Misterlurch's Ironfang Invasion (CLOSED)

Game Master MisterLurch


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Male I am a meat Popsicle

The door does not give way, but you can hear the shattering sounds of a window breaking open, followed by the faint sounds of a window at the back of the building breaking open.

Now that there is no danger of those inside dying of smoke inhalation...

Eventually the doors are broken open, and the proprietor, a female dwarf named Kining Blondbeard (though she does not actually have a beard) and several other unconscious refugees can be carried out into the fresher air outside.

Organizing a few of the refugees, the following supplies are quickly gathered behind the trading company:

  • 1 Longsword
  • 2 Battleaxes
  • 1 Alchemical Silver Rapier
  • 1 Masterwork Light Steel Shield
  • 1 Masterwork Backpack
  • 1 Climber's Kit
  • 8 Waterskins
  • Assorted supplies that will make your future more secure (The 'provisions' mentioned below.)

    Since I know Eric will leave no stones un-turned, no tires un-kicked, and no curtains un-shaken...Elaheil and Khurdan spend some time searching the trading company for anything else of value. After a few minutes they find a loose section of floorboard behind the shop counter. Opening it, they find a +1 buckler
    decorated with a symbol painted upon it.
    DC 18 Knowledge(religion) if you wish to identify the symbol.

    Kining grumbles about the group "...looting as bad as the hobs..." but makes no strong protest or attempt to prevent them from taking the supplies. However, once she understands the intention to escape the town and destroy the bridge, she nods decisively, "A good plan. You will want to get my keys from inside the smithy. There is a scroll in my shed by the bridge that might be useful, though it will not do the job on its own, and the keys will also release the lock on my crane. There are also my notes on the bridge repair, which might help."

    The following people join your group of refugees: Kining, 3 lvl 1 warriors, 1 lvl 1 expert, and 2 lvl 1 commoners.
    You are able to salvage 15 provision points in addition to the equipment list above.

    Provisions total: 38.
    Your entourage consists of:
    Aubrin
    Kining - 2nd level Expert
    Jet - 2nd level Aristocrat
    1st level Warrior (4)
    1st level Aristocrat (3)
    1st level Expert (1)
    1st level Commoner (4)

    GM Dice:
    E 1d20 ⇒ 11
    K 1d20 ⇒ 20


  • Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy looks at Elaheil, and Vindu. "As I stated before, I am going to scout the bridge. This party is too large to be stealthy so we may as well try and clear our path ahead. Am I being accompanied or will I be alone?" Thy looks at Elaheil, and then Vindu hoping if either of them come with him it's Vindu that accompanies him and not the elf.


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu frowns and looks towards the newcomers and the entourage of survivors the party has acquired so far. He's right, our group is far too large to continue to sneak, but perhaps the goblins are too busy or too focused to notice?

    Vindu then looks towards Aubrin and Elaheil, his face visibly sinks.
    Turning towards Thy, Vindu rubs his forehead in thought.
    "While I agree that this group is too large to sneak, I cannot in good conscience leave them to scout with you. A third or less of them are combat ready and Elaheil is severely injured from the last skirmish and is in no condition to continue fighting without assistance. Aubrin, I hate to ask this of you, but do you have any divine aid available?"


    Male I am a meat Popsicle

    Aubrin comes forward leaning heavily on a strong-looking young man, "Of course. I may not be of much use, injured as I am, but this can still do. Come here, all of you, gather around those who are injured."

    Aubrin pours some mead into an old tankard, "Cayden, to your strength, delivered through me to those here," and drinks some after pouring a bit on the ground.

    Channel Positive Energy: 2d6 ⇒ (4, 3) = 7.
    Channel Positive Energy: 2d6 ⇒ (4, 4) = 8.

    Everyone who is injured can heal 15 damage.

    Is anyone going to retrieve the keys and notes from in the smithy?


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    Elaheil regards Kining with respect yet at the same time an air of curiosity.

    I have only read of these people. I cannot believe that they live most of their lives underground. I must speak with her more later.

    "Thank you, you say that we will need something more but this is more than we had before. I will go retrieve them, stay here and prepare to depart.

    Returning just in time for Aubrin to heal those assembled "The power of Cayden is strong with you. Thank you." Eying the buckler, he presents it to Aubrin, "Do you know this symbol?"

    To Thy he says "My friend, it is clear from that last encounter that we, even as a pair, are hard pressed to defeat these foes, stay as a group. If you were spotted you even with an ally, then it is likely that you would not fare well. We almost have what we need to destroy the bridge, let us check the last place that Aubrin recommended and hope that we find the last of what we need."


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu nods in appreciation.
    "Thank you, we'll need a strong front line to push forward."
    Vindu turns to address the rest of the group.
    "Everyone has heard the plan, so our next destination is the Shrine. Everyone gather everything and we'll be off."
    After everyone begins moving he will pull Thy aside.
    "Now, I can't force you to stay, but i agree with Elaheil. It would be foolish to run off on your own to the bridge and I know for certain we could still use your help. I would ask that you would stay with the group at least until we leave this forsaken town."

    I didn't know she was a cleric of Cayden. I like this character even more now.


    Male I am a meat Popsicle

    Getting the stuff from the smithy is not as simple as "I go get it and come back." This is why I did not include it in the summary of looting the trading post. I am trying to not waste time on simple stuff like that. So, with a little retcon...

    After receiving Aubrin's healing, Elaheil heads back around the front to get the keys and notes saying, "I will go retrieve them, stay here and prepare to depart."

    Ignoring the injunction to wait, Khurdan follows Eleheil around to the front, "We should not go off alone just now."

    The centuries-old forge has 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 greedy paws. A single hobgoblin still lies in the middle of the floor, the side of his chest caved in by some heavy blunt object, though no blunt object that could have inflicted this wound can be seen. A torch braced on the far wall provides some illumination inside.

    Perception DC 18:
    The flame from the torch seems unusually still and does not give off any smoke.

    Suddenly on the alert and moving cautiously, Elaheil and Khurdan step just inside the smithy and pause to take stock of the room.

    At first, nothing seems out of place. Then a section of the ancient stone wall shared between the smithy and the trading post seems to disgorge a chunk of stone that flows down to the floor. It sits still for just a moment before unfolding into a small humanoid shape of stone with glowing blue eyes. It makes some sounds from what must be its mouthparts (if it has mouthparts) though the sounds remind you of boulders and gravel and such rolling around. It takes an aggressive stance but does not immediately charge to the attack; definitely hostile, but its behavior is curious.

    You can attempt to defuse the situation with diplomacy or intimidate, or you can engage combat. If you speak terran, you gain a +5 to either check. No surprise round. Or you can withdraw in the hopes that it will not pursue.

    Also, there are two other places where Aubrin suggested that you visit before leaving town. You do not have to go to either, but she would encourage you to do so, arguing that the risk is worth the potential to save villagers or gain resources.


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy nods to Vindu- "I will stay with you, not for your sake but the mission." Thy slips back to the end of the group to ensure nothing surprises them from the back.


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    Diplomacy 1d20 + 5 ⇒ (15) + 5 = 20

    Elaheil puts his hands up in a non-threatening manner. "I think that this creature may be a guardian of the forge. I do not speak his tongue but I will try to reassure him none the less that we mean no harm."

    In Draconic:
    "Be at ease friend, we stand apart from the Hobgoblins that have destroyed so much that this place has wrought. Kining sent us to retrieve some items. If you allow us to pass I assure you that I will do all I can to see these Hobgoblins pay for their misdeeds."

    Thinking for a moment, Elaheil considers that the smithy outside must know this creature and adds one final attempt to convey his intentions, making hand motions to convey friendship, he says "Kining...Elaheil...friends"

    For the torch, does detect magic show anything?
    Perception 1d20 + 8 ⇒ (11) + 8 = 19


    Male I am a meat Popsicle

    The stone creature comes half out of its fighting crouch when Elaheil begins talking, its head almost comically cocked to one side. When Elaheil speaks directly to it, it cocks its head to the other side, for all the world like a dog trying to figure out what its human is saying. As he speaks and makes non-threatening gestures, the living stone straightens further and seems less to embody imminent violence. After a moment more it takes a few small steps back and slowly disappears back into the wall.

    Elaheil focuses his magically sensitive vision on the torch and the flame at the end begins to glow softly red.

    Just as he is noticing that, Elaheil hears a soft female voice calling to him in elven, originating from the rafters in the back of the smithy.

    Elven:
    "Impressive, though I doubt it understood you.
    Has it truly gone?"

    Elaheil turns to see two elves dropping to the ground in the shadows at the end of the smithy.


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    A bit surprised and the people descending from the ceiling and then shocked that they are both elves. Composing himself...

    elven:
    "Mae g'ovannen! Elaheil of the house Ambara, ahta Istar aspirant at your service. I am most pleased that you escaped harm. We dare not remain long but the dwarven smith outside instructed me to retrieve her keys. Will you join us as we make our way out of the town?"


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Knowing there is still many enemies about and simply standing behind the building won't keep his people hidden for Long, He uses his natural climbing ability to crawl back on the roof and go prone, keeping watch for any patrols that might head this way.

    I'd like to position sort of behind the Crest of the roof so that i can see over but still remain mostly hidden if possible. I can't actually move on the roof on roll20. For climbing the roof, I have a natural climb speed so I can take 10, which puts me at a check of 26.
    Stealth to remain hidden on roof:1d20 + 10 ⇒ (15) + 10 = 25


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    I forgot the perception check to watch for enemies, unless you just want to use passive perception. If not, here's the check.

    Perception:1d20 + 10 ⇒ (20) + 10 = 30


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy moves towards where most of the civilians are gathered and looks at them, speaks slowly, and looks over the crowd- "Friends, my name is Thynevenom- or as I may be known to some of you 'The Black Hand'. I am a member of the party who is in charge of this quest to exit the village unharmed. All I ask of you is that you do what you are told, are as quiet as possible, and do not run off on your own." Thy then turns around and flicks his tail upwards towards the large crossbow across his back as he begins to walk away.


    Male I am a meat Popsicle
    Elaheil Ambara wrote:

    A bit surprised and the people descending from the ceiling and then shocked that they are both elves. Composing himself...

    ** spoiler omitted **

    The female laughs softly, with genuine enjoyment in her voice, "Flee the town? Nay, we will not. Now that the creature of earth is no longer barring the door, we will take the fight to these creatures. My brother and I will slay many hobgoblins!"


    Male I am a meat Popsicle
    Vindu the Chainbreaker wrote:

    I forgot the perception check to watch for enemies, unless you just want to use passive perception. If not, here's the check.

    Perception:1d20+10

    From your vantage point, you catch a glimpse of a lone hobgoblin seemingly patrolling the perimeter of the town. It has not yet spotted your clump of townsfolk, but if it continues on its path, it certainly will.


    Male I am a meat Popsicle
    Thynevenom Daemonium wrote:
    Thy moves towards where most of the civilians are gathered and looks at them, speaks slowly, and looks over the crowd- "Friends, my name is Thynevenom- or as I may be known to some of you 'The Black Hand'. I am a member of the party who is in charge of this quest to exit the village unharmed. All I ask of you is that you do what you are told, are as quiet as possible, and do not run off on your own." Thy then turns around and flicks his tail upwards towards the large crossbow across his back as he begins to walk away.

    The quiet murmuring of the townsfolk comes to a stop as Thynevenom speaks, and several of them seem somewhat cowed by his words. Otherwise there is little response from them.


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu's brow furrows as he notices the hobgoblin.
    Hmm, that could be an issue. Maybe I could take him out before he alerts anyone. Or perhaps they are almost finished and we could leave before he knows?

    Vindu will climb across the roof until he is above the door to the smithy and lowers his head down below the roof line.
    "Elaheil, a hobgoblin sentry is approaching. Just one from the looks of things, i'm going to try to kill him quickly before he alerts anyone. Unless you are almost finished, that is."

    Is the building we are near close to the treeline so that I could use it for cover approaching the hobgoblin? If not, would Vindu know if hobgoblins are proud enough to accept a challenge to single combat?


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]
    MisterLurch wrote:
    Vindu the Chainbreaker wrote:

    I forgot the perception check to watch for enemies, unless you just want to use passive perception. If not, here's the check.

    Perception:1d20+10

    From your vantage point, you catch a glimpse of a lone hobgoblin seemingly patrolling the perimeter of the town. It has not yet spotted your clump of townsfolk, but if it continues on its path, it certainly will.

    Elaheil smiles slightly. " It pleases me to hear you say that. We aim to take the fight to these Hobgoblins today, tomorrow and for many days to come until we have restored this town to its citizens. In our current condition, we cannot defeat all of them today so we will make our way to a few more areas in town, killing any hobgoblins we come across. Once we are clear of the town we will organize and begin killing them until they are all gone. Why kill a few today and die when you can live and kill many MANY more?"

    Elaheil thinks for a moment and adds in a much more serious demeanor "Besides, if you stay then I an honor bound to follow you to fight...and die at your side. Would you condemn all three of us to death where there is such a superior alternative?"

    Diplomacy 1d20 + 5 ⇒ (16) + 5 = 21


    Male I am a meat Popsicle

    There is a moment when the two elves look at each other and seem to be communicating without speaking, Then they return their attention to Elaheil and the male speaks, "Well met, Bladesinger. I am Taidel and this is my sister, Lirosa. We will join you, at least for the time being; it sounds like your man could use some help with a patrol."

    They both ready their bows and fit an arrow to their strings while Elaheil gathers the notes and the keys. The three elves travel back around the building to the waiting villagers.

    Nice diplomacy rolls, Eric!

    GM Dice:
    1d20 ⇒ 13

    The patrolling hobgoblin is walking at a slow-ish pace, obviously keeping his senses alert for anything of note. The group has thus far gone unnoticed.


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]
    MisterLurch wrote:


    Nice diplomacy rolls, Eric!

    ** spoiler omitted **

    The patrolling hobgoblin is walking at a slow-ish pace, obviously keeping his senses alert for anything of note. The group has thus far gone unnoticed.

    Squirl's gotta get a nut eventually


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy begins walking towards the forge curious to know what the elf had found. I could use a few extra bolts , he thinks to himself.


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    Elaheil finishes grabbing the items and pauses at the torch, testing it carefully for heat. Provided he finds none he grabs the torch and places it in his pack. Retrieving his bow from his back, he follows the others out quietly and prepares to kill the patrol as quickly as he can from a distance.

    Once he meets back up with Thy and Vindu he whispers, "lets kill this interloper with haste and be off to our next point."


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu glances at the two newcomers, briefly nodding in their direction before turning towards the hobgoblin. He snarls as he crouches into a combat stance and his claws sprout.
    "Quickly it is, then."

    He charges off towards the goblin, now using both his hind legs and his arms to run, much like a wild gorilla.


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    "That's one fast monkey" Thy says to the elves before taking off after Vindu. Thy's eyes narrow as he runs; he and Vindu closing down on the hogoblin. For my Father, Death to Hobgoblins. he thinks as he draws his cross bow, as excited as ever to kill one of the foul creatures.


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Initiative:1d20 + 4 ⇒ (10) + 4 = 14

    My turn, depending on distance and order is going to be attack twice or move and attack once so here's two attack rolls.

    Claws:1d20 + 5 ⇒ (14) + 5 = 19
    Claws:1d20 + 5 ⇒ (5) + 5 = 10
    Damage1:1d4 + 4 ⇒ (1) + 4 = 5
    Damage1:1d4 + 4 ⇒ (3) + 4 = 7


    Male I am a meat Popsicle

    Somehow, the hobgoblin scout is looking in the exact wrong direction and does not notice the charging Vindu and Thy with the two new elves until Vindu comes within 60 feet of the hobgoblin.

    Round 1: Start

    As soon as the hobgoblin scout notices Vindu, two arrows streak past the Vanara. One bounces off the hobgoblin's leather armor, and the other cuts a gash across the hobgoblin's thigh.
    (Hobgoblin Scout: 4 damage.)

    Thynevenom, Elaheil, and Vindu, you are up.

    Initiative:
    Lirosa: 27
    Taidel: 26
    Thynevenom: 21
    Elaheil: 21
    Vindu: 9+
    Hobgoblin Scout: 9-

    Status:
    Hobgoblin Scout: 4 damage

    GM Dice:
    1d20 + 6 ⇒ (1) + 6 = 7
    T 1d20 + 5 ⇒ (16) + 5 = 21
    V 1d20 + 4 ⇒ (5) + 4 = 9
    E 1d20 + 5 ⇒ (16) + 5 = 21
    Tai 1d20 + 7 ⇒ (19) + 7 = 26
    Lir 1d20 + 7 ⇒ (20) + 7 = 27
    H 1d20 + 3 ⇒ (6) + 3 = 9
    Tai 1d20 + 4 ⇒ (16) + 4 = 20
    Lir 1d20 + 4 ⇒ (6) + 4 = 10
    1d8 ⇒ 4


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    Looking to ensure that the hobgoblin does not have a chance to raise an alarm, Elaheil follows suit with his elven kin. Moving forward (30') to minimize the chance to miss, leveling his bow and aiming carefully, he releases his arrow.

    1d20 + 5 ⇒ (11) + 5 = 16
    1d8 ⇒ 8


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Witnessing both his new and old elven companions get hits in and not wanting to be left out, Vindu continues his charge towards his hobgoblin foe, letting out an gleeful snarl and thanking the Faith that there appears to be no fires endangering innocent civilians this time.
    Charge:1d20 + 7 ⇒ (18) + 7 = 25
    Claw:1d4 + 4 ⇒ (3) + 4 = 7


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy plants his feet and fires a single bolt at the hobgoblin.

    1d20 + 7 ⇒ (6) + 7 = 13
    dmg
    1d10 ⇒ 10


    Male I am a meat Popsicle

    Round 1 - Final:

    Thynevenom comes to a stop, raises his heavy crossbow, and sends the finger-thick bolt plunging into the hobgoblin's thigh.
    (Hobgoblin Scout: 10 damage.)

    Elaheil moves a bit closer before loosing a shaft from his bow. This missile also find's its mark, driving deep into the scout's left shoulder even as the hobgoblin reaches for a curved horn on its hip.
    (Hobgoblin Scout: 8 damage.)

    Vindu, with a little extra effort, charges the wounded hobgoblin, raking his claws across the scout's throat. A wash of blood rushes down over the hobgoblin's chest as it crumples slowly to the ground, one hand grasping its throat.
    (Hobgoblin Scout: 7 damage.)

    Combat is over!

    Lootz:
    Potion of cure light wounds (2)
    Alchemist’s fire (2)
    Padded armor
    Composite longbow (+2 Str)
    20 arrows
    Handaxe
    Mwk battleaxe
    Backpack
    Bedroll
    Blanket
    Mess kit
    Small tent
    Provision Points (3)
    3 gp


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    Elaheil quickly rifles through the dead Hobgoblin's belongings. Examining the bow and testing its pull Elaheil is only able to draw it back part ways. "Anyone trained in the use of a bow and like to lift heavy objects?"

    Without waiting for an answer he hands one potion to Vindu "Since you clearly are on the front line more than others I think you should take this"

    Turning to Thy "You may need this too in case you are rushed again"

    With that he directs their companions to please make haste and divide the remaining items between then to be able to carry them out of town. There is little doubt that someone in their group will need them. Once that is completed he turns again to Vindu "Lead on, with this size of a group I think we are not going to be able to sneak but perhaps if we stay away from the main areas they will have more important things to deal with than catching us."


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu nods in agreement.
    "Indeed, this aide may save my hide. Come, I believe the the Shrine is the next closest location."

    He crouches down briefly, looking around and sniffing the air before heading off towards the next location, motioning the others with a wave.

    Perception to notice any other nearby enemies:1d20 + 10 ⇒ (20) + 10 = 30


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy takes the potion with a nod.
    "Let's hope it doesn't come to that."
    He makes sure to take the arrows. "A bow isn't worth much without it's ammunition." He follows Vindu in the direction of the Shrine.


    Male I am a meat Popsicle

    Thy, even you will suffer a -2 penalty to using the bow, as its strength rating is higher than your own.

    Thy takes up the heavier bow, and though he can draw the bow, he finds it to be difficult even for him to use effectively.

    The area is clear of other enemies, and you swiftly gather the rest of your villagers and head off toward the Riverwood Shrine.

    Skirting the western perimeter of the village and using the vegetation and buildings as cover, the group is able to avoid being noticed with all the chaos still engulfing the town.

    As you approach the shrine, you are coming in from the side and slightly behind the 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 sprawled on the wooden deck before the temple.

    Elaheil:
    As the group is approaching the shrine you hear a soft growling sound. The dead body, partially obscured by the corner of the building, jerks slightly.

    GM Dice:
    E 1d20 + 8 ⇒ (20) + 8 = 28
    V 1d20 + 10 ⇒ (8) + 10 = 18
    T 1d20 + 8 ⇒ (4) + 8 = 12


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy signals to the rest of the group to halt. He leans over to Vindu and whispers "You see the corpse my furry friend. Perhaps the hobgoblins have beaten us here, I believe we should send scouts before moving the entire group."

    Thy thinks to himself Let us hope this death and destruction doesn't draw more than a hoard of hobgoblins...

    If I need to roll stealth to whisper quietly here it is
    1d20 + 5 ⇒ (4) + 5 = 9


    Male Elf Magus 1 (Bladesinger) [HP 9/9 | AC 19/15/14 (+1 Combat Exp & +1 Bladesong) | Fort +3, Ref +4, Will +4 | Init +5; Perception +8 (Darkvision 60', Light Sensitivity)]

    Elaheil quickly joins those at the front of the group. Very quietly he says "I saw that body jerk slightly, almost like I would expect it to do if something were feeding on it. perhaps the two of you should flank around the other side to see what is there, I will watch the group."

    Elaheil keeps an arrow knocked and ready in case anything comes around the corner.


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu looks back at Thy and Elaheil before nodding and crouching down once more. He moves forward towards the opposite side of the corpse, keeping careful watch for any hobgoblins or other undesirables. He motions Thy forward with a wave as he moves around the side of the entryway. A quick prayer to the Green Faith escapes his lips as he does so.

    Stealth:1d20 + 10 ⇒ (7) + 10 = 17
    Perception:1d20 + 10 ⇒ (6) + 10 = 16 (add 2 if this counts as a "natural setting")
    If perhaps i need to climb something, i have a passive 26 climb check.


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy crouches, slowly moving forward and cocks back a bolt in his crossbow prepared for the worst. "May the Patient Lady grace my bolts and aim. If Her grace is with me..." his tail flicks as his eyes seem to glow "...then let them come, for their fate awaits." He raises his bow as he approaches the edge of cover.

    Stealth:
    1d20 + 9 ⇒ (18) + 9 = 27

    Perception :
    1d20 + 8 ⇒ (5) + 8 = 13


    Male I am a meat Popsicle

    As the Thy and Vindu skirt around the building you find a side entrance to the shrine and a path worn between it and the caretaker's hut.

    Do you wish to investigate it, or continue past it?

    Taidel and Lirosa move up to flank Khurdan, arrows on their strings.


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy stop and whispers to Vindu "I think we should look into the caretakers hut. There could be keys, or other useful things,"


    Male Vanara Shifter 1 HP: 22/22| AC 20/16/16| Fort: +4, Ref +7, Will+4| Init +4, Perception +11 (+13 in nature) Low-light vision

    Vindu nods in agreement.
    "I think you could be right, i'll go first, ready your weapon."

    Vindu slowly starts moving towards the caretakers hut, as quietly as he can.
    Stealth:1d20 + 10 ⇒ (17) + 10 = 27
    Perception to search for enemies:1d20 + 10 ⇒ (7) + 10 = 17 if this counts as a "natural setting", add 2.


    Male Tiefling Far Strike Monk (1) HP 11/11 | AC (20/19/15) +1 Scaled Skin | Fort +3 Ref +7 Will +5 | Init +5 | Perception 12 (Darkvision 60')

    Thy follows, crossbow at the ready.

    Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
    Perception: 1d20 + 8 ⇒ (15) + 8 = 23


    Male I am a meat Popsicle

    As you stand near the door to the caretaker's shack, you can both hear quiet voices inside. They do not sound like those of the hobgoblins.


    Male I am a meat Popsicle

    Summary Time:

    Riverwood Shrine:
  • 11 Provision Points
  • Rhyna - 2nd level adept
  • 1st level Warrior (1)
  • 1st level Commoner (3)
  • Potion of Cure Light Wounds (2)
  • Flask of Alchemist’s Fire (2)
  • Padded Armor
  • Composite Longbow (+2 Str)
  • 20 Arrows
  • Handaxe
  • Mwk Battleaxe
  • Backpack
  • Bedroll
  • Blanket
  • Mess Kit
  • Small Tent
  • 3 gp
  • Wand of Magic Missile (12 charges)
  • Silver Cup (15 gp)
  • Hand-Sized Darkwood Carving of a Butterfly (20 gp)
  • Three Bottles of Oldlaw Whiskey (20 gp each)
  • 100 gp worth of gold dust
  • 27 small semiprecious stones (1 gp each)
  • 76 gp
  • 150 gp worth of silver dust
  • Aegis of Recovery
  • Wand of Cure Light Wounds (18 charges)
  • Oreld's Fine Shop:
  • 7 Provision Points
  • 1st level Expert (1)
  • 1st Level Commoner (1)
  • Potion of Cure Light Wounds (2)
  • Flask of Alchemist’s Fire (3)
  • Antitoxin (1)
  • Healer’s Kit
  • Flask of Oil (5)
  • Smokestick (2)
  • Tanglefoot Bag (2)
  • Thunderstone (2)
  • Leather Armor
  • Daggers (3)
  • Heavy Mace
  • Hooded Lantern
  • 16 gp
  • Antiplague
  • Bottle of Bloodblock (5)
  • Bottle of Fire Ward Gel (1)
  • Flask of Defoliant (2)
  • Marble Mortar and Pestle (worth 50 gp)
  • Portable Alchemist’s Lab
  • Alchemy Components (200 gp)(can be used to make 600gp)
  • Dust of Illusion (1)
  • Dust of Tracelessness (1)
  • Phaendar Bridge:
  • Potion of Cure Light Wounds (3)
  • Potion of Endure Elements (1)
  • Flask of Alchemist’s Fire (2)
  • Vial of Antiplague (1)
  • Vial of Antitoxin (1)
  • Vial of Scent Cloak (3)
  • Mwk Breastplate
  • Mwk Buckler
  • Dagger
  • Mwk Cold Iron Scimitar,
  • Mwk Light Crossbow
  • Crossbow Bolts (20)
  • Animal Harness (Wolf)
  • Backpack
  • Bedroll
  • Compass
  • Crowbar
  • Manacles
  • Provision Points (4)
  • Signal Whistle
  • Silk Rope (50 ft.)
  • Small Tent
  • 16 gp
  • Total Entourage/Provisions:
    Provisions total: 60
    Your entourage consists of:
    Aubrin
    Taidel - 1st level Ranger
    Lirosa - 1st level Ranger
    Kining - 2nd level Expert
    Jet - 2nd level Aristocrat
    Rhyna - 2nd level Adept
    1st level Warrior (5)
    1st level Aristocrat (3)
    1st level Expert (2)
    1st level Commoner (8)


    Male I am a meat Popsicle

    That completes Part 1. Next is the adventures in the Fangwood Forest.

    Everyone is level 2.


    Male I am a meat Popsicle

    After traveling for a couple of hours into the forest, many of the villagers reached the limits of their endurance and a small, dark camp was established.

    The night has passed with no further problems, and those that have escaped Phaendar are all rested, but despondent as all of the ramifications of the night's events sink in. The mood of the waking camp is subdued as small discussions of what to do next are had. Generally, most of the survivors are waiting to see what kind of plan Vindu, Elaheil, and Aubrin come up with.

    Refugees/Provisions:
    Provisions total: 60
    Refugees: 24
    Your party consists of:
    Aubrin
    Taidel - 1st level Ranger
    Lirosa - 1st level Ranger
    Kining - 2nd level Expert
    Jet - 2nd level Aristocrat
    Rhyna - 2nd level Adept
    1st level Warrior (5)
    1st level Aristocrat (3)
    1st level Expert (2)
    1st level Commoner (8)

    What can a refugee do/help with?:
  • Assist: NPCs can assist a PC or NPC with any skill they’re trained in, automatically granting a +2 aid another bonus.
  • Build Shelter: Creating a shelter for one Medium-sized creature requires a successful DC 12 Craft or Survival check. For every 2 points by which the result exceeds 12, the shelter can accommodate one additional
    Medium-sized creature. These shelters are simple and cold, but enough to prevent a character from being fatigued from lack of shelter.
  • Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91).
  • Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.
  • Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually
    cheese or butter), or can be butchered to immediately provide 2 Provision Points.
  • Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area or reduce the chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist).
  • Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
  • Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps, and providing skills the PCs may lack. NPCs hold back from combat, but should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety.
  • Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs.
  • Named NPCs:
  • Jet: Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.
  • Kining: The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.
  • Rhyna: She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group.
  • Food and Shelter:
    Food:
  • The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.
  • Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.
  • If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

    Shelter:

  • The Fangwood Forest and Nirmathas in general are temperate, with frequent
    light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.
  • Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night.
  • For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don’t require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation (GM’s discretion). Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

  • Male I am a meat Popsicle

    NPC Skills
    Assume a check of +5 to any listed skill unless indicated otherwise.

    Taidel and Lirosa:

    Taidel - 1st level Ranger
    Climb +6
    Craft(Bows) +5
    Knowledge (local) +5
    Knowledge (nature) +5
    Perception +9
    Stealth +7
    Survival +5
    Lirosa - 1st level Ranger
    Climb +5
    Craft(Leather) +5
    Knowledge (local) +5
    Knowledge (nature) +5
    Perception +11
    Stealth +7
    Survival +6

    1st Level Warriors:
    Aburio (m)
    Craft(weapons)
    Handle Animal
    Perception
    Ride
    Arca (f)
    Climb
    Handle Animal
    Perception
    Profession(soldier)
    Aridan (m)
    Handle Animal
    Intimidate
    Perception
    Swim
    Bernus (m)
    Climb
    Craft(Leather)
    Handle Animal
    Perception
    Melina (f)
    Climb
    Intimidate
    Perception
    Swim

    1st Level Aristocrats:
    Atronia (f)
    Bluff
    Knowledge(history)
    Linguistics
    Perception
    Ride
    Sense Motive
    Ghashad (m)
    Appraise
    Diplomacy
    Knowledge(local)
    Ride
    Sense Motive
    Survival
    Jayran (m)
    Diplomacy
    Knowledge(history)
    Knowledge(nobility)
    Linguistics
    Ride
    Sense Motive

    1st Level Experts:
    Murren (f)
    Appraise
    Bluff
    Craft(Armor)
    Craft(Bows)
    Craft(Weapons)
    Knowledge(Arcana)
    Knowledge(Engineering)
    Profession(Merchant)
    Sense Motive
    Survival
    Rogenus (m)
    Climb
    Craft(cloth)
    Craft(leather)
    Craft(traps)
    Handle Animal
    Heal
    Knowledge(Nature)
    Perception
    Survival
    Stealth
    Swim

    1st Level Commoners:
    Seneric (m)
    Craft(baskets)
    Perception
    Profession(herbalist)
    Survival
    Quarterstaff
    Cinnus (m)
    Perception
    Profession(baker)
    Profession(cook)
    Survival
    Dagger
    Burria (f)
    Handle Animal
    Perception
    Profession(Shepherd)
    Survival
    Sling
    Yenet (f)
    Handle Animal
    Perception
    Profession(Farmer)
    Survival
    Spear
    Asra (m)
    Handle Animal
    Perception
    Profession(Gardener)
    Survival
    Sickle
    Roskva (f)
    Handle Animal
    Perception
    Profession(shepherd)
    Survival
    Spear
    Aakriti (f)
    Perception
    Profession(trapper)
    Survival
    Handle Animal
    Boar Spear
    Miruna (f)
    Craft(cloth)
    Handle Animal
    Perception
    Survival
    Club


    Male I am a meat Popsicle

    Notable NPCs

    Aubrin the Green - Ranger 3/Cleric 3:
    Acrobatics +1 (–3 to jump)
    Climb +4
    Craft(alchemy) +5
    Craft(bows) +5
    Diplomacy +10
    Handle Animal +7
    Heal +8
    Intimidate +6
    Knowledge(local) +5
    Knowledge(nature) +8
    Knowledge(religion) +4
    Stealth +6
    Survival +7

    Jet - Aristocrat 2:
    Bluff +8
    Diplomacy +10
    Knowledge (local) +5
    Knowledge (religion) +5
    Perform (sing, string instruments) +8
    Profession(innkeeper) +6
    Ride +7
    Sense Motive +6
    Sleight of Hand +6

    Kining - Expert 2:
    Acrobatics +7
    Climb +7
    Craft (Armor) +6
    Craft (Weapons) +6
    Knowledge (religion) +6
    Perception +6
    Profession (merchant) +6
    Sense Motive +6
    Sleight of Hand +7
    Survival +6

    Rhyna - Adept 2:
    Craft(alchemy) +5
    Heal +7
    Knowledge (religion) +5
    Spellcraft +5

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