| Rogar Befin |
So, what's our current game plan? It would be nice to have figured out what we're doing before the DM gets back, so we can jump into the action. Is Wulfram currently planning on summoning a swarm to take out the watchtower, followed by him and Eustoma giving us some fog cover while we start shooting from the tower?
| Wulfram Bartos |
That's the gist of it from Wulfram's point of view. He'll be tied up concentrating for a few rounds to maintain the swarm after summoning it.
| Karla Teg |
I'm still not sure how this works. Here are my concerns:
-Shooting from the watchtower does not provide a big advantage compared to shooting from the top of the ravine.
-Taking the tower will take time, during which we will be shooting from the top of the ravine.
-Using fog in the ravine will work against us as well as for us.
What I would suggest is the opposite: swarm in the ravine while we shoot down from the sides of the ravine and pick up whoever comes out on either sides. And use the fog at the beginning to neutralize the tower for a few rounds.
| Rogar Befin |
I have some answers!
-Really, the big advantage of the watchtower is that (if it's anything like historical watchtowers) it provides us with cover (if not concealment or better) from ranged attacks, forcing them to attack in melee.
-This is true. However, as mentioned, we get advantages from the watchtower as compared to shooting from out in the open
-Agreed. However, this is where the second advantage of the tower comes in: it's 30 ft. tall, which means it rises above most of the fog. This means we can shoot them from the cover of the tower while our exposed melee is protected from archers and the like, and instead focus on taking down their melee.
Basically, taking the tower and using fog means we don't have to worry about ranged, while still sniping with impunity.
Tactically speaking, from my understanding, our ideal plan would be to open with fog cover, allowing us to command the tower without worrying about shots from below. This would be followed by a swarm in the camp, ranged attackers sniping from the tower the hobgoblins below, with melee ensuring we stay safe in the tower, and it's not collapsed out from under us. All this time, the fog cloud at the base of the tower means our melee is protected from ranged, meaning they can, in fact, melee. If we keep them perched at the top of the staircase, the hobgoblins then have two choices: face our melee as they single-file go up the staircase, or expose themselves to covering fire from the tower as they leave the camp and go the long way around the ravine.
However, our current plan also works.
| Eustoma Hadlefoot |
I like Rogar's plan. The hobs have to climb up the stairs to see our melee in the fog, and we have a clear line of fire down into the camp.
I guess I just answered my question which was. What's stopping the hobs from just sitting there until the fog clears and then coming up after us? If we are reigning bow fire down on them from the tower they have to get out of the way.
| Rogar Befin |
No problem. I'm also super behind on half my games, so I get that feeling.
| Rogar Befin |
I mean, from an OOC perspective, anything that might be level-appropriate for us would tear through our level 1-2 NPC allies. I just can't think of a good IC argument, though.
| Wulfram Bartos |
DM: Do the railings give cover to creatures on the stairs? That might prevent Wulfram from getting an AoO when they climb the steps.
| Wulfram Bartos |
DM Brainiac: I hope Irma goes easy on you over the weekend. I imagine it's a tense time in your area right now.
| Eustoma Hadlefoot |
Now I want to make a half orc alchemist just to use that art as a character concept.
-Posted with Wayfinder
| DM Brainiac |
Karla, as per the spell description: "Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect." I agree that makes it slightly less effective than if the enemies saved on your turn, but that's the way this particular spell works. :(
| Wulfram Bartos |
Unfortunately, I don't think that Fog Cloud can be dismissed, otherwise Wulfram would do just that.
| Rogar Befin |
I mean, it won't matter too much. We can just wait for Scarivinous to emerge from the fog cloud and pound him into the ground. Or, perhaps more likely, knock him back down the cliff.
| DM Brainiac |
Here is the loot for all of the enemies. This doesn't include other items you might find in the camp:
Leather armor x3, morningstar x3, light wooden shield x3, javelin x9, potion of cure light wounds x12, alchemist's fire x19, padded armor x8, composite longbow (+2 Str) x8, handaxe x8, mwk battleaxe x8, animal brushes, leather collar etched with the name "Garvex," moldering loincloth, silver collar set with a single sapphire (130 gp), potion of blur, potion of cure moderate wounds x4, potion of resist cold, potion of resist fire, silversheen, unguent of timelessness, acid x3, tanglefoot bag x3, thunderstone, +1 chain shirt, mwk morningstar, mwk rapier, potion of bear's endurance, caltrops x5, greenblood oil x4, +1 spiked light fortification studded leather, +1 short sword x2, mwk composite shortbow (+4 Str), hip flask, iron spikes x10, mwk backapck, mwk skinning tools, mwk manacles, saw, sewing needle, shaving kit, surgeon's tools, 153 gp
| Rogar Befin |
Okay, I have to know: Who (and why) was someone carrying around a saw? Most of the other stuff I get (except for maybe the skinning and surgeon's tools), but a saw? Was someone building something when we attacked?
| DM Brainiac |
200 feet of hemp rope, 28 candles, 15 torches, iron holy symbol of Lamashtu, scroll of silence, scroll of searing light, 250 gp worth of hides, cloak of woodland creatures*, alchemist's lab, formula alembic, bloodroot x3, blue whinnis x2, deathblade, greenblood oil x3, small centipede poison x2, antitoxin x5, darkwood the size of a small shield, enough eelhide to make a suit of light armor, abjurant salt, page of spell knowledge (bull's strength), mw longsword x6, mwk scimitar x2, mwk short sword x3, +1 whip, +1 heavy wooden shield, soap x5, deodorizing agent x3, potion of bear's endurance x2, potion of protection from chaos x7, 1105 gp, 750 sp, 150 gp worth of gemstones.
One of the chests contains a collection of personal items looted from the town—mostly trinkets worth a few coppers, if anything, such as small paintings, wooden carvings, bits of beaded jewelry, shoe buckles, and pottery worth a total of 300 gp. Most of the owners of these belongings are dead, killed during the Night of Iron Fangs. However, several of the items belong to members of the refugee camp. An elegantly embroidered scarf (a Varisian family heirloom called a kapenia) belongs to Jet. A set of silver charms on rings, each one in the shape of a different leaf, belongs to Rhyna.
| DM Brainiac |
CLOAK OF WOODLAND CREATURES
PRICE 3,500 GP
SLOT shoulders CL 5th WEIGHT 1 lb.
AURA faint abjuration and conjuration
This forest-green wool cloak is thick and warm. Its hem and the edge of its hood are embroidered with small figures of forest creatures (rabbits, squirrels, and the like) in white thread.
When worn, this cloak bestows a +1 resistance bonus on all saving throws. The wearer can remove the cloak at any time and lay it on the ground outdoors. This ends the resistance bonus but summons a number of animals from the cloak. The animals serve the character who summoned them for 10 minutes (or until slain or returned to the cloak’s folds). A summoned creature can follow any of the commands described in the Handle Animal skill. Use the following tables to determine what animals can be called forth.
The cloak summons creatures only when laid down outdoors on naturally occurring ground (not, for example, on a wooden deck or stone pathway). The cloak can be used to summon animals up to three times per day.
d% Animal
01–30 1 owl
31–60 1d3 rats
61–75 1 weasel
76–90 1d6 squirrels
91–100 1d4 rabbits
CONSTRUCTION REQUIREMENTS COST 2,250 GP
Craft Wondrous Item, resistance, summon nature’s ally I