Chrios' Ironfang Invasion

Game Master Torilgrey

Date: Gozran 17, Day 27 in the Fangwood

Dramatis Personae and Maps
Loot tracker

IronFang Invasion Language Guide


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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 don't think splitting is a good tactic IG or OOG. But OOG I have no objection to the party going, well, anywhere, and getting into all kinds of trouble (that's what PCs do after all), and I will happily go along even if I happen to object IG.


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

Piercing damage on skeletons... Malgrim doesn't know any better.


If only someone had knowledge (Religion).... Although you won't be seeing many undead from this point forward, its just been funny that the two encounters you'd have benefited from the information no one can roll high enough.


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

Yeah, bardic knowledge would be nice... But I'm not that kind of bard.


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)

Would other party members be able to see the piercing spell have no impact on the skeletons, and switch to appropriate weapons? Or not so much?


yeah absolutely you could see that MAlgrim's spell completely engulfed the skeletons and did almost no damage.


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

D'oh, undead, of course. Sorry for the delay, late day in the field, didn't start till noon. Wasn't worried about a lose / lose, was totally a RP thing based on how I built the character and history.


Yeah all good! Don't worry, they seem to be managing without you just fine.... of course, we'll see what that orange thing does...


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

Dibs if the unidentified item is the "Hand of Vecna"!


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

Darn it. Should have thought of that first!

On second thought, a hand with no claws is not really an upgrade!!!


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

Hey look! Character history! It's a good thing I've got this stuff written down... Somewhere...


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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

Advantages of a cat lifespan... I've got way less character history to remember!


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)

To be clear, Zdena will absolutely be talked out of this if we'd rather head back to camp to plan our next move.

Loot stuff: I think Ryll is the only one using a crossbow, so she should get the Frost bolt. We don't really have a dedicated archer, but either Malgrim or Zdena could use the bracers. I think they make more sense for Zdena, since Malgrim is more likely to bust out a bard spell than a bow, but it's a bit of a toss-up.


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 bracers grant proficiency, so anyone could use them (except me of course), and they would combine with that +1 longbow I think. But with those bolts (that are also +1 plus frost) it doesn't seem like the right time to toss the crossbow, so....


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

If we ever reach level 3 I'll start having some better damage (hooray spiritual weapon) capabilities from ranged. So if we don't need a dedicated bow person, since Jonathan and I can cover ranged damage in the group, what about giving one of the minions a serious upgrade with the bracers and bow.


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 have noted a few things on the loot tracker that we agreed on handing out. The Zdena gets the coffee beans... Since she's been carrying around a coffee set this whole time. I have given Ryll the frost bolts since she has the crossbow.
I haven't given the Bracers of Archery (lessor) to anyone yet but I agree with Zdena that she should get them over me. (I have spells)


Hey great roleplaying all! I'm enjoying watching the wheels turn! :D and the coffee scene was great :D


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

The map were we encountered Gashmaw had a big crevice on it. But we never checked it out and there was a big bramble on the map between me and it. So I'm assuming I didn't see it too mention it now as a possible darklands entrance.


You didn't miss anything there - I'd have rolled perception for you to notice if it was significant. You don't need to double back there :D


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

Good to know


Yes! The book was useful! :D


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

speaking of perception. I keep forgetting if I have Caleb on my shoulder (or "within arm's reach") I have Alertness. Random daytime travel he'll probably be dozing on my shoulder.


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

did we ever figure out what the desiccated magic hand was?


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

Don't think so


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

Malgrim and I already failed our spellcraft checks on it, but you can give it a shot.

Hand of the Mage maybe?


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)

Why did we even keep a freaking unidentified dessicated hand that we can't figure out what it is? In-game, I mean. Out of game it's 'cause it was listed as loot


LOL, cause its magic?!?


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

definitely not something to be disposed of without proper precautions, that's why :)


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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

It's not like we took it off some kind of undead monstrosi... wait a minute....

New answer: it's not like cats don't bring home random creature parts when you least expect it.


okay level 3! so HPs can either be half+1 of your new Hit die, or rolled, whichever is better.

If everyone can put some updates in the class line of their profile that would be super helpful - Hp, AC, saves, perception, initiative would all be really helpful for me.

Also since a day has passed, anyone can roll again on the hand, or take 20 to Identify it. There is also a fair bit of useful loot picked up recently, between cold iron weapons, magic daggers, armor, etc. Feel free to divide it up amongst yourselves or the other refugees.


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

take 20: 20 + 7 = 27

Choosing between sorcerer and rogue again... is being able to make the entire party sneaky more useful than more magic? Or should I just push towards more spells?


Its a hand of the mage


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

Useful, but I can already do that, so anyone else is welcome to it.


Well sorcerer 2 gets you another 1st level spell/day; rogue 2 gets you a rogue talent. Both give you +1 to hit, Rogue is +1 reflex saves, Sorc is +1 Will save. TBH I'd probably go Sorcerer, since it'll give you more options in a combat encounter over rogue right now.


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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

Short term, I have 3 1st level spells per day already, another level makes that 4 and I gain a cantrip. But it's a step closer to levels that make more difference.

Master of Shadows lets me grant everyone in the party a +13 Stealth skill (as a move action while they move at half rate). (I assume they wouldn't get my size bonus.) That's the main thing that's tempting there. I'm leaning towards sorcerer though.


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

bare with me, I did something silly that's going to take a little bit to figure out. I'm taking improved familiar and dropping one of the templates onto Caleb, just not sure if I want Celestial or Fey touched.


I sort of dig celestial, but fey touched fits better with the vibe you’ve got going on.


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

Leveling in bard
hp: 1d8 ⇒ 7
I'm not sure what to take as a feat. I want craft wonderful item, but the level requirement for the good things I could make with it are so high.


Well, you can always have Sighere or Premek help with the craft wondrous, so there's that...

Do you have weapon finesse?


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 was thinking of taking the Lookout teamwork feat. Only works if multiple people take it though.
https://www.d20pfsrd.com/feats/combat-feats/lookout-combat-teamwork

I don't know enough about magic item crafting to comment on that. As a sorcerer, I only have a fairly small spell repertoire, so it might require some planning. I think Sighere is less limited in that respect.


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

Craft W I is something I am considering for the future, got a couple other things I wanted to do first.

I would be down looking ahead at coordinating some of the teamwork feats.


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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 do Sneak Attack damage now!


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

It really seems like there should be a teamwork feat that makes it easier for two people to flank, but there doesn't seem to be unless your foe is large which is pretty limited (e.g. Overwhelm which requires 2 sizes larger).


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 guess Coordinated Reposition helps somewhat.

Or Pack Attack


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)

2 of the feats I was looking at are teamwork feats too. I was debating Lookout and Pack attack. Happy to work with whatever. Step up is also tempting, which has some neat teamwork options later down the line.

Also, is anybody taking the Knowledge:Religion skill? I was thinking of taking it just so SOMEBODY in this party could actually roll on it. (Maybe I've been listening to a lit of the religious types talk around the campfire, or am finally starting to understand some of the things I've seen in the past? Who knows!)


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)

Also, let's roll for HP!

Hit point roll: 1d8 ⇒ 1

Yeah...that minimum thing you were talking about...I'll be going with that. sigh


FYI I wouldn't hamstring more utility skills at this point for kn: Religion You've got a bit before it becomes mildly relevant again. Step up is a great feat, and Lookout is also a good feat if a couple people will invest in it. Teamwork feats do work better with specific classes which can get them free, but if the group wants to invest in them, they are really handy! Precise Strike may be more worthwhile, since there is a lot of Dex in the party, and manuevering isn't too bad if you all invest in a little bit of acrobatics to avoid attacks of opportunity.

Also to point out to Ryll, if you pick a specific weapon now you'll get your dex to damage from level 3 rogue, which could make using two of them more beneficial - shortsword is great for that FYI.


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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)

I'm torn between dagger and shortsword as my specific weapon. I actually have some good quality daggers, so I could put that Dex damage to use now. I don't know how feasible it is for the crafters to alter any of the long swords we've looted.

Clearly we need to take out more Hobgoblin scouts! (This is how players become murder hobos. It's the best way to go shopping)

Speaking of loot, I'd like to toss my hat into the ring for the MW Studded Leather armor, and the Cat's grace potions. Thoughts?


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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 clearly can't give the Cat's Grace potions to me, they'll make me insufferable. ;)

In addition to the pair of +1 daggers, there's also a masterwork cold iron dagger, so it's a pretty good assortment.

If no one takes me up on Lookout (fine either way), I will probably do either Detect Expertise, or Improved Initiative. Or Accomplished Sneak Attacker.


I think while the daggers are all decent at the moment, the shortswords will be more valuable long-term with the higher damage die; and maybe Smith Kinig could work on making some once you find a more permanent home. :)

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