Ironfang Invasion Prequel (Inactive)

Game Master Just a Mort

Ironfang invasion prequel Map

Loot sheet


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Strange Aeons Grp 2 |

Evening since you started, then a treat deadly wounds episode, around 8 pm at night now


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

ninja'd by Mort and Azmythe, left the post as is
Is the fungus in the hallway going north as well toward the gurgling noise?

As Azmythe explains the dangers, Ratel, Holds Bear back so he doesn't accidently splash into the water. He asks the others, "Can any of you make it cold in there so we can clean the walls? Even if we can, I think we should check out the stink, I don't think anything will sneak up behind us from here. but I don't know that we can say the same from the other area."

Moving away from the water, "Come on Bear, let's go see what's causing that putrid smell." He turns around and inspects the door going West.

taking 20 (25) on perception for the door going west


Strange Aeons Grp 2 |

The hallway north is clear of fungus.

Ratel hears low pitched, inhuman moans and groans from the western passage.

The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, coming from 4 green shamblimg and bloated humanoid rotting corpses that are moaning and groaning.

Azmythe init: 1d20 + 6 ⇒ (8) + 6 = 14
Robert init: 1d20 + 3 ⇒ (20) + 3 = 23
Hedran Init: 1d20 + 2 ⇒ (12) + 2 = 14
Ratel Init: 1d20 + 2 ⇒ (2) + 2 = 4
Nigel Init: 1d20 + 1 ⇒ (8) + 1 = 9

corpses init: 1d20 ⇒ 8

Everyone except Ratel up


AC5 / HP8

Any chance Azmythe could have zapped me with the wand or the healing hex before these events?

Also, are the positions on the map up to date?


Strange Aeons Grp 2 |

Just updated, Gave Ratel maximum engagement distance where he could actually see the rotting corpses.

Hedran's healing hex botted: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

And Azmythe's going to complain he travels 1 h to work and finds another 51 posts missing in his absence ;)

Come on, guys, we can do better then that ;)


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

hey. it's not my fault Ratel and Bear go after everybody :-)


AC5 / HP8
GM Mort wrote:
Hedran's healing hex botted

Thanks! :D

Hedran moves past Ratel and Bear, and readies an attack at the first creature which may come at him - "What are these things?"

Dagger +1, slash, readied attack: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage if it hits: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Map position updated for Hedran - but maybe we should retreat to the previous room.

Grand Lodge

Male Dhampir DEAD

Earlier, in the rest chamber:

Nigel shakes his head vehemently.

"No, drinking it vould most likely kill me. Too much positive energy is a very bad zing..."

Now:

Nigel holds the lantern high, trying to make sure those not gifted with darkvision can see what is going on.

"Yuck! Zose zings look like zey have been out in ze sun too long..."


AC5 / HP8

Are these Knowledge (Religion) again?

Guess crypts are like that :P


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will ready a bottle of alchemist's fire and wait to be able to throw it from the second ranks.


Strange Aeons Grp 2 |

Robert draws his longsword.

The first rotting corpse shambles to Hedran, then stops. It smells, really, really bad. Like rotten eggs.

Hedran slices a gash on its stomach, revealing putrefying intestines. 5 dmg done

The rest of the other rotting corpses slowly shamble up as well, moaning and groaning.

Party up

Grand Lodge

Male Dhampir DEAD

Nigel continues to maintain a safe distance, befitting his role as 'torchbearer'.

;-)


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

If our group backs up enough for room for the alchemist fire, Azmythe will throw it.

Alchemist Fire: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d6 ⇒ 3


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

'I can't move forward, I guess I'm going back.' Squeezing past Bear. Ratel moves back beside the stone square, telling Bear, "Heal, seriously get back here." He grabs Bears tail and pulls it causing the great brown bear to turn and chuff at him, but the bear follows along.

so the plan was to retreat to this room?


AC5 / HP8

Yep, that's the plan :D

As his companions retreat, Hedran nods approvingly. He slashes the creature again, then retreats.

Dagger +1, Slash: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage if it hits: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Strange Aeons Grp 2 |

Hedran slashes at the same line he previously cut, and cuts the rotting corpse into two. As the two halves fall, they explode in a cloud of decay.

GM only:

Hedran fort: 1d20 + 6 ⇒ (2) + 6 = 8
Oh dear.
Onset: 1d4 ⇒ 4

Robert draws his longsword and readies to whack rotting corpses along the corridor.

One by one the green rotting corpses begin to shamble up the corridor, moaning and groaning.

Robert inflicts a deep gnash from shoulder to hip on the approaching rotting corpse. 10 dmg on unbordered

readied slash: 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d8 + 2 ⇒ (8) + 2 = 10

He tries to strike at the rotting corpse again but does not manage to penetrate it's rubbery skin.

standard slash: 1d20 + 3 ⇒ (3) + 3 = 6
dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Everyone except Robert up

Azmythe - do you want to throw stuff? May result in friendly fire

Grand Lodge

Male Dhampir DEAD

Nigel maintains a safe distance.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Yes.


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

'well, I guess this is one way to do it.' Leaning around the corner, Ratel punches at the green thing. Then stepping back so Bear can attack. "Attack Bear, attack!" Bear jumps forward, standing on his rear paws, Awkwardly attacking the shambling things with tooth and claw.

str 18, Ratel:attack unarmed, power attack. 5 fts step, Bear 5 ft step: full attack
attack: 1d20 + 4 ⇒ (17) + 4 = 21 for damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Bite: 1d20 + 4 ⇒ (15) + 4 = 19 for damage: 1d6 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 4 ⇒ (19) + 4 = 23 for damage: 1d4 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 4 ⇒ (1) + 4 = 5 for damage: 1d4 + 3 ⇒ (1) + 3 = 4


Strange Aeons Grp 2 |

Azmythe throws his alchemist fire at the lead zombie. It hits the wall instead and shatters, splattering Robert, Hedran and Ratel, as well as both zombies with burning liquid.

where: 1d8 ⇒ 3

Robert, Hedran, Ratel and two front most zombies take 1 point fire damage each.


AC5 / HP8

"Why are you doing that?" - Hedran roars at Azmythe - "You are hitting us!" - he adds in disbelief, slashing again.

If the lead creature is donw, I'll ready an attack.

Dagger +1, slash: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage if it hits: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Strange Aeons Grp 2 |

Ratel stabs the lead rotting corpse so hard that despite his scizore not being fully effective he rams it right through its guts and it explodes in a cloud of decay.

Gm only:

Ratel Fort: 1d20 + 4 ⇒ (11) + 4 = 15
Robert Fort: 1d20 + 3 ⇒ (14) + 3 = 17

Bear can't reach the next rotting corpse - any change in actions?


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

can bear have a readied action for when the next one steps up?


Strange Aeons Grp 2 |

OK, done.

Bear readies to bite the next rotting corpse in range.

The lead rotting corpse lumbers up,and Bear gives it a bite, wincing and the taste giving Ratel a mournful look. Hedran readies and slashes at the leading rotting corpse, slicing it diagonally from shoulder to hip and it explodes in a noxious cloud.

Gm only:

bear Fort: 1d20 + 4 ⇒ (7) + 4 = 11
Robert Fort: 1d20 + 3 ⇒ (20) + 3 = 23

The last walking corpse lumbers up(5ft step) and slams Hedran in his ribs, and Hedran collapses on the ground.10 dmg to Hedran

slam: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Robert cuts it into two with one well placed stroke of his longsword.

slash: 1d20 + 3 ⇒ (19) + 3 = 22
dmg: 1d8 + 2 ⇒ (3) + 2 = 5
slash confirm: 1d20 + 3 ⇒ (17) + 3 = 20
dmg: 1d8 + 2 ⇒ (5) + 2 = 7

Gm only:

Robert Fort: 1d20 + 3 ⇒ (16) + 3 = 19


AC5 / HP8

Well, Hedran is out cold at -1.


Strange Aeons Grp 2 |

Heal to stabilize on Hedran, from Robert: 1d20 + 5 ⇒ (8) + 5 = 13

Robert immediately attends to the unconscious Hedran, trying to stop his broken ribs from piercing his lung. "Someone, please help!

Azmythe heal: 1d20 + 8 ⇒ (8) + 8 = 16

Azmythe realizes from the state of the bodies while they were animated that they are about a month dead,similar to the body at the lake.

The tatters of their rags after the explosion resemble those that the party found on the body by the lake.

Roll your own stabilize just in case, Hedran


AC5 / HP8

Stabilize: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 6

Nope.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"We talked about it, man. Remember? Burning the undead?"

Combat over? Azmythe uses the Wand of Cure Light Wounds on Robert.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7


Strange Aeons Grp 2 |

It's Hedran not Robert.

As Azymthe is about to tap him with the wand, Robert points his wand hand at the unconscious Hedran."I'm fine. It's Hedran that needs help. And you didn't talk about burning us!"

Apply the Clw to Hedran instead.

Combat over


AC5 / HP8

Hedran stands up in a terrible mood - "Thank you" - he picks up his weapons and nods at Azmythe after the healing - "But we are not undead"

I could use another charge, if possible - still at 5/10

"These are foul" - he adds, looking at the disgusting remains.


Strange Aeons Grp 2 |

6/10. We'll assume Azmythe got to you before the need to roll stabilize.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Ok Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

"Like, you guys weren't supposed to be there, ya'know."


Strange Aeons Grp 2 |

In a recess in the southeast corner of the room rests a backpack.Sitting atop a large bloodstain, this pack holds some rotten rations, a map (detailing the area and pointing out the entrance to the crypt), a potion, a pouch with 13 gp, and a small handbill (of a type typically found posted in taverns). Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament.” The coins are the same type as those found on the body at the lake side.

Ratel knowledge local: 1d20 + 4 ⇒ (18) + 4 = 22

Nigel and Azymthe easily recognize the potion as one of cure moderare wounds.

At the back of the room is a door which Robert determines as neither locked nor trapped. He hears a few faint squeaks behind the door.


AC5 / HP8

"Hmmmmm, are you joking Azmythe? If we weren't there, they would have been upon you in no time" - Hedran tries to understand if his companion is maybe jesting.

Thanks for the second heal.

GM Mort wrote:
6/10. We'll assume Azmythe got to you before the need to roll stabilize.

Now at 10/10 :D


AC5 / HP8

Before they open the door, Hedran releases the sling from his belt and motions it to Nigel - "Nigel, do you know how to use this? You can borrow mine"


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"No, yeah man. Maybe it wasn't supposed be where you were at."


Strange Aeons Grp 2 |

"I think you have really bad aim." Robert sighs.

Ratel opens the door.

A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction. There is a closed iron portcullis at the end of the room, where the high pitched squeaks are coming from.

Azmythe knowledge nature: 1d20 + 9 ⇒ (9) + 9 = 18
Nigel knowledge nature: 1d20 + 7 ⇒ (10) + 7 = 17

Both Nigel and Azmythe recognize the squeaks as coming from bats. From the sound of it, there's probably a colony of bats beyond the portcullis.

Bats,being skittish little critters, would likely form a swarm and attack if they're disturbed.

Grand Lodge

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Male Dhampir DEAD

Nigel gives Azmythe a dour look, when he splashes the rest of the party with fire.

"You seem to have an unfortunate habit of being a tad careless vhen it comes to zrowing around your abilities..."

When he hears the bats, however, Nigel perks up, and slowly moves forward, high-pitched squeaking emanating from his mouth.

Bat:
"Hello colony mates! We mean you no harm, but simply seek to pass through your wonderful home. I have some dried fruit, if you are interested..."

Diplomacy: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19.

As with the wolves, they start out as at least 'Indifferent' towards me, before I roll. Given their terrible charisma, I figure it is worth a shot ;-)

Grand Lodge

Male Dhampir DEAD

When Hedran offers him the sling, Nigel smiles, and shakes his head.

"Thank-you, but no."

Rolling 1d20-7 (assuming cover and firing into melee) strikes me as fairly ineffective :-P I don't mind what I am doing.


Strange Aeons Grp 2 |

Nigel hears some high pitched squeaks back.

Bat:

Okie! Please turn off the lights and don't make loud noises. It hurts our ears. Or wait a while, we're about to leave to go hunting. Lots of insects to munch!

Then he hears another different set of squeaks.

Bat:

Ooh fruit? We like dried fruit!

A couple of bats flock over to to him from the portcullis with their eyes closed, then they perch on him, looking for fruit.

Grand Lodge

Male Dhampir DEAD

Nigel smiles and squeaks back.

Bat:
"Okay! I'll bring some over to you, so you can have a snack before you head out."

He then turns to the others, and whispers.

"Ze bats are quite friendly, but do not like light, or loud noises. I am going to go give zem a friendly snack. Zey say zat if we are quiet, and douse our light, ve can go zrough zeir home, but since zey are about to go hunting, if ve vait, ve should be able to just go zrough unhindered. How about ve check zat other corridor, vhere ve heard ze gurgling, and zen come back after zey have gone hunting?"

Nigel then moves forward, and passes two days' worth of dried fruit through the portcullis, before heading back to the other corridor.


Strange Aeons Grp 2 |

Nigel will save: 1d20 + 1 ⇒ (4) + 1 = 5

As Nigel moves over to the portullis, he has a sudden urge to look into the cloudy pool. He looks at it and sees a horrid rotting reflection of himself stabbing Hedran. He's filled with fear, and flees screaming.

fear duration rounds: 1d4 ⇒ 1

Uh oh!

The bats, hearing his screams, get agitated, giving more high pitched squeaks!

Bat:

Arrrghhh I don't like all these loud noises! My ears are going to bleed! We need to stop it!

Grand Lodge

Male Dhampir DEAD

Well, 6 seconds is not a *lot* of screaming...

Once he has recovered, Nigel hurriedly squeaks back:

Bat:
"Sorry! There was something rather scary in the pool, but I am over it now. Please, I just want to be friendly; have some dried fruit!"

Diplomacy: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24.

He then moves forward, eyes closed, using the wall to feel his way along.

Will: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14.

Additional +2 since it is Mind-affecting ;-)


Strange Aeons Grp 2 |

Bat:

Oh the pool. We suggest you close your eyes when you go by it. You see something scary that makes you squeak.

Some bats fly over to Nigel, with their eyes closed. When they land on him, then they go around munching dried fruit left out.

With his eyes closed, Nigel easily feels his way around, and can't look at the pool anyway. He manages to get to the other side of the portcullis to leave the dried fruit.


Strange Aeons Grp 2 |

As the party approaches the first closed door, they hear croaking. "Ribbit. Ribbit. Ribbit."

Grand Lodge

Male Dhampir DEAD

Nigel smiles when he feels the bats settle on him, and gently strokes their fur, stopping if they become agitated.

Bat:
"Sorry about that, my little friends. Thanks for the advice. Please, enjoy your snack! I hope that you have a good night's hunting..."


AC5 / HP8
Nigel Percival Cartwright wrote:

When Hedran offers him the sling, Nigel smiles, and shakes his head.

"Thank-you, but no."

Rolling 1d20-7 (assuming cover and firing into melee) strikes me as fairly ineffective :-P I don't mind what I am doing.

"Very well" - Hedran nods, putting the sling back into place at his belt, and continues after the others.


Strange Aeons Grp 2 |

Nigel hears a few squeaks back.

bat:

Thank you for the snacks! We hope you have good hunting too!


Strange Aeons Grp 2 |

Ratel yanks the waterlogged door out of its frame.

The room is filled with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water and moonlight. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.

The party sees a giant frog on one of the sarcophagus and the frog in question looks rather thin, like it hasn't eaten well for a while. It eyes the party hungrily.

knowledge nature Azmythe: 1d20 + 9 ⇒ (4) + 9 = 13
knowledge nature Nigel: 1d20 + 7 ⇒ (7) + 7 = 14

Nigel and Azmythe know that giant frogs can grab with their tongues or bites.

Grand Lodge

Male Dhampir DEAD

Not having any special affinity with amphibians, Nigel waits patiently to see what the rest of the party (such as the Ranger) decide to do.

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