DM Brainiac's Ironfang Invasion: Table 1 (Inactive)

Game Master DM Brainiac

Battle Maps on Google Slides


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Welcome to the game! I look forward to a fun campaign.

Take some time to introduce yourselves and figure out if and how your characters know each other. I will be posting some more basic starting information soon. :)


Some notes:

I will roll passive Perception, Knowledge, and Sense Motive checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

I am usually online weekdays between 5:00 AM and noon, and can check in sporadically the rest of the afternoon. I will try to post at least once a day during the weekend, but my access is limited on the weekends.

The game begins in the small town of Phaendar. The town grew around the tumbledown ruins of an old Chelish bastion, and now a citizenry of 400 makes up its permanent population, spread between the town and outlying farms. An informal town council oversees the community, largely to organize festivals and collect funds for repairs, but the people of Phaendar generally resent anyone assuming too much control over the community, and they steadfastly refuse to elect anyone to positions like sheriff or mayor.

Phaendar’s central square consists of a few small businesses: the Taproot Inn, the Trading Company, and an auction house and theater, as well as two dozen small family homes that double as workshops for leather- and woodworkers. Most of the town consists of wood and thatch structures, plus a few canvas-walled pavilions. Monsters, bandits, and even the occasional Molthuni raid destroy property too often for most Phaendari to feel the expense of long-standing stone buildings to be worth the investment.

Notable characters include Aubrin the Green, a cleric of Cayden Cailean and former Chernasardo ranger; Father Noelan, a cleric of Erastil who runs the local shrine; Smith Kining Blondebeard, a female dwarf who runs the Phaendar Trading Company; and Vane Oreld, owner of an alchemist's shop and the closest thing the town has to a doctor.

Phaendar is nestled along the southern bank of the Marideth River, a stone’s throw from the Southern Fangwood Forest. Trade comes through the town over Phaendar Bridge, the only suitable place to traverse the swift, rapid-coursed river for 50 miles in either direction. The town of 400 residents rarely sees any excitement, making the Market Festival a major source of news, entertainment, and revenue. The 2-day affair, held once every 3 months, gathers farmers and herders from across the Nesmian Plains, as well as woodcutters from the nearby Fangwood and prospectors from the Hollow Hills, to trade for supplies and raw materials. Even traders from the “big city” of Tamran make their way to the event, swelling the town’s population to half again its normal size.

As the adventure begins, the stalls have closed at sunset, and townsfolk and visitors alike retire for some humble drinking and carousing. You should decide among you where your group has gone to relax: Oreld's Fine Shop, the Phaendar Trading Company, the Riverwood Shrine, or the Taproot Inn.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram Bartos is the village blacksmith. He would likely be at the Taproot Inn.

I look forward to the game!


Wulfram's Spirit Animal (Fox) | HP: 90/90 AC:23 T:14 F:21 | Saves F:6 R:7 W:11 SR:22 | Init:2 | Perc:23| CMB:12 CMD:21 (25 vs. trip) | Speed: 40ft

This is Wulfram's spirit animal, Pele. She's not supposed to be in the Inn, but will be curled up in Wukfram's backpack.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Eustoma Haddlefoot here. She's a local trapper who lives nearby and is in town to trade. She is accompanied by her wolf Sia who doesn't have a profile yet, but will by the end of the day. Thanks for choosing me.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Rogar Earthhammer present (I know in my application he was named Stonehammer, but that alias was already taken). Dwarf smith, just escaped a devastated town, and has brand-new earth powers he's still figuring out.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Eustoma is built for ranged combat but can mix it up in melee. Sia will be an excellent flanking partner.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Correction: Wulfram is an apprentice blacksmith under Kining Blondebeard, a rather gruff dwarven woman.

Wulfram is a reach weapon user (longspear). At 6'6", with muscles built up over long hours in a smithy, he looks pretty strong.


LE Male Tiefling Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1

Hey guys! Thanks for the invite!

Aramant is a bard and duelist. Being a tiefling - and one with prominent features, like fangs, horns and tail - it's hard for him not to suffer some level of prejudice. Hired by the Molthune Army, he's a survivor from the Ramgate Massacre by the Ironfang Legion, but there's quite some time he doesn't see anyone from there. He left the army to travel around as an itinerant actor using his dueling skills with the Aldori sword and "fictionizing" his real life stories against the monster legions.

He'd more than likely be at the inn as well, getting some refreshments and, maybe, trying to make some coins.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Eustoma is going to be at the Inn. There's no way she'd pass up a meal she didn't have to make, and hopefully a comfortable bed.


Sounds like the inn it is, then. I'll have the gameplay thread up shortly.


The gameplay thread is now up. :)


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Huh...
Would anyone object to the idea of Rogar not having any idea about his powers yet, and discovers them just at the first combat? Just sems like a fun little idea.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

No problem at all. Sounds like fun.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Sounds good to me.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Perhaps Wulfram and Rogar have had a few discussions about Smithing, such as the importance of the metal vs the fire in the forge.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I have updated my profile: Perception is now listed as 3/5. The second number is when Pele is within arm's reach, and thus grants the Alertness feat.

I also adjusted my equipment to allow Pele to ride in my pack without putting me at a Medium load.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

I can see it now. A fox riding a wolf into battle. ;-)


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer
Wulfram Bartos wrote:
Perhaps Wulfram and Rogar have had a few discussions about Smithing, such as the importance of the metal vs the fire in the forge.

Certainly possible. Rogar is still slightly in shock, though, and is something of an unintentionally very young dwarf (I forgot to check dwarf starting ages when making him).


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

DM: Are we using maps for this encounter?

Would we be wearing armor at this point? What about weapons? I assume that Wulfram wouldn't bring a longspear to the table at a social gathering.


This encounter is pretty straightforward, so we don't really need maps. I will usually only use maps for more complicated ones.

Since all of you have light armor, I assume you're wearing it since it isn't much of a burden. You'd have normal access to your weapons--perhaps your longspear is leaning up against the wall just inside the tavern. If not, you'd at least have your other weapons within easy reach.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Eustoma can't afford a Composite longbow yet. It's one of the first things on her purchase list.


Still waiting on Rogar's actions for the round.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Sorry, working on them now.


Wulfram, since Pele is Tiny, she has a reach of 0 feet. She has to enter an enemy's space to make a melee attack, which would provoke an attack of opportunity from the hobgoblin. She also can't provide a flanking bonus.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

OK, my bad. Wulfram won't call for her then. He will flank with Aramant if possible.

Edited my actions to reflect the above.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Ready and waiting to post my actions for the bottom of round 4...


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram is going to prioritize food and supplies over the hobgoblin armor (weapons would be second priority). He will take the masterwork bolts if no one else wants them.

Wulfram only memorized one Cure Light Wounds, so he's out of healing for today.


Aubrin is conserving her channels and spells for now, but hopefully she will be able to provide enough healing to keep you alive. :)


Wulfram's crit doesn't confirm, so the hobgoblin is still up after the hit.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram will get better at healing at 2nd level when he picks up Healing Hex. Shamans are a bit limited at 1st lvl, when they're kind of like a Cleric with only one domain, no channeling, and can't convert other spells to cures. I do get 2 extra skill points and a pet, however:)


Here's a map of Phaendar.

Key:
A-Oreld's Shop
B-Phaendar Trading Company
C-Riverwood Shrine
D-Taproot Inn
E-Phaendar Bridge


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

DM: Is the bridge wooden or stone?

Edit: Another question, What areas would have enough plants to use the Entangle spell?

Entangle

Casting Time 1 standard action

Components V, S, DF

Range long (400 ft. + 40 ft./level)

Area plants in a 40-ft.-radius spread

Duration 1 min./level (D)

Saving Throw: Reflex partial; see text; Spell Resistance: no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.


The bridge is made of wood.

Any exterior areas would have enough plants to use entangle. As long as you're not inside a building, you'd be good to go.


I've updated the campaign info page with a list of survivors you have rescued and your total provision points.

Your followers will mostly keep to the shadows as you move about town, but they can also be a valuable resource. Beginning on the second round of any combat, a PC may order a single follower to assist her as a move action. If she succeeds at a DC 12 Diplomacy or Intimidate check, she gains a +2 aid another bonus on her next check, or to her Armor Class for 1 round.


Oops, accidentally wrote Sia went before the hobgoblins when I meant Eustoma. You can keep Sia's rolls for her next actions and post Eustoma's actions.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

GM: For when my turn comes up, how far is the sword-wielding hobgoblin from Wulfram? I would imagine he is carrying a medium load by now (he loaded up with supplies), so he will only be moving 20ft. I'm presuming that from my position outside, I do not have a straight charge lane available, and may not be able to see the hobgoblin from my present position.


You're about 30 feet away from it. You can distribute the weight of the gear between your NPC followers if you'd rather not be burdened down and still keep your 30 foot movement speed. You'd be unable to charge but you could move up and attack.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

OK, He'll have given his old pack to one of the NPCs and distributed the supplies so he still has a light load.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Sorry guys. I got busy at work, and we saw The Guardians of the Galaxy Vol 2 last night. Great movie, but it made for a late evening out.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

When possible, we should try to leave one enemy out of melee so Rogar can shoot without a -4 penalty (he doesn't have Precise Shot yet).


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

I believe the goblin with the bow in the back stepped out of Sia's melee range. You should be able to shoot at him.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I think we just need Aramant's actions before the hobgoblins act.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Eustoma: I think auto-correct messed with your last post. If you see this in time you might want to have a look.


Survivor list and provision points updated.


I've added a consolidated loot list to the campaign info tab. Unidentified items are marked with a *.

Also, I made a mistake about the bridge earlier. It is made of stone, not wood.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

GM: Some of Wulfram's spells have Divine Focus as requirement (such as Entangle), but the Shaman class description doesn't say anything about what, if anything, they would use. The Shaman's Kit in the PRD contains a Wooden Holy Symbol (which seems a bit odd). How do you want to handle the issue?


I would rule that your spirit animal would have to be in arm's reach to cast those spells.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

OK, thanks.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

GM:

Have I seen the elemental before? I am Kining's apprentice, so I have presumably spent lots of time in the smithy.

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