Buchart |
Can we have the key for the maps? I assume the rangers know what the original uses for the rooms where and that might help us figure out what the ogres are doing in each room now.
Which one of you rangers is the stealthiest? I ask because I can cast an invisibility spell on one of you and you can scout out the fort a bit before we go headlong into this assault. Or, I can go. Or Fernleaf. Or, whomever we decide would fit best for this task.
Sekkim |
"Everybody step back.
Lumpy, kindly pry the top off those crates for me, using your claws."
If Lumpy the undead ogre is about to do something stupid like hit the crates with his axe over and over again, I'll command him to stop and refine the command until he actually grabs the edge of the crate and pulls the top off.
GMPablo |
Busy day today...
"This cave was used by the Black Arrows to store weap ons in the event of a prolonged siege. There won't be any traps on those crates."
Apart from a fair supply of mundane weapons (including two dozen longswords, shortswords, daggers, and longbows), one of the crates contains an oilcloth wrapped around six +2 shocking burst arrows.
Shocking Burst
+2 Arrow
Aura moderate evocation; CL 10th; Weight —
DESCRIPTION
A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
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Buchart |
Busy day today...
"This cave was used by the Black Arrows to store weap ons in the event of a prolonged siege. There won't be any traps on those crates."
Apart from a fair supply of mundane weapons (including two dozen longswords, shortswords, daggers, and longbows), one of the crates contains an oilcloth wrapped around six +2 shocking burst arrows.
Shocking Burst
+2 Arrow
Aura moderate evocation; CL 10th; Weight —DESCRIPTION
A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
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Help me get my head around this since it is a bit removed from the way I understood it from that other game. The way I understand it is that extra property/effect damage doesn't multiply on a critical hit. That is, if I enhance my weapon to a shock weapon and confirm a crit the +1d6 doesn't get multiplied. The burst property has to be added to get the extra crit damage. The same goes with circumstance bonuses like precision and sneak attack damage. The only damage multiplied is supposed to be the weapon damage + strength, weapon enhancement and cast spell (not property or effect) bonuses. This is different from a cast spell though. Spells that require a "hit" (touch or ranged touch) role do get multiplied x2 for a confirmed crit. Also, I thought that the shock property had to be added before the burst property can be added and if you have shocking burst you have shock already. So a longsword with the shocking burst property confirms a crit, you would apply the 1d8 + str + enhancement + 1d6 (shock) then add 1d8 + str + enhancement + 1d10 (burst).??? Sort of important to understand since I can add this ability to my weapon from my arcane pool.
GMPablo |
This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
Smell is based on Perception Senses darkvision 60 ft., low-light vision; Perception +5 Ogres come in many varieties, just like humans, so a specific ogre may have enhanced abilities. They can take specific classes (Barbarian is probably the most common)
Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth. An ogre revels in the misery of others. When smaller races aren't available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end—yet if there is one thing ogres respect, it is family.
Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command. Regions inhabited by ogres are dreary, ugly places, for these giants dwell in squalor and see little need to live in harmony with their environment. The borderland between civilization and ogre territory is a desperate realm of outcasts and despair, for here dwell the ogrekin, the deformed offspring and results of frequent ogre raids against the lands of the smaller folk. Ogre games are violent and cruel, and victims they use for entertainment are lucky if they die the first day. Ogres' cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish. An ogre's great strength and lack of imagination makes it particularly suited for heavy labor, such as mining, forging, and clearing land, and more powerful giants (particularly hill giants and stone giants) often subjugate ogre families to serve them in such regards. A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.
-Posted with Wayfinder
Buchart |
Can we have the key for the maps? I assume the rangers know what the original uses for the rooms where and that might help us figure out what the ogres are doing in each room now.
Which one of you rangers is the stealthiest? I ask because I can cast an invisibility spell on one of you and you can scout out the fort a bit before we go headlong into this assault. Or, I can go. Or Fernleaf. Or, whomever we decide would fit best for this task.
Since I've received no input from the rangers about my inquiry as to which one of them is stealthy...
Alright, we'll take a vote. Who should go in invisible and reconnoiter, me or Fernleaf?
Rolande Deerborne |
What is the limitation of Fernleaf's Gloves? A ranger who knows the place would be helpful. We did ask about their ability of smell, can they detect invisible that way? We need coordinated actions, get multiple things going to give chaos a chance and us an edge. They do seem predisposed to quarreling amongst themselves, that may be one angle as mentioned previously.
GMPablo |
Kaven volunteers as the stealthy one.
B3 Stable
B4 Old Guard Post
B5 Collapsed Tunnel
B6 Cook House
B7 Drainage Ditch (Sewer)
B8 South Gate
B9 Pond
B10 New Barracks
B11 Entrance
B12 - 15 Hidden Caves
The red 3 leads to caves in the lower level B36 is the Fort Jail. Fort Rannick is mostly supplied with men from Varisia who are criminals and occasionally they slip to their old ways.
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GMPablo |
Ogres are not exceptionally Perceptive. They do not have the scent feat like Fahari.
Senses darkvision 60 ft., low-light vision; Perception +5
Invisibility: If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.
I don't know about goggles, but the gloves of reconnaissance see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
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Buchart |
I guess you'll want to find out where the head honcho and the redhead hang out, Kaven, and anything else that you might notice that we can take advantage of.
I cast invisibility on Kaven when he's ready.
Just remember, you only have six minutes to look around then poof, you're visible again.
GMPablo |
Jakardros, Kaven and Vale discuss a few options with you, but most ideas appear to alert the the main keep (such as sealing the barracks and burning it full of ogres). The leaders are probably in the main keep. They suggest clearing the hidden caves of any remaining shocker lizards then entering through the lower caves (3) through the secret entrance in the prison. You may catch some leaders unawares and be able to work your way as quietly as possible to the upper floors of the keep. If you can clear the keep quietly then you have the high ground and walls providing an advantage of the ogres massed in the yard and walls.
If things get too hot we can retreat back to these caves. Even if they find the secret entrance it is a choke point so we won't have to engage the entire group at once.
Kaven starts to get ready for his foray into the keep and adjusts his weapons and armor.
Perception checks please!
Sekkim |
Sorry that's a wizard spell, but Sekkimm can do that.
But I won't, because it won't work. Whisper isn't telepathy - it's magically carried whispers. You still have to make sound for it to work. So it will not effectively secure communications from rangers who are at conversational distance.
Buchart |
Once alerted by Rolande via Cela...I believe we might want to have a word or two with Jakardros & Shalelu about the sihedron tatoos. It might be a regular regional marking that locals recognize and feel some sort of kinship to one another about. But, what if it is a way for Nualia and the Lamashtu to control them? Retaking the fort is important for the political ends of the Society, but aren't we also supposed to be delving a bit deeper to stop the Lamashtu? Since we are already here I hope retaking the fort leads us closer to the trail of Nualia and the Lamia! Do we have anyone in our party that can detect lie?
Buchart |
Sure, but diplomacy isn't his strong suit. Better to be blunt. We need to make sure our party is aware of the situation before we speak to Jakardros. What if they are all in on it? It would be a rather elaborate scheme given Shalelu's involvement in the break-up of the Skinsaw Man's group.
GMPablo |
I'm not sure Buchart. I saw the tattoo, what you call the "sihedron" for the first time on Kaven when we were imprisoned. I meant to ask him about it, but we had other problems to say the least. I am not sure where he got it. Is there some meaning to it? When someone joins the Black Arrows they take a vow of celibacy. Many of our rangers were prisoners or joined for other personal reasons. Some rangers however slip of to Turtleback Ferry to fulfill their urges. These infractions normally carry severe penalties, but there are so few of us left now.
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Sekkim |
"I propose we play it straight, and try to treat everyone equally regardless of pathfinder society membership. We check everyone here for the tattoos, explain why they worry us, and then decide what to do about them. Every moment the rangers are out of the room, the bigger the wedge between us and them grows."
Buchart |
"I propose we play it straight, and try to treat everyone equally regardless of pathfinder society membership. We check everyone here for the tattoos, explain why they worry us, and then decide what to do about them. Every moment the rangers are out of the room, the bigger the wedge between us and them grows."
Agreed. We should ask point blank and see what Kaven has to say. Then explain why we are suspicious about it. We might need him and any other with the tattoo to stay clear of the redhead, though. I have a feeling that she is much more than just another giant friend!
Buchart |
Thinking that Cela or Fernleaf should confront him about the tattoo since they have much better diplomacy skills. We should stay at the ready, though. This may be nothing at all. I will detect magic on the tattoo when he shows it to see if it has any charm, warding, etc., but we need to see what his reaction is.
Buchart |
I'm not sure Buchart. I saw the tattoo, what you call the "sihedron" for the first time on Kaven when we were imprisoned. I meant to ask him about it, but we had other problems to say the least. I am not sure where he got it. Is there some meaning to it? When someone joins the Black Arrows they take a vow of celibacy. Many of our rangers were prisoners or joined for other personal reasons. Some rangers however slip of to Turtleback Ferry to fulfill their urges. These infractions normally carry severe penalties, but there are so few of us left now.
-Posted with Wayfinder
I think you posted as I was editing my post since you answered the question I wasn't yet ready to ask, but for continuity I will add it here.
Jakardros, how many of the rangers from Ft. Rannick had the sihedron tattoo? You know, the seven pointed star?