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 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 packs up the modest picnic and sets off to the south. "At least we will have a full stomach and not be forced to eat mushrooms."

Shadow Lodge

You make your way back east and look into the passage to the west. The cavern ceiling and mushroom fibers have formed a dark cooridor here, parts of which you were able to see through holes in the "roof".

Perception:

Baszil: 1d20 + 16 ⇒ (14) + 16 = 30
Faolan: 1d20 + 17 ⇒ (11) + 17 = 28
Bor: 1d20 + 20 ⇒ (11) + 20 = 31
Krowe: 1d20 + 17 ⇒ (1) + 17 = 18
1d20 ⇒ 16

As you move deeper into the tunnel you begin to see pockmarked holes in the floor and walls of the passage. Looking up, all of you see a giant monstrosity clinging to the ceiling. It's easily 20 feet long and 10 feet tall, it appears to be a insect man with multiple legs, claws, and 3 tentacles.

Initiative:

Baszil: 1d20 + 10 ⇒ (5) + 10 = 15
Faolan: 1d20 + 3 ⇒ (17) + 3 = 20
Bor: 1d20 + 1 ⇒ (4) + 1 = 5
Krowe: 1d20 + 7 ⇒ (10) + 7 = 17
Dwayne The Scorpion King Johnson: 1d20 + 7 ⇒ (2) + 7 = 9

Unfortunately despite sitting quietly in its lair and waiting for you, ready for you, it would appear that it's just not easy being a 6 ton insect man on the ceiling and you all get the drop on it.

Party gets Round 1, no surprise round. It is hostile and about 60 feet away on the ceiling.


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 bow.

He will shoot at the hostile thing.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 cold iron piercing damage. + 2d6 ⇒ (5, 5) = 10 vs evil.

1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 cold iron piercing damage. + 2d6 ⇒ (4, 2) = 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 ⇒ (3) + 19 = 22 slashing damage.

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

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

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

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

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 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 springs forth a wall of blindness right in front of the beast before it has a chance to descend. "Let it come to us."

Wall of Blindness DC 24

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 x2
(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)


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: 38 (f21/t20) (included: +1 song (dodge))| CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Resist Fire (30), Stoneskin (106/150), 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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan starts flying right away, because why not? Why wouldn’t you fly at every opportunity? Silly.

Supported by the song, he’ll then close with the creature drawing his shield as he does so (60’ move)

How long has it been? I know we ate, so that's at least an hour. Do I still have Heroism, Resist Fire, and Stoneskin going?

Shadow Lodge

Assuming you spent an hour eating we'd call it a hour and five minutes since the last fight.


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 hastes his companions and tried to study the new monster, looking for weaknesses.

Knowledge to ID any special defenses: 1d20 ⇒ 8
Knowledge Arcana (+25)
Knowledge Dungeoneering (+16)
Knowledge Nature (+18)
Knowledge Planes (+18)

Stoneskin should still be up an hour later - duration is over 2 hours.
Resist fire is probably gone

Shadow Lodge

Bazsil's arrows miss the creature, even unprepared as it was for the attack. Faolan then flies directly at the creature, encountering Bor's spell on the way.

I'm not sure there's a way around this, Bor case it right in front of the creature 60' away and Faolan flew 60' up to the creature, I think in his enthusiasm Faolan will need to make a save.

Krowe is able to identify this as a vemerak but knows nothing else about the creature. K. Dungeoneering comes to 24, just enough to get a name.

The source of the pitted holes in the walls and floor becomes apparent at the vemerak breathes acid on Faolan and Bor.

Acid: 14d8 ⇒ (2, 6, 3, 8, 7, 1, 5, 4, 4, 4, 7, 4, 4, 4) = 63
DC 24 Ref for half.

Party it up. Krowe has hasted everyone and Faolan needs to make a save against the wall of blindness.


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: 92/171 | AC: 39 (f21/t21) (included: +1 song (dodge), +1 haste (dodge))| CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (106/150), 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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Fort: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 (heroism) vs DC 24

Faolan manages, just, to avert his eyes at the right moment and makes it through the wall to his opponent.

Reflex: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 (heroism) vs DC 24 for 63hp damage

Scorched by the acid, he hollers, ”Hey now, none of that!” and returns fire with his shield.

Shield*: 1d20 + 26 + 4 ⇒ (1) + 26 + 4 = 31 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 3) + 16 + 2 = 27 (song)

Shield*: 1d20 + 26 + 4 ⇒ (17) + 26 + 4 = 47 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (4, 3) + 16 + 2 = 25 (song)

Shield*: 1d20 + 21 + 4 ⇒ (7) + 21 + 4 = 32 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 6) + 16 + 2 = 29 (song)

Shield*: 1d20 + 21 + 4 ⇒ (18) + 21 + 4 = 43 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 3) + 16 + 2 = 24 (song)

Shield*: 1d20 + 16 + 4 ⇒ (7) + 16 + 4 = 27 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 6) + 16 + 2 = 27 (song)

Shield*: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (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 2

Free/Swift: Continue song.
Move:
Stnd: Shoot bow.

He will shoot at the hostile thing.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 cold iron piercing damage. + 2d6 ⇒ (3, 4) = 7 vs evil.

1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 cold iron  piercing damage. + 2d6 ⇒ (4, 4) = 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 ⇒ (8) + 19 = 27 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

"Faolan, you alright?" Bor yells up as he watches the prideful Ulfen man fling himself right into the harmful spell. Not quite able to reach the creature he gets as close as he can, drawing his spear and tossing it at the beastie.

+1 returning shortspear: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

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 x2
(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)

Shadow Lodge

Faolan beats holy hell out of the vemerak while Spasi and Bor pierce it from a distance. The creature bellows in pain and attacks Faolan. The acid it breathed out before doesn't seem to have touched your clothes, only your skin, but the acid forms a caustic cloud around all of you.

DC 24 Fort save or be nauseated for 1d4 ⇒ 2 rounds.

Bite @ Foalan: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 2d6 + 11 ⇒ (6, 6) + 11 = 23

Claw @ Faolan: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Grab: 1d20 + 29 ⇒ (17) + 29 = 46

Claw @ Faolan: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Grab: 1d20 + 29 ⇒ (19) + 29 = 48

Tentacle @ Faolan: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Grab: 1d20 + 29 ⇒ (15) + 29 = 44

Tentacle @ Faolan: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Grab: 1d20 + 29 ⇒ (8) + 29 = 37

Tentacle @ Faolan: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Grab: 1d20 + 29 ⇒ (18) + 29 = 47
Tentacle Crit: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Party is up.


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

”Sorry, I must have skipped the chapter on whatever this ugly thing is!” Krowe calls out as he tests the defenses of the monster with a barrage of scorching rays.

If Spell Pen is needed: 1d20 + 14 ⇒ (2) + 14 = 16
Scorching Ray 1: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 4d6 ⇒ (2, 6, 3, 4) = 15
Scorching Ray 1: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 4d6 ⇒ (6, 6, 5, 2) = 19
Scorching Ray 1: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 4d6 ⇒ (4, 1, 6, 1) = 12


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: 66/171 | AC: 37 (f21/t19) (included: +1 song (dodge), +1 haste (dodge) -4 dex (grapple))| CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (106/150), 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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Fort: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35 (heroism) vs DC 24 or nauseated 2r

Faolan avoids the nausea, but he’s hit twice, and grappled both times. Held tightly, he’ll keep on doing what he’s doing knowing it’s him or me.

And it will not be me!

”Arrghhh. You’re putting a crimp in my style there beastie! Get back!” He continues to Bor, filled with bravado, "I'll be better when this thing is dead!"

Shield*: 1d20 + 26 + 2 ⇒ (3) + 26 + 2 = 31 (hero, song, grapple)
damage: 2d6 + 16 + 2 ⇒ (2, 3) + 16 + 2 = 23 (song)

Shield*: 1d20 + 26 + 2 ⇒ (18) + 26 + 2 = 46 (hero, song, grapple)
damage: 2d6 + 16 + 2 ⇒ (5, 3) + 16 + 2 = 26 (song)

Shield*: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39 (hero, song, grapple)
damage: 2d6 + 16 + 2 ⇒ (3, 6) + 16 + 2 = 27 (song)

Shield*: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42 (hero, song, grapple)
damage: 2d6 + 16 + 2 ⇒ (5, 1) + 16 + 2 = 24 (song)

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

Shield*: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 (hero, song, grapple)
damage: 2d6 + 16 + 2 ⇒ (5, 1) + 16 + 2 = 24 (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

Fort DC 24: 1d20 + 12 ⇒ (3) + 12 = 15

Bor instantly heaves over and begins puking as the smell hits him hard. He digs his spear into the ground to try and help stabilize himself from falling to his knees as he retches.


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 ⇒ (2) + 14 + 2 = 18 Fort

Bazsil follows suit with Bor….coughing and gagging on acid. He will move out of the cloud.


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

I just realized there is a stinky gas in the area. I’m not sure if that was just for Bor and Faolan, but if Krowe is close enough to get a whiff here’s his Fort save.

Fort vs Stink: 1d20 + 11 ⇒ (16) + 11 = 27

Looks like Krowe will be ok either way.

Shadow Lodge

All of Krowe's rays are diffused by the spore cloud around the creature. Dead skin and strange fungus as armor seem strange to you but then the vemerak itself is otherworldly. Sadly even acid, spores, and tentacles are not enough to save it from Faolan who slams his shield into the abberation to the beat of Bor and Bazsil coughing.

The tentacles go limp and the multi-ton corpse falls to the floor, Faolan floating free and flying above as he watches yet another foe brought down. You stand in the acid pitted lair and wait but not further sounds are heard, not even mushrooms giggling.


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

”What the hell was that? It stunk worse than my shooting,” Bazsil complains and wonders if he will mention this when he composes his Edda.

”Anyone see anything of interest in here? Or was this a distraction from our task?” Bazsil casts Detect Magic and looks about (also w/Echolocation).


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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 shouts at the mushrooms, "Are you not entertained?!" before laughing at himself.

In a more reasonable voice, he sidles up to the rest of the group, "That was a tough fight and a nasty opponent. I reek of its gore, and I'm plenty wounded. A little help on both fronts?"

He's happy with as much as a create water overhead and a cure light wounds wand, but very appreciative of any ministrations.

Down 79

CLW Wand:
CLW: 17d8 + 17 ⇒ (2, 4, 4, 4, 3, 1, 8, 1, 3, 1, 5, 2, 1, 5, 3, 7, 5) + 17 = 76
- - -

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 think we all reek, there won't be much hiding anymore." Bor gags a few more times while the others heal.


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

”No talking. Holding breath.”

Krowe produces some gum arabic, great for fireballs or plugging noses, then draws out one of his wands to begin the process of healing Faolan and cleaning up other messes with a prestidigitation.

8 charges from a wand of infernal healing (and a few minutes for them to take effect) should do the trick.

Shadow Lodge

You heal up and search the area, avoiding spore clouds and acid pools as you do. You notice that there is a lot of filth and debris in most of the holes, but it's difficult to tell if there's anything magical in them.

Any loot here is piled behind garbage, the vemerak seemed to enjoy building odd shrines made of acid pocked bones and congealed slime you're pretty sure used to be fey flesh. You can make Perception checks if you want to search further, you have time while Faolan is healed.


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 will poke around a little when his healing is complete. Just by way of checking for himself if anyone missed anything.

Perception: 1d20 + 27 + 2 ⇒ (20) + 27 + 2 = 49 (heroism)


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

1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38 Perception (w/Detect Magic)

"This acid is pretty gross. Why live like this?" Bazsil notes in his deep, rumbling voice.

Shadow Lodge

Digging through the filth and acid you find a few treasures hidden in the cubbies. One contains a magical void identifiable as a portable hole. The other holds 542 gp and a platinum idol of twisting teeth and tendrils (worth 9,000 gp). In a third cubby is a manual of bodily health +2.

Glad you spent the time to filter through refuse, you press to the west. Ahead you see the passage narrow and you push through cautiously. Beyond is a large cavern with a light but steady rain of moisture falling from the cavern ceiling. The acrid scent of organic decay hangs over this dead-end expanse like a thick fog. To the north, twisted wicker chairs and dirty bedrolls tumble haphazardly in front of a field of oversized mushrooms. To the south languish enormous rotting corpses with horns and pincer-tipped arms. The ceiling feels strangely low, though the midnight void above seems to stretch upward indefinitely.

K. Planes DC 23:

The corpses are glabrezus, foul denizens of the Abyss.

You see four hobgoblins sparring in the open field by the bedrolls. As they notice you enter the cavern all four turn in unison and stare at you silently.


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

”I suppose that they might be deserters,” Bazsil says as he activates his flying boots for the second time today. ”Let’s go see what we can learn.”

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

Bazsil will float high and address the hobgobs.

”Are you deserters? Or here of your own free will? What happened to your regiment?” Bazsil asks in his deep rumbling voice, the kind of true voice that causes lies and falsehoods to seem more open in comparison.

1d20 + 27 + 2 ⇒ (14) + 27 + 2 = 43 Diplomacy
1d20 + 27 + 2 ⇒ (11) + 27 + 2 = 40 Sense Motive

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 cringes. "They could also be scouts Bazsil." He waits, fully expecting the Hobgoblins to draw weapons on them.


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

”Good. We could use a good fight against some hobgobs right now. It’s been a while since we had a good rumble with their kind. About time we stopped taking out proxies and got back to our mission.”

Shadow Lodge

After a pause one of the hobgoblins steps slightly forward.

"It is good to see any face not infested with fungus, even if it has to be as soft as yours. I am Afet, of the Ironfang Legion, and offer parley. We are trapped in this cursed place, unable to find an exit or confront its ruler. I’ll send my soldiers away if you’ll join me for a time and discuss some chance of alliance. I can probably stand the sight of you until we leave this wretched hole."

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

"An alliance!?" Bor guffaws a bit. "You wish to parlay now that you are trapped in here with us. After you burned, murdered and surrounded our homes and families. Your Ironfang Legion murdered generations..." He stomps back a bit to try and cool his anger.


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

"What the smart man said!" Faolan supports Bor's anger with his own.

"Parlay only counts with honorable opponents! I see no honor in the creature that stands before me."

He turns to the others for confirmation, "Right?"

He's ready to smash, but he waits.


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
Balodek wrote:
"I can probably stand the sight of you until we leave this wretched hole."

"Well, Afet, then it is good that your eyesight is as bad as your judgment, which explains why you are lost and alone, and probably having lost most of your men on the way here," Bazsil agrees in his deep, accommodating voice. "We shall overlook how you lead most of your company to their deaths and focus on how to get you out of here. First, tell me about those dead glabrezus so we might piece together what happened here."

1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45 Diplomacy
1d20 + 27 + 2 ⇒ (1) + 27 + 2 = 30 Sense Motive

Shadow Lodge

Bazsil:

Something is off about these hobgoblins, almost as if they are being controlled.

Afet pauses as the hobgoblins begin to move backwards at the same time, farther away from the obviously hostile Faolan.

"We killed them, they sought to keep us from our mission to kill Arlantia. You refuse to parlay then? That's too bad, we had thought you would wish to learn how to slay the dryad queen."


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

"Krowe, I think they are being mind controlled. Not that I care too much about them, but also, they are not to be trusted. Do we care enough to try to help them to see what they know?" Bazsil rumbles aloud. "Furthermore, the idea that these rookie recruits could take down the glabrezus is laughable."


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

"Seriously, how would you know how to slay the dryad queen. And who's this Arlantia you mean to kill? Some innocent no doubt." Faolan continues to bluster, un-cognizant of what he's saying really.

He struggles to take this lot seriously. He turns to Bazsil though when he speaks and worries, "They're mind controlled? That's a horrible thing to do to someone."

Faolan checks his own mind for intrusion, and is satisfied he's himself. It takes a moment though during which time he's lost in thought.

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

"Arlantia? Who's that?" Bor is a bit more open knwing that they are being mind controlled. "Maybe we can use them to scout ahead."

Shadow Lodge

The hobgoblins do not seem upset at your taunts. "The entrance to her throne room is hidden. There’s some damnable nursery rhyme to reveal it, but Hadregash knows what sing-song fey nonsense it may be. Not that you'll get a chance to find out."

She throws a vial at you and the scrum is about.

Attack @ Bazsil: 1d20 + 15 ⇒ (6) + 15 = 21

With the range the vial misses and a cloud of pollen is released into the air.

Initiative:

Baszil: 1d20 + 10 ⇒ (13) + 10 = 23
Faolan: 1d20 + 3 ⇒ (12) + 3 = 15
Bor: 1d20 + 1 ⇒ (20) + 1 = 21
Krowe: 1d20 + 7 ⇒ (8) + 7 = 15
Hobs: 1d20 + 6 ⇒ (7) + 6 = 13

Party is up, Round 1, fight!


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, eager to be at them, never the less resists the urge to charge. Yearning for battle he waits for the blessings of his allies.

He delays until they have gone, but before the enemy does!


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 bow.

He will shoot at the hostile thug, flying above any pollen powder.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 cold iron piercing damage. + 2d6 ⇒ (3, 2) = 5 vs evil.

1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 cold iron piercing damage. + 2d6 ⇒ (4, 4) = 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 ⇒ (3) + 19 = 22 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: 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]


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 had been biting his tongue. He could see that Bazsil was speaking, and the hobgoblin was replying, but all he heard was a dull muted pounding in his head. The only words he understood were whispers.

”Kill these sodding berks. Kill them all.”

A part of him wondered if he’d stood too close to Bor’s maddening power, but he didn’t really care if that was the case, and when the first attack came, he was ready.

Raising his hands, he called the lightning!

Chain lightning everyone… I mean, on the hobgoblins.

Chain lightning Reflex vs DC 24: 14d6 ⇒ (6, 3, 3, 1, 2, 1, 5, 1, 6, 4, 1, 5, 4, 5) = 47

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

"Mind controlled or not they would do the same to us in an instant." He rushes in smashing his gloved fist into one of the hobgoblins.

+1 goblinoid-bane vicious cestus: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d4 + 3 + 2d6 + 2d6 ⇒ (3) + 3 + (6, 5) + (4, 6) = 27

Vicious Self Harm: 1d6 ⇒ 1

Status:

HP 156/158
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 x2
(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)

Shadow Lodge

Just need a Faolan and we're gtg.


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: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (106/150), 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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan charges through the gas (move 30’), holding his breath as best he can. In case a Fort save is required anyway…
Fort: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 (heroism)

He’ll then slam/throw his shield on the nearest opponent! Further he’ll try to knock the guy out so they have someone to question later!^

Shield*^: 1d20 + 28 + 4 ⇒ (17) + 28 + 4 = 49 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 2) + 16 + 2 = 25 (song)

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

^ Knockout punch - If he hits, DC 23 Fort or be knocked unconscious for rounds: 1d6 ⇒ 5

Shadow Lodge

Ref DC 24: 1d20 + 10 ⇒ (18) + 10 = 28
Ref DC 24: 1d20 + 10 ⇒ (9) + 10 = 19
Ref DC 24: 1d20 + 10 ⇒ (3) + 10 = 13
Ref DC 24: 1d20 + 10 ⇒ (1) + 10 = 11
Fort DC 23: 1d20 + 15 ⇒ (13) + 15 = 28

Afet resists both the electricity and the knockout punch, but the rest of her commandos are not so lucky. Despite going first Bazsil's arrows miss completely and the hobgoblins surround Faolan and Bor.

Attacks:

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (5, 6, 5, 3) = 19

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (1, 6, 5, 4) = 16

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (3, 4, 5, 1) = 13

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (2, 5, 6, 3) = 16

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (1, 2, 6, 1) = 10
Crit Confirm: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electrical Crit: 1d10 ⇒ 4

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d6 ⇒ 3
Sneak: 4d6 ⇒ (2, 6, 6, 1) = 15
Crit Confirm: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Electrical Crit: 1d10 ⇒ 7

Attack @ Bor: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (4, 6, 1, 1) = 12

Attack @ Bor: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Electricity: 1d6 ⇒ 4
Sneak: 4d6 ⇒ (4, 1, 5, 5) = 15

Attack @ Bor: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (5, 4, 4, 1) = 14

Attack @ Bor: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (3, 2, 6, 4) = 15

Attack @ Bor: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 3
Sneak: 4d6 ⇒ (5, 4, 3, 3) = 15

Attack @ Bor: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (2, 5, 4, 4) = 15

Party is up. Bor and Faolan are flanked by 4 hobgoblins commandos.


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:
Stnd: Shoot bow.

He will shoot at the hostile thug, flying above any pollen powder. This time, he will even try aiming.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 cold iron piercing damage. + 2d6 ⇒ (2, 4) = 6 vs evil.

1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 to hit;
1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 cold iron piercing damage. + 2d6 ⇒ (6, 6) = 12 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: 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]


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: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Everyone!
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (106/150), 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): 1/2
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): 0/3, 8m, fly +24
Shield (daylight): 1/1, 60m, 60’r
- - -

Faolan, again disappointed in the usual feebleness of his knockout punch, goes for the more traditional beatdown.

Shield*: 1d20 + 26 + 4 ⇒ (12) + 26 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (4, 1) + 16 + 2 = 23 (song)

Shield*: 1d20 + 26 + 4 ⇒ (12) + 26 + 4 = 42 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 1) + 16 + 2 = 24 (song)

Shield*: 1d20 + 21 + 4 ⇒ (2) + 21 + 4 = 27 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (6, 5) + 16 + 2 = 29 (song)

Shield*: 1d20 + 21 + 4 ⇒ (11) + 21 + 4 = 36 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (3, 6) + 16 + 2 = 27 (song)

Shield*: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (4, 5) + 16 + 2 = 27 (song)

Shield*: 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 2 ⇒ (5, 2) + 16 + 2 = 25 (song)

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

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

Completely surrounded Bor adds to the madness. "Good luck telling friend from foe. It took me years to notice the telltale signs."

Aura of Madness: DC 24 Will Save.

Status:

HP 156/158
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 x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th)
Vision of Madness 8/10
Aura of Madness 13/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)

Shadow Lodge

Faolan and Bazsil bring down Afet.

Will Save DC 24: 1d20 + 11 ⇒ (1) + 11 = 12
Will Save DC 24: 1d20 + 11 ⇒ (8) + 11 = 19
Will Save DC 24: 1d20 + 11 ⇒ (6) + 11 = 17
1d100 ⇒ 47
1d100 ⇒ 87
1d100 ⇒ 96

One of them babbles and the other two attempt to attack 1d2 ⇒ 1 Faolan.

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (2, 5, 4, 5) = 16

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 1
Sneak: 4d6 ⇒ (4, 4, 2, 4) = 14

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (4, 3, 1, 3) = 11

Attack @ Faolan: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Electricity: 1d6 ⇒ 2
Sneak: 4d6 ⇒ (4, 1, 6, 4) = 15
Crit @ Faolan: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d10 ⇒ 10

Attack @ Faolan: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Electricity: 1d6 ⇒ 5
Sneak: 4d6 ⇒ (4, 1, 6, 4) = 15

Attack @ Faolan: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Electricity: 1d6 ⇒ 6
Sneak: 4d6 ⇒ (3, 2, 4, 3) = 12

Party is up.


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

Round 2

Free/Swift: Continue song.
Move:
Stnd: Shoot bow.

He will shoot at the hostile thug, flying above any pollen powder.

Magic adaptive longbow.
1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 cold iron piercing damage. + 2d6 ⇒ (6, 2) = 8 vs evil.

1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 to hit;
1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 cold iron  piercing damage. + 2d6 ⇒ (6, 4) = 10 vs evil.

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

Stats of the Grim Grimalkin:

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

[ dice]1d20+12[/dice] to hit; ( )
1d10 + 19 ⇒ (2) + 19 = 21 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:16/34 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]

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