Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Level 7:
HP: +7 (new total 53)
BAB: +1
Saves: None
Class Ability: Sneak Attack +1d6
New Trick Shot: Feint
Skills (6): Disable Device, Know (Geography, Nature), Perception, Stealth, Survival


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Just waiting on Amkarang's level-up and then we can be on our way?


I'll be traveling this weekend, so I don't think I'll have much time to post updates until Tuesday. This can give you time to perfect your level-ups and plans for the militia and refugees.

Fort Trevalay has the capability of being a permanent, defensible refuge for the Phaendarans and the remnants of the Chernasardo Rangers. You'll need to decide if you want to leave some residents behind at the caves or bring them all to the fort.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Finally got around to updating.

Saves didn't increase, bumped perception, survival, and swim, took Improved Trip for my feat, and defensive flurry increased by 1!

On another note, I'll be backpacking in the Olympic Peninsula the coming week, so from the 6th to the 10th I most likely won't be able to post.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Enjoy your trip! Sounds great!


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Just got off of 30 miles of steep, muddy trails! Nonetheless, it was absolutely incredible.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Welcome back Amkarang! Glad you had a great time.

In this fight here, Benedict is not re-engaging, not with 2 negative levels. He doesn't have a magic bow.

Grum could use Arcane Strike with his bow, maybe.


The fort is finally secure, which is the effective end of the book. But before I officially declare Fangs of War over, there was some mention of going back to the fey-occupied Fort Ristin and clearing it out.

It's not vital to the story that you do so, but let me know if you plan on going back there (since I'll need to consider what's been happening there since you all left).


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

I would like to.

In-story, it can be for the Rangers' benefit. There are the ones we rescued and hopefully more in the woods. Reclaiming their forts can restore their ability to monitor the Fangwood.

OOC, I think we may need the XP and loot. I know we'll always be a bit behind the AP levels due to having 5 PCs, but skipping encounters will just place us further behind.

What do you all think?


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Seems reasonable. We should be able to make some plans knowing our expected foes better. Visit the trader for cold iron weapons, maybe?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (5) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

You had me at xp


I was waiting for the others to chime in, but it looks like we've got three in favor of going back to Ristin, so that sounds like a majority.

You probably are planning to go get the rest of the refugees, right? Or are you planning on keeping the caves as a (more or less) permanent settlement?


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

I didn't think I needed to chime in once we had a majority, sorry. I'm good to go. I think we need to clear out the caves first and bring them here so they can start repairing the fort and adding to the defenses. Hopefully someone can put together the big weapons in the courtyard. We will need to get weapons to be more effective against the fey.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

I think moving all of the refugees to Fort Trevalay is best, assuming the surrounding area can support the population. If the Rangers plan to rebuild the other forts eventually, some refugees may want to relocate at that point.

Selling what we can to the Darklands trader and upgrading our gear is probably a good idea. Cold Iron weapons definitely, and crafting supplies. Will probably need at least one scroll of Restoration, but we'll know how many we need by the time we reach the caves.

The Bead of Force is quite a powerful option but has a high risk of failure. My inclination is to sell it.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Okay, if we equip the Rangers, we have a bit less gold. But it seems the right thing to do.

I am not sure how many Rangers there are. There were "over a dozen" in the tower, and two more in the barracks? So let's say 15.

They will probably get a few more sets of gear by hitting any returning patrols. I was thinking of leaving the following for the Rangers:
MW Breastplate (11)
MW Light Steel Shield (11)
Composite Longbow (+2 Str) (11)
MW Battleaxe (11)
Composite Longbow (+3 Str) (3)
MW Longsword (3)
MW lamellar armor (in case there is a druid among them)
MW scimitar

That leaves a lot of the bulkier stuff behind on our trip and leaves the Rangers fairly well established. They can craft more things using the fort's forge if they need to.

Still gives us shares of 6,112 each.

Benedict's purchases (he had 1,699 before, new total 7,811):
Scroll of Restoration (1,700)
Vellum, inks, and powders for crafting Manual of War (3,750)
Silver and special oils for crafting Circlet of Persuasion (2,250)
Remaining: 111 GP


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

I believe the survivors came with us so if the trader h as a scroll you can use it before we go to the fort. I'll have my purchases up later.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Okay. If Aubrin is coming with us, or one of the adepts, they can try a CL check to use the scroll. We can have the NPCs at the caves to help with the move to Fort Trevalay.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (5) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

I agree on equipping the rangers. IC it is the move. And 6112 gold? Not bad. :)

Gold: 6112 + 1587 = 7699

Enough for a ring of sustenance and comfort enchantment on plate armor

“ Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced by 1 (to a minimum of 0).”

“ This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.”


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

Here are the purchases I am looking for:

40 Cold Iron Arrows 4 gp
Scrolls: Glitterdust, Mirror Image, See Invisibility 450 gp
Efficient Quiver 1800 gp


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Sorry, I haven't had much time to give purchase much thought. Something along the lines of William's is likely - minus the scrolls, of course.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

These guys are a lot tougher than the Spriggans we faced before. Much more accurate and hit harder. Fighter class levels, I would guess, or the Advanced template.


Advanced, and they're benefiting from the raging song of the korred.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (5) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

We finished book 2! Woo!


Good job, everyone. We're officially 1/3 through the AP!

I'll approve any purchases from Navvi here in the discussion page, since I'm eager to get us going into Book 3, which picks up right away.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Congratulations, guys! Thanks for inviting me to join you!

I'm a bit lost on what I should have for purchasing power, sorry.


You all should have received 6,112 gp from Fort Trevelay. The treasures from Fort Ristin have yet to be distilled down to cash, I believe.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Hooray!

Any XP for the Haunt?

If we sell the stuff I noted, that is 3050 GP each. I will delete those rows from the sheet.

"Party Loot" Potions to be distributed:
15 Cure Moderate Wounds - 3 to each
4 Cure Light Wounds - 1 to everybody except Grum (since he has the wand)
I think we had used up most of what had been personally allocated to each of us before the dragon fight, so I think that is what we all have now (3 CMW and for most of us 1 CLW)
I added these to everybody's columns (which are now in a new sheet) and took them off the main loot list.

There is still a TON of stuff cluttering up the loot sheet that we should allocate or sell. Anybody want to claim any of these?

7 Barkskin
2 Bear's Endurance
1 Bull's Strength
2 Blur
2 Fly
1 Invisibility
1 Hide from Animals
4 Remove Fear
2 Delay Poison
1 Resist Fire
1 Longstrider
1 Guidance
1 Endure Elements

Alchemical items and other consumables:
13 Alchemists' Fire
9 Thunderstones
2 Tanglefoot Bags
10 Antitoxin
3 Acid
2 Antiplague
3 Smokesticks
2 Healers' Kits
Bloodblock
Troll Oil
9 Bandages of Rapid Recovery
5 Pouches of Caltrops
Trog-stench gasbag
Steadfast Gutstone
Fire Ward Gel

None of these sell for a lot, but we could sell them if nobody wants them.

And a few items that I think were not yet identified (apologies if I missed the posts where they were):
Scroll case with 2 spells found in the Troglodyte Caves (room K10)
Mystery Potion that Scarvinious had
Scroll-like parchment found in the Group Tent at Camp Redjaw
Shimmering Paste-like substance the Alchemist had at Camp Redjaw
Necklace found in the Fungus Room in Camp Trevalay
Magic Pearl found in Halk's treasure boxes
Mystery scroll from Korred Wizard
Magic Ring from Korred Wizard


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict will use his 3,050 gold to upgrade his buckler to +2 (and have 50 gold left from that).


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:
Benedict the Clever wrote:

If we sell the stuff I noted, that is 3050 GP each. I will delete those rows from the sheet.

"Party Loot" Potions to be distributed:
15 Cure Moderate Wounds - 3 to each
4 Cure Light Wounds - 1 to everybody except Grum (since he has the wand)
I think we had used up most of what had been personally allocated to each of us before the dragon fight, so I think that is what we all have now (3 CMW and for most of us 1 CLW)
I added these to everybody's columns (which are now in a new sheet) and took them off the main loot list.

There is still a TON of stuff cluttering up the loot sheet that we should allocate or sell. Anybody want to claim any of these?

7 Barkskin
2 Bear's Endurance
1 Bull's Strength
2 Blur
2 Fly
1 Invisibility
1 Hide from Animals
4 Remove Fear
2 Delay Poison
1 Resist Fire
1 Longstrider
1 Guidance
1 Endure Elements

Alchemical items and other consumables:
13 Alchemists' Fire
9 Thunderstones
2 Tanglefoot Bags
10 Antitoxin
3 Acid
2 Antiplague
3 Smokesticks
2 Healers' Kits
Bloodblock
Troll Oil
9 Bandages of Rapid Recovery
5 Pouches of Caltrops
Trog-stench gasbag
Steadfast Gutstone
Fire Ward Gel

None of these sell for a lot, but we could sell them if nobody wants them.

And a few items that I think were not yet identified (apologies if I missed the posts where they were):
Scroll case with 2 spells found in the Troglodyte Caves (room K10)
Mystery Potion that Scarvinious had
Scroll-like parchment found in the Group Tent at Camp Redjaw
Shimmering Paste-like substance the Alchemist had at Camp Redjaw
Necklace found in the Fungus Room in Camp Trevalay
Magic Pearl found in Halk's treasure boxes
Mystery scroll from Korred Wizard
Magic Ring from Korred Wizard

I won't second-guess your choice of what to see on the new stuff. I trust you and don't have the time to even review the list, to be honest.

On the old stuff, let's keep the potions - Aerel will purchase bandoliers for potions and carry as many as possible if no one wants them. Same with alchemists' fires and acids - I'll carry as many as are unclaimed by the rest of the team. The medical items should be shared among the team, especially the bandages of recovery. I have no interest in the poisons. Other items seem useful enough - and cheap enough - that selling doesn't make much sense to me.

I thought the necklace from Fort Trevalay was identified, but I don't recall the answer.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

There isn't any poison.

Bloodblock and Troll Oil are alchemical remedies.
I guess the Trog-stench gasbag is sort of poison (like a Stinking Cloud I think).


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

You are correct about the unidentified necklace - William asked if there was anything left to identify and Stalwart said the necklace was yet to be done, but I don't believe William ever made the roll - I think he was away from the game for a bit and probably missed the reply.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (5) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

6112 gold + 3050 + 199 (pocket change...) =

6112 + 3050 + 199 = 9361

Will buy Deliquescent Gloves. +1d6 acid damage. So now when Grum attacks people, he does 1d6 electricity 1d6 acid and 1d4 fire damage. 3 ways to burn!


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M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Grum Bakison wrote:

I agree on equipping the rangers. IC it is the move. And 6112 gold? Not bad. :)

Gold: 6112 + 1587 = 7699

Enough for a ring of sustenance and comfort enchantment on plate armor

Grum already got his 6112, and the 199 is what Grum had left after that purchase.

He now has 3,249. But I appreciate his enthusiasm for burning things.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Hmm, I’ve got about 11000 kickin’ around between the cash from the forts and what I had before. I think I’ll upgrade my belt to include +2 to strength, and then have a bit left over to eventually get my hammer to +2.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@Amkarang, I might suggest getting a Cloak of Resistance either +1 (1,000) or +2 (4,000) especially for that Will save. Benedict could craft it for you but crafting time is becoming an issue. So buying it here is probably a good way to go.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Isn’t there a type of cloak, too, that gives a bonus to all saves, but a better save to one of them? Mostly of interest if you are on a budget, I suppose.


Yes, you can find the description of those capes in the Mythic Adventures book.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Ah, yeah, probably a good idea. I think it’s the Cape of Free Will that gives the bonus to will saves. I’ll do some poking around once I’m off work.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

Here is what I would like from the gear list (quantities are maximum)
3 Barkskin
1 Bulls Strength
2 Blur
1 Fly
3 Alchemist Fire
2 Thunderstones
2 Bandages of Rapid Recovery

IDing items:
Scroll case with 2 spells found in the Troglodyte Caves (room K10)
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
Spellcraft: 1d20 + 13 ⇒ (11) + 13 = 24
Mystery Potion that Scarvinious had
Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16
Scroll-like parchment found in the Group Tent at Camp Redjaw
Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26
Shimmering Paste-like substance the Alchemist had at Camp Redjaw
Spellcraft: 1d20 + 13 ⇒ (9) + 13 = 22
Necklace found in the Fungus Room in Camp Trevalay
Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16
Magic Pearl found in Halk's treasure boxes
Spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25
Mystery scroll from Korred Wizard
Spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32
Magic Ring from Korred Wizard
Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27

I was saving up to buy something last time and I can't remember what.

What I would like to purchase is +2 (or +1) Mithral Breastplate and a handy haversack. That leaves me with about 3k gold to spend or possibly more. I'm brain dead right now so if anyone can think of anything I could use and try to buy I'm all ears.

I would like to sell mwk. breastplate, Mwk Buckler and Mwk. Composite Longbow +2 Str.


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Alright, with my purchases made and the realization that I've actually got a +1 breastplate, my attacks are better, my AC is higher, and my will save is up to a more respectable +4.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I would be happy to split the consumables with William and anyone else that wants to divvy them up.

Shopping:
Replace my Cloak of Resistance +1 with a Cloak of Resistance +2 (net -3500 gp with trade-in)

Upgrade my masterwork buckler to +1 (1000 gp)

Purchase a handy haversack to alleviate some of my weight issues (2000 gp)

Purchase an adveturer's sash for carrying those consumables so they are easily accessible. (20 gp)

Long-term wish: Sniper Goggles. Sneak Attack at any distance or +2/sneak attack die within 30' - let's get some good out of that sneak attack damage!

I wish I had the strength to use William's Composite Longbow, but that will have to come at a later level.

Are there any concerns with the purchases or can we just assume they were made and go forward?


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Oh, and I'm still carrying some damage from the last battles - are we using potions, using the wand, healing naturally?


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

It's been several days, so I think we healed up naturally.
I only drank a couple of potions before going into the courtyard in case the haunt made me bash my head.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

William gets everything he asked for. Plus the scrolls from the Korred wizard (Elemental body I, Gaseous Form, Invisibility, 1 more) and the spellbook.

I allocated some of the rest of the stuff and took it off the Party Loot tab.
I'll start a new tab for Book 3 loot.

Benedict will take:
1 Bear's Endurance
1 Remove Fear
1 Delay Poison
1 Thunderstone
2 Tanglefoot Bags
2 MW Javelins
Dust of Appearance

For Aerel:
1 Bear's Endurance
1 Invisibility
1 Hide from Animals
2 Barkskin
1 Remove Fear
Plus all the remaining stuff he could want (just assume his Haversack has all the Party Loot).

For Grum:
2 Barkskin
1 Remove Fear
1 Thunderstone
1 MW Javelin
Wand of Charm Animal (27 charges)

For Amkarang:
1 Fly (his Fly checks would be better than Grum's)
1 Remove Fear
1 Delay Poison
1 Thunderstone
2 MW Javelins

A few major items to allocate:
Aegis of Recovery (neck slot; William/Aerel? Since the melee types want Amulets of Natural Armor in that slot)
Cloak of Elvenkind (hang onto this for a stealth mission I guess).
Dragon Figurine (figure this is communal for now)
Feather Token (Whip) (this is a pretty cool item for one dungeon)
Lidless Charm Bracelet (Grum? He has great saves already, but having him petrified would be a big problem)
Lucky Horseshoe (Good for anybody except Grum)


IDing items:
Scroll case with 2 spells found in the Troglodyte Caves (room K10)
Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29
There were three scrolls in the case. Darkness, false life, and ray of enfeeblement.

Mystery Potion that Scarvinious had
Potion of bear's endurance

Scroll-like parchment found in the Group Tent at Camp Redjaw
Page of spell knowledge (bull's strength)

Shimmering Paste-like substance the Alchemist had at Camp Redjaw
silversheen

Necklace found in the Fungus Room in Camp Trevalay
Still unknown.

Magic Pearl found in Halk's treasure boxes
pearl of power 2nd level

Mystery scroll from Korred Wizard
scroll of beast shape I.

Magic Ring from Korred Wizard
ring of maniacal devices


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Ooh, that ring sounds like it would fit Aerel’s finger nicely unless we plan to split duties disabling traps.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Grum’s saves are the best, anyway. Aerel’s are possibly next. Benedict now seems to have the weakest base saves - he or William should take the horseshoe.

Since no one said otherwise, I will complete my purchases and update my sheet.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Character sheet updated - some purchases were different than I planned.

I included the items Benedict said Aerel would get, but didn't try to predict what the "other items" should be.

I have cleared my claimed items from the "allocated to PCs" tab of the loot list since I see some of them were items I had actually already claimed and used. So - what I have moved to the character sheet has been removed from the Loot List.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

I know Aerel wanted any unclaimed Alchemists' Fire and Acid, of which there are 10 and 3 respectively.

Benedict will take the Lucky Horseshoe.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

Hey all! My son was hospitalized for his seizures on Sunday night. Hopefully we will be out on Tuesdays. If things are silent on my end that is why. Bot me as needed please.

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