Tarrasque

GM Red's page

** Pathfinder Society GM. 6,454 posts (12,238 including aliases). No reviews. No lists. No wishlists. 29 Organized Play characters. 20 aliases.


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Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

Zarena and Ghost finish off another hobgoblin. Gronilda swings wide of the foe in front of her.

Lizzie and Grymwold prepare to act...

Gronilda, Lizzie and Grymwold are up, Hobgoblins (Red, Blue, Green Orange, Pink, Yellow -7), Saelihn, Zarena

Map

Sovereign Court

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Longsword: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 2 ⇒ (1) + 2 = 3
Longsword: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (6) + 2 = 8
Longbow, melee: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 121d8 ⇒ 1
Longbow, melee: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 21d8 ⇒ 2

Grymwold cuts down another hobgoblin, thinning the forces.

Two of the hobgoblins duck and aim their longbows at Gronilda, launching arrows at the dwarf. The other two advance on her, dodging her slash and swinging blades back at her - yet none of the foes can seem to land a hit.

Gronilda, Grymwold, Hobgoblins (Red, Blue, Orange, Pink, Green -7, Yellow -7), Saelihn, Zarena, Lizzie are up

Map

Sovereign Court

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Alright folks. My apologies for not updating for a while, I've been really busy in planning travel next month and other life stuff. I will be away for a better part of October so there's for sure going to be a pause in posting starting mid next month, but I will be back in early November. I know long pauses like those can sometimes kill PbP games, and I was hoping to have Book 1 wrapped up before my trip but it's not looking like we will. We aren't that far off.

Anyway, getting a post up shortly.

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Taking further scans of the camp and discussing your plan takes precious time. The sound of guards circling the perimeter forces you to keep shifting positions along the perimeter to avoid detection.

Guard Preception:

2d20 ⇒ (15, 1) = 16

Party Stealth:

Gronilda Stealth: 1d20 - 1 ⇒ (19) - 1 = 18
Zarena Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Lizzie Stealth: 1d20 + 16 ⇒ (2) + 16 = 18
Saelihn Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Ghost Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Grymwold Stealth: 1d20 - 1 ⇒ (1) - 1 = 0

As Grymwold moves through the brambles with the rest of you, his heavy gear snags on a particularly sturdy branch that lets out a loud SNAP. The perimeter patrol unit of two figures suddenly halts, then begins moving quickly in your direction. At the same time, a group of four hobgoblins in full gear assembles near the eastern gate of the camp, with the bugbear barking commands, though the words are indistinct. That group forms up and begins marching out through the eastern gate away from the camp at a hurried pace.

Continuing to move and avoid the perimeter patrol catching up, Gronilda takes a scan of the camp once more:

There's the eastern entry, surrounded by sharpened logs that can be climbed over. A simple gate is chained in the center of the row of logs that can be opened or smashed through. This would be the most direct way of entering.

Western entry - The ravine walls could be scaled to access the camp below with Climb checks. The far side on the west is 50 feet high.

Southern Briars - Difficult, thick trees with sharp thorns, but you would only need to climb 10 feet to enter the camp once through. Unless someone has Woodland Stride or similar magic/ability

The Watchtower - If you could get up there and take out the guards, you could use the bridge as an entry point.

Might be the time to act :)

Sovereign Court

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Sitka, the cub rescued from the den weeks ago, springs into action at Gronilda's command. The wolf charges at the hobgoblin from cover, just narrowly missing the foe's leg at the last moment. Ghost is fast behind and shows Sitka how it's done, grabbing the hobgoblin by the ankle and pulling him to the ground.

Zarena burns the prone scout with magical acid, while Grymwold's shot flies wide.

@Zarena sounds good, and my bad - I'd forgotten you had been looking for a longbow for a long time!

Just Lizzie is up for the remainder of the surprise round

Map

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Rolls:

3d20 ⇒ (1, 14, 20) = 35

With six hours of careful observation complete, the party moves carefully and quietly to gather significant intelligence about the layout and routines of the camp. The sun is beginning to sink lower in the western sky, casting longer shadows across the forest floor.

- Zarena notices two hobgoblin scouts and a bugbear leave camp to venture into the forest. Every few hours, the patrol unit returns and the next one heads out.
- Grymwold looks at the geography of the camp and notices that it dips down as you move west, with the western edge is 50 feet below the ledge above (the eastern is 10).
- The walls aren't especially steep, but are made of crumbling dirt and stone. Gronilda reasons that they could be scaled.
- Thick briars protect the southern flank of the camp. Saélihn thinks they could be traversed to enter the camp, though the thorns and branches might be painful.
- Everyone can see that a single 30-foot-tall watchtower has been constructed at the west of the camp, and after about 6 hours, two guards leave down the rope ladder and the next two guards rotate in. A narrow bridge has been constructed to reach the watchtower from the camp.
- Of the several tents in the camp, Ghost smells strong chemicals emanating from a larger one. Lizzie spies another tent that seems to be made entirely of the skins of humanoids.
- There seems to be 15-20 figures in the camp total, and the main courtyard seems to have the highest concentration of activity, with 4-6 regularly present.

Here's the map to make it somewhat easier to visualize.
I'd say this level of surveillance took about 5-6 hours. It's late in the day at this point. Do you want to continue observing the camp for more intelligence or maybe come up with a plan?
Something else entirely?
If you want to watch for longer, I'll need a Stealth check in addition to Perception.

Sovereign Court

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Hey all, I've got another short trip coming up tomorrow so I likely won't have a chance to update again until Saturday.

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Grymwold and Saélihn team up to finish off the hobgoblin messenger, causing him to crumple to the ground in a bloody heap.

Out of combat

Fahrak was wearing a magical breastplate (DC 16 Spellcraft), masterwork battleaxe, a cloak (DC 16), a bedroll, an exotic military saddle, 19 gp and 4 Provision points worth of food. He also was carrying a piece of hide with a markings and symbols on it - a map.

Knowledge (Local) DC 12:

The crude markings and symbols suggest this is a travel route through the forest, not just a random sketch. The map appears to describe a route from a cave to another location deeper in the forest, marked with what look like camp symbols. There are simple drawings of tents, fire pits, and fortifications.
Following the map later, if and when ready, is doable with a Survival or Kn. (Local) check

Sovereign Court

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Fahrak endures another devastating attack as Gronilda swings her battleaxe in a large arc.

The once-diplomatic hobgoblin now throws his head back and laughs maniacally, blood streaming from his mouth. "You think you've won? Scarvinious knows I came here. When I don't return, he'll bring the full might of the Legion down on your heads. The forest will run red with your blood!"

Fahrak steps back and scans the party, noting Zarena's many injuries. He draws a throwing axe and hurls it at her, opening a fresh gash across her torso, but she remains on her feet despite the mounting damage.
Throwing Axe, fatigued, into melee: 1d20 + 6 - 1 - 4 ⇒ (12) + 6 - 1 - 4 = 131d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8

Grimfang, Ghost, Gronilda, Fahrak (Fatigued, 6 NL, -21), Zarena (-20), Lizzie, Saélihn (-12), Grymwold are all up

Map

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Ghost finishes off the dire wolf, then rushes over to Fahrak and sinks his fangs into the hobgoblin's leg.

I assumed you wanted Ghost to move and redirect that attack given the dire wolf is dead - but let me know if not.

Grimfang, Ghost, Gronilda is up, Fahrak (Fatigued, 6 NL, -12), Zarena (-12), Lizzie, Saélihn (-12), Grymwold

Map

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Sling into melee: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 201d3 ⇒ 3
Lizzie takes a step back and lobs a stone at the hobgoblin, plonking Fahrak in the side of the head.

Grimfang growls with anger as it slowly gets back to its feet. Grymwold uses the opportunity to swing his axe at the beast and tear through its side, but the wolf hangs on... Or does it?
This provokes from Gronilda and Ghost too. Since the dire wolf may not survive those attacks, feel free to post your actions after your AoOs and I'll adjust if needed.

Grimfang (-36), Ghost and Gronilda are up, Fahrak (Fatigued, 9 NL), Zarena (-12), Lizzie, Saélihn (-12), Grymwold

Map

Sovereign Court

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I'll bot here to keep things going. Seems the GM dice are mostly warm for the party today.

Ghost, Bite vs Dire Wolf: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 2 ⇒ (2) + 2 = 4
Crit?: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 2 ⇒ (5) + 2 = 7
Trip: 1d20 + 7 ⇒ (17) + 7 = 24
Ghost shows no fear in the face of the massive wolf ahead and launches himself at the dire wolf's throat. His fangs find their mark with precision, sinking deep into the vulnerable flesh beneath Grimfang's jaw. Ghost's attack sends the wolf staggering backward and its legs buckle under the shocking ferocity of the attack.

Fahrak brandishes his battleaxe and hobbles over to Zarena, cutting deep into her side. "Speaker-to-Snakes - you lying witch! I'll carve the truth from your corpse!"
Battleaxe, Fatigued: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 191d8 + 6 - 1 ⇒ (7) + 6 - 1 = 12

Grimfang (-23, prone), Ghost, Gronilda, Fahrak (Fatigued, 6 NL), Zarena (-12), Lizzie, Grymwold, Saélihn (-12) are up

Map

Sovereign Court

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Gronilda advances past he wolf, allowing it an opportunity to strike...
AoO bite vs Gronilda: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 6 ⇒ (3) + 6 = 9

She easily dodges the bite. Then she doubles in size to match the dire wolf and swings mightily, carving a deep wound into the creature's side.

Saélihn (-12), Grimfang (-12), Ghost is up, Gronilda, Fahrak (Fatigued, 6 NL), Zarena, Lizzie, Grymwold

Map

Sovereign Court

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Something strange happened with the dice rolls that might make it confusing when looking at Initiative order. Since Saélihn opened with a spell, I had rolled Ghost's init separately this time, and had that roll in the Init spoiler. I wrote up my post and now that roll seems to be missing. Adding it back it affects all rolls after it which basically changes everything that happened. Wanted to share ahead of time in case it seems odd.

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The assumption I've made here is the villagers are far back enough that they haven't yet seen Fahrak.

I enjoyed Zarena's bluff. Excited to see how you guys go about handling the rest of this encounter.

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GM Rolls:

1d20 + 2 ⇒ (11) + 2 = 13

Fahrak's posture relaxes slightly, though he remains alert. He nods slowly, a look of understanding on his face.

"Ah... Speaker-to-Snakes. Yes, that would explain much." He glances at the party with new appreciation. "That troglodyte oracle Ighiz has always been... hmm... practical in her alliances. If the Children of Stone have found surface dwellers willing to serve their purposes, then perhaps my master's offer comes at an opportune time."

He dismounts from his dire wolf with ease and hands a sealed note to Zarena. "I carry a proposal from Commander Scarvinious: A formal alliance between the Ironfang Legion and the Children of Stone. Together, we could control this entire region. We provide protection in these dangerous lands, and you join our quest to make all of Nirmathas a home to those the humans would hunt, and turn those same humans into our servants and prey."

"But if Ighiz already has these, hmm, arrangements... perhaps we should discuss this matter more carefully. Tell me, what manner of service do your people provide to those below? And how might this align with the Legion's greater goals?"

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Zarena wrote:
Sorry... it might take me till the weekend before I have time to level up. Work is crazy. I'll just play with my current stats until then, if that is okay.

That's no problem at all.

Sovereign Court

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GM Rolls:

1d100 ⇒ 70
1d100 ⇒ 83

The night passes on and the morning light peaks the dense Fangwood canopy above. While eating days old bread and cured meat, the villagers start packing up their goods, ready to leave at your notice.

Aubrin, Jet, Oreld and Kining approach with their own travel packs already secured. "The refugees are eager to see these caves you've cleared," Jet says, glancing at the bustling activity around the camp. "We could move everyone to the new location and deal with those patrols along the way, as Zarena suggested. Keep the group together and handle both problems at once. A larger group might seem less tactical, but it also means we don't have to make this journey twice, and honestly..." She glances at the rickety Redoubt. "I'd rather have everyone where we can protect them than split up and leave half our people here if those patrols come looking."

"Take 'em or leave 'em, there's risk ta both approaches," Kining shrugs, her expression growing sinister. "I just want to see hobgob blood spilled again. It's been too long."

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Aubrin's expression grows grim as she processes everything. "Organized patrols," she repeats. "That's not good. It won't be long now before we're found. We should deal with them, and keep the villagers protected as we all make for the caves, but I agree charging out into the night would be foolish. These aren't wild forest animals, and they'll be alert and ready for trouble."

Kining nods approvingly. "If they're runnin' organized patrols, it means someone competent is coordinating 'em. Can't be random stragglers. I'd bet they gotta have a base of operations nearby... a camp, supplies, and a leader." The foul-tempered dwarf spits. "Eliminatin' these patrols might buy us time, but it will also tell their commander that there's organized resistance in the area. Gonna have ta be prepared for escalation."

The rest of the refugees look relieved to see you return, and Jet ensures everyone is well-fed. Aubrin assigns the night watch while Kining makes her final rounds, checking that weapons are within easy reach.

The mood is more subdued than usual - word of the organized patrols has spread quietly through the camp, and everyone understands that tomorrow may bring decisive action.

If there's nothing else, we'll turn in for the night, and when you awaken you can level up to Level 4.

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It probably wasn't clear enough from my word choice, but humanoid could mean human, but it could also mean any creature with two arms, two legs, and one head.

Earlier
Saélihn scans over the tracks, and they are definitely hobgoblin prints. She can tell by the larger size and the distinctive boot pattern with reinforced soles used by the Legion. But what's concerning is the formation - they aren't random stragglers and seem to move in very organized patterns.

Now
"Human tracks? Some of us have been foragin', but not enough ta make that many prints. Seems suspicious," Kining spits.

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The party takes one final survey of the caves, moving through the lower caverns where the crystal scorpion rests happily, tail waggling as much as Pawnies' might, then back through the grand marble chamber and ancient forge before ascending to the upper levels. No trace of troglodytes remains. There are only empty tunnels that, with enough torches and determined effort to clear the choking fungus, will provide far stronger shelter than the wooden walls of the Chernasardo fort ever could.

(I'll assume you did any additional required healing at this point)

The trek through the woods is largely uneventful, though again it does seem odd that there are a lot more humanoid tracks in the woods than those you'd observed on the way. It's evening when you arrive back at the Redoubt.

Two figures emerge from the shadows - Aubrin, her ranger's cloak wrapped around her shoulders, and Kining, the dwarven weaponsmith.

"There you are!" Aubrin says, her voice carrying both relief and concern. "We were starting to worry. How did it go at the caves?"

Kining steps forward, her keen eyes assessing the party. "Aye, and ye look like ye've been through the grinder. Let's git you fed and hear what you've found." The smell of wood and cooking food drifts on the evening air, and you can hear the low murmur of voices from the camp further in.

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We've got two for heading back, anyone else before I move us along?

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Lizzie carefully examines the coffin's edges and lid, searching for hidden mechanisms or traps, but finds nothing dangerous. As the party searches inside the coffin and the crystallized remains of the insectoid creature, the ancient remains prove far too fragile for even the gentlest inspection and crumble to dust.

With the vault explored, the entire troglodyte lair now lies empty of threats. The fungus (and its noxious smell) throughout the upper caverns remains a concern, but with time and labor from Phaendar's refugees, clearing it out should be doable. The artesian well discovered earlier provides a good source of fresh water. The barricaded passage earlier stands as a reminder of deeper dangers - perhaps best left undisturbed for now.

The caverns offer safety and shelter, but the refugees left above in the Fangwood still live under fear of the Ironfang Legion...

Where to now, team?

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Gronilda's ID Results:

Gronilda identifies the following:
potion of cure moderate wounds (2)
potion of shield of faith (2)
oil of magic weapon (2)
wand of hold person (9 charges)
bandages of rapid recovery
bracers of armor +1

I'd assume someone would be grabbing those bracers quickly :)

Gronilda approaches the ancient door, studying the wheel of pictograms at its center. Using her memories from the carvings and the strange visions that had haunted Saélihn and Grymwolds dreams, she rotates the head, finishing with the crying face. As the final symbol clicks into place, the mechanism gives a deep thunk. Ancient gears grind as the massive blue steel door slowly descends into the floor.

Inside, a three-stepped riser fills most of the room, atop which lies a stone sarcophagus depicting a vaguely insectoid creature similar to the ones depicted in statuary in earlier areas. Within the coffin lie the partially crystallized remains of an ancient, four-armed, insectoid creature that looks as if it will crumble with the slightest touch.

Around the dais are four lidless stone coffers, containing a number of treasures, including 10 pp, 335 gp, 730 sp, and 115 cp. 14 amethysts, 9 aquamarines. It also contains the following magical equipment: a buckler, two fist-sized white stones, a belt made of interlocking jade plates.

Loot is all up to date. Where's a vendor when you need one?

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I'll be traveling M-Th without much time to post, so I will get caught up later this week.

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Examining the corpses reveals the following loot: masterwork morningstar, two potions (blue aura), two potions (green aura), two vials (red aura), a wand, magical bandages, magical bracers, and an aquamarine necklace.

Loot updated. The auras are mainly so the potions aren't all grouped together on the sheet when they're different effects.

Looking around the chamber, the door to the east is otherworldly, being made of polished, blue steel. It is decorated with a ring of pictograms, and at the center is a depiction of an unusual head with bulging eyes and wisps of hair radiating in every direction. The head - which looks at once like an insect and an old woman - spins freely, and the wheel of pictograms depicts a beetle, a rock, a wedge, a hammer, a crying face, a flame, a claw, a door, a metal bar, a figure standing in triumph, and a bottle.

Perception DC 12, Door:
You recognize that a few of the pictograms appeared earlier on.

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As the robed oracle begins her spell, Ghost lunges forward, clamping his powerful jaws her ankle with a sickening crunch that shatters her bones. The oracle's spell fumbles into a cry as she staggers, her concentration ruined.

Lizzie won't need a save after all.

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@Saélihn: I see Ghost moved on the map, but I don't see the post. The boards may have eaten it? I'm assuming it might involve a Trip attempt though which is going to change the red troglodyte's actions if successful. I'll wait for Ghost to act.

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@Zarena Verity's fine, but I think Sitka took the damage.

Gronilda doubles in size and shouts a maginficent battlecry, swinging at the blue-robed troglodyte and cleaving a deep wound into its scales. Zarena rushes to Pawnies' rescue, and Lizzie tries to get around the defenses of the leader, but can't seem to hit it.

Despite Gronilda's intimidating size, the blue troglodyte looks up at the dwarf with a menacing glare. Gronilda swings while the troglodyte is distracted by its casting, but fails to hit.
Gronilda, roll a DC 13 Will Save or become frightened for 1d4 ⇒ 1 rounds. Succeed and you're shaken for 1.

Saélihn (-10) is up, Zarena, Red (-5), Gronilda (-14), Grymwold (-10), Lizzie (-10) are up, Blue (-22), Yellow, Green

Difficult terrain - 4 rounds

Map

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From Zarena's wand, another force missile flies across the chamber, striking the unarmed troglodyte.

The red-eyed troglodyte retreats a step from Lizzie and Gronilda, raising its morningstar again. Suddenly, dirt, gravel, and sharp jagged stones erupt from the ground in a violent storm that engulfs much of the cavern. The stinging fragments rips through (almost) everyone's flesh. It also shreds the yellow troglodyte who crumples to the ground.

Spellcraft DC 17:

The troglodyte oracle is casting stone call

Damage: 2d6 ⇒ (4, 6) = 10
Everyone except Ghost takes 10 bludgeoning
There's no saving throw against this, and the area within the gray box is now difficult terrain for 4 rounds. It is actually a 40' radius, but I could not find a spell template that would work for this anywhere so I marked the squares that most likely matter for this encounter.

Saélihn (-10), Zarena (-10), Red (-5), Gronilda (-14), Grymwold (-10, Paralyzed 3 rounds or DC 15 Will), Lizzie (-10) are up, Blue (-12), Yellow, Green

Difficult terrain - 4 rounds

Map

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The creature's entire body seems to vibrate with excitement as the gemstone flies through the air. It scrambles forward and intercepts the stone before it hits the floor, catching it in its front claws.

You watch in as the creature's mouth parts seem to dissolve and reform around the gem, becoming part of its body. Once finished it snaps its claws together as if to applaud the kind gesture, then it turns and happily retreats back up the wall and into one of the empty crevices.

Having paid the "toll" to continue past the scorpion, Gronilda takes a careful look at the doors to the south and doesn't spot any traps.

Map

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Zarena's Spellcraft Results:

The gray powder in the canister is tarnished silver dust, of value to the right vendor
No luck with the other 3 checks for today

The tunnel opens into a long, irregular cavern running north to south. Streaks of purple crystal run along one wall. To the east, the room descends down at a steep angle to a tunnel. A low, ethereal moan rises from the cold depths.

A barricade of masonry blocks and quarried stone partially blocks the tunnel, constructed with surprising skill. The stones fit tightly together and appear to have been reinforced multiple times. The same barrier has a narrow but passable corridor leading southwest.

Knowledge (Dungeoneering) DC 13:

The air flowing from beyond the barricade to the east carries a bone-chilling cold and smells of strange, alien spices mixed with decay. Something about this passage feels fundamentally wrong, as if it connects to places not meant for surface dwellers. The way the cavern walls darken and shift ahead leads you to believe the tunnel descends for miles into the absolute darkness of the Darklands.

The map's a bit odd in that the text doesn't match quite so well with it. The barricade is meant to limit passage east, but still allow enough room to continue on south.

Map

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The party descends into the chamber, climbing along the rungs or the rope before landing carefully on the marble floor below. The chamber's vastness is certainly a relief from the cramped caverns above. Combing through the room, Saélihn, Grymwold and Gronilda spot two hidden doors through collapsed walls. One to the east, one to the west.

Among the oozy remains of the cube are a masterwork longsword, a golden holy symbol of Iomedae, and a breastplate emblazoned with a bronze angel. Gronilda doesn't detect any magical auras emanating from the items or elsewhere in the room.

Map

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Resolving this in a sort of "Take 20" approach given the size of the cube, its ability to run away (or not), and it being mindless.

Grymwold stares down into the pit and looses the first shot. The cube wobbles in apparent surprise if a mindless blob of jelly can be surprised. It begins a comically slow shuffle around the chamber, searching for its attacker.

From above, a rain of arrows and stones from Saélihn and Lizzie pepper it, each hit making the cube jiggle in anger. Gronilda's final arrow strikes true and the dangerous cube collapses into a bubbling puddle of goo.

With the cube eliminated, the chamber below now seems clear of threats.

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As Grymwold starts climbing down the carved rungs (with the rope as backup), his dwarven eyes adjust quickly to the chamber below. The light from Gronilda's stone illuminates the grand space with its insectile statue, but something catches Grymwold's attention immediately once he is on the floor of the massive chamber.

The marble floor, which from above appeared just well polished, reveals its secret - what he initially took for a shimmering floor is actually a massive, transparent cube of undulating jelly... better known as a gelatinous cube. The creature sits motionless near the center of the chamber, the light from Gronilda's stone refracting through its transparent body.

Grymwold can see that several items are suspended within the creature's form - a shield, armor and clothing from previous victims. No troglodyte teeth, though. From his position, Grymwold can see that it would be possible to skirt around the edges of the chamber to avoid getting too close to the cube.

What would the party like to do? Gronilda and Saélihn would be mid-climb on the wall, Zarena and Lizzie would still be above the pit. Grymwold can warn the others as they descend further, or take another action.

New map is up, though only Grymwold is on it now, with everyone else still above the pit or mid-climb.

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Grymwold peers down from 40 feet above the pit. The chamber below is vast, and he can see n large, insect-like statue in the center of it, and the floor is mirrorlike marble. It's hard to get a better look at the rest of the room from above.

Gronilda and Zarena look over the magical goods, attempting to determine their properties. The warhammer is a +1 warhammer, and the scrolls are scroll of darkness, scroll of false life, and scroll of ray of enfeeblement.

Loot updated. I get the sense we are leaning towards resting, though half the party seems OK with either option, so we will go with the arguably safer choice and rest

After moving the corpses somewhere else, you find space in the bone cavern to layout bedrolls and rest. Besides, these caves will eventually be home to Phanedar's refugees, may as well get used to it now. Hopefully, the stench can be eliminated before everyone moves in.

Rolls:

3d100 ⇒ (50, 34, 76) = 160
1d5 ⇒ 4
1d5 ⇒ 1
Perception Zarena: 1d20 + 10 ⇒ (10) + 10 = 20

Your rest isn't quite over yet, when some strange things start happening...

Grymwold:

You dream of a vast underground chamber where insect-like creatures with four arms carve strange symbols into stone. An ancient one notices you, and reveals visions of a black crystal key that can create fortresses from stone.

Before the dream fades, the creature points to a blue metal door with a wheel of symbols at its center. It indicates three symbols in sequence: a rock, a metal bar, and a crying face.

Saélihn:

In a dream, the Fangwood transforms into pillars of stone around you. Ghost growls in anger as strange insect-like creatures with four arms approach. Their bodies resemble massive insects, bodies covered in a hard exoskeleton... yet they move with purpose, carving symbols into stone walls and conducting what appears to be strange rituals involving crystals and stone.

Without speaking, one guides you through twisting passages to a chamber with a stone sarcophagus.

It points to a blue metal door with a wheel of symbols and indicates three in sequence: a rock, a metal bar, and a crying face. As the dream fades, you glimpse a black crystal key with eight dark shards and one red one.

Zarena:

About halfway through your watch, you hear something strange. A faint scraping sound comes from the direction of the pit.

Peering carefully in that direction, you spot movement - a troglodyte's head emerges from the pit entrance and sniffs the air. This one wears crude bone jewelry and its skin bears markings in blue clay. It sniffs and listens quietly for about one minute, before retreating back down the rungs into the pit. You do have options here, to alert/awaken the rest of the party, observe it silently, or try to launch an attack at its head.

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Ironfang Invasion | Loot/Provisions | Combat Map

With the battle won, the party gets a look at whatever Handiss might have carried, as well as in the general area.

Aside from her warhammer, which glows with a faint evocation aura, Handiss also wears a masterwork hide armor with armor spikes and a wolf fang necklace, which has no aura but is likely of some value.

In addition to the bones, many other trophies line the walls, including a masterwork quarterstaff, four thunderstones, two onyx gems, and a scroll case three separate magical scrolls.

Loot updated, looks like there are 4 things to identify from this room, if you want to do that now. I'll describe what's ahead here but feel free to do that as well. I'll get a new map up shortly.

Ahead from the bone chamber, the corridor here slopes down at irregular angles and reeks of dampness. The walls are jagged and covered with sharp stone barbs. Mossy growths spread across the floor and walls, old bones lying pale against the dark moss.

The winding tunnel leads down until it abruptly ends in a wide pit descending what seems to be 40 feet from where you stand. Rungs have been carved into the side of the pit, making it possible to climb up and down as a ladder would be used.

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Sorry for the delay in posts, my little one seems to have a picked up a bug so I haven't been able to find time to post. It's nothing serious though so I'm expecting resting all weekend should do him some good. I'll get an update in on Monday latest.

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Ironfang Invasion | Loot/Provisions | Combat Map

Gronilda cuts down the remaining troglodyte guard, but Handiss leaps over the strike as it continues through. Her moment of escape proves to be brief, as Grymwold, Ghost, and Saélihn all team up to take down the troglodyte. Caught between their attacks, she falters just as Saélihn's arrow streaks across the chamber, burying itself deep in the her throat.

Handiss staggers backward before her eyes dull and she crashes heavily to the stone floor.

Out of combat!

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Ironfang Invasion | Loot/Provisions | Combat Map

Saélihn imbues Ghost's fangs with magic, then sends her wolf rushing for the scaled guard. He grabs the troglodyte guard's ankle between his magically-enhanced jaws and with a powerful jerk of his head, yanks the creature to the ground.

The room then floods with an intense blast of radiant light.
Reflex Blue: 1d20 - 1 ⇒ (7) - 1 = 6
Reflex Handiss: 1d20 + 1 ⇒ (4) + 1 = 5
... and the leader screams in anger as her vision goes dark and the light of Erastil stings at her evil flesh.

As the party moves into the room, the stench of the troglodyte warrior becomes overpowering, and they start to feel ill.
Zarena, Gronilda, Lizzie and Ghost need a DC 17 Fortitude save or become Sickened for 10 rounds

Handiss and her guard stumble in the direction they last saw their nearest targets...
Does Handiss choose the right way while blind? >50: 1d100 ⇒ 13
Does Blue choose the right way while blind? >50: 1d100 ⇒ 11

But both are thoroughly disoriented from their lack of vision, and instead move towards the walls. Yellow tries to get to his feet and swings at Ghost. This provokes from Ghost
Club vs Ghost, if Yellow isn't down: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (4) + 1 = 5

Grymwold, Zarena, Saélihn, Gronilda, Lizzie are all up
Blue (-9, Blind, 1 round), Yellow (-7), Handiss (-9, Blind, 1 round)

Map

The GM dice favor the party today :)

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Ironfang Invasion | Loot/Provisions | Combat Map

Swinging her axe in a wide arc, Gronilda cuts through both of the poisonous frogs in a single deadly sweep. The troglodyte barely manages to duck beneath Grymwold's swing. Fueled by its desperation, the trog lashes out with again furiously, unable to get through his armor.

Claw: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 2 ⇒ (7) + 2 = 91d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 1 ⇒ (1) + 1 = 2

I think I'm going to call it here, and sort of bot through this next round, given this is PbP and I can't imagine the lone troglodyte finishing off the whole party let alone getting through Grymwold's AC.
Seeing its companions fallen and finding itself surrounded, the wounded troglodyte's hisses one final curse before Gronilda and Grymwold deliver two final deadly strikes.

Out of combat

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A retcon here. Grymwold's attacks would have hit because of the AC penalty the troglodyte took from charging, and that attack would have taken it down.

The trog watches as its companion crumples, its face twisting in anger. With an angry hiss, it lunges at Grymwold, but the sturdy dwarf easily sidesteps the attack.
Club: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (3) + 1 = 4

Meanwhile, the poisonous frogs advance with their handler.

Grymwold, Gronilda, Zarena, Saélihn, Lizzie are all up
Blue Troglodyte, Frogs
Map

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Grymwold shouts a warning, and Zarena heeds it and backs up to add some distance. Saélihn and Ghost similarly move back, aware of the incoming threat. Then both dwarves then ready their weapons in case the frogs approach, while Lizzie consider what to do...

From what I see, Saélihn also took actions but her post might have been eaten, so that just leaves Lizzie to act/ready.

Map

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I had been pretty busy this weekend and on full-time Dad duty yesterday. Updating shortly!

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If Grymwold is going to share what he sees based on Gronilda's question, that might affect the rest of the party's actions, so I'm waiting to see what he does.

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I very much appreciate when players help keep the game going, so I'm 100% advocating for that continuing ;)

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GM Rolls:

2d20 ⇒ (13, 17) = 30

Moving beyond the butchering chamber, you come upon a room filled with stone shelves cut directly into the walls. Each shelf is heaped with dried mushrooms, baskets of herbs, root vegetables, and other fragrant foodstuffs. Empty baskets and cloth sacks lie piled in one corner.

Two troglodytes work in this chamber, sorting baskets of recently foraged plants. Ghost and Saélihn's careful movement keeps them undetected, but Gronilda's heavier footfall causes one of the troglodytes to whirl around and hiss angrily, reaching for its weapon.

Init:

Gronilda: 1d20 + 2 ⇒ (20) + 2 = 22
Grymwold: 1d20 + 2 ⇒ (3) + 2 = 5
Lizzie: 1d20 + 4 ⇒ (4) + 4 = 8
Saelihn: 1d20 + 3 ⇒ (7) + 3 = 10
Zarena: 1d20 + 2 ⇒ (6) + 2 = 8
Blue: 1d20 - 1 ⇒ (16) - 1 = 15
Yellow: 1d20 - 1 ⇒ (15) - 1 = 14

Gronilda is up, Blue and Yellow Troglodytes, Saélihn, Lizzie, Grymwold, Zarena

Map

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Ironfang Invasion | Loot/Provisions | Combat Map

Not only is the belt fashionable (I guess?), it is also quite useful as a belt of incredible dexterity +2.

The wand of mage armor (28 charges) may also come in handy.

With the pool cleanly looted and the cave fisher gutted, the party looks around to see where might be best to go next, noting one exit to the east.

Loot updated. Quick, someone grab the belt. :) What next, team?

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Zarena looks at the fancy belt and casts a spell. The belt starts to glow with a moderate transmutation aura. DC 18 Arcana or Spellcraft to ID

Inside the iron box is 120 gold pieces, and a magical wand (faint conjuration aura, DC 16 Arcana/Spellcraft) made of steel.

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Moved Lizzie up closer
Saélihn's arrow pierces straight through the first cave fisher's carapace with a devastating hit and the creature drops instantly from the ceiling, splashing into the pool below.

Grymwold's crossbow clips the second fisher's leg as Zarena's attacks finds a gaps in its sturdy shell. The wounded creature clings to the ceiling, now aware of your presence. And then suddenly, a kraken emerges from the pool!
Just kidding, no traps this time :)

Initiative:

Gronilda: 1d20 + 2 ⇒ (13) + 2 = 15
Grymwold: 1d20 + 2 ⇒ (2) + 2 = 4
Lizzie: 1d20 + 4 ⇒ (15) + 4 = 19
Saelihn: 1d20 + 3 ⇒ (11) + 3 = 14
Zarena: 1d20 + 2 ⇒ (9) + 2 = 11
FIsher: 1d20 + 1 ⇒ (10) + 1 = 11

Saélihn, Gronilda, Lizzie, Zarena are up, Cave Fisher (-6), Grymwold

Map

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