Jammin's Takeover Way of the Wicked
Game Master
YanJieming
Map of Talingard
Party Gold / Items
Ah, makes more sense. Bugbears fight toe-to-toe, steel to steel. Bows and other ranged weapons aren't part of their arsenal, which is one of the big reasons why you have to open the gates for them since they're so poor at sieging.
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Zac would probably describe them how I looked. Which was a demonic horned version of Mott. Or he makes something else random up and gets Kaitlyn to agree to it. If they say it was floating then idk. Maybe just let mott know of the affair and see what happens.
Lawyer 8/MBA 7/RPGist 5
Weird... I've heard about the first Gameday on every thread, forum, newspaper, thread or magazine I saw those days, but now there's a second and absolutely no one has mentioned it in the games I play...
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
COnfused? Yea.. COnfused..
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Ok now you left me confused.
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Well I have no clue what you we're talking about so I was confused..
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
So what exactly is the plan gentlemen?
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Ive bought horses for us all(let me know how much on that), and we're gonna head out of town late as to not raise suspicion.. I suppose the best thing would be to wait till the rangers ride out and get a sense of what direction there heading before we set our ambush.. Or i guess we could just hope to get lucky..
When the time comes we need to make sure none escape so ill be asking Goodie to help that out with generous use of the web spell..
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
I believe we can get ready earlier that day. Earlier than Varning and his man, at least. We don't know which direction they are heading, so we will need to chase them.
Also, I'm not sure Goodie can go, but it would be wise to get some expeditious retreat potions.
Standard rate on horses. Depend what kind you want. Light, heavy, combat trained, ponies, etc.
The rangers won't head out until monday morning (as your characters are aware of). Get the buying of mounts and potions squared away and then we'll get that figured out.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
All we need is 1 guy getting away to mess this up, so Goodie really needs togo.. If she cant't we need to just take the town while the rangers are gone..
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Take out their horses at night? Stealthily kill the watchmen. We have invis and any potion we want. Then coup de grace the sleeping ones. :D
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
That could work, but im curious why Goodie cant go with us?
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Monday (the day they leave) is the same day that they prepare a large meal for the soldiers on the castle. She will poison them on next monday, not on this one, but it would be interesting for her to see how does the day fare and to get to know a bit more inside the castle.
Anyway, it's up to her.
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
Goodie will stay behind to keep up her persona.
Ok, let me know when you have the potions marked down and what kind of horses you want to buy, then we'll get headed out.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
I have all my pots.. As far as horse go I think we can get by with light, none trained horses.. We're just using them to move faster right?
If so that would be 300 for 4 of them..
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
Oh wait Kharn does have some potions he wants marking them down now.
(3)Undetectable Alignment
(2)Barkskin
(2)Bull's Strength
(2)Bear's Endurance
(1)Cat's Grace
(1)Shield
If any of that isn't okay just say so.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Dam i forgot about shield.. Id take a couple of those.. Everyone should be getting a Pro Arrows pot imo..
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
It won't stack with the DR I already have, and magic gets past it, so it's not worth it for me.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Well, I'm ready. My potion list is on the loot sheet under my row.
Ok, looks like you guys are prepared. When I get done with my classes for the day I'll work on a large post in gameplay.
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
Is the poisoning this week or next week? If it is today, I wanted to modify my spell list.
It could be next week if you want it to, I assumed it was this week. You can postpone it if you wish.
Sorry everybody, I just started a new semester and I'm busier than I thought I would be. I'll try to get an update later today.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
I think if we buff with potions and then make ourselves appear to be guards trying to catch up with them to deliver a message we can bluff our way close to the captain.. Me and Kharn should be able to handle him pretty fast.. That leaves Argan to start into the other rangers and Eyran to scare off the horses hopefully.. We cant let any of them escape.. Thoughts? It sure would be nice if we had Goodie's Webs flying around everywhere though..
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
They do this this every week. Most of us never used a horse in our life, although I believe there's no big deal. We should avoid meeting them when riding, instead getting the drop on them when they stop to rest.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Well, nevermind.
No one here is very good at bow, while they could all be, so I guess we need surprise and melee power to put them down, right?
Do you think that's too dangerous? We could wait for a better moment to go after them...
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Like nighttime when we can be invisible?
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
It would be better, right? We have the time...
They're just stopping to eat right now. You would estimate them leaving within half an hour, so that may or may not influence your decision to wait.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Risk our lives or risk losing the group of rangers?
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Does the patrol not go far then? I thought their patrol lasted days. We should wait till they camp at night. We can track them.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Alright then.. My plan was just an option if we tried to take them now..
The patrol lasts days. You have not the foggiest idea what their path is.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
So we would have to track them, which may be troublesome if they move along roads or rocky terrain. We could try our luck at night, in either case. It would be better than now, when they are all alert and stuff.
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
Why not have Eryan make himself, and I invisible while Vlad, and you disguise yourselves, and walk up to them like Vlad suggested. Then Eryan, and I can sneak around to the horses, and make them run off while Vlad, and you handle the captain.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
I say we wait till everyone but the watch is sleeping, then we head in buffed and invis and coup de grace the captain and 3 others.. Then we just wade in.. Someone needs to block access to the horses..
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Sounds good! I'm not sure how are we going to block access to the horses, but it depends mainly on the place they are on the map.
Horses are going to be on the fringes of the camp, all grouped together.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
The consensus on the potion thing is that spells with a personal range cannot be made into potions.. However, they can be made into elixir's via craft wondrous item.. So Goodie could in fact make them for us..
As far as the plan goes.. My input on it..
Step 1 - Drink potions/elixir's and sneak up on the sleeping rangers..
Step 2 - Ignore sentries and go straight for the captain and 3 other sleeping rangers for Coup De Grace's
Step 3 - Kill the rest of the ranger's, while not letting any escape..
I think Kharn should take the captain and the rest of us pick a sleeper to kill.. After that target at random and keep them away from the horses.. Ill try to put myself between the rangers and the horses as ill be large with reach.. Thoughts?
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
I'm thinking that while you go for the captain I'll go for one of the scouts. The sneak attack might allow me to kill him swiftly, while the ones who awake will have probably no armor or equipment ready.
Otherwise all ready.
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
I'm fine with killing the captain.
The rangers are all wearing chain shirts, which they are sleeping in. Weapons are by their side. Varning himself has full plate that is set off to the side, but his weapons are also beside him.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
I think the plan is as good as its gonna get.. Shall we move on?
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Had a question Omen.. With my turn to the undead coming soon I've started looking into some things and I noticed that all of the Dhampir bloolines have there own form of vampire thats different from the regular vampire except for Moroi-Born ones.. I really wanna continue the bloodline thing so i was wondering if we could create the Moroi Vampire for me to change into rather than the standard one?
Basically this ammounts to different stats changes, different bonus feats and differrent Su Abilities.. If your at least not 100% against it ill message you my sample Moroi to compare to the normal vampire template.. Btw if you go to pfsrd you can see the different bloodlines of vampires and how different they are over the standard one..
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
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