Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Will DC 16: 1d20 + 5 ⇒ (12) + 5 = 17


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

We are rolling with theater of the mind, right? Assuming so...

Satisfied that the box that caught his eye is no longer burning, (on his turn) Aerel snatches up his bow from the ground and moves around the room to get an angle on the korred. That feels like it would be two move actions, so I don't think I would get an attack - and it's probably next round, anyway, since I spent this round saving furniture.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
Is there a bonus from the flag on the save? I was last in line.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Sadly, the Flag only gives a bonus against Fear effects.
Will DC 16: 1d20 + 3 ⇒ (4) + 3 = 7

If Benedict is close enough to hit the Korred, he will do so.
If not, he will attack the wicker man if it is still up.
If not, he will move closer.

+1 Warhammer, Flag, Slow: 1d20 + 11 + 1 - 1 ⇒ (10) + 11 + 1 - 1 = 21
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Wicker man is down, korred is the only one still up.

Grum is unaffected by the spell, but in his eagerness to deal damage his swing is errant.

Everyone else repositions to surround the korred.

The beard and shaggy hair of the fey animates wildly, grasping at anyone who approaches.

Reflex DC 16 or become entangled if you are adjacent to the korred.

He then lets out a deafening laugh that echoes within the small chamber. Everyone make a DC 14 Fort save or be stunned for 1d2 rounds

Everyone's up!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Fortitude DC 14: 1d20 + 7 ⇒ (1) + 7 = 8

Duration: 1d2 ⇒ 2

Aerel reels at the thunderous cacophany ringing in his head, dropping his bow and putting his hands to his head in an effort to cover his ears and stop the sound.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Reflex, Slow: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
Despite the enchantment hindering his movements, Benedict is able to dodge the flailing hair.

Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16
And he also resists the power of the fey creature's laugh.

He strikes at the Korred presumably with flanking.

Attack, Flag, Slow, Flanking: 1d20 + 11 + 1 - 1 + 2 ⇒ (18) + 11 + 1 - 1 + 2 = 31
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Benedict curses his falling back on the habit of the magic warhammer rather than the Cold Iron Scimitar, but slowed as he is, switching would take too much time.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Ref: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26

Fort: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19

Hit: 1d20 + 16 ⇒ (12) + 16 = 28
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (3) + (2) + (1) + 17 = 23

Iterative: 1d20 + 11 ⇒ (13) + 11 = 24
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (8) + (2) + (1) + 17 = 28

Having fallen, Grum missed all of the grasping tendrils was they shot over his head. Filled with the joy of battle he brushed aside the mental assault and, getting to his feet, tore into the Koread.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@Grum, I am not sure those were spells or SLAs for your extra +3 on saves, they may have been (Su) abilities. You passed anyway, but @GM, do let Grum know if his spell/SLA bonus applies in general.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Yeah....that’s why I added the +3 instead of just adding a total number. Figured asking every time would slow things down


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Will: 1d20 + 2 ⇒ (10) + 2 = 12
Fort: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex: 1d20 + 4 ⇒ (20) + 4 = 24

Amkarang feels his limbs slow and he grits his teeth in frustration and he slogs up the stairs. He easily powers through the korred's deafening laughter and swats away the korred's animate hair. His fight with the king had taught him a thing or two.


Botting William
Fort Save: 1d20 + 8 ⇒ (5) + 8 = 13
Duration: 1d2 ⇒ 2

Both archers drop their bows as the stunning laugh of the fey hits them hard.

In turn, however, Grum hits the korred hard back. Benedict backs him up with a hammer blow of his own.

The korred reels from the attacks, his fey resistances not doing much against the heavy strikes. "This is my workshop! Get out!" he shouts, then tries to cast a spell.

Concentration DC 19: 1d20 + 8 ⇒ (12) + 8 = 20

Grum, Fort Save DC 15 or blinded


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict watches his allies succumb to the Korred's magic. He continues to attack, but the Slow spell impairs his aim.

+1 Warhammer, Flag, Slow: 1d20 + 11 + 1 - 1 ⇒ (4) + 11 + 1 - 1 = 15
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

He hopes that Amkarang and Grum have more luck.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Fort: 1d20 + 9 + 3 ⇒ (3) + 9 + 3 = 15 So. Close.

Hit: 1d20 + 14 ⇒ (2) + 14 = 16
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (7) + (3) + (3) + 17 = 30

Iterative: 1d20 + 9 ⇒ (7) + 9 = 16
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (4) + (4) + (2) + 17 = 27

Grum’s eyes watered as the magic nearly overcame him. While he kept his sight, it did cause his aim to be off. He growled ”Workshop? No, it is your tomb!” He was quite proud of himself for coming up with that one.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William continues staring off into space.

Sorry I somehow missed I was up.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Are we just waiting on Amkarang?


Yep, since the archers are stunned this round. I'll bot him if he hasn't posted by this evening.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Slowed as he is, Amkarang swings at the korred once with all his strength.

Attack, power attack, flag, slow: 1d20 + 12 - 2 - 1 + 1 ⇒ (18) + 12 - 2 - 1 + 1 = 28
Damage: 1d8 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20


The korred evades Benedict's and Grum's attacks, but Amkarang manages a solid blow.

The korred starts to look worried as he tries to cast another spell.

Concentration DC 21: 1d20 + 8 ⇒ (2) + 8 = 10

His spell fizzles out, giving the heroes of Phaendar a chance to finish him off!

Everyone's up!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 14 ⇒ (12) + 14 = 26
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (7) + (5) + (4) + 17 = 33

Iterative: 1d20 + 9 ⇒ (2) + 9 = 11
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (1) + (5) + (3) + 17 = 26

Grum grinned when he saw the look on the Koread’s face. He swung his blade again, hoping that the enemy would keep looking his way. It was so invigorating when he got to see the life of someone leave their eyes.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict steps into a flank and attacks, but once again curses his foolishness in switching away from his cold iron weapon.

+1 Warhammer, Flag, Slowed, Flank: 1d20 + 11 + 1 - 1 + 2 ⇒ (8) + 11 + 1 - 1 + 2 = 21
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

@Grum, not that it matters in this case, but is your iterative attack bonus correct? You don't take the Power Attack penalty on the primary, but you do take it on the iterative, so I think that should be -7 compared to the primary instead of -5.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William picks up his bow and fires at the Korred (if it stands).

+1 Adaptive. Comp. Longbow 1 PBS DA Flag: 1d20 + 12 + 1 - 2 + 1 ⇒ (10) + 12 + 1 - 2 + 1 = 22 Damage: 1d8 + 2 + 2 + 1 + 4 + 1 ⇒ (8) + 2 + 2 + 1 + 4 + 1 = 18


William (and Aerel), since you're slowed, you wouldn't be able to pick up your bows and fire this round. (Don't feel too bad; you would have missed anyway, William.)


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I actually made the save vs. slow, but I don’t have time to post at the moment. Will tonight.


Still need Amkarang and Aerel


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang hefts his meteor hammer for another mighty strike. Though his body might be slowed, the velocity of hammer sure wasn't.

Attack: 1d20 + 12 - 2 - 1 + 2 ⇒ (19) + 12 - 2 - 1 + 2 = 30
Damage: 1d8 + 7 + 6 + 1 ⇒ (7) + 7 + 6 + 1 = 21


Amkarang's attack brains the korred, and he stops moving.

Fight over! 5,600 xp for everything.

The korred transumter has three potions and one oil, four scrolls, a magical belt, two flasks of alchemist's fire and two tanglefoot bags. He also has a bag of five nails that radiate magic, a magic ring, a magical device, a magnifying glass, mwk thieves' tools, a spell component pouch a pouch of diamond dust (200 gp worth), and 112 gp. He also has a spellbook sitting on one of his benches under several crafting objects.

The tables in this room are covered in alchemical treasures. There are several pouches of powdered jade (worth 150 gp total), three 1-pound lumps of gold (worth 50 gp each), a magical elixer, and a complete alchemist's laboratory.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William slowly moves into the room and looks around with his detect magic active. He whistles at all the magic items and begins pointing them out. "If we have cleared the whole keep I can begin to identify these items. If not it can wait until we do clear it. This is going to take a bit."


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Sorry, really thought I would have time to get back online last night.

Aerel slowly shakes his head as the reverberations clear. He picks up his dropped bow and arrow, stowing them, before turning to the box he pulled from the wicker creature. ”It’s probably nothing, but I thought there might be something valuable in such a nice box, especially since it seemed to be important to the creature’s body.” He shrugs, ”Sounds dumb when I say it out loud, but I didn’t have time to think about it, just grab it.”

Leaving it for William to sort out, the elf begins searching for hidden caches.

Is there another door or exit from this room?


Checking out the box, though singed on the edges, Aerel sees that it is some sort of puzzle box. Pieces are cut precisely and fitted so that it can only be opened by cleverly pushing and pulling them in a specific order to reach whatever it is inside.

It will take three successful Int. checks or Disable Device checks.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Well, in that case...

Aerel carries the puzzle box over to a bench and begins to study it.

Perception vs. traps because that would just be the thing to do: 1d20 + 17 ⇒ (20) + 17 = 37

Disable Device vs. traps, if a trap is found: 1d20 + 15 + 3 ⇒ (18) + 15 + 3 = 36

Satisfied he has made it as safe as possible, he studies the combinations of moves, his fingers twitching and flexing as his lips move wordlessly, until he nods to himself and starts actually trying to open it. Some extra attempts included. He won’t take 10, but he will keep trying until he’s in or something stops him.

Disable Device: 1d20 + 15 ⇒ (18) + 15 = 33

Disable Device: 1d20 + 15 ⇒ (3) + 15 = 18

Disable Device: 1d20 + 15 ⇒ (8) + 15 = 23

Disable Device: 1d20 + 15 ⇒ (3) + 15 = 18

Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict watches as Aerel works.

"William, we might have some more towers to explore before we examine all the gear. There is certainly a good amount of equipment here - I know the spellbook will be useful for you, and perhaps I or another of our group could learn more alchemy to make use of the laboratory. I figured out just a bit to help blow up the bridge from Phaendar."

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

”Can’t imagine anything intelligent is left. We made enough noise so far for anything with half a brain to know something is up.” He kicked the corpse at his feet as he said that. ”But Gorum knows with these idiots.”


Aerel starts the sequence on the box, but quickly becomes confounded. After a while, and with no other pressing issues in the keep (everything is quiet and no other threats are found in this building), he simply works on it until it opens.

The DC was 25, so taking ten works fine

At the center of the puzzle box is a glass container with a greenish substance sloshing about inside.

Dungeoneering DC 20:

You're pretty sure the substance inside is green slime (Core pg. 416). Breaking the glass container would cause it to expand and start devouring flesh.


I'm just assuming you're exploring the rest of the fort from here.

Going back out into the courtyard, you discover that the haunt has been put to rest. To the south of the courtyard, a set of stables is run down and the stink of rotted animals wafts from the structure. Inside, there are the desiccated carcasses of a pair of oxen. Inside the stables, you find six cold iron horseshoes one magical horseshoe.

Inside the northwestern tower, you find a number of redcap bodies, along with a good number of korreds. Apparently, there was some sort of conflict between the fey after you had left. There are several old weapon racks with old and abused equipment hanging off it. However, a +1 cold iron shortspear is found behind one of the racks.

Amongst the redcap bodies, you find trinkets with a value of around 54 gp. You also find a bloodstained healer's kit, six potions of cure light wounds, and eight bandages of rapid recovery.. You also find three flayed hobgoblins that tell of the gruesome ways the redcaps treated their captives.

In the topmost floor of the northwestern tower, you find a small chest that has 22 gp, 476 sp, a bracelet made from black jet (worth 200 gp), 13 chess pieces carved from soapstone (worth 5 gp each), a stylish cap made from albino beaver fur (worth 300 gp), and a sandalwood statuette of a bear eating a lion (worth 150 gp).

The southwestern tower appears to have been completely vacated. However, a trap is discovered. Aerel's trapfinding: 1d20 + 17 ⇒ (2) + 17 = 19 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 6d6 ⇒ (6, 3, 6, 5, 2, 5) = 27

A bunch of training dummies were apparently filled with jagged pieces of cold iron. The heroes fail to notice the tiny wires that triggered the trap, causing everyone to be showered with the metal.

1,600 xp for the trap

After the trap is triggered, the heroes find a masterowrk cold iron greatsword, a cold iron short sword, an alchemical silver dagger, and 17 cold iron arrows.

Fort Ristin is clear!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

”Well, we did it.” Grum said, a weary smile on his face. ”Never ceases to amaze me how much fun it is to be in this warband. We have conquered Fort Ristin.”


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel sheepishly apologizes for missing the tripwires in the dummies.

He's very quiet for a while, focusing on a number of things he feels he could have done better. He does smile at Grum's continued enthusiasm, though.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William points at the glass vial, "That looks like a green slime. I wouldn't recommend breaking the glass and letting it out."

William pats Grum on the back, "It's always good to be alive at the end. I don't know if the rangers will want this back but it's here for them if they do. I have some identifying to do and this may take a bit."

Kn: Dungeoneering: 1d20 + 11 ⇒ (17) + 11 = 28

Spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
Spellcraft: 1d20 + 13 ⇒ (1) + 13 = 14
Spellcraft: 1d20 + 13 ⇒ (20) + 13 = 33
Spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30
Spellcraft: 1d20 + 13 ⇒ (5) + 13 = 18
Spellcraft: 1d20 + 13 ⇒ (9) + 13 = 22
Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17
Spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25
Spellcraft: 1d20 + 13 ⇒ (2) + 13 = 15
Spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30
Spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28
Spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28

Identifying items in the order they were listed. I think I have enough rolls if not, you or I can do more.


William determines that two of the potions are of cat's grace and one of protection from law. The oil is magic weapon. The first scroll puzzles William, but he figures out a scroll of elemental body I, scroll of gaseous form, and scroll of owl's wisdom. The belt is a belt of giant strength +2, he cannot figure out the ring, but the nails are stubborn nails. The magical device is a traveler's any-tool. The elixir is an elixir of fire breath. The horseshoe is a lucky horseshoe.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Ooh, some good items there. Lucky Horseshoe is great for anybody other than Grum (who already has +1 luck bonus to saves).

"Marvelous... a glass box of green slime."
Benedict looks at it and thinks. "As a weapon, this would be most underhanded, fighting dirty... it could easily kill a much more powerful foe..."
Benedict smiles.
"Let's keep it. Maybe put it back in the puzzle box for now?"
We'll need a Handy Haversack or Bag of Holding to keep the glass container in, so that it doesn't risk breaking when we don't want it to.

"Well, let's get back to the caves and then back to Fort Trevalay. Help the refugees get moved in, and let the Rangers know that Fort Ristin is clear."

It was a day and a half from the caves to here, so the same time back.
Then about 2-3 days from the caves to Fort Trevalay. Mostly keeping track so Benedict can see how far along he is on the Manual of War. Normally, adventuring crafters can get about 2 hours' of actual work done in an adventuring day. If he can get five days of downtime at Fort Trevalay before we start on Book 3, he will finish the item, otherwise he'll just keep working on it on the road.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

”Such...loot!” Grum grinned, his fatigue suddenly gone. ”I like that belt. Anyone want to roll some bones for it?”


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"I think it's yours, Grum!"

I believe everybody else already has a magic belt of some sort.

"Is there an easy way to tell if that haunt is ended now?"

I updated the loot list. If we sell the things I have indicated to the Darklands Trader on our way back, that is another 3,045 GP each. Mostly low-value items, with the Korrigan Club being the big-ticket item that I don't think anybody wants. I have us keeping most of the potions and scrolls but need to go through and do another healing potion distribution.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict will drink two of the Potions of Cure Light Wounds and walk into the middle of the courtyard.

CLW: 2d8 + 2 ⇒ (8, 5) + 2 = 15

So now only 12 HP down, at 41/53. Should be enough to survive slamming my head into the rocks.


Benedict notices that the courtyard doesn't feel good exactly -- there was far too much suffering and death amongst the rocks that the place will never be cleansed without powerful magic -- but the spirits that attacked Aerel are much quieter. With the korreds cleared out of the main keep, the haunt seems to be ended. All that's left is a general feeling of unease as Benedict stands there.

===============

The heroes return to the troglodyte caves, likely their last visit to the place. The remaining refugees have just about finished gathering all the belongings and supplies they plan to take with them to the much larger and better protected Fort Trevelay.

The deep gnome Navvi makes one final appearance deep in the tunnels, and will happily purchase whatever goods the Phaendarans would like to sell off.

Then, with the heroes' escort, the remaining refugees ready to make the long trek through the Fangwood to Fort Trevelay.

END OF BOOK 2!!
Congratulations!


ASSAULT ON LONGSHADOW

The weather has turned hot as summer has definitely arrived. Cicadas burr during the day, creating a cacophony under the shadowy boughs of the Fangwood.

Though the shade lessens the heat somewhat, the cool temperature of the caves are sadly missed as eighteen refugees and a small herd of sheep and goats are led through the dense forest by the Heroes of Phaendar. It is slow going, even though the threat of the Ironfang Legion is largely dealt with here in the Fangwood. The forest is still largely untamed and has its share of dangers.

Three days pass as the large group winds its way to their new home in Fort Trevelay, liberated by the heroes a week ago. It's estimated that in another day or two the group will finally reach their destination.

One of the scouts comes back at about midday, out of breath. "There's another group of refugees! You remember Naspen, right? Grover Jarth's boy? He's got about twenty people with him! He said he heard about us from Chang Jie and they decided to try to find us."

Most of the Phaendarans would know of Grover and Naspen Jarth, locals who moved up north to Ecru in the Hollow Hills a couple years ago. Jie and Amelie had left the group to try to find other pockets of refugees and see what they could do for them.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict looks up from his mid-day work on his book.
Day 6 of "Adventuring Crafting."

"Well, it is good that there are more free Nirmathi, but unfortunate that Ecru was hit. Let's see what information he has about the Ironfang Legion. How far away is his band?"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

"And Chang is still around! Ha! More good news then. Let's go see everyone."


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang perks up when hearing about Chang Jie, ”It’s been too long since I heard from that little sparrow! How is she?”


Tushina, the scout, throws up her hands. "I don't know, she wasn't with them. They just said she pointed them in this direction. They're just around the ridge."

Following Tushina, the heroes find the group of refugees about a half-mile away, working their way in the direction of the Phaendarans. They appear haggard, mostly a mix of men and women, but there are a few children in their group.

Naspen Jarth sees the heroes and grins weakly. "You see?" he tells the group. "Us Phaendarans know the Fangwood. We're safer here." He turns to greet Benedict and the others. "Well met. So good to see some friendly faces."

The group, twenty-three adults and four children ranging from six to twelve, look ill. Many of them are clutching their stomachs and all of them look exhausted.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel is a bit concerned about the condition of the new refugees. ”So many seem to be feeling unwell. How long has this gone on?”

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