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

Game Master DM Brainiac

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"Thank ye!" Voldan says as the rocks move off him. As feared, his foot is swollen and bruised from a bad fracture.

As you turn back to the tunnel, the ground rumbles ominously. The passage Rogar created collapses before your eyes, the rocks blocking the way out completely. They resist the kineticist's efforts to move them again, as if some malign force were pushing back against his powers.

"Argh, it's the damn haunts again!" Voldan wails. "This place be cursed!"

"We'll have to take the long way out," Meslin says, looking at the passage north nervously. "That's where the creature that attacked me was. It may still be lurking about!"


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 inspected the dwarf's foot, and healed him. "I'm Wulfram. We've come from Fort Trevalay, which we liberated from the Ironfang Legion."

Healing Hex, Frontier Healer (dwarf): 2d8 + 8 + 4 ⇒ (6, 6) + 8 + 4 = 24

He turned to Meslin. "Are you injured?"

Wulfram will use his Healing Hex on Meslin, if he needs it.

"Looks like the long way, then. Can you tell us anything about the creature?"

Once everyone was ready to go, Wulram moved along the northern passageway, the light spell on his spear illuminating the dark tunnel.


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

Seeing that they'll be unlikely to make extra trips, Rogar extracts as much gold and quartz as he can from the ore in the cart, "Well, don' worry- we can protect ye." he assures them.


Healing Hex: 2d8 + 8 + 4 ⇒ (6, 7) + 8 + 4 = 25

Meslin has several bruises from his encounter with the creature, which Wulfram heals with his hex. "It was dark and I didn't get a good look at it. But it was if the very rock itself animated and attacked me!"

Rogar uses his geokinetic powers to separate the quartz and gold from the stone. There's quite a treasure trove here, though it is bulky and heavy. He's able to condense the valuable so they fit into one mine cart instead of three. You also find a magical candle on a table nearby.

The loaded cart weighs 650 pounds and requires a minimum Strength score of 12 to push. Pushing the cart takes a full-round action, though you can stop to take other actions at any time and the cart will simply stop moving. All told, there is 7,300 gp worth of valuables here.

Wulfram leads the way to the northern tunnel. This fissure winds through the stone, large enough for an adult human to pass through. Bone fragments litter the ground and a pungent stench fills the air.


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 Gentle Breeze spell spared him the stench in the tunnel. He continued to advance, expecting trouble at any moment.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Wulfram can push the cart if needed (I think Eustoma can push it as well!). Others can scout ahead if desired.


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 take her turn pushing the cart. It's a funny sight seeing a cart apparently move on it's own.

"How many others were down here with you with the hobgoblins? It would be nice to now about how many people we are looking for. Can you tell me about the haunts?"


"About two dozen of us survived the hobgoblins' initial attack," Meslin says. "But I don't know if anybody else made it after the mine collapsed. We've been stuck here for days but you're the first to respond to our efforts to get help. I hope my husband is okay. I've been worried sick about him!"

"This place be haunted for sure!" Voldan says. "It collapsed the first time a decade ago. When we tried to reopen it, the same thing happened again. And now the gobbos made us open it a third time, and the same bloody thing happened again!"

Though Wulfram's senses are sharp, he doesn't spot the danger in the tunnel until it's too late. Without warning, a jet of caustic sulphuric acid and natural gas erupts from the wall, spraying him and scouring his flesh!

Acid Damage: 8d6 ⇒ (4, 1, 4, 3, 6, 3, 6, 3) = 30

As the jet fades away, a small creature rises up from the ground ahead. Grasping arms emerge from a tangled cluster of stone and timber. A rocky skull hovers above the clanging mess. It gestures at Wulfram's spear, trying to rip it out of his hands with telekinesis, but the shaman maintains his grip on it.

Telekinesis Disarm: 1d20 + 12 ⇒ (9) + 12 = 21

Inititative:
Eustoma: 1d20 + 4 ⇒ (3) + 4 = 7
Karla: 1d20 + 6 ⇒ (6) + 6 = 12
Rogar: 1d20 + 4 ⇒ (15) + 4 = 19
Wulfram: 1d20 + 5 ⇒ (1) + 5 = 6
Geist: 1d20 + 7 ⇒ (3) + 7 = 10

30 acid damage to Wulfram (Reflex DC 18 for half). He gets a +2 bonus on the save due to gentle breeze.

Karla and Rogar can act before the creature goes again. It's about 30 feet away

Knowledge (religion) DC 22:
This is a rare form of undead called a quarrygeist, created when a creature dies in a natural disaster like an earthquake or avalanche. They are resilient to physical damage and have the unique ability to reset the natural calamaties that claimed their lives, eager for others to suffer their same fate.


Karla curses and shouts in despair as Wulfram is, yet again, cut down by a creature intent on destruction. The world was a dangerous place, and she was glad to face it with such fantastic companions.

Going through her options, she realizes she has but few, so she chooses the obvious but obnoxious, and a shower of gold sparkles down where the creature stands.

Glitterdust, DC 17

Then she points and Nik'o charges, growling.


Bite and Trip, with Charge and GMF: 1d20 + 12 - 2 + 2 + 2 ⇒ (2) + 12 - 2 + 2 + 2 = 161d8 + 4 + 4 + 2 ⇒ (8) + 4 + 4 + 2 = 181d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26


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, firmly in his element (both figuratively and literally) draws a veritable storm of metal dust out of every crack and corner of the tunnel, sending it at the undead in a sort of reverse explosion.
Empowered Metal Blast: 1d20 + 14 ⇒ (10) + 14 = 248d6 + 21 + 15 ⇒ (2, 1, 6, 6, 5, 1, 5, 5) + 21 + 15 = 67


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

Reflex, Gentle Breeze: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Wulfram pulled back, avoiding the brunt of the caustic fumes. He fought for control of his spear, as an unknown force tried to pull it from his grasp.

Knowledge Religion: 1d20 + 4 ⇒ (17) + 4 = 21

He had heard stories about such a creature, but couldn't recall any details. He moved forward and tried stabbing the skull with his spear.

Longspear, Greater Magic Weapon, power attack: 1d20 + 13 + 1 - 2 ⇒ (8) + 13 + 1 - 2 = 20 Not sure if Bless has run out.
Damage, Greater Magic Weapon, weapon specialization, power attack: 1d8 + 9 + 2 + 6 ⇒ (7) + 9 + 2 + 6 = 24


Will: 1d20 + 10 ⇒ (2) + 10 = 12

The strange creature shrieks as Karla coats it with glitterdust, blinding it. Nik'o rushes in to snap at the flat-footed creature, tearing a chunk of stone out of its body.

Rogar gathers power and pummels the creature with a barrage of stone, badly battering it.

The geist swings its fists blindly at Nik'o, but doesn't hit the nimble cat.

Slams: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (15) + 9 = 24

Wulfram moves forward and stabs the skull with his spear, splitting it in two. The broken pieces of the thing's body collapse back to the ground, lying still.

"Are you alright?" Meslin cries. "That's the thing that attacked me!"


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

Looks like I acted out of turn — sorry about that!

"I'm OK," Wulfram replied. "Just some minor chemical burns." He cast a healing spell on himself.

Cure Light Wounds, Frontier Healer: 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15

He looked around the area. "Do you know if there are any others trapped or hiding in the mines?"

Perception: 1d20 + 13 ⇒ (2) + 13 = 15


No problem, Wulfram.

"I think it's just us," Voldan says. "But keep yer eyes open in case anybody else made it with all these ghosties around!"

Ahead, the tunnel opens up. This wide, natural cavern is eighty feet across and nearly as tall. A wooden bridge spans the forty-foot drop to the stone floor below. Across the bridge, another mine tunnel opens to the northwest.


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 me take a quick look. I'm wearing the acid resistance ring." Eustoma moves forward this time to examine the bridge.

Perception: 1d20 + 16 ⇒ (19) + 16 = 35


Eustoma inspects the bridge, quickly determining that it is rigged to collapse if too much weight is put upon it.

You can shore up the bridge with a Disable Device check. Other creative solutions might allow you to cross the gap, or you could always try to climb down and then climb back up the other side.


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, looking at the bridge, shakes his head, "Ah think tha' we coul do a better job wi' this." and spends a few minutes creating a stone bridge from the surrounding stone, pushing out and arching the earth in a way that would be both stable and last a good while.

Knowledge (engineering): 1d20 + 4 ⇒ (1) + 4 = 5
Profession (stonemason): 1d20 + 12 ⇒ (10) + 12 = 22


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 moved up and surveyed the situation. "We could climb down to the bottom, and then have Rogar climb up and secure a rope, for the ascent up the other side of the chasm. I have 50 ft of rope and a climber's kit. Eustoma, you could use the same trick as you did at Fort Trevalay to enable Sia to climb down and back up, right?"

Eustoma used Aspect of the Monkey on Sia, I think.

Edit: Ninja'd by Rogar's bridge.


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 do that. If Rogar's bridge building skills don't work. I'll give that a try."


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 also make an elevator of sorts if the bridge doesn't work.


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

Pele looked at the wooden bridge. *You're all too big and fat! I wouldn't have a problem going across!*


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 just rolled his eyes at Pele's ridiculous comment.


Rogar carefully crafts a stone bridge across the chasm, his stonemason skills ensuring that it is sound enough to support your weight. You carefully cross and continue down the next tunnel.

The passage turns south and starts heading back towards the mine entrance.

Rogar Perception: 1d20 + 13 ⇒ (14) + 13 = 27

With his stonecunning, Rogar notices the ceiling ahead is unstable. It is rigged to collapse when somebody passes underneath it.


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

Stopping his companions before they get too close, Rogar points out the weak ceiling, and raises a stone column as a support from the ground to keep it from collapsing.

Knowledge (engineering): 1d20 + 4 ⇒ (2) + 4 = 6
Profession (stonemason): 1d20 + 12 ⇒ (8) + 12 = 20

Well, at least I'm getting all my bad rolls out of the way before combat.
Also, I love Shift Earth. I mean, it helps that underground is basically the ultimate place for a geokineticist, but still.


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 stopped while Rogar shored up the ceiling. He said a prayer and then walked forward nervously, hoping that the Dwarf's measures would work.

Casting Guidance on himself.


Initiative:
Eustoma: 1d20 + 4 ⇒ (7) + 4 = 11
Karla: 1d20 + 6 ⇒ (2) + 6 = 8
Rogar: 1d20 + 4 ⇒ (6) + 4 = 10
Wulfram: 1d20 + 5 ⇒ (1) + 5 = 6
Geists: 1d20 + 7 ⇒ (10) + 7 = 17

Rogar shores up the ceiling enough to prevent collapse. You emerge from the tunnel back into the mine's entry chamber, but two more of the strange undead rise up to block th exit!

They gesture to the ground beneath your feet, which suddenly drops away into deep pits!

Rogar, Wulfram and Sia must make DC 15 Reflex saves or fall 40 feet into the pits, taking 4d6 damage. This functions as the spell create pit. Everybody can act now.


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

Reflex, Guidance: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24

Wulfram jumped back just in time. He cast a spell and moved towards the evil creatures.

Casting Divine Power. Stopping 10ft away from one of the undead.


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

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17
Rogar easily dodges the pit as it opens, and sends shards of metal flying at the closest ghost.

Empowered Metal Blast: 1d20 + 14 ⇒ (13) + 14 = 278d6 + 21 + 15 ⇒ (3, 5, 6, 3, 2, 6, 2, 4) + 21 + 15 = 67


Karla was about to mention that Rogar could use his skills down under the fort to truly turn the place into an amazing complex, but the undead got the drop on them and cut her thoughts short.

She drops her weight, bending her knees, and fisting with both arms towards the floor, and a deep pit opens under the undeads.

"Nik'o stay!" she urges, as the ground opens up everywhere around them.

Casting Spiked Pit, Reflex DC 18 or drop 40 feet plus the spikes: Drop+Spikes: 6d6 ⇒ (1, 6, 5, 5, 6, 5) = 28


Ok, they're flying, so change of plan!

At the last moment, Karla notices the creatures are flying, so she changes her casting swiftly, raising her arms and pulling from the cavern walls. Thick strands of webbing spring out of the wall, moving in concert with Karla's arms.

Cast Web, Reflex, DC 17


Sia Reflex: 1d20 + 10 ⇒ (10) + 10 = 20
Eustoma Attacks: 1d20 + 11 ⇒ (15) + 11 = 261d20 + 11 ⇒ (5) + 11 = 161d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 6 ⇒ (4) + 6 = 101d6 + 6 ⇒ (3) + 6 = 9
Sia Bite: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 10 ⇒ (2) + 10 = 12

Eustoma fires off a trio of shots, two of them finding their mark in one of the geists' stony bodies. Sia leaps over the sudden pit and rushes up to bite at the same undead creature.

Rogar hurls a metal blast at the wounded geist, blowing it to shrapnel with the force of the impact!

Geist Reflex: 1d20 + 8 ⇒ (20) + 8 = 28

Karla tries to trap the remaining geist in a web, but it swiftly darts forward to avoid getting caught.

Wulfram blesses himself with divine power and moves up next to Sia.

The geist howls as it tries to attack Sia. It lands a lucky blow that doesn't seem to hurt the wolf much!

Slams: 1d20 + 9 ⇒ (20) + 9 = 291d20 + 9 ⇒ (7) + 9 = 16
Crit Cofirm?: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

3 damage to Sia.


Nik'o, as Sia gets attacked, ignores Karla and darts forward at the geist.

Bite and Trip with GMF: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 281d8 + 4 + 4 + 2 ⇒ (6) + 4 + 4 + 2 = 161d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29


Karla pauses and waits to see what the others will do.


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

Embued with divine power, Wulfram roared and rapidly thrust his spear at the remaining undead horror.

Longspear, Greater Magic Weapon, Divine Power, power attack: 1d20 + 13 + 1 + 2 - 2 ⇒ (12) + 13 + 1 + 2 - 2 = 26
Damage, Greater Magic Weapon, Divine Power, weapon specialization, power attack: 1d8 + 9 + 2 + 2 + 6 ⇒ (7) + 9 + 2 + 2 + 6 = 26

Longspear, Greater Magic Weapon, Divine Power, power attack (iterative): 1d20 + 8 + 1 + 2 - 2 ⇒ (11) + 8 + 1 + 2 - 2 = 20
Damage, Greater Magic Weapon, Divine Power, weapon specialization, power attack: 1d8 + 9 + 2 + 2 + 6 ⇒ (6) + 9 + 2 + 2 + 6 = 25

Longspear, Greater Magic Weapon, Divine Power, power attack(extra attack): 1d20 + 13 + 1 + 2 - 2 ⇒ (14) + 13 + 1 + 2 - 2 = 28
Damage, Greater Magic Weapon, Divine Power, weapon specialization, power attack: 1d8 + 9 + 2 + 2 + 6 ⇒ (8) + 9 + 2 + 2 + 6 = 27

+1 to hit on all attacks if Bless hasn't run out. Taking a 5 ft step as necessary.


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

For good measure, Rogar also unleashes a torrent of metal against the undead.
Empowered Metal Blast: 1d20 + 14 ⇒ (16) + 14 = 308d6 + 21 + 17 ⇒ (5, 4, 1, 5, 6, 4, 6, 4) + 21 + 17 = 73


Rogar's metal torrent tears into the quarrygeist, leaving it badly wounded. Wulfram strikes true with three powerful spear thrusts, tearing the creature's body to shreds!

There don't seem to be any more geists to contend with. Before you leave the mine, you can search the mine manager's office to the north. It contains simple maps of the mines, as well as logs of various miners' shifts and daily output. Ironfang soldiers looted the pay box but ignored a box marked "emergency supplies," which contains five potions of cure moderate wounds, five bandages of rapid recovery, and a chime of opening (8 charges remaining).

"Thanks for getting us out of there," Meslin sighs as you exit into the daylight.

"Aye, we gotta find the rest o' our friends, though!" Voldan says.


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're glad to be able to help," Wulfram replied. It was good to be back above ground, and to be able to see the sky.

"We're new to this area. Do you have any ideas about other places your friends might have taken refuge? We did meet four dwarves in Fangwood forest who had fled from here."


"Dwarves! Was me sister Solba among 'em? I hope she made it out o' here in one piece!' Voldan exclaims.

"There are just a few hamlets scattered throughout the hills," Meslin says. "If they didn't go towards the Fangwood, they might have tried to make it to Longshadow. It's the only town of any size here."


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 told Voldran the happy news. "Yes, we rescued Solba and three men dwarven men from an evil creature; it was controlling them through an enchantment! They're on their way to Fort Trevalay, which is back under the control of the Chernasardo Rangers."

Presumably, we know the names of the other three dwarves, and can pass that information along.

"We're headed to Longshadow; hopefully it's still holding out. We might check on Redburrow on our way."


There's also the hobgoblin camp 8 miles southwest of here.

"Excellent! I'll head to this fort so I can reunite with me sister!" Voldan says.

"I'll stay with you, if you'll have me," Meslin says. "I need to make sure my husband is okay."


As they move on, Karla reflects: "This is wonderful! Not only are we freeing and helping those with nothing left but sorrow, but we're also increasing our own numbers. Perhaps we can mount a true force and face the Legion? Well, let's find more refugees!"


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

"The journal we found makes it sound like there are likely slaves being held at the ridgeline camp; I say we go there and free them!", Wulfram suggested.


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 uses her CLW wand on Sia. "Yes let's clear out the camp. The less the enemies are comfortable here the better I say. At the very least it will be an annoyance to them."

She waves the survivors in the direction of the Fort.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


You head southwest from Radya's Hollow, stopping after several miles to camp for the night again. This time, you are able to rest without incident. In the morning, you continue traveling, and only an hour or so later, the ridgeline camp comes into view.

Two tall towers flank a collection of drab tents along the uppermost ridge of this steep hill. Red banners flutter in the prairie winds, and the smell of animals and rotting meat tinges the air. You can see a single hobgoblin sentry keeping watch atop each 30-foot-high tower.


Karla looks to her companions: "Should we settle in and watch the camp for a few hours? Or perhaps we could move around the camp to find other ways in?"


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 rose in the morning and ate a breakfast of dried provisions; he didn't make a fire, as that might give away their presence.

Spells Memorized and Wandering Spirit/Hex:
Orisons: Create Water, Detect Magic, Guidance, Stabilize
1st lvl: Bless x2, Cure Light Wounds, Liberating Command, open slot
2nd lvl: Barkskin x3, open slot
3rd lvl: Magic Circle against Evil, Stinking Cloud, open slot
4th lvl: Divine Power, Greater Magic Weapon
Wandering Spirit: Battle
Wandering Hex: Battle Master (one extra AoO, weapon specialization longspear)

After breaking camp, a short hike brought the enemy camp into view. "Let me meditate for a few minutes to make my final preparations," he said to the others. "Eustoma and Rogar could do some scouting while I do that, but don't alert them before I'm ready."

Wulfram will fill his open spell slots with another Cure Light Wounds, Silence, Fly.

Edit: Actually, I have one more 3rd lvl slot available.


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 slips out and tries to see what she can without getting close enough to be noticed.

Stealth: 1d2 + 12 ⇒ (2) + 12 = 14
Perception: 1d20 + 16 ⇒ (4) + 16 = 20


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 slips in, creating cover from the earth when needed, trying to get the lay of the land.

Stealth: 1d20 + 15 ⇒ (20) + 15 = 35
Perception: 1d20 + 13 ⇒ (20) + 13 = 33

...
I think my bad rolls are gone again.


I'll assume Eustoma concedes the scouting to Rogar when she sees him moving much more stealthily.

Rogar is like an earthen shadow, creating rock cover and clambering silently along the walls of the cliffside as he sneaks in to scout the camp. Atop each tower is a hobgoblin wearing a breastplate and holding a composite longbow, as well as a large owl--likely the sentries' animal companions.

The core of the camp consists of a semicircle of hide tents, as well as a mess tent and command post. Nearly two dozen hobgoblin soldiers mill about, but it doesn't look like they're expecting a fight. A dire wolf with chain shirt barding and a saddle lies down next to the command tent, and Rogar can spot the apparent commander within--a hobgoblin in a fine breastplate and animal hides, with a shield and flaming flail. A female gnome is chained to the table, attending to the commander's whims.

Slightly removed from the camp, a line of 10 iron gibbet cages dangle from wooden posts along an abrupt cliff, which drops 80 feet to the ground below. Seven contain prisoners—six miserable-looking humans and one naked hobgoblin.


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

Update spell memorization list: Wulfram will fill his open slots with Cure Light Wounds, Silence, Fly, Sleet Storm.

When Eustoma and Rogar returned from their scouting mission, Wulfram asked them, "Does it look like we could make our way close to the top of the ridge without being seen, if we're far enough away? Once they see us, we'll need to close as quickly as possible."

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