Cleric 3/Wizard 3/MyTh Hp (54/54) | AC 14 T10/F14| FRW 7/3/10 (+2 vs enchantments)| Init: 0| Percep: 8
GM wrote:
OK, question. You guys will handily win this just on the back of Nargun and Artegall eventually knocking all these guys unconscious. Do you want to play out 4 more rounds or skip ahead?
Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 32/44 AC 18/T 13/FF 16 Init +2/+6 Perc +12/+16 Fort +4 Ref +8 Will +7
Dotted in. I still have to finish my character profile, but I should have that done soon.
ETA: what are you looking for from an arcane caster? Witches are generally good at debuffing, but I can take more damaging spells if that's what you need.
M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 28 (T15, FF27, CMD25) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 5/6 | Spirits 8/9 | Active: Whispering Spirits
Welcome!
Artegall is a Cavalier/Investigator, which means he is a tanky frontliner who can also spot and disable traps. He's got the Spiritualist archetype for Investigator which offers some great defensive abilities, at the cost of the alchemist "spellcasting". He uses combat maneuvers a fair amount.
I know the Witch is generally lacking in area damage (vs swarms for example) and some of the good buffs (like Haste). How are they on divination/utility spells? I see they get Arcane Eye (which is stellar in the right circumstances) and Dimension Door, and Alley Witch adds a few more utility spells.
Male Dwarf Barbarian (Invulnerable Rager) 8 Init +1 HP 109/109 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+3 Will +4 Per +9 Spd 30 RAGE! Used 0/29
I am the main tank, able to withstand quite some damage and to deal some damage too, with a two handed weapon and some Rage.
Nargun is a recent worshipper of Calistria, and is a fervent defender (with lethal intentions) of the poor, especially women and children. He has no use for the carnal aspects of the goddess, being forever faithful to his deceased wife.
Yikes. I get a busy weekend and miss this restarting.
Let’s see:
Mirela a former street urchin brought up by her mom and “aunts” who are all prostitutes here in Krorvosa. After some serious trauma, She was smuggled out of the city and taught the basics of faith by a village priest out in the hinderlands of Varisia. She came back when bad things started happening to her aunts, determined to make sure children don’t suffer the way she did.
She’s clearly lower class and largely uneducated, and honestly not the greatest cleric. But she is quite proficient with her bow, and is slowly training her companion Whisper, A Huge gray wolf who she has raised from a pup. Mirela’s fiercely loyal to her friends and constantly looking out for ways to help the weakest in society.
Mechanically, she the party healer, with Whisper and her acting as skirmishers in combat. She also will sometimes buffs the others to get them out of unexpected combat challenges.
We can seeking Vencarlo and the Senchal.
We know Vencarlo was attacked by the red manthis gang.
We visited the Emperor who while crazy does seem to be trying to help his people in his own way. We also found out from Salvador scream that: The Senchal was turned over to this guy, and Vencarlo seemed to have disappeared looking for him here.
Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 32/44 AC 18/T 13/FF 16 Init +2/+6 Perc +12/+16 Fort +4 Ref +8 Will +7
Thanks for your patience, all--I got sick on travel, came back early, and spent a couple of days in hospital. I'm feeling OK except for being utterly wiped out most of the time, and should be able to catch up soon. (My work is being rather vehement about not coming back until at a minimum I've been checked by my doctor, and that won't happen until early next week. My followup with the surgeon will be late next week, so things may have to wait until then. That should, I hope, leave me plenty of time.)
M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 28 (T15, FF27, CMD25) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 5/6 | Spirits 8/9 | Active: Whispering Spirits
I'm trying to figure out what to do.
Cynara looks quite vulnerable with enemies to the north (Green thug), east (halfling executioner), and south (Cherry Red and, around the corner, Red).
Mostly I am wondering about the terrain. It looks like the guillotine is up on a platform. How high is it, and how hard would it be to get up there?
It looks like the halfling would have to be in one of Artegall's threatened squares (NE of him, due E of Cynara) to attack Cynara. So could I ready an attack to disarm or trip him?
Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 32/44 AC 18/T 13/FF 16 Init +2/+6 Perc +12/+16 Fort +4 Ref +8 Will +7
My thought was that the enemies to the north would focus on the immediate threats to Pilt, and the guards to the south would have to go through Artegall to get to her.
I got some surprise guests in town and am taking off some time from work to show them around. I’ll try to get on the computer but probably won’t be able to post til Friday.
M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 28 (T15, FF27, CMD25) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 5/6 | Spirits 8/9 | Active: Whispering Spirits
Might he be waiting for Cynara to roll the attack for the Black Tentacles?
Looks like it should be a single roll at 1d20+13, checked against the CMD of Red and of the executioner.
As to the executioner, they probably got tripped by Whisper while taking their move action but then would have needed a second move action to stand up. So Cynara didn't get hit, as they had to spend two move actions.
Cynara may want to move back into that hallway as she still has a move action and likely no enemies threatening her path (Cyan is unconscious, and Red Berry is probably down).
M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 6 | AC 28 (T15, FF27, CMD25) | HP 62/62 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +20/+23 | Insp 5/6 | Spirits 8/9 | Active: Whispering Spirits
I hate having to do any metagaming but party comity outweighs that consideration.
That is, I don't want anyone to get mad at me because they don't understand what I am doing.
So, to explain, I realized there was a way to spare Pilt (as Mirela seemed to want), but it requires no witnesses.
If his guards think he is dead and flee (which they should well do, we just popped in and wreaked incredible carnage), they will spread the word of his death.
Arkona will hear of it.
We can be evasive or misleading if he directly presses us on it, but since he was evasive in asking us to off Pilt, it would be incongruous for Arkona to directly ask us if we have killed Pilt (if he does, none of us have the Bluff to reliably deceive even a mid-level Aristocrat, or whatever else Arkona may be).
Once there is nobody else around to see or hear, we can tell Pilt to make himself scarce for a couple of weeks and then he can magically 'resurrect' for all we care - hopefully once we are done with the Arkona business.
Anyway, that's the plan. It depends on people who believe the story to be true spreading the word that Pilt is dead. Doesn't work if a few guards chase after them shouting "He was only faking, he's okay!"
Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 32/44 AC 18/T 13/FF 16 Init +2/+6 Perc +12/+16 Fort +4 Ref +8 Will +7
Yeah, we can't leave any witnesses who know what we did.
Incidentally, I'm thinking that we put the crown on one of the corpses, prop it up, and then Cynara will lightning-bolt it. Hopefully that renders the head unrecognizable, so when we drop it with Arkona there's no reason for him to be suspicious.
When I was creating Cynara I thought about taking the Disguise hex, but decided to take Healing instead. Since I have a way to give someone else access to one of my hexes, we could've marched Pilt out looking like someone else.