Two Person Iron Fang Invasion (closed)


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Welcome Nikolaus de'Shade and GM Mowque!


Why thank you! :)

So to business. How would you like characters statted?

I'm going for a dragonrider with a Bronze Dragon, so my big question is - who knows about the dragon? IC I wouldn't have advertised it unless I was assured that it wouldn't be a problem. How would you like to play it?


Level 2
Stats - either 25 pt buy or roll 4d6 (reroll 1's) and drop the lowest.
Races: Core and Featured
Classes: anything Paizo and Dragonrider
Traits: 2, you can take a drawback for trait 3, one should be campaign.

Other: background skills,
feats every level (note the intention with this is to allow some fun and flavourful, if not optimal, feats to be chosen. I won't restrict feats choice at this point but just bear this in mind when choosing).

With regards to the dragon I'm going to say that you might have told one or two other people that you trust, but that most people don't know about it. I'll post a list of named NPCs from Phaendar later today if you want to tie anyone into your backgrounds.


Hmm, I suppose I should go read the player's guide.


Information about Phaendar.
Bordered by light forest, rolling farms, and the rumbling Marideth River, Phaendar is vanishingly small by the standards of outsiders, but is one of the largest settlements in Southern Nirmathas, with 398 residents, spread between the town proper and outlying farms. The town grew around the tumbledown ruins of an old Chelish bastion, which itself was built atop an older trading post established by veterans of the Shining Crusade. Most of the stones and other materials from the ruin were looted to construct other buildings, but the town smithy still uses the original fortress forge.

Most of the town consists of wood and thatch constructions, and even a few canvas walled pavilions, attacks by monsters, bandits, and the occasional Molthuni raiding party cause frequent enough property damage for many to feel the expense of a stone building isn't worth the investment. Despite this the town sees a fair amount of trade in spring and autumn as farmers, ranchers, hunters, and prospectors gather to sell raw materials and stock up on worked goods from the community's many artisans.

Like many similar communities across the nation, Phaendar has little oversight. An informal town council oversees the community (largely to organise festivals and collect funds for repairs) but the people of Phaendar largely resent anyone claiming real authority over the community and steadfastly refuse to elect anyone to the positions of mayor or sheriff. What little law enforcement exists is handled by a makeshift posse or enforced by the nearby Chernasardo Rangers, who frequently resupply and recruit new members during the seasonal trading markets.

List of notable residents of Phaendar.

Aubrin the Green: Aubrin, or Abby to her close friends, is a retired Chernasardo Ranger, turned cleric of Cayden Cailean. In her early thirties, her adventuring days came to an end when she was blinded in a fight with a trio of ankhegs. Although time and healing magic removed the facial scars caused by the acid, it only partially restored her vision, and she is unable to see anything further than 30 feet away. Since retiring she has grown into a community leader and teller of tall tales, the life of every party, always ready with a sympathetic ear or a strong drink to help those around her. Despite growing up in Nirmathas, Aubrin is of Garundi descent and has close cropped hair. Due to a birth defect she is missing a foot, but her peg leg has never slowed her down.

Vane Oreld: The proprietor of Oreld's Fine Shop, owned by three generations of healers and herbalists, and supplying Phaendar with remedies, glue, dye, and paint. Oreld is a middle-aged Taldan with light brown skin, amber eyes, dark brown hair, and a neatly trimmed mustache. He normally wears a shirt whose cuffs are stained with unknown substances and breeches under a thick leather apron. Somewhat prickly, and proud of his relatively high degree of education, Vane also serves as the closest thing the town has to a doctor. He resents the imposition and swears vociferously when his healing skills are required, especially if the injury to be treated is the result of carelessness, but he's to much of a perfectionist to let anyone else fill the role.

Kining Blondebeard: Cantankerous and scheming, Kining is the local smith and owner the Phaendar Trading Company, where farmers, hunters, and artisans come to trade, and travelers stop to resupply. It primarily sells seed, timber, furs, and farm supplies, but all sorts of odds and ends also end up in the store. It's a fairly open secret that Kining was exiled from Glimmerhold, but the exact crime she committed is a mystery. Despite her greed and lack of compassion, she always sticks to the letter of agreements and turns out metal goods of exceptional quality, so most locals accept her inhospitable nature as 'just a dwarf thing' and leave her be. Countless burn scars mar Kining's pale skin and she keeps her iron grey hair cut into a short wedge.

Lirosa and Taidel: A pair of half-elf hunters, Lirosa and Taidel come into town several times a month, spending the rest of their time deep in the forest. Whilst in town, the pair delight in practical jokes and tricks, often encouraging the other young members of the town to join in their mischief. Lirosa is a fairly devout worshiper of Erastil, something her brother Taidel needles her frequently on, considering 'Ol Deadeye' stodgy and old fashioned and overall not a good fit for his sister.

Old Noelan: The caretaker of Riverwood Shrine, Old Nolan has probably lived in Phaendar longer than anyone else. Bald and nearly toothless, Noelan is still surprisingly sprightly, as many of the town's children can attest. Underneath his crotchety exterior however lies a heart of gold. Despite being a priest of Erastil, Noelan allows those of any faith to use the shrine and also maintains an ancient stone shrine to the Green Faith behind the main temple.

Rhyna Cinnatus: Old Noelan's young assistant, Rhyna is an irritatingly optimistic Chelish woman with bronze skin, wavy blonde hair, and pale green eyes. She has a small amount of magical talent and is eager to learn more, but so far has had little success.

Jet A recent transplant to Phaendar of mixed Shoanti and Varisian descent, Jet is the latest in a long run of owners of the Taproot, the local inn and main gathering place in town. Her flirtatious manner and taste for expensive (and somewhat daring) dresses have rendered her a somewhat divisive figure. Half the young men in town seem smitten with her, while many of the older and more conservative of the town's population are mildly scandalised by her behaviour.


Nikolaus- I am leaning towards bard, what do you think? I've never played one before.

Edit: Or a ranger.

Which do you prefer?

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

I'm going to re-use this alias so might as well start posting with it now.

@Mowque - I'm not going to dictate your class so either is fine. There's a lot of wilderness stuff in the AP so one of us probably needs to cover things like survival. If you play the bard then I can do that, if you take the ranger than I'll roll another way.

Versatility-wise the bard is probably better. Hunter would be good as well if we wanted loads of animals!

Also - I'm going half elf, in case that makes any difference to people. Rolling stats too to see what I come up with... :D

4d6 ⇒ (6, 1, 2, 2) = 11 6,2,2 Reroll: 1d6 ⇒ 5 6, 5, 2 = 13
4d6 ⇒ (6, 2, 3, 3) = 14 6,5,3 = 14
4d6 ⇒ (5, 1, 5, 6) = 17 6, 5, 5 Reroll: 1d6 ⇒ 5
4d6 ⇒ (6, 1, 2, 3) = 12 6, 2, 3 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 4
4d6 ⇒ (3, 6, 2, 1) = 12 2, 3, 6 Reroll: 1d6 ⇒ 3
4d6 ⇒ (6, 6, 2, 4) = 18 3, 6, 2

Holy **** thats a lot of ones! And sixes!
Again!

So:
6+5+2 = 13
6+5+3 = 14
6+5+5 = 16
6+4+3 = 13
6+3+3 = 12
6+6+4 = 16

33 point buy... I'll take that! :D

Cheeky question - can I use my racial +2 to turn both 13's into 14's? Or is that too much? ;)


Half-elf shouldn't make much of a difference. There are 17 other half elves in Phaendar, so you'll stand out a little, but not to any real degree.

With regards to using the racial +2 to turn both 13's into 14's I'll allow it. You've got a good spread there with nothing too high or too low. If you'd wanted to try this with a 17 and a 13 I'd have said no but I have no issue here with having two 14s versus a 13 and a 15.


I'll probably re-purpose this alias.

I should play a dragonrider too, ha ha ha.


Doumane wrote:

I'll probably re-purpose this alias.

I should play a dragonrider too, ha ha ha.

You could! Hooray for 1 dimensional parties!


Would you be unhappy if I played a martial? I've wanted to play a brawler for awhile but we'd have zero spells....

GM: Is a gunslinger ok?


Gunslinger should be fine with me if Nikolaus is also fine with it flavour wise. Hobgoblin alchemists (with lots of bombs) play a fairly large role in the campaign so I don't see that the occasional gun will stick out too much.

Regarding a lack of spells you'll hopefully have access to a couple of divine casters at your base of operations and Dragonriders gain some spells at 5th level. If desired I would be open to allowing Issi to cast cantrips from the start of the game, and gain first level spells at 5th level as normal.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Cantrips would be handy - we all love utility magic!

I'm fine with a martial, brawler or gunslinger as you please. I'm going to be doing the classic longbow + sword combo I think so I'll have a bit of ranged and a bit of melee.

I'll try and sort stats today - then we can tweak as needed. I'm going for a smattering of wilderness skills and a little face at the moment (but it will be a little of everything!)

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

I am Tyrek, mighty dragon! Or at least I will be when I grow up...

This is Tyrek's alias - since he has higher Int and Wis than Issi I thought he serves his own! :D

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Is it worth using these rules either instead of or in addition to the feats every level? They make a hell of a lot of sense as far as I'm concerned! (Particularly dropping PBS and making PA a combat option).


Sure, using those feat tax breaks sounds like a good idea. I'll also steal you idea of giving a bonus story feat at character creation and drop back down to feats every two levels (with the option of giving extra bonus feats when and if I feel they are appropriate)

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Issi is finished but for a few things.

1. I need a craft skill...
2. How are we doing HP?
3. Story feat: Either Lost Legacy or Dragon Touched. Both could work so I wanted GM opinion on which one works best for the story. :)

Background will be done once I've finished work :( (and depending a little on the story feat chosen).


Ok, I need to re-do things since we are using the Feat Tax thing (which is a fine idea). Lots of it effect ranged builds...But going with a musket master gunslinger.


Can we use the Called Shot rules? It will effect my build either way.


First rough build...

Doumane, gunslinger:
Doumane
CG Medium humanoid  Gungslinger (Musket Master) 2
Init +4; Senses ; Perception +9
DEFENSE 
AC 19, touch 15, flat-footed 15 (+4 armor, +1 nimble, +4 Dex) 
hp 17
Fort +7, Ref +7, Will +4
OFFENSE 
Speed 30 ft. 
Melee
Masterwork Musket +7 1d12 X4
STATISTICS 
Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 10 
Base Atk +2; CMB +2; CMD 16 
Traits-
Never Stop Shooting- If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you
Feats:
(Class): Rapid Reload (Muskets)
(Class): Gunsmithing-
(Story)- Lost Legacy: Your family must have claim to an inherited title or position that no longer belongs to them, or have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title.
Ranged Trip: As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can’t be knocked prone by failing the trip attempt.
Precise Shot- You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll
Trick Shooter: You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty.
Feat Tax Feats (For Free)
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills
Acrobatics +8
Bluff +5
Craft (Alchemy) +6
Diplomacy +6
Handle Animal +1
Heal +8
Intimidate +6
Knolwdge Engeering +2
Knolwedge Local +8
Perception +9
Survival +9

Languages Common
SPECIAL ABILITIES 

Musket Master
Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.
A musket master must take a musket when she chooses a battered firearm at 1st level.
Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
This deed replaces the gunslinger’s dodge deed.
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Grit- 4/day
Deeds:
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
EQUIPMENT 
Wealth: 298 gp
20 Bullets (and black powder to go with it)
Gunsmith Kit
Gunsligners Kit
10 Alchemical Cartridges
Silk Rope
Waterproof Bag
Alchemist Fire 5
Tanglefoot bag


On my phone at this moment so answers may be a bit rough and subject to change.

Re: Called Shots - I'm fine with allowing them if you want to use them.

Re: HP - Let's go with max HP as there are just the two of you.

Re: Story Feat - I think either could work, I think a black dragon plays a fairly large role in book 3 so that could tie in with dragon touched. I see Doumane has also picked Lost Legacy so if Issi also chose that one I'd prefer if you linked the claims together in some way.

Re: Builds Overall - Both look good so far. I'll have a more detailed read over tomorrow. I did notice that Doumane is missing a Campaign Trait


I'd like to use Called Shots, just adds some variety to things. Oops on traits...I'll fix it..

I went with Unbreakable Survivor. (This drops his Diplomacy down to +2)

My basic idea is that Doumane has been living for years int he forest and small hamlets. He is hired to kill beasts and vermin for various farmers, woodcutters and the like. He is respected and even somewhat liked, but he is a stand-offish fellow. The gunslinger is aware his family once held high rank here and the fact that he is living off his gun in the bush has made him more then a trifle bitter. Fair enough?

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.
Doumane wrote:
My basic idea is that Doumane has been living for years in the forest and small hamlets. He is hired to kill beasts and vermin for various farmers, woodcutters and the like. He is respected and even somewhat liked, but he is a stand-offish fellow. The gunslinger is aware his family once held high rank here and the fact that he is living off his gun in the bush has made him more then a trifle bitter. Fair enough?

That could tie in nicely - Issi is born and bred in Phaendar, but loves the woods and is a member of the Foxclaw scouts. So they ran into each other one day, perhaps when Issi was younger and Doumane helped her out/get back home. That started a friendship and when she ended up with a dragon! :O He was the first one she told (and possibly brought him to in order to try and keep Tyrek hidden/safe).

I like the idea of us both having lost legacy, but how to make it work... Issi could be Doumane's niece? Something the pair of them only found out after their first meeting! Issi's mother is Doumane's sister or some such?

Issi is far too friendly and happy to be put off by his attitude (which might explain the varience in their diplomacy scores! :P)


That could work. Issi could be from part of DOumane' family that has been long estranged. It also makes sense you'd seek him out because he is the guy the locals would hire to kill a small dragon.

However, if you don't want to step on each other's toes, there were other Story Feats I can pick.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Naah- lets go with it! Besides, if we're going to play to the fantasy trope max then Doumane should be Issi's father! And there should be a big reveal... but that might be a bit too cliche... Uncle or something similar works! :)

I'll try and find time to write up the fluff tomorrow.


Just thought of something - a houserule that I often use but didn't mention earlier because I didn't think it was relevant is that fighters get 4 skill points per level (+ int, etc) instead of 2. As Dragonriders also get a base of 2 skill points per level I'm happy to also apply this rule to them.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Thank you for the extra skill points. Mechanically Issi is all ready to go! Fluff still a work in progress... being a teacher means no life :(


I'll just bounce off you, Issi.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Fluff's up - nothing immensely detailed but it covers the basics I think :)


Looks good to me. I checked up on the black dragon and it's book 2 in which he features, so you'll get to meet him again then hopefully. I've also made an initial post in the gameplay thread to set the scene.


I'm just waiting for Doumane before moving along in the gameplay thread. I like what you're doing with Tyrek.

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

"Quite right too. Little-Flame says she's glad you like it."


Oh, man. Sorry guys!

I went away on a short camping trip then totally forgot about this game (it wasn't on my game list yet!)

I feel really, really bad. Won't happen again!


No worries. I suspected something like that may have happened and was going to give you a nudge tomorrow if hadn't posted by then.


Looking forward to things.


I'm waiting for Issi to respond.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

A question EmEss: I'd really like to give Issi the dragon soul racial trait since it seems very fitting. The main thing I'd lose for that is adaptability (which I used to get my exotic bastard sword proficiency). I'll drop the lance proficiency and move to a sword instead - would you let me keep the ability to one hand the bastard sword or shall I just swap to the good old longsword instead?


I'll allow you to continue to one hand the bastard sword. If Doumane also wants to pick an additional weapon to be proficient with he can as well.


Provision Points
Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of staple food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources
weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.

Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.

If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage.


I will look at the weapon list. Probably just a sword or something. two guns seems gamey!


Added a Map of Phaendar to the Campaign Tab along with a track of provision points gathered and villagers rescued. You are currently at point D on the map. C is the Riverwood Shrine, B the Phaendar Trading Company, and A is Oreld's Fine Shop.


I've updated the header with the people and provisions from Oreld's shop. I'm going to wait for Doumane before posting again in the gameplay.

Issi and Perception:

I'm not sure if my comment in the last spoiler came across as slightly passive aggressive, it was meant to be lighthearted but tone is sometimes hard to get right over the internet. It was probably the right call to roll for that perception spoiler however, as it was made in a higher pressure situation than the previous one (which didn't even have a DC in the book it was just 'if they look at the notes on the desk then they will see what they contain'.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

No worries about the perception check - I know people regularly taking 10 can be a tinsy bit annoying! ;) Do you want to specify in future - 'Roll Perception DC18' or simply 'Perception DC18'? Then I'd know that the first I have to roll and the second I can take 10.


I apologize for my slow posting. I should be back to multiple ones a day this week.


Wait, can Doumane understand Tyrek?

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

Do you speak draconic? :) If so then yes, if not then no. :D

He has more Int than Issi, he's perfectly capable of intelligent speech!

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Happy 4th to you Americans!


Notes from the book on how the refugees can be put to work.
Each day, an NPC can be assigned to perform one task around camp or generally employ skills on the PCs’ behalf. The most useful such projects include the following.
• Assist: NPCs can assist a PC or NPC with any skill they’re trained in, automatically granting a +2 aid another bonus.
• Build Shelter: Creating a shelter for one Medium-sized creature requires a successful DC 12 Craft or Survival check. For every 2 points by which the result exceeds 12, the shelter can accommodate one additional Medium-sized creature. These shelters are simple and
cold, but enough to prevent a character from being fatigued from lack of shelter.
• Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91).
• Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.
• Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful
Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually
cheese or butter), or can be butchered to immediately provide 2 Provision Points.
• Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a
random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist).
• Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
• Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps , and providing skills the PCs may lack. NPCs hold back from combat, but
should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety.
• Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs.

Named NPCs

• Jet: Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.

• Oreld: Oreld gathers materials from the woods to
make rudimentary potions. Every day, he can make 1 alchemical item, but doing so prevents him from working on any other tasks that day.

• Rhyna: She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group.

Children
Children can only assist with most tasks, rather than performing one unsupervised. They can however get by on half rations and sleep two to a shelter.


1. Should we make a spreadsheet or something to track all of this? In PBP we could actually maximize our skills here.

2. How did we do compared to what the AP expects you to save?


A spreadsheet might be a good idea if you want to focus on this aspect of the game. Likewise if you want to come up with names, personalities or back stories for any of the unnamed NPCs feel free and I'll try to incorporate that in.

In terms of gathering refugees you saved towards the top end of what it expects you to reach without splitting up, which is the only way to reach all the named NPCs in time. You did a really good job at putting the fire at the Smithy out fast before there were any further casualties.

You might have been able to gather slightly more food if you'd dallied slightly longer and perhaps searched a couple of houses, but that would have resulted in a greater degree of risk.

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