Tarrasque

GM Red's page

** Pathfinder Society GM. 6,374 posts (12,158 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

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.

Sovereign Court

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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.

Sovereign Court

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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.

Sovereign Court

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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!

Sovereign Court

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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 :)

Sovereign Court

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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

Sovereign Court

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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

Sovereign Court

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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

Sovereign Court

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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.

Sovereign Court

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

Sovereign Court

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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

Sovereign Court

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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?

Sovereign Court

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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.

Sovereign Court

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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

Sovereign Court

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The party looks around the sleeping quarters where the fight just happened. There's some jewelery and plain tools, but also some more expensive-looking semiprecious stones, as well as 6 crossbow bolts (magical), a masterwork dagger, masterwork hide armor and a set of masterwork stonemasonry tools.

Tied to each two of the troglodyte's belts is an animal bladder. A careful inspection reveals their contents... a noxious, disgusting mixture that makes your eyes water. The weapons appear to be filled with concentrated essence of the fungal growths that line these cavern walls.

This is an alchemical weapon specific to the campaign. You can throw a gas bladder as a ranged weapon with a range increment of 10 feet. Any creature struck by a gas bladder must succeed at a DC 14 Fortitude save or be sickened for 1d6 rounds. I predict some nauseous hobgoblins in your future. :) Loot updated.

I moved everyone's token towards Gronilda, with the assumption that Saélihn would want to scout ahead. I think Bat Focus would likely be running out soon, let's say after this room.

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

Rolls:

2d20 ⇒ (19, 16) = 35

Two large, crustacean-like creatures cling to the ceiling above the pool. They haven't noticed the party yet.

Map

Sovereign Court

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Both Gronilda and Grymwold whiff their attacks.

The acolyte nervously looks around the cave as if looking for a way out. There isn't one. In desperation, she takes out her spear. Her eyes take on a frenzied gleam and a primal shriek rises from her throat as she lashes out desperately at Gronilda 1 Grymwold 2: 1d2 ⇒ 1

Spear: 1d20 + 3 ⇒ (18) + 3 = 211d8 + 1 ⇒ (3) + 1 = 4
The spear slips past Gronilda's guard, biting into her flesh. The trog's terror transforms into triumph as blood rolls down the weapon, her mouth now a nasty smile.

Lizzie, Gronilda, Grymwold, Zarena, Saélihn, Ghost (-27, stable) are all up, Acolyte (-2)

Map

Sovereign Court

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Saélihn wrote:
If Ghost doesn't make it Saélihn is going to lose it! As an insane Irony, I happen to be listening to the John Wick soundtrack right now.

Unlucky attack and damage rolls (or lucky, for the troglodytes) on that trap! Let's see that roll to stabilize.

Worst case...I suppose there's always the wolf cub that Zarena adopted as Ghost's successor? ;)

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The wolf's collapse ignites fury in both dwarves' eyes! Grymwold lunges forward and swings, but the lizard twists away. Before it can recover, Gronilda charges in, her blade finding purchase in the creature's flank, adding to its many injuries.

The acolyte's chanting fills the chamber once more. She extends a clawed finger toward Gronilda's weapon this time, and a shimmering liquid materializes, crawling along the weapon's hilt.
Gronilda needs a DC 13 Reflex save to not drop her battleaxe

The blue-armored troglodyte struggles to stand back up, and Grymwold shows no mercy. His blade finds its mark before the creature can rise and the troglodyte collapses.

Yellow Lizard (-15), Gronilda, Grymwold, Acolyte (Red), Zarena, Saélihn, Ghost (-27, dying), Lizzie are up

Map

Sovereign Court

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Botting

Lizzie advances, and notices Zarena turning green with nausea. She stands close by, and pats her back to hopefully offer some relief.

Rolls:

1d20 - 1 ⇒ (13) - 1 = 12
1d20 + 2 ⇒ (18) + 2 = 20

Grymwold doubles in size as Gronilda's spell completes.

The lizard moves cautiously to the edge the room, its forked tongue flicking as it scents the air.

Lizard (Yellow), Gronilda, Grymwold are up, Acolyte (Red), Trog (Blue), Zarena, Saélihn, Lizzie

Map

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While it's common knowledge that troglodytes are indeed evil, this tribe seems to have developed its own unique culture around their stones and religious practices. The amethyst at the entrance where the two guards were meditating hinted at this.

The acolyte's eyes flash with anger at Gronilda's accusation. "You dare speak of bloodshed as a threat to us? You who invade our halls?" Her scaled lips pull back in a snarl, revealing sharp teeth. "The surface-dweller who came before at least showed proper respect, bringing offerings for our consideration."

Thinking back, a note found on the evil centaur mentioned something similar to this.

The two troglodyte guards grip their weapons tighter, their natural stench becoming more pronounced as they grow agitated. The acolyte scowls at Zarena and her reasoning. "Other caves? You wish to defile those too? These caves are ours by right of strength and blessing of the stone, and I intend to keep it that way."

We'll roll for initiative here, given the trogs don't seem to be budging. Will do this in a separate post coming shortly.

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Even if it weren't a crit... it's deader than dead.

Saélihn, Ghost and Zarena finish off the trogolodyte, and now they and Gronilda are able to get a better view of the adjoining chamber - a sharp drop leads down to it. Rough stone steps have been cut at the end of the tunnel, easing the downward passage. Faces loom from the walls, cut from the natural stone in the form of reptilian visages. Their mouths are open, filled with jagged teeth, and their oval eyes lack pupils, making them seem blind. The charred remains of a fire sit within a bowl in the center of the room.

I'll call this out of combat. Please advance your tokens.

In Draconic
An ornately-dressed acolyte raises her hands in a non-threatening gesture and speaks. "Hold! This is sacred ground. I fear further bloodshed here will anger the stones themselves. Perhaps we can discuss this intrusion without more violence."

Two ordinary-looking troglodytes maintain defensive stances as they wait to see what happens.

Sovereign Court

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Happy new year! Hope everyone got some R&R time away from their work/commitments.

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That's a lot of skill checks, and a lot of high rolls :)

Creeping forward to peek into the cave entrance, Saélihn notices the light quickly fade away. It's pitch dark further in. She can tell the caves show signs of being both natural and worked stone, and the crystal veins suggest possible valuable mineral deposits.

The fungal growths are a species that troglodytes cultivate for food and other uses, and the nasty sulfurous smell comes from the troglodytes themselves. Saélihn knows they emit a noxious stench as a natural defense.

The footprints indicate a tribe this established likely numbers between 15 or 20, and suggest regular patrols.

Saélihn's keen eyes spot what appears to be a large, 4 foot tall mushroom near the entrance. She thinks it could be a shrieker mushroom, capable of letting out a piercing scream when light shines on it or when approached too closely within 10 feet. However looking to the west, it seems like the setting sun's rays would shine directly into the cave entrance daily.

Her silent approach allows her to get close enough to hear muffled conversations in a strange language further in.

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The nature of the powder escapes both Gronilda and Zarena, but it's clear to them that the mummified hand is a hand of the mage

As Saélihn and the others begin their excavation under Gronilda's blessing, a movement in the branches above catches the party's attention. A large owl perches on a branch, watching the work with unusual intensity.

As Lizzie and Gronilda's prayers echo through the clearing, the party works to both recover items and treat the remains with dignity. The combination of proper burial rites and careful handling seems to lift some of the gloom from the area. The air feels lighter. The owl continues its watch, tilting its head at Gronilda's invocations to Erastil.

Eventually, the party finds the mangled and partially decayed corpses that appear to have been hastily buried, as well as 343 gold pieces, four crossbow bolts that are unnaturally cool the touch (DC 16 Arcana/Spellcraft), a plain gold wedding band, and a silver medal emblazoned with an owl on one side and the crest of Mendev on the other. I added these to the loot tracker.

As you finish the proper burial of what were likely Gristledown's residents, it's almost as if the day has gotten brighter. The owl lets out a soft, approving hoot and spreads its wings to take back to the forest.

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We can be pretty lenient with that rule.

You guys were and still kind of are in a survival situation, being able to make use of whatever equipment you can find seems thematically appropriate. Like tracking encumbrance, getting too strict about size restrictions also doesn't seem like it adds much to the adventuring experience.

New house rule: You can resize an item upon finding it (includes what you have already found up until now) as long as it's being resized so that your character can wear it.

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Take that, you bag of bones

Lizzie's stone hits well enough to blast the skeleton into a heap of bones.

Yellow lurches 5 feet towards Grymwold, and swings both claws.
Claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (2) + 2 = 4
Crit vs AC 23: 1d20 + 2 ⇒ (7) + 2 = 9
One claw lands, and cuts open a shallow wound in Grym's shoulder.

Who's up
Zarena (-15), Saélihn, Ghost, Grymwold (-4)
Gronilda, Lizzie

Yellow Skeleton (-3)

Map

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I think it's just the one magic scroll but was listed as 'magic scroll 4' because it came with three others in a scroll tube, so I'll use the rolls in the order they would have applied

Zarena lays out the items that glow with magical auras and begins examining them. She identifies a wand of magic missile (11 charges), another wand of magic missile (12 charges), a scroll of cure light wounds, and 6 potions of of cure light wounds

With that, everything is identified! Please do claim things, especially if you intend on using them in combat. I'll update again today to keep us moving in search of the caves. Can I get one or more Survival checks to navigate as you make your way there?

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Zarena wrote:

Feat: Martial Weapon Proficiency (Longbow)

Note that although I now have the proficiency, I do not have the weapon yet.

Could be a good opportunity to make use of Kining's Craft (weapons) skill next in-game day.

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Gronilda, Zarena and Saélihn all show a particularly good touch with the animals. Both horses respond well to their gentle approach. After some initial nervousness, the draft horses calm and allow themselves to be handled.

Working together, the party is able to redistribute 30 Provision Points worth of food between the two horses using makeshift packs fashioned from the wagon's tarp. Zarena scans over the area once more, looking for anything magical, but she doesn't detect any auras.

The wagon is heavy, but with everyone working together they're able to push and guide it off the road. About 100 feet into the dense forest, they find a suitable spot with thick undergrowth that will help conceal it, and distribute some branches over the wagon to further hide it from the Legion.

GM Rolls:

1d100 ⇒ 82
1d100 ⇒ 46
1d100 ⇒ 100

As the sun begins to set, the party guides the two laden horses through the deepening shadows of the Fangwood. The journey back is uneventful, with the earlier encounters with the Legion teaching the party how to travel more cautiously.

The party spots the familiar silhouette of the redoubt treehouse just as the last rays of sunlight filter through the canopy. They can see the warm glow of fires where the refugees have made camp.

As they approach, they hear a low whistle - it must be the a signal the group has established. Moments later, Aubrin emerges from the shadows with her bow lowered, a relieved smile crossing her face at the sight of the horses.

"By Cayden's cup, you've brought back quite a haul!" she says, moving to help with the horses. "The refugees were starting to worry you might not be back before night, but I encouraged them that you can all handle yourselves well enough."

I'll resolve the Knowledge checks in a subsequent post. Assuming you are turning in for the night, you can level up to Level 3.

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Tracking encumbrance is something I have found to not be fun, and I don't generally do it as a GM unless something seems completely unreasonable. Can't imagine it would be fun for the players to have to fuss over looking up weights for everything either.

It reminds me of playing an Elder Scrolls game, looting way too much and then having to pause to drop precious wheels of cheese.

But yeah, carrying a whole barrel of food and liquids with you seems unreasonable enough so I'm glad no one suggested that.

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Zarena added some thoughts about the wagon and horses, any thoughts from the rest of the group re: taking it or leaving it?

I don’t think a wagon would move very well through a forest though. You’d likely be constrained to the road it’s currently on or take a hefty penalty to how quickly you can move through the woods

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Approaching the wagon, the party notices the horses' ribs peeking through their sides, as if they hadn't eaten for a very long time. Sadly, it must've been done on purpose, because a large sack in the wagon is filled to the brim with fruit and dried meat. Practically, this is worth ahem a whole 40 Provision Points. Somewhere out there are some hungry hobgoblins.

The wagon also contains two masterwork chain shirts, 300 feet of silk rope, a healer's kit and a box containing 10 vials of alchemist's fire. Loot updated

There's also a lockbox under the seat.

Disable Device DC 30:

Inside are 550 gold pieces

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Brave sir hobgoblin thought he could outrun a wolf

Acrobatics to rush into the forest?: 1d20 + 1 ⇒ (7) + 1 = 8
Ghost's Bite: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 161d6 + 2 ⇒ (4) + 2 = 6
The hobgoblin sprints along the road, desperation on his face, but Ghost barrels after him with relentless speed. Saélihn looses an arrow from afar, and it finds its mark deep into the hobgoblin's shoulder. Staggering in pain, the hobgoblin darts toward a dense set of trees, hoping for cover, but he nearly falls over as he stumbles into the undergrowth.

He turns just in time to see Ghost hurtling through the air, bloodied fangs bared. Ghost slams into his chest, and the party hears the sound of the hobgoblin's death cry down the road.

Out of combat

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A level 2 party vs 6 hobgoblins, 2 of which are hobgoblins on steroids, is pretty risky.

I think that's why this encounter was optional, but it seems to be going decently well.

Oh, also wanted to give you a heads up that a level up to Level 3 is coming very soon.

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Grymwold and Zarena's strikes miss their mark, but Saélihn's arrow finds its target, striking the green-eyed hobgoblin square in the face. He rips it out, blood pooling as he seethes in anger.

@Saelihn: Are you missing an attack roll for Ghost?

Longsword: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (7) + 2 = 9
The blue-armored hobgoblin stomps forward, swinging once more at Gronilda, but she ducks just in time, narrowly avoiding the blow.

Two arrows fly in from the road near the wagon. One glances off Grymwold's armor, but the other cuts a painful wound across Saélihn's shoulder.
Black, Longbow vs Saelihn, into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 161d8 ⇒ 5
Yellow, Longbow vs Grym, into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 161d8 ⇒ 3

Lizzie steps on a mass of crunchy, noisy branches while trying to sneak out, and her stone sails wide of the hobgoblins.

Who's up
Armored Hobgoblins Green (-13) and Red (-26)
Grymwold, Saélihn (-5)/Ghost, Zarena
Hobgoblins Black, Purple, Yellow, Blue
Gronilda (-12), Lizzie

Map

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Ok back! Updating shortly.

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Hey all, I'm taking another trip tomorrow though much shorter and closer (to NYC), I will be back Monday so will continue updates from Tuesday.

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Aiza closes her eyes and holds her palms above a divine symbol of Erastil as Gronilda inspires her with teachings of Erastil's life.

Lizzie's family huddles around Zarena, and they listen to every word. They share their own interpretations of the advice with each other to double down on it. Zarena also adds a few teachings on the use of divine magic so another commoner Zade, who quickly demonstrates its use by spooking Kining with a ghost sound.

Saélihn takes Taidel and Lirosa out not far from the Redoubt and has them chop wood and carry water, insisting that the mundane tasks will hone their aim. It's hard work, but the next shots they fire seem much more accurate.

Inspired by the recent happenings and hope for a safety in the woods, Tymlin and Taghor heed Grymwold's request and pick up their swords, spending several hours sparring. Both come away exhausted but more ready for battle.

Gronilda: Success, Aiza is an Adept. As Zarena mentioned, you actually have another two promotions with that roll if you want to choose up to 2 other NPCs.

Zarena: Success, Emily, Roland, Bradey, Hilary are Experts, Zade is an an Adept.

Saélihn: I like it, Hunter does make more sense, so Success and both are now Warrior 2. You can choose two new skills for each, their class skills are here

Grymwold: My apologies if Tymlin was missed, he is added now. He would have began as a Commoner. Success on both though, so he can now become an Expert and I think you want Taghor to level 2?

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Hey all, I'm back and will get caught up on posts and update later today.

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Hi all, I'm going to be traveling to Hanoi, Vietnam next week. Between the jet lag (I live in Toronto) and that I'm there on business I can't imagine really having much time to post. From this coming Saturday through to the following Sunday, I'll likely not update much.

Hoping to try out a lot of local foods when I'm there.

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Inside the redoubt

Grymwold wrote:
Kining, do we have any shovels? I want to bury him a ways from here so we don't have to pass by his grave all the time

Kining grabs an old blanket and wipes her face off. "Damn Molthuni sure know how ta bleed. I got a couple suggestions since we don't got shovels. Either we dig a pit using whatever we can find to dig. Shields, planks. .. Or, we make use of the quicksand surrounding this place. Toss 'im in and let the earth do the work for us."

Many of the villagers seem relieved, some even ecstatic about the spy being rooted out. Some even sing as they begin preparing for the day, and then they head in and out of the Redoubt, returning with leaves, branches and pinecones. It looks like they're building something?

On the other hand, Aubrin places her hands over the head and body of Edran, and whispers a prayer. Then she shakes her head and walks outside to hear the conversation.

Outside
Aubrin finds a place on the walkway surrounding the redoubt to sit with her legs hanging as Zarena, Saélihn and Gronilda consider Edran's fate. "As a follower of Cayden Cailean, death is not an end to be dreaded. It is transition to a different kind of freedom. One where souls can rejoice in an endless celebration, without fear or sorrow. Or the baggage of having become a spy from a warring nation." She lifts her tankard to take a sip, but there's nothing left. She sighs loudly. ".... But we also believe in second chances, and giving people a chance to change. I regret we didn't choose a different path. Circumstances such as the ones we are in are unique, and I am finding myself forlorn yet at the same time relieved," she looks at Zarena for a long while before adding, "I'm really not sure how I feel."

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Relief washes over Edran's face as Zarena suggests keeping him around, but that quickly fades away when Grymwold and Gronilda seal his fate. Tears well up and spill down his cheeks. "N-no. I have a family too! Please, don't do this!" He pleads.

Many of the villagers erupt in cheers at Grymwold's decision, shouting that a Molthuni spy is no better than a hobgoblin, that he must die. Kining rushes forward, pinning Edran against the wall with a firm grip, her face twisted in disdain. Even within the safety of the Chernasardo Redoubt, the storm raged on inside and out.

"Damn rotten spy, what would've happened if we didn't stop ya?" Kining spits.

Aubrin nods solemnly when Grymwold raises his scimitar, and Edran's final scream is abruptly ended by the sickening THUD of his head hitting the floor.

As the blood pools in the quiet coziness of the treehouse, the storm outside - and inside - finally passes, leaving an eerie stillness behind.

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Gronilda is the first to advance on Edran, whose face drops into a terrified frown as he realizes his scheme is foiled. The rest of the party awakens not long after, and Edran finds himself backed into a corner, Grymwold and Lizzie with weapons in hand, and Zarena fully prepared to launch a spell.

GM Rolls:

1d20 ⇒ 20

"O-okay! You got me. Please, don't hurt me," he cowers, the next rumble of thunder causing him to shriek. "I-I'm not with the hobgoblins, I swear. I'm from Molthune, and I was in Phaendar on a s-simple, um, listening mission."

One of the villagers turns in his bed to face the noise. "Huh? A Molthuni spy? Molthune, the land we've been at war with for as long as Nirmathas has been Nirmathas? We should throw him out to the storm!" He calls, jumping up from his bed at the realization, and many other villagers start to stir as well. Edran gulps loudly and nervously eyes the Redoubt exit.

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Thanks to whoever updated the loot tracker again, I'd forgotten to do so and wouldn't want your spoils to go missed. :)

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The party gets a makeshift bed together hopefully not in the same sled that the boar used or perhaps take turns carrying Zarena, and continues through the twisting paths and towards the Redoubt.

GM ROlls:

1d100 ⇒ 71

After traveling four more hours and arriving at the Redoubt, Zarena's face is tickled by the first few drops of rain now falling from the sky, and she awakens somewhat groggy but otherwise unharmed.

"Oh wow! A treehouse!!!" The Barefoot cousins exclaim, rushing up the ladder to lay claim to the rooms. The villagers look relieved at the sight of the hideaway, especially as the first deep rumbles of thunder begin.

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Gronilda checks on Zarena, and figures that while her pulse is elevated and a cold sweat has formed on her face, the condition doesn't seem to be getting worse as minutes go by.

Saélihn reaches under the heavy corpse of the centaur and finds his pack. Inside is a large glass bottle containing a black liquid, 375 gold pieces, a rough hand-drawn map of this area and beyond with a 'CS' marked at one point, and a package sealed with wax.

I'll take a Craft (Alchemy) or Knowledge (Nature) check against the liquid in the bottle. As for the package, I'll assume you open it.

Inside the package is a magical amulet, and a note that reads as follows:

Salutations Children of the Stone,

My emissary approaches you as a sign of respect, but by now you have seen my soldiers move unchecked across this green and fertile land. The Ironfang Legion means to make all of Nirmathas a home to those the humans would hunt, and turn those same humans into our servants and prey.

You would be wise to join our alliance. There is no room for neutral parties when war is all around you, and only one side in this conflict will offer you strength and shelter. As a sign of the protection the Legion offers, kindly accept this token of my generosity. Take your time in making your decision, but I trust you will come to the conclusion that provides your small and vulnerable tribe a future.

Kindest regards,
General Azaersi

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Saélihn fires another arrow, this one piercing the centaur's shoulder with a horrible THUD. Meanwhile, Ghost gnashes at the centaur's knees, tearing into the flesh of his hind legs.

Ghost 1, Grymwold 2: 1d2 ⇒ 1
"Mangy, filthy wolf. Begone!" Yorc taunts, slashing down at Ghost while stomping at his paws.

Longsword: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 2 ⇒ (3) + 2 = 5
Hoof: 1d20 ⇒ 6
Hoof: 1d20 ⇒ 151d6 + 1 ⇒ (1) + 1 = 2

Who's up
Saélihn & Ghost (-7)
Yorc (-22)
Grymwold, Gronilda, Lizzie, Zarena (unconscious)

Map

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Fueled by the sight of their fallen ally, Lizzie, Grymwold, and Gronilda unleash a barrage of attacks, channeling their anger into each strike. But the centaur's armor holds strong, each blow glancing off with a resounding CLANG.

"You'll have to try harder than that, future slaves," he sneers with arrogance.

Who's up
Saélihn & Ghost
Yorc (-13)
Grymwold, Gronilda, Lizzie, Zarena (unconscious)

Map

Sovereign Court

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I might've resolved the apple eating and effect of poisoning too quickly compared to an irl table. Anyway, I'm not sure anyone else would have taken the bait, but I liked that Zarena ignored Grymwold's stern warning and just went for it.

Gronilda wrote:
"That's why we're heading to one of the more secure places marked on this map we've got"

Edran watches again as Gronilda taps the note. "I'd really like to know more about our surroundings, wouldn't everyone else? Perchance I can also see this map at some point?"

As Gronilda asks her second question, about the hobgoblins, Zarena collapses onto the ground, Edran and the other villagers gasping in surprise. Yorc laughs at the sight, and his expression suddenly twists into something a lot less friendly.

"It's only too bad I could only get one alive. Only one slave, huh. Well, no matter, they said your heads are worth double the bounty, so we'll go with that." Sword in hand, he prepares to attack.

Zarena is unconscious for: 1d3 ⇒ 3 hours

Initiative:

Yorc: 1d20 + 6 ⇒ (7) + 6 = 13
Gronilda: 1d20 + 2 ⇒ (4) + 2 = 6
Grymwold: 1d20 + 2 ⇒ (7) + 2 = 9
Lizzie: 1d20 + 4 ⇒ (2) + 4 = 6
Saelihn: 1d20 + 3 ⇒ (13) + 3 = 16
Zarena: 1d20 + 2 ⇒ (4) + 2 = 6

Who's up
Saélihn & Ghost
Yorc
Grymwold, Gronilda, Lizzie, Zarena

Map

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