Motteditor's Ironfang Invasion PBP (Inactive)

Game Master motteditor

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Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

"I get the feeling that the only thing that would cause a panic here is running out of pretzels."

Violet nudges Vexras. "Hey, you talk good. Mind giving it a shot?"


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HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

”The great pretzel famine of 4703. Don’t remind me. Those were dark days.”


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

Vexras looks from Arryn to Violet and at their encouragement shrugs then strides toward the mayor and his group. ”Ah, the mayor at last! At least I believe this is the mayor, for if there is another soul in this fine establishment that would better suit the name Thom Crawbert, then I am a horned gnome!” He chuckles at his own joke as the group turns their attention to him but he continues on before they can interrupt. ”It pains me so to disrupt your conversation like this, and yet I fear I must. It seems, you see, that most of your cups are in need of refilling and rectifying this is the least I could do after receiving such a warm welcome to Longshadow. Ah, but here I am, forgetting yet again to introduce myself. Vexras Voltagion, itinerant sword smith and humble filler of needy cups, at your esteemed service. Forgive me, if I have come across as pushy in any way, my companions,” he gestures back toward the door as his friends move to find a table, ”they are fond of watching me make a fool of myself.”

Diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

Violet nods along enthusiastically.


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9
Arryn Dawood wrote:
”The great pretzel famine of 4703. Don’t remind me. Those were dark days.”

Lol!

Dorrin allows a meager chuckle to escape just under his breath. "A 'horned gnome'. Good one," he murmurs.


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

Brostic listens to Vexras' words and thinks Where did we find these funny guys? Oh yeah. They saved us from the hobgoblins in Fort Trevalay. The seriousness of that situation reduces the levity of the conversation for Brostic. Not wanting to interfere in the diplomatic efforts, Brostic moves to the bar and asks the keep

"We need refills for the mayor's table." Pulling out his coin sack and dropping some silver pieces onto the bar, he adds "Thanks for your assistance." He drops two more silver "Those are for you."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The bartender thanks Brostic, giving him a wide grin, along with several mugs to carry back to the table.

When he arrives, he finds the mayor greeting Vexras.

"No, no worries, my good man. Any visitor to Longshadow is a friend of mine. Come, come, have a drink," he says happily.

He introduces you as well to his "three most trusted advisers": Garret Graygallow, a human man who owns a local foundry; Seneka Volstadt, a female half-elf shipping magnate; and Banker Solomon Zane, a priest of Abadar. They greet you politely, if nowhere near as boisterously as the mayor does.

Feel free to role-play here, but don't make any rolls for the moment, please. We'll get to that.


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

Arryn pulls up a chair. He keeps his voice pitched low. "Thank you, sir, though there will be many visitors to Longshadow very soon who will not be friends of yours, or anybody else who lives here. We're sorry to spoil your pleasant afternoon, but we must speak with you on a serious matter, and I admit that right now, I'm terrified that you will not believe us. We could scarcely believe it when it was happening to us. Are you aware that the Ironfang Legion has invaded and taken most, if not all, of southern Nirmathas, from the river to the border? We are from Phaendar, which fell to a sneak attack several months ago. Ever since, we've been leading and protecting a group of refugees from there in Fangwood. In seeking help from the Chernasardo Rangers, we learned that they had been wiped out almost to a man. In clearing out several of their former forts, we engaged one of the Ironfang's lieutenants in this region, and she had a series of battle plans and some maps. These maps."

Carefully, so as not to alarm other citizens nearby, he unrolls the map that shows the planned invasion of Longshadow.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Thank you, son, for bringing these to facts to my attention," the mayor replies, "but I'm not worried. That sounds horrible for Phaendar, but Longshadow is one of the most heavily fortified cities in Nirmathas. We're more than capable of defending ourselves from a few uppity goblins.”

Again, you can continue to make your case, but no rolls yet.


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

”I appreciate that, sir, but we aren’t talking about a dozen foes raiding farms: there are hundreds of them if not more. The Ironfang Legion has conquered all of Nirmathas south of here. We used communication magic to warn Tamran and request military aid and the response was that they are preparing to be under siege there and unable to send us help. First, however, they conquered the territory between here and there so you would not be able to send them arms and reinforcements during the siege. Once they take Longshadow, they will have access to all those supplies and will no longer have to worry about their supply lines to Molthune.”

”I know that we are strangers and you have no reason to trust or believe us. Do you have some trusted scouts here in town who could come with us to locate and survey their forces?”


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

"And they have a dragon. Had. I think we killed it? I was unconscious at the time. Because of the dragon. Point is, there's something different about these hobbos (I call hobgoblin hobbos, I think it's catching on, but it would help a lot if you started saying it, seeing as you're the mayor). And Vexras said they have a tower that basically popped up overnight. Maybe check that out, too?"


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Cutting his eyes from Violet to the mayor, "The lass is right. We did kill the dragon. And I don't doubt the defensibility of Longshadow. My question ta you, Mayor, is: Can Longshadow stand up ta a thousand gobbos? What about five thousand? Ten thousand? Because if they've already taken what Arryn here just told ya they've taken, I can guarantee ya their army easily numbers in the thousands. And with that bein' the case, can Longshadow withstand such a number alone? Because there's no help ta be had, Mayor, let me assure ya. They've nearly taken over everythin' surroundin' ya ta where you'll be the only town left. We highly urge ya ta prepare for war because that storm WILL arrive, ready or not."


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

"Mayor Crawbert, while I am certain that your great city has the capabilities to fend off any attacks that you have encountered previously, in all my years roaming through the Chernasardo Forest I have never seen such an organized group of hobgoblins. There is someone or something leading these creatures. All we are asking is that you at least discuss the matter with the head of your city's security, perhaps run a few drills to ascertain your current readiness. Isn't it always better to be prepared? Thank you for taking the time to speak with us. We are available if anyone wishes to ask us questions about what we have seen."

Brostic bows and moves back to the bar to order a drink for himself.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Thom," the half-elf woman named Seneka interrupts, "it's clear they're concerned, but they're also strangers to our town. I'm sure they're just being alarmist. We don't want to panic people over nothing."

Solomon, the cleric of Abadar nods, "Yes, a thousand hobgoblins? Not that we couldn't fight that off, but I'm sure it's not that many. I've known traders who've gone to Phaendar. Lovely little town, but it was just that. A town. I'm sure 100 hobgoblins would have been more than enough to take it over."

He's interrupted by Garret, the mayor's third adviser: "Though it was more likely just a raid. No offense, but did you stick around there? Or flee? No one could blame you for the latter!" he adds in a quick assurance. "No one wants to be caught by hobgoblins, but ... there is a difference."

This is going to be a skill challenge as you try to persuade the mayor and his advisers to take you, and the hobgoblin threat, seriously. You need to make five opposing skill checks against the advisers, using
Bluff, Diplomacy, Intimidate, Sense Motive, and for the final round, either Knowledge (local), Perform (oratory), or Profession (soldier). Only one representative from each side can attempt each check, but you can aid your primary speaker’s checks. You also each get one reroll you can use during these checks, whether it's on a primary check or an aid. I think it's probably easiest to discuss in Discussion how you want to handle. Maybe everyone posts their modifiers for each skill, and we'll assume the best handles the primary check; the rest of you can attempt to aid that person.


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Bluff: 1d20 - 1 ⇒ (3) - 1 = 2
Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
Intimidate: 1d20 - 1 ⇒ (2) - 1 = 1
Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7

Perform(oratory): 1d20 - 1 ⇒ (15) - 1 = 14
Profession (soldier): 1d20 + 2 ⇒ (3) + 2 = 5

After the others try to convince the mayor the destruction of his town is coming whether he likes it or not, Dorrin adds his two cents. "Yep. I couldn't have said it any better," he claims with confidence.


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

"Yeah!"
Diplomacy (assist): 1d20 - 1 ⇒ (13) - 1 = 12

"...mmm-hmm."
Bluff (assist): 1d20 - 1 ⇒ (12) - 1 = 11

"Look, you can get on the offense and fight them now or wait for them to attack with more supplies and support. They're getting stronger, not weaker. Now if you're not willing to act, maybe we just need to take this information to the rest of the people and let them decide for themselves."
Intimidate (primary): 1d20 + 3 ⇒ (7) + 3 = 10

"What's holding you back, really? Are you afraid of what happens if you fail? Or if you'll look foolish if we're wrong? Please at least give us the chance to convince you."
Sense Motive (primary): 1d20 + 12 ⇒ (19) + 12 = 31

"Um...strategery?"
Profession (soldier) untrained, assist: 1d20 + 1 ⇒ (8) + 1 = 9


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

And here's a reroll on the Intimidate:

"Not that we want to go behind your backs, or anything. It's just that you've got such a nice town here. It would be a shame if something were to happen to it." Violet knocks over a glass.

Intimidate (primary, reroll): 1d20 + 3 ⇒ (8) + 3 = 11


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

All rolls are assist rolls

Bluff: 1d20 + 1 ⇒ (13) + 1 = 14
Diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20
Intimidate: 1d20 + 1 ⇒ (4) + 1 = 5
Sense Motive: 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge (local): 1d20 + 3 ⇒ (5) + 3 = 8


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

Diplomacy Assist: 1d20 + 0 ⇒ (9) + 0 = 9 Arryn reiterates his acknowledgement that they are unknown and that if they have any reservations, he’d be happy to head out with a local scout to find the hobgoblins forces.

Bluff Assist: 1d20 + 0 ⇒ (18) + 0 = 18 Arryn talks a bit about Scarvinious and implies that many of the hobgoblin forces are as elite of fighters as he was.

Intimidate Assist: 1d20 + 0 ⇒ (1) + 0 = 1 In an effort to show that they aren’t just talking about a few measly hobgoblins, Arryn demonstrates his own power by gathering power and lifting several tables into a large pile, along with a couple townspeople.

Sense Motive Assist: 1d20 + 1 ⇒ (1) + 1 = 2 Sullenly sitting in silence after being chastised by Violet for his display, Arryn is too distracted to notice much.

Profession Soldier: 1d20 + 10 ⇒ (15) + 10 = 25 Coming back from his funk, Arryn lays out the maps again, pointing out the thought that has clearly gone into the hobgoblins’ invasion and how they would never have been able to accomplish so much without a truly formidable force.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's a close call, as the advisers press their case forcefully, Eventually, though, the mayor shakes his head and turns to them. "Listen to them. Clearly they've had a lot of experience fighting the Ironfang Legion, and if they say that an invasion is imminent, and the town's defenses aren't adequate, I have to listen to them!"

He turns back to you. "Please, if everything you say is true, we need your help. Will you stay here and aid Longshadow?"

With his question, the advisers concede. "Perhaps you're right," the woman, Seneka says with a rueful smile. "I fear what this will mean for our economy, but I can't let my greed blind us to a genuine threat. Obviously if this Legion gets into the city, that will hurt our economy even more."

Congrats! You've earned the mayor's trust! You realize that this minor verbal skirmish was just your first battle, however, and you have work you're going to need to do if Longshadow is to stand. Each day you spend in Longshadow, you can perform up to three actions from the list below (each requiring about 5 hours of time).

Actions:

City Walls: A sturdy brick wall surrounds most of Longshadow, leaving only the dockside district exposed. The walls have battlements and walkways, allowing the town’s militia to patrol the edges of Longshadow and keep a watchful eye out for bandits, Molthuni armies, and the occasional hunting wyvern. However, the wall is in poor repair in several places, making it easy to climb. You can lead laborers in repairs to the wall with a successful Craft (stonemasonry), Knowledge (engineering), or Profession (stonemason) check.

Internal Defenses: While the walls of Longshadow are paramount to defense, they cannot hold off every enemy. With some preparation and planning, you can organize fallback locations and choke points, as well as barricades and medical stations. Organizing untrained citizens to make all these improvements requires a successful Craft (alchemy, carpentry, stonemasonry, or traps), Diplomacy, or Knowledge (local) check to determine the best locations for defenses or to directly aid in their construction.

Militia Drills: The town’s militia consists of 50 soldiers, though only 25 of these operate in the town at a given time. The remainder operate as scouts and marshals in the wilderness and nearby villages. You can muster an additional 300 soldiers from the town’s reserves with the mayor's blessing, but these conscripts are inexperienced and undisciplined. You can whip the militia into shape with a successful Intimidate or Profession (soldier) check.

Siege Supplies: Many of Longshadow’s crops in the surrounding fields aren’t quite ready for harvest, but can be gathered to help the city prepare for disaster. Likewise, townsfolk trained in hunting and trapping can redouble their efforts to fill larders before disaster strikes. Organizing these efforts requires a successful Profession (baker, cook, farmer, or trapper) or Survival check.

Townsfolk Readiness: Although not trained as soldiers, Longshadow’s townsfolk are strong, ablebodied, and eager to defend their homes. Rather than serving as soldiers, these adults can be trained to fight fires, run messages, and tend to the injured. Inspiring and training the average citizens of Longshadow requires a successful Diplomacy, Heal, or Profession (soldier) check.

Note that there may be more later on.

Each of you can pick three actions for Day 1 (hold off on additional days for now). Multiple people can oversee an action; additional PCs beyond the first can use the aid another action. You can perform a given action more than once in a day and gain its listed benefit multiple times, though if you're skilled enough you may effectively do everything you can (getting the maximum benefit from the action).

Mechanics:

Vexras Bluff: 1d20 + 3 ⇒ (16) + 3 = 19
Vexras Diplomacy: 1d20 + 13 ⇒ (18) + 13 = 31
Vexras Intimidate (aid): 1d20 + 1 ⇒ (1) + 1 = 2
Vexras Sense Motive (aid): 1d20 + 0 ⇒ (1) + 0 = 1
Vexras Prof (soldier) (aid): 1d20 + 0 ⇒ (9) + 0 = 9


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

Arryn will do militia drills in morning and late afternoon, and do Townspeople Readiness in between.

Militia 1: 1d20 + 10 ⇒ (4) + 10 = 14
TR: 1d20 + 10 ⇒ (11) + 10 = 21
Militia 2: 1d20 + 10 ⇒ (2) + 10 = 12

Blech! Longshadow is clearly doomed!


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

Internal Defenses; Knowledge (Local): 1d20 + 3 ⇒ (7) + 3 = 10
Siege Supplies; Survival: 1d20 + 3 ⇒ (1) + 3 = 4
Townsfolk Readiness; Heal: 1d20 + 15 ⇒ (14) + 15 = 29


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

Violet follows Arryn around, clumsily barking orders.

Militia Drills (Intimidate): 1d20 + 3 ⇒ (15) + 3 = 18
Townsfolk Readiness (Diplomacy): 1d20 - 1 ⇒ (4) - 1 = 3
Militia Drills (Intimidate): 1d20 + 3 ⇒ (15) + 3 = 18

In between sessions, she tries to convince anyone who will listen that perhaps what the townsfolk need is a seminar on the fundamentals of wrestling.


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

YES! SURVIVAL! Man o man Dorrin has NONE of anything else.

Dorrin works hard to round up as many people he can to work to gather as many food supplies as they can.

Siege supplies(Survival): 1d20 + 14 ⇒ (14) + 14 = 28
Siege supplies(Survival): 1d20 + 14 ⇒ (2) + 14 = 16
Siege supplies(Survival): 1d20 + 14 ⇒ (14) + 14 = 28


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

Wishing he could help the townsfolk repair and produce enough weaponry for the coming assault, Vexras recognizes the more immediate need of an organized and orderly people. He splits his time between helping the people identify and fill gaps in the defenses and in helping and advising the non-combatants in how they can best support the town’s soldiers and militia.

Internal Defenses (Diplomacy): 1d20 + 12 ⇒ (18) + 12 = 30
Townsfolk Readiness (Diplomacy): 1d20 + 12 ⇒ (13) + 12 = 25
Townsfolk Readiness (Diplomacy): 1d20 + 12 ⇒ (19) + 12 = 31

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Arryn starts by trying to lead the militia through some drills, and they're going well -- thanks to Violet's help -- at first. Then a small fight breaks out, and by the time the dust has settled, it's clear two militia members are dead! Whatever you hoped to gain from the drills, it's clear that if anything they've only hurt your cause. You've lost 2 Defense Points

Sense Motive DC 25:

You think someone may have purposely instigated the fight! It's possible there was some sabotage!

Arryn and Violet similarly struggle to get the townspeople to listen, but Vexras and Brostic have far more luck. For whatever reason, they seem far more willing to listen and accept the danger than the mayor and his advisers, or the militia for that matter. You've gotten the maximum 10 Defense Points here Vexras also organizes several fallback locations and choke points against a possible Ironfang invasion, though he suspects there's more that could be done. +5 Defense Points

Dorrin's time in the wild has suited him well for his chosen task, and he soon has supplies stockpiled for a possible siege, or whatever else might come. You've gotten the maximum 10 Defense Points here

You're now at 73 Defense Points.

The day ends with you feeling accomplished, but you suspect there's still much to do, and you just don't know how much more time you have.

Mechanics:

1d5 ⇒ 1
3d20 ⇒ (20, 7, 9) = 36
1d6 ⇒ 2


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

With the day over, Arryn calls the group together to debrief, discuss what went well, and what went horribly wrong.

"Perhaps, since the townspeople are quite enamoured with Vexras and Brostic, you two should stay and continue readiness, while Violet and I do some scouting to see if we can find out how much time we have before the army arrives?"


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

Violet nods sullenly.


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

Vexras shrugs, ”I’m afraid there’s not much left we can do with the townsfolk as it were. They are as ready as they can be, but some of the more defensible positions in the town could be reinforced and prepared still.” He pauses, reviewing his progress and evaluation of the townsfolk once more but in the end shakes his head. ”What about you two and the militia? I heard some of the people actually died during drills?”

I can’t hit that DC, so not even going to bother rolling that Sense Motive check


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

Arryn throws up his hands. ”Not a clue. We were running some drills, everything was going great, then some old beef must have flared up, and they started at each other. By the time I had flung them all aside and Violet had gotten in to split them up, two guys were dead. Nobody seems to know what happened, but needless to say we didn’t get much training in after that.”


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

Sense Motive: 1d20 + 9 ⇒ (5) + 9 = 14

Brostic has no idea what caused the fight. He shrugs his shoulders and focuses on the townsfolk readiness instead. Let us know if you need rolls for Day 2.


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

Forgot to roll Sense Motive.

Sense Motive: 1d20 + 12 ⇒ (16) + 12 = 28

"Something's hinky about that fight, don't you think? Like someone was starting it on purpose? You guys, I don't want to sound alarmist, but I think someone is trying to stop us from being alarmist."


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

Vexras frowns at the thought, ”That might suggest that these Iron Fang have agents in the town already. A troubling complication. If they are here, how can we root them out before they hurt these good people any more?”


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

”Perhaps by giving these traitors a target too tempting to pass up, such as tomorrow morning when I head out to that clearing we passed on the way in, alone, to engage in my deep meditations. You know, the reason we had to postpone tomorrow’s drills, because I’ll be out there, alone, distracted with deep thoughts.”


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Stroking in his beard in thought at the suggestion, "Worth a shot. I'm not sure what else it would take ta draw the scum out. I'll keep me eyes open for anyone who may follow. I know the clearin' ya speak of so no worries there."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I just want to make sure I understand, Violet and Arryn are going to sneak outside to present Arryn as bait, with Dorrin sneaking along? If so, can I get a Stealth check from Dorrin (and Violet if she's staying inside)? Vexras and Brostic are going to continue their plans inside? If so, please give me what you want to work on. Let's start with just action for the day and see what happens before we get to the next two.


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

They will need Vexras' silver tongue to sell the lie about why there are no drills today. Something about Dorrin and Violet going out to hunt for more provisions while Arryn is meditating.


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

Vexras is a charmer, not a bluffer. I’ve got a better shot at helping with the walls then I do selling a lie.

As Arryn and others leave town, Vexras shrugs with a sigh and shakes his head ruefully. Talking more to himself than anyone else, he mutters, ”Well, perhaps reinforcing walls has something even faintly in common with forging blades.”

Knowledge (Engineering): 1d20 + 4 ⇒ (12) + 4 = 16


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Stealth: 1d20 + 18 ⇒ (11) + 18 = 29 (31 if in forest terrain)


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

Townsfolk Readiness; Heal: 1d20 + 15 ⇒ (5) + 15 = 20
Townsfolk Readiness; Heal: 1d20 + 15 ⇒ (10) + 15 = 25
Townsfolk Readiness; Heal: 1d20 + 15 ⇒ (1) + 15 = 16

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Outside the walls, Arryn has a pleasant morning, while Dorrin and Violet see nothing that causes them alarm. Inside, things go well for Brostic, who's able to offer some tips on treating injuries that the townsfolk pick up quickly. +5 Defense Points

Vexras, however, thinks things are going well, but as he's leading his team in putting the finishing touches on his wall repair he can only look in dismay as the repairs crumble in a thunderous roar, support beams snapping in half! You lost 5 Defense Points!

Vexras only, DC 25 Perception:

On alert from Violet's earlier observation, you think there may again have been sabotage of your work. It's odd, though, since you would swear you noticed Brostic on site at one point, which would seemingly have cut down the chances for such mayhem.

Mechanics:

1d2 ⇒ 1
1d20 ⇒ 14
1d6 ⇒ 5

You're now at 73 Defense Points.

That was the first third of the day. You have the second part of the day now to do what you would like to do.


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

I can’t hit that perception dc, so won’t even roll. RIP!


HP: 91/91; NL: 24; Force Ward: 5/20; Internal Buffer: 1 AC: 21 (touch 16; FF 16; +2 vs goblinoids; 15% chance to ignore crits or sneak attacks); CMD 20| F/R/W: +13/+12/+4; Init: +5; Perc: +12;

Arryn returns at lunch time rather than spend the whole day as bait. Seeing the collapsed wall he mutters a curse before heading over to lay hands on anyone hurt.

For the rest of the day, he’ll run more militia drills, but this time making certain to spread folks as far apart as he can.

Soldier: 1d20 + 10 ⇒ (5) + 10 = 15

Soldier: 1d20 + 10 ⇒ (10) + 10 = 20

Perception: 1d20 + 12 ⇒ (15) + 12 = 27 Keeping an eye out for trouble


Male Human Cleric (Erastil) 8; HP 83 | AC 18/14T/15F | F+10/R+8/W+10 | Perc +19 | Init +3 | CMD 21

Brostic has prepared Divination for the day and will cast it asking the following:

Is there anything specific that must be done to prepare either the town of Longshadow and/or the party for a possible invasion of the Ironfang Legion?


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Siege supplies(Survival): 1d20 + 14 ⇒ (18) + 14 = 32
Siege supplies(Survival): 1d20 + 14 ⇒ (4) + 14 = 18

+16 if it's within forests. I forgot that last time.


male tiefling Itinerant Swordsmith 8
Baseline Stats:
Max HP: 51 | AC 20 ( 18 T / 12 FF) | Fort +8 / Ref +7 / Will +7 | CMD 20 | Perception + 3 | Know (arcana, dungeon, planes), Spellcraft +15 | Diplo +13 | Stealth +5 | UMD +6

We already maxed out what Survival checks can get us in terms of Defense Points.

With a heavy sigh at the scene of the collapse, Vexras shrugs at the futility of it all. Despite this, he still makes sure everyone’s uninjured before helping to clear some of the debris so they can start over. He turns to the crew he’d worked with throughout the morning and smiles, ”Well, I suppose we will just have to try once more. Come, let us keep our chins up as we put our shoulders into it again, my friends!”

Knowledge (Engineering): 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (Engineering): 1d20 + 4 ⇒ (11) + 4 = 15


Female Human HP: 76/76 | AC 21 ( 15 T / 17 FF) | Fort +9* / Ref +9* / Will +6* | CMD 29 (25FF) | Perception + 12 | Sense Motive + 12| Stealth +13

Violet mopes back into town and takes out her frustration the poor unsuspecting townsfolk.

Militia Drills (Intimidate): 1d20 + 3 ⇒ (5) + 3 = 8
Militia Drills (Intimidate): 1d20 + 3 ⇒ (2) + 3 = 5

Violet kicks a rock and stubs her toe.


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Even though he knows next to nothing about how to repair or build a wall, that doesn't stop Dorrin from doing whatever he can to help get them fixed up to the best of his ability.

Profession (stonemason)for City Walls: 1d20 + 2 ⇒ (16) + 2 = 18
Profession (stonemason)for City Walls: 1d20 + 2 ⇒ (14) + 2 = 16

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Back inside, Violet struggles to do much with the militia, but Arryn's old training comes into play and he's able to eventually get them functioning more efficiently.

Vexras, meanwhile, goes back to working on the walls, but again and again his every effort -- even with Dorrin's help -- seems to end in calamity, with key materials seeming to go missing or have defects that make them unusable. Lose 9 defense points as things go badly

DC 25 Perception, Vexras and Dorrin only:

You're almost certain this can't just be bad luck, but rather that someone must be working against you. It's odd, though, since you would swear you noticed Brostic on site at one point, which would seemingly have cut down the chances for such mayhem.

Brostic, meanwhile, gets an answer to his prayers: "Find the wizard, bring the beasts."

Mechanics:

1d20 ⇒ 9
1d6 ⇒ 4
1d20 ⇒ 12
1d6 ⇒ 5

End of Day 2:

City Walls: 0/xx defense points earned
Internal Defenses: 5/xx
Militia Drills: 20/30
Siege Supplies: 10/10
Townsfolk Readiness: 10/10

84 defense points

At the end of the day, you think you've done everything you can with the siege supplies and townsfolk readiness, but the city walls have been a disaster. You can also work more on organizing internal defenses and still have some more militia you can muster. (Also, I put the options for defense actions on the campaign page to make life easier, as well as some details in the Day 2 spoiler.) It's the end of the day, but you have time to talk/discuss what you want to do tomorrow. Let me know when you're ready to advance to the next day.


M Dwarf Ranger 8th(9th)/Chernasardo Warden 3
Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Perception: 1d20 + 14 ⇒ (2) + 14 = 16

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