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

Game Master DM Brainiac

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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

So, what's our current game plan? It would be nice to have figured out what we're doing before the DM gets back, so we can jump into the action. Is Wulfram currently planning on summoning a swarm to take out the watchtower, followed by him and Eustoma giving us some fog cover while we start shooting from the tower?


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

That's the gist of it from Wulfram's point of view. He'll be tied up concentrating for a few rounds to maintain the swarm after summoning it.


I'm still not sure how this works. Here are my concerns:

-Shooting from the watchtower does not provide a big advantage compared to shooting from the top of the ravine.

-Taking the tower will take time, during which we will be shooting from the top of the ravine.

-Using fog in the ravine will work against us as well as for us.

What I would suggest is the opposite: swarm in the ravine while we shoot down from the sides of the ravine and pick up whoever comes out on either sides. And use the fog at the beginning to neutralize the tower for a few rounds.


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

I have some answers!

-Really, the big advantage of the watchtower is that (if it's anything like historical watchtowers) it provides us with cover (if not concealment or better) from ranged attacks, forcing them to attack in melee.

-This is true. However, as mentioned, we get advantages from the watchtower as compared to shooting from out in the open

-Agreed. However, this is where the second advantage of the tower comes in: it's 30 ft. tall, which means it rises above most of the fog. This means we can shoot them from the cover of the tower while our exposed melee is protected from archers and the like, and instead focus on taking down their melee.
Basically, taking the tower and using fog means we don't have to worry about ranged, while still sniping with impunity.

Tactically speaking, from my understanding, our ideal plan would be to open with fog cover, allowing us to command the tower without worrying about shots from below. This would be followed by a swarm in the camp, ranged attackers sniping from the tower the hobgoblins below, with melee ensuring we stay safe in the tower, and it's not collapsed out from under us. All this time, the fog cloud at the base of the tower means our melee is protected from ranged, meaning they can, in fact, melee. If we keep them perched at the top of the staircase, the hobgoblins then have two choices: face our melee as they single-file go up the staircase, or expose themselves to covering fire from the tower as they leave the camp and go the long way around the ravine.

However, our current plan also works.


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 like Rogar's plan. The hobs have to climb up the stairs to see our melee in the fog, and we have a clear line of fire down into the camp.

I guess I just answered my question which was. What's stopping the hobs from just sitting there until the fog clears and then coming up after us? If we are reigning bow fire down on them from the tower they have to get out of the way.


I am back now, but I still have family visiting in town. I will try to post an update as soon as I have some free time with my computer.


Sorry, hard to get more than a moment to myself. Might be another day or two till I get things back on track.


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

No problem. I'm also super behind on half my games, so I get that feeling.


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 Brainiac: Has Wulfram managed to fill his unused spell slots?


Yes, you have filled your slots.


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

I mean, from an OOC perspective, anything that might be level-appropriate for us would tear through our level 1-2 NPC allies. I just can't think of a good IC argument, though.


Eustoma, I think Obscruring Mist spreads out around you, 20 feet in every directions.


Correct. It creates a stationary cloud centered on the caster. Fog cloud has a medium range.


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

Well there went part of the plan. Can Obscuring mist be around me but ground level?


It will spread from your current location only.


Still need actions from Eustoma and Karla.


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: Do the railings give cover to creatures on the stairs? That might prevent Wulfram from getting an AoO when they climb the steps.


No details on the stairs is given in the book, so I'm going to say no.


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 Brainiac: I hope Irma goes easy on you over the weekend. I imagine it's a tense time in your area right now.


Thanks. Yes, anxiety is running high right now. Keeping my fingers crossed. :/


Just need Rogar's actions for this round.


Hurricane Irma will be moving through our area Sunday into Monday. It is very likely I will have limited or no internet access for the next several days. I'll try to check in if and when I can.


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

Best of luck — stay safe.


Be safe!


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

Stay safe.


Got half the round update done, but have to switch computers in a few minutes. Will post within the next 30 minutes or so.


The goblin is still (barely) standing after Wulfram's attack.


Wulfram's attack drops the bugbear.


Image of hobgoblin alchemist.


DM Brainiac wrote:
Image of hobgoblin alchemist.

Nice!


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

Now I want to make a half orc alchemist just to use that art as a character concept.

-Posted with Wayfinder


We weathered the storm well. No power at home but no damage to the house and everybody is okay. Posting will still be spotty in the afternoons and evenings until the power comes back on.


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

Glad to hear that you made it through OK!


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 am so glad you made it alright. The news made it sound like the entire state was going to be flattened.


Karla, I think your wand of magic missile may be out of charges. I haven't been keeping too close a track but last time I checked you only one had one left before blasting the alchemist.

Oh, and Nik'o takes down the hobgoblin at the top of the stairs.


I thought I had kept track. I have one charge left on it after shooting at the wererat. But if you think I missed some, then I'll scratch that last charge left, no worries. Let me know. I'll change my action.


Okay, I believe you. I've only had about 8 hours of sleep total in the past 3 days so I could be hallucinating slightly. :)


Wow! What an ordeal! I'm glad you guys made it :)

I'll write the wand as spent and scratch that last charge. It is likely I missed at least one.


Karla, as per the spell description: "Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect." I agree that makes it slightly less effective than if the enemies saved on your turn, but that's the way this particular spell works. :(


Ok. Too bad. I'll work on higher initiative then :)


Or delay until right after the enemies before casting it. :)


Good idea!


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

Unfortunately, I don't think that Fog Cloud can be dismissed, otherwise Wulfram would do just that.


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

I mean, it won't matter too much. We can just wait for Scarivinous to emerge from the fog cloud and pound him into the ground. Or, perhaps more likely, knock him back down the cliff.


If you could cast gust of wind, you could "dismiss" the fog. ;)


Here is the loot for all of the enemies. This doesn't include other items you might find in the camp:

Leather armor x3, morningstar x3, light wooden shield x3, javelin x9, potion of cure light wounds x12, alchemist's fire x19, padded armor x8, composite longbow (+2 Str) x8, handaxe x8, mwk battleaxe x8, animal brushes, leather collar etched with the name "Garvex," moldering loincloth, silver collar set with a single sapphire (130 gp), potion of blur, potion of cure moderate wounds x4, potion of resist cold, potion of resist fire, silversheen, unguent of timelessness, acid x3, tanglefoot bag x3, thunderstone, +1 chain shirt, mwk morningstar, mwk rapier, potion of bear's endurance, caltrops x5, greenblood oil x4, +1 spiked light fortification studded leather, +1 short sword x2, mwk composite shortbow (+4 Str), hip flask, iron spikes x10, mwk backapck, mwk skinning tools, mwk manacles, saw, sewing needle, shaving kit, surgeon's tools, 153 gp


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

Okay, I have to know: Who (and why) was someone carrying around a saw? Most of the other stuff I get (except for maybe the skinning and surgeon's tools), but a saw? Was someone building something when we attacked?


200 feet of hemp rope, 28 candles, 15 torches, iron holy symbol of Lamashtu, scroll of silence, scroll of searing light, 250 gp worth of hides, cloak of woodland creatures*, alchemist's lab, formula alembic, bloodroot x3, blue whinnis x2, deathblade, greenblood oil x3, small centipede poison x2, antitoxin x5, darkwood the size of a small shield, enough eelhide to make a suit of light armor, abjurant salt, page of spell knowledge (bull's strength), mw longsword x6, mwk scimitar x2, mwk short sword x3, +1 whip, +1 heavy wooden shield, soap x5, deodorizing agent x3, potion of bear's endurance x2, potion of protection from chaos x7, 1105 gp, 750 sp, 150 gp worth of gemstones.

One of the chests contains a collection of personal items looted from the town—mostly trinkets worth a few coppers, if anything, such as small paintings, wooden carvings, bits of beaded jewelry, shoe buckles, and pottery worth a total of 300 gp. Most of the owners of these belongings are dead, killed during the Night of Iron Fangs. However, several of the items belong to members of the refugee camp. An elegantly embroidered scarf (a Varisian family heirloom called a kapenia) belongs to Jet. A set of silver charms on rings, each one in the shape of a different leaf, belongs to Rhyna.


CLOAK OF WOODLAND CREATURES
PRICE 3,500 GP
SLOT shoulders CL 5th WEIGHT 1 lb.
AURA faint abjuration and conjuration

This forest-green wool cloak is thick and warm. Its hem and the edge of its hood are embroidered with small figures of forest creatures (rabbits, squirrels, and the like) in white thread.

When worn, this cloak bestows a +1 resistance bonus on all saving throws. The wearer can remove the cloak at any time and lay it on the ground outdoors. This ends the resistance bonus but summons a number of animals from the cloak. The animals serve the character who summoned them for 10 minutes (or until slain or returned to the cloak’s folds). A summoned creature can follow any of the commands described in the Handle Animal skill. Use the following tables to determine what animals can be called forth.

The cloak summons creatures only when laid down outdoors on naturally occurring ground (not, for example, on a wooden deck or stone pathway). The cloak can be used to summon animals up to three times per day.

d% Animal
01–30 1 owl
31–60 1d3 rats
61–75 1 weasel
76–90 1d6 squirrels
91–100 1d4 rabbits

CONSTRUCTION REQUIREMENTS COST 2,250 GP
Craft Wondrous Item, resistance, summon nature’s ally I


The saw, skinning, and surgeon's tools all belonged to Scarvinious. He had very dark hobbies.

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