The Ironfang Invasion: Fangs of War

Game Master vayelan

A tale of desperate survival set against the invasion of a ruthless hobgoblin army — the Ironfang Legion! As the Ironfang Legion begins carving out an empire of monsters, the heroes must flee their hometown of Phaendar as it burns, saving any lives they can.

Resources:
Upper Caves Map
Lower Caves Map
Regional Map

Longshadow
Encounter Map: Morlock Warrens

Party Treasury (Old)
Party Treasury (New)
Militia Worksheet


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F Human Mesmerist 8 Swashbuckler 2 HP 72/80 Fort: +4 Ref: +13 Will: +8/+10 AC:21 Init: Staring At: Spells 1st 5/5 2nd 4/4 3rd 1/1 Tricks 5/5 Used Status:

"Thanks for that. The last time I tried climbing I fell right in front of the enemy. Anyway Thorek is right this whole tunnel system is a bit creepy and we can easily be cut of by the enemy."


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Let's scout the old dwarven Masonry first? The morlocks likely took up in the ruins of the dwarven building, and the unworked stone likely heads away from the ruins.


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

Since we've designated Gren and Aaron as our scouts I'm content to follow your lead


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Gren and Ringo float above the ground towards the south and east, towards the masonry part. Before turning the corner, Grenwold himself is wreathed in shadow. Accessing the similar shadowy magic, Gren adds his +11 to his stealth.

If possible, Gren and Ringo will take 10 for 10+14+11=35 and 10+20=30, respectively.

If you'd like a rolled stealth, please use the following numbers. I will have used my second minute of Animal Focus for Grenwold.

stealth Gren: 1d20 + 14 + 10 ⇒ (3) + 14 + 10 = 27
stealth Ringo: 1d20 + 20 ⇒ (20) + 20 = 40


You round the corner and explore the adjoining masonry chamber, finding quite the unusual sight.

Lines of thick, red pigment cover the southern wall of this partially collapsed dungeon hall. The paint depicts countless figures, albeit without any refined artistic skill. Gnarled, disfigured creatures stand atop a virtual carpet of prostrate human forms. At the apex of the vast mural looms a coiled serpent that has a woman's face.

Perception DC 23:
The serpent woman is a much more recent addition to this mural, compared to the other figures which were painted quite some time ago. Whomever - or whatever - it depicts is likely a new arrival to the morlocks' society.

Knowledge (Dungeoneering) DC 25:
The image of the serpent woman seems to depict a dark naga, as indicated by the telltale crest and spines.

The eastern wall of this room has collapsed, exposing more natural, rough tunnels beyond.


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Gren grabs his awareness wand and flicks it, and then puts it back.

Forgot to use HA, but won't use it for these two rolls. Gren doesn't have dungeoneering, but Aaron does, so he'll point out the recency with a whisper (without rolling b/c +23) of the painting.

Grenwold makes note of how recent the painting is. It looks like there's only one exit, so I think we keep scouting.


Scouting the rough-hewn passageways beyond the dwarven architecture, you find that there are parallel paths. One tunnel leads to a chamber to the east, and another leads to one to the north.

Unfortunately, the air carries unimaginable stenches from either direction. Although, if you had to judge, you'd say that the air from the northern passage was marginally less foul. However, you can also hear sounds of shuffling, scraping, chewing, and grunting coming from that direction.

Meanwhile, the droning sound of buzzing flies comes from the east.

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