Chrios' Ironfang Invasion

Game Master Torilgrey

Date: Gozran 17, Day 27 in the Fangwood

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IronFang Invasion Language Guide


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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)

Is the survival check for something specific? Because I now have three different conditional modifiers to survival. I'm going to guess this is Get Along in the Wild + In the Fangwood for a +2.

Survival+2: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Zdena is proud that Jayness has proven steady enough to have been put forward as one of the people in charge of camp security, and makes sure to let him know that before leaving again.

When they reach the cave entrance, she eyes it dubiously, especially after Ryll points out the screaming mushrooms.

So, two questions. First, we camp out here or push on hour or two? Second, want me to scout ahead first, or all go in? I think camp now and scout, but push on together is not stupid plan.

Pharus having a light makes sense to me.


As the brave adventurers settle themselves into pressing into the Trog's camp, Zdena sees the clouds over head shifting, and a slight breeze carries on it the scent of the ocean. You are sensing a spring Monsoon, best as you can make out, you have no less than 48 hours before this unseasonal storm breaks over the forest. Traditionally, these happen maybe once a decade, and are bad Think New England Hurricane, but in Spring.


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 gazes at the sky and wrinkles her nose. After a moment, she adds, Very bad storm soon. Maybe not safe to *leave* cave if take too long. Hope they can shelter okay at cabin.


Okay, looks like everyone is set! So for a Dungeon crawl - which is what this is, do we want to establish anything - like Premek or Ryll checks for traps before entering a space to keep the action moving? Or only check doors? We'll go with the rule of 2 for directions as to which door or passageway you go down, so if 2 people say "go south" we'll go south - or if you want to appoint one person as the 'steering player' then we'll go in whatever direction feels appropriate to them. I'm good with whatever's decided. We're going to go ahead and launch in to keep this moving -since as we all know, dungeon crawls can get bogged down easily if we aren't careful.

GM dice:

Premek: 1d20 + 4 ⇒ (5) + 4 = 9
Sighere: 1d20 + 9 ⇒ (14) + 9 = 23
Malgrim: 1d20 + 9 ⇒ (7) + 9 = 16
Zdena: 1d20 + 8 ⇒ (5) + 8 = 13
Ryll: 1d20 + 9 ⇒ (19) + 9 = 28
blue: 1d20 + 0 ⇒ (14) + 0 = 14
red: 1d20 + 0 ⇒ (16) + 0 = 16
green: 1d20 + 0 ⇒ (18) + 0 = 18
yellow: 1d20 + 0 ⇒ (3) + 0 = 3
Kinig: 1d20 + 1 ⇒ (2) + 1 = 3
Pharus: 1d20 + 3 ⇒ (12) + 3 = 15
Lirosa: 1d20 + 3 ⇒ (7) + 3 = 10
Taidal: 1d20 + 6 ⇒ (7) + 6 = 13
Graund: 1d20 - 1 ⇒ (11) - 1 = 10
P Fort: 1d20 + 9 ⇒ (13) + 9 = 22
Ki Fort: 1d20 + 10 ⇒ (6) + 10 = 16
L fort: 1d20 + 9 ⇒ (10) + 9 = 19
T fort: 1d20 + 8 ⇒ (16) + 8 = 24
K: 1d20 - 3 ⇒ (10) - 3 = 7
P: 1d20 - 3 ⇒ (12) - 3 = 9
?: 1d20 + 0 ⇒ (17) + 0 = 17
y: 1d20 + 0 ⇒ (14) + 0 = 14
r: 1d20 ⇒ 16
b: 1d20 ⇒ 5

Quietly creeping forward without light, the party enters the tunnels squeezing by each other, and with hands on shoulders to the ones who can see in the dark. Everyone quickly consumes their Antitoxins before creeping into the darkness, draws weapons carefully, and heads forward. Moving as quietly as possible the party advances, when suddenly Pharus, weighed down by his newly acquired armor bumps into Kinig, who stubs her toe and lets out a quiet (ish) oath under her breath. Suddenly, Zdena in the lead stops, and several reptilian hisses can be heard ahead in the darkness....

Those With Darkvision:

A cylindrical mass of roots hangs from the exact center of this room. The roots have been braided together to form a cradle holding a giant violet crystal as big as a human head. Sparkling veins of crystal line the walls.

Four troglodytes stand guard in this chamber, three of them raise an inflated bladder to throw it at you… While the fourth makes to break deeper into the caves

Entering the chamber you must make a fortitude save DC 13 or be sickened for 10 rounds…. Don't forget your +5 from the Antitoxin

Ryll, Sighere, Green, Red, Pharus, Malgrim, Zdena, Taidal, Premek, Lirosa, Blue, Yellow, Kinig BOLD may go!
Until a light is introduced characters without Darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.


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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)

Fortitude+Antitoxin: 1d20 + 6 + 5 ⇒ (4) + 6 + 5 = 15

Zdena makes a face at the smell, but the Antitoxin does its job.

Dang, glad we had that. Hopefully that's the low roll.


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

Fortitude+Antitoxin: 1d20 + 1 + 5 ⇒ (17) + 1 + 5 = 23
A distinct odor, but I don't know what the big deal was.


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

before we enter
Sighere, do you have an animal messenger to send warning of this storm back to camp?
In the cave
fort + anti-toxin: 1d20 + 1 + 5 ⇒ (17) + 1 + 5 = 23
Damn that stinks, and they've seen us. Get ready with a light


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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)

Given the time limit on the anti-toxin, I'm good with just checking doorways/archways/unusual objects/formations.Holding my action till after Sighere's.

Fortitude+Antitoxin: 1d20 + 2 + 5 ⇒ (6) + 2 + 5 = 13

For a moment Ryll looks like she's about to be sick, but after a few shallow breaths seems to master her queasy stomach.


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

I could, but that would be a pretty potent spell to use before heading in

so that's a sis my ace up my sleave for neutralize poison or something else, so you understand my hesitation

not taking my antitoxin yet as they only last an hour?

fortitude: 1d20 + 3 ⇒ (19) + 3 = 22

whew, that's bad, but I've smelled worse

I'm going grab 10 or so smaller palm size rocks on the trip to the caves (I figure that will be easy to find as we go through the woods) , and I'm going to cast light on one and toss it towards the hissing


Everyone has passed their basic Troglodyte Stench test. You'll only need to make checks now against special Troglodytes, not the rank and file members of the Children of Stone

Sighere tosses a light spell into the room and now everyone can see:

A cylindrical mass of roots hangs from the exact center of this room. The roots have been braided together to form a cradle holding a giant violet crystal as big as a human head. Sparkling veins of crystal line the walls.
Four troglodytes stand guard in this chamber, three of them raise an inflated bladder to throw it at you… While the fourth makes to break deeper into the caves

Ryll, Green, Red, Pharus, Malgrim, Zdena, Taidal, Premek, Lirosa, Blue, Yellow, Kinig. round 2: Sighere, BOLD may go!


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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)

I'm going to assume that between the spell and Low-light vision, I can at least see the Red Trog? If so, I'll shoot at them.

Ryll moves forward along the wall, and raises her crossbow to shoot a frost bolt at the Red Troglodyte.

MW Crossbow+Frost bolt: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
damage+Frost bolt+sneak attack: 1d8 + 1 + 1d6 + 2d6 ⇒ (6) + 1 + (3) + (1, 6) = 17

Confirm Crit:

MW Crossbow+Frost bolt: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Swing and a miss on the crit


The Light spell illuminates this chamber fully, everyone can see without penalty!

GM Dice:

ranged touch: 1d20 + 0 ⇒ (9) + 0 = 9
Pharus, Charge: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Crit?: 1d20 + 5 ⇒ (6) + 5 = 11
Damage?: 1d8 + 5 ⇒ (5) + 5 = 10

Ryll's frosty crossbow takes the reddish troglodyte high in the chest, ice wrapping around its reptilian torso as it gasps for breath and drops to the ground, unconscious. The greenish trog moves ahead, holding a bladder high, throwing it at Zdena, but the half-orc sways out of the way easily from the clumsy attack. The bladder bursts and a noxious cloud emerges from it, although with the wild throw it doesn't directly impact anyone. Pharus wordlessly cries out, charging ahead to attack the trog and lands a mighty blow from his primitive sword with a massive overhand chop.


Malgrim,
Zdena,
Taidal,
Premek,
Lirosa,

Blue,
Yellow,
Kinig
round 2:
Sighere,
Ryll
Green : 6 hp
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

Back me up!

Premek hops off Ryll's shoulder and darts into the room, right out in the open, and invokes a blast of brilliant colors color spray at blue and yellow. (DC 15 Will)


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 straightens up and glares at the trog.

You missed.

She takes two quick steps forward and makes a short, brutal thrust at its belly.

Falchion: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10


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 moves deeper into the room to back Premek up. Reaching the shadowless cat they incant a spell and slam their hand down on their drum. Gathering the silent beat in their hand they thrust it at the Trogs before them and it explodes into shards of piercing sound.

casting Chord of Shards reflex to negate DC 15
damage: 2d6 ⇒ (1, 1) = 2

I provoke an attack of opportunity from green as I move past them


GM dice:

GReen AoO: 1d20 + 2 ⇒ (1) + 2 = 3
Will B: 1d20 ⇒ 14
Will Y: 1d20 ⇒ 11
r: 1d20 - 1 ⇒ (20) - 1 = 19
r2: 1d20 - 1 ⇒ (17) - 1 = 16
L: 1d20 + 6 ⇒ (7) + 6 = 13
T: 1d20 + 5 ⇒ (16) + 5 = 21
damage L: 1d8 + 1 ⇒ (8) + 1 = 9
Damage T: 1d8 ⇒ 3
Duration: 2d4 ⇒ (4, 1) = 5
Duration: 2d4 ⇒ (3, 2) = 5
1d20 + 7 ⇒ (19) + 7 = 26

Premek darts into the room, followed quickly by Malgrim. The Troglodyte with the green markings swipes a claw out at Malgrim, but misses them wildly. Zdena follows that up momentarily with a low thrust, dispatching the foe in the front of the room.

Premek's color spray washes over the remaining two Trogs, followed immediately by Malgrim's crystallized sound. Between the two sets of magical effects the Trogs are rendered unconscious, although Taidal puts an arrow into one for good measure.

Combat over! Unless someone does something differently, feel free to describe your actions

Pharus stalks forward, terbutje raised high overhead, before bringing it down on one trog, followed immediately by the other Trog, ending what potential resistance was in this 'foyer'. Looking around the room, Kinig remarks, there are several samples of quartz which could be successfully mined from the walls here, it would take maybe an hour of hard work; but definitely value here. Seeing the large amethyst, Kinig lets out a low whistle, That thing is worth more than my shop in Phaendar... somewhat in awe of the value of such a large specimen.

Treasure:
4 clubs
8 javelins
3 stench gas bladders
Large, slightly flawed amethyst

Appraise DC 20:
- 650GP

Two passages lead down from this room, one to the east and one to the south, which do you choose?

Knowledge Dungeoneering DC10:
The Ubiquitous mushrooms and fungi growing in this cave system is smelly, but completely edible - in fact is quite nutritious to humanoids.


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

Quartz huh. Ok not taking the hour to mine it now, but maybe on the way out. Kining would you help me get the amethyst out? That shouldn't take long.

Once the large crystal and the Trogs weapons are stored in Malgrim's haversack they look around the room at the two tunnels.

I can't see any difference between them... That one maybe?

Malgrim moves toward the eastern passage


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)

Appraise: 1d20 + 6 ⇒ (14) + 6 = 20
Dungeoneering: 1d20 + 5 ⇒ (3) + 5 = 8


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 retrieves her frost bolt from the Trog's corpse, then looks over the Amethyst.

Not sure what your shop was worth, Kinig, but I'd say 650 gold in a fair market for that beauty. Wonder what they were using it for?

She makes her way over to the two passages, frowning. Can't see much a of a difference m'self, Storyteller. Anyone else?

Ryll rummages through her pouch, pulling out pen, parchment, and a piece of chalk. She glances around and makes a few notes and crude drawings on a bit of parchment.

Best to keep track of where we're going, and make a few discrete marks so we don't get completely lost in this rabbit's warren.


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 want to keep moving fast before they realize we're here. That one's good.

Premek moves towards the eastern passage with Malgrim.

At this point can we just leave the light on?


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)

Pretty stinky rabbits, Zdena notes.

Where we even gonna sell all these shiny rocks we keep finding? Pretty, but can't eat 'em.

Zdena takes her point position by Malgrim at the eastern passage, peering ahead into the dark tunnel.


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

I can create a new light whenever, this one will last about 30 minutes. It's easy enough to pocket it if we need dark.
I'll palm the stone to create a lantern with my hand as not to blind folks.


Consensus reached, Pharus takes out the ioun Torch to illuminate the center of the party, shedding quality light for everyone. Malgrim and Zdena lead the way into the eastern chamber...

A dark, rippling pool covers much of this sloping cavern. Water drips from stalactites above and tumbles from fissures in the rock wall. An underwater garden of colorful algae and white fish fills the pool.

Barely visible at the bottom of the pool are the bodies of three troglodytes, and a halfling dressed in robes.

Perception checks please!


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

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


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)

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


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)

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


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

perception: 1d20 + 8 ⇒ (4) + 8 = 12


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 peers down into the waters

Seems odd that the troglodytes would leave their dead down there. On the other hand if troglodytes can breath underwater this would be an excellent trap for a standard group of adventurers.

on the gripping hand

Or it could be bodies of a different tribe of troglodytes, and we just can't tell the difference


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 they are dead, we should keep moving while we have the advantage of surprise. We can investigate in depth later. So just make sure they're really dead.


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

Good call

Malgrim casts Deathwatch and looks at the bodies in the water.


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

perception+alertness: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21


Sighere notices a small sparkle in the water, about ten feet down, something golden in make-up. At the same time, he and Ryll spot two man-sized crustaceans dropping from the ceiling to the north, their large claws held before them as they menace the party...

Knowledge Nature DC 13:
These are cave fishers, highly specialized predators who live in caves. Despite their similarity to crabs, they actually don't fare that well in the water, but often use subterranean water sources to ambush prey. They are well-known for their very sticky filaments which which they bind their prey.

GM dice:

Premek: 1d20 + 4 ⇒ (7) + 4 = 11
Sighere: 1d20 + 9 ⇒ (18) + 9 = 27
Malgrim: 1d20 + 9 ⇒ (6) + 9 = 15
Zdena: 1d20 + 8 ⇒ (6) + 8 = 14
Ryll: 1d20 + 9 ⇒ (14) + 9 = 23
blue: 1d20 + 1 ⇒ (18) + 1 = 19
red: 1d20 + 1 ⇒ (20) + 1 = 21
Kinig: 1d20 + 1 ⇒ (11) + 1 = 12
Pharus: 1d20 + 3 ⇒ (17) + 3 = 20
Lirosa: 1d20 + 3 ⇒ (12) + 3 = 15
Taidal: 1d20 + 6 ⇒ (9) + 6 = 15
Graund: 1d20 - 1 ⇒ (9) - 1 = 8

Sighere, Ryll, Red, Pharus, Blue, The rest of the party...
Bold may act!


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

well lets start by figuring out what these are

knowledge nature: 1d20 + 6 ⇒ (3) + 6 = 9

they have shells!, so let's start defensively and put my ward on Zdena since they seem to be in the front (and will probably be charging in) +3 ac and +3 on saves


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's eyes widen. Well. Those are certainly horrifying. With that, she slots a frost bolt into her crossbow and takes a shot at the blue-tinged crustacean.

MW Crossbow+frost bolt: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
damage+Frost bolt+sneak attack: 1d8 + 1 + 1d6 + 2d6 ⇒ (7) + 1 + (2) + (2, 6) = 18

I'm assuming I get to consider these flat-footed because I'm going before them in the initial combat round, and sneak attack applies? If not, adjust as needed.


GM Dice:

Touch attack Zdena, drag: 1d20 + 3 ⇒ (4) + 3 = 7
Pull: 1d20 + 9 ⇒ (11) + 9 = 20
Pharus: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Touch attack v Ryll: 1d20 + 3 ⇒ (15) + 3 = 18
Pull: 1d20 + 9 ⇒ (9) + 9 = 18

Ryll's crossbow bolt slams home into the blue-shelled creature causing significant damage to the carapace. The Reddish one fires a line of webbing at Zdena, but with Sighere's spiritual blessing in place, she evades it entirely. Ryll, however, isn't as lucky, and finds herself ensnared by the sticky filaments, and being dragged toward the creature! Ryll is grappled and is dragged 10' toward the blue creature

Pharus surges forward, his instincts causing him to react quickly, as he closes on the reddish creature and delivers a nasty downward chop into its carapace...


Malgrim
Zdena (+3 AC and SVs)
Premek
Lirosa
Taidal
Kinig
Graund
Round 2:
Sighere
Ryll Grappled -4 Dex and a -2 on attack rolls and CMB checks

Blue -18
Pharus
Red -11
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

Premek uses Kinig as cover to hide, then darts over behind Zdena.

stealth - hiding behind a person: 1d20 + 22 - 10 ⇒ (8) + 22 - 10 = 20

Then he sprays acid at blue.
ranged touch: 1d20 + 7 ⇒ (10) + 7 = 17
acid damage: 1d3 + 1 ⇒ (1) + 1 = 2
If he was successful at hiding from blue, also sneak attack damage: 2d6 ⇒ (1, 6) = 7
This leaves his position exposed (he's no longer hidden).


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)

Knowledge Nature: 1d20 + 7 ⇒ (7) + 7 = 14

Zdena scowls at Pharus's back; why'd he have to step right into her line of attack?

But seeing the other cave fisher snare Ryll, she circles around to the left to try to stop it.

Falchion Power Attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d4 + 9 ⇒ (1, 3) + 9 = 13


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

Seeing Ryll snared by the crab-like monster Malgrim thrusts out a hand and incants briefly.
casting liberating command on Ryll as an immediate action. She can take an immediate action to roll Escape Artist with a +6 to get free

Striding forward Malgrim draws their rapier thrusting it into the red tinged monster as the they stand shoulder to shoulder with Pharus.
attack: 1d20 + 5 ⇒ (7) + 5 = 12


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)

Escape Artist+Liberating Command: 1d20 + 9 + 6 ⇒ (5) + 9 + 6 = 20


Zdena, as Premek put down blue before your action, I took the liberty of continuing your move to flank with Malgrim, which means your attack hit the red one, and ended the combat... Of course, as I read through my prior post I had the order backwards, but hopefully no one minds- as I'd already written this post. :D

Premek darts between members of the assault team, spraying acid at the creature, and rendering its carapace and form non-functional all at once. Zdena loops around the combat, setting Malgrim up for a more advantageous strike while cracking the shell of the reddish one like a perfectly-cooked crab. Ryll is still entangles in the sticky mess, but with no foes surrounding the party or any immediate threats, the collective group is able to free her from the messy predicament. Looking at the cave fishers, you are able to assume that the dead kobolds in the water, and perhaps the other humanoid(s) there are a result of the predations of the crustacean-like creatures. Lirosa also points out what Sighere saw, There is something gold down there, I don't know if it is worth swimming down to it now? she asks the party.

Decision time: have someone swim to the potential loot in the water, or see what's behind door #2 or door #4


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

My vote is the path directly to the south. Based on the tunnels we've seen so far, that keeps us to one side. The other would put us in a place where potentially things could come at us from multiple directions (depending how the caves interconnect).

Come back for loot later...


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)

People first, loot later Ryll rasps, as she attempts to retrieve her frost bolt from the gooey mess. Though to be fair, we may end up leaving here at a run.


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 nods. South, then.

Door #4.


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

Agreed, we're here to save people. Treasure can wait.
Malgrim joins the party ready to move south.

door 4


Due south it is! And behind door #4...

GM dice:

?: 1d20 + 10 ⇒ (13) + 10 = 23
Premek: 1d20 + 7 ⇒ (18) + 7 = 25
Sighere: 1d20 + 9 ⇒ (5) + 9 = 14
Malgrim: 1d20 + 7 ⇒ (1) + 7 = 8
Zdena: 1d20 + 8 ⇒ (18) + 8 = 26
Ryll: 1d20 + 9 ⇒ (14) + 9 = 23

The stench of death and old blood overwhelms the smell of troglodyte in this chamber. The floor slopes down to the north wall where a narrow underground stream flows past. The sound of running water echoes off the low ceiling, and a burning torch near the stream sends rippling light patterns dancing off the wall. Racks against the walls hold the carcasses of forest creatures, some still draining their life’s blood on the ground, others mere skins left to dry. The only exit from this room is to the south again following the curve of the cavern wall.

Premek, Zdena, and Ryll can all see a submerged giant monitor lizard in the water. While it doesn't seem immediately hostile, venturing too close to its ambush spot may aggravate it into attacking...

Quickly examining the remains, none of the carcasses are humanoid in origin, all being either large lizards, deer, rabbits, or wild oxen.

This room contains numerous butchered animals, worth about 10 PP in total.


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

So I could try and charm this thing, would last for 3 hours, not sure if I could get it to follow or not, but an idea


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

Stay to the right, people in the back keep an eye on the lizard, and continue through? Or do we want to bait the monitor lizard out and deal with it so we don't have it behind us?

I don't think we have any way to attack it effectively while it's underwater.

Re: Sighere's idea. Hmm. There's a decent chance we could convince it to fight for us. The spell won't do that alone, but we're good with animals...


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 wrinkles her nose at the smell. Sure, it's food, but... ew.

Knowledge Nature: 1d20 + 7 ⇒ (16) + 7 = 23

Monitor lizard is poison. And pretty fast and angry, for lizard. Don't want it behind me, and don't want to be out of antitoxin when tries to bite me.

She considers Premek's suggestion. Don't really want it first in room if room has captured villagers. And it probably *likes* the trogs, looks like they're feeding it. Think we gotta bait it out.


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 shrugs. Killing it is just as easy. He moves up a bit, trying to find an inconspicuous spot to hide himself behind in case the lizard emerges.


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

Poisonous, i'd rather not risk it biting the wrong person then. Better to deal with it now.

Malgrim moves into the room and gets their short bow ready.

Everyone set?

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