Kings' patron - Worg Hunters

Game Master Mardavig

Team doin' it in the dark.


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Lantern Lodge

Discussion for darkness


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Figured this was a decent place for it.

I would be correct in assuming that my new horse would not be at all comfortable with Ammanas riding behind Kazz, yes?

Lantern Lodge

I don't think there's any mechanic that would make your eidolon unpleasant for your mount. So once he had grown used to it, a matter of hours, there's no reason why he wouldn't tolerate it just as well as he does you.

I'm no horse expert, but I believe their eyesight is rather weak. That means something that is nearly invisible, but has little scent and makes barely any noise would be of no great concern to it.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Awesome that makes me extremely happy :)

I was basing it off the fact that under the rules, animals are uncomfortable around unusual creatures and require special training to attack them.

Riding however is a little simpler as you point out. This is great, as Kazz would be prefer not to travel without his mentor.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1
Mardavig wrote:
Unless I'm mistaken you have chosen not to rest before setting out?

Yep, the horses get to do the actual work. We just need to stay awake enough not to fall out of the saddle.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

We have yet to properly get Zoufbal on the team, are we just going to assume our conversation has concluded for the purposes in this thread and assume he's along?


Male Gnome Druid (Menhir Savant) 1

I'll properly join later today :)

Oh, and Munch has Scent


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

For watches I'd suggest 5, two-hour shifts, starting as soon as we reach our campsite and wolf down some rations.

For order we should put those with darkvision in the middle to best take advantage of their abilites. I propose :

Dregan, Zoufbal+Munch, Kazz+Ammanas, Zartana+Raven, Alexio

With watches set continuously, Kenaniah should be fairly secure. I'd actually suggest we have him join Dregan's watch if you're willing? If not I'll use him during my watch.

Let me know if any of you have alternate suggestions?


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Sounds good to me, well thought out. Happy to baby sit Kenainah.


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

That is a reasonable plan, Kazz.

Alexio is a bit of a haughty one, though, and will probably need a bit of convincing to take a more active part. He will grumble a bit, but do it when the rest of the group doesn't let him take advantage of the situation.


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

This has also reminded me of something, Mardavig: how do you feel about the leadership feat? If Alexio had a squire or some sort of NPC to boss around and make do menial tasks, he would probably be a lot easier to get along with for the other players.

It is a ways off, but I can always plan.....

Lantern Lodge

In a home style campaign I have no problems with leadership.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Knowledge(Planes): 1d20 + 10 ⇒ (18) + 10 = 28

This is just for Mardavig, can't roll dice in PM's :P

Lantern Lodge

Here's what I came up with for a map.
https://docs.google.com/drawings/d/1AdRLZp52PTDq_HW13zKXi5rPWsYuHVhP8Dm97xC 4xus/edit?usp=sharing

Hithil had suggested ditzie and I agree that looks great, but I could now get it to work for me. Unless someone has a better idea well use this.

Let me know if anyone has any problems with it.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

It says the file doesn't exist when I try to open the link...


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

I use google docs for my maps as well and they seem to work well enough for me.

Note the link as written isn't correct; there is an extra space. Once we fix that, I can see the map without issues.

try here instead


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Much better! Thanks Alexio.

It looks like we'll need icons for Ammanas and Munch as well.

From this setup, we'll want to cross the steam to the north of them and hit the camp from the northwest.

If more than Kenaniah's description (We can have him draw it in the dirt) is needed to determine this, Ammanas should be well capable of getting close enough to scout the layout.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Made a few changes to character. She's better now. :) =^^= and GM approved


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Wow, a "few" changes? Sorcerer to Fighter is a pretty big shift :P


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

=^^=
i know, i know. essence is still the same. shadow character, with stealth. ranged dps. weapon type just changed. arcane powers still there, will just be a bit more effective. still can cast darkness, later deeper and at will. so she still needed the rest to refresh her abilities. now shes just gonna surprise you lot with bow like awesome skills.
and feather fall always nice to have around


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Fair enough :)

I just shed a tear for our lost versatility. Kazz is a poor substitute for a full arcane caster :P

As long as you're happy with the character we'll make due though :)


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Still team darkness. =^^=
I think we will do well. And shes a linguist.

Lantern Lodge

SUCCESS Try this, tell me if it works for you.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Works great! We will need something for Munch and Ammanas though. Should I create an Alias so you can use the image perhaps?

So what do people think plan wise? We have a couple ideas.

I'm wary of targeting the lone tower first as there is a strong chance the bandit could raise the alarm before we subdue him and I feel our moment of surprise would be better spent taking out Kressel.

In this case we would want to come in from the north above the campfire and try to drop her with a barrage of missile fire followed up by Zoufbal entangling them and us calling for their surrender.

Though we should probably designate someone to watch the west tower to ensure it's guard doesn't escape. Perhaps Ammanas and another volunteer can look after that?

If the other bandits surrender he should do the same as soon as he see's fleeing isn't an option.

Or would you guys rather start with the west tower and try to take them in a stand up fight?

To me it seems like this option has a higher chance of one or more of the bandits getting away in the chaos. If he goes back to the Stag Lord it only serves to give him warning we are coming for him.

Lantern Lodge

Link me to the image you want to use and I'll add it.

The big thing is for everyone to remember to hit enter once they are done their moves, so it generates the new link for you to post.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

So this system generates a new link every time we update it?

Wouldn't the google doc you were using earlier be simpler than that?


Female Human Ninja (Scout) 1

I'm hoping your affinity with darkness can keep them from running off Kazz.. Raven will volunteer to take care of the western tower as needed, unless you want her close to Kressle...


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Close to Kressel means in the middle of the bandits alone if something goes wrong. That's a pretty big risk if you ask me.

Taking the tower with Ammanas would be perfect!


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I have a good range too. ill take middle tower if needed. Will hide in bushes and attack from there. I loose a little bit of accuracy when sun is up. So would like to do this as quickly as possible


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

I can see either map. Which are we settling on?

Lantern Lodge

The Google doc might be simpler to use, but I found it harder to set up. The ditzie also allows you to go back, link by link to see past moves. If I move my character and maybe then I move yours, with Google I can't go back to see how the map was before I acted or Twp moves ago.

I think they both have merits, and if ditzie doesn't work out I'm not married to it, well switch back.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Ditzy it is then... for now :P =^^=


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Works for me!

I think this might work for Ammanas.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Ok so things are already not going to plan but I have a concern. The plan was to come in from the north. Other than Raven, none of us should have been within 100ft of that tower.

At the very least we should be over by the river when spotted, not down by the watchtower. Do you mind if I move you Zartana or do you prefer to pick a spot?


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Move icon. Its fine


Female Human Ninja (Scout) 1

I suppose it is too late for Raven to have made a stealth check to get to the tower herself, or now since combat has started does everyone see her?

Lantern Lodge

I'd say there's a good chance Raven could still pass unsee if you want to make a check.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Hey Raven, I think your skill modifiers are incorrect. Your armor check penalty is only -2 isn't it?

Lantern Lodge

I believe in you Raven, even if the dice don't.

Seemslile most of you are having issues with the ditzie. We'll probably switch back to Google for the next combat, since it is a known quantity.


Female Human Ninja (Scout) 1

Normally Kazz you would be right, but I'm also carrying a medium load..


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Really? isn't there anything you could leave with your horse? Operating with a med load is crazy for a ninja.

I'm sure you could get someone to carry something for you if nothing else?


Female Human Ninja (Scout) 1

Are you offering? In all seriousness, most of her stuff *is* with her horse. Between the armor and the several daggers in her bandolier and bow and sword, etc. She has a lot. If I drop my bandolier of daggers, then Raven would be under light load...


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

I probably would actually :P In the end it's your decision and the walking arsenal is a fine way to go. Just get yourself a masterwork backpack or something asap. Mobility is king for stealth classes!

Mardavig, on another topic. If zoufbal is unable to post, would you be able to bot his actions instead of skipping him? He was kind if integral to how we went about this...


Female Human Ninja (Scout) 1

Definitely. I also plan on seeking out the handy haversack as soon as I can...

Lantern Lodge

I don't mind playing Zoufbal on his behalf, except that he didn't post his intentions in a previous post and he has not given anyone else permission to decide on his behalf. If he grants someone else permission to do so, or posts his actions I would have no objections to doing so in the future.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

(: for future reference I give anyone permission to post combat actions for Dregan (please don't shoot at fleeing enemies.)


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Out for the weekend. Will be back on Sunday. But I don’t know how reception will be where we are heading. Will catch up if I can. Bot/NPC my character if needed 


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

No problem Zartana, enjoy your trip!

As with the others, feel free to post on my behalf if I am ever unavailable for more than 24 hours. It's how most pbp's I've been in tend to operate :)


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Actually the standard action summoning is one of the core abilities of the Summoner class Mardavig.

I get Summon Monster I as a spell-like ability a number of times a day and the summons last for a minute/level.

With Ammanas summoned though I can only have one casting active at a time however.

Lantern Lodge

That rings a bell. The eagle shreds the guy's face. He runs away.

Now the eagle would be a real asset in hunting these guys down because of it's flight, speed and perception.

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