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Sovereign Court

GM Hawthwile wrote:
Michael Hallet wrote:

Seems we've lost our GM for a run of the module Fangwood Keep. This originally started as part of the last Gameday and hasn't progressed very far. Anyone out there able to step in and help us finish it?

Gameplay

I can step in if need be.

If you want it, let me know and I'll try and hand it over to you. I'm just having too much issues posting and no one wants to fix it since its so remote an issue.

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Fangwood Keep Maps

If you want a replacement go ahead, I'm still having issues with Paizo not posting for me enough that once this is done I'm done with PbP completely. It's that much of an aggravation for me to check back 15 mins after ever post to make sure that it is still there, and it still will drop off after that sometimes. There's no way you should be expected to know when the posts go up, and I shouldn't have to post 4-5 times to get it to stay (1-2 hours later).

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To help out where you want to go next. I've put an A through D on the map of where there is further things to look into.

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And the Golem falls to the floor in pieces.

The room is filled with bits and pieces of what used to be a Golem repository, but all of it is so old as to no longer have any benefit.

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Xiao's hit goes through, though the DR Will apply. (New Damage 16 - total 41)

Evan hits the construct, and some of the damage bypassed the DR. (New Damage 5, total 46).

Will: 1d20 + 3 ⇒ (5) + 3 = 8
Zharta looks at the golem and it stumbles under the effects of being stunned as bright colors cover its face.

Initiatives
Party
Golem (damage 46)

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Break Down so Far.

Xiao's shurkin does indeed hit, but does not seem to be as effective as it could be. It has DR not Hardness. 1 Damage from the shurkin goes through and it takes 7 points of fire damage. (Current Total - 8)

Evan's bullet does indeed hit is, but DR will affect the shot. Minus the DR 6 still goes through. (Current Total - 14)

No Problem RL > Game Always

Enora's Magic Missle actually doesn't get through the golem's due to being immune. (Current Total - 14)

Yaiho's Earthbreaker does hit on the first swing. It has no hardness but it does have DR I did not see listed on the weapon. 13 points of damage go through. (Current Total - 27) The Razortusk does not connect with the golem.

Initiatives
Evan
Xiao
Golem (damage 27)
Enora
Zhatara
Yaiho

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Still here as long as Paizo quits giving me errors or logging me out every time I post.

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Evan's Rolls:

Atk: 1d20 + 10 ⇒ (5) + 10 = 15
dmg: 1d10 + 1 ⇒ (10) + 1 = 11

Xiao's shuriken misses but Evan's bullet makes a decent hit on the golem.

The golem will move forward to slam into Yaiho.

Atk: 1d20 + 12 ⇒ (1) + 12 = 13
dmg: 2d6 + 4 ⇒ (2, 1) + 4 = 7

But it is too wobbly on its feet and misses him.

Initiatives
Evan
Xiao
Golem (11 damage)
Enora
Zhatara
Yaiho

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Xiǎo Qīngwā wrote:

(How high is the ceiling?)

I'd say 15 feet.

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Zhatara Smirsset wrote:

Ashara studies the creature with interest...

[dice=Knowledge(local)]1d20+5

It's still Arcana for identifying it, since no one asked except ICly for the answer to what its vulnerable to I put that up there for people who would want to know.

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Fangwood Keep Maps

Hoping this stays up this time...!

Knowledge+everyone at this point:
This would indeed be vulnerable to fire

Int Rolls:

Enora: 1d20 + 2 ⇒ (15) + 2 = 17
Evan: 1d20 + 6 ⇒ (20) + 6 = 26
Xiao: 1d20 + 10 ⇒ (13) + 10 = 23
Yaiho: 1d20 + 2 ⇒ (5) + 2 = 7
Zhatara: 1d20 + 6 ⇒ (10) + 6 = 16
Golem: 1d20 + 3 ⇒ (16) + 3 = 19

The wooden golem with a large amount of creaking and popping sounds starts to lumber to life as you enter the room.

Initiatives!

Evan
Xiao
Golem
Enora
Zhatara
Yaiho

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Fangwood Keep Maps

You manage walking through the doors through a small hallway, and find the door is untrapped and unlocked. This square chamber is covered on all sides by strange canisters, chains, and metal tubes. Dusty statues and the shells of slumped-over constructs are lined up against the walls next to the strange apparatuses.

Know(Arcane) DC 16:

This is a wood golem, construct, this looks like it has been sitting here for quite sometime and not in the best of shape.

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Would you like to leave it be and try the north, south, east, or west doors? Just let me know based on the current orientation of the map.

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Aquan:
"Blegenshy just wants to go home, leave Blegenshy alone redcap friends."

Sense Motive DC 10:
You get the feeling that she's upset and afraid of you, but will fight back if threatened.

Know (Nature) DC 15:

This is a grodair, they are native to the First World. CN creatures

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Aquan:

"Oh dear, more redcap friends. I don't want to die, I just want to go home!"

What is running away looks to be a four eyed fish, with fins protruding from its back and several water dripping testicles spouting from it's belly.

Upon realizing that it's being followed it will send water behind it.
water: 1d20 + 7 ⇒ (10) + 7 = 17 Which misses the first person following it around the circle.

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I've at least sent in the paperwork since its close to time (no I don't roll on boons I still have a folder I'm giving out to local tables). I think you both were trying to say the same thing in different ways but same point.

~~~

Other point, it seems that I don't know if this is the cobwebs from before when the site was being odd hanging on but we seem to come to an odd crossroads anytime there is a open decision.

I'd like to do what is best for all of you, but at the same time don't want you to be in this forever. Are there things that you would like me to do to help move things along? If there is no adverse things that will happen to you all would you like me to keep things moving until you have to react to anything in the module? i.e. you encounter three semi-empty rooms, I just describe them and let you pickup items/explore at once?

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This lengthy hallway winds around a circular set of chambers accessible via two doors on the south side of the circle. More stone doors line the outer wall of this tunnel, one of which appears to be stuck open and has various chunks of debris littered around it. Illumination seems to come from far away, floating shafts of variously colored light.

The ceiling in this hallway is taller than the rest of the area you have been in changing randomly between 40 to 50 feet.

Knowledge (Planes) DC 12:

You are being subjected here to directional gravity that more common on the astral plane (and more recently in some pathfinder adventures the plane of air).

Wisdom DC 10 may be made once a round:

Unlike others with knowledge planes you are realizing by trial and error that you are moving in the direction that you are thinking of moving in. They may tell you this is a phenomenon called directional gravity, you think where you want to move in.

Perception DC 10:

There is a creature around the corner that seems like it is more aquatic in nature despite there being no water here. As soon as you all appear from the door it moves off quickly around the curve of the hallway.

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You get faint hints of divination magic around the room but more the echo of spells past clinging to the mirrors.

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The only thing that I hadn't yet completed on here was everyone to roll for the boon.

Which is roll a d20, if you get a 19-20, roll a d4.

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None of the doors are trapped.

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Leaving the squished up fae creature behind, you pass through the only door.

The walls, floors, and ceiling of this half-moon-shaped room are covered in hundreds of mirrors of all shapes and sizes, some still intact, but most broken. To the north is a beige stone door built into the wall; the southern wall sports two milk-white stone doors of a similar design.

Perception DC 20:

After spending a few moments glancing into the mirrors there is a vague shape of a humanoid woman. As you continue to stare, the figure becomes clearer, eventually transforming into an unknown elven woman standing in the background of every mirror in the room. She is elderly and somewhat frail looking, but still quite beautiful, and is dressed in long, light green robes and ornate jade headpieces. She does not speak, and if you keep staring at her for more than 1 minute her face slowly contorts into a demonic visage before the entire vision dispersal.

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Knowledge (Nature) DC 16:

This is a Red Cap, a viscous little fey from the First World.

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Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
You have a sleepy creature tied up in the net that has taken damage.

Initiative
Xiao
Zhatara
Evan
Enora
NPC (12 damage + 3 incoming)
Yaiho

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Init:

Enora: 1d20 + 2 ⇒ (14) + 2 = 16
Evan: 1d20 + 6 ⇒ (12) + 6 = 18
Xiao: 1d20 + 10 ⇒ (19) + 10 = 29
Yaiho: 1d20 + 2 ⇒ (3) + 2 = 5
Zhatara: 1d20 + 6 ⇒ (8) + 6 = 14
RC: 1d20 + 8 ⇒ (15) + 8 = 23

Xiao is invisible, and it seems most of you are quicker than the creature at the bottom of the stairs.

We're on the 3rd slide of the Maps, I've put Xiao on the wall and everyone else on the stairs as best as I could fit it.

Initiative
Xiao
Zhatara
Evan
Enora
NPC
Yaiho

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x: 1d20 + 19 ⇒ (6) + 19 = 25

Xiao makes his way down the stairs a bit, and you realize the mess around you is the remains of these poor folk triggering the traps that were here and no longer active.

At the bottom this semicircular room is drenched in blood. Detached body parts of both hobgoblins and humans lie strewn about amid fragments of ancient furniture and half-dried pools of blood, and broad spatters of blood decorate the walls. A circular staircase winds up into the ceiling, while to the south a large, beige stone door without handles appears to be the only other way out.

Xiao notices among this dancing around the bits and pieces of fallen both human and hobgoblin is about a two foot tall minuscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap, holding what looks like for it's size an oversized scythe.

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You manage to barricade the door that you are not planning on using, and Akre will hold up in the secret tunnel having that way barricaded off as well.

The room your door leads out into has tall, empty shelves lining the walls of this small storage chamber, reaching almost to the ceiling. Two barrels that must have once contained pickles lie on their sides, brine puddles still pooled beneath them. Numerous empty meat hooks dangle from the ceiling.

Perception DC 10:

There is hidden among the lets over bits and bobs of empty boxes, a masterwork hand crossbow, and a few bolts. A few left over aged rations are in a low shelf where they were overlooked.

If you are going straight for going down, you were informed that the door would be on your right coming out of the storage room. There does not appear to be anything stopping you in the hallway.

The flagstone tiles of this room have all been pulled up and lie stacked against the walls. The room has been completely excavated, and picks and shovels still lie scattered about. The digging has unearthed an old circular staircase made of a lighter stone than the rest of the keep. The staircase begins at the bottom of a seven-food-deep pit accessed by a short ladder, and leads down into darkness.

Shining a light down into the hole you can see three charred humans, and further on down a decapitated human, and then four petrified hobgoblins. If you are walking down past these, let me know a marching order.

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Barricading the Secret door is easily done.
Please vote up or down, and then I'll go from there. Unless you really really want to split the party.

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Hey guys, unless people have more of an interest in this by say Wednesday I'm going to close it down.

So far only one person posted up what they want to play.

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He doesn't have ink and paper but he will tell you about the layout of the two secret doors Evan already found out.

"Vos can be found upstairs, the North section leads up for you. His quarters are in to the West once your up there." He starts breathing easier. "You can find there are a few of the walls up there have doors to them. The stairs to each of the corners when you get there, and then a matching set in the Southern Ramparts, the North ones also have openings to the main halls." I'll mark them for you.

"The Door right by us is the Storage room, and the Kitchen across the way, and since this is the East on this floor, well that's where you'll find the path to who knows what ate up those boys, they were good men. I wish I could tell you whats down there but we don't even know. The west side is nothing but barracks, South is well, they made it hard to break into this place, they jokingly called it the Gauntlet. It's the hall to the main gates, but its defended on either side."

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Fangwood Keep Maps

He coughs a bit, trying to sit up farther on the wall. "Aye, from Molthuni side of things, but you bunch don't seem like your a part of either side of this bloody never ending fight." He puts the sword on the ground trying to sit up more.

"Three days ago the Hobgoblins attacked in numbers as we were trying to take the keep back from the Lieutenant. We came here thinking there was cache of supplies to be taken. Don't know whats downstairs but after the first set of soliders sent down didn't come back none of us wanted anything to do with it, and just wanted to head back." He finally manages to get into a semi-decent sitting position. "When we quit following orders, the hobs showed up in force."

"Names Akre Belring, from a little place down in Shrikewood, might not know of it, but would like to get out of here and go back some day. I can let you know what I know, it might not be much but would give you the layout at least."

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We are complete

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As you walk around the ring, you do find an older white hair human man blood spattered and leaning back into a corner of the passageway. He still has his longsword in hand covered in hobgoblin blood. He holds the sword out at the sound of footsteps and calls out "Who goes there!"

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I've pulled off the covers on this just because unless I do lots of little pieces. It's going to be a pain.

You manage to walk around a bit, and I'm going to give you the whole ring as there is nothing much in here.

GM:

Enora: 1d20 + 2 ⇒ (17) + 2 = 19
Evan: 1d20 + 10 ⇒ (16) + 10 = 26
Xiao: 1d20 + 10 ⇒ (8) + 10 = 18
Yaiho: 1d20 + 5 ⇒ (4) + 5 = 9
Zhatara: 1d20 + 7 ⇒ (1) + 7 = 8
Enora: 1d20 + 2 ⇒ (12) + 2 = 14
Evan: 1d20 + 10 ⇒ (18) + 10 = 28
Xiao: 1d20 + 10 ⇒ (2) + 10 = 12
Yaiho: 1d20 + 5 ⇒ (10) + 5 = 15
Zhatara: 1d20 + 7 ⇒ (2) + 7 = 9

Evan:

You realize there are secret doors on the blue plus marks.

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Dimensions are 5'x5' and easy to pass through into the inner keep undetected.

I've put your images on the map, please let me know if you cannot edit the map.

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You can get to the opening, and you are led through a small tunnel. The tunnel leads out from a trap door in the middle of a hallway split going in either direction.

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They responded he's also stuck in a run over from the last session as well. They might be bringing another pregen or character.

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Yes* it's possible to sneak up on the door. At this level seasoned adventurers would know to go under the cover of night at least. As well as shortest distance from the wall to the forest.

You figure the number of hobgoblins to be two every 20 feet or so on the wall given the extras for where the wall is crumbling a bit.

GM:

Perc: 1d20 + 3 ⇒ (15) + 3 = 18
Perc: 1d20 + 3 ⇒ (1) + 3 = 4
Perc: 1d20 + 3 ⇒ (9) + 3 = 12
Perc: 1d20 + 3 ⇒ (8) + 3 = 11

"Hey you hear something?" One mentions. "It sounded like your stomach." Another one pipped up. "Aye, pipe down over there and quit your bickerings." From another direction.

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You can find there is a secret passage into the inside (somewhere) in your explorations (shown on map with an arrow).

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Once you get up close and around the keep Xiao can see the humanoids on the walls do look a bit off. They have a greenish brown tint to their skin and a bit of a smished up face.

Know (local) DC 10:

These be hobgoblins. No it's not normal for them to hold a human keep.

I'd say give me 4 perception check with all the bonuses and I'll let you know what you find on the way around, one check per side pretty much if it were square.

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Ok I've PMed the last person who hasn't shown up that had a spot and the remaining backup that wanted to come. That would leave us with a full party, if not we do have 4.

Signs your GM is finally over this stuff, the slight delay was I was giving some people chances to answer PMs and like cleaning everything which is a weird post-sick OCD thing of mine.

If we keep having issues, I'm going to as soon as I get the maps up will post something so you can contact me not on Paizo. It's enough that I'm thinking of for any future games running on the other platforms because I still get bug hits and such that I've been writing everything in code platform to c&p and don't write over it for at least a day.

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The next day you are met up with a boat that will take you down river.

The forest thins out ahead, revealing a wide river valley cleared of trees. The path descends for a quarter mile to a single stone bridge that spans the river, and then continues up a small hill. Atop this barren hill sits a small, two-story fort surrounded by a thick, partially collapsed outer wall. If you are taking time to look at it, the wall is about 15 foot high. The area immediately surrounding the keep is bare of any forest or larger plants for about 150 feet around.

Perception 20:

There are multiple humanoids figures that are moving on the upper ramparts of the keep. They also appear to be stationed at places where there are breaks in the wall. You cannot tell from this distance what type of humanoids they are.

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It finally attached! Ok so Gamethread is up.

If your not here by Saturday, I'm going to fill in from the waitlist. It would have been a decent amount of extra time to finish up before. Unless someone lets me know that hey we have one more day.

Sorry got this years flu that just meh ness so I didn't think to check to see the gamethread hadn't attached.

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Letters are sent to intrigued Pathfinder Agents and you are sent to the capital of Nirmathas - Tamran on the shores of Lake Encarthan. Directions lead you to the Forest Bounty, a sizable feast hall in the middle of town. It's not hard to find as its one of the few structures in town that looks like it has gotten it's facelift from rickety wooden structure to something that could survive a storm off the lake.

A hardy welcome greats you and most of the place seems to be filled with Ranger types. The human male motions you all to take a seat and the table is filled with a decent selection of foods.

"You've come equipped, and not from any of the companies that I know of which would be all of them. So your either travelers or the Pathfinders we hired for a bit of an investigation." He mentions still standing beside the table. "I'd eat up, its going to be a bit of a hike for you all in a bit. I'm Weslen Gavirk, one of the Rangers about these parts. We have a Garrison a bit of the ways down the river that we haven't heard of and one of your Captain's mentioned that he might have some not-quite wet behind the ears types that could help us out since were a little short handed."

"Don't let me ruin the appetite, eat up, I have a map ready to lead you on the way, and a boat that will get you as close as I can to the garrison. Introduce yourselves! Let me know if you think of anything that you need."

Sovereign Court

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Letters are sent to intrigued Pathfinder Agents and you are sent to the capital of Nirmathas - Tamran on the shores of Lake Encarthan. Directions lead you to the Forest Bounty, a sizable feast hall in the middle of town. It's not hard to find as its one of the few structures in town that looks like it has gotten it's facelift from rickety wooden structure to something that could survive a storm off the lake.

A hardy welcome greats you and most of the place seems to be filled with Ranger types. The human male motions you all to take a seat and the table is filled with a decent selection of foods.

"You've come equipped, and not from any of the companies that I know of which would be all of them. So your either travelers or the Pathfinders we hired for a bit of an investigation." He mentions still standing beside the table. "I'd eat up, its going to be a bit of a hike for you all in a bit. I'm Weslen Gavirk, one of the Rangers about these parts. We have a Garrison a bit of the ways down the river that we haven't heard of and one of your Captain's mentioned that he might have some not-quite wet behind the ears types that could help us out since were a little short handed."

"Don't let me ruin the appetite, eat up, I have a map ready to lead you on the way, and a boat that will get you as close as I can to the garrison. Introduce yourselves! Let me know if you think of anything that you need."

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Favian Aldori wrote:
GM Phoenix Kyten wrote:
Nugats wrote:

Thanks GM for running.

Quick question do I get anything for Rolling a 20

Check your PM I just sent - I need your email so they can send it to you.
Did you need mine as well or do you have it?

The Advantage/Disadvantage of being listed as a VA is your email is still listed on the site

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Roland Garros wrote:
Thanks for running GM. I tried the chronicle and downloaded. While it looks fine, it seems odd on how it is printing and is cut off. Most likely it could be something on my side. Is anyone else having an issue?

What are you using to open it? Acrobat and Google Drive are both displaying it properly.

Also what is cutting off? I might be able to tweek it so it's not.

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Nugats wrote:

Thanks GM for running.

Quick question do I get anything for Rolling a 20

Check your PM I just sent - I need your email so they can send it to you.

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With this Colson becomes conscious but still slightly disoriented, just from the amount of damage that he has taken over time has done to his condition. He can walk on his own and still has the shackles on his hand.
Think half speed, until he gets something more powerful than healing. You think possibly full regenerate or the like, but he is moving.

Seeing the crowds dissipate and the blade that he's kneeling before he looks to all of you. "Thank you!" He struggles to get out in a raspy voice, with tears running down his face. "Thank you, thank you." He continues rocking back and forth for a moment on his knees looking to each one of you. Picking up Hania's hands and kissing them in gratitude.

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I'm posting these up for you all, as nothing else here on out has any mechanical or reporting issues (unless your all planning on dumping Colson in the river after saving him) - and I know some of you are starting new games as well.

Feel free to RP out getting back to the boat, I'll still have Colson and the other NPCs respond as needed but I'm not wanting to hold people back since I know some have session two starting.

Daru
Favian
Hania
Nugats
Pooka
Roland

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The crowd looks a bit confused after the combination of Diplomacy and Nugats' Dispel Magic. They after a bit start to disperse back into town.

In the middle of this the Executioner that was moving Colson seems to also have melted into the crowd as well. Leaving you with an unconscious but still alive Colson.

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