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


101 to 150 of 448 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

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

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Not hearing what his friends heard, Derrig whispers, Let me get that--you two...er, three... get ready. Derrig moves next to the door and gets ready to open it for Gregor, Dane and Ausk. He holds up 4 fingers, then 3, 2, 1...

Derrig opens the door.

Also, if it helps in gathering provisions, Derrig can make any profession check untrained at +4. He's so old that he's had a chance to do just about everything...


.

Unaware of his friends hearing anything, Derrig opens the door... and triggers a trap.

Attack: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 1d6 ⇒ 2

However, Derrig manages to hit the ground, and the rest of the group is fortunately not in the line of the acid that sprays out! Zoning in on where Keridan herad the voices, he discovers a trapdoor under a rug, and opens it to screams, and then sighs of relief.

Within the cellar are a large number of vegetables and forest herbs. A fercious stink comes from a slight seepage of the shop's cesspit. Within are four people, one of whom looks a little better-dressed than the others.

"Oh thank the Gods, I thought we were done for. That hobgoblin bomber was going to blow us all up!"

With the danger over, Abby and your other followers slowly move their way up until everyone meets each other as the survivors get out of the foul-smelling cellar.

You gain five followers and a full ten provision points!


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

C'mon Les' go. We gotta stop by the Shrine. Abby'll get these uns to the bridge...


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 gives the rescued people a quick check-over for wounds or issues that might cause difficulty, then assigns a few of them to handle the unfortunate Oreld.

"Alright, we're headed to the shrine, but the path around town will take us past the trading house, so let's plan to stop there to see what we can salvage to take with us. Is everyone ready?"

As quickly as possible, he gets everyone going and leads the way.


.

You waste no time in organizing the rest of your refugees. Oreld is still severely injured, but he's no slower than Aubrin and the two of them are helped along. You gather more and more supplies, passing them out amongst your survivors.

---

The bedlam overtaking the community continues at a pitch as several people attack hobgoblins and die. There are several lit fires in many dwellings and as people flee their homes they are captured and hauled into the commons to be enslaved.

Using the bushes and skirting around the edge of town, you manage to avoid detection, and soon come to the Riverwood Shrine.

---

A wooden deck surrounds the front of an octagonal structure with broad archways leading into a place of worship. To its left stands a moss-encrusted stone monument. Carved birds, branches, and fruits decorate the wooden supports of the temple’s entryway. A dead villager is curled up on the wooden deck before the temple.

Perception DC 17:

You hear growling from the other side of the temple.

Map is updated.


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

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Ausk sniffs the air and surveys the area before him.


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 |

Spiderbeard, based on the map of town, I thought we were going to the trading house first, then the temple, so that we skirted the edges to avoid getting caught as we circled around back to the bridge. Did I misunderstand? If it doesn't really make a practical difference, no worries, I just didn't want going to the temple to preclude the trading house.

Assuming we don't have to retcon:
---------------------------------

Take 10 for 19 Perception
As the group approaches the temple, Keridan holds up a hand to stop everyone. He whispers, "I hear something from around the building..."

Spiderbeard, I'm not quite sure where "the other side" is ... could you put some sort of mark indicating the direction the sound is coming from?"


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

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

I hear it, too, Derrig whispers back. We can split and approach it from both sides.


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'

As Derrig and Keridan stopped, Dane tilted his head upwards. "Gregor, did you hear that? It was a growling sort of noise from teh other side. I don't think that's good. There's a lot of stuff that growls, but almost none of them are good. Especially when they are growling at you."

Gregor shrugged. I didn't hear it, but then you've always been the better listener. If we're going to split up, how 'bout us and Ausk go right, and the rest of you go left?"

perception: 1d20 + 5 ⇒ (19) + 5 = 24


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

Ausk grunts his approval at Gregor/Dane's plan

Les do it.


.

REVERSE BUTTON!!!

Rather than going to the shrine, you sneak westwards through the alleyways towards the Phaendar Trading Company, run by the unpopular blacksmith Kining Blondebeard.

You approach it from the back.

A signpost by the road announces the clapboard wooden shop and barnlike smithy sharing a single large, stone wall to be the Phaendar Trading Company. The smithy’s double doors stand open, revealing a large, still-glowing forge within. Two slaughtered goats and a dead horse fill an adjacent animal pen. Many fresh scratches and dents mar the trading post’s heavy wooden door, and a chair leg juts through one
broken window. Small fames lick at the thatch rooftop where a red-hot iron has been tossed.


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

Can we identify what made the scratches?
Knowledge nature: 1d20 + 7 ⇒ (16) + 7 = 23

If Gregor and Dane use Derrig's polearm, could they drag the iron and the burning thatch off the roof?


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 points at the burning section of thatch and says, "Uisce!" Water appears just above the flame and drenches the area.

Cast Create Water to make up to 2 gallons of water.

He stands back to make sure the fire is out, and allows the better armed of the group approach the door.


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'

"What's going on, Gregor? I smell smoke, and it's nearby."

"Just the thatch on the roof, Dane. I think Keridan has it under control. Now, we're about to go into this building, and there might be bad guys that we have to deal with. So, just let me do the dealing, okay?"

"Okay, Gregor. You get to have all the fun." Dane mumbled this last bit, but Gregor ignored it. He knew his brother had some fine skills, but combat wasn't one of them.

He made sure that the others were ready, then he kicked open the door.


.

Technically you must summon it onto the roof, but same diff.

While your refugees gimp along, trying their best to help Aubrin (who has for the first time in her life fallen silent thanks to the giant hole in her chest), and the completely unconscious Oreld, you start to investigate the trading company.

Keridan starts casting create water onto the roof from his current position, which mostly runs off but soaks the thatch and helps prevent the fire.

You'll need a couple more castings to completely negate the threat of the fire.

The rest of you head up for the door, ready to boot it down. However, as you approach you spy three very beat-up looking hobgoblins hanging out to the south of the door. You all spot each other, and they groan, drawing their weapons!

Initiative:

Keri: 1d20 + 1 ⇒ (13) + 1 = 14
Derrig: 1d20 + 2 ⇒ (17) + 2 = 19
Ausk: 1d20 + 1 ⇒ (3) + 1 = 4
Gregor and Dane: 1d20 + 3 ⇒ (8) + 3 = 11
HObgoblins: 1d20 + 2 ⇒ (15) + 2 = 17

Round One:

Derrig
---
Hobgoblin
---
Keridan
Gregor and Dane
Ausk

Derrig is up!


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 blocks the hobgoblins' path, preventing them from getting to his injured comrades. He holds his polearm ready and sighs. I don't suppose you'd be willing to drop everything that you're carrying and run?

Readying an action to trip the first hobgoblin that comes into his reach. If one tries to move past him, he'll use his AoO to trip that one, also.

Actions, if they are triggered:

Readied action (trip): 1d20 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11
AoO (trip): 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27


.

GM Rolls:

Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Threat: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

The three hobgoblins, although not too thrilled about a fight, know their orders and charge at Derrig! The old dwarf misses his first trip attempt, but the second succeeds and he sends one of the hobgoblins sprawling. The remaining two move in, attacking. He manages to block one attack, but another cuts a vicious wound into him.

Round One:

Derrig (-10)
---
Hobgoblins:
Grey (prone)
Yellow
Blue
---
Keridan
Gregor and Dane
Ausk

Derrig takes 10 damage. 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 |

"Derrig!" Keridan watches as one of the hobgoblins nearly skewers his old friend, and runs up, fishing in his pouch. He pulls out a vial of nasty looking sludge.

Move action to get near Derrig, standard to take out a concoction of Cure Light Wounds.


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'

"Hand on Dane, they aren't going to make this easy." Gregor stepped up and swiped at the standing hobgoblin nearest, but Dane said "I hear one on the ground, look out!" and threw then both sideways. The result was a staggering shuffle and an offhand attack that sailed past Gregor's target and passed mere inches above Derrig's head.

attack,pa: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
damage: 1d12 + 6 + 3 ⇒ (10) + 6 + 3 = 19

round 1 status:

hp: 14/14
conditions:
magical effects:
rage rounds left: 4/6
heart of the fields: 1/1


.

Back!

Keridan leaves his work on dousing the rooftop to help out Derrig as Gregor charges in for a mighty swing, which unfortunately his parried by the skillful hobgoblin soldiers.

Ausk is up!


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

Sorry!

Ausk chants a curse at the nearby Hobgoblin soldier (Yellow)

The Curse of Kecko Morde upon you! Evil Eye to AC Will save DC13 to reduce to 1 round from 6


.

Sorry, civic election madness. On the plus side I'm now the mayor's son. Woo!

GM rolls:

Will: 1d20 + 1 ⇒ (12) + 1 = 13
Gregor's AoO: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18 Damage: 1d12 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d8 + 2 ⇒ (6) + 2 = 8

The hobgoblin shakes his head quickly, resisting Ausk's spell. The hobgoblins descend on Derrig and Gregor with their longswords. As they do so, the tripped one stands up and Gregor quickly cuts it down. The remaining two attack. Gregor is badly wounded while Derrig manages to parry the blow with his bec de corbin.

Gregor takes 8 damage. Everyone is up! The hobgoblin resisted the evil eye.

Round Two:

Derrig (-10)
---
Hobgoblins:
Yellow
Blue
---
Keridan
Gregor and Dane (-8)
Ausk


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
GM SpiderBeard wrote:
Sorry, civic election madness. On the plus side I'm now the mayor's son. Woo!

Sweet! Congrats to your parent.

GM SpiderBeard wrote:
The hobgoblin shakes his head quickly, resisting Ausk's spell. The hobgoblins descend on Derrig and Gregor with their longswords. As they do so, the tripped one stands up and Gregor quickly cuts it down. The remaining two attack. Gregor is badly wounded while Derrig manages to parry the blow with his bec de corbin.

Did the hobgoblins go again before Derrig? He went before them last round.


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'

Does a mayoral progeny get a special title? King is to Prince as Mayor is to...Glumpf! You are now Glumpf SpiderBeard. Congrats to all!

Dane reached down to grab the hole in their side as Gregor growled in fury. The hobgoblin who had hit them paled at the look Gregor gave as the two-headed man hefted his axe and stepped to put the greenskin between Derrig and himself. Gregor brought the axe down hard.

attack, flank, pa: 1d20 + 5 + 2 - 1 ⇒ (12) + 5 + 2 - 1 = 18
damage, pa: 1d12 + 6 + 3 ⇒ (2) + 6 + 3 = 11

round 2 status:

hp: 6/14
conditions:
magical effects:
rage rounds left: 4/6
heart of the fields: 1/1


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 has a potion in hand for Derrig; if Derrig steps back and takes it, Ker will step around to flank Blue and attack with his quarterstaff. Rolling below on that assumption.

CLW potion on Derrig, if he drinks it: 1d8 + 1 ⇒ (4) + 1 = 5

Attack (flanking): 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d6 ⇒ 1

Passing the healing concoction to Derrig, Keridan moves around to draw the hobs' attention away from the dwarf. Swinging as hard as he can, he connects, but the fact that he is not trained to fight is evident as the glancing blow is barely even noticed by his quarry.


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

Ausk glares at the Hobgoblins and attempts the Evil Eye on another

Evil Eye on Blue, vs AC Will 13 to reduce duration from 6 to 1. -2 AC


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 hobgoblin's sword cuts through his guts, Derrig snarls in its native tongue.
Sinun olisi pitänyt juosta kun sinulla oli mahdollisuus! (The guttural anger seems out of place for the old librarian, but that's probably just the Goblin accent...)

Goblin:
Ya should ha' run while you had the chance!

He steps back and swings his polearm again, then turns and accepts the potion from his friend.
If the one that hit him is still standing, he'll attack that one. Otherwise, he'll attach whomever's left.

Attack: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26
Damage: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15

round 2 status:

hp: 2/12 (will be 7/12 after he take Keridan's potion next round)
Currently holding the polearm in one hand, but he threatens adjacent squares with his cestus.


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 |

Derrig didn't take the potion, so assume it is on the ground behind him since Ker needed both hands to attack with his staff.


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
GM Rinaldo wrote:
Derrig didn't take the potion, so assume it is on the ground behind him since Ker needed both hands to attack with his staff.

Derrig grabbed the potion after the attack, but he hasn't taken it yet.


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 |
Derrig Blackhands wrote:
GM Rinaldo wrote:
Derrig didn't take the potion, so assume it is on the ground behind him since Ker needed both hands to attack with his staff.
Derrig grabbed the potion after the attack, but he hasn't taken it yet.

Ah, I missed that. Carry on, nothing to see here ...


.

Whoops! Derrig would get a second action, but moot point. And the mayor gets called Your Worship, so I'd better get something swank.

Fire: 1d100 ⇒ 33

The group rallies, and both Derrig and Gregor put a quick end to the two remaining injured hobgoblins.

End of Combat

With Keridan fighting the hobgoblins, the fire on the rooftop begins to spread, as his stream of create water was so rudely interrupted. Through the windows, you can see that the front doors have furniture heavily piled against them keeping the hobgoblins out - and possibly trapping the occupants within.


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 turns back to the fire and begins creating as much water as he can.

Cast repeatedly until the fire is out, or it is clear it is not doing any good.

"See if you can see anyone in there, we need to get them out in case we can't get this fire out!"


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 skakes the hob's blood from his polearm. Can someone see if they have anything useful on them? I'd rather not touch them right now. But any gear, rations, weapons, ammunition could be critical.

Derrig goes to the window and knocks on it. Everyone OK in there? The hobs are dead--we're helping people get to woods.
Can we see the occupants from the window?


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 |

Derrig, did you take the potion? Just want to confirm if I should cross it off my gear.


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

Right! The potion.

Derrig thanks the druid and drinks the potion.


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

Ausk will assist Derrig in unpiling furniture.


.

The furniture is actually inside the front doors - it looks like the folk inside the building barred and piled furniture against the doors to keep the hobgoblins out. The furniture also blocks any view in from the windows. However, as the fire has spread on the roof, smoke is seen wafting inside, and the people trapped within respond. You hear cries for help as you get to work. The sound of furniture being moved from within is also head.

Strength check to open the door (or something clever). Big one, I'll want aid anothers on this.


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

Ausk heaves against the door 1d20 + 1 ⇒ (15) + 1 = 16


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 |

Apparently my post got eaten ... Spiderbeard, is continuing to create water helpful, or should Ker assist with the strength check?


.

Absolutely helpful - it stops the fire from spreading and will eventually put it out. It's just not particularly quick at 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

With Ausk's help, Derrig puts his shoulder against the door and shoves with all his might.

Strength Check: 1d20 + 3 ⇒ (16) + 3 = 19

With +2 from Ausk's aid, that's a 21.


.

The door proves to be very difficult to take down, but Keridan's create water spell manages to keep the fire contained and slowly pushes it back. Before the smoke gets too bad, you manage to get the door down.

Inside you see the notoriously unpleasant dwarven blacksmith Kining Blondebeard, and three more survivors with her. "My heroes," she sneers. "Bastards were going to just burn us out when they realized we weren't an easy kill. Let's get out of here."

As the other survivors peer in, you hear Aubrin speak up, weakly. "Stop b@@*#ing you rotten cow. Get your supplies together, I know you keep stuff here."

Grumbling, Kining starts gathering supplies, which includes the following:

- a longsword
- two battleaxes
- a silver rapier
- a masterwork light steel shield
- a masterwork backpack
- a climber's kit
- eight waterskins
- 12 points of provisions

"That's it, can we just check the smithy outside and get out of here?" Kining looks at all of you defiantly.


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 looked at each other as the smith groused. "She doesn't seem happy. Why wouldn't she be happy? Didn't we just save her and the others? Gregor, what's going on?"

"Easy Dane, they're just scared. They thought they were going to die, and that made them scared. But look, one has a look of wonder on her face, wonder that her life was returned to her. And look here, supplies that we can use to help defend the others. And see? none f them are frightened of us any more. Isn't that terrific?"

While Gregor was calming down his brother, he continued to look about for signs of danger or supplies. He moved with the others to the outside

perception: 1d20 + 5 ⇒ (8) + 5 = 13


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 |

Having finally put out the fire, Keridan shakes his head at Kining's attitude, and helps distribute the gear found. "Yes, we should keep moving."

With the others close at hand, he heads around to the smithy to see what can be found there.

Taking 10 for 19 Perception, watching for trouble.

I've added a "party supplies" tab to the spreadsheet linked in my header to track things we've acquired but not officially distributed. For now I assume we are spreading the bulk around the survivors who are fit to carry things, so as to keep the PCs hands free for fighting.


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

Good idea Ker. Les' go. Ausk grunts as he hefts his axe and follows along


.

GM Rolls:

Perceptoin: 1d20 + 4 ⇒ (11) + 4 = 151d20 + 9 ⇒ (10) + 9 = 191d20 + 5 ⇒ (5) + 5 = 101d20 + 6 ⇒ (16) + 6 = 22

You head outside while Kining picks an argument with Jet, who appears to clearly dislike the dwarven smith. The smithy is just adjacent to where you were fighting, but you head in for a proper look.

The centuries-old forge provided ample space for working iron and steel as well as limited farrier services. The hobgoblin raiders have already targeted the smithy, snatching up any weapons or armor in their meaty paws before being chased away by an unexpected visitor. A single hobgoblin still lies in the middle of the floor.

As you step in, there's a brief rumbling under the ground, and a small, roughly humanoid creature of earth and stone explodes up from the earth! It shifts around wildly before lunging at the group!

Knowledge Planes DC 11:

This is a small earth elemental, which can notably move through the ground as a fish through water.

Sense Motive DC 15:

Althouhg it's hard to read the body language of living rocks, this thing appears panicked and scared, not aggressive.

initiative:

Keri: 1d20 + 1 ⇒ (10) + 1 = 11
Derrig: 1d20 + 2 ⇒ (16) + 2 = 18
Asuk: 1d20 + 1 ⇒ (13) + 1 = 14
Gregor and Dane: 1d20 + 3 ⇒ (15) + 3 = 18
Elemental: 1d20 - 1 ⇒ (11) - 1 = 10

Everyone is up!


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

Knowledge Planes: 1d20 + 3 ⇒ (13) + 3 = 16
Sense motive: 1d20 + 2 ⇒ (13) + 2 = 15

An earth elemental? What is that doing here? Derrig readies his poleam. Watch out! Those buggers can "swim" through solid rock; they can easily get the drop on you.

Does it look like the earth elemental killed the hobgoblin?

Derrig watches the creature for a moment, then shifts his poleam into a defensive stance. Huh. It's acting more frightened than angry. Hey, Blondebeard! Do you know this beastie?

Readying an action to trip the elemental if it acts hostile.

Trip attempt, if triggered: 1d20 + 4 ⇒ (4) + 4 = 8
If it's triggered, Derrig probably drops his polearm with that roll...


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 hefted his axe as the earth creature burst through the ground, but held his blow as Derrig began to speak. He held his axe raised, ready to strike, but waited to see what would happen. After all, dwarfs were supposed to be close to the earth creatures, right?

Dane swung his head over towards the sounds the creature emitted, saying "Gregor, what's an earth elemental? You never told me about those before."


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 holds back at Derrig's words. "Kining, are you keeping a pet we didn't know about?"


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

Ausk hefts his axe Thing looks mean to me.

1 to 50 of 448 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM SpiderBeard's Ironfang Invasion All Messageboards

Want to post a reply? Sign in.