GM PDK IRONFANG INVASION (Inactive)

Game Master Purple Dragon Knight

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Knowledge Checks

Gren and Dommer find nothing else in these caves. The partially bricked up passage to the east seems to extend endlessly in a series of natural caves, deep into the Darklands. It wouldn't be hard to repair by anyone with masonry skills so that your current caves are sealed off completely or secured via a door. out of the scope of this adventure; what do you do?


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

"Guys where shall we go now?"

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

"We will need to see what we can do to help fix up the cave to be useful for us. Light would be a good idea and maybe a cover by the entrance to help conceal us. Cleaning the place up, setting up sleeping areas and building a latrine should be a priority, along with setting up guards to help protect it." Shaman Vale suggested


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold nods, and says "agreed, let's go talk to the others from Phaendar. Maybe they have some ideas." When the others are ready, Grenwold heads up to the Phaendarians to ask them about what they'd like to do.

Grenwold will offer to stay on watch at the entrance, and Ringo will help move things around - he's likely got the best carrying capacity. He understands only gnome as a language, but he can be handled in the absence of Grenwold using handle animal.


Knowledge Checks

CLAIMING THE CAVERNS

With a few modifications, the caverns provide an excellent
home for the refugees. The biggest issue to new residents
is the fungus that emits the odoriferous gas. Fortunately,
the fungus is delicate and easy to tear out of the tunnels,
though it requires a total of 20 days’ worth of effort (20
people working for 1 day, or one person working for 20
days, or any combination). The fungus is edible once
cooked, and each day spent clearing mushrooms from
the caves yields 2 Provision Points. (Total: 40 Provision Points).
Decide which NPC/PC helps with the task and do 20/number of people helping to determine length of time.

The artesian well in K9 provides plenty of fresh, clean
water for drinking and bathing. The numerous small
caverns also offer defensible positions for the inhabitants.
While the caverns are easy to defend from surface
threats, the Darklands tunnel in L4 is also a potential
weakness. The PCs may be able to think of ways to mitigate
this threat, such as by posting guards or even collapsing
the tunnel. Decide what you are doing there; what lies beyond is pretty much outside scope of scenario.

Development: Though it takes several days to properly
clean and outfit the caverns, and the refugees constantly
joke and comment about the smell, the survivors are
ultimately happy with their new home. The boost in
morale grants a promotion the PCs can assign to one
NPC follower.
Use discussion to decide which NPC gets promoted and I'll update the NPC sheet accordingly

Please also use discussion to make decisions in terms of base defense, guard duties, gathering of food and such. Keep it high level as I don't want to go into a detailed accounting of food and supplies for basic subsistence: if I feel you haven't assigned enough folks to cover that I'll let you know. Pay attention to the boons the 4 main NPCs can provide, as well as Vale (yes, you inherit Vale's NPC ability). So, go to discussion and brainstorm a plan for your base; the NPCs are available to help and pitch in and will agree to most of your decisions. Aubrin will see to the day to day routine being maintained so all I need is an overall plan.


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

"We should make haste in getting these caverns into the best possible living condition, but we must set a patrol and watch schedule and send out scouts for food as well. As to these Darklands- let us seal the passage and be done with them."


Knowledge Checks

NOTE: sealing requires a mason and will take a *lot* of time of energy. It is feasible, but I am giving you a fair warning that other things like food and renovations are more important based on the info I just gave you that what lies there is outside the scope of the adventure; note that you also have a forge that will require a lot of time an effort to restore; also note the time requirements to remove the smelly fungus from the caves. Finally, please note how the caves are laid out, should an attack go bad for you: right now you have an entrance at the surface and an exit to the Darklands...

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

"We might want to set guards that can see in the dark to protect the entrance to the darklands. Give them the thunderstones to set on the floor along with the stench bladders to throw until we can get it sealed off.Shaman Vale suggested.

Looking at the fungus, he ponders a bit. "I might be able to work on making a crop of them to help provide a steady supply.'
As my ability, for the first week make 3 antitoxins, 3 tanglefood bags and a Bloodroot. Set up a garden area for food and herbs if possible.


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold nods, and says, "Ringo can watch with his keen eyes, if we need him too - we haven't got too many little or odd folks like me in our company." He smiles sheepishly. As in folks with Darkvision, though I'm not sure if it's better that we watch outside. He and I are also very good scouts and foragers too, and we move much faster overland than anyone else - Gren is just happy that they're safe, so he'll defer to other's leadership.


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N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

"No! Pick the fungus, not 'crush it in your bare hands and inhale the fumes'!" Herman's gentle words of encouragement can be heard from the other side of the caverns as he works with the villagers to clear out the overgrown mushrooms. "This could be your only source of food for a while, so don't step on them like the bumbling clod-footed idiots you apparently are!"

To everyone's relief, the hermit eventually retires to one of the smaller chambers to work by himself. There he curses under his breath, grinds herbs, carves runic sigils in gemstones, and weaves leather strips and branches together. Mulch helps as best a rabbit can, pushing tools into the man's hand or clearing space on the stone floor with his strong legs.

Herman can do some mushroom picking, but this is also an opportunity for him to do some crafting work. If anyone has something in mind, be sure to put it in the Crafting tab on the Inventory sheet. @GM, about how many days/hours are we looking at?


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Knowledge Checks

@Herman ref. How many days: as many as you'd like. Each person requires 1 provision point per day to survive though. Keep track of your points and organize your food-gathering activities accordingly. Other than that, no limits. Suggestion for Herman: perhaps you can add a tab for accounting of Provision Points? this would make things easier especially if you guys build a herd. PS: By the AP rules, "One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout)." The food stuff I gave you in the extra treasure section grants the following amount of Provision Points: amphora of vinegar 80 lbs (20 PP, representing its ability to pickle and preserve food), chestnuts (1PP), common spice (10 PP, representing its ability to enhance food when used by a proficient cook), bag of wheat 1 lbs. (5 PP, I'm going to retcon this to 'bag of flour'), bottle of honey 1 lb (5 PP, representing its high calorific value and ability to greatly enhance meals and/or produce desserts), box of firewood 20 lbs (5 PP representing time savings in food prep), bucket (5 PP, representing insane multipurpose uses in food prep and waste management, one time PP boon only), clay pitcher (10 PP, amazingly useful at dinner time, one time PP boon only), sack of animal feed 50 lbs (10 PP), 6 x sack of wheat 50 lbs each (6 x 5 PP = 30 PP), 7 x sickle (7 PP, helps with food gathering, one time PP boon only), small cask of molasses 8 lbs (20 PP, i.e. half the PP value of honey), small cask of oil 5 lbs (5 PP), small cask of pickled fish 5 lbs (10 PP)

Current Daily Provision Points Required: 16 NPCs + Aubrin + 6 PCs + 1 Medium-sized Animal Companion = Camp Requires 24 Provision Points per Day = Camp Requires 24 PP/day

Base Activities

Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.

Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist).

Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.

Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps (see below), and providing skills the PCs may lack. NPCs hold back from combat, but should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety.

Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs. Regardless of the refugees’ general mood, specific named NPCs (if they survive) take on a helpful role within the group and provide unique benefits so long as they remain alive and friendly to the PCs, as follows:
Jet: Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.
Kining: The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.
Shaman Vale: Vale Oreld gathers materials from the woods to make rudimentary potions. Every day, he can make 1 dose of bloodroot poison, one tanglefoot bag, or one vial of antitoxin, but doing so prevents him from working on any other tasks that day.
Rhyna: She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group.


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

Luke will go to hunt.

survival: 1d20 + 5 ⇒ (14) + 5 = 19


Knowledge Checks

Day 1

Arthur:
Dommer:
Grenwold:
Herman:
Luke: goes hunting and brings back a wild boar over his shoulders for +5 Provision Points
Shaman Vale:

Aubrin The Green:
Jet: oversees cooking for +1 Provision Points
Kining:
Rhyna:

Dyna:
Sadi:
Harrell the Dwarf:
Marduk Lonething:
Rusty:
Milton:
Maria:
Sir Dezar:
Widow Proudfoot:
Restial:
Funny:
Hrothgar the Bold:

Please attempt to figure out a sustainable routine that will offset the 24 Provision Points daily cost using the options I listed in my previous post. To simplify, Jet always takes care of cooking. You will however have to decide what the other NPCs are doing. Use discussion thread to make a decision and once you are satisfied I will update the list for Day 1 here and make a final tally of Provision Points. Once your group is sustainable I will move on to the next part of the adventure. Please note that unforeseen events can occur each day- I will determine those after you have locked in your actions for the day. If needed, NPC skills are listed at the 'SIGN UP PAGE' link at the top of the page. You make the rolls for your PCs and I will roll for NPCs.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

For today, Dommer goes hunting as well - it's a good idea to start generating some good provisions.

Survival: 1d20 + 4 ⇒ (14) + 4 = 18

I posted on Discussion some things for Dommer to do personally for a longer term. I saw the things about the mushrooms - and obviously I think we need to assign people to be foraging or hunting in a regular basis. Regardless, however, is it possible to do it in a sustainable way (as in, start raising animals or replanting for foraging etc.)?


Knowledge Checks

1) During week 1, who are the lucky 5 NPCs or PCs clearing mushrooms and repairing the forge? :) what do the PCs do during this initial week? Basically, your week 1 can be different than the 'routine' established by the spreadsheet, so give me a quick paragraph for each PC for week 1 (in the form of a quick paragraph summary or story; you don't need a day by day accounting now that I know that your survival has been secured! --> thanks for the spreadsheet Herman! ;) )

2) After week 1, going forward in the long-term, what will the rest of the NPCs and PCs do? (see Job Assignments tracking sheet: Vale has been set to 'Forage/Hunt' and Grenwold has been set to 'Scouting'. Please fill up the blanks and we'll be off to the races!)


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Herman prefers to work by himself picking mushroom rather than with the other survivors. "Sodding clod-hoppers who can't be bothered to look where they're stepping," he mutters sourly to the fungus in his hand before throwing it in a basket. "Wouldn't survive a week on their own without getting eaten by every scavenger in the Fangwood. Should've left 'em when I had the chance - now they'll cry and wail and send search parties that'll get eaten. And attract unwanted attention. They've not competent enough to survive, but enough to cause problems. Bah!" Another slice of the knife, another mushroom in the basket.

Herman will be part of the mushroom-picking for the first week, then shift to Crafting for long-term. Anybody need potions or a not-terribly expensive magical item? We don't have a ton of crafting materials to work with unfortunately.


Knowledge Checks
GM PDK wrote:

1) During week 1, who are the lucky 5 NPCs or PCs clearing mushrooms and repairing the forge? :) what do the PCs do during this initial week? Basically, your week 1 can be different than the 'routine' established by the spreadsheet, so give me a quick paragraph for each PC for week 1 (in the form of a quick paragraph summary or story; you don't need a day by day accounting now that I know that your survival has been secured! --> thanks for the spreadsheet Herman! ;) )

2) After week 1, going forward in the long-term, what will the rest of the NPCs and PCs do? (see Job Assignments tracking sheet: Vale has been set to 'Forage/Hunt' and Grenwold has been set to 'Scouting'. Please fill up the blanks and we'll be off to the races!)

Bump


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

During first week Luke hunts as much as he can and rest of the time he rests.

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Helping to build up a stockpile of food, Vale joined Luke in providing for the community, taking Sadi, Harrell, Widow Prodfoot, and Restal with them. To help avoid depopulating a location, they mapped the surrounding area to keep track of where they had been along with route in case they needed to fight an intruder.

Goodberry x3, day 2: 6d4 ⇒ (1, 4, 3, 3, 1, 4) = 16
Goodberry x3, day 3: 6d4 ⇒ (2, 2, 3, 1, 3, 3) = 14
Goodberry x3, day 4: 6d4 ⇒ (2, 3, 3, 4, 1, 3) = 16
Goodberry x3, day 5: 6d4 ⇒ (2, 3, 3, 1, 2, 2) = 13
Goodberry x3, day 6: 6d4 ⇒ (2, 2, 3, 2, 3, 2) = 14
Goodberry x3, day 7: 6d4 ⇒ (3, 1, 4, 4, 4, 1) = 17
+4 provisions on days 3, 5 and 6.
+5 for days 2, 4 and 7


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

After Grenwold left instructions for his charges to start working, Grenwold began to map and scout the environs. He and Ringo were silent as they crept hither and thither through the ferns and downed trees. Utterly comfortable in the wilds, he began to map out major permanent landmarks in an ever-expanding circle around the cave, and even making note of the terrain. Each day he disappeared at the crack of dawn covered in camouflage to blend into the forest , and then returned before dusk, much the same but with small cuts and scrapes. Whatever he did, he roughed it.

Grenwold has craft (mapmaking) too, so he will make maps of the area and provide them to Vale. He'll take 10 on all stealth and craft checks in this time.

Grenwold directs for the first week that Kining and Rhyna to work on clearing the mushrooms and working on the forge. The 6 commoners earch for sheep. According to the sheet, we have enough named NPCs (Dyna, Marduk, Funny, and Hrothgar) to maintain a herd during this time, while the commoners search, so I don't have to pull anyone off searching.

Sheep Search Day 2:

SheepSearch HA: 1d20 + 4 ⇒ (9) + 4 = 13
SheepSearch HA: 1d20 + 4 ⇒ (20) + 4 = 24
SheepSearch HA: 1d20 + 4 ⇒ (4) + 4 = 8
SheepSearch HA: 1d20 + 4 ⇒ (16) + 4 = 20
SheepSearch HA: 1d20 + 4 ⇒ (16) + 4 = 20
SheepSearch HA: 1d20 + 4 ⇒ (16) + 4 = 20

3+4=7 Sheep

Sheep Search Day 3:

SheepSearch HA: 1d20 + 4 ⇒ (11) + 4 = 15
SheepSearch HA: 1d20 + 4 ⇒ (3) + 4 = 7
SheepSearch HA: 1d20 + 4 ⇒ (5) + 4 = 9
SheepSearch HA: 1d20 + 4 ⇒ (9) + 4 = 13
SheepSearch HA: 1d20 + 4 ⇒ (7) + 4 = 11
SheepSearch HA: 1d20 + 4 ⇒ (3) + 4 = 7

7+0=7 Sheep

Sheep Search Day 4:

SheepSearch HA: 1d20 + 4 ⇒ (4) + 4 = 8
SheepSearch HA: 1d20 + 4 ⇒ (19) + 4 = 23
SheepSearch HA: 1d20 + 4 ⇒ (14) + 4 = 18
SheepSearch HA: 1d20 + 4 ⇒ (1) + 4 = 5
SheepSearch HA: 1d20 + 4 ⇒ (14) + 4 = 18
SheepSearch HA: 1d20 + 4 ⇒ (3) + 4 = 7

7+3=10 Sheep

Sheep Search Day 5:

SheepSearch HA: 1d20 + 4 ⇒ (2) + 4 = 6
SheepSearch HA: 1d20 + 4 ⇒ (17) + 4 = 21
SheepSearch HA: 1d20 + 4 ⇒ (20) + 4 = 24
SheepSearch HA: 1d20 + 4 ⇒ (6) + 4 = 10
SheepSearch HA: 1d20 + 4 ⇒ (17) + 4 = 21
SheepSearch HA: 1d20 + 4 ⇒ (1) + 4 = 5

10+3=13 Sheep

Sheep Search Day 6:

SheepSearch HA: 1d20 + 4 ⇒ (14) + 4 = 18
SheepSearch HA: 1d20 + 4 ⇒ (3) + 4 = 7
SheepSearch HA: 1d20 + 4 ⇒ (18) + 4 = 22
SheepSearch HA: 1d20 + 4 ⇒ (5) + 4 = 9
SheepSearch HA: 1d20 + 4 ⇒ (16) + 4 = 20
SheepSearch HA: 1d20 + 4 ⇒ (13) + 4 = 17

13+4=17 Sheep

Sheep Search Day 7:

SheepSearch HA: 1d20 + 4 ⇒ (15) + 4 = 19
SheepSearch HA: 1d20 + 4 ⇒ (4) + 4 = 8
SheepSearch HA: 1d20 + 4 ⇒ (16) + 4 = 20
SheepSearch HA: 1d20 + 4 ⇒ (19) + 4 = 23
SheepSearch HA: 1d20 + 4 ⇒ (18) + 4 = 22
SheepSearch HA: 1d20 + 4 ⇒ (16) + 4 = 20

17+5=22 Sheep

Almost exactly as PDK said = 22 Sheep found, with 6 commoners each caring for 4, means that we have a capacity of 24 with just commoners, providing 7 food per day.

Gren donated Kining and Rhyna for the first week to gather mushrooms/forge, and Jet is always busy. Dyna, Marduk, Funny, and Hrothgar are caring for animals during this time according to the sheet. Sadi, Harrell, Widow Prodfoot, and Restal are on trips with Vale.

That means we need 2-3 of: Rusty, Milton, Maria, Sir Dezar, Hrothgar, the level 1 adept, the level 1 aristocrat, the two experts, and the two warriors to help with the forge/mushrooms. If nobody has any objections, I'm assigning the aristocrat and two experts to help Kining and Rhyna with the mushrooms and forge during the first week. Then we have 5 folks doing it, which means it should be complete if I'm not mistaken.


Knowledge Checks

5 people over 7 days is: 35 labor days, which is greater than the 30 labor days required (20 for mushrooms and 10 for the forge).

At the end of Week 1:
- Forge has been repaired, and the natural gas pilot light is turned on and burning bright!
- The mushrooms have all been removed from the caves, and the smell is now back to normal. Thanks to the alchemists / cooks in the group, you have also converted all mushrooms to 40 Provision Points

GM rolls:
4d20 + 1d7 + 1d4 + 2 + 2d20 + 2d20 + 2d20 ⇒ (16, 19, 1, 16) + (3) + (1) + 2 + (5, 13) + (14, 3) + (18, 17) = 128

Towards the end of day 6, on his way back to the cave, Grenwold finds some faint boot tracks in the soft forest ground. They are very hard to spot and Grenwold confirms that whoever has left those tracks were deliberately trying to cover their tracks.

The next day, near those same old tracks, he also finds fresh ones from the same boot, only this time, there are multiple other tracks nearby which have also been raked and covered. Due to his great scouting experience he is able to find a few spots that have been missed by those covering those tracks. There could be anywhere from 3 to 7 creatures, but it's hard to tell as they are all working in a single file...

Please check the Job Assignments sheet to make sure I have you down in the correct roles. Thank you.


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

"We need to follow those tracks!"


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

Arthur will continue foraging/hunting provisions as he's checked on the sheet except any day we have a more "PC" task

"Yes- we should need to take a party out to investigate. Gren- what do you think of this?"


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold wipes his brow, "eh? Maybe. Yeah... I think it would be. They're trying to hide their tracks. If they're foes, we should deal with them. If they're friends, well, we should invite them to stay with us in a defensible location." He shrugs, "Ringo and I can go alone too - not sure if everyone else is busy."


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

"Thers is no way that you will go alone. I am going with you!"


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold stretches slightly, "everyone else coming? Herman? You've been inside for so long, you're growing moss." He smiles.

Gren then turns back to Luke, "that said, let us go ahead first. We can sniff out danger and run if need be. Also, you're mostly all pretty loud at walking." He says this cheerfully.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Dommer comes closer in his usual silent ways. As he approaches the others, he taps his bow and arrows as if quickly checking them.

I'm coming as well. - the monk limits himself to say, blinking slowly.


Knowledge Checks

GM rolls:
2d100 + 1d6 + 1 + 1d24 ⇒ (40, 44) + (2) + 1 + (5) = 92

A light rain begins to pitter patter throughout the woodlands.

Do you track now or wait for the next morning? It is currently the end of Day 7, at the end of the day, after Grenwold has returned for his day-long scouting.

Rain:
Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. Rain automatically extinguishes unprotected flames (candles, torches, and the like) and imposes a –4 penalty on ranged attacks.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

I say we track now! We wouldn't want the rain to hide the tracks.

Survival: 1d20 + 4 ⇒ (14) + 4 = 18


Knowledge Checks

Dommer tries to keep up with Grenwold's tracking. Initially picking up the trail effortlessly, he however completely loses the trail after a few hundred yards. That rain annoys the heck out of the dwarf, rolling through his eyes and dripping at the end of his nose. There's a certain chill in the air due to the cold front moving the rain in...


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

"Waiting for morning might be wiser- several of us will be nothing but hindrances in the dark and without lights."


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold sighs disconsolately as the trail is lost, ”it doesn’t matter much - there’s no more trail. It’s washed away. Let’s go rest. Though - “ He says to Ringo in gnomish,

Gnomish:

”Try to remember this smell. If you smell it again - let me know!”

He pats the faithful deer on the neck and wheels about to head back.

Oh well. :)


Knowledge Checks

Ringo smelling: 1d20 + 2 ⇒ (4) + 2 = 6


Knowledge Checks

GM Rolls:

1d20 + 1d20 + 6d20 ⇒ (16) + (15) + (17, 7, 12, 10, 17, 3) = 97
Luke Perc: 1d20 + 4 ⇒ (7) + 4 = 11
Grenwold Perc: 1d20 + 9 ⇒ (13) + 9 = 22
Arthur Perc: 1d20 + 7 ⇒ (13) + 7 = 20
Dommer Perc: 1d20 + 11 ⇒ (3) + 11 = 14
================================
Luke Perc: 1d20 + 4 ⇒ (10) + 4 = 14
Grenwold Perc: 1d20 + 9 ⇒ (20) + 9 = 29
Arthur Perc: 1d20 + 7 ⇒ (18) + 7 = 25
Dommer Perc: 1d20 + 11 ⇒ (14) + 11 = 25

As Luke, Gren, Arthur and Dommer are walking back towards the cave, they are suddenly met by a hail of arrows.

Arrows vs. Dommer FF AC
arrows: 1d20 + 3 ⇒ (12) + 3 = 15
arrows: 1d20 + 3 ⇒ (11) + 3 = 14
arrows: 1d20 + 3 ⇒ (5) + 3 = 8
Misses!

Arrows vs. Ringo FF AC
arrows: 1d20 + 3 ⇒ (12) + 3 = 15
arrows: 1d20 + 7 ⇒ (16) + 7 = 23dmg: 1d8 + 4 ⇒ (6) + 4 = 10
arrows: 1d20 + 8 ⇒ (20) + 8 = 28dmg: 1d6 + 2 ⇒ (2) + 2 = 4
conf crit: 1d20 + 8 ⇒ (12) + 8 = 20dmg: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Initiative:

Luke Init: 1d20 + 1 ⇒ (3) + 1 = 4
Grenwold Init: 1d20 + 2 ⇒ (1) + 2 = 3
Arthur Init: 1d20 + 5 ⇒ (2) + 5 = 7
Dommer Init: 1d20 + 5 ⇒ (9) + 5 = 14
Snipers Init: 1d20 + 2 ⇒ (18) + 2 = 20

Ringo falls to the ground, very still. Grenwold sees that one of the arrow is in the general area of his noble companion's heart... The heroes can spot two snipers in the trees, and four snipers in the heavy undergrowth on the ground below near the trail. The snipers re-string their bows and shoot again!

Arrows vs. Dommer FF AC
arrows: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d8 + 2 ⇒ (2) + 2 = 4
arrows: 1d20 + 3 ⇒ (5) + 3 = 8
arrows: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d8 + 2 ⇒ (1) + 2 = 3

Arrows vs. Grenwold FF AC
arrows: 1d20 + 3 ⇒ (3) + 3 = 6
arrows: 1d20 + 7 ⇒ (6) + 7 = 13
arrows: 1d20 + 8 ⇒ (8) + 8 = 16
Misses!

The man-sized humanoids are all heavily camouflaged with branches and actively attempting to hide after each shot. At the moment however, all the heroes can still see the snipers' general location.

Map updated; 20% miss chance due to foliage concealment; 01-20 is a miss on a d100

ROUND 1 - bold may go!
Snipers
Dommer -7 [unarmed]
Arthur [unarmed]
Luke [unarmed]
Grenwold [unarmed]
Ringo -29 [negative 7, unconscious, dying]


”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion

It probably won’t matter, but Ringo has a 20% chance of being missed by ranged attacks, and damage reduction 2/magic. Let me know if anything changes - avoiding my turn until then.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Dommer moves ahead a little bit, pulling his bow as he does so and stringing an arrow. As he stops, he lets the arrow loose against one of the further enemies (the one 20 feet up).

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9

Finally, he sits down, shaking his hands for his companions to take cover.

Move to move and draw weapon, standard to shoot, free to drop prone. I was considering the Dommer already had his weapon in hands (that's what I meant when I said he tapped bow and arrows to make sure they were ready), but I can make it work as he having to draw his weapon as well (otherwise I'd have flurried already). I have some bonus against orcs (+1 to attack) and goblinoids (+1 to attack, +2 dodge to AC) in case it matters.


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

"Arrows! I knew traipsing around in the night was a bad idea!"

Double move forward, drawing shield and halberd as free action w/ quick draw


Knowledge Checks

two miss chances vs. Ringo, 01-20 is a miss: 2d100 ⇒ (19, 70) = 89 --> First Attack was a Miss! Updating hit points.

Dommer miss chance vs. sniper, 01-20 is a miss: 1d100 ⇒ 91 --> good to go, however he has no line of sight to the one in the tree and I will apply the shot to one of the ground foes to the left; updated map to show bloodied foe

Dommer and Arthur advance towards the enemy! Dommer manages to shoot one of the snipers in the shoulder before dropping prone behind a bush. Arthur hustles forward, drawing weapons, and jumps into a bush before the archers are done reloading their bows!

20% miss chance vs. snipers, Dommer and Arthur due to foliage concealment; 01-20 is a miss on a d100

ROUND 1 - bold may go!
Snipers [concealment, ground1 -9]
Dommer -7 [concealment]
Arthur [concealment]
Luke [unarmed]
Grenwold [unarmed]
Ringo -19


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

Luke takes out his sword and moves forward. double move


Knowledge Checks

@Luke: your speed is 20 so you would need the Run full-round action to get there. Is this what you want to do?


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

Sorry, I forgot my speed is 20. I moved my token on the map backwards.


Knowledge Checks

Luke advances towards the enemy, drawing his sword!

20% miss chance vs. snipers, Dommer and Arthur due to foliage concealment; 01-20 is a miss on a d100

ROUND 1 - bold may go!
Snipers [concealment, ground1 -9]
Dommer -7 [concealment]
Arthur [concealment]
Luke
Grenwold [unarmed]
Ringo -17


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Gren attempts to hop onto Ringo's back quickly.

Fast Mount (DC 20 to mount as a free action): 1d20 + 6 ⇒ (19) + 6 = 25

Almost instantly, in one swift motion, the little gnome hops onto Ringo. He gestures, and his mount looks much tougher. They wheel around and bound towards one of the creatures that attacked. Grenwold readies his shield as they go, and his own skin seems to toughen, anger in his eyes. At the terminal of their remarkably fast sprint, Ringo tries to impale their foe.

Actions:

Free (Grenwold) - Fast mount (DC 20 Ride check) - Done Above
Standard (Grenwold) - Cast Shield companion
Swift (Grenwold) - Activate Turtle Focus
Move (Grenwold) - Move with Ringo/Draw Ready Shield

Move (Ringo) - Move 50' to adjacent to Sniper4 on the ground
Standard (Ringo) - Attack Sniper4

YUM ACTIONS


”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion

Indignantly Ringo huffs as he approaches the enemy. This is obviously a deer with odd supernatural powers, as no normal creature could have survived a snipers onslaught.

He tries to impale one offender he reaches with his sharp horns.

gore, outflank: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
gore damage: 1d8 + 1 ⇒ (1) + 1 = 2

Probably misses. Statblock updated. As a reminder, Grenwold cast "Shield Companion" on Ringo, who takes half damage from any attack (and his defenses are better).


Knowledge Checks

Ringo misses, and that sniper steps out on the trail shooting an arrow at the offending deer. Another volley of arrows fly out of the trees and similarly bounce back on the animal's supernatural coat.

Arrows vs. Ringo
arrows: 1d20 + 3 ⇒ (10) + 3 = 13
arrows: 1d20 + 3 ⇒ (11) + 3 = 14
arrows: 1d20 + 3 ⇒ (1) + 3 = 4
arrows: 1d20 + 3 ⇒ (17) + 3 = 20
arrows: 1d20 + 7 ⇒ (8) + 7 = 15
arrows: 1d20 + 8 ⇒ (7) + 8 = 15

A second archer steps out on the trail. Both archers drop their bow to the ground and ready their shields. The four snipers still in the forest shuffle their positions to hide once more, but the heroes can still easily figure out their concealed positions. LOL! extremely bad stealth rolls all around!

GM Rolls:
4d20 ⇒ (8, 17, 5, 7) = 37
Luke Perc.: 1d20 + 4 ⇒ (13) + 4 = 17
Grenwold Perc.: 1d20 + 9 ⇒ (16) + 9 = 25
Arthur Perc.: 1d20 + 7 ⇒ (4) + 7 = 11
Dommer Perc.: 1d20 + 11 ⇒ (14) + 11 = 25

20% miss chance vs. snipers 1, 2, 5 & 6, as well as Dommer and Arthur due to foliage concealment; 01-20 is a miss on a d100

ROUND 2 - bold may go!
Snipers [those in trees/bushes have concealment, ground1 -9]
Dommer -7 [concealment]
Arthur [concealment]
Luke
Grenwold [shield companion caster]
Ringo -17 [shield companion recipient]


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

Luke charges one in the middle (#3) and attacks.

+1 adamantine Greatsword (+ Furious Focus, power attack ) - std.- charge: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
damage slashing adamantine magic: 2d6 + 11 + 6 ⇒ (6, 3) + 11 + 6 = 26


Knowledge Checks

About ten feet short of his charge target, Luke falls right through a covered pit!

falling dmg: 1d6 ⇒ 4
amount of spikes: 1d4 ⇒ 4
spike1 vs. FF AC: 1d20 + 10 ⇒ (9) + 10 = 19 piercing dmg: 1d4 + 2 ⇒ (3) + 2 = 5
spike2 vs. FF AC: 1d20 + 10 ⇒ (13) + 10 = 23 piercing dmg: 1d4 + 2 ⇒ (4) + 2 = 6
spike3 vs. FF AC: 1d20 + 10 ⇒ (11) + 10 = 21 piercing dmg: 1d4 + 2 ⇒ (4) + 2 = 6
spike4 vs. FF AC: 1d20 + 10 ⇒ (3) + 10 = 13 Miss!

Luke gets impaled by several sticks and lies in pain at the bottom of the ten-foot pit!

20% miss chance vs. snipers 1, 2, 5 & 6, as well as Dommer and Arthur due to foliage concealment; 01-20 is a miss on a d100

ROUND 2 - bold may go!
Snipers [those in trees/bushes have concealment, ground1 -9]
Luke -21 [prone]
Dommer -7 [concealment]
Arthur [concealment]
Grenwold [shield companion caster]
Ringo -17 [shield companion recipient]


”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 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Ringo watches as Arthur is badly hurt, but can't do much about it. He draws his longsword as he steps forward, striking at the escaping foe. He seems to look stronger as he does it.

Actions:

Swift (Grenwold) - Change from turtle on Grenwold to Bull
Move (Grenwold) - Move into the brush (assuming it's difficult terrain) and draw a longsword
Standard (Grenwold) - Attack Sniper4 again

Move (Ringo) - Move into the brush (assuming it's difficult terrain)
Standard (Grenwold) - Attack Sniper4 again

longsword, outflank, bull: 1d20 + 6 + 4 + 1 ⇒ (2) + 6 + 4 + 1 = 13
longsword damage, bull: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

add +1 if hatred applies - +1 to attack goblinoids/reptilian. Note that Ringo and Grenwold are now in the bushes and receive the same 20% miss chance from concealment (I believe this stacks with Ringo's miss chance as they come from different sources - but its up to PDK).


”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion

Ringo keeps trying to gore his enemy.

gore, outflank, power attack: 1d20 + 4 + 4 - 1 ⇒ (14) + 4 + 4 - 1 = 21
gore damage, power attack: 1d8 + 1 + 3 ⇒ (4) + 1 + 3 = 8


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

Arthur moves forward cautiously and swings at one.

Halberd: 1d20 + 11 ⇒ (12) + 11 = 23
Magic Slashing damage: 1d10 + 1 ⇒ (7) + 1 = 8

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