Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


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

Bazsil takes up his blade and follows Faolan, a song ready on his lips.

Bor Olrum wrote:
"But, won't the ghost just come back unless we cleanse the area?"

"I ain't afraid of no ghost," Bazsil answers, "...and I'll know better about how to get rid of it after I see it. After the gearbox, not sure about anything yet."


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

”A gearghost is a very particular type of ghost. If these are like the last one, then those reset traps seem to pose more danger than the entity itself. At least I hope so.”

Krowe gets out his spellbook. ”I’ll try to give us every advantage.”

Arcane point for swift study to swap fly for haste. 1 arcane point left.

Shadow Lodge

Sorry for the delay guys, my customers just got back from holiday break. :D

You rush past the pulped remains of the lemures, leaving your new friends back to protect them from the ghosts.

Perception:

Bazsil: 1d20 + 13 ⇒ (2) + 13 = 15
Faolan: 1d20 + 13 ⇒ (12) + 13 = 25
Bor: 1d20 + 15 ⇒ (10) + 15 = 25
Krowe: 1d20 + 14 ⇒ (11) + 14 = 25

All save for Bazsil spot the 2 ghosts swirling in the corners. Each of them is a whirlwind of bones, gears, mine equipment, and hatred.

Faolan, Bor, and Krowe may act in the surprise round, they did not expect you to use distraction lemures to set off the trap and were too busy gloating to notice your entrance.


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

”Stay close until my spell is complete!”

Krowe casts haste upon the mercs.


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: surprise

Status:
HP: 83/83 | AC: 28 (f20/t15) (not included: +2 dodge vs goblinoids, +1 haste) | CMD 31
Fort +9, Reflex +9, Will +7
Front Row
Opponent: Swirling dervish
- - -
Conditions: Resist Acid (20), Haste
Equipped: Shield
Shield Melee: Attack: BAB 8/3, Str +6, Focus +1, MW +1, (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 8/3, Dex +2, Focus +1, MW +1 (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Silver Blanch, Cold Iron Arrows: 14/14; Ghost Salt, Cold Iron Arrows 6/6
Martial Flexibility (1x swift, 2x move): 4/7
Knockout (DC 20, 1d6r): 1/1
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

Faolan lingers for Krowe’s haste, before charging off (move) to join up with one of the swirling dervishes. As it’s a surprise round, I expect that’s all he’s got for now.

”Thanks Krowe!”

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 the haste is set Bor charges in next to Faolan. "You get one, I'll get the other."

Shadow Lodge

Initiative:

Bazsil: 1d20 + 2 ⇒ (8) + 2 = 10
Faolan: 1d20 + 2 ⇒ (10) + 2 = 12
Bor: 1d20 + 1 ⇒ (17) + 1 = 18
Krowe: 1d20 + 6 ⇒ (18) + 6 = 24
Ghosts: 1d20 + 7 ⇒ (17) + 7 = 24

You move into the room, Bor and Faolan splitting their attention between the ghosts.

Turn Order Round 1
Ghosts
Krowe
Bor
Faolan
Bazsil

Both ghosts react to your entrance, howling with hatred that their traps did not end you. Both float out of reach and create pits, one under Bor and the other under Faolan.

Party is up.

DC 15 Ref Save or 3d6 ⇒ (4, 2, 2) = 8 falling damage as you drop 30 feet.

Ghosts:

AC 20, touch 15, flat-footed 16
Fort +6, Ref +8, Will +10
DR 5/—; Immune undead traits
Melee 2 slams +9 (1d6+1)
88/88 88/88


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: 83/83 | AC: 28 (f20/t15) (not included: +2 dodge vs goblinoids, +1 haste) | CMD 31
Fort +9, Reflex +9, Will +7
Front Row
Opponent: Swirling dervish
- - -
Conditions: Resist Acid (20), Haste
Equipped: Shield
Shield Melee: Attack: BAB 8/3, Str +6, Focus +1, MW +1, (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 8/3, Dex +2, Focus +1, MW +1 (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Silver Blanch, Cold Iron Arrows: 14/14; Ghost Salt, Cold Iron Arrows 6/6
Martial Flexibility (1x swift, 2x move): 4/7
Knockout (DC 20, 1d6r): 1/1
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

Faolan isn’t surprised by the pit opening beneath his feet, and he does his best to avoid it.

Reflex: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 (haste) vs DC 15 or fall

He 5' steps away from the pit, then nods to Bor, and opens up his shield to more attacks than he’s ever had before thanks to Krowe.

Shield Bash (magic)*: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31 (haste, hero) damage: 1d8 + 9 ⇒ (1) + 9 = 10
Shield Bash (magic)*: 1d20 + 14 + 3 ⇒ (20) + 14 + 3 = 37 (haste, hero) damage: 1d8 + 9 ⇒ (4) + 9 = 13
critthreat Shield Bash (magic)*: 1d20 + 14 + 3 ⇒ (1) + 14 + 3 = 18 (haste, hero) damage: 1d8 + 9 ⇒ (1) + 9 = 10

Shield Bash (magic)*: 1d20 + 9 + 3 ⇒ (7) + 9 + 3 = 19 (haste, hero) damage: 1d8 + 9 ⇒ (7) + 9 = 16
Shield Bash (magic)*: 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 21 (haste, hero) damage: 1d8 + 9 ⇒ (1) + 9 = 10
hasted Shield Bash (magic)*: 1d20 + 14 + 3 ⇒ (11) + 14 + 3 = 28 (haste, hero) damage: 1d8 + 9 ⇒ (3) + 9 = 12

Toppling Bash: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23 (haste) (swift action to trip the target of my first hit)
(* 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 1

Free:
Move: Move up, gearing for change.
Stnd: Start song of rage.

Bazsil moves up and starts to sing.

”Hey there little gearbox,
Hey there you ghostly ghost,
I don’t know this ain’t no jest,,
But we’re putting you to rest.

Oh gearboxy, gearboxy,
We’re putting you to rest.”

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) +3 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

Stats of the Grim Grimalkin:

[ dice]1d20+14+1+[/dice] to hit; (song,+flank)
1d10 + 16 + 1 ⇒ (7) + 16 + 1 = 24 slashing damage.

[ dice]1d20+7+1+[/dice] to hit; (song,+flank)
1d10 + 16 + 1 ⇒ (8) + 16 + 1 = 25 slashing damage.

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

[ dice]1d20+6[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 66/66
AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. = 20/22 vs. gobs.

L1: 2/5 used (CLW*0, Ident*0, Grease*0, Vanish*2, LibCom*0)
L2: 3/5 used (Invis*1, Heroism*2, Blister*0, BDash*0)
L3: 0/3 used (GHope*0,InvisSpher*0,JJ*0)
Kenning: 0/1 used
Words: 4/20 used
Battlecries: 0/2 used (+1 morale to hit;+4 morale to fear saves 1 minute)
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) +4 morale bonus to Strength and Constitution
2) +3 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 [ /spoiler]

Dark Archive

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

Reflex DC 15; haste: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Bor leaps right to the side of the pit, just in time. Sliding just a little more away, 5 foot step away from the pit Bor attacks with his cestus. Bazsil's song fills him with confidence as they will soon get out of this mine.

+1 Cestus: 1d20 + 9 + 1 + 2 ⇒ (6) + 9 + 1 + 2 = 18
Damage: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

+1 Cestus: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
Damage: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 Cestus; haste: 1d20 + 9 + 1 + 2 ⇒ (11) + 9 + 1 + 2 = 23
Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Status:

HP 74/81
AC 26 (28 vs Goblinoids; 29 vs Hobgoblin DR/2- Hobgoblin)
Spells Used:
(1st) Shield of Faith
(2nd) Mirror Image; Mirror Image (Align Weapon); Resist Energy x2
(3rd) Blindness; Bestow Curse;
(4th) Communal Protection from Energy; Blessing of Fervor
Vision of Madness 9/9
Aura of Madness 8/8
Sudden Shift 8/8
Master's Illusion 8/8
CPE 0/2 (4d6)
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1


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

The words of a spell on his lips, Krowe extends his hands, one towards each gearghost, and unleashes a scorching ray at each.

Touch attacks -4 for ally in melee?
Scorching Ray 1: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Damage: 4d6 ⇒ (4, 5, 3, 6) = 18
Scorching Ray 2: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Damage: 4d6 ⇒ (2, 6, 2, 1) = 11

Shadow Lodge

Technically with the timing Krowe is shooting them before allies reach them. The first will then hit and the second will still miss.

Krowe blasts one of the ghosts right before Faolan batters it nearly to pieces. Bor also gets in a few hits.

The ghosts attack back, their plan to keep you at range in a pit having failed.

Attack@Faolan: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 1 ⇒ (3) + 1 = 4
Attack@Faolan: 1d20 + 9 ⇒ (20) + 9 = 291d6 + 1 ⇒ (2) + 1 = 3

Attack@Bor: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 1 ⇒ (2) + 1 = 3
Attack@Bor: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 1 ⇒ (1) + 1 = 2

Edit
Faolan Confirm: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 1 ⇒ (3) + 1 = 4

Turn Order Round 2
Ghosts
Krowe
Bor
Faolan
Bazsil

Party is up.

Ghosts:

AC 20, touch 15, flat-footed 16
Fort +6, Ref +8, Will +10
DR 5/—; Immune undead traits
Melee 2 slams +9 (1d6+1)
9/88 73/88

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 continues to hold the gearghost off of the others as he smashes his fist into the metal teeth.

+1 Cestus: 1d20 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15
Damage: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

+1 Cestus: 1d20 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12
Damage: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Hasted +1 Cestus: 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
Damage: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Status:

HP 74/81
AC 26 (28 vs Goblinoids; 29 vs Hobgoblin DR/2- Hobgoblin)
Spells Used:
(1st) Shield of Faith
(2nd) Mirror Image; Mirror Image (Align Weapon); Resist Energy x2
(3rd) Blindness; Bestow Curse;
(4th) Communal Protection from Energy; Blessing of Fervor
Vision of Madness 9/9
Aura of Madness 8/8
Sudden Shift 8/8
Master's Illusion 8/8
CPE 0/2 (4d6)
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1


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: 83/83 | AC: 28 (f20/t15) (not included: +2 dodge vs goblinoids, +1 haste) | CMD 31
Fort +9, Reflex +9, Will +7
Front Row
Opponent: Ghost
- - -
Conditions: Resist Acid (20), Haste, Song
Equipped: Shield
Shield Melee: Attack: BAB 8/3, Str +6, Focus +1, MW +1, (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 8/3, Dex +2, Focus +1, MW +1 (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Silver Blanch, Cold Iron Arrows: 14/14; Ghost Salt, Cold Iron Arrows 6/6
Martial Flexibility (1x swift, 2x move): 4/7
Knockout (DC 20, 1d6r): 1/1
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

Faolan beats on his ghost, and if it drops, he throws his shield at the other, ricocheting off nearby walls to make it happen. (If he does end up throwing his shield for any of these attacks, -4 to hit, same damage.)

Shield Bash (magic)*: 1d20 + 14 + 5 ⇒ (15) + 14 + 5 = 34 (haste, hero, song) damage: 1d8 + 9 + 2 ⇒ (1) + 9 + 2 = 12 (song)
Shield Bash (magic)*: 1d20 + 14 + 5 ⇒ (1) + 14 + 5 = 20 (haste, hero, song) damage: 1d8 + 9 + 2 ⇒ (8) + 9 + 2 = 19 (song)
Shield Bash (magic)*: 1d20 + 9 + 5 ⇒ (5) + 9 + 5 = 19 (haste, hero, song) damage: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 (song)
Shield Bash (magic)*: 1d20 + 9 + 5 ⇒ (17) + 9 + 5 = 31 (haste, hero, song) damage: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14 (song)
hasted Shield Bash (magic)*: 1d20 + 14 + 5 ⇒ (1) + 14 + 5 = 20 (haste, hero, song) damage: 1d8 + 9 + 2 ⇒ (7) + 9 + 2 = 18 (song)

In the end, he's quite dissatisfied with his performance, though he feels he got one or two good licks in at least.

Toppling Bash: 1d20 + 9 + 5 ⇒ (6) + 9 + 5 = 20 (haste, hero, song) (swift action to trip the target of my first hit)
(* Targets hit by my shield take -2 to their AC until the end of my next turn.)


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

Round 2

Free: Continue song.
Move: Charge.
Stnd: Strike.

Bazsil charges in a swings once at the most wounded gearbox.

”Oh, we’re sending you home, gearbox,
We’re sending you home, tearbox,
You’re doing to die, fearfox,
You’re going to die, here...in these rocks.”

1d20 + 14 + 2 + 2 ⇒ (19) + 14 + 2 + 2 = 37 to hit; (charge,+song)
1d10 + 16 + 2 ⇒ (1) + 16 + 2 = 19 slashing damage.

Pot crit(able)?
1d20 + 14 + 2 + 2 ⇒ (14) + 14 + 2 + 2 = 32 to hit; (charge,+song)
1d10 + 16 + 2 ⇒ (4) + 16 + 2 = 22 slashing damage.

Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +3 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

Stats of the Grim Grimalkin:

[ dice]1d20+14+1+[/dice] to hit; (song,+flank)
1d10 + 16 + 1 ⇒ (10) + 16 + 1 = 27 slashing damage.

[ dice]1d20+7+1+[/dice] to hit; (song,+flank)
1d10 + 16 + 1 ⇒ (3) + 16 + 1 = 20 slashing damage.

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

[ dice]1d20+6[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 66/66
AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos. = 20/22 vs. gobs.

L1: 2/5 used (CLW*0, Ident*0, Grease*0, Vanish*2, LibCom*0)
L2: 3/5 used (Invis*1, Heroism*2, Blister*0, BDash*0)
L3: 0/3 used (GHope*0,InvisSpher*0,JJ*0)
Kenning: 0/1 used
Words: 4/20 used
Battlecries: 0/2 used (+1 morale to hit;+4 morale to fear saves 1 minute)
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) +4 morale bonus to Strength and Constitution
2) +3 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 [ /spoiler]

Shadow Lodge

Faolan drops his while Bor misses. Baszil charges in and assists.

Turn Order Round 2
Ghosts
Krowe
Bor
Faolan
Bazsil

Ghosts:

AC 20, touch 15, flat-footed 16
Fort +6, Ref +8, Will +10
DR 5/—; Immune undead traits
Melee 2 slams +9 (1d6+1)
42/88


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

Delaying until after the mercs hack and slash, Krowe sends a volley of magic missiles towards any gearghost still manifesting.

Magic Missiles: 4d4 + 4 ⇒ (2, 4, 3, 4) + 4 = 17

Shadow Lodge

The last ghost wails in sorrow that it wasn't able to kill you. The missiles slam into it's fragile undead body and the last thing it sees is Faolan slam his shield into its "face".

Combat will end, it didn't have the AC or HP to withstand a full round of attacks.

You quickly rush out of the mine to find Nibbitz standing over the freshly looted corpses you passed in the entry way. "Heyo, didn't figure you fellas wanted to leave this stuff around so I made myself useful." She smiles when Meslin and Vordan emerge. "You old rascals, you survived!" They smile back and all three embrace.

masterwork longsword x2
set of masterwork manacles x2
50 gp
satchel containing four large gold nuggets (worth 75 gp each)
a holy symbol—a silver snake encircling a rough emerald (worth 100 gp)


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

"Yes, we got lucky. And we are not bad at fighting, too," Bazsil replies, smiling at the party. "Yes, this will be part of our tale. Part of the story. How we vanquished the dead from mine. It will be a good tale to tell when we have a proper audience." Bazsil looks down at the pickings.

Bazsil picks up the holy symbol, trying to identify it.

1d20 + 5 ⇒ (3) + 5 = 8 Know (Religion)

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 slumps against the wall as he exits the cave. "I hate ghosts." He looks around to make sure that everyone was good. "Should we just camp out here and head to the Wyverns in the morning? We might be able to strike the Wyverns and Siege engins all in the day thanks to Krowe's chariot."

Original Travel Plan


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've had enough of ghosts for a while." Krowe grumps at the mine. Looking at the bodies, he suggests the group bury them and perhaps say some nice words before moving on. Unless Bor has some sort of divine advice, its the only suggestion he has to lay them to rest. Otherwise, he's more than willing to rest nearby the for the night and press on in the morning.

I think Nibbitz is coming with us. Can we give some supplies to Meslin and Vordan and direct them to the site where his brother is holding up? Or do they have other plans?


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

”Yes, we made it!” booms Faolan gleefully, enjoying the hugs. ”You do that Bazsil. You write that song, or poem. Something creative should come of this."

If the party agrees, he’ll dole out the 50gp to the folks they have in tow. ”You should have something to show for this as well.”

Finally, he agrees with Bor’s wisdom, but adds, ”Let’s put some distance between us and this place before we sleep. Just a mile or two really.” He looks uneasily at the entrance to the mine as he stows the other gear and valuables. He'd like to keep the manacles if it's OK.

Shadow Lodge

Nibbitz will come with you, the others are fine with supplies and directions. Don't forget you have loot from saving Vordan if you feel like digging it up.

You make camp, either near the mine or a few miles away.

Survival check to hide the camp and Perception checks from those on watch please.

Meslin shakes each of your hands in turn. "You've done us a fine turn and that's no doubt. We'll do all we can to help fight back against the Legion, soon as we've recovered from almost being buried alive."


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

"Let's not forget the loot from Vordan," Bazsil reminds the party, more for the story than for actual greed, but stories tend to do better when there are actual rewards for heroic action. That was never any of their mottoes or desires, but it's nice when there is some tangible reward to show off. Let's get that stuff when we can.

1d20 + 13 ⇒ (14) + 13 = 27 Bazsil watch Perception

Previous watch schedule was Bazsil, Faolan/Bor, then Krowe (and now Nibbitz).


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

"Ah, sure. The loot from Vordan." Faolan mumbles, not really sure what that is. Still, he's ready to help.

When they depart, he helps to hide the camp.

Survival: 1d20 + 8 ⇒ (18) + 8 = 26 vs DC 10 to aid, as he knows he's not the best at such things.

On his watch, he tries to keep a wary eye open, though he tends to chat with Bor, if he'll let him.

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

(Great watch rotation, thanks for keeping track of that Bazsil.)


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 oversees the digging up of loot, replacing it with the remains of the thieves that became the gearghosts. He then sets up camp using the tricks he’s learned from other woodsmen.

Survival: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Perception: 1d20 + 14 ⇒ (11) + 14 = 25

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 doesn't have any divine rights for the dead. "Piss on their graves for all I care. The gods bring nothing but madness anyways." While not happy with his situation he knows that he relies heavily on his Goddess still, though it is only to save their lives as she is obviously still punishing him.

A few miles away Bor helps set up the camp and hide it from any hobgoblins that might come near.

Survival Aid Another: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 16 ⇒ (17) + 16 = 33

Shadow Lodge

The night passes without incident, though Bor thinks he sees a harpy shaped shadow coasting through the night. In the morning you take your leave of the miners and head toward's the promised reward. You find the location without issue and spend a few hours digging it up.

It will take 4 hours of digging to uncover the loot. Krowe probably has access to magic to speed that up if you want.

Inside an oiled leather sack, you find 33 gold nuggets (worth 75 gp each), an unusually clear fist-sized quartz (worth 50 gp), a sustaining spoon, and a rope of climbing.

You move southwest into the Hollow Hills, intent on finding the wyvern camp and ending a threat to Longshadow before they are even aware of it. You have the rough location based on the recovered intelligence, it still takes you some time to locate it exactly given the topography.

Perception:

Bazsil: 1d20 + 13 ⇒ (16) + 13 = 29
Faolan: 1d20 + 13 ⇒ (17) + 13 = 30
Bor: 1d20 + 15 ⇒ (9) + 15 = 24
Krowe: 1d20 + 14 ⇒ (1) + 14 = 15

Krowe remains occupied driving the chariot while Nibbitz talks to him about magical theory and the laws of thermodynamics as it applies to the travel of spectral entities through the cosmos. The rest of you, staring hard at the sky to avoid making eye contact with the garrulous gnome, see a trio of wyverns flying in formation. They are ahead of you and appear to be landing as they quickly disappear from sight behind the ridge line.

It is early evening, you have perhaps an hour of sunlight left.


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

Faolan rises early and helps make breakfast and clear the camp to help hide their traces.

He digs hard and fast when its time for the digging, and laughs heartily when they find the rope of climbing... "I guess you won't have to make one!" he bellows as he claims the rope - if no one objects.

As they press on his eyes glaze over at the intellectual conversation going over his head in the chariot. He tries to understand, he really does, but it's just too complex, and he doesn't have the language for it.

When they see wyvern in the sky, he gets excited again and wonders, "Do we make our move now, or at dawn? Might make some sense to creep a little closer and see the layout before we decide our plan."

He's even happier that this will likely lead to more flying time. More practice.


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 sticks the magic spoon into the jar to create more pasty gruel. ”It’s amazing how little flavor this gruel has. It takes talent to create something so flavorless, does it not?” He offers the spoon and jar around, hoping for some discussion that does not come from the gnome. He pauses for a moment thinking about something...

1d20 + 5 ⇒ (18) + 5 = 23 Know (Arcana)

”Well, do we want to hit them tonight? Or wait until dawn?” Bazsil asks, looking at the wyvern fliers. ”I know a bit about wyverns from my stories, but maybe you can tell us a bit too.”

Knowledge Check on wyverns: DRs? Resistances?

Shadow Lodge

Bazsil knows they are a type of dragon, immune to sleep and paralysis. Their hide is thick but not so thick as to prevent injury (no DR) and their tails have a stinger loaded with a deadly toxin.

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

"Yup, that rope would have been handy yesterday." Bor chuckles as he fills the hole back in, packing it back down with his foot before hopping on the chariot.

Looking up he stares in amazement at the Wyverns. "I am no good at seeing at night, but we don't really have the luxury of time."


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

With the aid of a summoned wolverine, the dig goes much faster.

***

Though he doesn't notice the wyverns, he takes the mercenaries word for having seen them.

"Do you suppose they saw us?" He asks as he changes course to lead the chariot temporarily away from their route to avoid any potential ambush. "If it's possible they did, then we should hit them hard, and now, before they send word ahead to warn other camps."

Knowledge Arcana for any additional Wyvern info: 1d20 + 12 ⇒ (1) + 12 = 13 yeah, no

"Let's get closer, then approach under an invisibility spell."


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 seems to agree with Krowe.

”Yes, Invisibility, but remember we have a hard time seeing each other. I’ll cast invisibility over all of us once we get closer, but you’ll need to stay close. Then, like with the fort, we run in and hit them hard. No mercy. And watch the tails of them tiny big dragons,” Bazsil warns and plans.

Move up within 100’ or so, cast Invisibility Sphere, sing a song while we fight to the death with dragons, eh? Should be good plan.

”Which way do we want to approach from?” Bazsil asks others.

Shadow Lodge

The location of the camp will allow approach from any direction, but from here you are unsure if there is a better direction. There are no major topographical features that would change the battle (mountains, canyons, etc.).


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

"Let's just head over then." Faolan suggests, from whatever direction they're traveling.

He stays close, so as to be covered by the invisibility as they close, and does his best to stay quiet.

Stealth: 1d20 + 5 ⇒ (11) + 5 = 16 + invisibility
Perception: 1d20 + 13 ⇒ (16) + 13 = 29

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 follows close, staying within the sphere. "What if they keep at us from the air? I can't really fly all that well." He whispers.

Shadow Lodge

You sneak over the hills, invisible and doing your best to remain silent. In short order you find yourself on a hill overlooking what can only be the wyvern camp. The camp itself is a simple affair, with a handful of tents for Ironfang scouts and a tarpaulin stretched over piles of loose rocks the wyverns use as nests.

You see six wyverns, 3 large ones and 3 more that you believe to be juveniles. The 3 smaller ones can't carry a person in flight while the larger have saddles near their nests. All six wyverns are paying attention to a pair of hobgoblins carving a carcass and putting piles of meat into bowls. A third hobgoblin is cooking food over a smokeless fire.


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 looks on, knowing that they have only 8 minutes for this casting of invisibility.

”Hold up. Let me get a look at things.”

Are any of the wyverns asleep? Are any tied up and bound or constrained in any way? And 6? hobgoblin soldiers? Or more?

1d20 + 13 ⇒ (20) + 13 = 33 Perception


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 stays quiet and waits patiently for Bazsil's keen eyes to register what there is to be seen. He's eager to enter the fray, even against so many foes. He thinks about what those fliers would do to simple folk on walls with slings and arrows... it would be carnage.

He looks to the powerful spellcaster for flight so he can meet them head on as he chats quietly with Bor. "I know what you mean Bor. I'm still learning, but I'm gaining skill slowly."

Shadow Lodge

No. No. 3 Adult Wyverns, 3 Juvenile Wyverns, 3 Hobgoblins.


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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

”Let’s focus on the wyverns first. I’ll give you flight Faolan, but try to stay grounded until you need to fly. The hobgoblins may waste time trying to get airborne if they don’t think we can counter that tactic.”

Krowe prepares his companions the best he can for the charge into battle he knows is coming.

Expend 1 arcane point to for quick study to swap phantom chariot for black tentacles. Cast Mage armor on self, Fly on Faolan, Bull’s strength on Bor and Bazsil. Charge the camp with the speed of the chariot. Cast Haste on the whole group when we get a round away.


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 nods as everyone seems to be in agreement, creeping up after casting Invisibility Sphere. When he hears that Krowe begins to cast Haste, he begins a song of war.

"Bidden by our revenge,
Riden by our foes,
Time for us to avenge,
See wyverns in death's throes."

Shadow Lodge

Faolan and Bor, any prep?


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 lunges at the mental straps keeping him from launching himself at the enemy. He knows waiting. for buffs is the way to go - they feel so good! But he's impatient.

Never the less, he hunkers down and waits for the release. He's not quite gnawing on his shield, but it does look tasty.

No prep for me!

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 begins chanting protections all around them as they move under the guise of invisibility. "Hopefully this will keep their aim off just enough to survive this." Already moving quickly Bor speeds them up further. "Let's strike fast and hard."

Shield of faith; Protection from Evil; Blessing of Fervor.

Blessing of Fervor for increased 30 feet of movement.

Player Status:

Buff reminder (Haste; Bull's Strength)
HP 74/81
AC 26 (31; 33 vs Goblinoids; 34 vs Hobgoblin DR/2- Hobgoblin)
Spells Used:
(1st) Shield of Faith
(2nd)
(3rd) Magic Circle against evil
(4th)
Vision of Madness 9/9
Aura of Madness 8/8
Sudden Shift 8/8
Master's Illusion 8/8
CPE 0/2 (4d6)
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1

Shadow Lodge

You ride in on your invisible spectral chariot, shouting battle cries and exhorted to greatness by Bazsil's divine lyrics. The hobgoblins look up in surprise, unsure where the unholy caterwauling is coming from and why it's moving so fast. The wyverns barely have time to flap their wings before you are upon them, piling out of the chariot like hasted madmen intent on destruction.

Nibbitz crouches behind the invisible spectral walls as you disperse. "Go team!"

Full Round action, you've sped into the middle of camp and can easily attack any of the wyverns or hobgoblins from where you stopped.


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: 83/83 | AC: 28 (f20/t15) (not included: +2 dodge vs goblinoids, +2 BoF, +1 song) | CMD 31
Fort +9, Reflex +9, Will +7
Front Row
Opponent: wyvern
- - -
Conditions: Fly, Haste, Blessing of Fervor, Song (+2 Str/Con, +2 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 8/3, Str +6, Focus +1, MW +1, (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 8/3, Dex +2, Focus +1, MW +1 (flurry -2) Damage: Str +6, Bash +1, Specialization +2 (crit: 20)
Silver Blanch, Cold Iron Arrows: 14/14; Ghost Salt, Cold Iron Arrows 6/6
Martial Flexibility (1x swift, 2x move): 4/7
Knockout (DC 20, 1d6r): 1/1
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 a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Faolan leaps out of the chariot becoming visible (well, OK, a 5’ step) as he unloads on a wyvern, hoping to keep it from taking to the air.
Shield Bash (magic)*: 1d20 + 14 + 4 ⇒ (18) + 14 + 4 = 36 (BoF, song) damage: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 (song)
Shield Bash (magic)*: 1d20 + 14 + 4 ⇒ (5) + 14 + 4 = 23 (BoF, song) damage: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 (song)
Shield Bash (magic)*: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18 (BoF, song) damage: 1d8 + 9 + 2 ⇒ (6) + 9 + 2 = 17 (song)
Shield Bash (magic)*: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29 (BoF, song) damage: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 (song)
hasted Shield Bash (magic)*: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29 (BoF, song) damage: 1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (song)

Toppling Bash: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30 (BoF, song) (swift action to trip the target of my first hit)
(* Targets hit by my shield take -2 to their AC until the end of my next turn.)


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

Round 2

Free: Continue song.
Move: 5' step to nearest foe.
Stnd: Strike.

Bazsil 5' steps off with Faolan, rolling off with song on lips. He strikes the nearest foe.

”Wyverns, wyverns, wyverns,
Krowe magic will give you burns,
Bors magics you cannot spurns,
You'll sleep amongst the ferns.”

1d20 + 14 + 2 + 2 ⇒ (8) + 14 + 2 + 2 = 26 to hit; (+bull,+song)
1d10 + 16 + 2 + 2 ⇒ (5) + 16 + 2 + 2 = 25 slashing damage.

1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13 to hit; (+bull,+song)
1d10 + 16 + 2 + 2 ⇒ (2) + 16 + 2 + 2 = 22 slashing damage.

BoF to AC. AC 22, +2 more vs. gobbos.

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) +3 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

Stats of the Grim Grimalkin:

[ dice]1d20+14+1+[/dice] to hit; (song,+flank)
1d10 + 16 + 1 ⇒ (6) + 16 + 1 = 23 slashing damage.

[ dice]1d20+7+1+[/dice] to hit; (song,+flank)
1d10 + 16 + 1 ⇒ (8) + 16 + 1 = 25 slashing damage.

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

[ dice]1d20+6[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 66/66
AC: 20 (7 armor, 3 dex) +2 AC vs. gobbos.  = 20/22 vs. gobs.

L1: 2/5 used (CLW*0, Ident*0, Grease*0, Vanish*2, LibCom*0)
L2: 3/5 used (Invis*1, Heroism*2, Blister*0, BDash*0)
L3: 0/3 used (GHope*0,InvisSpher*0,JJ*0)
Kenning: 0/1 used
Words: 4/20 used
Battlecries: 0/2 used (+1 morale to hit;+4 morale to fear saves 1 minute)
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) +4 morale bonus to Strength and Constitution
2) +3 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 [ /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

Once the mercenaries disembark Krowe guides the chariot a short distance away and summons giant bats to keep the other wyverns busy.

Number of bats: 1d3 ⇒ 3
Bite: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Bite: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

One bar on each large wyvern.
Bats AC 14 HP 30

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