GM DSP presents Crown's Reach! (Inactive)

Game Master Darksmokepuncher

The Imperial Dragoons must endeavor to protect the realm of Pollexia for all enemies: both foreign and domestic.


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male 1/2 Elf Sage Sor/Wiz 2 Gestalt
GM DSP wrote:
Sounds like Brynn will actually be making the map. However, you guys should describe what kinds of things you want from an ambush sight so he has something to work with.

High ground. Narrow passage so only one can attack at a time. The kind of place where a couple of grannies with broom handles could hold off a barbarian horde.


Female Aasimar Cleric / 1

Fire makes for a great distraction. Make sure there's plenty of smoke so it's hard to see and in all the confusion maybe we can take out a few people?


Male Elf Monk 2/Ninja 4

Well, let's talk about what we want. Do we want the pit to drop the commander in? Are we going to spring this in the forest, near the road?


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Shinami Genbu wrote:
Well, let's talk about what we want. Do we want the pit to drop the commander in? Are we going to spring this in the forest, near the road?

I think a big pit to drop them in would be a great start. Steep edges with some kind of loose soil walls to make climbing harder. Then we could use some kind of cover Trees I presume. I'd rather have some sort of escape route. I don't want to get too far out the tree line.


M Human Level 6 Cavalier (Houndmaster)

Agreed on the pit. We could put a few thick branches made into spikes around the lip to discourage anyone climbing out in addition to the loose soil. If the casters have clear line of sight from a vantage point into the pit, then I'd feel a lot better.

DSP, there wouldn't happen to be a river or lake very, very close by would there?


Female (for now) Human 6 Barbarian

Waiting for input from DSP for answering questions, then maybe any suggestions from Armen, and I'll get on it.

My idea so far is a line of trees off to one side for anyone that needs to cast or hide at range, maybe some traps set up in there. A pit maybe on the south end (quick sand?), not sure how easily we'll come across a natural pit, though. Maybe a disguised cliff? Possibly have a chase scene (no, not the game mechanic) where Owen is carrying a commander through the woods with an army chasing after him, he runs through a bush that overlooks a cliff and he starts flying where the first few people run off after him and the rest of the army's momentum keeps the rest falling off? We'll likely have a hill to get a vantage point from, maybe a pair of hills when they come up over the first and approach the second, a trap is sprung from the first.

Let's think of some scenarios, because it looks like the sandbox is ours for the most part.


Female Aasimar Cleric / 1

If the cliff slopes downward before ending you could get Cecil to grease it. That way even once they realize it's a cliff they'll have trouble stopping.

I see a large river near Narv on the map, but I'm unsure of scale so I'm not sure what the actual distance is.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Kayla Adrianas wrote:

If the cliff slopes downward before ending you could get Cecil to grease it. That way even once they realize it's a cliff they'll have trouble stopping.

I see a large river near Narv on the map, but I'm unsure of scale so I'm not sure what the actual distance is.

Grease is a 10 X 10 square. Just keep that in mind.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

As long as we have a way out of our trap, should things go south, I think we're on to something.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Armen Corrick wrote:
As long as we have a way out of our trap, should things go south, I think we're on to something.

Just have a knotted rope tied off nearby. We can throw it to anyone who we want to be able to get out of the pit. Also having us not shooting at them will be helpful.

As soon as we get the map posted we can get this party started. ;-)


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

not just the pit, the whole ambush area. we need an easy and controllable way out so we don't get backed into any corners. regardless of the skill level of combatants, we can get crushed by sheer numbers very easily.

Shadow Lodge

When you saw the army, you were at the bend in the road between the two crops of forest coming from Ryn.

You could attempt to get around to the river, but it means stealth checks or much backtracking.


M Human Level 6 Cavalier (Houndmaster)

Bummer...okay. I imagined some nice drownings as Owen dropped folks into the river.


Female (for now) Human 6 Barbarian

Alright, check out what I've got so far. I just conferred with DSP about placement on the map where this is taking place and unfortunately I've drawn it upside down and backwards according to said map, but because there's no easy way to edit it, we're playing it as is.

However, that goes without saying we can still get some input on what else to throw in here. Alright, so some explanation is needed.

We're playing in a forest lining a canyon of a dried up river bed. The canyon is about 10ft deep at the top right, where at the end of the light grey it's about 15ft. The darker grey represents a bit steeper of a grade where it ends in about 25 feet deep before it drops off into black -- a 100ft drop of an old waterfall.

Near the end of the canyon, it appears there has been a clearing at one point where we as characters will re-clear into a makeshift stairway of tree roots. This will be difficult terrain and a tight space that is hard to spot, but if we know it's there and get stuck in the canyon, will provide a way out.

Just to the north and right of that is a large, random boulder that will provide a bit of cover. Speaking of cover, the entirety of the light green gives everyone soft cover, which is +2 AC to ranged attacks, and +1 Reflex saves. The darker green is cover, which is +4 AC to ranged attacks, and +2 Reflex saves, however it is difficult terrain. But! This overgrowth also provides anyone needing stealth (Shinami!) to duck behind or through and retry stealthiness.

And finally there's the bridge. The light blue across the end of the canyon is a fairly sturdy 5ft-wide bridge that we can cross if things get entirely out of control. Cut the supports, light it on fire, etc, and we've got a safe escape.

Okay, input time! Anything that you can think might be in this area that would be of help to you, ask for it!


Female (for now) Human 6 Barbarian

Forgot to mention my plan using the canyon. Like in an earlier post, I mentioned some kind of chase. Owen will provide chase down this canyon, hopefully holding one of the commanders (and hopefully not a powerful caster) the entire way. If he can get an entire army to chase after him, take them down this route, and have him dive through the growth of trees at the end of the cliff, where he'll fly away. This growth makes it difficult to see that there's a cliff beyond it, so it provides a perfect trap for taking at least a few dozen lives by way of the army's momentum. And possibly grease. We can have myself and maybe Osslend make some makeshift (fragile) tower shields to hide behind and help the momentum along from down in the canyon, knowing we have a way out with the stairs. If given chase, plant the tower shield in the ground to cover the escape up the stairs. All the while, people from the trees will be sniping hoes off, making sure none of them attempt to climb the canyon walls. Probably don't spring this trap until the army has stopped entirely. If we have a few combatants left, finish em off, and if we can't finish the battle, we've at least crippled their numbers enough to devise another strategy at another time. Hit-and-run tactics are some of my favorites :)


Male Halfling Bard 1 / Rogue 1 (Carnivalist)
Brynn Halistack wrote:
All the while, people from the trees will be sniping hoes off,

Good plan, good map.

BEST TYPO EVER.


What it says on the tin; Caffiene addict 20
Armen Corrick wrote:
Brynn Halistack wrote:
All the while, people from the trees will be sniping hoes off,

Good plan, good map.

BEST TYPO EVER.

Agreed on all points.


Female (for now) Human 6 Barbarian

Not a typo :P What did you think it was supposed to say, haha?


M Human Level 6 Cavalier (Houndmaster)

Sounds good to me.

Brynn, do you imagine you and me down in the gut of the trap (D9/E9) or (I hope) more like at the mouth, stopping anyone trying to get back out (near G5 or J6)?


Female Aasimar Cleric / 1

Remember that Kayla has a scroll of Firewall if needed. Best use may be to keep anyone from following us unless they have enough hit points to run through it and live.

Kayla hasn't really had any experience with martial tactics and would thus listen to what other people are planning.

I have also discovered something that is really annoying in another game. Someone who can take the time to make an inane little post to the ooc thread, but can't find time to say anything in the ic thread when you are in the middle of combat.


Female (for now) Human 6 Barbarian

I was thinking more near the ex-waterfall (near our escape stairs), but even then, it's not completely set terrain. I can make it so we have a corner to hide behind from the stampede, too.

Also, correction from DSP after I posted: apparently the entire forest is cover enough to retry stealth every move you make, as long as you're in the green, not just the darker green overgrowth areas.

As for the firewall, what's the spell description? I'd be tempted to run the wall right down the middle of the canyon, not perpendicular to, if the spell works like I think it does.


Female Aasimar Cleric / 1

Fire Wall Spell:

School evocation [fire]; Level druid 5, sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M/DF (a piece of phosphor)

Range medium (100 ft. + 10 ft./level)

Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance yes

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Kayla Adrianas wrote:
** spoiler omitted **

FOr the scorched earth policy, because this is going to start a forest fire. A big one.


Female Aasimar Cleric / 1

If we aren't here officially, does that mean we won't really get in trouble for causing a bit of destruction?


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Kayla Adrianas wrote:
If we aren't here officially, does that mean we won't really get in trouble for causing a bit of destruction?

Another important note. ONly one side of the wall radiates heat, thus only one side starts fires.

Shadow Lodge

If you cast in in the canyon, the canyon itself will shield most of the forest (if cast perpendicular to the walls, like the bridge is). I would use it to block newcomers and to force your "friends" to keep moving forward...but I'm not here to help...lol.


Female (for now) Human 6 Barbarian

So no additions? If no one says otherwise, I'm sure DSP would love to start RPing this out tomorrow at work. Almost any change you want is yours as long it's with the terrain being to our advantage or a possible better plan.


M Human Level 6 Cavalier (Houndmaster)

I give my trust over to Brynn and vote for his plan :)


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Osslend Abenier wrote:
I give my trust over to Brynn and vote for his plan :)

Ditto.


Female Aasimar Cleric / 1

I just want to be able to use the fire wall and to pop off a fireball at someone as well. Below is my spell list, feel free to have me cast whatever else is needed. I also have Deeper Darkness memorized if we want to hide something. Use me however you need to in your plan Brynn. :)

spell list:
Spells Prepared for the Day
Orisons
Detect Magic
Light
Mending
Create Water

1st Level
Bless
Command
Doom
Obscuring Mist

2nd Level
Hold Person
Sound Burst
Silence
Calm Emotions

3rd Level
Dispel Magic
Deeper Darkness
Searing Light

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball

Also, my posts may be a bit slow. My laptop stopped working so I've been borrowing my husbands whenever i can kick him off of it. :)


M Human Level 6 Cavalier (Houndmaster)

Nice, Kayla! Obscuring Mist and Deeper Darkness might come in super handy. Tricking some of these fools off the cliff's edge and/or helping some of us melee folk escape up the tree stairs under cover. Awesome.


Male Elf Monk 2/Ninja 4

I've got rope and a grapple if we want to have it near the tree stairs to help climb out. Then we can pull it up behind us.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

At some point we're going to have to just bite the bullet and give it a shot. I say link the map and lets do this.

Shadow Lodge

MAP!

Place your characters where you'd like to be. RP out the plan quickly and let me know who Owen goes for: hopefully he doesn't miss.

Poe tells Cecil privately that there are 3 leaderly looking folks.

One is a huge man in plate armor with a staff and a scimitar.

One is a scrawny man in flowing robes and deep sunken eyes.

The last is a tall, powerfully built woman wearing a shortsword and leaning on a bow.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
GM DSP wrote:

MAP!

Place your characters where you'd like to be. RP out the plan quickly and let me know who Owen goes for: hopefully he doesn't miss.

Poe tells Cecil privately that there are 3 leaderly looking folks.

One is a huge man in plate armor with a staff and a scimitar.

One is a scrawny man in flowing robes and deep sunken eyes.

The last is a tall, powerfully built woman wearing a shortsword and leaning on a bow.

Cecil will place himself around F 11. Going for the most phycially weak one first is the best Bet I think.


M Human Level 6 Cavalier (Houndmaster)

Osslend and Virgil placed. As per the RP post in the game thread, Raleigh will attend Kayla.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

i am unable to move my icon on the map. please place Armen 1 space to the right of Cecil, H11.

i will then be hurling my decrepit, stone age work computer from the window.

Shadow Lodge

Lol. I'll move him for you. Just for future referrence, you click on your picture, then drag the white from that appears from the top right corner.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

much obliged


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

Once more into the breech!


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Owen's max is 40/40. First time out he dropped to 10 current and max. When he returned it went back to 10/40. So if he goes out again it will drop to 2.5/10?


Male Elf Monk 2/Ninja 4

Sure sounds like it with the math.

(1/4*40) * 1/4. Ouch.


Male Elf Monk 2/Ninja 4

If you unsummon him, does his health go back up to full after returning back from the home plane? Can you unsummon him, resummon him to have a full health Owen?


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Shinami Genbu wrote:
If you unsummon him, does his health go back up to full after returning back from the home plane? Can you unsummon him, resummon him to have a full health Owen?

If I summon him via the spell he's at full HP, but with a timer.

If I summon him via the 1min ritual his HP will be the same as it was when he was dismissed. However if he dies and I summon him via the ritual he'll be at 1/2 hp (20 in this case). However, if he dies I can't summon him this way until the next day.

The summoner has some mechanical gaps.

Shadow Lodge

No. He'd lose 75% of his MAXIMUM HP. That means he'd be at 10/40 and lose 30. He'd vanish.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
GM DSP wrote:
No. He'd lose 75% of his MAXIMUM HP. That means he'd be at 10/40 and lose 30. He'd vanish.

"its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%"

Current and maximum. Current being 10 and maximum being 40. Current reduced by 75%= 2.5 and maximum reduced by 75% being 10.

It sounds like they're keeping track of the two pools independantly.

Shadow Lodge

Good catch. We'll play it that way.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
GM DSP wrote:
Good catch. We'll play it that way.

Summoners have some weird quirks. Fun, but definitely requires DM-player communication. ;-)


Female (for now) Human 6 Barbarian

HFBA


Female

My laptop is still broken and Jason finally got his laptop working again after our 4 year old removed every single key from the keyboard on it. Our houseguests are his dad, mom and her 90 year old mom. Oh so busy.

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