GM Spazmodeus presents Ironfang Invasion

Game Master GM Spazmodeus

Map

Treasure Found

Army of Tagalongs:
Aubrin the Green (F Human Cleric 3/Ranger 3)
Jet (F Human Aristocrat 2)
Kining Blondebeard (F Dwarf Expert 4)
Rhyna (F Human Adept 4)
4 2nd level warrior (Mazon, F Half-orc) (Barek, M Human) (Barid, M Human) (Akkuya, M Human)
2 1st level aristocrats (Farrow, M Human) (Clidon, M Human)
1 2nd level aristocrat (Surri, F Human)
7 1st level commoners (Andrezi, M Human) (Cegala, F Human) (Cimri, F Human) (Jeilum, M Human) (Mev, F Human) (Seifer, M Human) (Tia, F Human)
1 1st level adept (Boris, M Human)
1 2nd level adept (Anafa, F Halfling)
8 farm animals (sheep and goats)
2 Light horses

90 provision points

Tagalong uses:
Beginning on the second round of any combat, a PC may order a single follower to assist her as a move action. If she succeeds at a DC 12 Diplomacy or Intimidate check, she gains a +2 aid another bonus on her next check, or to her Armor Class for 1 round.

The various refugees can also assist with their limited skills, such as using Heal checks to patch up the PCs between encounters, or even rush into battle if things look dire (though any NPC is unlikely to survive even a single blow from a trained soldier).


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Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

We should try to have some Crafting Experts. Wood then Stone and Metal too of course in that order.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

OK...here is Surri for everyone's approval:

Surri, F Human, 2nd level Aristocrat

Str 12
Dex 16
Con 12
Int 12
Wis 11
Cha 13
(20 pts)

Alignment: CG

Current AC: 21 (Dex+Armor+Shield+Feat)
Speed: 20 (In armor)
Hit Die: d8.
Current HPs: 16 (+2 from Favored Class)

BAB: + 1
Melee: +2
Ranged +4

Class Skills:
The aristocrat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier +2 Human Bonus
Total Skill Points: 12 pts

Bluff: 1+3+1
Craft (Wood): 1+3+1
Diplomacy: 1+3+1
Disguise: 1+3+1
Handle Animal: 1+3+0
Perception: 2+3+0
Ride: 2+3+3
Swim: 1+3+1 (-3 ACP)
Survival: 2+3+0

Background Skills: +2/lvl
Linguistics: 2+3+1 (+Goblin/Orc)
Perform(Juggling): 2+3+1 (-3 ACP)

Known Languages: Common, Elven, +Goblin and Orc

Feats: Dodge and Quick Draw

Equipment: (Chosen from Group Equipment)
MW Light Steel Shield
MW Breastplate

MW Cold Iron Scimitar
MW Light Crossbow w/ 15 bolts
MW Javelin
2x Dagger

Signal Whistle
Exotic Military Saddle
Oil of Magic Weapon (x1)
Water Skin

Other:
Main Rider of 'Claw' (the Dire Wolf)

Notes: Recently taken under Govrina's wing, Surri has become adept at juggling, scouting, and leading Patrols. She has also taken to riding the new Dire Wolf 'Fang' as her mount of choice. A semi-decent fighter among the group, she has armed herself appropriately. She leads through example and diplomacy rather than intimidation. She prefers to travel light rather than bog herself down with equipment.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Looks awesome!


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

It was actually kind of fun. NPC classes are much easier to put together without all the special abilities the normal classes get. Took me about 30 minutes.

I might do more if I find the time later...

GM? Is this a point where we might level up yet? Or not quite? I can't seem to remember if we leveled recently or not. Just throwing it out there.


I severely underestimated what having a child does to my time over the holidays. I'm back now though.

Not yet. The final level will come after the assault on the Ironfang's nearby camp. Surri looks good. I'd drop her points to 15 though, keeps you guys with a bit of an edge over the rest of the survivors.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Got it!
=)


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I feel yeah there! Toddler during holdiays has been very interesting! Also there is just no free time!

Happy New Year everyone! And for those of you in places where it matters, happy return of the light!


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6
GM Fez wrote:
I severely underestimated what having a child does to my time over the holidays.

Yup, it's been hard for me to post between work, baby and family. Things to get better by Monday I expect.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Mazon Splitshield, Female Half-Orc, Warrior 2
Alignment: CG

Hit Die: d10.
Active HPs: 18

STR 14(16)
DEX 13
CON 13
INT 12
WIS 12
CHA 10
(15 pts)

BAB +2
Melee +5
Ranged +3

Fort +4; Ref +1; Will +1

AC 18 (+5 armor, +1 Shield, +1 Dex, +1 Dodge)

Feats:
Dodge

Skills: 2+1/lvl

*Climb (Str) 1+3+3 (-1ACP)
*Handle Animal (Cha) 1+3+0
*Intimidate (Cha) 1+3+0 (+half orc bonus?)
*Ride (Dex) 1+3+1
*Swim (Str) 1+3+3 (-1ACP)
Survival (Wis) 1+0+1

Background Skills
*Profession: Soldier (Wis) 2+3+1
*Craft: Weaponsmithing (Int) 2+3+1

Languages: Common, Orc, Sylvan

Equipment:
+1 Armored Coat (-1ACP)
MW Buckler (-0 ACP)

MW Longsword
1x Throwing Axe
Longbow with 10 normal arrows and 5 Cold Iron Arrows
Dagger

Potion of CLW(1d8+1)
Scent Cloak

Personality:
A rager at heart, Mazon takes to fighting naturally rather than with any particular skill or style. Rarely speaking out much, she tends to follow orders without question unless they are completely stupid. In battle her fighting style continues to tends to be more aggressive and merciless since the escape began. Since a minor encounter when she was young with a dark Fae, she has always been wary of the First World and its peoples.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow
GM Fez wrote:
Surri looks good. I'd drop her points to 15 though, keeps you guys with a bit of an edge over the rest of the survivors.

Booya!

Turns out I did a 15 pts build for Surri! I forgot to add in the +2 Human bonus to one stat. Add that to Dex and it saves 5 pts! Good to go now.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Anafa Leaftrail, F Halfling; Adept 2 (of Abadar)
Alignment: LN
Size: Small
Hit Die: d6
Active HPs: 12

STR 10 (8)
DEX 12(14)
CON 12
INT 11
WIS 16
CHA 10 (12)

BAB +1
Melee +0
Ranged +3 (+4 w/Sling)

Base Speed: 20

Fort +1(+3); Ref +2; Will +6

AC 13 (+0 armor, +0 Shield, +2 Dex, +0 Dodge, +1 Size)

Feats:
Halfling Slinger (Combat): +1 to hit and damage with Slings
Alertness (Familiar Bonus)

Spells Memorized:
0: Create Water, Stabilize, Mending
1: Cure Light Wounds, Sleep

Skills: 2/lvl
Heal (Wis) 1+3+3
Knowledge: Religeon (Int) 1+3+0
Survival (Wis) 1+3+3
Perception (Wis) 1+0+3 (

Background Skills +2/lvl
Profession: Healer (Int) 2+3+0
Craft: Wood (Int) 2+3+0

Languages: Common, Halfling

Equipment:
Basic Robe (dirty - Previously Owned)
Dagger(Small) (Previously Owned)
Sling(Small) w/ 20 stones (Previously Owned)
Wooden Holy Symbol of Abadar (Previously Owned)
1x anti-plague
1x antitoxin
Healer's Kit
a hooded lantern
2x flasks of oil
Flint and Steel
Scroll of cure light wounds
Scroll of delay poison

Personality: The world once made sense to Anafa. Now everything was running and...basic survival. Nothing civilized remains. Anafa has trailed everybody, her slower speed and size not meaning much most of the time. But recently a ray of Sunshine has made it way into her life! A forest skunk she encountered has decided to become her companion Familiar! Finally the world makes more sense! Her god is with her! On top of that, the group has found a home! Albeit a temporary one. But Nirmathan civilization remains! It grows again!

Familiar: 'Mr. Sunshine'
Skunk, Male (Familiar)
Master gains a +2 bonus on Fortitude saves

Skunk Familiar
N Tiny Magical Beast
Init +2; Senses low-light vision, scent; Perception +5
Effective HD: 2

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size +1Nat AC)
hp 6
Fort +1, Ref +4, Will +4
Improved Evasion, Share Spells, Empathic Link

OFFENSE
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Ranged spray +5 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk

STATISTICS
Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 7

Feats Weapon Finesse
Skills Perception +5

SPECIAL ABILITIES
Musk (Ex)
Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.


I've got everything fixed in the campaign tab now. What's the plan, find those hunters? Find the boar? Start scouting the enemy camp?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Hunters, boar, then enemy camp last.

OK?


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I agree with her order.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Sounds good.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Works for me.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Or...is there some way to miss-lead the hunters and have them 'stumble' across into the boar?

Two birds with one stone and all of that?

Do we have enough magic/survival skill among us to pull it off?


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I don't really have any good illusion type things. Though that would be pretty entertaining.

But our luck they would just befriend it


With your luck you befriended a Dire Wolf...


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Let's look into it?

Let's have Vraxis try to shadow the hunters and determine if they are moving anywhere near the area where the boar is rustling about.

If they are...we can agitate the boar and have it head towards them and see if we can get them to run into each other.

I can handle the agitation. A few annoyingly painful TK pebbles can agitate anything.

We can always jump in once they are engaged and help finish off either group.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Sounds good! Some good old fashioned natural choas!


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Go for it. Though Braden reserves the option to try and befriend the boar!


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

GM Fez?

What kind of rolls do we need to try and do to attempt something like this?


For the shadowing I'll need a Survival and Stealth check, DCs 14 and 18 respectively.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

To all my games: I'm extremely busy at work at the moment, which is making PbP hard. This will pass, but for now, please bot me as needed. Looking forward to connecting again when the storm passes.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

We may need to BOT Braden...


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Another one...

Rhyna Hemstill (F Human Adept 4 of Erastil)
Alignment: LG

Hit Die: d6
Active HPs: 22

STR 10
DEX 14
CON 12
INT 10
WIS 14 (16)
CHA 13

BAB + 2
Melee + 2
Ranged + 4

Fort +; Ref +; Will +

AC 12 (+ armor, + Shield, +2 Dex, + Dodge)

Feats:
1st: WP Longbow
Human Bonus: Point Blank Shot
3rd: Precise Shot

Skills: 2/lvl
Knowledge (Religeon) +7
Spellcraft +4
Use Magic Device +3
Survival +9
Stealth +6

Background Skills +2/lvl
Craft (Ranged Weapons and Ammo) +6
Profession (Bowyer-Fletcher) +5
Knowledge (Geography) +6

Languages: Common

Spellcasting:
0 Level: Create Water. Mending, Stabilize
1st Level: CLW, Sleep (DC14), Obscuring Mist
2nd Level: CMW

Equipment:
Adept Robes (Previously Owned)
Wooden Holy Symbol (Previously Owned)
Masterwork Light Mace
Longbow (15 arrows, 5 cold iron arrows)
Dagger
potion of barkskin
2x potions of guidance
2x potions of cure light wounds
1x oil of magic weapon

Edit!
Familiar: Mr. Jaspers
Black Cat, Male
Master gains a +3 bonus on Stealth checks

Personality:
Rhyna Hemstill is the daughter of a hunter and is an exuberant Adept of Erastil. Growing up in the wilds of Nirmathas taught her to survive and be resiliant. The Nirmamathan war taught her to be of service. She became an expert at crafting bows and arrows which she often donated to the troops and militias, although she often 'sold' the occasional bow to local adventurers and passer's by who needed solid weapons. The money she made was often then donated to the poor or other civic projects around town. Now with the group on the run, she has strengthened her bow skills immensely, using tricks her father taught her, and tries to help teach the others how to use the captured bow weapons they have collected so far. While she hates having to use a Hobgoblin made Longbow, she can't fault the the enemy's craftmanship with them. In combat she prefers her bow, and mainly uses her magic to perform healing asince she has no real interest in learning herbs and poultices. Now that the group has settled, she is considering making some additional arrow and bolts until she can set up something proper to make entirely new Bows.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

I expect to resume posting in 1 week.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Hi everyone, I think I spoke too soon. My son is sick (hand foot mouth, not scary but very burdensome), and work is still intense, so it's been a struggle to do anything. Another week and I can hopefully turn the corner, but I don't want to overpromise. So sorry.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Do what you need to do!


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I hope a swift and easy recovery for your son. Take care, and this group seems solid enough to be 100% understanding of your leaving.

Govrina is doing a great job of botting.

We will try not to kill you :)


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Okay... Our DEFENSE Step by Step IMHO: (feel free to chime in here...)

NOTE: Primary shelter buildings are first. Followed closely by Latrines and a place to pen in the animals, maybe even build a quick and dirty barn too. We can't afford to lose animals now. If the Trogs demand further tribute, we need to have access to as many animals as possible if food is what they want.

Materials needed: (Estimated)
A bunch of wood of various sizes shapes and hardness levels. Selective use of what is nearby and then selective collecting the rest from the forest further away so as not to reveal our location too easily. Rope: As much as we can find or make. We may need to collect materials for arrows and bolts too if possible. Rocks of various sizes from sling-stone types all the way to Small boulders. We need to set up a small forge possibly if we can? That way we can craft and repair small basic metal items. (Create nails and sharpen our axes...etc...). We may need to try and find an iron deposit eventually. Maybe the Trogs can help with that?

Part 1
*I'm thinking we take a step from Robin Hood(Prince of Thieves?): Camouflaged Tree platforms for lookouts and archers. Store some signal arrows there for quick alerts over distance. We create at least three or four of them if we can find big enough trees to do it with. Construction: I can lift several hundred pounds of material at a time now with my Aether abilities, so I can reduce the amount of time for construction with little to no need for much scaffolding or ladder systems. Ropes will come in quite useful here too. We can make a few hidden bridges and quick escape swings and such too.

Part 2
*Concealed pits and traps: We have to be careful here. I don't want our people or animals falling in them by accident, but I want them to be useful. Best to put them in places where people rarely go. That way they provide defense for us by protecting areas we normal would not traverse too often anyway and therefore have less need to watch directly anyway. Do we have anyone who can build traps yet? (We would need a ranger for that, right?).

Part 3
*Magical protection/alarms: This could be a pipe dream, but the 'Alarm' spell is a common and useful spell for places like ours. If we can gain access to it on a daily basis, that would be VERY useful. There are other minor useful spells for similar things. Feel free to suggest things like this or whatever.

Part 4
*Scattered internal defenses: If we get overrun or surprised by a force we cannot defeat, I want us some basic protection in the camp, and a place to rally to if we have to fall back.
**I can place Random Boulders in the camp that can be used as easily defended points against swift riders and archers. Also by placing sharpened wooden stakes at random intervals around such places help prevent random flanking and charging from bigger enemies (such as ogres, bears, dire wolves and such).
***As far as fall-back locations go, we need to look around and find one that is within a short run of the camp, but well hidden from casual lookers. I'm hoping Vraxis mayb e able to find/suggest something. We could say the Trog cave is one too, but I thinking that is a last resort for now with their smell being so bad.

Addendum: Once we get everyone trained to fight to a basic extent, ammo for bows and crossbows will become an issue. Try to use as little ammo as possible. I also suggest carrying only 10 at a time. Most combats do not last that long, and if they do its an easy signal that it is time to run away when you are out of ammo. Note: Slings are easily learned and ammo is cheap (rocks).

Feel free to comment or argue here. I'm just throwing up ideas/spitballing.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Alarm should be easy enough to do with the Adepts.

Arrows aren't hard to craft but they do take time.

If we're going after Robin Hood then we should follow Ewoks too. Those log traps can be helpful, as long as we can control the triggers.

I don't think you have to be a ranger, I think they just do it faster and with fewer to no materials or costs.

Another level and I can take a few craft skills. I have leatherworking and I'd like to start crafting some things. MW saddle bags come to mind. So do MW backpacks.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I can add in some alchemical fire to add to the traps. Maybe not quite the same thing as an Alchemical Fire, but I can work with people to create a bit of a fire trap.

Might be a list ditch attempt, but we can blow the choke points if they fill with enemies.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I would hesitate placing fire traps. If we screw up...or an animal accidentally sets it off at the wrong time (High winds or over a dry spell), we could burn the whole forest down around us.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

ha.. maybe you are right. I know there are other alchemical solutions, but Harg has not encountered any of them..

Will focus on teaching martial and some arcane. Alarm and maybe some acholites with Keep Watch spells will mean a lot more people aware of attacks at night.


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*Note-taking intensifies*


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

So we don't drop the ball...I think here is our basic Plan A:

(Note: this will not include individual basic daily functions which each person will be responsible for, unless noted directly.

1. We send Vraxis and Fang off to scout the enemy camp...for weaknesses and Intelligence only. This could take a couple of days (or more) to make sure he does not lead them back to us by accident in case he gets caught or chased. The GM will need to handle this with Vraxis individually.

2. The group begins construction on Full-sized Permanent Shelters and a simple animal Barn/Pen with an eye towards camouflage and safety. We will try to use the natural materials whenever possible.

3. First line of defense: AS A SOON AS POSSIBLE we begin construction on 3 or 4 hidden/camouflaged Tree Platforms and have them manned at all times with archers/crossbowmen(snipers).


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

I'm game.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Sounds good to me!


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Hi everyone. Work is still a mess and got worse when someone gave notice such that I'm taking over a big chunk of the work. Right now, I need to take a break from PbP until I can recover, and I don't know exactly how long that'll be (maybe a month, maybe less, maybe more)? I've done PbP reliably for years now and intend to return, but I also don't want a character botted indefinitely which is a burden on any game. So I'm fine with whatever is decided about my character--whether to continue botting him, setting him aside momentarily, or even doing something more permanent and finding another player.

Really sorry, and I'll check in again when I can.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Ouch...

I would rather wait for him to return, and keep bot-ting him as best we can, then in a month see where he is.

What do the rest of you think?


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Agreed.


All, my wife had an emergency surgery done last Thursday night and now can't carry more than a jug of milk, so my posting will be sporadic for the next week or two.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

No worries. Hope she's okay.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Yeah I am ok waiting on Braden and botting as needed. I have really enjoyed this group and I know how hard it is to balance stuff. Take care Braden.

GM Fez, I hope she feels better soon! That sounds rough. No worries on posting speed. I am not going anywhere.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Yeah, we are crushing this AP I think (of course I probably just jinxed it by saying that...) and having tons of fun! I can wait for your next post as long as you don't disappear entirely without a warning.

=)


Thanks all. I don't plan on disappearing.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

So there is an enemy camp only a few hours ride away...it is not the FULL army, but it is large enough to threaten us quickly if they find us.

I think...

1. Once we have our camp settled and as safe as we can make it, we should plan something. A raid maybe? OR a guerilla-style warfare series of hit and runs? Either convince them to leave, or figure out a way to wipe them out completely over time.
2. Keep a constant eye on them. Vraxis and Fang will need to be our eyes and ears there I think.
3. Make sure we keep our Trog patrons happy.


You guys still haven't seen what the hobgoblins have done with Phaendar either.

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