DM-Camris' IRONFANG INVASION Chapter 1: Trail of the Hunted

Game Master Camris

Part 1.1 NIGHT OF IRON FANGS!
As hobgoblins invade the town of Phaendar, the heroes fight to protect themselves and their neighbors, but they’re forced to flee into the woods and destroy the city’s bridge in their wake to slow the encroaching army.
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Male Halfling HP 9/12 AC21/14/14 Fort:+5 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+6, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

Sorry guys if i was the hold up. I meant to make it clear that Darry would be holding his charge until the hobgoblins moved to engage you all shooting arrows, It would be silly and slightly suicidal to charge in by himself with Sebastion with everyone else hanging back lobbing arrows.

When they start to close to engage you all he will charge forward and try to slow them down hopefully giving you all another volley or a chance to switch to your melee weapons and engage that way.

It will probably be the standard operating procedure for most of the time when we catch them off guard. Unless I can manage to find a small ranged weapon better than a sling.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

For some weird reason, no matter what I do I can't sign in to the D20 map. Keeps routing me back to the sign in page


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

So 10+11 are in direct melee range?


I'll put a screenshot up.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Thanks! Basically, just need to know If I have room to cast a spell (which I should have done last round)or just go straight into melee.


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Done.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Starting in a little while, I'll be on little mini vacation with the family, so may not post until Sunday.


Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

I think we are waiting on Ghosteye.


Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

Poke! It’s the players turn! Let’s smoke these hobs and move on!

I am guessing people are busy with schools starting etc.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Tomorrow will be a full month since Ghosteye's last post


Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

I know, I’m really bummed.


2 people marked this as a favorite.

OK guys, I am going to fly up to Alaska for ten days on 27-Aug. Camping, boating, hiking etc. I should be back Sep 5-6 sometime, but until then I'll be out of contact.


Male Halfling HP 9/12 AC21/14/14 Fort:+5 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+6, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

Have a great trip!


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Enjoy!


Back!
Man, Alaska was on fire the first few days, couldn't see any scenery for the smoke haze.


Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

Dang, I am sorry about that for you. You have my luck.

I went to Lake Chelan, it burns down before I arrive.

So we go to Big Sur instead and it burns down.

I tell my wife I would like to see Paris and start planning a trip. Notre Dame burns down.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Current gathered Gear/equip/Povisopns/currency

Mundane weapons and armor
*Studded Leather Armor (20)
*Ironfang Legion uniform (20)
*Light Steel Shield (20)
*Longsword (20)
*Dagger (20)
*Longbow with 20 arrows (15)
*handaxe,

*padded armor
Mundane gear:
*a round ivory amulet engraved with Erastil’s bow-and-arrow holy
symbol strung on a leather thong (10 crowns).

Magical gear:
A salesman’s case with eight clearly labeled potions of guidance.

Wands/scrolls:
A Wizards Wand of magic missile (11 charges) Caster level 1
*Elm wand of magic missile (CL1, 12 charges),

Misc:
*a silver cup (15 crowns),
*a hand-sized darkwood carving of a butterfly (20 crowns),
*Glass jar with 100 crowns worth of gold dust,
*150 crowns worth of silver dust,
Provisions: (10 pts)
dried goat meat, sheep’s cheese, and a jug of sheep’s milk worth a total of 5 Provision Points
Provision Points (3)
And rations totaling two Provision points.
*Three bottles of Oldlaw whiskey (20 crowns each),
Currency:
3 crowns in coinage, 76 silver crowns in coinage
140 silver pennies, 210 copper farthings
Gems:
*27 small semiprecious stones (worth 1 crown each),


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 1 | HP 10 | AC 16 T 12 FF 14 | CMB +4, CMD 16 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +6, SM: +5 | Speed 30ft | Active conditions: None.

FYI I am attending a conference this week. There are even a few events for it the next two evenings. Please do not hesitate to bot me, though I will post when I can.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Current gathered Gear/equip/Povisopns/currency

Mundane weapons and armor
*Studded Leather Armor (20)
*Ironfang Legion uniform (20)
*Light Steel Shield (20)

a masterwork light steel shield
*Longsword (21)
*Dagger (20)
*Longbow with 20 arrows (15)
*handaxe,
battleaxe (2)
an alchemical silver rapier
*padded armor

Mundane gear:
*a round ivory amulet engraved with Erastil’s bow-and-arrow holy
symbol strung on a leather thong (10 crowns).
eight waterskins
a climber’s kit

Magical gear:
A salesman’s case with eight clearly labeled potions of guidance.

Wands/scrolls:
A Wizards Wand of magic missile (11 charges) Caster level 1
*Elm wand of magic missile (CL1, 12 charges),

Misc:
*a silver cup (15 crowns),
*a hand-sized darkwood carving of a butterfly (20 crowns),
*Glass jar with 100 crowns worth of gold dust,
*150 crowns worth of silver dust,
Provisions: (10 pts)
dried goat meat, sheep’s cheese, and a jug of sheep’s milk worth a total of 5 Provision Points
Provision Points (3)
there are 12 Provision points worth of consumables.
And rations totaling two Provision points.
*Three bottles of Oldlaw whiskey (20 crowns each),
Currency:
3 crowns in coinage, 76 silver crowns in coinage
140 silver pennies, 210 copper farthings
Gems:
*27 small semiprecious stones (worth 1 crown each),

, , and.


Can any of you guys speak Terran?


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Not yet. I'll probably take all the elemental languages eventually (druidy thing to do) but not at the moment


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

From where I am, can I see the horses and other animals, and what's going on with the elemental or no?


As a heads up my power is expected to be turned off for "several days" any time now. I'll try and at least get a post up from the library at some point with a status update but I'll likely be largely out of contact for several days.

News


Faerieth; Sorry I missed your question. You were able to see all the animals, and you were just able to see the Elemental inside the Forge through the open double doors.

Pirate Rob: Hang in there, we'll be here when you get back!


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 1 | HP 10 | AC 16 T 12 FF 14 | CMB +4, CMD 16 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +6, SM: +5 | Speed 30ft | Active conditions: None.

Solo parenting for the next few days and dealing with a lot of anxiety-inducong stuff at work. Sorry for not posting this notice sooner. I do plan to return but it may be a week or two before I can post regularly again. I will let you know when I am over the hump but meanwhile I will post if and when I can. Bot me otherwise.


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Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

So just to be on the same page, is Sor going to be the kind of rogue that just going to swipe stuff for himself/ hide stuff from the party?


1 person marked this as a favorite.
M Elf Rogue (Guerilla) 1

No. He's paranoid now and thinks our loudest trying to lead is reckless. He's keeping stuff compartmentalized now.


M Elf Rogue (Guerilla) 1

That might be some meta but I trust everyone here. I want to make clear this character isn't an albatross. When things are secure, he'll share.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

I'm cool with that. Just wanted to make sure. In a wartime type scenario, some of the more militant minded might consider it treasonous.

Figured better to have an OOC idea of the mindset before something blew up.


Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

Keep in mind our characters have never had a chance to really interact outside of this ongoing moment of crisis they have been in. I am sure we can role-play a lot once things stabilize for them.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Current gathered Gear/equip/Povisopns/currency
Mundane weapons and armor
*Leather Armor (3)
*Studded Leather Armor (20)
*Ironfang Legion uniform (23)
*Light Steel Shield (20)
a masterwork light steel shield
*Longsword (21)
Heavy Mace (3)
*Dagger (29)
*Longbow with 20 arrows (15)
*handaxe,
battleaxe (2)
an alchemical silver rapier
*padded armor
Mundane gear:
*a round ivory amulet engraved with Erastil’s bow-and-arrow holy
symbol strung on a leather thong (10 crowns).
eight waterskins
a climber’s kit
*Hooded Lantern (3)

Magical gear:
A salesman’s case with eight clearly labeled potions of guidance.

Wands/scrolls:
A Wizards Wand of magic missile (11 charges) Caster level 1
*Elm wand of magic missile (CL1, 12 charges),

Potions/Alchemicals:
portable alchemist’s lab: Within the cabinet are various alchemical components that can be identified with a successful DC 15 Appraise or Craft (alchemy) check, or DC 20 Spellcraft check. The components are worth 200 gp on their own, or can be used as raw materials to craft up to 600 gp
worth of alchemical items
*Potion of Cure Light Wounds (6)
*Potion of Invisibility (3)
*Flask of Alchemist's Fire x9
*Vial of Antitoxin (3)
*Healers' Kit (30)
*Bottle of Lamp oil x15
*Smokestick x6
*Tanglefoot Bag x6
*Thunderstone x6
*Bandoleer with Alchemical stuff (useless without training) (3)
three vials of antiplague,
five bottles of bloodblock
a bottle of fire ward gel
two flasks of defoliant.

STUMP REMOVER RECIPIE: Notes and papers on a work table describe Oreld’s experiments with a “stump remover,” a potent explosive mixed from alchemically refined lamp oil and animal dung.
Enough ingredients can be found in the workroom with 1 minute of searching to assemble one charge of the explosive. The notes themselves provide a +5 bonus on Craft (alchemy) checks to assemble and use the explosive, and allow such checks to be attempted untrained

Misc:
*a silver cup (15 crowns),
*a hand-sized darkwood carving of a butterfly (20 crowns),
*Glass jar with 100 crowns worth of gold dust,
*150 crowns worth of silver dust,
well-used marble mortar and pestle (worth 50 gp)

Provisions: (41 pts)
*Three bottles of Oldlaw whiskey (20 crowns each),

Currency:
3 crowns in coinage, 76 silver crowns in coinage
200 silver pennies, 300 copper farthings
Gems:
*27 small semiprecious stones (worth 1 crown each),


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Current gathered Gear/equip/Povisopns/currency
Mundane weapons and armor
*Leather Armor (3)
*Studded Leather Armor (20)
*Ironfang Legion uniform (23)
*Light Steel Shield (20)
a masterwork light steel shield
*Longsword (21)
Heavy Mace (3)
*Dagger (29)
*Longbow with 20 arrows (15)
*handaxe,
battleaxe (2)
an alchemical silver rapier
*padded armor
Mundane gear:
*a round ivory amulet engraved with Erastil’s bow-and-arrow holy
symbol strung on a leather thong (10 crowns).
eight waterskins
a climber’s kit
*Hooded Lantern (3)

Magical gear:
A salesman’s case with eight clearly labeled potions of guidance.

Wands/scrolls:
A Wizards Wand of magic missile (11 charges) Caster level 1
*Elm wand of magic missile (CL1, 12 charges),

Potions/Alchemicals:
portable alchemist’s lab: Within the cabinet are various alchemical components that can be identified with a successful DC 15 Appraise or Craft (alchemy) check, or DC 20 Spellcraft check. The components are worth 200 gp on their own, or can be used as raw materials to craft up to 600 gp
worth of alchemical items
*Potion of Invisibility (3)
*Flask of Alchemist's Fire x9
*Vial of Antitoxin (3)
*Healers' Kit (30)
*Bottle of Lamp oil x15
*Smokestick x6
*Tanglefoot Bag x6
*Thunderstone x6
*Bandoleer with Alchemical stuff (useless without training) (3)
three vials of antiplague,
five bottles of bloodblock
a bottle of fire ward gel
two flasks of defoliant.

STUMP REMOVER RECIPIE: Notes and papers on a work table describe Oreld’s experiments with a “stump remover,” a potent explosive mixed from alchemically refined lamp oil and animal dung.
Enough ingredients can be found in the workroom with 1 minute of searching to assemble one charge of the explosive. The notes themselves provide a +5 bonus on Craft (alchemy) checks to assemble and use the explosive, and allow such checks to be attempted untrained

Misc:
*a silver cup (15 crowns),
*a hand-sized darkwood carving of a butterfly (20 crowns),
*Glass jar with 100 crowns worth of gold dust,
*150 crowns worth of silver dust,
well-used marble mortar and pestle (worth 50 gp)

Provisions: (41 pts)
*Three bottles of Oldlaw whiskey (20 crowns each),

Currency:
3 Gold Crowns
76 Silver crowns
200 silver pennies
300 copper farthings

Gems:
*27 small semiprecious stones (worth 1 crown each),

Take a look and see if there's anything anyone wants to grab now. Also who's got magic missile on their spell list? Threw up a link to the loot sheet in my profile. I'll keep updating


Skills:
(Diplo: +6; Escape Artist +6; Know(Local) +4; Perform (Comedy, Dance) +6; Sense Motive: +4; Stealth +6; UMD +6)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 1
Vitals:
(HP: 10/10 AC: 16/13/13 [+2 v. goblinoids]; Percep: +4[+6 v. hidden]; Init: +3; Fort +3, Ref: +7, Will: +4; CMD: 14; CMB +1; Speed: 30)

Might want to use one of the potions of invisibility to plant the explosive.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Yeah that was my thought too. Nothing I do will count as an attack so it's perfect.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 1 | HP 10 | AC 16 T 12 FF 14 | CMB +4, CMD 16 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +6, SM: +5 | Speed 30ft | Active conditions: None.

So, my work stress anxiety situation resolved itself... Now I'm just with uncertainty about what's next for me where I work. The next few months are more or less known but after that is less so. In the meantime I'm dealing with discouragement, disappointment, disengagement, etc. I'm honestly not sure what all this means for my ability to keep playing but I'm going to hope that I'll be able to resume as I was before.

So my battle plan is to A) get caught up on all my games, slowly (I am behind by as many as 60 posts in some games!) and then B) stay caught up as much as I can.

I have a lot of family coming to visit this week and a lot of prep to do, but I did take the week off. Expect to hear from me in gameplay soon!


1 person marked this as a favorite.
Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

Immerse yourself in role play! Let’s be your escape. ;)


Human barbarian 1, CG, HP 15/15 Init +1; AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield), Fort +4, Ref +1, Will +2, Senses +6, Speed 40 ft

So DM is it a good idea to Missile attack? Can we not do another volley attack? or are you saying we just need to advance and take the hill?


Big John: In your experience either one will work.
1d20 + 4 ⇒ (1) + 4 = 5
Yep, sneaking, volley fire, charging... just depends on what you want to do, what your companions want to do, how your enemies will react... then you MAKE it work.


Female NG Half-elf Druid (Green Faith Initiate) 1 | HP 6/10 | AC 14 T 12 FF 12 | CMB +1, CMD 13 | F: +4, R: +2, W: +5(+7 ench) | Init: +2 | Perc: +5, SM: +7 | Speed 30ft | Active conditions: None.

Volley is dependent on Arlen's ability to grant everyone else the feat, which is used up fr the day, so that's out.

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