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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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

”Let’s go west then,” Bazsil agrees when others are healed and ready.

Shadow Lodge

You heal up and move into the mushroom forest. You hear rustling and squelching in the thick fungus carpet as you search for a path. Even the air seems hostile with thick spore clouds floating above mounds of smaller mushrooms.

You hear a strange giggling from your left, when you turn to face it Bazsil feels himself stung from behind!

Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
If it hits you need to make a DC 17 Fort Save or take 1d3 ⇒ 3 Con damage from poison.

Turning to see what struck him you see a winged mushroom flying back into the depths of mushrooms.

K. Planes DC 21:

That looked like a mandragloires, a mandragora fed on corpses and mushrooms in the Abyssal realm of Jeharlu where Cyth-V'sug holds sway.


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

1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30 Fort

”Ow, what the heck?” Bazsil spins, his hand reaching for the pain. ”Oh, what are you?”

1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35 Know (Planes) - DRs? Weaknesses?


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Faolan readies his shield to throw it at the, uh, winged mushroom should it show itself again.

"What the hell was that Bazsil?"

Readied attack if possible:
Shield*: 1d20 + 28 + 2 ⇒ (3) + 28 + 2 = 33 (hero)
damage: 2d6 + 16 ⇒ (3, 2) + 16 = 21

If he has to throw it he will, -4 on the attack.
- - -

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 looks around, unsure what happened. "You step in something?"

Shadow Lodge

You hear giggling from the mushrooms and catch movement out of the corner of your eye. Every time you spin to protect yourself, there is nothing to be seen.

Bazsil:

DR 5/magic; Immune plant traits; Resist acid 10, cold 10,
electricity 10, fire 10; SR 24
Weaknesses vulnerable to supernatural darkness

You continue to move through the mushrooms, chasing the sound of mycelial laughter until you arrive at a break in the mushrooms. A hill of twisted wicker and gore rises above the canopy here, presenting an oasis-like pool surrounded by fetid plant life. A stream of greenish liquid rhythmically drips from the ceiling into the roiling pool at the center, releasing a caustic smell. Beside the pool, patches of ridge-like mushrooms tower
ten feet tall. The flickering glow of phosphorescent insects occasionally illuminates ominous shapes.

Laid out on a mushroom near the pool you see a beautiful woman. She blinks as you crest the slope of the hill and come into sight. "Oh my poor dears, what has brought you to the depths of this hideous palace? Did those awful mandragloires chase you here?"

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

"They did indeed." Bor looks on skeptically. "Are you the fey queen they have been speaking of? We are in search of an audience."


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Faolan resists the urge to start combat right away. Instead he'll activate his headband so he can fly. It's a much faster way into combat, and he's ready.


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

"Just a prick mandraglora," Bazsil explains about the fungal menace. "Not sure why they are picking a fight with a group that can burn their entire fungal forest down...but no one cites the intelligence of mushrooms ever."

Totally Normal Nymph Like Creature wrote:
"Oh my poor dears, what has brought you to the depths of this hideous palace? Did those awful mandragloires chase you here?"

Bazsil examines the creature, knowing that fey come in many shapes.

1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25 Know (Nature)

Assuming there is reason to speak (after the nature check), He will respond in his deep, rumbling voice.

"Yes, they tried to poke me with something, but it didn't take," he replies, trying to be kind before the true nature of this fey is revealed. "We're not trying to kill everything we come across, but some things can't be reasoned with."

"Now, who are you? And do the mandraglora give you trouble as well?"

1d20 + 27 + 2 ⇒ (3) + 27 + 2 = 32 Diplomacy


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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 ⇒ (18) + 18 = 36

After the winged mushroom attack, Krowe makes a mental note about any creatures he might be able to summon with powers of dark magic.

Knowledge Nature for the Woman: 1d20 + 18 ⇒ (1) + 18 = 19

Completely unaware of the nature of the woman (and perhaps any woman, since he's a man), Krowe asks, "What's a lady like you doing in a fun-gal place like this?" He frowns, perhaps answering his own question with an unintentional pun.

Diplomacy Aid: 1d20 + 14 ⇒ (17) + 14 = 31

Shadow Lodge

Bazsil:

The woman appears to be a dryad. You can't tell if she's blighted or not from here, you do recall that the three you met by the tree upstairs were also dryads.

"You may call me Erado. I agree, mushrooms are the worst! I was captured and brought here by a terrible bandersnatch then left by this pool. The fumes are murder on my hair and I miss my tree. Can you help me?"

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

"I don't think the Bandersnatch will be a problem for a little while. How can we help?" Bor asks curiously.


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

"Dryad, are you? Where is your tree?" Bazsil rumbles, and trying to weigh the response for truthfulness.

1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44 Sense Motive


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Faolan looks confused as the party talks to the pretty woman. Have they all been charmed? Nothing here is as it seems! What are they doing?

He carefully approaches with them, and hides behind his shield rather more than might be polite. His movements are a little jerky as he keeps looking for the other shoe to drop.

Sense Motive: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42 (heroism) (Are his allies under the influence?)
Perception: 1d20 + 27 + 2 ⇒ (8) + 27 + 2 = 37 (heroism) (Trying to perceive enemies before they strike!)

Faolan is on high alert. He's always hammered in the first round of fights, so he's being extra jittery, trying to be first.

Shadow Lodge

1d20 ⇒ 12
1d20 ⇒ 17

Faolan:

They don't seem to be under the influence, but you're quite certain she's lying her leaves off.

"My tree, that's kind of personal don't you think? Nonetheless, if you'll help me out of here I'll show you where it is. It's a perfect little willow on the edge of a pool. Not a nasty pool like this but a cold mountain pond with silver fish. It's just the right amount of wet, not like this place where everything is dank and moist."


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

"That there is a nice image queenie. Now why don't you tell us the truth for a change? We weren't born yesterday."

He moves closer to her so he doesn't have as far to go when combat starts (within 60', but ideally more like 30-40' so he has some room to maneuver).


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 girds for combat.

"Maybe you should try telling fewer lies, it might be a nice change of pace," Bazsil grumbles in his deep rumbling voice. He activates his boots of flying but does not lift off.

Shadow Lodge

The dryad shrugs. "Maybe I'll turn the loud one into a chair."

She rolls behind the mushroom as the pool comes to life. Two blob like creatures spring out of the acid.

Initiative:

Baszil: 1d20 + 10 ⇒ (13) + 10 = 23
Faolan: 1d20 + 3 ⇒ (16) + 3 = 19
Bor: 1d20 + 1 ⇒ (12) + 1 = 13
Krowe: 1d20 + 7 ⇒ (2) + 7 = 9
Pool Blobs: 1d20 + 11 ⇒ (10) + 11 = 21

Bazsil is able to act then the sentient pool noodles attack. The first pulls a blob of acid out of its body and throws it at Faolan.

Attack @ Faolan: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d6 ⇒ 4
Acid: 3d6 ⇒ (4, 1, 6) = 11
DC 23 Ref or become entangled for 1d6 ⇒ 2

The second summons friends.

1d100 ⇒ 73
1d4 ⇒ 2

2 emaciated horned skeletons creatures covered in slime appear on the shore.

K. Planes DC 16:

The horned skeletons are babaus, demons with spears and slimey bodies.

K. Planes DC 22:

The pool noodles are omox demons, acid demons who smother their victims.

Party is up. Bazsil will get two rounds of actions, one before the slime summoning party and one with the rest of the group after.

Faolan is on the west side of this map. Bazsil is on the north and Krowe and Bor are east. Each square is 10 feet for ranging purposes. The dryad is hiding behind a mushroom and the blobs are in the middle of the pool.


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 ⇒ (6) + 15 + 2 = 23 Know (Planes)
1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 Know (Planes)

Bazsil grouses at the enemies arrayed in front of him, so quickly getting the jump on the good guys. He ponders his response.

Round 1 now, Round 2 to come after I ponder a bit.

Round 1

Free/Swift: Start song.
Move: Move 30’ up.
Stnd: Cast Good Hope on party.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
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 ⇒ (7) + 19 = 26 slashing damage.

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

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

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

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 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*1,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 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 155/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Back Row
Opponent: None
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (106/150), Good Hope, 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): 1/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

So I expect the stoneskin absorbs the 4hp, and I take all of the 11 acid.

Reflex: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18 vs DC 23 to be entangled 2r

”I’m coming!” tug, tug, pull, ”Er, give me a moment!”

Instead he launches his shield at the acid blob demon thingy that hit him. (-1 per 10’ range increment)

Shield*: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42 (hero, song, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (1, 1) + 16 + 4 + (4) = 26 (hope, song)

Shield*: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36 (hero, song, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (2, 1) + 16 + 4 + (3) = 26 (hope, song)

Shield*: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 (hero, song, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (5, 5) + 16 + 4 + (2) = 32 (hope, song)

Shield*: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 (hero, song, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (4, 5) + 16 + 4 + (3) = 32 (hope, song)

Shield*: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 (hero, song, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (3, 1) + 16 + 4 + (3) = 27 (hope, song)

Shield*: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 (hero, song, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (6, 1) + 16 + 4 + (1) = 28 (hope, song)

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

Dark Archive

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

Bor looks around. "Which one of us is the loud one?" Bor looks at all the strange summoned beings. "Begone from here." He waves his hand, causing them to waver like a mirage.

Banishment DC 23.

Status:

HP 157/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd)
(4th)
(5th) Wall of Blindness
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 9/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

Knowledge Planes: 1d20 + 18 ⇒ (11) + 18 = 29
Knowledge Planes: 1d20 + 18 ⇒ (5) + 18 = 23

”Group up!” Krowe calls to his companions.

Seeing Faolan stuck, he adds, ”Hold tight, we will come to you Faolan!”

As Bor casts a spell to hopefully deal with the demons, Krowe cast one to protect himself and Bor (and maybe Baszil if he makes it to them) from acid.

Cast communal resist energy on Bor and self.


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: Continue song.
Move: Move 30’ up.
Stnd: Cast Haste.

Bazsil will happily accept the acid protection. And then casts Haste to pile atop the Good Hope and raging battle song he offers.

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

Haste: Round 1/15: +1 to all the stuff, you know the deal.

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 ⇒ (3) + 19 = 22 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: 3/6 used (GHope*1,Haste*1,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*1,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

Sorry for the delay folks, Thursday at work on a holiday week in October is a tiramisu of suck, which was also the name of my high school band.

Will Save DC 23: 1d20 + 5 ⇒ (3) + 5 = 8
Will Save DC 23: 1d20 + 5 ⇒ (10) + 5 = 15
Will Save DC 23: 1d20 + 12 ⇒ (4) + 12 = 16
1d2 ⇒ 2

Both of the horned demons and one of the acid blobs vanishes as Bor's spell takes hold of them.

Banishment is not affected by the Darkblight and so works normally.

The rest of the party gathers up while Faolan is stuck in acidic goop. The final demon also decides everything is better with friends and the odds of Bor having two banishments are low, summons help.

1d100 ⇒ 44
1d4 ⇒ 4

Four more horned demons join the fight.

Party is up, Faolan is still entangled and the acid demon is still in the pool. Dryad has not been seen.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 155/171 | AC: 39 (f21/t21) (+1 haste, +1 song included) | CMD 39
Fort +15, Reflex +15, Will +14
Back Row
Opponent: None
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (106/150), Good Hope, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) 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): 1/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan, still stuck this round (though I think I’m free next) continues to throw his shield at the remaining demon. He doesn’t worry about the summoned demons as yet. (-1 per 10’ range increment)

Shield*: 1d20 + 22 + 3 ⇒ (5) + 22 + 3 = 30 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (5, 5) + 16 + 4 + (2) = 32 (hope, song)

Shield*: 1d20 + 22 + 3 ⇒ (9) + 22 + 3 = 34 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (3, 1) + 16 + 4 + (4) = 28 (hope, song)

Shield*: 1d20 + 17 + 3 ⇒ (20) + 17 + 3 = 40 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (1, 1) + 16 + 4 + (2) = 24 (hope, song)
crithreat Shield*: 1d20 + 17 + 3 ⇒ (7) + 17 + 3 = 27 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (1, 6) + 16 + 4 + (5) = 32 (hope, song)

Shield*: 1d20 + 17 + 3 ⇒ (5) + 17 + 3 = 25 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (2, 2) + 16 + 4 + (5) = 29 (hope, song)

Shield*: 1d20 + 12 + 3 ⇒ (18) + 12 + 3 = 33 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (1, 1) + 16 + 4 + (4) = 26 (hope, song)

Shield*: 1d20 + 12 + 3 ⇒ (6) + 12 + 3 = 21 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (1, 4) + 16 + 4 + (6) = 31 (hope, song)

hasted Shield*: 1d20 + 22 + 3 ⇒ (13) + 22 + 3 = 38 (hero, song, haste, grappled)
damage: 2d6 + 16 + 4 + 1d6 ⇒ (4, 5) + 16 + 4 + (5) = 34 (hope, 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 3

Free/Swift: Continue song. Cast Liberating Command on Faolan.
Move:
Stnd: Shoot bow at demons

Continuing with the good times, Bazsil swiftly casts Liberating Command on Faolan (+20 on your immediate escape attempt). He will shoot at whatever remains of the horned demons.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (3) + 16 + 2 + 1 = 22 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 cold iron piercing damage. + 2d6 ⇒ (3, 2) = 5 vs evil.

1d20 + 11 + 2 + 1 ⇒ (14) + 11 + 2 + 1 = 28 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 cold iron piercing damage. + 2d6 ⇒ (6, 3) = 9 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (8) + 16 + 2 + 1 = 27 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 cold iron piercing damage. + 2d6 ⇒ (1, 1) = 2 vs evil.

Haste: Round 2/15: +1 to all the stuff, you know the deal.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Stats of the Grim Grimalkin:

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

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (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: 3/6 used (GHope*1,Haste*1,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*1,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 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

escape artist: 1d20 + 3 + 20 ⇒ (9) + 3 + 20 = 32

If he's free, +2 to each attack from not being grappled.

"Thanks Bazsil!" Faolan cries trying to free his legs to get more leverage on his throws.

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 fumbles around in his mind. "I can't get rid of these ones." He offers a small blessing to the Gods as they are quickly surrounded by the blighted dead.

Blessing of Fervor.

Status:

HP 157/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd)
(4th) Blessing of Fervor
(5th) Wall of Blindness
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 9/10
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

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Bazsil if it's ok I'm going to switch your target to the omox, Faolan wasn't able to kill it alone but your two arrows will finish the job and leave you with only the 4 babaus. Just need Krowe's actions and I'll stab the crap out of Faolan.

Shadow Lodge

The omox drops and the babaus seems a little confused by their current situation. Overall though demons gonna demon and they get to work with their spears on Faolan.

Attack 1 @ Faolan: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Attack 2 @ Faolan: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Attack 3 @ Faolan: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Attack 4 @ Faolan: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

At the same time, a massive tiger jumps on him from where the dryad was previously hiding.

Bite: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15

Claw: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 2d4 + 8 ⇒ (3, 3) + 8 = 14

Claw: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13

And if that wasn't enough, a flying knife made of darkness also comes flying out at him.

Attack: 1d20 + 15 ⇒ (3) + 15 = 18
Force Damage: 1d4 + 2d6 ⇒ (4) + (6, 4) = 14

Party is up.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 155/171 | AC: 40 (f21/t22) (+1 haste, +1 song included, +2 BoF included) | CMD 39
Fort +15, Reflex +15, Will +14
Back Row
Opponent: None
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (106/150), Good Hope, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) 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): 1/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan is missed by the flurry of attacks, and thanks Desna for the break.

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

”Thanks Bor!” …and, after a pause, ”Tiger!”

Faolan is juiced up, and he knows it. He has so many benefits from his allies coursing through his veins they throb - nearly bursting. He tries to channel all that energy into his shield, as he goes after the tiger!

Shield*: 1d20 + 26 + 7 ⇒ (2) + 26 + 7 = 35 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (6, 6) + 16 + 4 = 32 (hope, song)

Shield*: 1d20 + 26 + 7 ⇒ (1) + 26 + 7 = 34 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (1, 6) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 21 + 7 ⇒ (8) + 21 + 7 = 36 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24 (hope, song)

Shield*: 1d20 + 21 + 7 ⇒ (5) + 21 + 7 = 33 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (2, 6) + 16 + 4 = 28 (hope, song)

Shield*: 1d20 + 16 + 7 ⇒ (17) + 16 + 7 = 40 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (5, 4) + 16 + 4 = 29 (hope, song)

Shield*: 1d20 + 16 + 7 ⇒ (14) + 16 + 7 = 37 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (4, 6) + 16 + 4 = 30 (hope, song)

hasted Shield*: 1d20 + 26 + 7 ⇒ (4) + 26 + 7 = 37 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (1, 5) + 16 + 4 = 26 (hope, song)

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

I’m betting she’s evil, but if she’s also an outsider, +1d6 damage per hit.


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 bow at demons

He will shoot at the horny demons who are looking for hot FILFs in their area.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (7) + 16 + 2 + 1 = 26 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 cold iron piercing damage. + 2d6 ⇒ (2, 5) = 7 vs evil.

1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32 to hit;
1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 cold iron  piercing damage. + 2d6 ⇒ (5, 2) = 7 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (16) + 16 + 2 + 1 = 35 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 cold iron  piercing damage. + 2d6 ⇒ (1, 3) = 4 vs evil.

Haste: Round 3/15: +1 to all the stuff, you know the deal.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
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 ⇒ (9) + 19 = 28 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: 3/6 used (GHope*1,Haste*1,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*1,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:9/34 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

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 extends a bit of protection to his companions as he moves in beside Faolan. He shakes his head at Bazsil checking out the hot demons.

Magic Circle Protection vs Evil.

Status:

HP 157/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 9/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

Krowe summons a massive elemental into the fight, sending it to smash the babaus. He shakes his head at the demons checking out Faolan.

Arxane point to summon a Greater earth elemental
Slam-PA: 1d20 + 22 ⇒ (3) + 22 = 25
Daage: 2d10 + 22 ⇒ (2, 10) + 22 = 34
Slam-PA: 1d20 + 22 ⇒ (13) + 22 = 35
Daage: 2d10 + 22 ⇒ (5, 9) + 22 = 36

Elemental
AC 21 HP 162

Shadow Lodge

Faolan puts the hurt on the tiger while Bazsil and the elemental work on the babaus.

The demons, tiger, and flying knife continue to focus on Faolan.

Attack 1 @ Faolan: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Attack 2 @ Faolan: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Attack 3 @ Faolan: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Attack 4 @ Faolan: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Bite @ Faolan: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
Damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18

Claw @ Faolan: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
Damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13

Claw @ Faolan: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23
Damage: 2d4 + 8 ⇒ (2, 1) + 8 = 11

Attack @ Faolan: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Force Damage: 1d4 + 2d6 ⇒ (4) + (6, 6) = 16

Party is up, Faolan is surrounded.


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

"You ok Faolan!?" Krowe calls to the shieldmerc as he casts scorching rays into the tiger.

Scorching Ray 1: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 4d6 ⇒ (5, 5, 3, 4) = 17
Scorching Ray 2: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 4d6 ⇒ (6, 1, 5, 6) = 18
Scorching Ray 3: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 4d6 ⇒ (5, 1, 5, 2) = 13

The elemental continues smashing demons.

Slam-PA: 1d20 + 22 ⇒ (6) + 22 = 28
Daage: 2d10 + 22 ⇒ (1, 3) + 22 = 26
Slam-PA: 1d20 + 22 ⇒ (10) + 22 = 32
Daage: 2d10 + 22 ⇒ (1, 3) + 22 = 26

Elemental
AC 21 HP 162


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Status:
HP: 155/171 | AC: 40 (f21/t22) (+1 haste, +1 song included, +2 BoF included) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: All
- - -
Conditions: Heroism, Resist Fire (30), Stoneskin (106/150), Good Hope, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) 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): 1/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan is missed by the many attacks as he brings his shield to bear again and again to block their otherwise excellent advances. The BoF and song don’t hurt either!

”All good Krowe - thanks!”

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

Faolan continues to go after the tiger!

Shield*: 1d20 + 26 + 7 ⇒ (12) + 26 + 7 = 45 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (4, 4) + 16 + 4 = 28 (hope, song)

Shield*: 1d20 + 26 + 7 ⇒ (20) + 26 + 7 = 53 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (2, 1) + 16 + 4 = 23 (hope, song)
critthreat Shield*: 1d20 + 26 + 7 ⇒ (13) + 26 + 7 = 46 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (2, 4) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 21 + 7 ⇒ (5) + 21 + 7 = 33 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (1, 2) + 16 + 4 = 23 (hope, song)

Shield*: 1d20 + 21 + 7 ⇒ (18) + 21 + 7 = 46 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (1, 1) + 16 + 4 = 22 (hope, song)

Shield*: 1d20 + 16 + 7 ⇒ (12) + 16 + 7 = 35 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (5, 5) + 16 + 4 = 30 (hope, song)

Shield*: 1d20 + 16 + 7 ⇒ (17) + 16 + 7 = 40 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (4, 3) + 16 + 4 = 27 (hope, song)

hasted Shield*: 1d20 + 26 + 7 ⇒ (9) + 26 + 7 = 42 (BoF, hero, song, haste)
damage: 2d6 + 16 + 4 ⇒ (3, 1) + 16 + 4 = 24 (hope, song)

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

I’m betting she’s evil, but if she’s also an outsider, +1d6 damage per hit.

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

Concentrating Bor projects pure and controlled madness into the tiger. "I will try to break its mind."

Vision of Madness vs Tch AC: 1d20 + 13 ⇒ (16) + 13 = 29

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

Status:

HP 157/158
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st)
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 14/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

Round 4

Free/Swift: Continue song.
Move:
Stnd: Shoot bow at lions, tigers, or bears.

He will shoot at the liger.

Magic adaptive longbow.
1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 cold iron piercing damage. + 2d6 ⇒ (1, 5) = 6 vs evil.

1d20 + 11 + 2 + 1 ⇒ (14) + 11 + 2 + 1 = 28 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 cold iron piercing damage. + 2d6 ⇒ (3, 1) = 4 vs evil.

Magic adaptive longbow. Haste.
1d20 + 16 + 2 + 1 ⇒ (17) + 16 + 2 + 1 = 36 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 cold iron piercing damage. + 2d6 ⇒ (4, 2) = 6 vs evil.

Haste: Round 4/15: +1 to all the stuff, you know the deal.

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

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
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 ⇒ (4) + 19 = 23 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: 3/6 used (GHope*1,Haste*1,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*1,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:9/34 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 tiger falls beneath your attacks and the demons do not fair much better, eventually dropping. The cavern is momentarily quiet before you hear giggling laughter echo from all around you.

In a large, spiral shell by the pool, stuffed into a large dirty sack are an amulet of spell mastery, grinding bracers of armor +4, vampiric gloves,
and 2,445 gp in loose coins and trinkets.

There is no obvious path from here, you are in a clearing with an acid pool in the middle of a mushroom forest.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Faolan gathers up the trinkets and asks, "So where's the woman? Did she become the tiger? Fey are so tricksy."

He'll line up for a little healing, for as usual the early rounds were more damaging than the later. Down ~20hp

If the wand is used...
CLW: 3d8 + 3 ⇒ (3, 7, 4) + 3 = 17

"So where to?" he asks the smart-folk.


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 takes a moment to look around the area, wondering where exactly the dryad might be. It's also possible the dryad was the tiger? I'm confused by the giggling.

"That was an interesting trick," Bazsil notes and ponders what to do. "Hey Krowe! KROWE!? You want to summon some fire elementals and burn this entire damn forest to the ground?"

Admittedly, it's not the best idea, but if you're asking Bazsil to come up with excellent ideas, you're probably barking up the wrong kilt.

Bazsil will cast Echolocation and look around the 'shrooms while he still flies in the air.

Dark Archive

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

"We caould easily leave here if he does begin burning it to the ground." Bor reminds the group of their word of recall back into the city. "See anything up there Bazsil?"

Shadow Lodge

You've crossed the planar boundary into the heart of the corruption, odds are very good that word of recall won't work the way you hope.

Bazsil sees that some of the mushrooms are flying, probably similar to the one that stabbed him earlier. As for the dryad, you recall that the three you met earlier were also spellcasters, it's very likely that she transformed herself into a dire tiger (knowing that transforming into a giant snake is pointless) and is now dead.


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

"Not much, a bunch of those annoying mushrooms, mostly," Bazsil responds, trying to decide which way is forward.

Bazsil will fly a bit higher and try to see if there are any other breaks in the forest.

Dark Archive

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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 begins to lay down a small feast. "Let's take a few minutes to eat while we look around for where to go." He lays out a blanket as roasted mutton and several different types of berries and nuts appear.

Hero's Feast.


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Faolan too, while he's still flying, will climb into the sky to see if anything useful can be found in the immediate area. He only has a few minutes of flight at a time, so he uses the most of it, zooming in and out of the mushroom trees, laughing maniacally.

A few perception checks for fun.
Perception: 1d20 + 27 + 2 ⇒ (8) + 27 + 2 = 37 (heroism)
Perception: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 (heroism)
Perception: 1d20 + 27 + 2 ⇒ (12) + 27 + 2 = 41 (heroism)

He'll then hungrily dig into the Heroes' Feast. He chomps greedily for an hour before he's finally sated.

"Oooof, that's good stuff Bor." he says leaning back against a mushroom and picking his teeth.

Shadow Lodge

You fly towards the mushroom canopy but can't tell much. You avoid the acid dripping into the pool and don't hear any giggling or see the flying mushrooms that attacked you earlier.

You can tell the cavern extends farther to the west and there appear to be areas to the south and northwest you haven't explored. There don't appear to be any obvious exits.

Frustrated by your search, you head back down to the acid pool and eat some berries.

From where you sit you can move to the northwest, west, or south. South isn't far but there is a section you haven't explored.


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 does eat. And he eats heartily. Scones and bacon if he can get them. Toast and jam too.

"What do you think? Maybe we head south? I thought there was a spot that we missed."


AC 36 Flat 20 Touch 20 | CMD 43 | HP 183/183 | F+18 R +18 W +16 | Init +3 | Perc +28 | Sense Motive +23

Feeling somewhat refreshed, Faolan is ready. "South sounds great, then west, then northwest in a circle."

He heads out in front, knowing it'll mean getting hit first. But that's what he's there for, to be a shield for the party. And he takes it seriously as he trudges forward, wishing he could fly all the time.

Soon... soon...

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