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

Game Master DM Brainiac

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Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

"We need to report this to our allies. This is really bad news. What are we going to do about the rest of the town? Should we look for any prisoners and try to free them? Vault where's the vault? We haven't found that, correct?"


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 to Eustoma, "I think maybe the vault on the Elemental Plane of Earth, perhaps inside the Onyx Citadel. We need to take the Onyx Citadel to deny the Legion the use of the Stone Road, but it sounds like we need to deal with the nodes first. At least that's my guess.

"As for the rest of the town, how about we liberate it right now!"


"Remember most of the hierarchy stays in the inn. Perhaps we start there? Cut the head of the snake first? What would be a good way to do so? Without bringing the inn down with it? Perhaps a 'surprise inspection'? Have them all lined up in front of the inn?" Karla suggests.


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

"Do I get to stomp around and yell again? That was fun at Longshadow." Eustoma grins, and her Veil person grins as well. "I like that plan. Let's get them all out in the open."


"Ahah! Great then! Rogar, do you prefer your Ironfang lieutenants served all lined up or in a circle?"


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 smirks, "Le's go with a line. Ah jus' need ta be on one end." he replies, thinking of the coming destruction.


"Then we'll stay away from the other end! Wulfram, lead the way. This Legion needs an inspection!"


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 strode out the front door and surveyed the fort. He looked for a group of soldiers that seemed to be sloppily dressed, or exhibiting poor discipline — soldiers that needed an inspection!

Perception: 1d20 + 25 ⇒ (8) + 25 = 33
Profession Soldier: 1d20 + 11 ⇒ (9) + 11 = 20


Most of the patrols of soldiers moving about the fort seem to be well-disciplined, but Wulfram spots a group of about a half-dozen hobgoblins leaning against the wall of a building, talking and laughing.


Wulfram, I think we agreed to target the officiers residing in the inn, at least that's what I remember.


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

Sorry, forgot about that.

Wulfram made his way to the Taproot Inn to see what has become of the place, and round up some of the local commanders.


The Taproot Inn is in much the same state as is was when you rescued Jet and fled Phaendar all those months ago. At the moment, the place seems to be largely empty. A single hobgoblin monk keeps watch over an unusual man, a vishkanya with scaly skin and a forked reptilian tongue. You recognize him as Ettoran Phark, a traveling merchant and gossip who frequently stopped at the Taproot to trade. He looks up as you enter.

"Ah! Did Scabvistin send you? Has he got some new orders for me?" Ettoran inquires.


Karla Teg wrote:
"Ok so Wulfram will be Scabvistin, and we'll be bodyguards. Eustoma and I will be these archers. Let's grab their bows and arrows for good measure, and Rogar will be Scabvistin's bodyguard. Sia and Nik'o we can turn into golems, unless they can act as mounts for Wulfram and Rogar. Or perhaps just pets? Any thoughts on that?"

Just a reminder. Perhaps Scabvistin (Wulfram) appears right behind whoever it is that Ettoran saw first?


Sorry, forgot.

EDIT: Ettoran throws up a smart salute. "Ah, Scabvistin! New orders for me?"


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, and takes a place against a back wall so she can watch the room.


Karla scowls.


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 Ettoran, "I need to speak to all commanders immediately! Tell them to assemble in front of the inn."

Not sure what rolls might be required, so I'll provide several.

Bluff: 1d20 + 2 ⇒ (13) + 2 = 15
Linguistics: 1d20 + 7 ⇒ (11) + 7 = 18
Profession Soldier: 1d20 + 11 ⇒ (19) + 11 = 30

He's trying to sound like General Scabvistin, which could be tricky.


Sense Motive: 1d20 + 18 ⇒ (13) + 18 = 31
Will: 1d20 + 13 ⇒ (19) + 13 = 32

Ettoran narrows his eyes when Wulfram speaks. The suspicious vishkanya studies you all closely, then starts back as he apparently sees through the illusion. "Ah! Trickery and treachery!" he declares. The hobgoblin with him immediately drops into a fighting stance!

Initiative:
Eustoma: 1d20 + 4 ⇒ (18) + 4 = 22
Karla: 1d20 + 6 ⇒ (19) + 6 = 25
Rogar: 1d20 + 5 ⇒ (18) + 5 = 23
Wulfram: 1d20 + 5 ⇒ (6) + 5 = 11
Enemies: 1d20 + 7 ⇒ (15) + 7 = 22

Karla and Rogar may act!


Karla's scowl turns into a frown: "The hard way then..." and she opens a pit under them.

Spiked pit heightened at level 6: Reflex DC 26 or Spike and fall damage: 2d6 + 5d6 ⇒ (2, 5) + (4, 4, 3, 2, 3) = 23


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 shrugs, and blasts whichever of the pair doesn't fall into Karla's pit (or moves up next to the pit and blasts them, starting with Ettoran, at the bottom)

Maximized Empowered Metal Blast: 1d20 + 25 ⇒ (5) + 25 = 3092 + 40 + 20 + 30 = 182
Damage: 14d6 + 1d8 ⇒ (4, 5, 1, 6, 5, 1, 5, 3, 5, 6, 3, 6, 6, 2) + (3) = 61

Empowered Quickened Earth Blast: 1d20 + 25 ⇒ (17) + 25 = 427d6 + 1d8 + 29 + 31 ⇒ (6, 4, 2, 4, 5, 2, 3) + (8) + 29 + 31 = 94


Reflex: 1d20 + 13 ⇒ (3) + 13 = 161d20 + 14 ⇒ (12) + 14 = 26

The hobgoblin falls into the pit, grunting as he hits the spikes at the bottom. Rogar blasts Ettoran with metal shards, shredding him apart. As his body hits the ground, he launches another torrent down into the pit, wounding the hobgoblin but not finishing him off.

Climb: 1d20 + 2 ⇒ (4) + 2 = 6

Unskilled at climbing, the hobgoblin is unable to get out of the pit, leaving him a sitting duck. You are able to dispatch him at your leisure.

The hobgolin has mwk spear, amulet of mighty fists +2, belt of mighty constitution +2, bracers of armor +3, headband of inspired wisdom +2, ring of protection +2. Ettoran has boneless leather, +1 animated heavy steel shield, 24 +1 corrosive shuriken, +2 kukri, cloak of resistance +2, ring of protection +4, snake charmer’s flute, and several keys to the prisoner pens.

The other defenders of the fort are not nearly as powerful as the enemies you have already faced, so I'm going to speed things along by assuming you can defeat them without much difficulty.

You move swiftly through the rest of the fort. Your disguises allow you to maneuver the remaining officers into compromising positions before unleashing your fury upon them, taking them out in brutal fashion. The rank and file hobgoblin soldiers quickly either fall or flee in the face of your superior might. You liberate the prisoners from their pens, nearly 100 humanoids in all, and they shower you with thanks for the rescue.

In the fort's intelligence command center, you discover most of the information once contained here was packed and moved elsewhere, but enough tidbits regarding the Ironfang's Legion's troop movements remain here to prove useful to your allies.

At long last, Phaendar is free once more!

Everybody has gained enough XP to reach level 17!


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

"It's finally free. We did what we started, but we are not near finishing our task." Eustoma is ecstatic that their home is now free.


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 to Eustoma, "Our people can come home! Karla can start teleporting a few tomorrow."

It was hard to believe that the Legion had been vanquished. He looked around the town, noting all the damage the hobgoblins had wrought. But all that could be fixed.

He considered waiting until the morning, and praying for a communication spell. But he couldn't wait to share the news; after composing his message, he took out one of his scrolls and contacted his love:

Rhyna, it's time to come home — Phaendar is free! The Hobs have made a bit of a mess I'm afraid, but we'll sort that out.

Using a scroll of Sending.


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 danced a little jig, then asked, *Can we make a fire in the fireplace at the Taproot? It's been so long since I had a nap there.*


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

"Yes Pele, we can do that," Wulfram replied with a smile.


Rhyna responds to Wulfram. Praise Erastil! It's been so long since we've been home. I'm eager to repair the temple. You're amazing, Wulfram! I love you so much!


Karla dances and dances, laughing, while Nik'o jumps around her playfully. But then she stops, suddenly worried: "Can they truly come now? Should we not press on and just teleport to the next fort to defeat all of them, and then close down their damned citadel?" 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 replied to Karla, "I'm hoping that our allies' assaults on the other towers are going well. I'll contact the other commanders tomorrow morning for an update.

I think we need to study Zanathura's correspondence. The letters speak of 'geomantic nodes' (whatever those are) that they are somehow going to use to protect the Onyx Citadel. We also have to decide what to do about the tower here in Phaendar. We don't want to leave a back door into the town unguarded."

The shaman returned to the Taproot and cleaned up a bit. He also indulged Pele's desired to sleep in the fire in the common room fireplace for a while. Later he went back to the tower, not feeling comfortable about leaving it unguarded for too long. He started reading though the documents, although he had trouble following some of Zanathura's theories.


"Right. Let's give those documents a closer look. Then, we destroy the tower and make our way to the Citadel as soon as we can and bring the fight to them, all the way!" she replies.


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 do think it's about time we take the fight to them and hopefully end this. We've done so well." Eustoma looks over the papers, and enjoys sitting in the Taproot once again.


"I've missed this place so much! But it's not yet ours, until we secure the Citadel..." says Karla, agreeing with Eustoma.

"Let's go back to the tower and study some... Yeah..." she adds, suddenly realizing the pain she just volunteered to...

Knowledge (arcana) if needed: 1d20 + 19 ⇒ (5) + 19 = 24


Much of the correspondence from Zanathura reveals the dark naga's experiments in the occult art of geomancy—shaping natural features and architecture to create and harness artificial ley lines. Within the Onyx Vault lie several auspicious locations—nexuses tied to various other planes. Unlike normal ley lines, geomantic lines and nexuses must be carefully crafted and aligned and their location can be shifted, making them more akin to artifacts.

Zanathura has aligned three of these potent locations with the Onyx Citadel to create a powerful protective field around it and its inhabitants, making the fortress a death trap for enemies while it remains aligned with these sites of power. While most of the Legion believes these alignments were performed to enhance their power, the notes further reveal that the naga has transformed the citadel’s magical hub for the Stone Roads into an engine capable of transporting the ancient structure and the portion of the vault’s floor within 50 horizontal miles of it and dropping it on the heart of Nirmathas, thereby devastating central Avistan!

The effects can be reversed, but you will have to discover which of the nodes are aligned to the Onyx Citadel and then physically travel there to unravel the magic the naga has enacted.


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've go some research to do here," Wulfram commented. "How will we figure out which nodes are aligned to the Onyx Citadel?

"In the meantime, we also have to look after the slaves that we freed here."

He went to make sure the liberated slaves had food and drink, and a place to sleep, before returning to the tower and turning in himself.


"I absolutely forgot about the slaves. Yes, we need to take care of them, but see this? This suggests that the Citadel can be used as a terrible weapon. It sounds like it could create massive damage over an impossible area. I fear that, as news of their multiple defeats, the Legion opts for this terrible scenario... I say we spend as little time as possible on helping the slave, just the minimum, then find our way to the Onyx Vault to locate these nexuses and misalign them, somehow..."

Do we know how to get to the Onyx Vault? I think it's using our fortress. Also, is there information in the documents on how to align and disalign nexuses and what those locations are like? Or on how to locate them?


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 sighs as the information about the Onyx Vault is shared. "I suppose that means more time underground for us. I really like sunlight, but we have to do what we must to save people."


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

"Speak fer yerself, Eustoma. I' jus isn' natural ta not have anything above yer head." Rogar takes in the massive amounts of information like a rock, nodding when appropriate, "Jus' let me know when i's time ta leave."

He spends his free time eradicating every trace of Ironfang insignias and the like everywhere he can find them.


You can use the sardonyx shard you recovered from Arlantia to open a portal in the onyx tower here in Phaendar. That will allow you to use the Stone Roads to travel to the Onyx Vault. The documents don't offer more information about the nexuses, but perhaps you will be able to learn more once you enter the Vault.


"Then I say we leave right away. There's just too much at stake. It feels like victory, but it could all turn so fast..."


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

"All right. I'm ready to go I guess. I'll be outside looking at the sky until it's time to leave. That is unless you need me to do something to prepare for the trip?" Eustoma looks toward the door.


"Great idea! I am ready as well. I too will look at the sky and dance under the trees for as long as I can... Time to save our beloved country, now that our town is freed."


News comes swiftly that your allies have achieved victory across Nirmathas. Thanks to the powerful alliance your brokered, all of the onyx towers in the country have been pacified, at least for the time being. A stalemate exists against the Ironfang Legion now, and it's up to you to push your advantage and claim victory before the enemy can unleash destruction upon you!

Once you have made your final preparations, you touch the sardonyx shard against the elaborate archway within the onyx tower in Phaendar. The stone begins to groan and grind itself into a slow spiral, and after 1 minute it opens to a red-illuminated portal--the Stone Road. You gather your courage and step into the portal.

Walking the road takes only a few minutes. As you reach the end, you find yourself emerging into a strange landscape. In the distance, a great citadel glitters like a wedge of cut glass on an island in a silvery-blue lake. A river the color of blue topaz tumbles along through winding fields and hills to meet the distant lake, bisecting a colossal valley of trees, fields, and stands of gleaming crystal. Mountains loom here and there, seeming to support a glistening ceiling far overhead, which ripples and glows like a soothing ocean of light.

There is a crumbling sound as the entrance to the Stone Road collapses behind you, leaving you without an immediate means of returning to the Material Plane.


"Perhaps we should first disguise ourselves as we did before in case we are spotted? Then I suggest we use whatever arcane mean we have to learn more about this place and locate the nexi. Wulfram, can you perform such rituals that open the mind to the greatest secrets? I can, to some extent..."

And she turns to the view and says, before chanting in draconic to open her eyes beyond the real: "This is beautiful in some way, is it not? I expected... I don't know, something darker?"

Cast Greater Arcane Sight. Range is 120 feet though.


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

Spell Memorized and Wandering Spirit/Hex:

Orisons: Detect Magic, Guidance, Light, Read Magic.
1st: Bless x2, Liberating Command, Remove Fear x2
2nd: Barkskin x2, Calm Emotions, Delay Poison, Resist Energy
3rd: Daylight, Dispel Magic, Magic Circle against Evil, Sleet Storm, open slot
4th: Blessing of Fervor, Divination, Freedom of Movement, Greater Magic Weapon, open slot
5th: Breath of Life, Overland Flight, Quickened Divine Favor, open slot
6th: Greater Dispel Magic, Mass Bear's Endurance, Mass Cure Moderate Wounds, open slot
7th: Heal, Waves of Ecstasy, open slot
8th: Stormbolts, Quickened Divine Power
9th: Winds of Vengeance
Wandering Spirit: Battle
Wandering Hexs: Battle Master (one extra AoO, weapon specialization longspear), Eyes of Battle

Wulfram replied to Karla, "I'll consult the spirits about the best course of action."

He looked around for a suitable spot where he could sit undisturbed for 10 minutes. Once he was satisfied, he sat down and started the lengthy prayer.

Casting Divination, asking about the best way to locate the geomantic nodes. The chance of success is 87% (caster level + 70%).


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 previous day:

Wulfram checked his gear in preparation for the climactic journey to the Elemental Plane of Earth, to end this war once and for all. When he was satisfied that he hadn't missed anything, he contacted Rhyna via a Sending Spell.

Tomorrow we are going to the Elemental Pane of Earth. Time to end the threat of the Ironfang Legion, so we can live in peace.

After her reply, he cast the spell again, and sent one more message:

Don't forget me while I'm gone far away.
Well it won't be long 'till I'm back there in your arms again.
I love you!

A quote from the song Remembrance Day by Bryan Adams. I wish I could find a higher resolution version of this video.


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 makes her preparations. She makes some purchases, and gets ready to go into the dark.

As they arrive she's surprised at how pretty the area is. "This is much nicer looking that I expected it to. Rogar have you heard of anything like this before?"


Previously

Rhyna replies to Wulfram: "May the gods watch over you, my love. I know you will succeed. Come home to me safely!"

***

Now

Divination: 1d100 ⇒ 40

The spirits reply to Wulfram's divination: "Seek ye the the denizens of Stonehome to begin your search."

As the shaman is finishing his spell, a small party of earth fey--pechs--approaches. "Not hobgoblins! Strangers, you are a welcome sight. I am Saard. Do you know of the Iron Fangs of Azaersi?"


Karla looks at the strange feys with delight: "We have heard of them, and we are actively pursuing them to bring their tyrannical reign to an abrupt halt. Our journey has brought us here. Will you help us?"

Diplomacy: 1d20 + 29 ⇒ (2) + 29 = 31


Saard nods her head excitedly. "Yes, yes! Please, follow us back to our village. Stonehome! It is not far. Our master is very concerned about the Iron Fangs and needs assistance!"


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 followed the pechs commenting, "It seems that the inhabitants of Stonehome have found us!" He gazed in wonder at the strange and beautiful sights in this unfamiliar realm.


The pechs lead you along the river for about a mile until you reach a small dock near a rocky outcropping. From there, you head into the hillside itself, emerging into a large cavern with numerous small huts. Saard leads you to the village elder, a liver-spotted old pech wit ha thick pair of glasses.

"Well, hello there, whippersnappers! The name's Squinting Sebrenar. Welcome to the vault. Lovely little spot of land carved out of the Plane of Earth for us by the Old Masters. Our family has lived here for 318 generations, and we like it fine."

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