Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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

Charzark goes through the objects and picks a great quality armor, probably made for a halfling but with some work... Masterwork Studded Leather he also picks enough materials to prepare the tools for his trade Portable alchemists lab and asks one of the survivors to help him carry it Yous! Yous helps me I gives yous coin yes? We friends now after much searching and envious looks at Xakroo he finds another backpack of similar quality Masterwork Backpack I have backbag like you, the famous Xakroo Bridgkiller!


Yewleaf rummages through the objects from the town and pulls out a set of armor made from leaves, he slips into it and chuckles, "I look like a walking tree with this on," he remarks. He continues his search and pulls out a small set of finely crafted tools. Masterwork Thieves


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's mood is muted as he looks through the objects. Looks like there's another one as he retrieves another Masterwork Studded Leather. This will come in handy.

He also finds a Masterwork backpack.

The bard sings a song for Phaendar.

Oh tiny village of Phaendar
Where everyone is so kind
would even take in goblins
no better place you'll find...

Though you might have fallen
You will not be forgotten
One day you'll rise from the ashes
and your taverns will be full... again!


Venture Lieutenant, Play by Post (online)

You and your followers spend the first few days building tent shelters, gathering food, and collecting some of the escaped livestock from Phaendar. Your followers take and make use of the rest of the gear in your 'stash.' i.e. you start out with it empty again at this point As everyone starts to settle in, it takes a little less effort to keep everyone fed and with shelter, so some of your followers who have the ability make specific items to give you as thanks for rescuing and taking care of them. Yewleaf is handed a magic wand that looks like a slender willow twig. It's a wand of Wyrwood Light Healing. It works just like Cure Light Wounds, but only on wyrwoods, and it can be used by anyone who could use cure light wounds. Jynnjun gets a wand of burning hands. Morgryn gets a wand of cure light wounds. Kwiazy is handed a little bag full of vials of liquid like weapon blanches, but may be applied as a swift action. There are 8 of them, you may choose when you use one what kind of weapon blanch they replicate. Xakroo finds a small bundle of special arrows pushed into his hands. 20 hobgoblin bane arrows. Please notice that this is an exception to the rule because they are not also +1, and hobgoblin is much narrower than the usual target to bane. Charzark is given three small gourds on a string. gourds of fire burping

Charzark, I'm really struggling to find a similar item for you. I'm looking for something cool that has about the right value, will be helpful, but you wouldn't buy for yourself. Perhaps a ring that gives a small skill bonus?

Can you guys please describe for me what you do during these first few days, and what you plan to make your routine for days you're in camp?


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 help some with setting up the camp, but he's a bit scatter-brained and does tend to get in the way more than help. He does try though. He'll end up helping to take care of the children if there are any... the attention spans are about equal and he is playful enough to keep them out of the way and engaged. Then, he practices his moves when the routine settles in, sword-practicing against the nearest sapling, using it like a pell and handing sticks to the children, teaching them his signature sword and dance moves. "You need do this... grow up and kill many hobbogobbos with me, yes?"


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

Did you mean Jarvak with the last ooc comment? I don't mind a ring with some skill bonus. :) Whatever is appropriate!

Jarvak will comfort the refugees, distribute food, amuse children with sleight of hand/prestidigation/mage hand, and tell stories of heroes facing similar predicaments as they are.

He'll try to look through any scrolls or materials with information about the Legion. Perhaps there might be more information about them somewhere...

History: 1d20 + 6 ⇒ (14) + 6 = 20


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')

"Burning hands ... it'll be useful if I get attacked by bees I guess. Thanks."

Jynnjun will spend most of her time at first around the camp. There's too many people here for serious traps to be a good move, but setting up alarms is still possible. Getting to know people and hopefully training them not to walk into tripwires can take up plenty of time, but if she has more then setting snares to catch small animals is something she can likely do.

Her routine is likely to run late rather than early due to light sensitivity. Probably more dealing with people in the day (afternoon), more traps at night.


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 inspects the arrows, and has a wicked glint in his eyes as he realizes what they're for. Hehe, let's see those hobgoblins act so confident with me firing these... he snickered.

So wait, those hobgoblin bane arrows are +1 against hobgoblins?


Venture Lieutenant, Play by Post (online)

No, they are +2 against hobgoblins, and do an extra 2d6 damage. However, they are a limited resource, so I would not suggest using them against every hobgoblin mook you meet.


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)

Right, he'll most definitely save them for any hobgoblin that gives the group too much trouble or is too much of a threat


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)

Whoops forgot what Xakroo will be doing for the next few days

Xakroo will mainly be the sentry of the group, tracking and keeping an eye on any dangers, as well as tracking some herbs for medical use. Whenever anyone gets an injury of any sort, he will tend to their needs, being the group's official doctor.


Venture Lieutenant, Play by Post (online)

Jarvak, the refugees give you a ring that helps you be better at something. +2 to one skill of your choice. After you make the choice, it can't be changed.

After the first few days, Aubrin asks to meet with you to discuss what to do next. She is still recovering from her wounds, so she should not leave camp, but she is now well enough to supervise the refugees while you go explore, if needed.

When you sit down with Aubrin, she begins, "Most of these people would never have made it out of town if not for you, thank you. Now, we need to make sure that they have everything they need while we wait to see what the hobgoblins do. We need to make sure everyone has food, shelter, and things to do to keep them from moping. We also should find out more about the area. This temporary camp will work for a little while, but when cold weather comes, we will need something better. Also, we are very vulnerable here to attack."


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 spent most of his time helping those who were wounded, tending to them, overseeing their care. And he prayed with any who were interested, but mostly he prayed over people and for everyone to have the strength to go on and fight.

He waved off the thanks. "It's not necessary t'thank us. People were in need. Tha's enough fer me."

He pondered her words and looked to Xakroo. "Think ye can lead us t'find somethin' a bit better for these people, there, Xakroo?"

Thanks! Is the wand full on charges?


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 thanks the villagers for the ring. It looks like a head of a wolf with intense eyes. Ring of Perception +2 "Thank you for this pretty bauble!" he says.

"Aye. We'll need to be cautious and to study the area. There be dangers aplenty in these woods. And we can't wait for the hobgoblins to act; that might be too late," he says.


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

Charzark has spent the days tending to the wounded and testing (and tasting) the local flora and fauna for alchemical properties.

Yep! Morgryn right, we heros no need to thank heros, you just build big statue when things better that says Charzark "bigbooomer" or Xakroo "bridgekiller" he looks at his dirty feet trying to hide the fact he is blushing We heros now need to find better place to camp. Maybe cave or tree city like sissy elves? he pauses to look at Morgryn, You duregarers can smell caves like dwarves?


Venture Lieutenant, Play by Post (online)

still weekend,so I will wait one more day for everyone to have a chance to post.


Yewleaf grunts in agreement, Jarvak is right, studying the area is a definite priority, we may be able to find a better place to hole up. Yewleaf thanks whoever handed him the wand. He spends his early days sparring with Kwiazy, practicing stroke after stroke so he can be prepared for the future battles ahead of him.


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 start training youths and adults in basic swordplay, so that they are better able to defend themselves should the need apply... All this in their spare time, of course... "You do good, you live! That all that be important... they live or die, no matter... you live! that what matters! Fight to live!"

When he's not drilling the survivors in how to attack and defend themselves, he'll spar with Yewleaf, and anyone else who wants or needs to hone their skills.


Venture Lieutenant, Play by Post (online)

There is a cave complex nearby. There is also a cabin and a hideout of the Chernasardo rangers. You know roughly where each of these is located.


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 is excited when he hears about the cave... "Cave mebbe has danger. Or mebbe make good hidey place. We find out?"


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, Yes, I'll volunteer to help find a better home for the people. Perhaps we should explore the cave complex first? Or somewhere else?


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 shakes her head, "Caves are good, but allies are better. To the rangers! Anyway, the cave will still be there later."

Though I do see the parallel with checking out 3 places in town earlier...


Yewleaf ponders whats being said and then speaks, "Allies may be good, but I feel like the cave might offer a better location to make camp for now. We need to get these people into an easily defensible position that is sheltered from the weather. The Cave complex if explored and made safe could shelter us and the villagers for a while." Yewleaf sharpens his kukri as everyone is talking.


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 nods. "Me think caves better. Move people from danger first. Else hobgobbos come and smash kill eat. Rangers later?"


Venture Lieutenant, Play by Post (online)

I'm going to wait a little longer to let others be heard.


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 looked dumb-founded as he turned to look at the little goblin. He opened his mouth but nothing came out and then he frowned deeply. "SMELL caves?? Don't be DAFT!" He shook his head. "Just 'cause we live underground doesn't mean we have some sort of...of..." He floundered for the right words for a moment and then finally got it. "some sort of cave sense or somethin'!" He threw up his arms and turned away from the goblin, hiding the smile threatening to bloom on his face.

He listened to the others and finally he nodded. "A cabin sounds more comfortable fer the townsfolk, though if the cave itself isn't inhabited or dang'rous, it would be more defensible likely."


We have far too many people to fit in a cabin, we need more space. Yewleaf remarks.


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

Me no daft! says an offended Charzark Me clever saientestist making hypotothesis! Anyways, caves have monsters, me prefer allies just yet!


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 inspected one of his arrows as he pondered. So, either we find allies in the rangers first, or go to the caves to find shelter first. Both are excellent choices, yet both can carry risks as well as rewards...


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

"Mebbe rangers still be there after caves, yes?"


"Everywhere we travel we will have to bring these villagers as well as protect them, if we journey to the Ranger station we will have to protect them the entire way there as well as move slowly, we then will have to go to the caves. Why not establish a safe location in the caves first so we can travel unburdened." Yewleaf stops sharpening his blade and sheathes it as he talks.


Venture Lieutenant, Play by Post (online)

As you talk, one of the refugees interrupts your meeting. "A man just showed up at our camp. He was running, and he is very scared."


"We can discuss this latter, lead us to him." Yewleaf states with authority.


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

"Maybe he has new information," Jarvak says.


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 his agreement and turned to stride purposefully towards where this 'new arrival' had come running in. He was more concerned to see if anything was following them and would let the others interrogate him for the moment to see how he found their band of refugees...though he stays close enough to hear the conversation.

Perception: 1d20 + 4 ⇒ (15) + 4 = 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 immediately heads over to check on the newcomer, checking to see if there is anything suspicious about him.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21


Venture Lieutenant, Play by Post (online)

The man is so scared that all he can do is scream. He keeps looking back behind him. diplomacy to calm him down enough to talk. I'll keep the perception and sense motive rolls to use later in the conversation, if applicable.


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 bustles over to try and get some sense out of him. "Hey, hey now, there's nothing so dangerous as that here... let's try and keep it that way, so a bit less screaming, mmm?"

Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20


Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
"Please halt your screaming, you are safe now with us."


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

"Human, calm down. We on the same side," Jarvak says.

diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16 (Assisting Yewleaf)


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

"You stop now... shhh, you not mewling pup... you safe here."

diplo aid dc 10: 1d20 + 2 ⇒ (17) + 2 = 19


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

Charzark watches as the rest crowd around the man trying to calm him and shakes his head If I was a hugeman surrounded by them I'd scream too


Venture Lieutenant, Play by Post (online)

"I... I... I'm Edran. I'm a traveler from Taldor. I was staying at the Taproot in Phaendar when those monsters attacked. I was so scared when I saw the invaders in the streets, but I managed to flee before
being spotted. I even saw a ferocious bugbear with a scarred head tearing a townsperson apart. I can't get his screams out of my head."

Morgryn and Xakroo:
Everything you can see agrees with what he is saying.

Xakroo:
His fear is genuine, but you don't think it's just fear of the hobgoblins. He's also afraid of you and the villagers. Something isn't right here.


How did we not see him, we were in the taproot and searched the entire inn before leaving?


Venture Lieutenant, Play by Post (online)

He must have heard the scuffle starting and slipped out. The innkeeper, Jet is among your followers if you want to try to confirm that part of his story.


I was not worried about confirming it, I just wanted to make sure we didn't screw up haha.
Yewleaf leaves his companions to talk to the man and seeks out Jet, You were the innkeeper correct, do you remember that man staying in the inn before the assault. I want to make sure his story checks out, who knows what a man would be willing to do to escape those monsters."


Venture Lieutenant, Play by Post (online)

No, it's more that the authors of the adventure missed that possible problem.

Jet confirms that the stranger was staying in her inn just before the Ironfang attack. She had never met him before that visit to her inn.


Yewleaf returns quickly to the man to hear the rest of his story.


Venture Lieutenant, Play by Post (online)

When you press Edran for more details, he is very vague and only repeats what he already said, together with complaining that he was too scared to notice or remember any more. He can't remember his run to you because of how scared he was.

Sense Motive DC 17:
He is clearly scared, but also clearly lying about something.


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

sm: 1d20 ⇒ 11

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