Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


1,001 to 1,050 of 1,292 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Whichever gets us Wulf back in the team.


* Saltmarsh *

OK That's consensus.

I'll narrate a long post that gets us to meet to Wulfrum tomorrow.

cheers


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Hurray!

I'm excited for getting this back on track!


* Saltmarsh *

Don't forget to claim certain magic here in Discussion.

thanks


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Short on time at the moment. I'll update Nerak and such later. ;)


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum is updated >.>

I did go from 4th to 6th.

Fevor increased from 1d6 to 2d6 6/day
Channel pos increased from 1d6 to 2d6 3/day
+1 BAB
+1 to all saves
+1 0/Lvl spell
+2 2/Lvl spell
+10 skills (+2 craft Armor, +2 Intimidate, +2 Perception, +1 Profession tanner, +1 Profession trapper, +1 Sense Motive, +1 Survival.)

Spent time making Mwk Dwarven Boulder Helm while the crew was away.
Added shield spikes to shield.

Wanting to ask Varin to make a Mwk Dwarven longhammer, lest I was able to attempt to make one myself.

Current spells:
0:Create Water, Detect Magic, Detect Poison, Purify Food and Drink, Spark
1:Bane, Bless, Divine Favor, Ironbeard, Magic Weapon
2:Bull's Strength, Effortless Armor, Holy Ice Weapon (1 spell unslotted)


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Happy 4th, everyone! I'm travelling a lot this week, but I'll try to update my character as soon as I can, and post IC as well. I'd like the magic greatsword, if no one objects. I don't think I've specified Arlan's diety, but Gorum seems to fit. I'd also like the crown (stylish) and if no one else wants the ring of protection I'll take it (it's pretty good for any of us, though, so take it if y'all want). Lots of loot--what do y'all have your eye on?


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I will get to this soon. Can't remember where I put my level up notes/plans but it's somewhere! Happy 4th to those across the pond.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Will try to update both character and IC tonight. Found the notes I had and realise some have changed with errata since. I will take that into account when leveling. Time to become an active buff/debuff bot instead of being passive!


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

2 levels of Brawler
+24 HP
+2 BAB
+1 FS
+1 RS
+1 WS
Hurtful Feat
Unarmed damage becomes 1d8
Maneuver Training 1 (Grapple)
Knockout 1/day
Beastmorph (+10 enhancement bonus to base speed in mutagen form)
Mutagen duration 40 min
+14 skills
Craft (Alchemy) 2
Knowledge (Geography) 1
Linguistics (Sylvan) 1
Acrobatics 2
Climb 1
Diplomacy 1
Intimidate 2
Perception 2
Survival 1
Swim 1


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

2 levels of Shaman
+18hp
+1 BAB
+1 F/R/W
Feat Extra Hex (Evil Eye)
+1 2nd level slot
+2 3rd level slot
Wandering Hex
Healing Hex upgraded to 2d8+6 healing.
Redid familiar skill points (to match what I think the ruling is now.)
+12 skills (increasing the ranks of the ones I have currently)

Added to spell list: Cleromancy, Sheild other.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Whoops! I actually updated Lys' sheet before typing it out here, so now I have to retrack that.

2 levels of Gunslinger
+22 HP
+2 BAB Second attack! Yay! Now with 100% more shooting/reloading.
+1 F/R/W
Feat - Rapid Reload
+1 Grit (Now 4) 2 times extra grit FCB
Class Feature - Crossbow Training, adding Dex to damage. Woo!
+1 dodge AC from Nimble
+10 skills (Survival, Perception, Stealth, Sense Motive, Ride) 2 ranks each.

Regarding loot, I had considered the leather armour, but I'm not sure if 2 AC is a good trade for 3 DR vs arrows and small projectiles. Plus, it totally clashes with her outfit.

GM, is it possible to get the arrows to be bolts instead? If the arrowheads are the thing that's enchanted, maybe they can be used for crossbow bolts instead? *hopeful grin* If not, that's fine!


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak is updated except for spells and feats. Still thinking about those, any suggestions are welcome. :)

As far as loot. Thinking about the wand of flaming sphere and lesser extend metamagic rod. The wand for some offense and with the rod for longer buffs in a fight.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I mean I wouldn't mind the defensive loot. Though it's likely far better served with one of the 3 fighter types who defend me anyway. I more often hurt myself by taking their wounds anyway. Hopefully we can get another wand of CLW to keep me going for a while at some point.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Sorry the weekend sort of sucker punched me. Still pondering spells and feats but I will have a post up shortly.

Sense their are no objections Nerak is nabbing the wand and rod.

Edit- Here are some spells I am considering, would like your opinions if you don't mind. Slow, Haste, Fly, and Glitterdust


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Hey! Thought we should move the discussion in discussion.

Regarding spells, I don't think anyone would ever say no to Haste. Glitterdust and Fly are amazing as well, while Slow is probably my least favourite of the four.

Regarding the plan - if Nerak is willing to sacrifice three/four level 2 spell slots, we could all sneak in towards the tower, assume a position there, and attempt to instigate a conflict between the two parties.

However, that's pretty spell slot heavy, and not guaranteed to work, but seems like the simplest and most likely to work plan.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I agree with Lys re: the spells, but take whatever you want! As we get higher in level, me taking mutagenic mauler very much lowers my utility (because it loses Martial Flexibility), so we'll probably be relying on you and the other casters to give us mobility, buffs, status remedies, etc. Fly, Haste, and Glitterdust (and invisibility) definitely fit all of those roles.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I'll focus on status remedies and some of the debuffs, I will probably take slumber later. I don't get haste but I will grab a few buffs from the cleric spell list and take spirits for numerical bonuses. I've just picked up heroism and single target attack buffs for the moment.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

I'll be taking those four then. I already have invisibility. Haste with my current caster level can cover seven people for seven rounds, double the number of rounds if I extend it. While Slow and Glitterdust can do alot of debuffing, both target Will the weak save of noncasters. Slow getting the benefits of my higher caster level and spell focus. I think fly speaks for itself.

As for the plan, as I said we should find a good base camp location. Once we have that, I can send Lorn to scout for some more information on the place and residents. Sense we leveled Lorn can now speak to Nerak and with his perception, mobility, and stealth (pretending to be a pile of rocks helps too) he can pretty much scout better then any of us even without the benefit of spells.

Also we could always set up an ambush to snatch one and get some info out of them. After we get the info on their patrol routes.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

I'm only slightly sure you can get away with torture like four times as a neutral good person.

This comment was made in semi jest.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

o.-

I have charm spells and their is always bribery. Anyways if nothing else we cut off their head and grab another one until we have enough heads lying around to make them think twice about not talkng. Ether way it works to our advantage, information or lower number of enemies.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I'm up for the idea, it'll probably be the safest bet for now unless we get multiple hunting parties after us when the fort realises what we are doing.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Agreed, Set up a camp within reasonable safe distance, attempt to capture a scouting party that lorn finds, and then send lorn to investigate the camp while we attempt to gather more information through Intimidation tactics!


* Saltmarsh *

As a warning I've a family vacation starting this Friday for 9 days. My posting will be spotty. Please not me as necessary.

Thanks


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

So, that Greater Magic Fang wand can make all of my natural attacks +1 for 5 hours each casting. That's pretty amazing. Also, it can be made permanent with Permanency. If we're ever in a big town, maybe I'll try to scrounge up for a scroll to get permanent magic unarmed strikes. Pretty cool. Whoa, nevermind, that's super expensive. Maybe I'll just get an amulet of mighty fists instead.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Still thinking on feats, would craft wondrous item be worth it? Do we get any downtime, DM?


* Saltmarsh *

Nerak. Haven't read that far. You can retrain later if you get some. But then you need to keep the craft feat if you make something.

Cheers


* Saltmarsh *

OK. I'm back. Real life game is tomorrow, so I'll post Tuesday.

Would really appreciate a summary plan from someone, or I'll wing it.

cheers


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

>.>....worst...possible scenario guys


* Saltmarsh *

Heh. Heh. It's actually in the AP.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

That's actually pretty wicked for a normally PG feel writing style. I have always been a little underwhelmed by most of paizo's writing as not being shock and awe enough but I figured this was a little GM flavor not actual AP write in.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

I'd like to say, that was a wonderful description, both mechanics and flavourwise, GM, great job!

I assumed that there is a closed drawbridge, which Lys can try and open.

--------------------------------------
1. - Everyone is ready to attack, while Lys tries to sneak in to open the gates. Ideally, the orcs are distracted by the possible dwarf-on-bear action in the moat. *cough* Perception penalties? *cough*
1.1. - If Nerak wants to cast Invisibility/Reduce Person on Lys, that'd be a pretty good moment to do so, but your spell slots are your spell slots!

2. - Nerak sends Lorn to float over to the dwarf, cast Fly on him and has him fly out of there and towards the party, which equips him with an axe and assaults the front gates.

3. - Lys closes the portcullis to prevent the orcs calling in the bears.

4. - Wholesale murder.

5. - We raid the fort's cellar and party.
--------------------------------------

Thoughts? I think it's nice and simple, and has just enough tactics in it to work.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrums plan of attack

1. Storm the fort, slaughter the orcs.

2. Storm the fort, slaughter the orcs more.

3. Grow big, buff the hell out of himself on the run in, Storm the Fort, slaughter the orcs, bash the remains into a nice pulpy mess.

4. Drink till he has no more feelings for the night.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10
Wulfrum Boulderhead wrote:

Wulfrums plan of attack

1. Storm the fort, slaughter the orcs.

2. Storm the fort, slaughter the orcs more.

3. Grow big, buff the hell out of himself on the run in, Storm the Fort, slaughter the orcs, bash the remains into a nice pulpy mess.

4. Drink till he has no more feelings for the night.

Excellent suggestions, Mr. Boulderhead. I fully support independent thought in our adventuring party. I think it's time you got that promotion from 'Grumpy Old Dwarf' to 'Executive Grumpy Old Dwarf'.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Sorry work sprung up on me big time.

Yeah going off the description, correct me if I'm wrong, it seems like you have at least two dozen orcs with bears outside the the main keep. Before you even get to them you have a giant wooden fence with only one entrance that leads to the orcs before that. So basically a slaughter road for enemies. No way to approach unseen towards the only entrance, without magic, along with a big group before even getting to the gates. This is based off not even seeing how many giants are in the keep itself or in it's towers with their innate ability to toss large rocks over great distances.

Wulfrum if you want to die before even killing one orc, charge on. With your stubby legs and the hail of projectiles your not getting very far. Even enlarged your speed won't change and your easier to hit. Numbers and defenses make any direct assault a guaranteed failure.

Lys idea is the best to save the dwarf. Have Lorn sneak over to the dwarf and smack him with a fly spell, along with a note explaining things, so the dwarf can escape and meet up with us at our camp. This will also freak out the orcs (Flying dwarves!) and maybe even get them to send out more patrols, lowering their defenders at the keep. Maybe give us a better chance at grabbing some too for information later.

@DM
The crazy dwarf was cured and had a companion right? Is she still with us and is this dwarf that companion?


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

This is why Nerak is our tactical tactician.

I thought that it had the wooden barricades everywhere but the road towards the barbican (the entrance tower), and I assumed that was an entrance that was closed - thus the suggestion about sneaking in and opening the doors.

I also assumed by the description that the orcs are outside of said barbican, staring down the moat where the bears are, and the stone bridge is over the moat? Thus the idea of Lys sneaking past the orcs and opening the door, and the rest assaulting the fort frontally.

I approve of saving the dwarf and regrouping, though, that seems like the smartest choice. Probably lure the orcs chasing the flying dwarf into a trap?


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

I can get behind a trap. Fly for the dwarf. Slow, Glitterdust, and Stonecall for the foes. While Haste, Bull's Strength, and Reduce Person for the party. That could help alot for an ambush in our favor.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

So, reading through things, Beltzer can help us out a lot in assaulting the fortress, too. He can take the scroll of call lightning and summon nature's ally 4.

He also has a hex that can uber buff folks.

So, Beltzer buffs me and Wulf. We move towards the front entrance. Beltzer swings around the side and starts calling lightning bolts down on one of the far guard towers. The orcs run over to investigate as beltzer moves back towards us. Lys scales the wall and opens the drawbridge (I can actually go with her if need be, I have good climb and take essentially no damage if I fall).

We hold the guard tower, lower the drawbridge for Wulf. Beltzer summons a mutha-effing rhino to charge in with Wulf. Lys is raining death, the captive comes up to the guard tower where we arm and armor him/her (we have lots of good loot that we aren't really using. Heal him up, give him some badass armor and a magic sword and he can help more).

Me, Wulf, the Rhino attack in melee while Lys shoots.

Nerak can make his way to Lys, or a different guard tower, whichever he thinks best. He has lots of control too. Use different AoE stuff to keep them in disarray. He can use the wand of flaming sphere and just drop a couple in their midst. Fog cloud and the like can protect us a lot.

We want to get to a situation where we force them to abandon the guard towers that could threaten us by using spells on the towers. Then we claim the high ground, rescue the dwarf, and have our casters throw stuff from range while our melee guys engage.

Beltzer can lifelink me and Wulf and use his hex as well as things like heroism to give us a big boost before we go in.

Thoughts?


* Saltmarsh *

OK players.

You see about three dozen Twisted Nail orcs including their leader all watching and ready to watch a dwarf fight some pet bears.

On the positive side:
1. both wooden drawbridges of the barbican, at the end of the trail and entering the fort, are down.
2. the orcs are distracted by the bear fight for at least the first sign of threat
3. the orcs are all clumped together begging for a blockbuster evoker to wipe them all out

On the negative side:
1. remember what Lys overheard that the orcs are not happy with the ogres in the fort, so there are enough ogres to worry 35 orcs
2. There are probably some hill giants in there, because the leader is a hill giant and the patrol was led by a hill giant
3. Once you kick the hornet's next, they probably will all band together to defend themselves from a common enemy (you)

So, start this thing with your eyes wide open.

cheers

Yes, the cured, female dwarf is still with you:

INGRAHILD NARGRYMKIN CR 5
Female dwarf ranger 6
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 55 (6d10+18)
Fort +7, Ref +7, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

OFFENSE
Speed 20 ft.
Melee: +1 dwarven waraxe +9/+4 (1d10+4/×3), mwk handaxe
+8/+3 (1d6+1/×3)
Ranged: mwk composite shortbow +9/+4 (1d6+3/×3)
Special Attacks combat style (two-weapon), favored enemy
(giants +2, orcs +4), hatred

Ranger Spells Prepared (CL 3rd; concentration +4)
1st—entangle (DC 12), pass without trace

STATISTICS
Str 16, Dex 14, Con 15, Int 12, Wis 12, Cha 6
Base Atk +6; CMB +9; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats: Diehard, Endurance, Improved Initiative, Improved Two-
Weapon Fighting, Two-Weapon Fighting, Weapon Focus
(dwarven waraxe)
Skills: Climb +8, Handle Animal +7, Intimidate +7, Knowledge
(dungeoneering) +7, Knowledge (nature) +7, Perception +10
(+12 to notice unusual stonework), Stealth +7, Survival +10
Languages: Common, Dwarven, Orc
SQ: favored terrain (mountain +2), hunter’s bond (companions),
track +3, wild empathy +4
Combat Gear: potion of cure moderate wounds, potion of remove curse;
Other Gear: mwk chainmail, +1 dwarven waraxe, mwk handaxe, mwk composite shortbow with 9 arrows, steel hair clasp in the shape of a fist


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Holy hell, give her the orc bane arrows and get her in a tower with Lys. She can mow down the lackeys with the orc bane and then shoot the leader with the orc slaying arrow.

It would be cool if we could somehow incite the orcs to help us fight the giants, though


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I mean a frontal assault could work but it's basically an all chips in scenario where if it backfires we will likely all get killed. I would also be out of buffs for the day so it would be running away once the deed is done.

Also wouldn't hitting fly on the person we are trying to rescue have the same issue as Wulf running in. They could just shoot the dwarf down, no guarentee said dwarf is at full health at the moment either. So we would have a flying pincushion. Not to mention if any of the orcs recognize magic and instead shoot Lorn it will be a bad day for Nerak.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Wow, dwarven lady is badass!

I think Lorn is fairly stealthy, and Nerak can also probably cast Invisibility on either him or the dwarf? If the orcs start shooting, Lys can open fire from quite a significant distance, drawing their attention, and stand behind the barricades to protect herself from incoming fire. Her coat is also specifically designed to give her an edge in shooting contests, she can shoot while prone, and has a bonus versus projectile attacks, so there's that, too.

If we grab the dwarf and run, that'll be pretty humiliating for the orcs, I'd imagine - three dozens of orcs losing a single prisoner from right under their noses can't look good on their resumes.

Another idea might be to have Lys sneak in and close the portcullis to prevent giant reinforcements. That still leaves us with about six orcs each to kill, which isn't quite ideal, but hey.

I think that the best way to approach this would be to snatch the dwarf, flee/ambush the orcs, and then skedaddle, staying around the fort to check for patrols/reinforcements - it humiliates the orcs, reduces their numbers, and gives us time to nurse the dwarf back and equip him for a potential assault later. We could probably take the orcs if we play this smart, especially with a good alpha strike from our resident spelllobbers. Either case, I don't see how our particular party can instigate a civil war and save the dwarf at the same time - we have exactly one person good at stealth. However, we are a lot tougher and damaging than your average party, so playing to our strengths is a good idea.

So, if Arlan, Wulfy, Ingrahild and Beltzer take cover behind the barricades, ready to pounce on them when they start charging down the bridge, while Nerak prepares to Stone Call the lot of the orcs, and I heroically shoot at them from a distancee, we can probably take 35 orcs. Especially with 4/5 martials having Haste.

Thoughts? I'd like to get to shooten' stuff!


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

>.>...is she single? Asking for a friend...Lol

I'm fine with idea. Roleplay wise we need to get some of this discussion on the table to make it make sense...but make sure the right people say the right buts thing. Wulfrum is fairly intelligent and cool....when not pissed off by orcs and a dwarf in a death cage.

This might be one of those times were i see us blowing our 'load in the earlier stages of the combat to mop up as much as possible vs saving everything for doomsday/BBG.


* Saltmarsh *

Yes. She's single. And you cured her of her curse.

RP that boyo


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Yep, I think we need to hit them hard initially and leave an avenue of escape open if it comes to that. Another thing that could be funny is if you cast silence on a rock and give it to lorn, then cast invisibility on him. He can drop the rock right in the center of the orcs and then we can start blasting away with spells and they won't be able to yell for help


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Will have more time after work today. But I'll say this in case it's not clear. A direct assault is not an option. Just because you don't have a high diplomacy skill does not mean you can't reason with or deal with people. It just means you can't count on charm to make up for your lack of reasoning as to why they should deal with you.

Our best plan is to get the orcs and giants to fight each other. Otherwise we are going to have to resort to chipping away at them. This is an army we are dealing with and we don't have the advantage of defenses or traps. They do, throw on top of that the number difference and it's clear.

No direct assaults or attacks. Again if it's not clear enough with everything described and the DM hints.


1 person marked this as a favorite.
* Saltmarsh *

Hints? Who me?

Just want you to have fun.


* Saltmarsh *

Let's post, players!

Stop with the analysis paralysis!

cheers


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Can we agree on no direct assaults as it will lead to nothing but trouble both now and in the future. No need to have the two groups united in common cause when we can splinter them.

@DM
Yeah like I am going to believe a guy that tries to regularly murder us. Fun indeed, for you. ;P


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

So I suggest we get the dwarf and skedaddle, in such case. Lorn can deliver Fly to the dwarf, and Lys can draw the attention of the orcs if they start shooting at him and (hopefully) escape before they can open fire on him.

Everyone alright with that, so we can get going?

1,001 to 1,050 of 1,292 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Giants of Autumn Twilight Discussion All Messageboards

Want to post a reply? Sign in.