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

Game Master Camris

Part 3: CRADLED IN STONE
The refugees need a place to call home, however temporarily, and it needs to be somewhere secure.
A set of caves in the area offers multiple opportunities, including concealment, food, and water, in addition to some wealth.
Aubrin vaguely remembers a troglodyte tribe called the Children of Stone that often harassed—and feasted upon—Chernasardo Rangers in the area during her time. Aubrin recalls the creatures—and their secure home—and asks the party to investigate the location as a possible long-term home.
ROLL20 TACTICAL MAP
Google Play Tactical Map
Southern Fangwood regional map


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Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

Nodding at the effectiveness of their new companions in battle, Faerieth checks on the others. "Everyone alright? Anyone needs healing before we go on?"


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Antoni shakes his head in the negative, inspecting the glowing purple stone? in the center of the room. Anyone know what this is? he asks as he quickly intones a few words and his eyes glow with a greenish magical light.

Cast: Detect Magic
Knowledge, Arcana: 1d20 + 6 ⇒ (19) + 6 = 25


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Yaron stops, Well, that was quick.., then shakes his head at Faerith's question.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

fort save dc 12: 1d20 + 7 ⇒ (5) + 7 = 12
fort save Sebastion: 1d20 + 5 ⇒ (20) + 5 = 25


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

Nodding, the druidess also moves to study the odd glowing stone.

Knowledge Nature: 1d20 + 9 ⇒ (20) + 9 = 29


Those of you who had failed the save vs the stench quickly recover.
You find little on the tribesmen but a couple of short spears, two stench-gas bladders, and a pouch of fifteen new minted gold coins each.

Faerieth:
Closer examination reveals that the glowing stone is an enormous but flawed amythest.


What now?


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

"Hmm... it's an amethyst. Flawed, but given its size, still pretty valuable. Shall we see how far in this cave system goes?" Faerieth asks.


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Antoni listens and mouths a silent WOW. Nodding at Faerieth he looks at the others, and points to the left, Should we try and follow the walls around in one direction? He asks as the armored Caleb wanders back to his side.


From this cavern with the giant Amethyst there is an exit to the NE and one to the East.


Which way do you go?


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

"So, shall we head northeast first." Faerieth asks her companies quietly.


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Antoni nods in agreement with the druid, I'll need to be a bit closer for my magic to take a hold over anyone we run into here. Caleb comes to his side as they prepare to enter the next chamber.


HP 30/31 Nonlethal 0/24 | AC 21 T 13 FF 19 | CMB +6, CMD 19 | F: +8, R: +5, W: +8| Init: +2 | Perc: +9 | Greataxe: +7 (1d12+4/×3) | Speed 30**/30ft | Active Conditions: *Longstrider (3 Hrs)*| Special Abilities Animal Focus: 3/5 | Wand of CLW: 25 |
Spells Per Day:
Level 1: Cheetahs Sprint (1/1); Longstrider (1/2) | Level 2: Huntsmaster's Spear (0/1); Stone Call (1/1)

"Hm. Disappointing." Moragul laments as the battle ends before it can begin. "Forward then."

Moved Moragul NE


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

Faerieth moves to follow, making sure that she paces herself to keep the light short of falling where Moragul scouts ahead.


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Yaron creeps up, keeping close to Faerith and the others.


MAP

Moving through the NE passage, you come to a large chamber.
Your light reveals a dark, rippling pool that covers much of this sloping cavern.
Water drips one at a time from stalactites above, plopping into the water with widening ripples. More water tumbles from fissures in the rock wall.
Through the ripples in the water, you can barely see an underwater garden of colorful algae throughout the pool. White fish dart warily among the algae.

There is a water passage that disappears into the darkness to the NE. A Passage heads out to the East. And another passage descends to the SouthEast.

Perception DC15:
You see something glittering underwater in the NW squares of the pool, something metallic.


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

perception: 1d20 + 2 ⇒ (17) + 2 = 19
The merchant proves true to his calling, pointing at the water, There’s something metallic under the water there… he looks around, scanning for anything else, but Caleb seems content for the moment and the noisome smell of the trogs seemed lessened, even just for a moment.

Considering the tunnel before then he shifts his finger to point to the east, we should go this way?


The smell of the Trogs is much less here.


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Yaron nods, "I noticed. Might be important. Or useful. Should we take a quick look?"


Attracted in spite of yourselves, you approach the lip of the pool.
Looking down into the rippling water, you see more metallic glints at the bottom of the pool.
It takes a few seconds for your eyes to resolve the shapes at the bottom, but it turns out there are several Troglodyte bodies down there; great rents in their flesh and laying amongst scattered javelins.

A thin and delicate thread drifted through the air towards Antoni, but he spotted the movement and ducked back. The thread drifted to Moragul instead... and stuck. Another one adhered to Faerieth.

As Antoni yelled "Look out!", the tendrils are jerked tight, and both Moragul and Faerieth are hauled up off their feet.

Ten feet up, you see large menacing armored crustacean creatures with many legs, antennae and large pincer claws. They are drawing your companions up to their serrated jaws!


Round 1__________________

Player characters take their turns in order of posting. Enemies will go last.

The creatures are ten feet off the ground.
Moragul and Faerieth are two feet off the ground.

The filament can be torn free with a DC20 Strength check.
The victims can escape the filament with a DC25 Escape Artist check.
The filaments are AC14 to be attacked.

Know:Nature or Know:Dungeoneering; DC15:
These creatures are known as Cave Fishers. Armored rock climbers that use sticky filaments to draw their victims up to their maws from ambush. A handy trick to get free of a filament is to douse it with alchohol.

COMBAT MAP


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Knowledge (Dungeon): 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge (Nature): 1d20 + 4 ⇒ (11) + 4 = 15

Yaron says, "Cave Fishers! Their web-filaments can we weakened with alcohol!" He then pauses for a moment, then begins, "There once were some fishers in a cave/Who the flesh of our allies did crave/But they picked the wrong meal/and instead ate our steel/and each ended up in their grave.", then fires a quick shot.

+1 Longbow: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 for 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

charging lance: 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Sebastion bite attack: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
damage: 1d6 + 1 ⇒ (1) + 1 = 2

"We are coming Faerieth."

He called out as he tried to attack the creature holding his friend.


Round 1 completed_______________

Yaron started chanted his bardic inspiration and shot an arrow into the west cave fisher. His shot landed solidly, penetrating the armored hide for average damage.

Darry rushed over to the eastern cave fisher and lunged upward with his lance. He is just able to touch it, but was unable to penetrate the armored hide. Sebastion is unable to reach the creature on the ceiling.

(npc) Moragul tries to break free of the filament.
CMB break free: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 and with a wrench, breaks free from the sticky thread! He drops heavily into the water up to his waist.

(npc) Faerieth tries to break free of the filament.
CMB break free: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 but it is too strong for her.

(npc) Antoni fired his crossbow at the west cave fisher.
Crossbow: 1d20 + 3 ⇒ (14) + 3 = 17 and hits for 1d8 ⇒ 1 piercing.

Cave Fisher west scuttled across the ceiling and down the south wall, ending up next to Antoni. It's claws reached out, snapping at Antoni.
Claw 1: 1d20 + 5 ⇒ (13) + 5 = 18 for a possible 1d4 + 3 ⇒ (1) + 3 = 4
Claw 2: 1d20 + 5 ⇒ (7) + 5 = 12 for a possible 1d4 + 3 ⇒ (3) + 3 = 6

Cave Fisher east hauled Faerieth up another five feet towards the waiting jaws.


Round 2__________________

Player characters take their turns in order of posting. Enemies will go last.

The west cave fisher is on the ground.
The east cave fisher is ten feet off the ground.
Faerieth is seven feet off the ground.

The filament can be torn free with a DC20 Strength check.
The victims can escape the filament with a DC25 Escape Artist check.
The filaments are AC14 to be attacked.

COMBAT MAP


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Caleb crosses the chamber, snapping at the west cave fisher, and as he's on his way, Antonii turns and gathers ice from the cool air in the chamber, staring at the nearby crature before a ray of frost erupts from his hand.

Ray of Frost: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 ⇒ 2

Caleb bite: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Didn't see the map 1st, 5' step away from the monster


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Yaron keeps up his mocking tales, while taking a careful aim on the filament trying to drag Faerith up to the roof and firing.

+1 Longbow: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 for 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

Technically, I should have done 1 extra damage last round - I didn't apply my own bardic boost to damage (only PBS and the magic of the bow)


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

filament on Faerieth attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

As the cave fisher draws her higher up, Faerieth begins a druidic chant, casting a spell that brings a burst of flame blossoming into the palm of her hand.

Reaching up above her, she takes hold of the filament, burning it.

Produce flame.

Fire: 1d6 + 1 ⇒ (2) + 1 = 3

can't really see how I could fail the touch attack against the filament that's attached to me. Let me know if I still need to roll it


Round 2 completed__________________

Antoni D'Asterii _______
Caleb crosses the chamber, snapping at the west cave fisher, and as he's on his way, Antonii turns and gathers ice from the cool air in the chamber, staring at the nearby crature before a ray of frost erupts from his hand.
The ray of frost touched the monster, ice forming on its chiton and cracking its exterior for modest damage.
Caleb took a big chomp on a leg for moderate damage, but is unable to trip it.

Yaron Oravar ______
Yaron keeps up his mocking tales, while taking a careful aim on the filament trying to drag Faerith up to the roof and firing. He hits! Dealing moderate damage to the filament.

Darry Swiftfoot ________
Darry took a mighty swing at the filament, but missed.

Faerieth ______
As the cave fisher draws her higher up, Faerieth begins a druidic chant, casting a spell that brings a burst of flame blossoming into the palm of her hand.
Reaching up above her, she takes hold of the filament, burning it.
The filament blazes as it sears through immediately, dropping Faerieth to the floor.

(npc) Moragul wades ashore and takes a mighty swing at the west Cave Fisher.
His greataxe cleaved completely through the Cave Fisher. It is very dead.

Cave Fisher east chattered with annoyance seeing its prey escaping. It swarmed across the ceiling and down a wall. Moving through the water, it reached out with a claw to attack Faerieth more seriously.
Claw vs Faerieth: 1d20 + 5 ⇒ (20) + 5 = 25 (crit not confirmed) for a possible 1d4 + 3 ⇒ (3) + 3 = 6 slashing damage.


Round 3__________________

Player characters take their turns in order of posting. Enemies will go last.

COMBAT MAP

Faerieth's Produce Flame is still running.


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Antonii spins toward the east, trying to target the creature through the swarming melee...

Ray of Frost, Touch: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10

And Caleb crosses back the chamber to support the others!


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Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Antonii, don't forget the Inspire Courage on your to-hit.

Yaron continues to make fun of the cave fishers while drawing his bow to fire at the creature attacking Faerith.

+1 Longbow: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 for: 1d8 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

Dropping dorn to the ground, Faerieth sends a ball of flame hurtling up to strike the Cave fisher above her, filling the cavern with the sound of sizzling flame.

Produce flame (Ranged touch): 1d20 + 4 ⇒ (20) + 4 = 24
Fire: 1d6 ⇒ 5

Confirm
Produce flame (Ranged touch): 1d20 + 4 ⇒ (5) + 4 = 9
Fire: 1d6 ⇒ 2


HP 30/31 Nonlethal 0/24 | AC 21 T 13 FF 19 | CMB +6, CMD 19 | F: +8, R: +5, W: +8| Init: +2 | Perc: +9 | Greataxe: +7 (1d12+4/×3) | Speed 30**/30ft | Active Conditions: *Longstrider (3 Hrs)*| Special Abilities Animal Focus: 3/5 | Wand of CLW: 25 |
Spells Per Day:
Level 1: Cheetahs Sprint (1/1); Longstrider (1/2) | Level 2: Huntsmaster's Spear (0/1); Stone Call (1/1)

Moragul moves closer to the remaining crab but its position in the water makes it difficult for him to engage it.

Double move closer.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Tossing his lance aside he withdrew his battleaxe and hacked at the strange beast.

battleaxe: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 1 ⇒ (4) + 1 = 5


Round 3 completed__________________

Faerieth's Produce Flame is still running.

Antonii spins toward the east, trying to target the creature through the swarming melee...
Yaron’s yodeling makes the difference, the ray frosting the carapace of the Cave Fisher for modest damage.

Yaron continues to make fun of the cave fishers while drawing his bow to fire at the creature attacking Faerith. But the arrow skips off the shell of the Cave Fisher.

Dropping dorn to the ground, Faerieth sends a ball of flame hurtling up to strike the Cave fisher right in the face, filling the cavern with the sound of sizzling flame and a delicious smell.

Moragul moves closer to the remaining crab but its position in the water makes it difficult for him to engage it.

Darry tossed his lance aside he withdrew his battleaxe and hacked at the strange beast.
But it deflected off the hardened shell of the creature.

The Cave Fisher waved its claws wilding about nipping Moragul for 5 damage and Darry for 6.


Round 4__________________

Player characters take their turns in order of posting. Enemies will go last.

COMBAT MAP

Faerieth's Produce Flame is still running.


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

Faerieth lobs another burst of flame up at the cave fisher, this one far less well aimed amid the chaos of battle.

Produce flame (Ranged touch): 1d20 + 4 ⇒ (3) + 4 = 7
Fire: 1d6 ⇒ 5


HP 30/31 Nonlethal 0/24 | AC 21 T 13 FF 19 | CMB +6, CMD 19 | F: +8, R: +5, W: +8| Init: +2 | Perc: +9 | Greataxe: +7 (1d12+4/×3) | Speed 30**/30ft | Active Conditions: *Longstrider (3 Hrs)*| Special Abilities Animal Focus: 3/5 | Wand of CLW: 25 |
Spells Per Day:
Level 1: Cheetahs Sprint (1/1); Longstrider (1/2) | Level 2: Huntsmaster's Spear (0/1); Stone Call (1/1)

Moragul channels the strength of the bull, bringing his greataxe around and down on the crab-thing.

Swift Action to activate Animal Focus: Bull; Standard Action to Power Attack.
Greataxe (Inspired, Power Attack: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
S Damage: 1d12 + 6 + 1 ⇒ (8) + 6 + 1 = 15


Finally the party overpowers the last Cave Fisher with blade and spell; Moragul's greataxe dealing a final blow leading to meaty chunks falling everywhere around the party on a fountain of blood.
Silence reigns now.

What do you do?


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Yaron finishes his mockery, then chuckles, "Well, I guess we've got dinner already cooked," before turning serious again. "Everyone ok?"


Male Human (Varisian) Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Antonii looks around, patting himself, and checking Caleb, I'm fine, so's Caleb. Those things are pretty interesting to be honest. Never seen the like before. Should we still check that glint in the water? Might be handy moving forward here.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

He had barely stifled the yelp when the creatures huge claw tried to crush him, though he hid the hurt as well as he thought he could.

"Blasted thing took a chunk out of me Sebastion."

He growled as he gathered his lance back up and patted his war dog.


Curious as to the glint, you wade into the water and find the remains of three troglodytes--all killed by the cave fishers--lie at the bottom of the pool along with their javelins.
But along with them, you come across the remains of an unfortunate halfling wizard. The clothing and possessions are unrecoverable, except for a locked iron coffer.

Perception DC22:
You realize the lumpy formation on the bottom is actually a mud and lichen encrusted skeleton, with a belt of strangely clean fine gold links.


Skills:
(Climb: +4; Diplo: +9; Escape Artist +7; Know(Arc/Dung/Local/Nature/Planes) +4; Perf(Comedy) +8 , Perf(Dance)) +8; Sense Motive: +7; Stealth +10; UMD +9)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 4
Vitals:
(HP: 34/34 AC: 17/14/13 [+2 v. goblinoids]; Percep: +7 [+9 v. hidden]; Init: +4; Fort +4, Ref: +10, Will: +6; CMD: 18; CMB +4; Speed: 30)

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Yaron says, "Looks like a skeleton, with a metal belt -- one with gold links... one that seems to be able to repel the mud and lichen."


When you pick (or break) the rusty lock on the iron coffer, you reveal a merchant's secure money transport box. Inside, in ordered racks, are stacked 100 silver crowns (100gp in the book) and 20 gold sovereigns (200gp in the book).

Know:Nobility DC15:
The coins are Taldan in origin, and were minted 30-60 years ago.

Tossed in almost as an afterthought, you also extract a wand made of steel and decorated with acid etched symbols of helms and breastplates.
Spellcraft DC14 or Appraise DC17:
This is a Wand of Mager Armor with 28 charges.

The belt of fine gold links are strangely untarnished, and the warm electric tingle as you hold it means it is certainly enchanted.
Spellcraft DC15 or Appraise DC18:
It is a Belt of Incredible Dexterity +2


So what now?
Are you taking time to heal?

Which way do you go?
There is the aquatic tunnel to the north that heads straight east.
There is the dry tunnel that heads east.
There is the dry tunnel that heads southeast.

MAP


Female NG Half-elf Druid (Green Faith Initiate) 4 | HP 21/25 | AC 14 (18) T 12 FF 12 | CMB +4, CMD 14 | F: +6, R: +2, W: +7(+9 ench) | Init: +2 | Perc: +6, SM: +8 | Speed 30ft | Active conditions: None.

Studying the wand and belt as they gather up the coins, Faerieth looks up at her companions, both old and new. [b]"The wand is imbued with an arcane protective spell, while the belt seems able to make the wearer faster and more agile.

Spellcraft (Wand): 1d20 + 6 ⇒ (17) + 6 = 23

Spellcraft[Belt): 1d20 + 6 ⇒ (9) + 6 = 15

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