DM Brainiac's Ironfang Invasion: Table 1
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Game Master
DM Brainiac
Battle Maps on Google Slides
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
There will come a day when the earthbender can actually do anything with stone.
But it is not this day. This is the day when Druids/Clerics can cast Stone Shape at level 5, Wizards at level 7, but Geokineticsts have to wait until level 10 before picking it up.
....
Still, at least I can do an insane amount of damage. And make fortifications of unworked earth. And dig really deep holes. And by Level 14 I can actually do something unique! But not with stone. Or worked earth. But I can use Move Earth (which Casters have had for 3 levels...) as a standard action!
Sorry. Rant over. On another note, I hope PF2 gives Kineticists more options for becoming true elemental masters.
I've linked a map of the Hollow Hills region at the top of the page.
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 will make a +1 Mithral Chainmail armor for Sia. The way I read the rules I'd needed to buy a Masterwork chainmail, and then it takes 5 days to upgrade it for a total cost of 1,933.
Create Armor: 1d20 + 4 ⇒ (16) + 4 = 20
She'll buy a headband of Inspired Wisdom +2 for Eustoma and a belt of Giant Strength +2 for Sia.
+2 Chr Headband for Karla and +2 Dex Belt for Nik'o.
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
Before my cloak upgrade, I would have failed that save!
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- Wouldn’t magical healing from the periapt mean you automatically stabilize?
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'm not sure — it might have triggered before the last hit.
It triggered after hit 7 of 8 (!), so he's still bleeding out. Fortunately, it will be a while till he actually dies--plenty of time to win the fight! (I hope!) :)
Pele could try to stabilize Wulfram--she has the same skill ranks that he does!
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
First Aid triggers an AoO; 2 bites might kill her. :(
If someone revives him, Pele can run around delivering his Healing Hex; he won't even have to get up :)
There was a mistake on the previous post. The camp is 8 miles to the southwest, not the southeast.
The Bruckett's lair is southeast?
The hobgoblin camp is to the southwest. There's nothing of note to the southeast. (The bulette lair isn't detailed in the adventure.)
And autocorrect keeps wanting to change bulette to Burkett for some reason! LOL. :)
Karla, I didn't specifically mention it, but the undead are flying, so spiked pit won't work on them. :(
Oups! Ok, I’ll review when I get back home.
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's plan is to cast Silence on one of the guard towers, then fly up and take out the guard.
The map has been updated to show the camp.
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'm assuming that the camp is on the top of the ridge, and all the slopes go down from it.
Is there any vegetation? How close do we think we could get without moving out into the open?
You assume correctly. The bottom part of the map is a cliff that drops down 80 feet.
There's no vegetation to provide cover, so you'd have to make Stealth checks to get anywhere closer than 300 feet.
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
Looks like I shortchanged myself one 3rd level spell slot. I could memorize Wind Wall, or perhaps another Fly. Sleet Storm is another strong possibility.
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 make us harder to see with Obscuring Mist, and I can also summon a couple of air elementals with summon natures ally. If Wulfram wants to try to take out one tower, my allies can work on the other.
I have a spell called Burst of Nettles which does damage in a 10 foot area.
Thoughts?
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 can pretty likely one-shot one of the hobgoblins, or at the very least knock one off their post, if I can get a clear shot.
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
The important thing will be to get as close as we can before the alarm gets raised. I'm hoping that a Silence spell will buy us a round or two.
Agreed about early positioning. In particular for getting melee types in good position. Ideally, we need the gate opened (there’s a gate, right?).
There's no gate. Just a clear path up the hill to the top, which means a clear line of sight for the archers in the tower.
Alright, so what's your plan of attack?

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'm not clear on where we could get to before we're out in the open (Wulfram has no stealth ability). Do we think we could get close to the top of the ridge somewhere off the right side of the map?
My basic idea is for Wulfram to cast Silence on the nearest guard tower, to make it more difficult to raise the alarm. Karla would cast haste, so the party could close faster. Wulfram would fly up and take out the guard (unless Rogar could get a clear shot). At some point Wulfram will cast Sleet Storm in the midst of the camp to make it difficult for the defense to get organized. When she gets close enough, Karla can start throwing Web and Stinking Cloud into the area, to further impede the defenders. Rogar and Eustoma would shoot the enemy as they emerge from the Sleet Storm and Stinking Clouds. Sia, Niko and Wulfram would engage the enemy in melee. Wulfram also has a Stinking Cloud and a Wall of Fire to channel the enemy, and a Fireball to hit large groups.
Wulfram will cast Barkskin on himself, Sia and Niko ahead of time, plus a Magic Circle against evil on himself. He might cast Enlarge Person on himself just before the attack begins.
You can get to within 300 feet of one of the guard towers before you'll have to make a Stealth check to avoid being spotted.
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's not about to succeed on a Stealth check, so he has to start outside of 300 ft. Silence has a range of 720 ft for him (as does Sleet Storm), so that's not an issue. It will take 3 rounds of flying for him to reach the guard tower. Rogar could sneak up closer. Eustoma might be better off riding Sia (can she do that?), who can close quickly.
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
Sia doesn't have a saddle, but I do have a rank in ride. Not sure about penalties for trying that though.
Karla do you have any fly spells?
No, sorry.
Wulfram, your plan sounds good. However, I wouldn't assume the path is as clear as it looks. I smell a trap.
Also, I'm on the road starting tomorrow until Sunday. Please bot me as needed.
Eustoma, riding without a saddle gives you a -5 penalty to your Ride checks.
I'll wait till Rogar chimes in on the plan before proceeding.
Also, I will be on vacation from tomorrow until Monday, April 16th. I will try to post when I can, but updates will be sporadic until I return.
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
It sounds good to me. I don't really have anything to add.
Rogar, your first blast hits but doesn't kill the sniper. You can go ahead and make your roll for the first full round now if you want to.
Wulfram, remember you have a fly speed of 70 ft. now with haste.
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 was thinking Haste didn't stack with Fly, but re-reading the Haste spell description, I see that it does.
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 should have specified that Wulfram is at the same height as Eustoma, Karla, Niko and Sia; he's flying out over the edge of the slope.
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
It's a bit odd that it's a strength, rather than a CMB check to break free of the Entangle spell. It's as if that spell wasn't updated properly from 3.5 to Pathfinder.
Yeah, with the number of rolls I have made already, though, you would think at least one would succeed!
Longshadow is a large town with a population of 4,000 people. They are mostly humans, with several hundred halflings and about a hundred dwarves. It has a base value of 2,600 gp for purchasing items with a purchase limit of 15,000 gp, and you can find spellcasting services for up to 5th level spells.
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 lvl 9 highlights:
Spells/day:
+1 2nd lvl
+1 5th lvl
Adventuring Skills:
+1 Diplomacy
+1 Fly
+1 Knowledge Nature
+1 Perception
+1 Spellcraft
Background Skills:
+1 Craft Blacksmith
+1 Linguistics (Ignan)
Feat: Weapon Focus (Longspear)
FCB: +1 Cleric spell known (Blessing of Fervor)
+8 HP
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
Wow level 9.
Feat: Clustered Shot
Teamwork: Distracting Charge
Level 3 spell: Cure Moderate Wounds
+1
Climb
Perception
Spellcraft
Survival
UPD
Craft Armor
Craft Weapon
Sia: +1 to Strength, and she gets an extra attack.
Level 9 highlights
Bloodline power: Fleeting Glance, Greater Invisibility lvl round/day
Bloodline spell: Poison
+1 3rd level spell per day
+1 4th level spell per day
+1 2nd, 3rd, and 4th level known spells: Detect Thoughts, Phantom Steed, Dimension Door
FC +1 3rd level known spell: Fly
Skills (7): Linguistics, Perception, Handle Animal, Perform (Violin), Spellcraft, UMD, Knowledge Arcana.
Feat: Quicken Spell
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
The first thing Wulfram wants to buy is another Aegis of Recovery!
Nik'o's highlights
(Keeping in mind I might change the cat type to large later, as discussed)
+1 HD
+1 BAB
+1 Skills: Stealth
Bonus Trick: Fetch
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's Level-up Summary:
+14 HP
+1 Will save
+1 Elemental Overflow
Metakinesis (maximize)
Infusion: Snake Infusion
Feat: Improved Stonecunning
Skills: Perception, Stealth, Acrobatics, Profession (stonemason), Climb, Craft (weapons)
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
Wulram's skills are suitable for the last two tasks: Siege Supplies and Townsfolk Readiness
@DM Brainiac: Can we take 10 on Readying the Town?
You can't take 10 on these checks, unfortunately. They involve trying to organize large amounts of people in short amounts of time--stressful situations to be sure!
You can also head out of town to attack some of the Ironfang's camps around the Hollow Hills, but doing so will take time away from making preparations. I've updated the map of the Hollow Hills to show the warbeast camp and the munitions camp in Ecru.
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 can handle the walls practically in my sleep. Time to put that +11 Profession (stonemason) to work!
I don't suppose my powers would decrease the time needed to shore up the walls, would they? In a single day of work (14 hours) I could make the entire length of the walls 5 feet thicker completely by myself. Shoring up just a few locations would take minutes.
I can also organize Internal Defenses just as easily, and anything that needs Intimidate I can lend a hand in.
Using your abilities will take the same amount of time as organizing the laborers to repair the walls. But you get the benefit of being able to brag about doing it single-handedly! :)
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
*shrug*
Well, okay then.
How many actions can we post at a time?
You can post three actions at a time, representing a full day's work. Once everybody has taken their actions, I'll summarize the results and we'll move on to the next day. You have 10 days until the attack!
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