| Maka Na'Shota |
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Fin probably is the better one to take out the towers. I can maybe take out the towers quicker with eruption, but I can't fight defensively with that. There is also a risk the eruption could mess up the tower, which I believe we don't want to happen. I'm better for the big and/or hard targets.
For the plan, I'd include Maka with Fin and Kal as group A. Fin and Kal sneak in, and Maka kicks things off from the air to get the initial attention. Kal finds a place to hide and starts with summons, Fin does his thing. If things go horribly wrong all three of them have a way to get out on their own.
Things are happening at long range and we might need to get in and get out, so best for Thumper to stay a statue in Kal's pocket. But we can bust him out in case of emergency.
The rest of the party can wait from the treeline in the distance to observe what happens. They can spend 2-3 rounds buffing up, then teleport in. If everything goes right, they follow Quasit's plan. If everything doesn't go right, they are in a better position to react or bug out.
Also, might be a good idea to buy some fireworks or something for signals.
Findurêl
|
Yeah, I agree, Maka; good point about not destroying the towers, hadn’t thought about that. I was a little slow in understanding a couple of things at first but when Q told me about going in before nightfall and how you’d be lighting up buildings, the light bulb finally came on for me. And with Maka starting off the show, all eyes will be on her, Fin can get off a volley before the tower knows what hit them…and then Bull & Q can follow up, swooping in and surprising the other tower…
The tower soldiers will be easier to hit as they have a lower AC so Bull can wreak havoc with his power strikes and Q with her sneak attacks. If the towers have their standard 4 troops each, they could clear the tower in two rounds, Fin in three (maybe 2 if I can crit)…and then we can join in with Maka against the trench troops and, hopefully, the headless dude…and I’m guessing the mist and its troops will show up somewhere as well…
| Bulvi |
I've still got +1 Dragonbane Thawing Longspear on Bulvi's character sheet, have we sold it already or should we add it to the pile for gearing up?
I was hoping to get winged boots if we have enough which would help with our flying capacity.
Also to note before revealing his presence I intend to have Bulvi use warrior weapon to put bane humans on his sword which should help a bit.
Quasit*
|
I’m not crazy about a Maka/Fin 2-3 round head start, though I understand the reasoning. For one thing, I want Selena up there blocking the exits and plopping some black tentacles in the middle of everything right away. And by definition, Selena comes with the rest of ‘Group B’ since she’s the teleporter.
Although Quasit is discouraged by how many licks it’s taking to get to the Tootsie Roll center of this Tootsie Pop, I am not. We are winning and they are running out of assets. I think at this point whatever surprise they might try and throw at us, we try to power through it. And the best way for this plan to work is maximum mayhem in the shortest time. I want those soldiers trapped and confused, dying in bunches from unseen attacks and devolving into routed panic.
Agree Thumper should stay in Kal’s pocket for now. No good way for him to help.
As for waiting another couple days for Zilvazaraat to go retrieve a full complement of potions for us so we can start more efficiently, I’m persuadable. It might even lull those Russians into thinking we’ve left, or convince them to come looking for us again. We’d need to watch them to make sure they weren’t receiving a new battalion of reinforcements. I don’t think Rasputin will dare leave his alternative dimension. He can’t risk Baba Yaga escaping her prison.
Findurêl
|
If Bull and Quasit will have improved invisibility and fly, I would think they could hit the tower about the same time as Fin; I’ll be taking my cue from when Maka does her Mistress of Fire thing as no doubt she’ll have everyone’s attention and those two towers won’t expect a double whammy…
| GM_Almonihah |
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Just remember an improved invisibility potion would only last seven rounds, and there's several hundred feet of cleared area around the camp that anyone without crazy stealth skills would have trouble not being seen in.
Quasit*
|
Just remember an improved invisibility potion would only last seven rounds, and there's several hundred feet of cleared area around the camp that anyone without crazy stealth skills would have trouble not being seen in.
In potion form yes. If Sakitu casts it, it's 14 rounds. And the plan was to teleport into position, then go invisible by spell-cast or by potion at that point.
It's looking like maybe the way to go with the flying/invisible thing is:
We all congregate at the tree line west of the compound, having hiked there in the afternoon. Kalchine casts Stoneskin on Maka and possibly Selena.
At dusk, we let Fin and Kalchine sneak up to a trench. They signal us somehow when the coast is clear.
Group B gets Flying spells cast on them by Sakitu (Bulvi, Quasit, Sakitu.) Selena will be using her Flying Hex, and we'll buy that 1 flying potion from the Space Merchant for Findurel to use. Spell gives 14 minutes of flying. Selena buys an invisibility potion from Space Merchant, also 14 minutes.
Group B teleports to trench. Greater invisibility on Kalchine. He and Maka begin incineration protocols. Selena begins doing crowd control while flying over compound -- black tentacles in the middle of compound, thick Walls of Ice on the two gates.
Kalchine can have a Wall of Thorns ready in case the enemy manages to break through a wall of ice. Sakitu's acid pits can also discourage approaches to the gates.
Possibility 1: Sakitu casts Greater Invisibility round by round on Findurel, Bulvi, Quasit and herself and feeds us into combat. If the round of teleporting in is Round 0, that means the sequence of rounds for Sakitu is something like:
Round 0 - Kalchine
Round 1 - Findurel
Round 2 - Bulvi
Round 3 - Quasit
Round 4 - Sakitu
That is longer than I'd like for ramping up our team.
Possibility 2: Sakitu could also cast the Greater Invisibility on Bulvi and Quasit and herself before we teleport in to the trench. Since the teleport spell is the thing that starts the clock for combat, I think we can accomplish that timing and not lose too much.
I'd really like to squeeze a Haste spell in there too before we break up and start flying around. Not sure when the best time for that is.
Sakitu has 8 level 3 and level 4 spells available to her. We're using 4 Flys and 5 Greater Invisibilities.
Im picturing her flying around invisibly doing Ice Sphere, Prismatic sprays and Acid Pits on clusters of men.
The main goal of the attack is to lambast the soldiers on the ground and deal with their numerical superiority once and for all. We'll be clearing the towers but that's almost secondary -- without the artillery from their tanks and the back up from huge troops of soldiers, the towers don't scare me much. And we want Headless JEB Stuart eliminated when he appears.
I'm assuming that Maka's book-keeping on the magical items buying/selling works out, and I'm applying my new items to my character. I think we should also buy all those potions even if we don't plan to use all of them right away.
Findurêl
|
We are doing the stealthy approach…and I could be wrong, but I think we were trading all the guns and grenades we gathered for trade with Zilvazaraat…and we’d need a buttload of grenades to make a dent…
| Kalchine |
I'd like to suggest that we don't go in at night, actually. None of us have any particular advantages in the dark and if we're using invisibility it doesn't really help us with the sneaking.
On the other hand, we know at least a few of our opponents are undead, so they can see in the dark anyway and it's entirely possible that some of them either have advantages at night or disadvantages during the day. We know there are some vampires running around somewhere, right?
Also, I'm not the GM, but if I was the GM, I would absolutely say dropping a live grenade counts as an attack. Mostly because I would require an attack roll to determine if it lands anywhere near where you want it to.
Sakitu
|
Agreed on the grenade thing. If I was GMing a game, I would consider dropping the grenade as something that would remove invis. It is a grey area, IMHO, but this seems more consistent with the spirit of the rule, if not a particular literal interpretation of the rule.
But, since it looks like we're not doing the grenade fly-by, I guess it won't matter.
Also, I agree with not going in when it's dark. But I think that the plan was to go in at sunset so it's not yet dark.
| GM_Almonihah |
Yeah, I would probably rule that dropping the grenades would count as an 'attack' for breaking invisibility. Once you've taken whatever action starts the fuse in it, you're intending to attack *something*.
| Selena Snoe Yelizaveta |
I seem to be in the minority but I consider such things based on how or why it would normally have that effect from an in-universe perspective, rather than a gamist perspective. From an in universe perspective, there is no reason that when dropping a weapon that whether something below you is the ground or a creature would make a difference. That kinda defies any kind of consistent physics. But from a gamist perspective, the in universe physics are secondary to game balance, and so whether a creature is harmed by your action, directly or indirectly, suddenly matters a lot even at the expense of verisimilitude. I just tend to favor verisimilitude over game balance. The best in universe explanation I’ve got for why an attack normally breaks invisibility is that the invisibility field is fragile and so when making an attack, the field is pinched between you and the thing you attacked which pops the field like a pin popping a balloon.
But that’s just me.
| GM_Almonihah |
I would have the invisibility break even if there was just empty ground below you when you drop the grenade. Attacking an object is still an attack.
Quasit*
|
Selena is welcome to have the benefit of a Greater Invisibility spell too and if after she does her assigned duties of teleporting us into position, throwing up the ice walls to block the gates and dropping a black tentacles in the center of the compound, if she wants to then fly around dropping grenades on soldiers, Quasit would have no objection.
It seems like brainstorming the plan is largely done, and we now have our items from Zilvazaraat. So, we should move ahead perhaps, resting enough to recharge spells, then head out as a group to arrive at the treeline west of the compound an hour or so before sunset.
Does someone have a small mirror? I think the best way for Findurel to signal the rest of the group that 'the coast is clear' up at the trench will be to simply flash the light of the setting sun back at us with a mirror.
| Maka Na'Shota |
I've got a grooming kit which lists a miniature mirror. I also have a Wayfinder, though that wouldn't be a subtle signal.
| Maka Na'Shota |
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Loot sheet has been updated. Sold stuff added to the sold tab, party stuff added to the Stash tab.
There was a sword of the planes that I missed. Someone can claim that if they like, or we can add 11,158 more gold to the pile.
| Selena Snoe Yelizaveta |
A sword of the planes might be useful, depending on whether we face Rasputin on his little plane or here on earth. It is a +4 on all other planes, after all. Also works if we have a fight in the hut since most of the hut is on various other planes. Now if only I could hit something after spending a whole feat on it. :)
| Maka Na'Shota |
Planar Tuning Forks Rules. Common forks are only 100gp and the first layer of Heaven is on the list.
That'd probably be the best place to run to. If angels were going to save the day for us they would have done it by now, but that layer of heaven is dedicated to defense and hospitality. Probably the most reliable place to get food, healing, and help in a fight if anything follows us.
The material plane isn't listed, but that would probably be a common fork if it needs one.
The hut would definitely count as unique, so it'd be a quest in and of itself to get a fork attuned to it.
| Selena Snoe Yelizaveta |
But do our characters know this? And just because something is cheap does not make it common. A caster capable of casting planar jaunt is so incredibly rare, even royalty are lucky to meet more than one or two casters powerful enough among the greatest mages of the nation, and that’s for the great nations. Even second class nations are lucky to have a single caster powerful enough.
It is kinda like the opposite of how cars are ubiquitous in our world despite costing 160-300 gp on the cheap end.
Price is not synonymous with commonality.
| Maka Na'Shota |
I know mine doesn't, which is why I posted the rules for the game we are playing in the discussion thread. And the forks are literally listed as common.
| Selena Snoe Yelizaveta |
My impression is that “common” is being used as a relative term and mainly in effort and quality. The “common” forks are easier to make and go to the big well known planes (and still cost around $10,000 in our money), while uncommon forks require more time and effort to create and go to harder to reach destinations, and the rare forks are the destinations that are either forgotten or don’t get enough traffic for any trade at all.
If we also consider how rare it is for a caster to have sufficient power to cast spells, much know them, it seems far more plausible for common to be a relative term to other forks, as in, in the rare and unlikely event of finding a fork, it is far more likely to be a “common” fork.
There’s not really going to be much of a market for an item that one in a million people can actually use (though among the outer planes, beings of such power and capacity are far more common and such items likely easier to find there).
That’s my take from reading the link and considering the rarity of mages that can use them.
| GM_Almonihah |
Have we even established that we're using the rules from Planar Adventures tuning forks? It's an optional rule that I wasn't even aware of before today, and I don't have a particular need to introduce the rule if it hasn't been previously established.
As for knowing about planes... any character that has few points in Knowledge (Planes) would have a pretty clear idea of all of this, but I think that's none of your characters. XD
| Maka Na'Shota |
...though among the outer planes, beings of such power and capacity are far more common and such items likely easier to find there...
Our man is an interplaner merchant going to the City of Brass. I'm not saying he's got them right here in his hand, but if those relative terms don't apply to him they flat don't apply.
Have we even established that we're using the rules from Planar Adventures tuning forks? It's an optional rule that I wasn't even aware of before today, and I don't have a particular need to introduce the rule if it hasn't been previously established.
I don't know if we've established it, but there aren't really any other rules concerning them. And without them, tuning forks have no listed price or weight so RAW they would be included in every spell component pouch. One of the stranger quirks of the spell component pouch.
Findurêl
|
Personally, I’d rather just sell that puppy as there’s plenty more stuff we can buy next go round…but I’ll defer to whatever y’all think…
| GM_Almonihah |
Yeah, I'm not going to make you specifically track which planes you have tuning forks for, you can assume you get whichever you want from Zilvazaraat here without having to track the cost.
Quasit*
|
I don't mean to push, but I'm wondering if the GM is just busy or if we still need to resolve some questions or clarify some intentions before we move into the next encounter?
| GM_Almonihah |
I was waiting on you guys to say, "Okay, we're leaving now." I wasn't clear that you were doing so.
Quasit*
|
So, in my mind, we attacked the compound last night around midnight then retreated back to the Hut and spent the rest of night licking our wounds and eating pancakes. Which means that we're now in the early morning as we finalize our plans and conduct our business with Zilvazaraat. The idea was that we'd rest long enough to let our spell casters recharge their spells, then set off mid-afternoon to walk to our staging area.
I'm sorry I wasn't clear. I had assumed that the GM would make a post saying that the requisite time had passed and that either it was time to start out, or that we'd made our way to the staging area west of the compound. I didn't want to assume that nothing would happen in the intervening hours, since they've sent patrols, assassins, yetis and whole companies of troops looking for us in the past, and might try it again.
If that's not the case, then I hereby declare "Okay, we're leaving now." Unless the Space Merchant actually has some magic tuning forks on him to sell to Selena.
| GM_Almonihah |
My fault, I should have checked in to see if you were ready.
Findurêl
|
No worries, GM, you’re doing fine; I was still recovering from all the turkey, dressing, and pumpkin pie. Hope everyone had a good Thanksgiving!
Findurêl
|
Have we altered our plan? It’ll take two more rounds for Sakitu to cast fly and then improved invisibility on Fin…and the tower he’s supposed to take out is on the other side of the camp… but I don’t think Fin can afford to wait that long to get into action as it’ll be round 4 before I’ll be able to attack that way…
Quasit*
|
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Fin has the flying potion for his flight. Kal gets the first greater invisibility, then Fin gets his and can go in the second round, probably around the time the elemental actually appears. The plan was always for the first couple rounds to have focus drawn off by the huge elemental and Maka.
We are go for launch, Flight.
Findurêl
|
So here are Fin’s planned moves:
Surprise Round: Take potion of fly
Round 1: Wait in the trench, keep an eye peeled for Headless while Saki casts on Kal
Round 2: Saki casts improved invisibility on him, then fly towards far tower
Round 3: Attack
Just want to make sure I’ve got the timing down right for this…
Quasit*
|
It sounds like the GM is allowing Saki to cast Invis on Kal in the surprise round, so you may be attacking in Round 2. But the timing is a little fluid and this machine has a lot of moving parts, so we’ll see.
Quasit*
|
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I really don't want to start botting people in this combat. There are a lot of moving parts and a lot of things might start happening at any point. And I don't want to just assume that people are going to do what Quasit tells them to. Especially Selena, who very much has her own ideas and priorities when it comes to combat, and who usually does not see things as Quasit does. It would be entirely in character for her to go off-script.
So I'm hoping that my fellow players can try to keep up with things here. Posting once or twice a week shouldn't be a hardship, especially once we move to Initiative.
Findurêl
|
So who’s up? I’ve been following the thread…I took my potion during the surprise round and Maka just took her first round action…and the tower guards go before Fin can…
| Maka Na'Shota |
The tower guards and I have taken our round 1 actions. Quasit, Fin, Saki, and Kal are up. Then the troop, then Bul and Selena. There was also a surprise round to move or cast/drink.
Findurêl
|
Thanks, Maka, wasn’t sure about the troops…assuming Sakitu cast on Kal in the surprise round, I’ll post as soon as Sakitu casts improved invisibility on Fin then…unless I can just assume she has or bot her?
ETA: I sent Sakitu a reminder on Discord…
| Bulvi |
I've been keeping alert the last day or two, just waiting for my go. I'm going to try and keep on top of this. Stay with Bulvi's group and get stabbing.
| GM_Almonihah |
Yep, the tower guards have fired, so Quasit, Fin, Saki, and Kal can all go right now.
Quasit*
|
Ok, now I need to clarify a bit.
So in the surprise round, Selena teleports us in, Saki casts Invis on Kal, Kal begins his summon, and Maka does the eruption. Quasit flew to her tower with Bulvi. Fin drinks his flying potion.
We are now in round 1. Saki will cast Invis on Fin, who will then fly to his tower. Kal finishes his summon and is free to do something else while fire elem begins burn more buildings. Selena casts her fly hex and moves. Quasit and Bulvi start full attacking their tower. Maka fire blasts. Does that sound right?
| Maka Na'Shota |
Sounds right to me.
Sakitu
|
This is where I'm at in terms of used spells so far.
Spell slots used:
level 1 (0/8):
level 2 (0/8):
level 3 (3/8): fly (Quasit), fly (Bulvi), fly (me)
level 4 (5/8): greater invis (Quasit), greater invis (Bulvi), greater invis (me), greater invis (Kal), greater invis (Fin)
level 5 (0/7):
level 6 (0/6):
level 7 (0/4):
I think I got that right in terms of who I cast on.
The Greater Invis lasts for 14 rounds.
The Fly lasts for 14 minutes.
Now I'm waiting to see someone appear so I can fly in their direction and start applying more spells.
| Bulvi |
@Saki Bulvi wont need the flying spell as he'll use a charge of his flying boots to get five minutes of flying, worst case he can use up all three charges if he needs to keep up. I don't want Saki missing out on a third level slot in a pinch if needed. The greater invisibility will still be gratefully accepted.
Quasit*
|
I think the Fire Elemental should be out now, and Kalchine has a new round 1 action he can do?
I'll bot Selena if she doesn't chime in by tomorrow.
Quasit*
|
GM, a couple of clarifications please.
How many soldiers are still observable on the ground in the compound? It sounds like Maka has finished off the troop along the northern fence that her token is next to, but Im not sure how many more there are and where they are or how scattered they are.
How on fire are the two long barracks on the west side of the compound? Do they need more attention from the elemental, or can it move on to the buildings on the east side?