Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

I'm not sure that Benedict can even tell where all of the Gugs are - he just knows that some are near Aerel. So I'm not sure that Teleportation Mastery really makes sense at this point. And those are 10' squares on the map?

"Let's form a defensive line at this chokepoint and let the archers whittle them down."

Benedict moves up and uses Total Defense for AC 37.
Haela uses Tactician to share Blood for the Empire, moves up, and uses Total Defense for AC 35.
Both have Lastwall Phalanx, so that is at least +2 sacred bonus to AC if the Gugs are evil - possibly more if more allies get adjacent.

Blood for the Empire: You gain a +2 morale bonus on attack and damage rolls against a target that was damaged by an ally with this feat within the last round. When an ally with this feat dies within 30 feet of you, you gain the effects of haste for 1 round.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel whips a shot at the nearest gug before hustling back toward the rest of the party. "Found them!"

He does not provoke AoO with a ranged shot due to class ability.

Point Blank Shot, Deadly Aim: 1d20 + 20 ⇒ (1) + 20 = 21
Damage: 1d8 + 14 ⇒ (1) + 14 = 15

Well, glad we got that out of the way.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Grum dutifully moved forward and joined the defensive line. He trusted his captain’s judgement.

Readied Action: 1d20 + 25 ⇒ (18) + 25 = 43
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (3) + (3) + (2) + 33 = 41


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William holds his ground and is ready to launch an arrow if one of the gugs appears.

+2 Adaptive Goblinoid Bane Composite Longbow DA AS: 1d20 + 21 - 4 ⇒ (7) + 21 - 4 = 24 Damage 1: 1d8 + 6 + 8 + 3 ⇒ (6) + 6 + 8 + 3 = 23

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Bump


The heroes ready themselves for an attack, but it doesn't come immediately. The creatures are heard in the next chambers, but they don't rush into melee and the readied shots of the archers.

An odd, guttural word is spoken, but nothing happens immediately.

Spellcraft DC 27:

That strange word sounds like a high-level scroll being activated.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William gets a very surprised look on his face. He then says to the group in Mintan "They just activated a high level magical scroll of some sort. I suggest we back up to the entrance and give it a little time to wear off."

Spellcraft: 1d20 + 20 ⇒ (20) + 20 = 40

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Grum groaned as he reluctantly fell back. It made far too much sense to not listen.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"Good idea, William. How long should we wait?"


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William shrugs and says "Not knowing the spell, it's hard to say. At least a few minutes and maybe as many as 10-15. Some spells like my haste spell would only last 2 minutes cast by a very powerful person. Some would last up to 20 minutes and some hours. I wouldn't wait more than 15 minutes max though. But I imagine they may come to us first."


GM: 1d4 + 1 ⇒ (2) + 1 = 3

The heroes fall back to wait out whatever spell was cast. However, three lanky demonic figures appear in a blast of brimstone, cackling with malice! One concentrates briefly and William's light cantrip blinks out, plunging the entire chamber into total darkness. The other two move up and jab their long spears at the heroes!

Melee: 1d20 + 12 ⇒ (8) + 12 = 20

Melee: 1d20 + 12 ⇒ (4) + 12 = 16

Everyone's up!


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

I assume this is regular Darkness so those of us with Darkvision can still see?

Benedict steps forward and strikes at one of the demonic figures.
Attack, PA -4, Deific Obedience +1: 1d20 + 21 - 4 + 1 ⇒ (2) + 21 - 4 + 1 = 20
Damage: 1d10 + 9 + 12 + 1 ⇒ (8) + 9 + 12 + 1 = 30

Secondary: 1d20 + 16 - 4 + 1 ⇒ (7) + 16 - 4 + 1 = 20
Damage: 1d10 + 9 + 12 + 1 ⇒ (7) + 9 + 12 + 1 = 29

Tertiary: 1d20 + 11 - 4 + 1 ⇒ (7) + 11 - 4 + 1 = 15
Damage: 1d10 + 9 + 12 + 1 ⇒ (3) + 9 + 12 + 1 = 25


F Dwarf Ftr10 | AC 31, T13, FF29, CMD 27 | HP 95/95 | F +12 R +7 W +7 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela steps up, enters Dwarven Hatred Style, and attacks the same one as Benedict.

Attack, PA -3, Blood for the Empire +3: 1d20 + 18 - 3 + 3 ⇒ (7) + 18 - 3 + 3 = 25
Damage: 1d10 + 8 + 6 + 3 ⇒ (7) + 8 + 6 + 3 = 24

Iterative: 1d20 + 13 - 3 + 3 ⇒ (12) + 13 - 3 + 3 = 25
Damage: 1d10 + 8 + 6 + 3 ⇒ (5) + 8 + 6 + 3 = 22


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

The following assumes my darkvision pierces the spell's effect. I expect they can see me, so not including sneak attack damage.

Aerel slides 5' to be beside William. "Demons, maybe. Three in front of you. I'm on your left. Get behind me and I will let you know if they approach. My light spell will do little against magical darkness, so I'm not going to try it."

Aerel fires a full volley at the second creature in the lead. Limned in purple.

Manyshot: 1d20 + 18 ⇒ (10) + 18 = 28
Damage with two arrows, Point-Blank, Deadly Aim: 2d8 + 28 ⇒ (7, 6) + 28 = 41

Rapid Shot: 1d20 + 18 ⇒ (20) + 18 = 38
Damage with Point-Blank, Deadly Aim: 1d8 + 14 ⇒ (5) + 14 = 19

Iterative Shot: 1d20 + 13 ⇒ (11) + 13 = 24
Damage with Point-Blank, Deadly Aim: 1d8 + 14 ⇒ (8) + 14 = 22

Iterative Shot: 1d20 + 8 ⇒ (17) + 8 = 25
Damage with Point-Blank, Deadly Aim: 1d8 + 14 ⇒ (6) + 14 = 20

Clustered shots, magical adamantine arrows vs DR

Edit: Crit threat on the Rapid Shot

Rapid Shot Critical Confirmation: 1d20 + 18 ⇒ (19) + 18 = 37
Bonus Critical Damage with Point-Blank, Deadly Aim: 2d8 + 28 ⇒ (4, 3) + 28 = 35

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 25 ⇒ (18) + 25 = 43
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (8) + (5) + (2) + 33 = 48

Iterative: 1d20 + 16 ⇒ (6) + 16 = 22
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (10) + (6) + (2) + 33 = 51

Iterative: 1d20 + 11 ⇒ (16) + 11 = 27
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (7) + (5) + (2) + 33 = 47

If Grum was perturbed by the demons he didn’t show it. Rather he threw himself at them with all of his usual enthusiasm.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

I thought Grum was giving us all darkvison that don't have it each morning while we are down here. If not William doesn't use the light cantrip, he has a continual torch, but I don't think that will make a difference.


Grum's magical darkvision was used during the Long Walk in the Darklands. There are some magical light sources in this area because of it being a treasure vault, so I figured you would rely on that plus continual torches and light spells.

The heroes engage the babau demons with frightening efficiency, but realize that the ground has become filled with nearly invisible jagged spikes! Grum, Haela, Benedict, and Aerel all maneuvered a short distance, and felt a piercing jab in their feet.
Piercing: 1d8 ⇒ 6 Reflex DC 20 or suffer 1/2 movement for 24 hours or until magical healing or First Aid is applied

Aerel spots an invisible gug wearing ornate armor and jewelry duck back after having cast its spell.

Still, the heroes dispatch the demons, each of them popping out in a flash and brief but putrid-smelling smoke.

Heroes are up!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Reflex DC 20: 1d20 + 12 + 7 ⇒ (16) + 12 + 7 = 35 Aerel has a bonuses against traps.

Matter-of-factly, the archer reports, "Magic spikes on the floor. Move slowly or they will lame you. I just saw a gug caster - he's invisible. I will mark him."

Confirming - we take the damage, but we can negate the slow effect with the Reflex save?

Aerel carefully moves forward (half-speed) and casts light on his next arrow.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William says "Invisible you say? Got it." He pulls out a scroll of detect invisibility and uses it on himself (assuming he can see, if not he moves carefully to the right until he can see.

Got it about the darkness. It makes sense.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Reflex: 1d20 + 11 ⇒ (9) + 11 = 20
"Do we have any way to get rid of these spikes?"

Anyone got a Dispel option?

Benedict uses Warrior Spirit to make his axe Aberration-Bane and Sharding.
Warrior Spirit 1 of 4. Lasts 1 minute.


F Dwarf Ftr10 | AC 31, T13, FF29, CMD 27 | HP 95/95 | F +12 R +7 W +7 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Reflex, vs spell, Shake it Off +3: 1d20 + 7 + 2 + 3 ⇒ (7) + 7 + 2 + 3 = 19 +3 from Lastwall Phalanx if the caster is evil.

"I can Teleport us, but I can't tell how far the spikes extend."
Delay


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William thinks for a moment and says "I don't have anyway to dispel the effect. We'd have to teleport or fly over it."


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@William - it's actually Grum who has a way to do it.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Indeed! Sorry, was tired from travel

”Right! Everyone gather around.” Grum said, somehow feeling confident that he could fulfill the promise. He didn’t know how, but that had never stopped him before. It was one of those things that was best to not think about, lest it become impossible.

Dimension door! Can’t use the map all too well, so please move as us need be to anyone who gets there first


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@Grum - actually, I was thinking of Dispel Mastery. But this does not need a CL check to work.
Grum would still need to save for the first exposure to Spike Stones, and then would need to save again for the second exposure if he 5' steps to reach Benedict and Haela.


F Dwarf Ftr10 | AC 31, T13, FF29, CMD 27 | HP 95/95 | F +12 R +7 W +7 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela comes out of delay, moves south (move), and uses Warrior Spirit to give her own axe the Sharding enchantment (standard).

Spike Stones Damage: 1d8 ⇒ 7

Reflex vs spell, Shake it Off +3: 1d20 + 7 + 2 + 3 ⇒ (13) + 7 + 2 + 3 = 25
I think her DR 2/- from Armored Juggernaut should apply, so she has taken 9 piercing damage from the 2 rounds of Stone Spikes

"Hold on Grum, where are we going?"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Dispel Magic: 1d20 + 12 ⇒ (4) + 12 = 16

”I don’t know! Can’t see anything.” He said, looking about frantically. All he could do was try and *force* the enemy’s magic to stop. Concentrating on it made his teeth tingle and filled his mouth with the taste of copper, but he did his best nonetheless to end the spell.


Grum's attempt to dispel the deadly floor is unfortunately unsuccessful. The sounds of spellcasting are heard just around the corner and out of sight.


F Dwarf Ftr10 | AC 31, T13, FF29, CMD 27 | HP 95/95 | F +12 R +7 W +7 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela uses Teleportation Mastery to bring herself and the three other melee fighters into the next room. Not knowing exactly where the Gugs are, she picks a spot in line of sight from her current location.

I think they have to keep the same relative orientation? Not sure about that. I moved them as they were.

"Try to let them come to us so Aerel and William can shoot them."


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict uses his newfound magic to hurl magical axe-beams at the Gug caster.

Sharding grants a 10' range increment, so the caster is in the third range increment for a -4 to hit. And I think it would be Dex to hit so -1 from Benedict's usual attack modifier. I'm not sure if I can use Power Attack here, but given the -4 from range I'll hold off for now.

Primary, Deific Obedience +1, 3rd range increment, Bane, Using Dex: 1d20 + 21 + 1 - 4 + 2 - 1 ⇒ (18) + 21 + 1 - 4 + 2 - 1 = 37
Damage: 1d10 + 11 + 2d6 + 2 ⇒ (8) + 11 + (1, 4) + 2 = 26
Secondary, Deific Obedience +1, 3rd range increment, Bane, Using Dex: 1d20 + 16 + 1 - 4 + 2 - 1 ⇒ (12) + 16 + 1 - 4 + 2 - 1 = 26
Damage: 1d10 + 11 + 2d6 + 2 ⇒ (6) + 11 + (6, 1) + 2 = 26
Tertiary, Deific Obedience +1, 3rd range increment, Bane, Using Dex: 1d20 + 11 + 1 - 4 + 2 - 1 ⇒ (2) + 11 + 1 - 4 + 2 - 1 = 11
Damage: 1d10 + 11 + 2d6 + 2 ⇒ (3) + 11 + (1, 6) + 2 = 23


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William sighs and turns to Aerel "Hop on." He then pulls out a scroll and reads it and turns into a large bat.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Oh, crap. I totally forgot that we were doing William's plan to fall back all the way to the dungeon entrance and let the caster's spells expire. GM, can I change the Dimension Door destination to put us back there? Sorry, I have been sick and a bit out of it lately.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

The sigh wasn't meant to be about the change in plans but the embarrassment of having someone catch a ride on me. :)


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Even so, I feel badly about forgetting the plan and I appreciate the inadvertent reminder.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel does as he’s told.


The heroes fall back to the entrance. Likely because of the magical hazard, the gugs do not pursue.

The statue of the dwarf again addresses them. "Driven back, are you? Are you going to get more dwarves to come help? I don't think I can rest otherwise."

Sense Motive DC 36:

The petrified dwarf seems really urgent in trying to get more dwarves to come down to the vaults
1d20 ⇒ 12


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel moves over to have visibility on the hole the gugs were last seen in. He moves carefully, looking for the edge of the magical trap.

Perception vs traps: 1d20 + 38 ⇒ (19) + 38 = 57

Moving as far north as appears safe, taking cover behind a pillar if at all possible and readying a shot.

Since we retconned, I presume that William's scroll wasn't actually used?


No problem saying William didn't waste that scroll


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict waits for Aerel to come back with a report on the extent of the Spike Stones.


Aerel stays ready for a shot that never materializes. The spike stones last a long time, and minutes turn into hours.

How long are you going to wait?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

”Well this isn’t working.” Grum complained. ”I say we just march in and kill them all!” Boredom is as giving way to frustration and he hit fist into breastplate to make his point. ”Teach them a lesson in what they get, both for attacking us and for wasting our time.”


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@GM, Aerel was looking for the edge of the magical trap with his Perception check. Did he find it? Once we know that we are not necessarily waiting for hours. William had suggested no more than 15 minutes. Basically to wait out min/level prep spells.
But Aerel finding the edges of the Spike Stones would be a big help.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

While waiting for Aerel to report back on the extent of the Spike Stones, Benedict brainstorms ideas.

"Okay, we can't walk over any great length of those spikes or we will kill ourselves before even reaching the Gugs.
So what are our options?

  • Grum can Teleport some of us to the room where the Gugs were. Not all of us, though. We can be pretty sure that the spot where Aerel saw the invisible caster retreating from is a spot that has no Spike Stones or else the caster would have hurt himself.
  • We have some ways to fly. Two potions of Fly, the dragon figurine, a scroll of Beast Shape II, anything else?
  • Aerel can go incorporeal.
  • I could try to use those Marvelous Pigments to paint something that could let us walk over the spikes. Like wooden planks or large steel plates, maybe. I don't think that's the best idea but it might work.

    Anybody got any good ideas?

    William, I have a scroll of Haste that I'd ask you to use on us right before we re-enter battle."


  • Aerel returns from scouting with an idea of where the spike stones are.

    The spell description doesn't list a DC for spotting the spike stones, but I'm moving us along anyway since Aerel's perception check was so high. The map is updated.


    Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

    DC 29, at the very bottom of this entry AoN Spike Stones description ; I found it when I considered the idea and should have shared it then, sorry.


    M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

    Benedict is uncharacteristically lacking in confidence.

    "I thought up a few ideas but I don't know what to do.
    Someone else decide our strategy. I'll follow directions."

    Sovereign Court

    Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

    By my notes Grum is out of magic for the day. So no teleportation.

    ”Is there any other way around? If so we take it and flank them. Otherwise, we charge ahead, and damn their magic!” Grum said, pounding his fist to his breastplate.


    M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
    Grum Bakison wrote:
    By my notes Grum is out of magic for the day. So no teleportation.

    Are you sure about that?

    Looking through your posts there was 1 Lightning Bolt and 1 Dispel Magic in this dungeon, so just 2 uses of Barroom Brawler out of 5.

    1 use of Barroom Brawler gets you Item Mastery (Energy Mastery) for 1 minute, which at your level is 3 uses of Energy Mastery (and you used 2 for a Lightning Bolt). But that's still only 1 use of Barroom Brawler.

    Then you didn't end up using Teleportation Mastery (used Dispel Mastery instead). So now that's 2 uses of Barroom Brawler.

    Sovereign Court

    Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

    Ah, right..and 1 more use of it for my +2 enhancement bonus to strength. So that should be 2 left. If that’s right I’ll teleport.


    M Aasimar Fighter 9/Chevalier 3| HP 105/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

    Right before the party teleports, Benedict will use Tactician to share Lastwall Phalanx with everyone and use Warrior Spirit to make his axe Keen, Limning, and Aberration-Bane.

    Haela will use Tactician to share Blood for the Empire with everyone, and make her axe Keen and Aberration-Bane.

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