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.


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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]

MW cold iron Gladius (one handed)
1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19
1d6 + 2 ⇒ (2) + 2 = 4

He drops bow.

The ranger moves along side Stochelo, attacking the same.


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Stochelo’s cut takes down the badly wounded zombie.

Grumbles, do you want to attack red instead?


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]

Sure


concentration DC 10+8+2=20: 1d20 + 7 ⇒ (11) + 7 = 18
"Damn it. I lost it" as Elduin shouts angrily. I told them to take this zombie first. Nice teamwork, he thought in his agitation.

Instead of his spell, Elduin returns to more simple solutions. He steps back and draws his bow, readies an arrow and shoots the zombie point blank.

attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
piercing damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


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Too late to prevent the zombie from disturbing Elduin's spell, Grumbles steps up and slashes a deep gash in its rotted flesh.

Meanwhile, Elduin steps back and fires. He has no trouble hitting his mark at point blank, but like Grumbles, he finds that the zombie simply ignores the arrow sticking out of its lifeless body. DR apllies, unfortunately. Silas and Clayton left to finish the round.


GM JaceDK wrote:
DR apllies, unfortunately. Silas and Clayton left to finish the round.

np. the problem is not the DR, but the rolling a 1 on your damge die :)


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 sees Stochelo in a position and uses it to leverage his blows against the zombie, making sure to do it cautiously enough to avoid the incoming spores.

Flurry, CE: 1d20 + 6 - 2 + 2 ⇒ (4) + 6 - 2 + 2 = 10 Combat Ex, Flanking included
Damage, Sneak: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (2, 6) = 15

Flurry, CE: 1d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 21 Combat Ex, Flanking included
Damage, Sneak: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (2, 4) = 14

Regardless of if he finishes it off, he will 5 foot over to the creeper and put it into a melee. Currently +2 dodge bonus to AC.


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 2

Silas floats back to the floor (MA)
and fires off another bolt of energy at the zombie he can see.

SA magic missile @ red: 1d4 + 1 ⇒ (4) + 1 = 5

Status and Effects:
AC 18 HP 26
Mage Armor


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Clayton Stenos wrote:

Clayton sees Stochelo in a position and uses it to leverage his blows against the zombie, making sure to do it cautiously enough to avoid the incoming spores.

[dice=Flurry, CE]1d20+6-2+2 Combat Ex, Flanking included
[dice=Damage, Sneak]1d6+3+2d6

[dice=Flurry, CE]1d20+6-2+2 Combat Ex, Flanking included
[dice=Damage, Sneak]1d6+3+2d6

Regardless of if he finishes it off, he will 5 foot over to the creeper and put it into a melee. Currently +2 dodge bonus to AC.

Stochelo already finished off that zombie. Unless you object, I’ll transfer the attack to the creeper after a 5 ft step.


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

Sure thing. My mistake. Obviously subtract the sneak attack and flank.


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Using cold iron and deadly force magic, Silas and Grumbles inflict serious wounds on to the lone surviving zombie.

Stochelo finishes his opponent and Clayton moves to engage the deadly plant, landing a solid blow.

The zombie (red) strikes back at Grumbles.

Zombie (red) slam vs Grumbles: 1d20 + 4 ⇒ (7) + 4 = 11 miss
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9

The Yellow Musk Creeper shambles back to escape the imminent threat posed by Clayton and lashes out at him with the long tendrils.5 ft step, reach attack

Creeper tendril slam vs Clayton: 1d20 + 5 ⇒ (13) + 5 = 18 miss
Dmg: 1d4 + 4 ⇒ (1) + 4 = 5

UPDATED MAP

Initiative - ROUND 3
Heroes: 10
Monsters: 9

Heroes are up.


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 3

Hoping to finish off the zombie to free up the others to concentrate on the creeper, Silas fires off another bolt from his wand.

SA magic missile @ red: 1d4 + 1 ⇒ (4) + 1 = 5

Status and Effects:
AC 18 HP 26
Mage Armor


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Silas’s spell slays the zombie.


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

Hoping to push the creeper to the wall, Clayton lets off a more aggressive attack.

Flurry 1: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Flurry 2: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Though he seems to not be able to find a weak spot among its verdant body.


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 tries to hack it apart...

MW cold iron Gladius (one handed)
1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
1d6 + 2 ⇒ (5) + 2 = 7

Our rolls are all sorts of awesome


Elduin studies the creeper thoroughly and shoots an aimed arrow.
attack, study: 1d20 + 8 + 1 + 1 ⇒ (8) + 8 + 1 + 1 = 18
piercing damage: 1d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6


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Creeper AoO vs Grumbles: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6

As Grumbles eagerly advances to engage the the yellow musk creeper in close combat, he underestimates the reach of it's long tendrils and earns a powerful smack to the face for his fighting spirit.

On the other hand, Elduin's carefully aimed arrow tears a deep, oozing hole in the plant's bulbous body, revealing that it does not share the zombies resistance to piercing damage.

Stochelo left to act


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

Seeing the arrow work to good effect, Stochelo moves up and lunges at the remaining monster with his rapier, flipping his dagger over and drawing the longer blade with a flourish.

"Just the one left! Watch out for its tentacles, Grumbles."

Stab!: 1d20 + 9 ⇒ (20) + 9 = 29 to hit, for Piercing: 1d6 ⇒ 1 damage

Confirm?: 1d20 + 9 ⇒ (17) + 9 = 26 for 1d6 ⇒ 2 additional damage


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]

What a waste


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Georghu "Grumbles" Dobre wrote:
What a waste

Not quite

Even though Grumbles and Clayton fail to damage the yellow musk creeper, their coordinated advance distract the plant enough to leave Stochelo just the opening he needs. Nimbly dodging the flailing tendrils, he lunges forward to sink the blade of his rapier deep into a vital spot.

The deadly plant convulses and shambles back, leaking sap like a punctured waterskin. It give one last futile lash with the tendrils, then lies still.

Combat over

After you catch your breath, you examine the room. Tucked in one corner is a chest which is the source of the magic aura Stochelo detected. The nature and purpose of the mysterious machinery evades you. Knowledge (engineering) is the appropriate skill if you want to examine them closer


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

Not having any knowledge to draw upon regarding the machinery, Silas instead approaches the chest and checks it over for anything dangerous...

Perception +4


Elduin joins Silas in checking the chest for traps. If none are found, he'll open it.


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

Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20

"I dunno what this chest is for, but its the source of the magical aura in the room. Let me see if I can determine anything about the aura, and then we can decide if we open it or what."

Stochelo uses detect magic and concentrates to identify the aura he'd detected earlier.


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 archer keeps watch, arrow on the string...


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Careful examination reveals no traps or locks on the chest. Pulling it out from the nook besides the apparatus, you open it to find a wand, a scroll and two potions.

Handwaving identify rolls - it's a wand of detect animals and plants (13 charges left), a scroll of delay poison and 2x CMW potions.


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

Okay back, but staggered.

Clayton watches the spores melt into the floor. "Disgusting thing." Looking around the room, he eyes if there was another exit, "There was another path before, if this ends up being a dead end."

Percpetion (Secret Doors?): 1d20 + 9 ⇒ (1) + 9 = 10


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With that roll, Clayton has trouble spotting the door you used to enter, let alone any hidden ones...


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 should have stayed on vacation lol


As in the rooms before, Elduin seems nervous and anxious to get going. "We need to find the end of this circus."


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If you grab the items from the chest, be sure to note who has what. I can reveal that a take 20 search reveals no other exits or hidden doors.


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]

Where now friends?


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 distributes the contents of the chest, handing the wand to Elduin, the scroll to Grumbles and a potion each to Stochelo and Clayton.

Back to try the door in the curved hallway cross wall I guess.


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 takes the potion and puts it on his belt, "Alright next hallway. We need to keep moving because we still have no idea what's going on down here."


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 leads the way back to the door in question before giving a quick look over and then placing his ear to it to listen for any sounds beyond. If finding/hearing nothing concerning, he attempts to open the door.


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Silas Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Your group moves back to the outer circular hallway. Avoiding the section with the agitated Grodair, you instead move further along the outer passage.

Finding nothing suspicious at the first door, Silas opens it to reveal a narrow section of hallway. About 10 feet along the hallway, another crosswall directly opposite from you holds an identical door to the one you just opened. On the left hand side there is another door.

Pressing his ear against the left hand door, Silas is just able to pick up the sound of sobbing and distraught muttering.


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

Can I make out a language?


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Despite Silas’ impressive linguistic range, he does not recognize the few scattered words he picks up.


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 notices Silas stop, "What's wrong? What did you notice?" When the spellcaster stopped moving it was almost always a sign to be wary.

He signaled the others closer.


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

I can hear someone sobbing and muttering on the other side of this door. I can't make out the language.

Shall I? Silas asks while grabbing hold of the door. Unless someone objects, he opens the door.


Elduin stands in the back with his bow rady to release an arrow, should the sobbing be hostile.


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 also has his bow at the ready


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

"Well, I would guess its another trap, but let's do it."

Stochelo draws his rapier and uses another of his magical tricks to recall his electricity spell.

Magus arcana to recall shocking grasp. 3/6 arcana remaining.


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 nods and opens the door. "No point waiting around."


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As soon as you begin speaking amongst yourselves, the sobbing abruptly stops. There is a brief rustling, then silence.

You open the door to reveal what appears to be a cramped storage room, no bigger than a large closet. 25x25 ft

The shelves have long ago crumbled and fallen to the stone floor along with smashed glass bottles, rotten barrels, and other debris.

The source of the sobbing is nowhere to be seen.


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]

Anything of note or just echos ?


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

"Uh...hello? Anyone in there?"

Stochelo peers in and sends in some dancing lights to illuminate the small area.


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

I heard you through the door. You sound upset. Perhaps we can help 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

The brawler steps in, "Are you sure this isn't a ghost or something fellas?" Being a superstitious Varisian he looked for those telltale signs, things moving where they shouldn't be and that chill.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


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

"Nope, not sure at all. I would be surprised if its not some kind of supernatural phenomenon, to be honest."


"It seems to be just a storage room. With nothing attacking us, maybe we should take it as a win and close the door without more wounds than before."

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