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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Dark Archive

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

"This Queen should be in the Palace somewhere I would think. Unless she has been tipped off we are coming." Bor motions towards the palace, down the main passage.


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

”Agreed,” Bazsil agrees with his deep rumbling voice. ”Faolan? You ready to go?” Bazsil checks on the man’s wounds and will wait for any healing that is needed.

He will activate his boots of flying as to fly down rather than climb.

Barring seeing anything of note at the bottom, let’s go left? Everything is always good when you go left.


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

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroism
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
- - -

”Gotta top up.” Faolan shrugs, bleeding from a few deep bruises.

He starts with four CMW potions, which he really doesn’t need to be carrying around as he has plenty of CSW potions.
CMW x4: 8d8 + 12 ⇒ (6, 2, 5, 7, 3, 8, 3, 4) + 12 = 50

Smiling, ‘cause he gets to fly again, he activates his headband and flies down into the pit to investigate the bodies. He assumes they’re going to get up and attack him, so he has his shield out and ready.

Shadow Lodge

You fly down and find two dwarves propped up against the wall of the pit. Their legs have been broken and they are being slowly engulfed by fungus.

Bor says deeper, Bazsil says left.


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

deeper, left: 1d2 ⇒ 1

Faolan is convinced that Bor is right, "We don't want to fight every fey in here do we? I bet the queen is at the bottom of all this. Let's go get her."

Faolan votes bottom.


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

"Down then." Krowe nods and casts a few spells to prepare for whatever awaits them below.

Mage armor
Resist energy communal (fire 30)
Fly on Krowe
Fly on Bor
Stoneskin on Faolan
Darkvision on Krowe


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

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (150/150), Flight (1/8m)
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
- - -

Faolan is thankful for the spells bestowed upon him and says, ”Krowe, I feel I should pay at least some of the cost of the Stoneskin. That’s an expensive spell to cast, but oh so useful. Here.” He’ll fork over 1,000gp for at least some of the past castings, and he’ll pay for the spell going forward, if Krowe accepts it.

He’ll then activate his headband and fly down shield first.

Shadow Lodge

You make your way 100' down the corridor that leads deeper into the palace. You see a flickering light ahead from an opening to your left. The scent of must and decay permeates this room, overlaid by the reek of decaying flesh. Wicker frames support ratty bedrolls along its northern and eastern walls, and a large cauldron in the center bubbles with foul liquid. A rack along the southern wall holds an array of vicious weapons.

Four blightguards have their weapons ready and are standing in a lose formation. They are ready for you but do not seem to be concerned. The one farthest to the right laughs. "Look Earl, our intruders have returned!" One of the blightguards grunts at this and you see he has a string of ears around his neck.

Initiative:

Baszil: 1d20 + 10 ⇒ (17) + 10 = 27
Faolan: 1d20 + 3 ⇒ (2) + 3 = 5
Bor: 1d20 + 1 ⇒ (16) + 1 = 17
Krowe: 1d20 + 7 ⇒ (19) + 7 = 26
Blightguards: 1d20 + 10 ⇒ (8) + 10 = 18

Despite them being part quickling, Baszil and Krowe manage to get the first action.

Bazsil and Krowe, then blightguards, then Bor and Faolan.


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

"Sh!t.. these @ssh0les again."

Floating safely above the Blightguards, Krowe gives them an invisible friend to play with, then quickens a spell to level the playing field with his normally slower companions.

Arcane point to summon 1d3 ⇒ 1 invisible stalkers.

Solid fists of invisible air slam into the mouthy Blightguard.

Unless they can see invisible creatures, these will be vs Flat-footed I believe.
Slam: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Slam: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13

Quickened Haste on everyone!


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

Round 1

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

Bazsil still flies after using his boots to get down, and stays about 10’ during this fight.
With bow in hand, he shoots at the most stalker-wounded foe.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (10) + 16 + 2 + 1 = 29 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage. + 2d6 ⇒ (6, 4) = 10 vs evil.

1d20 + 11 + 2 + 1 ⇒ (6) + 11 + 2 + 1 = 20 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 piercing damage. + 2d6 ⇒ (5, 5) = 10 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (9) + 16 + 2 + 1 = 28 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage. + 2d6 ⇒ (5, 3) = 8 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 ⇒ (6) + 19 = 25 slashing damage.

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (6) + 19 = 25 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]

Shadow Lodge

The blightguards take their lumps and move in to hit Faolan with their sickles.

Attack #1 @ Faolan: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d8 + 12 ⇒ (5, 1) + 12 = 18

Attack #2 @ Faolan: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
Damage: 2d8 + 12 ⇒ (6, 7) + 12 = 25

Attack #3 @ Faolan: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29
Damage: 2d8 + 12 ⇒ (7, 4) + 12 = 23

Attack #4 @ Faolan: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage: 2d8 + 12 ⇒ (8, 1) + 12 = 21

Faolan is surrounded. Because they moved, they have concealment for a 20% miss chance when you attack them. Bazsil's arrows appeared to do full damage.

"Tell me boys, did ye meet Frumy?"

You're not sure who Frumy is, but it is now party 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

Round 3

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

Bazsil still flies after using his boots to get down, and stays about 10’ during this fight.
With bow in hand, he shoots at the most stalker-wounded foe.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (6) + 16 + 2 + 1 = 25 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage. + 2d6 ⇒ (4, 2) = 6 vs evil.

1d20 + 11 + 2 + 1 ⇒ (8) + 11 + 2 + 1 = 22 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 piercing damage. + 2d6 ⇒ (4, 6) = 10 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (18) + 16 + 2 + 1 = 37 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage. + 2d6 ⇒ (5, 1) = 6 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 ⇒ (2) + 19 = 21 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: 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 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Status:
HP: 132171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Nasty Fey
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (120/150), Flight (1/8m)
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
- - -

"Frumy? Who's that?"

Faolan, as usual, gets pummeled in the first round of combat because he doesn’t have his guard up. He thinks about ways to fix that…

Until then, he returns the favor, hammering the fey with his shield!

Shield*: 1d20 + 26 + 4 ⇒ (17) + 26 + 4 = 47 (hero, song) Miss (low is bad): 1d100 ⇒ 64
damage: 2d6 + 16 + 4 ⇒ (4, 4) + 16 + 4 = 28 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (1) + 26 + 4 = 31 (hero, song) Miss (low is bad): 1d100 ⇒ 40
damage: 2d6 + 16 + 4 ⇒ (2, 5) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (8) + 21 + 4 = 33 (hero, song) Miss (low is bad): 1d100 ⇒ 38
damage: 2d6 + 16 + 4 ⇒ (6, 1) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (20) + 21 + 4 = 45 (hero, song) Miss (low is bad): 1d100 ⇒ 99
damage: 2d6 + 16 + 4 ⇒ (3, 1) + 16 + 4 = 24 (hope, song)
critthreat Shield*: 1d20 + 21 + 4 ⇒ (20) + 21 + 4 = 45 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 6) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37 (hero, song) Miss (low is bad): 1d100 ⇒ 6
damage: 2d6 + 16 + 4 ⇒ (4, 6) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37 (hero, song) Miss (low is bad): 1d100 ⇒ 86
damage: 2d6 + 16 + 4 ⇒ (6, 5) + 16 + 4 = 31 (hope, song)

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 + 26 + 4 ⇒ (8) + 26 + 4 = 38 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (2, 3) + 16 + 2 = 23 (song)

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

Dark Archive

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

"More of these blighted guards..." Bor moves in to place his body in between everyone. As he begins moving in he tosses his spear into the guards.

+1 returning shortspear; Song: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

”Frumy? Never heard of them.”

Krowe fires off magic missiles at a blightguard while his stalker continues pummeling.

Spell Pen?: 1d20 + 14 ⇒ (20) + 14 = 34
Magic Missiles: 5d4 + 5 ⇒ (1, 1, 1, 4, 4) + 5 = 16

Rage haste pummel vs flat-footed.
Slam: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
Slam: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14
Haste Slam: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16

@Faolan: did you reduce damage for stoneskin?

Shadow Lodge

One of the blight guards goes down and another is badly wounded by the group ganging up on him. The three remaining jump and move around, this time switching to Bor as their target.

Acrobatics: 1d20 + 17 ⇒ (8) + 17 = 25
Attack #1 @ Bor: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d8 + 12 ⇒ (5, 6) + 12 = 23

Acrobatics: 1d20 + 17 ⇒ (8) + 17 = 25
Attack #2 @ Bor: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage: 2d8 + 12 ⇒ (8, 8) + 12 = 28

Acrobatics: 1d20 + 17 ⇒ (11) + 17 = 28
Attack #3 @ Bor: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Damage: 2d8 + 12 ⇒ (8, 7) + 12 = 27

It is at this point you learn that Frumy is another First World predator, one who seems to have been lounging in a cave behind you and who is now attracted by the sound of yelling and combat.

K. Arcana 25:

This is a bandersnatch, a Huge creature with almost supernatural levels of stealth and perception, making it a peerless tracker and hunter. This appears to be a lesser variety.

The huge creature announces its arrival by launching quills at the flying bard.

Attack @ Bazsil: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Party is up. You have a 20% miss chance against the blightguards. Frumy is behind Bazsil by 30 feet, putting him about 60 feet from Faolan and Bor who are engaged with blightguards.


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 + 13 ⇒ (2) + 13 = 15 Know (Arcana)

"What the hell is that? And why did it just shoot me?" Bazsil spins to face the new enemy who is quill laden.

He pauses to see if Krowe has any ideas.

Dark Archive

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

Hearing Baszil scream Bor turns and beats feet towards the new threat. "You got them Faolan, I'll go incapacitate this guy."

Double move 60'.

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)


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

Status:
HP: 132/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Nasty Fey
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (120/150), Flight (1/8m)
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
- - -

Oberon Krowe wrote:
@Faolan: did you reduce damage for stoneskin?

I did - flat footed they hit me three times.

”I’ve got ‘em Bor, go help!” Faolan continues in on the blights, focusing on the most wounded first.

Shield*: 1d20 + 26 + 4 ⇒ (15) + 26 + 4 = 45 (hero, song) Miss (low is bad): 1d100 ⇒ 1
damage: 2d6 + 16 + 4 ⇒ (2, 1) + 16 + 4 = 23 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (20) + 26 + 4 = 50 (hero, song) Miss (low is bad): 1d100 ⇒ 8
damage: 2d6 + 16 + 4 ⇒ (6, 6) + 16 + 4 = 32 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (13) + 21 + 4 = 38 (hero, song) Miss (low is bad): 1d100 ⇒ 1
damage: 2d6 + 16 + 4 ⇒ (1, 2) + 16 + 4 = 23 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28 (hero, song) Miss (low is bad): 1d100 ⇒ 26
damage: 2d6 + 16 + 4 ⇒ (3, 4) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31 (hero, song) Miss (low is bad): 1d100 ⇒ 41
damage: 2d6 + 16 + 4 ⇒ (5, 5) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37 (hero, song) Miss (low is bad): 1d100 ⇒ 17
damage: 2d6 + 16 + 4 ⇒ (5, 5) + 16 + 4 = 30 (hope, song)

Toppling Bash: 1d20 + 20 ⇒ (5) + 20 = 25 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (2) + 26 + 4 = 32 (hero, song) Miss (low is bad): 1d100 ⇒ 45
damage: 2d6 + 16 + 2 ⇒ (3, 4) + 16 + 2 = 25 (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 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Knowledge Arcana: 1d20 + 25 ⇒ (17) + 25 = 42
In order of importance: DR? Special Attacks? Resistances?

Krowe does a double-take. "A bandersnatch! I thought they were all just mimsy and borogoves!"

Taking stock, he calls to the group. "Should I wall it off so we can deal with the blightguards first?"

Meanwhile, the invisible stalker continues pummeling.

Rage haste pummel vs flat-footed.
Slam: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
Slam: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 2d6 + 8 ⇒ (4, 6) + 8 = 18
Slam: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18

If the group wants me to block the Bandersnatch with a wall of stone, I'll try to do that. If not, I'll magic missile a blightguard for [dice=magic missile 5d4+5[/dice] damage.


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 4

Free/Swift: Continue song.
Move: Fly higher
Stnd: Shoot some jerks.

Bazsil, totally believing that Bor can solo a Bandersnatch alone and not worried for the guy in the least, flies up a bit higher (40') and continues to shoot the jerks that Faolan fights.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (1) + 16 + 2 + 1 = 20 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 piercing damage. + 2d6 ⇒ (5, 1) = 6 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (4) + 16 + 2 + 1 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage. + 2d6 ⇒ (2, 3) = 5 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 ⇒ (3) + 19 = 22 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]

Shadow Lodge

Faolan's shield proves less effective than usual, the blightguards moving so fast he has trouble hitting them. It's still enough to take down the injured one and Bazsil, Krowe, and the Invisible Stalker attack another.

Elemental Miss Chance: 1d100 ⇒ 38
Elemental Miss Chance: 1d100 ⇒ 85

Spell Penetration: 1d20 + 15 ⇒ (17) + 15 = 32
5d4 + 5 ⇒ (2, 3, 2, 1, 1) + 5 = 14

Bor decides that the blightguards surrounding him are less threatening than the bandersnatch, walking away from their sickles to confront the beast. Madness, who can say?

AoO #1 @ Bor: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d8 + 12 ⇒ (3) + 12 = 15

AoO #1 @ Bor: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

These two miss but I think of the three attacks against you last round at least 2 hit?

The remaining two blightguards hop around Faolan.

Acrobatics: 1d20 + 17 ⇒ (5) + 17 = 22
Attack #1 @ Faolan: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d8 + 12 ⇒ (6, 5) + 12 = 23

Acrobatics: 1d20 + 17 ⇒ (2) + 17 = 19
Attack #2 @ Faolan: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
Damage: 2d8 + 12 ⇒ (2, 1) + 12 = 15

Krowe, with that roll you know the bandersnatch is immune to fear, paralysis, poison, and sleep. Special attacks are bounding charge, brutal tail, a gaze attack, lash out (swift attack in addition to regular attack), pain (if the quill hits you must make a save or it's embedded in your skin), pounce, rake, and rend. No resistances.

Bazsil, if the quill hit you last round you need to make a DC 25 Reflex save or the quill is embedded and you become sickened. You must take a full round to remove it and a DC 20 Heal check, if the check fails it's still removed but you take damage.

The bandersnatch turns its horrible gaze on Bor, attempting to drive him mad(er).

DC 26 Fort Save or be Confused for 1 round. This is a swift action so it will also attack.

Seeing Krowe spit magic at the blightguards, Frumy launches 4 quills at Krowe.

Attack @ Krowe: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 1d8 + 11 ⇒ (2) + 11 = 13

Attack @ Krowe: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Attack @ Krowe: 1d20 + 23 ⇒ (15) + 23 = 38
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Attack @ Krowe: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 1d8 + 11 ⇒ (2) + 11 = 13

DC 25 Reflex save or the quill is embedded and you become sickened. You must take a full round to remove it and a DC 20 Heal check, if the check fails it's still removed but you take damage. You can remove one additional quill for every 5 over 20 on the Heal check, but only 1 on a failed check.

Party is up! 20% miss against blightguards remains.

Dark Archive

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

Fort save or Will save vs Confused?

Fort Save DC 26: 1d20 + 12 ⇒ (15) + 12 = 27

Bor barely fends off the madness as it creeps at the edges of his mind. He struggles to remain control as he has for so long now. He has gotten used to the battles and the horror of war that it has started to become normal for him. Unfortunately he feels the one following him is plotting and planning for one final move.

Angered at this reminder Bor reaches out and grasps the Bandersnatch.

Vision of Madness vs Tch AC: 1d20 + 13 ⇒ (17) + 13 = 30

Vision of Madness -7 Attacks and Saves. +7 to Skills.

Status:

HP 103/158
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 7/10
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

One of the rare Fort Saves vs. confusion, I checked and it's not a typo and the gaze special ability allows for either depending on creature entry. Do you have something to bypass the random roll? My understanding is that a confused creature will default to attack if it was attacked but the bandersnatch did not attack you other than the gaze.

Dark Archive

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

Oh looked like I passed the save. If I still need to roll on the random table here is the roll below.

Random Confusion Table: 1d100 ⇒ 46 Babble Incoherently.


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

Status:
HP: 127/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Nasty Fey
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (110/150), Flight (1/8m)
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
- - -

Faolan takes a lucky blow, and continues to press the creatures. He wants to get to the bigger fight!

Shield*: 1d20 + 26 + 4 ⇒ (12) + 26 + 4 = 42 (hero, song) Miss (low is bad): 1d100 ⇒ 98
damage: 2d6 + 16 + 4 ⇒ (6, 5) + 16 + 4 = 31 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (20) + 26 + 4 = 50 (hero, song) Miss (low is bad): 1d100 ⇒ 79
damage: 2d6 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24 (hope, song)
critthreat Shield*: 1d20 + 26 + 4 ⇒ (16) + 26 + 4 = 46 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (2, 4) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (12) + 21 + 4 = 37 (hero, song) Miss (low is bad): 1d100 ⇒ 86
damage: 2d6 + 16 + 4 ⇒ (4, 6) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (16) + 21 + 4 = 41 (hero, song) Miss (low is bad): 1d100 ⇒ 23
damage: 2d6 + 16 + 4 ⇒ (5, 1) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 (hero, song) Miss (low is bad): 1d100 ⇒ 42
damage: 2d6 + 16 + 4 ⇒ (1, 6) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 (hero, song) Miss (low is bad): 1d100 ⇒ 5
damage: 2d6 + 16 + 4 ⇒ (3, 3) + 16 + 4 = 26 (hope, song)

Toppling Bash: 1d20 + 20 ⇒ (2) + 20 = 22 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (13) + 26 + 4 = 43 (hero, song) Miss (low is bad): 1d100 ⇒ 67
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.


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 5

Free/Swift: Continue song.
Move:
Stnd: Shoot the bandersnatch.

Bazsil stays aloft and shoots at the bandersnatch. He knows he's risking Bor's wrath over a foe that he said he would take on solo, but Bazsil will risk it.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (12) + 16 + 2 + 1 = 31 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage. + 2d6 ⇒ (3, 1) = 4 vs evil.

1d20 + 11 + 2 + 1 ⇒ (1) + 11 + 2 + 1 = 15 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 piercing damage. + 2d6 ⇒ (3, 3) = 6 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (4) + 16 + 2 + 1 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage. + 2d6 ⇒ (5, 3) = 8 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 ⇒ (3) + 19 = 22 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]

Shadow Lodge

Bor Olrum wrote:
Oh looked like I passed the save. If I still need to roll on the random table here is the roll below.

Ah, sorry, yes, posted too early and misread the number, you're good.

Faolan drops another blightguard while Bor attempts to mind bond with a bandersnatch. Bazsil attempts to help, sadly missing with all three arrows.

Pushing on while Krowe deals with quill aftermath.

Bor takes 1d10 ⇒ 8 damage attacking Frumy and is sickened as a quill embeds itself in his hand. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim.

Acrobatics: 1d20 + 17 ⇒ (11) + 17 = 28
Attack #1 @ Faolan: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d8 + 12 ⇒ (4, 7) + 12 = 23

Bite @ Bor: 1d20 + 29 - 7 ⇒ (3) + 29 - 7 = 25
Damage: 2d6 + 11 ⇒ (1, 5) + 11 = 17
Grab: 1d20 + 37 ⇒ (13) + 37 = 50

Bite @ Bor: 1d20 + 29 - 7 ⇒ (15) + 29 - 7 = 37
Damage: 2d6 + 11 ⇒ (1, 5) + 11 = 17
Grab: 1d20 + 37 ⇒ (14) + 37 = 51

Claw @ Bor: 1d20 + 29 - 7 ⇒ (5) + 29 - 7 = 27
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Claw @ Bor: 1d20 + 29 - 7 ⇒ (1) + 29 - 7 = 23
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Tail @ Bor: 1d20 + 24 - 7 ⇒ (4) + 24 - 7 = 21
Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11

If the tail hits, same rules as the quill, you're sickened until you pull it out. Doesn't look like this one did though.

Party is up, 20% miss chance on blightguard as it continues to dance around.


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

”Ow! Ow!! F@$&!!” Krowe becomes an arcanist pincushion from the quills. He tries to pull one out, but throws up a little and abandons the task for furious revenge through scorching rays.

Quickened scorching ray, followed by regular scorching ray.

Ray 1 vs touch: 1d20 + 11 ⇒ (4) + 11 = 15
Fire Damage: 4d6 ⇒ (1, 6, 1, 5) = 13
Ray 2 vs touch: 1d20 + 11 ⇒ (17) + 11 = 28
Fire Damage: 4d6 ⇒ (2, 5, 4, 3) = 14
Ray 3 vs touch: 1d20 + 11 ⇒ (16) + 11 = 27
Fire Damage: 4d6 ⇒ (4, 3, 4, 1) = 12

Ray 1 vs touch: 1d20 + 11 ⇒ (17) + 11 = 28
Fire Damage: 4d6 ⇒ (1, 6, 3, 1) = 11
Ray 2 vs touch: 1d20 + 11 ⇒ (2) + 11 = 13
Fire Damage: 4d6 ⇒ (4, 2, 1, 3) = 10
Ray 3 vs touch: 1d20 + 11 ⇒ (13) + 11 = 24
Fire Damage: 4d6 ⇒ (3, 2, 5, 3) = 13

On the other flank the invisible stalker keeps up the assault.

Rage haste pummel vs flat-footed.
Slam: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Slam: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Haste Slam: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20


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

Status:
HP: 127/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Nasty Fey
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (110/150), Flight (1/8m)
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
- - -

Faolan tries to finish off the last one so he can get into the other fight as quickly as possible. If his foe drops, he’ll throw his shield at quill-boy (-4 on attacks) to finish out the round.

Shield*: 1d20 + 26 + 4 ⇒ (9) + 26 + 4 = 39 (hero, song) Miss (low is bad): 1d100 ⇒ 75
damage: 2d6 + 16 + 4 ⇒ (1, 4) + 16 + 4 = 25 (hope, song)

Shield*: 1d20 + 26 + 4 ⇒ (8) + 26 + 4 = 38 (hero, song) Miss (low is bad): 1d100 ⇒ 56
damage: 2d6 + 16 + 4 ⇒ (6, 5) + 16 + 4 = 31 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (2) + 21 + 4 = 27 (hero, song) Miss (low is bad): 1d100 ⇒ 58
damage: 2d6 + 16 + 4 ⇒ (3, 3) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28 (hero, song) Miss (low is bad): 1d100 ⇒ 38
damage: 2d6 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32 (hero, song) Miss (low is bad): 1d100 ⇒ 2
damage: 2d6 + 16 + 4 ⇒ (4, 5) + 16 + 4 = 29 (hope, song)

Shield*: 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 (hero, song) Miss (low is bad): 1d100 ⇒ 65
damage: 2d6 + 16 + 4 ⇒ (3, 6) + 16 + 4 = 29 (hope, song)

Toppling Bash: 1d20 + 20 ⇒ (8) + 20 = 28 (swift action trip the target of my first hit. If successful, Greater Trip (link) grants an AoO…)
AoO Shield*: 1d20 + 26 + 4 ⇒ (9) + 26 + 4 = 39 (hero, song) Miss (low is bad): 1d100 ⇒ 88
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.


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 6

Free/Swift: Continue song.
Move:
Stnd: Some magical song s&+%.

Bazsil stays aloft and casts some serious magical song s$#+ at the bandersnatch. He casts Deadening Song Bolt and hopes things work out okay.

1d20 + 16 + 2 + 1 ⇒ (10) + 16 + 2 + 1 = 29 ranged touch
3d10 + 1 ⇒ (10, 7, 4) + 1 = 22 sonic damage

1d20 + 16 + 2 + 1 ⇒ (13) + 16 + 2 + 1 = 32 ranged touch
3d10 + 1 ⇒ (1, 8, 9) + 1 = 19 sonic damage

1d20 + 16 + 2 + 1 ⇒ (12) + 16 + 2 + 1 = 31 ranged touch
3d10 + 1 ⇒ (4, 8, 8) + 1 = 21 sonic 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 ⇒ (10) + 19 = 29 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: 1/6 used (GHope*,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/3 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]

Dark Archive

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

Bor hurts his hands but manages to maintain his hold as he shares his curse with the Bandersnatch, draining it further and further.

DC 26 Will save vs Greater Bestow Curse. –8 penalty on attack rolls, saves, ability checks, and skill checks.

Status:

HP 95/158
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) Greater Bestow Curse
(8th)
Vision of Madness 7/10
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

1d20 + 9 ⇒ (8) + 9 = 17

The invisible stalker and Faolan finish off the last blightguard while Krowe and Bazsil blast the bandersnatch with fire and song. It is Bor who really cripples it with madness and curse. It drops Bor and slaps him with its tail as it flees back down the corridor.

Attack @ Bor: 1d20 + 24 - 7 - 8 ⇒ (20) + 24 - 7 - 8 = 29
Damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7
Attack @ Bor: 1d20 + 24 - 7 - 8 ⇒ (19) + 24 - 7 - 8 = 28
Additional Damage: 4d6 + 10 ⇒ (1, 5, 2, 3) + 10 = 21

Would've rather made that 20 against the curse but it is what it is. The bandersnatch has double moved back down the corridor, 120'. We are out of combat unless you pursue.


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 wow. I’ve never seen such a curse-ownage before. Well done, Bor. I (not Bazsil tho, he believed in you) thought you were nuts for taking the Bandy head-on, but you rocked his s#!$. Well done. A+.

Bazsil stares, chagrined and laughing, at the retreating Bandersnatch. ”I knew you would do it, Bor! Nice work. That’s a stanza to be told in my Edda. Beautiful. No one is going to believe it, but I’ll tell it true.”

He makes no move to pursue.


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

Faolan turns away from his battle, eager to start in on the bandersnatch! He's half into his charge when he sees it flee from Bor and away.

"Hahaha! Well done Bor! No one can match you!"

He makes sure the opposition is finished before lining up for healing.

(Personally down 44, stoneskin still strong)

In case he's tapping the wand for all of it...

CLW: 7d8 + 7 ⇒ (8, 7, 1, 3, 4, 4, 5) + 7 = 39

"Close enough!" Faolan roars smiling. He then does the customary looting, though he doesn't expect much of anything from the fey.

Dark Archive

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

I am glad that worked!

Bor sighs in relief, even after the bandersnatch manages to still get a couple decent blows in on him. "It was far stronger than I thought it would be." The bruising begins to purple up and turn darker. He holds his hand up. "Anyone able to help with this?" He has a nasty looking quill protruding from his hand.

Status:

HP 67/158
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) Greater Bestow Curse
(8th)
Vision of Madness 7/10
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

You quickly search the weapons and armory while carefully attempting to pull quills from each other. In addition to the armor and weapons on the blightguards, you find the following on the racks around the room.

+1 cold iron wounding greatsword
+2 shocking burst scimitar
gloom blade
Large masterwork scythe
Medium masterwork scythe

There are also a variety of non-magical weapons in various states of disrepair.

You push forward, hopeful the bandersnatch does not return. The cavern here narrows and begins a steep decline. The walls’ woody growths plunge into total gloom ahead, but the lengths that are visible bear hideous, blackened scars, as if stained or burned.

DC 20 Craft (alchemy) or K. Arcana:

The scorch marks were made by acid and stop abruptly 6 feet above the floor.

The passage continues down should you press forward.


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 + 13 + 2 ⇒ (18) + 13 + 2 = 33 Know (Arcana)

”That’s some neat gear. And I think that’s a gloom blade, mayhaps,” Bazsil rumbles in his deep voice. ”But I’m not sure what to make of those acidic scorch marks that stop abruptly at 6 feet above the floor. ” Bazsil points at the scorch marks.

”Krowe, that make any sense to you?”


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

Faolan looks at the gloom blade and shivers, "What a freakish blade. Who would want to stay in the darkness?"

Faolan flies 7' off the floor as long as his flight lasts (only 8 minutes, so it's probably already gone, sigh).

He carries his shield down to protect his private parts from an acid attack from below as he walks on. "Let's press on, yeah?"

Dark Archive

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

"Toss it in the Underdark where it is useless." Bor suggests, a bit unnerved by the blade as he stuffs the remainder of the equipment into his pack to haul it along.

Shadow Lodge

As you move into the center of the room, the earth swells and instantly fills the room to a height of approximately six feet. Those of you walking are caught in the trap.

10d6 ⇒ (1, 6, 6, 3, 5, 4, 2, 5, 1, 5) = 38 bludgeoning damage and anybody Large or smaller is imprisoned and pinned. A DC 19 Ref Save for half damage also avoids imprisonment. If you are imprisoned you may attempt a DC 30 CM or Escape Artist check to free yourself.

Every round you are touching the earth you take acid damage. It is more for imprisoned creatures. I will roll 5 rounds of dice for imprisoned or not imprisoned creatures. Take whichever damage is appropriate for your status in that turn. If something happens that changes the trap (you negate it or dimension door past it or some such) then that portion of damage is negated.

Imprisoned: 2d6 ⇒ (6, 4) = 10
Touching Earth: 1d6 ⇒ 4

Imprisoned: 2d6 ⇒ (6, 3) = 9
Touching Earth: 1d6 ⇒ 5

Imprisoned: 2d6 ⇒ (6, 1) = 7
Touching Earth: 1d6 ⇒ 4

Imprisoned: 2d6 ⇒ (4, 6) = 10
Touching Earth: 1d6 ⇒ 1

Imprisoned: 2d6 ⇒ (1, 3) = 4
Touching Earth: 1d6 ⇒ 4


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

1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 Reflex

Bazsil manages to avoid the worst of it, taking a few stinging hits. He activates his boots to avoid more pain and will cast Liberating Command (with +20 to the escape artist check) to anyone who needs it.

Flying to safety, he waits to see who needs more help.


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

Earlier…

”Im not sure what was more frightening, the Bandersnatch or Bor.” Krowe yanks out one of the quills in his leg and nearly looses his lunch at the pain. ”Ugh.. this is going to hurt.”

Krowe waves his wand of infernal healing and slowly pulls the others out. Used probably 7 charges, and maybe 3 or 4 more on Bor if needed.

Now…

”Looks like an acid tr…” Krowe replies to Bazsil just as the trap is unleashed. ”Correction, acidic earth land surge trap.”

Still flying from his earlier spell, Krowe hovers above the danger and helps remove anyone that got stuck.

Krowe will wake the Gloom Blade. It sounds badass.


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

Faolan would have been flying, so ignores the trap.

"Nasty that. Nasty."

Dark Archive

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

Reflex DC 19: 1d20 + 6 ⇒ (19) + 6 = 25 17 damage.

Bor definitely needed some healing. He would use 9 charges.

Bor yells in fright as now the earth itself is trying to swallow him whole and eat him. He has a bit of difficulty telling if this is reality or if this is truly happening as he runs, following the others as they fly above it all. "How far out is it Krowe?" He yells through ragged breaths.

Status:

HP 157/158
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) Greater Bestow Curse
(8th)
Vision of Madness 7/10
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

1 person marked this as a favorite.

Most of you fly above the trap while Bor is ever so briefly touched by acidic earth. Thinking quickly the three of you swoop down and pick him up.

Take the first round of acid damage, at this point we'll assume you're seasoned enough adventurers that an acid earth trap wouldn't panic you into not picking your friend off the ground.

You wait for the earth to recede and find a renewed purpose within yourselves. The way you quickly snatched Bor off the ground and kept him out of harm's way. Bor accepting help even in the midst of his own madness. Krowe taking a gloom blade that he almost certainly probably won't use against you when you least expect it. Bazsil.

With this resolve and inner strength you don't even stop to wonder where the quicklings went or how you didn't notice they haven't been with you for some time. Ahead, the deeper darkness of a palace warped and twisted by an immortal fey who fancies herself a god awaits you and you descend into it.

Massively tall mushrooms spiral up toward the ceiling above, their fanlike gills stirring gently on an unfelt breeze and nearly reaching the loamy soil coating the floor. The air here is moist, claustrophobic, and cloying. The cavern extends to the west, though you see no obvious path 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

1d8 + 1 ⇒ (3) + 1 = 4 CLW
1d8 + 1 ⇒ (8) + 1 = 9 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW

-12 charges, marked. 9 Bor, 3 Bazsil.

After healing, Bazsil waits to see where Faolon thinks they should go next.

"Does this seem like a dead path to you? Should we go up and over?"


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

"I'm not sure." begins Faolan slowly. I'm sure the fly has worn off, so he's walking now.

"I think there's only one likely way to go, unless we turn back. Let's see where this cavern ends, shall we?"

If in agreement, he'll lead the group to the west, shield held high and ready for battle.

How long has it been since the last fight? I'm sure my few minutes of flight is gone, but not sure about the stoneskin, heroism, and resistance to fire. :)

Shadow Lodge

1 person marked this as a favorite.

It's 5 rounds for the trap and then a decent length tunnel, I believe you had fly on earlier so it'd be gone but the longer buffs would remain.

Dark Archive

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

Bor ignites a light. "Looks like it heads westa bit but I can't tell how far." He shrugs and pushes westward, seeing no other obvious path ahead.

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