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Author Topic: Girlinhat's Pathfinder: Failures of Ability  (Read 9052 times)

Demonbutter

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #30 on: February 27, 2013, 03:30:55 pm »

Hey GiH, there's a typo on one of your links in the OP, wrong date.
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DoomOnion

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #31 on: February 27, 2013, 07:22:03 pm »

Hey GiH, there's a typo on one of your links in the OP, wrong date.
Not a wrong date, the session was held on 23rd, but it ended at like 2 am, so she had to write it up the day after.
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Demonbutter

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #32 on: February 27, 2013, 11:55:28 pm »

Quote
Not a wrong date, the session was held on 23rd, but it ended at like 2 am, so she had to write it up the day after.

Quote
Feb. 23rd 2012

The year is wrong : |.
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Girlinhat

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #33 on: February 28, 2013, 01:00:09 pm »

Don't act like you know what we've been doing.  You know nothing of our work!

Demonbutter

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #34 on: February 28, 2013, 03:36:49 pm »

I am sorry O.e
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Naryar

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #35 on: February 28, 2013, 05:27:21 pm »

Seems we have a sarcasm detector malfunction here...

DoomOnion

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #36 on: February 28, 2013, 06:15:07 pm »

Seems we have a sarcasm detector malfunction here...
A SARCASM detector?! Now THERE's an useful invention!
*Sarcasm detector explodes*
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Flying Dice

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #37 on: February 28, 2013, 06:50:08 pm »

PTW.
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Naryar

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #38 on: March 03, 2013, 11:40:42 am »

Journal of Lek Itonnanir, Dwarven Battle Cleric of Gorum - Part Ia

I will note here my happenings in the southern lands, starting from week 2. If I die in battle or if my battle lust is forever sated, may this serve as archives and history.

We left that orchard with an elf name - what was it anyways ? - ah yes, Eversweet orchard, with some kind of merchant on there. He didn't looked entirely honest, but we decided to follow him, as he promised us 500 gold for moving to another city with a payload of cider. It seemed to be dangerous, according to him.

I also asked my lord Gorum, blessed be his mighty name, to change some of my theology specialities. The ones I choose before were a bit disappointing in battle. He accepted easily, nearly too easily for him.

So we moved back to Grand South, with a very uneventful voyage. No battle to be done in Gorum's name. Bah. If that merchant lied to us i'll be his trouble. We still met back that kobold, the one who stole stuff from us. We decided to welcome him back, although it was more like "accept again" than "welcome". He did seem to act like nothing happened, but if that kobold does steal from us again he will meet my blade, I swear upon our Lord in Iron. I decided it wasn't worth the battle, besides he did earn his part of spoils of war.

We also met an elf girl. Which was visibly an archer, and arcane magic user as I learned after. Unlike a large proportion of the elves I met beforehand, she didn't greet me with a short joke. She looked a bit fragile and unused to melee, but we do need more ranged firepower in the group. Melee may be far more satisfying, but we need different approaches to fighting if we want to win. She joined the group.

We went back to Grand South, where that bloody merchant made us wait for days with flimsy, pathetic reasons such as taxes and the other petty fights. Why did he not solve his problems with a blade ? Simple, effective, honest. I got some fighting in the arena, but nothing truly satisfying. My nose does seem to like being hit for some reason. Couldn't win anything, mostly because I got pummeled by artael. Even when he was drunk. Sigh. Got some excitement out of it, but not much more.

We also went to see Constance, which informed us of a goblin camp somewhere in the river. Finally, a real fight ! Maybe I had not to embarass myself and actually bloody my blade not until last time.

Then just after, the merchant was coming back smiling, ready to go to the southern town. I had a very slight urge to slay him, but I figured we would win more if we just accompanied him and then assaulted the goblin encampment.

We therefore went south. I was expecting an ambush, but we still got surprised.

We walked to an old tower, which was just a decoy for the actual trap. We got surprised, the merchant took an explosive arrow to the arm (i think it blowed up as well) and well... bandit attack.

Three bandits in heavy armor moved forward, and didn't attacked. We did. I moved forward, blessing my companions with Gorum's battle prowess.

Kobold was busy doing magic for a few rounds. Stupid kobold, he stayed inactive for nearly all of the fight.

Then we got took into a pincer. Bandit runners, visibly moving in to steal the cargo. Not hostile otherwise. I moved to intercept them, but I was alone.

I managed to hit one with my greatsword and seriously damage him, but nothing more. Then I started running after them, but I didn't seem to be able to hit them.

There was some hidden archer, who provided support and cover fire, and hit me once. Nearly downed me. I healed afterwards. Didn't manage to see   the guy. Cowardly bastard, fight me in melee if you have to !

Then the elf chick got out. She got downed. In one hit. Remember what I said about looking fragile ? Heh.

I moved and healed her, to no real effect - my healing barely worked. She got up still, and went hiding in the tower. Yet with wounds that severe, I can't really blame her.

Then I charged one of these Gorumdammned runners, and got an arrow in the leg. Last thing I remember was the arrow exploding. Fucking archers. Useful for an army ? Sure. Incredibly annoying ? Oh gorum yes.

I regained consciousness up several hours later, in the merchant's wagon. Visibly, we nearly got all killed. Merchant was dead, which didn't surprised nor bothered me. Four barrels of cider were left on the six. We also acquired a wagon. Visibly, the archer got seen by artael and he attacked, then the bandits retreated. It was visibly some kind of bird man, or crow man. If we ever meet this Gorumdammed archer again, I will impale him on my blade !

I healed everyone, then we went to rest in an inn. Never seen Leatra that tired, nor Gillen looking desperate like this. Kobold seems to like sleeping under the wagon, which we hired a storehouse for. I was too battered even to drink myself into oblivion that day, so i just slept.

End of Part 1a
« Last Edit: March 03, 2013, 11:44:47 am by Naryar »
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Leatra

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #39 on: March 03, 2013, 05:49:07 pm »

"I sucked at attack rolls too, until I took an arrow to the knee."

Somebody had to to do it.

Anyway, we got fooled bad at that bandit encounter. I spent all my rage fighting decoys and our barrels of hard cider got stolen! Well, at least we didn't die. The next fort encounter was much more worse. I'm really curious about the way GiH is going to describe how we fucked the fort and executed epic badassery all over the place and then ran away like little bitches after that.
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Naryar

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #40 on: March 04, 2013, 06:40:03 am »

Journal of Lek Itonannir, part Ib

The following day showed us that it wasn't a total loss. We sold all the cider and the merchant's other possessions for more than a thousand gold ! We shared the loot equally.

Then we decided to buy some healing items, mostly potions and scrolls, before attacking the goblin fort. We stayed one day at Riverdale and then sailed to search for this goblin encampment, which was next to the river according to scouting. The kobold disappeared somewhat, without stealing stuff this time.

We muddled around in the northeastern swamp first, then we decided it wasn't worth it. We then moved to the hills to the west, the barbarian climbed up a tree, and we discovered the goblin camp.

It was approached remarkably easily, visibly these buggers didn't bothered with sentries and patrols. It was square, made of wooden palisades and surrounded with a halfly made moat, enough for basic defenses.

We prepared for the assault, and I used all of my spells preparing. We had a giant barbarian (even more impressive than the usual), I blessed my blade and my companions.

I ran to the palisade and then artael... ran INTO it, completely demolishing part of it.

Hobgoblins. Damn. This we weren't ready.

Half of them were goblins, still, but eh. Hobgoblins with tower shields and halberds.

The elf shot a goblin archer, which was then promptly slain by my blade as the hobgoblins quickly made a phalanx of halberds, with the goblin archers beforehand.

We were outnumbered 3 to 1, and the phalanx didn't help.

We started to use alchemist's fire, but to no avail, then Gillen charged the spear wall.

Yes, he charged a spear wall. While mounted. Poor lad was probably eager to finish, or frustrated from the last battle, or simply someone didn't taugh him basic tactics.

It was brave, but the horse... didn't survived. Bled to death just under his feet. Gillen did took a nasty hit as well, and then the goblins attacked.

Last thing I remember before passing out was a halberd sticking out of one of my ribs, as well as my blood.

Then my companions took me and fled for their lives, as well as mine. I don't know how I survived, honestly. We came back to Grand South with our morale pretty damn low. Hell, at least no one died. Maybe we should not engage them in melee, or surround them in fire next time. But one thing was clear

Gillen went to see Constance to share the news, which payed us pretty well for the information we had on the camp. We should just wait for them to forget our attack, then strike ! Tactics definitely need to be changed as well, though...

End of Part Ib

Girlinhat

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Re: Girlinhat's Pathfinder: Failures of Ability
« Reply #41 on: March 04, 2013, 11:46:40 am »

Starting the day in a luxury suite of rooms in an Eversweet Orchard inn, paid for by Charl (presumably) after vanquishing the monstrous badger.  A fruit bowl and a warm bath await before a trip to the town's square.  Being proper adventurers, they promptly spot the only source of adventuring entertainment.  At one side of the town square is a merchant, looking flustered and worried.  When approached, he explains that his previous bodyguards have left, and his wagon's load of Hard Cider (made from Moon Apple) needs escort to the relatively nearby city of Riverdale.  Being a major trade hub, not to mention the only way to cross the mighty river by using Riverdale's bridge, the party agrees that they're going in the same direction.

On the way back to Grand South, as they must take the roads, the party encounters a rather skeevy looking kobold and an elf.  The sorceress with a longbow greets them, as does the kobold summoner, and they make their way to Grand South.

Once in town, it's nearly dusk, so the party piles in the local inn for the night, aside from the Kobold who sleeps under the wagon - Kobolds are uncivilized and not allowed in, however he managed to sneak in under the barrels.  In the morning, they find the merchant stuck in the merchant's guild, complaining of taxes and import laws.  They leave him until noon, where they find him stuck in the merchant's guild complaining of embargoes and the method to tied down a barrel.  At night, they fail to find him.

This continues for several days.

Nearing the end of the week, the party approaches General Constance once more, for mercenary summons.  He explains to them that the region has had terrible goblin troubles lately, with kidnappings, banditry, and outright raiding becoming more common.  He then explains that to the south, his army cannot travel, due to being over another nation's borders, however they have discovered a goblin camp of some type there, and since mercenaries are not actually part of the army... the party is dispatched to clean out the goblins.

Starting to leave town, the merchant promptly and cheerfully mentions how he's ready to leave and head to Riverdale - being on the other side of the only bridge, they are still going there if they intend to cross the river.  Together with the wagon, they set out.  It is an uneventful trip until about halfway through, where they pass by an old city guard watchtower, tall, narrow stone structure, door boarded up and stone dusty.  Being a convenient midway point, and being nearly noon, they stop the wagon to eat and stretch their legs.

An arrow promptly strikes the merchant in the upper arm.  As the party is looking around the watchtower in superb paranoia, the merchant scrambles to the ground and takes cover, before the arrow promptly explodes, severing his arm messily and leaving him unconscious and bleeding heavily on the ground.  Equally promptly, the cleric and everyone else take up fighting positions in front of the wagon.  Three heavily armed men approach from further down the road, chainmail, heavy wooden shields, and longswords, shouting and screaming.  The barbarian and cleric rush into the fray, the sorceress firing arrows as the summoner sits on his ass and begins drawing summoning circles in the dirt road.  However, as soon as the cavalier prepares to charge the bandits, an arrow flies out from the darkness of the woods, flaring into a wide brunt and hitting him square on the chest, knocking him off his horse and to the ground.

While the fighters deal with the bandits, another pair come running from behind the wagon, quick and only wearing light armor, they rush to the wagon and grab bags of goods before anyone can react!  The cleric breaks from the heavily armed bandits to pursue the runners, although his efforts are in vain as they manage to cartwheel and backflip away in impressive displays of acrobatics that leave his greatsword cleaving through naught but air.

The battle rages for some time, the barbarian still preoccupied with the heavily armed and the cleric making no progress on the runners, while the cavalier (dismounted) breaks into the watchtower and proceeds up, though he sees nothing of note.  Meanwhile the sorceress, feeling brave, ventures too far into the middle of the road and a single arrow drops her.  As the runners disappear, the cleric breaks combat to heal her, or at least heal enough to stop her from dying and allow her to flee into the shelter of the now-open tower.  The barbarian makes partial progress, downing two bandits before succumbing to Fatigue, as his barbarian's rage wears off and nature punishes him for his brutal misuse of his body.  By this time the cavalier has re-mounted and moved in to aid the barbarian with the final armed bandit.

At just that moment, the cleric is handling the runners again, as they've returned to the wagon and are proceeding to steal an entire barrel of hard cider.  His attempt to stop them is cut short as an arrow sinks into his upper thigh, quickly exploding and sending the poor dwarf unconscious on the road.  The runners keep going, managing to steal two entire barrels as well as several small bags in total.

By some grace of the gods, the barbarian lying exhausted on the ground manages to look up and see the archer!  30 or so feet back, in the forest, and 30 or so feet up, perched in a high tree, his cloaked form doesn't hide an incredible size of longbow.  Knowing he's been seen, he drops his bow, standing and running along the branch before leaping into the air, only to throw his arms wide and glide into the road before hitting the ground deftly and making a charged rush at the cavalier, bloodying his beak on the human's leg.  The powerful tengu archer is solid black, covered in sleek feathers, his face elongated with wide, watchful eyes tucked under a pair of goggles and a long, sharp beak dripping with fresh blood.

The summoner finally acts, drawing his Eidolon out and sending it to charge the tengu, however the attack misses.  As the runners manage to escape into the woods, the tengu and remaining armed bandit Withdraw, disappearing easily into the undergrowth.  the party promptly throws the unconscious dwarf onto the wagon and ride away as fast as they're able.

Making Riverdale in remarkable time, thanks in no small part to the horse's terror, they immediately find a merchant's stable to store the wagon, an inn to store themselves, and recover from their ordeal.  Enraged at their inability to land blow on the defensive bandits, or to strike the swift runners, or to notice the stealthy archer's deadly bow, they fortify themselves to plan more carefully, prepare more thoroughly, and to be ready for the next fight.

Selling the Hard Cider draws them in about 1,000 gold, split between them, while they keep the wagon to themselves for storage and travel.  After stocking on potions and scrolls, they proceed outwards, following the river, pulling wagon over rolling, wooded hills, until cresting a particular hill and sending the barbarian up to climb.  Seeing a smoke trail, they mark the direction and head directly towards it.

Luckily their approach is in stealth, and they're able to see trenches and goblin-built fortifications.  Much less sturdy than regular palisades, the goblin entrenchment is little more than small logs lashed together with rope and sunk into the ground, uneven and even tilting.  The party casts relevant spells, improving themselves and drawing the barbarian to unnatural size before making a charge in.

The cleric runs, stopping at the wall to peek inside, seeing only a goblin with bow.  The barbarian charges, spear held forward, slamming into the palisade with astonishing force, a single mighty blow toppling the entire structure (15 foot wide) and shocking the mass of goblins and hobgoblins inside, not to mention his mighty roar.  The goblins promptly fall into formation, hobgoblins with tower shields and halberds forming a phalanx line while regular goblins with bows move behind.  Quick blows exchange, a hail of small arrows barely hurting as halberds thrust, and hurt quite a bit more.

Despite the braced halberds, despite the phalanx line, despite the tower shields awaiting, the cavalier takes stock of all these entrenchments, understanding all of them before making a rush into battle.  He impales his horse directly on the waiting spears, falling prone in the mud as his horse dies under goblin spears.

A single flask of alchemist's fire is thrown, injuring one bowman and setting him on fire but not otherwise doing much damage.  Feeling as if they're in over their heads, they proceed a sloppy and rather girlish tactical retreat, retrieving their injured comrades and fleeing with all the grace of a frightened cat back to Riverdale.  The goblins, confused about the theatrical entrance and quick turnabout... mostly just set the palisade back up and consider themselves the victors.

Heading back to Grand South to lick their wounds and report findings, Constance is intrigued and disturbed to hear of hobgoblins wielding such fine weapons.  Especially halberds.  The favored weapon of the rival nation, in the hands of trained hobgoblins, not to mention the recent goblin raids and the finding of alchemist's fire in a goblin encampment...  The evidence was abundant that the goblins were being supplied, and by someone who favored halberds and disfavored their nation.

While mulling over the best way to go to war, Constance points the party towards one of the old vaults.  A nation of hoarders, they have secret, sealed vaults hidden all over the countryside.  This particular one is stocked with old Goblin's Bane items.  Setting out immediately, the party manages to bring the wagon along into the steep mountain pass, to eventually find the overgrown and hidden entrance.  The sealed chamber warns of national retribution to all who would dare attempt to force their way past the heavy stone seal.

The barbarian and cleric promptly heave-to and push the stone slab inwards, smashing on the ground and revealing the vault itself.  Proceeding in cautiously, checking for traps, they reveal a large axe blade already sunk into the floor, its pivot on the wall as it has come down into a bloodstain and a dent in the stone floor.  Further along they find a series of inch wide holes in the floor, covering a wide area and offering no way to step around.  Spending great time looking over, detecting, worrying, and eventually moving in, nothing actually happens to them and they walk over the trap with no reaction.

However, immediately past are a host of spiders.  Massive beasts, as big as a man, the venomous creatures rush the party.  Fortunately, the dismounted cavalier steps forward, shield at ready as he merely shrugs off all attacks, allowing the barbarian and cleric to thrust their spears and longhammers around and wipe out the foes.  Moving on, they find a long hallway with rooms to either side, each containing weapon racks, crates and boxes, and spiders.  However under the cavalier's mighty shield they pose no threat, and they proceed to the final, back room... only to see the massive spider awaiting and stop there, because it had been a 12 hour session or so.

Spoiler: DM Mentions (click to show/hide)
« Last Edit: March 04, 2013, 11:48:19 am by Girlinhat »
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Naryar

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #42 on: March 04, 2013, 12:05:51 pm »

no longhammer... yet.

as long as I get level 2 I buy one though.

unless there are interesting goblin bane weapons in the vault for me, though.
« Last Edit: March 04, 2013, 12:17:10 pm by Naryar »
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Leatra

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #43 on: March 04, 2013, 12:41:07 pm »

The bandit encounter was crafted brilliantly. It was so brilliant, even Artael, the (charismatic) brain of this party, fell for it. *applauds the sadistic DM*

That was sarcastic, considering that we have a cavalier who charges into phalanx formations, his act proves that his intellect and tactical knowledge transcends every mere mortal. However, I think I can still challenge Gillen's intelligence since I was the one who broke down a fucking fortification (although I was expecting to instill Fear on the goblins by that move). That goblin encounter showed us how much we learned from the bandit encounter.

After the bandit attack: "Alright guys, let's not charge into everything that moves and don't get separated. Be careful this time."
In the goblin attack: CHARGE INTO THE WALL AND CHARGE INTO THE PHALANX FORMATION! KILL KILL KILL!

I call dibs on every flail we find in the vault.
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Girlinhat

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #44 on: March 04, 2013, 01:21:43 pm »

Also worth saying - the goblins specifically did not roll for fear.  They have immunity to common fear effects due to combat training.  Regular goblins, yeah they'd be running.  These goblins, and especially the hobgoblins, are decently trained.
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