DM Shisumo's No Schticks Ironfang Invasion (Inactive)

Game Master Shisumo

Day 1, Week 0

Sunday, 2 Gozran, 4717 AR

Militia Members: 29
Remaining Provision Points: 53

Phaendar Bridge battle map


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Hello everyone, and please check in so I know you got your PM! Gameplay thread is already up next door if you'd like to start wandering around the lovely village of Phaendar!


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

Hello friends! Let's get this party started. ;)


Female Naiad Druid (Defender of the True World) 1

Hello all

I am currently swapping this gall around to a Defender of the True World. Last thing that remains is swapping out a trait as Trustworthy lost it's value with Diplomacy as a class skill from the archetype.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Hmm? Oh. Uh, yes of course. Quinn checking in.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

Warren reporting in.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
William Grove wrote:
Warren reporting in.

Warren or William?


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
Shisumo wrote:
William Grove wrote:
Warren reporting in.
Warren or William?

This confused me as well.


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

Hey Shisumo I was just going over my character and I realized that I don't need to take Mostly Human in order to be a valid target for Efreeti Magic as it makes an exception right there in the text. So I'll be dropping Mostly Human. Shouldn't change much, just trying to be transparent.


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

Bonesaw is ready!

Seriously though, I'll get an alt built shortly and posted here.

EDIT: and here it is!


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
Edvard Maldeen wrote:

Bonesaw is ready!

Seriously though, I'll get an alt built shortly and posted here.

EDIT: and here it is!

I gotcha for three minutes!


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William not Warren. Warren is one of my other multiple personalities. There's just too many voices in my head. Sorry


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

So we have an UnRogue, a fighter, a Warlord (which I think I'd like to look into,) a druid and a wizard. Did I miss anyone?


So now that everyone has had a chance to post into the thread and make themselves known in Phaendar, be aware that the next major scene kicks off in the evening, when all five of you assemble at one of the following four places: Oreld's Fine Shop, the Phaendar Trading Company, the Riverwood Shrine, or the Taproot Inn. Which one is up to you guys, and you can of course feel free to keep roleplaying as long as you like before then.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

My vote is the Fine Shop. But I really have no preference.

DM, is there anything particular that you've seen so far that you would like us to change about our posts?


Female Naiad Druid (Defender of the True World) 1

The Fine Shop would make most sense for Calliae


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

The Inn. Adventures always start in the inn! It's like a law or something.

If not the Inn the shop is fine.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

No no no. It's the Fine Shop.

Also, shadowy tables in the back of taverns are where true stories begin.


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

I'm fine with the Fine (ahem) shop being where we start.


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

I don't see why Raska couldn't make his way over there at some point. I'm sure he needs... Things.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

So, is Wee Patterson Golarion's Lil Sebastian?

Liberty's Edge

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

I am sure I have no idea what you're talking about.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Now I wish I had made a bard.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
Quinn Fainlor wrote:
Now I wish I had made a bard.

Part of the joke here is that Wee Patterson does not exist in the actual text of the adventure, having apparently been invented by Crystal Frasier specifically for that blog. But once you see it, you can't just leave it out, right?

Right?

Looks at camera

Right?


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

To leave it out would high treason.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Sooo, how is everyone doing?


Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!

sorry for the Angsty start. Edvard just has alot on his plate emotionally right now. He'll perk up some once our group coalesces.

Liberty's Edge

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

Battle mp is now available at the top of the page.


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

Figures I try to intimidate them and get intimidated myself instead. Lovely.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
Raska Edan wrote:
Figures I try to intimidate them and get intimidated myself instead. Lovely.

This is the third time I have run this fight and the first time their intimidation attempts worked too...


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Omg. If Wee Patterson dies....


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

So, while we're waiting, anyone got any funny stories from previous games?


200 XP for each of you for this encounter.

Looting the hobgoblins turns up:
set of Medium studded leather armor (x2)
longsword (x2)
longbow (x2)
quiver with 20 arrows (x2)
light steel shield (x2)
masterwork backpack
heavy crossbow (with 20 bolts and 10 masterwork bolts)
clearly labeled potion of guidance (x8)
a wand
a scroll containing three different spells
dried goat meat, sheep’s cheese, and a jug of sheep’s milk worth a total of 5 Provision Points

(A Provision Point is enough food for one person to eat for one day - this will become much more relevant soon.)


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

Raska would certainly take a suit of studded leather if no one else needs it. ;)


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

You'll get no complaint from me.


Female Naiad Druid (Defender of the True World) 1

Calliae would like the masterwork backpack but that's about it, at least until we know what the scroll holds.


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

**Potential various AP spoilers below**

I find it quite interesting that the four APs I am currently involved with (RotRL and II in pbp format, Second Darkness on roll20 (not an attack on the city, but the casino itself) and listening to the Glass Cannon podcast play Giantslayer) all start with a harrowing assault on the starting location. I never realized how common of a campaign hook that was. It is certainly interesting how different they all play out and the interactions between the party members and the steps they take to fight/flee/help/die horribly. I can't wait to see where this next leg takes us. I've always wanted to do the wilderness survival thing in Pathfinder, but this'll be my first opportunity to actually do it.

Very exciting stuff and you're doing a bang-up job so far Shisumo. I can't imagine how complicated it must be running three simultaneous tables of the same AP. You must be an excellent note-taker, hah.


Edvard will strap on a bow and quiver.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

The only thing Quinn would like atm would be the wand.


40 XP for disabling the trap.


120 XP for recovering the stump remover and the notes. You also find foodstuffs and waterskins equivalent to 7 Provision Points in the cellar.

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.

Currently you have five followers: Vane Oreld (expert 2), one adept 1, and three commoners 1.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

Are we supposed to be keeping track of XP? Most games I've played in on here don't but I just want to make sure since you are telling us.


I do run games using XP, yes.


Also, let me know when you're ready to move on and what your next destination is. If you follow Calliae's suggestion to just proceed clockwise around the town, your next stop would be the Phaendar Trading Company, but more complicated decisions on timing are also available.


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

I'm ready to post, but I think I'll wait for a flanking buddy since Raska can't see to hit the broad side of a barn.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Are we not going with the ranged attack first?


If you hold actions to do so, sure. But there is a round clock already going - remember how I mentioned the roof is on fire? - so there's no surprise round here, especially since you don't really have cover for all of you and no one has made any Stealth checks or the like.

(Not sure if you were asking Raska or me, but I wanted to explain nonetheless.)


Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9

Yep, I'm honoring the rolled initiative order and the ranged then melee plan. I'll post when the ball has started rolling. No held actions for me.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

The plan was for you and Calliae to attack from range while Raska, Evard and I closed for melee.


Male Half-Elf Wizard (Pact) 1
Crunch:
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment​) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses

Wow. Yeah, somehow my brain completely missed that line.


81 XP each for the fight.

Looting the bodies recovers three more sets of the Legion's standard kit: longsword, longbow and 20 arrows, light steel shield, studded leather armor. One of the victims' bodies in the trading yard also bears some worthwile, if unusual and potentially significant, loot: a wrist sheath loaded with a masterwork dagger, a potion, and what looks like a vial of some kind of poison. (A Craft: alchemy roll can potentially ID the poison.)

Also, though it might seem distasteful, the slaughtered animals in the animal pen can potentially be butchered for some additional Provision Points - it would take about 5 minutes per animal, although you have enough followers that you can have them work on each of the three kills simultaneously if you choose.

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