
Ingrahild Nargrymkin |

Just for fun, something I came up with:
I love the idea that dwarves can make the best diplomats
Zealot Vigilante (conversion inquisition: wis for diplomacy, Intimidate and bluff) and (social grace: +4 diplomacy. Add +4 bluff or Intimidate at lvls 5 and 9)
Stoic Negotiator (+2 diplomacy, bluff and profession merchant)
25 point buy: Str (14) Dex (16) Con (15) Int (10) Wis (18) Cha (5)
With Wis18 and Cha5 at Lvl 1:
Diplomacy +14
Bluff: +10
Intimidate: +8
Sense Motive: +8
Background Skills: Craft (Blacksmithing) Profession (Merchant)
Vigilante Talents
Lvl 2: Lethal Grace (weapon finesse and +1/2 level on damage)
Lvl 4: Spellcasting
Lvl 6: Shield of Fury (Improved shield bash and two weapon fighting. Use two dwarven warshields. Make them both +1 bashing so they do 2d6 damage each)
Lvl 8: Spellcasting
Lvl 10: Stern Gaze (+1/2 level on Intimidate)
Social Talents
Lvl 3: Skill Familiarity (can always take 10 on bluff, Intimidate, diplomacy and Sense Motive)
Lvl 5: Mockingbird (combination of the ghost sound, ventriloquism, and vocal alteration At-will)
Lvl 7: Ancestral Enlightenment (all knowledge skills can be made untrained, +4 it a skill point has been spent)
Lvl 9: Everyman
Feats:
Lvl 1: Steel Soul
Lvl 3: Weapon Focus Dwarven Warshield
Lvl 5: Power Attack
Lvl 7: Breadth of Experience (+2 all knowledge skills and profession skills, can make all untrained)
Lvl 9: Shield Focus
Traits:
* Fate’s Favored (+1 luck bonuses. Cast divine favor on self. Buy Lucky Mail for +2 luck bonus on all saves)
* Shield Bearer (+1 shield bash damage and once per day give adjacent ally +2 AC)
————-
So at lvl10....
Intimidate: +25
Diplomacy/Bluff: +22
Sense Motive: +16
Knowledge Religion/Local/Dungeoneering/Engineering: +10
Knowledge Everything Else: +2
Profession Merchant: +21 (+23 any-tool)
Profession All: +6 (+8 any-tool)
———-
A dwarven merchant and priest of Adabar. Secretly rights wrongs as he travels under the guise of a simple merchant, though he can imitate any profession when needed.
While only 2/3 BaB, he should be at least Dex20 by lvl10, so +5 to Hit from that. Throw in his vigilante talents/trait and he is doing +8 damage before factoring in power attack and spell casting. And because he is using two +1 bashing dwarven warshields with two weapon fighting, he will be doing 2d6 damage from each shield with multiple attacks. So damage-wise he can keep up.
But most importantly? He can always take 10 on face skills! So it’s 35 intimidate, 32 Diplomacy/Bluff and 26 Sense Motive every time. Which is more than enough.
The world’s most interesting dwarf. :)

Gundar Forgelight |
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Feh, I forgot an entire feat while I was leveling up. Time to go feat shopping!

Thozar Earthchanter |

GM, I put my knowledge list preferences in ooc text in the post with the knowledge roll.

Thozar Earthchanter |

Curious: We don't have the ability to really recover from moderate use of AoE damage quickly. Reflex is also likely to be most of our worst saves. Does anyone have any thoughts about how we can try to minimize the issue?
My concern is that if we fought those twigjacks and they had friends, we might have been in a tight spot. Fireball and the like are also definitely in the realm of possibility now too.

Ingrahild Nargrymkin |

Spread out more.
Ulark, Belir, Gundar up front
Thozar, Torith, Ingrahild in the back
AOEs thus hit fewer of us.

Thozar Earthchanter |

I am!

GM Fuzzfoot |

I think all loot is also tracked in the Party Treasure (link at top of page) so you can check there.

Gundar Forgelight |

I forget: is it possible to force-feed a potion to an unconscious person? I could shove a potion of CLW down Ulark's throat, if so. Might get him up enough to heal himself further. On the other hand if he gets hit hard while low...

Ulark Twiceforged |

You can administer a potion down an unconscious dwarf’s throat as a full-round action (on top of any actions to draw it out/get next to the guy).

Thozar Earthchanter |

Based on when the last one went down, I'm gonna let our archer extraordinaire's actions resolve before posting :)
Is anyone sitting on a wand right now or do I have them all, as I thought?

Thozar Earthchanter |

PC weight: 180lbs
Equipment weight: ~45lbs (Total of 225lbs)

Ingrahild Nargrymkin |

PC weight: 150lbs
Equipment Weight: 48ish..about 50
So roughly 200lbs

Gundar Forgelight |

Yikes, another busy weekend I see! And asking our weight as well - how rude. ;)
Gundar Weight: 174 lbs
Gundar Equipment Weight: ~80 lbs
Total: 254 lbs

Ingrahild Nargrymkin |

Passed will save last turn, so didn’t glitterdust end? Asking before posting actions

GM Fuzzfoot |

Sorry - yes, the blindness ends. You are still glittery.

Thozar Earthchanter |

Do we see where the moving plant is? Going to let the damage dealers move first, don't want to clog up the 5ft hallway!

GM Fuzzfoot |

It is a little hard to describe - it is more like a large plant throughout the hall, intertwined with other plants. But the bulk of it seems to be moving to cover Gundar.

Ingrahild Nargrymkin |

Lvl6 Zen Archer Monk
BaB: 4 (6 Flurry)
HP: +9
Skills: +5
Saves: +1 Fort/Ref/Will
Movement: +10ft
Ki: +1
Feats: Improved Precise Shot, Weapon Specialization!
A good level :)
She now is +9/+9/+4 to Hit with 1d8+11 damage. That is going to sting.

Thozar Earthchanter |

Level up changes are in!

Gundar Forgelight |

Gundar-bot is back from holiday travel and other business now. Thanks for swinging my axe for me! Leveling up soon.

Thozar Earthchanter |

Now that we've hit level 6 and found another haul of loot, is it about time to look at our loot distribution again?

Ingrahild Nargrymkin |

coins: 3 pp, 178 gp, 605 sp, and 2,125 cp Split
ironwood breastplate +1 Thozar
flaming scimitar +1 Belir? Gundar? Both are axe and shield right now without magic weapons
10 +1 orc bane arrows Ingrahild
orc slaying arrow Ingrahild
scroll of barkskin
scroll of call lightning
scroll of summon nature’s ally IV
wand of flaming sphere (9 charges)
wand of greater magic fang (12 charges)
ironwood crown with a stylized thorn motif (worth 250 gp)
ceremonial gem-encrusted cudgel (worth 150 gp)
and
Gorum’s thorn - This forge-blackened +1 keen greatsword is festooned with religious iconography depicting glorious images of the Lord in Iron. If Gorum is the wielder’s patron. Gorum’s Thorn gains an additional ability: when the wielder confirms a critical hit gains any creature with the giant subtype, he can attempt to trip that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more, the wielder is not knocked prone.
Ulark? He uses two handed weapons so this would be an upgrade
Just some thoughts

Gundar Forgelight |

Gundar would certainly take the scimitar. He's not specced for any weapon specialty currently.

Ulark Twiceforged |

If no one else is, I'd certainly use the greatsword. However, since I already am the one using the pretty sweet armor we picked up, if anyone else would also want it I am fine having it fall to them.

Thozar Earthchanter |

Since we aren't about to be able to buy/sell stuff, is everyone cool with doing whatever loot redistribution we have to do once we get back to Trunau? Then we can figure out who needs a little extra gold to be on par with the other characters and such.

Ingrahild Nargrymkin |

Sounds good to me!
I just can’t wait to get the Holy Enchantment on Ingrahild’s bow.
+2d6 damage against all evil enemies (nearly anything) will really add up

Thozar Earthchanter |

So true! I'm waiting for a Ring of Eloquence so I can just stay in bird form the whole time and still be able to talk to y'all! A Reach Rod would be sweet too. But alas, we just need the gold and time!

Gundar Forgelight |

Likewise, though Gundar did acquire one of the goodies.

GM Fuzzfoot |
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I created a summary of your current quest, to help refresh memories (including my own!) This is also on the campaign tab for reference.
With the information gleaned from captured orc prisoners and the half-orc saboteur Skreed Gorewillow, Trunau’s Council of Defenders is worried that the town’s orc troubles are far from over. Thanks to our heroes, the orcs’ hill giant chieftain, Grenseldek, was unable to recover the items she sought from Uskroth’s tomb, and the council fears another attack on Trunau in the near future. To that end, Halgra asks you to go to Grenseldek’s lair— an abandoned outpost near the River Esk called Redlake Fort—and deal with the giant chieftain and her orc tribe before they can attack Trunau again.
Halgra offers a reward of 1,500 gp to put an end to Grenseldek’s aggression.
Halgra introduced you to a venerable elf named Silvermane, who has watched over Trunau’s Hopespring for as long as anyone can remember. Silvermane is mute, and communicates through a form of sign language that Halgra can understand and translate. With her help, Silvermane tells you about the Vault of Thorns, a demiplane created by the druidic Council of Thorns, of which he was once a member. The entrance to the Vault is located within Ghostlight Marsh, a swamp to
the northeast surrounding the confluence of the Kestrel and Esk rivers. Silvermane informs you that the Vault contains a cache of items that can help in their fight against the Twisted Heart menace, though he has no specific details about the items.
Halgra secured passage for you aboard a keel-boat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort in exchange for help sailing the boat and defending it from any threats.
Along the way, you were attacked by Skreed's love and your saboteur, Melina. You also stopped at a way stations along the river to find orcs had taken it in preparation for a larger assault against Castle Firrine. You rescued Calrianne Blix, a paladin stationed there, and she heartily thanks you and produces a map of the abandoned border fort. The knight informs you that her ancestor, a man named Fabian Blix, was the fort’s cleric. Fabian died during the final siege of the fort, but one of his sons (Calrianne’s great-grandfather) escaped through a hidden sewer tunnel. Calrianne’s map shows the majority of Redlake Fort (see the map), including the sewer tunnel (area K6), which Calrianne believes is submerged. Additionally, the knight says she’d be interested in knowing of her ancestor Fabian’s fate, should you learn anything about him while there.
Upon entering the swamp, you encountered an insane dwarf, Ingrahild Nargrymkin, cursed by a green had, Ewigga. She has also lost her brother, Umlo, to the coven or the swamp, and has agreed to join you to the fort.
Finding and defeating Ewigga, and collecting the treasure told by Silvermane, you head for Redlake Fort.

Ulark Twiceforged |

Ditto! (I had forgotten in fact that we had a vague map and - much more importantly - a potential secret entrance.)
Currently only the Upper Levels of the fort are showing on the map slide. Do we have a sense of the grounds?

GM Fuzzfoot |

Sorry - my mistake. I think I thought upper was ground level and the lower was underground, but that's not the case. Both levels are up now.
I could't get rid of the labels, so we are going with it as is.

Thozar Earthchanter |

GM, I apologize if I'm overstepping but I've moved the cluster of foes over to the side of the map. At least by my count, there wasn't anywhere on the map within 60ft to place ourselves.

Gundar Forgelight |
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At least Belir is braver than Durkon in the face of fearsome foliage.

Thozar Earthchanter |

OOTS is so good! :D

Gundar Forgelight |

Hello! I was just told that I will not have access to the internet over a vacation I'm taking until the 10th of February! Apologies, I was under the impression that I'd still be in touch. Please DMPC as needed.

Gundar Forgelight |

I have returned! Thanks to GM Fuzzfoot for Gundar-bot's crit - I'll take 'em however I can get 'em!

Thozar Earthchanter |

How do we want to enter the fort? Front or backdoor? I'm voting the back.