| GMDQ |
Correct.
If the NPC advice is over the top let me know. I'm trying to remember they are there and what they might say. They all have their in-character reasons for saying what they are. If it feels too pushy-from-the-Gm let me know.
I was prepared to run a boarding if needed, and will depending on your choices. That Diplomacy check was really, really good and presented another option. And I will say--not to shoot down Lee's ideas, which I fear I look like I've been doing a lot recently--this is not a good time for me to be coy: you may wish to preserve every spell slot you can for the dungeon.
| DeathQuaker RPG Superstar 2015 Top 8 |
I hope YOU don't feel that way.
As far as the crew of the Magpie goes... you unfortunately had--with no way of knowing--terrible timing with deciding to be "helpful" regarding the Three Reasons. You asked about seeing the two and wanting to see how they fit together at a time when Varossa had already put all three together, and she--being paranoid because she knew she was lying to you--assumed you suspected her of... well, exactly what she was doing. (You should not presume however that everyone on the Magpie is aware of all of her plotting. Who knows what she told them when she told them to set sail.)
This worked out well for ME because it gave me a better reason for her abandoning you than just generally being afraid the party is too competent and might steal her stuff, which is the default reason. So, you know, thanks for the help. ;)
| thermopyle |
Is Horemheb flat-footed before he acts this round? I'm not sure since we had a "prep" round. Lark would have rushed forward to try for the sneak attack no matter what.
If Lark makes contact damage will be 1d6 + 4. If Horemheb is vulnerable to sneak attack then add 3d6 damage and the "bewildered" penalty (1 round). Bewildered will apply -4 AC to Horemheb against attacks from Lark.
| GMDQ |
I had to think about that. But yes, he should be flatfooted so you get a sneak attack. I'll roll the extra damage.
| GMDQ |
The fight went really well, Lark. I liked the roleplay of the feint a lot. Take a hero point. (Everyone should have gained one when they leveled as well, by the way, to a maximum of three, IIRC.)
It wasn't my original sense of how things would go at all, but I have to say it was heck of a lot easier than running a boarding.
As an aside, as much as I've always been fine with the core rogue, the little additions that the unchained rogue makes it a much more solid class and it's been useful to see it in action.
We now are in a new area, Ghoral-Rey. It has a map: https://docs.google.com/drawings/d/1o4r_4491o9jYBwUt1R8GyfndDiUwFOE3H8IqoTc 4Vkg/edit?usp=sharing
It is a very large map, so you'll need to use the zoom tools to better view your tokens and the surrounding area. I did recreate the map in CC3 so it would be on a proper 5' grid, but I am not the person who decided it would be a great idea to put everything on a diagonal. I apologize in advance for any confusion that it causes, and am willing to do some handwaving as regards movement if needed--within reason of course.
I trust you not to move the blue boxes. :)
Also, clearly there is nothing at all suspicious about that waterfall. Nothing to see here.
| thermopyle |
Thanks! I've never played regular rogue, but I'd definitely feel less survivable and flexible without the rogue talents and the extra weapon finesse.
I'm quite happy to save you (and the rest of us) the trouble of a boarding action. :)
I threw in a check-for-traps roll just in case and as a reminder of Lark's improved trapfinding perception. If there are non-visual clues he might get an extra +4 as well.
| GMDQ |
The rogue talents were always there (and very handy), but the free finesse and Dex-to-damage is new with the unchained version, as are the tricks that add effects to the sneak attack like the one you use to bewilder targets.
By the way, how are we doing, guys? I feel like we haven't had a check in about the progress of the game, my GMing, etc. I want to be sure this chapter ends on a positive note so please send feedback my way here or privately.
| Lathiira |
Personally, I feel like we're doing well. We bog down from time to time, to be expected especially around the holidays or when we go off on tangents, but keep moving along. No problems here, just hoping to keep going. I like the current story arc but want to get on with the overall story :)
| thermopyle |
GMDQ - I'm happy with how the game's going and with your GMing. I really appreciate all the work you do to keep this ship sailing ;)
Just now I enjoyed the negotiations on the beach, the argument Lark had with Luisa, and the way Yamtisy stepped in to help. It reminded me that you asked if the NPCs we're being too pushy. I don't think they are at all. Some of Lark's best interactions have been very task focused. I think Lee has done a great job of hanging out and bonding with the crew. Lark does better when there's a specific question or job at hand. I think I'm trying to say don't hesitate to have the NPCs speak up. Does that make sense?
| GMDQ |
Thanks, folks. Sometimes I have no idea how certain stuff is being received so I want to be sure we are all on the same page.
It is particularly good to know about the NPCs. Your crew is only going to get bigger, eventually--and while I'm not always going to RP every character, I try to remember they're all there and have their own thoughts on things. I worry about offending people when playing NPCs and have to remember these people are pirates--politeness and softness are not in their blood.
KeefX, you still with us?
| Lathiira |
Politeness can wait till we meet a gentleman pirate or privateer. Though now I imagine a pirate based on the Kingsman movies. "Manners maketh the man," and all that. It's good to be reminded of everyone from time to time, long list of people that it may turn out to be over time.
| KeefX |
Also, if anyone knows where to find this character sheet as the front end of a nicely done spreadsheet-style character tracker, I'd be interested...
| GMDQ |
It's hard to tell because it was slowed by the web (which keeping it from charging you on its first turn was good), but it probably has a normal (neither fast nor slow) movement rate.
| thermopyle |
Lathiira - that was a pretty great first shot from Threnody. It's fun to see those big critical hits.
I'd feel more sanguine about this fight we could count on more of those. Did I suggest running away yet? Even if Lark were already flanking I'd be feeling skittish after those attack roles. We can't take many of those hits, and it seems likely to hit most every turn.
The description says it's missing an arm. I wonder if Varossa encountered it was well and chose to withdraw. What do y'all think?
| Lathiira |
It probably did lose an arm earlier to Varossa. If it manages two more hits against me, with that damage, I'll go down. It's a big bruiser more or less, and we always seem to have trouble with those. And it will definitely hit on most swings with that attack bonus. We're lightly armored types, go figure :-)
As for running away...it moves from what I can see from one round about our speed. So we'll need to open up space fast. You got a tanglefoot bag to try to slow it down? We'll need to then find a way to avoid it or put it down at a distance. Not to mention Lee's speed might be an issue too.
And yes, that was about as good as I'll ever get on a hit until I find a way to get Dex to damage, or more levels for more arcane strike/inspire courage goodness, more Strength, etc. I rolled damage, looked at my attack roll, then had to remind myself via CRB that I threaten crits on 18+.
If we can flank it, we can take it down pretty fast, but it'll do the same to us. And it's got both DR and fire resistance if I understand what happened when I hit it and when Lee burned it. So some of our damage will likely go out the window.
So let's play smart. Thren doesn't want to lose an eye. Or hand. Or a foot. Or her tail. Unlike some others around here, she wants to be the beautiful swashbuckling pirate with her hide relatively intact (stupid horn is still regrowing LOL) ;-)
| GMDQ |
You know, it occurs to me I forgot to adjust this fight for the party's APL, which is for you -1 since you're only 3 people.
Let's say whatever damage was done to it, also negated its DR, so you have done 5 more damage to it so far. (I'll update in the next summary)
Also I hate DR anyway and hate running it.
I am not telling you to not run away. Just noting I should have made some adjustments.
| GMDQ |
Quick unrelated question -- Lee cast light on a coin. Who is holding the coin? Just making sure you track what is in what hand.
PS: I added a 20' radius template, that is whitish. This is the light spell. Everything within that radius is normal light. 20 feet beyond that is dim light (and outside that is darkness, so please bear that in mind). As this does affect concealment and the like, I did want to add that to the board to remember to track it. I am right now assuming Lark has the coin (but that means if he drew his second sword, he'd have to drop the coin or wrap his hand around it which would conceal the light).
| GMDQ |
Lathiira--IIRC Threnody has Acrobatics trained. She could always tumble out of the threatened area to avoid AOO rather than withdraw, and use her second move action to create further distance. It will reduce her potential movement by 15 feet (since the Acrobatics check will halve movement) but it reduces the risk of attack.
| KeefX |
Lee can cast Web again, but with his 20' base move he needs to shift it this round.
At least there's no charge happening.
Is there some Knowledge roll the party can make that will show us where the self-destruct button on this thing is? Or maybe an obscure vent that will allow us to destroy its reactor core?
| GMDQ |
It would be a knowledge (religion) DC 25 check. I don't know if any of you have that trained. Only Threnody has it as a class skill, though Lark's background reflects a reason for him to have it.
If you did use an adequate polymorph effect to make yourselves Diminutive and give yourselves the ability to fly, I'd say yes, you could certainly fly down the canal to its power core to destroy it. ;)
In seriousness: given, including the no DR retcon, you have already dealt 26 points of damage to it, you're clearly capable of hurting it. You can see from what's happening before you the key to ending it is hitting hard and often. I'd wager Lee has other spells that would damage it, and even significantly so. Yes, it is a heavy hitter. I would not be throwing it at you if I thought it would result in TPK. That said, by all means retreating to.
Note that getting invisibility on all three of you would take 3 rounds. (And use 3 of Lee's 6 2nd level spell slots, which is also where web and scorching ray live. I would remind you this is the beginning of the dungeon and there is not likely a chance to rest between now and the end of it... well, unless you want to bad guys to win)
I am reminding you of these things because I am a nice GM.
| KeefX |
As it turns out, I posted last night.
Or at least I thought I did.
I wrote a bunch of "Lee does this..." and "Lee does that..."
The only thing of note was that Lee can't cast and double move and he can't stay ahead of the monster without double moving.
Also, he rolled a Perception check (a 19, I believe) regarding the monster's missing arm. Basically, is it a new or old thing?
| GMDQ |
The boards have been in a pissy mood again. Sorry your post got eaten.
I won't require a perception check... The major damage is recent.
| thermopyle |
I thought Thren and Lark were going to withdraw and Lee was going to make a single move and cast web.
It's look like we're at a point where we have to decide to either reengage the gholdako or try again to withdraw and slow it down. Lee is a little farther away from it, but he'd be moving laterally toward the unexplored dungeon. We also have one vote against retreating into an unexplored area. Do we have any votes in favor of actually fighting this thing? I am open to this idea. Lark could head for flanking position.
Another option is for Lark to stay in place for one round while Lee (and Thren?) move away. Then Lark could make a full double-move withdraw and Lee could cast web from farther away, like so:
Lark rnd 3, total defense
Thren rnd 4, withdraw, guide Lee in the dark
Lee rnd 4, double-move away
Gholdako rnd 4, ??? (probably attack Lark)
Lark rnd 4, withdraw
Thren rnd 5, guard Lee
Lee rnd 5, move as needed, web
Gholdako rnd 5, ??? (at this point it should need to cross over 30' of web in order to follow us)
Lark rnd 5, keep moving
Thoughts?
| Lathiira |
I think we're gonna have to reengage. We keep moving into unexplored space, we may bite off yet more trouble. I'd hoped-emphasis on 'hoped'-we could manage to quickly disengage and Stealth/invisibility/hide from it, let it decide we were gone, then return and ambush it. Not ideal, admittedly. If we flank it, we gotta take it apart fast because it hits like a train. You can hopefully debuff it as we go.
| GMDQ |
The issue with asking Lee to make a single move and cast web the prior round is that he can only move 20 feet. I think KeefX was unwilling to risk remaining within melee range of the gholdako--web would slow it because it's difficult terrain, but he still would have made him the closest target to the creature.
Lee is now further away from you so has more room to breathe.
I'm going to have one more moment of GM advice before letting you talk among yourselves:
Run, or fight, but don't waste time where you are doing neither.
| KeefX |
Okay, now that we've decided to fight but before we surround the thing...
1. The Gholdako has some kind of limited immunity to fire.
2. A Fireball, when cast Mercifully, though, doesn't derive it's damaging capacity from magic fire. Nobody gets all burned up.
3. Given that, could Lee get full damage from a Fireball cast Mercifully on the Gholdako?
| GMDQ |
So first of all, a merciful fireball's source of damage is still fire energy damage. It does not get transformed into a concussive force (that would make the merciful metamagic worth taking up a higher level spell slot). It's still magical fire, it's just magical fire that, say, burns at a lower temperature so that people are merely scalded and in horrific pain rather than turned to ash.
Second of all, undead creatures are immune to nonlethal damage, so a merciful spell would do no damage at all to the gholdako. In fact, no damage minus 10, so if we wanted to get really creative and manipulative with the rules as written, I could rule that a merciful fireball actually heals the creature. :)
| Lathiira |
I hadn't forgotten, no worries! Sorry I'm quiet: we've got inventory on Valentine's Day so work's ugly, and my crew is now behind schedule for mod-setting by more time than I care to think about. My partner is also going out for surgery in a month, plus two months of recovery, so I'm a bit distracted. Did I mention Katsucon is this weekend?