Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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Yewleaf moves to the wolf and attempts to slice it open, but he stumbles on an uneven piece of stone missing the wolf.

Attack Roll: 1d20 + 5 ⇒ (4) + 5 = 9


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 moves forward, but can't quite get a straight line for a charge, so just double moves...


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 ran forward towards the hobgoblin, barely restraining the urge to let out a war-cry....but apparently had misjudged the distance and didn't make it all the way to the enemies.

Double-move I guess.


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The hobgoblin steps towards Morgryn, swinging her scimitar at him.

attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 2 ⇒ (4) + 2 = 6

As her scimitar swings, she calls out "Get out here, you buffoons!"
(Actually, she probably would use much stronger language; use your imagination.)

rolls: 2d20 ⇒ (17, 8) = 25

The wolf bites at Yewleaf.
bite: 1d20 + 2 ⇒ (2) + 2 = 4

The entire party may act now.


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')

"Get out yourself, softskin!" A blast of colorful light flashes across from the hobgoblins' left, then the kobold scuttles behind her.

If she fails the save (Will DC 15) then Jynnjun will snatch up her scimitar as a move action when it falls. Moving behind her is a 5' step.


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will save: 1d20 + 3 ⇒ (7) + 3 = 10

The lead hobgoblin howls as she is blinded and stunned for 1d4 ⇒ 4 rounds.


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

That actually misses since I have +2 dodge AC vs goblinoids from the campaign trait, just FYI.

Also, since I didn't see whether you said the deity-granted bonus was still in effect or not, I didn't include it below.

Morgryn grinned fiercely at the hobgoblin and swung his polearm hammer around in a vicious strike. "We ain't goin' nowhere, leastwise not 'til yer dead, hobgobbo!"

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d12 + 4 ⇒ (9) + 4 = 13


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')

+2 for flanking, remember, Jynnjun's in position. With the hobgobbo being blinded & stunned for -4 AC & no dex bonus, I'm sure that'll hit.


Waiting for Kwiazy for the flank, after she moves into position,
Yewleaf slashes at the wolf again but again mistimes his strike
Attack Roll Flanking?: 1d20 + 7 ⇒ (4) + 7 = 11
Attack Roll: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4


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

Whoops! Forgot to look at the map for that, thanks Jynnjunn! Also, Morgryn took a 5ft step back but is still flanking with you.


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 moves around the hobgoblin to avoid AOOs and takes the spot opposite Yewleaf.. .He slashes at the big green longshanks with his scimitar.

to hit: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
dmg if hits: 1d4 ⇒ 4


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')

"Nonono!" Jynnjun waves her sickle, "we've got this, we've got this. The rest of you help Leafy before the wolf eats him!"


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 steps forward and starts to chant to the wolf.
Oh you creature of the wild
how wonderful you look
you're so furry
one could tell you're something special

The wolf howls at the tune and shakes off its effects.

Jarvak grumbles. Everyone's a critic...

Casting fascinate on the wolf
Wolf saving throw DC12: 1d20 ⇒ 14


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Waiting for posts from Charzark and Xakroo. Because of the holiday weekend and posts in discussion, I'm going to give some more time.


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 fires another arrow at the wolf, hoping to help out Yewleaf.

Longbow Attack: 1d20 + 6 ⇒ (12) + 6 = 18

Longbow Damage: 1d6 ⇒ 2


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Going to give Charzark a few more hours. I'll wait until tomorrow morning to bot him.


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

Charzark moves closer to the enemies and readies a bomb.

Ready Action. If any enemy moves and isn't adjacent to any ally he throws the bomb

Sorry for the disappearance GM, thanks for your patience


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The hobgoblin falls over, shrieking, and then is dead.

2d20 ⇒ (14, 20) = 34

You hear movement in the shed.

The wolf runs away, taking attacks of opportunity from Yewleaf and Kwiazy. Charzark, you may consider your bomb triggered, also.

Please stay in initiative, guys, there's another wave coming.


AOO: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (4) + 1 = 10

As the wolf sprints away Yewleaf uses its momentum against it, as he strikes the wolf proceeds to run along the blade creating a large wound. Yewleaf swiftly swings his blade to the side as blood slicks off it then raises it to his eye. He admires it testing it's edge, "Sharp." He glides quickly to the entrance of the shed but stops short.

Wow, complete turn around of luck, and 20 and a 18 as well as max damage. I will double move to the entrance of the shed.


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')

Jynnjunn slips behind the shed entryway and props the hobbogobbo's scimitar against the wall, keeping her own sickle at the ready.


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

aoo on wolf: 1d20 + 8 ⇒ (5) + 8 = 13
dmg if hits: 1d4 ⇒ 2

Kwiazy takes a clumsy strike at the wolf, which may not have even been necessary as Yewleaf's weapon cleaves through it... then Kwiazy moves over to the shed, standing to one side of the door.

stealth to approach the door to the shed silently: 1d20 + 9 ⇒ (6) + 9 = 15


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The wolf also crumples. The door to the shed opens, and two hobgoblins look out. They see their dead leader and run away.

AoO's from any of you who want and are in the path.


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

aoo on fleeing hobbogobbo: 1d20 + 8 ⇒ (12) + 8 = 20
dmg if hits: 1d4 ⇒ 1


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 fires upon the hobgoblins, trying to take down one of the more wounded ones.

Stop right there! Jarvak shouts.

Arrow: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 ⇒ 1


AOO: 1d20 + 5 ⇒ (7) + 5 = 12

Yewleaf toys to stop one of the hobgoblins but ends up missing as his blade sails uselessly through the air.


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Waiting a bit longer for AoO's.


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')

"Cowards! You're running away from a kobold you know!"

attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 ⇒ 3


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

"Ha!" He let out a grunt, grinning wickedly. "Jus' like a hobgobbo t'run when things're jus' gettin' fun!" He swung his polearm hammer at one of the creatures as it fled.

Not sure if Morgryn is in the path but in case he is and you are waiting one me...

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d12 + 4 ⇒ (8) + 4 = 12


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The hobgoblins escape, running back towards the town, a bit beat up but still able to run.

Aubrin reminds you that you want to take down the bridge to keep the hobbogobbos from being able to follow you for a while.


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

Where's the thingie that'll make this thing go BOOM? Jarvak asks. He then knows that this bridge is important to the town, but the hobgoblins are going to be relentless.


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')

"The stump remover's in Morgryn's pack, between the bloodblock and the healer's kit. Do you know anything about 'gineering though Jarvak? I don't." Jynnjun shrugs helplessly.


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 looks at the bridge, and he can't help but snicker at the idea of taking out the bridge. This plan is brilliant-though I'm not sure how to work it out. Anyone else?


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

"Me not know 'ginring'... but blow up stuff good.. we make fire and boom boom!"


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

Charzark smile widens at the thought of a huge BOOM.

Let I see! Me expert boomer! says the goblin Mmmh, if we use the explosive force close to the main supporting pillars the rest of the structure will be unable to resist the river current and the bridge will be obliterated. The material is highly flammable so we could try to craft a fuse or maybe...

We make big boom HERE! says Charzark pointing to the perfect spot to collapse the bridge. Then he moves near Xakroo You good shot yes? You ever use flaming arrow to make big BOOM? It FUN

Craft (Alchemy): 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge (Engineering): 1d20 + 4 ⇒ (20) + 4 = 24


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 blinks at the thought of firing a flaming arrow. I have never done such a thing before...how would that make a "big boom"?


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

Charzark points to the stump remover. That no like fire! If you put fire to it it BOOOOM... me no want to be near when it boom. he smiles at Xakroo You can say you kill bridge, no many heroes can say!


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 nods, finally understanding what the situation is. Alright then, I'll do such a thing. But...how do I make my arrow on fire?


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 let out a small chuckle at the sheer excitement that the goblin was showing in blowing up the bridge. He cautioned everyone to move away from the bridge before this was supposed to happen.

To Xakroo he shrugged. "That's easy." He tore a few strips of cloth from the downed hobgoblin (or from his own stock if needs be) and wrapped them around an arrow. "You do this. Then we light it with flint an' steel I got here. Then ya fire the arrow an' don't miss."


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If you guys want to continue with the fire arrow, that's fine, but this stuff would even explode from a bump with a normal arrow, if you'd rather.


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

Charzark nods at Morgryn explanation and after he's finished chimes in And you fire from far far far far far away. Or you get caught in big boom and look 'tupid

GM Redelia wrote:
If you guys want to continue with the fire arrow, that's fine, but this stuff would even explode from a bump with a normal arrow, if you'd rather.

But it's so much cooler! He can even walk away from the explosion in slow motion!


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 nodded, backing up to a spot where he can hit it accurately. Whenever you're all ready, get behind me and I'll fire. Morgryn, get the flint and steel ready.

yeah I'll go with it for cool factor. also not sure how far away he'll need to be to avoid the blast radius, so I'll assume 30 ft so Point-Blank Shot will work. I wanna make sure this hits as often as possible-not that I haven't missed most of my shots so far.


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 stands behind Xakroo to watch the big boom... "Make boom now?"


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

Once everyone is far enough back to avoid harm, and ONLY once everyone is far enough back to avoid harm, will Morgryn produce the flint and steel from his back. He will strike it a couple of times before a spark will light the cloth wrapped and tied just behind the point of the arrowhead. "There ye go! Loose and let slip the dogs o'boom!" He stuck his fingers in his ears to help dampen the noise of the explosion even as he backed up a few steps, a maniacal grin on his face.


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 keeps his aim as much as he can...

Longbow Attack: 1d20 + 7 ⇒ (17) + 7 = 24

And the arrow flies straight to the target, letting off a huge explosion. He flinches at the sight, but looks slowly to see how much damage he caused.

I have no idea if I gotta do some kind of save to avoid something


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You move all of your followers to the other side of the bridge while Charzark uses his engineering knowledge to place the 'stump remover' under the center support of the bridge. Morgryn and Xakroo prepare a fire arrow, which Xakroo sends flying into the stump remover, which explodes in a stupendous BOOM! It takes a moment or two for all of you to be able to hear clearly again.

You look back over the river at the city that some of you called home, and see the lights of fires scattered all over the town. There is a cloud of smoke hovering over the top of town. There are no more screams of townsfolk, but instead an eerie silence, occasionally interrupted by a wolf's howl. Phaendar has fallen to the Ironfang Legion.

You and your followers flee into the woods. Your followers are all exhausted, so you are only able to flee a short distance into the woods before making camp, so you can only pray to all the good deities that the destruction of the bridge will keep you safe for the night.

The first night passes uneventfully. You know that for now, all you can do is try to help your rag-tag band of followers survive.

You may all level up to 2. You can have whatever gear you want as long as its total value is less than or equal to wealth by level. If you have any questions about your level up, please post them in discussion. Roll for HP, minimum on the roll is 1/2 your hit die. Also let me know there when you are ready. We'll pause here for a few days so everyone can level up.


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 spends a little time searching through the goods and supplies taken from the town... among the items, he finds a 12" metal bar and takes it out, starts playing with it. He discovers that he can manipulate it into a variety of shapes and forms to duplicate almost anything he wants... Traveler's Anytool He shoves it into his belt. He puts a couple of small vials into his pack as well...

He also finds a small masterwork backpack, which he transfers his few belongings into.

"Me ready to go..."


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 fishes through some of the supplies with Kwiazy and realizes he finds a few items: a backpack, one of much better quality than the one he has masterwork backpack, which he tosses his old backpack aside; a wooden box containing a variety of bandages and herbs healer's kit, alongside another box of even more advanced medical tools surgeon's kit. What surprises him the most though is a small container full of live leeches leeching kit. He knows that in the wilderness, any poisons and injuries will be detrimental to everyone, so he gladly holds onto these items.


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')

In the shadows Jynnjun messes around with the various wands found earlier. With a bit of silver wire poked through newly-drilled holes she lashes three of them together. "I said it needed more oomph" she mutters. wand of magic missile CL 5 (3 missiles)

Her belt pouch bulges with more acquisitions from the alchemists' shop 4 acid flasks, 1 scent cloak and a scavenged spear rests beside her. The finely-made sickle is nowhere to be seen though.


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

Oh Phaendar... Jarvak sighs. What does the legion want? We must stop them! the bard says.

Jarvak searches through the supplies and comes up with a finely crafted flute. He also finds some books and starts reading up on some of the history of the area. Maybe there's a clue about defeating the Ironfang Legion in there...


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

OOC: Character sheet updated. 2 vials of Antiplague and 2 bottles of Bloodblock go back in to the supplies

Morgryn trades out his armor after digging through some of the supplies. He pulls out a finely crafted breastplate that has seen better days. But he cleans off the dust and buffs out the dents in it. He puts his old polearm and a few of the alchemical vials in to the supplies for general use. He needed them less than others might, he figured.

He gave thanks to Torag for seeing them and their charges out of the city safely, and prayed for the souls of those who had been killed in the city.

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