DM Brainiac's Ironfang Invasion: Table 1 (Inactive)

Game Master DM Brainiac

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Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

No objections.

My 50 arrows costs 5 GP.


No objections.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Working on a list of stuff to sell and keep, what to give to different NPCs, and so on. Should be up soon.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Eustoma can get a composite longbow with a +2 Str pull and chain shirt barding for Sia at 1/3 cost for it being crafted.

100 GP for the Bow
67 GP for the Chain Barding

I assume neither are masterwork.

Gecko's name is Stuck.


No masterwork, unless you want to wait around another month (crafting rules are weird). You can buy some scrolls of masterwork transformation later if you want.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

No I don't want to wait. Sia's AC is now 23. Getting more tanky.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

So, what do we want to sell?
+1 Warhammer (1,156 gp)
+1 Buckler (the Droskar one- Rogar wants it gone) (577.5 gp)
+1 light steel shield (unless we want to give it to an NPC) (579.5 gp)
mwk light steel shield (as above) (79.5 gp)
Large leather barding (unless we're using it?) (20 gp)
two suits of leather armor (one small, one medium- we have plenty of studded leather) (10 gp)
3 Heavy crossbows (75 gp)
5 javelins (2.5 gp)
2 Battleaxes (10 gp)
heavy mace (6 gp)
mwk breastplate (175 gp)
mwk hide armor (85 gp)
mwk hide armor with spikes (110 gp)
mwk morningstar (154 gp)
2 composite longbows (300)
4 doses of greenblood oil poison (we're not planning on using these, right?) (200 gp)
Total: 3,540 gp
And considering we can only liquidate 2,500 of that, we have 1,040 in store credit. That should cover it for now.

For NPC gear assignments, we could give Aubrin the +1 medium longbow (or one of the composite ones) if she doesn't already have something better, give three of the warriors mwk battleaxes, and the fourth the mwk cold iron scimitar. They can also each get a longbow and be outfitted in studded leather armor.

The commoners can each get a longsword (we can worry about training them later).

We can also give two of the adepts a mwk spear, and the third a mwk longsword. Things like the mwk tools we can just give to the group, and the juggling balls can as well.

In the meanwhile, how is the wolf pup-raising going? And have we successfully rounded up the entire Phaendar flock (likely kept in a separate cave from the rest of us, possibly excavated by Rogar, and being fed stealthily)


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Okay, with that out of the way, purchases!

Wulfram (2115):

+1 Heavy Mace (2012 gp)
Climber's Kit (80 gp)
10 silver crossbow bolts (21 gp)
20 cold iron crossbow bolts (2 gp)
Eustoma (172):

50 arrows (5 gp)
+2 composite bow materials (100 gp)
chain barding materials (67 gp)
Rogar (175):

mwk leather armor (175 gp)
Group Supplies (28):

14 bear traps (28 gp)

Total spent: 2,490 gp, before Karla's stuff.


I wasn't planning on getting anything. I feel I got nice things already.

That being said, if there's stuff that needs spending, I can make an effort, or we can save it for later ;)


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I guess the only question is if we should keep some of the mundane weapons/armor for the NPCs. I'm not sure if they're fine as is, or if they could do with more.


The wolf pup raising is going well. It will still be many months until they are big enough to be effective guardians.

There's no set number for how many herd animals are running around in the forest, but you've got enough of the flock to not have to worry about provisions any more.

You don't need to give the NPCs anything, but I'm sure they will appreciate it!


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Made a mention about that.

Rogar Befin wrote:

For NPC gear assignments, we could give Aubrin the +1 medium longbow (or one of the composite ones) if she doesn't already have something better, give three of the warriors mwk battleaxes, and the fourth the mwk cold iron scimitar. They can also each get a longbow and be outfitted in studded leather armor.

The commoners can each get a longsword (we can worry about training them later).

We can also give two of the adepts a mwk spear, and the third a mwk longsword. Things like the mwk tools we can just give to the group, and the juggling balls can as well.

In general, we could equip most everyone with studded leather armor and longswords, with more dedicated combatants getting actually decent gear.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30
Rogar wrote:
In general, we could equip most everyone with studded leather armor and longswords, with more dedicated combatants getting actually decent gear.

Sounds like a good idea to me.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

So wait, if it's been a month, does that mean Novvi has visited again?


She will come back in another week.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Also, do we want any alchemical items? We do have 600 gp of crafting supplies, which means we can have up to 1,800 gp in stuff, providing our trained commoners have been working on it.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

How about some alkali flasks and Tangleburn bags? Those look like they might be useful.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I think we have an NPC promotion to assign. Who do we want to level up?


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Why don't we level Felicia. She's the only one working with the wolves right now.


Rogar, to answer your earlier question, the scouts have reported numerous hobgoblin patrols in the woods nearby, but nothing else. Eliminating the camp should make the forest relatively safe again.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Off to search for hobgoblins?

-Posted with Wayfinder


Sure! I'll get a post up shortly. :)


Map is up on slide 1. Sorry for the delay.


Please note that I'll travelling for the next week and a half, with limited access to Internet and few opportunities to post. Please bot me if needed.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram will gladly take the cloak of resistance.


Oops, got distracted and forgot to post the map! I'll be able to do so in an hour or two. :)


Map of Hobgoblin Camp


I will be on a cruise next week for my birthday with no internet access. I won't be able to post from Monday August 28th through Friday September 1st. I'll try to catch up and get things back up to speed upon my return. :)


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

DM: Is the base of the tower above the level of the camp? The map makes it look like the camp is in the bottom of the ravine, with the ground rising on either side, but perhaps I'm reading it wrong.


The tower is above the level of the camp. The ravine walls are 10 feet high at the eastern end and rise to 50 feet high at the west end, where the tower is located.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

In that case, my suggestion is to sneak round, using the brambles as cover. I'll cast a Fog Cloud the prevent the archers from shooting us while we move to the base of the tower. If the enemy in the camp doesn't intervene, we'd be in a position to shoot them from the high ground.

I might want to fill my two empty spell slots first.


Not sure I get the map. Is the camp higher than the area surrounding it? and the tower starts from lower but ends up higher?


That's what I thought at first, too. But the camp is lower down than the area surrounding it. The tower is up on a ridge 50 feet above the camp, and rises another 30 feet above that, giving it a commanding view of the whole area.


So if we take the tower, we can just shoot down at them from cover?


Theoretically, yes.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

So, are we going to be using the militia rules? I was looking through the player's guide and remembered the sheet. Also, I can't seem to find the militia rules anywhere. Anybody have any luck on that front?


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I've read somewhere that the militia rules are very similar to the Hell's Rebels rebellion rules.


I ran the rebellion rules with Hell's Rebels, which were okay but didn't seem to add a whole lot to the campaign. We can try them for this game if you want to, but I would have to buy the book that has the militia rules.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

*looks up rebellion rules*
Huh. I mean, seems interesting, I guess. But if you don't have the book, no need to go buying it just for us. I was just wondering if that was a thing that we would be doing.


I don't mind handwaving things using existing rules. In fact, I prefer that.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Rogar: Unfortunately, the Summon Swarm spell description says about the swarm: "The caster has no control over its target or direction of travel."


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Ah, right. Missed that bit. Still, might be something fun to summon into the main camp to have some fun with low-level enemies.

Also, do we want to wait until nightfall to attack? We'd have the cover of darkness, to be sure. But then they would as well.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I think darkness helps them more than us. Karla and Wulfram can't see in the dark.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Just to be clear, Wulfram intends to drink the potion of invisibility, then move to the base of the tower. Once there, he will summon a swarm of bats beside the top of the tower. For the next 5 rounds or so, he will concentrate to maintain the summon spell, while the bats take out the archers.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Ah, okay. I thought that you were planning on summoning the swarm into the camp.


I thought the same.

I guess either way is fine, though you could use the fog against the tower.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

My suspicion is that the enemy in the camp would have some way of dealing with the swarm, but the archers in the tower will have no answer to it (they have no place to go).


Ok, sounds good. We need something in the camp though. Fog is one, we can pick up who comes out.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

DM Brainiac: Have a good time on your cruise!


Thanks! About to leave in a couple hours. See you on Friday!

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