GM PDK IRONFANG INVASION (Inactive)

Game Master Purple Dragon Knight

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”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.

"Aye, fresher is certainly better"

Survival to Aid: 1d20 + 7 ⇒ (8) + 7 = 15 Assuming aid because I think Gren's modifier is better


Knowledge Checks

The party continues to follow the slightly fresher tracks. Perception DC 25 please


”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 leads everyone on the fresher tracks, as they had asked.

1d20 + 9 ⇒ (18) + 9 = 27


Knowledge Checks

Not a minute after resuming their hike, Grenwold spots the corpse of a horse at the bottom of the ridge, some of its legs and hooves sticking out from under a pile of branches. Continue on top of ridge or follow old trail to bottom of the ridge to investigate?


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

Could be a bloody faerie - though the flighty little things don't usually walk, so I suppose it's probably not that. This time, at least...

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

"It's not like it's going anywhere," the hermit crossly observes from the ridge line. "Unlike whoever we're trying to catch."

Herman votes to stay on the newer trail at the top of the ridge.


”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 notices the same.

"No, but a short detour wouldn't take too long. If a horse slipped, someone could be hurt nearby." He looks like he might want to help, but will defer to the others.


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

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Dommer doesn't notice the same of his colleagues. Yet, the Dwarf approaches with a stern look.

This could very well be a trap too. Grenwold, however, may have a point - the short detour shouldn't take us too long, and if there's someone hurt, we should go help... Carefully and expecting an ambush.

He briefly pauses.

Decide fast if you're coming with me to check. - he concludes, crossing his arms and waiting.


”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 smiles slightly at Dommer's taking charge, "um, well, if we check carefully, we can avoid a trap this time..." He looks around furtively, whispering "I can sneak forward as I search; maybe avoid giving us away."

Offering to search for mechanical traps and use stealth whilst in concealment alone, before we go, though I'd take company.

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.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30
Vale looked around the area as it did not make any sense for the horse to be covered by branches.


Knowledge Checks

Vale nods at Dommer's offer and begins to head down the ridge with the dwarf and the gnome.

The older trail leads directly to the covered horse. Inspecting the area, Vale finds no traps but makes a stunning discovery after lifting a few branches off the equine corpse, finding not a dead horse but a recently deceased centaur. The corpse appears approximately one week old; signs of small scavengers can already be seen. An empty backpack can be seen, discarded a few feet away, along with a few other pieces of garbage and scraps of torn paper.

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:.

Luke follows others.


”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 follow the first trail we were on to its end. . . though we will have to find these centaurs' camp at some point as well, it seems that something is killing them- possibly the same hobgoblins we are fighting."


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

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Dommer inspects the scene, keeping his bow at hands. Not only he inspects the body, but also he makes sure to collect the paper and review the backpack and garbage.

I wonder if his people would recognize these things as being his. Maybe we could try to form some dialog with them. I'd love to bury him, but we're truly pressed on time. Let's maybe cover the body with some bushes and, like you said... Get back on the road. - says the Dwarf.


”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

Perception, aid Dommer: 1d20 + 9 ⇒ (9) + 9 = 18

Grenwold helps Dommer out.

"I agree with Dommer and Arthur. It would be good to make more friends - the centaur are enigmatic, but as I recall, largely noble folk. But let's get back to the trail as soon as we can." He joins Dommer and looking for a bush to cover the creature, and will whisper a short prayer to Shelyn, wiping a tear away, as they depart.


”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.

"Perhaps when we find the centaur's later carry it to them so they can bury him themselves to their own customs."

Perception Aid: 1d20 + 7 ⇒ (11) + 7 = 18
Survival Aid: 1d20 + 7 ⇒ (3) + 7 = 10


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

We can take a note on a map of where we found the body - if we come by the centaurs, we can show them so they can proceed however they seem fit ;)


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 stands at the top of the ridge with his arms crossed and his foot tapping impatiently. "You do realize that whoever we're following killed the hobgoblin, right?" he asks the others as they return, speaking slowly as if to give them time to think. "And now there's a dead centaur. It doesn't take a genius to connect the dots - they killed the centaur, then killed the hobgoblin. We're lucky they haven't decided we're worth killing yet." From the tone of his voice, it seems probable he found a lemon or something equally sour to eat during his wait.


Knowledge Checks

Collecting the paper, Dommer realizes this is a letter someone tore out.

Anyone with linguistics or other paper-based skills such as bookbinding or scribing or calligraphy may make a check if they inspect the pieces of paper


”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

I've been waiting for others to chime in, first, but Grenwold will help aid with linguistics if someone else takes the initiative to read it.


Knowledge Checks

The party manages to put all the paper pieces back together and they can all momentarily read a letter that's been torn out...

Moving this along: Map udpdated with new Handout; in-game, this letter is still in pieces, and if you want permanent access to it, you'll have to have someone back at camp repair it doing some kind of collage on another piece of blank paper, etc. I will leave the Handout there until tomorrow then remove it to simulate that. If you want to refer to it during Gameplay, you'll have to make a DC 18 INT check to recall it.


”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 squints at the hastily assembled note, ”odd - maybe the centaur was an enemy, after all. And the children of stone are the troglodytes we fought? If this is an enemy- who killed him? The same person that killed the hobgoblin!?” He frowns and looks confused, sighing. ”I’ve seen enough if we want to return to the high ridge.” When everyone’s ready, he marches Ringo back up to their earlier path.


Knowledge Checks
Grenwold Houtvester wrote:
And who are the children of stone?

Hum...

I'm not sure...
let me...
see...
;)


”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

Edited to correctly reflect the past better. As a player, I knew who they were, but IC they were only mentioned a handful of times in passing. Mostly Grenwold is avoiding telling anyone what to do or inferring what's happening, because he always defers to the other's decisions and insights.

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.

I had nothing to offer on the check. On the paper, would Mending work to fix it? I could swap it out for the day with Know Direction.

"Let us make haste then so this letter can be preserved. Since this appears to be the General's handwriting, it might come in handy." Vale suggested.


Knowledge Checks

Mending would work. Absolutely. What's next guys?


”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.

I believe the intent was to continue following the trail to still reach its end


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

Exactly. Everything collected, we should be back on the trail


”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

To clarify, the upper trail, which is newer, I believe (someone may correct me if I’m wrong).


Knowledge Checks

The heroes resume their hike following the trail meandering along the top of the ridge, which climbs steadily throughout the rest of the day. Well before the sun dips over the horizon, the forest threatens to fall in utter darkness due to the presence of large cedars almost everywhere, coupled with heavy undergrowth and bushes of every species you've ever seen. The heroes think they may have approximately 20 minutes of dim light left to setup camp. Arthur, Grenwold and Ringo are parched for the lack of water on this first hard day of tracking (unless someone has shared with you three; water is nowhere in sight here on top of this ridge). You are all hungry beyond the ability to ignore your growling stomachs.

What do you do? what are your sleeping arrangements here in the forest? do you use a tent? build a camp? use a bedroll? how much food did you bring? Provide all these wonderful camping solutions to your GM at this time, please! :)

Dommer: durable arrow (80); Other Gear +1 hornbow, orc (+2 Str), artisan's tools, masterwork, arrows (100), longbow, cloak of resistance +1, ring of protection +1, belt pouch, blanket[APG], masterwork backpack[APG], soap, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, 1 sp

Arthur: arrows (10), +1 hide (darkleaf cloth) armor (+4 AC, 0 armor check, +6 Max Dex), daggers (3), +1 halberd, halberd, longbow, +1 spiked heavy darkwood shield (+2 AC, 0 armor check, piercing damage)
Spring Loaded Wrist Sheathe Loaded- left dueling dagger, right machete; left boot- dagger; back- spear, light steel quickdraw shield, Antitoxin

Shaman Vale: headband of inspired wisdom +2; chainmail; muleback cords; bolts, crossbow (10); waterskin, filled; morningstar, cold iron; dagger; Crossbow, Light ; Backpack, Carrier [ Bedroll; Mess Kit; Sack; Soap; Chunk of Meat (x6); Rations, Trail (x4); ]; Sack [ Grappling Hook, Common; Rope (50 ft.); ]; Spell Component Pouch ; Waist Pouch [ Flint and Steel; Candle; String (50 ft.); Twine (50 ft.); Chalk; ]; Bandolier ; Wrist Sheath, Spring Loaded [ Wand of Cure Light Wounds; ] 0th - detect magic , know direction (DC ) , light , stabilize (DC 15)

Grenwold: +1 agile breastplate[APG], +1 darkwood heavy wooden shield, mwk cold iron glaive, mwk longsword, mwk silver warhammer, paueliel composite longbow (+1 Str), traveler's any-tool[UE], area map[UE], average lock, bandolier[UE], bear trap[APG], bear trap[APG], canteen[UE], climber's kit, crowbar, holy symbol, cold iron, ink, inkpen, iron spike[APG] (4), mapmaker's kit[APG], masterwork backpack[APG], mwk manacles, parchment (10), piton (5), poncho[UE], saddlebags, signal whistle, silk rope (100 ft.), smoked goggles[APG], spell component pouch, waterproof bag[UE], waterproof hooded lantern[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 344 gp, 7 sp, 4 cp; . . 0 (at will)—detect magic, grasp, guidance, light, mending, stabilize

Ringo: mwk studded leather, military saddle, training harness[ARG], tusk blades

Herman: headband of intellect +2, cloak of resistance +1; haramaki, hanbo, dagger, sling, sling with 10 bullets, backpack, bedroll, belt pouch, candles (10), chalk (10), a flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, 972 gp; - 0 (at will) detect magic, ghost sound (DC 14), light, prestidigitation

Luke: acid, alchemist's fire; Scale Mail; +1 adamatine greatsword, shortbow with 20 arrows, backpack, bedroll, crowbar, grappling hook,
hemp rope (50 ft.), tankard, torch (3), trail rations (2), waterskin, Ioun Torch, wand of cure light wounds (48), belt of mighty constitution +2


”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 has a canteen of water, at least, unless you're indicating that said water runs out? If that's the case, would anyone else's water have run out, or just his? I will also share it with Ringo, if necessary. It looks like nobody memorized create water, as well.

Normally, Grenwold would have grabbed some animal feed before going on a longer trip, especially one where I was spending my time tracking (typically if he's not tracking he can just "get along" in the wild) - I suppose I didn't expect for this expedition to be a multi-day affair, but it's too late now.

Grenwold begins to set up his own camp, and will offer to put bear traps at obvious approach points, before gathing a bit of firewood and making a fire for everyone. He exclaims, "Whew, well... I didn't think we would be gone this long - if anyone has any food - I'd appreciate it - I don't eat much. I'm going to see if Ringo can eat any of the grass around here."

Grenwold would like to forage with Ringo for food, if possible.


Knowledge Checks

Knowledge Nature or Survival to find proper forage grounds; it also takes 3d20 ⇒ (3, 6, 19) = 28 minutes to find. All those with waterskins or canteens are out of water yes. Did Grennwold share his canteen water with Ringo? Did someone share their water with Arthur? thanks. Animal feed was not brought onboard for this trip, alas. I assume Gren remains with Ringo during his foraging yes? if so, the entire event takes about one hour and a half. Does Gren share the location of bear traps with the party?! btw, this takes another half hour to set and anchor properly. Since Gren is setting his own camp, this takes him approximately 2 to 3 hours as well, assuming you're building a lean-to to protect against the elements. Total: 4-5 hours (not including rest)


”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

To answer your questions, 1) yes, grenwold will share water with Ringo 2) Yes, Gren and Ringo forage together, and will look for food for the others if they want it (if it doesn't take extra time). 3) Grenwold is not married to putting down the traps himself, and will offer to have someone else do it, if they want to, though if nobody else does, he will of course point out their location. He would do this after foraging, first. 4) He can build himself a small shelter, though if he can use survival or any other knowledge to predict the weather, he won't bother if he expects the evening to be nice (please just let me know if such a prediction is possible).

At some point, Grenwold will ask politely if one of the prepared spellcasters might memorize a "create water" spell in the morning, so that we can all be refreshed for the next day. Grenwold would do it himself, but he cannot change his spells on the fly.

Survival Check to find stuff for himself and Ringo to eat (I don't think his other bonuses help): 1d20 + 7 ⇒ (19) + 7 = 26


”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.

Survival to Forage: 1d20 + 7 ⇒ (5) + 7 = 12

Obviously there were oversites as I was making the character on some of that type of stuff, but there hasn't been an opportunity to rectify any of them since.


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

Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Profession (Woodcutter): 1d20 + 11 ⇒ (16) + 11 = 27

As the others hunt and forage for food, the woodcutter will assemble a small camp for them (maybe I can build a rudimentary shelter of sorts?) and, if time allows, help with the food part. He will offer to take the darkest parts of the night (middle shift) as his eyes are simply more trained for it, and he doesn't have spells to recover to need continuous sleeping.

With three shifts of 4 hours each, we could have 2 people in each shift. Someone else with Darkvision that doesn't need continuous sleep could do the middle shift with me.


”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

Unless I'm mistaken, Ringo, with Bat Focus, is the only friend who can use darkvision. However, I do not know how successful you will be in ordering him around, because you lack handle animal. He is very smart for a deer, but still requires handle animal RAW!


Knowledge Checks

The group set to work at various tasks, with Dommer chopping wood and gathering branches for a group shelter while Grenwold leaves with Ringo to seek foraging grounds for his noble beast.

GM rolls:
1d12 + 3d100 + 12d100 + 2d100 + 4d20 ⇒ (12) + (63, 14, 100) + (61, 17, 64, 66, 34, 20, 17, 73, 2, 97, 30, 5) + (44, 78) + (2, 19, 1, 10) = 829
1d20 ⇒ 6
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 14 ⇒ (7) + 14 = 21

After approximately two hours of performing camp preparation duties, Dommer, Herman and Shaman Vale begin to notice some humanoid shapes in the woods up north (yellow area on the map), watching them. Herman is pretty sure he can see the glint of a nocked arrow on one of the hidden figures. It's hard to count them as they sit still... might be two or three or more...

Dommer, Herman and Shaman Vale: you have just noticed these humanoid figures. Arthur and Luke are going about their business and oblivious to this. Grenwold and Ringo are out foraging. What do you do?

GM rolls:
4d100 ⇒ (51, 74, 94, 48) = 267

MAP IS UP

Terrain Elements:

Trees The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Undergrowth Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.

Forest Canopy It’s common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees’ branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.

Other Forest Terrain Elements Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams average 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests have occasional game trails.

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.

Monstrous Insight: 1d20 + 4 ⇒ (12) + 4 = 16

Glancing over at the figures, Vale tried to get an idea what they were up against.

Monstrous Insight (Su) The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with a +4 insight bonus. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability 5/day.

Not sure what we are up against but add depending on the check. Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Nature) +6,Knowledge (Planes) +5, Knowledge (Religion) +5.


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

If they're humanoid, likely it would be Local - but who knows, maybe they're some sort of cleaned up undead, outsider, fey, aberration... :)

Dommer pulls the bow out and cords an arrow, immediately looking for a place to jump behind for cover.

Who is there? Show yourself! - he asks, but doesn't take any other aggressive actions.


Knowledge Checks

The archers retreat into the woods, aware that they've been spotted. A voice coming from deeper into the woods replies, "Nevermind who we are. What are YOU doing in these woods, intruders? We don't play games, so I wouldn't bother speak again unless it's the truth."

The archers are camouflaged and using concealment/cover and a fair distance. Hard to tell which race they could be from your location, so knowledge is not (yet) useable as a skill here.


”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 stands up and prepare himself to pull out his sword.


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

”Whatever you do, don’t go charging straight at them and fall down another pit,” Herman snorts. ”If they wanted to ambush us, they wouldn’t have shown themselves unless they wanted to lure you into a trap. Again.” He calls out to the hidden archers, ”So you’re either terrible at hiding, which seems unlikely given that you’re still alive out here, or you wanted to be seen. To what end? You can’t talk to dead people, so that’s probably it.” He spits before concluding, ”So stop playing games and show yourselves.”

Don’t ask Herman to make a Diplomacy check. Please. XD But maybe someone else wants to let these folks know we’re survivors of the hobgoblin invasion?


Knowledge Checks

"State your business! Last chance!" the voice replies stubbornly!


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

Sure thing. - says Dommer, in an even more stubborn and defiant tone - We survived the Ironfang and are now hunting hobgoblins. You can probably imagine we ain't in the prisoner-takin' business, we in the killin' bastards business. And lad, business is a-boomin'!

Yes, I went there!


”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

Thumbs up from absent Grenwold!


Knowledge Checks

Several men and one women begin to emerge from the trees and bushes. All wear a similar attire and a few of them, including their leader, wear holy symbols. The leader has a smile on his face, looking in Dommer's direction and walking slowly towards him. The leader is obviously human and has pulled down his hood to reveal that. Other men following him are starting to do the same, but some remain behind, scanning the forest around us and behind them, standing on guard. Knowledge Local and Religion to identify their attire and holy symbols; map updated to show the advancing leader.

@Dommer: please make a Diplomacy check. You may use Intimidate instead of Diplomacy. You may also use Craft Bows instead of Diplomacy, if you use a self-made bow or arrow as a supporting argument to your statement. :)

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.

K: Religion: 1d20 + 5 ⇒ (6) + 5 = 11


Knowledge Checks

@Shaman: Erastil

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.

"Greetings followers of Old Deadeye. Looks like we might share a common enemy. I am Vale, their healer. he said.


Knowledge Checks

The man approaches within 30 feet of Vale and Dommer, but the others stay behind. "Well met Vale. Where do you folks hail from? I see you are all making camp here. Your dwarf friend here says you're hunting hobgoblins? what news do you have on that? I am Malachite, and I lead these scouts here. We report to the Chernasardo Rangers."

The man watches your collective reactions carefully as he says that, his eyes shifting to each of you, one by one...

Any of you from Molthune or dressed in Molthuni fashion? any of you displaying gear plucked from the Ironfang Legion?


”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.

Hearing the name of the famed Rangers, Arthur approaches where the others are speaking, "Hail! I am called Arthur Alaval, of the Nirmathi Irregulars." Arthur searched the faces of the men for any signs of someone he might recognize, knowing in his heart it was futile for chance to bring his brother to him so easily.

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