Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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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

I sent the GM a PM this morning.
If he just cannot do this anymore we might want to look for a replacement GM.


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

Shisumo said he might have to cut back to two or three times per week, but now it's been three weeks since he's posted.

What do you all think about recruiting another GM?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) 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)

Quite possible that we will have to. Head count?


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

Jie? Amkarang?
Would you both be interested in continuing with a new GM?

I would really like to get back to a daily posting schedule if possible. Would that work for both of you?

I was also wondering how many the other table had as consistent posters. We could get two from there and have a six-fighter team.


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

I'd be interested in looking for a new GM.


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

Still here, but checking in only about twice a week. I'm OK with getting another GM, but I'm not sure how that can be done.


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 posted a recruitment thread and have one response so far.
link


Just dotting in to have it pop up for me. I'll have something for ya'll monday. If you all still wish to look for another we can, but I think continuing for now would be best.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) 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)

Welcome and thank you for picking this up.


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

Thank you and am looking forward to 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

Thank you!
We'll eventually need another PC to replace Lissa (who is long gone but being botted for this fight), I think.

Maybe invite DM Stalwart, who offered to run? I think the other table has too many players to merge.


Hello! fatmanspencer reached out to me about joining up with the group, since you're down a player. I've got a couple ideas percolating, including a dedicated archer build (because they're just fun), but spencer mentioned that you all might need a cleric. So I'm checking on that with you, since it's my understanding that Shisumo's idea was to have an all-fighter team. Would anyone resent it terribly if I came in with a spellcasting class, or would the added versatility (and healing) be welcome?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) 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)

Welcome!

Honestly, I'd prefer to stay all fighter if at all possible. It makes the group a bit more unique.

Maybe a compromise? A custom archetype?

http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fight er-archetypes/child-of-war-fighter-archetype/

Change it to being divine. Switch out the eldrich armor training for lay on hands or channel like VMC would give.

Can then be a healer and Archer while keeping the fighter theme.


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

Hello DM Stalwart!

Jie is not planning to be a dedicated archer, instead I'm trying something different out. But she is primarily a mounted archer. She will go for as many ranged attacks and melee attacks as she can, but will not go for the charging feats until later. I for one am OK with you not playing a fighter, but as Grum pointed out it sort of goes contrary to our makeup.


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 aboard!
I would strongly prefer that you play a fighter.

An archer would be great. Now, you will be replacing our pseudo-healer, but there are several options for fighters to heal.
The Heal skill (possibly with Skill Unlocks).
The Fey Magic ability that Lissa had.
The Believer's Boon and Believer's Hands feats.
UMD (Half-elf with Arcane Training [witch or bard] for auto-UMD).
Eldritch Heritage (Celestial) or VMC sorcerer (comes online at level 3).
Minor Miracle (level 5).
Item Mastery feats.

All that said, this AP gives us an NPC healer and numerous potions. I don't mind Aubrin having the role she does.


That seems pretty clear! Thanks! One archer coming up, with a side of healing!

All that's left is digging around for the character creation guidelines and putting it together.


Female Human Fighter 3

Here's my archer, Amélie L'Ovre.

Bit of backstory:

Amélie grew up in the fiercely proud nation of Andoran, hearing tales of its glorious revolution in which the country's founding fathers overthrew the diabolic rule of House Thrune of Cheliax. She wished she could have lived in those days, engaging in guerrilla warfare against the imperialist enemies, and joined the Andoran military when she came of age.

She quickly grew tired of waiting for a Chelish attack on the country, so she ultimately resigned once she learned that there were other countries yearning for freedom against invasive nations. The closest to Andoran was the country of Nirmathas, which suffered from repeated invasions by Molthune. She worked her way across Avistan until she finally arrived in Nirmathas, just in time for the Ironfang Invasion. It wasn't quite what she had expected when she arrived, but she was more than willing to lend her bow to the defense of a people set upon by a totalitarian force.


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

Looks good. The only thing I would suggest is that Survival is a very important skill in this AP (as the Players Guide notes). Even 1 rank will give you a +4 because of the class skill bonus.


Female Human Fighter 3

I made the suggested change, so I think I'm ready. Spencer, let me know when you're ready to introduce me.


God unknown

I've got a good idea of where to place you, should be soonish.


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

Doing some quick planning here on the discussion thread. If we go after this supposed supply train we need to
1)Identify likely route
2)Identify good ambush site and likely time of arrival assuming they leave at dawn.
3)Jie's part of the ambush will be to take the time to take 20 on Stealth at the ambush site with Feng 1 move out of sight. She will be providing archery support.
4)When and if train arrives someone, (probably Benedict) needs to make the decision of whether it is within our ability to take.
5)Appropriate action taken, (ie withdraw or attack)
Not exactly sure how Benedict's bluff will play into this.


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's idea is
1) Rehearse the Bluff. Simple believable story (hoping for a circumstance bonus), practiced well in Goblin. Would practice let him Take 10, since he wouldn't be making it up on the spot?
Taking the form of a lowly grunt,
"Sir, I was on this side of the bridge when the rebels destroyed it. I have tracked them to a place not far from here. Can you spare two or three warriors? I would engage them all on my own but some could escape. It should take no more than a quarter of an hour."
2) Grum, Amkarang, and Jie all Take 20 on Stealth to be well hidden in leaves about 100' off the road (well maybe Jie and Feng behind a rock outcrop). Some adepts too for their spells if possible (or their Aid Another bonuses). The other NPCs are working today, the adepts have neither Survival nor Handle Animal. But we are forging the survivors into a militia, so using them is appropriate here. I think Rhyna has Sleep.
3) Benedict hides behind a tree near the road, and as soon as he spots or hears a wagon (assuming that is how they transport supplies) he uses Alter Self to take the form of a hobgoblin for 2 minutes. I assume they won't want to dally with small talk so that should be enough time.
4) He steps out, makes his Bluff check. If they refuse to come he says "Fine. The glory will all be mine" and walks towards the party, then we attack. If they do come, he leads them into an ambush. Hopefully having their leader or toughest warrior walk between Grum and Amkarang for flanking. He'll turn on the hobgoblins at that point.
5) If the ones left to guard the wagon come to join the battle, we have a few rounds before they arrive. If they flee, we chase them down.

Liberty's Edge

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

Hey guys. I apologize for the lengthy absence. I've been dealing with some pretty serious health issues recently, and they've kept me away from a lot of things, but in particular I have had little time for the forums. I'm getting treatment now, but it's likely to be a long time before I'm back to where I should be. I am sorry for being gone with such little notice, and it's been a blast to play with all of you.


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 understand. Sorry for your situation. Best wishes for your recovery.


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

Best of luck. I hope you get better and I really enjoyed your running this game. Thank you.


God unknown

Just checking in, is there anything ya'll are waiting on me for?


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 was waiting for Grum and/or Amkarang to weigh in on the plan, but if you want to move ahead we can.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) 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'm good on the plan. Sorry didn't know you were waiting for me.


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

I'm also good on the plan.


God unknown

Actually I was also waiting on those two, but got curious incase ya'll were waiting on me. is all good, not trying to rush ya'll


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

Another game I am uses the Rule of Two. If two are in favor of a course of action with none opposed, then after 24 hrs the party does that thing.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) 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 can agree with that.


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

This might have been a time for the Wookie Prisoner trick instead. But I've got ideas.

I can't figure out why they stopped where they did. They couldn't have seen us hidden in the woods from 200' down the road, and I don't think we have a spy in our midst. Just coincidence? Or maybe a caster with a familiar? We'll see.


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

I suppose we are hidden then.


I'm giving time incase anyone wants to do anything before responding. about monday night I'll post an update if noone else does anything


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 is the only one interacting with the hobgoblins.
The others will respond if Benedict shouts an alarm, I think, but for right now we are trying to see if the Bluff works.
I'd rather move this along as fast as possible since I don't like being the only one with something to do.

If they see through the disguise and Benedict picks up on this, he'll shout an alarm to the party and regroup with them. That's why he's greeting them from a distance, so if they see through his disguise he may have some warning (unless they all beat his Sense Motive with a Bluff in return).
If they agree to send a couple of fighters to track down fugitives, he'll lead them to the party.
If they don't see through the disguise but just can't spare the fighters, he'll 'spot' the incoming bandits (e.g. the party) and shout an alarm to the hobgoblins, which is really the signal for the party to attack.
In no event will he let down his guard around them. Even if he thinks they have bought the Bluff, he won't let them surround him.
I really think he's covered all the angles decently well for this ploy, which is the character concept. I don't see any glaring flaws.

The rest of the party are all in light armor (and Jie is mounted) so they can close the distance quickly.


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

Plan sounds good to me.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) 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)

Works for me!


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

We are having inventory at work. For the next week I will be extremely busy and my posting may drop. Feel free to bot if necessary.


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

Jie and Amkarang still to go, hopefully can drop this one quickly.


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
Benedict the Clever wrote:
Jie and Amkarang still to go, hopefully can drop this one quickly.

Sorry, didn't realize you were waiting on Jie.


God unknown

Yep. I didnt want to bot you until I had no choice. i also dont want to poke ya'll to much to post either, but I dont want it slowing down because ya'll feel I'm not interacting enough. Help me to help you


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

You could be somewhat more proactive in getting us to post. Like if we all act and then the enemies, you don't have to wait for the enemies' turn for your next post. You could post the effects of Grum and Jie's turns and then say who has still to act. Momentum is absolutely key in PbP, and frequent posting helps sustain momentum.

Also, are you planning to use maps for any of the battles? I find it really helps with immersion, where our all-fighter group is doing tactical things like using cover, positioning, flanking, and so on.


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

Inventory is now over and my schedule has returned to normal.

Do we need to roll initiative, Stealth or just start shooting?

Just in case here's a Stealth roll
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22


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

Now we have a map!

We can just keep using the old Google Slides document that Shisumo set up and linked at the top. As necessary, add new blank slides and then paste in the maps from the module, with icons for the bad guys and for us. With black boxes over things you don't want us to see (like unexplored areas).

It makes it a lot easier to understand what is going on.


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

Now that we have everybody checking in, can we try to keep the posting speed up?

In most games I am in, if it has been your turn for a period of time, you get botted. This is often 24 hours but we could do 48 to start.


God unknown

I'll move that here so we dont clutter up the main. I'll have to email customer support once I get home to update it, unless im missing something, i am unable to edit any of that.


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

The expectation value of foraging Survival checks for our 5 NPC Experts is 17.6 Provision Points. It's 16 if they all Take 10. We should also get almost 5 from the herd (it's 1 point every 3 days per animal). That's only 21-23 so far.

If the PCs work instead of exploring, our expectation value is 17.8, or 17 if we all Take 10.

On Handle Animal, we have 14 animals to herd. Split them three ways and three herders with +5, +5, and +4 can tend them by Taking 10. That leaves another 12 to try to gather new animals; 1 at +3, 9 at +4, and 2 at +5. The DC to gather a new animal is 16, so Taking 10 won't get any. Rolling should get almost half an animal per herder, for another 5 or so new animals.

None of this takes into account the new arrivals, of course.

I would prefer to spend a day foraging to build up our stocks, so we can move the camp tomorrow; those hoofprints have me nervous. But if you want to explore, we have the gains from the supply train.

We were at 36 provision points for a militia of 29. We gained 25 from the supply train, so up to 61, and although we'll now have more mouths to feed we'll also have more workers.

Do the horses from the supply train require provisions? How much?
Or can they graze?


God unknown

For now the horses can graze, but you may wish to spend someone/npc so they do not over graze. Granted horses take a long time to over graze an area, but you dont know how long you will be in this spot.


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

Good point. One NPC to tend the horses.

Also: XP for the ettercap/spider fight and for the supply train fight?

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