Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
I apologize for being absent for a while. I had to force-disconnect myself from the internet for a while and it made doing play-by-post games difficult.
However, that is part of the reason for this post. I've realized that I've been putting way too much time into play by posts, and have signed into WAY too many games for me to reasonably handle with my current workload and changes to my life situation. I needed to cut down the number of games I am in, and this one is one of them. I am sorry. I was having fun, but these games were getting to be one of my causes of stress, and that was what tipped things for me. Thank you for the opportunity to play with you all, and I am sorry for the inconvenience.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The warden stands up, suddenly becoming visible on the edge of camp as the natural camouflage falls away. "It's food poisoning." he declares. "Did any of them eat the mushrooms?"
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
From his position hidden in the nearby brush, the warden observes their behavior, seeing if they were just putting on an act.
Sense Motive:1d20 + 2 ⇒ (6) + 2 = 8
But everything seemed fine, as far as he could tell. He couldn't possibly be that rusty after being asleep so long.
He stared at the closest of the sick woodsmen and tries to recall if he'd encountered this illness before.
Heal:1d20 + 6 ⇒ (18) + 6 = 24
The warden come into the camp spots the sickened beings, and ducks into cover where he wouldn't be seen and cause a panic. It's almost uncanny how easily his stony hide blends with the swampy terrain.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The warden levels his greatsword to run it through the bars. "Undead... threat." he growls.
Is he considered helpless in this cage? It would make performing a coup de grace REALLY easy.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The warden will crouch down and tilt his head. There was more to his orders, of course, but the major objective had been completed. He will decide to climb the tower up to the ballista and take a look out over the area. It had been centuries since he was last awake, so he wanted to reacquaint himself with the landscape.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
Having done what he could for Wood, The Warden strides towards the group and comes to a stop right next to them, looking over the survivors and the blink dog with stoic curiosity.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
A gargoyle wearing a golden breastplate spattered with blood and carrying a blood-coated golden bladed greatsword stalks towards the group. The warden will give his weapon a fierce swing, slinging the blood off the blade at the bodies near his feet. It sees the members he was ordered to save and nods its head.
Putting the sword away, he turns to Wood and crouches, doing what he can to help with his injuries.
Heal-Treat Deadly Wounds:1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 So base DC is 15, which means I make it and Wood heals his level in hit points. If anyone had a healer's kit I could use, that would mean that I made it by 5, and Wood heals 2 extra hit points.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The warden charges from the 20 foot distance towards the gate. As he moves, he calls to D'Son and Wood.
"HIT IT NOW!" The gargoyle's deep voice bellows, timing his charge to coincide with their checks.
Trying to get them to aid me on a strength check to break through the gate. Strength vs. DC 23:1d20 + 3 ⇒ (19) + 3 = 22 I hope they help cause I almost made it on my own unless getting a running start gives me any kind of bonuses.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
Guys, my first 110 feet of distance is without penalty, so we're only counting the next 110 feet, so I only take a -2 for distance!
The warden turns towards the tower and grunts, drawing his arrow again. The hobgoblins are battling something up there, and that's the distraction that would cover his sniping.
"See." he says simply. He crouches behind cover, draws his arrow back and lets fly.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
I've got a confession to make:
Every time I post, I post from work.
I am a stay at home father, fantasy author, and game designer... which means I spend waaaay too much time at home at my PC.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The warden nods, returning the arrow to his quiver before starting a circuitous route around the perimeter. He looks out for tracks and any other signs that the party moved on past this fortress.
Survival:1d20 + 10 ⇒ (1) + 10 = 11 Wow... glad I hadn't taken that shot now. Jeez.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The warden advances slowly, raising his bow and training it on one of the hobgoblins on the tower roof. Once within range (about 100 feet) he drops to a knee and pulls back the arrow. Before firing, he watches the hobgoblins, waiting for an opening to start picking them off.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The Warden will examine the tracks and see if they match the reports of the last expeditionary group. He'll also see if they are going in the right direction.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
My bad, I somehow missed this post over the holidays.
The warden charges forward, cleaving his golden greatsword down and through one of the stirges. The warden's breath comes out in a harsh, raspy hiss as he does so.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
Are we in forest or swamps at this point, for the purposes of my Favored Terrain? Just need to know for... reasons. + bonus reasons. Also I forgot I had Live In Comfort, so from here on in I'll be taking 10 on survival checks to navigate and remember to include my favored terrain bonuses, which I didn't before. Should put me at 21/23 for every roll.
Perception:1d20 + 8 ⇒ (20) + 8 = 28+2 if forest or +4 if Swamp Initiative:1d20 + 3 ⇒ (19) + 3 = 22+2 if forest or +4 if Swamp Edit: OMG those dice rolls. o.o
The Warden, ahead 30 feet, slows his movement as his senses picks up... something. A flash of gold is the only warning as he draws his greatsword. The gargoyle takes a stance, holding the sword high, prepared to battle.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The Warden puts away the bow, now that they're going into narrow territory. He puts his hands on the handle of his greatsword, walking slowly forward and coming to a stop when he gets around 30 feet from the group.
Survival:Track:1d20 + 10 ⇒ (5) + 10 = 15
He stares at the ground, looking at the trail until he loses track of it in the woods. Then he crouches, the tip of his sword digging into the dirt behind him as he assumes a very gargoyle-like posture.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
Spoiler:
There's no mistaking the gargoyle for a human, even an elementally-aligned one. The gargoyle has a stone colored skin the same as many of the ancient structures of the valley. It appears to have eyes made of the same stone as its skin, though they do move as he watches the other travelers. The golden breastplate and greatsword on his back aren't just ceremonial; the edges are sharp and the armor hard. Its wings are small, functionless, and the tail narrows quickly to a rocky point.
The warden will carry his bow at hand, and he doesn't seem inclined for talking. In fact, he hasn't spoken to anyone since he was given his orders. He will turn his head to acknowledge others are speaking to him but he will not reply.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
Spoiler:
I will take the potion of shield of faith
The warden tilts his head, looking at the Halfling coming with them. He looks like he might say something, but instead turns to look ahead, as if just waiting to be ordered to move out.
Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;
The Warden:
The warden will find his way to his feet for an instant, stretching his limbs and working out the stiffness. He then drops to a knee, placing a clawed hand over his chest. The other hangs at his side.
"I HEED THE CALL." The Warden answers. His voice dry and heavy, rumbling as from deep under the earth. "Direct me..." his next words are softer, more courteous of the weak human ears around him. Though his head is hung down, he glances out of the corners of his eyes, trying to find his prized weapon.