Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


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Dark Archive

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

Bor gets extremely woozy as the fungus worshipper rocks his words. His body shakes from the chill attacks as he hopes his prayers and faith alone will protect him. "Keep her on me."

Cast Shield of Faith. +4 AC

Status:

HP 30/158
AC 26 (30 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 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

”Bor!?” Krowe calls, not sure how much more punishment the scarred man can take. Since his magic missiles landed he hurls more.

Spell pen if needed: 1d20 + 15 ⇒ (3) + 15 = 18
Magic Missiles at the Peck: 5d4 + 5 ⇒ (4, 1, 2, 4, 4) + 5 = 20

..and the erinyes fire off another volley.

Erinyes 1 - point blank shot, rapid shot, precise shot
Flaming longbow: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 9 ⇒ (8) + 9 = 17 plus 1d6 ⇒ 1 fire
Flaming longbow: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus 1d6 ⇒ 4 fire
Flaming longbow: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 9 ⇒ (8) + 9 = 17 plus 1d6 ⇒ 6 fire

Erinyes 2 - point blank shot, rapid shot, precise shot
Flaming longbow: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 9 ⇒ (8) + 9 = 17 plus 1d6 ⇒ 1 fire
Flaming longbow: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d8 + 9 ⇒ (1) + 9 = 10 plus 1d6 ⇒ 5 fire
Flaming longbow: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus 1d6 ⇒ 3 fire

Erinyes
AC 23
HP 112 / HP 112

Shadow Lodge

She takes a few hits between you and keeps swinging. The magic missiles, a few shield slams, and one erinyes arrow have clearly hurt her but she's deep into her fungal madness now. Bor looks into her eyes and sees a dark reflection of his own road.

Attack @ Bor: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Cold: 1d6 ⇒ 6

Attack @ Bor: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Cold: 1d6 ⇒ 3

Attack @ Bor: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Cold: 1d6 ⇒ 1

Attack @ Bor: 1d20 + 15 ⇒ (12) + 15 = 27
Force Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Party is up for what will most likely be the last round, depending on your rolls. Her AC is in the low 30s.


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

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: Pech
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (96/150)
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 is impressed that she’s still standing, but after all, he’s not as good at throwing the shield. He takes another 5’ step closer, and throws!

Shield*: 1d20 + 22 + 4 ⇒ (5) + 22 + 4 = 31 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 4) + 16 + 4 = 28 (hope, song)

Shield*: 1d20 + 22 + 4 ⇒ (8) + 22 + 4 = 34 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 1) + 16 + 4 = 25 (hope, song)

Shield*: 1d20 + 17 + 4 ⇒ (18) + 17 + 4 = 39 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (5, 6) + 16 + 4 = 31 (hope, song)

Shield*: 1d20 + 17 + 4 ⇒ (6) + 17 + 4 = 27 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (1, 6) + 16 + 4 = 27 (hope, song)

Shield*: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (2, 4) + 16 + 4 = 26 (hope, song)

Shield*: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35 (hero, song)
damage: 2d6 + 16 + 4 ⇒ (4, 5) + 16 + 4 = 29 (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 5

Free/Swift: Maintain song.
Move: 5' step back.
Stnd:  Fire some arrows.

Bazsil steps back and shoots whatever might be standing after Faolan’s fighting.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 ⇒ (2) + 16 + 2 + 2 = 22 to hit;
1d8 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 piercing damage.

1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30 to hit;
1d8 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 piercing damage.

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 ⇒ (1) + 19 = 20 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: 1/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*1)
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]


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

Krowe keeps up the pressure with more magic missiles.

Spell pen if needed: 1d20 + 15 ⇒ (15) + 15 = 30
Magic Missiles at the Peck: 5d4 + 5 ⇒ (4, 2, 4, 2, 3) + 5 = 20

..and the erinyes fire again, this time with a little more accuracy.

Erinyes 1 - point blank shot, precise shot
Flaming longbow: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d8 + 9 ⇒ (8) + 9 = 17 plus 1d6 ⇒ 6 fire
Flaming longbow: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 9 ⇒ (5) + 9 = 14 plus 1d6 ⇒ 1 fire

Erinyes 2 - point blank shot, precise shot
Flaming longbow: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus 1d6 ⇒ 6 fire
Flaming longbow: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 9 ⇒ (5) + 9 = 14 plus 1d6 ⇒ 4 fire

Erinyes
AC 23
HP 112 / HP 112

Dark Archive

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

Bor stays as defensive as possible, even though his hands begin to shake from fatigue and his knees nearly buckle. He fights for his life as he stabs his spear into the fey.

+1 returning shortspear (Song): 1d20 + 14 + 2 - 2 ⇒ (18) + 14 + 2 - 2 = 32
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

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

+1 returning shortspear (Song): 1d20 + 4 + 2 - 2 ⇒ (11) + 4 + 2 - 2 = 15
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Status:

HP 17/158
AC 26 (30 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 12/15
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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Once again you find yourselves missing more than you hit, but those hits prove to be enough and the fungus fey goes down. As she falls her body disintegrates into fine spores which rise towards the ceiling. You hear a cackling fade into the mushroom forest behind you as she dies.

You stand guard for a bit, waiting for yet another attack but none arrives. As the erinyes return to their home plane they blow Krowe a kiss and wink suggestively. You've never seen a teleport spell swish suggestively before but there's a first time for everything. Putting aside your caution and giving in to your inner loot goblin, you rummage through the pile where the mad pech fell.

potions of barkskin (CL 9th) x2
potions of cure serious wounds x2
potion of remove paralysis
strand of prayer beads (lesser)
wand of giant vermin (13 charges)
+2 breastplate
+2 buckler
+1 icy burst heavy pick
unholy symbol of Cyth-V’sug
127 gp

In addition she had the fourth ring around her neck and you are now able to complete the corrupted artifact that will allow you to defeat the evil fey queen and find the piece of the artifact the Ironfang Legion is using to raise their dark towers.

Thinking of the encounter with the hobgoblins, you realize the mindslaver mold on their bodies must also be with another hobgoblin who was communicating with them through the mold. Odds are good this hobgoblin has the artifact you seek, though why it would be here in the first place you don't know.

You also remember that the woman leading the hobgoblin commandos, as well as the mad pech, said you could reach the queen through the pool. With a little thought you are able to translate the poem created by all four rings and surmise that standing by the acid pool and reciting this poem will transport you to the queen herself.

You suspect the fungal black dragon you defeated earlier, but didn't kill, is probably also there. You aren't sure where the bandersnatch has slunked off to but the mushroom madmen who have been giggling at you have fallen silent now. This room is fairly defensible should you desire rest but that does give your enemies the same respite.

Reconstructed Dryad's Song:

This tarnished gold scepter’s ends are shaped into sickly, withered-looking leaves. The scepter’s rod has four slots, into which four large rings can be placed. Each ring is engraved with a phrase in Abyssal, and can be placed upon or removed from the scepter as a standard action.
Ring 1: “Princess of the Blasted Heath.”
Ring 2: “Shall stand proud to station earned.”
Ring 3: “Moss and rot shall grow unchecked.”
Ring 4: “‘Til all hands bear the sin they’ve earned.”

Should you decide to rest and study the scepter you will learn the following.

Dryad Song Powers:

The corrupted Dryad’s Song grants some limited control over the Darkblight. With a single ring, the bearer can cast entangle and wood shape each 3/day. With two rings, the bearer can also cast blight, diminish plants, plant growth, and tree stride each 1/day. With three rings, the bearer can also cast black tentacles 1/day, animating the fungal matter in the area in lieu of creating extradimensional tendrils. With all four rings, the bearer can recite the full poem on the scepter as a full-round action to purge a single creature within 60 feet of the Darkblight’s taint, as if she had successfully cast remove curse and remove disease—even removing the blighted fey template from a target creature (unwilling fey can resist this effect with a successful DC 28 Will save). All of these spell-like abilities affect only fungus and plants infected with the Darkblight.


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

Faolan loads up the wealth into various extra dimensional spaces, and his broad back.

"I'm ready, let's do this thing!" he bellows happily, eager to proceed. "I want to get out of this unholy place just as quick as we can. Ugh! So dark... and close."

Faolan can be convinced to rest if the spellcasters need to refresh their vast pool of power. That said, he's eager to press onward!

Dark Archive

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

Wand of CLW: 27d8 + 27 ⇒ (4, 2, 4, 2, 8, 1, 8, 2, 3, 4, 8, 1, 4, 3, 8, 8, 6, 1, 1, 4, 1, 4, 5, 5, 6, 6, 6) + 27 = 142

Bor nearly drains the contents of a wand as he takes a couple of minutes to rest and prepare. "Thanks, they nearly had me for a moment. Should we just press on to the Queen to be done with this mess?"

Status:

HP 159/158
AC 26 (30 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 12/15
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

"Or maybe we should take a moment and rest. Seems like we've been fighting for days, just today," Bazsil ponders aloud, making sure everyone has the energy for a dragon fight, then probably a queen fight, let alone what else might be in the way.

Looks like we last rested...in September. 9/6, I think. We've faced ropers, baregaras (apes), blightguards, bandersnatch, an acid trap, the dryad/tiger + ooze demons, *then we ate heroes feast*, Dwayne The Scorpion King Johnson/vemerak, 4 hobgoblin goons, and this last a*&@@#!, aka Underpants Gnome.


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

”Ouch.” Krowe groans as he pulls out spike after spike from the deadfall trap. ”With a little healing.. ouch.. I can press on.. ouch! Bloody @#%! fey.”

I’ll use a few charges from my infernal healing wand.

”If we press on, let’s protect ourselves as much as possible.”

2 Arcane points for quick study to swap black tentacles for named bullet, and hold monster for empowered fireball

Stoneskin on Faolan
Stoneskin on Bor
Communal resist energy - acid
Can anyone benefit from bull’s strength?


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

Faolan stands stall with his arms outstretched as spell after spell washes over him. He accepts them all, grinning madly. ”We cannot be beaten!” he cries joyously as he awaits their next move.

Shadow Lodge

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You decide not to rest here but instead press your advantage against the queen. Moving back to the acid pool room, you recite the poem in your best Abyssal. The acid pool begins to gurgle and swirl and finally recedes, leaving behind a spiraling stone stairway going deeper.

This is the final fight of book 5 and is going to be extremely difficult. Arlantia will know you are coming no matter what you do, you've fought enough fey through the palace to understand they all have a mental connection and you haven't caught any of them unaware. You know you are facing at least 3 tough opponents, including an almost godlike dryad, so feel free to rest first if prepping the right spells and having a few extra spell slots will make a difference.

You descend the stair into a short tunnel that leads into a massive cavern. A gong starts sounding as you reach the ledge overlooking a literal heart of darkness. An enormous clot of green, black, and white fungus—pulsing as if a thousand hearts beat beneath its fleshy surface—dominates this massive cavern. Innumerable thick, fibrous strands sprout from the cavern walls, suspending the massive growth fifty feet in the air. At the very pinnacle of the mighty fungal bulb is a throne made from wilted yellow flowers braided into twining wicker. Large ledges perch at the cavern’s east and west ends, overlooking a cavern floor dotted with stands of mushrooms and rancid, bubbling pools of goo.

Cavern

The entrance to Arhlantu from above leaves visitors on a large ledge at the western edge of the cavern, and bridge-like strands of fungal matter run from this ledge to the mass itself, as shown on the map above. Each bridge is considered normal terrain along its 5-foot-wide traversable surface, but they have no railings to prevent bull rush, reposition, and similar combat maneuvers from throwing a creature over the side.

Perception DC 30:

You notice a recessed, prisonlike cave at the eastern end of the area.

Sitting on the fungal thrown must be no other than Arlantia herself, and perched against the fungus on the far wall you see the fungal black dragon you fought before.

"At last, my pitiful admirers have found me! I did worry you’d gotten lost along the way. Welcome to a rather summary end! I admit, I’m impressed at your passion. Perhaps I should recruit you to my lovely prince’s cause—the First World knows I’m missing enough minions all of a sudden. Shall I turn you into my latest pets? Make you obedient as I did my precious little hobgoblins? Or maybe you’ll choose to sacrifice yourselves to my lord, the Prince of the Blasted Heath, who shall soon frolic in the festering playground that is the Fangwood?"

Dark Archive

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

"How did you cause an entire nation of Hobgoblins to work together and accomplish this much destruction?" Bor asks curiously.


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

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (0/150), Resist Acid (30), Fly (1/8m)
Equipped: Shield
Shield Melee: Attack: BAB 15/10/5, Str +6, Focus +2, Magic +5, (flurry -2) Damage: Str +6, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 15/10/5, Dex +2, Focus +2, Magic +5 (flurry -2) Range: 20’, -1 per increment
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Champion Defense (Fort save DC damage dealt to take half damage): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
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
- - -

Happy to rest and recoup if we're worried. Either way, Faolan proceeds to fly when they reach this chamber.

"Pitiful we may be, but I'm not sure 'admirers' is the right phrase there. But yeah, how did you get the Hobos to work for you? Dangle power in front of them I suppose?"


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:
This is the final fight of book 5...so feel free to rest first if prepping the right spells and having a few extra spell slots will make a difference.

Wow, this translates to: you're screwed. Good luck! I love it.

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope. And will also be a flyin' when the time comes.

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

1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28 Perception

"I just wonder if maybe you want to desist working with the hobgobs so you can avoid a earned death," Bazsil asks without much hope. "It might be good. I don't know."

1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44 Diplomacy

Shadow Lodge

The queen leans back and laughs, a wet sound that reminds you of dead things found under fallen leaves. "Working with those wretched mortals? What foolish ideas you have children. You are all my slaves, some of you just don't accept it yet. I care nothing for your struggles, compared to my glorious purpose."

You sense that she is telling the truth, mad though it be. This begs the question of why the artifact you seek is here.

Dark Archive

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

"You look down that much on those around you? You have killed thousands out there using the Hobgoblins as your pawns..." Bors voice and anger begin to rise. This treachery reminding him exactly how and why he ended up the way he is today. Cursed with this madness as he was duped into helping others and betrayed. Used even.

The scenery around Bor begins to change. The moon turns blood red as his vision makes the landscape appear barren. He looks around, his companions lying dead and dismembered all around him as small mountains of corpses rise in the distance. He drops to his knees in a small pool of blood and looks up as a dark figure floats above him, casting a shadow over him. His expression turns of one of fright to that of relief and sorrow. For the dark winged shadow that has been following him, tracking him and stalking him is but himself.

This version grasps Bor by his throat and lifts him into the air. Bor holds out his hands in acceptance as the two merge into one. he fully accepts the full extent of his own madness and is ready to unleash it upon this Dark Queen and her dragon.

Bor's vision returns and as it does he is now much bigger. His armor blacker than the night sky. His armor shapes off in weird thorns like something straight out of a nightmare. His cape splits apart forming two bat-like wings as he gently rises into the air. he holds two clawed guantlets out as he breathes in the air. "Seems we must take your life to end this."

Cast Frightful Aspect and activate Wings of Flying.


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

Faolan loosens his shield, ready to throw. He also fidgets, flying here and there, but more or less in place. He's eager to charge, but knows better than to leave without his buffs. He already feels the warmth of the existing spells from his allies, but leave no stone unturned...

Faolan delays and watches the putrescent 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

Bazsil begins his song, ready to get it on. He moves 20' up in the air.

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.


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

As the others trade barbs with the mad fey, Krowe examines the battlefield, looking for hidden traps and other enemies.

Woah, that berk is piking barmy!

Krowe’s eyes dart towards Bor as he transforms to fight crazy with crazy.

No discipline. The Chaosmen would love him. When this is all over, you should send him to us. We can put him out of his misery.

”What’s a Chaosman?” Krowe grumbles. It’s not insanity if the voice is real.

Worries that he isn’t perceiving everything he casts true seeing.


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

GM: do we know who the Prince of the Blasted Heath is? Or his relevance here?

blind Knowledge roll: 1d20 ⇒ 16
Knowledge Arcana 14 (+25)
Knowledge Dungeoneering 5 (+16)
Knowledge Nature 6 (+18)
Knowledge Planes 6 (+18)
Knowledge Religion 2 (+13)

Shadow Lodge

That's one of the many names of Cyth-V'sug.

"The one calling herself Azaersi proposed an alliance—to kill you, I believe. You must be as annoying to her as you have been to me. I found her offerings of tinsel too pitiful to forgive the insult of a filthy hobgoblin imagining herself my equal, so I selected offerings of flesh I liked. They objected at first, but I am a woman of glory and agony, and no one refuses my will for long."

She shrugs a delicate shoulder. "Whichever of you survives my pets will soon learn this."

The dragon takes flight and the wild rumpus begins.

Initiative:

Baszil: 1d20 + 10 ⇒ (4) + 10 = 14
Faolan: 1d20 + 3 ⇒ (2) + 3 = 5
Bor: 1d20 + 1 ⇒ (2) + 1 = 3
Krowe: 1d20 + 7 ⇒ (15) + 7 = 22
Arlantia: 1d20 + 9 ⇒ (6) + 9 = 15
Naphexi: 1d20 + 3 ⇒ (14) + 3 = 17

Arlantia takes flight and casts a spell at your group.

Greater Dispel Magic, Area. Not sure how many buffs y'all are rocking so I'm just going to roll a batch for each of you. If you have more than 5 buffs that resist let me know.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

Dispel Checks:

Dispel Faolan: 1d20 + 15 ⇒ (3) + 15 = 18
Dispel Faolan: 1d20 + 15 ⇒ (2) + 15 = 17
Dispel Faolan: 1d20 + 15 ⇒ (19) + 15 = 34
Dispel Faolan: 1d20 + 15 ⇒ (16) + 15 = 31
Dispel Faolan: 1d20 + 15 ⇒ (14) + 15 = 29

Dispel Bor: 1d20 + 15 ⇒ (14) + 15 = 29
Dispel Bor: 1d20 + 15 ⇒ (12) + 15 = 27
Dispel Bor: 1d20 + 15 ⇒ (2) + 15 = 17
Dispel Bor: 1d20 + 15 ⇒ (1) + 15 = 16
Dispel Bor: 1d20 + 15 ⇒ (4) + 15 = 19
Dispel Bor: 1d20 + 15 ⇒ (20) + 15 = 35

Dispel Bazsil: 1d20 + 15 ⇒ (6) + 15 = 21
Dispel Bazsil: 1d20 + 15 ⇒ (5) + 15 = 20
Dispel Bazsil: 1d20 + 15 ⇒ (15) + 15 = 30
Dispel Bazsil: 1d20 + 15 ⇒ (13) + 15 = 28
Dispel Bazsil: 1d20 + 15 ⇒ (10) + 15 = 25

Dispel Krowe: 1d20 + 15 ⇒ (8) + 15 = 23
Dispel Krowe: 1d20 + 15 ⇒ (18) + 15 = 33
Dispel Krowe: 1d20 + 15 ⇒ (11) + 15 = 26
Dispel Krowe: 1d20 + 15 ⇒ (2) + 15 = 17
Dispel Krowe: 1d20 + 15 ⇒ (13) + 15 = 28

The dragon drops an acid pool on you, same as before. Those currently in the air are not hit.

Acid Damage: 20d6 ⇒ (6, 2, 3, 6, 4, 4, 4, 5, 4, 3, 3, 6, 6, 5, 4, 4, 4, 3, 4, 5) = 85

And with that, the party is up.

Krowe:

You don't see anything hidden by magic but that doesn't mean there isn't something hidden by being, well, hidden, so there could still be foes in waiting.

Dark Archive

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

Bor's seething rage quickly subsides as his nightmarish form is pummeled back into submission. Frightful Aspect has been dispelled.

Confused and unsure as his fractured mind tries to quickly repair itself Bor continues to float in the air. As he flies towards the dragon he shields himself in his madness. Cast Shield of faith.

Status:

HP 158/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th) Frightful Aspect
Vision of Madness 8/10
Aura of Madness 12/15
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

Looks like Bazsil's echolocation got boofed.

Round 1

Free/Swift: Maintain song.
Move: 10' fly up.
Stnd:  Cast Haste.

Bazsil flies up and back after casting Haste on the good guys. Haste, Good Hope, and Song good to go peeps.

Haste: Round 1/15: +1 to all the things. 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 ⇒ (5) + 19 = 24 slashing damage.

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

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

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

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

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]


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

Status:
HP: 171/171 | AC: 37 (f21/t19) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Good Hope, Stoneskin (0/150), Resist Acid (30), Fly (1/8m), 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): 7/10
Knockout (DC 23, 1d6r): 0/2
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 loses Good Hope, but he still has flight, and many other buffs as he dives at the dragon full speed! He’ll try to knock the dragon out of the air with his swing.

Shield*^: 1d20 + 28 + 5 ⇒ (10) + 28 + 5 = 43 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (1, 1) + 16 + 2 = 20 (song)

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

^ Knockout punch - If he hits, DC 23 Fort or be knocked unconscious for rounds: 1d6 ⇒ 4


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

Krowe looses good hope and as the only dummy not flying gets acid etched. I assume there was no save? Taking to the air now and backing away.

Krowe cries out as acid washes around his legs. His spell of resistance holds off enough dragon breath to give him the chance to cast his own fly spell and get airborn.

As he back away he fired off quickened scorching rays at the dragon.

Spell pen?: 1d20 + 15 ⇒ (20) + 15 = 35
Scorching ray 1: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 4d6 ⇒ (4, 2, 3, 5) = 14
Scorching ray 1: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 4d6 ⇒ (4, 2, 5, 5) = 16
Scorching ray 1: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 4d6 ⇒ (5, 4, 1, 3) = 13

Shadow Lodge

Looks like a missing save value, the rulebook says you get a Ref save for half, that will be DC 30.

Fort DC 23: 1d20 + 22 ⇒ (7) + 22 = 29

The dragon proves far to resilient to be knocked out by just one shield strike. Krowe's touch attacks prove effective, blasting through her spell resistance.

Naphexi attempts to stop Krowe from attacking, remembering well that his summons can swing a battle.

Hold Monster on Krowe, DC 19 Will Save.

Arlantia swipes her hand through the air, flinging magical sharpened mushroom caps at all of you.

Mass Inflict Critical Wounds, 4d8 + 15 ⇒ (8, 7, 4, 3) + 15 = 37 negative energy damage to all, DC 24 Will Safe for half.

While spells are flying, Bor finds himself under attack by a flying hobgoblin! You aren't sure where this stealth assassin was hiding but he's come out with a purpose now. The entire left side of his head is encased in mold that runs down into his armor. It's probable that he's been infected with mindslaver mold, same as the hobgoblins you met above.

Attack @ Bor: 1d20 + 28 ⇒ (18) + 28 = 46
Damage: 1d6 + 10 ⇒ (3) + 10 = 13

He has two short swords in his hand and Bor is fairly confident he won't last long alone against this foe.

Party is up and the battle is getting a little chaotic. Everyone is flying at this point.

Dark Archive

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

DC 24 Will: 1d20 + 16 ⇒ (5) + 16 = 21

Bor takes the full brunt of the attack as well as the negative energy. "Take care of that dragon, I'll disable this Hobgoblin." He reaches out shoving the assailant back from him.

Vision of Madness Tch AC: 1d20 + 13 ⇒ (10) + 13 = 23
+7 to skills and -7 to Attack and Damage.

Status:

HP 108/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th) Frightful Aspect
Vision of Madness 7/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

Status:
HP: 134/171 | AC: 38 (f21/t20) (included: +1 dodge (song)) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: Heroes’ Feast, Heroism, Stoneskin (0/150), Resist Acid (30), Fly (1/8m), 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): 7/10
Knockout (DC 23, 1d6r): 0/2
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
- - -

Will: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 vs DC 24 for 37hp damage

Faolan takes the hit, bypassing most of his protections. Still, he focuses on the dragon, aiming to bring him down quickly if he can!

Shield*: 1d20 + 26 + 5 ⇒ (15) + 26 + 5 = 46 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (4, 3) + 16 + 2 = 25 (song)

Shield*: 1d20 + 26 + 5 ⇒ (7) + 26 + 5 = 38 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (3, 1) + 16 + 2 = 22 (song)

Shield*: 1d20 + 21 + 5 ⇒ (10) + 21 + 5 = 36 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (1, 4) + 16 + 2 = 23 (song)

Shield*: 1d20 + 21 + 5 ⇒ (19) + 21 + 5 = 45 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 16 + 5 ⇒ (2) + 16 + 5 = 23 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (3, 6) + 16 + 2 = 27 (song)

Shield*: 1d20 + 16 + 5 ⇒ (2) + 16 + 5 = 23 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (2, 6) + 16 + 2 = 26 (song)

hasted Shield*: 1d20 + 26 + 5 ⇒ (19) + 26 + 5 = 50 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (6, 3) + 16 + 2 = 27 (song)

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


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

Ref save + haste vs Acid: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Will save vs Hold: 1d20 + 13 ⇒ (18) + 13 = 31
Will save vs Cause Wnds: 1d20 + 13 ⇒ (3) + 13 = 16
Well that could have been worse!

Krowe resists the hold spell, but bleeds from the other.

”Baszil, let’s focus on the dragon first!”

With a few seconds to go on the offense, he sends in allies and flies for cover.

Arcane point for summon monster 6
1d3 ⇒ 3 Erinyes

A trio of devilishly hot ladies appear around the dragon and bring their swords to bear against it!

Flanking plus Bazsil’s rage song
Erinyes 1
+1 longsword: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
+1 longsword: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d8 + 14 ⇒ (4) + 14 = 18

Erinyes 2
+1 longsword: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
+1 longsword: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d8 + 14 ⇒ (1) + 14 = 15

Erinyes 3
+1 longsword: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d8 + 14 ⇒ (4) + 14 = 18
+1 longsword: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d8 + 14 ⇒ (7) + 14 = 21

Krowe Status:
HP 128/77
Erinyes Status:
HP 112
HP 112
HP 112


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

1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 Will vs DC 24

Round 2

Free/Swift: Maintain song.
Move:
Stnd: Shoot the dragon.

Bazsil shoots the dragon.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 ⇒ (1) + 16 + 2 + 2 + 1 = 22 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage.

1d20 + 11 + 2 + 2 + 1 ⇒ (20) + 11 + 2 + 2 + 1 = 36 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 piercing damage.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 ⇒ (13) + 16 + 2 + 2 + 1 = 34 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 piercing damage.

Potential Crit:
1d20 + 11 + 2 + 2 + 1 ⇒ (15) + 11 + 2 + 2 + 1 = 31 to hit;
2d8 + 22 ⇒ (1, 4) + 22 = 27 additional piercing damage.

Haste: Round 2/15: +1 to all the things. 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 ⇒ (8) + 19 = 27 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: 2/6 used (GHope*1,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 1/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]

Shadow Lodge

Bor is able to slap the hobgoblin while the rest deal with the dragon. Your foes do not seem overly concerned with your efforts so far, a perhaps fatal calculation on their part. They unleash spell, blade, fang and claw on you.

Hobgoblin @ Bor:

Attack @ Bor: 1d20 + 24 - 7 ⇒ (19) + 24 - 7 = 36
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Crit Confirm @ Bor: 1d20 + 24 - 7 ⇒ (10) + 24 - 7 = 27
Additional Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Attack @ Bor: 1d20 + 19 - 7 ⇒ (16) + 19 - 7 = 28
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Attack @ Bor: 1d20 + 14 - 7 ⇒ (5) + 14 - 7 = 12
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Attack @ Bor: 1d20 + 9 - 7 ⇒ (3) + 9 - 7 = 5
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Attack @ Bor: 1d20 + 23 - 7 ⇒ (3) + 23 - 7 = 19
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Attack @ Bor: 1d20 + 18 - 7 ⇒ (15) + 18 - 7 = 26
Damage: 1d6 + 6 ⇒ (5) + 6 = 11


Dragon @ Faolan:

Attack @ Faolan: 1d20 + 34 ⇒ (8) + 34 = 42
Damage: 2d8 + 19 ⇒ (5, 6) + 19 = 30
Acid: 4d6 ⇒ (4, 1, 3, 1) = 9

Attack @ Faolan: 1d20 + 33 ⇒ (6) + 33 = 39
Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20

Attack @ Faolan: 1d20 + 33 ⇒ (20) + 33 = 53
Damage: 2d6 + 13 ⇒ (2, 3) + 13 = 18
Crit Confirm @ Faolan: 1d20 + 33 ⇒ (18) + 33 = 51
Additional Damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21

Arlantia cackles as a strange and fetid wind whips her hair about. She speaks a single word, a word so evil that most of you recoil on hearing it. It blasts into your minds and causes your eyes to bleed.

Bor, Bazsil, and Faolan need to make a DC 23 Will Save as she casts Blasphemy. If you have 11 HD, you die (shouldn't apply to any of you). If you fail the save, you are Dazed for 1 round, have your STR decreased by 2d6 ⇒ (2, 1) = 3 for2d4 ⇒ (3, 3) = 6 rounds, and are paralyzed for1d10 ⇒ 9 minutes. If you succeed at the save, the STR loss is halved but the duration remains and you are only paralyzed for 1 round. If you somehow have 16 HD you are not hit by the paralyze.


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

Status:
HP: 96/171 | AC: 38 (f21/t20) (included: +1 dodge (song)) | CMD 39
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: -1str (1/6r), Heroes’ Feast, Heroism, Stoneskin (30/150), Resist Acid (30), Fly (1/8m), 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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 7/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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, having bought his hat waaaay back in the early days, finally gets to use it for its purpose. As an immediate action, he negates the crit (link). None the less, blood pours from several wounds.

"You're going down before I do you big lizard!"

Will: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 (heroism) vs DC 23 for -1 str (6r) and 1r paralyzation

He freezes up before he can do more damage.

Dark Archive

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

Will DC 23: 1d20 + 16 ⇒ (1) + 16 = 17

Bor takes a single small hit from the hobgoblin. "That's right, wear yourself out." His eyes go wide as he feels his muscles go rigid, paralyzing with fear.

Status:

HP 98/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse
(8th) Frightful Aspect
Vision of Madness 7/10
Aura of Madness 12/15
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

Wow. That Blasphemy owns us. She's a 20th level caster, eh? Wow. But even at level 20, the save is only 23? Weird. We might have a chance if she wasn't casting at 20...which is the only way that she gets the combat ending paralyze. Oof.

1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20 Will (heroism, +rage)

Gah...but wait..."+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."

1d6 ⇒ 3 Auspicious

Dazed, Bazsil stops singing.

Shadow Lodge

1 person marked this as a favorite.

Oh fudge, I read the spell 3 times and still screwed up. I used her HD in the chart to calculate and not her caster level, which is 15. That means Bor is only Dazed and Weakened, and Bazsil and Faolan are only Weakened.

Dark Archive

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

With dazed looks like Bor's actions do not change.

Shadow Lodge

3 people marked this as a favorite.
Bor Olrum wrote:
With dazed looks like Bor's actions do not change.

Yeah but one round of Daze and my poor hobgoblin is still -7 vs. 90 rounds of paralyze means y'all are still in this :D.


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

Status:
HP: 96/171 | AC: 38 (f21/t20) (included: +1 dodge (song)) | CMD 42
Fort +15, Reflex +15, Will +14
Front Row
Opponent: None
- - -
Conditions: -1str (1/6r), Heroes’ Feast, Heroism, Stoneskin (30/150), Resist Acid (30), Fly (1/8m), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), +1d6 dam (evil outsiders), skill limits), Haste, Flexibility (1/10r, Vital Strike, Improved Vital Strike, Devastating Strike)
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 >0): 1/1
Improved Iron Will (re-roll will save): 1/1
Martial Flexibility (1x immediate, 3x swift): 4/10
Knockout (DC 23, 1d6r): 0/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 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
- - -

If he should falter, he’ll do it standing up and swinging! Faolan shakes off the paralyzation like it wasn’t there, and continues to batter the dragon as best he can knowing it’s a race to bottom - and there's acid down there.

As a swift action, he picks up a few feats for his first swing. Vital Strike, Improved Vital Strike, and Devastating Strike.

Then he attacks!

Shield*: 1d20 + 26 + 5 ⇒ (5) + 26 + 5 = 36 (hero, song, haste)
damage: 2d6 + 16 + 2 + 2d6 + 2d6 + 4 ⇒ (4, 4) + 16 + 2 + (2, 6) + (5, 6) + 4 = 49 (song, vital, imp vital, devastating)

Shield*: 1d20 + 26 + 5 ⇒ (13) + 26 + 5 = 44 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (2, 4) + 16 + 2 = 24 (song)

Shield*: 1d20 + 21 + 5 ⇒ (17) + 21 + 5 = 43 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (2, 4) + 16 + 2 = 24 (song)

Shield*: 1d20 + 21 + 5 ⇒ (13) + 21 + 5 = 39 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (1, 5) + 16 + 2 = 24 (song)

Shield*: 1d20 + 16 + 5 ⇒ (11) + 16 + 5 = 32 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Shield*: 1d20 + 16 + 5 ⇒ (16) + 16 + 5 = 37 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (3, 5) + 16 + 2 = 26 (song)

hasted Shield*: 1d20 + 26 + 5 ⇒ (14) + 26 + 5 = 45 (hero, song, haste)
damage: 2d6 + 16 + 2 ⇒ (5, 5) + 16 + 2 = 28 (song)

Though his first swing is likely a miss, he's still satisfied by his round overall. He spits a wad of blood into the acid pool below and shouts, boldly, "Bring it!"

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

Shadow Lodge

The Vital Strike tree only works when you make one attack (assuming I'm finally reading the rules correctly).


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

Oh wow, that's not how I read it at all. Bummer. What a lame feat tree.

OK then, ignore that miss and I won't take the feats. Though if I have to move I might pop them later.

Shadow Lodge

It's great for flyby attack (the dragon has it) and the jumping redcaps from earlier had it because they always wanted to move at least 30 feet, so it has uses but you have enough attacks that hit often enough that it's not great for you.


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: Maintain song.
Move: Fly out of nearness to others.
Stnd: Cast Blessing of Fervor.

Bazsil uses a special trick, call the shinning (because he doesn't want to get sued) to ken out a clerical spell to help the party. He will then move out of the area for area of effect spells.

Haste: Round 3/15: +1 to all the things. 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.

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (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: 2/6 used (GHope*1,Haste*0,InvisSpher*0,JJ*0,SeeInv*1)
L4: 2/4 used (DDoor*0,Echo*1,FoM*0,GrInv*0) - 1 spell kenning
L5: 0/3 used (MassClw*0,DefSong*0,GDisMag*0,JoyRapt)

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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]


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

Spent the last day trying to work out a rescue for multiple paralyzed allies. Looks like it’s not quite so bad, thank Asmodeus.

Krowe looks at his companions, wondering how a simple swear word could bring them low.

Don’t worry about it, blood. Yer just out of range.

With no time to waste, he guzzles a potion to heal himself.

Cure Serious: 3d8 + 5 ⇒ (7, 7, 7) + 5 = 26

The erinyes continue hacking and slashing at the dragon!

Flanking plus Bazsil’s rage song
Erinyes 1
+1 longsword: 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 1d8 + 14 ⇒ (3) + 14 = 17
+1 longsword: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d8 + 14 ⇒ (8) + 14 = 22

Erinyes 2
+1 longsword: 1d20 + 21 ⇒ (2) + 21 = 23
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
+1 longsword: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d8 + 14 ⇒ (4) + 14 = 18

Erinyes 3
+1 longsword: 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
+1 longsword: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d8 + 14 ⇒ (2) + 14 = 16

Krowe Status:
HP 128/103
Erinyes Status:
HP 112
HP 112
HP 112

Shadow Lodge

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I actually messed up Blasphemy again and it's even more worthless, you don't even take the STR damage so I'll mentally add 1 to each of your attack and damage rolls.

The hobgoblin continues his attack on a Dazed Bor.

Attacks at Bor:

Attack @ Bor: 1d20 + 24 - 7 ⇒ (17) + 24 - 7 = 34
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Attack @ Bor: 1d20 + 19 - 7 ⇒ (11) + 19 - 7 = 23
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Attack @ Bor: 1d20 + 14 - 7 ⇒ (4) + 14 - 7 = 11
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Attack @ Bor: 1d20 + 9 - 7 ⇒ (12) + 9 - 7 = 14
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Attack @ Bor: 1d20 + 23 - 7 ⇒ (2) + 23 - 7 = 18
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Attack @ Bor: 1d20 + 18 - 7 ⇒ (13) + 18 - 7 = 24
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

The dragon flies away from Faolan and the erinyes, disappearing from the sight of all but Krowe.

Arlantia scowls as the group continues to function, instead taking advantage of the dragon's escape to spring a whirling ball of scimitars into existence around the melee.

Faolan and the Erinyes must make DC 22 Ref Save to avoid damage. If you fail it will be 15d6 ⇒ (5, 2, 3, 2, 2, 4, 5, 4, 1, 4, 3, 4, 3, 6, 4) = 52 damage. The nature of the barrier means it'll still float there for many rounds but you can just fly out the top or bottom, after you're done dodging its creation.

The dryad queen turns to Krowe. "You should be serving me, mortal. Such power we would have. Take the staff, strike down your friends, and my gifts will be beyond your dreams. I will help you break your bargain."

Party is up.

Dark Archive

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

Bor shakes out of his dazed mind. Reaching out he pushes the hobgoblin away, expanding the cursed vision it has as he flies past towards the dryad queen.

Not sure how far away from the Dryad Queen Bor is but will fly towards her to close the distance.

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

Status:

HP 90/158
AC 26 (30 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) MCPvE
(4th) Blessing of Fervor
(5th) Wall of Blindness x2
(6th) Banishment
(7th) Greater Bestow Curse x2
(8th) Frightful Aspect
Vision of Madness 7/10
Aura of Madness 12/15
Sudden Shift 10/10
Master's Illusion 15/15
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (7d6)


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

Reflex: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32 (heroism) vs DC 22 for ??hp damage

Faolan rapidly flies away from the whirling pain.

Is it save for half or none?

How far away is the hobgoblin from Faolan?

How far away is the queen from Faolan?


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

BoF to attacks and Ref.
Round 4

Free/Swift: Maintain song.
Move:
Stnd:  Shoot the dragon.

Bazsil shoots the dryad

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (18) + 16 + 2 + 2 + 1 + 2 = 41 to hit;
1d8 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 piercing damage.

1d20 + 11 + 2 + 2 + 1 + 2 ⇒ (17) + 11 + 2 + 2 + 1 + 2 = 35 to hit;
1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 piercing damage.

Magic adaptive longbow.
1d20 + 16 + 2 + 2 + 1 + 2 ⇒ (1) + 16 + 2 + 2 + 1 + 2 = 24 to hit;
1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 piercing damage.

Haste: Round 3/15: +1 to all the things. 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.

Ferverous Blessing Round 1/14:
Choose one at the start of your turn:
  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

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 ⇒ (1) + 19 = 20 slashing damage.

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

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

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

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

Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Extend See Invisibility, Echolocation. Also, a 15 minute Good Hope.

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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