
Flametouched |

It wasn't so much a question of strategy as it is of rules, but I'm not overly concerned about where we sort it out. If Ormak gets put out - and I'm hoping that nat 20 will do the job - he'll probably live. (That is, unless this turns into a TPK.) Even if he keeps bleeding out, we'll probably finish the fight before he hits -12, at which point I can get out my wand and go to town on him.
If he doesn't get put out, though, he's likely dead; I don't think even Nark and I together can heal him fast enough in the middle of the fight.
FYI, unconscious characters can still make Reflex saves: they do so as if their Dex mod were -5 instead of its usual value, but they are otherwise able to roll normally, and a nat 20 always succeeds on a save...

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@ Flametouched: The burn ability lasts for 1d4 rounds, this is true. Still pretty risky, but then again, Ormak is a stranger to you. Then again again, it's only five of you against the world, out here. And five is better than four.
@ Lothar Noson: I just checked. Nark Snarky has create water prepared...

Flametouched |

Oh, I don't plan to let him die. I'm just trying to figure out whether taking two people's actions to try to put him out is better than one person's actions healing him until he goes out on his own.
On the other hand, 3 gallons of water from Nark would probably get the job done on its own - but Nark's already taken an action this turn, hasn't he? I could heal him once, and then Nark could cast the spell next round...

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Nark and Ormak have both had their turns comes up this round, but Nark goes before Ormak does. Create water no longer requires a receptacle, and I'd say three gallons of water is unarguably a "dousing," so that should work (if the little goblin can be trusted to do it.)
Unfortunately, the monsters go before either Nark or Ormak does. If Nark goes down or gets engaged in a melee and loses his spell, Ormak is probably a dead man. The question of "what will the monster that dropped Ormak do now?" is an equally-important factor in all this, too.
I assume nobody has a relevant Knowledge skill they'd like to try (doubtful)?

Flametouched |

Okay, so here's my plan: Lothar, you try to kill the damn things so we can hopefully live. I recommend BE40, since it's the most damaged and if it drops, that would break the flank on Xzot.
I'll drop out of rage, 5 ft step to BE42 and drop a cure light on Ormak. If he's wearing a cloak, I might be able to use a move action to get it enough off of him to make it usable to the Ref save bonus. That will keep him alive this round, and if the gods smile on us, maybe he'll even regain consciousness and won't be helpless when his turn comes to make the Ref save.
If he's still out, Nark can douse him. Otherwise, we get him to the point of "not gonna die yet" and then focus on killing the damn worms before they wipe us all.

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@ Ormak Kron: Please list whatever equipment you have (including mundane gear like backpacks) on your character profile, somewhere.
@ Flametouched: Removing or freeing Ormak's cloak as a move action is fine. "Retrieve a stored item," "pick up an item," and the like are all move actions. Dropping the cloak onto him would've been a free action.

Nark Snarky |

Mhm, reading now whats going on and wow, a lot of post when I came back. True but now I need to think really deeply about this: not just because of the game but because of "Nark"
He is goblin plus just met you bunch of people with additionally being chaotic neutral... hah anyway to get out of that-> The frostbite is quite handy against creatures with the Fatigue factor included on it. Lony is also top priority for Nark than Ormak...
but in OCC.. honestly, I don´t want to see or cause action as a player to let another one to die immediately before the game has even started or to force to create another char when could be saved. Hoping that this is not a selfish.
Trying to think and justify it / think as Nark why should I save him. But yes, got Create Water and other bunch of spells at disposal now (I have no idea but I was really lucky with my choice of spells for this fight. Intuition or luck of fool eh?)

Flametouched |

Honestly, with only one of the ****ing things left in the fight, I think we can probably keep him alive without Nark's intervention. If no one's going to die from it, I'm good with Nark staying in-character enough to not save him outright. It's not my character at stake this time, but I would say the same if it were. Character death is not fun at all, really, but character almost-death is just good roleplaying potential.

Monkeygod |

Today, Thursday the 3rd, I will be attending the Mighty Marvel Marathon, watching Iron Man, The Incredible Hulk, Iron Man II, Thor, Captain America and The Avengers. I will therefore most likely have spotty attendance in my games, though I will try to post when possible.

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Today, Thursday the 3rd, I will be attending the Mighty Marvel Marathon, watching Iron Man, The Incredible Hulk, Iron Man II, Thor, Captain America and The Avengers. I will therefore most likely have spotty attendance in my games, though I will try to post when possible.
Yeah, that's me too. I'll check in between shows though.

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Fast is uncommon, from what I can tell, *only* because the majority of PbPs around here are people playing Paiso preprinted adventures (APs, modules, etc.), which typically use the medium track. That said, I think fast track is a perfectly good idea for PbP for the very reason you mention.

Xzot aka Lady Jenise |

Thinking about it, I'll probably reveal myself when we get close to town. We're in hostile territory, we need to know what everyone can do to survive anyway. Shredding one disguise won't be that big a deal. Just to give everyone (including the GM) a heads up that I'm not going to try to keep it from you all.

Nark Snarky |

It seems that it might be quite dangerous situation there so decided to use my Action Point there to buff my chance of not causing TPK at the start... would be laughing here if not for the fact that we just had the chance to start whole game ahah. Anyway, I would say that maybe raedy to spin out / run as fast as possible if situation arise. Not really desiring to be my fault for wiping out the party in the start.
Nark can at least burst to speed of 50´feet for 3 mins so will most likely outrun you people... just to note that you will have a good start ahead compared to me.