The first session went well enough. The Psion's psicrystal scouted the courtyard undetected, but didn't look into either of the occupied interior areas. The party then entered the courtyard, and the Rogue attracted the attention of the goblin dire wolf riders when he peeked into the stables. They raised the alarm, calling out Karkilan 2 rounds later, the manticore a round after that, and the hobgoblin veterans the round thereafter. Koth would have come out the next round (round 6), but the party beat a hasty retreat after Karkilan dropped the Psion to -9 in 2 blows (the Psion's player was still getting used to his character and forgot about the Share Pain/Vigor buffing he had on his sheet). Karkilan had emerged from the hole in the Barracks wall, which happened to be right next to where the Psion and Wizard were standing (a not too inappropriate location given that the apparent main threat at the time was on the opposite end of the courtyard). What they didn't do, unfortunately, was move away during the 1 round between the minotaur coming out and attacking, which let Karkilan get some clean swings on the two squishies (also negating the Wizard's Summon Monster 3 that he was casting).
Jorr was surprisingly ineffective, but that was just luck. On his 5 damage rolls (1d8+1), he rolled 4 1s and a 2, for a total of 11 damage. Mind you, the goblin riders were equally ineffective, as only one even managed to land a hit before they went down. The dire wolves (replacing worgs) worked well enough, landing some solid hits on the Rogue/Swordsage before going down.
Karkilan was one heck of a damage dealer. 4 attacks will do that. He survived the fight, blinded (Glitterdust) at 1/3 hp. The manticore shot 12 spikes, but was unharmed. The players retreated as soon as the veterans came out (before they otherwise acted), what with the Psion being down and the sounds of further reinforcements (Koth casting spells) emanating from inside. The Wizard cast Haste, the Rogue/Swordsage Shadow Jaunted away with the Psion's near-corpse, and everyone just beat a hasty retreat.
Karkilan CR 6
Male Minotaur Barbarian 2
CE Large monstrous humanoid
Init +1; Senses darkvision 60 ft., scent; Listen +11, Spot +9
Languages Common, Giant
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AC 21, touch 10, flat-footed 20; Natural Cunning, Uncanny Dodge
(+1 Dex, -1 size, +6 armor, +5 natural)
hp 72 (8 HD)
Immune flat-footed, maze
Fort +11, Ref +6, Will +7
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Speed 30 ft. (6 squares), 40 ft. unarmored (8 squares)
Melee gore +14 melee (1d8+10; 4d6+10 on a charge)
Melee +1 greataxe +15/+10 melee (3d6+11/x3)
and gore +9 melee (1d8+3)
Ranged mwk composite longbow (+7 Str) +9/+4 ranged (1d8+7/x3)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp +19
Atk Options Power Attack, Powerful Charge
Special Actions Whirling Frenzy 1/day
Combat Gear anklets of translocation (2/day, teleport 10 feet as a swift action)
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Abilities Str 24, Dex 12, Con 18, Int 6, Wis 14, Cha 6
SQ fast movement
Feats Great Fortitude, Power Attack, Track
Skills Intimidate +3, Listen +11, Search +2, Spot +9
Possessions combat gear plus +1 greataxe, +1 breastplate, masterwork composite longbow (+7 Str), 40 arrows
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Whirling Frenzy variant Barbarian.
Goblin Dire Wolf Rider CR 5
Goblin scout 4/fighter 1
LE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Listen +7, Spot +7
Languages Common, Draconic, Goblin
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AC 20, touch 15, flat-footed 16; skirmish +1d6/+1, uncanny dodge
(+4 Dex, +1 size, +5 armor)
hp 39 (5 HD)
Fort +6, Ref +8, Will +1
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Speed 40 ft. (8 squares), or 50 ft. (10 squares) when mounted on dire wolf
Melee mwk falchion +6 melee (1d6/18-20)
Ranged +1 composite longbow +10 ranged (1d6+1/x3)
Ranged +1 composite longbow w/ +1 frost arrows +10 ranged (1d6+1/x3 and 1d6 cold)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +0
Atk Options Mounted Archery, Precise Shot, Point-Blank Shot, skirmish +1d6/+1
Special Actions Mounted Combat
Combat Gear 5 +1 frost arrows
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Abilities Str 11, Dex 18, Con 14, Int 12, Wis 10, Cha 6
SQ battle fortitude +1, fast movement +10', trackless step, trapfinding
Feats Mounted Archery, Mounted Combat, B-Precise Shot, B-Point-Blank Shot
Skills Balance +10, Handle Animal +5, Hide +11, Jump +6, Knowledge (nature) +4, Listen +7, Move Silently +11, Ride +17, Spot +7, Survival +7, Tumble +10
Possessions combat gear plus +1 chain shirt, masterwork falchion, +1 composite longbow, masterwork studded leather barding for mount (+3 AC)
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Hobgoblin Veteran CR 5
Hobgoblin fighter 4/warblade 1
LE Medium humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Listen +4, Spot +4
Languages Common, Draconic, Goblin
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AC 21, touch 11, flat-footed 20; Combat Expertise
(+1 Dex, +8 armor, +2 shield)
hp 43 (5 HD)
Fort +9, Ref +3, Will +2; battle clarity
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Speed 20 ft. (4 squares)
Melee +1 longsword +10 melee (1d8+6/19-20)
Ranged mwk composite longbow +7 ranged (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +8
Atk Options Combat Expertise, Power Attack
Special Actions maneuvers
Combat Gear 1 potion of conviction (CL 1st), 1 potion of shield of faith (CL 1st)
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Maneuvers and Stances known (IL 3rd):
Stances -- stance of clarity (1st)
Strikes -- disarming strike (2nd), stone vice* (DC 15) (2nd)
Counters -- moment of perfect mind* (1st)
Disciplines: Diamond Mind, Iron Heart, Stone Dragon
Each of a warblade's maneuvers can be initiated once per encounter, with no recharge by spending a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon).
*Readied maneuver
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Abilities Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 8
SQ weapon aptitude
Feats B-Combat Expertise, Improved Initiaitive, Power Attack, B-Weapon Focus (longsword), B-Weapon Specialization (longsword)
Skills Concentration +9, Intimidate +6, Jump -6, Listen +4, Spot +4
Possessions combat gear plus masterwork full plate, masterwork heavy steel shield, +1 longsword, masterwork composite longbow (+3 Str), 20 arrows
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Wyrmlord Koth CR 9
Male Bugbear Sorcerer 8
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft., scent; Listen +9, Spot +9
Languages Common, Draconic, Goblin, Infernal
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AC 19, touch 12, flat-footed 19; divine companion (shielding)
(+2 Dex, +4 armor, +3 natural)
hp 70 (11 HD); divine companion (healing)
Fort +6, Ref +9, Will +9; divine companion (shielding)
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Speed 30 ft. (6 squares)
Melee mwk morningstar +8/+3 (1d8+1)
Ranged mwk light crossbow +9 (1d8/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Combat Gear wand of magic missile (5th, 15 charges), potion of fly, 2 potions of cure moderate wounds
Sorcerer Spells Known (CL 11th):
4th (3/day)—confusion (DC 17)
3rd (6/day)—fly, lightning bolt (DC 16)
2nd (7/day, 4 cast)—blur, detect thoughts (DC 15), glitterdust (DC 15)
1st (7/day, 5 cast)—charm person (DC 14), mage armor, protection from good, ray of enfeeblement (+8 ranged touch), shield
0 (6/day)—acid splash (+8 ranged touch), flare (DC 13), ghost sound (DC 13), mage hand, message, open/close, prestidigitation, read magic
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Spells Cast
Mage armor (once at dawn, and 11 hours later when it wears off)
3 1st-level spell slot and 4 2nd-level spell slots channeled into the divine companion every day
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Abilities Str 12, Dex 15, Con 16, Int 12, Wis 10, Cha 17
SQ divine companion (active, 11 spell levels)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Practiced Spellcaster (Sorcerer)
Skills Bluff +3, Concentration +17, Diplomacy +3, Intimidate +3, Knowledge (arcana) +9, Listen +9, Move Silently +6, Spellcraft +9, Spot +9
Possessions combat gear plus masterwork morningstar, masterwork light crossbow with 20 bolts, cloak of charisma +2, bag of holding (type I) containing a scroll of mount, 2 elixirs of truth, 743 gp, and 2,980 sp.
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Divine Companion You can spend 100 gp to perform a ritual dedicated to the deity of your choice and summon forth a spirit creature to aid you in your adventures. This creature is both invisible and intangible, but it provides you with real benefits.
The divine companion stores arcane energy and redirects it to you according to your level and your needs. To fill this reservoir, you must cast one or more targeted spells at this creature. A spell so cast does not produce its normal effect; the companion simply absorbs the spell's energy. It can store a number of spell levels equal to your arcane caster level. You can cast spells into it at any time, but after you rest and recover your spell slots for the day, the divine companion loses any stored energy.
The divine companion exists outside reality and cannot be affected by spells, spell-like abilities, or any sort of antimagic effect or dispel check. It cannot, however, release its arcane energy within an antimagic field or similar effect. It uses your caster level for any checks required, and when it releases arcane energy, the level of the effect created equals the number of spell levels released.
The divine companion can release its stored spell energy in either of the following ways, at your command. You can use each effect as often as you wish, until the companion's stored energy is depleted.
Healing (Su): As a standard action, you can order your divine companion to convert the energy it has stored into healing power. This is the equivalent of a conjuration (healing) spell. This effect heals you for 1d6 points of damage per stored spell level, or as many levels as you designate (up to the maximum currently stored).
Shielding (Su): As a swift action, you can order the creature to convert the energy it has stored into protecting you. This is the equivalent of an abjuration spell that provides you with a deflection bonus to AC and a resistance bonus on saves each equal to the number of stored spell levels, or as many levels as you designate (up to the maximum currently stored). This effect lasts for 1 round per arcane caster level you possess.
Jorr Natherson CR 7
Male human wilderness rogue 4/ranger 3
CG Medium humanoid (human)
Init +8; Senses Listen +n, Spot +n
Languages Common, Goblin
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AC 21, touch 15, flat-footed 17; uncanny dodge
(+4 Dex, +5 armor, +1 deflection, +1 natural)
hp 45 (7 HD)
Fort +7, Ref +12, Will +3; evasion
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Speed 30 ft. (6 squares)
Melee mwk dagger +7/+2 melee (1d4/19-20)
Ranged +1 longbow +11/+6 ranged (1d8+1/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +6
Atk Options favored enemy (goblinoids) +2, Point-Blank Shot, Precise Shot, Rapid Shot, sneak attack +2d6
Combat Gear potion of cure moderate wounds, potion of neutralize poison
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Abilities Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 8
SQ trapfinding, wild empathy +4
Feats B-Endurance, Improved Initiative, B-Rapid Shot, Point-Blank Shot, Precise Shot, Stealthy, B-Track
Skills name +n, name +n
10*7 + 8*3 = 94
-1 ACP
Handle Animal 5, Heal 2, Hide 10, Knowledge (geography) 6, Knowledge (local) 9, Knowledge (nature) 6, Listen 10, Move Silently 10, Profession (trapper) 6, Spot 10, Survival 10
Possessions combat gear plus masterwork dagger, +1 longbow with 40 arrows, +1 chain shirt, amulet of natural armor +1, ring of protection +1, gloves of dexterity +2, tunic of resistance +1
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Sneak Attack +2d6
Trapfinding
Evasion
Uncanny Dodge
Wild Empathy
Combat Style (archery)
The hobgoblin veterans and Koth never made it to the fight. The manticore was just a stock manticore, straight out of the SRD. Likewise, the dire wolves were completely standard but for having masterwork studded leather barding (although, module-wise, they weren't standard, as they replaced the worgs).
It was at the end of the session that we realized that there were no party members capable of healing, or even of operating a Wand of Cure Light Wounds. The Druid we had been expecting to be present wasn't, as said character was a secondary character played by one of the PCs only when not enough people were present. Since the Psion's player made it, the Druid wasn't there. Jorr brought everyone back to his cabin, used some DM fiat healing poultices to make sure everyone healed to full overnight, and gave them 6 potions of Lesser Vigor before heading off to warn Drellin's Ferry that the threat was confirmed (goblins + minotaur + manticore + spellcasting = bad news).
I'm trying to figure out what to do from here. The players will need some method of restoring lost hp (namely, someone to operate a wand of CLW or Lesser Vigor, or an appropriate similar solution). The Barbarian/Warblade has a lot of health (95 hp when not raging) and is not built to avoid damage in any way shape or form (AC is around 14 most of the time due to Rage + Punishing Stance), so a lot of damage gets taken even when the casters aren't getting targeted and letting themselves get crushed. When I run one-shot campaigns, I usually give the players a Bunko's Bargain Basement Wand of Cure Light Dungeon Crawling Wounds (the name changes every time, but it's always a wand of CLW with unlimited charges that anyone can use), but I don't feel that's appropriate for a more significant ongoing campaign. I could implement the
healing surges homebrew rule I wrote up so long ago, but it's more complex than my players would want (they're generally not that big into major rules stuff, so less is better). I could just make healing wands usable by anyone, or say "screw it" and give essentially unlimited healing outside of combat. Thoughts?
Another question is where to go from here. The various scouting parties that Koth has in the area won't start arriving back at Vraath Keep for another day or two, so the PCs have a bit of time to try again before reinforcements make the position even less assailable. That said, it's not an issue until after the players get their second shot at an attack.