Daji the Fox

GM Fox--Phantom's page

260 posts. Alias of Fox--Pantom.


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Hi all.
So my life has gone mildly to s$@~ atm and I’ve pretty much having a combined burnt out and breakdown.
So what that means is I need to put my campaigns on hold for a month.
Hopefully that gives some space and time to get things semi sorted out and I can pick it all up at the start of July.
I am so sorry and I hope you can forgive me for making a bit of a mess of things.


Hi all.
So my life has gone mildly to s!&! atm and I’ve pretty much having a combined burnout and breakdown.
So what that means is I need to put my campaigns on hold for a month.
Hopefully that gives some space and time to get things semi sorted out and I can pick it all up at the start of July.
I am so sorry and I hope you can forgive me for making a bit of a mess of things.


You find a variety of tracks, most seem animal though they are strange and there are several you don't recognise.

There is a trail which appears to be a group of monkey goblins leaving the forest going to the blacksmiths.

After you have followed the trail northwards for around 20 minutes Luimener spots something odd.

An unusual swath of ground lies ahead. A section of ground approximately ten feet wide crossing your path looks as if it is grooved, covered with minute depressions and trampled grass.
A first impression suggests a path left by hundreds of thousands of insects marching in a tight formation, but none of the plants appear to be eaten or damaged.
Where the strange trail intersects with obstacles, it either splits and goes around the obstacle like water, or veers to avoid it entirely.


You are able to find some monkey goblin tracks leading into the forest.

You also remember that the ship has gone to the second landing area to the north of the colony.


Hi all. I just wanted to apologise for being a little absent from the game recently. A whole bunch of relatively small things all popped up simultaneously and I just got snowed under. I'm getting back on top now. Sorry and thanks for your patience.


Less fearful now the creature shuffles forward and takes the offered treat and starts eating.

DC10 Sense motive:

This creature will probably stay here till you return if asked in the context of extra bacon. This seems to be its nest.

Where to next?


The drink appears to just be ale, slightly stale but not foul.
Your best guess from the drink and the contents of the room is that the creature's drunken state is purely due to sheer volume.

The creature nods at Sette's words, her tone and actions seeming to convey the message. It then gingerly reaches for the bacon and grabs it before darting back out of reach.

It sniffs then takes a bite and its face contorts into what could definitely be interpreted as a smile. The gusto with which it finishes the bacon supports that interpretation.

It shuffles forward again and holds out a hand to Sette hopefully.


Well with a Nat 20 you can definitely have it (I'm aware that not mechanically how it works in pathfinder but campaign rules so :P)

The creature tilts its head to the side as it watches Luimener's actions.
It looks around the room and very slowly, watching for any objections, reaches down to a pile nearby and picks up a bottle. There is the slosh of some liquid still inside.

It delicately (and clearly still terrified) hands it to Luimener.

DC 10 Linguistics:

This seems to be a peace offering of sorts. The alcohol is obviously valuable to the creature.

DC 8 Sense Motive:

As you watch more of its behaviour creature seems to still be a little drunk.


Salaamati can pick up on its fear.


"Gaarh!"

The creature jerks awake and leaps fearfully away from Salaamati, It makes for the window but sees Coldir in the way and cowers before shuffling backwards into the corner making strange gurgling noises.

It makes some gestures with its hands.

DC 10 Linguistics (Can be made untrained):

It appears to be pleading for its life

DC 15 Linguistics (Can be made untrained):

It seems to also be asking if you are monkey goblins

You will need to make linguistics checks to communicate with it as it doesn't seem to speak common (Or any other language you know if you check that)

You can make a knowledge dungeoneering check if you want to know what this is


"Gaarh!"

The creature jerks awake and leaps fearfully away from Salaamati, It makes for the window but sees Coldir in the way and cowers before shuffling backwards into the corner making strange gurgling noises.

It makes some gestures with its hands.

DC 10 Linguistics (Can be made untrained):

It appears to be pleading for its life

DC 15 Linguistics (Can be made untrained):

It seems to also be asking if you are monkey goblins


What is your next move?


Luimener wrote:
And here I thought it was the sign of a single, week-long, bender.

I realised I'd made it seem that way so I thought I better clarify


It does appear that the pile of bottles and barrels have been the work of several weeks rather than one intense bender.


Coldir finds his way to the window of this room and gets a good view inside.
Like most of the windows in the colony there is no glass.

As most of the party has had a look I have put a picture in a fresh slide

Coldir notices that despite its lack of clothes it seems to be wearing the ragged remains of a cloak held in place with an ornate broach.

There are empty bottles scattered all through the room and it smells like the back alley behind a seedy tavern.


Salamati Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
Triix Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
Sette Stealth: 1d20 + 8 ⇒ (2) + 8 = 10

Salamati and Sette move up reasonably quietly but Triix bumps the door as she peers through.

The sleeping figure gives a little snort and rolls over but doesn't wake.

Between the group you are able to work out none of you have any idea what this thing is. Definitely not local to here or anywhere you can think of and certainly not natural.


Nothing to see here:

??: 1d20 - 1 ⇒ (1) - 1 = 0

Sal sees a strange shape flopped on the bed snoring softly.

This small being is no larger than a halfling and has long, pliable arms like tentacles capped with five wide, spiny claws.

There are several barrels lying around the room.


Sette is pretty sure there are no traps on the loose floorboard though she suspects light fingers or some clever handling would be required to get the board off quietly.

Disable device, slight of hand, or knowledge engineering come to mind but I'm open to other ideas.

Once the board is up regardless of how noisy you are:

You discover concealed underneath a longsword with a grip wrapped in green leather and gold wire, glowing with a pale emerald light.

Sal finds the door mostly shut can peaking through the gap she can see a little of the room but not the occupant.

The room is in considerable disarray and Sal can see at least one barrel in there.


Please update your tokens locations on the map


You find evidence of the barrel being moved through the house towards one of what you can assume are bedrooms.

As you all begin to spread out and look around Sal notices a loose floorboard Marked in red It would probably make a loud noise if stepped on.

While considering this Sal also hears the sound of soft snoring coming from one of the back rooms. It sounds odd though Sal can't put her finger on why.

while using detect magic Coldir gets the sense of something magical underneath the area with the noisy floorboards that Sal found.


Sorry everyone. Crazy couple of days. Will update this evening.


You head back to the barrel house and follow the trail (marked on the map) |

As a group you have enough tracking experience and survival skills to follow a quite obvious trail.

Atop a sloping hill stands a solitary cottage built apart from the rest of the colony. A stone well has been built not far from the house’s front door. A large stone near the entrance is painted with the words “Levin Farm.” Just south of the cottage is a tilled vegetable patch that grows wild from neglect.

DC10 Survival Check:

You notice some of the plants were casually trampled recently by some Small or Medium humanoid, but the tracks are not distinct enough to be specifically identified.

When you Enter:

The interior of the house is comparable to the other private homes in Talmandor’s Bounty.
It contains only simple wooden furniture and an assortment of common household and personal items. Unlike the other residences, this house is in disarray, with chairs and tables flipped over, and blankets torn to shreds. Additionally various bits of produce such as corn and melons seem to have been gnawed upon and then discarded to rot on the floor.

Map has been updated


Sorry for the delay. Just bought most of a 1956 Land Rover! Which is exciting but the words "most of" means there's been a bit of organising required.
That and first week of school and just having two wisdom teeth pulled out means I've been struggling a little bit :P


Sette has got enough of a handle on the bugs mechanisms to stop its return for now.

It looks like the party is leaning towards investigating the barrels.
I'll make that happen in the morning if we don't get objections.


Tunnel is indeed too small for even a small sized creature to fit down.
Not on the surface but you got a sense of the direction it was heading in. (In an A13-ish direction)


So what is the party doing?


Triix can see a meadow with some piles of dirt visable.

I have added a map of the island to the slides with some fog of war going on.

With Sette's deft workings the mechanical spy springs to life.
The bug seems to be trying to go northwards.
Sette finds a setting to limit its max speed if she wants to (currently 30ft)


Unfortunately Triix can't quite get her head around these items.

The rest of the stuff in here is just mundane and basic gear such as clothes, boots, and waterskins.

The last part of the colony to explore is the central square.
At the centre of the colony, in front of the Government House, is a public well. With a quick examination the well water seems clean, and the rope
and bucket are still intact.

Just southwest of the well is a wooden scaffold with a set of steps. It looks suitable for use as a platform to address a large crowd.

North of the scaffold is the remnant of a well-used community fire pit surrounded by stones, large enough for a reasonably sized bonfire.
Most of the ashes in the central fire pit have been rained on repeatedly and are now mixed in with the soil. It is clear that no fire has been lit here for weeks.

There is little of interest here.

Where would you like to go next? I've put some more info on the map and you can see what else is around.


The tunnel is found easily under the bed that the creature attacked from.

It seems to head in a northern/north-eastern direction.

Perception Sal: 1d20 + 8 ⇒ (8) + 8 = 16
Perception Coldir: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Luimener: 1d20 + 8 ⇒ (17) + 8 = 25
Perception Tallagor: 1d20 + 1 ⇒ (3) + 1 = 4
Perception Salaamati: 1d20 + 5 ⇒ (17) + 5 = 22
Perception Sette: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Triix: 1d20 + 2 ⇒ (6) + 2 = 8

The group discoverers a magical looking talisman, a wand, and 321 sp and 87 gp.

The wand bears the initials U.H.


After Sette's blast goes off Tallagor drags the body of the nymph out from under the bed.

Combat over


I have moved characters to where they would need to be where they need to be for their actions.

Salaamati's rapier hits the frame of the bed this creature is under.

The Ankheg bites at the nearest foe which is Salaamati.

Attack roll: 1d20 + 4 ⇒ (8) + 4 = 12

But the Undine deftly places his rapier blade in the way of the snapping mandibles. As it recoils from the shock of teeth on steel the rapier drives forward and bites deep into the chitinous exoskeleton.

Bed Bug
Round 1

Bold may act

Salaamati
Sal
Something under the bed -12
Sette
Triix
Coldir
Luimener


oh duh. Shouldn’t post while tired. Sorry for delay, school holidays make things unpredictable

Sal’s blow strikes home and the creature lunges forward to retaliate.
Salaamati may take his readied action.


What’s the -1 on your attack roll for Sal?


*long distance hug from the other side of the world*


It is a little afternoon as you enter the barracks.
As you talk amongst yourselves there is no sign of movement in the room, until Triix turns to look under the second bed and sees a pair of black insectiod eyes staring back at her.
It lets out a shrill shriek and lunges forward mandibles snapping angrily.

Gm screen:

init Sal: 1d20 + 2 ⇒ (14) + 2 = 16
init Coldir: 1d20 + 4 ⇒ (8) + 4 = 12
init luim : 1d20 + 4 ⇒ (8) + 4 = 12
init Salaamati: 1d20 + 5 ⇒ (18) + 5 = 23
init sette : 1d20 + 4 ⇒ (9) + 4 = 13
init triix: 1d20 + 2 ⇒ (11) + 2 = 13

init Coldir: 1d20 + 4 ⇒ (20) + 4 = 24
init luim : 1d20 + 4 ⇒ (5) + 4 = 9

init bug: 1d20 + 1 ⇒ (16) + 1 = 17

Bed Bug
Round 1

Bold may act

Salaamati
Sal
Something under the bed
Sette
Triix
Coldir
Luimener

Salaamati and Sal have heard a angry cry from under the Northeastern most bed and the sound of nashing teeth.
Whatever it is isn’t currently visible.

If either Sal moves up and looks under the bed:

A bug-like monster scuttles forwards on six legs, drooling noxious green ichor from its clacking mandibles.

What the hell is that? DC 8 Knowledge Arcana check. Can be made untrained:

This appears to be a young Ankheg

Ankhegs are an all-too-common plague upon the rural areas of the world. Once fully grown these horse-sized burrowing monsters’ predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow.

In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground.

Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like—they cannot burrow through solid stone. Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once.

Although ankhegs resemble vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even “domesticated” ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.


Oh s%!+... I hope everything goes okay


As everyone gets up to leave a strange figure climbs in through a window.

Before anyone can react it straitened up and smiles.
"Hello! Sorry I'm late! Someone locked the door and I’m not allowed to blow out the locks on offical buildings!"
The rapid, staccato voice reflects the figures obvious excitement. But the creature before you, vibrating like a child waiting in line for the circus, is... a little... different.
”Don’t worry I heard lots through the door and the rest while I was climbing the wall.”

Standing just under 4 feet tall the ratfolk's fur is pure white, except for the fur on the third arm that sprouts from the back of his right shoulder blade. This limb seems almost monstrous. The fur is course and a dirty grey colour. The muscles are much more defined than those of the rat's natural limbs and while all the paws have claws the one on the third limb seem more like the sort of thing Pathfinders have seen lunging out of the dark at them than those of even a ratlike humanoid.

Both limbs on his right side come up and the ratfolk gives an enthusiastic wave to everyone in the room.
"Hi! My name is G L 13 but you can call me Gillie!"

”I have some questions!” He holds up a hand and starts counting questions off on his fingers talking rapidly and not waiting for answers.
”Why did they make a secret library? If we all know about it does it still count as secret? Do they know we know the secret? Also! Why did they keep the originals when they revised the texts? Why did they revise the texts in the first place? Who is they? Does everyone know the texts where changed?”

Before anyone can respond to this stream of consciousness he turns suddenly to Makras.
” The doctor said you should only burn bodies in a properly designed and filtered incinerator. Burning organic matter on a pyre risks air contamination. Also destroying a body is wasteful unless it cannot be reused or salvaged for parts due to arcane or biological deterioration”
This is said very matter of factly as if giving instructions on a cooking recipe.

Shifting back the other way he waves at Henrik ”Hi! Are you a wizard? If you are a wizard do you know the spell to remember pages? A friend of the doctor used it to copy his notes! But the doctor said it was okay after he checked in his head... I think it was called Memorised Pages!”

He looks back to the Venture Captain. ”Are you suppling fish too? The smell is making me hungry! Though it does smell like the time the doctor gave me gills and took my lungs out cause he wanted to try something else with them.”

Gillie stops talking as he realises he’s been talking quickly and non stop for a while.
”Sorry...”
He cowers like a beaten dog expecting any other blow.


Still waiting on peoples positioning in the barracks


You would be able to trigger the 'go home' function


Sette gets a good understanding of its orders:
- maintain position
- keep itself wound
- await the arrival of humanoids other than monkey goblins
- record any conversation
- then return to a predetermined location for further instructions

There seems to be a self destruct mechanism and if it had been much further
damaged it would have destroyed itself. Careless or unskilled tinkering could probably set it off too. She does find a way to disable this feature.

Please place yourselves just inside the barracks. There are two doors and you obviously can enter from either or even the windows if you felt like it.

Once inside you see the floors are hard-packed earth, and along the walls are wooden bunk beds.

Many of the pallet beds are covered with blankets that now gather dust.
Those beds have sacks or tied bundles of clothes sitting at their feet.


Well crap... The initial diagnosis of reasonably treatable ovarian cancer just turned into stage 4 bowel cancer... Her 5 year odds just went from 48% to 14%...

F&#%... F#%& F&%# F&%#...

Sorry to vent to you all... just feeling kinda kicked in the teeth... In an attempt to keep busy to distract myself the map is up :P


Hey all
Just found out a close family friend has cancer.
I might need a day or two...
I'm so sorry for all the delays...


You all feel you've got all you are going to get from this building.

Sette is aware that devices like this often have a 'return to this location' clause in their instructions.

Next are two long, rectangular buildings constructed entirely from planks on a wooden frame with a pitched thatched roof.

Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors.

Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside.
A partial view of the interior is possible from the doorways.

I assume you'll be going inside but I'll need a map so that will need to wait till tomorrow. Things have been pretty flat out here.


Just realised that my update got eaten...

With a rattle and a click the bug begins playing

"Hey, that's not natural! What is that thing?"

"Cockroach or weta I suppose"

"It's like a... metal bug or something."

"A construct bug? Could this be Azlantian? It could contain valuable information! Try not to destroy it."

Its quickly apparent that it hadn't recorded anything before you arrived.

With Sette's fiddling they think it probably has the capacity to turn its recording function on and off.


Oh ouch. What happened? (If its not personal) and more importantly are you okay?


It will take another check to get the key out which will allow you to reprogram it to follow your orders including replaying any recordings.


Pretty dicey for some. Fortunately we live on top of a hill so its just a matter of keeping track of which roads are flooded and making sure the gutters don't get blocked.


sorry for the delay. There has been some pretty intense rains on on the Australian East Coast where I live and my internet has been down. Just got it back so will update tonight.


Inside the locked box are multiple journals and logbooks.

The logbooks record various types of events, such as the sea journey to Ancorato, daily work details for construction and farming, a master tool inventory, records of the daily weather, and so on.
This information is mostly pedestrian in nature, but might serve as the basis of a future almanac.

All of the books date back to approximately 1 month ago, whereupon the entries become sporadic and stop altogether a week later. This is where the charter should be stored.

One logbook details daily events in the colony since landfall, and it’s the one book that contains something of particular interest.

DC18 Perception:
Careful examination of the the colony logbook reveals that it is missing three to four pages after the last entry, as evidenced by a razor-sharp incision along the binding where the pages were carefully cut out.

The clockwork spy seems to have been recording conversations.

This elegant construct is the product of sophisticated craftsmanship. While looking it over Sette discovers an incredible feature, it can extract its own key from inside its body and wind itself.

Sette is able to work out how to unwind and then reprogram it.

The internal mechanism that allows the clockwork spy to wind itself can be removed, but this requires a separate Disable Device check.

This unwinding would allow you to check what its current orders are and give it new ones. However Sette realises that this is a very complex machine and was to was tricky to get this far.


This main chamber seems to be intended for community meetings and possibly government and legal proceedings later on in the colonies development.
The building has not been used recently, as evidenced by a light layer of dust throughout.
The makeshift offices have simple wooden tables, chairs, and writing equipment including stationery, ink, and quills.
In the northern office you find a locked wooden box.
Disable device please or maybe you could smash it but that would risk damaging the contents if they are fragile.
Other than the box there is little of interest. It appears whoever worked here always cleaned up after themselves and packed away their notebooks or took them with them when they left.

Race

Human

Classes/Levels

Expert 2

Gender

Iomedae (Get it? It's funny. Please laugh.)

Size

Small

Alignment

Troublesome Chaotic Neutral

Location

Seattle

Languages

Common, broken Spanish and Hebrew

Occupation

Grad student (Aspiring Trophy Spouse or Pro Gamer)

Strength 2
Dexterity 12
Constitution 8
Intelligence 13
Wisdom 15
Charisma 11

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