Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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Assuming everyone leaves the forge...

The party retreats from the room and Jie slams the door shut, leaving the crystal scorpion trapped within. There's a brief sound of scraping and scratching from the other side, then everything goes silent.

Amélie pants a bit and inspects her bowstring. She pulls it off and produces another from a pouch, then begins stretching it between the ends of her bow. "Zhat was painful," she comments. Once she's done with her bow, she moves over to her dropped torch to grab it and hold it up.

Going back to the top level and taking 20 on each room... (I'll be reposting all treasure here, so please don't duplicate stuff you've already found. None of this includes treasures found on the trogs.

Main entrance (K-1) The crystal veins will yield 50 gp worth of gems.

Guard post (K-2) The violet gem is an enormous but flawed amethyst worth 650 gp. The walls here can be mined to yield more gems.

Shrine of Stone (K-3) The cold ashes in the center reveals a leaf-shaped gold pin and a ring. A pair of boots are in a hidden niche in the chamber.

The Nest (K-5) Personal possessions of the tribe, consisting mostly of simple jewelry or stone tools. Dozens of semiprecious stones (worth 250 gp), six fancy crossbow bolts, and a dagger, hide armor, and stonemasonry tools all of master's quality are found here.

The Fisher's Garden (K-6) The remains of three trogs lie at the bottom of the pool along with their (mundane) javelins. An iron coffer filled with 120 gp and a wand is also in the water. The lichen-encrusted skeleton of the coffer's former owner is also under the water, still wearing a belt of fine gold links.

The Bloodpit (K-7) The cavern holds 10 provision points of meat.

The Greening (K-8) The cavern holds 10 provision points of foodstuffs.

The Rainbow Nave (K-9) The two pound crystal globe glows as an everburning torch and is worth 250 gp.

The Bone Chamber (K-10) The trog champion's chamber contains a masterwork quarterstaff, four thunderstones, two onyx gems worth 25 gp each, a scoll case with two spells within, a silver locket containing a braided length of blond hair (worth 25 gp), two platinum rings (worth 50 gp each), a battered wooden flute in a silver case (the flute is worthless but the case is worth 125 gp), and a valuable-looking pearl.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

"Ouch," says Benedict. His aasimar heritage offers no protection against fire. Still, the blast disposed of the skeletons quickly enough. As he explores the caves, he gathers up anything that looks to be of value.
"Let's get back to camp and figure out if any of these things can help us. We'll also see if Rori is on the path to recovery or not."
I think Rori had the Aegis of Recovery and also the healers' attention, but had suffered a fair amount of Con damage already.
I haven't been adding items to my character sheet until after they are identified, put on the loot list, and then claimed. So I don't think we are at risk of double-counting for the most part.


The group travels back to the camp around the hunter's cabin, weary from their battles within the troglodyte caves yet triumphant. The stink of the place still lingers in their clothes, but nonetheless the clear, fresh air is gods sent.

GM:

lr: 2d4 ⇒ (4, 4) = 8

Rori's Fort: 1d20 + 4 ⇒ (20) + 4 = 24

Survival: 6d20 ⇒ (5, 6, 1, 18, 12, 3) = 45

Provisions 41 - 31 + 20 = 30
Shelter for 31

Spellcraft, boots: 3d20 ⇒ (4, 19, 7) = 30
Spellcraft, belt gold: 3d20 ⇒ (12, 12, 4) = 28
Spellcraft, belt jade: 3d20 ⇒ (11, 18, 8) = 37
Spellcraft, wand 1: 3d20 ⇒ (1, 4, 2) = 7
Spellcraft, wand 2: 3d20 ⇒ (14, 1, 4) = 19
Spellcraft, pearl: 3d20 ⇒ (7, 20, 9) = 36
Spellcraft, bracers: 3d20 ⇒ (19, 8, 4) = 31
Spellcraft, bandages: 3d20 ⇒ (16, 14, 10) = 40
Spellcraft, buckler: 3d20 ⇒ (9, 6, 3) = 18
Spellcraft, warhammer: 3d20 ⇒ (13, 18, 2) = 33
Spellcraft, ring: 3d20 ⇒ (11, 8, 15) = 34

There is happy news when the heroes return to the Hemlock Banner. Rori had received some restorative magics from Aubrin, and he had managed to gain the upper hand on the sickness. Everyone is hopeful that he will have a full recovery.

The refugees cheer to see everyone return, hale and mostly unharmed. Aubrin channels a burst of healing energy to soothe their burns and other lingering injuries.

Aubrin takes the group aside once the crowd is done cheering the heroes. She smiles, but there is a measure of worry.

"No sign of hobgoblin scouts, but I've kept everyone fairly close to the cabin for safety. The problem is, we've nearly picked this area clean. We might be in for some lean times unless we find more provisions. How are the caves?"

In the meantime, the adepts begin studying the treasures looted from the troglodyte warrens. They learn that the party collected:

boots of elvenkind, a belt of incredible dexterity +2, belt of mighty constitution +2, a wand of hold person (9 charges), pearl of power (1st level), bracers of armor +1, bandages of rapid recovery, a +1 warhammer, and a ring of protection +1. The other wand and the buckler manage to confound all three.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

"Clear! Or clear enough. There was some sort of crystal creature that we weren't sure how to deal with, but it's out of the way for now. We found some preserved meat and vegetables. And Jie brought down a stag on the way to the caves! The troglodytes are no more; they are not going to eat any more Rangers."
The stag was worth 5 Provision Points, then we got another 20 from the troglodyte caverns. That should put us in a position to move to the caves tomorrow, then spend the next few days rebuilding our stores. If we get desperate we can butcher some of the goats but I'd rather not have to.
I am guessing the belt of fine gold links is the Dex one, and the big jade one is Con? Updating the loot list.
I right-aligned the stuff on the loot list I have questions about. Lots of flasks and potions and oils. Between everybody I think we can make the Perception checks.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 already failed Perception checks for:
2 flasks in K3 (first caster trog)
2 potions in L1 (gelatinous cube)

He did not check:
3 potions in K10 (big trog with warhammer)
4 flasks in L6 (priest)
2 flasks oil in L6 (acolyte)
1 flask liquid in L6 (acolyte)

He begins examining the various flasks.

10 Perception checks:
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Benedict identifies a total of:
Six oil of magic weapon
Three potion of owl's wisdom
One potion of aid
Two potion of cure light wounds
Two potion of bull's strength
Two potion of cure moderate wounds
Two potion of shield of faith
His one fail would have been a duplicate, so I'm giving him a pass on that one.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

”Can’t say the caves smell too good. But how bout we head there? With the things dead we can eat their food, and we won’t have to make any more shelters.” Grum smiled. He felt VERY smart.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

"Who wants which of these items? The two magic belts, the ring of protection, or the boots? I think I am best off with the warhammer - it isn't the type of weapon Amkarang is best with, and it isn't quite big enough for Grum."
Also, Grum already has a magic weapon with Arcane Strike.


The prospect of moving again, this time into into a series of caves, has the refugees alternately eager and filled with trepidation. The cabin is cramped and nowhere near big enough, but it was familiar. Living in caves is not, and even the dwarves among the refugees have been used to living in structures. However, the caves promised safety, so the refugees were generally in favor of locating there.

After whatever supplies and gear has been packed and readied for travel, Jie gathers the other Heroes of Phaendar together, looking solemn.

"Everyone, I-- I've made a decision. The caves are no place for Feng. Really, this whole forest isn't very good for him. I'm always pulling burrs out of his coat, and checking his hooves, and helping him up ridges--" She stops herself, wipes a tear from her cheek, then continues. "Anyway, now that we've got a good place for the Phaendarans, I need to get back to what I was doing before. Riding, delivering messages. There's got to be more pockets of resistance. I need to find them, give them hope and aid, and send them here if wherever they are isn't safe. I keep thinking about that night on the road where we heard hoofbeats. The hobgoblins don't use horses, so it has to be others like us."


Female Human Fighter 3

Amélie frowns in thought for a moment, then she steps forward. "Traveling alone? Zhat seems too dangerous. I can ride well enough, and I do not like ze thought of living in zhose caves." She waves her hand over her nose as she crinkles it in an expression of distaste.

"I'll go with you too."

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

”Makes sense.” Grum said. He had been sharpening his blade. He put it down and stood up, extending his green, calloused hand. ”You fought well. Both of you did.” He said; looking at Amelie. ”Ride safe.”

A squeak could be heard. Grum bent down to converse with his hedgehog. When done he said ”Sir Kingston says he will miss you both.”


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 nods. "That sounds like a good idea, Jie. We could use you here, but there are many more that could use your help as you said. Make sure you get word to Longshadow and the other larger towns. Amélie, I think one of those horses we liberated from the supply train along with you might be up for a ride, as long as you give it enough food, and rest when you can."
He shakes hands with both of them. "If you find yourself back this way - on your own or with more survivors - come join us again. If we've moved on from the caves, we'll leave markers or encoded signs."
He takes the time to write out some code phrases, and gives the note to Jie and Amélie to memorize and destroy.
"Good luck."


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

Amkarang nods solemnly and places a hand on Jie’s shoulder, ”Stay safe, though I know you will.”


It's an emotional goodbye as Jie and Amélie say their farewells to the refugees and the champions of Phaendar. But after a while and many tears, the two ladies guide their horses west while the rest press onward toward the caves.

Over the course of the day, the long procession of farmers, merchants and herders make their way down the slopes and through the marshy region to the troglodyte caves. The initial reaction by most is unpleasant, due to the stench caused by both the former occupants and a common fungus that is growing within that exudes a rotten egg smell.

However, what was at first thought to be a smelly nuisance, Yallie the gnomish herbalist reacts with excitement. "This is grubpuff! Oh, it stinks now, but wait 'till I cook up a batch! It's delicious!"

The herbalist is correct, and once cooked it has a pleasant, earthy flavor. The refugees soon realize that they can harvest the pungent fungus and supplement the foodstuffs that the troglodytes left in their larders.

Harvesting the fungus takes 20 days worth of work (if completed by one person, or one day of work if completed by 20 people, or whatever combination is settled upon), and will yield 40 provision points.

Kining recognizes the crystal scorpion as a crysmal, and warns that the creature desires gems so much because that's how they reproduce. If they eat enough of the right kind of gems, they'll split into two.

The lower level also has one additional feature that Kining and Aubrin do not quite know how to feel about. There's a tunnel that goes down at a steep angle and ends -- sort of -- at a rough barricade of crudely quarried stone. It's evident that it continues at a sharp descent beyond the barricade. Kining whispers to the heroes that she suspects it may even link up with the Darklands, the underground realm of caverns and strange societies, and even stranger creatures.

Other than the crystal scorpion in the basement, the tunnel to the Darklands, and the smelly fungus, the refugees ultimately make the caverns their home in short order. The artesian well provides plenty of fresh water for drinking and bathing. The caverns are easy to defend from surface-based threats, should anything be skilled enough to spot the caves. And though the area around the caves are marshy and wet, there are enough nearby patches of dry land for the herd animals.

The Phaendarans, for the moment, have found themselves a place they can call home.


William and Hama:

The night the hobgoblins came will forever be seared into your memory.

For you, William, they came upon the squat broad monastery of the Aroden ascetics where you learned your unconventional skills of magic. The horde outmatched the small number of monks, and they forced you to flee rather than waste your life trying to fight them off. Clutching your meager belongings, you fled from one town to another, sounding the alarm, warning the tiny communities and households of the hobgoblin threat and staying just barely ahead of them.

Hama, as you returned with your oxen laden with goods, you hear increasingly disturbing rumors that have to be impossible. But as you near your home of Phaendar, the haze on the horizon becomes more and more ominous.

You encounter a patrol of hobgoblins well before you reach the town, and you are forced to flee, your wagon and most of your goods ultimately being abandoned so you could lose your attackers. For several days, you play a cat-and-mouse game with the increasing patrols and marching columns of hobgoblins -- some of which escort long lines of chained captives.

As fortune would have it, neither of you are discovered by hobgoblins, but encounter each other -- surprising each other when you each chose the same copse of trees in which to hide. Introductions were short and hushed, as the patrol passed by. It was evident that as the hobgoblins' numbers and patrols along the roads and the mighty Marideth River increase, you both feel it's only a matter of time before you run out of close calls.

The only hope is the Fangwood Forest, a traditional redoubt for Nirmathi citizens in times of invasion. Though it would be hazardous and difficult, better an uncertain fate than certain death.

Another stroke of luck happens just as you reach the border of the Fangwood. You encounter a pair of human riders armed with bows. One of them, you recognize as Chang Jie, well-known in the Phaendar area as a messenger and rider. It makes your heart sing to see her alive and well. What's more, she tells you of a band of refugees from Phaendar that have survived and made it to safety in some caves deep within the Fangwood.

They provide you with directions and wish you the best of luck as you push into the forest in search of the caves.


It's been a week since the Phaendar refugees have claimed the caves.

Through diligent industry, the caves have been converted each day into something more and more like home. The fires of the forge in the basement have been lit, and a few needed tools are now in the hands of those who can use them. A few places have been found topside in order to cultivate a few plants. The refugees have started to relax from their displaced status and are now feeling a sense of pride in their new home.

The caves and the protection they offer, however, has not diminished the lurking threat of the invading hobgoblins, though a few lookouts are starting to be dispatched for an early warning system. Thankfully, no sign of the hobgoblins, or anything else for that matter, has been spotted.

However, on this day, a runner comes in, breathlessly reporting a sighting -- two people and an ox! They're not hobgoblins at all, but Phaendarans!


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Didn't mention this, but we'd probably have sent some gold with Amélie and Jie. Maybe 200? Not like we have much use for it here, and they might make it to a town where it could do them some good.

Benedict has enjoyed a few days of quiet. While he would like to take some time to develop his alchemical skills, he feels he's probably more needed on patrol and investigating various things.

The path to the Darklands is interesting. He is not sure what to do, either. "There are actual societies down there? Like what?"
Benedict goes into the path a short distance, using his Darkvision to look for any tracks or other sign of creatures.
Using Inspired on one of the days.
Survival, Inspired: 1d20 + 9 ⇒ (16) + 9 = 25
Survival, Inspired: 1d20 + 9 ⇒ (2) + 9 = 11

He grows to appreciate grubpuff. "Thank you, Yallie!"

He also sends teams to clear out as many recoverable gems from the walls as possible before the crysmal can get them. Even if low value, the gems could be used for trade (if we find anybody to trade with) or for appeasing the creature from time to time - rationed, and using the lowest-value ones.

On hearing of more Phaendar refugees, he takes up his shield and warhammer. He asks the runner, "Do you know them?"


The runner is quick to answer. "They knew Jie's code!"


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 relieved, but now more curious than suspicious.
"Great! But who are they? Did Taidel and Lirosa make it?"
The half-elven siblings we met at the Trading Post, here.

He goes back where the runner indicated. Presuming he sees them, he recognizes William from Phaendar, and Hama from past caravans to Absalom.
"William! You're alive! And Hama, I mean it's good to see you, but why are you here? And not someplace safe like Kraggodan?"


Female Dwarf Fighter 3

Hama walks with spear and shield in hand in case they find some more hobs or some other unwelcome presence. She had been spooked earlier already when she spotted some movement from the corner of her eye, though she hadn't been able to determine what it was.

This was different though as a familiar face from the past suddenly appeared in front of her. "I'm not sure Kraggodan is all that safe right now. At least I can't get in. Molthune has been laying siege to it for years now so it's impossible to get in. I was getting out of here when those damn hobs ambushed the caravan I travelled with just outside of Phaendar and all I could rescue is old Bertie here." She gently pets the ox walking alongside her. "And as luck would have it, I met this fellow while hiding from those goons."

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Grum eyed the newcomers. He had been worried that there would be more mouths to feed who couldn’t pull their weight. But these ones looked sturdy enough. The only problem was that one was a dwarf! He had yet to meet a dwarf whom he had gotten along with. It was always ‘Tusker this’ and ‘Torag that.’ Still, Benedict seemed to know her. That was good.

He walked over, his sword resting on his shoulder. ”Greetings.”


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

William waves as he approaches the caves. "The monastery was attacked as well and I knew I had to get out as there were too many to fight and being dead never helped anyone. I stayed on the move and met Hama here in a thicket we both decided looked like a good place to lay low for a while. It will be nice to know where I'm laying my head for the night. What can I do to help around here?"


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

"Monastery? Oh yes, you were learning sword-magic with the Aroden folks, weren't you? That could be useful. And I see you have a bow. Right now we've just been getting settled, but we'll probably want to go out scouting again and see if there are other bands surviving in the woods. Lots of our days are just hunting and foraging for food. At least now we are done with building shelters."

Did Benedict find any tracks or signs of creatures inside the tunnel to the Darklands?

With no other immediate goals, I think we should keep exploring the forest for other points of interest.


Female Dwarf Fighter 3

"Food you say ey? Bertie is still carrying quite a bit of that. He's packed with most of the food my caravan was going to need to reach Almas in southern Andoran. All of it is dry though, except the oranges." As if to illustrate she pulls a single orange from one of the many packs on the ox's back.

"If there are some people to help we can unload him and move things to any storage you managed to create. Should also allow him to relax a bit."


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

"Oranges? Something that isn't foraged for once sounds amazing." Amkarang nods at Benedict, "I can start getting things moved with Grum if you want to strategize. Might see if there's some others back in the caves that'll pitch in, maybe Mershan and Andrum. If you want to pitch in right now William, help me with some of these bags."


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

William nods to Amkarang "Let me put my gear down and show me where to take the food and I'll be happy to help. How long have you been here?"


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

Amkarang grabs a bag of food before he motions to William and Grum to follow him and begins to talk as they walk together, ”It’s been about a week. Before that we’d been cramped in an cabin owned by some old codger turned undead. While these caves aren’t quite as homely, I’d venture to say it’s more comfortable.” Upon arriving at the food stores, he slings down the bag and says, ”And here we are. Let’s grt the rest of this moved before we bring too much attention on ourselves.”

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

"I hope there's food in here. Real food!" Grum said, his spirits lifting, as he helped move everything inside.


Female Dwarf Fighter 3

Hama smiled when she heard the half orc speak, "Depends, what would you consider 'real food'? If you are looking for meat I'd have to disappoint you, the hobs took all we had."

She then moves to walk next to him, while carrying bags of potatoes using her shield as a tray, "My name is Hama, I'm a merchant. Or used to be I guess. What's your name?"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

”Grum.” He said, eyeing Hama warily. ”You’re awfully nice, for a dwarf.” He said, with obvious suspicion.

As he said this, a hedgehog walked up and began squeaking at the half-orc.

”This doesn’t concern you.”

Squeak.

”No! I won’t!”

Squeak!

”Rawr!”

Squeak!!

Half-orc and hedgehog glared at each other for a long moment, before Grum sighed, defeated.

”That is Sir Kingston. Warrior hedgehog. Very brave. He says hello...and says that I should be polite. He says that I should apologize.”

Sir Kigston walked up to the large half-orc and began to climb up his leg. He bent down, picked it up, and put it on his shoulder.

”....so....sorry. Yeah. I think he likes you.”


Female Dwarf Fighter 3

Hama appeared to be completely unfazed by the veiled insult from the Half Orc and when he apologizes she nods, "Apology accepted. Sir Kingston sounds like he is an awfully wise hedgehog."

She readjusts the sacks on her shield for easier carrying, "As for my kindness, I guess that's part of being a merchant who deals with more than just dwarves. Most people don't buy from a grump. Then again, the dwarves in these parts are very different from the dwarves in Katheer, where my mother is from. There they are a part of human society instead of isolating themselves in their Sky Citadels."


The newcomers are welcomed by all the refugees, most of whom are at the minimum acquainted with Hama and William or knew someone who was. Therefore, there was an extension of trust almost immediately. The foodstuffs that Hama brought also endeared them to the Phaendarans instantly.

After a day of familiarizing Hama and William to the caves and letting them get settled in, a cry comes from the lower level. The deeply-sloped tunnel into the lightless depths of the world had a guard posted ever since Benedict noticed small bootprints along with the usual troglodyte tracks in the gathered dust.

But today, something had come up from the tunnel.

When you are summoned, there is a creature hiding on the other side of the crude barricade.

"Echuko? Al eovrible fo unal estko un gereabloo? Ulk!"

Undercommon:

"Hello? Do you not want to trade goods? Hey!"[/b]

It switches to another language. "Hanaellipofblub, gebri bub ible-wep ingoloccu webeblo uf?"

Gnome:

"I don't care if you're not troglodytes, do you have anything to trade?"


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 sounds like a trader from the Darklands! Speaking in Gnome!"
Benedict replies in Gnome.

Gnome:
"Yes, we have many things to trade. Gold, gems, weapons, armor."

He turns to the others.
"Grum, Amkarang, Hama, William - back me up. I'm opening the barricade. It's a leap of faith, but we could use supplies."
He moves the barricade aside (with the others standing near in case of danger, though hopefully weapons not drawn) and takes a look at the creature.


Female Dwarf Fighter 3

"Sounds like a merchant on the other end." It was somewhat exciting, meeting someone coming from underground who was trying to sell them things. Part of what she loved about her travels with her own goods was seeing what others brought in yet she never saw any trader from the darklands.

Undercommon:
]b]"Wait a moment, we're making room for you. What are you selling?"[/b]


Since you both can speak her languages, I'll drop the spoiler tags for simplicity's sake.

"Wonderful! pipes up the soft voice from behind the barricade. After it's removed, a dusky gray gnome is revealed carrying a large pack. "Navvi is my name! So, Ighiz is gone? That's fine, it's always nice to meet new customers! The troglodytes didn't care for much except for offerings to their stone god anyway."


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

"Greetings, Navvi. My name is Benedict. I am from the surface. What sort of things do you have to trade? Magic potions, perhaps? And do you know anything about crysmals? We're really not sure what to do with the creature, can't speak its language."
Does anybody have stuff they want? Benedict would like to get a potion of Bull's Strength and a potion of Shield of Faith (Amkarang and Grum already have one of each). Other PCs could make use of Enlarge Person, a pretty low-cost choice.


"Crysmals? Feh! I'm a merchant, not a creature wrangler," she scoffs. "Though I have lots of items! And am happy to take your unused objects off your hands! What do you have for sale?"

Once allowed into the proper tunnel, Navvi finds a few blocks that have apparently been used before as a bartering table. She doesn't appear to need light to work by.

At Benedict's request, she reaches into the lining of her coat and produces a bottle with a muscular Darklands beast on the label. "A potion of Ghonhatine's strength! And with a touch of bhuyaku syrup for flavor! Only three gold trade bars!"

She pulls out another flask, marked with a cube that has seven pips on one side. "Nivi's shield! Wonderful protection, if you can afford it. I'll sell you two flasks for one gold bar!"

If asked, Navvi rolls her eyes and explains that a trade bar is worth a hundred gold, a thousand silver or only a mere ten platinum pieces.

If anyone is interested in special orders, Navvi claims to have several contracts with Duergar crafters, so she can procure magical or special material versions of just about any sort of weapon or armor, for a small advance. Though she doesn't appear to carry any weapon, she claims to have a magical falchion and a masterwork cold iron rapier, and a mithril scimitar immediately available for purchase.


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

Amkarang holds up a single finger to indicate that Navvi wait before he jogs off to their storage room. He comes back holding two sets of bracers, along with a handful of gems and coins before placing the items on the table. Once Benedict or Hama agree to interpret he says, "I have a request for a weapon." He then holds up his meteor hammer and says, "This is a meteor hammer, don't know if you undergrounders have them. Any case, I'd like for your contacts to make a magically enhanced version of one of these. Nothing fancy, just hitting harder and all that."


Navvi studies the weapon Amkarang holds up for a moment. "Unusual, yes. But I love dealing with the unusual. I'll find you one. But just a basic enchantment? You don't want it to catch fire or anything?" She breaks into a wide grin. "I understand of you can't afford that, but if you could, you're selling yourself short, let me tell you."

Yes, you can place an order and get it in a few days.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 brings up an eclectic assortment of art items, weapons, and armor. From Razmiran masks to well-crafted stone weapons.
"Those potions will be excellent. Can you take these in trade for the potions and the meteor hammer? If you want more portable wealth, we do have gems and coins. But if you are carrying a falchion with you somewhere, perhaps you can put these axes and shields with it. Have a Darklands pack animal somewhere in the tunnels?"


Navvi grins broadly, but doesn't answer Benedict's question about having a pack animal. She accepts the items, and pays in gold trade bars. She takes an advance for the meteor hammer, promising to deliver the item in roughly a week's time, and can make any additional trade upon her return if the party has more items they wish to sell.

Moving things along...

A day after the deep gnome trader shows up, one of the halfling siblings, Ramtam approaches the heroes of Phaendar. "Excuse me, good sirs? I'm sorry to trouble you, but my brother has gone missing! We were watching the herd on the eastern paddock. I was focused so much on getting them back in for the night, I didn't realize that Tamran wasn't with me! I just turned around and he was gone! Could you look for him?"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

”Maybe I could. But before we get down to that, you said that you know dwarven smiths? I’m in need of some solid plate armor. Think that could be arranged...?”

Diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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, are you mixing up the NPCs? The gnome trader from the Darklands can commission you a set of fullplate, if you stay still while she takes your measurements. She just left but it can be retroactive. We do have the gold for it, I think.
Then, separately, one of our halfling refugees just said his brother is missing.
"Yes Ramtam, we will go out at once! We will not leave any of the Hemlock Militia behind."


Exactly. You can place an order and get it in a week. Plate armor is fine.

The worried halfling leads you out to the area where he last saw his brother. "It was right around here," he points to an area where the goats had been.


Sorry. Meant to call for Survival checks to look for tracks!


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Saw that earlier, meant to post.
Benedict looks around for tracks.
Using today's use of Inspired.
Survival: 1d20 + 9 ⇒ (4) + 9 = 13
Survival (Inspired): 1d20 + 9 ⇒ (13) + 9 = 22


Benedict is able to spot the tracks what was probably Tamran. He follows them back until he finds a spray of blood and the prints of a medium-sized creature. It was clearly moving carefully to hide its tracks, but Benedict was inspired. He manages to follow the trail until he comes to a large hollow stump of a tree. Stuffed inside, is the body of the halfling. However, its head is missing, having been hacked from its neck in gruesome fashion!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Sorry about that!

”Huh. Murdered I see. No animal did this. Think it was the trogs?”


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 troglodytes didn't use any sharp cutting weapons, did they? Spears, morningstars, warhammers. I'm not sure they can even forge metal. And if they found such weapons, they'd have been in the hands of their champion. While I guess it's possible to behead somebody with a stone spear, it would mangle the corpse severely."
Benedict looks at the body and tries to determine the nature of the weapon that did the beheading.
Heal: 1d20 ⇒ 12
"Anybody else have any thoughts? We could always ask Rhyna or one of the others to take a look. When we do go back, we'll have to break the news to Ramtam."
"For now, let's keep following these tracks. See where the murderer went after leaving the body here."


Benedict is unable to ascertain what sort of weapon was used to sever Tamran's head from his body. Picking up the trail from this spot requires renewed effort, since obviously the culprit traveled much lighter once discarding the body.

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M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

What do you all think?

Sneak out now and go back to camp, or clear the fort (at least taking out Halk if not all the fey)?

I am okay with either. I think this place is far enough away that they won't bother us if we leave them here, and in a couple of levels the "lost" XP and loot won't matter so much.

If we go back to camp, I would say we take a couple of days to craft items and then head out for the next fort, which Ceirio can point us to.

If we clear more of this fort, I say we try to make a beeline for Halk - if we take him out, the Revel might disperse. Or fall to fighting among themselves. And maybe we'll find Ceirio's stuff.

I guess I lean towards just leaving now.


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Sneaking past the first time, we gained the XP, so there's no loss there.

I lean toward leaving. I don't see the value in clearing the fort at this point.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Let’s go then. Keep the story moving and keep our rescued halfling safe


Sounds good. I'll get a post up later this afternoon/evening.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

After selling the loot at the end of Book 1, everybody got 3,000 GP (in addition to whatever they had before).

Grum spent his on a +1 armor upgrade and +1 weapon upgrade.
Aerel did that as well.
Benedict got +1 armor upgrade and 650 gp in NPC-brewed potions; with what he had already, that left him with 2008 gp (enough to craft his Belt, which he just did).
Amkarang upgraded his Meteor Hammer (2,000 gp), not sure if he got anything else at that time.
William, did you ever take your 3,000 gp from that distribution and do anything with it?

If we now sell the stuff from the archer ambush, we have another 670 each. Benedict can craft items, or Rhyna can brew potions, or we can buy wands or scrolls or low-cost items. Or save up.

I might suggest Weapon Blanches for the archers. Each one coats 10 pieces of ammunition and they last until a hit. Ghost Salt (200), Adamantine (100), and Silver (5) are all quite useful. (For Cold Iron it is cheap enough to just get such arrows.)


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I am behind in updating my inventory, both for the items you have distributed and for the things I have used recently.

I eventually need to look at a belt of strength and/or muleback cords (I think that's what they are called) to augment my carrying capacity. Other than that, I think the suggestion for the blanches and cold iron arrows make the most sense for Aerel.

I have no concerns with the proposed items to sell.


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

Ok, I've added the gold to my sheet and I'm looking to upgrade my bow to +1. I will need mithral armor at some point but it may be best to wait until I can afford mithral full plate.

I can craft bows and arrows. If anyone wants these I will be happy to make them. I can make cold iron and adamantine as well as mithral. I'll need to get some cold iron to make a bunch of those arrows. Any adamantine or mithral will take longer to make.


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Actually, Aerel can craft bows and arrows, also, so he could aid William's checks if we are going to have that much downtime.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 wrote:
Also, you now have followers! While they are accompanying you, on the second or later round of any combat, you can make a Diplomacy or Intimidate check, DC 12, as a free action to get an Aid Another bonus to your AC or your next attack, to have someone hand you something, to have someone make a First Aid attempt, or to have someone drag a fallen ally away from a battle. With a DC 17 check they will make an attack for you, but even the warrior is likely to go down fast if someone actually attacks them.

Is this rule still in effect?

For the odd battle near our encampment, it could be cool to have our followers be able to help.


Um, sure! If you want your folks to get into combat with you, I'll let them assist you.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 mean, we're still near the camp, which isn't the case for most of our fights. And we had equipped our four warriors (and our late elven commoner) with bows.

We could call in that support next round if needed - don't want to risk our followers in melee. They probably don't have Precise Shot, so this is probably not going to pay off in any meaningful way, but it's just keeping the followers part of the story.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

I like to think that they have been having CR appropriate encounters as well. Fending off kobold thieves and whatnot, not bother the PCs with such trifling matters. But when they (maybe) settle down, they will have stories to tell. Such as how they purified the drinking water by beating the Pixie Queen in a game of riddles, or how they uncovered a mimic posing as an outhouse (in the middle of the woods of all places).


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Everybody back?

I think we need to decide what to do next.

Grum wants to steer clear of the large plant creature whose tracks we found.
I want to follow the tracks.
Thoughts?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Grapples are bad
Plant creatures aren’t good food
They probably won’t have good loot

So Grum says nope


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Not the same kind of plant creature that we fought before, so grappling might not be its thing.

And this plant creature might have something to do with why we keep getting owlbear attacks.

At the very least, it's a significant entity in the woods near us, that we should know about.

That's Benedict's reasoning for wanting to investigate.

@Everyone else, those are the arguments for and against. Happy to go with a majority vote on this.


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel is inclined to investigate. He's not particular interested in fighting another plant creature, especially since his fire arrows are all used up.

But he thinks they need to know what threats are in the area.


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

William is up for investigating. We need to know what threats are around and this one may be driving the owlbears into us.


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’m fine to investigate.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Hopefully we don't have to fight, and Benedict can Diplomacy/Bluff our way to success.

On XP, I assume it is another 480 for these owlbears like the last pair?


Actually, these were advanced owlbears, so the xp is 3200 for the pair.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

640 each. Nice!
That puts my total at 18,320.
5th was 15,000, and 6th is 23,000.


Onwards and upwards!

I'll get a post up later today


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 our next plan should be to check out Fort Nunder. Anything else we need before we go?

Benedict will be happy to craft another item for somebody else if desired.

If the Darklands Merchant can provide scrolls, then a Scroll of Haste (375 gp) would be a big asset to the party for a tough fight; William can cast that spell from a scroll. If that is possible, Benedict will pick up such a scroll, leaving him at 303 gp (had 8 left after making the belt, got 670 from selling the highlighted items).

Weapon Blanches are Alchemical Creations, not Wondrous Items. We did find WAY back the components for crafting 600 gp of alchemical items, which we have never used. I think Benedict is the only one with Craft (Alchemy) at a +6, none of the NPCs have it (unless they got it with a promotion), so probably we are just buying the weapon blanches. They don't cost a ton, with Ghost Salt at 200 for 10 arrows, and Adamantine at 100.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Traps seem to be a hole in our all Fighter party. So I’m thinking of taking this feat:

https://www.d20pfsrd.com/feats/racial-feats/trap-wrecker-orc/

Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap’s Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap’s Disable Device DC, you disable the trap. If this damage is less than half the trap’s Disable Device DC, the trap activates. You can only attempt this on non-magical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM’s discretion, some traps may not be susceptible to this feat.

Anyone have any experience with this in action? Is it as useful as it seems?


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Aerel can disable traps, actually. He has VMC Rogue and can do magical traps.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Oh shyt! So he isn’t just here for good looks! How’d I miss that? Thanks, it will save me a feat. :)


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Well, the good looks aren’t bad as side benefits go...


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

So, I don't think Sir Kingston can actually Aid Another on attacks rolls unless he enters the enemys square (thereby provoking an AOO).

"If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action."

Given that he is a Figment, you could give him the Reach evolution to get 5' reach. That would mean giving up whatever other Evolution he had before.

Is the map updated? I assume there is a troll 10' in front of us so our front line should 5' step and attack.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)
Benedict the Clever wrote:

So, I don't think Sir Kingston can actually Aid Another on attacks rolls unless he enters the enemys square (thereby provoking an AOO).

"If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action."

Given that he is a Figment, you could give him the Reach evolution to get 5' reach. That would mean giving up whatever other Evolution he had before.

Is the map updated? I assume there is a troll 10' in front of us so our front line should 5' step and attack.

And that’s why I like having you around! I’ll do that. Thank you :)


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

As you wish.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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, for future rounds, I would guess these probably have too high a CMD to trip unless you get really good at it. You do a lot of damage and that may be a better choice.

You yourself have a 22 CMD, and the troll is bigger and stronger.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 had posted earlier:

Benedict the Clever wrote:
And we have 11 CLW potions and 7 CMW potions. 2 CLW and 1 CMW each, with 1 CLW and 2 CMW in 'party stash.'

After that we identified one more CMW.

None have been used since then.

So we have 2 CLW and 1 CMW each, with 1 CLW and 3 CMW in 'party stash.'


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

@GM, I think you may want to things moving; Amkarang has been 'up' for five days, and the normal expectation is within 24 hours of your turn being up. I think that is a good rule of thumb to stick to.

If we were to bot him, based on IC advice, I guess Benedict would curse loudly and tell him to go back up Grum. This is a bad tactic but Grum is now stuck out there on his own which is even worse.

Generally, a melee brute that lacks a ranged attack is not a foe you need to close with. Especially one with multiple attacks and reach. Much better to let it come to us. But since Grum is there, I guess Amkarang needs to go help him. Benedict will be there next round.


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

It's not about the troll up front in my opinion, it's about getting to the magic using one in the back.

My 2 cents


Good points. I mainly didn't want to act for Amkarang since the tactics in this moment are fairly critical. But I'll go with your advice on his actions and bot him.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 we need another 200 XP each for level 6!
So a trap or two should give that.

Debating Power Attack or Barroom Brawler for the Ftr6 feat... the extra damage would be nice, but "Being prepared for anything" is quite valuable too. Swarms and haunts in particular we would have trouble with, and Barroom Brawler can help.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

So we just hit lvl6

HP: 6 (Class) +2 (Con) + 1 (Toughness) = +9
Saves: +1 Ref +1 Will
Skills: +3
Feat: Dazzling Display as standard action (from archetype)


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

Neat! I’ll get leveled either later today or tomorrow.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Btw. Out of all the gear the only thing that is an upgrade to me is the bow, as it would make full use of strength. But it isn’t needed as Grum is dex12 and is melee focused. So if anyone can make better use of it, I won’t complain


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel has no strength bonus, so the bow would be wasted on him other than the extended range. William would get the most use out of it, I believe, but I didn't look to see what he's already carrying.


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

OK, trying to take care of leveling up immediately so y'all aren't waiting on me like you have been for the last while. Thank you, by the way, for your patience, this was really the most I've felt like Aerel was contributing to this game, and I enjoyed it a lot.

Level 6 Fighter (archer)/Rogue
HP: 6 (class)+ 1 (con) = +7
Saves: +1 to each
Skills: +6 (Disable Device, Knowledge (dungeoneering, religion), Perception, Stealth, Survival)
Bonus feat:

The feat is a question, as it is every time I level up. I'm going to leave some notes here for myself and come back to it later.

Aerel Truthseeker, posted long ago wrote:

Teamwork feats:

Coordinated Shot (ally in melee grants attack bonus to archer)
Covering Fire (archer grants AC bonus to ally in melee)
Volley Fire (attack bonus from allied archers)

Non-teamwork feats:
Deadly Aim (trade attack penalty for damage bonus)
Dedicated Adversary (gain favored enemy - thinking goblinoid)
Dodge (because - armor class)
Elven Accuracy (single re-roll of failed concealment roll)
Expert Sniper (halves penalty while sniping)
Far Shot (halves range penalty)
Focused Shot (add Intelligence modifier to damage roll)
Improved Initiative
Stabbing Shot (because - Legolas!)
Weapon Finesse (because I'm not going to avoid melee forever)
Weapon Focus (longbow, working toward Weapon Specialization)

Other thoughts since this list was created:

Agile Maneuvers (improve Trick Shot: Disarm by raising CMB - not high priority)
Bullseye Shot (move action to gain +4 on next ranged attack roll)
Clustered Shots (good choice, now available)
Deadly Accuracy (one reroll of any 1's on damage dice)
Disrupting Shot (+4 to concentration DC when shooting spellcaster in the act)
Manyshot (always popular, not available)
Point Blank Master (no more AoO!)
Reckless Aim (AC penalty for attack bonus, but nat 1 hits ally - probably not a good choice)
Shadow Strike (can deal precision damage to creature with concealment)
Snap Shot (threaten squares within 5' with my longbow)
Vital Strike (now available)

Benedict the Clever offered advice, to wit wrote:

That would be Snap Shot and its sequel to make AOOs with a bow (though the range is very limited).

Point Blank Master removes the AOOs for using a bow, but requires Weapon Specialization (which is I think a very good feat for Aerel to take).

Stabbing Shot is an elf-only feat that works if you are caught in melee.

Generally I have seen archers annihilate everything with the machine gun of Weapon Specialization-Deadly Aim-Rapid Shot-Manyshot-Clustered Shots. The "one big hit" build using Focused Shot is intriguing for disrupting enemy spellcasters and could be fun tactically but is pretty far behind on damage. Overwatch Style closes the gap a bit.

As to your Sneak Attack, would Benedict using Greater Feint cause an opponent to lose his Dex bonus against the entire party's attacks? That could be a really good way to make use of his Bluff skill... and Aerel could even be using Rapid Shot rather than just a single attack... it would be three feats for Benedict to get there, so Level 8.

Leaning toward Deadly Aim or Clustered Shots at this point, but so many interesting choices remain.


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 can use the long bow and will take it if there are no objections. I have an oil of magic weapon I can give to someone if they need it.

I took deadly aim as my feat this level. Can't pass up +4 to dam. I also get to pick one spell off the bloodrager list but don't know what to take. Any suggestions?


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

@Aerel - Aerel was awesome! Glad you got to feel you were contributing. I greatly appreciate Aerel's contributions.

@William - happy to give you the bow. As to spells, I would say Protection from Evil is a good choice for the protection against ongoing mental control (and the other bonuses are also nice). There are some fun and flavorful bloodrager spells like Barbed Chains that don't get used as often, but Prot Evil is just such a staple for a good reason. Mount could be useful to help carry this loot back to camp...

@All - I believe we know from Ceirio that the hobgoblins have an allied black dragon, so also acid like the Green Dragons that the Rangers more often fought. The ring should grant Resist Acid 10. Benedict naturally resists 5, so the ring should go to somebody else, but we can also try to get some potions of Resist Energy brewed for us.

Benedict's update:
HP +1d10+1 = +7 (new total of 46)
+1 to all saves
+1 BAB/CMB/CMD, and iterative attack
7 skill points: Perception, Sense Motive, Diplomacy, Bluff, Disguise, Knowledge (Religion), Knowledge (Dungeoneering) - the latter 2 to make use of Barroom Brawler to fight haunts or swarms
Feat: Barroom Brawler

I would say we split the Dragon-Bane arrows between Aerel and William.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 don't know if you have any feats in mind, but Dirty Fighting could be good if you want to focus on Trip. That is already a pretty good option against hobgoblins, and if you got to Improved/Greater Trip (as Dirty Fighting qualifies you for them) you could reliably could trip Large foes as well at L8.

+8 BAB, +4 Greater Trip, +4 flanking (Dirty Fighting), +4 Str (with belt), +1 weapon, +1 WF, +1 Twin Blades, and then maybe +2 flag (with Banner of Ancient Kings). That's +25 right there. Then you could pick up Fury's Fall to boost it further if you wanted.

It would seem to make good use of the meteor hammer and our focus on humanoid enemies.

Of course, your Ftr6 feat can be retrained for free at Ftr8, so you can really take anything and not worry too much about being stuck with it.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

I love that feat! Going to retrain F6 into that at the first opportunity


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

Interesting, I’ll look into it. I’ve been thinking of leaning more heavily on TWF, but I guess until I get my dex to 17 I can’t progress much further.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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, we can probably get you that.
You have a Belt of +2 Con? For 3,000 gp in components, Benedict can add +2 Str or +2 Dex to the belt (then another 3,000 for the other stat).

I think you are getting close.
We each got 3,000 gp at the end of Book 1, and you spent 2,000 on making the meteor hammer magic. So 1,000 left.
Then there was a distribution of 670 each, and now it looks like a distribution of 675 each.
That bring Amkarang's total up to 2,345.

(Can you try to track this stuff on your sheet?)

Benedict would be willing to loan Amkarang the remaining 655 to upgrade the belt. Would Str or Dex be the first priority?


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 don't think Benedict needs anything from the trader this time. Just selling the various weapons and things we got from the fort.

He'll ask Rhyna to brew a potion of Resist Energy (Acid), giving her 150 gp for the components.

If Amkarang wants his Belt to get either +2 Dex or +2 Str, Benedict will loan the gold that Amkarang needs, get the components, and do the crafting.

@All - keep or sell the Metamagic Rod? William can use it and does have some spells that benefit from it (like Shield). But he only gets 2 spells per day. Selling it gives us another 300 gp each.
I imagine the Marvelous Pigments could be useful. A very versatile item. We do have one refugee with Craft (Paintings) at a +5, and the DC is 15. So if Varesha can Take 10, we could get just about any non-magical item needed.
And keeping all the wands?


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 probably bump Dex first, just so I can satisfy those requirements for Improved TWF eventually.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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 (1/5) Buffs (Ability Mastery +2 Str)

Sell what we can, I say.

I’d like to save up for this: https://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spe cial-abilities/mind-buttressing/

8k gold for +2 Resistance bonus to saves and immune to possession and mental control (including charm and compulsion effects like command and charm person).

A good investment.

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