Fadil Ibn-Kazar

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Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 1,372 posts (10,726 including aliases). 4 reviews. No lists. No wishlists. 16 Organized Play characters. 23 aliases.


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Shadow Lodge

You make short work of the trip, finding the camp of Naspen Jarth with little trouble. The camp is not guarded and you can smell that basic sanitation has not been handled. The refugees sit huddled in crude tents and seem to be cold. The fires are not setup well, though they at least don't smoke.

Several of the refugees attempt to move towards you, one lean young man at their head. His voice is weak and you wonder what this man could truly offer you, save perhaps his ability to lead others to the tastiest bark in the forest.

"Hail strangers. What brings you to Naspen Jarth?"

Altogether you count 23 people in this camp, most of them appearing to be ill.

Shadow Lodge

Faolan recalls that the Hollow Hills are dotted with mining communities from the edge of the Fangwood to the mountains. He imagines the mountains are also home to many mining operations, though he can't recall any major ones.

In the Boston office this week, will get an update on the refugee camp once I have my personal laptop booted.

Shadow Lodge

They shake their heads. "There were survivors when we left, not sure how many there are still. The Legion was working to reopen the old mine when we decided to head back. We'll get your wayward dwarves, no problem sirs."

"Blooder's Bend is not too far from here, just a few hours by this very fine chariot of yours Lord Krowe. The camp is a half day to the south of here, and probably only a few hours south of Blooder's Bend. We'd not heard of any patrols missing near there but we've been sneaking about the Hills for a few weeks now."

Taidel draws a quick dirt map. "This here is Redburrow, due west. North of that is the Ridgeline Camp, north of that is Radya's Hollow. Southwest of Redburrow about 30 miles is Longshadow, what used to be one of the larger towns around here. Probably how the Legion is getting into the Hills north of the river. Ain't see anything to account for how fast they're moving though."

Shadow Lodge

You search the forest for tracks and find nothing to indicate a large group of refugees. Either they are well hidden or you're not in the right part of the forest yet. Camp that night proves uneventful and when you rise the next morning you find you have visitors. Lirosa and Taidel, the hunters you met so long ago outside Phaendar, are waiting in the trees for you.

Lirosa smiles shyly at Bazsil. "Sir, we are returning from the Hollow Hills and saw your camp. What brings you so far to the West?"

You tell them you're looking for other refugees:

Taidel nods. "We smelled a big camp in the forest not one day from here, but figured it was probably hobgoblins. We were going to check it out after letting home base know about the fall of Radya's Hollow. Could be the refugees though."

You tell them about the dwarves:

"Sure, we can lead them back to safety no problem. Could be trouble if you're heading towards Radya's Hollow though, it's crawling with Legion."

Shadow Lodge

You hide the dwarves, supply them, and mount up on the chariot again.

Do you have a specific destination or plan for finding the refugee camp? Or will you be using the speed the chariot to just wander the forest?

Shadow Lodge

You're not completely sure where the refugee camp is located, so you don't know how far away it is.

The dwarves confer and agree. "We would get lost in the woods but we can stay here for a few days, if you help us hide. Probably won't need too much food." They look green at the thought of eating right now.

Shadow Lodge

The dwarves look at each other before answering. "Can't say that we were going anywhere except away. Seems like the Legion is everywhere. Heard tell they were afraid of the Fangwood so we figured it'd be safe here, excepting none of us are woodsman and this here is no friendly wood. How is it you're not scared? Rumor has it every Legion patrol in the Fangwood has been lost."

Solba answers Faolan. "If you find him I'd just like you to tell him where I am, wherever that might be."

Shadow Lodge

Bazsil disappears and Bor shields himself. Krowe attempts to dispel the charm and fails.

Faolan you'd still be charmed but can make a new will save each round. You'll also need to save versus the confusion, which lasts a hour. Assuming the group doesn't attempt to kill anybody you and the dwarves snap out of it after a half minute or so.

The dwarves pummel the scorpion with spoons and beer mugs, doing nothing to harm the giant arachnid. Eventually they come to, gazing around in confusion before three of them run to the trees. The fourth sits heavily on the ground and lets out a tremendous belch.

"Thanks for saving us boys." He looks a little woozy and you hear the sounds of his three companions dealing with the aftereffects of spending two days straight feasting and drinking. "I'm Duggin and back there are Solba, Margrath, and J.W. We were fleeing hobgoblins at Radya's Hollow when that fey witch ensnared us. The Ironfang Legion took all the towns south of the Marideth River and now they're taking on the Hollow Hills. Radya's Hollow had refugees from a dozen towns with the Legion attacked."

One of the dwarves comes back from the forest, wiping her mouth. "If you are heading to Radya's Hollow strangers, might you be willing to save another dwarf? My brother Voldan was there when we fled. We were separated during the confusion and I would pay dearly to be reunited with him."

Shadow Lodge

The maenad falls as the scorpion and Bazsil attack her. The dwarves cry out in anguish as their lady falls, running at Bazsil with utensils and beer steins raised.

The dwarves double move to Bazsil, surrounding him and preparing to begin a food fight he'll not soon forget.

Party is up.

Shadow Lodge

That's reasonable.

Charisma: 1d20 + 5 ⇒ (14) + 5 = 19

Shadow Lodge

Faolan Baran wrote:
(I’m not sure what sort of power I’m under. Do I get another save to not attack my allies? Seems like a different command from before. Just in case…)

Charm Monster.

Shadow Lodge

The maenad is badly injured by the party and snarls in anger. "Defend me my loves!"

The dwarves and Faolan move to act as the maenad bites and claws at Bazsil.

Bite@Bazsil: 1d20 + 13 ⇒ (20) + 13 = 331d6 + 4 ⇒ (4) + 4 = 8
Claw@Bazsil: 1d20 + 13 ⇒ (9) + 13 = 221d4 + 4 ⇒ (2) + 4 = 6
Claw@Bazsil: 1d20 + 13 ⇒ (18) + 13 = 311d4 + 4 ⇒ (3) + 4 = 7

Bite Crit: 1d20 + 13 ⇒ (9) + 13 = 221d6 + 4 ⇒ (3) + 4 = 7

DC 19 Fort Save from Bazsil please.

Turn Tracker Round 2
Maenad
Krowe
Faolan
Bazsil
Bor

Maenad:

AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 76/94

Shadow Lodge

She is surprised and angered by Bazsil's attack and Bor's refusal. The sword bites deeply into her flesh.

Initiative:

Bazsil: 1d20 + 2 ⇒ (7) + 2 = 9
Faolan: 1d20 + 2 ⇒ (8) + 2 = 10
Bor: 1d20 + 1 ⇒ (4) + 1 = 5
Krowe: 1d20 + 6 ⇒ (10) + 6 = 16
Maenad: 1d20 + 8 ⇒ (17) + 8 = 25

Turn Tracker Round 1
Maenad
Krowe
Faolan
Bazsil
Bor

She dances away from Bazsil, crossing the clearing and looking at the dwarves and Faolan. "He hurt me!"

All those viewing her dance, which is all of you, make a DC 19 Will Save or be Confused.

Faolan and the dwarves are stunned that these interlopers would dare refuse such fine food and entertainment, so they fail to act this round.

Maenad:

AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 76/94

Shadow Lodge

There is no spell being cast, however a high enough Spellcraft roll or Knowledge Arcana would indicate some things.

Krowe:

Your K. Nature roll was high enough that you know more about maenads, specifically that they are resistant to spells and fire magic and have the ability to charm and command other creatures at will. Their most feared ability is dancing, for with it they can compel magical confusion.

Shadow Lodge

She smiles. "No need to kill me, I have provided food and drink and music to these poor lost dwarves. Am I not kind? Do you not wish to join them young man?"

Bor:

DC 19 Will Save or you do indeed want to join them. [ooc]Enchantment Charm if you have a bonus.

Shadow Lodge

Bazsil:

You vaguely recall mention of wild beings called maenads who wander the world in search of humanoid creatures to influence into debauchery, cannibalism, and gluttony.

Shadow Lodge

"Join us, come and join us!" The dwarves raise their mugs and food to you, indicating that you should sit.

Sense Motive DC 15:

The dwarves are visibly exhausted and bloated from eating too much.

The woman turns to Faolan. "Yes, join us brave warrior."

Faolan:

DC 19 Will Save. If you fail, you have no hesitation about eating at the table with the dwarves.

Shadow Lodge

You slow the chariot and dismount, walking towards the noise you can now clearly hear. A massive tree stump rises from the center of this clearing. Its surface is polished smooth and set with cups, plates, and pitchers all carved from wood. Fruits, roasted meats, cheeses, and red wine overflow the serving dishes.

Four half naked and exhausted dwarves sit around the table. A beautiful woman dances around the table playing a lyre and exhorting the dwarves to feast to their heart's content.

Shadow Lodge

Aubrin was born missing a foot, she wears a peg on the end of that leg. She lost most of her vision to ankheg acid. It would take a limited wish or miracle to grow her foot and a heal or restoration for her vision.

Shadow Lodge

Cirieo grips the table and begins to sweat as the power swirls around his stump. The room fills with a hot, wet stench. You can't tell if it's meat, cabbage, or some unholy combination of the two. You are enthralled as Bor commands the very forces of life itself, the severed leg regrowing before your eyes.

The halfling slumps once the leg is regrown. "Well, that's something ya don't see every day for sure."

The group cheers as he stands on both legs and dances a quick jig.

"Good as new!"

Sense Motive DC 15:

You see a wistful look in Aubrin's eyes.

Deciding there is nothing further to be done, you mount Krowe's chariot and begin your search for hobgoblins and rebel commanders.

Perception DC 20:

So quick is the chariot that you nearly miss the sounds of laughter and lyre music from the north, near where you are passing.

Shadow Lodge

Cirieo looks at the scroll with questions in his eyes.

"So, this'll grow me leg back? But you don't know if it'll work because you aren't sure if Bor can read it? Might we not save this in case one of you heroes need it? I'm but one Ranger and you are the Lords of Fangwood."

Saving the next leg, Bor and Krowe at least have some chatting it seems. ;)

There are no specific rules that would prevent a chariot from operating in a forest. 80 foot speed is 64 miles a day, the Fangwood is trackless forest so 1/2 speed while in the forest. Once you get to the plains of course you'll get your full speed.

Shadow Lodge

Pre-Council

The refugees are heartened by your words and deeds. They have all taken to calling you Lord, and the easy smiles offset somewhat the stiff bows from those who remember the night of blood and death that started your resistance.

Council

"I'm afraid there's nowhere left to run if they invade us in force." Cobb shakes his head. "The Fangwood is deep, taking this many people into will be a disaster when we meet the things that lurk there."

He turns to Bazsil. "You're absolutely right, there's no way they should've been able to do what they've done unseen. Maybe this lieutenant will have some answers?"

Krowe is unfamiliar with Jarth, and Cobb seems not to know him either. Aubrin pipes up. "There's dozens of villages hereabouts that he might be from. Phaendar was the largest but any number of lumber camps and ranch houses might have birthed a hero. Look no farther than you four to see how adversity forges men."

Shadow Lodge

Assume for your purchasing and the time skip that anything you order now you'll have when the council convenes.

Shadow Lodge

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Cobb nods at the suggestion that several of the Rangers remain behind. "Sounds good my lords. I don't see our gear anywhere, but if you'd be willing to part with some of that hobgoblin kit, we'll make do. This fort won't be ready by the time you return, but we will hold it with our lives." The man stands with pride, purpose given in a time of tragedy having stiffened his resolve. The other rangers nod and eventually all of them decide to remain behind, either too wounded to move easily or hale enough to guard the fortress and their companions.

Your travel to Misthome is swift without the injured, and you find the forest less oppressive than you did before. Either your time spent moving through the depths or the Legion losses have made you more comfortable here. A glance to the south, smoke rising from great forges and burning trees, reminds you that you are only guests in this forest. A resistance formed of refugees from Phaendar and the surrounding area. Cirieo found his way to Misthome and is soon fast friends with Aubrin. Her ribs never healed quite right after the ballista shot that started this fight but the cool cave air seems to have done wonders for her cough. Kining has the forge going full time with two apprentices working to equip your growing army and repair broken equipment. Rhyna has learned the art of healing over these last months, having treated more injuries since your flight into the forest than she can count. It seems long ago when you hid in a tree house, but Lirosa and Taidel still stop there every so often to keep the spiders out. Zeke has built a fine pen for your captured sheep and Jet is ruler of the daily tasks of Misthome.

Herge the forest giant teaches your band of refugees forestry, under his tutelage your camps become all but undetectable. It is not long before Herge speaks to you of another forest guardian who would like to meet you. A young treant cherry tree named Longfrond has watched you and learned from your actions after you defeated two of her owlbears. Once Herge speaks on your behalf, she agrees to provide fruit and wood from the forest to your harvesters. With her aid the coming months will prove less hardship that you had feared.

Your dark ways trader arrives a week after the liberation of Trevalay with your purchased goods. She has also brought enough coin and trade goods to buy anything you care to unload, and will take orders for the shipment next month. "Could be more traders come through here eventually if this keeps up, but I've heard dark rumors from the rest of this region that will keep them away for now. The Iron Fang has conquered most of the area, and only this forest remains free. Could be you or could be something else, but their army is so vast it disrupts even the underground routes."

Fort Trevalay is soon restored, and over the next month over 50 rangers emerge from their hiding places and secret redoubts. Your Phaendar refugees have drilled ceaselessly into a forest militia and between them and the Rangers there is soon no hobgoblin north of the river. They have learned the Fangwood is no place for hobgoblins. It is here, a month after Trevalay, that we find our heroes and freedom fighters gathered for a council. With the most pressing threats in the Fangwood quelled and lingering refugees making their way to safety, the Cobb Greenleaf requests a meeting with you. Cirieo Thessaddin and Aubrin the Green are also in attendance.

“As we’ve begun pacifying the forest and rounding up the scattered remains of the Ironfang Legion here, reports keep coming in from the Hollow Hills to the west of aggressive hobgoblin activity. A few more refugees trickle in every day from communities and caravans put to the sword. If we keep absorbing exiles at this rate, we soon won’t be able to feed or house them all. It’s becoming increasingly obvious that the Legion’s attack on the Fangwood was a diversion to keep our Rangers from engaging their main forces to the west. Now it sounds as if they’ve secured the whole of the Nesmian Plains and are reaching north of the Marideth River. We’re still reeling from our own losses, but we need more intelligence if we’re going to keep the Legion out of the Fangwood, let alone push back. We know almost nothing about the Ironfang Legion’s activities beyond the local lieutenant’s name: Kosseruk. She’s seized dozens of villages at this point—the closest is Radya’s Hollow, a mining village only thirty miles due west. We’ve not received any word back from the messengers we’ve dispatched to the largest town in the area, Longshadow, but whether that’s because it’s fallen or because our messengers have been captured, I’m unsure. The Rangers can keep the forest secure for now, but we don’t have the power to offset a major offensive if they finish in the Hill and turn east. If anyone is going to stop the Ironfang Legion, we need to know what they’re up to, and we need new allies and resources.”

Cirieo steps up, a darkwood crutch acting in place of his missing left leg. "We've more problems in some of the forest as well. Two patrols have gone missing near Blooder's Bend and we've heard tell of another local leader, Naspen Jarth, who's been taking in refugees and deserters from your own camps. He claims to be willing to join us but only if you treat with him directly my lords. They've a camp to the west, near the Hollow Hills but still in the Fangwood."

Shadow Lodge

Probably the best thing to do is have Krowe enchant them. On the one hand I don't want you to fall behind on WBL, but you're also supposed to be the scrappy underdogs hiding in the woods so I don't want to make it too easy. Having to find the time between everything else going on is the right balance I think.

I'll review the beginning of Book 3 again and have a main post worked up by tomorrow, should give Faolan time to level as well.

Shadow Lodge

3 people marked this as a favorite.

It's survival to skin the dragon, general rule from James Jacobs is 15+CR. Ibzairiak was a CR 10 dragon (who lasted two rounds *sob*) so you'd need a 25 to get full use out of his Large hide. We'll assume some of the rangers help skin and cure the hide. Normally a success would allow you to make a Large hide into armor for a Medium creature, we'll say with the low roll that some was lost and you ended up with enough for a Small creature. If you find/kill/skin another dragon you can combine the hides.

The night passes without incident, any creature still alive in the fort either unable to reach you or unwilling to deal with a group powerful enough to wipe out a Legion force in a few minutes. None of you feel any ill effects from eating parts off a dragon who had spent time in the Blight and none of the Rangers die in the night.

Your defeat of the forces at Fort Trevalay have gained you a serious foothold in the southern Chernasardo and potentially broken the Iron Fang's hold on it. You feel a sense of accomplishment that is tempered by the fact that Phaendar is still home to thousands of soldiers.

As you shepherd the Rangers back to Misthome, you begin to think on the problems of housing so many refugees in the cave system, one that you have outgrown. It proves a vital link to trade but the addition of 15 Rangers would stress the limited space. Any of the three ranger forts would make a good secondary base of operations for you, with some being more defensible/repairable than others.

This concludes book 2 of the IronFang Invasion. Your force is growing and you've gained significant power, however you are still vastly outnumbered by the hobgoblin forces. You've added valuable allies to your force. Herge the forest giant, Cirieo Thessaddin and Cobb Greenleaf the Rangers remain powerful allies and there are no doubt more hidden in the Chernasardo yet to be found. Your journey to Misthome is uninterrupted over the several days it will take.

Welcome to Level 8.

Shadow Lodge

You climb the stairs, set your camp and watches, then prepare a dragon bbq for the hungry rangers. All of them seem quite delighted to be feasting on the evil creature that destroyed their fortress and ate their friends.

Perception and Fortitude rolls please.

Shadow Lodge

You prepare the camp as best you can. With no desire to sleep in the mud of the tower base, you may either set up tents over the burned holes in the old barracks, fortify the forge and armory (splitting the group between the two), or take the second floor of the tower. You could also elect to sleep on the top floor of the tower with the dragon corpse.

Shadow Lodge

The Rangers visibly sag to learn they are the last in this region. "Maybe the last of the southern Rangers, but we're spread out through the region, this ain't the last of us."

Cobb shakes his head. "A ghost? That's the kennel where we kept our dogs and wolves, any ghost there was created when the Ironfang invaded."

Shadow Lodge

A broad, hatchet-faced man stands forward from the rest.

"My name is Cobb Greenleaf. We are the last of the Chernasardo Rangers from this fort. That damned black dragon ate our senior leadership, but if you're here then perhaps the beast will soon be dead?"

All told there are 15 Rangers here, all of them underfed, injured, and suffering from their captivity. Several seem to have been intentionally infected with fungus.

They are a mix of men and women, mostly human but some elves and one very pale gnome.

Shadow Lodge

The lowest level of the tower bears several large holes knocked through the brickwork walls. The floor is a mess of splintered timber and rubble. Water dribbles steadily down the staircase to the north, passing through an open doorway and joining a stinking, filthy mess inside a privy to the southeast. A sturdy door to the east is barred. Two enormous sows and several piglets root through the mud in this room.

The door to the north opens into a short hallway leading to a barred door with a small inset window. Beyond is a mildew-stained barren room. Inside the room you see over a dozen prisoners.

Shadow Lodge

Sorry y'all, couldn't get into the site all weekend.

The door on the southern building is chained shut, you open it easily with one of the keys you found on the dead hobgoblins. Krowe sends his elemental forth and it returns shortly, reporting that there is a ghostly woman wrapped in spectral chains roaming the interior.

Shadow Lodge

The alcove door leads to the garden between buildings. This overgrown garden fills the space between the buildings to the northeast and southwest. The garden contains a profusion of vegetable plants, small fruit trees, and climbing vines. Doors into the adjacent buildings are just visible through the riot of vegetation.

K. Nature DC 10:

A third of the plants in this garden are infested with fungus and inedible.

15+ on previous roll:

This infestation is intentional.

Moving into the other building, you find the former armory. This building clearly once served as an armory, but its hooks and weapon racks are empty and its long tables now hold boxes of soil sprouting several varieties of mushrooms and molds. One box at the rear of the room is covered with a sheet of canvas held down with bricks. A sour, earthy smell fills the air. A swinging door leads out to the southwest and a door in an alcove to the southeast leads out to the courtyard.

There is a journal written in strange shorthand.

K. Nature or Linguistics DC 15, +4 if you have both skills.:

The journal provides a listing of certain fungal concoctions that Ibzairiak has requested, along with Jang’s theories about the dragon’s requests. All she has concluded is that Ibzariak has become fascinated with an aspect of something referred to as “the Blight,” far to the north, unaware of the Blight’s local reputation.

Magical detection reveals a periapt on a table.

Spellcraft DC 20:

This is a periapt of proof against poison.

25+ on previous roll:

What at first appears to be a fine gem dangling from a long, silver chain is in fact a cut and polished bezoar. This necklace—often mistaken for a periapt of health or a periapt of proof against poison—inspires its wearer with the utter conviction that he has been rendered immune to both disease and poison. While the necklace imparts no genuine protections, the strength of belief it imparts nonetheless grants its wearer a +2 morale bonus to all Fortitude saving throws against diseases and poisons.

Having explored these two buildings you have only the building to the south and the first floor of the tower by which you began your assault left to explore.

Shadow Lodge

You search the room the goblin was resting in, finding it to be the forge. Broken blades and rent breastplates—all in desperate need of repair—lie in orderly stacks near a warm, glowing forge. A mostly disassembled suit of plate barding stands on two sawhorses in the western corner of the room. Two doors exit this room: one to the northeast and another in an alcove to the east.

The masterwork full plate barding in the western corner of the room is in good repair and can be reassembled to fit any Large quadruped given a half hour of work and a successful DC 12 Craft (armor) check.

On the goblin you find only a strange bracelet.

Spellcraft DC 24:

LIDLESS CHARM BRACELET
The lidless charm bracelet is a rare wondrous item that grants its wearer some protection from the deadly gaze attacks of various monsters. They are crafted almost exclusively by medusa spellcasters, in demonstrations of good faith to allies.

This bronze, serpentine bracelet has five dangling charms, each depicting an open and staring eye. Once per day as a standard action, the wearer can touch the bracelet to a creature with a gaze attack (requiring a successful touch attack for unwilling creatures) and become immune to natural gaze attacks from all creatures of that kind for the following 24 hours. The wearer could, for example, touch the bracelet to a basilisk to gain immunity to the gaze attacks of all basilisks, but would not be immune to the gaze of a medusa. This ability does not grant immunity to gaze attacks from spells or magic items such as eyes of doom. For the duration of this immunity, the charms on the bracelet each appear to be closed eyes. When the wearer fails a save against a gaze attack, she can expend a charm from the bracelet as an immediate action to reroll that saving throw, but must take the second result even if it is worse. An expended charm crumbles to dust. When the last charm is expended, the lidless charm bracelet loses all magical properties.

Shadow Lodge

The strange creature falls beneath the concentrated assault, it's strange winking from reality having stopped when the basilisk died. If looks could kill the final venomous glare from the goblin would give you pause, but it proves just as effective as the claws.

Shadow Lodge

The basilisk dies to Faolan's blow while the goblin continues to avoid all damage. The elemental tells Krowe in Terran that the lizard has fallen.

The goblin hisses. "That was Manwatcher, I am Marrowcrack, and that one is mine! Drop your shield and kneel!"

Faolan, DC 16 Will Save to avoid the instructions. You will receive a +5 to the roll because she has been attacking you.

Turn Tracker Round 8
"Goblin"
Party

Goblin:

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Fort +6, Ref +7, Will +7
DR 5/magic
55/55

Shadow Lodge

The goblin and basilisk attempt to savage Faolan.

"Kill him Marrowcrack!"

Bite@Faolan: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 4 ⇒ (3) + 4 = 7
Claw@Faolan: 1d20 + 12 ⇒ (7) + 12 = 191d4 + 4 ⇒ (3) + 4 = 7
Claw@Faolan: 1d20 + 12 ⇒ (12) + 12 = 241d4 + 4 ⇒ (4) + 4 = 8

Bite@Faolan: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 4 ⇒ (6) + 4 = 10

Turn Tracker Round 7
"Goblin" & Basilisk
Party

Party is up!

Goblin:

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Fort +6, Ref +7, Will +7
DR 5/magic
55/55

Basilisk:

AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
Fort +9, Ref +4, Will +5
8/52

Shadow Lodge

1d100 ⇒ 24

The goblin seems to blink out of existence just as Bor's fist would connect, causing the blow to miss.

The goblin and basilisk turn their attention to Faolan.

Bite@Faolan: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 4 ⇒ (4) + 4 = 8
Claw@Faolan: 1d20 + 12 ⇒ (1) + 12 = 131d4 + 4 ⇒ (3) + 4 = 7
Claw@Faolan: 1d20 + 12 ⇒ (14) + 12 = 261d4 + 4 ⇒ (3) + 4 = 7

DC 15 Fort Save from Faolan, failure means you are turned to stone.

Turn Tracker Round 5
"Goblin" & "Lizard"
Party, hurray!

Party is up!

Goblin:

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Fort +6, Ref +7, Will +7
DR 5/magic
55/55

Lizard:

AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
Fort +9, Ref +4, Will +5
39/52

Shadow Lodge

Bite@Bor: 1d20 + 12 ⇒ (7) + 12 = 191d6 + 4 ⇒ (3) + 4 = 7

Pausing here to see if the rest of the party wants to get involved before I attack again.

Shadow Lodge

The goblin is definitely confused by what's going on, but she presses the attack.

Bite@Bor: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 4 ⇒ (2) + 4 = 6
Claw@Bor: 1d20 + 12 ⇒ (18) + 12 = 301d4 + 4 ⇒ (1) + 4 = 5
Claw@Bor: 1d20 + 12 ⇒ (16) + 12 = 281d4 + 4 ⇒ (4) + 4 = 8

After this the lizard turns it's eyes on Bor.

DC 15 Fort Save from Bor, failure means you are turned to stone.

Turn Tracker Round 4
"Goblin" & "Lizard"
Bor

Bor is up if he makes the save.

Goblin:

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Fort +6, Ref +7, Will +7
DR 5/magic
55/55

Lizard:

AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
Fort +9, Ref +4, Will +5
52/52

Shadow Lodge

1d100 ⇒ 83

Bor is pleasantly surprised to learn his cestus is not ornamental as it connects with the goblin. Less welcoming is the large lizard that just forced its way out of the armor pile.

K. Arcana DC 15:

Basilisk.

Turn Tracker Round 2
"Goblin" & "Lizard"
Party

The goblin attacks again.

Bite@Bor: 1d20 + 12 ⇒ (1) + 12 = 131d6 + 4 ⇒ (3) + 4 = 7
Claw@Bor: 1d20 + 12 ⇒ (18) + 12 = 301d4 + 4 ⇒ (2) + 4 = 6
Claw@Bor: 1d20 + 12 ⇒ (12) + 12 = 241d4 + 4 ⇒ (1) + 4 = 5

Bor and co. are up.

Goblin:

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Fort +6, Ref +7, Will +7
DR 5/magic
55/55

Lizard:

AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
Fort +9, Ref +4, Will +5
52/52

Shadow Lodge

Initiative:

Bazsil: 1d20 + 2 ⇒ (13) + 2 = 15
Faolan: 1d20 + 2 ⇒ (10) + 2 = 12
Bor: 1d20 + 1 ⇒ (16) + 1 = 17
Krowe: 1d20 + 6 ⇒ (1) + 6 = 7
Goblin: 1d20 + 6 ⇒ (12) + 6 = 18

Turn Tracker Round 1
"Goblin"
Party

Bor shields himself just before the goblin attacks.

Bite@Bor: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 4 ⇒ (1) + 4 = 5

Bor and co. are up, the armor continues to rustle.

Goblin:

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
DR 5/magic

45/45

Shadow Lodge

Loot for when you get it:

+1 chain shirt x3
cloak of resistance +1 x13
potion of cure moderate wounds x9
oils of magic weapon x4
potions of bear’s endurance
potions of bull’s strength
potion of invisibility
+1 breastplate
feather token (whip)
+1 scale mail

mwk buckler
mwk light flail
mwk javelins x5
mwk two-bladed sword
composite longbow (+3 Str) x3
mwk breastplate x9
mwk light steel shield x9
composite longbow (+2 Str) x9
235 arrows
mwk light pick x3
mwk longsword x3
glaive x9
mwk battleaxe x9
backpack x12
belt pouch x3
bedroll x9
blanket x3
flint and steel x3
holly and mistletoe x3
mess kit x3
spell component pouch x3
trail rations x15
waterskin x12
signal whistle x9
fervor juice x3
smokesticks x6
thunderstones x6
tindertwigs x15
alchemist’s fire x9
bandolier

bottle of whiskey (20 gp)
silver unholy symbol of Hadregash (worth 25 gp)
adamantine chain necklace (worth 100 gp)
keyring
key
33 gp

Faolan sees no immediate threat while flying, though he does not fully explore the gorge nor the water below. He also notes that you did not finish exploring the dragon tower.

Bor opens the door and prepares to cestus the goblin to death. He is not surprised to see the goblin awake after the loud combat and multiple fireballs outside. He is slightly more surprised to see the barding in the corner rustling and the goblin smiling at him while it transforms. "'ello then, come to play?" The creature staring at him now resembles nothing more than a wolf with humanlike front legs and a bat face.

K. Planes DC 19:

This is in fact a barghest.

Shadow Lodge

Before I resolve loot and air patrol, is Bor going into the room with the goblin or just looking in the window? I assume the former.

Shadow Lodge

The last bird falls along with the first hobgoblin. The last two hobgoblins fight fiercely, albeit briefly, then join their fellows in the dirt. No other foes present themselves to you and the building stops burning once the wood rafters are gone.

Shadow Lodge

The bat and Bor continue to miss. Faolan dishes out punishment with his shield and Bazsil nearly shoots the left bird. The right bird falls to Krowe, leaving only one roc flying.

5d6 ⇒ (4, 6, 2, 5, 1) = 18

Rider 1@Bazsil: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (4) + 3 = 7
Rider 2@Faolan: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 4 ⇒ (7) + 4 = 11
Roc 2@Faolan: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 1 ⇒ (5) + 1 = 6

Turn Order Round 8
Faolan
Krowe
Bor
Bazsil
Roc Riders

Party is up.

Roc riders:

13/41 41/41 23/41
13/27

Shadow Lodge

Bor is next to the roc riders, they're hovering and shooting.

Bazsil hits the grounded rider while Krowe hits the third roc. The bat misses. The riders shoot at Bazsil and Faolan while the rocs engage the Bat and Bor.

Rider 1@Bazsil: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 3 ⇒ (5) + 3 = 8
Rider 2@Faolan: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 3 ⇒ (7) + 3 = 10
Rider 2@Faolan: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 3 ⇒ (3) + 3 = 6
Roc 2@Bat: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 1 ⇒ (4) + 1 = 5
Roc 3@Bor: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 1 ⇒ (2) + 1 = 3

Turn Order Round 7
Faolan
Krowe
Bor
Bazsil
Roc Riders

Party is up.

Roc riders:

13/41 41/41 41/41
14/27 27/27 11/27

Shadow Lodge

Faolan's first two strikes hit, the third misses the falling hobgoblin.

5d6 ⇒ (6, 5, 5, 3, 2) = 21

He breaks several important body parts when he hits, but none of his fighty bits appear damaged and he is still alive.

Turn Order Round 6
Faolan
Krowe
Bor
Bazsil
Roc Riders

Party is up.

Roc riders:

20/41 41/41 41/41
0/27 27/27 27/27

Shadow Lodge

Faolan hits one of the rocs, sure that his strike will make it easier for the others to hit. The bat and the bowman fail to take advantage of the strike.

The rider dealing with Faolan sheathes his bow and draws his sword. The other two shoot at Bazsil and the roc next to Faolan attempts to bite him.

Rider 2: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 3 ⇒ (6) + 3 = 9
Rider 2: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 3 ⇒ (8) + 3 = 11
Roc 1@Faolan: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 1 ⇒ (1) + 1 = 2

Turn Order Round 6
Faolan
Krowe
Bor
Bazsil
Roc Riders

Party is up.

Roc riders:

41/41 41/41 41/41
14/27 27/27 27/27

Shadow Lodge

The bat flies out and is immediately shot at by the riders.

Rider 1@Bat: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 3 ⇒ (6) + 3 = 9
Rider 2@Bat: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 3 ⇒ (7) + 3 = 10
Rider 2@Bat: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 3 ⇒ (7) + 3 = 10

It attempts to bit a rider and fails.

Roc 1@Bat: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 1 ⇒ (5) + 1 = 6
Crit Confirm: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 1 ⇒ (4) + 1 = 5

Turn Order Round 5
Faolan
Krowe
Bor
Bazsil
Roc Riders

Since Faolan is flying out first I've shuffled the turn order a bit. Bazsil can take two actions, one for Round 4 and one for Round 5. Party is up for Round 5.

Roc riders:

41/41 41/41 41/41
27/27 27/27 27/27

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