Chrios' Ironfang Invasion

Game Master Torilgrey

Date: Gozran 17, Day 27 in the Fangwood

Dramatis Personae and Maps
Loot tracker

IronFang Invasion Language Guide


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Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Thanks for checking this stuff over Abbey, I feel better knowing it's been cleansed before we add it to the provisions.

Excellent news about Yarrow! We should get ready to move everyone tomorrow. We can make a litter for Yarrow if we need to. Zdena and I were talking about heading deeper into the woods past the berry patch.

I still want to take out the rope bridge, but that will have to wait until we get everyone deeper into the woods and safe.

Sometime in the early morning
linguistics: 1d20 + 6 ⇒ (3) + 6 = 9
I can't make sense of this, I'll keep working on it though.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Assuming we aren't transitioning into a chase scene :) I will brief the party. Sean can correct if I wasn't subtle enough.

Ryll finds the other party members, and prompts Premek to explain. With some gestures and meows, he clarifies:

I watched our mouse who might actually be a rat. He was acting very sneaky at his tent, looking over his shoulder, and then took a piece of paper out of his boot to make a secret note. So, after he fell asleep, I took the piece of paper. I couldn't read it so Ryll made a copy, and then I put the original back in his boot. So, see if we can figure it out, but don't let our rat see that you are working on it, or anyone who might mention it around him.

Maybe the storyteller and I can work together on it? Maybe some guidance will help?


the great news for Premek, is that sleeping imposes a -10 penalty on the perception check, so Edran maxed out at a 14.... Which means automatic success with Premek's sneakyness

Premek stealthily enters Edran's sleeping area and reinserts the note into his boot, the man never stirs in his sleep.

Morning comes and the party assembles, after briefly looking over the note to no avail, You'll have to decide which direction to start moving the people in, and which direction you want the scouts scouting, and how you want to divide the group, if at all...


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

If we go through the berry patch hex, that's at least a known space that we've cleared.

Would it be feasible for the party to go ahead, maybe to the hex that is next to both 5 and 6? If so we could scout that hex and see if it will be safe to take the whole encampment to that hex on the following day.


You can feel free to drop plans on that map, just be careful it is a lot of little text boxes overlaid on it...


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Ok, the hex I was suggesting is marked with a question mark.

The question is whether we could get there while the villagers are making it to hex 5, and then meet them in hex 5 to tell them whether to continue one more day or not.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

I'm good with this plan


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'm ok with this.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

I'm just not sure we are fast enough to do it, and that the villagers will travel without us right there with them. But if it is possible, it's something we already discussed and I think it's a good way to get further from danger.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Good plan, Zdena agrees. She is poking around in some of the communal supplies, trying to pack a few things more efficiently for travel. Want to hang back and try to confuse tracks a bit, though. Knock down some shelters, bury the midden better. Can't hide it all, but worth spending an hour on making it hard to read.

She pulls out a small bag of Dust of Tracelessness from one of the packs. Huh. Don't even remember where we got this. Think that would help hide which way the whole group left? Supposed to be for smaller groups, but it might make our big trail look more like all the small trails scouts and herders been making. I guess that's actually a question for the GM. Also, is this stuff alchemical and we can ask Vane for more?

She ponders a couple other items as well. Ryll, Malgrim, one of you want the magic backpack? I'll take this cloak if no one else wants. Cloak of Resistance; apparently no one ever claimed it, and it's too good not to use.

Oh, these good too. Who wants which? She indicates a tanglefoot bag and a handful of scrolls. Recent entries on the loot list

Zdena also plans to try out her Camouflage talent again before setting out today.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Bunch of scent cloak might help if wargs try to track us, too. Some other good potions in there as well, even invisibility.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Huh! Might actually be able to sneak up on Hob watchtower with all that. Probably later, though.

Premek, you want to help break camp, or um... keep watch on the... main group for a couple hours 'til we catch up? Zdena stumbles a bit trying to avoid saying what Premek would actually be doing out loud.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Maybe I should stay with the mice and keep an eye on the rat?


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Tak, szczur. She looks very confused for a moment, then adds, Yeah, the rat. Talking with you is *weird*, Premek.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Of course it is. Two legs think strange.


I think the Dust of Tracelessness could be used to break up the trail and possibly confuse anyone following it, combined with the scent breakers is an excellent idea. I'll let everyone weigh in before we advance. Just so I'm prepared - Party will help break camp, will advance beyond the bramblelash thicket and scout that way, refugees will move to the thicket area and attempt to make camp there?


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Most of the party will break camp. Premek will go with the villagers group and try to keep Edran under observation, until the party catches up, then he'll go with the party for the rest of the day. Assuming there are no objections to this plan.


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F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

*Humans* think strange. I think fine in Orc. Zdena retorts. But in neither is confusing.

That is also my understanding of the plan and I have no objections.


Dawn breaks on the 27th of Pharast, cool, but sunny. Malgrim, Ryll, Zdena and Sighere spend time directing some of the dismantling of the camp, and the refugees, families, and friends from Phaendar begin their trek to the northeast. Aubrin looks as though she has finally regained her strength from her injuries, and takes point after hearing the plan, leading the villagers off into the morning tracing your steps from only a few short days ago.

Premek and the other cats keep close to the moving herd of humans, dwarves, and others. After several exhausting hours working through the dense undergrowth and tall trees the area of the bramblebushes is reached.

Lirosa, Taidel, and Aubren head into the woods surrounding the area, and a tense half hour passes until they return, declaring the area safe from predators and lacking in hobgoblins. Immediately everyone sets to work, putting up what few tents you have, creating shelter from the abundant vegetation in the area. Fires are kindled, pits are dug, and people begin to settle in after a long day on foot, and a longer afternoon providing themselves with a place to stay.

The remaining party spends much of the morning destroying all evidence they were ever there, scattering the magical dust after the departed townsfolk, and smashing scentbreakers once they themselves depart the now-empty forest glade.

Survival checks for concealing camp/hiding tracks

Premek:
You keep an eye on Edran, but nothing he does alerts you to anything out of the ordinary. You watch as he leans in toward Garrett on the march, asking him why they are moving camp, but the old merchant guard doesn't say anything, instead looking at Edran as if he was something best scraped off his boot.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'll be using guidance on whom ever is rolling, or, will Heightened Awareness" provide any bonus in this situation? I know it's +2 to perception and knowledge (Nature in my case), but isn't this situation just that? And with it, could I make a nature Knowledge check with it instead of survival?


You could roll to aid another which is dc 10 and adds a +2 to their roll, I’d allow a knowledge nature check to be used to help in that case


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

As the group looks at the cleared site and the near natural clearing Sighere takes a moment and mutters a quick incant. His eyes glow for a second and he looks around. Caleb lands on his should and he mutters quietly to the owl then speaks up. Over there, just by that tree, still signs someone slept there...

Knowledge Nature + Heightened Awareness + Guidance: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10

Maybe.. no... yes... it needs to be fixed

whomever makes the survival check will get a +2 from aid another and a +1 for guidance from me


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Better safe than sorry. Thanks, Sighere. With that, Ryll sets about to try and obscure the signs of the encampment and the refugee's departure.

Survival+Aid+Guidance: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Sure Zdena, I'll take the handy haversack. I can put all the party loot that no one has claimed in it, and still have tons of room for my things.

Malgrim helps pack up things and break down camp, then works with Zdena to hide trails and make us harder to track.

aid another survival: 1d20 + 1 ⇒ (13) + 1 = 14


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Survival:Tracking+Aid+Guidance: 1d20 + 7 + 2 + 1 ⇒ (16) + 7 + 2 + 1 = 26

Not sure if the class bonus to tracking should apply here, but I included it.

Zdena looks around the clearing, pretty happy with how much was accomplished in a short time.

That's good as gonna get. Let's head out.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

sigh....so I decided to double check the loot tracker and noticed an item. Scroll of plant growth. do we want to use it (overgrowth option) here to really cover our tracks? or, if we feel comfortable here, use it on the berry patch to create a wall of thorns as a defensive front for the new camp and just move the one hex (assuming the berry patch is big enough) sorry to throw a late monkey wrench in things.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

We don't need to use up everything, we'll probably need to cover our tracks again sometime.


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Agreed. I'm inclined to save it for another time, be it the briar patch, or later when we head off in a more definitive location.


You spend several hours breaking camp and ensuring you can't be followed as easily. Satisfied with your work you follow the now-obscured trail of the refugees.

When you reconnect with the residents of Phaendar, Flemming approaches you, and with his thick Ulfen accent, holds out an old shortsword toward you. I found zhiss when we started building camp, it iz old, but still very sharp. We decided you should take it, zhee forest offered and vee vhant you to have it. he beams with pride as you take the sword from him, his long mustachios framing a grin.

A masterwork shortsword!

Pressing on beyond the slowly growing new campsite, you head deeper into the forest, exploring as you go. Eventually you come upon a clearing in the woods, dominated by a large oak tree.

The roots of an ancient oak tree crisscross the ground like the tentacles of some subterranean beast. A shadow beneath the tree marks the mouth of a den dug deep into the soft earth. A tuft of pale fur clings to the edge of the hole, and a musky animal stink hangs in the air.

You hear high pitched yips, and thin, growling laughter as you approach the den.

As you get even closer you can see a half-dozen small, bluish humanoids armed with torches are menacing a wolf who is covered in several burns. One of the small humanoids is holding a wolf pup by the scruff of the neck, and it seems obvious that the mother is trying to get her cub away from the humanoid creatures.

Knowledge (Nature) DC 11:
These are mites, small vicious fey creatures, with an underlying hatred of Dwarves and Gnomes. They have some resistance to normal weapons, but cold iron weapons fully effect them.

initiative:

Initiative Premek: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Zdena: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Ryll: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Malgrim: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Sighere: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative Mite 1: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Mite 2: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Mite 3: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Mite 4: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Mite 5: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative Mite 6: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Wolf Mother: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative OrderSighere, Mite (Yellow) Ryll, Mite (Green), Wolf, Malgrim, Zdena, Premek, Mite (blue), MIte (Red), Mite (Orange, Mite (Purple) Sighere may act!


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F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Just gonna make that Knowledge Nature check while I wait for my turn.

Knowledge:Nature: 1d20 + 6 ⇒ (18) + 6 = 24


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Seeing the wolf in danger Sighere leaps ahead. May the spirit of life protect us and the beasts . He completes his chant, spiritual energy invigorates the party.

Casting Bless +1 Attack and save vs fear. I don't suppose I can consider the wolves allies when casting the spell and also apply the effect to her?
oh, and a nature check

Knowledge (Nature): 1d20 + 5 ⇒ (7) + 5 = 12


You can consider the wolf an ally, but no promises she stays that way...

The mite in yellow pantaloons swings his torch at the wolf, attempting to further enrage her.

Attack, flanking: 1d20 + 2 ⇒ (7) + 2 = 9

But the wolf sidesteps the mite's flaming attack, snarling in its direction.

Ryll is up!

Zdena:
You also know they have some very minor spellcasting ability


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Ryll swears under her breath as Sighere charges forward. Drawing her crossbow, she moves forward to keep him from getting killed, and shoots at one of the Mites (Green).

MW Light Crossbow+Bless: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11

Damage: 1d8 ⇒ 6


Ryll's crossbow bolt flies over the head of her target, smacking with a loud *THUNK* into the bole of a tree. The mite, startled by the interruption in their torment of the wolf, lets out a yip, and looks over its shoulder at the party.

The mite in the green vest turns and glares at Ryll, you see its eyes bug almost out of its head, it sticks its tongue out at you, and screams a word in sylvan. You feel a sense of dread threatening to wash over you...

Will Save DC 10 for Ryll, or be Doomed - aka Shaken

The wolf mother snaps its jaws at the one in yellow pantaloons, jaws missing the mite as it ducks low under the bite attack.

GM dice:

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d6 + 1 ⇒ (4) + 1 = 5
free trip: 1d20 + 2 ⇒ (2) + 2 = 4

Bold May Act: Sighere, Mite (Yellow) Ryll, Mite (Green), Wolf, Malgrim, Zdena, Premek, Mite (blue), MIte (Red), Mite (Orange, Mite (Purple)


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Premek moves up, staying in the brush along the trail, and acid splashes the purple mite.

ranged touch plus bless: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
damage plus sneak: 1d3 + 1d6 ⇒ (2) + (1) = 3
another +1 damage I think if I was able to get that acid to use as a power component

Then he tries to hide again.

stealth minus sniping: 1d20 + 20 - 20 ⇒ (12) + 20 - 20 = 12


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Zdena moves off to the left of Sighere and Ryll and reaches for the unfamiliar cold iron weapon Malgrim had pushed on her in case of fey. Her eyes narrow as they lock onto the Mite holding the wolf pup.

Studied Target:Red

Hey Ryll, cold iron for these guys.

Speaking of which, I never actually looked up the stats for the cold iron longsword? So I'm going to go do that and put it on my character sheet to be ready for next round.


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Will save+Bless: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17


Zdena, a cold Iron longsword is the same as a regular longsword, 1d8 damage, 19-20 crit range x2

Premek, you were able to get the small acid vial for the additional focus item/power component


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M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

4 damage then! A 33% increase! :)


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Cold iron? Thanks Zdena
Malgrim draws a dagger from their right boot and advances with the party. As they get closer they begin chanting and tapping a beat on their drum and pointing at the grappled wolf cub.

casting Liberating Command on the wolf cub. They get an immediate action to make an escape artist check to break free with a +4 from my spell.


Immediate Action it is!
Escape artist, liberating command: 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25

GM dice:

Mite O: 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 4
Mite B: 1d20 + 2 ⇒ (2) + 2 = 4

Hearing your approach, several of the mites glance in your direction, and seem to shift how they are standing, especially when they hear out Zdena call for their nemesis...

Premek's acid glob takes the purple hatted mite directly in the face, and sears much of the skin off its head, dropping it to the ground. The wolf cub wriggles free with this distraction, dropping to the ground. The red vested mite steps away from the dropped cub, focusing its rage on Zdena, and as its friend earlier, its eyes bug out of its head, it sticks its tongue out, and shrieks a word in Sylvan at her. The distracted mites continue to wildly attack the wolf mother, but with new enemies at their backs, the swings of their small torches go awry and the wolf continues to survive with no additional wounds.

Zdena, DC 10 will save or be Shaken
Sighere, Mite (Yellow) Ryll, Mite (Green), Wolf, Malgrim, Zdena, Premek, Mites (blue, Red, Orange) Bold May go!


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Will Save + Bless: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Zdena flinches at the mite's shriek.


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'm a gonna do sometin crazy

Sighere steps closer again and this time his chanting takes on a harsher tone. He raises his hand a fire shoots forth in a broad arc.

Burning hands. Cone edge shown on map, trying to get Blue, Green, and Yellow in the cone but not the wolf

burning hands: 2d4 ⇒ (1, 4) = 5


GM Dice:

ref b: 1d20 + 3 ⇒ (4) + 3 = 7
ref G: 1d20 + 3 ⇒ (12) + 3 = 15
ref Y: 1d20 + 3 ⇒ (1) + 3 = 4
Attack Wolf v O: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Zdena is Shaken: which basically is a -2 on all dice rolls for 1 minute

Sighere bravely? steps forward, channeling the magic of the spirits. He brings his hands together and a fan of flames wash over the mites before him engulfing all three of them in its flames. Their skin blackens and crisps as they fall to the ground, unconscious or dead, at this range you cannot tell...

The wolf, seeing an opening, spins in place, growling and snaps its jaws at the mite in the orange overcoat, who, shrinking away from the firey fate its companions just met, causes the wolf to miss.

Sighere, Ryll, Wolf, Malgrim, Zdena, Premek, Mites (Red, Orange) Bold May go!


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

In response to the mites' shrieks, How rude! You don't want me to translate that.

Premek moves up behind a convenient rock, looking out long enough to let out a deep rumble directed at the orange mite.

Tremor for a trip attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

To the wolf, who probably doesn't understand but you never know, come on, you got this.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Zdena moves toward the red mite and shrieks back at it as she slashes with the longsword.

Cold Iron Longsword + ST + Bless - Shaken: 1d20 + 7 + 1 + 1 - 2 ⇒ (14) + 7 + 1 + 1 - 2 = 21

Damage + ST - Shaken: 1d8 + 4 + 1 - 2 ⇒ (8) + 4 + 1 - 2 = 11


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Malgrim advances on the last Mite cold iron dagger in hand and stabs at it. Glancing warily at the wolf mother.

I hope she knows we're on her side.

attack +flanking: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
cold iron damage: 1d4 + 1 ⇒ (4) + 1 = 5


Premek's rumbling causes the mite in the orange overcoat to fall to the ground, and Malgrim quickly makes short work of the struggling mite on the ground.

Zdena gathers herself, attempting to shake off the fear from the mite, and advances, sword held high. Her blade sweeps through the feeble torch defense of the mite, parting the torch, and the mite holding it, in half...

Heaving with effort, you and the wolf mother stare at each other warily over the corpses of the mites. The cub quickly retreats toward the nest where the remaining wolf cubs cower in fear.

Out of combat... for now...


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M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Our pack is strong, and offers friendship.

handle animal: 1d20 + 10 ⇒ (18) + 10 = 28
There's another +4 on top of that "to push a wild animal to perform a trick if it's indifferent or better", not sure whether that applies here since I'm not going for a particular trick.


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'll have the scroll of calm animal (that I've been carrying since I think our 2nd encounter) ready and see how she responds to Premek

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