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1 - Trail of the Hunted - The Night of Iron Fangs


Kistler

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EaldredBigmaninPhaendar(1).png.4ae45bcd46f67e60b544f45c5207d92a.pngEaldred Asher, Big man in Phaendar

AC: 18 | HIT POINTS: 38 | CURRENT: 38 | THP: 0 | HERO POINTS: 0

FORTITUDE: +9 | REFLEX: +4 | WILL: +7 | PERCEPTION: +7

ACTIVE EFFECTS: Blessings of Erastil; Exploration (Defend)

CONDITIONS: None.


Ealdred, wiping the blade of his axe on the grass to clean it, nods in agreement with Ardyn’s assessment. He surveys the group, his gaze lingering on Lirosa and Taidel, ensuring they’re ready to move. “Aye, the din to the south won’t hold their attention forever. We need to use this confusion to our advantage and make for the bridge. Every moment counts.” Ealdred then picks up the intricately carved horn, studying it for a moment with a mix of reverence and pragmatism. “This might be of use,” he remarks, tucking the horn safely into his pack. “Might be able to turn their own signal against them if need be.”

He turns to Lirosa and Taidel, his tone reassuring yet firm, “You’ve both fought bravely, but now it’s time to move swiftly. Stick close and keep your heads down. We’ll cover you.” Addressing the group, Ealdred raises his voice to ensure it carries over any lingering chaos, “Everyone, let’s move out. Stay alert and stay together. We’ll head for the bridge and from there into the safety of the Fangwood. Our freedom is just through the trees.” With that, Ealdred takes the lead, setting a brisk pace but keeping it manageable for the wounded.

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22:17, Starday, 6 Arodus Environment: Normal Ambient Illumination: Low-Light

Lirosa takes the flask Carthas pushes on her, injured as she is, but as soon as he turns away she gives it to Taidal instead. Ardyn grabs the arrows, weapons, and a few items out of the belt pouches of the hobgoblins. And then everyone is running and limping and hobbling to the north toward the bridge and the salvation of the Fangwood. As they move they hear the beat of drums, like thunder in the distance, and through gaps between houses they can see the ranks of hobgoblins now formed up. The disorganized looting of the recruits is soon to be replaced by a methodical, disciplined army. There isn't much time left.

They quickly catch up to the townsfolk they left moments before, led by Oreld and Kining, and moments later the group rounds the last corner and approaches the bridge. A few townsfolk can be seen hurrying across it, and more coming from the town, faster now than before. Jet (with her apparently cursed crossbow) waits here with Rhyna and Tess, though Aubrin is nowhere to be seen. You think you can hear distant yelling to the east as she demands to be taken back to defend the bridge, but it's clear she's been carried off into the woods by her bearers. "You made it!" Rhyna exclaims, then her face falls a bit. "But where's Talus? And the dwarf?" Jet cuts in, "Rezzik, and if he didn't make it we'll drink to him later. But right now we need to get people moving and figure out how to bring down the bridge. Kining?" Kining folds her arms and makes a 'hmph' sound, stubborn as always. "Don't waste your time, let's go!" She says, running as fast as her short legs can carry her, "Just run into the woods and we'll be back in a few days. Can't come back if there's no bridge!"

To the side of the bridge is Kining's work shed where she's kept her building supplies. There's a small crane next to it, though the main crank for it is missing, likely locked up inside the shed. It will take a minute to examine the plans, and you can hear the crunch of hobgoblin boots coming down the road already. The bridge is solidly built stone, but where the keystone would sit on one side there's now a wooden framed braced between the two halves of the bridge.

As you stand there more people arrive, now more coming from the south, likely saved by the alarm Rezzik and Talus raised.


Party Status and Maps

 

Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot

image.png.942ef9d9717af682d099182b3e1d391a.png

Name HP AC Conditions Default Activity
Ardyn 30/32 17/20 Bless ---
Carthas 26/26 19 Bless ---
Ealdred 37/38 16/18 Blessing of Erastil , Bless ---
Ragnhild 28/28 15/17 Bless ---
Stormborn 24/24 16 Bless ---
Rezzik 19/28 17   ---
Talus 4+30/30 19 +1 Fort, Blessing of Erastil ---

Quests and Loot

Main Quests

-Escape from Phaendar!

 

Minor Quests

-Recover Aubrin's bow
-Save the Townsfolk!
-Keeping Hope Alive
-Bring Down the Bridge!

 

Claimed Loot:

General:
-3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, Loaded Dice, Grisly trophies, healer's kit, lanterns, oil
-Jet's whip and journal
-2x Studded leather armor, 2x shortbows
-Aubrin's Bow, quiver, tankard, and pack
-2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits
-15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblock, 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools
-2x poor manacles, 1x simple, manacle key
 

Magic/Unique Items:
-Chernasardo Cloak - Carthas
-Masquerade Scarf - Rezzik
-Wand of Heal
-Poisoner's Blade - Ragna
-Sturdy Backpack - Talus
-Wrist Sheath - Ragna
-Cold Iron Bar - Ealdred
 

Consumables:
-Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles
-32x arrows
-1x Potion of Heal (1 used)
-3x vials of poison
-1x antidote (moderate)
-Wolf Fang talisman
-Effervescent Ampoule
-2x Fire Ward Gel


Valuables:
-2gp, 55sp, 45cp
-1 gold earring (5sp)
-1 gold tooth (1gp)
-1 Ivory fang (2gp)
-1 pearl (5gp)


Provisions:
-Elowin's Goose (+2/week, +6 if consumed)
-NPCs at the Taproot: 51 + 12 (keg of water, keg of cider)
-NPCs at Kining's: 16
-Jet, Tess, Garren: 5
-Ealdred: 10+5
-Carthas: 5
-Ragna: 2
-Talus: 5
-Ardyn: 5
-Rezzick: 5 + 5
-Farrow and Clindon: 12
-Oreld: 5 + Lab

Quest Items:

-Riverwood Shrine's Holy Symbol of Erastil
-Jet's flute
-Bridge schematics
-Oreld's Alchemical Lab
-Oreld's Stump Remover x2

People Saved thus far:

-Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa

-Others: 22 adults, 2 teens, 7 children


 

 

Mechanics and OOC

Time: 3 long increments and 2 short increment have passed since the first attack

-If you are wearing armor from a Hob you gain +2 to checks to pass unnoticed (stealth or deception)

-Recall the light out side is Dim/Low-Light. The light inside is Bright light.

-The keys to Kining's shed were hanging in the forge, but nobody picked them up I believe.

-More people are still escaping. The longer you hold the bridge the more may escape.

Current NPCs:

Oreld | 0 Dmg | Actions:

Tess

Jet

Rhyna

Lirosa

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Carthas Brambleroad - Aiuvarin Alchemist Medic 2


AC 19 | HP 26/26 | Fort +7, Ref +9, Will +5 | Perception +5; low-light vision | Resistances poison 1 | Conditions: 
Infused Reagents: 1/6


At the bridge, Carthas frowned at the still-injured Lirisa, but turned to Ealdred and said, "Let me see the blueprints to the bridge."

Once the big man handed them to him, he began studying them. As he did, he said to Kining, "I do not know when the last time an entire army of hobgoblins crossed the Nirmathan plains to attack Phaendar, but I highly doubt they could have done it unseen, set up a fortress in the middle of the Green, and then attacked the entire town only to leave in a few days. They will likely be here far longer. Blowing up the bridge will allow us to keep them from easily chasing us into the woods for at least a while. As the one building it, you know these plans best. Your help would be invaluable. If you don’t help, then we’ll do it anyway."

Turning away, he said, “Oreld, could you help with these?” Carthas continued studying the plans.

 

OOC

Advanced Alchemy

2 x Minor Elixir of Life

2 x Antidote

1 x Lesser Blight Bomb

Crafting check to study the plans.

 

Name
Crafting
18
1d20+8 10
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EaldredBigmaninPhaendar(1).png.4ae45bcd46f67e60b544f45c5207d92a.pngEaldred Asher, Big man in Phaendar

AC: 18 | HIT POINTS: 38 | CURRENT: 38 | THP: 0 | HERO POINTS: 0

FORTITUDE: +9 | REFLEX: +4 | WILL: +7 | PERCEPTION: +7

ACTIVE EFFECTS: Blessings of Erastil; Exploration (Defend)

CONDITIONS: None.


Ealdred, approaching the bridge alongside his companions and the refugees from Kinings, scanned the gathering for familiar faces. His gaze fell on Rhyna, igniting a broad smile which quickly faltered into concern. His niece, Elowen, was nowhere to be seen. His face set into a grim mask, he searched the crowd toward the Fangwood. Relief washed over him as he spotted Elowen among the other survivors.

Snapped back to the present by Carthas's request for the bridge plans, Ealdred handed them over and then took charge of the situation. "Anyone who can hold a bow," he called out, "set up on the far side of the bridge. Take cover and provide cover for those crossing!" He then gestured towards the shed. "Ragna, let's see if we can find the tools to bring this bridge down."

Heading towards the shed, Ealdred examined the locked door, his large hands probing for weak points or hidden keys left in haste. As he worked, he remained alert, his senses tuned to the sounds of approaching danger and the ongoing conversations behind him, ready to spring into action or issue commands as the situation developed.

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22:17, Starday, 6 Arodus Environment: Normal Ambient Illumination: Low-Light

Oreld steps over to help Carthas. "Well it seems obvious we could just put the Stump Remover where the keystone was and light it, but I really don't know if we need one or both..." He gestures at the two kegs with long coils of fuse dangling from the top. "...or I guess we could use the crane or some big hammer. Seems risky though. You'd have to be on this side or in the middle when it starts to come down..." He leans over and looks at the plans, trying to help decipher them.


Party Status and Maps

 

Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot

image.png.942ef9d9717af682d099182b3e1d391a.png

Name HP AC Conditions Default Activity
Ardyn 30/32 17/20 Bless ---
Carthas 26/26 19 Bless ---
Ealdred 37/38 16/18 Blessing of Erastil , Bless ---
Ragnhild 28/28 15/17 Bless ---
Stormborn 24/24 16 Bless ---
Rezzik 19/28 17   ---
Talus 4+30/30 19 +1 Fort, Blessing of Erastil ---

Quests and Loot

Main Quests

-Escape from Phaendar!

 

Minor Quests

-Recover Aubrin's bow
-Save the Townsfolk!
-Keeping Hope Alive
-Bring Down the Bridge!

 

Claimed Loot:

General:
-3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, Loaded Dice, Grisly trophies, healer's kit, lanterns, oil
-Jet's whip and journal
-2x Studded leather armor, 2x shortbows
-Aubrin's Bow, quiver, tankard, and pack
-2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits
-15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblock, 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools
-2x poor manacles, 1x simple, manacle key
 

Magic/Unique Items:
-Chernasardo Cloak - Carthas
-Masquerade Scarf - Rezzik
-Wand of Heal
-Poisoner's Blade - Ragna
-Sturdy Backpack - Talus
-Wrist Sheath - Ragna
-Cold Iron Bar - Ealdred
 

Consumables:
-Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles
-32x arrows
-1x Potion of Heal (1 used)
-3x vials of poison
-1x antidote (moderate)
-Wolf Fang talisman
-Effervescent Ampoule
-2x Fire Ward Gel


Valuables:
-2gp, 55sp, 45cp
-1 gold earring (5sp)
-1 gold tooth (1gp)
-1 Ivory fang (2gp)
-1 pearl (5gp)


Provisions:
-Elowin's Goose (+2/week, +6 if consumed)
-NPCs at the Taproot: 51 + 12 (keg of water, keg of cider)
-NPCs at Kining's: 16
-Jet, Tess, Garren: 5
-Ealdred: 10+5
-Carthas: 5
-Ragna: 2
-Talus: 5
-Ardyn: 5
-Rezzick: 5 + 5
-Farrow and Clindon: 12
-Oreld: 5 + Lab

Quest Items:

-Riverwood Shrine's Holy Symbol of Erastil
-Jet's flute
-Bridge schematics
-Oreld's Alchemical Lab
-Oreld's Stump Remover x2

People Saved thus far:

-Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa

-Others: 22 adults, 2 teens, 7 children


 

 

Mechanics and OOC

Time: 3 long increments and 2 short increment have passed since the first attack

-If you are wearing armor from a Hob you gain +2 to checks to pass unnoticed (stealth or deception)

-Recall the light out side is Dim/Low-Light. The light inside is Bright light.

-The keys to Kining's shed were hanging in the forge, but nobody picked them up I believe.

-More people are still escaping. The longer you hold the bridge the more may escape.

-Carthas has just started examining the plans. It will take a full minute (basically around the time the chase is over) to fully examine and learn something from them. Whichever method you choose, having studied them will increase your chance of success.

-You'll have to break the door down to get in the shed. I believe you all left the Levered crowbar in kining's as well.

Current NPCs:

Oreld | 0 Dmg | Actions:

Tess

Jet

Rhyna

Lirosa

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EaldredBigmaninPhaendar(1).png.4ae45bcd46f67e60b544f45c5207d92a.pngEaldred Asher, Big man in Phaendar

AC: 18 | HIT POINTS: 38 | CURRENT: 38 | THP: 0 | HERO POINTS: 0

FORTITUDE: +9 | REFLEX: +4 | WILL: +7 | PERCEPTION: +7

ACTIVE EFFECTS: Blessings of Erastil; Exploration (Defend)

CONDITIONS: None.


With a resolute expression, Ealdred approached the sturdy door of the shed, his muscles tensed with anticipation. Gripping the handle firmly, he applied steady pressure, expecting the door to swing open effortlessly. However, to his dismay, it remained firmly shut, the lock holding fast against his initial attempt.

 

With a determined glint in his eye, he readied himself for a more forceful approach. Bracing himself, Ealdred drew upon his considerable strength and launched into action. With a powerful kick, he aimed to break through the resistance of the door, his muscles straining against the stubborn obstacle before him.

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Edited by Zen Gypsy (see edit history)
Name
Force Open [Athletics vs Supply Shed DC]
16
1d20+8 8
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spacer.pngRagnhild Iona Eklund Human Shieldmaiden 2 Application Sheet
checked-shield.svgAC: 15 | health-normal.svg HP: 28/28 sprint.svg Perception: +7 | awareness.svg Fort: +8 | Ref: +5 | Will: +9 |
Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2

Speed Penalty: —

Hardness: 5

HP (BT): 20 (10)

Bulk: 1

Hero Points:: 0/3 | Focus Points: 0/0 |  Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (1/4)
Cleric DC: 17 +7 | CantripsGuidance ◆◆
Void Warp ◆◆
Light ◆◆
Needle Darts ◆◆
Rousing Splash ◆◆
| Level 1 SpellsBless ◆◆ (1/2)
Magic Weapon ◆◆ (0/1)

Beastmaster DC: 13
Trident: +9/+4/-1 1d8+4PCategory: Martial

Price: 1 gp

Group: Spear

Damage: 1d8 P

Hands: 1

Weapon Traits: Thrown 20 ft.

Bulk: 1

This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown.
| Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal
Source Rage of Elements pg. 144
PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal.

Traditions arcane, divine, occult, primal
Cast [two-actions]
Range 60 feet; Targets 1 creature
Defense AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and 1 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
| Void Warp: Fort DC 17 2d4VCANTRIP
CONCENTRATE
MANIPULATE
VOID
Traditions arcane, divine, occult

Range 30 feet; Targets 1 living creature

Defense Fortitude

You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.

Heightened (+1) The damage increases by 1d4.

Magic Items::  Wand of Healing Lvl 1Healing Manipulate Vitality
Source Player Core pg. 335
Traditions divine, primal
Cast [one-action] to [three-actions]
Range varies; Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.

The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.
; Light 20'Cantrip Concentrate Light Manipulate
Source Player Core pg. 340
Traditions arcane, divine, occult, primal
Cast [two-actions]
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
;


 

Ragna expects to see her parents on the bridge. Their height would make them easy to see. But they're not there. The excitement from the small victory in the ally wanes quickly, and the numbness and realization that her parents are gone sets back in. What is she doing here? The fight is the other way. What would Gorum think? She follows Ealdred quietly, automatically, fighting back tears. She isn't much use at the shed, beyond providing some light.

 

Stormborn is very helpful, though, sitting on Ealdred's foot and wrapping his paws around the barbarians trunk-like leg. A convenient way to travel.

 


Mechanics

Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Action 1:
Action 2:
Action 3:

OOC

None.

Misc

Skills

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +1
Arcana: +0
Athletics: +8 ◆
Crafting: +0
Deception: +0
Diplomacy: +0

Intimidation: +0
Lore (Forest): +4 ◆
Medicine: +7 ◆
Occultism: +0
Nature: +7 ◆

Performance: +0
Religion: +7 ◆
Society: +0
Stealth: +1
Survival: +7 ◆
Thievery: 

 

   

 

 

Edited by r0llcage (see edit history)
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spacer.png

Ardyn Lytheral - Human Wood Kineticist/Cosmos Oracle 2


HP: 30/32 | AC: 17/20 | Speed: 25ft | Hero: 0/3 

Perception: +4 | Fort: +10 | Ref: +9 | Will: +4

Consumables | Spells | Skills | Conditions:

Bonuses and Abilities

Abilities:
-Kinetic Gate (Single Gate)
-Kinetic Aura
-Impulses
-Experienced Tracker

Actions:
-Intimidating Glare
-Elemental Blast

-Base Kinesis

-Weapon Infusion

-Hardwood Armor

-Hail of Splinters


"Talus and Rezzik are rousing the townsfolk that somehow slept through this invasion after having stayed behind. They'll be catching up to us soon. Ealdred is right though, we need to get into position, those of us that are dealing with taking down the bridge. The rest need to run into the Fangwood." Ardyn replied to both Rhyna and Jet. As Carthas and Oreld worked out the blueprints, Ealdred and Ragna went to the shed, leaving the young man without anything to do right now. As such, he made the decision to scope out the area for any incoming Ironfang, in case they get curious about the still freed bridge.

 

(Rolling Perception for any possible enemy ambush)

Name
Perception
24
1d20+4 20
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Posted (edited)
22:17, Starday, 6 Arodus Environment: Normal Ambient Illumination: Low-Light

Oreld and Carthas continue trying to figure out the notations and diagrams on the bridge schematics. "So if we apply enough force here... Well that would definitely work, but what about the person operating the crane?" Oreld glances over the side of the bridge at the river skeptically. "I guess someone could jump in and survive, but that seems risky..."

Ealdred bursts through the shed door and finds the large crank wheels that can move the crane. Fixing them in place and operating the crane will still be quite a challenge. He also finds a massive maul that could likely be used to smash the bridge support, at great risk to the smasher. Ragna helps shed some light on the situation, and Stormborn just helps. They do find a large crate that could be dragged out onto the bridge and provide some cover.

Ardyn keeps a lookout down the road, and he can hear the crunch of boots on the gravel street, not far now. There is less than a minute until the Ironfang arrive.

Lirosa, Rhyna, and Jet all take cover on the bridge, trying to find good spots to shoot from and defend anyone trying to take down the bridge. Tess can't seem to find a good spot to hide, standing in the open and asking if anyone needs help.


Party Status and Maps

 

Phaendar Bridge

image.png.95e15e8ccf73b8cdc21f641ae7177cfd.png

Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot

image.png.942ef9d9717af682d099182b3e1d391a.png

Name HP AC Conditions Default Activity
Ardyn 30/32 17/20   ---
Carthas 26/26 19   ---
Ealdred 37/38 16/18 Blessing of Erastil ---
Ragnhild 28/28 15/17   ---
Stormborn 24/24 16   ---
Rezzik 19/28 17   ---
Talus 4+30/30 19 +1 Fort, Blessing of Erastil ---

Quests and Loot

Main Quests

-Escape from Phaendar!

 

Minor Quests

-Recover Aubrin's bow
-Save the Townsfolk!
-Keeping Hope Alive
-Bring Down the Bridge!

 

Claimed Loot:

General:
-3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, Loaded Dice, Grisly trophies, healer's kit, lanterns, oil
-Jet's whip and journal
-2x Studded leather armor, 2x shortbows
-Aubrin's Bow, quiver, tankard, and pack
-2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits
-15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblock, 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools
-2x poor manacles, 1x simple, manacle key
 

Magic/Unique Items:
-Chernasardo Cloak - Carthas
-Masquerade Scarf - Rezzik
-Wand of Heal
-Poisoner's Blade - Ragna
-Sturdy Backpack - Talus
-Wrist Sheath - Ragna
-Cold Iron Bar - Ealdred
 

Consumables:
-Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles
-32x arrows
-1x Potion of Heal (1 used)
-3x vials of poison
-1x antidote (moderate)
-Wolf Fang talisman
-Effervescent Ampoule
-2x Fire Ward Gel


Valuables:
-2gp, 55sp, 45cp
-1 gold earring (5sp)
-1 gold tooth (1gp)
-1 Ivory fang (2gp)
-1 pearl (5gp)


Provisions:
-Elowin's Goose (+2/week, +6 if consumed)
-NPCs at the Taproot: 51 + 12 (keg of water, keg of cider)
-NPCs at Kining's: 16
-Jet, Tess, Garren: 5
-Ealdred: 10+5
-Carthas: 5
-Ragna: 2
-Talus: 5
-Ardyn: 5
-Rezzick: 5 + 5
-Farrow and Clindon: 12
-Oreld: 5 + Lab

Quest Items:

-Riverwood Shrine's Holy Symbol of Erastil
-Jet's flute
-Bridge schematics
-Oreld's Alchemical Lab
-Oreld's Stump Remover x2

People Saved thus far:

-Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa

-Others: 22 adults, 2 teens, 7 children


 

 

Mechanics and OOC

Time: 3 long increments and 2 short increment have passed since the first attack

Bridge Destruction

Currently you do not have the knowledge from the plans, which will reduce/inform the requirements below.

Crane:

-Attaching the cranks will take two DC20 Craft checks, each as a full round

-Operating the Crane will require 4 successful DC18 Strength checks, each as a full round

Hammer:

-The bridge support has a certain hardness, a number of hit points, and a break threshold.

-Attacks would hit automatically. It is immune to crits/precision damage.

Stump Remover:

-Requires a DC16 craft check and two rounds to place and light. Fuse is currently about 10' long.

-If you are wearing armor from a Hob you gain +2 to checks to pass unnoticed (stealth or deception)

-Recall the light out side is Dim/Low-Light. The light inside is Bright light.

-More people are still escaping. The longer you hold the bridge the more may escape.

-Carthas has just started examining the plans. It will take a full minute (basically around the time the chase is over) to fully examine and learn something from them. Whichever method of bringing down the bridge you choose, having studied them will increase your chance of success.

Current NPCs:

Oreld | 0 Dmg | Actions:

Tess

Jet

Rhyna

Lirosa

Edited by Kistler (see edit history)
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Ardyn Lytheral - Human Wood Kineticist/Cosmos Oracle 2


HP: 30/32 | AC: 17/20 | Speed: 25ft | Hero: 0/3 

Perception: +4 | Fort: +10 | Ref: +9 | Will: +4

Consumables | Spells | Skills | Conditions:

Bonuses and Abilities

Abilities:
-Kinetic Gate (Single Gate)
-Kinetic Aura
-Impulses
-Experienced Tracker

Actions:
-Intimidating Glare
-Elemental Blast

-Base Kinesis

-Weapon Infusion

-Hardwood Armor

-Hail of Splinters


Ardyn narrowed his eyes as he kept his sight on the town. Despite the lighting, his hearing could help make up for it. And he got his answer as he heard the crunching of boots on the gravel. From the fact that his human ears, even with his scout training, could pick it up and the intensity and tempo of the movement, the former scout frowned as he realized the enemy would be here in less than a minute. "Shit! They're already catching up!" He cursed and did hand signals to the others before stopping himself, having fallen back into old habits from when he was still an able scout. "We've got Ironfang incoming! Everyone get into positions! Carthas, Oreld, we'll buy you two some time to studied those blueprints! After that, we need to take down this bridge ASAP! Ealdred, Ragna, we need to intercept the enemy and buy time for Rezzik and Talus to catch up, also for Oreld and Carthas! Tess, stay near Carthas and Oreld, keep them safe until they're done figuring out the blueprints!"

 

Having barked out some orders, Ardyn stepped forward as he opened his gate, the surge of power causing splinters of wood to float around him. He then had wood grow around his body, encasing him in the familiar wooden armor, wielding a wooden shield as well, ready to intercept the enemy. This would be the first time both Ealdred and Ragna saw his own power in full view, the others having already seen it in the Taproot when the invasion began.

 

Action 1: Channel Elements

Action 2: Hardwood Armor

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EaldredBigmaninPhaendar(1).png.4ae45bcd46f67e60b544f45c5207d92a.pngEaldred Asher, Big man in Phaendar

AC: 18 | HIT POINTS: 38 | CURRENT: 38 | THP: 0 | HERO POINTS: 0

FORTITUDE: +9 | REFLEX: +4 | WILL: +7 | PERCEPTION: +7

ACTIVE EFFECTS: Blessings of Erastil; Exploration (Defend)

CONDITIONS: None.


As the tension on the bridge escalated with the impending arrival of the Ironfang, Ealdred took a decisive action. He retrieved the massive maul from the shed, a tool that could be pivotal in their desperate efforts to destroy the bridge, slinging it over his broad shoulder. With a grim determination in his eyes, he moved swiftly to the head of the bridge, the strategic point that would soon become the focal point of their defense.

He drew from his thick belt the war horn taken from the hands of his enemies, an artifact of sublime craftsmanship and mystical aura. Ealdred raised the horn to his lips, his eyes scanning the horizon for the first signs of the enemy. With a deep breath, he blew into the horn, sending a clear, resounding note echoing across the battlefield and into the dense woods of the Fangwood beyond.

The sound of the horn was not just a call to arms or a signal of defiance; it carried with it a subtle, almost imperceptible whisper, a message of courage that bolstered the spirits of his allies. As the sound faded, a palpable shift occurred among the defenders, their resolve strengthened against the fear that the enemy sought to instill in them.

With the horn’s call still ringing in the air, Ealdred shifted his grip to his axe, readying his shield with the other hand. He positioned himself at the forefront of the bridge, embodying the role of the last bulwark against the encroaching Ironfang legion. His stance was resolute, his expression a blend of defiance and readiness. Beside him, Ragna and the others prepared for the onslaught, each knowing that the moments to come would be crucial in their fight for survival and freedom.

As the enemy's march resonated closer, Ealdred called over his shoulder, his voice booming across the clamor, "Oreld, Carthas, set that charge quickly! We need this bridge down now!" His urgency was clear, every second they delayed increased the danger for them all.

The battle for Phaendar Bridge was about to begin, and Ealdred stood ready to hold the line, his every action driven by the fierce desire to protect his people and turn back the Ironfang's advance that threatened their very existence.

Out of Character

Free Action:

Reaction: 


Action 1:

Action 2:

Action 3:

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Carthas Brambleroad - Aiuvarin Alchemist Medic 2


AC 19 | HP 26/26 | Fort +7, Ref +9, Will +5 | Perception +5; low-light vision | Resistances poison 1 | Conditions: 
Infused Reagents: 1/6


Carthas looked about, and then said, "We should give Rezzik and Talus a little more time to get here before we do. They weren't far behind us - I'm sure they'll be here any second, before the Ironfang. Ardyn, how long do you think we have until they arrive?" He began studying the plans even more closely, trying to pinpoint a key weak spot.

 

OOC

Advanced Alchemy

2 x Minor Elixir of Life

2 x Antidote

1 x Lesser Blight Bomb

Crafting check to study the plans.

 

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Posted (edited)
22:18, Starday, 6 Arodus Environment: Normal Ambient Illumination: Low-Light

As the moments wind down Oreld and Carthas continue to decipher the diagrams and schematics while Tess and Lirosa drag the large crate out of the shed to the side of the bridge. It won't stop any soldiers from crossing, but it might stop an arrow or two. The seconds tick by, and an elderly couple emerges from the east and makes their way across the bridge. They tell you to run, the enemy is too strong, too sudden. But they thank you for holding the bridge all the same.

At this point Oreld and Carthas point to various members and joints and nod in agreement. "So one keg will probably take it down, but two will definitely take it down. And if the crane attaches just there, it should bring the whole thing down pretty quickly." Oreld summarizes.

A few more seconds go by, and suddenly you see Rezzik and Talus running up from the south along the cliff's edge, but at the same time Ardyn sees the Ironfang rounding onto the main thoroughfare, maybe 50 paces behind, maybe less. Ealdred blows his horn, inspiring the group with resolve, and the hobgoblins shout at the sound and point toward the defenders on the bridge. The four lightly armored ones in front take off running up the road. It's hard to tell at this range in the dark, but it looks like there are a few archers and regular soldiers you've seen before trailing behind, and farther back, some heavily armored troopers moving quite slowly. It looks like the archers will catch up to these recruits quickly, but the others will be a bit slower to arrive.

Everyone rushes to their positions, Tess and Lirosa taking cover again, Oreld unsure where he should go. As the enemy approaches, a young couple emerges from behind Rezzik and Talus to the south. The soldiers ignore them for now, heading for the bridge instead.


Party Status and Maps

 

Phaendar Bridge

image.png.4caeaabbd02f82a63b3cd00c48bbeae1.png

Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot

image.png.942ef9d9717af682d099182b3e1d391a.png

Name HP AC Conditions Default Activity
Ardyn 30/32 17/20 +1 v. Fear ---
Carthas 26/26 19 +1 v. Fear ---
Ealdred 37/38 16/18 Blessing of Erastil, +1 v. Fear ---
Ragnhild 28/28 15/17 +1 v. Fear ---
Stormborn 24/24 16 +1 v. Fear ---
Rezzik 19/28 17 +1 v. Fear ---
Talus 4+30/30 19 +1 Fort, Blessing of Erastil, +1 v. Fear ---

Quests and Loot

Main Quests

-Escape from Phaendar!

 

Minor Quests

-Recover Aubrin's bow
-Save the Townsfolk!
-Keeping Hope Alive
-Bring Down the Bridge!

 

Claimed Loot:

General:
-3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, Loaded Dice, Grisly trophies, healer's kit, lanterns, oil
-Jet's whip and journal
-2x Studded leather armor, 2x shortbows
-Aubrin's Bow, quiver, tankard, and pack
-2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits
-15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblock, 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools
-2x poor manacles, 1x simple, manacle key
 

Magic/Unique Items:
-Chernasardo Cloak - Carthas
-Masquerade Scarf - Rezzik
-Wand of Heal
-Poisoner's Blade - Ragna
-Sturdy Backpack - Talus
-Wrist Sheath - Ragna
-Cold Iron Bar - Ealdred
 

Consumables:
-Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles
-32x arrows
-1x Potion of Heal (1 used)
-3x vials of poison
-1x antidote (moderate)
-Wolf Fang talisman
-Effervescent Ampoule
-2x Fire Ward Gel


Valuables:
-2gp, 55sp, 45cp
-1 gold earring (5sp)
-1 gold tooth (1gp)
-1 Ivory fang (2gp)
-1 pearl (5gp)


Provisions:
-Elowin's Goose (+2/week, +6 if consumed)
-NPCs at the Taproot: 51 + 12 (keg of water, keg of cider)
-NPCs at Kining's: 16
-Jet, Tess, Garren: 5
-Ealdred: 10+5
-Carthas: 5
-Ragna: 2
-Talus: 5
-Ardyn: 5
-Rezzick: 5 + 5
-Farrow and Clindon: 12
-Oreld: 5 + Lab

Quest Items:

-Riverwood Shrine's Holy Symbol of Erastil
-Jet's flute
-Bridge schematics
-Oreld's Alchemical Lab
-Oreld's Stump Remover x2

People Saved thus far:

-Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa

-Others: 22 adults, 2 teens, 7 children


 

 

Mechanics and OOC

Combat:

-You can position yourself as you'd like. Then the party may act. Enemy is within sight and closing, but about 150' away. Party goes first in initiative.

-Rezzik and Talus are currently Undetected

-The enemy's turn will just be 3 stride actions. They will end up about 50' W of the bridge entrance, 20' South. The transparent hobs on the map represents their approximate locations (in case you want to ready an action or something, there are 4 Recruits, 2 Rangers). Recruits are farther forward, Rangers farther back. See Codex for experiential knowledge on enemies. These rangers do not appear to have animal companions.

-I'll post a quick update with NPC actions, then you guys will go for round 2.

Bridge Destruction

Crane:

-Attaching the cranks will take one DC20 Craft check, as a full round

-Operating the Crane will require 2 successful DC18 Strength checks, each as a full round

-Once this is successful the bridge will go down fast. You would have one round to make it to the far side.

Maul:

-The bridge support has a hardness 10, and needs to take ~26 damage to reach its break threshold, though this is unpredictableI'm going to roll a number of hp. Pecking at a big structure instead of using big forces to take them down is inherently unpredictable..

-Attacks would hit automatically. It is immune to crits/precision damage.

-When it breaks, there will be 1d4 rounds to get across.

Stump Remover:

-Requires a DC16 craft check and one round to place each charge. Fuse is currently about 10' long. Lighting is part of placing the last charge.

-One stump remover has an 80% chance of damaging the bridge sufficiently, 2 have a 100% chance.

-The bridge will collapse within 1 action if sufficiently damaged by the stump remover

-If it fails, see Maul option

Other:

It takes a round to tie a rope around someone's waist

-Recall the light out side is Dim/Low-Light.

-More people are still escaping. The longer you hold the bridge the more may escape.

-You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense.

Current NPCs:

Oreld | 0 Dmg | Actions: | Conditions:

Tess | 0 Dmg | Actions: | Conditions: Cover

Jet | 0 Dmg | Actions: | Conditions: Cover

Rhyna | 0 Dmg | Actions: | Conditions: Cover

Lirosa | 0 Dmg | Actions: | Conditions: Cover

Edited by Kistler (see edit history)
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spacer.pngRagnhild Iona Eklund Human Shieldmaiden 2 Application Sheet
checked-shield.svgAC: 17** | health-normal.svg HP: 28/28 sprint.svg Perception: +7 | awareness.svg Fort: +8 | Ref: +5 | Will: +9 |
Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2

Speed Penalty: —

Hardness: 5

HP (BT): 20 (10)

Bulk: 1

Hero Points:: 0/3 | Focus Points: 0/0 |  Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (1/4)
Cleric DC: 17 +7 | CantripsGuidance ◆◆
Void Warp ◆◆
Light ◆◆
Needle Darts ◆◆
Rousing Splash ◆◆
| Level 1 SpellsBless ◆◆ (1/2)
Magic Weapon ◆◆ (0/1)

Beastmaster DC: 13
Trident: +9/+4/-1 1d8+4PCategory: Martial

Price: 1 gp

Group: Spear

Damage: 1d8 P

Hands: 1

Weapon Traits: Thrown 20 ft.

Bulk: 1

This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown.
| Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal
Source Rage of Elements pg. 144
PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal.

Traditions arcane, divine, occult, primal
Cast [two-actions]
Range 60 feet; Targets 1 creature
Defense AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and 1 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
| Void Warp: Fort DC 17 2d4VCANTRIP
CONCENTRATE
MANIPULATE
VOID
Traditions arcane, divine, occult

Range 30 feet; Targets 1 living creature

Defense Fortitude

You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.

Heightened (+1) The damage increases by 1d4.

Magic Items::
Current Effects: Light 20'Cantrip Concentrate Light Manipulate
Source Player Core pg. 340
Traditions arcane, divine, occult, primal
Cast [two-actions]
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
;


 

Stick to the plan. Get the civilians out. Scatter into the forest. Then? Then come back for momma and daddy. I've studied war, I know what to do. A bridge is a naturally defensive location, and the big crate helps with that. A shame they do not have any longspears to form a second line behind her, but the archers are in a superior position. The structural arch of the bridge giving them natural height over the oncoming hobgoblins. The minor altitude increase gives the bridges' stone railing deceptivly strong defensive qualities against other archers, greatly increasing their own bowmen's effectivness. The cleric knows she should give some commands, order everyone to form up into a shield wall with the archers moving up behind them to give them the most time to loose arrows on the approaching Ironfang before the attacker close to melee, but her already weak voice is all but gone. She takes up a position on the southeasatern corner of the crate. Between the crate and and bride support and her shield, she should be quite invulnerable - Least I would be if I had armor -, with anyone trying to close on the archers through the shortest route being forced to approach her one at a time. Her helmet muffles the sounds from outside, and she feels alone in her head. She casts a spell to light up the path back to town and give her bowmen vision of the battlefield. With a deep, shuddering breath, she raises her shield and prepares to cast another combat blessing.

 

Stormborn sits hidden inside the shed, ready for a nap. Or combat. Snacks. Also ready to charge in from the flank.

 

Oh. I guess we're moving up. People start to move up. In the short span of a few seconds, Ragna had grown rather fond of the bridge defense play, but it seems a more proactive approach at defense is called for to ensure any stragglers can make it over the bridge. The shieldmaiden takes a deep breath, tapping the top of her helmet with her shield arm to ensure it is seated properly, and sallies forth. Some in Phaendar call Ragna Grasshopper, and for good reason. She is surprisingly swift, outpacing even the tall men on her deceptivly short legs, and the young woman is quickly leading the charge. Sliding to a halt, she waits for the hobgoblins to approach before loosing an almost point-blank magical trident at the nearest agent of Molthune. It hits! With solid effect. Three in a row! The attack started poorly for Ragna, but it seems Gorum has turned an approving eye on the warpriest.

 

Stormborn moves to the woods where he belongs. He finds a dwarf where he doesn't belong. The dwarf looks sneaky, so Stormborn takes on the ancient Napping Bear style of bear-knuckle boxing, a tradition handed down for generations that allows bears to blend perfectly into even the most barren and un-hidable of landscapes.

 


Mechanics

Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Action 1: Move 25' West, 5' SW. That should light up the goblins when they end their turn and keep Ealdred's charge path clear? It would be ideal if Ealdred can end his charge adjacent to Ragna to resist flanking, but I'm not sure Ragna is close enough for that.

Free Action: DelayYou wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.

Action 2 + 3: RESUME turn when a gobbo ends their turn within 60' (ideally one that ends within Ragna's light radius, but I'll roll miss chance just in case). Target hobbo-gobbo and Cast Needle DartsTraditions arcane, divine, occult, primal
Cast [two-actions]
Range 60 feet; Targets 1 creature
Defense AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and 1 persistent bleed damage.
Success The target takes full damage.
vs gobbo AC for P Damage

OOC

Storm will start in the trees with Rezzik. Ragna will start by the SW corner of the SW bridge pillar support bannister thing.

Misc

Skills

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +1
Arcana: +0
Athletics: +8 ◆
Crafting: +0
Deception: +0
Diplomacy: +0

Intimidation: +0
Lore (Forest): +4 ◆
Medicine: +7 ◆
Occultism: +0
Nature: +7 ◆

Performance: +0
Religion: +7 ◆
Society: +0
Stealth: +1
Survival: +7 ◆
Thievery: 

 

   

 

 

Edited by r0llcage (see edit history)
Name
Target hobbo-gobbo
16
1d20 16
Cast
25
1d20+7 18
P Damage
9
3d4 4,2,3
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 spacer.png Talus DeVale

HP: 34/30
AC: 19

Perception +8
Fort +7Pie
Ref +7
Will +10


"We... made it," mutters Talus, but he knows it's not over yet. He stays where he is for now, hiding and preparing to ambush the enemy.

Name
Stealth, if necessary
14
1d20+7 7
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