Chrios' Ironfang Invasion

Game Master Torilgrey

Date: Gozran 17, Day 27 in the Fangwood

Dramatis Personae and Maps
Loot tracker

IronFang Invasion Language Guide


151 to 200 of 520 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Yes an acid splash would do it for sure


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

I would like the MW Backpack and the climbers kit if there are no objections.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

I think Ryll should take the cold iron rapier. We will want cold iron eventually and I started with a dagger already.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

You'll get the biggest benefit out of the backpack, makes sense to me.

I'm a little puzzled why the rogue's kit contains half the items from the climber's kit but offers no bonus for climbing. If you take both kits you get double-charged and pay an encumbrance penalty, too.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

Some of the individual items in the rogue's kit do still help, I think. Probably you can also say, for instance, that you're using the pitons to prevent falling on a critical failure, regardless of what kit they're from?

Anyway the rope is the only thing I'd be doubling up on, and more rope ain't bad.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Giving players more rope is definitely a thing rules should do. :)


the kits were put together for ease of assembling gear in one spot, so it costs X for starting gear was made easier.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

And for the most part they do. But given that rogues typically don't have a high strength, the 37 lbs encumbrance of the rogue's kit is really high, and piling another 5 lbs on top of that doesn't make much sense, even though these are both kits it would make sense for a rogue to have. 50' of silk rope would be the entire weight of the climber's kit (hemp would be double). Pitons are 1/2 lbs each. Crampons and "other tools" have no stats.

What they should have done is list an improved rogues kit that gives the combined cost and weight, or leave the climbing items out of the rogues kit and then listed regular and masterwork climbing kits.

Anyway... I guess I shouldn't worry about it. 50' of rope is not a thing for me. Possibly 50' ball of yarn. :)


I would definitely like the cold iron Rapier, and the MW dagger with the spring sheath, if there are no objections.


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

I actually also have a 50ft ball of string if Premek gets a powerful need for it. I, uh... bought a lot of extraneous bits and bobs.


1 person marked this as a favorite.
M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

The magic missile wand is a pretty good cat toy, but you can't always play with the same thing.


3 people marked this as a favorite.
Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

So the new job is official, and we are crazy busy, spending a lot of time on the road. Little system shock too going from sitting around for 6 months to 50+ hour weeks. Feel free to have me act accordingly.


Hey that's awesome news man. You'll settle in in a week or two!


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Yay job!! But that's some long hours. Hope it settles down in a week or two.


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Glad to hear the gig worked out! Congrats!


Damn you all are efficient..... that was 41 damage in a round and an action!


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

This fight let us all get pretty close. And only the one bad guy.


More loot - updated the loot sheet as well. Luckily there was only one Appraise check in the whole list, the rest are all labelled or Vane can ID them quickly being so organized. :D

Don't worry I won't always dump this much loot at once, but there are some lean times ahead...


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

I've already got all I can carry. :)


Lol. Well you all have a support team right now.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Thanks guys. Yeah getting used to working again after 6 months and since it's construction we start early (had to be in Pinkerton NH, about 90 min from here at 8 am last week and again on Monday for example) But it's good work and my boss in Rob Archer's brother, I'm sure you can imagine how hard that must be :P. Their big push is right now, it should slow down in the next month.

so I'm thinking I may take some of the missile weapons like the alchemical fire and tangle foot bag if folks are ok with that.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Ouch, that's an early drive.
I'm fine with you taking the Missile weapons. I could hand off the Masterwork crossbow if you want, then I'd be in melee more often to help Ryll get flanking. (and sneak attack)


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Crossbow is not really his style. But tossing about some alchemy has a certain flair to it :) I'll be relying on casting most of the time, this is just an "ace up the sleeve" thanks for the offer though


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Someone should use them, we can't have them just wasting our inventory space! And there are some fun effects there.

Save all the alchemical fire for the bridge until we have crossed it though.


yeah, tanglefoot bags are a lot of fun :) That's what caught my eye TBH


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

We all good with me using up for of the Alchemist's Fire potions on this Stump Remover thing?


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Seems like a good idea. If in doubt, you could contemplate (based on your disable device skill and the bonus from reading the engineering notes) whether you think the stump remover is going to help.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

I think it's a great idea and was going to suggest it as well. And we have all the ingredients with us or in this shop.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

looking at the inventory, we have quite a bit of alchemical fire. I think I counted 7. So brew away.


And thus ends chapter 1 :D


1 person marked this as a favorite.
Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

I love that my pet rock (the earth elemental) is on the Phaendar refugees tile.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Chapter 1 ends with a bang!

Ok, leveling. I'm going to take a level of some flavor of rogue. (Probably level 3 will be back to sorcerer.) Looking for some opinions from people who know the system better. Is it worth having two characters with Trapfinding, or is that redundant?


I wouldn't say its redundant, the more eyes the better, but its also not totally necessary, and I tend to flavor it toward or away from skills you do have as a whole group.


Vexing dodger would be a hilarious archetype for Premek to take, just saying...


Feel free to let me know if you want to make any Level 1 changes before levelling up, I totally know how it is with picking something which doesn't work out in play, or not liking how your character is exactly lining up. I'm flexible - obviously I'd prefer those changes not impact the storyline too much, as there are tie-ins for every character within the structure I've got outlined, but I can be flexible. :D


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

If I was going to go that way, Prowler is probably better.....


Very true...


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Ok, I'll just keep collecting miscellaneous magic abilities instead then.

One of those is Read Magic since that seemed like something we needed.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

new hit die d8: 1d8 ⇒ 8


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

new hit die: 1d8 ⇒ 5
My zero level spells are Detect Magic, Read Magic, Prestidigitation, and Unwitting Ally. I'm thinking of adding Mending.
For first level spells is it worth it for one of us (me right now) to learn Identify? My other options are another combat spell or some wacky Bard stuff.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Hmm, maybe I can skip Read Magic then? Other cantrips I considered are open/close and ghost sound. Daze isn't bad either, but seems redundant. I already have detect magic, dancing lights, mage hand, and acid splash.


M Cat Sorcerer 3 / Rogue(UC) 1, HP 28, AC16(FF12,T16), FORT 2, REF 7, WILL 5(6 vs illusions), INIT 4, Perception 9

Oh, and the question you actually asked. Identify is nice, but we have multiple characters who can make spellcraft checks, and if you fail you can try again the next day. Personally I wouldn't waste a precious slot on it. On the other hand, I might be underestimating how tough those DCs are.


They don’t get that hard until you are dealing with wicked powerful stuff, which is a long way off for you. I’d skip identify.


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

I was leaning away from it. It's just an obvious choice. Ok then, MORE combat spells!


I think with three people who can all roll spell craft it’s not needed. And you can take 20 on the roll during downtime so....


Also if you don’t have heightened awareness that’s a great spell to buff perception and dismiss for an initiative bonus.


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

new hit die: 1d8 ⇒ 8


F Half-orc Slayer 4, HP 41, AC 17(FF15, T12), FORT 8, REF 7, WILL 3, INIT 2(4 in Forest), Perc 10(12 in Forest)

New Hit Die: 1d10 + 2 ⇒ (6) + 2 = 8


Female Half-elf Rogue (Unchained) 3, HP 26, AC18(FF14,T15,+2vs goblinoids,+1vs traps), FORT 2, REF 7(+1vs traps), WILL 5(+2vs enchantment), INIT 4, Perception 10 (11 vs surprise or traps)

Still mulling over which talent to pick. It's my first time playing a rogue, so I'm still figuring out how to drive this thing. I've narrowed it down to this list:

Pressure Points (ninja trick) https://www.d20pfsrd.com/classes/alternate-classes/ninja/ninja-tricks/paizo -ninja-tricks/pressure-points

Undetected Sabotage https://www.d20pfsrd.com/classes/alternate-classes/ninja/ninja-tricks/paizo -ninja-tricks/undetected-sabotage

Terrain Mastery https://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained/rogue-ta lents/paizo-rogue-talents/terrain-mastery

Shadow Duplicate https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rog ue-talents/shadow-duplicate-sp/

Bleeding Attack https://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained/rogue-ta lents/paizo-rogue-talents/bleeding-attack

Thoughts?


Queer Tiefling (Demon Spawn) Arcane Duelist 4/ HP:29/29, AC:20(T:14, FF:17,+2vs goblinoids) , Fort:3, Ref:8, Will:6, Init:3, Perc:8

Of that list I would go for pressure points. But I noticed it's a ninja talent not a rogue one. If Chrios says it's fine then go for it. These are all good choices.

151 to 200 of 520 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Invited Ironfang Invasion Discussion All Messageboards

Want to post a reply? Sign in.