Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


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Shadow Lodge

Their flank secured, Bazsil moves to assist Bor with the hobgoblins and bugbears. He slashes deeply into the rapier wielding hobgoblin, though not so deeply as he had thought.

Seeing the men once again engaged with Skinder, Yissti the alchemist steps 5' away from Bor and throws another bomb at him.

Yissti@Bor Touch: 1d20 + 6 ⇒ (9) + 6 = 153d6 + 3 ⇒ (2, 5, 4) + 3 = 14

Skinder Ref DC 15: 1d20 + 6 ⇒ (3) + 6 = 9
Bugbear 1 Ref DC 15: 1d20 ⇒ 10
Bugbear 2 Ref DC 15: 1d20 ⇒ 12

Assuming that hits Bor will take full cold damage and Bazsil takes 6. A Ref DC 15 save will reduce that to 3 for Bazsil. If it misses then Bor will also get a Ref save, standard alchemist bomb stuff.

Turn Tracker Round 3
Skinder
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe
Bugbears

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Tch Ac is 15 exactly. @ 4 HP.

The cold bomb severely injures Bor as he nearly collapses. His teeth chatter reflexively from the chill that seems to seem into his bones.

"taa...ta...take...care...of..of..of him..."


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

1d20 + 5 ⇒ (9) + 5 = 14 Reflex

The ice burns.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

I'm a little confused as to positioning. I think there's no one on Faolan right now, so I'll be moving to another front. Can I reach the alchemist? If so, how many AoOs will I take getting there?

If that path is not quite open to me, is there just one front with bugbears currently? Or is there another place Faolan can make himself useful? Just planning for my turn coming up before too long... :)

Shadow Lodge

Faolan is on the Northwest side of the Current Battle, alone at the base of the stairs with a dead wolf and goblin. Bor is in the entrance of the tent to the Northeast, with Bazsil, two hobgoblins, and two bugbears. The lemure and the wolf are engaged in a grease wrestling contest at the East entrance, and 4 hobgoblin scouts have been firing from beyond that entrance, though they were not firing last round. Krowe is doing his best to resemble a tree.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

The lemure already made 1 AoO this round.

Krowe is glad to see the mercs coming back from the stairs, but a glance at Bor tells him they may be digging a grave after this fight.

Letting his devil hold the line, Krowe tries to slow down the bugbears again with one of his last spells. Gesturing at their feet, he summons more grease.

Grease the Bugbears - DC 16

Withstanding bites that would savage a mortal creature, the lemure pulls itself to its feet and claws at the worg.

Provokes an AoO
Claw: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

STATUS:

Krowe
AC 16 HP 32
Effects: mage armor
Arcane Points: 2
Spells:
1st: 1
2nd: 0

Lemure
AC 14 HP 13/17
DR 5/good or silver,
Immune: fire, mind-affecting, poison
Resistance: acid 10, cold 10

Shadow Lodge

The bugbears attempt to remain standing.

Bugbear1 Acrobatics: 1d20 ⇒ 13
Bugbear2 Acrobatics: 1d20 ⇒ 9

The hobgoblin does her best to finish Bor before Faolan can save him. Unfortunately all of her flankers have disappeared.

Skinder@Bor: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 1 ⇒ (6) + 1 = 7

The worg takes a hit from the lemure and attempts to finish the vile creature.

Worg AoO@Lemure: 1d20 + 7 ⇒ (6) + 7 = 131d6 + 4 ⇒ (5) + 4 = 9

Turn Tracker Round 4
Skinder
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe
Bugbears

Bor and Faolan.

Hobgoblin Scout:

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +3 (1d8+2/×3),
handaxe +2 (1d6+1/×3)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks combat style (two weapon combat), favored enemy (animals +2)
19/19 19/19 19/19 19/19

Bugbear:

DEFENSE
AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1
shield)
hp 16 (3d8+3)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee morningstar +5 (1d8+3)
Ranged javelin +3 (1d6+3)
10/16 10/16

Worg:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
11/26

Yissti:

DEFENSE
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 51 (5d8+25)
Fort +8, Ref +6, Will +3; +4 bonus vs. poison
OFFENSE
Speed 30 ft.
Melee mwk morningstar +3 (1d8–1)
Ranged bomb +6 (3d6+3 acid, cold, or fire)
Special Attacks bomb 8/day (3d6+3 fire, DC 15)
7/8
Alchemist Extracts Prepared (CL 5th; concentration +8)
2nd—protection from arrows
1st—cure light wounds, enlarge person (DC 14), expeditious retreat, shield, true strike
51/51

Skinder:

DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 22 (2d8+10)
Fort +4, Ref +6, Will +2
Defensive Abilities evasion; DR 5/silver
OFFENSE
Speed 30 ft.
Melee mwk rapier +5 (1d6+1/18–20) or
bite –1 (1d4 plus disease)
Special Attacks sneak attack +1d6
5/22


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Round: 4

Status:
HP: 49/49 | AC: 22 (f15/t14) (not included: +2 dodge vs goblinoids, included: +1 dodge) | CMD 20
Fort +8, Reflex +7, Will +4
Front Row
Opponent: Worg
- - -
Conditions: Bull's Strength (12/30r), Dodge (5/10r)
Equipped: Shield
Silver Blanch, Cold Iron Bolts: 20/20
Melee: Attack: BAB 4, Str +4 (MW Shield +1, flurry -2) Damage: Str +4 (shield bash +1)
Ranged: Attack: BAB 4, Dex +2 Damage: +0(+4)
Martial Flexibility (move): 4/5
Knockout (DC 16, 1d6r): 1/1
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Thanks for the info!

Faolan looks around and, sadly having no opponents, charges to join the others, slamming into the nearest foe (careful to avoid the grease).
Shield Bash (cold iron): 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28 (bull, charge) damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (bull)

”Huzzah! So, what are you guys doing over here, having fun?”

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Concentration DC 17: 1d20 + 9 ⇒ (18) + 9 = 27
CLW: 1d8 + 4 ⇒ (6) + 4 = 10

Swap Shield of Faith for CLW.

The veil rewards Bor as his injuries heal a little bit further. Shoving Skinder aside Bor pushes past to cut Yissti off so she can't toss anymore of those painful bombs.

Status:

HP 14/42
AC 21 (23 w/ Shield of Faith; 25 vs Goblinoids)
Spells Used:
(1st) Shield of Faith; CLW
(2nd) Silence x2; CMW
Vision of Madness 6/8
Sudden Shift 8/8
CPE 2/2
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Shadow Lodge

Faolan's shield smashes into Skinder, shattering teeth and taking the hobgoblin out of the fight. Bor heals himself, avoiding any blows to the shin from the prone bugbears, then steps up to Yissti.

The worg continues his attempt to deal with the lemure.

Worg@Lemure: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 4 ⇒ (1) + 4 = 5

The mouth full of grease prevents it from getting a good hold on the rubbery creature.

Turn Tracker Round 4
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe
Bugbears


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 8

Free:
Move:
Stnd: Swing

Bazsil continues to hack the foes surrounding Bor, trying to give the man time to catch his madness breath.

1d20 + 9 + 2 - 1 ⇒ (15) + 9 + 2 - 1 = 25 to hit; (+flank,-PA)
1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19 slashing damage.

Stats of the Grim Grimalkin:

[ dice]1d20+8+1+2[/dice] to hit; (song,+flank)
[ dice]1d10+6+1[/dice] slashing damage.

Magic longbow.
[ dice]1d20+8[/dice] to hit;
[ dice]1d8+1[/dice] piercing damage.

HP: 35/35
AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. +2 SoF = 22/24 vs. gobs.

Spells: 0/4 used (CLW*1, Ident*0, Vanish*0, LibCom*0)
Spells, L2: 2/2 used (Invis, Heroism)
Words: 1/11 used
Ironfangedness: 0/1 used

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later

[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +2 morale bonus to Strength and Constitution
2) +2 morale bonus on Will saving throws
3) –1 penalty to AC. +1 dodge from Guarded Stance rage power.
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. [ /spoiler]

Shadow Lodge

One of the bugbears goes down to Bazsil's chop. The alchemist curses and runs past Bor to gain more room.

AoO from Bor, Bazsil, and Faolan as the alchemist rushes past you.

The scouts appear, having moved up the previous round. They work in concert to move a wooden barricade out of the way, bypassing the grease and allowing entry to the camp.

They are not in the camp yet, they are clustered at the new entrance they've created on the East side.

Turn Tracker Round 4
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe
Bugbear


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”We’ve got more incoming!” Krowe says and casts a spell to trip up any of the hobgoblins trying to pass through the new opening in the fence.

Cast stumble gap right on the inside of the new opening. DC 15 reflex save.

Stumble Gap rules:
You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw to avoid falling prone in an adjacent square and taking 1d6 points of damage. A creature that makes its saving throw still stumbles ever so slightly and takes a –1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.

Meanwhile, the lemure fights on...

Claw: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
AC 14
HP 9/17
DR 5/good or silver,
Immune: fire, mind-affecting, poison
Resistance: acid 10, cold 10

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor swings at the alchemist as he runs past.

AoO: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil swings at the Alchemist.

AoO:

1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13 to hit; (-PA)
1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18 slashing damage.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan takes his shot as well. "Damn alchemists!"

Shield Bash (cold iron): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 (bull) damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13 (bull)

Shadow Lodge

Faolan manages to tag the alchemist, but still she is clear of the melee.

The last remaining bugbear attacks Bazsil while lying in the grease.

Bugbear@Bazsil: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d8 + 3 ⇒ (4) + 3 = 7

Turn Tracker Round 5
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe
Bugbear

Hobgoblin Scout:

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +3 (1d8+2/×3),
handaxe +2 (1d6+1/×3)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks combat style (two weapon combat), favored enemy (animals +2)
19/19 19/19 19/19 19/19

Bugbear:

DEFENSE
AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1
shield)
hp 16 (3d8+3)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee morningstar +5 (1d8+3)
Ranged javelin +3 (1d6+3)
-9/16 10/16

Worg:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
5/26

Yissti:

DEFENSE
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 51 (5d8+25)
Fort +8, Ref +6, Will +3; +4 bonus vs. poison
OFFENSE
Speed 30 ft.
Melee mwk morningstar +3 (1d8–1)
Ranged bomb +6 (3d6+3 acid, cold, or fire)
Special Attacks bomb 8/day (3d6+3 fire, DC 15)
7/8
Alchemist Extracts Prepared (CL 5th; concentration +8)
2nd—protection from arrows
1st—cure light wounds, enlarge person (DC 14), expeditious retreat, shield, true strike
38/51


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bor and Faolan are up.

Bazsil waits to strike again.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor continues to heal himself further as he gives that alchemist no ground and stomps after her. "You won't be getting away. Drop your weapons and give up now."

Concentration DC 17: 1d20 + 9 ⇒ (9) + 9 = 18
CLW: 1d8 + 4 ⇒ (6) + 4 = 10

Swap Shield of Faith for CLW.

Close in on the alchemist. Provoking AoO's I am sure.

Status:

HP 24/42
AC 21 (23 w/ Shield of Faith; 25 vs Goblinoids)
Spells Used:
(1st) Shield of Faith; CLW x2
(2nd) Silence x2; CMW
Vision of Madness 6/8
Sudden Shift 8/8
CPE 2/2
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Shadow Lodge

Dropbugbear AoO@Bor: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d8 + 3 ⇒ (1) + 3 = 4


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Round: 5

Status:
HP: 49/49 | AC: 22 (f15/t14) (not included: +2 dodge vs goblinoids, included: +1 dodge) | CMD 20
Fort +8, Reflex +7, Will +4
Front Row
Opponent: Worg
- - -
Conditions: Bull's Strength (13/30r), Dodge (6/10r)
Equipped: Shield
Silver Blanch, Cold Iron Bolts: 20/20
Melee: Attack: BAB 4, Str +4 (MW Shield +1, flurry -2) Damage: Str +4 (shield bash +1)
Ranged: Attack: BAB 4, Dex +2 Damage: +0(+4)
Martial Flexibility (move): 4/5
Knockout (DC 16, 1d6r): 1/1
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Faolan holds the line and continues to bash the bugbear. (Not sure if I have flank, so didn’t add it. Please add as needed.)
Shield Bash (cold iron): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (bull) damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (bull)
Shield Bash (cold iron): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (bull) damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13 (bull)

”Stop swinging on Bor you beast!” he shouts as he tries to end him. Sadly, Lady Desna shines her countenance on another, and he likely swings at the air.

Shadow Lodge

Bazsil is there and the bugbear is prone, so you hit both times.

Faolan puts an end to the bugbear threat. The worg continues the losing battle with a lemure.

Worg@Lemure: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 4 ⇒ (6) + 4 = 10

Turn Tracker Round 5
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe

Bazsil is up, the field continues to tilt in your favor.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 9

Free:
Move: Move to nearest foe.
Stnd: Swing

Bazsil hacks at the grounded hobgoblin/bugbear or whomever else is nearby.

1d20 + 9 + 2 - 1 ⇒ (10) + 9 + 2 - 1 = 20 to hit; (+flank,-PA)
1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13 slashing damage.

Stats of the Grim Grimalkin:

[ dice]1d20+8+1+2[/dice] to hit; (song,+flank)
[ dice]1d10+6+1[/dice] slashing damage.

Magic longbow.
[ dice]1d20+8[/dice] to hit;
[ dice]1d8+1[/dice] piercing damage.

HP: 35/35
AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. +2 SoF = 22/24 vs. gobs.

Spells: 0/4 used (CLW*1, Ident*0, Vanish*0, LibCom*0)
Spells, L2: 2/2 used (Invis, Heroism)
Words: 1/11 used
Ironfangedness: 0/1 used

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later

[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +2 morale bonus to Strength and Constitution
2) +2 morale bonus on Will saving throws
3) –1 penalty to AC. +1 dodge from Guarded Stance rage power.
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. [ /spoiler]

Shadow Lodge

Seems my post yesterday morning was eaten.

Bazsil moves over to the alchemist and chops into her, badly injuring the hobgoblin.

She responds by stepping back and throwing a bomb at Bazsil.

Ranged Touch@Bazsil: 1d20 + 6 ⇒ (10) + 6 = 163d6 + 3 ⇒ (3, 6, 2) + 3 = 14

This is cold damage, Bor will take 6 damage. That appears to miss Bazsil, so he also takes 6. Ref DC 15 for half.

Frustrated by the hold in front of them, the scouts alternate crossing and shooting at Faolan.

Hobgoblin 1 Ref DC 15: 1d20 + 6 ⇒ (7) + 6 = 13

Hobgoblin 2 Ref DC 15: 1d20 + 6 ⇒ (3) + 6 = 9

Hobgoblin3@Faolan: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 2 ⇒ (4) + 2 = 6
Hobgoblin4@Faolan: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 2 ⇒ (7) + 2 = 9

Hob1 Damage: 1d6 ⇒ 3
Hob2 Damage: 1d6 ⇒ 4

Both scouts fall prone after twisting their ankles in the hole.

Turn Tracker Round 5
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe

Krowe Round 5, Bor and Faolan Round 6.

Current battle is Alchemist, Bor, and Bazsil to the West. Faolan is alone by the tent. Krowe is behind the tree. Worg and lemure continue to grease fight. Scouts are to the South of the camp entrance to the East.

Hobgoblin Scout:

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +3 (1d8+2/×3),
handaxe +2 (1d6+1/×3)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks combat style (two weapon combat), favored enemy (animals +2)
16/19 15/19 19/19 19/19

Worg:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
5/26

Yissti:

DEFENSE
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 51 (5d8+25)
Fort +8, Ref +6, Will +3; +4 bonus vs. poison
OFFENSE
Speed 30 ft.
Melee mwk morningstar +3 (1d8–1)
Ranged bomb +6 (3d6+3 acid, cold, or fire)
Special Attacks bomb 8/day (3d6+3 fire, DC 15)
5/8
Alchemist Extracts Prepared (CL 5th; concentration +8)
2nd—protection from arrows
1st—cure light wounds, enlarge person (DC 14), expeditious retreat, shield, true strike
25/51


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe’s lemure suffers another bite, but keeps on fighting.

Claw: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Pointing his wand again, Krowe sends a magic missile at the alchemist.

Magic Missile at Alchemist: 1d4 + 1 ⇒ (4) + 1 = 5

Status:

Krowe
AC 16 HP 32
Effects: mage armor
Arcane Points: 1
Spells:
1st: 0
2nd: 0

Lemure
AC 14 HP 5/17
DR 5/good or silver,
Immune: fire, mind-affecting, poison
Resistance: acid 10, cold 10

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Reflex DC 16: 1d20 + 2 ⇒ (11) + 2 = 13

Bor is too slow moving to avoid the vials cold splash, though he ignores the injury and keeps on the alchemist. "How many of those do you have?"

CI Cestus: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Status:

HP 18/42
AC 21 (23 w/ Shield of Faith; 25 vs Goblinoids)
Spells Used:
(1st) Shield of Faith; CLW x2
(2nd) Silence x2; CMW
Vision of Madness 6/8
Sudden Shift 8/8
CPE 2/2
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

1d20 + 5 ⇒ (15) + 5 = 20 Relfex

The ice burns slightly less.

Down 9 hp overall.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Round: 6

Status:
HP: 49/49 | AC: 22 (f15/t14) (not included: +2 dodge vs goblinoids, included: +1 dodge) | CMD 20
Fort +8, Reflex +7, Will +4
Front Row
Opponent: Scouts
- - -
Conditions: Bull's Strength (14/30r), Dodge (7/10r)
Equipped: Shield
Silver Blanch, Cold Iron Bolts: 20/20
Melee: Attack: BAB 4, Str +4 (MW Shield +1, flurry -2) Damage: Str +4 (shield bash +1)
Ranged: Attack: BAB 4, Dex +2 Damage: +0(+4)
Martial Flexibility (move): 4/5
Knockout (DC 16, 1d6r): 1/1
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

The archers miss thanks to Faolan’s dodging. With a smirk, he rushes over to the scouts, stumbling in the gap. If he has enough movement, he’ll attack one when he gets there.
Shield Bash (cold iron): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 (bull) damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (bull)

Shadow Lodge

The lemure misses the worg. Krowe's missiles hurt the alchemist, but Bor misses. Faolan hits one of the hobgoblins.

Worg@Lemure: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 4 ⇒ (3) + 4 = 7

Turn Tracker Round 5
Bor
Faolan
Worg
Bazsil
Yissti
Scouts
Krowe

Bazsil

Hobgoblin Scout:

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +3 (1d8+2/×3),
handaxe +2 (1d6+1/×3)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks combat style (two weapon combat), favored enemy (animals +2)
7/19 15/19 19/19 19/19

Worg:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
5/26

Yissti:

DEFENSE
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 51 (5d8+25)
Fort +8, Ref +6, Will +3; +4 bonus vs. poison
OFFENSE
Speed 30 ft.
Melee mwk morningstar +3 (1d8–1)
Ranged bomb +6 (3d6+3 acid, cold, or fire)
Special Attacks bomb 8/day (3d6+3 fire, DC 15)
5/8
Alchemist Extracts Prepared (CL 5th; concentration +8)
2nd—protection from arrows
1st—cure light wounds, enlarge person (DC 14), expeditious retreat, shield, true strike
20/51


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Round 10

Free:
Move:
Stnd: Swing

Bazsil hacks at the alchemist, trying to take it out before it burns again.

1d20 + 9 + 2 - 1 ⇒ (10) + 9 + 2 - 1 = 20 to hit; (+flank,-PA)
1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15 slashing damage.

Stats of the Grim Grimalkin:

[ dice]1d20+8+1+2[/dice] to hit; (song,+flank)
[ dice]1d10+6+1[/dice] slashing damage.

Magic longbow.
[ dice]1d20+8[/dice] to hit;
[ dice]1d8+1[/dice] piercing damage.

HP: 26/35
AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. +2 SoF = 22/24 vs. gobs.

Spells: 0/4 used (CLW*1, Ident*0, Vanish*0, LibCom*0)
Spells, L2: 2/2 used (Invis, Heroism)
Words: 1/11 used
Ironfangedness: 0/1 used

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later

[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +2 morale bonus to Strength and Constitution
2) +2 morale bonus on Will saving throws
3) –1 penalty to AC. +1 dodge from Guarded Stance rage power.
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. [ /spoiler]

Shadow Lodge

Bazsil chops into the alchemist, who steps back and throws what will no doubt be her final bomb.

"I have enough."

Touch@Bor: 1d20 + 6 ⇒ (15) + 6 = 213d6 + 3 ⇒ (5, 5, 1) + 3 = 14
Bazsil DC 15 for half, 6 otherwise.
Ref DC 15: 1d20 + 6 ⇒ (9) + 6 = 15

She falls to her own bomb. The first two scouts respond to Faolan with battleaxes and handaxes, still smarting from the stumble they took.

Hob1@Faolan: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 221d8 + 2 ⇒ (7) + 2 = 9
Hob1@Faolan: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 111d6 + 1 ⇒ (4) + 1 = 5
Hob2@Faolan: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 211d8 + 2 ⇒ (5) + 2 = 7
Hob2@Faolan: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 41d6 + 1 ⇒ (4) + 1 = 5

Hob1 Crit Confirm: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 172d8 + 4 ⇒ (3, 7) + 4 = 14

The other two attempt to jump over the gap.

Ref DC 15: 1d20 + 6 ⇒ (5) + 6 = 11
Ref DC 15: 1d20 + 6 ⇒ (12) + 6 = 18

Turn Tracker Round 5
Bor
Faolan
Worg
Bazsil
Scouts
Krowe

Krowe Turn 5, Bor and Faolan turn 6.

Hobgoblin Scout:

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +3 (1d8+2/×3),
handaxe +2 (1d6+1/×3)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks combat style (two weapon combat), favored enemy (animals +2)
7/19 15/19 19/19 19/19

Worg:

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
5/26


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

The lemure moans as its entrails are pulled out by worg teeth. Still, it fights on.

Claw: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Krowe grabs one of his flasks of alchemist fire and hurls it at into the group of hobgoblins.

Aiming for one not in melee, hoping to splash others.
Alchemist Fire: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 4

Status:

Krowe
AC 16 HP 32
Effects: mage armor
Arcane Points: 1
Spells:
1st: 0
2nd: 0
Lemure
AC 14 HP 2/17
DR 5/good or silver,
Immune: fire, mind-affecting, poison
Resistance: acid 10, cold 10


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Round: 7

Status:
HP: 40/49 | AC: 22 (f15/t14) (not included: +2 dodge vs goblinoids, included: +1 dodge) | CMD 20
Fort +8, Reflex +7, Will +4
Front Row
Opponent: Scouts
- - -
Conditions: Bull's Strength (15/30r), Dodge (8/10r)
Equipped: Shield
Silver Blanch, Cold Iron Bolts: 20/20
Melee: Attack: BAB 4, Str +4 (MW Shield +1, flurry -2) Damage: Str +4 (shield bash +1)
Ranged: Attack: BAB 4, Dex +2 Damage: +0(+4)
Martial Flexibility (move): 4/5
Knockout (DC 16, 1d6r): 1/1
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Thanks to the dodge, only the critical connects, and does not confirm. He focuses on one of the hobos, and bashes away gleefully, his blood hopefully mixing with his enemies. ”Oh yeah?! Take that!”

Shield Bash (cold iron): 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 (bull) damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8 (bull)
Shield Bash (cold iron): 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 (bull) damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (bull)

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Swap Shield of Faith for CLW

With no other hobgoblins around him Bor takes off to the south after the scouts as he brushes the rime from his face and chest.

CLW: 1d8 + 4 ⇒ (1) + 4 = 5

Though his face is still a bit numb from all of the cold damage to his nerves.

Status:

HP 9/42
AC 21 (23 w/ Shield of Faith; 25 vs Goblinoids)
Spells Used:
(1st) Shield of Faith; CLW x3
(2nd) Silence x2; CMW
Vision of Madness 6/8
Sudden Shift 8/8
CPE 2/2
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Shadow Lodge

The worg goes down to the lemure. Faolan drops a hobgoblin while Krowe takes down another with his bomb, scorching the other two. They don't last long against the full might of your party, and you stand triumphant over a field of dead legionnaires. You check the rest of the camp for survivors.

Garvex
A sagging hut of patched canvas leans precariously near a crude fence of wooden posts and ropes. The patch of bloody, overturned earth within serves as an animal pen. A stretched section of hide shades a far corner, with furs and straw piled into a soft bed. Curiously for an animal pen, there is no gate on the fence, only a wide opening.

animal brushes
leather collar etched with the name “Garvex”
moldering loincloth
250 gp worth of hides can be recovered from inside his tent.
In addition, a ragged green cloak hangs from the roof—a cloak of woodland creatures
Kadu wears a silver collar set with a single sapphire worth 130 gp.

Cloak of Woodland Creatures:

This forest-green wool cloak is thick and warm. Its hem and the edge of its hood are embroidered with small figures of forest creatures (rabbits, squirrels, and the like) in white thread. When worn, this cloak bestows a +1 resistance bonus on all saving throws. The wearer can remove the cloak at any time and lay it on the ground outdoors. This ends the resistance bonus but summons a number of animals from the cloak. The animals serve the character who summoned them for 10 minutes (or until slain or returned to the cloak’s folds). A summoned creature can follow any of the commands described in the Handle Animal skill. Use the following tables to determine what animals can be called forth. The cloak summons creatures only when laid down outdoors on naturally occurring ground (not, for example, on a wooden deck or stone pathway). The cloak can be used to summon animals up to three times per day.

d% Animal
01–30 1 owl
31–60 1d3 rats
61–75 1 weasel
76–90 1d6 squirrels
91–100 1d4 rabbits

Yissti and Skinder
Raw yellow timbers, so freshly cut they still smell of pine, prop up this sturdy, oilcloth tent. A square window has been cut in one wall and a puddle of thick, foul-smelling liquid marks the ground beneath. Fumes from the puddle have discolored the canvas above, turning the beige fabric a milky gray.

potion of blur (2)
potion of cure moderate wounds (3)
potion of resist cold
potion of resist fire
silversheen
unguent of timelessness
acid (3)
alchemist’s fire (3)
tanglefoot bag (3)
thunderstone
+1 chain shirt
mwk morningstar
key ring with keys to her supply crates and Skinder’s shackles
52 gp

mwk rapier

The tent contains Yissti’s alchemy lab—an impressive setup overall given its location and the fact that it seems to have been cobbled together from odds and ends. The building contains enough glassware, burners, and components to function as an alchemist’s lab. A formula alembic also sits among this collection.

3 doses of bloodroot
2 doses of blue whinnis
1 dose of deathblade
3 doses of greenblood oil
2 doses of small centipede poison
5 doses of antitoxin

Soldier loot
This simple canvas-walled lean-to conceals eight tidy bedrolls and several cast-iron buckets.

three different leather pouches concealed in different bedrolls. Each contains 25 gp, and one also contains a folded page of spell knowledge scribed with bull’s strength.

Scarvinious
The skins of many humanoids—many with faces still twisted in agony—make up the walls of this gruesome domed tent. Rough stitches hold it together, and the interior is well appointed in furs and solid, dark furnishings.

potion of bear’s endurance (2)
potion of cure moderate wounds (2)
caltrops (5)
greenblood oil (6)
+1 spiked light fortification studded leather
+1 short sword (2)
mwk composite shortbow (+4 Str) with 20 arrows
bedroll
blanket
hip flask
iron spikes (10)
masterwork backpack
masterwork skinning tools
mwk manacles
saw
sewing needle
shaving kit
surgeon’s tools
77 gp

six mwk longswords
three mwk short swords
two mwk scimitars
+1 whip
+1 large wooden shield

shaving kit
five blocks of soap
two stiff-bristled brushes
three vials of deodorizing agent.

Three locked chests here (Scarvinious carries the keys) hold the camp’s treasury and payroll, much of it stolen from Phaendar.
The first contains 750 sp and 480 gp
The second has a pouch with 150 gp of assorted semiprecious gemstones as well as two potions of bear’s endurance and seven potions of protection from chaos.
The third chest is a collection of personal items looted from the town—mostly trinkets worth a few coppers, if anything, such as small paintings, wooden carvings, bits of beaded jewelry, shoe buckles, and pottery worth a total of 300 gp.

An elegantly embroidered scarf (a Varisian family heirloom called a kapenia) belongs to Jet; if returned to her, the scarf cements her loyalty to the group, bestowing upon her a promotion. A set of silver charms on rings, each one in the shape of a different leaf, belongs to Rhyna. They’re meant to differentiate one potion bottle from another and she’s delighted by their return, immediately gaining a promotion.

Inside Scarvinious’s hut, the remains of his last victim are still strapped to a wooden crossbar. The Ironfang Legion captured an elf. The body still bears the telltale signs of torture, including dozens of shallow cuts and burns where Scarvinious wiped away the blood with caustic cleaning agents. A distinctly elven belt, green vest, and inkpen all sit on a table beside the body, along with a small note. The items are of minimal value. The note simply reads, “All foxes to their holes."

For your actions is dispersing the Legion camp in Fangwood you have earned enough experience for level 5!


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

1d20 + 5 ⇒ (9) + 5 = 14 Reflex

Bazsil icily burns again, but barely notices it over the lack of new foes to fight against.

”Are there more?” Bazsil says quietly, then again, more loudly. ”ARE THERE MORE!?” His head swings from side to side for another swordsgoblin to come running up. He looks to every wall and tree, hoping no more bugsarchers take aim. It is several moments before he reflexes, making his way through the near dead to ensure that they are properly dead.

”Now that was a good fight. A small victory, but a good one,” Bazsil eventually offers a big smile. He looks to be sure Bor has his feet, then Krowe, then Faolan. ”Well done. Well done.” He claps them all stoutly on the back. ”Many small victories will lead us to a big one. Ha!”[


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan laughs as the last of the hobgoblins is cut down. "Now that is how we do that. Well done everyone!"

His breathing slows as he moves around the camp, searching through this and that, and making a mental tally. "Anyone see a wagon? There's no way we're carrying all this stuff on our backs."

He gathers what can be gathered and suggests, "Let's get what we can out of here and set the place on fire as we melt back into the forest."

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor uses his shield to break each of their necks, especially the . As the group closes in to gather the equipment and valuable Bor takes a moment to heal their injuries.

CPE: 3d6 ⇒ (1, 1, 2) = 4
CPE: 3d6 ⇒ (3, 6, 6) = 15

"I think I'll be alright now. That went downhill quick though. Those crazy goblins are messing a round with alchemy..." He flexes his hand. Still not a lot of feeling in his hand from the cold damage and frozen nerves.

"I'll help you look for a wagon or something to clean this camp out."

Perception:
1d20+11[/dice]

[spoiler=Status]
HP 28/52
AC 22 (24 w/ Shield of Faith; 26 vs Goblinoids)
Spells Used:
(1st) Shield of Faith; CLW x3
(2nd) Silence x2; CMW
(3rd)
Vision of Madness 6/8
Sudden Shift 8/8
CPE 0/2
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Given no more foes, Bazsil will enjoy looting the heck out of the place, taking plunder and ruin as their rewards.

”Don’tcha think we could hold this fort? Maybe? Do we have the men for it? A small outpost that might give the hobgobs a pause, right? Or no?” Bazsil asks, not knowing that it might be a terrible idea. He’s just giddy and dreaming big.

He will help haul the stuff back to the safe caves.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”The Legion knows of this place. We cannot hold it if they come in numbers. The best we can do is make them think twice about trying to set up camps in the Fangwood.”

Though he was breathing rapidly, Krowe wasn’t winded from the fight. Until Bazsil and Faolan cane charging back to the front, he was almost certain he would be using his final spell to escape. He didn’t know if he could return to the people of Phaendar as a sole survivor.

Not again.

As his nerves steadied, he watched the mercs gather weapons and armor. He saw very little of interest to himself, until a magical page was found in one of the tents.

”Ya gotta give these hobos some credit. They know that might makes right. Am I right, berk?”

Rolling the page carefully, Krowe stows it in a scroll case.

Number: 1d3 ⇒ 1
When the group readied to head out, he stops at the entrance to the camp and calls out one last time for aid from beyond. A blackened wolf with red eyes emerges from a wisp of smoke. Krowe points and it pads into the camp and begins to feast.

Krowe turns his back and follows the others toward home.

Using Survival to cover tracks.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

"Krowe is right. The best we can do is loot it of anything useful. Leave nothing left for them and burn it in place. Send them a sign. We keep up with striking from the shadows and stealing their equipment and they will soon have troubles keeping everything in production."

He helps load the cart and covering the tracks as best as he can.

Survival: 1d20 + 9 ⇒ (12) + 9 = 21

Also cast nondetection on myself.

Shadow Lodge

Following the first rule of successful banditry you pillage, then burn the camp. You load a cart and haul your spoils back to Misthome. You return to Misthome victorious, the cheers of your wards deafening in the caverns.

Aubrin smiles at you, moving slowly through the crowd.

"Don't think this old wound of mine is every going to heal right, but you boys have lit a fire here and that's something. The Legion won't be moving deeper into the Fangwood any time soon, and that's for certain."

At this point you're free to celebrate. Various members of your town will level up and become more useful around camp. The caverns are cleared and become a real home.

Over the next several weeks you set about ambushing Legion patrols and mapping troop movement. After the crushing defeats they have suffered, most small patrols cease and it seems the hobgoblins have ceded Fangwood to you. Phaendar is heavily fortified and you begin planning an assault on the town itself, intent on freeing the prisoners.

After much discussion, it is decided to wait for Novvi to return with the ordered goods. She does return when promised.

"Well, wasn't easy getting here again but here I am. Thought you might be alive, there's a rumor going round the deep paths that the Legion suffered a bloody nose in their conquest of the area. Something about a band of Wolves harrying their flank. Brought some extra to trade just in case it was you. Or to the Legion if you were dead, but that's just business you understand."

Novvi has brought sufficient goods to buy anything you are selling and can sell you any magic gear you need up to 4,000 gp. She's also brought the custom order you made a month ago. Take this opportunity to stock up and ask any questions you have of Aubrin, settlers, or Novvi and then we will proceed to Book 2, Fangs of War.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor spends a few days healing and moving about the camp as he celebrates with the people. He holds up one of the stolen bottles and gives it a shake, finding it near empty. "Aubrin, We have made a heck of a blow to them but are no closer to taking back Phaendar. These hit and run tactics can only take us so far. What do you think would be the next move?" He asks for a bit of advice.

After speaking with Aubrin, Bor riffles through Novvi's equipment for useful items. "You came back with quite the haul today. Let me go see how much coin I can gather."

Purchases will depend on how much gold we get from sales.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

OK, now that we can sell everything I had to update the treasure sheet a bit. Please check the Location column for 'To Sell' items. Let me know if I'm selling something you want to keep. If everything stays the same, we'll each receive something more than 6kgp for planning purposes. I'll give an exact figure later.

I suggest, if we can, we buy two wands of cure light wounds. Any other group purchases?

Faolan works hard over the weeks to do his part. He's not very skilled at much, but he fights well and he can lift heavy things. He enjoys hard work and smiles as he works, or fights, lifting the spirits of those around him, at least a little.

When Novvi returns, he pours through her things, looking for a +1 heavy throwing shield (1,040gp). He'll also grab a +1 mithral chain shirt (2,100gp). He hunts for a Feather Token, swan boat (450gp) if he can find one. Finally, he looks for a Versatile Vest (2,000gp).


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil, once back at Misthome, again tells the story of the battle, trying to both be honest, but also tell of the bravery and deeds of the party. He seeks to build morale, loyalty, and community.

1d20 + 13 ⇒ (13) + 13 = 26 Diplomacy - morale

* * *
When laughing time is over, Bazsil will also go through and sort the healing supplies, trying to be sure of what the away team has at its disposal.

healing supplies:

Wand of CLW charges: 17/21 left 9/9 updated

Scroll: 3 1*CLW, 1*Identify
Scroll: 4*CLW
2 1 potion of CLW
2 potions of CMW
potion of cure light wounds (4)
potion of cure moderate wounds
4 potions of CLW
5 pot CMW

Day 1: Scroll of Invisibility*3, Heroism
Day 2: Scroll of Invisibility*2, Heroism*2
Day 3: Scroll of CLW*4

Updated 11/5

Bazsil is not yet ready to buy again. He's not sure what he needs nor how much money he has to spend.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

I've had a request for four wands of CLW - Can Novvi provide that many, and if so, do we want that many? We may not use them soon, but we likely will eventually I suppose.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe spends some time with Bazsil checking with the refugees, then celebrating with the rest of the mercs. For the first time in a long while he lets himself feel good. A good number of people escaped this time, and they’ve even managed to blacken the eye of the Legion in retribution. He begins to consider plans to take back Phaendar, and they don’t seem completely hopeless.

”Feeling brave, huh berk? You’re going to need more magic for this, and that’s going to require further negotiations. Heh heh.”

***

Settling into Misthome, Krowe gathers an assortment of tools taken from recent raids and sets up a small section of the caves as a workshop. He begins to rework common items - old belts, boots, and costume jewelry - and adds tokens, engraved emblems, and cut gems. Then, using the masterwork transformation spell, he remakes them as wondrous items, ready for enchantments.

Krowe took craft wondrous item. With Bor and Bazsil’s help he can make all sorts of custom minor magical items at a discount. I plan to make a headband of intelligence +2, and maybe a runestone of power.

Regarding loot: I’ll claim the cloak of resistance +1, the potion of fire resistance, potion of barkskin, the silversheen, and a few flasks of alchemist fire.
I think we should try to keep the alchemy lab. We have an alchemist in the refugees who could probably use it.
I’m not sure why we would burn the poisons. They are light and valuable to sell - almost 2000gp sale price.

Purchases from Novvi:
Spell lattice 1st level (magic missile) 1000gp

Shadow Lodge

For purposes of stocking up and dumping your old loot Novvi will have whatever you need, so 4 wands of CLW is possible. Just assume that she doesn't have everything in every book but instead happens to have exactly what you're looking to buy.

The refugees are definitely in good spirits, and this victory has won you some breathing room.

Aubrin replies to Bor, "There are some groups in the region that might help. The Rangers are the biggest ones, and the most likely to be able to assist. I'll take some time to contact them. I'm not what I once was but I can at least get around on my own. I'll need to do this solo, but don't you worry, I'll be back."

She does indeed return after a few days, but doesn't seem any happier.

"Nothing back yet, but they know how to get in touch with me."

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor grabs ahold of the cloak with several woodland critters stitched into it. "This could prove useful as spies of our own into the forest, or even into Phaendar." Bor grabs the cloak and tosses it over his shoulders.

Bor will claim the Cloak of Woodland Creatures if noone else does.

Agree on keeping alchemy lab and selling the poisons to the drow :)

Bor digs through the equipment and finds a few of the pieces he has been looking for. Bor removes the magical breastplate and hands it to Bazsil. "This is yours if you want it."

Bazsil can have the +1 Breastplate or we can sell it if he doesn't need it.

Novvi Purchases depending on gold amount in that order. Bor still has 1006 gp on him Unless Krowe is able to help make any of it?:
+1 Full Plate Armor (2650)
+1 Heavy Steel Shield (1170)
+1 Cestus (2305)
Total (6125 gp)


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

I've incorporated everyone's requests - thanks for catching the poison bit, and collecting other items. Faolan hasn't had much drop that he's interested in so I'm pretty far behind the party in terms of even shares. Next divvy might go heavier toward Faolan if that's cool with folks. We'll see if anything comes my way in the next bit first. :)

Party Divvy!
We're buying four wands of cure light wounds to start off, and then distributing 6,251gp to each of us for purchases. Enjoy!

"Krowe, I don't know how much time you'll have, but could you possibly make a couple things for me? If not, I totally understand. Here, let me show you what I need."

He's looking for
Versatile Vest (2,000gp)
Handy Haversack (2,000gp)

Alternative if one of these can't be made...or if there's another day available.
Buffering Cap (2,000gp)

So that's two or three days of crafting if you can fit it in. Thanks!

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