: 1d4 ⇒ 4 damage


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

I actually didn't see the 4th creeper at the bottom (Dropbox Promo was cutting it off). With Clayton's Knowledge check would he know why that one is different (especially after seeing Grumbles hit the animating vine?


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Noted. Silas fires, then levitates for the time being.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Clayton Stenos wrote:
I actually didn't see the 4th creeper at the bottom (Dropbox Promo was cutting it off). With Clayton's Knowledge check would he know why that one is different (especially after seeing Grumbles hit the animating vine?

Yes, with that roll, he's pretty much an expert on this plant. Go ahead and read up on it's stat block if needed. Stochelo, I assume you mean flank with Clayton, since Grumbles is using his bow at the moment.


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

Yes, reading comprehension ftw.


Human Male Ranger 4 AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

lol


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

"Don't breathe in the pollen or you'll be dancing macabre. That one over there, it's the creeper. The zombies are just shells of what once were people."

Recognizing the danger he moves through the zombie directly below him and strikes, hoping to set up a movement toward the creeper shortly after. Passing around/through the one south of me, so I can be within a 5 foot step flurry on the YMC next turn


Male Tiefling Illusionist (Shadowcaster) 4 ~~ AC 14/14/10 HP 26 CMD 16/12 F:+1 R:+5 W:+4 Perc +4 Init +4

Should I be targeting the "creeper" then as opposed to the zombie things?


M Human Snakebite / Venomfist 4 - HP 21/48 - AC 20 - TAC 13 - FF 17 - CMD 20 (+4 Grapple, Trip) - Init +2 - F+7 - R+6 - W+3 - Perc +9 - Sense +8 - Feather Step 0/1

I think answering would go past the free talk limit at this point for tactics. I'll wait on the GM to clarify though; I know some people kind of hate that.


Mummy's Mask Campaign slides | Storyteller extraordinaire

While Elduin concentrates on his spell, the combined ranged attacks from Silas and Grumbles take down the middle plant zombie. Stochelo and deal significant damage to the one they are facing and leave it barely standing.

It retaliates against Stochelo, lashing out with a sluggish fist.

Zombie (green) slam vs Stochelo: 1d20 + 4 ⇒ (6) + 4 = 10 miss
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9

The remaining zombie (red) shambles towards Elduin and swings at him.

Zombie (red) slam vs Elduin: 1d20 + 4 ⇒ (19) + 4 = 23 hit - concentration check, please
Dmg: 1d6 + 4 ⇒ (4) + 4 = 8

The Yellow Musk Creeper waves its tendrils in agitation, likely at the prospect of sensing so many fresh vessels for its seeds. It convulses and sends a spray of pollen against Clayton.

Creeper Pollen spray vs Clayton: 1d20 + 4 ⇒ (6) + 4 = 10 miss

UPDATED MAP

Initiative - ROUND 2
Heroes: 10
Monsters: 9

Apologies for the delay. Zombies are now color coded for convenience. Heroes up.


AC 19 / 14 / 15. HP 27/27. Fort +6 Ref +8 Will +5

"Keep it up! They can't take much more of this!"

Stochelo lashes out with his knife, trying to decapitate the zombie he's flanking.

Slice!: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 to hit, for Slashing: 1d4 ⇒ 4 damage

901 to 950 of 1,342 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM JaceDK's Fangwood Keep All Messageboards

Want to post a reply? Sign in.