Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


101 to 150 of 3,309 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Where is Javark, he went upstairs a little while ago, stay here I will go check on him and make sure he is ok. Yewleaf quickly sprints up the stairs finding Javark asking people to leave. He steps up to the door and calls out, "My name is Yewleaf, I promise we are not Hobgoblins, me and a few more people are prepared to defend everyone as we escape this onslaught but we have to leave now. If you stay in here the Hobgoblin army will find you, they will force you to be their slaves. I promise I will protect you."

Bluff that I am not a construct: 1d20 + 6 ⇒ (1) + 6 = 7
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo looked at the others while the goblin alchemist and wyrewood rogue go upstairs. So what's the plan, are we sticking together or splitting up? And regardless, where first? I heard the church was the first priority?


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

I'm no hobgoblin. Would a hobgoblin know this? Jarvak says. He performs the little druid, a lullaby for children. Hobs only know songs of war and nasty things!

Perform: 1d20 + 5 ⇒ (1) + 5 = 6 (I guess I didn't perform it very well...)

Unfortunately, his voice cracks and the playing is quite abysmal. Jarvak is far too distracted. The goblin goes downstairs and asks Jet or the human bard to persuade those inside the room to come out.

Jarvak would prefer the group stick together.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Morgryn pondered for a long moment. "I s'pose if we move quickly, that might work too, though if we run inta trouble we may draw more an' more o'the hobgobbers if we ain't careful an' quiet or quick."

He looked at the townsfolk and lowered his voice. "I'm more worried 'bout gettin' the townsfolk t'safety than goin' t'places an' lootin' or whatever. I mean, supplies're great an' all, an' I can see the appeal in that, though."

He shrugged and looked around again. "Maybe Aubrin an' I can lead the people while the rest o'you go check out the sites?" He didn't sound excited about the idea, but didn't like the idea of either leaving the townsfolk to themselves or trying to take them around on a shopping trip with the town having been invaded.


Venture Lieutenant, Play by Post (online)

Two merchants sheepishly open the door at Yewleaf's words.

Where to next, guys?


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

I vote for trading company. That has supplies. We be hiding in the woods for a while, Jarvak says. He takes a quick look in the upper level rooms for any supplies or things that might come in usefuln and also a quick peek out of a window to see where the hobgoblins are before proceeding to join the main group.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

"Let's go, quickly quickly. I'll be a little ahead. Supplies first?"

She casts a quick spell, pointing a finger at Morgryn. "This way I can talk to you quietly while ahead. Great, huh?"

Message spell.


Yewleaf quickly motions for the merchants to follow him, "Do either of you have any supplies, we need to get everything we can carry before we leave," he asks before they go downstairs.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Morgryn nodded at Jarvak. "Trading company sounds fine t'me."

He glanced over at Jynnjun, hesitated, but then nodded and smiled slightly. "Good thinkin'."

He went to the back door and opened it carefully to see if any more hobgoblins were outside in the back.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo looked at the two, Wait, let's wait for Jarvark and Yewleaf, see where they want to go. He does go to the door and try to see if the coast is clear.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

To the trading company, then Jarvak says. Moving with such a large group worries the bard, but there's little choice.


Venture Lieutenant, Play by Post (online)

Waiting for at least one more voice to join the consensus where you want to go; I know Charzark had suggested the temple as the first location. You will be able to go to all the locations, but the last one you go to will have less stuff than the first.


I would vote trading company or smithy, GM did you respond to my question to the merchants


Venture Lieutenant, Play by Post (online)

The merchants just nod to Yewleaf and point to their packs, which appear to contain food and water.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Then let's get moving to the trade company says Charzark as he opens the door We're in a hurry here


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

The trading company? Xakroo questioned, What about the church? Not only will there be good supplies there, but I can bet my tail that there are more people huddled in there-thus a perfect target for the hobgoblins.


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

We can visit the shrine after the trading company, Jarvak says. Now let's go before both of them are burned down!


Yewleaf hurries quickly down the stairs merchants in tow, hearing Jarvark's statement, "Agreed let's move,"


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

Jynnjun slips out ahead of the group; she'll try to stay at least 60' in advance, but not more than 100'.

stealth: 1d20 + 15 ⇒ (18) + 15 = 33


Venture Lieutenant, Play by Post (online)

Jynnjun scouts ahead, seeing trouble all around, but no one seems to notice any of you. You go to the Trading Post and enter the door. You see a hobbogobbo rifling through the shelves. He holds in his hand a chain that connects to an iron collar around a human man's neck. The man has a javelin protruding from his stomach and looks about to fall over.

The hobbogobbo is busy looking for loot and so does not hear you enter. You all get an action in the surprise round.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo's eyes start to burn with hatred at the sight of the man...he readies his bow to fire at the hobgoblin.

Xakroo Longbow Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Xakroo Longbow Damage: 1d6 ⇒ 4

is the hobgoblin no more than 30 ft away? if so, then the attack roll goes to 27 and the damage is 5 thanks to Point-Blank Shot


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Jarvak also shoots at the hobgoblin. Fly true, blessed arrow he says to his bow, imitating a great Elven hero he heard about.

Bow attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 ⇒ 1


Yewleaf will sprints quickly to one side of the Hobgoblin, Kwiazy with me, lets show this ugly beast what cold steel can do."
Waiting for a flank


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

If Charzark can act before the others get in melee he throws a bomb at the hobgoblin
Attack against Touch AC: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

If he can't act before they get in melee consider that a readied action if any other hobgoblins appear


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

With quick words a blue ray flashes out of Jynnjun's hand towards the hobbogobbo.

attack vs. touch AC: 1d20 + 6 ⇒ (10) + 6 = 16 -4 if Yewleaf's there already
cold damage: 1d3 ⇒ 3

I assume the trading post isn't a huge building, so that ray of frost's 25' range is sufficient.


Sorry if I messed up everyones attacks, GM if it is alright by you can we assume that I go last in these situations, I wouldn't run in front of a bunch of projectiles.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Morgryn followed along behind the small creatures, staying back with the villagers so as to not alert any hobgoblins to his presence, thus screwing up any chance at stealth the small ones might have. He kept checking behind him to make sure the villagers were all still following along as well.

By the time he reached the door, all the small ones seemed to be actively attacking a lone hobgoblin with a human prisoner that looked near death's door. Morgryn grimly gripped his hammer and stepped in to the building.

If the hobgoblin is still up near the beginning of the non-surprise round, which is when I figure Morgryn will arrive, then he'll charge in. But I don't really expect him to be, lol.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwaizy rushes in for the flank...

acro if nec: 1d20 + 13 ⇒ (16) + 13 = 29

to hit: 1d20 + 7 ⇒ (18) + 7 = 25
dmg if hits: 1d4 ⇒ 2

to confirm crit: 1d20 + 7 ⇒ (5) + 7 = 12
extra dmg if crits: 1d4 ⇒ 3


Kwiazy it's a surprise round so I don't think you can attack yet.


Venture Lieutenant, Play by Post (online)

Charzark's bomb, Xakroo's arrow, and Jynnjun's ray all slam into the hobbogobbo. Jarvak's arrow skims over his shoulder. Then Yewleaf moves around to set up a flank and Kwiazy charges, swinging his weapon and slashing at the hobbogobbo. The hobbogobbo is clearly very badly hurt.

initiative rolls:

Kwiazy init: 1d20 + 6 ⇒ (3) + 6 = 9
Charzak init: 1d20 + 4 ⇒ (16) + 4 = 20
Jarvak init: 1d20 + 3 ⇒ (3) + 3 = 6
Xakroo init: 1d20 + 4 ⇒ (2) + 4 = 6
Jynnjun init: 1d20 + 5 ⇒ (3) + 5 = 8
Yewleaf init: 1d20 + 10 ⇒ (20) + 10 = 30
Morgryn init: 1d20 + 3 ⇒ (8) + 3 = 11
enemy init: 1d20 + 3 ⇒ (11) + 3 = 14

Yewleaf
Charzark
hobbogobbo -18 hp
Morgryn
Kwiazy
Jynnjun
Xakroo
Jarvak

Yewleaf and Charzark, you may act.


Yewleaf slashes at the Hobgoblin with his blade hoping to score a fatal blow.

Attack Roll: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark runs to the side of the injured man and tries to help with his wounds

Heal for First Aid: 1d20 + 6 ⇒ (17) + 6 = 23

You not die today! he says, then he points to the hobgoblin He dies


Venture Lieutenant, Play by Post (online)

The hobbogobbo smirks at Charzark, slashes at his captive, and then falls over, dying.

attack: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d8 + 2 ⇒ (3) + 2 = 5

Both the hobbogobbo and his human captive are now at negative health and dying. The hobbogobbo was at 0 hp and chose to act out of spite.

You are out of initiative, but need to decide quickly what you are going to do about the injured.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy takes a slash at the hobbogobbo's throat.

coup de grace: 2d4 ⇒ (3, 2) = 5

"Die, bad hobbogobbo! You no worth saving!" He looks to his companions and asks, "Who fix longshanks?"


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I really despise hobgoblins thinks Charzark as he tries to stabilize the chained man.

Heal for First Aid: 1d20 + 6 ⇒ (17) + 6 = 23

I said you not die today he says as the bleeding stops. Then he points to two of the survivors behind Morgryn Yous carry him!

After barking the order Charzark looks around the Trade Company looking for other survivors and supplies

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Morgryn stepped forward and if necessary cast Stabilize on the dying villager. But giving a look-over the person, he thought Charzark might have been able to stop the bleeding. "I ain't really that much of the healer type, but I can ask Torag t'heal this person, though it means I'll have less spells later."

As he spoke he looked around from where he was standing for the supposed 'supplies' they came to get, to see how easy or not it would be to get them out.


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Jarvak looks around the shop for stuff to pick up.

When longshanks better, ask if any good things around.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

"If he walks now we can take supplies easier - maybe he comes with us and carries some, but at least no one carries him." With that Jynnjun stalks around the trading post, eyes glowing slightly blue from a new spell.

Detect Magic's the spell.
Perception: 1d20 ⇒ 5


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Forgot to add, Jarvak will search the dead hobgobbo.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo will look around to find the supplies. Good work guys, the kobold said proudly, Even if that damned hobgoblin tried to take his prisoner with him, we may have saved him. Now...where are the supplies?

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Morgryn thought about that for a few seconds and then gave a nod of satisfaction. It made sense to him tactically and logistically, he had just wanted to make sure that others felt the same about his use of a spell as it was a limited resource.

He knelt down next to the wounded person and began quietly praying to Torag, asking that his stalwart defenses might infuse this person, giving them the strength to defend themselves from further harm.

OOC:
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6


Venture Lieutenant, Play by Post (online)

The fallen hobbogobbo has leather armor, 3 daggers, a heavy mace, a hooded lantern, food worth 3 provision points, 16 GP, two potions of cure light wounds, a potion of invisibility, 3 vials of alchemist's fire, antitoxin, a healer's kit, 5 bottles of oil, 2 smokesticks, 2 tanglefoot bags, and 2 thunderstones.

If you want to change Morgryn's healing spell to instead be a potion, that's fine.

The shop owner, Vane Oreld, is grateful for the rescue. He points out where the valuables in his shop are so they can be used. He also warns you of a trap in the back room.

The stuff you find in the shop that the hobbogobbos haven't ruined is:
3 vials of antiplague, five bottles of bloodblock, a bottle of fireward gel, and two flasks of defoliant.

You continue into the back room, which is the shop owner's living space. Here, you find alchemical components which Oreld insists come along so that he can use them to make alchemical items when you find a refuge, one dose of dust of illusion, and one dose of dust of tracelessness. You also notice notes on the desk about an explosive 'stump remover' the proprietor was working on. In a cellar, you find 6 townsfolk and food worth 10 provision points.

That's everything at the Fine Shop. Trading Company or Shrine next, guys?


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Thank you Vane. The village is no longer safe. Join us; we be needing your help for those alchemical items. Jarvak says.

To the shrine next? the bard says.

Jarvak takes a smoke stick and a tanglefoot bag


Yewleaf nods, "We can venture to the shrine next, we should move quickly," Yewleaf picks up on of the tanglefoot bags and prepares to move.


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

"Ooh! This looks good, and this, and this..." Jynnjun picks up a number of magical and alchemical things from the fallen hobbogobbo. "This is like finding things to return, but you don't have to give them back... "

When Xakroo notices the notes on the desk, Jynnjun turns to Vane. "Master Oreld, did you ever make some of this stump remover? How well did it work?"

1 ea. potion of invisibility, CLW, alchemist's fire, tanglefoot bag, smokestick. If anyone else want to call dibs on some of this Jynnjun won't contest it.

Should we be keeping track of the provision points too?


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy will pick up a potion of CLW, an alchemist fire, a thunderstone, and the fireward gel... willing to give stuff up if anyone contests, of course, except he is a front liner, would like to keep the clw potion.

"Shrine be good, then Trade place. We take all stuffz, yes?" I assume we're taking everything, just some of it unclaimed and in generic party loot pool?


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

"Just take first. Might need when attacked by hobgobbos." Jarvak says.


Yes but we need to keep track, me and Jarvak have claimed the two tanglefoot bags for example so I don't think Jynnjun can take it.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Morgryn will load up with whatever he needs to carry to help get things out of there, but he will also see about enlisting some of the townfolk to carry some of the provisions as well if they are up to it.

"Aye, the shrine's fine fer next."

Morgryn will help get the gear loaded up on various people and carry what he needs to to help as well. He will specifically carry the antitoxins, antiplagues, bloodblock and healer's kit if no one else is.


Please look at the discussion thread for a loot sheet my friends

1 to 50 of 3,309 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Redelia's Ironfang Invasion gameplay (low power table) All Messageboards

Want to post a reply? Sign in.