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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Shadow Lodge

Krowe frowns as if contemplating the offer, then quickly nods.

"Place the payment on the table here."

Assuming compliance, the spirit separates from the man and quickly smiles.

"A profitable venture!"

With that the ghost dissipates, your items along with him, leaving only a gooey ectoplasmic mess behind. Krowe is left with the overwhelming urge to brush his teeth.


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

Will: 1d20 + 6 ⇒ (17) + 6 = 23

Krowe breaks through long enough to point out the beginnings of a loophole.

”Nghha.. ughh.. think.. the ledger had an error. Might have been one too many zeros.”

Aww. With Krow’s 18 appraise roll almost figured out a loophole.

Shadow Lodge

Could might be, but a scythe and belt got him moving too. :D

You've cleared the keep of all meaningful resistance. Giving the leprechauns some booze is the only task unfinished, where to next?


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 laughs, "Well, he made a handy profit then!"

"Aye, I do prefer the monsters who give us wealth over the ones that take it away. But we are victorious. The keep is ours. We have killed, or driven off, all our foes. And we've done so with honor!"

Smiling, he pokes around the area a bit to make sure they didn't miss anything.

Perception: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 (heroism)

Then he'll make his way to the leprechauns to pay them their wine.


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 laughs as the treasure turns to goo. It was not expected by him...because what kind of ghost would want loot? Then he answers his own question. I guess they are into possessions.

"Uh, well, that was strange. But we helped the man find rest. And richly deserved rest at that," Bazsil quoth. "Well, Krowe? Anything in that ledger we can use to recoup our losses here?"

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 just sighs in relief as the ghostly accountant is gone, greatly appreciative to also not be taken into the afterlife. "Two things in life are certain. Death.." He nods to the ghost and then their pile of gooey loot the ghost took. "...And taxes."

"Time to go give the leprechaun his booze and save some rangers from the Dragon?" Bor says hardheartedly as he would much rather face the ghost than a real-life dragon.

Shadow Lodge

You hand off the booze to the leprechauns, who are thankful for it and promise to depart the keep as soon as they're sober. The only thing you find in the ledger is the total wine the merchant hauled here. A quick inspection of the wagon shows that you can salvage some of it, but the rest is most likely staining the clothing of the fey you've recently killed.

Returning to the kitchen, Cirieo is in good spirits.

"Buck up lads, you've cleared this keep and armed yourselves with our weapons cache, the dragon should be a quick fight after this warm up." He whistles. "To think, we might be taking this region back after those filthy bushwackers wacked us!"

"Now don't you worry about me, I've got directions to this cave of yours and even with only one leg I reckon I'm still fit to traverse these woods. All the same, if you see a halfling sized pile of crap between here and your home, do me spirit a favor and track down what ate me."

With these touching words, you prepare yourselves to face a dragon.

And with that, you level. You'll need it. ;)


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

He joyfully greets, and says goodbye to, Cirieo. "You're a good man, and I hope someday you'll be whole again. You are a force to be reckoned with there is no doubt."

Turning to the others after he has left he says, "Are we really going to face a dragon? I mean, I know we said so, but I guess I sort of didn't really believe it. Now that we've faced the ghost though, it somehow seems more real."

Faolan thinks about his combat options, "I can throw my shield OK but not, you know, far. I have a crossbow for the long range shots, but I kinda suck at it. Been meaning to get a proper bow instead, but I haven't managed it yet." he looks a little sheepish. (10' range increment on the shield)

"I have a potion of fly too, but I don't fly well. Haven't been able to practice much really." he grins again. "So, what else can I do to help against such a foe?"

While the party chats and makes preparations, he suggests they spend the night here. "Probably as safe a place as any for the time being."

Dark Archive

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

"I don't think we have much of a choice. Those hobs have us against a wall and somehow they have a dragon with them now. If we don't try it could attack Misthome next."

Bor listens to Faolans combat options. "I am in the same situation. I have a scroll that can let me fly but I have never done it."


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 got my bow," Bazsil says confidently, feeling the wooden branch against his shoulder. "I'm not afraid of no dragon. We'll take it down quick, no doubt."

* * *

At the proper time, Bazsil claps Cirieo on the back, wishing him well.

"You got this, buddy. You go back and help us plan to take down them hobgob bastards. We can hold this area, I'm sure of it. Then strike and hurt them deeply," Bazsil says, deeply impressed with Cirieo's confidence and inner strength.

"I'm glad you're on our side."

* * *

Bazsil is content to rest for the night someplace safe and then make way for the third fort in the morning.


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

”I agree with Bor. It’s only a matter of time before the dragon finds us or the other survivors.” Krowe points out. ”If we truly plan to fight the Legion and take back Phaendar someday, then we must defeat it.”

Krowe lays a hand on his spellbook. ”My magic has grown. I have the power to grant protection, speed, strength, and flight to some of you. We should take a day to go over tactics, and practice maneuvering with fly spells.”

Krowe is fine resting here at the ruins or elsewhere. In the morning he will cast fly on Bor and Faolan, and Bazsil if he wishes, to give them experience with the spell.


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

"Can you help me fly consistently Krowe? I need to get better at this, and will do so with your help."

(To take a rank in Fly, I need to be able to fly daily. I you're willing to waste nicely offer a slot each day to Faolan's flying lessons, let me know and I'll plan ahead. Thanks!)

Shadow Lodge

You rest the night in the Fort and head north the next morning.

More substantive update as soon as the internet stops choking.


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

”I will offer you the spell once per day to practice with. I can offer it to one other as well.”

I can cast up to 4 flying spells a day, though that takes up all my 3rd level spells. I’d prefer to keep at least 1 free for other purposes. Faolan can have one, and I should practice as well, leaving 1 more available for anyone who wants to take a skill in it.

Shadow Lodge

You loot the four stone boxes in the throne room before leaving. One of the boxes contains 5,305 sp, another contains 1,403 gp, and a third contains two emeralds (worth 500 gp each) and a pearl of power (2nd level). The fourth box contains only a terrible odor.

You trip through the forest is uneventful, and unnaturally quiet. You feel a presence watching you, but can find no track or other sign than the feeling you all share. Following the instructions given, you find Fort Trevalay after several days of travel. The terrain is similar to what you've seen on the outer edges of the wood, but you also get a sense of wild energy to the north. It's as if you've come close to the deep end of a pond, balanced on the edge between the safety of the bottom and the unknown depths.

A wide river has carved a gorge fifty feet deep through the forest. The gorge splits around a pillar of dark rock three hundred feet long and over a hundred feet wide. Sprawling atop this pillar is a compound consisting of several stone buildings and a few partially assembled war machines, all enclosed by twelve-foot-high walls ringing the plateau. A tall, wide tower with small windows looms to the northeast. Water pours steadily from a massive hole smashed through an upper wall. Three bridges made of thick ropes and heavy planks span the gorge: one to the north side of the gorge, a second to the west, and third to the south. These bridges lead to gaps in the stone wall surrounding the fort.


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

Not smart enough to open the box, Foalan asks if they should be carrying it around, "This thing is forty pounds if it's an ounce, and we don't know what's inside. Could be bricks. Can we figure it out on the road, or should we cache it here somewhere and pick it up on the way back?"

He can't puzzle out the puzzle box...

Otherwise, he walks uneasily north, dragon hunting. Now there's a phrase I wouldn't have thought to think.

When they reach the fort, he's impressed. "That would be a hard fort to take by force. Quite exposed there on the bridges, and I bet they can cut them free pretty quickly. Any way we can do the invisibility trick again to cross?" he suggests.

He takes out his shield, and readies himself for battle.


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 is pleased with the boxes (save the one with the odor) and the haul of loot.

"Should we hide or bury this loot as well? Not sure we want to hump it all the way to the third fort or not, let alone carry back what we find there," Bazsil notes that gold can be pretty heavy.

"Also, I need to say goodbye to Cirieo, might be we tell him where the loot is so that others can come back and get it for us, right? Might be a good idea?" Bazsil suggests. "And if he tries to steal it all for himself, well...how far is he gunna get on one leg, let alone how much can he carry, let alone how easy he'll be to track. Not a lot of one legged halflings around."

Bazsil listens as others work out their plans to fly, he doesn't share them just yet.

At the fort, after seeing things, Bazsil begs the party to backtrack so they can plan their assault on the morrow or next day.

Krowe, do you have Invisibility Sphere? Bazsil might be taking it, and if we want to pause a day, can craft a scroll or two of it.


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

I don’t have invisibility sphere, but if you take it and make a scroll, I can learn it.

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
GM wrote:
The fourth box contains only a terrible odor.

Someone boxed their fart didn't they? Best use for a stone shape spell if I've ever seen one. Box your farts and leave them all over dungeons for adventurers to exhaust themselves getting into them. Villainy!

"Leave the cube for now, we can come back for it. Unless you think you can get the dragon to choke on it as he eats us." Bor kneels down looking over the Fort and surrounding area. "Any sight of the dragon? Do you think the hobgoblins have taken the Fort?"

Perception: 1d20 + 15 ⇒ (4) + 15 = 19

Shadow Lodge

Bor Olrum wrote:

Someone boxed their fart didn't they?

Y'ain't wrong.


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

"Yeah, let's bury the heavy stuff." (I'll note on the treasure sheet what we're caching here for now and we'll bring the rest.) Faolan agrees. He looks throughout the area to find a good spot to hide everything. He'll then bury the goods left behind, and cover it to hide it.
Survival: 1d20 + 8 ⇒ (8) + 8 = 16 to hide the spot

"I'm fine waiting a day or two if we need to. No sense rushing in to be slaughtered, if there's a better approach." Faolan agrees with the others.

He'll drop back into the woods until the party finds a suitable place to camp.
Survival: 1d20 + 8 ⇒ (20) + 8 = 28 to find a hidden camp

Once hunkered down, he'll find a good spot, maybe in a nearby tree, to watch the fort with his spyglass (link).

I figure he's probably taking his time and watching carefully, but not all the time. Not sure if that means taking-10 (22) or if he can occasionally watch very closely for a take-20 (32). If he can, dusk and dawn are when he watches the most carefully, and throughout the day/night only sporadically.

If you want some rolls....
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 12 ⇒ (17) + 12 = 29


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 will work on some scroll work, crafting a bit for the party.

Crafting one scroll with Invisibility Sphere x2, -375 gp from the pot, Faolan.

Bazsil concentrates on his work for 4 hours, letting others recon and ponder a strategy around the fort. He'll provide the invisibility for as long as it lasts.

When finished, he'll hand the new scroll to Krowe.

Shadow Lodge

Fort Trevalay is constructed from light gray stone atop the darker stone of the pillar at the center of the gorge. The buildings within the fort are 10 feet high except for the main tower, which rises to a height of 45 feet. Although the buildings are made of stone, their roofs are rough-hewn wood shingles. The stone curtain wall around the fort is 12 feet high and rises from the edge of the stone pillar upon which the fort is built. Although there is no walkway atop the curtain wall (unlike the other two Ranger forts), defenders can stand atop the fort’s buildings to look out over the walls. The exterior walls are 2 feet thick, while interior walls are 1 foot thick.

Your observations pay off, as you observe the dreaded black dragon fly to the tower. The dragon flies in from the north and the tower is located on the north, so you are only able to catch a brief glimpse of the dragon. That is enough to tell you the wyrm is roughly the size of a horse.

Fort Trevalay

Northern Bridge
A wide rope bridge ten feet wide spans the deep gorge and the lazy river flowing fifty feet below. The rope bridge leads to an opening in the fort walls. Thick ropes support evenly spaced wooden slats, with a thick chain running beneath the slats for support. Two Ironfang soldiers stand on the far side of the bridge, alert for dangers from the forest and occasionally shooting rabbits and birds for meals.

Southwest Bridge
As the northern bridge, but unguarded.

Southeast Bridge
As the northern bridge, guarded.

Overall Faolan's recon detects around 2 dozen hobgoblins scattered through the fort, though that is surely not all that live here now.

Next post will be evening London time.


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 moves over to Faolan.

"Say, I see you're pretty interested in flying, huh? Might be that we make you invisible and flying and you take a few fly-overs of that Fort? Couldn't hurt, could it? You get some practice and we might learn a bit more of where that dragon is," Bazsil offers his idea in his very deep, supportive voice.


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

"Sure, be happy to." Faolan looks forward to flying overhead to see what can be seen.

"Might be we charge the Northern bridge, well invisibly so we can get inside without difficulty, but then I suspect it'll be a free for all. No drunken opponents keeping nicely to their rooms for us here I suspect."

"While I'm flying, I'll see if there's any useful way of segmenting our opponents so we face them in smaller groups, but I doubt it. It's gonna be a slug-fest in there." he grins at the thought.

He re-situates his gear with his spyglass in one hand and shield in the other. When he's granted flight and invisibility, he takes off quickly and flies far overhead, checking things out with his spyglass from a distance.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25

He edges closer, putting away his spyglass. He gets within sight of windows and tries to peer in to see what's going on inside. He tries to keep his distance from anyone on the ground, and stays to the air, hoping folks won't generally look up.

Stealth: 1d20 + 5 + 20 ⇒ (13) + 5 + 20 = 38 (invisibility)
Perception: 1d20 + 12 ⇒ (17) + 12 = 29

If he has time, he'll fly around the compound looking in as many windows as he can before the durations expire and he has to fly back. He gets a little sloppy, flying awfully close to some of the guards, perhaps relying too much on the magics.

Stealth: 1d20 + 5 + 20 ⇒ (3) + 5 + 20 = 28 (invisibility)
Perception: 1d20 + 12 ⇒ (1) + 12 = 13

Stealth: 1d20 + 5 + 20 ⇒ (2) + 5 + 20 = 27 (invisibility)
Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Stealth: 1d20 + 5 + 20 ⇒ (7) + 5 + 20 = 32 (invisibility)
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

When he returns, he relates what he found.


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

”We have the magic to take the the fight directly to the dragon first.” Krowe says, pointing to the northern tower. ”Fly in under invisibility, take it out, and withdraw before the hobgoblins know what is happening. Then, if we burn the bridges, we can stage hit and run tactics until we wipe them all out.”

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

"Do any of you know anything at all about dragons? What they eat, breath, speak? I have to admit this is the first dragon I have even seen and know little to nothing besides stories." Bor admits a bit embarrassed. He watched the dragon circle, which made his stomach turn in fright. "Bigger than I imagined."


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

”Hmm.. smaller than I envisioned.” Krowe comments. ”Black dragons breath acid, of which I can offer some protection. They are not the most powerful of their kind, so I think we stand a good chance if properly prepared.”

I rolled to ID this dragon before, but my skill has improved since then, and maybe I I can recall more info?
Knowledge Arcana: 1d20 + 12 ⇒ (13) + 12 = 25 Special abilities or defenses?

Shadow Lodge

Faolan sees a few extra beings in the fort by buzzing the windows. A troll strikes him as the most prominent. Most likely related to the troll you met in your first ruined ranger fort.

The fort itself has several buildings; A barracks, kennel,and armory are apparent. You see that the hobgoblins have 3 rocs trained as cavalry and a few wolves as scouts. It is the dragon tower you spend the most time looking at.

The one large window you see shows a map room, though you don't have the skill yet to hover and observe more. The top level has a large hole, enough for the dragon to maneuver through, the entrance draped in moss. You dare not linger, unsure what senses the dragon may have to detect you.

There are actually almost no windows in the fort, just two in the tower. The second window is dark and you cannot see anything inside.

Krowe knows this dragon is most likely a young adult, no longer a child but not yet grown into his full power. A best of this size will take magic weapons to harm and is resistant to magic (SR 21). It cannot be hurt by acid, nor but to sleep or paralyzed. Finally, Krowe's knowledge has advanced enough to know that a dragon of this age is able to cast a small number of spells as well as summon darkness at will.


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

”Another troll, huh?” Bazsil listens to Faolan’s excellent reporting. ”And it sounds like we’ll need to scale that tower to get at that there dragon.” He tries to picture a good attack plan in his mind, but isn’t sure he has a good one, not one that will deal with the dragon, let alone others in the Fort.

”What do you think, Krowe? What’s the plan after hearing all that? Getting those rocks back to our side might be really nice. Really really nice. Those are a prize. Think of the scouting we could do...uh, if we could fly...” His voice trails off as he realizes that magic and do that too.


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 lands back with the group, breathless from excitement at the flight. "That was great!" he begins before outlining what he saw.

"How many of us can go invisible and fly? If we all can, I agree with Krowe. Let's fly in on the beast in its tower, and best it first. Hell some of the hobgoblins may break and run if we do that and we can hunt them down in the forest at our leisure, or let them lead us to other outposts. Spread a little fear of our own."

"If we can't all fly I do have rope and grapple to help. I also have an extra potion of flying. I mean, I have two potions, but I keep one for emergencies. So I have an extra we could use for this." He's excited to meet this dragon and see if he can best it in combat. He's never faced anything so dramatic.

His mouth hangs open at the suggestion they could retrain the rocs to their own purposes. "That's a great idea! Our dear Cirieo won't need a leg if he's mounted on one of those great beasts. Man, can you imagine it? A couple archers flying around on those? Wow." He seems too miss that they may be used against him very soon...

Dark Archive

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

"I have a scroll that can do the same. As we get closer I can make us silent so the dragon won't hear us. Not that it may matter much from what you are saying, but might give us another minute or two before it realizes we are there." Bor swaps his cold iron cestus out for his magical one as Faolan returns.

"You are sure it is in there?" As the group seems ready to fly directly to the dragon under the guise of invisibility and flying Bor takes a moment and inscribes a circle into the ground as he kneels. "Bless us this day Sivanah. Allow the seven veils to mask our presence long enough to see the morning sun."

The circle flares with a small light before going dull once again.

  • Magic Circle against Evil (70 minutes)
  • Resist Energy (Acid 20)(Bor) (70 Minutes)
  • Resist Energy (Acid 20)(Faolan) (70 Minutes)


  • 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

    "We should keep eyes on that opening to make sure the dragon is there in the morning. Wouldn't be good to burn our spells if the dragon isn't there," Bazsil notes on the day the plans are being made.

    "You know, once we're invisible and silent, we won't be able to see, hear, or speak to each other. We better get our timing down because it could get weird," Bazsil warns of the plans. Bazsil will work on the timing and plans so the party is in touch and flying jointly when the silently flying group is encased in Krowe's Invisibility Sphere.

    * * *

    On the next day after crafting, Bazsil preps himself for flying into the castle and taking on the dragon (if its there).

    He will give long lasting Heroism to himself and Faolan, and have his bow, rather than his sword ready. As he won't be able to sing within the Silence spell, he will cast Good Hope just before the silence is placed.

    Heroism and/or Good Hope:

    Heroism (2 hours): The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

    Good Hope (6 minutes): Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


    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

    ”This dragon may be resistant to magic, so avoid casting spells directly against it. Also, it has the ability to create magical darkness, which I have no spell to counter. Bor, if you have such power to create daylight, I highly suggest preparing it. Since I also need to cast an invisibility sphere upon us I will only be able to cast fly on three - I would prefer two, so one of you will need to use a potion or scroll for it, unless Faolan can carry Bazsil.”

    Krowe empowers the mercs with strength, protection, and flight. He then summons an air elemental and casts an invisibility sphere.

    Spells:
    Mage armor Krowe
    Shield Krowe
    Resist energy (Acid 20) Bazsil
    Bulls strength Bazsil
    Bulls strength Faolan
    Fly Faolan
    Fly Bor
    Invisibility sphere

    Krowe will have his air elemental carry him across.


    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 will keep an eye on the tower, to see where the dragon is. It certainly would be embarrassing to go jumping all juiced up into an empty tower.

    He thanks everyone for their helpful spells as the various magics are placed upon the party. He'll certainly use the potion on Bazsil rather than carry him for the extra flexibility.

    If the dragon is in the tower, he's ready to go!

    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

    As it looks like we are waiting until morning Bor can certainly prepare the Daylight spell to help with darkness. @GM will prepare Daylight in lieu of Blindness / deafness spell slot.

    Bor agrees and continues to pray in the morning for their salvation. He was beyond nervous as he had not even seen a dragon before today. Though there comes a point as silent calmness comes over the group and he stands, shouldering his pack. "I'm ready. I'll do what I can against the darkness."

    Shadow Lodge

    Sorry for the delay guys, spend the day yesterday funneling through various airports.

    You arm and prepare yourselves, confirming the dragon is indeed in residence, then fly to the opening. This opening leads through the exterior tower wall and is large enough to easily guide an entire horse through. Mosses, creeping vines, and ferns grow throughout, and a
    steady stream of water pours from the gap, creating a small waterfall along the tower’s southern face.

    As you fly through, the plants and vines come to life, attempting to grab you.

    Bazsil: 1d20 + 6 ⇒ (19) + 6 = 25
    Krowe's air elemental: 1d20 + 9 ⇒ (5) + 9 = 14
    Bor: 1d20 + 4 ⇒ (20) + 4 = 24
    Faolan: 1d20 + 8 ⇒ (18) + 8 = 26

    All of you are able to avoid the vines and thus the fire that spews out seconds later. You now see the chamber beyond. This level of the tower resembles a marshy, mist-shrouded cavern. Water cascades down from a strange rock formation in the ceiling, feeding an enormous, murky pool banked by hefty blocks of stone. Mud and shallow pools—all thick with swamp grass, cattails, and ferns—completely conceal
    the stone floors. A large, ragged hole punches through the southern wall, curtained by a thick tangle of moss and hanging vines. A flooded staircase leads down, while a small niche is tucked against the northeast wall. The unmistakable sparkle of gold and silver twinkles from the fetid pool.

    The dragon lounges next to the pool, near the center of the room.

    This is a 30' radius tower, and the rubble strewn around the floor means you can gain cover with a move action from anywhere in the room.

    "Who dares intrude upon the Scar-Maker?"

    The dragon bellows into the room, alerted no doubt by whatever animated the vines.


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    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 begins to speak, and stops himself. He knows he's not the most elo... eloq... er, goodest speaker. He remains protected by the invisibility, though his shield is held ready and he's eager to dive upon the great beast.

    While others chat with the wyrm, he casts his eyes into the nooks and crannies. Just because the dragon is powerful doesn't mean he doesn't have allies nearby.

    Perception: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 (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

    Surprise Round

    With no intent on talking much, Bazsil moves behind a column or wall so that he might shoot some damn arrows in the not-surprise round. He tries to be spread out from his companions (if he knew where they were) and not too close to the dragon.

    He plans on answering with a volley of pain.

    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

    "Misthome does!" Bor calls back confidently as he looks upon the dragon lounging near the pool. "You aid the hobgoblins, destroying our home and land, for no gain. Only pleasure. We have had enough and are striking back."

    Surprise round- Cast Blessing of Fervor

    Blessing of Fervor:

    At the beginning of your turn choose one:
  • 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, extended, silent, or still spell.
  • Status:

    Effects: Resist Acid 20 (70 min); Magic Circle of PaE; Good Hope; Blessing of Fervor
    HP 73/73
    AC 28 (30 vs Goblinoids)
    Spells Used:
    (1st)
    (2nd) Resist Energy x2; Silence
    (3rd) Magic Circle of PaE
    (4th) Blessing of Fervor
    Vision of Madness 8/8
    Sudden Shift 8/8
    CPE 2/2
    Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

    Shadow Lodge

    The dragon smirks as spells and taunts are cast.

    "Southern Fangwood belongs to my hobgoblins, the Chernasardo Rangers are no more, you dare challenge me?"

    We'll give Krowe a bit more to post any Surprise round actions, then y'all can get a Round 1 action done.


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

    Round 1

    Free:
    Move:
    Stnd: Fire bow twice.

    Bazsil fires before the air elemental or Faolan get in his way.

    "Cirieo wants his leg back!" Bazsil taunts in a deep voice.

    1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 to hit; (+heroism/GH)
    1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5 piercing damage.

    BoF:
    1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 to hit; (+heroism/GH)
    1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5 piercing damage.

    Heroism and/or Good Hope:

    Heroism (2 hours): The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

    Good Hope (6 minutes): Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

    Stats of the Grim Grimalkin:

    [ dice]1d20+11+1+2[/dice] to hit; (song,+flank)
    [ dice]1d10+7+1[/dice] slashing damage.

    Magic longbow.
    [ dice]1d20+9[/dice] to hit;
    [ dice]1d8+1[/dice] piercing damage.

    HP: 48/51
    AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. = 20/22 vs. gobs.

    L1: 3/5 used (CLW*3, Ident*0, Vanish*0, LibCom*0)
    L2: 2/4 used (Invis*2, Heroism*2, Blister*0, BDash*0)
    Kenning: 0/1 used
    Words: 13/15 used
    Ironfangedness: 0/1 used
    Extend Lesser: 2/3 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) +2 morale bonus to Strength and Constitution
    2) +2 morale bonus on Will saving throws
    3) +1 to dodge AC
    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 [ /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

    Round: 1

    Status:
    HP: 73/73 | AC: 24 (f16/t15) (included: +1 dodge)(not included: +2 dodge vs goblinoids) | CMD 24
    Fort +8, Reflex +8, Will +7
    Front Row
    Opponent: No-one
    - - -
    Conditions: Heroism (1/120m), Resist Acid (20, 1/70m), Good Hope (1/6m), Bull’s Strength (1/??m), Fly (1/??m), Blessings of Fervor (1/7r), Martial Flexibility (dodge, 1/10r)
    Equipped: Magic Shield
    Silver Blanch, Cold Iron Bolts: 20/20
    Shield Melee: Attack: BAB 7/2, Str +5, Focus +1, MW +1, (flurry -2) Damage: Str +5, Bash +1, Specialization +2 (crit: 20)
    Shield Ranged: Attack: BAB 7/2, Dex +2, Focus +1, MW +1 (flurry -2) Damage: Str +5, Bash +1, Specialization +2 (crit: 20)
    Martial Flexibility (swift): 5/6
    Knockout (DC 18, 1d6r): 0/1
    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

    He gains an extra 30’ of movement thanks to Blessings of Fervor.

    After taking a brief moment to gain the Dodge feat, he dives at the dragon (up to 90’ of movement to get in position), scarcely believing it even as he does it. He tries to knock him out with his first blow!

    Shield Bash (magic)*: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34 (heroism, bull) damage: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16 (hope, bull)
    If he hits, the dragon has a DC 18 Fort save or fall unconscious for rounds: 1d6 ⇒ 4 with a new save each round.

    (* 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

    ”You failed to kill all the Chernasardo Rangers. They sent us here to make boots from your hide.”

    Krowe sends his elemental into combat and takes cover while he casts a spell of true strike.

    Slam + Good Hope: 1d20 + 11 ⇒ (11) + 11 = 22
    Damage: 1d6 + 8 ⇒ (2) + 8 = 10
    Medium air elemental
    AC 19
    HP 38

    Hey Bazsil, we have a +1 adaptive longbow and 10 dragonbane arrows assigned to you in loot. I think maybe this would be a good time to use them.

    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

    Moving exceedingly fast Bor rushes the dragon. "And we are taking it back." Bor reaches the dragon, reaching for one of it's scales. "Have a glimpse of what your future holds."

    Vision of Madness Melee Touch Attack; Good Hope: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

    Vision of Madness- For 3 rounds. +3 to all skill checks and -3 modifier to all attack and saving throw rolls.

    Blessing of Fervor:

    At the beginning of your turn choose one:

  • 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, extended, silent, or still spell.
  • Status:

    Effects: Resist Acid 20 (70 min); Magic Circle of PaE; Good Hope; Blessing of Fervor
    HP 73/73
    AC 28 (30 vs Goblinoids)
    Spells Used:
    (1st)
    (2nd) Resist Energy x2; Silence
    (3rd) Magic Circle of PaE
    (4th) Blessing of Fervor
    Vision of Madness 7/8
    Sudden Shift 8/8
    CPE 2/2
    Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

    Shadow Lodge

    Initiative:

    Bazsil: 1d20 + 2 ⇒ (1) + 2 = 3
    Faolan: 1d20 + 2 ⇒ (17) + 2 = 19
    Bor: 1d20 + 1 ⇒ (19) + 1 = 20
    Krowe: 1d20 + 6 ⇒ (2) + 6 = 8
    My Poor Abused Dragon: 1d20 + 6 ⇒ (12) + 6 = 18

    Bor moves in and touches the dragon with a bit of whimsy and madness.

    Faolan dives at the dragon shield first, a move that would have looked impressive if he wasn't invisible.

    Fort DC 18: 1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 20

    "For this I'll eat all of your legs!"

    The madness in the dragon's eyes almost pays off but the beast is able to shrug off the worst effects of the shield strike. He moves away from Faolan and lines both visible foes up for an acid attack.

    80 foot line, DC 20 for half.

    Acid: 10d6 ⇒ (4, 2, 3, 2, 3, 3, 5, 4, 3, 1) = 30

    The air elemental misses and only one of Bazsil's arrows finds its mark.

    Turn Tracker Round 2
    Bor
    Faolan
    Ibzairiak
    Krowe
    Bazsil

    Bor and Faolan are up.

    Status:

    HP 108/126
    AC 27, Touch 13


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

    Round: 2

    Status:
    HP: 73/73 | AC: 24 (f16/t15) (included: +1 dodge)(not included: +2 dodge vs goblinoids) | CMD 24
    Fort +8, Reflex +8, Will +7
    Front Row
    Opponent: No-one
    - - -
    Conditions: Heroism (1/120m), Resist Acid (20, 1/70m), Good Hope (1/6m), Bull’s Strength (1/??m), Fly (1/??m), Blessings of Fervor (2/7r), Martial Flexibility (dodge, 2/10r)
    Equipped: Magic Shield
    Silver Blanch, Cold Iron Bolts: 20/20
    Shield Melee: Attack: BAB 7/2, Str +5, Focus +1, MW +1, (flurry -2) Damage: Str +5, Bash +1, Specialization +2 (crit: 20)
    Shield Ranged: Attack: BAB 7/2, Dex +2, Focus +1, MW +1 (flurry -2) Damage: Str +5, Bash +1, Specialization +2 (crit: 20)
    Martial Flexibility (swift): 5/6
    Knockout (DC 18, 1d6r): 0/1
    Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
    Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
    Jingasa (negate crit or sneak): 1/1

    He gains an extra attack thanks to Blessings of Fervor.

    Faolan grins as the great beast shrugs off his blow, and why wouldn’t he, mighty dragon that he is. But he had to try. He dodges the acid coming his way, or at least attempts to.

    Reflex: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 vs DC 20 for half of 30 - 20 for resist acid = 0hp taken

    Stepping as needed to help with flank, Faolan digs in and attacks with relish!
    Shield Bash (magic)*: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32 (heroism, bull) damage: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17 (hope, bull)
    Shield Bash (magic)*: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32 (heroism, bull) damage: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17 (hope, bull)
    Shield Bash (magic)*: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17 (heroism, bull) damage: 1d6 + 8 + 4 ⇒ (2) + 8 + 4 = 14 (hope, bull)
    BoF Shield Bash (magic)*: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19 (heroism, bull) damage: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17 (hope, bull)

    He also raises his shield in defense of his ally (free), granting a +2 AC to Bor for the round.

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

    Shadow Lodge

    GM mental note, Bazsil's second arrow hit due to the Faolan shield debuff.

    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

    Not sure if Bor got hit by the acid, but going to assume so.

    Reflex DC 20; Good Hope: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 No damage from the acid due to resist acid.

    Blessing of Fervor- Extra attack

    Bor leaps out of the way of the acid and punches the dragon twice, real quick in the snout.

    +1 Cestus; Good Hope; Song: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19
    Damage: 1d4 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9

    +1 Cestus; Good Hope; Song: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
    Damage: 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

    Blessing of Fervor:

  • At the beginning of your turn choose one:
  • 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, extended, silent, or still spell.
  • Status:

    Effects: Resist Acid 20 (70 min); Magic Circle of PaE; Good Hope; Blessing of Fervor
    HP 73/73
    AC 28 (30 vs Goblinoids)
    Spells Used:
    (1st)
    (2nd) Resist Energy x2; Silence
    (3rd) Magic Circle of PaE
    (4th) Blessing of Fervor
    Vision of Madness 7/8
    Sudden Shift 8/8
    CPE 2/2
    Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1


    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

    Round2

    Free:
    Move: Switch bow.
    Stnd: Fire once w/dragon arrow.

    Bazsil switches bows, readying the much better one for this combat, and notches a dragonbane arrow.

    1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28 to hit; (+heroism/GH,+bane)
    1d8 + 6 + 2 + 2d6 ⇒ (3) + 6 + 2 + (6, 4) = 21 piercing damage.

    I’m sure glad that I decided to remember to switch to this much better bow.

    Heroism and/or Good Hope:

    Heroism (2 hours): The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

    Good Hope (6 minutes): 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) +2 morale bonus to Strength and Constitution
    2) +2 morale bonus on Will saving throws
    3) +1 to dodge AC
    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

    Stats of the Grim Grimalkin:

    [ dice]1d20+11+1+2[/dice] to hit; (song,+flank)
    [ dice]1d10+7+1[/dice] slashing damage.

    Magic longbow.
    [ dice]1d20+9[/dice] to hit;
    [ dice]1d8+1[/dice] piercing damage.

    HP: 48/51
    AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. = 20/22 vs. gobs.

    L1: 3/5 used (CLW*3, Ident*0, Vanish*0, LibCom*0)
    L2: 2/4 used (Invis*2, Heroism*2, Blister*0, BDash*0)
    Kenning: 0/1 used
    Words: 13/15 used
    Ironfangedness: 0/1 used
    Extend Lesser: 2/3 used
    Dbane Arrows: 1/10 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) +2 morale bonus to Strength and Constitution
    2) +2 morale bonus on Will saving throws
    3) +1 to dodge AC
    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 [ /spoiler]

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