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

Fort: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 22

Faolan very nearly collapses as his very vitality is taken away by the nasty mushrooms. He staggers on his feet, raising his shield to try and waft away the spores, but he cannot.


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 Surprise

Free/Swift:
Move:
Stnd: Cast Greater Invisibility

1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 Know Arcana

"Oh shit! Dragons! Look out!" Bazsil calls alarm and disappears, 5' stepping up and away to avoid any breath weapons that might exist.

Stats of the Grim Grimalkin:

[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (5) + 19 = 24 slashing damage.

[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.

Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 110/110
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.  = 24/26 vs. gobs. +1 haste

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)

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: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 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[ /spoiler]

[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Shadow Lodge

The dragons comes boiling out of the crevace.

Dragon:

"Food? Food! FOOD!"

Their terrifying roars echo through the cavern as they fling themselves at Faolan.

Fort DC 22: 1d20 + 18 ⇒ (12) + 18 = 30
Fort DC 22: 1d20 + 18 ⇒ (14) + 18 = 32

Party is up, the dragons are in the fungus patch next to Faolan.

K. Dungeoneering DC 25:

Now that Faolan has so graciously triggered them, you recognize the mushrooms as virulent twilight mushrooms. You have one minute to treat him before he dies. The mushrooms he hasn't inhaled can be rendered dormant by sunlight or instantly destroyed by cold.

Tracking:

126/126 126/126


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

Waiting to see what others do, as Bazsil has already acted once. Hoping Krowe can tell us more of what we face and/or that Bor can help Faolan.

Bazsil ponders what to do.


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 delays until after the others, keen on any buffs that might come his way, and completely unaware of any impending doom.

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

Is Faolan still in the mushroom spore cloud that sapped his con?Or does it look like he made it out of it?

Shadow Lodge

Still in, he hasn't acted yet just threw some flavor text 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

Bor digs around for a scroll from his pack. Finding what he was looking for he utters out a small prayer and the scroll bursts into flames in his hands. The ash flutters through the air creating a protective shell around Faolan.

Cast Scroll of Life Bubble.

Status:

HP 59/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x1
(2nd)
(3rd)
(4th)
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)


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

Round 2

Free/Swift:
Move: Begin song.
Stnd: Cast Good Hope.

Bazsil begins a song to truly inspire Faolan after casting Good Hope.

Still invisible, he 5’ flaps more away from the party.

”Shroom, shroom, shroom,
Let’s go to my room,
Baby, I’ll hit your dragon back,
And lady you know it’s whack.”

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

Good Hope: 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+17[/dice] to hit; ()
1d10 + 19 ⇒ (7) + 19 = 26 slashing damage.

[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (9) + 19 = 28 slashing damage.

Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 110/110
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)

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: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 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[ /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

Round: 1

Status:
HP: 70/70 (after con dam) | AC: 32 (f20/t17) (not included: +2 dodge vs goblinoids) | CMD 32
Fort +11, Reflex +11, Will +10
Front Row
Opponent: Dragons
- - -
Conditions: Disease (-1cha dam), Darkvision, Spores (-9con dam), Good Hope, Life Bubble
Equipped: Shield
Shield Melee: Attack: BAB 11/6/1, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 11/6/1, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x free, 2x swift, 3x move): 6/7
Knockout (DC 21, 1d6r): 2/2
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
Shield (daylight): 1/1

Can’t make the knowledge check.

"Thanks Bor! Thanks Bazsil!"

Faolan may not know much about stinky mushrooms, but he knows about stinky dragons! Happy to have an opponent he can fight, he begins bashing with his shield - after dutifully waiting for any buffs that may come his way… and they do!

Shield*: 1d20 + 20 + 4 ⇒ (5) + 20 + 4 = 29 (hope, song) damage: 1d8 + 12 + 4 ⇒ (8) + 12 + 4 = 24 (hope, song)
Shield*: 1d20 + 20 + 4 ⇒ (14) + 20 + 4 = 38 (hope, song) damage: 1d8 + 12 + 4 ⇒ (4) + 12 + 4 = 20 (hope, song)
Shield*: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27 (hope, song) damage: 1d8 + 12 + 4 ⇒ (1) + 12 + 4 = 17 (hope, song)
Shield*: 1d20 + 15 + 4 ⇒ (9) + 15 + 4 = 28 (hope, song) damage: 1d8 + 12 + 4 ⇒ (5) + 12 + 4 = 21 (hope, song)
Shield*: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 (hope, song) damage: 1d8 + 12 + 4 ⇒ (4) + 12 + 4 = 20 (hope, 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

Knowledge Acana: 1d20 + 19 ⇒ (11) + 19 = 30 Any special defenses or vulnerabilities?
Knowledge Dungeoneering: 1d20 + 13 ⇒ (2) + 13 = 15

”Those are a type of dragon called peluda! What out for their quills!”

Krowe summons elementals to keep them occupied.

”Tassalt!”
Number of large earth elementals: 1d3 ⇒ 3

Three elementals rise from the earth to confront the dragons!

Slam PA/Earth Mastery: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d6 + 17 ⇒ (1, 5) + 17 = 23

Slam PA/Earth Mastery: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 17 ⇒ (6, 3) + 17 = 26

Slam PA/Earth Mastery: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 17 ⇒ (3, 2) + 17 = 22

AC 18
HP 84

Sorry for the delay. Next round will be haste!

Shadow Lodge

Krowe:

They are immune to fire and can fire their quills at prey.

Faolan swings his shield with renewed vigor. Between him and extremely swift earth elementals one of the peludas goes down. The other shrieks in rage and unleashes a barrage of quills at all of you.

Quill Barrage(Ex) All creatures within 15 feet take 6d6 ⇒ (6, 6, 6, 2, 6, 3) = 29 points of piercing damage (Reflex DC 20 half) and are subject to its poison quills.

Poison(Ex) Quill—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 ⇒ 3 Con damage; cure 2 consecutive saves.

Faolan and the elementals are within 15' for sure, I assume Krowe is hanging back. Not sure how close Bor and Bazsil intended to be, I'll leave it to your discretion if you were 15' from the mushroom patch/fight, with 30' of movement I would assume not.

Party is up.

Tracking:

126/126


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: 56/70 (after con dam) | AC: 32 (f20/t17) (not included: +2 dodge vs goblinoids) | CMD 32
Fort +11, Reflex +11, Will +10
Front Row
Opponent: Dragons
- - -
Conditions: Disease (-1cha dam), Darkvision, Spores (-9con dam), Good Hope, Life Bubble
Equipped: Shield
Shield Melee: Attack: BAB 11/6/1, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 11/6/1, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x free, 2x swift, 3x move): 6/7
Knockout (DC 21, 1d6r): 2/2
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
Shield (daylight): 1/1

Reflex: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 (hope) vs DC 20 for 14hp damage
Fort: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 (hope) vs DC 20 or 3 con damage

Faolan smiles when one of the great beasts goes down, and immediately turns to the other, 5’ stepping as needed to close and attack!

Shield*: 1d20 + 20 + 4 ⇒ (9) + 20 + 4 = 33 (hope, song) damage: 1d8 + 12 + 4 ⇒ (2) + 12 + 4 = 18 (hope, song)
Shield*: 1d20 + 20 + 4 ⇒ (19) + 20 + 4 = 43 (hope, song) damage: 1d8 + 12 + 4 ⇒ (3) + 12 + 4 = 19 (hope, song)
Shield*: 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 34 (hope, song) damage: 1d8 + 12 + 4 ⇒ (7) + 12 + 4 = 23 (hope, song)
Shield*: 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 29 (hope, song) damage: 1d8 + 12 + 4 ⇒ (6) + 12 + 4 = 22 (hope, song)
Shield*: 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24 (hope, song) damage: 1d8 + 12 + 4 ⇒ (1) + 12 + 4 = 17 (hope, 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

"If anyone is considering fire, don't! They are immune!"

Krowe cringes a bit at all the quills sticking out of Faolan. Noting the shieldman turning a bit green, he grabs for an antitoxen just in case it's needed.

Doing his part, he casts forth a barrage of magic missiles!

Magic Missiles: 5d4 + 5 ⇒ (1, 4, 4, 1, 3) + 5 = 18

The elementals, a bit torn up by the quills, continue their assault.

Ref vs quill: 1d20 + 1 ⇒ (11) + 1 = 12
Ref vs quill: 1d20 + 1 ⇒ (20) + 1 = 21
Ref vs quill: 1d20 + 1 ⇒ (12) + 1 = 13

Slam PA/Earth Mastery: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 17 ⇒ (4, 5) + 17 = 26
Slam PA/Earth Mastery: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23
Slam PA/Earth Mastery: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d6 + 17 ⇒ (3, 5) + 17 = 25

Large Earth Elementals
#1 HP 55/84
#2 HP 70/84
#3 HP 55/84


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

Round 2

Free/Swift: Continue song
Move:
Stnd: Fire arrows at wounded dragon.

As Bazsil was trying to stay away from others because he feared real breath weapons and had his bow out, I'm think he was outside area of effect.

”Doom, doom, doom,
Faolan brings the boom,
Baby, he’ll hit your dragon back,
And you know he got the knack.”

Magic adaptive longbow.
1d20 + 14 + 2 + 2 ⇒ (11) + 14 + 2 + 2 = 29 to hit; (hope,gr invis)
1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14 piercing damage.

1d20 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16 to hit;
1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10 piercing 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) +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

Good Hope: 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+17[/dice] to hit; ()
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.

[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (5) + 19 = 24 slashing damage.

Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.

HP: 110/110
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos.  = 24/26 vs. gobs. +1 haste

L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)

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: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 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[ /spoiler]

[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Dark Archive

Male Human 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 closes in standing near Faolan. "You alright? You turned pretty grey after those spores went over you." He punches at the dragon with his cestus.

+1 goblinoid-bane cestus: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Status:

HP 59/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x1
(2nd)
(3rd)
(4th)
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 11/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Shadow Lodge

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All of you put together pound the second dragon into paste, and it dies as it lived, overconfident and covered in mushrooms.

Faolan is still in the mushrooms, if Bor moves he will also be mushroomed. The dragon will die before Bor needs to punch him, though that would have hit, so I will rule that Bor doesn't suck down a big helping of karma from virulent mushrooms that any guide would have known about. ;)

Faolan staggers out of the mushroom cloud, looking far worse for wear due to his inhaling of the spoors than the dragon quills sticking out of his shield.

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 may deserve that for chasing the guide away. :)


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

Before staggering out of the mushroom patch, Faolan grabs the magic spear that started everything.

He sits down heavily though, struggling to keep it together as he feels the sickness wash over him.

Faolan doesn't know he's about to die, which is unfortunate because he has a potion of neutralize poison which might help. Still, he is worried about his con damage (-9) and will ask for any lessor restorations that might be about.

"Say, I feel like shit. Can anyone help me out a bit?" he inquires.

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 thought you just had negative con damage?

Bor draws his wand. "Don't worry, this can help give you a skip back in your step." He taps the wand against Faolan's shoulder.

Lesser Restoration Charge 1: 1d4 ⇒ 1
Lesser Restoration Charge 2: 1d4 ⇒ 4
Lesser Restoration Charge 3: 1d4 ⇒ 1
Lesser Restoration Charge 4: 1d4 ⇒ 2


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 apologize Faolan. I was distracted and didn't see the danger, but I should have sent a summoned servant to recover that spear."

Stepping closer, he examines the weapon to see if it can aid them.

Detect magic spellcraft: 1d20 + 19 ⇒ (3) + 19 = 22


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

"Thanks Bor, I feel much, much better after that. I'm glad we picked up that wand." Faolan tries to get the kink out of his neck, and stretch his muscles. Still not 100%, he's close enough and ready, if not eager, to proceed.

"Avoid the mushrooms..." he mutters to himself as he stands.

He'll also grab a few taps from the healing wand.

CLW x3: 3d8 + 3 ⇒ (8, 2, 3) + 3 = 16


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

"How you doin', Faolan? That all you need? We have this scroll too, if that will help," Bazsil offers a scroll of Restoration, but hopes Bor's ministrations are good enough.

He will cast Detect Magic and look for magics, keeping well clear of the bad, dangerous areas, but will point Krowe's elementals to things of interest.

Shadow Lodge

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The lizardman was clutching a +1 spear.

After 1 minute Faolan must make another DC 22 Fort Save or suffer 1d6 ⇒ 1 Con damage. At that point the mushrooms will run their course. I think I read the wording wrong, I assumed after the second save you'd be disabled by coughing for 2d4 rounds but I think it was the first save. Would've changed the fight a little by dragging it out, you still would've killed them I think. The part about him dying in 1 minute was flavor, 3d6 Con damage will end most adventurers.

You see nothing else of interest down here, however there is still the cave/den the creatures emerged from. Flying up, Bazsil sees the entrance is covered in quills and would take some time to clear.

Your choices are abandon the cave, squeeze into the cave, or clear the quills and move into the cave.

Abandon the cave:

You shrug and move on, having killed several predators and now find yourselves in need of a place to rest your beetles.

Escape Artist DC 24 into cave:

You find loot.

Failed Escape Artist DC 24 into cave:

1d6 ⇒ 1 piercing damage, DC 20 Fort or take 1d4 ⇒ 1 Con damage.

You find loot.

You spend 2 hours clearing the quills:

You find loot.

Loot:

6,107 cp
11,457 sp
92 gp
26 pp
oil of shrink item
periapt of health
potion of fly
wand of magic missile (CL 7, 32 charges)
opal (worth 350 gp)
four amethysts (worth 100 gp each)
dragon statuette carved from a red dragon’s femur (worth 500 gp).


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

Fort: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 (hope) vs DC 20 or 1 con damage

Faolan breathes a sigh of relief when he feels the last of the poison course through his system. It was nasty stuff to be sure!

Faolan suggests they rest here/press on: 1d2 ⇒ 1 ... rest here. "We don't know how long these beetle things can go, and I bet we'll get good rest where dragons once lay. Most creatures won't mess with dragons." he grins warmly.

He doesn't try to squeeze into the cave, having no skills in that area, though he is curious. He is happy to clear the quills away though if people want to do that, for he is good at lifting heavy things. He's also fine keeping watch - well away from the mushrooms - while others do their thing.


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 sends the elementals to clear the quills and gather everything from the caves.

They last 11 minutes, are resistant to damage, immune to poison, and so hopefully they can quickly clear the way and collect any loot.

Shadow Lodge

It's reasonable to say the elementals can do that, the AP makes no assumptions for spells or character abilities and using earth elementals to loot a cave in the earth is no stretch.


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 waits to see what comes from the elementals, and hopes for the best.

And when that is done, Bazsil looks to move on. He's not mad at all that there wasn't a guide to help them avoid horrors like that.

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

"Those still poisonous Krowe?" Bor kicks the pile of quills over against the wall to keep the far away from everyone. He watches as the elemental tosses more and more into the pile. "Anyone know how far down this tunnel we go?"


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 examines a quill. ”Without stabbing someone with them I am not certain.”

Looking at the map they have, he will try to gauge distances..

Blind roll: 1d20 ⇒ 10
Not sure which skill might apply here.

Shadow Lodge

This was just a side tunnel/trap, you're less than a day into a journey that will take you almost two weeks game 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

Krowe puts away his map. ”Ask me again in a week.”


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 continues on, marching into the dark.

Krowe, just checking, but do you know how long it's going to be until the headband you were working on for me is finished? I know we're adventuring again, so it's a lot slower (just two hours a day progress instead of 8) but I thought I'd check. With the dilation of time in PbP it's probably been, like, a day since you started, but it feels like a while so I thought I'd check.


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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

Krowe considers the magic headband requested by Faolan. ”Maybe we should have spent a little more time in town..”

Regarding the headband: at accelerated crafting (I think Krowe’s Spellcraft is good enough not to screw this up) I think it should take about 11 days for the headband. I believe we had a week in town before we left, plus 4 or 5 days on the road? I’m guessing we need 3 more full work days, which translates into 12 traveling work days? GM, any thoughts?

Shadow Lodge

You had a week of downtime then a few days travel in the chariot, then a few days playing in the mist and caves. One further day has passed, call that 7 working days and 4 travel days so far. You can also pull into a side cavern for a day or two to finish crafting, or take your time while traveling on the beetles. Unfortunately the Rope Trick can't be moved like a balloon.

The party leads their new mounts down the Long Walk, the passage wide and tall and dark. Lichen glows softly and the weight of being under so much stone never goes away.

You think of your time in the lizardman caves, they never felt so heavy as this. The entrance was so close, you could run any time you wanted. The clean air was always right there, a breeze on your face. Light would come again, a new day sure to dawn. Can you even be sure how long you have traveled here? You move as far as you can, rest when you need it, all in darkness and shadows.

There is some excitement as one of the stone statues holding up the ceiling collapses, crushing one of the beetles beneath the stony arm. You take up defensive position but determine it to have been a completely random occurrence. Cleaning the rubble off the road, sweeping the beetle to the side, and redistributing its loot, you move on.

After what you estimate to be 6 days on the road and several other caravans and travelers, you believe yourself to be near the side passage that leads to your destination. Looking carefully at every crack, you see the heavily cloaked leader of an approaching caravan lean over and eye you closely.

Unlike the duergar you’ve become accustomed to, this caravan consists of somber men and women swathed head to toe in dirty rags towing a makeshift wagon. The caravan wagon mostly holds supplies and the leader is dressed head to toe in cloth. As you approach, they hold up there hand to halt you.


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

While Faolan is really really eager to get his new headband (as it gives him flight), he can wait. No need to spend a couple days on our duffs to finish it. Sounds like it'll be done around the time we reach our destination, which is good enough for me. Thanks for sorting it out!

Faolan knows his place as the caravan closes and keeps his trap shut. As they request conversation, he does shoulder his shield (which is providing light as well so he can see) and gets off the wagon so he can move quickly if he needs to. He figures that’s harmless enough. He keeps his hands down and smiles at the duergar peacefully.

He wonders if they’ll buy some of the supplies they’re hauling so they can get rid of these beetles and get back to traveling ‘light’. That would be nice.


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

Kast moves forward to address the hail after casting Heroism. He dismounts and moves up a bit closer, as he smiles and tries to be confidently not worried, yet happy, to speak with others.

"Hail, would you trade news and information? Or do you have something else to discuss?" Bazsil calls out from a distance away. He hopes Krowe will translate as needed.

1d20 + 25 + 2 ⇒ (7) + 25 + 2 = 34 Diplomacy

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

Learning from the failed guide attempt Bor also keeps his mouth shut, though he palms his bag of coins in case it is needed once more.

Shadow Lodge

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The caravan lead approaches Bazsil, almost stalking him. Not yet sure what new horror you are about to encounter, you hold yourself ready. The figure reaches into their hood, hands wrapped and covered, then looks up directly at you.

The hood flips back to reveal your old friend Novvi, the svirfneblin trader who arrived at your secret cave so long ago to sell goods. "Bazsil you sneaky git, what are you doing here!?"


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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

What the f!*@!?!

”Novvi? You dithering @#%@@%^@?! Is that you!?” Bazsil blinks and stares at the trader. ”What’s a festering boil like you doing down here?” Bazsil offers a big smile, not believing his luck.

”Tell me what you’ve been up to? Might we travel together?”

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

Bor looks back and forth. "What do you mean what is he doing down here. We have been trading with the Underdark since the cave Baszil." Bor explains. "Speaking of which Novvi, have you heard word from the Misthome? How are they doing?"


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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

"Novvi!! Well met indeed. This must be a major thoroughfare indeed to bump into you here. Look - we have beetles!" he chuckles as they find an ally in this dark place.


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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

Krowe lowers his hand slowly, a bead of sweat dripping from his temple. He was a moment away from calling upon his minions to crush the approaching caravan. The whisper, always berating and taunting him had almost convinced him to lay waste to the strangers and sort out survivors after. The voice hisses in laughter.

”Close one, berk.”

Having learned Novvi’s language to better trade with her, Krowe finds himself instead quiet among his allies, untrusting of the tone of his voice after the close call.

Shadow Lodge

She smiles and claps each of you in turn. "Travel with me? Looks like we're going opposite directions. I'll trade you information boys. you tell me where you've been and I'll tell you the same. What are you doing down here by the by?"

The thinks for a second. "Misthome is well. Dropped off supplies and picked up some goods from them not too long ago. Wouldn't say the area is safe and the Legion grows ever more powerful. They aren't that far from Phaendar, or what's left of it."

She motions to the side of the road. "It's near time to stop anyway, come join us for a meal."

In addition to whatever information you wish to trade, she is a traveling merchant and some items for sale. She can also take the heavier items off your hands if you're also willing to sell her the beetles.

Goods for sale:

Her business has expanded to the point that she can offer goods as if she were the marketplace of a small town, with a 75% chance of having any given item on hand worth 1,000 gp or less and up to 5,000 gp available to buy items from you.

Her stock also includes a few higher-value magic items:
mithral heavy shield
+1 ki focus short sword
+1 ghost touch sling
wand of dispel magic (15 charges)
wand of sound burst (48 charges)
bag of holding (type II)


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

With only a 5kgp buy option, we can’t sell much (assuming that’s a total), so let’s just say we unload the heavy stuff, and the beetles, and press on without doing a formal divvy if that's cool. Do take a moment and look at the treasure sheet though - there are some nice items there (pearl of power, periapt of health, circlet of persuasion) that folks might want now.

Faolan is joyous at the thought of sharing a meal and a story, and starts to break out the good supplies. Likely still rations, but he selects the freshest at least. He tells her what they’ve encountered so far, especially the mushrooms. ”Avoid the mushrooms!” he clamors loudly so that all may hear it and be warned.

He has a lovely time, enjoying the other folks in her wagon train as well.

Balodek, sorry, I’ve lost track, have we rested since the mushrooms or is it the same day? I need to know both for con damage healing and for leveling up which I’ve not finalized yet as we were waiting for a rest to do so.

Lastly, Faolan risked his life to get a magic spear (link). Was it in fact magical, and if so what is it? Or was it fake just to lure him in with its sparkle?

Shadow Lodge

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It's been six days of travel from mushrooms to now. The spear was a +1 spear.


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

Bazsil does trade information with Novvi...all the information he has with all the information that Novvi has. He will talk much about the victory in the town, and their victories over the hobgobs...and how the hobgoblin efforts are foolish and weak. He will talk about Faolan's shields, and Bor's madness, and Krowe's magics so others might find courage to also fight against the hobgoblin threat.

"...and yes, Bor is the best. You might think him mad, but I think of him as guidance and dreams. I would be him if I could."

1d20 + 25 + 2 ⇒ (16) + 25 + 2 = 43 Diplomacy - Encourage Novvi to spread the woud of the party's victories.

Bazsil won't buy anything, but is happy to help sell all the stuff the party doesn't need.

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 blushes at all of his praises, he sits down on a small rock as he listens to the pair exchange all what has happened above ground as well as below ground. "Say Novvi, We saw a lot of the hobgoblins attack the city from below ground. Not sure how they are doing it but when we came down here there isn't a hobgoblin to be seen. Any idea how they are doing it or have you seen them down here?"

Shadow Lodge

Novvi shakes her head. "No hobgoblins down here lads, they'd be fodder for the slavers or worse. No, if they're traveling through tunnels must be some kind of magic."

With a Sense Motive DC 27 you are able to glean enough from Novvi's tales to avoid all random encounters for the rest of your time on the Long Walk.

"Alright boys, come morning I'm moving on, don't be shy about unloading those trade goods. Heck, I don't have much on me now but you can always barter for supplies to be delivered to Misthome or them Rangers, no problem."


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

Sense Motive: 1d20 + 18 ⇒ (1) + 18 = 19 vs DC 27

Faolan looks uncharacteristically confused as Novvi speaks. He figures it's the ale, growing stale down here among the rock and stone. So he does his best to finish it this night, while he can.

He does suggest though, that the group dedicate, say, 2,000gp for supplies for the Rangers and Misthome. He'll ask Novvi if there's anything they've been asking about but haven't ordered due to cost, and he'll buy it - if the others are OK with it naturally.

Otherwise he has a very pleasant evening, probably getting a bit too drunk, but he's mostly OK the next day. Well, once he's had his breakfast anyway... and that later than usual.

Sorry I missed that roll. Anyone else got a shot at it?

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