DM Brainiac's Ironfang Invasion: Table 1
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DM Brainiac
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Rogar sneaks ahead to scout out the southwest passage. He doesn't get more than halfway down it, though, before he triggers a trap! A spear shoots out from a hidden recess, stabbing him, though the wound is light. At the same time, a gong sounds in the next room!
Rogar Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Attack: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
The tunnel descends into an irregularly shaped chamber with many alcoves and nooks along the uneven walls. Directly opposite the tunnel mouth, a carving on the wall shows a creature hatching from an enormous egg. A low fire flickers in a wide, shallow pit about halfway between the tunnel and the carving. Large stones are piled around the edge of the firepit, their sides blackened. More stones sit within the nooks around the perimeter of the cavern, near piles of dried grasses and animal pelts.
A single trog is here, along with a hulking monitor lizard. They both move to attack!
Wulram and Eustoma go before the enemies. Map updated shortly.
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 reacted quickly when the gong sounded. He moved into the chamber at the end of the passageway and positioned himself to cover his allies' advance.
Double move to 15 ft away from the closest enemy.
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 moves into the room bow at the ready. She fires an arrow at the trog.
Longbow: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Sorry, was posting quickly yesterday. Rogar took 3 damage from the spear after his DR. Sia also went before the enemies, so I had her move up and guard Wulfram to let the enemies come to you.
Wulfram moves into the next chamber, spear at the ready to defend his allies. Eustoma commands Sia to move up to the shaman and guard him before shooting the troglodyte with an arrow.
The monitor lizard trundles up to Wulfram, ropes of drool hanging from its toothy maw. The smith stabs at it, but its scales turn aside his spear's point. It bites Wulfram, teeth sinking deep into his side, and it grabs a tight hold of him, refusing to let go!
Bite: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Grab: 1d20 + 9 ⇒ (9) + 9 = 18
Sia growls and bites the lizard back, injuring it but failing to trip the sturdy reptile.
Bite: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 4 ⇒ (15) + 4 = 19
7 damage to Wulfram. He is being grappled by the lizard. Everybody can post their actions for the round. I'll post the trog's actions in the next round summary--I don't think anything it would do would really change tactics for anybody. :)
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
"Argh! Let go of me, you filthy beast!", Wulfram cried, as the reptile held him in it's jaws. He dropped his spear, which was useless in these tight quarters, and drew his mace. He clubbed at the lizard, trying to persuade it to release him.
Heavy Mace, grappled: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Damage, one-handed: 1d8 + 4 ⇒ (4) + 4 = 8
If Wulfram can't draw his mace, he will use his Touch of Flame spirit power instead (melee touch, 1d6+1 fire damage).
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, internet troubles. Posting might be randomly delayed .
Rogar kicks a boulder into the air and, after stepping forward, with a second kick that shows off a surprising amount of agility, launches it at the troglodyte.
Kinetic Blast, PBS: 1d20 + 5 ⇒ (17) + 5 = 222d6 + 10 ⇒ (3, 3) + 10 = 16
Pushing Infusion: 1d20 + 9 ⇒ (14) + 9 = 23
Rogar steps up and kicks a massive boulder at the troglodyte, crushing it to the ground with a powerful blast.
Karla and Nik'o move in, the sorceress drawing her crossbow and squeezing off a shot. It's an almost impossible shot, but fate smiles upon her as the bolt hits its mark, sinking into the lizard's side!
Crossbow, Cover and Into Melee: 1d20 - 4 ⇒ (20) - 4 = 16
Crit Confirm?: 1d20 - 4 ⇒ (2) - 4 = -2
Damage: 1d8 ⇒ 5
Wulfram grabs his mace off of his belt and bashes the lizard over the head with it. It groans and slumps to the ground, bleeding out.
The trog has a club and two stench-gas bladders. Searching the room uncovers dozens of semiprecious stones worth a total of 250 gp, six magic crossbow bolts, a masterwork longspear, a suit of masterwork hide armor, and a set of masterwork stonemasonry tools.
After a minute passes, Wulfram will have to make a DC Fortitude save or take 1d2 Dex damage from the lizard's poisonous bite.
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
"Disgusting!", Wulfram said, wiping the drool from his wound.
If Wulfram knows that the lizard's bite is poisonous, he will attempt to counteract the poison with a +7 Heal check (+4 to saving throw if successful).
Knowledge Nature: 1d20 + 7 ⇒ (18) + 7 = 25 To see if Wulfram knows that the lizard's bite is poisonous.
Heal: 1d20 + 7 ⇒ (6) + 7 = 13 If his Knowledge Nature check was successful.
He cast a spell to heal his wounds.
Cure Light Wounds, Frontier Healer: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
"This is a fine spear!", Wulfram exclaimed, examining the weapon they found in the cave. After exchanged his previous spear for the new one, he examined the magic crossbow bolts to determine their properties, but learned no new information.
Spellcraft (crossbow bolts): 1d20 + 4 ⇒ (6) + 4 = 10
Wulfram knows the bite is poisonous, but his Heal check isn't high enough to get the bonus to the save. It's a slow-acting paralytic, so if he fails the first save, he won't have to make another save for an hour. One save cures the affliction.
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
Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Dex Damage: 1d2 ⇒ 1
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
Spellcraft Bolts: 1d20 + 6 ⇒ (14) + 6 = 20
Eustoma studies the bolts to see what properties they have. "If the caves don't go on forever in to the darkness, this is looking like a good place to stay for a while. Shall we see what's in the next room?"
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
"Yes, let's check out the area to the north," Wulfram replied.
The most direct route would take us to the western cave by the water.
Oops! Didn't realize the DC for the poison got cut off of my previous post. It's DC 14, which means Wulfram makes the save and takes no Dex damage.
Rogar Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
Rogar Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Rogar sneaks ahead of the group to scout the northwest cavern. A dark, rippling pool covers much of this sloping cavern. Water drips from stalactites above and tumbles from fissures in the rock wall. An underwater garden of colorful algae and white fish fills the pool.
The dwarf notices two insectile creatures clinging to the ceiling above the pool. These man-sized, crablike monstrosities have enormous pincers, and they wave their antennae lazily. They don't seem to have noticed the dwarf yet, leaving him free to return to report to the others.
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 returns to the group, "There's a couple o' crab... things above tha pool. Ah don' know wha' they are, bu' they seem dangerous. Wha do ye say?"
To avoid delaying the action...
When they decide to attack, Rogar overexerts himself slightly, trying to knock his target off the ceiling.
If there's a surprise round, accepting 1 point of burn for Pushing. If not, Gathering Power as usual.
Kinetic Blast, PBS: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 10 ⇒ (3, 5) + 10 = 18
Pushing Infusion: 1d20 + 9 ⇒ (1) + 9 = 10
Confirm Critical(!): 1d20 + 6 ⇒ (15) + 6 = 212d6 + 10 ⇒ (5, 4) + 10 = 19
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 should worry about the troglodytes first," Wulfram replied. "If the crab things aren't intelligent, they might not pose an immediate threat."
Wulfram's getting low on resources, so he wants to prioritize eliminating the troglodytes.
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
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Know Nature: 1d20 + 6 ⇒ (4) + 6 = 10
Eustoma moves up stealthily up, but cannot identify the creatures. She moves back to the group. "I can't identify them. Let's finish looking in the other room before we come back." She moves forward carefully.
Rogar, you can use those die rolls for when the group decides to attack.
The stench of death and old blood overwhelms the smell of troglodyte in this chamber. The floor slopes down to the north wall where a narrow underground stream flows past. The sound of running water echoes off the low ceiling, and a burning torch near the stream sends rippling light patterns dancing off the wall. Racks against the walls hold the carcasses of forest creatures, some still draining their life's blood on the ground, others mere skins left to dry.
There don't seem to be any living creatures in the room, though.
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 looks around the room. She carefully makes her way to the water to check it see if it looks clear and fresh.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
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, it seems that we've cleared this area of Trogs," Wulfram said. "Unless there's one hiding up here somewhere, the only place there could be more is down the tunnel with the living stalactites. Hopefully those creatures won't be hostile, but if they are, we'll have to eliminate them."
As Eustoma approaches the water, it suddenly surges as a monitor lizard bursts out of hiding! Its teeth tear into the hunter as it grabs her in its jaws!
Bite with Surprise: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Grab: 1d20 + 9 ⇒ (9) + 9 = 18
Before anybody can react, the lizard thrashes and chomps down on Eustoma some more, grievously wounding her.
Maintain Grapple: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
As the others rush to her aid, Rogar blasts the lizard with shards of rock that pierce deep into its body, rupturing its organs. The beast groans and releases Eustoma as it crumples to the ground.
Used Rogar's crit roll to end the fight quickly. But not before the lizard deals 17 damage to Eustoma. Yikes! It had rolled a natural 20 on its Stealth check for a total of 30.
Eustoma will have to make a DC 14 Fortitude save after a minute passes or take 1d2 Dex damage.
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, are you OK?", Wulfram asked. "Let me have a look at that wound." Knowing that these lizards have a poisonous bite, he treated the injury to minimize the effect of the poison.
Heal (treat poison): 1d20 + 7 ⇒ (3) + 7 = 10 Not enough to give her the saving throw bonus.
Healing Hex, Frontier Healer (Eustoma): 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Wulfram has used up his cure spell (he only memorized one), so potions and Eustoma's wand is all that's left. Only Karla and Niko haven't received a Healing Hex 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
"Ouch that hurt. What was it? All I saw was water surging at me and then teeth." She stands"Thank you for the help. I still feel woozy." She pulls out the wand of Cure Light, and taps herself with it.
Fort: 1d20 + 4 ⇒ (19) + 4 = 23
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
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
Phew. Glad the 20 went to good use.
Rogar peers into the pool, seeing if there's anything of note at the bottom.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
The stream here contains a half-eaten animal carcass that the monitor lizard had been munching on, but nothing else. There might be more stuff in the pool to the west, but you'd have to deal with the big bugs before you could search it.
The meat here is a good food source, though.
10 Provision Points' worth of meat.
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
"Let's go deal with the bugs, and then move on to the stalactite creatures." Rose moves to the room to the west following the creek.
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
How deep is the water? She may want to move around the rock instead.
Rogar Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Perception, 40 ft. Distance: 1d20 - 4 ⇒ (10) - 4 = 6
Eustoma and Rogar slip ahead of the group a bit to stealthily approach the western cavern. The giant insects still cling to the ceiling, remaining unaware of their approach.
Eustoma and Rogar can take a surprise round. Eustoma will have to use another minute of aspect of the bat if she wants to see far enough to target them, though, until the light comes closer.
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 activates her aspect of the Bat, and waits.
Aspect of the Bat activation Swift action.
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 waited, spear in hand, as Eustoma and Rogar moved ahead.
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 tries to close the gap a bit more, trying to get just a few feet closer.
Moving up 10 feet so the closest one is within 30 feet of me before the surprise round starts, if possible.
Once they're in range, Rogar gives a nod to Eustoma, and sends a chunk of the wall flying at the closest bug.
Kinetic Blast, PBS: 1d20 + 6 ⇒ (15) + 6 = 212d6 + 10 ⇒ (6, 5) + 10 = 21
Rogar waits a few moments until the bug inches just a few feet closer. Then he steps out of cover and blasts it with a huge chunk of rock!
Eustoma follows up with an arrow to the thorax, doing just enough damage to finish it off. The crablike monster falls from the ceiling and splashes into the pool below!
Eustoma Attack, PBS: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Everybody but Eustoma can go before the other insect.
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 moves forward to get close enough to the other insect, and a stone from the pool falls upward directly at the bug and hits a stalactite five feet to its left.
Kinetic Blast, PBS: 1d20 + 6 ⇒ (2) + 6 = 82d6 + 10 ⇒ (3, 5) + 10 = 18
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 moved up towards the sounds of battle.
Double move. When there is enough light for him to see the creature (when Karla moves forward with the light):
Knowledge Nature: 1d20 + 7 ⇒ (5) + 7 = 12
Karla moves into the cave, illuminating the area. Though the insect still remains in the shadows, she tries to shoot it with her crossbow. Her bolt finds its mark, though doesn't seem to hurt it much!
Crossbow: 1d20 + 4 ⇒ (11) + 4 = 15
20% Miss Chance: 1d100 ⇒ 98
Damage: 1d8 ⇒ 1
Wulfram hustles into the room, recognizing the creature as a cave fisher. He knows it can shoot sticky strands to pull prey towards it!
Rogar tries to blast the bug, but his attack goes wide.
The cave fisher spits forth filament of sticky silk towards Wulfram, but it narrowly misses the shaman!
Filament (Touch): 1d20 + 3 ⇒ (8) + 3 = 11
Karla will move a little closer next round so that the cave fisher will be fully illuminated.
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 won't be able to use the pool with these vermin here," Wulfram said. He pulled out a wand and shot a ball of flame at the creature.
Wand of Produce Flame (Touch): 1d20 + 3 ⇒ (4) + 3 = 7
Fire Damage: 1d6 + 1 ⇒ (6) + 1 = 7
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 rapidly fires two arrows at the fisher.
Longbow: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 1
Longbow: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 ⇒ 1
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 tries again, this time making a stalactite next to the fisher topple upward, defying gravity for a split second before he loses control of it and it goes tumbling into the water with a splash.
Kinetic Blast, PBS: 1d20 + 6 ⇒ (2) + 6 = 82d6 + 10 ⇒ (2, 6) + 10 = 18
Crossbow: 1d20 + 4 ⇒ (7) + 4 = 11
Crossbow bolts, arrows, fire and earth all fly at the cave fisher, but all of your attacks either fall short or break on the creature's hard carapace.
The insect fires another filament at Wulfram, this time connecting! It tries to yank the smith off of his feet, but he manages to keep his footing for now.
Filament: 1d20 + 3 ⇒ (16) + 3 = 19
Pull: 1d20 + 9 ⇒ (6) + 9 = 15
A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament.
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
"Argh, it's got me!, Wulfram cried. He dropped his spear, drew a dagger, and attempted to cut himself free.
Dagger: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
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 abandons his attempts at controlling gravity, and kicks a stone like a ball towards the fisher, but his lack of athletic practice rears its head.
Kinetic Blast: 1d20 + 6 ⇒ (4) + 6 = 102d6 + 10 ⇒ (2, 6) + 10 = 18
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 stands her ground and fires two more shots at the fisher. "I'm well at least one of those hit."
Longbow: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 ⇒ 3
Longbow: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 5
Crossbow: 1d20 + 4 ⇒ (19) + 4 = 23
Crit Confirm?: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 ⇒ 4
Karla and Eustoma both land good shots, and ichor oozes from the two new holes in the cave fisher's carapace. Rogar's attack misses again, though.
Wulfram draws his dagger and slices off the filament that is stuck to him. No sooner does he do that, though, than the bug strikes him with another sticky strand. This time, it yanks Wulfram off of his feet and drags him towards its claws! His armor protects him from being crushed by them.
Filament: 1d20 + 3 ⇒ (11) + 3 = 14
Drag: 1d20 + 9 ⇒ (15) + 9 = 24
Claw: 1d20 + 5 ⇒ (8) + 5 = 13
Claw: 1d20 + 5 ⇒ (8) + 5 = 13
Wulfram's stuck again and dangling a few feet off the ground.
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 tries a different tactic, drawing in small pebbles from all around him and pulling them into a swirling mass of earth suspended between his hands. He charges forward, getting a clear shot at the creature as the tiny pebbles reshape like flowing water into razor-sharp dagger-like forms, and the dwarf unleashes them in a torrent of stone that slams into the creature with deadly precision.
Kinetic Blast, PBS: 1d20 + 6 ⇒ (19) + 6 = 252d6 + 10 ⇒ (2, 5) + 10 = 17
There you go!
Rogar's change of tactics pay off, tearing into the cave fisher with a barrage of pebbles. It falls from the ceiling along with Wulfram, and both splash into the pool. Fortunately, the water at the edge is shallow enough that the smith doesn't have to worry about drowning.
With the bugs dead, you can now look into the pool. It is full of strange aquatic plants and fish. The remains of three troglodytes lie at the bottom of the ten-foot-deep pool. Barely visible near the reptile folk lies the body of a female halfling.
If somebody swims down, they can recover an iron cover filled with 120 gp, a wand made of steel and decorated with engravings of helms and breastplates, and a magic belt of fine gold links. The Swim DC is 10 so nothing to worry about except getting wet.
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 struggled to free himself from the sticky filament, finally severing it with his knife. Once he was free, he looked down into the pool.
"I'm already wet — might as well swim down and check what's down there," he said. After removing his armor, he dove down to the bottom of the pool; after several dives, an assortment of different items lay in a pile at the side of the pool, along with several bodies.
Swim, taking 10: 10 + 4 = 14
"I wonder who this poor lass is?", he said, looking at the body of the halfling.
Perception (looking for anything that might give a clue to her identity): 1d20 + 7 ⇒ (14) + 7 = 21
After wringing out his clothing, Wulfram examined the various items. Two items in particular caught his interest.
Spellcraft (wand): 1d20 + 4 ⇒ (5) + 4 = 9
Spellcraft (belt): 1d20 + 4 ⇒ (8) + 4 = 12
The wand is a wand of mage armor with 28 charges. Wulfram is unable to identify the belt at this time.
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
Edited my last post to have a look at the body of the halfling.
"Looks like this wand is something you'd like, Karla," Wulfram said, handing it to her.
"Shall we go and have a closer look at the stalactite creatures?" he asked the group.
Just noticed that, which caused your dice rolls to change around. No worries, I'll still give you the wand ID.
The halfling had the wand tucked in her belt, and the waterlogged robes and ruined spell component pouch indicates that she had likely been a wizard. It looks like she's been dead for several weeks, her body partially eaten.
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
Spellcraft Belt: 1d20 + 6 ⇒ (2) + 6 = 8
Eustoma looks at the belt and has no idea either. "Yes let's head down and see what we find. So far this is looking like a good place to set up a more permanent camp."
You return to the bone-filled cavern and approach the passage leading out. When you draw the near the two stalactite creatures, Eutsoma's blight-scar starts to itch. These are definitely aberrant beings.
When you get within 30 feet of them, they detach from the tunnel's ceiling and open like hideous octopi. Their thin, hook-lined tentacles are connected by a fleshy web, and they start clumsily flying towards you!
Wulfram and Sia go before the enemies. Since the ceiling is low, you can still attack them in melee even though they are flying. Will update the map later today.
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
"These things sure don't look friendly!", Wulfram said. He waited until the flying tentacle-things got with 15 ft, then called out to the flame spirits, unleashing a burst of fire.
Moving to the front of the party, if necessary. Readying Burning Hands for when both enemies are in range.
DC 13 Burning Hands: 3d4 ⇒ (4, 3, 1) = 8
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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.
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.
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.
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
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.
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).
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.
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.
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...
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.
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

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.
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.
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.
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.
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.
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.
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.
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
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
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