GM SpiderBeard's Ironfang Invasion (Inactive)

Game Master Barvo Delancy

Chapter 1: Trail of the Hunted

Online Maps | Loot Tracking | Militia
Provision Points: 8 | Followers: 20


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Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

making a quick combat post. work is rough right now, moving offices and schools atm.

Ausk moves to flank with Derrig, shouting Orcish epithets as he does

Axe: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Damage: 1d12 + 1 ⇒ (3) + 1 = 4


.

GM Rolls:

Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d6 ⇒ 1
Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d6 ⇒ 2

Gregor catches the armoured hobgoblin with a vicious cut with his axe. Derrig steps in, and slashes out at the hobgoblin's legs before a quick stab to the throat ends the creature. Without a target to attack, Ausk moves in on the last remaining hobgoblin, moving around widely to take a flank. The heavy trooper is bleeding profusely from all over.

It's wounded Taidel who finishes her. As he sends an arrow flying which thunks into a gap in her armour, and she collapses to the ground, wheezing loudly.

The bridge is yours.

[ooc]End of Combat


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

As the fight ends, Keridan reaches into his pocket and eats his last Goodberry. He then helps the others begin the crossing.

"Let's make sure we have a safe spot on the other side, then you others can start looking at what it will take to drop it behind us."

Just as well that wolf didn't want the berry ... Ker is back to 1 hp. Please let there be no more combat for a while ... ;-)


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk grunts and says Git across. and he hefts his axe watching out while the refugees clamber across the bridge.


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Ausk, why don't you and make sure it's safe? Ker, see if these hobs have anything useful on them. I'll check the shed for supplies, then see if I can figure out how to drop the bridge.

The ancient dwarf collects his bow and his pole arm and moves to the shed. He throws open the door and does a quick search, grabbing anything that might be of use.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Add +2 vs. goblinoids


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Ker nods at Derrig's suggestion. As the others follow Ausk, he quickly checks the dead hobgoblins.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk shrugs and heads across the bridge.


.

Back in business!

Taidel and Lirosa look over his wound for a bit while she gushes over his successful killing blow on the hobgoblin. You check over the other side of the bridge, and the coast appears to be clear.

You check the bodies and find the following:

Loot:

- Four provision points worth fo rations
- 3 potions of cure light wounds
- a potion of endure elements
- antiplague
- antitoxin
- a scent cloak
- mwk breastplate
- mwk buckler
- a dagger
- mwk cold iron scimitar
- mwk light crossbow
- 20 bolts
- animal harness
- mw backpack
- bedroll
- compass
-crowbar
- manacles
- signal whistle
- 50' silk rope
- a small tent
- 24 gp

Derrig takes a look over the shed, which appears to have been looted, although he notices one very interesting thing tacked to the wall. It appears to be a divine scroll of some sort. Kining points it out as a stone shape scroll and begrudgingly says you can keep it if someone can use it.

The rest of the refugees are brought up. Aubrin is white-faced and still has a hole in her, Kinning is swearing at her shed being looted, Jet is babbling on inanely about something, and Vane is still unconscious.

As you have Kining with you, her explanation of what to do is to the point. "As I said, you need to destroy the bridge. The crane is probably your best bet. These keys will unlock it - I can run it, but frankly this goofy two-headed freak here will do a better job. See that big wheel? Turn it. It should yank the support right loose."

She looks at the swiftly-flowing river. "'Course, ya gotta get through the river."


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

As the bodies are looted, Keridan takes note of everything and distributes it to people to carry. He takes of the the healing potions and gives another to Aubrin. "Here, let's get you and me a little better situated to help the others once we settle."

CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3 Why do I always get the duds?

"Gregor and Dane, how good are you at swimming? Would it help to tie a rope around you and have Derrig and Ausk hold it from the other side?"

Spiderbeard: Who is Vane? I can't recall us having an unconscious person with us, but it's been a while ...


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

How swift is the water? Derrig has a +5 Swim check: does he think he can take 10 and cross?

The old dwarf scowls at Kining. Tha sin math airson bruidhinn mu cuideigin a shàbhail do bheatha.

Dwarven:
That's a fine way to talk about someone who's saved your life.

Derrig mutters to himself as he surveys the river and looks over their supplies. The river is too wide for my rope, but if we tie these two together...

He clears his throat. Honestly, I'd much rather have Gregor and Dane guarding the refugees--assuming the twins don't object, of course. I'm a decent swimmer and engineer. I can stay on this side of the river and work the crane, then try to swim across.

Derrig pulls his rope out of his pack. If we tie this rope to the one from the hobs, it will reach across the river. Tie this around me (or whoever else deals with the crane). If anything goes wrong, the rest of you can pull me across.

He turns to Gregor and Dane. Which is another reason for you boys to be on the other side: you two can haul any one of us across the river. I'm not sure the rest of us can drag you.


Half-Ettin Barbarian 2 | max HP: 24 | AC 16/12/14| F:+5 R:+2 W:+1 (+2 vs. disease or poison) | Init: +3 Per:+6
blight sense:
automatically knows if abberations, oozes, blighted fey, or fungal creatures are w/in 30'

Gregor and Dane slumped once more as the hobgoblin died, their fury draining them of strength and will for a short bit. After a minute or so, they finally paid attention to what the others were saying.

"Umm...we can swim pretty well, if someone wants to carry this chain shirt for us. It will weigh us down a lot." Dane said.

Gregor put in If there's any chance of danger on the other side, I think we'd rather be on that side of the river protecting this lot. Derrig's right. If he can swim across and operate the crane, then I think that's the better option."

I second the motion to have Gregor/Dane go across with the refus and leave Derrig to operate the crane and swim. We can easily pull him across ont eh rope if needed.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk waits patiently, cleaning his teeth while he watches for Hobgoblins.


The Midnight Mirror

"Alright then, let's tie these ropes together and get one end around Derrig, the other in Gregor and Dane's hands -- maybe loop it behind you for support. After the bridge goes down, they can help Derrig swim across."

As the group makes their way over the bridge, Ker consults Aubrin about the direction to take to get the group safe.


.

Sorry guys, back!

Derrig settles in and it takes him a good, long time to get the crane moving. The work is incredibly difficult and thankfully, the hogboblins appear to be paying no attention to the bridge. You all watch feverishly, and then impatiently, and then with open boredom as he yanks, and yanks, and yanks on the wheel.

Finally, it gives. There is a thunderous crash as the bridge heaves wildly and then falls apart into the water. A huge sigh of relief comes out from all of you. The crash does attract some attention, but it is far too late for the hobgoblins to do anything.

Thankfully, Derrig is a strong enough swimmer to deal with the current, and once more - the crafty dwarf takes his time and manages to avoid getting caught up and pulled downstream. He crosses safely. You join up with your comrade, and look back behind you.

A ceiling of smoke hangs over the city, reflecting the orange glow from burning houses. Ash drifts in the air like falling snow. The screams of townsfolk have died away, leaving an eerie silence broken now and then by the howling of wolves or the harsh tones of the Goblin tongue. Bodies lie in the streets, sprawled in pools of blood where they fell. It seems everyone else in town may be imprisoned or dead except for the hobgoblin invaders. Phaendar has fallen.

Your followers are exhausted and terrified. The true realization that their homes are gone, and loved ones are enslaved or murdered seems to crash like a wave over the refugees. There are tears, arguments, and people just collapsing. It is clear you need to rest, and soon. So you do what all good Nirmathis do, you move into the woods. Some makeshift shelters are set up, and soon, you finally get a night's rest.


.

=================
Part 2: Beneath the Hemlock Banner
=================

You awaken at dawn the next morning sore and miserable, but alive. Jet has been going through the provisions you've sorted out and greets you at breakfast. There's are twenty-one of you, including yourselves. She doesn't look too happy.

"Well we have enough food for two days and we need to find somewhere to sleep. You four brought us together and I don't think anyone is going to complain if you figure out what we do next."

Aubrin winces. She's still badly disabled from getting shot with a ballista, but she at least is slightly better conversation now.

"Ugghhh... f%&& me. We need to get deeper into Fangwood. Find someplace to set up tents and shelters. I imagine we can find something more permanent with time. I'm going to use what spells I can to contact the Chernasardo Rangers and get some assistance, but for now we just need to vanish so the hobgoblins can't track us. And also find food."


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Keridan awakens early and spends time meditating and gathering what herbs he can find in the immediate area. When the group gathers to eat, he joins them.

"Jet, thank you for putting the meal together. We appreciate you making the best of what we have."

As everyone eats, he points out, "Derrig, Ausk, Gregor, Dane ... technically this isn't your fight. I would understand if you chose to go back to your lives and leave us Nirmathis to our trouble. That said, it would mean a lot to me to have your help. Derrig, you are one of the best trackers I know. Ausk, you grew up in these woods and I know you've had some of the same training I have. Gregor and Dane, I don't know much about your background, but you swing that axe like no one I've ever seen. We would be eternally grateful for your help."

"If you folks are willin', let's make sure the folks here are as safe as they can be for now, and start scouting around."


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Derrig snorts at Keridan's speech. My "life" is back in the Kraggodan library, past ranks and ranks of Molthune soldiers. If I could get back, I wouldn't be here in the first place.

He digs through his pack and hands a small bag to Jet. I have 3 more days of rations, if you don't mind Dwarven food. He examines the bow they collected from the hobs. I usually only worry about providing for myself in the woods, but with the right equipment, I figure I can collect enough food and water for maybe 2 more.

But Aubrin's right: first, we need to find shelter, and the more defensible the better. I don't know this region as well as Ausk and Ker, but I know hobs and how they track. Why don't I follow along and cover your tracks behind you?


.

One of your refugees, a quiet man named Daenar had some basic healing skills and spent most of the night tending to Oreld's injuries. As you discuss things, the man finally comes to and learns the horrors of what happened. After he has some time to process the news he joins the four of you with Jet, Kining, and Aubrin. Kining is the first to speak.

"Everyone here is going to have to pull their weight. Just wandering along is no good, we can't have slackers."

Jet gives Kining a withering glare. "I've already started to organize the provisions - plus I can cook for groups."

Oreld speaks up quietly. "I am an alchemist of no small means... there are enough local ingredients to be found that I can provide some supplies."

One of the refugees speaks up, a large boy named Sami. "I think I saw a goat in the forest! The animals grazing the common ran off, maybe we can grab some."

===============
Tasks for the Refugees
===============

The attached spreadsheet shows your full roster of refugees. Everyone should be given a task to do while you strike out into the forest and look for better shelter. This includes yourselves. Here are your options:

- Assist (grant a +2 bonus to any skill check you make)
- Build shelter (DC 12 survival or relevant craft check) (not available yet)
- Forage or hunt (DC 10 survival check to gain 1 provision point for the day, you gain 1 extra provision point for every time you beat the check by 2)
- Herd (DC 16 handle animal check to recover lost livestock, or maintain current livestock)
- Scout (DC 10 survival check to discover a point of interest)
- Stand watch (make a perception check)
- Support (Follow a PC as a lackey, providing various bonuses)
- Use skill (use a listed skill however you feel is appropriate)

Jet, Kining, and Oreld have specialty skills. Jet can grant 1 provision point by cooking. Kining can grant +1 to initiative by maintaining weapons. Oreld can create a tanglefoot bag, bloodroot poison, or antitoxin once a day. They can be assigned to other work if you want.

I recommend someone just dive into the spreadsheet and then grant a job to each NPC. Decide what you are doing personally as well.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk grunts I's no love for the Goblins. I'll hang around. Give em the what for.


Half-Ettin Barbarian 2 | max HP: 24 | AC 16/12/14| F:+5 R:+2 W:+1 (+2 vs. disease or poison) | Init: +3 Per:+6
blight sense:
automatically knows if abberations, oozes, blighted fey, or fungal creatures are w/in 30'

Dane turned his blind eyes on Gregor, then back to the others. "Gregor and I are caravan guards, mercenaries in every sense. We're not looking to get paid to fight the hobgoblins, but if we can help out you folks and get fed while doing it, we'll call it a bargain."

Gregor chimed in. "Dane's right. Doesn't look like there'll be much call for caravan guards with an army about. And we've got to eat. Might as well pitch in here for a share of the provisions. Can probably help out there, too. Dane and I aren't the sneakiest poachers in the woods, but we know how to trap and build shelters. We can probably get this group a stable place to live, mostly out of the weather, for now."

I put in some initial jobs for everyone. We can move those about as needed. Gregor and Dane will help build shelters and find food with their amazing +6 to Survival rolls


.

Awesome, thanks Gregor! Let's get moving. I'll resolve the skill checks end of day and push to an event.

With your bedraggled refugees you strike into the forest, following half-remembered trails as the 23 of you search for some kind of reasonable shelter. Although your first night was gentle, you have a grievous shortage of proper shelter like tents, and only enough food to survive for around two days - more if you stretch it out.

---

After several hours of wandering in a light rain you hear a loud growling down the game trail you've been travelling on.

The roots of an ancient oak tree crisscross the ground like the tentacles of some subterranean beast. A shadow beneath the tree marks the mouth of a den dug deep into the soft earth. A tuft of pale gray fur clings to the edge of the hole, and a musky animal stink lingers in the air.


Half-Ettin Barbarian 2 | max HP: 24 | AC 16/12/14| F:+5 R:+2 W:+1 (+2 vs. disease or poison) | Init: +3 Per:+6
blight sense:
automatically knows if abberations, oozes, blighted fey, or fungal creatures are w/in 30'

survival: 1d20 + 5 ⇒ (2) + 5 = 7

Gregor and Dane held up a hand to indicate they should stop and be wary. Gregor looked at the hole, axe ready, even as Dane sniffed the air.

"What's that smell, Gregor? I don't like that smell."

"Dane, we're at the edge of a tunnel, likely to fairy lands of light and lore. I think they use that smell to keep mortals away. You know, as a deception. There's even a tuft of fur here, as a flag that says 'dare not ye stay, mortals, for here be danger'. They've even caused the sun to flee this place, cloaking it in deadly shadow."

Gregor turned his head to Ausk. "Let's get everyone moving. I don't think we want to stay here longer than it takes to walk past."


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk will assist in building shelters. (+6 Survival)

Ausk says to Gregor Ah, what. You scared ova lil critter. chuckling at his more orcish than human humor

Ausk moves over and sniffs at the tunnel.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Survival: 1d20 + 6 ⇒ (20) + 6 = 26


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Looks like my post got eaten ...

Keridan moves up to investigate the opening to try to determine what lives there, and whether its sounds indicate it is awake or resting.
Take 10 for 18 Knowledge (nature).


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Derrig moves up with Keridan, using his polearm to cover the druid.

Knowledge nature: 1d20 + 7 ⇒ (15) + 7 = 22


.

Ausk and Derrig both agree that this is probably a wolf den, but as you approach, it's Ausk who picks out a strange sound. High-pitched yips of distress and a thin, nasally laughter as soon as you're 20' from the clearing.

Map is updated. It's a generic map, the den is in the northwest corner.


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Could you put a marker down for the den? I'm not sure how big or exactly where in the corner it is meant to be.

Ker quietly says, "Did you hear that laugh? Something is in there doing something that is definitely upsetting the wolves. Do we have a way of driving whatever it is out?"

He fishes through the gear the group has collected and pulls out a smokestick and a tanglefoot bag.

"Smoke may or may not do the trick. If we can get it to come out, I can stand nearby with this bag of tar and string to try to trap it."


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Derrig nods and takes the smokestick from Keridan. Not a bad plan, he whispers. Let me see if I can get close enough to use this. Get ready.

Smokestick in one hand and polearm in the other, the old librarian carefully sneaks towards the den.
Derrig is trying to get within 10 feet of the den/source of the laughter so he can throw the smokestick. If it's a fey, he also has a chance to detect it by scent.

Stealth: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk pulls his axe off it's place on his back.

Yeh. Lets do it.


Half-Ettin Barbarian 2 | max HP: 24 | AC 16/12/14| F:+5 R:+2 W:+1 (+2 vs. disease or poison) | Init: +3 Per:+6
blight sense:
automatically knows if abberations, oozes, blighted fey, or fungal creatures are w/in 30'

Gregor and Dane shrugged. "Okay brother-mine. Let's get busy." Dane said to Gregor, and they gripped the axe tight, moving closer towards the den.

Now seems like a good time to remind you of Gregor/Dane's blight sense


.

Sorry for no posts guys, work week has been insane. Am here! I've added a splash marker to show the wolf's den - which is basically a shallow hole in the ground with some bush covering it.

You all approach the den, as you get closer you can see through the brush to what is happening.

Tiny, ugly blue people with enormous heads appear to have invaded the wolf den, six of them in total. They are laughing as one of them lashes a wolf puppy with a stick while the sounds of the other puppies in distress comes from within the den.

To the side of them within the brush is another wolf, who looks badly injured and in a rage. She is being kept back by tiny torches. As you approach, they spot you as well and shout out something in a strange language! You all feel an oppressive sense of foreboding come over you.

Knowledge Nature DC 11:

These tiny creatures are mites. Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance. They are known for their affinity with vermin and love for riding creatures like giant spiders.

Initiative:

Keri: 1d20 + 1 ⇒ (13) + 1 = 14
Derrig: 1d20 + 2 ⇒ (6) + 2 = 8
Asuk: 1d20 + 1 ⇒ (5) + 1 = 6
Gregor and Dane: 1d20 + 3 ⇒ (12) + 3 = 15
Wolf: 1d20 + 2 ⇒ (20) + 2 = 22
Mites: 1d20 + 1 ⇒ (17) + 1 = 18

Round One:

Wolf
---
Mites
---
Gregor
Keri
Derrig
Ausk

Everyone must make a DC 10 will save vs fear or become shaken. You're all up!


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Will: 1d20 + 6 ⇒ (20) + 6 = 26 Well, that was probably overkill...
Knowledge (nature): 1d20 + 8 ⇒ (14) + 8 = 22

"Damned mites! Get away from those pups, you cowardly vermin!"

Looks like the plan of smokestick + tanglefoot bag isn't needed. I'll hold off on an action until the others go. Do I have any other useful knowledge about mites I can share?


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Will save, +2 vs spells/spell-like abilities: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Knowledge nature: 1d20 + 7 ⇒ (11) + 7 = 18

Mites! Derrig spits. Derrig drops the smokestick and charges the mites, bringing his polearm to bear against the mites.

Attack, Bec de corbin: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage: 1d10 + 4 ⇒ (5) + 4 = 9


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Will: 1d20 + 7 ⇒ (18) + 7 = 25

Ausk snarls at the mites and charges forward

Axe: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Damage: 1d12 + 1 ⇒ (6) + 1 = 7


.

GM Rolls:

Gregor's Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Greogr Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d12 + 6 ⇒ (4) + 6 = 10

Keridan knows that mites are one of the weakest and most common evil fey. Their relationship with vermin is legendary, and they are cruel, nasty little creatures if left to their own devices. They are the hated foes of gnomes.

Everyone rushes in on the mites and Gregor also misses as everyone completely underestimates the quick little bastards.

Keridan is still up!


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Keridan moves toward the den, but keeps his eyes on the mother. Ignoring the mites, he speaks as soothingly as he can to the wolf. "We won't let that nasty filth bother your pups anymore."

Double move. There's not enough time to actually make a wild empathy check in combat, but I'm starting the process of letting the wolf know we're on her side. Quarterstaff is in hand in case one of the mites provokes an AoO.


.

Also on your knowledge checks you recall that mites are best hurt by cold iron like all fey, although a solid thwack with most weapons will still do them in.

GM Rolls:

Attack: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Trip: 1d20 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 ⇒ 17 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Attack: 1d20 ⇒ 4 Damage: 1d3 - 1 ⇒ (3) - 1 = 2
Attack: 1d20 ⇒ 12 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Attack: 1d20 ⇒ 19 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Attack: 1d20 ⇒ 16 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Attack: 1d20 ⇒ 18 Damage: 1d3 - 1 ⇒ (1) - 1 = 0

As the mites turn their back on the enraged mother wolf, it becomes clear this was a very bad idea. The wolf leaps on one of the mites, clamping down on its neck and flinging it over head. The remaining mites scream and charge either the party or the wolf. They are weak little creatures, but their tiny daggers do find a couple of targets. The mother wolf yelps as she is stabbed twice more.

Round Two:

Wolf (-9)
---
Mites
---
Gregor (-1)
Keri
Derrig (-1)
Ausk

Derrig and Gregor take 2 damage! Everyone is up.


Half-Ettin Barbarian 2 | max HP: 24 | AC 16/12/14| F:+5 R:+2 W:+1 (+2 vs. disease or poison) | Init: +3 Per:+6
blight sense:
automatically knows if abberations, oozes, blighted fey, or fungal creatures are w/in 30'

Hmm...server must've ate my good attack post. Ah well.

Gregor and Dane flinched as the little creatures dived at them with tiny blades, then lashed out sideways with the axe, swinging at head height...so about at the knees for most creatures.

attack: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d12 + 6 ⇒ (12) + 6 = 18


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

As the mites move in to poke at him with their tiny knives, Derrig tosses his polearm behind him and draws his cutlass. He raises the blade over his head and swipes down at the mite directly in front of him.

Attack (cutlass): 1d20 + 5 ⇒ (20) + 5 = 25
Damage (two hands): 1d6 + 4 ⇒ (4) + 4 = 8

Confirm crit?: 1d20 + 5 ⇒ (11) + 5 = 16
Damage (if crit confirms): 1d6 + 4 ⇒ (5) + 4 = 9


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Keridan takes a swipe with his quarterstaff at the mite nearest the wolf den.

Attack: 1d20 + 1 ⇒ (9) + 1 = 10 damage: 1d6 ⇒ 5


.

You attack with a fury, and start dispatching mites. Derrig manages to slice off the top half of a mite while the powerful WHAM from Gregor's axe sends another mite sailing off into the trees - or what's left of it. Keridan is a little less fortunate.

Ausk is up!


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk attempts to bury his axe in a mite

Axe: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d12 + 1 ⇒ (10) + 1 = 11


.

GM rolls:

Attack: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 ⇒ 7 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Attack: 1d20 ⇒ 8 Damage: 1d3 - 1 ⇒ (3) - 1 = 2
Attack: 1d20 ⇒ 13 Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Ausk buries his axe in a mite, killing a third one. The remaining mites are undeterred and continue shrieking in high-pitched, nasal voices while the wolf bites at them. Nobody hits anyone.

Everyone is up!


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

Keridan swings again at the mite by the den. "Go away, vermin!"

Attack: 1d20 + 1 ⇒ (14) + 1 = 15 damage: 1d6 ⇒ 5


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Derrig moves up to attack the mite that is threatening the wolf. He snarls at another mite to distract it.

Moving up to attack the triangle mite. This opens a flanking position across from the plus/cross mite.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage (two hands): 1d6 + 4 ⇒ (6) + 4 = 10


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk howls in bloodlust and swings once more

Axe!: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d12 + 1 ⇒ (4) + 1 = 5


.

GM Rolls:

Attack: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip: 1d20 + 2 ⇒ (19) + 2 = 21

Before Gregor can even blink, you dispatch the remaining three mites. However, the fight is not over. Gregor and Dane hesitate, the two heads looking at each other for a moment as they're not quite sure what to do about the wofl.

The wolf has her own opinions, and in a complete rage, she leaps at Derrig. The crafty dwarf is bitten badly as he is knocked to the ground by the snarling wolf!

Derrig takes 7 damage and is prone! everyone is up!


NG Male Human Druid Tracking Sheet | HP 14/14 | AC 14 (T 11 F 13) | CMB +1, CMD 12 | F +3 R +1 W +6 | Init. +1 | Percep +10, Sense Motive +5 | Speed 30ft |

"Oh, poor thing ... she doesn't realize we're here to help ... "

Keridan begins humming an ancient tune and waving his hands gently in front of the wolf in a mesmerizing pattern.

Casting Charm Animal. If she fails a DC 14 Will save, her attitude becomes friendly for 2 hours.


Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey

Derrig holds his cutlass across his body in a defensive posture. Just stop it, mama--I'm not going to hurt your cubs!

Going total defense as a standard action, then trying to stand up.


.

For some reason I can't preview a post, so I rolled will analogue style.

Keridan slowly approach the wolf, waving his hands in a mesmerizing pattern and humming. She freezes on top of Derrig and then backs off, turning her face to Keridan and showing submission to the druid.

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