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

Just to clarify, we are in a large circular room with a high domed ceiling with broken glass and dust on the floor? No other furniture or what not? And no other doors?


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Silαs wrote:
Just to clarify, we are in a large circular room with a high domed ceiling with broken glass and dust on the floor? No other furniture or what not? And no other doors?

Correct. There is a door on the eastern edge of the circular room. The broken glass makes movement difficult, så the entire room is difficult terrain.


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 wanting to walk in the broken glass, Silas takes to the air and "walks" himself hand over hand along the wall some 15' overhead of the others as they navigate the perimeter of the room.


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

[ooc]Easter Weekend, hard to post.[/ooc[

Clayton is about to step on the glass until he sees Silas float. Taking a step back he dreads hearing the glass crunch and alert whatever could be lurking here.

"Let us know what you see on the other end Silas."


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Silas, can you give me a Preception and a Knowledge (dungeoneering) roll?


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]
Clayton Stenos wrote:

[ooc]Easter Weekend, hard to post.[/ooc[

Clayton is about to step on the glass until he sees Silas float. Taking a step back he dreads hearing the glass crunch and alert whatever could be lurking here.

"Let us know what you see on the other end Silas."

The Ranger nocks an arrow.


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

perception: 1d20 + 4 ⇒ (8) + 4 = 12

No ranks knowledge dungeoneering.


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Both Elduin and Silas spot a fairly large shapeless mass lying in the broken glass close to the eastern door. The dust and debris obstructs your view, so you can't say for certain what it is, but there is a distinct silvery metallic glint reflecting off your light sources.


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

"Spot anything? Noone seems here to play just yet."

Stochelo moves in, rapier in hand and eyes scanning for danger and magic.

Continue to use detect magic, bringing up the rear of the group.


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

There is a large shapeless, silvery metallic mass lying in the broken glass close to the door. I can't say for certain what it is.


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]

Anyone able to whistle up some magic to prod it?


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 snaps a wrist and a wand appears. Say the word and I'll hit it with an arcane bolt.

I could also hit it with some binding shadows. Entangle it to hinder and slow it down.


"I'll poke it with an arrow. Let's see what it is."
Elduin tries to decern an access point among the debris and shoots an arrow.
attack vs flat-footed: 1d20 + 8 + 1 + 1 ⇒ (8) + 8 + 1 + 1 = 18
piercing damage, sneak attack: 1d8 + 2 + 1 + 1d6 ⇒ (6) + 2 + 1 + (5) = 14


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

Your offer does not mean mine is rescinded, Silas counters from above. We could do all of the above.


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Elduin's arrow strikes the metallic blob, the shaft sinking deep into the strange substance.

Immediately, it rears up and reveals itself to be a living ooze, clearly unhappy about the attack and your intrusion into its domain.

Shambling forward, it lashes out at Elduin with a long tendril.

Slam attack: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9 applies - Elduin, please make a DC 17 Fort save vs poison

The tendril knocks the breath out of the young forest warden and proceeds to wrap itself around his torso.

Grab: 1d20 + 10 ⇒ (14) + 10 = 24 Hit - Elduin and the monster both have the grappled condition.
Constrict Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7 applies

Before he is able to recover, Elduin suddenly finds himself held firmly, gasping for air and feeling a potent poison seeping though his exposed skin.

Knowledge (dungeoneering) DC 16 to identify the monster.

UPDATED MAP

Initiative - ROUND 1
Heroes
Monster

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 1

Silas puts a little more distance between him and the now agitated ooze, (MA levitate higher) before releasing a bolt of force into it from his wand.
SA magic missile damage: 1d4 + 1 ⇒ (4) + 1 = 5

Status and Effects:
AC: 18 HP: 26
mage armor


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

Kn(dungeoneering): 1d20 + 10 ⇒ (18) + 10 = 28

Stochelo moves forward to assist the grappler Elduin, his rapier glowing faintly as he channels magical energy through the blade.

Stab: 1d20 + 9 ⇒ (7) + 9 = 16 to hit, for Piercing: 1d6 + 1 ⇒ (2) + 1 = 3

"We need to get him out of there, no telling what kind of nasty chemical goo the ooze will hurt him with."


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]

Longbow
1d20 + 4 + 4 + 1 + 1 ⇒ (16) + 4 + 4 + 1 + 1 = 26
1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Drop bow and move to slime/ooze drawing sword.

What is it?!


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

Seeing that it didn't have any vital organs, Clayton huffed in anger.

"Alright lets do this the old way!"

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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Seeking to aid their struggling comrade, the heroes assault the ooze from all sides, doing serious injury.

Elduin left to act and roll vs poison.

Stochelo:

This is a mercury ooze, created by some bizarre and broken arcane experiment in ages past. It can compress its body to a thickness of 1 inch to slip into cracks and crevices. As you have already learned, a mercury ooze attacks by grabbing and squeezing its prey. It has standard ooze traits and delivers toxic mercury poisoning on successful hits. If the poisoning is left untreated, it can cause serious mental and physiological damage.


Halfling Paladin / Mammoth Rider

fort: 1d20 + 7 ⇒ (12) + 7 = 19

"Woo" Elduin was clearly surprised. The globby thing tried to engulf him, and he had to defend himself

attack with dagger: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
cold-iron damage: 1d4 + 2 ⇒ (3) + 2 = 5


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The combined attacks tear large chunks from the ooze, which melt into shiny puddles on the glass-covered stone floor.

The ooze, mindless and enraged continues to squeeze the life out of Elduin.

Grabble check to maintain grabble and inflict damage: 1d20 + 10 + 5 ⇒ (20) + 10 + 5 = 35 Success - another DC 17 Fort save, please.
Grabble Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9 applies
Constrict Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6 applies

Elduin, please make sure your hp are updated.

UPDATED MAP

Initiative - ROUND 2
Heroes
Monster

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 2

Silas sends another bolt flying from his wand into the ooze...
SA magic missile damage: 1d4 + 1 ⇒ (4) + 1 = 5

Status and Effects:
AC: 18 HP: 26
mage armor


Fort: 1d20 + 7 ⇒ (13) + 7 = 20

Elduin succumbs the engulfing mass as his allies see his last breath leave his body.

stablilize: 1d20 + 1 - 6 ⇒ (7) + 1 - 6 = 2

He looses more blood...


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]

Cast lead blade... 5ft step and set up flanking

1d20 + 4 + 2 + 1 + 2 ⇒ (6) + 4 + 2 + 1 + 2 = 15
1d6 + 2 ⇒ (6) + 2 = 8


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

"NO! We have to get him out of that ooze, the metals in its body will poison him, even if he survives the crushing!"

Stochelo lunges with the flank, hoping to extract Elduin from the monster's grasp.

Stab, flank, arcane pool: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 to hit, for Piercing, magic: 1d6 + 1 ⇒ (3) + 1 = 4 damage


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Georghu "Grumbles" Dobre wrote:
Cast lead blade... 5ft step and set up flanking

No 5ft step allowed due to difficult terrain. But oozes are immune to flanking anyway. And you can't cast Lead blades and attack in the same round.


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

Elduin, are you sure about your HP? I think you should have been at max HP at the start of this fight as Silas healed you after the wood golem with his wand.


Well, I added one wand charge to my hp after the golem fight. That brought me back up to 25. I thought that should be enough :D


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

Oh. Oops. :)


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]
GM JaceDK wrote:
Georghu "Grumbles" Dobre wrote:
Cast lead blade... 5ft step and set up flanking
No 5ft step allowed due to difficult terrain. But oozes are immune to flanking anyway. And you can't cast Lead blades and attack in the same round.

Well... hold on the attack, and the flank


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 the half elf's eyes fill with that dreaded look.

"Dammit!"

Flurry 1: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Flurry 2: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

He wasn't used to fighting creatures without organs, he always prided himself on being able to find someone's weak point when he saw them swagger, but this thing was not natural.

Without Sneak Attack and Poison I barely do anything, hopefully we can push through.


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Desperate to save your dying comrade, you pummel the ooze from all sides with steel, spell and fists. Already seriously injured, the unnatural lifeform quickly disintegrates into a scattered mass of chemical residue, which bubbles and fills your nostrils with harsh odors as it melts away among the rubble.

Freed from the constricting tendril, Elduin lies sprawled among the broken glass, pink foam seeping from his mouth signaling that his wheezing breath comes from lungs punctured by broken ribs, rapidly filling with blood.


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

Stochelo pulls a potion from his belt pouch and upends it into Elduins mouth.

"Come on, don't die here, like this."

CLW: 1d8 + 1 ⇒ (2) + 1 = 3 healing


stabilize: 1d20 + 1 - 7 ⇒ (14) + 1 - 7 = 8 -8 hp

Stochelo forced some rejuvinating juice down Elduin's throat and the bleeding seems to stop, but he's still unconcious.

-5 hp


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Magical healing automatically stabilizes you. So no need for further rolls.


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 descends while drawing his wand of healing, tapping Elduin as soon as he is close enough.


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 continues to tap Elduin until he feels fully healed this time. Marking off an additional 3 charges.

Anyone else not at their best and need another pick me up?


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

"Luckily for me only Elduin got snagged but that ooze could have been the end of any of us."


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 waits. He has no idea how to help the half-elf but hopes that the magic does what was promised.

"Will he be okay?" The concern in the big man's voice came out.


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With the aid of Silas' generous application of infernal healing, Elduin is soon back to full health. He does not feel any adverse effects, so it appears he was able to avoid mercury poisoning.

A brief search of the room reveals only more dulled glass shards and dust. The door to the east is unlocked, with no signs of traps or noise from the other side.


"Wow. That was close. I think I've seen Pharasma's portal." Elduin checks his body for any wounds and looked surprised as he did not find anything.

"Well, let's go on then, I guess. Maybe someone else takes the leed this time..."


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 did offer...

Silas reloads his wand and then proceeds to open the unexplored door.


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 looks over his shoulder at least three more times before the door opens, he was used to fighting thugs, criminals and even some fae, but this was different.

He clasped his hands together and gave a deep breath, "Alright. Lets move."


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The door opens to a long hallway headed east. About halfway down, a corridor leads south to a closed door. Further along, the eastern hallway turns north and ends in a collapsed pile of impassable rubble.


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 doubt our quarry has come this way given the nature of the last room, but some other horror might still reside this way.

Silas takes a moment to listen at the south door before opening it.


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After listening at the door for a while, Silas (or more likely Elduin) picks up on faint noises from within. It sounds like skittering and the occasional metallic clank, as if a single larger creature is moving about inside.


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 mechanical horror lies within? We keep bumping into contraptions, he whispers.


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

"More mechanicals? Oh great. I thought this sorceress was all about the evil shadow magic and such."


Mummy's Mask Campaign slides | Storyteller extraordinaire

To clarify, the mechanical sounds are more like someone interacting with metal objects, not a metallic creature moving about.

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