Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 22 Sarenith, 4717

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M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict moves up next to Grum and draws his bow. He uses Alter Self to take the form of a halfling. "Better for archery," he whispers.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"Still can't see it. Grum, want a dagger or javelin to get it moving?"

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

”I have a bow.”

Hit: 1d20 + 3 ⇒ (6) + 3 = 9

”Which I am not very good with. I’m better up close.”

Hit: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 ⇒ 3

18 arrows left...Grum can keep shooting...


Grum's second shot scores the bramble, and it recoils in response to the wound. It is a human-sized blue-green vine with touch, sharp leaves and thorns.

Init:

Bramble: 1d20 + 2 ⇒ (8) + 2 = 10
Grum: 1d20 + 1 ⇒ (13) + 1 = 14
Benedict: 1d20 + 3 ⇒ (2) + 3 = 5
Jie: 1d20 + 3 ⇒ (11) + 3 = 14
Amkarang: 1d20 + 2 ⇒ (9) + 2 = 11
Amélie: 1d20 + 4 ⇒ (3) + 4 = 7

Grum, Jie, and Amkarang can go. If it's still alive, then the bramblelash goes, then Benedict and Amélie.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang pulls out a sling. However, he is fairly out of practice with ranged attacks and his shot goes wide.

Attack: 1d4 + 4 ⇒ (3) + 4 = 7

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 ⇒ 6

”It’s even harder when it moves! I’m not cut out for this elf-fighting nonesense.”


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie shoots her crossbow
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d10 ⇒ 5


Grum's and Amkarang's shots are off the mark, but Jie's heavy crossbow sends a bolt that rips into the plant.

It is twisting and writhing wildly now, but its strange senses pinpoint the threat and it surges toward the cluster of fleshy creatures. It uproots itself and flops on the ground, inching toward the group like an oversized inchworm.

It's... not fast. It writhes forward roughly 10 feet from its former spot, still forty feet away from the party.

5' move is pretty pathetic. The rest of you are up, then it goes back around to those at the start of next round


Female Human Fighter 3

Amélie moves ahead ten feet for a better shot, then takes aim.

Ranged, deadly aim, pbs: 1d20 + 8 - 1 + 1 ⇒ (3) + 8 - 1 + 1 = 11
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Her arrow passes by within a hair's breadth of the creature. She stomps her foot in frustration.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 ⇒ 7

Grum fired another, much more accurate shot. This wasn’t as fun as fighting usually was, but he had to admit, it was much safer.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Halfling-Benedict lines up a shot at the angry shrubbery. He's spent quite a lot of time among halflings, and seems fairly comfortable in this form, not at all disoriented by his smaller size. He still has the strength to draw the bow properly.
Composite longbow: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang tries to fire his sling at the bramble once again. Somehow, his shot goes wide in the exact same way as before.

Sling Attack: 1d20 + 4 ⇒ (3) + 4 = 7


Grum and Benedict each send shots that rip into the plant creature. Grum's shot causes it to rear up in something like pain, and Benedict's arrow shatters its trunk. It flops down with one last spasm and lays still.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie spends her action reloading the crossbow and as she brings it back up realizes it isn't moving anymore. "Is it dead?" she asks, ready to shoot it if it twitches.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict moves up, drawing his sword, and pokes at it.
Presuming it is dead...
"Yes. Let's gather those berries as our refugees had meant to do. Then back to camp to build more shelters for the night."
Benedict will also look around the area for remains of any other victims.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9


It is quite dead. Harvesting the berries and collecting what was already picked yields 5 provision points.

The journey back to the encampment is uneventful. The refugees are glad that the thing is dead and Shellein avenged.

The evening meal is passed around, the tart berries lending a note of sadness to the meal. Aubrin sits down with the group.

"I'm sorry. I feel like it's my fault. We need to have people on watch at all times, so I told them to be on lookout on that ridge. I thought three together would be enough to keep them safe. I can't really blame them for wanting to gather those berries." She hangs her head.

After a moment, she looks back up. "If there's any good to come of this, it's that hopefully everyone'll be smarter. But I don't like being here. I'm nervous about those hoofbeats we heard last night. If you're gone again, we won't have enough fighters to hold off more than a light patrol.

"I think we should move tomorrow. The day after, at the absolute latest. But I'll follow your lead. We've got the Legion on one side, and the dangers of the forest on the other. If we're lucky, Shillein will be the only one we lose, but..." she trails off, not wanting to finish her thought.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

"I agree, Aubrin, but we really don't know where to go.
The ranger redoubt? It's something, but not very defensible.
Gristledown? Too far, though Jie will ride there tomorrow to warn them.
The caves would be good if we can find them.
We could also just head out northeast from here tomorrow morning, and leave cairns or coded signs for Jie to follow, I guess."

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Grum ate in silence, letting the others say their fill. ”Shouldn’t leave without Jie. She’s a fighter. For Grum, it was the highest compliment he had. ”Losing her would be bad. And the hobknobs aren’t stupid. I’ve fought them before. Tried my hand with a merc company before this. They were smarter than us, better organized than us. Not many of us survived...” He sighed. ”Not good memories. Anyways, leaving a trail will lead them to us.”


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

"If we are going to move, I would prefer to move with you if we are going somewhere I don't know. I think I would have difficulty finding you. So if I go to Gristledown that leaves the clearing we found today or the Ranger Redoubt."
Survival for next 24 hour weather: 1d20 + 4 ⇒ (20) + 4 = 24


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

"Good point, Grum.
Okay Jie, how about if we all head out due north tomorrow. As far as we can get in a day, or until we find a good spot.
Then the following day you can scout Gristledown while the rest of us help rebuild our supply stocks."


DM screen:

1d100 ⇒ 22
1d100 ⇒ 76
1d100 ⇒ 62

Jie tests the air and studies her surroundings for a few minutes, which includes noticing animal behaviors -- especially the birds. She comes to the conclusion that tomorrow will be a fine day of balmy weather, but the day after looks to have a precipitous drop in temperatures. The cold snap will require good shelter for the refugees or they may suffer from frostbite or worse.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

"Agreed, north seems as a good a direction as any. Further from the hobs is better than closer."


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie frowns. "Tomorrow will be nice, but it is going to be followed by a nasty cold snap. We definitely will need shelter."
I'm OK with Benedict's plan.


Female Human Fighter 3

Amélie looks to the sky and frowns as she contemplates the weather turning unseasonably cold. "Zis is not good. If we stay, we risk ze 'obgoblins coming to attack us. If we go, ze weather could do just as much harm."


DM:

1d100 ⇒ 43
1d100 ⇒ 52

The night is quiet and peaceful, allowing everyone to gain a full night's rest. In the morning, several of the refugees have prepared a meal and pass out bowls of a morning gruel.

"Are we traveling?" Aubrin asks as everyone begins to gather round. It didn't take long before the rumors had spread throughout the entire group, and they were anxiously looking to Jie, Amkarang, Benedict and Grum for confirmation.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Do we want to do half rations for Moving Day? The PCs still have a couple of days of trail rations each, I think.
That would be 13 Provision Points used by the NPCS. The skill check penalty wouldn't apply to much for the day since nobody is foraging; it would just be the Handle Animal checks to move the herds, and we have enough herders that it shouldn't be too bad. We could put them on full rations the next day for building sturdier shelters.
If we do full rations both days (and the PCs deplete their trail rations), that is 52 Provision Points used up, 0 gained from foraging, and 11 gained from the livestock. Putting us at 23. The day after Building Day would have to be Foraging Day.
Hopefully Aubrin will be recovered enough to assist soon. The two back-to-back non-productive days are killing us, plus the fact that none of the newly rescued NPCs have Survival.

Benedict tries to hide his anger, but inside he is furious at the thought of the next two days.
Who was on watch that night when the hoofprints appeared? Why didn't they see anything? What are we running from? The hobgoblins couldn't possibly have rebuilt the bridge that quickly, could they? And tracked us?

He collects his thoughts.
"Yes, we will have to move deeper into the woods. We have avoided the Ironfang thus far, but we can't be complacent. Today we move. Tomorrow we will have to build some sturdier structures than the lean-to shelters we have been using. Jet, Kining, Netthias, Farrow, Clidon, that will be your task tomorrow along with myself, Grum, Amkarang, and Amélie.
Rhyna, I need you, Salesi, and Yangvit to prepare every Endure Elements spell you can. We may not have enough shelters for everybody right away.
Anybody who knows how to herd, that is the priority today. We have 17 livestock and 17 of you are trained at herding. That's easy enough. You are all responsible for one animal in this move. Don't lose it.
Those of you not skilled at living off the land, you will have to learn. Each of you will spend some time shadowing us when we get back to foraging. And watching us as we build shelters. You can do this, but you will need to work hard at it.
We are still here. We are surviving. We are Nirmathi."

Not sure if there is any way we can retrain the commoners who don't have Survival to pick it up, but that would be invaluable.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

”I think...” Grum said, as he ate his gruel ”That it’s like that old saying. How does it go? Give a man a fire and he is warm for a night. Set a man on fire and he is warm forever.” He nodded sagely at his own cleverness. ”What I’m saying is, I agree with your idea.”


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie welcomes the dawn with a prayer and as she eats breakfast she laughs at Grum's joke. "The way I heard it was about fish I think but I like your version better." She spends the morning scavenging as much material from their old campsite and trying to hide the rest.
Half rations is a good idea


Hearing no objections to the half-rations plan...

The Phaendar refugees leave what they had been calling "Castle Grum" with some trepidation. That feeling was mixed with the anxiety of the hobgoblins eventually descending upon them in force, so they resolutely begin the steady march to somewhere they could call home on a more permanent basis.

GM:

1d100 ⇒ 40
1d100 ⇒ 41
1d100 ⇒ 30

The refugees travel as swift as such a large group is able through a trackless forest, but the trailblazing by the party the day before was not wasted. Nothing fierce or threatening was encountered, leading the group to reach the glade of evergreen trees in the early evening.

This bit of good fortune allows those with survival skills to scout the area in the last bit of light for a more secure shelter to prepare for the turn in the weather.
Survival: 5d20 ⇒ (13, 2, 20, 11, 7) = 53

Jet and Farrow find some decent wood and stone to help begin a basic shelter. Clidon's and Kining's efforts are entirely fruitless, but Netthias finds a cluster of tall trees that will easily form the basis of a sturdy structure.

Anyone with Survival can assist the structure that is being constructed. Because of the lateness of the hour and urgency of the task, only one roll will be required. Also, a rule I find helpful in pbp games is the Auto-assist rule. On an assistable task, everyone rolls,
and the highest score rolled becomes the base skill, and everyone else who rolled at least a ten gets to assist. Saves a lot of time and posts to determine who's the main skill roller and who's the assistants.

Keep in mind the -2 penalty for consuming a half provision point.

Current Survival score: 25


Female Human Fighter 3

Amélie walked along the group's flanks, her bow at the ready. When the reduced rations are passed around, she stoically eats her morsel and continues to walk, refusing to complain.

Survival: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18

Her efforts provide a fair amount of firewood to make sure the makeshift shelter provides sufficient warmth against the elements.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Despite the pangs of hunger, Amkarang still manages to be quite helpful. He finds several large, sturdy curved boughs that would be an excellent start to making a roof.

Survival: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Survival: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18

Somehow in good spirits, Grum declared happily that they had left Castle Grum and were now making “Fort Amkarang.” He went to work with gusto, despite his empty stomach. He knew that morale was a strange thing. Hard to grow, easy to lose, and it only really died with you. He did what he could to keep it up by finding joy in what he could.

Starting to think we should all get skill focus survival at this rate


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict tries to help build the shelter. Between the dwindling food, the incoming cold weather, and the lack of time to build, he is not as confident as Grum, but tries to hide it and put on a brave face.
Survival: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
We're going to have a lot less space if these are all Aid Another rather than independent Survival checks. As independent checks, Amélie would have made a shelter for 2, Amkarang for 4, Grum for 2, and Benedict for 3. As Aid Another, they all add only 1 person's space. Unless you are changing how that works. If we can still choose to build independent structures, that's what Benedict will do.
My ideas:
1) We can use Endure Elements on as many people as possible. Although Aubrin's not recovered enough yet to do all-day skill checks, she has been able to cast spells, so that could add some more, plus the adepts. At least 7 people covered I think, more with Aubrin.
2) The single tent we have can accommodate two Small refugees, or three if they take turns with their watch shifts.
3) The main shelter can also accommodate 1.5x its stated capacity if we rotate during watch shifts.
4) Endure Elements on any who can't get in the main shelter or the tent. Rotate everybody else. If there is anyone still left out, they get full rations, double up under blankets, and are checked on during every watch change.
5) Do we think we can make a fire? It's dark, and darkvision is very limited range, so the smoke won't be visible to the hobgoblins. We're at least 10 miles from Phaendar.


My bad. I had somehow got it in my head that having one big result is preferable (and it often times is), but for building shelters, individual results are better. By all means, you may go with what's best for Castle Amkarang. Since only a 10 is needed to assist,
that's what I'll have the others do.

Although many of the Phaendarans are unskilled getting along in the wild, those not focused on herding the animals help where they can despite their rumbling stomachs.

(assist): 9d20 ⇒ (12, 11, 5, 12, 3, 14, 2, 1, 6) = 66

Shelter capacity: 19


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Survival: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Jie attempts to help, but becomes frustrated and leaves to help with the animals.
Not a good way to start


Aubrin agrees with the suggestions about choosing several castings of endure elements. When early evening arrives, her appointed time to pray for spells from Cayden Cailean (happy hour), she receives four castings. The other three adepts had prepared their spells in the morning, and have two castings of the ward each.

That's ten people warded against the cold, and 19 people secured in the shelter. Two people are going to have to make Fort checks against the cold once it descends


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

We also have in the loot a tent that sleeps one Medium or two Small. Put two Small NPCs in there and we have just enough space.


Ah! Just what you need! So the question becomes, who gets the spells? It seems the most obvious would be the four PCs, the one DMPC,
then Aubrin, Jet, Kining, Rhyna, and one other random NPC.

DM:

1d100 ⇒ 18
1d100 ⇒ 69

The refugees huddle in their makeshift shelters, bracing for the predicted turn of the weather against them.

Let me know watch orders, then...

Perception DC 24 (whoever's on 2nd watch):

Stealth: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24
You hear the heavy flap of wings high above you in the canopy. After a moment, something lands in on a branch in the upper boughs.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie, knowing that she will have a long hard ride tomorrow, will take the first watch, so that she will at least have a good, uninterrupted sleep before her travels.
She will volunteer for the Endure Elements spell. She also sleeps in her armor (Endurance feat)


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict will take second watch, as he is able to see well in the middle of the night. He'll ask three of those with Darkvision to join him on this shift (so three out of Kining, Netthias, Likolm, Yangvit, Geerum, and Varesha).
Question about one of the new NPCs. Jafari is an Expert; does he have other skills than the ones listed?


3d6 ⇒ (5, 6, 3) = 14
Likolm, Geerum and Varesha assist with the late night watches.
Per: 1d20 + 5 ⇒ (20) + 5 = 25
Per: 1d20 + 5 ⇒ (9) + 5 = 14

Second Watch:

Geerum's head snaps up to the high branches overhead. "Something's up there, big and heavy," the dwarf whispers.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Benedict looks into the trees and draws his bow.
"Go get Grum, Amkarang, Amelie, and Jie."


Benedict is able to make out a woman in the trees about 50 feet above your head. The woman appears to be part bird.

The others on watch nod and begin to move to the bedrolls of those Benedict instructed to collect. Before they're able to reach them, however, and after Benedict has his bow in hand, a haunting song comes drifting out of the treetops.

Perceptions for those asleep, DC 10 and you wake up (remember the -10 penalty for sleeping. If you do wake up, you must then make a Will save, DC 16 or be fascinated.

For my sanity's sake, all the npcs fail their perceptions. She's not singing that loudly.

Will, Likolm: 1d20 - 1 ⇒ (9) - 1 = 8
Will, Geerum: 1d20 + 1 ⇒ (12) + 1 = 13
Will, Varesha: 1d20 ⇒ 9

The others on watch stop in their tracks and stare upwards into the trees, fascinated by the song.

Knowledge (nature) DC 14:

This is a harpy, a monstrous humanoid.
Surprise, surprise, I know


Female Human Fighter 3

Perception: 1d20 + 6 - 10 ⇒ (16) + 6 - 10 = 12
Will: 1d20 ⇒ 15

Amélie climbs out of her bedroll but also stares upward, fascinated by the song.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Perception: 1d20 ⇒ 6

Grum snores.

I really wish that perception was a class skill for all classes...


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Will: 1d20 ⇒ 7
Well, this is bad.
Benedict stares fascinated at the creature.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Perception-10: 1d20 - 5 ⇒ (6) - 5 = 1
Jie doesn't snore, but is deep asleep in preparation for her trip tomorrow.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang remains deep asleep. The faint sound of the song even seems to make him breathe deeper and send him further into sleep.

Perception: 1d20 + 2 - 10 ⇒ (7) + 2 - 10 = -1

This certainly isn't ideal.


Those awake and fascinated by the song feel drawn toward it. The rich and haunting melody is sung with otherworldly vocals, and a deeper, hidden meaning that is just beyond understanding. Perhaps, perhaps if one could get closer, the mysteries would be unraveled.

But to get closer, you'd have to climb.

Those fascinated must begin to make climb checks to go up the trees to get closer. Once you've reached ten feet off the ground, it becomes dangerous and you are entitled to another save.

The Climb DC is 15.

Climb, Likolm: 1d20 + 2 ⇒ (15) + 2 = 17
Climb, Geerum: 1d20 + 1 ⇒ (18) + 1 = 19
Climb, Varesha: 1d20 + 1 ⇒ (3) + 1 = 4

Will, Likolm: 1d20 - 1 ⇒ (6) - 1 = 5
Will, Gerum: 1d20 + 1 ⇒ (3) + 1 = 4

Likolm and Geerum climb skillfully, reaching fifteen feet up the trunks. Varesha doesn't make it off the ground.


Female Human Fighter 3

Climb: 1d20 - 1 ⇒ (18) - 1 = 17
Will: 1d20 ⇒ 17

Amélie pulls herself fifteen feet off the ground, trying to reach the music. She spares a glance down and the obvious danger of her position snaps her out of her fascination.

"What?!? What are we doing?" she shouts.

She then tries to drop safely to the ground. Instead, she hits hard and falls prone.
Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
falling damage: 1d6 ⇒ 3

Those sleeping can again attempt to awaken (and then make will saves). Perception
DC 5.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Geerum is a dwarf so probably only made it 10' - slow speed and Con bonus may save his life.
It's so beautiful... must get closer...
Climb DC 15, -4 ACP: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Will DC 16: 1d20 ⇒ 19
"Aah! Kill it! ENEMY!"
Benedict tries to drop down.
Acrobatics: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15
He actually lands on his feet, and has his bow ready for next round.
Nice help from the RNG for this round!

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