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Yeah, was considering dropping the furious focus to start using a shield. Sure, it's -3 hit on the first attack, but it adds +2 AC before the shield gets enchanted. Fighting defensively is -4 on all attacks for +2 AC, so this would already be a better option than that. And at lvl9 he'd just get furious focus back. It would be a decent way of showing him mastering the technique.
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As for going chevalier...it would be pretty cool. The Aura of Courage fits Benedict's role as a team leader quite well. And smite evil is a really powerful feature as well, especially given your high Cha.

Benedict the Clever |

Hope 2021 is off to a great start for all of you...
Are we waiting on anybody right now?

Benedict the Clever |

I've run into troops before in PFS. It's not a bad rule other than the fact that they ignore AC. A 30 AC fighter and a 12 AC wizard take the same damage from a troop. Whereas against 20 invididual low-level soldiers that AC would make a huge difference.
I kind of wish the rules had something like "targets receive DR against the troop's attacks equal to 1/3 of their total AC" but I don't think they do.
Anyway, at least they're not immune to weapon damage.

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Given that it is a swarm, so it assumes that you *are* going to be hit, I'd make it DR=1/3 armor, shield, Natural Armor and deflection.
Fighter has +3 Plate, +3 Shield, +2 Ring, +2 Amulet of Natural Armor, with 12Dex. That's AC 10 (base) + 12 (armor) + 3 (Shield) + 2 (Deflection) + 2 (Natural Armor) + 1 (Dex) = AC30.
Rather than having DR/10 vs troops, it would instead be DR/6. This would represent the fighter being able to tank the hits due to all of his thick plate armor.
Then you have the party rogue. +10 (base) +3 (Mithril Chain Shirt), +3 (Buckler), +2 (Ring), + 2 (Amulet of Natural Armor) + 6 (Dex 22) + 1 (Dodge) = AC27
Instead of having DR/9 vs troops, it would instead be DR/3
This would suck for dex based rogues, as their DR would be really low. But when you have over a dozen guys swinging at you at the same time from all sides, you're gonna get hit. It's just too bad that you decided to only wear leather.
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I'd also say that for a troop swarm, I'd likely give them negative modifiers on damage as they take HP damage. This would represent the troop's numbers falling off as they are taken down, and would give them vulnerability to AOE damage. Thus making wizards a natural counter to troops, unless the troop catches them (Burn the witch!)
Anyways, that's just my musings. :)

Benedict the Clever |

@GM, can you check the math on Skirmisher #2 in our tower?
#1 got dropped by AOOs and by Benedict's Round 1 attacks.
#2 got hit twice by Grum for 55 damage in Round 1, then by Benedict for 12 in Round 2, then by Grum for another 28 in Round 2. It's taken a lot more damage than its compatriot.
If he's down, I'd like to take this round to heal up.

Aerel Truthseeker |

Ok, I am feeling bad about not participating in the combat, but you guys are handling it, I think. Do you want me to keep doing what I’m doing? If not, call out in character and I can rain down alchemists’ fire or start shooting with sneak attack. The latter is probably more effective.

Benedict the Clever |

Now that we have thinned out the enemy and you are not in danger of being overwhelmed by the troop, I think I might call out for Aerel.

Benedict the Clever |

@Grum - sorry, not sorry!
We did almost lose Grum fighting another enemy champion, and while that battle was a glorious tribute to Gorum, we don't need to tempt the RNG.
Benedict isn't one for fighting fair anyway.

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Piercing, vs. Grum and Benedict: 2d8 ⇒ (2, 8) = 10 (Passed for 5)
Talon, vs Grum: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Piercing damage: 2d8 ⇒ (4, 3) = 7
Reflex DC 16 for half
Bite: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Melee: 1d20 + 12 ⇒ (18) + 12 = 30
Damage, challenge, flaming: 1d8 + 4 + 8 + 1d6 ⇒ (8) + 4 + 8 + (1) = 21
Melee: 1d20 + 12 ⇒ (19) + 12 = 31
Damage, challenge, flaming: 1d8 + 4 + 8 + 1d6 ⇒ (2) + 4 + 8 + (2) = 16
Bite: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Total Damage: 5 + 3 + 7 + 16 + 21 + 16 + 14 = 82
How much negatives?: 73 - 82 = -9

Benedict the Clever |

Benedict will roll with it.
Well really Grum will be the one doing the rolling. Figure of speech.

Benedict the Clever |

Level 8! We got almost 5,000 XP each from those encounters, putting us at 54,720 XP.
Benedict will take a level of Chevalier.
+1 BAB
HP: +1d10+1 (7), new total 60.
Ability score increase: +1 Cha
+1 Fort, +1 Will
Class abilities: Aura of Courage, Recklessness +1
6 skill points: Bluff, Diplomacy, Sense Motive, Perception, Handle Animal, Ride
Also get the free rank in Disguise from Advanced Armor Training
Acrobatics gets a +3 from now having it as a class skill
No feat, no FCB.
Benedict will take one of the sharpshooters' +1 Composite Longbows (+2 Str). He could also take Dargg's flail (+1 Flaming Light Flail?) for now, as I think nobody else would want to use it.
@Aerel, feel free to restock your potion of CMW before we divvy up the loot. I don't have time to do that right now but can get to it later unless someone else wants to.

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Lvl8!
+1 BAB
HP: 73 + 6 (class) + 3 (con) +1 (toughness) = 83
Ability Score Increase: +1 STR
+1 Fort
Feat: Weapon Focus Bastard Sword (He's found his favorite weapon! I doubt that we'll find anything more appropriate to Grum than his shocking sword)
3 Skills Points with FCB: +2 Perception, +1 UMD

Aerel Truthseeker |

Another level of fighter(rogue)
+1 BAB
+7 hp
+1 Dexterity
+1 Fort
Feat: Clustered Shots
6 skill points: Perception x2, Climb, Disable Device, Stealth, Survival
He has a +20 to detect traps and +24 to disable device!

William Grove |

Fighter +1
+1 BAB
+9 HP
+1 Fort
+1 to dex
No feat, spell instead: Bull's strength
7 skill points: 2 X Craft: Bows, Arcana, Dungeoneering, Religion, Perception Spellcraft
Recalculated my attacks, I was a little low on my to hit numbers so those jumped a bit. Deadly aim went to +6 as well. I've decided I want celestial armor, barring that I think it will be mithral breastplate.

Benedict the Clever |

Okay, I updated the loot tracker.
Setting aside 1 CMW potion for Aerel (to replace what he administered to Grum), there were 7 left on the four sharpshooters and 5 in the locked chest. With what we had before, that brings our "Party Loot" total to 16 potions of CMW.
I would like to use Dargg's flail if possible, and one of the archer's bows. Putting the +1 Warhammer and Benedict's old bow (which wasn't even MW) into "To Sell".
Dargg's cloak and medal haven't been identified, if they are magic.
What we currently have to sell comes to over 6,000 GP each - hopefully we can find some good gear in Longshadow.
On to Redburrow?

Aerel Truthseeker |

When encumbrance was the bane of Aerel's existence, he shed all of his melee weapons other than a brace of daggers plus one. Now that he has the belt of strength, he could afford a melee weapon - would it make sense for him to carry the warhammer, as rarely as he would use it?
I've been pretty careful to stay out of reach, but I thought I was going to have to go toe-to-toe with someone in that last fight and I didn't relish the idea.
I absolutely think Benedict should take the flail and a bow. My strength is still not enough to use one of those bows, unfortunately, but perhaps I should forgo the warhammer in favor of an improved belt of strength - I'd rather have one of those bows.
Hmm... it appears that I would take a penalty to hit until I found a way to enhance my strength further, then I would only gain a +2. Never mind, sell what you have planned to sell.

Benedict the Clever |

You could certainly take the +1 Warhammer that Benedict had been carrying. Its sale value works out to just over 200 gp per person, so I don't think we'd miss the coin very much if we didn't sell it.

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I think that I’ll buy Deliquescent gloves. 1d6 acid, 1d6 electricity and 1d4 fire damage. Then just need to get cold damage and the sword will be set

Aerel Truthseeker |

You could certainly take the +1 Warhammer that Benedict had been carrying. Its sale value works out to just over 200 gp per person, so I don't think we'd miss the coin very much if we didn't sell it.
OK, I will do that. Thanks.

Benedict the Clever |

Benedict's first priority in Longshadow is a Ring of Sustenance like Grum has, so he can sleep less and get more crafting done.

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"There's actually a fairly interesting backstory to this grisly scene, but without some potent magic, there's no real way for the PCs to learn what truly happened here.
In short, the town decided to defend itself by building the pallisades and digging trenches around their homes. The attackers were a troop of minotaurs that overran the defenses.
A resident who fancied himself something of a wizard tried in desperation to cast a spell off a scroll -- acid fog -- but botched it. The resulting mishap consumed attacker and defender alike, and created the aberration known as a trench mist.
It'll be a mystery for the characters, but I figure you as the players might like to know... the rest of the story."
This is my problem with APs! So many interesting stories that the players don't get to see. That is a really cool story.

DM Stalwart |
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I do what I can to let the characters deduce the backstories to these encounters, and flesh them out a little more if I find them lacking. Sometimes I can't give too much away since they're only meant to be hints and clues to future plot twists.
And then there's occasions like this, where I could not figure out any way for your characters to ascertain what happened and it's not tied to any other future event. So I decided to just let you peek behind the curtain. I'll keep an eye out for other opportunities when I find them.

Benedict the Clever |

I have to say that ticking clock has me alarmed. I don't wish to split the party, but taking 3 days to get to Longshadow doesn't sound great. Hopefully this will work out okay.
Though I am open to input from everyone else.

Aerel Truthseeker |

I'm worried about the refugees, but I'm more worried about the town being caught unawares. I'm totally down with someone going on ahead to warn them, even if the rest of us have to continue shank's mare the rest of the way.
I did not make any assumptions about healing - I'm still sitting at 25% after the trench mist encounter. Should I assume Grum hit me with the wand post-battle? If there was more healing, I apologize that I missed it.

DM Stalwart |

This game is so interesting since the usual "spellcaster with the solution for any problem" is absent. Which means the magic items that may not always be useful are suddenly valuable, and can force creativity where otherwise the players would be relying on a spell list.
So, I'm enjoying watching the upcoming decisions by the group. The ticking clock is to provide a sense of urgency and force the characters into making some difficult choices. I can't wait to see how this unfolds.
:)

Aerel Truthseeker |

What are the skillsets of our refugees? Are any of them capable of fighting or hunting, etc.? I don't expect any of them would be highly-skilled, but knowing any special abilities available to us is always a benefit.

Amkarang the Unsinkable |

Sending someone ahead with a warning before the rest of us catch up sounds like the best plan. I don't really see us having a better way to get there quickly. I'd imagine as a smaller force we'll move faster than the hobgoblins.

DM Stalwart |

This next social scene is going to be a little more complicated than just rolling a few Diplomacy checks by the party face. There's lots of different strategies you can employ, which lets other characters participate.
There's certain tactics you can pursue:
Allegory Knowledge (history)
Baiting Sense Motive
Emotional Appeal Perform (oratory)
Flattery Diplomacy
Logic Knowledge (local)
Mockery Perform (comedy)
Presence Intimidate
Red Herring Bluff
Rhetoric Perform (act)
Wit Linguistics
Some of these the mayor is biased against, some the mayor is biased in favor of. You may roll a Sense Motive to ascertain the mayor's biases.

William Grove |

The only skill pertinent that William has is Linguistics. He does the a +1 to all diplomacy and intimidate checks with humanoids in Nirmathas from his campaign trait, though I doubt that will help much here.

Benedict the Clever |

A verbal duel! I am familiar with those from War for the Crown.
Wishing I had prioritized crafting the Circlet of Persuasion first. Well, we'll see how this goes.

Aerel Truthseeker |

I did not see this explanation prior to making my post. Diplomacy is actually my best available skill in that list with a +6 and I’m untrained in Sense Motive. I’m not going to be much help here, but I will try to aid.

Benedict the Clever |

It looks like we would have Grum lead on Presence (Intimidate), William lead on Wit (Linguistics), and Benedict lead on Baiting (Sense Motive), Flattery (Diplomacy), or Red Herring (Bluff). We won't have very good checks at the other skills.
I know Benedict will likely end up making more of the rolls here (depending on what tactics are called for), but I'll welcome others' RP and Aid Another attempts.

Benedict the Clever |

Okay, good to know.
Benedict also has his trait to roll twice and take the better on a skill check 1/day.

Benedict the Clever |

If Benedict gets a Ring of Sustenance like Grum has, and therefore needs only 2 hours' sleep a night, would he be able to get full days of item crafting accomplished while still going adventuring?

Benedict the Clever |

If you agree to the mayor's request, you can make certain skill checks to improve Longshadow's defenses.
City Walls: Leading laborers to repair and improve the walls can take a Knowledge (engineering) roll, or a Craft (stonemasonry) or a Profession (stonemason) check.
Internal Defenses: Organizing fallback positions and choke points inside the walls, along with barricades and medical/fire stations can take Craft (alchemy, carpentry, stonemasonry, or traps), Diplomacy, or Knowledge (local) checks.
Militia Drills: Whip the militia into shape with Intimidate or Profession (soldier) checks.
Reinforcements: Training freed slaves and captives from the Legion takes Perform (oratory) or Profession (soldier) checks. Or you can call on the Chernasardo Rangers for aid.
Siege Supplies: Redoubling efforts to make sure larders are full in case of a siege takes Profession (baker, cook, farmer or trapper) or Survival checks.
Townsfolk Readiness: Organizing and training the noncombatant townsfolk to fight fires, run messages, and tend to the injured requires Diplomacy, Heal or Profession (soldier) checks.
Okay, I think the first thing to do is get everybody Rings of Sustenance using some of that 25,000 stipend so we can do more of these tasks in the limited time.
And get Mount for William, plus Pearls of Power, so we can more rapidly travel to the hobgoblin encampments.
Benedict can do a lot of those checks, and once he completes the Manual of War he can actually do more - swapping out a combat feat for Advanced Armor Training (Adaptable Training) to get Profession (Soldier), Knowledge (Engineering), or Intimidate. William could use the Manual of War in the same way.
Making independent checks is generally better than doing Aid Another, but it depends on the threshold for success and if there are penalties for failure.
Is Take 10 an option?