GM PDK IRONFANG INVASION (Inactive)

Game Master Purple Dragon Knight

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INVENTORY


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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

Really? You want tae’ talk to the troglodytes? - said Dommer, incredulous. In his several decades of life, he never had much dialog with this kind of creature... and they particularly remind him too much of odious Orcs and goblins.

I believe there is time and place fah’ negotiation... And ‘tis not one of such. - the Dwarf’s good heart was all for mercy, but his ancestral enmity with certain dark dwelling creatures was aloud.


”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:.

"My sword is best negotiator! Hahaha!"

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4

"If the rangers think these trogs are a threat, then perhaps we should trust them!"


”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 thinks a moment, then speaks again, "Is there a rise nearby? We could station those of us who use bows atop it, then several of us could draw them out to the entrance and restrict how many can get to us at a time, creating a shooting gallery for the bow users to shoot the fish, or lizards, in a proverbial barrel."

He frowns, then stroking his chin adds, "Assuming, of course, that there is only a single entrance."


Knowledge Checks

Please also keep in mind: we have skipped over the 'survival' part of the adventure but don't forget that Aubrin, the refugees and all of you are dirty, tired, getting very thin and have lived on whatever you could find in the woods for weeks, therefore many are running out of patience and are getting close to desperation. The Hemlock Banner and the news of a potential real home they can settle in is putting a spring in everyone's step, and everyone is counting on you and are real hopeful you will kick out these monsters and acquire this cave!

You manage to take down the camp in the morning and by early afternoon, everyone is ready to leave. The refugees, bearing most of the heavy stuff like poles, tents, tools, set out at a very slow pace behind you.

About an hour later, about midway to the caves, Jestyn puts a trail marker for the refugees. The large group will wait there for your return after you are done in the caves. Another 75 min is all that's needed to close the remainder of the distance. Recognizing the familiar area from his trip yesterday, Jestyn motion for everyone to be quiet, and instructs everyone to stay behind except Dommer and Grenwold.

The stealthy trio (and their very stealthy elk mascot) advance through the trees slowly and quietly, and finally gain view on the entrance of the caves through the trees. The deep natural caverns appear to run beneath a tree-covered ridge, with a double entrance at the base of the ridge, in a low bowl area that's sandy. The low and wide entrance is screened by hanging roots, but a few moments peering in the direction shown to you by Jestyn is all that's required to spot it.

A garden of tall mushrooms, the largest of which appear to be around 4 feet tall, grow about a dozen feet before the sandy entrance under the shade of the trees overhanging from the ridge.

What do you do? see last slide for current location of party members.

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Holding his hand out to halt the others, Jestyn scanned the area for anything unusual, and four foot mushrooms are a good place to start checking out from a distance.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23
K:Nature: 1d20 + 6 ⇒ (13) + 6 = 19
Same modifier if it is K:Dungeoneering


Knowledge Checks

Jestyn recognizes these as shrieker mushrooms: they make an insane amount of noise when anything larger than a cat gets within 10' of them or when light shines on them.

Knowledge Geography please

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

K:Geography: 1d20 + 9 ⇒ (11) + 9 = 20


Knowledge Checks

Jestyn:
Based on the angle of ridge and the height of the canopy, you think the light's gonna hit this patch of shriekers right around sunset, about two hours from now.

The Concordance

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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

"We might want to wait a while, those mushrooms are called Shrikers and if you get close or have a light, they start making a racket. Now, the sun will set in two hours and they will go off when the sunlight hits them. We will want to plug our ears but since it happens at the same time, the Trogs will expect it but not us coming in. At least it will help cover our entrance and the noise from the less stealthy members of the party." Jestyn said, trying to estimate how long the sunset will shine on the patch of mushrooms.


Knowledge Checks

Remember that only Dommer and Grenwold are with you now. You'll have to backtrack to the non-stealth half of the party to announce your plan. --> Stealth check please (take 10 is available)


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”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, acquiescing. "So it shall be."

He follows Jestyn along, spurring Ringo into action. The elk with enormous horns has a keen glint of intelligence in his eyes, and seems to understand at least part of what everyone's saying, though he tends not to follow other's orders.

When Jestyn approaches, Gren encourages him to take point, and Gren and Ringo act as bodyguards, to ensure he doesn't get ambushed.

Knowledge (Geography): 1d20 + 7 ⇒ (14) + 7 = 21

Gren waits silently with Ringo, watching Jestyn, and hoping the elf successfully identified the mushrooms.

When they begin to return, he silently follows with Ringo, the graceful elk tiptoing through the forest with barely a sound.

Take 10 on Stealth for both of us.


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”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 snuffs quietly, breathing in the air, watching for danger.

Stealth is 18 with take 10.


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
Grenwold Houtvester wrote:
When Herman intimidates Fizzlewump, Grenwold approaches where the frog fell, and retrieves it, petting it, ”please do not throw animals, Herman.”

”Tell your faerie friend not to put them in my pack then,” Herman mutters crossly. He keeps a suspicious eye on Fizzlewump as they wait for the scouts’ return.

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Jestyn headed back with the others to let the second group know what the plan was.

Stealth is 21 when taking 10

When they arrive, Jestyn starts drawing a map in the dirt to show the group the layout. "We need to be careful. These guys are smart and have fungi called "Shriekers" at the cave entrance to serve as an alarm for any one coming in. If they raised them that way, then there is someone skilled in dealing with the mushrooms and need to keep an eye out for them." he said, laying out the plan of action.

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4

"It's just a joke Herman since you're so grumpy!"

He turns to Jestyn. "Anyone know a silence spell?"


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

Taking 10 for a 19 in stealth.

Dommer heads back with the others, and waits as Jestyn lays off on the scouted details.

I got no spells. Maybe we can try to expertly 'void 'em? 'Da 'shrooms? - said Dommer, not too much of an expert himself, but hoping someone could guide the group in this matter.

Thinking if we could have a Survival leader with the others assisting? I don't know. Probably not. On a side note, this might be the first stealthy Dwarf I play. I was shocked when I noticed I actually was doing well in this matter. Lol! I'm so used to heavy armory and slow legs.


Knowledge Checks
Jestyn wrote:
[...]Jestyn said, trying to estimate how long the sunset will shine on the patch of mushrooms.

Check out the last spoiler tag I made for you for the estimate.

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Trying to get an idea how much time we would have to get inside. 5 minute duration of light on them when the sunsets?


Knowledge Checks
Jestyn wrote:
Trying to get an idea how much time we would have to get inside. 5 minute duration of light on them when the sunsets?

Sounds like a good estimate! :)


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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
Fizzlewumpit Rumpwoggle wrote:
"Anyone know a silence spell?"

"I do know the magics for that sort of thing," Herman answers crossly. "A pity I did not prepare it for today, or I would already be rid of your ceaseless prattling."

Fizzlewumpit, let me know if Herman ever gets to be too much and I'll tone him down. I'm not used to playing mean or sour characters, so I might be trying to hard and I don't want to hurt any player's feelings.


Knowledge Checks

Time flies as the heroes huddle in some bushes hundreds of feet from the entrance, keeping their conversation hushed not to attract attention. Jestyn sits quietly in a tree closer to the entrance, watching the entrance and keeping tabs on any troglodytes coming and going.

After a few hours he sees the rays of the sun pierce at an angle through the tree trunks as it descends to the west and under the canopy. The rays of the sun are getting close to the sandy area, inching forward steadily.

Jestyn descends from his perch gather his friends at a location closer to the entrance to the northwest. (See Map)

The sun rays keep getting closer, and closer...

...suddenly the patch of shriekers blare an impossibly loud sound. Birds fly off from their perch; game springs out of hiding and run away... however no troglodytes care to come out and check on this recurring daily event. You think this impossibly annoying sound will last for a good five minutes.

What do you do? You are about 90 feet from the entrance (forest squares are not to scale; sandy squares are accurate)

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Motioning to the group, Jestyn headed to the closer cave entrance, keeping an eye open for traps and trying to not lose his hearing in the process.

Perception: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28


”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 covers his ears and begins to whisper. "What now, are we waiting here or what?"

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4
Herman the Reclusive wrote:
Fizzlewumpit Rumpwoggle wrote:
"Anyone know a silence spell?"

"I do know the magics for that sort of thing," Herman answers crossly. "A pity I did not prepare it for today, or I would already be rid of your ceaseless prattling."

Fizzlewumpit, let me know if Herman ever gets to be too much and I'll tone him down. I'm not used to playing mean or sour characters, so I might be trying to hard and I don't want to hurt any player's feelings.

Will do!

"Prattling? Oh you want me to be quiet? That's all you had to say was be quiet. I know when to stop talking. Some people thing that gnomes get excited and talk a lot." Fizzle suddenly pinches his fingers and runs them over his mouth. He then bends down and whispers to his badger.


male Badger AC 18

"Rah Rah rah..." Biter nuzzles the dirt looking for worms.


”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.

"well Luke," Arthur sighs, "I suppose this is the part where we charge in and kill them all as quickly as possible?"


”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:.

"I hope so!"


Knowledge Checks

Jestyn disappears around the entrance, motioning for the group to follow. The group appears to hesitate and remains indecisive.

Jesty's around the corner; what does the rest of the party do? (Jestyn: Slide 7; Everyone else: Slide 6)

Jestyn:
Beyond the tangle of roots shading the cave entrance, a narrow tunnel slopes sharply down. The tips of tree roots protrude from the ceiling like stained teeth. Faint light from outside catches on a streak of cloudy teal crystal running along the length of one wall. Bulbous brown and purple fungal growths sprout from the ground, and an unpleasant, faintly sulfurous odor hangs in the air. You enter the first of the two entrances. They are both low an wide, screened by hanging roots, and only 4 feet hight here. The caverns beyond are a mixture of stone and packed, clay-rich earth. Thin, ropy roots from the ridge above dangle from the ceilings of tunnels and caves 7 to 9 feet overhead, brushing the heads of Medium or larger creatures walking upright. Streaks of cloudy crystal in shades of purple and blue run through the stone walls and floors. The caves are pitch dark, but your elf sight allows you to see a good 40 feet forward using the light from the outdoors. The tunnels smell terrible thanks to their inhabitants... (but not strongly enough to require a Fortitude save) Strange fungal growths cluster at the base of the walls. The fungi are light tan and spongy, their curved surfaces covered in fine white fuzz that makes them look dusty. The fungi release a foul-smelling scent. (knowledge nature) You hear a faint noise ahead, like some kind of creature humming, snoring or growling... hard to tell... it's a weird noise.

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
K:Nature: 1d20 + 6 ⇒ (11) + 6 = 17
Jestyn quietly looked around, trying to get an idea about the fungi in the area as he waited for the others to join him.


Knowledge Checks

Jestyn has no clue about the fungi, and it's not bothering him. He's seen it before once or twice during forest patrols but never bothered to ask anyone about it. He's seen it grow on trees before.


”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.

Holding his halberd at the ready, Arthur dashes as quietly as he can up to the opposite side just past the entrance a few steps back from Jetsyn.

Stealth untrained: 1d20 + 5 ⇒ (11) + 5 = 16


Knowledge Checks

Being quiet doesn't seem to be an issue with the shriekers going full tilt and sounding off in the forest in a two miles radius. Jestyn and Arthur on Slide 7 now


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 doesn't hesitate, simply moving towards the cave to accompany Jestyn and Arthur. He pulls his bow and keeps it ready to shoot as he goes - since the surprise element is already gone.


Knowledge Checks

Anyone following Jestyn into the caves can open Jestyn's spoiler above


”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:.

Seeing what is going on Luke moves straight to the caves entrance. He activates his Ioun Torch and moves ahead of all others.

perception: 1d20 + 5 ⇒ (18) + 5 = 23


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

Grateful for the shrieking that drowns out Fizzlewump’s inane chatter, Herman follows the other so-called “saviors”. ”Don’t bunch up!” he hisses, though his own voice is likewise drowned out. ”Don’t let them find you in one place!”

Knowledge (nature): 1d20 + 12 ⇒ (11) + 12 = 23

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Jestyn moved up a bit, hugging the cave wall, bow ready in case it was needed.

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4

Fizzle hurries up to catch up with Jestyn.

"Come on Biter!"


Knowledge Checks

As soon as Luke turns on his ioun torch the cave gets illuminated in sparkling reflections with the surrounding crystals embedded in the walls. He also disturbs a troglodyte from whatever it was doing. The trog screams something in a weird language but most of it is drowned out by the shriekers outside.

Luke Init: 1d20 + 1 ⇒ (6) + 1 = 7
Jestyn Init: 1d20 + 6 ⇒ (12) + 6 = 18
Grenwold Init: 1d20 + 2 ⇒ (1) + 2 = 3
Arthur Init: 1d20 + 5 ⇒ (8) + 5 = 13
Dommer Init: 1d20 + 5 ⇒ (19) + 5 = 24
Herman Init: 1d20 + 8 ⇒ (3) + 8 = 11
Trogs Init: 1d20 - 1 ⇒ (14) - 1 = 13

Round 1 Init - Bold may go
Dommer
Jestyn
Arthur

Troglodyte
Herman
Luke
Fizzle

Grenwold is out of combat still outside caves

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Hearing the garbled sound coming up ahead, Jestyn stepped over to have a clear shot and let loose an arrow at the troglodyte.

Arrow Sneak attack 30': 1d20 + 9 ⇒ (8) + 9 = 171d8 + 4 ⇒ (1) + 4 = 52d6 ⇒ (5, 4) = 9
Hit AC 17 flatfooted for 5 and 9 sneak attack


Knowledge Checks

As Jestyn advances towards the trog, an overpowering stench seizes his nose, hitting him like a truck... err... horse and cart! :)

Jestyn: Fort save please; that applies to anyone getting within 30 feet of it as well. Luke, Dommer, Arthur and Herman noticed the elf reeling from the stench. Fizzle has no line of sight to Jestyn and has not seen that yet.

The Concordance

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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Fort save: 1d20 + 4 ⇒ (20) + 4 = 24
Guess I have been in a troglodyte cave before, or smelled Pervish cooking. :)


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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 steps forward and closes his eyes, concentrating. He tights his hands and takes a deep breath, and as his chi seems to align, his skin hardens.

Barkskin - +2 to AC (NA), 40 minutes


Knowledge Checks

Jestyn holds his breath and holds steady through the tears welling up in his eyes. His arrow flies true, and takes the trog right in the middle of the chest. The creature collapses to the ground, convulsing.

Dommer hardens his skin by pure force of will!

Round 1 Init - Bold may go
Jestyn
Dommer
Arthur
Troglodyte [dying]
Herman
Luke
Fizzle

Grenwold is out of combat still outside the caves


”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.

Seeing the Troglodyte just out of reach, Arthur advances and braces his halberd for a charge.

Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22

If Charged:

Brace Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage, x2: 2d10 + 2 ⇒ (8, 3) + 2 = 13


”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 and Ringo follow everyone in, at speed 50. Should be fast enough to get in with everyone with a double move. I’m on mobile atm, because I’m sick, so I can’t move our tokens..

The others see a good opening to move in, and Grenwold and Ringo follow. They get in behind Dommer, and Gren nods at the others, looking stronger.

Actions:

Double move - move in
Swift - activate bull focus on Grenwold (+2 strength)

I think this puts us within the stench range.

Grenwold Fort Save: 1d20 + 7 ⇒ (17) + 7 = 24


”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 tries to shake off the terrible smell.

Ringo Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17


Knowledge Checks
Arthur Alaval wrote:

Seeing the Troglodyte just out of reach, Arthur advances and braces his halberd for a charge.

[Dice=Fort Save]1d20+4

** spoiler omitted **

@Arthur: you can only apply weapon finesse to your polearm when using the spear dancing style, and when you do so, you lose the brace and reach feature of your weapon. Do you still wish to brace using only your BAB and STR bonus or do you wish to just ready an action using the same weapon finesse rolls you posted to hit them for 1d10+1 when they get within your reach of 5 ft.?


”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.

Yes- sorry I knew it lost reach but I forgot I lost brace as well, so it would just be a readied action for normal damage with weapon finesse.

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