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 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 110/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Blightguards
- - -
Conditions: Heroism, Freedom of Movement, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 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
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan now has his SHIELD in hand. He whirls it around the to blighters as the attacks rain in and blocks them both. Grinning he says, ”Now it’s my turn.”

He whips the shield first at the most wounded of the pair, then on the other.

Shield*: 1d20 + 26 + 4 ⇒ (17) + 26 + 4 = 47 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 6) + 16 + 2 = 25 (song)

Shield*: 1d20 + 26 + 4 ⇒ (17) + 26 + 4 = 47 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 5) + 16 + 2 = 26 (song)

Shield*: 1d20 + 21 + 4 ⇒ (13) + 21 + 4 = 38 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 3) + 16 + 2 = 24 (song)

Shield*: 1d20 + 21 + 4 ⇒ (9) + 21 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 4) + 16 + 2 = 23 (song)

Shield*: 1d20 + 16 + 4 ⇒ (2) + 16 + 4 = 22 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 3) + 16 + 2 = 24 (song)

Shield*: 1d20 + 16 + 4 ⇒ (5) + 16 + 4 = 25 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (2, 4) + 16 + 2 = 24 (song)

Toppling Bash: 1d20 + 20 ⇒ (3) + 20 = 23 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (17) + 26 + 4 = 47 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 5) + 16 + 2 = 24 (song)

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


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Krowe gathers his magic to empower a barrage of scorching rays.

Full round to empower with metamagic and cast at 4th level
Spell Penetration if needed: 1d20 + 15 ⇒ (16) + 15 = 31
Scorching ray 1: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 6d6 ⇒ (5, 4, 1, 6, 3, 6) = 25
Scorching ray 2: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 6d6 ⇒ (4, 2, 4, 1, 3, 6) = 20
Scorching ray 3: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 6d6 ⇒ (2, 1, 2, 1, 3, 2) = 11

Shadow Lodge

Faolan smashes his shield into the first blightguard who flies back on the last blow. He prepares to jump back into the fight just as Bazsil's arrow skewers him to the wall.

Bor throws his spear into the other redcap, hitting her twice and hurting her deeply with his holy cold iron weapon. So fast is she that all of Krowe's rays miss completely, splashing into the fungal wall.

The final blightguard jumps around some more, keeping her concealment going and striking at Bor.

Acrobatics: 1d20 + 37 ⇒ (2) + 37 = 39
Attack @ Bor: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 2d8 + 12 ⇒ (3, 1) + 12 = 16

While this is happening below, the fauns climbed to the top of the wall and are now throwing bombs at Krowe!

"No fair using fire magic, that's for us not you mortal."

Attack @ Krowe: 1d20 + 13 ⇒ (6) + 13 = 19
Fire Damage: 5d6 + 2 ⇒ (2, 6, 3, 2, 3) + 2 = 18

Attack @ Krowe: 1d20 + 13 ⇒ (19) + 13 = 32
Fire Damage: 5d6 + 2 ⇒ (2, 2, 5, 4, 2) + 2 = 17

Attack @ Krowe: 1d20 + 13 ⇒ (1) + 13 = 14
Fire Damage: 5d6 + 2 ⇒ (2, 5, 2, 2, 1) + 2 = 14

Those 3 attacks have a DC 16 Ref for half damage, standard alchemist bomb rules.

Party is up, one blightguard remains and the 3 fauns are at the top of the 10' wall.


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: Sing.
Move:
Stnd: Cap a faun.

Bazsil switches targets again and will try shoot the bomb hucking fauns.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 piercing damage. + 2d6 ⇒ (4, 6) = 10 vs evil.

1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 piercing damage. + 2d6 ⇒ (3, 6) = 9 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (7) + 19 = 26 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:16/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 110/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Blightguards
- - -
Conditions: Heroism, Freedom of Movement, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 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
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan stays in his rhythm, knowing that as much weight as he’s swinging with his arm and shoulder, to break that rhythm might mean to break his arm! He continues on the Blightguard.

Shield*: 1d20 + 26 + 4 ⇒ (12) + 26 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (1, 3) + 16 + 2 = 22 (song)

Shield*: 1d20 + 26 + 4 ⇒ (10) + 26 + 4 = 40 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 4) + 16 + 2 = 28 (song)

Shield*: 1d20 + 21 + 4 ⇒ (1) + 21 + 4 = 26 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (4, 5) + 16 + 2 = 27 (song)

Shield*: 1d20 + 21 + 4 ⇒ (1) + 21 + 4 = 26 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 5) + 16 + 2 = 29 (song)

Shield*: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 1) + 16 + 2 = 24 (song)

Shield*: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 4) + 16 + 2 = 28 (song)

Toppling Bash: 1d20 + 20 ⇒ (14) + 20 = 34 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (16) + 26 + 4 = 46 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 5) + 16 + 2 = 26 (song)

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

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor tries to finish off the Blightguard from getting any closer. "Keep burning them!"

+1 returning shortspear; Song: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 returning shortspear; Song: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

+1 returning shortspear; Song: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

I believe I can only reflex save vs the one that misses?
Reflex: 1d20 + 11 ⇒ (14) + 11 = 25

Krowe recoils from the sudden rain of firebombs and tries to dodge away, but is burned a bit by the barrage.

”Try that again, deer-f@$&ers.” He says and casts a spell.

Communal resist fire on all of us. Fire resist 30

HP 86/128

Shadow Lodge

Yes that is correct, only misses.

Faolan and Bor take down the blightguard, Faolan's shield knocking her to the ground before Bor's spear finishes her. Bazsil's arrows stick deep in one of the fauns who laugh at Krowe.

"Mortal tricks are no match for us."

Spellcraft: 1d20 + 17 ⇒ (4) + 17 = 21

They throw their bombs at Krowe again, this time they bubble with acid.

Touch Attack @ Krowe: 1d20 + 13 ⇒ (3) + 13 = 16
Acid Damage: 5d6 + 2 ⇒ (6, 3, 6, 4, 1) + 2 = 22

Touch Attack @ Krowe: 1d20 + 13 ⇒ (5) + 13 = 18
Acid Damage: 5d6 + 2 ⇒ (5, 4, 6, 4, 4) + 2 = 25

Touch Attack @ Krowe: 1d20 + 13 ⇒ (17) + 13 = 30
Acid Damage: 5d6 + 2 ⇒ (4, 4, 6, 1, 1) + 2 = 18

Party is up, fauns are 10 feet up on a wall of mycelium.


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

Waiting to see if Krowe needs immediate aid or not. Will post after.

Bazsil stifles a gaffaw, and wants to make sure Krowe is okay.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 110/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Fauns
- - -
Conditions: Heroism, Freedom of Movement, Resist Fire (30), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 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
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan moves 5’ closer to the wall, but doesn’t want to waste a round gaining flight - at least not until he gets a sense of how tough these fauns may be. He’ll throw his shield at the fauns, focusing on one until it, hopefully, drops.

Shield*: 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35 (hero)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40 (hero)
damage: 2d6 + 16 + 2 ⇒ (6, 3) + 16 + 2 = 27 (song)

Shield*: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29 (hero)
damage: 2d6 + 16 + 2 ⇒ (3, 2) + 16 + 2 = 23 (song)

Shield*: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30 (hero)
damage: 2d6 + 16 + 2 ⇒ (6, 4) + 16 + 2 = 28 (song)

Shield*: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 (hero)
damage: 2d6 + 16 + 2 ⇒ (3, 5) + 16 + 2 = 26 (song)

Shield*: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 (hero)
damage: 2d6 + 16 + 2 ⇒ (1, 2) + 16 + 2 = 21 (song)

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


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Reflex: 1d20 + 11 ⇒ (15) + 11 = 26

"Argh! Dammit! F*&%!" Krowe dives and dodges, but is unable to avoid most of the acid bombs.

He throws his hand and sends bolts of lightning dancing through the fauns, then quickly casts a spell to haste His companions. He then dashes away for cover.

Chain lightning - primary target DC 24 / secondary DC 22: 15d6 ⇒ (5, 2, 1, 3, 5, 6, 3, 2, 5, 3, 2, 2, 5, 1, 6) = 51
quickened haste

Krowe is not in good shape - HP 32/128


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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 watches at Krowe responds effectively after being ceviche’d. He casts Jester’s Jaunt to teleport Krowe out of range and line of sight from the fauns. He’s not sure he could watch Krowe take another faunsillade.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor rushes to Krowe's aid as he puts a bit of his own life into the man. "You alright bud?"

Cure Serious Wounds (Krowe): 3d8 + 15 ⇒ (3, 5, 1) + 15 = 24

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse, Blindness (CSW)
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Faolan looks around as Bazsil teleports Krowe to safety and Bor follows.

All alone he faces the faun threat hoping to hide behind his shield.

Touch AC should totally include shields! Sigh...


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Krowe pats out flames and tries to wipe acid off his skin. "Damn.. that hurt. Thanks Bor. I made a foolish mistake, but I think I'll live. I have a feeling Faolan's going to need some healing soon too, so keep that healing touch ready."

Shadow Lodge

One of the fauns looks worse for wear after Faolan's attentions.

1d20 + 15 ⇒ (14) + 15 = 29
1d20 + 14 ⇒ (3) + 14 = 17
1d20 + 14 ⇒ (5) + 14 = 19
1d20 + 14 ⇒ (2) + 14 = 16

The lightning bolt rips into them and drops one of the fauns. The other two hurl bottles of acid at Faolan.

Touch Attack @ Faolan: 1d20 + 13 ⇒ (11) + 13 = 24
Acid Damage: 5d6 + 2 ⇒ (4, 4, 5, 4, 6) + 2 = 25

Touch Attack @ Faolan: 1d20 + 13 ⇒ (14) + 13 = 27
Acid Damage: 5d6 + 2 ⇒ (6, 6, 2, 4, 5) + 2 = 25

Party is up, Faolan stands alone.


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

JJaunt doesn’t send Bazsil away, just Krowe.

Round 5

Free/Swift: Sing.
Move:
Stnd: Cap a faun.

Bazsil shoots a faun.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (3, 5) = 8 vs evil.

1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 piercing damage. + 2d6 ⇒ (5, 1) = 6 vs evil.

Magic adaptive longbow, Pot crit:
1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 to hit;
2d8 + 22 ⇒ (8, 1) + 22 = 31 additional 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (7) + 19 = 26 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (1) + 19 = 20 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:16/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 60/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Fauns
- - -
Conditions: Heroism, Freedom of Movement, Resist Fire (30), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 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
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

He takes a pair of hits and while he’s burning and bleeding from a variety of sources, he knows he has the upper hand.

Faolan moves 5’ closer to the wall, and laughs at himself, ”Oh, hey Bazsil. Didn’t see you there! Let’s finish these rats!”

Shield*: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40 (hero)
damage: 2d6 + 16 + 2 ⇒ (1, 2) + 16 + 2 = 21 (song)

Shield*: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36 (hero)
damage: 2d6 + 16 + 2 ⇒ (2, 1) + 16 + 2 = 21 (song)

Shield*: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28 (hero)
damage: 2d6 + 16 + 2 ⇒ (4, 1) + 16 + 2 = 23 (song)

Shield*: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25 (hero)
damage: 2d6 + 16 + 2 ⇒ (3, 4) + 16 + 2 = 25 (song)

Shield*: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 (hero)
damage: 2d6 + 16 + 2 ⇒ (1, 6) + 16 + 2 = 25 (song)
critthreat Shield*: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 (hero)
damage: 2d6 + 16 + 2 ⇒ (6, 3) + 16 + 2 = 27 (song)

Shield*: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 (hero)
damage: 2d6 + 16 + 2 ⇒ (3, 2) + 16 + 2 = 23 (song)

Hasted Shield*: 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35 (hero)
damage: 2d6 + 16 + 2 ⇒ (3, 3) + 16 + 2 = 24 (song)

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

Shadow Lodge

DC 16 Ref for the one that missed or take half damage please. Between the two of you one of the fauns will be down or almost down depending on Krowe and Bor.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

They both hit Faolan hiding behind his shield. My touch AC is 19.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

With Krowe safe Bor returns to spear-chucking. "Burn those wo bushes downa nd I can get the rest of your injuries."

+1 returning shortspear; Song: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 returning shortspear; Song: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

+1 returning shortspear; Song: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse, Blindness (CSW)
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

"Hold on Faolan!"

Hoping to end the fight quickly, Krowe unleashes more lightning into the enemy.

Chain lightning - primary target DC 24 / secondary DC 22: 15d6 ⇒ (4, 6, 3, 3, 1, 2, 1, 5, 2, 5, 2, 3, 4, 2, 4) = 47

Shadow Lodge

Ref DC 24: 1d20 + 15 ⇒ (15) + 15 = 30

One of the fauns drops under the attack and the other makes a last effort to kill someone, throwing an acid bomb at Faolan again.

Touch Attack @ Faolan: 1d20 + 13 ⇒ (17) + 13 = 30
Acid Damage: 5d6 + 2 ⇒ (1, 2, 5, 3, 5) + 2 = 18

After that it is brought down by shield, spear, and bow.

Less than half HP and 4:1, no reason to play it out.

As soon as the last faun falls you look around for any other attackers, but find none in the immediate area. A small force of quicklings arrives to stab the faun corpses and you realize that Wendel was picking the lock on the cages while you were dodging acid bombs. He begins talking to one of the quicklings, a taller woman with patches of skin cut off and only one eye. She's been bandages but clearly the fauns were experimenting on her.

The newly turned blightguard on the table did not survive your interruption and you quickly search the room while dealing with the quicklings.

+1 leather armor x3
Large +1 cold iron sickle x3
mwk studded leather x3
+2 cold iron dagger x3
boro bead (1st level)
potions of cure serious wounds x2
potions of delay poison x4
potions of lesser restoration x2
ring of protection +2 x3
vial of ghost orchid essence x3
perfume (worth 500 gp)
teak snuffbox (worth 250 gp)

In addition to the equipment and potions carried by the chirurgeons, the lab contains a wand of polymorph (14 charges), an admixture vial, a boro bead (3rd level), and jar of restorative ointment. The alchemical equipment here functions as a masterwork alchemist’s lab.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

”Those fey were nasty.” Faolan says as his flesh sizzles from the acid. ”How are we doing on wands? I’m afraid I took quite a beating there.” (Not sure if Bor wants to throw down some healing before I go tapping the wands. HP 42/171)

Faolan looks about and loads up the treasure into his extra dimensional pack.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Channel Positive Energy: 21d6 ⇒ (3, 1, 1, 1, 1, 2, 5, 4, 1, 1, 2, 2, 4, 1, 6, 5, 2, 4, 2, 3, 6) = 57 Use all 3 CPE uses for the day.

"Gather around, I will do what little I can." Bor releases the little bit of positive energy among the group. He looks over at Wendel speaking with another of the fey. "What you got there Wendel?"

Status:

HP 158/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Bestow Curse, Blindness (CSW)
(4th)
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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 helps identify the magics, giving time for Faolan & Krowe to heal.

"Wendel? Any survivors? Who were you talking to?" Bazsil asks when he hears voices. "Did you want to introduce us? Or did you learn anything?"

Bazsil does not overtly want any of the magics at this time.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

”Thanks Bor!” Faolan feels significantly better after his healing waves.

Who’s tracking the wands of healing? I hope it’s not me. If we’re not sure, I can take it on and will buy a bunch next time out to make up.

CLW Wand: 13d8 + 13 ⇒ (5, 7, 4, 2, 3, 3, 5, 6, 5, 6, 8, 1, 8) + 13 = 76

Once healed, he keeps on eye on the area as he loads up some of the loot for later sale.


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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 and always has been.

Bazsil notes the number of charges Faolan uses while he waits to hear from Wendel.

Shadow Lodge

After a brief conference, the apparent leader of the quicklings turns to you when Bor's healing magic washes over the group.

"Oh—oh-oh-oh! Is it over? Is it well and truly over? Meril thought she was doomed! Her family was gone, and the evil one’s minions dragged her to this hell-place, and that was it! They took Meril’s skin and Gorvin’s eye and Petulia’s hand and they made a man who danced and stank of rot. But new friends have rescued her—yes, shiny and so new—and now Meril must tell her friends the horrible things she’s heard. The minions experimenting on Meril were vile! Bragged about mocking the earth queen as they visited the evil one far below!"

You see a gold ring on Meril's ankle, it looks remarkably similar to the one you found in the dragon's lair and you recall that Wendel at first mistook that ring for one that his sister was supposed to posses.


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

”Yeah, it’s over. Sure Krowe was almost melted by acid like the b&$#$ed b~%$~ of the quest, but we pulled through,” Bazsil replies in his friendly, deep rumbling voice. ”You got another ring, do you?” Bazsil takes the ring and puts it where it should go. ”Sorry about this, Meril. We kind of need this to fix all the things we need to fix.”

”What else can we do for them, Wendel?”


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Faolan feels pretty good about how things are turning out. Long way to go of course, and he can scarcely imagine the horror some of these creatures have lived through.

He shudders and grips his shield for comfort. He bangs it with his fist trying to release the anxiety. "It doesn't get me out of everything, but it does get me out of most things!" He ends with a somewhat joyous shout as he hoists his shield in the air... before realizing he was talking out loud at all.

”Oh, er, sorry. Look, we’re not done, and we could really use that ring you’ve got there. If that’s cool and all.”

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

"Good find Wendel." Bor looks down curiously at the ring as he examines it. "Is this your sister by chance?"

Detect Magic.

Shadow Lodge

Meril steps back as Bazsil moves to touch her. "Why do you need my anklet, and why did you save us. Wendel came here to save me and brought you, what are you doing now? Will you go below and fight the evil one to free the earth queen?"


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

”Oh yeah, we’re here to kill the evil one, or ones. There seems to be a lot of evil around here and we’re going to do that,” Bazsil rumbles in answer. ”We need the ring to do the thing.”


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

"I dunno why we need it, it's magic, and that's all over my head. But we're here to end the evil. So, please, give us the precious ring and point the way below that we may free the earth queen."

He feels it's a fair bargain all things considered. But he waits to see what the fey decide.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

"We are here to save the Earth Queen. Hobgoblin forces have us surrounded and we need all the help we can get." Bor still isn't sure if this is one of his visions or not as this corrupted fey forest seems to draw right into his own personal nightmare.

Shadow Lodge

Meril seems reluctant but at prodding from Wendel she nods and takes the ring off herself. "You must pass the three handmaids and follow the trail down. There you will find the evil and free the earth queen. Meril has not been deeper but she has heard them talk. Beware the handmaids, they will bewitch you. Deep into the darkness you go, where the evil lives. They will all know you are here, the blight links them."

The inscription on the ring is again in Abyssal, "Moss and rot shall grow unchecked."

Having told you what she knows, you push on. The wild roots growing from the floor here grow thick in several places, folding upon each other to
form simple chairs and benches. This faux furniture circles a massive tree smelling of sickly sweet fruit. Various sundries of high society—engraved flatware, needle lace doilies, and delicate porcelain—rest upon finely carved real tables and sideboards, which are hopelessly stained with mildew and rot.

There are indeed three fey lounging on the furniture here. They watch languidly as you enter. The fruit from the tree seems to resemble human heads and the tree itself seems to be humming. The sound feels like it is worming itself into your brain.

Will DC 18 or be Shaken.

One of the fey speaks. "What brings you here mortals?"
The second speaks. "Do you seek an audience with the queen?"
The third finishes. "You have attacked her servants, it will not go well for you now."


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 pauses before continuing on, looking at Krowe.

”How are you on your magicks, Krowe? Should we retreat to rest? Or push forward? Bor, what of you?” Bazsil ponders the strength still left in his own voice.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Faolan is ready to proceed, so he does so. Happy to wait if we need to rest, but it's been a couple days for a reply, so...

Will: 1d20 + 14 ⇒ (6) + 14 = 20 vs DC 18

"Hey, you lot are extra creepy. Is the queen as creepy as you?" he turns to the others, "I assume we can smash 'em yeah?"

He'll charge into the midst of them if he gets the nod from the smart folk.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Bor stretches, "I should be alrigt, let's request an audience with this Queen."


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 ⇒ (7) + 11 + 2 = 20 Will

Bazsil follows along, letting Krowe suck it up and letting Faolan's words carry forth.


Human | AC 17(22) FF 14(18) T 17(21)| HP 169/169 | F +11 R +11 W +14 | Initiative +7 | Perc. +22 | Sense Motive +1

Will vs Shaken: 1d20 + 13 ⇒ (7) + 13 = 20

Krowe is a little creeped out by the fey and their singing bush, but blocks out the unsettling tune.

"I've still got a few tricks up my sleeves." Krowe says, but the others are already moving on, so he hastens to follow. "Crap, hold up."

Shadow Lodge

The three fey stare at you with starlight eyes. You see thousands of years in their gaze, the passage of entire mortal civilizations a mere blink to beings such as these. You almost feel yourself drifting towards them when the tree farts and the air is filled with pollen.

The three fey cackle and each other and inhale deeply as the pollen settles over each of you. The smell is sickly sweet and somewhat intoxicating.

Need a DC 20 Will Save from Bor to avoid being shaken, and a DC 22 Will Save from all 4 of you to avoid being captivated by the tree. If you are captivated you can do nothing but move towards the tree.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Will: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 (heroism) vs DC 22

”Now cut that out!” Roars Faolan.

Not sure of the positioning here. How far away is the tree? How far away are the three fey? Faolan is about to fight back.

Dark Archive

Male Human 15 | HP 158/158 | AC 26;TCH 11; FF 25 | F +12; R +6; W+16 | CMB +13; CMD 24 | Init +1; Perc +21; SM +7

Will DC 20: 1d20 + 16 ⇒ (19) + 16 = 35
Will DC 22: 1d20 + 16 ⇒ (19) + 16 = 35

"Bor looks intensly at the trio. [b]"We said we wished an audience with the Queen." He says sternly letting the trio know he will not accept anymore games.

Shadow Lodge

Tree is in the center of the chamber, call it 20 feet, and the fey are 40 feet away.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +17 | Init +3 | Perc +29 | Sense Motive +24

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroism, Freedom of Movement, Resist Fire (30)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2)
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 10/10
Knockout (DC 23, 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
Cap (re-roll failed mind-affecting effect): 1/1
Headband (fly): 2/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

The tree seems hostile to Faolan, so he let’s it have it! He flings his shield again and again against the bark.

Shield*: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27 (hero)
damage: 2d6 + 16 ⇒ (5, 1) + 16 = 22

Shield*: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36 (hero)
damage: 2d6 + 16 ⇒ (1, 3) + 16 = 20

Shield*: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28 (hero)
damage: 2d6 + 16 ⇒ (5, 3) + 16 = 24

Shield*: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 (hero)
damage: 2d6 + 16 ⇒ (6, 4) + 16 = 26

Shield*: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 (hero)
damage: 2d6 + 16 ⇒ (6, 6) + 16 = 28

Shield*: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 (hero)
damage: 2d6 + 16 ⇒ (6, 1) + 16 = 23
critthreat Shield*: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 (hero)
damage: 2d6 + 16 ⇒ (6, 1) + 16 = 23

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


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 ⇒ (19) + 11 + 2 = 32 Will

"Ah, c'mon, tree. What did we do to you?" Bazsil starts a song and joins Faolan in attacking the tree. He uses his bow, from a distance.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 piercing damage. + 2d6 ⇒ (4, 4) = 8 vs evil.

1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage. + 2d6 ⇒ (3, 6) = 9 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Shadow Lodge

Faolan and Bazsil slam into the tree over and over again until the humming stops.

One of the fey snarls and casts a spell at all of you.

DC 19 Fort Save for everyone or 1d6 ⇒ 6 nonlethal damage and be sickened.

The other two fire rays at Krowe.

Ranged Touch Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Negative Levels: 1d4 ⇒ 2

Ranged Touch Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Negative Levels: 1d4 ⇒ 1

Initiative:

Baszil: 1d20 + 10 ⇒ (1) + 10 = 11
Faolan: 1d20 + 3 ⇒ (4) + 3 = 7
Bor: 1d20 + 1 ⇒ (18) + 1 = 19
Krowe: 1d20 + 7 ⇒ (17) + 7 = 24
Fey: 1d20 + 9 ⇒ (6) + 9 = 15

Party is up, Round 2. Tree is down, 3 fey remain.


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 + 14 + 2 ⇒ (17) + 14 + 2 = 33 Fort

Round 5

Free/Swift: Sing.
Move:
Stnd: Cap a fey.

Bazsil shoots a fey.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (5, 1) = 6 vs evil.

1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 piercing damage. + 2d6 ⇒ (5, 5) = 10 vs evil.

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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

[ dice]1d20+20[/dice] to hit; ()
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (5) + 19 = 24 slashing damage.

Magic adaptive longbow.
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+11[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 150/150
DR 1/—
AC: 25 (9 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*1)
L4: 3/4 used (DDoor*0,Echo*1,FoM*1,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility.

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:16/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 30/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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]

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