Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


4,951 to 5,000 of 7,356 << first < prev | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | next > last >>

1 person marked this as a favorite.
Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe watches the duergar hack through the elemental, then glances at Bor.

”Uhh.. I think we need a bigger crossbow.”

"Sezzash ammun'ka!"

Krowe summons salamanders to keep the duergar at bay.

1 Arcane reserve Summon 1d3 ⇒ 3 Salamanders

Salamander 1
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (8) + 12 = 20
Damage + fire: 1d8 + 16 + 1d6 ⇒ (7) + 16 + (2) = 25
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (2) + 12 = 14
Damage + fire: 1d8 + 16 + 1d6 ⇒ (8) + 16 + (6) = 30
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (7) + 7 = 14
Damage + fire: 2d6 + 5 + 1d6 ⇒ (5, 4) + 5 + (5) = 19
If tail hits - Grab!: 1d20 + 15 ⇒ (17) + 15 = 32
If Grab succeeds - Constrict!: 2d6 + 14 + 1d6 ⇒ (4, 1) + 14 + (4) = 23

Salamander 2
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (15) + 12 = 27
Damage + fire: 1d8 + 16 + 1d6 ⇒ (4) + 16 + (6) = 26
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (6) + 12 = 18
Damage + fire: 1d8 + 16 + 1d6 ⇒ (8) + 16 + (2) = 26
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (6) + 7 = 13
Damage + fire: 2d6 + 5 + 1d6 ⇒ (1, 2) + 5 + (2) = 10
If tail hits - Grab!: 1d20 + 15 ⇒ (13) + 15 = 28
If Grab succeeds - Constrict!: 2d6 + 14 + 1d6 ⇒ (6, 6) + 14 + (1) = 27

Salamander 3
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (11) + 12 = 23
Damage + fire: 1d8 + 16 + 1d6 ⇒ (6) + 16 + (4) = 26
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (1) + 12 = 13
Damage + fire: 1d8 + 16 + 1d6 ⇒ (4) + 16 + (5) = 25
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (12) + 7 = 19
Damage + fire: 2d6 + 5 + 1d6 ⇒ (6, 3) + 5 + (4) = 18
If tail hits - Grab!: 1d20 + 15 ⇒ (17) + 15 = 32
If Grab succeeds - Constrict!: 2d6 + 14 + 1d6 ⇒ (5, 5) + 14 + (5) = 29

AC 18 HP 92 DR 10/magic

Shadow Lodge

Faolan flies after the matron, all he can do to keep up with her. He realizes he is getting dangerously far from the rest of the group and deeper into the caverns. She moves just out of shield range and squints just as Faolan finds himself incased in a sphere or dark matter. The souls of all the hobgoblins Faolan has skilled stare at him from all sides, their ghostly mouths open in a silent scream.

DC 18 Will save or be Shaken.

Bazsil slashes one of the guards. The first salamander proves ineffective while the second lands one hit with the spear, dropping a guard. Seeing their foes have an endless supply of reinforcements, they turn to Bazsil with their magic axes.

Magic Waraxe @ Bazsil: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Damage: 2d8 + 12 ⇒ (4, 7) + 12 = 23
Magic Waraxe @ Bazsil: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Damage: 2d8 + 12 ⇒ (1, 3) + 12 = 16

Magic Waraxe @ Bazsil: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
Damage: 2d8 + 12 ⇒ (1, 7) + 12 = 20
Magic Waraxe @ Bazsil: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Damage: 2d8 + 12 ⇒ (3, 1) + 12 = 16

Magic Waraxe @ Salamander 1: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 2d8 + 12 ⇒ (5, 2) + 12 = 19
Magic Waraxe @ Salamander 1: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d8 + 12 ⇒ (8, 3) + 12 = 23

The matrons mount trundles forward and bites a salamander.

Bite @ Salamander 1: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 3d8 + 13 ⇒ (1, 1, 5) + 13 = 20

Party is up. Faolan is completely encased in some sort of floating sphere and 120' from the group. The sphere is 22' in diameter and he is on the edge of it. One guard is down, 3 remain.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Round: 4

Status:
HP: 124/124 | AC: 32 (f20/t17) (not included: +2 dodge vs goblinoids, +1 song (dodge)) | CMD 33
Fort +12, Reflex +12, Will +11
Front Row
Opponent: Rovalda
- - -
Conditions: Fly, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Battle Cry, Shaken
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 6/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1

Will: 1d20 + 11 ⇒ (1) + 11 = 12 vs DC 18 or shaken lol!

Faolan, much against type, is horrified by what he sees in the darkness. Certain they are coming for him, and equally certain he doesn’t want to go, he lashes out at the sphere, and then at the ghosts, trying to get free.

Shield*: 1d20 + 21 + 1 ⇒ (12) + 21 + 1 = 34 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (2, 1) + 12 + 2 = 17 (song)
Shield*: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (3, 3) + 12 + 2 = 20 (song)
Shield*: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (4, 5) + 12 + 2 = 23 (song)
Shield*: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (5, 2) + 12 + 2 = 21 (song)
Shield*: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (2, 5) + 12 + 2 = 21 (song)

I’m envisioning Faolan as lashing out more or less indiscriminately. If the darkened barrier seems to take damage, he’ll focus on that. If not, he just freaks out for a moment, lashing out at the images in his mind after the first swing.

* Targets hit by my shield take -2 to their AC until the end of my next turn.

Shadow Lodge

The sphere is taking damage but as soon as Faolan smashes a face the sphere oozes into the hole and another face appears.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Bor chases after the group so he doesn't get lost in the underdark alone. "We have to get rid of that orb." Seeing Baszil go down Bor skids to a halt and quickly rushes to his aid.

Swap Debilitating Portent for CCW.

Cure Critical Wounds: 4d8 + 11 ⇒ (8, 3, 3, 3) + 11 = 28

Status:

HP 59/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x1
(2nd)
(3rd)
(4th) Debilitating Portent (CCW)
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Shadow Lodge

Only Faolan is off in the dark, Bor still has 3 salamanders and 3 duergar having a party next to whatever is left of Bazsil after the hack attack.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

22+15+19+15= 71 more damage. Oh man, he's about to go down. And does.

Round 3

Free/Swift:
Move:
Stnd: Attack much more....but no.

His song stops and he bleeds.

Battle Cry (+1 morale to hit, +4 vs. fear):

Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging

Stats of the Grim Grimalkin:

[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.

[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (5) + 19 = 24 slashing damage.

Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 110/110 - 40 - 71 -1
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.  = 24/26 vs. gobs. +1 haste

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)

Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Kenning: 0/2 used
Words: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later

[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]

[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7
Balodek wrote:
Only Faolan is off in the dark, Bor still has 3 salamanders and 3 duergar having a party next to whatever is left of Bazsil after the hack attack.

In that case I edited my post above to heal Baszil.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”That will have to wait Bor! We have our own situation right here!”

Gathering his magic for a moment, Krowe hurls empowered rays of fire at the duergar threatening Baszil and Bor.

Full round cast to empower scorching ray
Scorching Ray 1: 1d20 + 9 ⇒ (19) + 9 = 28
Empowered Damage: 6d6 ⇒ (4, 5, 2, 3, 1, 2) = 17
Scorching Ray 2: 1d20 + 9 ⇒ (19) + 9 = 28
Empowered Damage: 6d6 ⇒ (4, 2, 4, 3, 2, 5) = 20
Scorching Ray 3: 1d20 + 9 ⇒ (16) + 9 = 25
Empowered Damage: 6d6 ⇒ (2, 1, 2, 3, 1, 5) = 14

Meanwhile, the salamanders continue their attack!

Spear -PA/Bard Rage: 1d20 + 12 ⇒ (17) + 12 = 29
Damage + fire: 1d8 + 16 + 1d6 ⇒ (4) + 16 + (4) = 24
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (2) + 12 = 14
Damage + fire: 1d8 + 16 + 1d6 ⇒ (3) + 16 + (5) = 24
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (20) + 7 = 27
Damage + fire: 2d6 + 5 + 1d6 ⇒ (3, 6) + 5 + (4) = 18
If tail hits - Grab!: 1d20 + 15 ⇒ (15) + 15 = 30
If Grab succeeds - Constrict!: 2d6 + 14 + 1d6 ⇒ (1, 1) + 14 + (6) = 22

Spear -PA/Bard Rage: 1d20 + 12 ⇒ (14) + 12 = 26
Damage + fire: 1d8 + 16 + 1d6 ⇒ (8) + 16 + (5) = 29
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (12) + 12 = 24
Damage + fire: 1d8 + 16 + 1d6 ⇒ (6) + 16 + (3) = 25
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (13) + 7 = 20
Damage + fire: 2d6 + 5 + 1d6 ⇒ (6, 6) + 5 + (6) = 23
If tail hits - Grab!: 1d20 + 15 ⇒ (10) + 15 = 25
If Grab succeeds - Constrict!: 2d6 + 14 + 1d6 ⇒ (2, 1) + 14 + (1) = 18

Spear -PA/Bard Rage: 1d20 + 12 ⇒ (1) + 12 = 13
Damage + fire: 1d8 + 16 + 1d6 ⇒ (7) + 16 + (4) = 27
Spear -PA/Bard Rage: 1d20 + 12 ⇒ (1) + 12 = 13
Damage + fire: 1d8 + 16 + 1d6 ⇒ (1) + 16 + (2) = 19
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (15) + 7 = 22
Damage + fire: 2d6 + 5 + 1d6 ⇒ (4, 4) + 5 + (2) = 15
If tail hits - Grab!: 1d20 + 15 ⇒ (18) + 15 = 33
If Grab succeeds - Constrict!: 2d6 + 14 + 1d6 ⇒ (1, 2) + 14 + (2) = 19

Tail possible crit
Tail -PA/Bard Rage: 1d20 + 7 ⇒ (15) + 7 = 22
Damage + fire: 2d6 + 5 ⇒ (5, 5) + 5 = 15


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25
Balodek wrote:
The sphere is taking damage but as soon as Faolan smashes a face the sphere oozes into the hole and another face appears.

Faolan, laughing shrilly with his fear, gains some comfort that damage is being done. If it can be damaged, maybe it can be punctured.

He keeps slamming away.

Shadow Lodge

Krowe and the Salamanders unleash a stunning display of fire and tentacles on the guards, dropping one, constricting another, and nearly killing the third and final guard. He swings at the salamanders around him before he is stabbed to death and dies. The constricted guard is squeezed and burned before the cavern goes nearly silent. Over the crackle of flames and dripping of blood you hear a madman laughing and screaming in the darkness.

Combat is over, though Faolan is still shaken and inside a sphere of dead souls. The sphere is filling in the holes he makes as he beats it with his shield, and were he to look behind him he would notice it is shrinking to fill in those gaps, meaning it is of finite material.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil is slow to get back up, only a little dead thanks to Bor’s magics.

”Now that was a good fight,” Bazsil says, looking around for Faolan.

1d20 + 12 ⇒ (8) + 12 = 20 Know (Arcana). - ID a magical effect.

”I wish we had some warning you were going to start things, Bor.”

1d8 + 1 ⇒ (5) + 1 = 6 CLW
1d8 + 1 ⇒ (1) + 1 = 2 CLW
1d8 + 1 ⇒ (4) + 1 = 5 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW

1d8 + 1 ⇒ (6) + 1 = 7 CLW
1d8 + 1 ⇒ (5) + 1 = 6 CLW
1d8 + 1 ⇒ (6) + 1 = 7 CLW
1d8 + 1 ⇒ (8) + 1 = 9 CLW
1d8 + 1 ⇒ (3) + 1 = 4 CLW

1d8 + 1 ⇒ (3) + 1 = 4 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 124/124 | AC: 32 (f20/t17) (not included: +2 dodge vs goblinoids, +1 song (dodge)) | CMD 33
Fort +12, Reflex +12, Will +11
Front Row
Opponent: Rovalda
- - -
Conditions: Fly, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Battle Cry, Shaken
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 6/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1

Faolan doesn’t turn around, so he doesn’t see the sphere shrinking around him. He just concentrates on the faces of the hobgoblins before him, trying to smash through the wall of horror.

Shield*: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (5, 6) + 12 + 2 = 25 (song)
Shield*: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (6, 2) + 12 + 2 = 22 (song)
Shield*: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (1, 1) + 12 + 2 = 16 (song)
Shield*: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (5, 5) + 12 + 2 = 24 (song)
Shield*: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 (song, cry, shaken) damage: 2d6 + 12 + 2 ⇒ (6, 6) + 12 + 2 = 26 (song)

I figure Faolan will continue to thrash away until he gets through, or the sphere closes in around him - and I dunno what happens then. :)

Shadow Lodge

You eventually find Faolan smashing his way out of a sphere. Bazsil believes it to have been a sphere of ectoplasm. Healing up and looking around, the Matron is nowhere to be found.

I forgot about the beetle again but it wouldn't have lasted long against the salamanders anyway.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan, his breath somewhat ragged manages to fight his way out of a wet paper sack.

Eventually (I hope) the fear abates and he returns to the party. "She got away after putting me in some sort of sphere of my enemies. I've killed a lot of hobgoblins..." He says little more.

"Did they leave behind anything of value?" he asks idly of those who remained behind.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

CLW Wand: 11d8 + 11 ⇒ (5, 5, 3, 8, 5, 2, 4, 8, 1, 1, 8) + 11 = 61

Bor takes a few taps of the wand as he heals wounds that had been bothering hi from earlier. "Haven't seen anything but we should put some distance between here in case she comes back with reinforcements."

Status:

HP 59/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x1
(2nd)
(3rd)
(4th) Debilitating Portent (CCW)
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

"Bah, I hate to lose her, Faolan. That's too bad. I bet she had the good loot on her, too," Bazsil responds to Faolan, and begins to dig around on the guards for things of interest. Searching with Detect Magic.

"Where is she going to get reinforcements around here? Is there some sort of shoppe or district we're missing? I just don't think it's likely...unless we're missing something," he opines in his deep rumbling voice.

Shadow Lodge

On the four dead duergar you find the following:

potions of cure serious wounds (3)
thunderstones (5)
+1 full plate (4)
+2 dwarven waraxe (4)
mwk heavy crossbow (4) with 38 bolts
amulet of natural armor +1 (4)
cloak of resistance +1 (4)
ring of protection +1 (4)

You find a lockbox bolted to the flank of the dead beetle.

Disable Device DC 35:

10 pp, 1,138 gp, and 17 rings of lead and malachite worth 75 gp each. Also in the lockbox are ownership papers for Rovalda’s trox slaves and a copy of her church charter.

You see a gaping and painful wound on the opposite flank of the beetle, indicating an identical lockbox was ripped off recently.

The waters of the lack are deep and cold, they also appear clear and you see no immediate danger.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan removes the lockbox from the dead beetle and brings it to someone with more dextrous fingers than he to open it, while he piles the other valuable gear into various extradimensional storage devices and the like.

"So where to next? Shall we continue on our way? I don't see any need to hunt her down really." He looks uneasily over his shoulder back to the darkness which once contained his sphere of fear.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil waits to see if anyone can open the box, or if they will need to end up breaking it open.

"I suppose we should get moving, yeah."


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan shrugs as no one seems to be able to disable the lock, or at least don't want to try.

He takes out his chime of opening, "This never works on anything anyway." He tries two charges before picking up his backup shield and simply smashing it open.

Chime: 1d20 + 11 ⇒ (20) + 11 = 31 vs lock DC
Chime: 1d20 + 11 ⇒ (11) + 11 = 22 vs lock DC

Then, smash!

damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15
damage: 2d6 + 12 ⇒ (5, 6) + 12 = 23
damage: 2d6 + 12 ⇒ (6, 1) + 12 = 19
damage: 2d6 + 12 ⇒ (3, 4) + 12 = 19
damage: 2d6 + 12 ⇒ (2, 1) + 12 = 15

Shadow Lodge

3 people marked this as a favorite.

Even on a nat 20 it's not enough. Probably just best to keep it by the outhouse in case you get locked out.

Faolan smashes the chest to pieces, revealing the contents for all.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan laughs as the chime doesn't do its job. It has but one job, and does it poorly - or rather not at all!

He smashes the chest open, passing the documents to those who can read them. When he hears of the contents he suggests, "If we can spare the time, it might be worth it to deliver these to the trox slaves. Could be having these will free them in some sort of legal way down here. I dunno."

Rubbing his chin he considers, "But that could be a day or even two out of our way. Can we spare the time?" He hopes the others agree to the side jaunt, but he'll go with the majority in any event.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

"Not sure that they have much of a legal system down here. But with this they may be able to arm themselves and fight for it. Same as we are now." Bor looks to the others to see if they have time as well.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

"Nice work, Faolan," Bazsil says, approving of the smashy-smashy, and equally disappointed by the party's new dinner bell. "Yeah, Bor, we'll see if we run into them. Let's get going."


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe chuckles at Faolan’s attempt at arcane trickery with the chime. ”I hear there was a legendary version of a knock spell that could open pretty much anything automatically, but such great magic is lost to 2nd edition time.”

Looking at the papers, Krowe considers destroying the ownership documents, but the wisdom of keeping them for the moment seems a better idea.

”Hmm.. what is this?” Taking the church charter he settles in for some light reading and hands the reigns of the phantom chariot to one of the mercs. ”Seems she was religious. I imagine she’s giving thanks right now that her spells kept your shield from denting her head and allowed her to flee.”

As the group rides off Krowe adds, ”Or maybe she was simply terrified of Bor’s old crossbow.”

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Speaking of which Bor hands the magical crossbow back along with the bolts. "Thanks for letting me us it." He walks over and snatches up his trusty old cracked one from the ground where he tossed it without care.

Shadow Lodge

The statue is the “five-eyed matron” referenced in Zanathura’s notes, and here you diverge from the Long Walk into less civilized secondary and tertiary caverns. Crossing the lake presents little challenge—though deep and icy cold, the lake’s waters were cleared of dangerous predators by the duergar centuries ago.

Along this route you journey requires more spelunking than walking. Narrow ledges, sheer climbs, sudden drop-offs, switchbacks, and tight passageways mark most of this journey.

After an unknown amount of time you find yourself in a cavern of unusual beauty. Highly reflective crystals protrude from the cavernous walls of this spacious chamber. The interiors of some of the crystal formations glow with a white light that illuminates the entire area. Connecting tunnels in the stone continue to the north and to the south, while a smaller passage slopes down to the northeast.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe checks his notes and the tries to get his bearings in this underground maze.

Do we know which way to go here? Is this the direction the duergar slaves went? Either way, Krowe will attempt a survival check to look for tracks of recent passage.

Survival - Tracking: 1d20 + 15 ⇒ (5) + 15 = 20

Shadow Lodge

You know which way to go. You haven't been specifically tracking the slaves prior and you aren't sure what trox prints look like, but you do see signs of recent passage through this cavern. There are two passages out of this room and you need to make your way to the lava tunnels that lead to the city.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

”Well, which way? I think we should go after the trox, see if we can give them a gift before we move on,” Bazsil looks at Faolan, who would need to do the tracking.

”You think you can follow them, Faol?”


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Called upon to do some tracking, Faolan flinches a bit. ”Oh, I’m not very good at that. Just learned enough to pick nuts and berries and stuff without eating the wrong mushroom, you know? I mean that first time. Wow. What a trip.”

Still, he gives it a try, checking to see if either path is better travelled.
Survival, tracking: 1d20 + 9 ⇒ (6) + 9 = 15

If he doesn’t glean anything, as seems likely, he suggests the most northern path.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

"Krowe, are your elementals able to scout ahead to see which way would be best?" Bor isn't sure which way to go without flipping a coin.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”The elementals may not remain here long enough to learn much, and their ability to communicate is limited. I may, however, have an alternative.”

Krowe takes a seat on a rock and concentrates on communing with the planes…

”Will the left passage take us toward the lava tunnels?”

Casting an augury spell.

Shadow Lodge

Krowe's communion returns weal and woe. Moving forward cautiously as a result, you stop 20 feet away from several crystalline formations in the walls. You spot old blood stains and the crystals seem to be vibrating.

K. Dungeoneering DC 21:

These are patches of carnivorous crystal, a type of ooze.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Knowledge Dungeoneering: 1d20 + 12 ⇒ (17) + 12 = 29

Krowe holds back the mercs and points out the danger.

”Carnivorous crystal, a type of ooze.” He explains.

Cast detect magic to see if the crystal has devoured anything that may have left magic items behind. If not, I suggest we dimension door past the threat.

Shadow Lodge

Krowe detects a magic item at the base of the crystals.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

"Hmm...magic, huh? And oozes, huh? Let me think might be helpful against them..." Bazsil ponders.

1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Know (dungeoneering, carnv oozes)

DRs? Weaknesses?


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Any particular defenses or weaknesses Krowe might know from his roll? Or what kind of senses it might have? If it’s based on tremorsense, maybe Faolan can just fly over and snatch the item.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Crystals can be an ooze?" Boor asks confused. "Can we get around them disturbing them?"


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

"Can I smash them?" Faolan replies, looking for a nail with which to apply his hammer...


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

"I dunno. They might smash back. I have no idea," Bazsil thinks that the ooze might go well on toast, but isn't sure that is a fact of it he's just hungry.

Shadow Lodge

Krowe knows that they are vulnerable to sonic attacks and very resistant to smashing. He isn't sure how they perceive the world around them.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe shrugs. "Smashing might be a little tough, but I'm sure you could handle it. Otherwise, Bazsil could try singing to it."


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Faolan shrugs, "Then it's to be smashing then." he says with few other options. He will fly above it and try to snatch the magic thing without angering the... uh... stuff.

But if there's a reaction, he'll start smashing!

Shield*: 1d20 + 23 ⇒ (8) + 23 = 31 damage: 2d6 + 12 ⇒ (6, 6) + 12 = 24

Shadow Lodge

Faolan flies over the stuff and the stuff starts humming at a frequency certain to induce headaches and get you kicked out of a Calistrian temple.

All of you make two DC 22 Fort Saves or be stunned for one round.

Faolan smashes into one of the crystals, which does barely half has much damage as he is expecting.

Initiative:

Baszil: 1d20 + 8 ⇒ (10) + 8 = 18
Faolan: 1d20 + 2 ⇒ (11) + 2 = 13
Bor: 1d20 + 1 ⇒ (12) + 1 = 13
Krowe: 1d20 + 7 ⇒ (19) + 7 = 26
Crystals: 1d20 - 5 ⇒ (18) - 5 = 13

Party is up, both Faolan and the crystals having gone in the surprise round and this now being Round 1.

Stats:

-14


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Round: 1

Status:
HP: 124/124 | AC: 32 (f20/t17) (not included: +2 dodge vs goblinoids) | CMD 33
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Fly
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 6/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1

Faolan tries to resist the screaming in his head over the hummmm.

Fort: 1d20 + 12 ⇒ (10) + 12 = 22 vs DC 22
Fort: 1d20 + 12 ⇒ (16) + 12 = 28 vs DC 22

He shakes his head to try and clear it, as he continues to smash down on the crystals. Flying above it do I get a higher ground bonus? If so, +1 to all attack rolls. I automatically make the hover DC for flying.

Shield*: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 2d6 + 12 ⇒ (4, 3) + 12 = 19
Shield*: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 2d6 + 12 ⇒ (6, 3) + 12 = 21
Shield*: 1d20 + 16 ⇒ (18) + 16 = 34 damage: 2d6 + 12 ⇒ (6, 3) + 12 = 21
Shield*: 1d20 + 16 ⇒ (18) + 16 = 34 damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16
Shield*: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Fort Save DC 22: 1d20 + 11 ⇒ (19) + 11 = 30
Fort Save DC 22: 1d20 + 11 ⇒ (19) + 11 = 30

Bor seps forward to block the path with his shield as raised. "Break them quickly, I'll hold them off you."

Shield of Faith

Status:

HP 120/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th) Debilitating Portent (CCW)
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

I think I’ve heard this song before…but just can’t place it.

1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 Fort
1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 Fort

Bazsil chooses to embrace the melody rather than act in the first round.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Fort: 1d20 + 7 ⇒ (15) + 7 = 22

Krowe rocks back on his heels, reeling from the sudden assault.

4,951 to 5,000 of 7,356 << first < prev | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Balodek's Ironfang Invasion Gameplay All Messageboards

Want to post a reply? Sign in.