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

Game Master DM Brainiac

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Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

"I've slain the black dragon Ibzairiak in a single blow, as well as a few nameless drakes in the heat of battle." Rogar responds, allowing a hint of his stony appearance to return, "In battle, I command the earth itself, to great effect."


"Fascinating!" the dwarf says, clearly in awe. The armored woman clears her throat significantly, and he seems to remember his station. "Ahem! Yes, well, I am Karburtin Lightbrand, the royal archivist of Kraggodan and a member of the Sky Citadel's ruling council, the Evenhanded Synod. If you will lead us to your comapnions, we will escort all of you up to the temple of Trudd. You may rest there while I confer with Prince Gorm Greathammer about the purported tidings you bring. He will make the final decision about what to do with you."

Trudd the Mighty is the youngest son of the primary dwarven deity, Torag. Despite his relatively young age, Trudd is the strongest deity in the dwarven pantheon. He is the god of bravery, defense, and strength.


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 nods in thanks, "It's good to meet you, Karburtin. My companions are right down this way." he nods in thanks and heads back downstairs to where the others were waiting.


Rogar leads the contingent of dwarves down to where the rest of you are waiting. Karburtin exchanges words with the giant guardians, who reluctantly step aside to allow you to pass.

As you head up into the Sky Citadel, Karburtin questions you endlessly--at first only about your mission and motives, but soon more generally about the surface world and the customs of humans and halflings.

Eventually, you emerge into a series of vast halls filled with the sounds of weapons clashing and armor deflecting assaults. Statues of the deity Trudd stand throughout this stronghold, and the servants of the Mighty honor their deity by constantly engaging in defensive drills, preparing for any future assaults upon the citadel.

The dwarves escort you to a large temple in the center of this district, providing you with comfortable if spartan quarters to rest in. Karburtin departs to confer with Prince Gorm, leaving you under the watchful eye of his stoic armored companion and her brown-and-gray clad wardens.


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

On his way into the Sky Citadel, Wulfram told Karburtin about the attack on Phaendar, the Ironfang Legion, and their lightning attacks. He told the woman, "They are using an artifact called the Stone Road to transport their armies rapidly over great distances. We captured notes that indicate some sort of connection between Kraggodan and the Stone Road. We also believe that an agent of the Ironfang legion penetrated this Sky CItadel some years ago, for purposes unknown."

Diplomacy, taking 10: 10 + 17 = 27


Karla accompanies the group, but says little, too busy taking the sight in. She is not sure about the inhabitants, though, as they seem too focus on toil and leave little room for leisure.

Their halls though, she finds magnificent!


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 marvels at the Sky Citadel, having heard stories but never having actually seen true Dwarven architecture in person. While he senses that their escort might not appreciate him exploring immediately, he makes note of several places he wants to visit later- and hopes that they get to stay long enough for him to explore Kraggodon in depth, and hopefully even get to use his abilities to help out in some way.


After a few hours, Karburtin returns. "Alright. You have been given ambassadors' quarters in the Greathammer Bastion in the city's center for the time being. Prince Gorm has appointed...me...to serve as your escort, see to your needs, and apprise you of the local political situation." The archivist seems to have accepted this role only reluctantly. "You are permitted to move freely throughout the city's public areas so long I or a guard from the temple accompanies you, and in 3 days the Evenhanded Synod will convene to hear your case."


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 replied in dwarven,

Dwarven:
"That sounds good. I look forward to meeting Prince Gorm when he is ready to meet with us. In the meantime, I would very much like to see the city, and learn about the local politics."
He would have preferred to meet the Prince right away, but had a sense that it would be best to let the locals set the pace, as long as it didn't take too long.

He hoisted his pack, ready to follow Karburtin.


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 in awe of the city, but still nervous at not being under the sky. She'll answer all of the questions put to her about halfing culture with quiet answers. As she looks about especially up as if she expcetes the ceiling to fall on her at any moment, Sia has to guide her on the path with a push of her head.


"Three days!!! Rogar, you have to explain! Three days! Think of what the Legion can do in three days! What they can destroy!! We can't wait three days! Tell her!!!" says Karla, waving her arms wildly and pacing back and forth, with Nik'o staying low to the ground to avoid trouble.

Diplomacy (of sorts): 1d20 + 20 ⇒ (11) + 20 = 31


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

"We've been at Longshadow fer weeks, Karla." he notes, with a quizzical expression, "A few more days aren't going ta do tha' much more. Besides, we're here ta learn about tha Onyx Key and see wha' tha Leigon wanted here, na ta recruit an army. Are ye okay?" he asks.


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

Wulram chimed in, "I think we have to be patient; the locals are doubtless consumed with their siege by the Molthune forces. Let's use the time constructively, and find out what the situation is here. We might need to offer our assistance, but I'd like to know what we're getting involved with first."


"Allow me to enlighten you," Karburtin says as he leads you through the halls of Kraggodan. "Our recent troubles began about two years ago when an incursion of horrid Darklands aberrations occurred in our lower halls. Once we repelled the invaders, we discovered that somebody had broken into the Reliquary of Ascension, our most sacred historical repository, and left the way open for the monsters to follow them. While we have yet to perform a full catalog of the damage, we know for certain that they stole the Onyx Key, an artifact of incredible cultural significance to our people, though its existence is known only to a handful of scholars and politicians anymore. We discovered evidence indicating that Molthuni forces were behind the heinous crime.

"The audacity of such an attack prompted our diplomats to demand an explanation. The Molthuni government escalated matters by imprisoning the diplomats, leading to an ill-fated sortie by a punitive army from Kraggodan. Unable to retrieve our diplomats, we returned to our mountain fortress with the Molthuni army at our backs. Since then, Molthuni forces have besieged Kraggodan, and a sizable army remains camped in Nirmathi territory in the eastern foothills at the base of the Mindspin Mountains."

Karburtin sighs. "Alas, there's no easy solution to the problem, short of Molthune growing bored and leaving. Our defenses are too strong for them to penetrate, but we've been unable to journey out of the Sky Citadel with their army surrounding us.

"You mentioned earlier that you believe an army of hobgoblins was involved in the theft?" The archivist scoffs. "I highly doubt that. Even if they were involved, they were likely mere flunkies for Molthune's machinations."


Karla tries to calm down, but Rogar's words did not help much. She breathes heavily a few times and says: "Right. Now I'm even more confused. You don't have the key? That naga was after it, so that's what she meant, but the Legion wasn't after the key, right? Only that nasty naga... Anyway, do we need that key?


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 think it's confusing because we're essentially on an information-gathering mission. My basic understanding of the situation is that the Legion (or their allies at least) were after the Onyx Key- whatever that is- and stole it from Kraggodan. We are now trying to both figure out what the Onyx Key is and why the Legion wanted it (probably linked), and then try to find evidence that hints at what the Legion is doing next. Guessing at the scope of the adventure from a meta level, we're probably going to investigate the vaults from the break-in, find evidence showing it was Ironfang responsible, not Molthune, and figure out what our next plot hook is.

"If ah were to guess, Karla, is tha' the Naga is an ally of tha hobs, an' was after tha Key, bu' then stole it an' framed Molthune. I' would help if we knew wha' they key could do, tha's for sure 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

"I'm really not trying to be rude, but are you positive Molthune stole the Key? I've had run-ins with aberrations, and they aren't something that a human centric country would use. It is something that Hobgoblins would do. We've had a lot of experience with Hobgoblins, and might even be experts at this point."


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 Karburtin, "We believe that the naga Zanathura lead the Ironfang Legion general Azaersi to Kraggodan a few years ago in search of the Onyx Key. It seems likely that Azaersi organized the raid from the Darklands, with the goal of stealing the Key!"

"On our trek through the Darklands, we encountered and slew Zanathura. Her journal, which we have with us, mentions her desire for the Onyx Key."


"We don't believe the aberrations were allied with Molthune," Karburtin says. "Rather, the humans left the passage to the vaults open after their theft, and those furry monsters simply took advantage of the opportunity to invade our halls."

When Wulfram mentions the journal, the archivist scratches at his beard. "Hrmm. You may present the journal as evidence when you recount your story to the Evenhanded Synod. They'll decide whether or not any of this is worth following up on."

After traversing several streets lined with residences and businesses, you reach Greathammer Bastion. The outer walls of the fortress are covered in great adamantine sheets embossed with the clan emblem—the eponymous greathammer. Karburtin leads you to a large suite within the fortress, sumptuously appointed with comfortable beds and furniture. "Here we are. These will be your quarters for the next three days. Make yourselves comfortable, and let me know if you want to head out into the city. We have plenty of markets and smiths if you've got coin to spend or goods to trade."


Karla looks at the room and grows melancholic: "I miss windows... I miss the sky!"

After a while, her mood picks up: "Right. I need a saddle for Nik'o. She's big enough to carry me and it would save some flying spells. Three days to kill... That's a lot to shop for saddles... Any ideas?" she asks.


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 marveled at the scale of the construction in the Sky Citadel. The only large settlement he'd seen before was Longshadow, and this was far more magnificent.

"Thank-you," he said when Karbutin showed them their quarters. We took off his pack and laid down his spear. "I need to get washed up. Could I go into the city in a couple of hours? I'd love to have a look around."

I don't know how long we've been travelling, so I don't know how tired we are. Assuming we've had a long day, it might be only a brief foray into the city.

He said to his companions, "We should look into selling the captured equipment. Then I'd like to see what sort of wares are available here."


It's late afternoon by this point, so it will likely be a brief foray before you rest and explore more tomorrow.

When you are ready, Karburtin leads you through the halls of Kraggodan to explore the fabled Sky Citadel. Built both atop and within a peak of the Mindspin Mountains, Kraggodan consists of two major sections: the external Upper Fastness, exposed to the sun and stars, and the Mountain Hold, secure within the mountain's living stone.

The Upper Fastness is equal parts market and military fortress. Large mechanical lifts connect the depths of the Mountain Hold to the Upper Fastness, ceaselessly moving in times of peace and locked in place in times of war. Checkpoints and small forts outside the few bottleneck entryways to the interior caverns are built into the rock of the mountain. These military holdouts stand as bulwarks against invaders, as well as temporary lodgings for the merchants who populate mercantile stalls in times of peace. Both foreign and citadel-born merchants occupy the numerous market stalls lining the ascending walkways of the Upper Fastness. These basic stone stands serve as places of business when the Upper Fastness is secure, but function as choke points to slow invaders should invaders attack.

The Mountain Hold stands in a large, open cavern of iron-rich stone that rises impossibly from a roiling lake of lava hundreds of feet below the city. Both metal and stone are prominent in the architecture of Kraggodan's interior city, with the two materials often interwoven in unique displays that highlight the dwarven acumen for such craftsmanship. Immense bronze braziers hang from the cavern's ceiling on great iron chains, burning with a bright but warm glow. This light reflects off a multitude of grain-sized quartz gems embedded into the stone above, providing the cavern with the same illumination as a distant sun. Even were these braziers to be quenched, the lambent glow of the lava far below the city is enough for those with normal vision to see by, though it provides only dim lighting. The constant illumination is a more a concession to dwarven vanity than it is for outsiders, as the light allows the populace to marvel at the myriad architectural feats of the Mountain Hold without being subjected to the aesthetic limitations of darkvision.

A handful of humans live and work in the Sky Citadel, but the overwhelming majority of its population are dwarves. Common citizens look upon your group with some wonder, but they also keep their distance, while Kraggodan's artisans are eager to show off their wares and learn of the newest styles and innovations, competing for your attentions as you explore the city. Despite the fact that you have arrived in the middle of the Sky Citadel amid a siege, the dwarves of Kraggodan are more curious than anything. They've seen little trade and heard little news from the wider world for years, and visitors—especially non-dwarves—are a new point of interest.

The dwarves of Kraggodan are always eager for trade, and while your ultimate fate within the Sky Citadel has yet to be decided, representatives from the businesses of Runesmith Alley hear of your arrival. These enterprising trade-minded dwarves present themselves to you and offer their crafting services in the form of magical arms and armor, including further enhancements to equipment the you already possess. These traders promise that any purchases made will be honored, even if you are forced to leave the Sky Citadel.

Kraggodan is a large city with a base value of 9,600 gp and a purchase limit of 75,000 gp. You can basically find any items you might be looking for here, especially magical arms and armor.


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 looked at the wonders of dwarven engineering, and sampled some of the local foods, as well as the ale! He tried talking to some of the locals, wondering what limits their chaperone might place on the types of questions that he could ask.

Diplomacy, taking 10: 10 + 17 = 27
Sense Motive, taking 10: 10 + 6 = 16

He's going to wait until tomorrow to do any buying and selling.


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 ventures out into the city, looking for anywhere his skills might be of use. He considers what he might want to buy, made with good Dwarven manufacturing, but doesn't get anything 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

Eustoma asks to go see the sky in the Upper Fastness. "I've missed seeing the sky and feeling the breezes on my face." She looks at the stalls, but waits to purchase anything.

She'll answer any questions put to her about the outside world.

"Sia has good armor. Is there anything else she may need?" she asks the others as the return for the evening.


Karla is taken by the sights, but it is the smell of fresh air and the sight of lofty clouds that steal the show for her. She’ll stay there for two hours at least, just reconnecting, Nik’o lying by her side.

Then she gets up like lightning, energized anew. She spends the rest of her time shopping for a saddle, magical if possible, someone who can improve Nik’o’s barding, and a seller of metamagic rods. As well, she’ll tell amazing tales of the battles that are raging on the surface and the invasion of the nefarious Legion with their magical tower, hoping to get some support and maybe learn about the tower.

Karla will get a War Saddle (5,000 gp) (and start investing in ride!)


For his part, Karburtin seems free to let you handle interactions with the other dwarves as you see fit. His initial annoyance about having to play babysitter soon turns to fascination. He listens to your stories and asks about every little habit and trait you exhibit. Soon, he seems genuinely excited to show you around the Sky Citadel.

The reactions of the other dwarves are mixed. Some of Kraggodan's dwarves worry you are Molthuni spies, like the ones who (they believe) raided the vaults years earlier and started this siege. Others worry that you are hapless adventurers who accidentally found your way into the city, but allowing you to leave could eventually lead to Molthune learning of the same secret entrance you discovered. A few cantankerous sorts believe you are looters come to plunder the wealth of Kraggodan's past, and are now simply making up a wild story about hobgoblin invasions to escape consequence. Finally, more than a few optimistic souls hold out hope that you are official diplomats sent by Nirmathas, who will make an alliance with Prince Greathammer and help break the siege.

After three days of exploring the Sky Citadel and interacting with its residents, Karburtin informs you that the Evenhanded Synod is finally ready to hear your case. Rather than being escorted to a traditional tribunal, though, you are brought to a feasting hall in Greathammer Bastion where a table has bee n set with food and drink. Several guards line the outer walls of the hall, standing sentinel over the proceedings.

Karburtin has you sit at one side of the table, then makes his way to the other. After a few minutes, three more dwarves file in. They take their seats beside Karburtin, then the lead dwarf speaks.

"Greetings and welcome to the Sky Citadel of Kraggodan. Though your visit comes at a suspicious time, we dwarves aren't ones to skimp on hospitality, so I hope your stay has been pleasant thus far. My name is Gorm Greathammer, third prince of Kraggodan and First Seat of the Evenhanded Synod. Along with me is my sister and exemplar of Trudd, Thramirra Greathammer; the overseer of Kraggodan's trade and clan relations, Lady Hikal Balatum; and Royal Archivist Karburtin Lightbrand, whom you have already met. It seems you have quite a tale to tell us of your arrival here at our home, and I, for one, am eager to hear it."

Story time! The story the PCs tell the tribunal is divided into four sections: the fall of Phaendar, rescuing the Chernasardo Rangers, defending Longshadow, and finally the events that directly led to the PCs’ arrival in Kraggodan.

Each of the four retellings is divided into three checks—conveniently matching the beginning, middle, and end of the adventure—which can be explained with a variety of skill checks. A PC can attempt a check using Appraise (presenting a trophy from the tale), Bluff, Diplomacy, Handle Animal (pushing an animal companion or a familiar to reenact events), Intimidate, Knowledge (varies), Perform (varies), Sense Motive, or Spellcraft (presenting an acquired magical item); however, the dwarves of the Evenhanded Synod are quickly bored by a single style of story, and each time the PCs use the same skill for a subsequent check, the DC increases by 5. The DC also increases by 5 if the same PC attempts more than one check in a row, as the tribunal wishes to hear from as many of the heroes as possible. PCs can perform the aid another action to enhance a companion’s story, and powerful roleplaying should be rewarded with an appropriate bonus ranging from +2 to +5. Any PC who speaks Dwarven gains a +2 circumstance bonus on skill checks in this event.

In addition, each of the tales has specific bonuses associated with it, as detailed below. A PC can get an idea for what skills may provide bonuses or penalties in each tale with a successful DC 20 Sense Motive check to read the social situation.

So, let's begin! The first check should involve telling the story about the doomed defense of Phaendar and your escape into the Fangwood.


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 night they arrived at the Sky Citadel, Wulfram contacted Rhyna, via a Sending spell, to let her know that he had made it though the Darklands safely.

"Hi Rhyna! We arrived at the Dwarven Sky Citadel of Kraggodan today! You should see this place — it's got stonework like you wouldn't believe!"

He spent the next two days planning their presentation to the Synod, and buying supplies.

Finally, the morning of the Synod arrived. After meditating and eating breakfast, he made his final preparations. He cast a spell to create special mead to clear the minds of those who drank it. He cast a Tongues spell so that the entire party could speak Dwarven, and he cast Overland Flight on himself. Just before the presentation started, he drank a potion of Heroism, to make sure that he gave his best performance.

Casting Tears to Wine, Tongues and Overland Flight.

Spells Memorized:

Orisons: Create Water, Dancing Lights, Light, Guidance
1st: Bless, CLW, Liberating Command, Tears to Wine, Open Slot
2nd: Alter Self x2, Eagle's Splendor x2, Resist Energy
3rd: Fey Form 1 (x2), Eagle's Splendor x3 (assuming that I can memorize 2nd lvl spells in 3rd lvl slots)
4th: Adjustable Polymorph, Tongues, Open Slot
5th: Ancestral Memory, Overland FLight, Wall of Fire
6th: Eagle's Splendor, Mass

Wulfram is switching his Strength belt to the Belt of Dwarvenkind, in anticipation of the presentation at the Synod.
He is also buying a Potion of Heroism.


Rhyna replies to Wulfram's sending. "Wow! I wish I could be there with you. Maybe we could visit the citadel together once this war is over. I miss you!"


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 takes the time to get her clothing and armor cleaned, and to make sure Sia shines.[/b] She drinks her potion before going inside the meeting room.

Eustoma studies the dwarves to see what they might be looking for in the stories they have asked for.

She greets them in Dwarven most respectfully.

"I'm Eustoma Haddlefoot from Nirmathas. My family has lived there for six generations."

Sense Motive with Heroism: 1d20 + 9 ⇒ (1) + 9 = 10
Dang that's a terrible start.


During the day, Karla follows Wulfram's advice and secures a potion of heroism, which she drinks before the meeting.

When everyone is ready, Karla sends globes of light dancing on the scene while she starts playing a mournful Varisian ballad as she makes her way to the center, Nik'o walking in step with hers.

"Dignitaries of Kraggodan, empty your heads and open your hearts to hear the tale of Lost Phaendar, of dark deeds and heroic defiance, and of hope regained in the face of tyranny. Know in the deepest recesses of your heart, that our tale may one day be yours, as the Ironfang Legion proceeds, Phaendar was the first, but it will not be the last. This is our story. It starts with this violin, which my father gave to me as I fled on my family's horse while the hordes of Mindspin took them away. "

"Phaendar became my home. And the Legion took it. Again. But this time, I am no longer a little girl. This time, I am not alone. This time, with friends, I am fighting back!"

"The story begins one normal night..."

Perform (violin) with Heroism: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23


Karla Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22

The dwarves listen keenly as Karla's performance sets the tone for the rest of your storytelling. As she plays the violin, the sorceress notices a subtle emotional reaction from Thramirra, who is obviously moved by your harrowing retreat from your hometown.

You may capitalize on this empathy for the middle and end of the first tale, gaining a +2 bonus on both checks.

Eustoma Sense Motive, Part 2: 1d20 + 9 ⇒ (1) + 9 = 10

Dang, it looks like the dice don't want Eustoma to be able to read the social situation. Time for part 2 of the story!


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 cast two spells, taking on the form of a hobgoblin soldier. He pretended to burst through the door of the Taproot Inn.

Casting Eagle's Splendor and Alter Self on himself. Eagle's Splendor lasts 12 minutes, so let me know when this runs out (Wulfram has memorized several).

Perform Acting (untrained — aid), Heroism): 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 Not sure if the+2 Dwarven bonus applies here or not.

After Karla's performance, Wulfram described how they survived in the forest for the first few days.

"With the town overrun by Ironfang Soldiers, we fled into Fangwood forest with the twenty-two other souls who survived the attack. We had to live off the land — foraging for roots and berries, hunting game, and building shelter with what we could find."

He went on to describe some how he used his knowledge of the natural world to help feed everyone.

Knowledge Nature, Heroism, Dwarven: 1d20 + 16 + 2 + 2 ⇒ (15) + 16 + 2 + 2 = 35

In addition, there is the +5 Tears to Wine enhancement bonus. The wording is unusual, in that it gives the bonus to skill checks, rather than the stat. If this doesn't stack with Wulfram's headband, his final total is 38; if it does stack, the final total would be 40.


Yes, the wording is strange. I would say it does not stack.

Though most of the dwarves listen quietly to this part of the tale, Karburtin asks many questions about the troglodytes you encountered. He is also keenly interested in the strange crypt you found within their lair. Wulfram expertly satisfies the archivist's curiosity.

Eustoma Sense Motive: 1d20 + 9 ⇒ (19) + 9 = 28

As you reach the part of your tale when you confronted Scarvinious, Eustoma realizes that both Gorm and Thramirra are leaning forward eagerly. Playing up the drama of the battle might appeal to them.

You will gain a +2 bonus to your next check if you use Perform to tell this part of the story.


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 casts Summon Natures Ally and the valiant giant frog that held off the hobgoblins on the stairs during the battle against Scarvinious at is camp appears.

Eustoma guides Sia to take her place next to the frog and waits for Wulfram to appear as Scarvinious.


When Wulfram appears as Scarvinious, Karla dances while wielding flames and sparks, her gown flowing in a spiral around her. As she does so, Nik'o dances with her, or so it seems, as the immense lynx jumps and crouches and sidesteps in tune with her movements.

Karla dances around Scarvinious until Nik'o pounces on him and sends him to the floor, closing her jaw gently around Wulfram/Scarvinious' neck.

Animal Handling: 1d20 + 17 ⇒ (2) + 17 = 19

Eustoma, I could use an Aid Another on this.


Gorm and Thramirra sit on the edge of their seats as Karla re-enacts the battle with Scarvinious, aided by Nik'o and the summoned frog. As Nik'o strikes the final blow, Gorm leaps up with a cheer. "Yes! Good on ya, lass! Way to put that bugbear in his place!" Abandoning decorum, he steps over and pulls Karla into a crushing bear hug.

As he finds his seat again, the other members of the Evenhanded Synod express statements of praise for your victories and condolences for your losses. "So then, what happened next?" Gorm asks.

Eustoma Sense Motive: 1d20 + 12 ⇒ (10) + 12 = 22

The next part of the tale involves exploring the Fangwood Forest for signs of the Chernasardo Rangers. Eustoma gets the sense that this might be incredibly bland for most of the dwarves who might find it hard to engage with that concept, having lived underground most of their lives.

Because of this lack of interest, the DC for this check increases by 2 unless the PC recounting the tale is a dwarf or else uses the Intimidate skill to play up the creepy, alien nature of the forests of the surface.


Ok, changed the sequence accordingly to use intimidate.

Karla describes the next stage, their discovery of the woods around them and the confirmation that everyone is out to get them. She plays up the oppressing nature of the forest, alternating between the strange smells of these open caves, followed by the sense of despair brought by the open spaces. She describes the monster trying to make short work of them and the missives they carry in menacing tones. Finally, she describes the empty outpost as an impossible end to a quest for help that led nowhere.

Intimidate with Heroism: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32


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 cast a spell to change shape into a korred. He donned a red-stained shirt and stained his mouth with tomato paste to simulate the blood from the Red Rock Revel.

Casting Fey Form 1 and Guidance

At the end of Karla's description of their arrival at Fort Ristin, he came forward and leered menacingly at the audience.

Intimidate (aid), Heroism, Guidance: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 Not sure if the dwarven language bonus would apply, or if Guidance is appropriate.


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 hops up on Sia, and sends the wolf around the room dodging between tables an anything Sia can fit through. She also sends Sia leaping over tables and benches. This is to show how they had to battle in the forest, dodging and sniping their enemies.

Ride: 1d20 + 15 ⇒ (19) + 15 = 34


Karla's tale of danger is suitably impressive to keep the dwarves from losing interest. Wulfram's shaoechanging certainly helps to set the scene. The action at Fort Ristin grabs the attention of the Synod, particularly Gorm, who seems enraptured by Eustoma's impressive riding skills to showcase your tale of adventure. Karburtin interjects with comments about the various fey you encountered, fancying himself an expert on the subject, but by focusing on the visceral nature of your battles, you avoid butting heads with him.

The time has come to talk about Fort Trevalay and the fight against the black dragon, Ibzairiak!

Eustoma Sense Motive: 1d20 + 12 ⇒ (6) + 12 = 18

Eustoma's not sure exactly how to gain an advantage here.


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 takes the stage, speaking fluidly in Dwarven, "And so, we ventured into the conquered Fort Trevalay. We entered nearly undetected, and made quick work of the guards within. From there, we ventured into the keep itself. One by one, or group by group, all of its defenders fell, and with a wave of my hand, the chains splintered off the few prisoners' hands. Finally, only the true conqueror of the keep- the black dragon Ibzairiak and his most powerful allies stood, hiding in the top of the Fort's tallest tower. As we attacked it, the very stones of the earth whispered to me about the dragon's treachery- the creature that faced us was no true being, but merely an illusion. Yet, vengeance would not be denied, and the very chains that bound the prisoners below I fastened into a spear. With no heed to the wyrm's tricks, I hurled the spike straight through the dragon's head and into his heart."
To demonstrate, Rogar summons a small spike of metal from the air itself and throws it at the wall of the room, but allows it to crumble to dust before it hit anything, "Yet still, the dragon's allies refused to surrender. It was a battle of the elements, with Wulfram summoning fire, myself throwing earth and metal, and the dragon's druid calling upon water to cut me off from the ground below, while sending creatures to attack the others. Yet, one by one the creatures fell, and when the druid's spell finally failed to hold me, she paid the ultimate price, falling just like her master."

Knowledge (dungeoneering): 1d20 + 6 + 5 + 2 ⇒ (20) + 6 + 5 + 2 = 33

Oh, that's just perfect.


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

When Rogar mentioned how he, Wulfram had summoned fire, the shaman recreated the scene for the audience, praying to the fire spirits, and creating a blazing wall of fire.

Casting Wall of Fire.


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

In an unplanned addition to the performance, Pele raced into the curtain of flame, carrying in her jaws a bundle of sticks, which immediately caught fire. She ran out and dropped the burning and smoking twigs in front of the audience, then she to Wulfram and jumped up on his shoulder.


Rogar's retelling of the battle against the dragon is pitch-perfect. He easily keeps the attention of the Evenhanded Synod, who cheer enthusiastically at your ultimate victory.

Having wrapped up the second part of your tale, the dwarves eagerly await the next section--uniting your followers and exploring the towns on the way to Longshadow.


Karla follows with the story of their arrival at Longshadows. She uses a tone that contrasts with the previous retelling. Her voice is soft and filled with mystery, building up very slowly to something akin to an anthem.

She describes how the population was lethargic and expected nothing bad to happen, at least nothing they could deal with easily. She then explains the detail of their strategy to first build an awareness that a real force was gathering to punch through their defences. She recalls their pleas, and arguments, rebuttal, in a dramatic and climactic manner.

Follows a description of how the town simply rose up to the challenge and mobilize to fend off a darkness beyond what Nirmathas had ever felt at its doors.

Diplomacy with Heroism: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33


The dwarves listen faithfully to Karla's storytelling. The thought of communities rebuilding from disaster—and the potential markets that opens up—stirs something in Hikal, who seems quite keenly interested in this portion of the tale.

Eustoma Sense Motive: 1d20 + 12 ⇒ (7) + 12 = 19

The council members are hard to read as the tale turns towards exploring the Hollow Hills and weakening the Ironfang forces before the assault on Longshadow.


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 pulls out the Bronze Dragon Figurine. When it's time show how the battle happened she summons the creature. She hops on his back and sends him flying around at the top of the room, and strafing past the "enemy".

Ride: 1d20 + 15 ⇒ (20) + 15 = 35


Eustoma is quite the rider! Last roll was 19 :) Nice.


Once more, Eustoma's riding skills dazzle the crowd, especially Gorm, who thrills to the tales of battle. Rallying Longshadow and resisting the Ironfang Legion's assault is the pinnacle of your third tale, and all of the members of the Evenhanded Synod sympathize with the plight of the besieged.

Two separate PCs can attempt to tell this portion of the tale so long as they don’t use the Bluff skill.

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