Carpy DM runs Serpent's Skull!

Game Master Wellard


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This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

Indeed. It worked out that the longest period of time involved was crafting a masterwork item - enchanting it was a doddle after that. Needless to say, I am not crafting masterwork items right now, it will take a month or longer.


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Sorry for the long posts and doing more stuff then normal. If there is something sopmeone else wanted to do that I touched on, go ahead and squash my post. :)

I am back at work and working really long hours and didn't want to hold things up so this is Atzi's way of staying busy while my schedule is hectic. I will try and cut back so I quit hogging stuff. :/

Just thought I would post this, especially since I really like everyone playing here and don't want to drive a wedge between any of us.

I am really looking forward to the tactical advice we will receive from Caithan eventually, between Setebo and him we got our selfs some Chelxian Commandos ;)


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

No worries, it's good to be working to a plan, really!


'll be away for the weekend at a wargames show in York..back on Monday Morning my time


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Have fun killing bits of pressed paper. Remember not to call the rocket barrage down on your own men.

Me: Ha! I took the hill!
Him: <smiles> Remember that rocket artillery you called in a few turns ago?
Me: Oh no.

Luckily the rockets deviated off my squads and even caught one of his. Still, felt silly.

I won a "Saved by the incompetence of his own men" award.


Hey all, just stopping by to say Hi, I obviously wasn't able to get back to teh game, apologies. Hope you guys are still having fun without Cutlass' big mouth! Luckily I know with the other bard in the party, the loss wasn't too difficult...

Scarab Sages

Thanks for dropping in and saying hello


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

Is good to see you!


Hi! You'll be happy to know that Cutlass is safe at the camp and Natalyah hasn't snapped at him in over two days now :)


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

Well no, but she isn't there ...


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Hey all.

Loot round up!
I was taking a look at the sheet and noticed we left some useful goodies back at camp.

Notied items going spare.

Wand of Mirror Image 8 charges.

Master work dagger.

Composite shortbow.

3 Masterwork arrows.

Grab them while you can.


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

Helga's got a masterwork bow, so the arrows are not much use to her. She could use the wand, but I think another might have dibbs on it.

Scarab Sages

Where did we find the wand ?? Off course Amisi would be interested in that one.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

marked as yours Amisi. Pending anyone else making noises that is.

Please add the wand of Mirror Image 8 charges to your inventory.

Amisi, I also show the Bracers of Armor +1 as being used by you. Is this correct? I took a peek at your sheet but did not see them.

Grand Lodge

Setebo

I think I never posted the updated Amisi. I only had her on my computer as HeroLab file.

She is now updated. Especially the spellbook was pretty out of date as well. So took the time to ensure a more up-to date spell selection.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Thod wrote:

Setebo

I think I never posted the updated Amisi. I only had her on my computer as HeroLab file.

She is now updated. Especially the spellbook was pretty out of date as well. So took the time to ensure a more up-to date spell selection.

Cool!

You might want to note somewhere that the wand has 8 charges and creates 1d4+1 images that last for 5 minutes. It can save you from looking it up later.

Note this assumes that is the wand was crafted at the minimum CL5

Grand Lodge

Setebo wrote:

Cool!
You might want to note somewhere that the wand has 8 charges and creates 1d4+1 images that last for 5 minutes. It can save you from looking it up later.

Note this assumes that is the wand was crafted at the minimum CL5

I guess the stat block isn't showing the charges. I did add 8 charges.

Oh - and I took the unassigned MW dagger that we found on one of the ships. Not that Amisi truly can do much damage with it but you never know if she needs something to cut - even just a rope.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Thod wrote:
Setebo wrote:

Cool!
You might want to note somewhere that the wand has 8 charges and creates 1d4+1 images that last for 5 minutes. It can save you from looking it up later.

Note this assumes that is the wand was crafted at the minimum CL5

I guess the stat block isn't showing the charges. I did add 8 charges.

Oh - and I took the unassigned MW dagger that we found on one of the ships. Not that Amisi truly can do much damage with it but you never know if she needs something to cut - even just a rope.

Sweet, glad to see stuff getting used. Marked off.

.

To all: There are a number of potions that would come in VERY handy in an assualt just sitting back on dead island.
As I see it.
1 cure light potion
1 cure moderate
1 cure disease
4 lesser restoration
.
And 4 more cure lights owned by a departed player.
.
This is in addition to 2 healers kits, one full one at 8. Should we go back and get them?


We should definitly go get them before we do anything to the savage camp. I (although Natalyah disagrees) think we should try and move camp to the dryad's tree.


Male Orc Expert 5
Patrik Ström wrote:
We should definitly go get them before we do anything to the savage camp. I (although Natalyah disagrees) think we should try and move camp to the dryad's tree.

You mean the ship wrecked crew? That's a bad idea. Plenty of people mistrust the fey (and rightfully) and we have them in a secure area as it is. No reason to try and uproot them.


I agree w/ tark and the nice goat.

We should go get the loot but we don't need to move camp. We need to tell them about the dryad for RP reasons. After all if we dont come back it may be the only place safe from the resulting rampage.


Female Half-Elf Bard 2/Ranger 2

Indeed. We report back, then attack the savages. Savagely!


You've been pretty lucky actually with no sign of any random encounters at all.


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

That sounds...ominous...


I'm really surprised about it 15% chance diced 5/day and you have had nothing for about 4 days your more than due a busy day..but this is my slowest running campaign and I;m quite happy to keep the random to a minimum


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:
I'm really surprised about it 15% chance diced 5/day and you have had nothing for about 4 days your more than due a busy day..but this is my slowest running campaign and I;m quite happy to keep the random to a minimum

So what could we do to speed it up? Or is it good as it is?


AC13 HP 12/12 Init + 2 Pass Percept + 3 Pass Insight + 1 Saves:*Str:+5 *Dex:+4 Con:+2 Int:+0 Wis:+1 Cha:-1

Post more. Though theres not much for Caithan to do. Or I should say much incentive. BEtween a druid, a ranger, and a beastly barbarian the best thing I can do to contribute is slap a +3 bonus on everything with aid another.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Well this turf does favor the nature brigade. Expect that will change though. We haven't really had the kind of focused fight that cav's shine in. That should be changing soon too. I expect at least a chief and a witchdoctor type in the village. Challenge bait if you ask me. And then there is that strange beast the dryad mentioned.

That would make quite the trophy.....


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

I think the focussed fight will be here soon. We just need to grab some gear and kick butt.


its the problem with exploration games,,the island is a semi sandbox..and we're only 2/3 of he way through after 18 months..or will be once we finish the village.


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

That's OK. It adds to the ambience.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

I just made up the bit about I & S making arrows. I figure as fighter types they would have the best shot at unskilled crafting some bone or shell tipped hunting arrows. -2 damage according to UC but better than nothing.

DM I think I made an error... The hand weapons we are taking from the savages. Are they broken Sawtooth Sabers or broken Scimitars?
I have them recorded as Sabers (d8 19x2 35gp) but frankly Scimitars make more sense for a general troop weapon as they are much cheaper (d6 18x2 15gp). Looking back over the thread they are described both as Sabers and as Scimitars. I have no preference either way.
Also were the dudes killed at Six man ford wearing the red pearl things like the other savages?

Atzi:
Setebo does not know this but you are aware that Atzi can walk right through the wall using Woodland Stride right? Also your Wild empathy would give you a decent chance of at least getting the Lizard to ignore us. Mind you given the ammound of loving kindness exhibited by the savages so far I suspect they conrtol the beast through fear and pain. Shouldn't be too hard to convince it to join our side.

Capt'n:
Setebo does not have the military background or force of personality to suggest this but there is a suit of banded mail back at camp. It would improve your AC by 1 and if you are wearing it then Setebo could borrow your breastplate for the heavy fighting. It would slow him a tad but the extra 3AC would be worth it. Also We might want to focus on taking the tower so we can control how many of them we have to fight. I dread thinking of 30-40 javelins a turn but Setebo does not think this tacticaly, you do however so I am passing any non-setebo type ideas along. Let me know it it bugs you.


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

They may not BE broken sword-tooth sabers, they may just function as them - being, say, lengths of wood with sharpened shell, bone, obsidian etc flakes set into them.


The AP describes them as broken Scimitars..but I think Dabbler has a point lets just say they are a selection of uncared for and crude slashing weapons


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:
The AP describes them as broken Scimitars..but I think Dabbler has a point lets just say they are a selection of uncared for and crude slashing weapons

cool. But Setebo is using one of them, helpfully mended by the lovely and occasionally naked Helga, so stats would be useful. I currently have it recorded as a sawtooth saber which is fine from my point of view. I just want to be sure that I did not just accidently upgrade the weapon.


It's ok the treasure has to be upped to account for the extra characters..there will be no more saw toothed sabres in future.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Aha! So the band we took this sword from just happened to be a tad better equipped that the average. That works. Hmmm the savage Setebo took this from probably had the Heirloom Weapon trait.

Now I feel bad. Poor savage was probably on his way to becoming an adventurer. They were probably just walking along tryone to get their head around flurry of blows, spellstrike, and trying to figure out what exactly the Totem warrior archetype actually does when a bunch of strange figures jumped out of the woods and killed him with fire.

Somedays I think we are all wandering monsters.

Scarab Sages

Setebo already looks like one


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

It's kind of like the difference between freedom fighters and terrorists.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

hmmmm.... This changes things. Being able to open a door where we want it makes fighting the Schiv Dragon optional. I say we ignore it for now.
there are three choke points on the map that leap out to me as useful. The first is the gate but thankfully we can ignore that one. Second is the isolated building on the southern edge. Seperated like that I will bet cash monet it is either high value storage or the home of a high status person. Either case will be good for us we can clear that building before moving forward into the village proper. Which brings up the final choke point. See that odd shaped building on the extreme east? If we can take the southern building and then that one we will have a safe line of retreat and can force the fight to come at us through a single door. I am not even certain that taking the watchtower is that important. At the distance it is from the south edge of the camp they are very unlikely to see us until we reach the eastern building and by that point it will be too late.

thoughts?


What chances do we have of sneaking up to the southernmost structure and assassinating everything inside without rousing the guards? I think that would be nifty. Perhaps try and take out as much as we can by stealth?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

I think we have a good shot. The building is really isolated. So long as we don't go too crazy with fire and light I think we can do it. However even if we don't and the balloon goes up there are much worse places to fight. Look at the SE corner, the path between the southmost and eastmost buildings. About halfway down that path the foilage really presses in basically creating a door sized space. We can hold that even if we are fighting who ever is in the southern building.

If Ancenyia can open the door right in front of the south facing door of the southmost building I think we can be inside before anyone realizes they should keep us out. Then we systematiclly move up to the east building take that and then I think the real fight will begin.

I don't think we will be able to take both the path to the firepit and the gate path. If the gods are smiling and we still have suprise then we may want to try for the gate or the northern building but I expect the battle to be joined by then.

If we do start from the south we are in position for a punishing fighting retreat if we need it. If we get made at the exit from the east building as I expect we will then we can hold the exit door before falling back to the entrance door before falling back to the bottleneck in the path before we have to really think of leaving.

It is ugly, defensive, fighting but I think it gives us the best chance to avoid being swarmed.


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

I think the building next to the tower would be the one to target first - that then puts us in the tower and covers the approach to it. Then we can work our way around, but have a defensible position to fall back on.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

What building do you mean? The northern most building, the one that connects to the watchtower? If so I can't see how to get to it. The northern and western edges are cliffs remember.

To get there we would have to come in from the east which means passing right by or going through the lizard. We will win but it will either cost us one of Atzi's spells or we will have to fight it and prety much alert the whole camp. I am sure that the beast is quite loud when annoyed. It wouldn't be much of a gate guard if it wasn't.

Or am I missing something?


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

Hmmm. We may have to target the tower from a distance in order to keep the guards asleep and deal with them later, then.


Male Orc Expert 5
Patrik Ström wrote:
What chances do we have of sneaking up to the southernmost structure and assassinating everything inside without rousing the guards? I think that would be nifty. Perhaps try and take out as much as we can by stealth?

You would have to make use of the stealthy members of the party, specifically natalayah to make that happen. This is why Caithan's plan is to have the half elves and monstrous creature slip into the structure unnoticed. There's a chance, albeit slim, that you'll manage to murder everything without rousing a single soul. And if you don't? You can retreat quietly back to the whole while Caithan and the loud, noisy, wrecking crew sews chaos.

If there's one thing Caithan has proven it's that he is anything but quiet.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Tark, did you see the armor bit upthread?

Also any thoughts on where the stealth team should go in? Given the village's layout as effectively 2 compounds I say we could all hit the two southern buildings and then split into stealth and gate groups. If we come through the wall just in front of the doors to the southers building we will be inside before stealth becomes an issue.
If I am right and we are REALLY lucky and their witchdoctor/priest/"mother" lives here then a full strike could make the whole fight easier.
I am also a little worried that the split plan puts 2 of the 3 best hth fighters on the team that is not facing the giant lizard. Are you not concerned about the gate group getting wiped out if the Charm Animal fails?

Maybe just Helga and one other on the murder team? That would give the gate group more backup. Mind you Setebo will follow and plan his captain suggests.

Thoughts?


This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7

Helga's actually not much good in melee, which is why I suggested her taking position in the tower. That said the village has many more and larger buildings than I expected. I suspect that once the guard tower is taken care of, if it can be done silently, we will have carte blanch to roam at will.

Regarding the shiv dragon, Atzi's charm animal works at a distance, and it's tied down.

How about we charm it first, then make our entry into the village? The silent three can go ahead to take out any awake guards, then the rest can move from building to building.


AC13 HP 12/12 Init + 2 Pass Percept + 3 Pass Insight + 1 Saves:*Str:+5 *Dex:+4 Con:+2 Int:+0 Wis:+1 Cha:-1

I did read the armor bit adn agree but it's never occured in game so caithan has thus remained silent on it.

I'm not really worried about the loud group. As the loud group consists of caithan, two casters, and two big fuzzy, and mean bags of clawed fury. I'm pretty sure we can handle it. I'm jsut figuring at night, with good nightvision you guys can sneak in through the wall and start murdering dudes in their sleep. If you do happen to come across a boss who's not asleep you cna come and get us. We're assuming a fort full of blind no dark or low light vision humans.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Well Setebo is not exactly silent, all of a +3 stealth. So I suspect if he goes with Helga and Our Lady of Blades on the murder squad Setebo will likely split off so as not to give them away.

Speaking of the murder squad we need to decode where we want to punch into the compound.

Reasonable options are pretty limited.

1. My favorite. Directly south of the south facing door of the southmost building.

2. Between the southmost and eastmost buildings. Pretty much the same as 1 but focusing on the eastmost building.

3. The void space in the southwest corner. the problem here is I do not see any access to the building but who knows.

Ideas?

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