Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 22 Sarenith, 4717

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Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Well, I never went into his family background. A sorceress as a mother, a half-orc warrior as his father. Met via adventuring, he was the result. Figured I could flesh the fluff out by having the half-orc adventurer be from there. If that doesn't work, I'll make do with dwarven movement speed.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Tribal Scars is a Kellid feat, I believe.

We may be able to get some item crafting ability in the party eventually due to a few PCs with SLAs. So Boots of Striding and Springing are a possibility down the line.


I'm not totally opposed to the idea, anyway. When you hit 3rd level, we can talk about it again then.


Init +2 | HP 13/21 | AC: 21, T12, FF19 | Fort: +5 Ref: +2 Will: +2 (+2 vs death, +1 vs fear) | Perception +6 (LLV) Human Fighter 2 Melee: [dice=Glaive]1d20+3[/dice] [dice]1d10+4[/dice] Ranged: [dice=Sling]1d20+4[/dice] [dice]1d4+3[/dice]

Feel free to retcon that to jabbing with glaive if the javelin is obviously unusable.

Lissa dice karma continues.


80 XP each for the alchemist.

Loot from the shop includes three vials of antiplague, five bottles of bloodblock, a bottle of fire ward gel, and two flasks of defoliant. A well-used marble mortar and pestle (likely of some worth) sits on the desk. From the alchemist himself you recover three potions, three flasks of alchemist’s fire, a flask of antitoxin, a healer’s kit, 5 pints of oil, two smokesticks, two tanglefoot bags, two thunderstones, leather armor, three daggers, a heavy mace, a hooded lantern, three Provision Points and 16 gp.


I think this is all the un-ID'd items you have found so far, except the scroll:

two potions (alchemist) - Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
potion (alchemist) - Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
a wand (intial attack) - Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17 - wand of magic missiles, CL 1st, with 11 charges
wand (Inn kitchen) - Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
wand (Inn kitchen) - Spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19 - wand of prestidigitation, with 35 charges
two elixirs (Inn kitchen) - Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14
two potions (Shrine) - Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
wand (Shrine) - Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14
wand (Shrine) - Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25 - wand of cure light wounds, with 21 charges
potion (Trading Post yard) - Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20 - potion of hide from animals
Kining's buckler - Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24 - +1 buckler


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie would like the leather armor and a vial of alchemist's fire. Do we have the ingredients for the 'Stump Remover'?


Chang Jie wrote:

Do we have the ingredients for the 'Stump Remover'?

It will take someone about a minute to study Vane Oreld's notes enough to collect the ingredients from his workroom.


Gathering up the notes and equipment for the stump remover is worth another 120 XP each.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Here is a loot list up through the fight at the alchemist's shop.

Hobgoblin Attack on Inn
set of Medium studded leather armor (x2)
longsword (x2) G, B
longbow (x2) G
quiver with 20 arrows (x2) G, J
light steel shield (x2) B
masterwork backpack J
heavy crossbow (with 20 bolts and 10 masterwork bolts) J
clearly labeled potion of guidance (x8) J,J
Wand of Magic Missles (1CL, 11ch) L
a scroll containing three different spells L
Kitchen
longsword J
longbow and 20 arrows L
studded leather armor
light steel shield
wand of Prestidigition (1CL, 35ch) G
wand G
elixir (x2) G,G
set of juggling balls
Wolf in Ally Fight
25gp (5gp each)
Shrine Fight
large sack
elm wand
a silver cup
a hand-sized darkwood carving of a butterfly
three bottles of Oldlaw whiskey
a large quantity of gold dust
27 small semiprecious stones
79 gp (15gp, 8sp each)
a round ivory amulet engraved with Erastil’s bow-and-arrow holy symbol strung on a leather thong
a large quantity of silver dust
willow wand of Cure Light (CL1, 21ch)
a necklace or pendant of some kind
two potions
two flasks of alchemist’s fire
padded armor
studded leather armor
light steel shield
composite longbow (+2 Str) B
20 arrows
Longsword
regular longbow with 20 arrows
handaxe
mwk battleaxe
backpack
bedroll
blanket
mess kit
small tent
Trading Company
4 Longsword
3 (longbow and 20 arrows)
3 light steel shield
3 studded leather armor
masterwork dagger
Potion of Hide from Animal
what looks like a vial of some kind of poison
two battleaxes
alchemical silver rapier
masterwork light steel shield
masterwork backpack
a climber’s kit
eight waterskins
Everburning Torch
Key Ring (given to Kining)
+1 Metal Buckler B
Alchemist
three vials of antiplague
five bottles of bloodblock
a bottle of fire ward gel
two flasks of defoliant
well-used marble mortar and pestle (likely of some worth)
three potions
three flasks of alchemist’s fire J
a flask of antitoxin
a healer’s kit
5 pints of oil
two smokesticks
two tanglefoot bags
two thunderstones
leather armor J
three daggers
heavy mace
a hooded lantern
16 gp. (3gp, 2sp each)
Ingredients for Stump Remover
Portable Alchemist’s Lab
200gp of Alchemical Ingrediants

Let me know if you disagree with any of this


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Obviously we should let Aubrin have the Cure Light Wand before the coming fight. I also think we should each take 1 of Aubrin's Cure Light Potions with us, just in case and if she's OK with it.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

I believe we left the masterwork battleaxe with the hobgoblin in the shrine, out of respect for her prowess.
And we gave the ivory amulet back to Lirossa.
I think the alchemical components are worth 600 if used for crafting. So, if all the checks were successful, up to 1800 in finished products. Or else the 600 is finished product value, not component value. I'm not clear on that.
Either way, Benedict is taking some ranks in Craft (alchemy) since we failed to save the alchemist. We have over 1000 XP now, so we will level when we get to rest.
Benedict has taken one of Aubrin's +1 arrows and five regular arrows from one of the warrior's quivers.
Aubrin can use that silver dust for Bless Water in the future, which will be helpful.


Benedict the Clever wrote:
Or else the 600 is finished product value, not component value.

This is the correct interpretation. The components are worth 200gp, and since you spend 1/3 of the final cost in components when crafting, that means they can be turned into 600gp worth of alchemical items after crafting.

Benedict the Clever wrote:
We have over 1000 XP now, so we will level when we get to rest.

The Medium track is 2000 XP for level 2.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None
DM Shisumo wrote:

This is the correct interpretation. The components are worth 200gp, and since you spend 1/3 of the final cost in components when crafting, that means they can be turned into 600gp worth of alchemical items after crafting.

Thanks. We'd better stick to Take 10, then, and not risk losing materials.

DM Shisumo wrote:


The Medium track is 2000 XP for level 2.

Oh, wow, I hadn't even noticed they changed that from 3.5. Have only played PF in PFS. Still, over halfway to level 2.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Just how do we destroy the bridge? Where does Kining need to get too?


Kining will tell you that there is wooden support scaffolding holding up the west side of the bridge, and there's where you want to put the "stump remover" - blow the scaffolding, the bridge will collapse. A PC or NPC can set the components to detonate and destroy the temporary wooden framework supporting the stone bridge, but it takes 3 rounds and requires a successful Craft (alchemy), Disable Device, Knowledge (engineering) check, or appropriate Profession check. Once the components have been set, they explode in another 5 rounds. Kining's notes and Vane Oreld's notes together give a +7 bonus to this roll and allow it to be made untrained.


Init +2 | HP 13/21 | AC: 21, T12, FF19 | Fort: +5 Ref: +2 Will: +2 (+2 vs death, +1 vs fear) | Perception +6 (LLV) Human Fighter 2 Melee: [dice=Glaive]1d20+3[/dice] [dice]1d10+4[/dice] Ranged: [dice=Sling]1d20+4[/dice] [dice]1d4+3[/dice]

Sounds like we need to get Kinning to the right place starting ASAP and get our followers across the bridge to the woods. We are on the wrong side and we have 10 rounds. Don't stay to play archery games, get the charges set and rush the hob so our followers can get across while we take care of any AoO.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Thanks, Jie has a +2 INT Bonus and none of the skills necessary. That would be a +9 total, +11 if someone aids her. Surely Kining's bonus is higher. Jie is willing to ride Kining over to the bridge and guard her while she works. What is the crane for? Could it be used to destroy the bridge if the stump remover doesn't work?


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Jie can also benefit from a Guidance potion and Aubrin's Touch of Good for +13.


Kining's got Knowledge (engineering) at a +5.

The crane could most definitely be used to destroy the scaffolding; it is currently locked and secured with chains, but the keys are on the keyring you game to Kining, so she could unlock it if requested to do so. You could also just try to launch direct attacks at the supports until they drop, if it comes to that.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None
"Lissa" wrote:
Don't stay to play archery games, get the charges set and rush the hob so our followers can get across while we take care of any AoO.

We don't know the timing of the reinforcements, though we know they are coming.

Grum soloing the guard might work, but I'd rather have our six archers fire first. They can shoot once and move, then double move the next round and be ahead of Aubrin (who is staggered, remember). Them firing a volley doesn't change the timing for getting everyone across.
Jie is the fastest and can start setting the charges before anyone else could. She wouldn't have an Aid Another or Touch of Good, but would still have a +10. Might be worth a try. If the fight goes well, Benedict could be freed up to aid her.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Sorry, missed where Jie mentioned taking Kining on the horse. That could work if Kining is willing to do it - I have the feeling she's difficult. Good luck.

We have seven archers who can use longbows and have 30' move; they can shoot and move each round, keeping pace with Aubrin's single move. All are under the Bless spell.
Aristocrats: Jet, Farrow, Clidon
Warriors: Mershan, Andrum, Lilkolm
Elf commoner: Minshiel. By my count we have six available longbows and one shortbow. Also the heavy crossbow that Jie dropped, an expert or commoner with 30' move could keep pace while firing every other round.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie's K/Local: 1d20 + 3 ⇒ (20) + 3 = 23
Marvelous, I just wasted a natural 20 on a side roll. :(
I was wondering what villages are near. Jie may need to do a "Paul Revere" ride and warn the surrounding countryside if we do manage to get over the bridge.


Init +2 | HP 13/21 | AC: 21, T12, FF19 | Fort: +5 Ref: +2 Will: +2 (+2 vs death, +1 vs fear) | Perception +6 (LLV) Human Fighter 2 Melee: [dice=Glaive]1d20+3[/dice] [dice]1d10+4[/dice] Ranged: [dice=Sling]1d20+4[/dice] [dice]1d4+3[/dice]

Thanks for the bot - daughter and nephew both had birthdays this week and I didn't check the board between all the fuss. I'm back now.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

Hope everyone had a good time!


Init +2 | HP 13/21 | AC: 21, T12, FF19 | Fort: +5 Ref: +2 Will: +2 (+2 vs death, +1 vs fear) | Perception +6 (LLV) Human Fighter 2 Melee: [dice=Glaive]1d20+3[/dice] [dice]1d10+4[/dice] Ranged: [dice=Sling]1d20+4[/dice] [dice]1d4+3[/dice]

Yeah we all had a great time, just busy busy busy - toddler birthdays are great.


240 XP each for the Ironfang heavy and the wolf.

Loot recovered from the heavy: three potions of one kind and one potion of another, alchemist’s fire (x2), antiplague, antitoxin, scent cloak (x3); masterwork breastplate, masterwork buckler, dagger, masterwork cold iron scimitar, masterwork light crossbow with 20 bolts, animal harness, backpack, bedroll, compass, crowbar, manacles, Provision Points (4), signal whistle, silk rope (50 ft.), small tent, 16 gp.


150 XP each for getting all your refugees out of town alive.

EDIT: If my math is correct, that puts you all at 1431 XP each. Getting close!


Init +2 | HP 13/21 | AC: 21, T12, FF19 | Fort: +5 Ref: +2 Will: +2 (+2 vs death, +1 vs fear) | Perception +6 (LLV) Human Fighter 2 Melee: [dice=Glaive]1d20+3[/dice] [dice]1d10+4[/dice] Ranged: [dice=Sling]1d20+4[/dice] [dice]1d4+3[/dice]

Unless there is a clear change in what's going on, Lissa is going to keep heading into the woods looking for a reasonable place to shelter the refugees long enough to establish a marching order, then she's going to suggest marching for at least an hour into the depths of the forest. Even with the bridge down, being this close to the incursion is -bad times-.

I think we'll want to ask any questions we have about establishing our mini-kingmaker camp here instead of gameplay to avoid cluttering the narrative of the ~escape~ up with rules stuff, but my guess as to the next scene in gameplay after ~escape~ is going to be one of those rough camps - either the first to establish marching order and destination in the woods because one of our NPCs happens to know of a conveniently defendable cave structure/bramble, or the second (after we've marched away from town for a bit) to figure out how to make the best of whatever we found.

I'm not clear on what the current plot point is, beyond, flee you fools! So if I've missed some macguffin or forgotten it, remind me please.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

From the Player's Guide, it's clear that establishing a base and training our refugees as a militia is a goal. In-character, we had Aubrin's advice to get to the woods and disable the bridge.

If we succeed at that, Benedict would ask Aubrin for advice again. He would personally suggest traveling no more than an hour, and preferably less. A group of exhausted terrified refugees moving through a forest at night is a recipe for disaster. Civilians falling off cliffs in the dark, getting lost, nocturnal predator attacks... He would prefer to do more marching in the daytime.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

Running and finding a place to sleep for the night really is about all the "plot" there is at the moment. That will likely change in the next in-game days, but for now, that's all there is.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

What about surrounding towns. Do we need to warn them?
Jie is willing to use her survival skills to make a cold camp if needed.
Survival to determine upcoming weather: 1d20 + 4 ⇒ (10) + 4 = 14


Nothing doing on the weather, Jie, sorry.

There aren't very many surrounding towns; the closest town is Cavlinor, founded where the Marideth and the Deepcut Rivers meet, about ten miles to the south and on the wrong side of the river from the hobgoblins at the moment. It's not really much of a town, either; a permanent population of two dozen elves tends the grove of trees being cultivated into living elven structures, while another two- to three-dozen visitors investigate the region’s elven ruins and artifacts, and work to make new diplomatic inroads with the fey of the nearby Fangwood Forest. Beyond that, the next closest settlements are Folarth, a small dwarven village at the headwaters of the Deepcut, and Longshadow, a decent-sized town about forty miles up the Marideth from Phaendar.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Interesting. Well, Grum would argue for avoiding Folarth. While they tend to hate goblinoids, that hatred is often extended to their bastard offspring. Plus they might not even let in the human refugees. He'd also advise against heading to Cavilnor. The elves would probably be mighty pissed at these humans and their ilk leading the hobgoblins directly to their living trees/easily lootable ruins.

Longshadow though? That sounds like a place which could take in refugees and which might be able to put up a fight. So run to the woods. Find a place to hide. And start making the trek, while avoiding hobgoblin patrols. I'm sure we'll be knocked off track, but it is a logical move to make.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
Grum Bakison wrote:
Longshadow though? That sounds like a place which could take in refugees and which might be able to put up a fight. So run to the woods. Find a place to hide. And start making the trek, while avoiding hobgoblin patrols. I'm sure we'll be knocked off track, but it is a logical move to make.

Well, it might take a bit, but don't worry - we'll get to Longshadow eventually.


You each gain 240 XP for defeating Unbroken Vortiga, plus another 120 XP for destroying the Phaendar Bridge.

Vortiga's equipment included a simple rope belt, a pair of bracers marked with the Ironfang Legion symbol and an insignia of rank, a small pot of some kind of magical oil, a potion, a different potion, her odd tunic, 2 Provision Points, a sack with captured loot from the town (two pearl earrings; silver necklace with diving mermaid motif; three polished lapis lazuli), and 15 gp.


Okay, from here til the end of this book of the AP, you guys are kind of in the driver's seat as to what happens next, where you go, etc. There will be outside events that will happen regardless, but you're really going to be the ones making the decisions.

Under the Campaign Info tab, you'll see the list of everyone you have rescued, along with a list of various tasks you can assign your followers every day. If you want to just try to move the band, the group as a whole makes about 8 miles of progress a day through the forest.

Of immediate interest might be temporary shelter in the forest. 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 or two Small-sized creatures 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 or two additional Small-sized creatures.

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.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Maybe travel one hour, build shelters (and identify items) one hour, then sleep with watches posted?
The DC for building shelter is different in the campaign tab. Which is correct? And what sort of Craft can be used if the campaign tab applies?
For Survival, Jet and Netthias have +5, Kining +6, Farrow, Clidon, Benedict, and Chang have +4. It can be used untrained.
If it is DC 12, +2 for each additional person, then Take 10 gives us shelter for 15 Medium individuals (plus the small tent). And then whoever is doing it untrained can hope for good rolls.


The key difference between what I just posted and what's in the campaign tab is the word "temporary." Overnight shelters take an hour to make; what you get for using the all-day option in the campaign tab is a longer-lasting shelter that can be re-used until Something Happens to make it unsuitable for habitation anymore.

The kind of Craft involved is deliberately kind of open-ended. Potentially several might work, and especially since I determined all the commoners' Craft specialties randomly, I'm willing to hear a wide variety of arguments for why a given Craft should be applied.


Correction on the locations list: there is also a tiny hamlet - really just a logger's camp - called Gristledown on the edge of the Fangwood, about 14 miles north of the bridge.

I'm going to try to get a map of the area up on the campaign tab tonight.


DM Shisumo wrote:
I'm going to try to get a map of the area up on the campaign tab tonight.

Done.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Thanks for the map. Benedict's plan sounds good. Jie would vote for the Ranger's location to be the first target to visit.
Jie has Endurance and Feng have Endurance. Will that mitigate sleeping without shelter?
Also her father is a ranger, and her backstory has her family somewhere in the forest. Where is he based out of?

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

Is he a ranger, or a Chesnardo Ranger?

Also, where do you *want* them to be in the forest?


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

He was a Chesnardo Ranger, but I envisioned the family as being further from Phaendar then this. So probably as far away as possible and still be reasonably in the Chesnardo Rangers.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

Well, the Rangers are all over the Fangwood, which runs for dozens upon dozens of miles through Nirmathas. They probably aren't in the immediate area then... but you might have a chance to run into him at some point in the AP anyway.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

I think we have the skills to keep everyone fed and sheltered if we figure out the right jobs for all of our followers. Suggestions? Particularly on how to prioritize our Survival experts. Forage, build shelters, or scout the area?
Full rations today might not be something we can sustain, but good to keep morale up.
Is Aubrin recovered enough to put her Survival skill to use?


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

If you want to make a beeline for the Ranger redoubt, we can do that, but it means we are behind one day on foraging/building/scouting if the Rangers aren't able to help us. Right now we have three days of full rations for the group (since I think all of us have trail rations, the militia that needs to be fed is 24 people).


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

It sounds like the redoubt is our most likely objective.
If we travel 8 miles a day then we can
1) Make it in one day if we forced march, but will arrive tired. All good if we get a friendly reaction, but what are the odds of that happening :)
2) Travel 8 miles today. Camp. Finish the remaining 2 miles tomorrow morning and hopefully arrive before lunch. Deal with either a friendly or unfriendly encounter. Use the redoubt as a base camp and hunt for the remainder of the day to build up our provisions. Then make plans from there.
3) Or we can go to Gristledown. Same plan as (2) only its a little further away so we'll arrive later on the second day.
4) Use where we are as a base camp and hunt for the day. I think we're too close to Phaendar for that to be a good option.
5) Move half a day's travel into the forest proper and set up camp and hunt for the rest of the day.

I vote for option 2


Everyone, please remove a day's worth of trail rations from your character sheets.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

I vote 4, at least for now. I think the downed bridge gives us a lot of protection, and as long as we are an hour or two away we can check on the hobgoblins' progress in rebuilding it. Once we are two days travel away we are blind.

Otherwise, 2 is okay, but we may need to go on half rations the next day - until the Handle Animal checks have rounded up enough sheep and goats.

Building up provisions will be a slow and iffy process, by my estimate. We don't have a lot of leeway - though we haven't used Aubrin's Survival skill so far, it may be helpful.

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