DM Shisumo's No Schticks Ironfang Invasion (Inactive)

Game Master Shisumo

Day 1, Week 0

Sunday, 2 Gozran, 4717 AR

Militia Members: 29
Remaining Provision Points: 53

Phaendar Bridge battle map


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Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

"We need to keep moving. We'll want to get at least a half day's walk away from the town, as it will probably take them that long to loot it and then reorganize."

Edvard is walking at a steady pace, but it is clear that he is heavily injured.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

"We are going to need to gather food as well. We have some but it won't last long with this many people. Where is the best hunting around here? We need to know who is adept at hunting in the group." William says as they move away from town.


It's well after dark at this point, and you have a few dozen exhausted refugees. How far into the forest do you plan to go?


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

With the town fading in the distance and the dark, Quinn took a moment to peek inside the pouch at Felix. When he was certain the skunk was fine he turned his attention to William and Edvard.

”We’re all exhausted and you,” he pointed at Edvard, [/b]”look like you might keel over at any moment. And I'm sure as s$+! not going to carry you.”[/b]

Quinn motioned at the dozens of townspeople, all humor gone from his tone, ”They're not going to last long either. I'm glad we could save people from those dung-eaters but, like it or not, we're responsible for their safety now.” He paused and pinched the bridge of his nose, "Again, I'm not mad that we helped. It's just, if we cannot keep these people safe, have we really helped? Or did we just draw out their deaths?"

With a deep sigh, the wizard glanced around at the forest, hoping to recall some information about where they are and where they could go. Whatever he can recall he shares with Aubrin, in hopes the ranger will be able to do something with it.

Knowledge (Geography): 1d20 + 8 ⇒ (11) + 8 = 19

We could march until the refugees/we feel safe or just a few hours if we find/build shelter. The bridge is out so that should buy us a good amount of time, right? Also, Quinn is having a hard time with the idea that he is now responsible for others.


Quinn's consultation is not encouraging - though the Fangwood will no doubt shield the Phaendarites from pursuit, there is little in the way of good shelter beneath its branches. There also aren't very many surrounding towns; the closest town is Cavlinor, founded where the Marideth and the Deepcut Rivers meet, about ten miles to the south and on the wrong side of the river from the hobgoblins at the moment. It's not really much of a town, either; a permanent population of two dozen elves tends the grove of trees being cultivated into living elven structures, while another two- to three-dozen visitors investigate the region’s elven ruins and artifacts, and work to make new diplomatic inroads with the fey of the nearby Fangwood Forest.

Beyond that, the next closest settlements are Folarth, a small dwarven village at the headwaters of the Deepcut, and Longshadow, a decent-sized town about forty miles up the Marideth from Phaendar. There is also a tiny hamlet - really just a logger's camp - called Gristledown on the edge of the Fangwood, about 14 miles north of where the bridge used to be. Aubrin recalls too that there should be a redoubt used by the Chesnardo Rangers about ten miles due east of town, though she has no idea about what its current state might be.

No rivers actually flow through the Fangwood, although there are the usual assortment of smaller creeks or tiny ponds here and there. Some of the latter do include quicksand patches. In terms of long-term shelter, there's nothing any of you are aware of that would encourage any kind of settlement above ground in the area. The Fangwood isn't replete with caves - the local geology isn't particularly friendly to them - but you do know there are at least a few that might be large enough to support your refugees: some years ago, the Chesnardo Rangers were being attacked, and indeed feasted upon, by a tribe of troglodytes who lived in a cave complex somewhere at this end of the Fangwood. You're not sure where it is, but it's most likely east to northeast of your position by several miles.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

"Why don't we set up camp here. We can rest and set a guard and in the morning gather food and start out again. What do you guys think?" William asks the group.


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

DM Shisumo:

I'm pretty sure that I said my character's master's cabin is in the fangwood in my backstory. How close would it be to our current location?

"Of course we're responsible for them, just as they are responsible for us. We work together, or we die alone."

While it appears that Edvard is going to continue with a heroic speech, it is cut short by a ragged cough. He is more leaning on his spear then walking with it, and his pace has slowed. "Perhaps you are right, we should probably rest. I will take first watch."


Female Naiad Druid (Defender of the True World) 1

While the others talk about where to camp Calliae moves over to Aubrin, "Do you still have some of your healing powers available? It would be great to patch up as many people as we can before you rest and gather your blessings once more."


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

Raska busies himself by cleaning himself up a bit. He's exhausted, no doubt, so he can only muster the strength to gather a handful of leaves and attempt to scrub the blood and mud from his forearms, leggings, and boots.

Tossing them aside, he joins in with the others, "Resting and then making a solid plan in the morning seems best. I vote for us heading towards this Chesnardo fort to the east. I've dealt with the Rangers personally and know them to be a reliable band. Who knows what kind of surprises we could run into spelunking beneath the Fangwood. No doubt that would only bring us more fighting or fleeing, and I'm not sure our group could survive that."


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

The group's discussion faded as Quinn slipped into a memory. One that was reserved for his dreams.

Quinn was clutching a dog's collar.

His mother was weeping into his father's chest.

Quinn's father was trying to force a reassuring smile for their son.

Their home was gone. They had to move to some city where Quinn's mother had family. Something called the “Darkblight” had come and so they had to leave.

Raska’s voice brought Quinn back to the present, ”...what kind of surprises we could run into spelunking beneath the Fangwood.” Quinn nodded in agreement, ”Best we don't go too deep into the forest.” Quinn forced a reassuring smile, "Who know how to build a shelter?"


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

"I do, but I think I might have a place we can inhabit, at least temporarily."


Female Naiad Druid (Defender of the True World) 1

"Does it have room for all of us and how fast can we reach it? It has been a very long day. Personally I think it'd be best if we start making shelters for the night right now and get some rest. It has been a long day."


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

Good questions. SHisumo?


Sorry - my company shut off access to Paizo yesterday, literally in the middle of a post I was making to this thread. That's going to have an impact on my ability to keep post rates up, unfortunately.

Edvard:
The burned-out ruin of Maldeen's cabin is about 8 miles due east from your current location, basically right along the same line of travel as you would take to reach the Ranger redoubt Raska's voting for. Through the forest, without roads or the like, it would take your group a full day's travel to reach it; since you burned it down, though, there would be some effort required to make it habitable again.


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

"It's about day's walk from here. The old man's cabin is in a clearing which is fairly defensible, but I did burn down his cabin to honor him."

Looking at Raska, Edvard says "It's actually headed in the same direction as the Redoubt that Raska is talking about."


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

After an awkward silence, Quinn knelt and opened the hatch to Felix's carrier. He gave the skunk a single pat on its head before groaning as he stood up straight and said, ”Well, I suppose I'll be the one to pull the lever on this particular ballista.”

Quinn climbed onto a stump, ”Everyone, we're stopping for the night. Do what you can about making yourself some sort of shelter. I'm sure Aubrin and others can help.”

He shrugged and stepped down from the remains of the tree, "We'll set out for that at first light.”

Are we all still here?


The other Phaendarites nod at Quinn's words, setting to work trying to put together whatever shelters they can manage.

Vane's Survival: 1d20 + 5 ⇒ (5) + 5 = 10
Kining's Survival: 1d20 + 6 ⇒ (5) + 6 = 11
Carmine's Survival: 1d20 + 4 ⇒ (10) + 4 = 14
Farrow's Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Clidon's Survival: 1d20 + 4 ⇒ (9) + 4 = 13

Unfortunately, the area is pretty poor in useful materials, and the end result is only enough places for six people.

You guys can try your own Survival checks if you'd like.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William nods to Quinn "There is wisdom in that. Let's get these set up." William starts building some shelter and when finishes he helps some others with their shelters.

Survival: 1d20 + 6 ⇒ (13) + 6 = 19


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Quinn laid his bedroll next to the base of a large oak. He spent a few minutes collecting a small fortune in broken branches….

Survival: 1d20 + 1 ⇒ (1) + 1 = 2

...and proceeded to just toss them across his bedroll.

”Yyyyeah….. anyone want to lend a hand?”


Female Naiad Druid (Defender of the True World) 1

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Calliae quickly put together more shelters, making sure the refugees have a space before she finds a spot.

I'm actually quite curious how rain would impact a water fey. I mean, Calliae sleeps just fine under water in a rushing river so how bad would rain be?


After about an hour's worth of work, the refugees have cobbled together shelter for a little less than half their number. You have 15 spaces and, allowing for the PCs and the three Small-sized refugees, you need 33.

Calliae is not at all concerned about rain - it probably feels pretty good, in fact - but she's no more resistant to the chill than anyone else.


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

Edvard will pull security, still somehow standing. He continues to lean heavily on his spear, but he manages to pull his shift without complaint. Once he is relieved, he will stagger to a spot under a tree and lay down on one side with a "Wake me if anyone draws near." before passing out.


Female Naiad Druid (Defender of the True World) 1

Calliae sighs as she sees there are still not enough shelters. "We'll find a better place to stay tomorrow. A place where we all can sleep under a roof."


The night passes without event, but the chill is harsh. Even those huddled near the small fires your group is forced to risk feel the cold deep in their bones, and many wake up with frost on the makeshift blankets they have made from cloaks or long dresses. The night's silence is occasionally punctuated by faint sounds that manage to carry from Phaendar, and the sounds are, without exception, screams.

Finally, dawn arrives, crisp and pale, the breath of the watchers on guard misting the sparkling air. With the new day, the band of Phaendarite refugees have a chance to assess their situations, what they have brought with them - and what they have lost.

First order of business: the refugees have to be fed from your Provision Points. Do you want to give everyone a full ration, a half ration, or nothing? A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.

If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

And once you make that decision, you'll need to decide what your plans are for the day, both for you guys and for the followers.


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

In the morning (when he's healed a bit), Edvard will call the other PCs together for a quick meeting.

"Okay, here is how I see it: We have alot of people we saved, which is good, and some supplies, which is not as good. We're going to need to supplement our rations almost immediately, which begs the question: is anyone here a master hunter or forager? We should also check with the refugees to find out as well."

Fishing through his pack for a moment, Edvard adds "Does anyone here have a map? I don't, and that's not great. Alternately, is anyone here knowledgeable about the terrain? I'd like for us to have a goal in mind, as that helps to keep a group focused, together, and safer. We'll need to take stock of what skill people in our group have, and if possible appoint a couple of leaders among them to help mediate disputes. Finally, I know we really didn't get the chance to get introduced last night, but my name is Edvard Maldeen, and I am an officer in the army. As you may have guessed, I am more of a frontline officer than a 'hide in his tent' kind, and I have not problem doing anything I would ask anyone else to do."

Edvard begins sharpening his spearhead as he continues "I know there are a couple of magic users among you, as well as a skirmisher or two. If we could get a quick rundown on who each of you are and what you can do during battle, it'll help me formulate a solid plan to keep these people alive. I know I'm asking a lot of a bunch of people I've never met before, but in a great many ways we are all these people have. If they splinter or fracture now, they're as good as dead."

Finishing his work, he blows off the shavings on the spearhead and says "I have a good feeling about this, regardless. I think we can keep these people fed and alive. Does anyone have any questions?"


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William stands up and looks at the others in turn, "For those of you who don't know me, my name is William Grove. I have some fighting skills and have been learning some magic, though I'm not real good at that currently. I've spent some time in the woods so I have some idea how to survive out here, but I'm by no means an expert. It seems I'm a slow learner with that.". William sighs and walks around the group in a circle.
William then continues on, "Edvard is right, we need a goal in mind. I think we need to head toward the Rangers and see what help they can be. No matter what we decide the very first thing we need to do is get further away from town. That cabin you mentioned might be a good first stop on the way to the Rangers. What do you guys think?"


While no one in the group has a map, this post summarizes what you all know about the area.

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