Cautiously, with quite a bit of planning. They're taking a much more cerebral approach to the prison break. They're actually still in their cell and chained up.
Good move with the Touch of Fatigue. That move got me curious about touch spells and natural weapons.
If a caster uses a touch attack spell, misses, and holds the charge, can they deliver it with a natural weapon attack later? For example, if Jezabel had missed with Touch of Fatigue, would it have triggered on her claw attack the next round?
Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)
I don't have natural attacks, I have unarmed strike.
But yes. If you're holding a charge you can choose to deliver it with a touch attack, as normal, or with an unarmed or natural attack, but then it's against regular AC.
Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None
Oooooo I just did the math, cause I think the club I'm using does half non lethal dmg, with the accumulated dmg he might fall unconscious by his turn... Bleed could still be a problem though if we still want to interrogate him
Geborah - your action casting Stabilize will not save the guard, on account of the fact he is still taking 4 bleed damage from Jezabel’s unarmed strike. Stabilize is not powerful enough to stop the bleed damage, since stopping bleed damage requires a spell that heals hit points.
Bleed condition wrote:
Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).
You will need to stop the bleed damage to give him a chance to stabilize, then cast the stabilize orison next round. You may change your action if you wish.
Taty needs to keep her dagger for casting, but am I correct in that Taty and Balam are the only two that are going to be frontlining with weapons and armor?
If so, I'd like a longsword, chain shirt, and shield.
Also, I'd love some healing if someone can provide it - especially if Taty is going to be frontlining.
If she's not going to be, she can hang back unhealed and take potshots with a longbow. In that case, Taty doesn't need the chain shirt/longsword.
LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check
I'd REALLY like a chain shirt, a longsword, and the shield. I'd be down the tabard, too, just to complete the disguise.
for this i will give up one (1) slightly used dagger :-P
I'd take the longbow, too, but I don't want to be greedy.
Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None
I'll take a dagger and keep one of the clubs... I'll also clean any blood stains from potential disguises with presditigitation. Will post full actions after lunch
Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)
Jezabel healed Tatienne for 5 hp at the cost of one lick of her blood. You're welcome. lol
And yes to Tatienne. Jezabel will be front-lining, but without weapons and armour. You and Balam are welcome to help yourselves to anything you want except for the two clubs (Wraith wants one, and so do I).
I did modify the loot slightly to account for having a small-sized character - whether or not you acquire said loot will depend upon your course of escape.
Right now none of our characters know much about each other, so Geborah's not thinking to ask the guard if there's an infirmary or something where Skorn could find chemicals. Want to jump in on that, Skorn?
With the GM tied up over the weekend, how about we focus on our intraparty roleplay for a few days? We might not be able move forward on the adventure much, but we can have our characters get to know each other, set up bonds and conflicts.
LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check
I'm gone from Wednesday to Sunday next weekend interent and posting will be spotty. Bot as needed next week.
LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check
Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)
What are we planning on doing with this guard? Do I get to eat him? Does Wraith actually need his soul to empower himself, or is that just flavour? Opinions?
Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None
I have a daily use of death knell, at most I'd get 20 min out of this guy, but I would ask... Now blacky or the warden I would do it no matter given the chance...
LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check
I'm laughing as our group has decided that the 14 year old girl has as much equal voice as grown adults.
I'm trying to portray Geborah as a creature that looks like a 14-year-old human girl, and usually pretends to be one for her own protection, benefit, and amusement, but is utterly remorseless and inhumanly cruel, as well as wise as an old, old woman. It's an interesting challenge.
But if Talinguard is anything like medieval Europe, 14 would be the beginning of adult life for many young people. They would be marrying, marching to war, managing property, and taking holy vows at that age. Geborah taking an equal role in the party would be unusual, but not unthinkable.
LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check
I'm going to be off-island and away from reliable internet until Sunday. Please bot me as needed
Why are we thinking of going up the chimney? What's the plan with this ogre? Just send him off to kill stuff on his own? We don't want him to kill the stuff in our way instead? Curious what everyone's thinking.
Let's give GM Phntm888 a chance to let us know how big the chimney is before we tackle these questions.
GM Phntm88, if I can convince you to give us a map of what we can see from the roof, I won't have to bug you with a million questions about the grounds. ;)
So, now I get to talk about the fun of Fire Mountain Games' maps.
Every map in Way of the Wicked is done on a 1 square = 10' scale. This is well beyond the limitations of the free online map creation program I use. There are no community-generated maps I am aware of that I can use, and I've looked. Branderscar is over 300 feet wide, so it's a lot of 5-foot squares.
Also, unlike the maps in the Paizo PDFs, I cannot post a map without also including the room labels and notations of things like secret doors and the like. While secret doors aren't an issue in this map they are for future maps, so I'm trying not to post the maps from the PDFs.
That being said, let me give you as best I can a run down of what you can see.
The gatehouse faces North, and is three stories high, as are all of the towers in the wall. The wall itself is about 10 feet thick and two stories high, the same height as the keep/great hall. To the West you can see what looks like a vegetable garden of some kind, along with another bush off to the side and separate from the rest of the garden. The keep/great hall otherwise appears to be surrounded by grass, although you do see a cobblestone path leading to the door of the Warden's tower from around the other side of the keep/great hall. From your location near the chimney, it looks like 90 feet to the door of the Warden's tower, not counting the fact you'll have to climb off the roof of the building. The side of the tower itself is only 40 feet from the chimney, but possesses no windows for entry that you can see. The Warden's tower looks to be about 70 feet wide and is square shaped, with the corners trimmed off. All structures are made of stone. Any other questions?
That seems clear enough, thanks. Assuming the lantern is a patrol and that they do a circuit of the wall, would they have to pass through the warden's tower along their circuit? Or is there a walkway around it and/or the other towers?