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

Game Master DM Brainiac

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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

Doesn't it take 24 hours for belts and such to take effect when they are first put on?


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

24 hours for them to become permanent, yeah. That's when I'd get an extra point of Burn, I can get feats with a prereq of CON 22 and so on. Until then, it functions similarly to a bear's endurance cast on me- I get bonus HP, bonus to my Fort saves, and +1 to fort-based rolls. I just happen to get Fort-to-damage and -to-bull-rush. Just like Wulfram with his potion of bull's strength.


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

Ah ok. This guys tough isn't he.


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

If you're referring to the hobgoblin, yeah. He just took a Blast to the chest (possibly even a crit) and is still unfazed. Hopefully this round will drop him.

If you're talking about Rogar.... basically, yeah. He's basically a rock.


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 wouldn't be surprised at all if Fahrak is still up after this 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

Yeah, I doubt it too.

But one can still hope.


Rogar's first blast wasn't a crit, otherwise he would have been down after the second blast. Working on the round update now...


Color Spray is quite nasty at lower levels. I had read it, but now I see it. If you're uncomfortable with that level of power, I don't mind switching the spell for another.


Nah, it's fine. I've just been rolling really bad saves for the NPCs. Somebody is going to actually pass that save eventually. ;)

There is no signature on the note.


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 take the magic breastplate, since he's the only one that can use it.

If no one has an objection, he'd like to use the Aegis of Recovery from our loot. I would have felt a lot safer having it this fight:)

Finally, he'll replace the potion he used with a potion of CMW.


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, considering we don't have much of a magic mart available right now, we have no reason to not be using all of our magic gear. It's not like anyone benefits from the stuff sitting in our bags.

In other words? Go for it.


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

Rogar should take the Belt, and the Buckler.

Wulfram already has a ring of protection. He'd be interested in the cloak, although he's taking the magic breastplate already.


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 now has a speed of 30ft (+10 movement from the Cinder Dance Hex). He's no longer a slowpoke:)


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

Let's see....
So, between the level-up, using one of the +1 bucklers, and the belt of Con, here's what's new:
+1 Ref, BAB
+2 Fort saves
+16 HP
+1 DR (and +1 max)
+1 rank in Acrobatics, Climb, Craft (weapons), Profession (soldier), Stealth, and Perception
The Earth Climb utility talent
A 30 foot Climb speed (and a +11 climb modifier)
+2 AC when I'm not Gathering Power
+3 Constitution

I think that's it, but I might have missed something.


I think your climb speed would be 20 feet, Rogar, since it's equal to your base land speed. It's not enhanced by the boots of striding.


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, the boots do say that they,

Boots of Striding and Springing wrote:
These boots increase the wearer’s base land speed by 10 feet.

Which I read as them also increasing effects that depend on base land speed. Of course, I could be wrong, that's just my interpretation.


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Okay, you're right then. :)


Woohoo! Level 4! Nice job everyone :)

+1 Chr
+7 skill points: Linguistics (Infernal), Perception, Spellcraft, UMD, K arcana, K nature, Handle Animal
+1 cantrip known: Detect Poison
+1 (FC) 1st level known: Grease
+1 2nd level known:Glitterdust
Switching Enlarge Person for Long Arm (4th level sorcerer).


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

Yay Level 4

+1 to Wisdom

New Spells:
Versatile Weapon
Restoration, Lesser

Skills:
+1 Profession Trapper
+1 Know Geography
+1 UMD
+1 Spellcraft
+1 Know Dungeon
+1 Survival

Will the bridle and saddle fit the lizard? I take it the barding is to big for Sia.


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

Lvl 4:

+1 Strength

Skills:
+1 Craft Blacksmith
+1 Diplomacy
+1 Handle Animal
+1 Knowledge Planes
+1 Spellcraft
+1 Survival

FCB: +1 HP

Hex: Cinder Dance

(Class Ability: Wandering Spirit)


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: How far does the map show the hobgoblin camp to be from the caves?


Melee bite +19/+14 (2d6+15 plus trip) Space 10 ft.; Reach 5 ft.. Wolf N Large animal Init +10 Senses low-light vision, scent; Perception +9 AC 42, T 17, FF 37 | hp 163/163 | Fort +18, Ref +17, Will +9 | Improved evasion

Sia is updated.

+1 to Con.

I calculated her HP incorrectly she now has 32 HP at level 4


The bridle and saddle can fit the lizard. The barding is sized for a Large creature, and is thus too large for Sia.

The hobgoblin camp is about 10 miles northwest of the caves. I will update the Fangwood map later this morning.


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 could make good use of the Pearl of Power.

How about the Belt of Dexterity? Does Eustoma want that?


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'll take the belt.


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 I've been... a bit spotty recently. On top of packing/traveling and getting sick, A good friend of mine died recently (hiking accident), so I'm still a bit in shock. Hopefully I'll be back to frequent posting soon .In the meantime, feel free to bot me if necessary.


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 rough, sorry to hear that.


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

Rogar I'm so sorry to hear that. My condolences. Take care of yourself.


My thoughts are with you, Rogar. Take your time and do what you need to do. We'll be here when you get back.


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's Goals/Suggestions:

1. Get the Forge working.
2. Fortify the entrance to the caves from outside.
3. Fortify the entrance to the caves from the Darklands. Construct a gate if possible.
4. Harvest some timber for use in 3.
5. Build up food stores in case the caves come under seige. Use Goodberry spells to supplement food stocks.

Edit: Wulfram can cast Wood Shape to help with the fortifications and gate.


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 agree with Wulfram on the Forge and fortifications.

Eustoma's wants/hopes for the downtime.

1. Armor for Sia (Light)
2. A composite longbow. :)
2. Training with the riding lizard.
3. She can trap for furs and food while we're staying put.


Karla, the hobgoblin camp is ten miles away, not ten minutes. That would be a much bigger threat! :)


Wow! Ok, I'll calm down then. I completely misread the post.

I was wondering why I was the only one making a big deal out of this...


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

Time to put together our shopping list!

Wulfram is interested in buying the +1 Heavy Mace. The prayer beads are interesting, but I think too expensive for us; with Wulfram being a prepared caster, I don't think we really need them.

Mundane Gear for Wulfram:

Climber's Kit 80 GP
10 silver crossbow bolts 21 GP
20 cold iron crossbow bolts 2 GP

I would suggest that Eustoma might want to load up on cold iron arrows. They're quite cheap.

We should probably sell the magic weapons that no one can use.

Note: I went into the loot spreadsheet and claimed some lesser items for Wulfram. I suggest everyone else do the same; we might as well use our stuff!


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 grabbed a couple of things, and put my original armor on the list to be claimed or sold.


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, lots of catch-up to do (in a lot of games), so sorry if I missed something:

Rogar's goals:

1: remove the cave from the map entirely- perhaps collapse the entrance and create a new (hidden) one a little ways away, to make sure the Hobs don't know where we are.

2: ensure the defenses are secure, with plenty of chokepoints and tunnels that are easy to collapse with little effort, but are solid otherwise.

3: get the forge up and running.

4: try to expand the caverns, make them nicer, bigger, and expand them into a full, proper base of operations. Who says we can't restart Kassen before the hobgoblins are gone? We could make this into a proper city by the time this is done ;).

5: harvest some crystals from the walls of the cave. (That was mentioned at some point, right? I'm not just imagining things?)

6: get everyone outfitted for at least basic combat gear, helping Kining at the forge

Rogar's shopping list is pretty simple:
Masterwork studded leather armor (175 gp)

Oh, and he'd like to get rid of the defaced +1 buckler that Kining made.
Maybe we should buy a bunch of bear traps, as well. At 2 gp apiece, we can get a ton. With a +10 to hit and 2d6+3 damage, not to mention the 'held immobile' part, they could make a serious dent on hobgoblin attackers.


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

Regarding our magical items:

I think Karla should take the Bracers of Armor (or wand of mage armor) and Cloak of Resistance. She has the weakest saves overall, and the rest of us all wear armor.

A lot of the potions can just be kept on hand, same with the Feather Tokens.

I somehow ended up with the lowest AC (besides Pele and Karla), so I guess I'll take the Ring of Protection if nobody else wants it.


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

Bear traps: we'd have to make sure our own NPCs don't get caught in them. So not on a main path, and perhaps subtly marked in some way.

Is someone using the handy haversack? There's always more 'just in case' stuff we could be packing along.

Someone should be carrying the dust of appearance. If we happen to encounter an invisible enemy, we'll want it available.


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, we could also use the current cave entrance a s a 'false entrance,' lining it with traps and having it lead a long way in the wrong direction, while Rogar digs out a small path some other way (perhaps a tunnel that comes out somewhere completely unexpected?). Alternatively, yes, have some path not trapped, and make sure that nobody blunders into one.


Regarding modifications:

I prefer Rogar's approach to mine. Karla would help Rogar as much as she can, then work on training some beasts to guard the caves or to be used against an attack.

Karla could also help supervise some of the foraging with the intent of trading with the underworld. Such things as tea and fresh herbs, fruits, or vegetables might fetch a good price down there.

Regarding items:

I had already put the wand of mage armour on my list. Karla could use the bracers for normal use. That would allow her to use the wand on others or on Nik'o. As for the cloak, I would wear it proudly! :)

For the handy haversack, who is always fetching for random items?

As for the dust of disappearance, someone else should have it than me. I now have Glitterdust.


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 would say either Eustoma or Rogar would get the most use out of the dust as the primary scouters in the party. Either one of us (or just whoever has the Haversack) could carry it.

Speaking of the Haversack, maybe Karla could take it? We're getting quite the collection of scrolls and the like that would be useful to have on hand. Wulfram already has an impressive strength, Rogar can deal with a heavy load without slowing down (as can Wulfram now), and that only leaves Eustoma and Karla that really need the extra help with carrying capacity- and Eustoma has a decent Str.


Remember that Novvi can only buy 2,500 gp worth of goods from you each time she visits, so you may not be able to sell everything in one go.


Rogar Befin wrote:

I would say either Eustoma or Rogar would get the most use out of the dust as the primary scouters in the party. Either one of us (or just whoever has the Haversack) could carry it.

Speaking of the Haversack, maybe Karla could take it? We're getting quite the collection of scrolls and the like that would be useful to have on hand. Wulfram already has an impressive strength, Rogar can deal with a heavy load without slowing down (as can Wulfram now), and that only leaves Eustoma and Karla that really need the extra help with carrying capacity- and Eustoma has a decent Str.

I'd wear it proudly! :)

Ok, so the armbands, the cloak and the haversack?


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'll take 50 cold Iron Arrows from the trader.

I'd like to be working on training the lizard for riding.

Riding (DC 15) An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.

Do you want three checks or one check a week for training it for riding?


As per the skill description, it's just one check after half the training time has passed. You can take 10 on the check and succeed. :)


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

Perfect now I need to come up with a name for the riding lizard, and remember to take the feats that allow me to fire my bow from the saddle.

Thank you Rogar for insisting we keep the lizard alive. I would have never thought of it on my own. :)


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

Wait- was that me? Rogar's usually been of the "Blast first, questions later" persuasion.

*checks*

Ah, it was Wulfram. He's the one you want to thank. That makes more sense. I just made a comment about becoming a circus.


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

We'll need to pay for our purchases.

Wulframs purchases:

+1 Heavy Mace 2012 GP
Climber's Kit 80 GP
10 silver crossbow bolts 21 GP
20 cold iron crossbow bolts 2 GP

Total 2115 GP

Can we use the +1 War Hammer as part of our payment? I don't think anyone is going to be using that.


Yes, you can trade it for half value.


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

If no one has any objections, that would leave us with 2115-1006 = 1109 to pay for Wulfram's stuff.

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