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


6,151 to 6,200 of 6,544 << first < prev | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | next > last >>

AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

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) Range: 20’, -1 per increment
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
- - -

Fort: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 (heroism) vs DC 19 avoiding 6nl and sickened

As always, Faolan accepts Bazsil’s singing. He then takes a 5’ step (35’ away from the fey) and throws his shield at the one who cast the spell upon him.

Shield*: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24 (hero, range)
damage: 2d6 + 16 + 2 ⇒ (6, 4) + 16 + 2 = 28 (song)

Shield*: 1d20 + 22 + 1 ⇒ (12) + 22 + 1 = 35 (hero, range)
damage: 2d6 + 16 + 2 ⇒ (2, 2) + 16 + 2 = 22 (song)

Shield*: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28 (hero, range)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26 (hero, range)
damage: 2d6 + 16 + 2 ⇒ (2, 2) + 16 + 2 = 22 (song)

Shield*: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29 (hero, range)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 (hero, range)
damage: 2d6 + 16 + 2 ⇒ (1, 1) + 16 + 2 = 20 (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

"It didn't need to come to this. We just wanted passage." Bor draws his cold iron cestus and slips it over his hand as he closes in on the fey. "Cease this now."

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)

Shadow Lodge

Faolan and Bazsil continue their assault while Bor threatens to follow up with punching and madness. They laugh at the blood spattered about by Faolan's shield and giggle when Bor starts giving orders.

The ray casters heal their fellow fey while the wave caster steps back and blows glitter into Faolan's face.

8d8 + 18 ⇒ (6, 2, 8, 5, 5, 1, 8, 4) + 18 = 57

Faolan, Bor, and Bazsil DC 17 Will Saves or be blinded.

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

1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 Wil

Bazsil blows dust out of his mouth. ”What is that? Is that fairy dust? You fairy dusting me?”

Round 3

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

Bazsil shoots a fey.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage. + 2d6 ⇒ (5, 2) = 7 vs evil.

1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 piercing damage. + 2d6 ⇒ (6, 1) = 7 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 ⇒ (5) + 19 = 24 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (8) + 19 = 27 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]

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 17: 1d20 + 16 ⇒ (8) + 16 = 24

Bor fights off the blindness as he begins to bless the ground upon which the party stands.

Blessing of Fervor.

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) Blessing of Fervor
(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 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

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), Blessings of Fervor
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) Range: 20’, -1 per increment
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): 8/10
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
- - -

Will: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 (heroism) vs DC 17 or be blinded

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Faolan takes another 5’ step (30’ away) and swiftly picks up some training in ranged combat (swift to learn Point blank shot and Precise shot). He then focuses on the healer. Time to take out their battery if he can.

Shield*: 1d20 + 22 + 4 ⇒ (10) + 22 + 4 = 36 (BoF, hero, range, PBS)
damage: 2d6 + 16 + 3 ⇒ (3, 4) + 16 + 3 = 26 (song, PBS)

Shield*: 1d20 + 22 + 4 ⇒ (3) + 22 + 4 = 29 (BoF, hero, range, PBS)
damage: 2d6 + 16 + 3 ⇒ (4, 6) + 16 + 3 = 29 (song, PBS)

Shield*: 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35 (BoF, hero, range, PBS)
damage: 2d6 + 16 + 3 ⇒ (4, 3) + 16 + 3 = 26 (song, PBS)

Shield*: 1d20 + 17 + 4 ⇒ (6) + 17 + 4 = 27 (BoF, hero, range, PBS)
damage: 2d6 + 16 + 3 ⇒ (3, 5) + 16 + 3 = 27 (song, PBS)

Shield*: 1d20 + 12 + 4 ⇒ (2) + 12 + 4 = 18 (BoF, hero, range, PBS)
damage: 2d6 + 16 + 3 ⇒ (2, 2) + 16 + 3 = 23 (song, PBS)

Shield*: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25 (BoF, hero, range, PBS)
damage: 2d6 + 16 + 3 ⇒ (3, 6) + 16 + 3 = 28 (song, PBS)

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

Shadow Lodge

One of the dryad's falls and the other two cry out, jumping backwards into the wall and disappearing. The dead dryad had only an amulet of natural armor +3, a lacquered box (worth 150 gp) resting on one table contains a wand of expeditious excavation (32 charges).

You see a side chamber as well as a tunnel past the tree. Choking vines and ropy fungi haphazardly seal this chamber’s only entrance, in addition to a thick chain and padlock. A single, horned skull hangs from a sloppily written wooden sign on this barricade.

Sign in Sylvan:

Danger! Do not release!


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Krowe gasps from the negative energy attacks. ”Just need a moment… and perhaps a restorative spell. Or two..”

He pulls out a wand and begins healing his wounds, but his spirit remains drained.

I keep forgetting we have some wands of infernal healing that can heal 10 hps with a little time between encounters - using 2 charges from one (48/50 charges left).
Krowe also has 3 negative levels, which I believe will require a restoration spell to fix, but if we don’t have them Krowe will soldier on.

”That sign. It reads: Danger, do not release. I’m not sure if that’s an danger to us or a foe to our enemies. Let me send a scout.”

Krowe summons an invisible stalker and sends it to investigate, with orders to return and report rather than fight.

Satus: 3 negative levels
HP 113 (normally 128)


AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Faolan nods. The treasure sheet shows two scrolls of restoration with the 1,000gp diamond dust but I dunno who's carrying them. I think, as you just have temporary negative levels until a day has passed, one scroll is overkill, but will do the job for all three negative levels. Dunno if we have better options.

Faolan goes near the door in case the invisible stalker comes out with someone, or something, chasing it.

He readies his shield and waits.

Shadow Lodge

2 people marked this as a favorite.

The negative levels are from enervation and wont require restoration, just a few hours to pass.


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
Oberon Krowe wrote:
Krowe gasps from the negative energy attacks. ”Just need a moment… and perhaps a restorative spell. Or two..”

"Again, if we need to pull back and rest, now is a good time," Bazsil offers again, helping with the healing and the magic looting.

He waits to hear/see what the Stalker finds.

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

"If our next visit is with the Queen, then resting may be a good idea." Bor strained some of his muscles, but is able to still move about alright.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

”I might need a few hours to fully recover, but if need be we could use one of those scrolls. But that can wait until my stalker returns.”


AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

"It's been a long day. I can continue, but without you lot I won't get far. Let's rest here." He looks about, "Or maybe near here." he chuckles.


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 finds agreement within the group to rest, and will find a safe space to do so, backtracking as needed. They will set the usual watch shifts, and Bazsil, as usual, will sleep with his deep rumbling snoring.

Shadow Lodge

You wait and plan, yet Krowe's stalker does not return.


AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: None
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) Range: 20’, -1 per increment
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): 3/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan grins, "Something tough then. I like that. And they know we're coming. Might be a fair fight!"

He chuckles and pats Krowe on the shoulder.

He does his turn at watch and wakes refreshed and ready to proceed.

"Let's get this queen off her throne, shall we?"

He readies his shield, stands in line for any spells that might be coming his way, and proceeds in front ready to face danger!

Shadow Lodge

You decide to rest and regroup, the various fey having battered you quite thoroughly in the last few hours. With the nature of the palace and the Dark Blight, you find yourself unable to retreat to an extradimensional space and instead bunker on the other side of the wall you created in the surgery room.

Meril and Wendel quickly catch up on events since their separation before Meril disappears into the tunnels.

"My sister will scout while you recover. We do not know what is down here, the dark queen has hundreds of guards and dozens of handmaidens to replace those you've fought. If you stay too long she will reinforce her place with even stronger defenses."

Many hours later Meril returns. "I got as far as I could. There is a hall of trees, a spider nest with no spiders, and a pit of razor spikes. Past that I dared not go, not without my bracelet." She looks at Bazsil pointedly.

You are undisturbed during your rest, though you have no doubt given your enemies time to prepare as well. Then again, what care evil fey for a few deaths?


AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Faolan wakes early and helps the others with their morning prayers and readings. He'll probably butcher some eggs and dried bacon or something in a pot of some kind.

Never the less, when the breakfast things are put away and the group is ready, he's at the forefront!


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 makes a lot of mental notes after the camp has been made (or crafted from the aether, Krowe?) on the last few days of excitement. He wants to be sure nothing is left out of his edda, the song of this journey to take revenge on the hobgobs.

Of course, they were very very far astray from fighting hobgobs right now, but pulled off course into some weird fey shenanigans and Bazsil makes mental notes to clarify the entanglements later with Krowe.

Come the morning, he will offer his usual magics around to those who wish them, and then be ready to move on.

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

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

"Do you think the Hobgoblin forces have stayed stagnant on the outside?" Bor wonders, wishing they had been able to scout further and further. "We may be doing all of this, only to leave this corrupted forest and be completely surrounded."


1 person marked this as a favorite.
Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

With extradimensional magics tricky in this area, Krowe has no other magical comforts to offer for resting, though in truth a magical rope trick provides only a clean floor and little else.

"I wasn't aware you could cook." Krowe muses upon smelling bacon as he wakes. After seeing Faolan's failed alchemy experiment bubbling in a pot, he realizes his mistake and reaches into his haversack for some dried rations. "Too bad it doesn't seem enough for everyone." He lies, trying to hide his nose in his spellbook.

Yikes. I'd rather eat another of those alchemist bombs, amaright berk?

***

At Bor's question, Krowe happily changes the subject. "An army of hobgoblins would be a welcome change at this point. At least they are predicable. And flammable." Krowe waves a chunk of dried berries. "But if we can end the corruption, then hopefully we can just teleport out of here and leave them to the other fey. From what we've seen, they wouldn't stand much of a chance."

Shadow Lodge

You end your uneasy rest with a meal and jokes, steeling yourselves for the path ahead. Somewhere in this complex is the artifact you need to strike at the heart of the Ironfang Legion. For months they have been attacking where and when they please and the only thing preventing you from putting a stop to their reign of terror is a mad fungus queen and her seemingly endless horde of blighted fey.

You move to the sealed room and continue down the corridor, satisfied that anything which could so easily end an invisible stalker could also do some damage to you. Rampant, woody growths fill this passage, climbing upward
from the floor like stalagmites. Drab paintings of scarred fey in
various acts of debauchery line the walls.

Perception DC 36:

Two of the stalagmites have a solid, almost fleshlike quality.


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 + 20 + 2 ⇒ (9) + 20 + 2 = 31 Perception

Bazsil grunts and waits for others before pressing forward.


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Perception: 1d20 + 21 ⇒ (9) + 21 = 30

Krowe keeps his eyes peeled, but sees nothing unusual.

He then realizes he hasn’t put up standard protections and begins doing to as they group moves forward.

Oh, boy, getting caught with my magical pants down here. Meant to at least get made armor up, and was considering another group resist fire, but sort of dropped the ball.


AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Perception: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 (heroism)

Normally more observant, Faolan enters the room and looks around a bit. Finding nothing of note, he prepares to move to the next chamber.

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

Perception: 1d20 + 21 ⇒ (19) + 21 = 40

"Careful, two of those stalagmites have a bit of a flesh-like quality" Bor stops in his tracks and points the pair out.


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

”The good kind of flesh?” Bazsil pauses to look at what Bor is pointing out, a song of rage on his lips. ”Or the bad kind?”

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

"Is there a good king in these woods?" Bors shudders at the thought.


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
Bor Olrum wrote:
"Is there a good king in these woods?" Bors shudders at the thought.

"Ever heard of a nymph? Or slyph? I mean, a normal one, not a you know, one that's been twisted by dark magic, but a pureblooded naiad? Man, I hear they will knock your boots off, you know?" Bazsil answers hoping for the good flesh.

Shadow Lodge

Unfortunately for you this is the bad type of flesh, Bor recognizes these as ropers. Similar to the one you met earlier, but less kooky and more hungry.

Surprise round for Bor then the ropers will go.

Dark Archive

1 person marked this as a favorite.
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 quickly springs up an invisible wall directly in front of the ropers. "I'll blind them and we can just run past."

Wall of Blindness DC 24

Shadow Lodge

1d20 + 13 ⇒ (17) + 13 = 30
1d20 + 13 ⇒ (3) + 13 = 16

You run past the ropers. One of them is blinded but the other is not, and it strikes out at Faolan with a tentacle.

Touch Attack: 1d20 + 10 ⇒ (2) + 10 = 12

Unfortunately it's not able to get a firm grasp of him and you are able to continue past them with minimal effort. Ahead you have two choices, left or right. To the right you see some webs before the corridor bends, to the left the passage continues.

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 points left. "Skip the webs?"


AC 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Faolan ducks under the tentacle, "Yuck!" He cries out as it swats close to him.

He nods to Bor and starts heading down the left side. No need to fight spiders if they don't have to. He hopes this way is clearer.


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, that was the bad flesh, oh well," Bazsil agrees, hustling along after Bor's quick thinking. "Yeah, let's go left."

Shadow Lodge

As the central corridor winds on, its woody stalagmites give way to sharp, broken growths. As it curves around a bend, most of the passage falls away into a massive pit.

On your side of the pit you see two lumbering apelike creatures with blood-red fur, twisted horns, and a hideous fanged orifice set in the center of their chests. They tower above you, each of them easily 12 feet tall.

K. Planes 22:

These are baregaras, Abyssal denizens who are not demons but could be if they would just eat their breakfast.

The apes spot you running into the room and move to attack. "Intruders!"

Initiative:

Baszil: 1d20 + 10 ⇒ (10) + 10 = 20
Faolan: 1d20 + 3 ⇒ (12) + 3 = 15
Bor: 1d20 + 1 ⇒ (12) + 1 = 13
Krowe: 1d20 + 7 ⇒ (16) + 7 = 23
Apes: 1d20 + 8 ⇒ (17) + 8 = 25

They move up to Faolan and pound on him, if they can.

Attack @ Faolan: 1d20 + 23 ⇒ (20) + 23 = 43
Damage: 1d10 + 8 ⇒ (2) + 8 = 10
Crit @ Faolan: 1d20 + 23 ⇒ (20) + 23 = 43
Damage: 1d10 + 8 ⇒ (2) + 8 = 10
Grapple: 1d20 + 29 ⇒ (11) + 29 = 40

Attack @ Faolan: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 1d10 + 8 ⇒ (8) + 8 = 16


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 + 15 + 2 ⇒ (9) + 15 + 2 = 26 Know (Planes)

DRs?

”Baregaras? Here? At this time and place? Localized entirely in this fey’s kitchen?” Bazsil seems confused why they would be here when they could be eating breakfast.

He pauses a moment to see if Krowe can offer any opinions about how best to strike 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

Seeing Bazsil's confusion Bor tries to elevate it and make it a bit more contagions for the ape's simple minds. "Hopefully this will last long enough to take them down quickly and keep moving. A sitting duck is a dead duck."

Aura of Madness DC 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) Blessing of Fervor
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 13/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

10/Good


Human | AC 17(22) FF 14(18) T 17(21)| HP 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Knowledge Planes: 1d20 + 18 ⇒ (12) + 18 = 30 Any energy resistance or immunities?

"Baregaras indeed. What demon wannabes are doing down here is beyond me. Bloody hell! Faolan, are you ok?"

Krowe summons some aid of his own.

1 Arcane reserve to Summon a greater earth elemental

The rocks surge and two massive stony fists punch the demon-ape grabbing Faolan.

Slam - PA: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 2d10 + 21 ⇒ (9, 6) + 21 = 36
Slam - PA: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 2d10 + 21 ⇒ (9, 8) + 21 = 38

Shadow Lodge

Immune electricity, poison, Resist acid 10, cold 10,
fire 10; SR 23


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: Sing.
Move:
Stnd: Shoot some demons.

Bazsil shoots demon after starting song...Which gives weapons the GOOD quality.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (4, 2) = 6 vs evil.

1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage. + 2d6 ⇒ (4, 5) = 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 ⇒ (4) + 19 = 23 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 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: 1/6 used (GHope*,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,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:1/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 3/6 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': 0/3 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 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Status:
HP: 135/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Baregara
- - -
Conditions: Heroism, grappled, 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) Range: 20’, -1 per increment
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): 3/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

He waits for the song. He always waits for the song to fill the air, and his mind with battle!

Though grappled, Faolan doesn’t shrug off danger. He pounds it! He tries to bash the creature hard enough to let go. Grappled -2 to attack applied.

Shield*: 1d20 + 26 + 2 ⇒ (10) + 26 + 2 = 38 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 4) + 16 + 2 + (6) = 34 (song, d6 vs evil outsiders)

Shield*: 1d20 + 26 + 2 ⇒ (11) + 26 + 2 = 39 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 5) + 16 + 2 + (1) = 28 (song, d6 vs evil outsiders)

Shield*: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (3, 2) + 16 + 2 + (2) = 25 (song, d6 vs evil outsiders)

Shield*: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 6) + 16 + 2 + (5) = 33 (song, d6 vs evil outsiders)

Shield*: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (4, 6) + 16 + 2 + (6) = 34 (song, d6 vs evil outsiders)

Shield*: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 5) + 16 + 2 + (4) = 33 (song, d6 vs evil outsiders)

Toppling Bash: 1d20 + 20 ⇒ (1) + 20 = 21 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 5) + 16 + 2 + (6) = 34 (song, d6 vs evil outsiders)

Shadow Lodge

Faolan, Bazsil, and Krowe's elemental smash one of the baregaras and start on the second.

Will DC 24: 1d20 + 10 ⇒ (5) + 10 = 15

Although the second one succumbs to Bors infectious madness, it matters not at all when a target it before it.

Attack @ Faolan: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Attack @ Faolan: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 1d10 + 8 ⇒ (5) + 8 = 13
Grab: 1d20 + 29 ⇒ (19) + 29 = 48

Attack @ Faolan: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 1d10 + 8 ⇒ (3) + 8 = 11
Grab: 1d20 + 29 ⇒ (13) + 29 = 42

Attack @ Faolan: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 1d8 + 8 ⇒ (1) + 8 = 9

Party is up, second baregara is wounded.


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 2

Free/Swift: Sing.
Move:
Stnd: Shoot some demons.

Bazsil shoots demon.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (4, 4) = 8 vs evil.

1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage. + 2d6 ⇒ (4, 5) = 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 ⇒ (1) + 19 = 20 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (9) + 19 = 28 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: 1/6 used (GHope*,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,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:1/34 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 3/6 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': 0/3 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 37 Flat 21 Touch 21 | CMD 41 | HP 171/171 | F+15 R +15 W +14 | Init +3 | Perc +27 | Sense Motive +22

Status:
HP: 122/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Baregara
- - -
Conditions: Heroism, grappled, 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) Range: 20’, -1 per increment
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): 3/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Though grappled, Faolan doesn’t shrug off danger. He pounds it! He tries to bash the creature hard enough to let go. Grappled -2 to attack applied.

Shield*: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 2) + 16 + 2 + (3) = 28 (song, d6 vs evil outsiders)

Shield*: 1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 5) + 16 + 2 + (1) = 29 (song, d6 vs evil outsiders)

Shield*: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 3) + 16 + 2 + (3) = 26 (song, d6 vs evil outsiders)

Shield*: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 5) + 16 + 2 + (5) = 34 (song, d6 vs evil outsiders)

Shield*: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (5, 4) + 16 + 2 + (1) = 28 (song, d6 vs evil outsiders)

Shield*: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (2, 5) + 16 + 2 + (5) = 30 (song, d6 vs evil outsiders)

Toppling Bash: 1d20 + 20 ⇒ (11) + 20 = 31 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 (heroism, song)
damage: 2d6 + 16 + 2 + 1d6 ⇒ (6, 6) + 16 + 2 + (5) = 35 (song, d6 vs evil outsiders)

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

Seeing his madness not doing much Bor grabs his spear and slings it at the strange demon.

+1 returning shortspear; Song: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

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) Blessing of Fervor
(5th)
(6th) Banishment
(7th)
(8th)
Vision of Madness 8/10
Aura of Madness 13/15
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 128/128 | F +11 R +11 W +13 | Initiative +7 | Perc. +21 | Sense Motive +1

Krowe cast some magic missions into the monster as his elemental continues to smash at it.

Spell Pen (if needed): 1d20 + 14 ⇒ (8) + 14 = 22
Magic Missiles: 5d4 + 5 ⇒ (2, 1, 2, 2, 3) + 5 = 15

Slam - PA + Ragesong: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 2d10 + 23 ⇒ (5, 6) + 23 = 34
Slam - PA + Ragesong: 1d20 + 22 ⇒ (3) + 22 = 25
Damage: 2d10 + 23 ⇒ (10, 5) + 23 = 38

Shadow Lodge

The baregara goes down under the party's assault. You find nothing of interest on them, it does become clear that their thick hides protected them from the razor sharp rocks in this area. You carefully and slowly pick your way through, glad you weren't forced to fight in these hazardous conditions.

You see that the pit in the center of the room is 50' deep and the edges are treacherous. You secure yourselves in order to look down and can see two corpses propped against the wall. It's difficult to make out details from here.

You may either rope (of fly) down to the bottom of the pit, or continue deeper into the palace. If you continue deeper, there is a room off to the left or the main passage continues to the right.

6,151 to 6,200 of 6,544 << first < prev | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Balodek's Ironfang Invasion Gameplay All Messageboards

Want to post a reply? Sign in.