Chrios' Ironfang Invasion

Game Master Torilgrey

Date: Gozran 17, Day 27 in the Fangwood

Dramatis Personae and Maps
Loot tracker

IronFang Invasion Language Guide


1,551 to 1,600 of 1,725 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

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

A stroke of luck. I got to the village too late, I'm sorry. We found a messenger on his way here. There are much bigger plots in motion here that we don't fully understand yet. Let's get you back to the camp and fed. We can give you the full story then


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'll want to gather up all the provisions here and get them ready to transport, and also pick up the few shiny bits we bypassed.

There's also one door we haven't opened yet. So we should deal with that first I think. Don't want any creatures behind us.

After all that, we might have to wait out the storm, so plenty of time for chatting.


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. Have time to get back to camp before storm, I think. But not very much roof there. Probably safer from storm in cave, just gotta pick a place doesn't stink too bad.

Too bad hobs definitely know about here, won't be safe for long.

She stretches and looks around at the freed prisoners. You folks ready to move? Last room to check is on the way out.


Rounding up the survivors of Thornwood, the party re-crosses their steps to the last unopened door in the catacomb. Ryll checks the door to make sure nothing's hidden in it, and Zdena opens it.

The chamber beyond the hidden door is all but buried in a pile of rubble. Finished walls encircle part of the room but end in a collapse to the west. Dried flesh and wisps of white hair still cling to a handful of ancient bones lying on the floor. Three small skeletons labor ceaselessly upon the anvils in this room, pantomiming the actions they would have in life, with the door opening they stop their work and turn to you, hands upraised as talons to attack. Kinig sniffs deeply and screams EVERYONE OUT NOW!

She literally pushes everyone out the door, slamming it shut behind her for a second, then she pauses a moment, withdraws an alchemist’s fire from her pack, yells again, FIRE IN THE HOLE! as she quickly opens the door, and throws the vial of combustible materials into the room. A loud, explosive wooshing sound can be heard almost immediately, and the smell of burning gas fluffs out from the doorframe for an instant.

She wipes her head, forcing a smile, Mine gases, should be safe to go in there now for a while until they build up again. After someone else? as she steps aside from the doorframe.

Good job bringing exactly the right NPC for this encounter with you!

Re-opening the door, Kinig marvels at what's inside, This is a full smithy, have to fix that gas leak, but a gas-driven smithy? I'd be able to crank out goods endlessly here....

Poking around the room you are able to locate a set of masterwork mining tools, and a set of masterwork smithing tools in the room. These are old, the dwarf remarks, but excellently made, everything we'd need to arm everyone is down here.

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 ⇒ (14) + 8 = 22

There's a risk with the greenskins, but this place has water, shelter, and a working forge. Parts are even pretty. Tempting to use it.


Premek spies a slightly rusty shield poking out of the debris. It clearly has a faint magical aura!

spellcraft DC 16:
Light steel shield +1


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

spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13

Also, even the junk here is valuable. Look, that shield just lying in the trash is magical. Too bad it isn't also rustproof.


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 ⇒ (13) + 9 = 22

Zdena peers around the smithy dubiously. Uh... Kining, what kind of gas makes bones do that? She nudges one of the skeletons with a foot. And should these go somewhere else to not do it again?


Kinig looks at the now-burned skeletal remains and shrugs. Something other than gas? Never seen mine gas make a skeleton, but we always asked the priests about undead.

its knowledge, religion on undead, which i don’t think anyone has. I wouldn’t worry too much about i beyond this point.


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 glances around the cavern, assessing.

It's tempting. There are things here that would make it a good place to stay, but still a few loose ends to clean up first.

She turns to the survivors of Thornwood. The short version is that Hobgoblins of the IronFang Legion seized Phaendar and they... she falters for a moment before resuming. Gristledown is...gone. We've been trying to find a place for the survivors of Phaendar to hole up for a while. And you folk will need a safe place to stay as well.

She looks back in the direction of the gate. I'd want to know where that leads before we brought the rest of the camp here. And I'd like a better idea of the Trogs actual numbers. She looks to the Thornwood contingent again.I know it must have been a painful and confusing day, but do you recall the rough size of the force that came to Thornwood? She looks apologetic but determined I know it may be hard to think about, but it's important.


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 ⇒ (13) + 10 = 23


Ehonn closes her eyes and breathes out slowly, Maybe a score? Three of those robed acolytes which we saw the bodies of in that chamber, plus a warleader with a giant stone hammer. Some big lizards too. She pauses thoughtfully for a moment, Sounds like its been a rough time for all the people of the Fangwood, I'm sorry for your losses as well... she blinks her eyes to clear the tears forming in them.

I think you've battled about 20 trogs in total, so that number should seem accurate to everyone for the numbers you've seen and confirmed by Ehonn.

At that moment, Graund and the crysmal appear from down the passage, loitering near each other.

Ryll peers past the gate, looking for signs of what may be down there, and Kinig wanders next to her, looking with dwarven eyes at the rock tunnel.

Ryll can see evidence that the passageway is infrequently used, as the dust lays thick upon the floor. Survival check to see when it was last disturbed. Ryll can make out the end of the tunnel, which reveals a small chimney leading down. She's pretty sure she, Malgrim, or Sighere could squeeze through it, but Pharus, Kinig, or Zdena would have a hard time with their stockier builds. A small humanoid could probably climb through it pretty easily, but larger folks would have a challenge getting there.

Kinig shares what she knows of rock formations, which is relatively impressive given her ancestral knowledge, Looks like a natural chimney down, who knows how deep it goes. But the trogs fashioned this gate to let things in or out, so there must be some use for it. I could weld it shut temporarily, or we could quarry rubble to seal it if we so choose.


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 keep this place, we'll eventually want to explore it. I would say temporarily weld it shut.


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

Caleb lands next to the chimney as Sighere looks at the tracks around the gate
survival + guidance: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19

what do think friend, take a little stroll?

Caleb body changes quickly into the strange bipedal form and he ducks into the crack not too far now

just want him to go in a short way 100' or so, and relay a general sense of the tunnel, easy or rough passage.

It does seem to be a good spot and well sheltered. there is water above that is flowing so it should provide a fairly clean source to use . Just needs a good cleaning.


Caleb returns pretty quickly indicating it is a chimney at least 150’ deep.


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 need be, Graund could explore it, or I could go. But we should get people fed first, and then go back to the weird pool with the underwater bodies.

We should also decide whether we want to move in here. If not, we need to gather up all the supplies and take them. If so, we only need enough for the trip back to our camp and then back here. It will take three days to move our camp here, plus a day or two to hike this group back to our camp.


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 should kill those shrieking mushrooms, too. Those would be annoying.


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

Watching Pharus reunite with his wife and the other survivors a wash of emotions cascades across Malgrim's face. As their eyes begin to glow they turn away to face the stone coffin. After a few minutes they join Premek in looking at the items found that radiate magic.

spellcraft DC 18 white stones: 1d20 + 7 ⇒ (20) + 7 = 27

These are steadfast gutstones. You swallow one and it protects you against critical hits until it breaks down. Takes about a week.

spellcraft DC 23 jade belt: 1d20 + 7 ⇒ (1) + 7 = 8

Can't figure this out right now. Have to take another look at it later.

Malgrim follows everyone back to the beginning of the deep caves and is impressed with Kining's knowledge. They take a look at the shield Premek found in the smithy.
spellcraft shield DC 16: 1d20 + 7 ⇒ (11) + 7 = 18

This has a basic protection enchantment on it. Good find.

That storm we saw as we came in here is probably going full blast outside now.
While we wait it out we should clean up the caves a bit and deal with those bodies in the water.

Malgrim nods at Premek.
Yes, the shrieking mushrooms would be annoying as hell if we stay here for awhile. And I think we should. With this forge set up and the gas leak fixed there is a lot of work that could be done to better equip all of us. And maybe we could make some more tents.


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

If we are going to stay, and this does look like it would be a good shelter and defensible, I can send a message back to the camp to begin preparations.


The party makes their way upstairs, while Kinig studies the opening and proffers this opinion, If we're here a while, we can build a winch lift system up this vertical shaft to navigate between the upper and lower floors, might make things easier.

As you proceed back to the room with the bodies underwater, Lirosa and Taidal help you dive to the bottom and bring up some treasures from the deep. Someone gets to dive in the water, but no threats just means someone is damp. Recovering the bodies of the halfling and three trogs from the bottoms of the pool isn't terribly hard, just somewhat time consuming. After about an hour you have returned the bodies to the surface, and found the following items:

An Iron coffer with 120 GP
A steel wand decorated with shields and helmets

Spellcraft DC 16:
wand of Mage Armor 28 charges

a belt of fine gold links at the bottom near the coffer…
Belt of fine gold links

spellcraft DC 23:
Belt of incredible dexterity +2

As you regear up, Ehonn asks, Well, if you are moving the others here, should we start moving the corpses out and light a pyre? It certainly looks like most, if not all of the trogs we saw are dead, and there are enough weapons about to arm ourselves with.

You've been in the caves for about 4 hours total at this point in time, Zdena estimates you have about 36-44 hours left before the massive storm system breaks over the Fangwood.


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 should definitely get those trogs out of the cave, otherwise this place will not be pleasant to stay in. Is there any chance we could do that and still be able to travel 15 miles before the storm hits?

spellcraft DC 16 wand: 1d20 + 8 ⇒ (4) + 8 = 12
spellcraft DC 23 belt: 1d20 + 8 ⇒ (15) + 8 = 23

Not sure about the wand, but that belt will make someone more nimble, giving them "incredible dexterity."


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

Going to use my last 2nd level for the day, send an Animal messenger to the camp. Simple message. "We have removed the Trog threat, the caves look like they will be a good refuge. Start preparing to move, we will be heading back tomorrow, will take us 2 days."

spellcraft + guidance (DC 16): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Not sure what this wand is either


After some discussion, the refugees specifically from Thornwood remain in the caverns to remove the bodies of the slain and try to clean up some. Pharus, obviously, remains behind with his wife.

You emerge into the fading light, and Zdena's senses pick up almost immediately that a major storm is brewing. Deciding to forgo a cold camp for the night, you press back toward the campsite. Arriving there, you discover the camp is completely broken down, and that only the children and foodstuffs are inside the hunter's shack and asleep, the rest of the camp looks packed and ready to go.

Aubrin and Jayniss meet you as you arrive, and once everyone is assured of Pharus' well-being, and the success of your rescue mission, Aubrin fills you in, Storm's a-brewing out there, and it looks like its going to be a bad one, we decided to pack camp and wait for you to return. Jayniss and I will clear the fire, and we'd like to keep Avis and Garrett with us for escort in case something goes sideways but we need you to lead the rest back to those caves. Being stuck out in the forest with only a lean-to in this monsoon that's brewing would be a disaster. After some negotiation, and awakening the children to march in the dark, the party and refugees set out - back to the troglodyte caves.

Hours later, footsore and weary, Zdena realizes how bad the storm is going to be. As you lead the refugees, dawn breaks - green skies and pelting cold rain. You struggle for hours in the wet, muddy path, you only followed yesterday. Trees tumble, and the cats and children have to be carried to make headway against the weather, but as dusk falls, and the full fury of the storm descends upon the Fangwood, you reach the caves. A massive funeral pyre smolders in the driving rain, abandoned by Pharus, and signalling that you'll need to relight it on the morrow, or whenever the storm passes.

Several hours later, a sodden Jayniss, Aubrin, Avis, and Garrett arrive. Bruised, battered, and bleeding from flying debris, the four of them collapse into the caverns as sheets of rain fall outside and the wind howls. Zdena's knowledge of wilderness survival tells her that the refugees would have been doomed without more secure shelter than they had, and finding and moving people to the caverns worked in the nick of time.

Dawn finally rises, and the forest around the cavern is broken and battered by the storm. The pyre is relit, and the combined refugee groups settle into clearing the caverns for their own use. Jet quickly ascertains that the fungus growing throughout the caverns is edible and nutritious when cooked, providing a source of food for the survivors and their livestock.

For finding a semi-permanent home for the refugees you've levelled to level 4! Congrats :D Also, you've gotten 2 promotions for your followers, you can pick whom you'd like to level up (refer to the loot tracker sheet for their relevant levels). You also can take 20 to identify all the magical items on the loot sheet, which I'll update now. Once everyone is levelled we'll pick up a couple days down the road. Post here when levelling is complete! remember option of rolled HD or 1/2 HD+1, whichever is higher.


2 people marked this as a favorite.
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

Wet bedraggled cat is not happy cat. But eventually after drying off and getting to examine the items, Premek looks a bit happier.

This feather is an instant tree! And this one is an instant snack! He glances at Sighere. Or, you know, I guess it could be an animal messenger.

I think this wand of mage armor is for me to use, but it lasts an hour. Would be good to use on me and owl shoulders before a big fight. To Ryll: Could you hold on to it please?

Belt of incredible dexterity is best for Ryll. Belt of mighty constitution, that's nice for someone...? Some really nice healing potions in here too.

Also: hit die: 1d6 ⇒ 1 That looks like a 1/2 HD +1 to me...

Oh, and... if we want to just bury what's left of the bodies, I can dig some quick holes.


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

hit die: 1d8 + 2 ⇒ (8) + 2 = 10

I think I'll keep that


A couple days in the caverns and spirits are brightened, Jet has coordinated a team of foragers to instead begin harvesting mushrooms throughout the caverns, supplementing the meat and other supplies which you've acquired throughout your travels.

Kinig, working with the others, has secured the gateway leading to the narrow chimney, and started working to repair the furnaces and forge in the lower level, while Florantin has been tasked with making a lift to move materials more easily between the lower and upper levels. All these projects will take weeks, but the promise of a more secure location and not running each day has heartened the refugees to the best of your abilities, they've even taken to calling the caverns "Misthome" a name with double-meanings and some hope to it.

Aubrin and Anyihka come to you on the evening of the second day, smiling, We wouldn't have made it this far without you, she says. Everyone wants you to know how much we appreciate what you've done for all of us. We're going to keep pulling together, and we've got something to show you.

Anyihka hands Abby a staff, who holds it upright in both hands. A crossbeam has been tied to the top of the staff, and a green scarf hangs down it like a banner. Two bristly pine branches lie across the top, tied down to the crossbeam with twine. We all decided we needed a symbol, she beams at you, proudly, Something to rally us. What do you think?

The Hemlock Banner - As long as it is held high or hanging visibly, the Hemlock Banner grants a +1 Morale bonus on attack rolls and saving throws against fear effects for any allies within 30' As this is a morale bonus, it stacks with inspire confidence.

Grins abound between the party and refugees. A few minutes later, Orric comes running into the room, Zdena, everyone, come quick - Ol' one-eye says someone's at the back door and he wants to know what to do with them...

Traipsing to the lower level you pass by where Kinig's got the forge vented into the larger space as she works on the gas lines, and Florantin is assessing the clearance for the lift at the bottom of that shaft. Heading deeper into the lower level you come upon Pharus, staring at a magical light cast upon a stone, while a grayish skinned gnome peers from the far side of the now-secured grate. Greetings, I assume ownership of these caverns has changed, and I'm pleased to meet the new leaders? Name's Novi, and I'm a wandering merchant, I usually purchase gems from the troglodytes who lived here, but am more than happy to deal with a less smelly and maniacal bunch; which you seem to be.


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

Does dungeoneering yield any knowledge regarding gray gnomes?
Dungeoneering: 1d20 + 6 ⇒ (16) + 6 = 22


Grey gnomes, or Svirfneblin, live deep beneath the earth, keeping their small communities safe within the lightless depths. Typically serious creatures with slate-grey skin, they vary greatly from their surface cousins by choosing to live in the shadowy depths and protect the world above from the foul creatures of the deep.

For all other intents and purposes, they are very similar to their surface cousins, save their demeanors which tend to be quieter and more reserved. Perhaps as a reaction to where they choose to dwell. They also have a minor resistance to all forms of magic, which helps them endure the blights of the Darklands. Their innate skills lead them toward the career of alchemists as adventurers, and all have some proficiency with illusion magic. They typically live in conflict with many of the creatures of the Darklands, including the Dark Elves and Duregar.


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

To the party: Grey gnomes are usually ok, or even good guys against the many bad things that live below. We have a lot of gems we can't use, let's see what he's got to offer.

I can share those other details later when he's not right at our door.


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

Greetings, I'm sure we have some gems to part with, and maybe a few other things if we go through our bags. What do you have for trade?


Novvi, opens her pack and begins withdrawing a bewildering supply of things, Impossible to actually contain in such a small backpack. Well, I've only got so much gold, the Trog's weren't much for cash. But I can take in trade useful things - their idea of useful was sometimes not much more than a shiny rock. She lay out a bunch of goods for your inspection:

1. Potion of Haste - 750gp
2. A thin gold Ring of Counterspells 4000 gp
3. Strand of Prayer Beads, lesser 9600gp
4. a Rapier with a mild (+1) enchantment - 2320GP
5. a Falchion with a mild (+1) enchantment - 2375GP

She also has random equipment of the nonmagical variety - anything costing less than 500gp, she's likely to have on hand. She can exchange up to 2500gp in gold coin or 100gp trade bars.

[b]If there's something specific you are lookin' for I can go home and see what I can find, I'll likely come back in a week if you have a good supply of coin or trade goods which will be useful to me.

There are quire a few items on the list which you can assign or dump as desired. As no one's really expressed a preference on whom else to level, I'll level Lirosa since she seems to get the most screen time right now with you all. If anyone's got a better (or different) thought, please let me know!


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)

Leveling Lirosa makes sense to me.


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

Some things that we might contemplate selling:

Hand of the Mage - 450 gp
Masterwork hide armor with spikes - 225
Stone warhammer +1 - 2358
Masterwork morningstar - 358
Masterwork battleaxe - 360
Precious stone: Agate - 10
Precious stone: amethyst - 110
Precious stone: large chunk of aquamarine - 200
Precious stone: large citrine - 50
Precious stone: semi-precious small stones x27 - 27 total
Large amethyst - 650
Bent leaf pin - 150
Geode - 25
Masterwork hide armor - 170
Masterwork dagger - 351
Semiprecious stones (12) - 250 (total)
Onyx - 25
Silver locket - 25
Masterwork breastplate eagle - 350
Small gems - 10
Gold holy symbol of Iomedae - 100
Star crystal - 25
Aquamarine necklace - 150
Amethyst - 25
Aquamarine - 30

Total: 6484
We also have ~1955gp in coin.

There are other things too, especially after we go through and assign newer items to NPCs.

I think priorities to buy would be protective items (e.g. armor, ring of protection, cloak of resistance). Although Premek would not turn down a headband of alluring charisma (+2 = 2000gp) or a ring of spell knowledge (1st level = 1500gp). I imagine the rapier is of interest to Malgrim, too.


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

I'm fine with all that being "liquidated". Only thing that comes to mind for Sig is some healing items (potions, scrolls). Next hex taken was Lifelink, so I'll be soaking some damage. One or two Cure serious wounds level heals would be handy, but not needed.


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 don't see them on the loot list, but on 6/19 there were two potions of Cure Moderate Wounds.

You're not going to need any gems for future spells? I won't for a long, long time.

Do we want to just make a wish list for Novvi and see what she comes up with? I don't mind showing what we are considering trading, so we can tell what we are working with.


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

I need diamond dust specifically for restoration spells, but other than that right now, not really


Once everyone's set with purchases and selling stuff, we'll advance. Please post here when ready!


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

After talking with everyone else Malgrim seems satisfied with the list of things Premek is sitting next to. They make arrangements to get some magical reagents in the next few weeks with Novvi.


Novvi agrees to return in seven days with the agreed upon reagants, including diamond dust, and look for an enchanted short sword.

---

The following day, Pharus comes down into the caverns to find you from where he's been on lookout, There is a Tobias outside, said he was told by a 'little birdie' where to find us? Says he knows you and has some information about the Ironfangs? Should I show him my boot?

Please make any appropriate gear adjustments to the loot sheet, and we'll move ahead!


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

We should probably at least hear what he has to say.


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

That's the man-bird we met? He seemed ok. But I'd like to know more about his little bird. And the Ironfangs of course.


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 smiles wryly. Maybe he's also got some advice on better concealing our presence here.

She stands, starting to move towards the mouth of the cave. Besides, don't think Caleb's had a chance to show off his fancy new plumage yet.


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

Sighere looks over at Caleb You're not that "little bird" are you? and raises his eyebrow.

should we invite him in for a hot meal and possibly a safe bed for the night? If he's here with information, would be a good idea cultivate the friendship.


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

No objections.


Tobias is escorted into the caverns, and meets with you in one of the rooms now adorned with a continual flame, and mostly clear of fungi, I see you've found yourselves a sturdier roof than last we met. he bows and takes in the sight of what's going on, Hopefully this lets you get settled some and figure some next steps.

He sets down on his haunches, laying his unstrung bow on the ground beside him, So the Ironfang approached one of my brothers with a sales pitch about how the humans and close humans were making lives difficult for all 'non-humans'. He hemmed and hawed, but our folk have always co-existed alongside the people of the Fangwood, and even been into Phaendar from time-to-time as we needed things. WE always find the humans, and the like, indicating the rest of the party as good neighbors and friends at times. So this whole 'subjugate and rule over' idea doesn't mesh well with what we few are about. he pauses for a moment before continuing, So anyway, when I heard this, I decided to go check out Phaendar myself, unobservable and unremarkably, and they're fortifying the town. Stone buildings going up, and a stockade fence being put in. More interestingly though, and perhaps something you'd be interested in, is that they are sending out supply wagons every third day. One along the Tamran highway to the south, and one north through the woods. Now these caravans are pretty heavily guarded, but also seem to contain the pay chests for the roving bands operating on this side of the river, and as you've got a pretty substantial operation here, I thought maybe some payback might be in order. They are also carrying weapons and armor to resupply their troops. he lets that hang in the air for a moment. I counted no more than eight Hobs on each wagon patrol that went out. I got pretty close and was able to get a good look at them. Couple heavy troopers on the wagon, and some scouts fore and aft. Also I saw a group of mean-looking hunters head out toward what they were calling Camp Redmaw, somewhere north-ish, but they had the look of nasty customers upon them.

Also there are vague wanted posters for the lot of you up in Phaendar, 'Leaders of the human refugee scum' and all that. Many of the Ironfangs can read Taldan, so I figured it was worth mentioning. the wereraptor lets that sit in the room, and awaits your response.


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 mulls that over.

Where are they getting those supplies from, before they send them out?


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

I would do moral good to strike back, but I'll leave it to those more tactically minded to decide if it's a good idea. Those supplies also would do us good, especially if they are supplying those that may find us. Thank you Tobias for brining this to us, we are indebted to you.


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 waves his tail as if getting ready to pounce. I think we should jump on it for sure. But we also need more information about what they are doing and should get as many details from our guest as possible.


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 hops down from the seat he is perched on and begins to scratch in the dirt. Shapes start to form, rising up out of the ground like a highly detailed sand table mapping out Phaendar. Casting silent illusion. He adds the tower. Two little wagons go rolling out, one moving north and one south. A glowing marble drops down over the scene, suspended by an imaginary thread, and moves through the arc of the sun. Premek points a paw at the wagons, and then at the sun. What time of day do the wagons go?

I'm taking 10 on Linguistics for gesture expertise, so that's 10+8 = 18 on a DC 15 roll to express a basic message. I'll make a roll if needed.

Assuming Tobias follows along, Premek continues along the same vein. The wagons roll out simultaneously, then repeat at two different times. Do they both leave on the same day?

He focuses on the north-bound wagon, which leads several different weaving paths. Where is it going?

A caravan of insubstantial wagons rolls in from the south. Are they also receiving supplies from outside?

He puts down a stockade fence and stone buildings. Show me where these should go.


Tobias watches Premek's display, and slowly follows the cat's movements. Understanding slowly dawns upon his brow, Well, what I saw was the wagons left just after dawn, heading in both directions at once. I'm not entirely sure where the north one was headed, but it definitely wound its way into the forest somewhere. I stuck with the southern wagon train further, quite frankly because it was easier to follow it. he shrugs, cocking his head oddly to one side.

Ah, yes, the wagons left from this building here, indicating the Taproot Inn, But most of the materials were coming from the tower, here, Pointing to the tower in the middle of Market Green. The stockade was like thus, he says encasing what was once the entirety of Phaendar, right up to the bridge, But the bridge is rope-and-plank, sturdy enough for the wagons and horses, but not like the old stone one was.

Pointing out another spot on the map, There's a stone building here now too, but small and squat. Sort of rough-hewn and quickly erected.

1 to 50 of 1,725 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Day one, Spring Market All Messageboards

Want to post a reply? Sign in.