
Rigo'Sharva |

@Swirls Mist: No worries.
@Rigo:
Quote:For a small to ride a large, you need an exotic saddle, same as a human riding an elephantWhere is this rule for small riders on large mounts? It is not in the Ride Skill nor in the equipment section. The only reference to sizes is in the ability to Fast Mount/Dismount a mount that is more than 1 size large than you. (exepct if you are playing Pathfinder and you have the Mammoth Rider Prestige Class. My gnome fast mounts huge mounts.)
I have taken my nieces and nephews out riding with me many times, and all that is needed it shorting the stirups for them.
....
I think I'm remembering something from the 3.5 FAQ.
It's up to the GM, obviously. Yes, you can use an adult saddle for a kid, I used some when I was a kid as well, and yes, the shortened stirrups will work. But I also almost fell off a couple of times losing my seat because I slid around in the saddle more than I should have.
When I was young, they called it a kid's saddle, although it appears they're now calling them 'youth saddles'. Safer ride.
Anyway, like I said, apparently the rule was in 3.5 and not moved up, or at least I can't find anything about it. So the halfling rides a horse. No skin off my nose.

Borrum Orcbane |

When members get a chance, please indicate on the Loot Log what items your character will be carring, so we don't leave anything behind.
There is now 2 Handy Haversacks in the group. Anything that is not indicated as picked up, will get tossed into the Handy Haversacks.
Lastly, there is 273.97gp available for the group. If possible, please have Galdamor convert that to gems when he is talking to vendors and what-not. Gems are much easier to carry.

Rigo'Sharva |

Rigo is joining in at WBL, so he shouldn't be taking any of the goodies right now. :) By the way, I'm here and reading, but Rigo is new to the group, and doesn't have much to say or do just yet.

Swirls Mist |

Wild shape melds gear to my body so I'm not sure if you guys want me carrying the havarsack.

Borrum Orcbane |

@Rigo: I am of the opinion that at this point in the loot division, that Rigo and Fi'dho are part of the group and we are distributing items that can best benefit someone or determining who will be carrying items.
I agree with Swirls Mist's observation that the wild shaping druid would not be a primary nor secondary choice to carry the handy haversacks.
I am just trying to get the loot taken care of so we will be ready when we are going to head out.

Rigo'Sharva |

If it's just carrying stuff, Rigo can carry a haversack to carry party loot. I just didn't feel like I have a claim on any loot as far as 'ooh shiny mine'. :)

Marrulurk, Agents of the Hand |

I'll take a haversack, and any potions people don't want to hold onto. That'll lower my weight threshold to below my light load, and allow me to move more rapidly.
Much like Rigo, I wasn't considering the stuff necessarily "mine" to claim, but I'll take it, sure, if it's offered. :)

Swirls Mist |

Alright, so any of the scrolls/potions work well for me as whenever I'm within 30ft of my animal companion I can double up on the effect. Scrolls and potions consider me the caster of the effect far as I can tell, if i'm the caster I can share the spell effect with my animal friend and get two castings of the spell for the price of one.
Unsure if it will work like that for potions of spells I cant cast though.
I'm going to say Gladmor/Borrum/marru ought to get the potion of fly, saving it for really bad situations.
Rigo is the only one who has a chance to use the Scroll of mage armor and your druid would love you if you considered using it on him when the going gets tough as the effect would stay in wild form.
Utility scrolls/potions (neutralize posions/Lesser restoration exct) ought to live with Galdamor. Any time I end up fighting could also end up being a time when those items get locked from use due to wild shape and that sounds dangerous.
Wand of CLW we just got is an extra as Rigo seems to have one, Galdamor has one and I have my wand of lesser vigor.

Rigo'Sharva |

Rigo will get better at UMD as he levels up. Warlocks gain some nice benefits about 3rd level for that.

Swirls Mist |

Deceive item come online at Warlock level 4. So three levels away.
So Wands are entirely workable right now for Rigo, but until he hits Lock4 he will always run the risk of failure on UMD for scrolls.
I can only hope that we get another major windfall by then.

DM Greg |

As FYI
There the next event is the meeting of the town council on the day after in the afternoon.
It takes the morning part of today to get your shopping done.
If there anything else you want to do let me know. If not we will move.
Sometime late afternoon Galdamor is asked to come to Serentien's house.
There he will get the Staff of Life back along with a small parchment giving him the command word for each effect.

Borrum Orcbane |

Nothing else I need to do. Borrum will pass the rest of the day at the blacksmith sharping weapons and repairing any damaged weapons.
Craft Weaponsmith (+4)
Just keeping the gear in good repair, as a proper dwarven fighter does during down time.

Tacticslion |

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The group explored a tower, found disturbing sign of goblin activity, fought some strange goblins that look very abnormal, and witnessed the remains of a weird ritual burning of eight different creatures, and discovered that the tower was likely going to detonate in a necromantic explosion that might destroy Alkenstar, Nex, and even Geb... even the undead there. They hit a dead-end, and found a sentient, talking undead spider; said spider made a deal with them: open a door for it, and it would help them and given them stuff. So far, it's made good on the giving them stuff, and lead them down an alternate path beyond the doors they couldn't open before.
Now they see ten of the strange-looking goblins... one of which happens to be wearing and wielding... unusual... equipment... that you may be interested in.
:)
You are permitted to post in Discussion, if you'd like.

Swirls Mist |

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Im not quite sure what to make of that one. To be entirely honest I mostly forgot about the setting when I saw the number of players in it. Figured it was mostly self sustaining and got distracted enough that my plan to stat up a character concept for your approval fell by the wayside. Reading the posts I am disappointed to see you already had a second recruitment that I missed.
It has given me the inspiration to make up a gnomish worshiper of teun that would love the hell out of such absolutely madcap weapons though. Perhaps I shall spring him on some of my players
However I am ridiculously excited to see the 'chucks Yo! In action. I will absolutely be watching to see how that one ends out as even if the goblin loses the reactions of the players to such things as harmor is going to be great.
Though i question why you would single me out when all the stuff the goblin is using were inventions of either you or smashomancer.
Well unless they all have hammerbomb chucks as backup/ suicide weapons. That or they could be lame and throw them.
On topic is there any mention to mundane or alchemical items for sale in drellins ferry?
Tanglefoot bags, bolas and nets all sound like potentially useful things.

Tacticslion |

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And... I had a second recruitment? That's... news to me. Where are you getting that impression?
Also, though I can't guarantee that you'd get into it very soon (it would be after this combat and in the next one), would you be interested in joining?
The list of small races is found at the bottom of that page.
Alternatively, there are a few other options for other things... basically you'd be a plot point/part of a currently-unknown plot-element. It's not that you'd be super powerful, or even really know what's going on, at all, but rather it's just something that hasn't quite been revealed yet. It comes with a few benefits and a few problems. Most notably, your character will have no idea what's going on, find most of the PCs exceedingly weird-looking, have no way to speak their language, and generally be an outcast. If you choose this, your character will have been one that was captured and is to be used in a ritual sacrifice.
Alternatively-alternatively... you could play a goblin.
Anyway, here's the big bad guy they're about to face...
Nuglet the Keeper
Undead fighter 3; Spd 15 ft. (harmor);
HD 3d10+3d8; hp 54; Init +6
AC 28 (touch 12, flat-footed 26); SV Fort +1, Ref +1, Will +3
- Sp channel resist +4
- DR 10/magic and slashing
- resist fire 10
- immune (cold, electricity, magic missile)
Atk: +8/+8 melee (1d10+7/1d10+7, 19-20/x2 hammerchucks) or ranged +7 (1d6 javelins)
Reflex DC 13 v. self-harm each round wielded; CMB +10; CMD 19 (29 v. Disarm)
SQ Darkvision 60 ft., scent, contagious
Str 20, Dex 15, Con -, Int 10, Wis 10, Cha 9.
Feats: (1) Intimidating Prowess, (f1) Weapon Proficiency (hammerchucks), (f2) Weapon Focus (hammerchucks), (3) Weapon Specialization (hammerchuck), (f4) Advanced Defensive Combat Training, (5) Greater Weapon Focus (hammerchucks); (br) Improved Initiative, (br) Toughness
Skills: Intimidate +11, Perception +12, Stealth +10; racial +4 intimidate, +4 stealth, +8 climb
Special Qualities:
- Contagious: Individuals who come into contact with a contagious object or creature must succeed in a Fortitude save (DC 13) or become infected with the Blightburn Mana Plague.
Possessions: Hammer Chucks, Scythe Chucks, Buckler Chucks, Pal-drons, Harmor, 6 Javelins, Locked Gauntlets
- Potion: inflict light wounds (5th level; 1d8+5), invisibility (3rd level; 3 min.), bane (5th level),
- Other: 13 gp, blue sapphire worth 1,300 gp; very fine culinary equipment worth 10g
- Other: infusion of reformation (x2)
The world is called "Triddum". The major races of Triddum are the Dromites ("bugfolk"), Grippli ("frogfolk"), Kobolds ("lizard-rats"), the Korobokuru ("hairyfolk"), the Pech ("deepfolk"), the Ratfolk ("ratlings"), the Svirfneblin (and spriggan) (also "deepfolk" (and "creeps")), and the Xeph ("runners").
Small sized kitsune ("foxfolk"), wayang ("shadowfolk"), gathlain ("flowerfolk"), ghoron ("fruitfolk"), and oaklings ("bushfolk") all exist, but are relatively rare.
Goblins (or "Midori", literally "green"), Blues (or "Ao" or "Buryu"), and Bakemono are generally the pests of the world - extremely numerous, and no one wants them. While Hobgoblins (or Obake) exist, as do Bugbears (or Henge), they are substantially less numerous. Buryu often arise spontaneously from Midori and, in certain parts of the world (though not locally) they have successfully created relatively advanced, clean, wealthy, egalitarian (if still brutal) civilizations. This is not true, locally, however. Collectively, Midori and Buryu are known as Aobake. There are also the Monkeygoblins (Saruobake), but these are not as common and must contend with the charau-ka, the eloko (spriggans), and the biloko in the jungles.
Relluks have recently arrived and have begun learning about themselves and the world.
Mites, Tasloi, Kappa, and Hitoatama-Tengu are only slightly less common than the major races.
Spirit Centipedes and Nats are below that.
Others are less than these, though catfolk also exist.

Rigo'Sharva |

Yep, my streak is intact. Join a game, post a few times, watch game die.

Borrum Orcbane |

Why do you say die? We are at a diplomatic state in game, and Borrum is not good with diplomacy. He has said his peace, and if they want to be hard headed mules, then that is their decision. It is hard to give evidence if there is none to be given.
Also, two of my other games had people go to GenCon over the last weekend. They have gone either slower or no posts for the last 5-6 days.

Rigo'Sharva |

Just the way my luck seems to go. :) Plus it pokes the nest to see if the hornets are still here or gone.
Even if you don't have anything to say in game, you should post something like 'Borrum glowers in the back of the room' so the GM knows you're here and have nothing to say. I run a lot of PBP and it drives me nuts when people don't post to let me know they have nothing to add, as it means I wait a day or two to continue on.

Swirls Mist |

*shrug* I had hoped to time it so Swirls mist could make the meeting but be suffering from fatigue (due to having been awake for his ritual) but sounds like I missed the margin a bit.
So as to the argument I think we have two cases to make currently. Having spoken with the village blacksmith (I think) and having the village forestry master (Jorr) we do have someone legitimate to speak on our behalf for both the hobgoblin army's quality arms/armor and the tactics displayed by them when you assaulted the keep and the bridge as he was watching.

Marrulurk, Agents of the Hand |

As a reminder, Galdamor's diplomacy should be 4 points higher due to all the Aid Another effects he's receiving. Also, that's a really good point, Swirls Mist - especially as Fi'dho spent some time helping sell things off, he'd know about the equipment.

Swirls Mist |

Hopefully Fi'dho's point about the armor (and stunning diplomacy roll) will force some of these fools into action.

Swirls Mist |

So how in depth do we want to go for the earthwork preparations you guys want?
Druids have a load of spells that could transform this town into a nightmare to take.

Rigo'Sharva |

If we can set up a berm with stakes on it around the town, that's a major force multiplier.

Swirls Mist |

Dire badger wildshape will be able to provide an absolutely unreasonable amount of trenches and tunnels. for the few creatures in 3.5 that leave tunnels with burrow (dire badger is one) burrow speeds are crazy.
Natures Rampart combined with tunneling could make some fairly decent defenses. Though I think we are still in trouble when the flying critters come to town.
Plant growth and Soften earth/stone can make the forests nearly impassable.
Spike stones and Briar web could serve to inflict some rather hefty harm on things more if they are forced to step on it multiple times.

Marrulurk, Agents of the Hand |

I say full-on above and beyond the call of duty.
We don't just fight to hold them off, we fight to win. Not by defeating their force of numbers, but by breaking their fighting spirit.
Winding tunnels make for excellent defenses against flying creatures, as well as fabulous murder-holes for those that would use them to advance.
With proper and redundant tunneling (and solid emergency-barrier systems), we could make it completely unnecessary to ever actually engage fliers in the open.
When people do go above-ground, make the areas sheltered and covered from all reasonable angles of aerial ranged attacks, forcing them to land... on trapped ground (a self-enclosing pit/net-trap or pit/chain-net-trap) to make them land and force them to pay for it.
The traps won't get many: they'll adapt tactics quickly, but those that they will get will be very, very sorry they decided to land.
For the other side of the river, we can get high ground, cover it over against aerial assault (giving total cover), and then force them to pay for every inch of turf in their (excessively generously donated) blood.
Again, sharp shafts hidden beneath the river's waters will make any attempts they try to follow suffer terribly: their boats get nicely stuck while we rain arrows down upon them. Our own crossing will be facilitated by ropes set up in advance to be cut.
The fliers attempting to help them take said 'bridge' will be the most 'dangerous' part... but with someone fairly hardy, we'll have a marked advantage over the average folk to do exactly that.
Additionally, we'll want to make as many of our defenses self-collapsing (with certain triggers) as possible. Thus, we can leave, drop everything behind us, and take a few of them and leave them no fortifications, and make it harder to make new ones (due to needing to clean out the rubble and bodies).
Any of us have the ability to scribe scrolls? As many scrolls of as many summons as we could get would be amazing. Dropping lots of hippogriffs should be a great help. Alternatively, we could (for a few rounds) have an aerial calvary of our own: a few satyrs riding a few giant owls or giant eagles could be rather amazing, though I'm not sure of the feasibility of that, given the duration of such spells.
Any other ideas?

Swirls Mist |

I think a big chunk of it will be lighting an even larger fire under the behinds of these villagers. They are not going to let us make the village into a death trap because as far as they can tell they will be returning there at some point in the future.
Swirls mist could make an interconnected web of tunnels going from defensible position to the next. Punch holes in the lowest floors of the houses in town to give our warriors vantage points as the ones on the front lines are taken. I very much want to ensure we have means to escape this first and foremost.
So I'm thinking tunnels leading to the town hall, Town hall is the fallback point with a larger tunnel leading away from it and into the forest behind drellin's ferry where the warriors would have their horses and other items for retreat stashed away in a hidden place.
Galdamor could actually serve as an amazing archery commander.
Blessed aim (L1 spell) would give everyone in 50ft radius of him a +2 on ranged attacks. Hrmm... though the brother of Pelor might serve that purpose even better as it would permit him to stay out of the fighting and let Galdamor lead form the front (blessing our front liners)
The town druid could stick with him and cast Linked perceptions which gives a stacking +2 bonus to spot/listen per number of allies in the 20ft radius with you. If set up on the church's roof with a large number of people that could easily result in +30's to checks. And if all of them have bows they could very easily take down quite a few manticores just by out ranging them.
I mean if we are going for scorched earth though Swirls mist could burn a few spells on Rapid burrow and displace enough dirt to make one heck of a nasty sinkhole.
I don't have scribe scroll, though I figure that the towns spell casters might have crafting feats.
The only decent (Ariel fighter) spell I have for this situation would be Summon Dire hawk, which is L2 spell that summons 1 dire hawk for 1minutes/CL that you can command telepathically.
They are not amazing fighters but their armor class is quite high so I might be able to goad the manticores into wasting their spike attacks on them rather than hammering the town. (as each manticore only has 4 shots of spikes for each day, if we can get them to waste those shots our chances of downing them increases significantly.
I think most of this is going to hinge on someone scouting and finding out precisely how much time we have before the Red Hand descends on us.
These plans are all quite good but we need a few days to set most of them up, if the red hand is coming tomorrow then most of this stuff is going to be panicked running from townfolk and a hasty defense from us.
More to assess the full numbers of the Red hand army than it is to actually prevent them from rolling over Drellin's ferry.

Marrulurk, Agents of the Hand |

My thought, based on the defenses mentioned, is that we don't turn the town into a deathtrap for ourselves - and any traps we make would be able to be undone anyway. I was thinking you have (or will have) access to move earth, which would allow us to (after the fact) come back in and even and level everything out, effectively retconning our own changes out of existence.
I'm honestly presuming that we don't have the time to make stuff out of metal - I'm going with the most basic ideas I can from dirt, rock, wood, and the like.
But yes, I intended to acknowledge the fact that we don't know how much time we have. Sorry if that wasn't clear.

Rigo'Sharva |

Something else. If you can hit magical darkness on areas, I can see through it. So I can literally walk amongst totally blind people and blast them into tiny bits with nothing they can do to respond.
Also, I've got early warning with invisible creatures covered, but a wand of Glitterdust would make things MUCH easier, in that I can target the invisible people I see with it, and then they're giant glowing targets for everyone else, even townsfolk.
A wand of darkness or deeper darkness would be even better. :) Cast on myself, wade into the enemy and kill with relative impunity (especially with deeper darkness).

Marrulurk, Agents of the Hand |

what screams maru?
The ones that were happening in a different game. My bad: I was updating all of my games and got something confused. ^-^

Swirls Mist |

So yesterday (the day of the meeting/ day that Swirls mist got his companion.) that was the 11th correct?
If thats the case swirls mist would have a few things he would do before going to bed and sleeping (as his use of Lesser restoration removes the penalties for today)
I'm just going to do this here as expressing all of this is gonna take a while IC. I don't much want to bog the game down a second time
(shifty eyes toward Swirls mist's adventures on the bridge)
I will obviously need the assistance of my allies to accomplish all I desire to get done but it doesn't sound like they were doing much on the 11th following the meeting with the council anyway. So delegation.
Forest voice is actually 1 of two spells usually used in concert. Forest eyes is the other one.
If I can't find a way to avoid burning a second L3 spell slot for this I will use Forest eyes to find a target for Forest voice that would be useful.
1. Discover the pertinent details of what sort of plants are where in Brindol. Does the private gardens have particular breeds of plants? are there a particular breed of local flora that would be near:
1. The private quarters (or public area they use often) of either the Lord or Lady.
2. A guard outpost in the city that would have a guard stationed at all times. The more important the guards title the better.
3. the home of a well regarded wizard cleric or druid who would be able to both identify the spell described and allow Swirls mist to get a message to the lord.
*if I can get a messsage then all I need him to do is get a 1 pound jar of dust or sand and either have a retainer or himself carry it. with that Swirls mist (Or lord brindol if he has a wizard able to cast the spell) can cast Whispering Sand and converse by holding up a jar of dirt to their heads.
Whispering sand would mean others can join in on the conversation and with that one spell Swirls Mist is able to keep contact with 5 people regardless of where they are in the world.
2. Ask the local druid for help in obtaining several hawks or messenger birds, Send out messages warning all the local villages of the approaching army and get the guard captain+ anyone else with an official title in Drellin's ferry that will sign it to sign it. (make several copies as needed for the number of villages/number of hawks I have available.
If the Forest voice plan fails also send the fastest messenger bird we possess with the same message to Brindol. (animal messenger would impel it to move for 5 days I am pretty sure a hawk would make it within 2-3 days depending.)
He will request the names of each village leader from the town speaker of Drellins ferry and include a request that each town leader carry a 1 pound jar of sand or rock dust on them at all times. It being a spell focus that will allow one of the adventurers hired to help against this to contact them it is needed.
3. expend any remaining spell slots on useful spells for creating defenses or traps, soften earth/stone, wood shape that sort of thing. If he managed to save his L3 spell slot from establishing contact with the Lord/lady of Brindol he will use it to for more defenses.
4. ask where trenches, berms or tunnels are desired. Swirls Mist will request the militias assistance in moving the spoil from his burrowing into useful positions/ out of the way.
4.b Assume dire badger wildshape for 5 hours and dig as many tunnels or holes as desired. (a dire badger can burrow 12,000ft of 5ft wide tunnels in 1 hour. Swirls mist can stay as a dire badger for 5 hours. More if he can get the town druid to cast Rapid burrow, which boost a burrow speed by 20ft. But I feel like 90,000ft of tunnels ought to be enough for this instance.)

Swirls Mist |

Borrum healed Rigo. So I am reasonably sure he wakes up next to the mountainous body of the unnamed apes corpse. Depending on how the hill is situated he would also likely be sitting in a puddle of Ape based gore as the thing was ripped apart literally no more than 5 feet away from him.
And this means Swirls Mist needs to go into the forest and summon an animal companion. Again.
And it also means I as a player need to decide on a companion that isn't an ape (Though having the third monkey would certainly appeal to me. He'd be silvered and mute.)
So, who wants to help Swirls mist set up a massive environmental collapse on either side of the river? Cuz I figure as a druid in a water based environment he would have a basic idea as to what a sinkhole is.

Rigo'Sharva |

Marruu? You keep saying you have a range of 110ft.
You do realize that is the range increment of a bow yes? Not it's maximum range?
0 to 110 ft : Normal Range
111 to 220 ft : -2 Attack
221 to 330 ft : -4 attack
and so on.
The maximum range on a bow is x10 the range increment. Or, 1100 ft. At 1100 ft, you have a -20 on your attack roll, but you can still fire the bow that far.

Marrulurk, Agents of the Hand |

I'm aware.
I'm not going to be able to take those penalties well.
I know what I can do, however, which is why I said,
If it becomes clear that he cannot, he accepts the range penalty.
... here.
Sorry if that's not clear.

Borrum Orcbane |

I personally don't like the Ape as an animal companion. They seem to be a target for enemy ranged combatants becasue of thier large size, low armor class, and intimidating brutish looks. I prefer the Dire Bat, Wolf or Wolverine. Just my 2 cents.

Marrulurk, Agents of the Hand |

Though I could be wrong, I believe the GM is currently busy or out of town - he'll be back, but I'm not sure when. I'd have to look up various messages and notes. Of course, I'm not even sure of what I'm saying - that could be a thing that's already happened. Nonetheless, I believe the GM is still around and hasn't abandoned the game. From my understanding, Red Hand of Doom is moderately complex to run, due to the high number of variables.

Rigo'Sharva |

GM said he was gone over the weekend. So he might be playing catchup today.