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

Game Master DM Brainiac

Battle Maps on Google Slides


51 to 100 of 1,498 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Wulfram:
No, there has never been an elemental in the smithy before.


Still need Aramant's actions for the round. I'll give him till this afternoon before assuming he moves in to attack.


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

Someone should be using the wand of Cure Light Wounds. Would Eustoma like to carry it?


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

Yes I can take it.


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

FYI, I think Kinetic Blast normally has a range of 30 ft.


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

It does- that's why I had Rogar sneak up to 30 feet. (I actually had that in my post at first, not sure why it was dropped. But yeah, Rogar would do his best over the next minute to get close enough- assuming the hobgoblin hadn't spotted us by then, that is.

It's also why I have PBS permanently included in my calculations for its damage. Next Infusion I get, I'm taking Long Range, and by then I'll have a horse (or something) so I always have a move action free for Gather Power. Pushing Infusion, while cool... just isn't cutting it. Still, I only had about three choices this level. Kinetic Blade (which would be mostly useless), Extended Range (semi-frequent use), or Pushing Infusion (+2 racial bonus to Bull rush). It's not optimal, as I am quickly realizing (especially with my abysmal rolls), but it's flavorful that a rock might cause someone to stagger back a step, which is also important. Plus, with some burn spent, it might prevent a full attack when the time comes.


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
Rogar Befin wrote:
I actually had that in my post at first, not sure why it was dropped.

The forums found that part of you post delicious, and ate it:)


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

How far from the bridge were Lirosa and Taidal when we last caught a glimpse of them? Wulfram will need to consider them when placing his Entangle spell.


They were a few hundred feet away, so you wouldn't have any chance of catching them in the area.


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

My plan is to barricade the shack closed- serve as a meat shield while I block the door. Just an FYI. Sorry for getting in the way. IC, just call out a warning and I'll charge out of the way next round.


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

My concern is that the 5 hobgoblins who were chasing Lirosa and Taidal might show up over there. I'll shout a warning and delay till you have a chance to act.


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

You could just cast the spell anyway. Even I can usually roll a 9. In any case, my goal of blocking the shack door can be done even when I'm entangled. While the effective -5 penalty to attack rolls would be a pain, it's unlikely to change... anything, really. I'd miss regardless. ;)


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 would have stopped 5 feet before the shack. Other than that, looks good.


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

Hmm, I would have worded my post differently if I'd seen the map (Rogar's not in the grass as I thought).


Yeah, next time I'll try to get the map up sooner.

I'll adjust everybody's positions and post an updated one later today.

EDIT: Map is up the gameplay thread.


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

If you load the map into Google Slides, people can move their own tokens. Here's an example from a PFS game I played in (Slide 2).


Didn't know that was a thing. I'll look into doing that for the next round.


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

Aramant seems to have stolen all of Eustoma's good rolls!

By the way, I think some people have forgotten to add Bless.


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

Yes I've been forgetting


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

I forgot as well. The +1 is from Hatred, which I finally remembered to add.


Rogar, not sure if you saw but I edited the round update. The first hob went down (added in Eustoma's Point Blank Shot damage), so you only got hit once for 7 damage if that changes your actions for the round.


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

Oh, yep. I missed the change. I absolutely have different actions. Just barely missed the edit window, though, so new post incoming. Disregard my other one.

By the way, does my way of showing health make sense? As a kineticist, I'll be dealing with nonlethal a lot, so I have it written out like:

HP before falling unconscious nonlethal+lethal (HP left before dying just lethal).

If anyone else has a better idea that can make it clear my current totals, I'm open to hear them.


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

For some reason I thought the guard on the bridge had dropped. Oh well, With my roll, my action had no effect anyways.


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

Is Eustoma adding in Point-Blank Shot? I think she should have a total to-hit bonus of +6:
3(Dex) + 1(size) + 1(Point-Blank Shot) + 1(Bless) = 6

Likewise, I think her damage bonus should be +3:
2(Str) + 1(Point-Blank Shot)=3

I hope this doesn't come across as nagging. I just want you to get the bonuses you're entitled to.


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 wasn't sure if I was within 30 feet of the hobgoblin or I would have added it. I erred on the side of caution. I tend to do that. I don't think you are nagging. Thanks for checking.


Rogar, your method of noting HP works for me.


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

GM: What time of day is it when we get across the bridge?


It is late at night, probably around 9:00 PM.


Survivors:
Your band of survivors is ready to lend a hand, but also equally ready for a hot meal. The refugees must eat and be kept safe, but can help you gather resources, guard camp, scout, and produce goods you can't otherwise buy in the middle of the woods. Some can even come to the rescue if you find yourselves in danger.

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 (see below), 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.

Regardless of the refugees' general mood, specific named NPCs take on a helpful role within the group and provide unique benefits so long as they remain alive and friendly to the PCs, as follows.
• 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.
• Kining: The stolid dwarf keeps everyone's weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.
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.

Food:
The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One 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 stable 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. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

Shelter:
Perhaps more important than even food is basic protection from the elements. The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn't immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour's work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.

Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don't require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation. Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.


Southern Fangwood Map

Adding the link to the Campaign Info page as well.


LE Male Tiefling Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1

I will probably build a spreadsheet for it. So many details! :)

Either way - can I take some time at the night to try to identify the items I still didn't?


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

GM: Wulfram can potentially cast Goodberry to help with provisions.

This leads to the questions:
1. What does "freshly picked" mean in game terms? Would Wulfram himself have to pick the berries, or could NPCs gather berries for Wulfram to use for the spell, and how much time could elapse between picking and casting?
2. Are there berries in season right now in this area?


Aramant, you can try to identify the items again in the morning.

Wulfram, NPCs can gather berries for you as part of their normal foraging. Berries generally stay fresh for 2-3 days after being picked, so you'd have plenty of time to cast the spell. There are berries in season right now.

Every two goodberries would count as 1 Provision Point.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram is taking a rank in Spellcraft, so he'll be able to assist Aramant with identifying.

After we ID the items, we should divide up the loot. My suggestion would be that any weapons and armor the PCs don't want should be distributed among the NPCs. We might want to consider giving Kining some coins, gems, gold dust, etc., given that we'll be using some of her stock.

There's an portable alchemist's lab, plus alchemical components, so if anyone has Craft Alchemy, they could make alchemical items.


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

Yay! My first level up!

How are we doing HP? 1/2+1?


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
Rogar Befin wrote:
How are we doing HP? 1/2+1?

That's my preference.


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

So, my new Utility talent is Kinetic Cover, and I can have up to 6 active at a time. Can this be used to create an improvised shelter?


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 have Spellcraft, and detect magic.

Precise Shot acquired. :)

How does barding work for an animal companion? Does she need Light Armor proficiency to use it?


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

Aramant- I'm currently working on a spreadsheet of the survivors. If you're not already working on one for the loot/provision, I'll do that too.

EDIT: I'll be donating Rogar's 5 days of Trail Rations to our provision points. For simplicity, I suggest that everyone else does so as well.

EDIT 2: Also linked spreadsheet.


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

I would suggest that one of our first priorities should be to gather the scattered sheep and goats, before they fall victim to predators. Wulfram is trained in Handle Animal and can help with this.

Wulfram has 5 days of trail rations.


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

My skills outside of battle are best spent making metal weapons or scouting. But digging can also be a valuable skill in many applications, particularly combined with K (engineering).


Half + 1 works for HP.

Rogar, you can use kinetic cover to create an improvised shelter for one person.

Eustoma, if Sia doesn't have the armor proficiency feat, she would take a penalty to her attack rolls equal to the armor check penalty.


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

So, question: does the +1 initiative granted by Kining apply to us as well?


It only applies to the other NPCs should they get into a fight on their own or when following you.


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

I'll take the light armor proficiency feat then. She's going to continue to dive into battle, and her AC need to be higher.


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'll be attending PaizoCon this weekend. Posting will be pretty sporadic until Monday. If you are attending, let me know and we can say hello.


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

I'm not that far away (Vancouver, BC), but I'm going to be able to make it:(


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
Wulfram Bartos wrote:
I'm not that far away (Vancouver, BC), but I'm going to be able to make it:(

:( I live about 20 miles away from the hotel so it makes it easier.


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

I live an hour north. Maybe someday I'll make it, but not this year....


I'm all the way in Florida. I went once in 2012, though I'm not likely to make it back out any time soon.

851 to 900 of 1,498 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Brainiac's Ironfang Invasion: Table 1 Discussion All Messageboards

Want to post a reply? Sign in.