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Post by wayne on Oct 15, 2013 2:22:31 GMT
Welcome one and all to our new out of game meeting grounds.
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Sky
New Member
Posts: 2
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Post by Sky on Oct 15, 2013 3:37:12 GMT
Awesome! Let's get down to business. We were hired to stop a war between goblins and kobolds. We head off to our hotel to discuss how exactly to go about doing that. In our room we find a weird looking little gobliny/koboldish dude with a smart mouth and a surprisingly strong affinity for fashion given his apparent heritage. He seems to like stirring trouble up, maybe for pay or maybe just for kicks. Shall we place bets on whether or not he had a hand in stirring up trouble of the local gobliny/koboldy variety? I'm all in...not that I have a lot left after shopping for equipment...
Forget trying to negotiate with the warring tribes. We need to ask this guy what his role is in all of this and what it will take to make him stand down and tell his buddies to take their toys and go home. Thoughts?
-Sky D'Orien
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Post by wayne on Oct 15, 2013 5:14:15 GMT
I am liking the reactions this problem is getting out of the party, I am really looking forward to what you all decide to do. Also what are everyone's thoughts and opinions on the warforged proctor.
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Post by Rashad on Oct 16, 2013 0:55:24 GMT
Bought over from the previous Forum: rashad_wb
Quest options - 1. Nuetralize threat, 2. Give up and leave... nuetralize options- kill both clans, kill one clan, neogiate a treaty, move the town, eliminate one seat of power, eliminate both seats of power, otions to do the above -have a dragon tell the kobolds to leave, convince the hybrid to help us do one of the above, trick the bandita into attacking one faction, lure a huge beast into one of the factions camp, flood the kobolds mine, gather info from each faction on why there is a war, do something that spooks one faction into leaving, move the battle ground to a different area, gather the towns people and have all of them help fortiy the town by fixing walls, creating inplaiment barricades around the town from table legs and other furiniture.have the entire town fight using ranged combat.
Alexander Holmes
Thus why I went towards the option of separating the group some, to try some of these in one day. But if we agree to one or two things to be tried in one day that'd be fine too. I figure it'd be ideal to gather more information, from the kobolds, as to why the battles are going on. And find out if it has anything to do with the hybrid, and if so negotiations can commence concerning such and possibly solving the whole situation. If it doesn't, then the two hordes wouldn't out number the town population, maybe 3/4s at the most. So fortifying the city, and arming the townsfolk as best as possible would be a possible way to deal with both hordes, but might be considered genocide, but genocide could also be considered towards the humans if we don't do something about it. I don't think we'd have the time to find a huge monster to send into one of the hordes camps. But in the process of obtaining info about the kobolds, we could find their mine and do the flooding idea.
rashad_wb
Another idea was just mercy kill the town but the paladin will hate that. But the immediate concern is whither we can survive another night with the messed up walls. So it is the druids immediate concern. We may not be able to fortfy around the walls of the city, but we can find out the primary directions the mobs come from and start there. Set up traps along the routes they come toward the town. Basicly striking out the sides of the mob and running then come back over and over. Then we do have walls. So arrows, stones, boiling water, fire arrows, big rocks, and boiling oil are enough in thd hands of a town to toss down on invaders. We can shoot and cast spells from the walls as well. Then that buys us another day.
Joshua
Alexandria has two (new) thoughts on the matter - She is very interested to see just how the thief's guild plays into all this and would like to investigate them further. She also just remembered that changlings exist and this hybrid creature may not be a hybrid creature at all. He may also be somehow related to the thief's guild and not the two warring factions.
rashad_wb
Yes and the druid can get help rebuilding the walls by using excavate earth to make a moat of air around the severly damaged portions of the walls so goblins or kobolds either go around or jump down into the 25 foot long pit and we use rhe lose dirt to pour on the wall so it helps reinforce the wall and provides loss dirt for them to attempt to climb. Then putting sharp sticks in the hole and have them stick up (small and strong enough to impale but not big enough to be climbed out of) ie basic pit trap in every low level dungoen but with out the trap door. A grass mat over the pit can hide it.
rashad_wb
We do that for the two worst areas and then across the areas were the koldolds and goblins come from. We still need the towns people. It does not look like they helped the guards alot in previous fighting. Also a changling we explain why he did not glow when detect magic hit him. Like wildshape, the changling ability is supernatural therefore it is undectable by detect magic. Is detect evil a free will ability or number of times a day?
rashad_wb
Plus i dont think 200 kobolds or goblins will march up on a town. Atmost you would see around 20 in a raiding party. So i think the rogue guild is instigating this because a town of 1700 plus people has a many identities to steal when the people are dead.
Alexander Holmes
yeah, theres a coincidental similarity between the changing of identities, and the kobolds ability to change to other people, and possibly using these stolen ideas for this very changling to put to use. For what purpose, we don't know. If that is their purpose, then we could go to the root of the problem, and take out the 80 thieves at their main camp. Or acquire the kobolds as allies, and use them to wipe out the thieves. If this situation is why the kobolds are attacking the city, they'd agree to such.
Alexander Holmes
On another note, all these ideas about fortifying the city could be no good or useless depending on the GMs decision. He could say that the townspeople aren't fit enough to fight or the like. Plus we may have to appoint the paladin and sorceress to do some diplomatic persuasiding to get the townspeople to follow such ideas. then if they agree, to determine the time and resources that would be needed to complete all this. And if the warforge's bonus's would increase the same, etc etc.
Matt
Alexandria has a great point about the hybrid, and the people smelling the same. Changeling is the simplest explanation for all that! (Jumping through shadows though, means shadowdancer maybe? Way higher level regardless.) Investigating WHY the kobolds and goblins are really at war seems like the best plan to Keane.
rashad_wb
Jumping through shadows can be shadowmeld as well. Wayne made it a point to say he was casting a silent spell as he stepped. Becsuse i detected magic. Shadowjump is a supernatural ability that doesnt require a spell. (Having played a shadowdancer before)
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Post by torienthos on Oct 16, 2013 0:57:16 GMT
Going to need a backup plan incase we run into the hybrid again. Someone cast light on him, it wasn't clear if it worked before he got into the shadows or not. I had the idea for someone to shine a lantern or light around him so there would be no shadows to use the spell upon. So he leapt out the window. So that'll work as far as keeping him out of shadow walking. I do recommend tying him up next time, and maybe even gagging him, something I'm used to doing upon capture no matter what the situation. Also the elite warrior is normally trained to strip the prisoner down so no items upon the person can be put to use for further escape.
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keane
New Member
Posts: 15
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Post by keane on Oct 16, 2013 3:56:34 GMT
I still suggest honey, and not vinegar, for treating with the hybrid (or changeling, if he turns out to be one). He's got a lot of tricks for escape and deceit, and I'm not sure we have the tools to foil them all yet.
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Post by Rashad on Oct 16, 2013 4:14:40 GMT
the hybrid or changeling isnt the main issue but it is an issue. securing the town to live through the next fight if there is one is the most prominient issue we have. The warforge has to observe us so i dont think we can split up, nor should we with possibly three factions around that are killing each peeps. we didnt ask the prisoners what thwy signal ment so we dont know if 40 rogues are headed our way or not. we also dont lnow how many in the town is infilatrators and havent met the marshal or figured out if the rich guy who bought us here is in league with the rouge guild and kolbolds.
the orc suggestion will be simple:
1. secure the town as best we can, in the few hours we have remaining 2. survive the night 3. work on fortifications and train villagers to fight. 4. spend half the next day tracking down gonlin information. him openly looking for goblin scouting party as the rest of the group hides in the woods. he is an orc, they may not attack him right off, especially if he acts likw he his hunting kobolds. 5. rest before night fall 6. survive the night
rinse and repeat till we get more information
tracking incognito: ranger skills, paladin detect evil, druid spell-tracking mark, scent. mark of finding -lesser dragon mark
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Post by thedarkestofangels on Oct 24, 2013 3:55:30 GMT
Alex's current idea is that we need to, starting immediately, investigate the identity-thieving guys and scout out both the goblins and kobolds and gather as much information as possible before making any further actions. There is a lot that we don't currently know, she reasons, and based on what we know now, we basically have few, if any options other than to hunt down and interrogate an uncooperative changling that we can't realistically imprison.
Otherwise, our options is to fight against impossible numbers (goblins and/or kobalds) or fortify the city using resources we have neither the time to implement or the money to purchase or transport with what will most likely be minimal to no benefits to the city's inhabitants.
We may be missing a great deal more information and this changling's interest in us and the identity thieves' proximity to the city and this war can't all be a co-incidence. We need to act soon.
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Post by Rashad on Oct 24, 2013 6:33:43 GMT
Animate Tools
School transmutation; Level bard 0,cleric/oracle 0, druid 0, sorcerer/wizard 0CASTINGCasting Time 10 minutesComponents V, SEFFECTRange close (25 ft. + 5 ft./2 levels)Target one tool or one set of related toolsDuration 8 hoursSaving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)DESCRIPTIONThe spell causes a tool — or a group of tools used together to perform a task — to animate and perform a task you designate. These tools follow your directions to the best of their abilities, but can only be used for their intended purpose. This spell allows you to complete an amount of work equivalent to a single person working for eight hours. The tools use your Craft orProfession check as appropriate. The tools may aid another. There are many other common uses of this spell that require no check, such as commanding a broom to sweep the floor or a shovel to dig a trench.Only mundane tasks can be accomplished with this spell. It has no effect on crafting magic items. Under no circumstance can tools be used to attack a creature, though items can damage a structure if that is their intended purpose (such as a pick or an axe).
EXPEDITIOUS EXCAVATIONSchool transmutation [earth]; Level druid 1, sorcerer/wizard 1Casting Time 1 standard actionComponents V, S, M (tiny shovel)Range close (25 ft. + 5 ft./2 levels)Area dirt in a 5-ft. cubeDuration instantaneousSaving Throw see text; Spell Resistance noYou can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling. Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.
Time is realitive especially with magic on our side.
As a druid i know all my level 1 spells and with osiriins i can cast 1level 0 spell infinite times a day...
We have a city, we can find tools and material. Use expedius exsavate to dig moats to funnel attacks toward an area we decide. Use animate tools to dig more holes, repair walls and even help put spike traps in the pits. If the goblins and kobolds dont attack the tools work through the night and we rest. The main problem is if the goblins and kobold will or will not attack at night. We dont know if its standing armies or bands of 20 to 60.
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Post by thedarkestofangels on Oct 24, 2013 19:09:15 GMT
Animate tools won't let you build a complicated anything without constant supervision and help. The tools can only be used for their intended purpose. An animated hammer won't, for example, lift up a piece of wood, hold it down, and hammer in a nail to another board that another hammer is propping up. It isn't a replacement for a laborer or group of laborers (especially skilled labor), regardless of how often you use the spell. At best, it'll give all the people who are already there a +2 bonus from aid another.
Also, you *know* all your 1st level spells but you still have to pick and choose as a druid which ones to prepare each day with your available spell slots, but even if we had the time to rest and regain spell slots for the next day, you won't have nearly the amount of spell slots needed to put a moat around an entire town. It's only a 5 by 5 cube *per casting*.
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Post by Rashad on Oct 25, 2013 4:56:18 GMT
I know what the spells can do and how to use them. It isnt my job to get the townspeople to help. I dont need a skills check with animate tools to get shovels to dig trench or saws to cut poles after they been hammered in the gound by a hammer and a townsperson holding the object allowing the hammer to do the work... It gets it done faster with less injuries. Reread the post about puttung the cubes in specific spots to funnel targets in a direction. Right now the town is under attack becuase they are in the way. The goblins and kobolds have no reguard for them. Therefore you use the hit and run tatics on both and disuise them as the others.
Both races are superstitious, magic entralls them. Also repair object works on a wall as well. The point is their are a multitude of options that we can use.
It took us close to 4 hours getting to the town. We spent roughly 2 hours dealing with the guy and the hybrid. Even if we left early in the morning, it still wouod be around 4 or 5 pm game tine. That's a good 5 or 6 hours till nightfall and a attack. They have barely any guards, broken walls and we dont know were these camps are. Rather than running into ambushes and traps that goblins and kobolds are known for, the best bet is to exscept and prepare for two small armies. Start building our own traps. We have a rather sizable town that will either be saved or destroyed. They have materials and people and tools.
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Post by thedarkestofangels on Oct 25, 2013 5:50:13 GMT
Fair enough, but what is our group decision isofar as our method of approaching this situation?
Alex is in favor of fortifying the town against further attacks, but that's a delay of the inevitable, at best and possibly too time consuming and resource-draining for us to make a significant difference as we simply don't have the manpower or spellpower to do so with the entire town before nightfall.
She also thinks that if the hybrid were willing to work with us, that it would have done so already. When we had it, it refused to answer any questions and only attempted to turn the tables on us in order to spy on us. She can only presume that there is a reason for that. It's too skilled and too smart to try to play fair with us. We have no idea what motivates it and have no carrot to dangle in front of it. She doesn't think it wants or needs our help.
Alex would like to gather more information about the goblins, kobolds, and especially this identity thief operation as soon as possible. It would also be possible to gather information around town about some of the new people showing up and attempt to locate a few of the people the identity thieves have already smuggled in - especially if a few new people showed up too recently to have left town just yet.
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Post by Rashad on Oct 26, 2013 8:09:56 GMT
Well the druid knows about kobolds and goblins, changelings and dooplergangers and knows how dangerious they are. As a druid he ubderstands that shapeshifting into a creature through wildshape is not detectable with detect magic. Having been raised in Talenta and Shadow Marches which have about a 4 percent population of changelings, there had been a few he knew. He knows the changlings can change as well withiut detect magic going off. He also knows a little about the uneasy treaty that is between the five nations and Darguun, the golbinoid kingdom. But he isnt keenlybawate just that large armies of goblins would break a treatie. If we found a standing army of goblins of 300 there would be around 15 to twenty hobgoblins running it and 10 bugbears and about 80 women and children. But one thing is certain, goblins are cowards just like kobolds. For them to be doing this, someone or something is pulling the strings. We also cant wonder through the woods especially around dusk and night. Goblins and kobolds are really great with ambushes and they both are nocturnal.
The hard part of this is fighting two mobs but that is also their greatest weakness.
1. In the mob mentalilty they will run headlong into danger because they are overconfident. This works well with the pit traps.
2. Running together massed, they are subceptable to small bands running in firing arrows and running out to hide.
3. We have walls, they are massed below. things droping on their heads: rocks, boiling oil (use a flame arrow or ignite spell to set it on fire after they are covered), boiling water, arrows, flaming arrows, furinture, cows, and anything else you can think of.
4. Being massed allows our ranger easier time to track in the day while the rouges check for tripwires and traps.
5. Goblins are superstitious as well as kobolds. All kinds of things we can do with that.
6. We can have the orc 'roam' alome hunting for kobolds while the party watches from the woods and as he talks to a group of goblins to get info...
7. Most those tricks can be used on the kobolds as well. Except kobolds are deadlier becuase they use more traps.
8. Both kobolds and goblins would be more likely to talk to an a big smelly orc than anyone else in the party.
9. What ever we do to one group we can make them think it was the other group and not the humans easier with them massed.
Also remember the goblins and kobolds dont attack every night.
What the druid does know is no human from the town will rally for him and he will need the engineers help with the walls. Him being around could cause a bit of trouble for the party when alex is trying to rally the crowd to fight for their city.
But he will say that we are already outnumbered and he does not suggest us splitting up except when we fortify the city or train the towns people to fight.
our biggest assests from his point of view:
Alex's paladin charm and standing her ground Ranger's tracking and scouting The sorcs traps and spell casting The engineers knowledge
And he actually doesnt really know what an oracle does just that its kinda creepy but suspects its powerful.
He knows he is versatile. Knows woods and has fought kobolds and goblins before....
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Post by thedarkestofangels on Oct 26, 2013 12:17:54 GMT
Well the druid knows about kobolds and goblins, changelings and dooplergangers and knows how dangerious they are. Then your druid should also be aware that Kobolds are commonly sorcerers and would have a working knowledge of what magic is and how it works. Goblins would likely be more familiar with psionics than magic due to the existence of blues but that's less common than sorcerers and kobolds. Your druid should also be aware that supernatural abilities, such as wildshape, are detectable by detect magic because supernatural abilities are magical. They can't be disrupted, they don't provoke attacks of opportunity, aren't subject to spell resistance, counterspells, or dispel magic and they don't function in anti-magic areas. Therefore, an actively wildshaped creature could be detected as a magical aura via detect magic. Also, a changeling's Minor Change Shape ability is supernatural and therefore falls under those rules. Natural and extraordinary abilities can't be detected by detect magic because they are not magical. As a druid he ubderstands that shapeshifting into a creature through wildshape is not detectable with detect magic. Having been raised in Talenta and Shadow Marches which have about a 4 percent population of changelings, there had been a few he knew. He knows the changlings can change as well withiut detect magic going off. He also knows a little about the uneasy treaty that is between the five nations and Darguun, the golbinoid kingdom. But he isnt keenlybawate just that large armies of goblins would break a treatie. If we found a standing army of goblins of 300 there would be around 15 to twenty hobgoblins running it and 10 bugbears and about 80 women and children. But one thing is certain, goblins are cowards just like kobolds. For them to be doing this, someone or something is pulling the strings. We also cant wonder through the woods especially around dusk and night. Goblins and kobolds are really great with ambushes and they both are nocturnal. We don't have enough information to determine anything about these groups. They could be here acting as a military force for another country or they could just as easily be here because they've always been here and are not a part of any nation. Just because the goblinoids have a nation doesn't mean that every goblin, hobgoblin, or whatever moved in to their territory. Both goblins and kobolds are cowards, yes, and we can use that to our advantage and Alex agrees that it's likely that this scenario is a result of someone pulling strings, but we won't know more until we look into it and if we act sooner rather than later, we might even be able to avoid or thwart an attack altogether. Alex is well trained for stealth infiltration as are two other members of our group. Darkvision or not, we'll more likely succeed than fail to at least get close enough to any camp to gather information. These issues with fighting large groups of weaklings isn't that it can't be done - the issue is resources, time, whether this is a feasible long-term solution, and whether or not the town can survive long enough for us to actually accomplish what we came here to do.
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Post by Rashad on Oct 26, 2013 17:26:55 GMT
For more information on this topic please go and read this: paizo.com/threads/rzs2pb5l?Detect-Magic-VS-supernatural-abilitiesIn pathfinder, unlike dnd or faerun, supernatural abilities are not detected by magic because detect magic looks at the auras given by spells and items. Antimagic fields block the use of supernatural abilities. Detect magic looks at the power of an aura created by a magic spell, spell-like ability or a magical item. Since detect magic has no way of guaging the power of a supernatural ability unlike a spell-like ability, it is not subject to detect magic. If your idea of detect magic is correct them we are dealing with only a hybrid or someone extremely good with disguise. As far as goblins and kobolds, yes he is aware of that but in the begining of the adventure, the dm asked about us using pychics. Since we do not, a blue adversary would be overpowered at our levels. If there is a blue with the goblins thats a different situation. At the moment they information that we have been given, humans are a nuisance more than a threat so they havent had to bring out big artillery. Which is sorcs, shamans, blues, hobogoblins or bugbears. To find out that info we need to get to their lairs...
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