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


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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: 41/148 | AC: 37 (f21/t19) (not applied: -2 from grappled, +1 song (dodge)) | CMD 37
Fort +13, Reflex +13, Will +11
Front Row
Opponent: None
- - -
Conditions: Heroism (13/260m), Stoneskin (114/130hp), Resist Fire (30?), Good hope, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Grappled (-4 dex, -2 att)
Equipped: Shield
Shield Melee: Attack: BAB 13/8/3, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 13/8/3, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver, adamantine, alignment
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Headband (fly): 2/3 day, 8m, +8 total to fly
Shield (daylight): 1/1

Faolan, still in the belly of the beast, tries to carve his way out!

Dagger: 1d20 + 20 - 1 ⇒ (10) + 20 - 1 = 29 (hero, grappled, song, PA) damage: 1d4 + 8 + 10 ⇒ (3) + 8 + 10 = 21 (hope, song, PA)
Dagger: 1d20 + 15 - 1 ⇒ (18) + 15 - 1 = 32 (hero, grappled, song, PA) damage: 1d4 + 8 + 10 ⇒ (2) + 8 + 10 = 20 (hope, song, PA)
Dagger: 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20 (hero, grappled, song, PA) damage: 1d4 + 8 + 10 ⇒ (2) + 8 + 10 = 20 (hope, song, PA)


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

Round 3

Free/Swift: Continue song.
Move:
Stnd: Shoot some wurms.

Bazsil opens fire on the gugs, trying to focus on the most wounded.

Magic adaptive longbow.
1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage.

1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 piercing damage.

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

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 ⇒ (1) + 19 = 20 slashing damage.

[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 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: 133/133
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: 2/3 used (DDoor*0,Echo*1,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]

Shadow Lodge

With a roar Faolan comes bursting out of the worm's side. One of the gugs goes down, feathered and smashed. Having had enough of you all, the worm turns and flees through a previously concealed tunnel, no doubt the same one used to enter this complex. It flicks its tail at Faolan, attempting to hurt him one last time before smashing the tunnel entrance closed.

Stinger: 1d20 + 27 ⇒ (15) + 27 = 42
Damage: 2d8 + 12 ⇒ (7, 6) + 12 = 25
Fort DC 27 or lose 1d4 ⇒ 4 Strength from poison.

The final gug lashes out one final time at Bor before being overwhelmed.

Gug 2 Attack @ Bor: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Gug 2 Attack @ Bor: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Gug 2 Attack @ Bor: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Gug 2 Attack @ Bor: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Combat is over, your foes lying dead at your feet or burrowing away from you at top speed.


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 moves to check on Faolan as the wurm flees. ”You okay there? You seem…uh…literally bilious, no offense,” Bazsil asks in his deep rumbling voice. ”Didn’t think you’d make it out just like that. That’s a neat story for the Edda, that’s for sure.”

After checking on Faolan, Bazsil will keep watch (with covered eyes and uncovered ears) while he tends to his wounds.

”Do you think that wurm can just tunnel itself in and out of this supposedly locked temple? Seems odd to have such an easy exploit in and out, but maybe the dwarves didn’t think of that,” Bazsil says, looking at all the dug out areas.

He will also check around for loot and magic.


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: 26/148 | AC: 37 (f21/t19) (not applied: -2 from grappled, +1 song (dodge)) | CMD 37
Fort +13, Reflex +13, Will +11
Front Row
Opponent: None
- - -
Conditions: -4str dam, Heroism (13/260m), Stoneskin (124/130hp), Resist Fire (30?)
Equipped: Shield
Shield Melee: Attack: BAB 13/8/3, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 13/8/3, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver, adamantine, alignment
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Headband (fly): 2/3 day, 8m, +8 total to fly
Shield (daylight): 1/1

Faolan erupts from the belly of the beast, ”Oh mama!” he gasps for fresh air a moment as the tail slaps him upside the head!

Fort: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 (heroism) vs DC 27 or -4 Str drain

lol... that's just great. :)

Faolan falters a bit and the room looks a little woozy to his bloodshot eyes. "Oh mama." he mumbles as he tries to shake his head clear. Knowing he needs aid, he marches to the others, and looks for what help he can get.

Down 4 strength and down 122hp. Faolan begs of your assistance...

If it's to be all from the wand:
healing: 23d8 + 23 ⇒ (7, 5, 7, 8, 3, 8, 3, 2, 4, 2, 2, 2, 1, 7, 8, 5, 3, 2, 2, 4, 5, 2, 8) + 23 = 123
- - -

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 looks over Faolan. "These gugs are just tearing through Krowe's spell that turned our skin to iron." He pulls out a scroll to relieve Faolan of his sapped strength. "That any better?"

Scroll of restoration

Shadow Lodge

The poison lasts for 6 rounds and requires 3 DC 27 Saves to be cured, I assume Bor will hold off on using the Restoration until the poison is dealt with or run the course.

Bazsil searches the area and finds nothing of interest or value, but there is a path leading to the next area, once again tunneled by gug claws.


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

Fort: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 (heroism) vs DC 27 or Str drain: 1d4 ⇒ 3
Fort: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 (heroism) vs DC 27
Fort: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 (heroism) vs DC 27

Fort: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 (heroism) vs DC 27 or Str drain: 1d4 ⇒ 4
Fort: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18 (heroism) vs DC 27 or Str drain: 1d4 ⇒ 4
Fort: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 (heroism) vs DC 27

lol, -15 strength total!

The poison ravages his system before running its course. Though he still stands, he is quite enfeebled before the minute's up. He accepts the scroll magics warmly, "Dear god thank you Bor! That was horrible stuff! I can still taste it..." He spits a few times to try and get the taste of the poison out of his system, but it lingers.


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 for Faolan to heal, and be healt, then will be ready to move on.

"Strange that we haven't found the Medusa yet," Bazsil notes, the stress of trying to keep the party safe wearing on him. "I just wish we knew where she was, so that we can relax, you know?"

He will lead the party through the gug clawed passage.

Shadow Lodge

You move into the next room, wary for medusa and gugs. Stone reliefs of hearths and a plump dwarven woman appear on both the eastern and western walls of this immense stone mausoleum. A great stone pillar in the center of the chamber rises up to the ceiling some thirty feet above. Gray-and-orange pictograms of dwarves in mourning processionals are carved out of the pillar’s sides. Four-foot-wide alcoves cover every remaining surface, each containing a small, linen-wrapped bundle draped with necklaces and dried flowers. A hallway, partially blocked by rubble, enters from the south, and you are in the the northeastern corner.

K. Religion DC 22:

You recognize this place as sacred to Folgrit, the mother-goddess of all dwarves.

Perception DC 15:

This chamber appears undisturbed and you find no trace of gug tracks, nor any other creature for that matter.

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

Religion: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 21 ⇒ (6) + 21 = 27

"No creatures have passed through this room in many years. It is completely undisturbed." Bor explains as he swipes his finger through the dust.


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 waits to enter, "Do you think it's trapped?"

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

"Probably." Bor would bet on it.


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

1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 Know (Religion)

Bazsil looks around, trying to figure the place out, but his mental efforts don't amount to much.

"Well, yeah. No gugsign here. Why? Or why not? Should we move on?" Bazsil looks at Krowe, hoping for an answer. He does look for traps or things out of the ordinary, like Faolan asks.

1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35 Perception

Is south our only egress?

Shadow Lodge

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You find no traps. South is your only new direction, short of gnawing your way through a few walls gugnam style.


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

"South then." Faolan agrees as he re-adjusts his blindfold.

Has anyone seen Krowe around? Been a while...


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 Religion: 1d20 + 22 ⇒ (17) + 22 = 39

”This place is sacred to Folgrit, the mother-goddess of all dwarves… but I’m sure you all knew that.” Krowe continues on, wondering if the others think he’s a jerk for stating the obvious.

To make up for being useless he moves forward to Faolan. ”Let me renew that protection spell.”

Burning a 5th level spell slot to cast another stoneskin on Faolan.


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 feels his skin tighten up again, "Oh, that feels good!" He smashes his shield a few times with his fist. Satisfied, he's eager to proceed.

Krowe!! Hey, I feel I should be paying you for these stoneskins. Let me know the cost and Faolan will throw you some cash.


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 leads the party south, now that Faolan is protected and the room has been explained.

Shadow Lodge

You pass south through a doorway and are immediately surprised by a large gug! Faolan prepares to hammer into the creature before you all notice it is only a gug statue made of stone. This is either another medusa created statue or one of the gugs trapped here spent a lot of time chiseling a life like representation.

Ceiling-high rubble blocks this angling corridor to the east and you cannot see around the angle from where you are. In the middle of the angled section of corridor another closed door blocks entry to the room beyond. Based on your mental map you are in a radial hallway with rooms around a central room whose entrance you have not yet found.


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 slides his bandana from his eyes to examine the gug and shakes his head, "They're valiant opponents. Shouldn't be made to suffer like this. It's horrible."

He pats the statue a moment before covering his eyes once again.

So we've been everywhere we could find so far? Can we start searching inner walls, going around the central area once again?

Some rolls just in case:
Perception: 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32 (heroism) North
Perception: 1d20 + 24 + 2 ⇒ (1) + 24 + 2 = 27 (heroism) East
Perception: 1d20 + 24 + 2 ⇒ (4) + 24 + 2 = 30 (heroism) South
Perception: 1d20 + 24 + 2 ⇒ (8) + 24 + 2 = 34 (heroism) West

Those are some great rolls there Faolan. Way to find the secret door...

Shadow Lodge

You see a closed door and there is more corridor. There's also a previously closed door you skipped.

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

"We must be getting close. This is going to be bad if gugs are fighting with the medusa. We can't defend against both at once." Bor opts for pushing forward down the corridor.


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 nods at Bor (who probably can't see him with covered eyes), and continues to lead the party down the corridor. He is certain he will 'see' the medusa at any moment.


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 follows where Bazsil leads.

Shadow Lodge

You move past the door and as you do a ghostly gug emerges from it. It moans in pain and throws its arms wide.

This is frightful moan, per the ghost entry. It is a sonic fear effect and you must make a DC 26 Will Save or panic for 2d4 ⇒ (1, 2) = 3 rounds. The ghost is positioned such that the two of you in the lead, presumably Bazsil and Faolan, will run down the corridor and Bor and Krowe would run back the way you came.


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

Will: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 (heroism) vs DC 26 or panic 3 rounds

Damn! I don't suppose any of you are paladins...

Faolan is surprised by the sudden appearance of the ghost, and freaks out. He flees down the hall at top speed for 18 seconds before recovering his composure and wondering what the hell that was.

He starts running back as well to collect his dropped shield... He'll draw his backup shield as he gets going - just in case the ghost is still around (though it won't do much being non-magical...).


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

1d20 + 10 ⇒ (6) + 10 = 16 Will

"FAOLAN! WAIT FOR ME!!" Bazsil doubts he can even see whatever made that noise, and it scares him to the bone. He runs after Faolan, and is surprised when the man doesn't run directly into a wall at full speed.


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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

Will Save: 1d20 + 11 ⇒ (7) + 11 = 18

"Everyone run! It's a gughost!!"

Krowe is 5 steps ahead of the mercs, robes hiked up to his knees as they make a hasty retreat from the spirit.


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

You've got this Bor. Stand and deliver!

Dark Archive

1 person marked this as a favorite.
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

Will DC 26: 1d20 + 15 ⇒ (10) + 15 = 25

Bor stands firm as his resolve holds out longer than the others. Though only slightly as he too runs away screaming in fear.

Shadow Lodge

Not surprising given that DC.

Bor jumps into Krowe's arms while the wizard spins out trying to run away, leaving nothing but a cloud of dust in their search for bravery snacks.

Faolan and Bazsil split the other way and find their passage blocked by another collapse of the passageway. They hug each other and prepare to face the ghost when Bazsil spies another door. They quickly run through it into even greater horrors, shards of twisted metal jut from the walls of a cavern to the west of a stone room. Rotting, fur-covered corpses line the ground near the east entrance. Beyond the bodies, near the chamber’s west side, a ponderous iron statue stands motionless.

Having no choice but to keep running, they charge the statue and catch a hint of rumbling stone.

Terran:

"Intruders!"
"Just two though."
"I'm the boss, blow it."
"$%#* you you're the boss."

At that point a rock hits the statue and it explodes into an array of light and smoke and fire and shards of razor sharp metal. A wall of fire springs up behind the pair, cutting them off from Bor and Krowe. Two metal monstrosities, similar to the first, trundle out of the shadows.

Metal Dudes

60 fire damage, DC 19 Ref for half, evasion applies. After that the panic is over and all of you may act normally. Bor and Krowe are 4 full move actions away. There is a Wall of Fire across the door that Bazsil and Faolan used.


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

Breathing heavy from the fear pumping his blood, plus the unusual amount of physical exertion, Krowe looks to Bor.

"That was f*$%ing scary... did you see which way the others went?"

If Krowe and Bor realize the others are in danger and speed is needed to regroup, I'll cast haste to get us there quicker.

Shadow Lodge

Krowe and Bor would've heard the explosion for sure.


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

"OW! That is burny! And those metal dudes look mean," Bazsil grunts with his deep rumbling voice.

1d20 + 9 ⇒ (6) + 9 = 15 Reflex

Bazsil grabs Faolan and D-Doors back to before where they saw didn't see the gughost.

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 skids to a halt as the screams of fear quickly turn into screams of pain. He grabs Krowe's arm. "S%!#, they are in trouble, we need to go back."

Hasted move back. 2.5 full move actions away.


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: 148/148 (-30hp fire?) | AC: 37 (f21/t19) | CMD 37
Fort +13, Reflex +13, Will +11
Front Row
Opponent: None
- - -
Conditions: Heroism (23/260m), Stoneskin (0/130hp), Resist Fire (30?)
Equipped: Shield
Shield Melee: Attack: BAB 13/8/3, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 13/8/3, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver, adamantine, alignment
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Headband (fly): 2/3 day, 8m, +8 total to fly
Shield (daylight): 1/1

Reflex: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 (heroism) vs DC 19 for 30hp damage

I show resist fire (30) on my conditions. Is that correct? I’ve lost track… but I suspect it’s been less than, but close to, a half hour since we started down here for durations.

Faolan bangs his backup shield, ”Now look here you!” he begins before the scene changes and he’s been dimension doored back to his proper shield. He looks to Bazsil, ”Now that was rather neatly done!”

He puts away his backup shield and picks up his main, dropped in fear just a short time ago. He looks around for trouble.


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

I almost dimension doored Bor and Krowe to Bazsil and Faolan. Would have been hilarious had we just swapped places.

Shadow Lodge

Two of you 'port to the other side of the fire wall as Bor and Krowe come running around the corner to find you. You are once again together next to the door where the gughost first scared you. You can hear some faint grumbling from the other side of the fire wall.

Terran:

"Ok now what boss?"
"Shut it."

Party is up, Round 2.

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 looks to Bazsil and Faolan. "What is it? We heard a scream."

Move in front and Shield of Faith.


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 heard a scream too, but I don't know what it was," Bazsil tries to answer Bor. "After that, I was screaming a bit, and maybe Faolan was too. But then there was fire, angry fire coming from that room we ran into while screaming. After that, well, we came right back here, and we're burnt," he points at his burning skin.

No need to continue with initiative unless there is. Bazsil is happy to heal and regroup. He would take out a wand and touch himself and Faolan up.


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: 2

Status:
HP: 118/148 | AC: 37 (f21/t19) | CMD 37
Fort +13, Reflex +13, Will +11
Front Row
Opponent: None
- - -
Conditions: Heroism (23/260m), Stoneskin (0/130hp)
Equipped: Shield
Shield Melee: Attack: BAB 13/8/3, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 13/8/3, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver, adamantine, alignment
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Headband (fly): 2/3 day, 8m, +8 total to fly
Shield (daylight): 1/1

Faolan winces from the burns, ”Yeah, those guys are going to be tough on the completion you know what I mean? A lot of heat there. Shall we let them come to us? Be a few moments at least.”

Faolan tightens his grip on his shield and stands just ahead of the party so the critters, if they come, must face him first.


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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 had cast resist fire communal on everyone back when stoneskin was cast on Boar and Faolan the first time. It should still be up.

Krowe moves closer to the mercs and whispers a translation of the beings speaking terran. "Seems one is a boss, and the other is a lackey. What did they look like?"

"If we're dealing with fire, we should be somewhat protected. And I can summon some creatures that are immune to fire should we need backup. I can also prepare a spell for fire-using enemies."

Any chance to idenfity the creatures with a visual description from Faoland or Baszil?

Blind knowledge roll: 1d20 ⇒ 8

Knowledge skills:

Knowledge Arcana 12 (+23)
Knowledge Dungeoneering 5 (+16)
Knowledge Engineering 4 (+15)
Knowledge Geography 1 (+12)
Knowledge Local 5 (+16)
Knowledge Nature 4 (+15)
Knowledge Planes 5 (+16)
Knowledge Religion 1 (+12)

Shadow Lodge

Unfortunately Krowe isn't able to place the creatures, though he strongly suspects they are from the Elemental Plane of Earth given his language studies.

No actions from the creatures, Wall of Fire is still up and you may plan freely, they don't seem to be leaving that room.


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 pats himself down, realizing that he’s not as burnt as he thought. ”Wow, that fire was hot, but maybe not as bad as I thought!” he says sheepishly as he’s just fine and totally normal. ”We should get back in there and kick some fire belching ass then. Especially if we’re not going to be hurt by the fires too much.”

Bazsil readies his blade and will lead the blind yahoos through the wall of fire to the jerks who are burning people.


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: 148/148 | AC: 37 (f21/t19) | CMD 37
Fort +13, Reflex +13, Will +11
Front Row
Opponent: None
- - -
Conditions: Heroism (23/260m), Stoneskin (0/130hp), Resist Fire (30)
Equipped: Shield
Shield Melee: Attack: BAB 13/8/3, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 13/8/3, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver, adamantine, alignment
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Headband (fly): 1/3 day, 8m, +8 total to fly
Shield (daylight): 1/1

"All right! Let's go GET THEM!" Faolan cries excitedly. Just 'cuase, he'll activate his flying and fly through the wall of fire at top speed!

Reflex: 1d20 + 13 ⇒ (9) + 13 = 22 vs Wall of Fire

"AAAaaaaahhhhhgh!!" he shouts in joy when he gets to the other side and has enemies to fight.

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

Hearing that he is protected from the flames is enough for Bor. With faith in his companions he charges through the wall of fire next to Faolan.

Shadow Lodge

You charge back through the flame wall, roaring and smoking. The iron creatures seem not to have expected you to come back so soon and are out of position against the back wall.

Terran:

"They're back?"
"I guess. Kill them?"
"I guess."

Party is up.


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

Round 1

Free/Swift: Start song.
Move:
Stnd: Shoot some guards.

”We fled from the guh-ghost,
Ran into a fiery ruh-roast,
I see this is a checkpost,
Sorry, we missed the signpost,
But I don’t mean to boast,
But I know which of us is going to die most.”

Bazsil opens fire at one of the goons.

Magic adaptive longbow.
1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage.

1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 piercing damage.

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 ⇒ (8) + 19 = 27 slashing damage.

[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (2) + 19 = 21 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: 133/133
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: 2/3 used (DDoor*0,Echo*1,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]


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: 148/148 | AC: 37 (f21/t19) | CMD 37
Fort +13, Reflex +13, Will +11
Front Row
Opponent: None
- - -
Conditions: Heroism (23/260m), Stoneskin (0/130hp), Resist Fire (30), Fly (1/8m)
Equipped: Shield
Shield Melee: Attack: BAB 13/8/3, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 13/8/3, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver, adamantine, alignment
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 2/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Headband (fly): 1/3 day, 8m, +8 total to fly
Shield (daylight): 1/1

The song spurs Faolan into action as he flies at head level into one of the creatures - shield first!
Shield*: 1d20 + 26 + 4 ⇒ (6) + 26 + 4 = 36 (hero, song) damage: 2d6 + 14 + 2 ⇒ (2, 4) + 14 + 2 = 22 (song)

Toppling Bash: 1d20 + 16 ⇒ (12) + 16 = 28 (swift action to trip the target of my first hit)
* Targets hit by my shield take -2 to their AC until the end of my next turn.

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