Jelani's Colonization:Aspis Rising (Inactive)

Game Master Brian Minhinnick


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M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Sorry, brain-fart or hand-typo or something. I said 'soldier' in my post, I meant SAILOR. Anyway, yay, awesome dice, and boo, Great Firewall.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2
Emerion "Nim" Nimlaidas wrote:

@DM

Got a problem with me making scrolls? We got plenty of paper and ink, stuff to make both too. Still a little fuzzy on the crafting rules you laid out.

Guess you missed it. Still waiting on a reply. Just want to make sure before posting.


No, scrolls are 100% fine. Go right ahead, sorry for missing the question before.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

DM Jelani:

Sense my arcane bound is a ring I can upgrade as normal right?

Just double checking sense it does not really need any resources beyond time and spellcraft DC's met.


Sure.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

So, when will I be able to add the three scrolls to my inventory?

Also, very minor nitpick which I'm pointing out only because I'm curious if it was a mistake or if there's an actual reason: why are money a priority with the BP? I mean, what, the mercenaries are going to mutiny here, on Deadly Jungle Island? Do we share currency with natives?


The pirates might mutiny if they don't get paid. Same with the mercs who've suffered a nearly 50% casualty rate in like two days. You've had them doing backbreaking labor in twelve hour shifts in the heat, and getting killed. They're mercs, not paladins. Morale is already very loooowww. They're here for the pot of gold at the end of the tunnel.

You'd rather have wood than gold? I mean, the wood's not going anywhere. It's going to be a while until you have land to build on anyway. Up to you all, I'm fine with retconning the money to be hidden in the Bounty if that's what you want.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion made 7 scrolls, each scroll takes 2 hours a pop. So spreading it out would be done in two to three days game time from when he was asked. Telemakos get's four by the way while Emerion keeps three, that way they are split up between those that can use them.

Edit- No way, enemies find a bunch of wood they leave. They find a bunch of gold they take it and hunt us down to see if they can get more. Anyways we have more then enough tree's, not a hard resource to come by or is in demand.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

No, no, I was genuinely curious about the risks, no retcon. I, as a mercenary with 10 Int, would rather stay very close to the guys with the big guns while in this jungle. Guess I'm not Aspis material IRL :D


Yeah, they want to stay with you for now. But if they find out there's no money they're going to want to get on the boat and leave more.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Tomorrow I'm headed on a trip for about a week. I'll have connectivity but not much time. I'll try to post when I can.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Have fun! Unless it's a work trip. Then be productive, or something.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

So anyone got any weapons/armor/magical items request?

The sooner I get started the better and as always need DM approval beforehand. I am guessing most metal creations are an option sense we have blacksmithing hobgoblins around.

P.S. Good fortune Devram, may all go well on your trip.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram wants his Aldori Dueling sword enchanted, magic Mithril Breastplate, and scrolls of Blur. My guess is only the first is really feasible by Nim right now. Though, come to think of it, maybe these master blacksmiths know of or have access to Mithril.

Also, I'm fully aware Devram might not be the highest priority at first. Giving Penance a magical sword might be a better idea.


Just FYI, the game's ball is in y'all's court now. Until there's a plan for the dragon (or whatever you're going to do next) I won't really be updating. You can explore Fire Mountain and talk to the locals if you want though.

The hobgoblins can smith, however they won't do it for free. They'd want to barter for goods from your BP


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

I can divine-bond my weapon to make it magical in a pinch. If you want to be front of the line, go for it-- equipping Penance isn't any more important than equipping Devram, in my book.

RPG Superstar 2015 Top 16

DM Jelani wrote:

Just FYI, the game's ball is in y'all's court now. Until there's a plan for the dragon (or whatever you're going to do next) I won't really be updating. You can explore Fire Mountain and talk to the locals if you want though.

The hobgoblins can smith, however they won't do it for free. They'd want to barter for goods from your BP

Good to know. My brain's been mushy this whole week, but I'll try and get a post with a better sense of what Penance is doing overall up later.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

I don't currently have blur so making those scrolls is out. But I can enchant any weapon with a +1 in a day for anyone who ask. As you said we don't know if they have mithril so on that front I can't help for now.

I would suggest anyone who does not have a cloak of resistance to consider it. Fighting a dragon is going to require a lot of saves.

For day 1 of our stay barring anyone asking for Emerions assistance he will make some scrolls for our upcoming draconic showdown. xP

Scrolls:

Scroll of Fireball (3 hours)
Scroll of Stonecall (2 hours)
Scroll of Create Treasure Map (2 hours)
Scroll of Web (2 hours)
Scroll of Rope Trick (2 hours)

Total Hours: 11


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Not that she doesn't like her friends, but I'd imagine Shinjuko is going to see about getting her quarters shifted to the lowest reaches of the caverns where it's nice and cool (hosts permitting). If not, she may start exploring for another cave somewhere. I turn into a worthless lump in hot/humidity; I can only imagine how a creature with a Cold subtype would feel in a volcano in the middle of a jungle.

On a sidenote, would any of the residents of Fire Mountain happen to speak Giant or Celestial? If so, I'll start having Shin try to make friends to tap for information.

On another sidenote, we promised to teach them to read and write. Maybe Shinjuko can lend her assistance there? She is a master calligrapher, after all.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

On enchanting: I'm bladebound, so I'm set for life on a weapon. Bracers of armor, amulet of natural armor are likely to be my first investments somewhere down the road.


The farther into the mountain you go, the hotter it gets (geothermal heat/magma forge caverns). The residential caverns are actually much cooler than outside or the interior of the mountain. The hobogoblins don't like being hot either.

The vast majority of them only speak goblin, a few seem to know orc for trading with their neighbors, and the one at least one spoke some kind of ancient tien (but he's dead now). If you want to ask them in character, you might learn more about why.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Getting an idea if Telemakos shares his intel. I guess it's good I check everything the DM spits out. xP

Cause I may have a pretty nutty surprise for our dragon.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1
Yamakawa Shinjuko wrote:

On another sidenote, we promised to teach them to read and write. Maybe Shinjuko can lend her assistance there? She is a master calligrapher, after all.

As I'm sure Nim would remind you ;), that was solely Penance's bright idea. But he is more than happy for help in that! I can see him being bemused by Shin's calligraphy.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

You can learn a new language without taking a rank in linguistics by spending 20 days learning it from someone or a book that shares a language with you. But you can only do that 1+Int mod times. So a 12 Int means you can only learn 2 languages in this manner. Sense we have a month Penance can learn goblin towards the last third of our time.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Yep, I remember you bringing that up before. :)


Well, that's probably your best option at this point. That's one of the weird and in my opinion, poorly done, aspects of Pathfinder.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

*nods* Yeah, my bringing it up in the gameplay thread was meant more as an in-character statement of 'this is something he is working on', not a 'how do I learn language'.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

DM Jelani, what’s your stance on Rearing Wild Animals? Downtime rules state that:[/ooc]

Quote:
Rear a Wild Animal: Depending on the maturation rate of the animal, this can take anywhere from weeks to months or even years. For simplicity's sake, interacting with the animal for an hour per day in a safe environment counts toward this training and doesn't require you to spend any downtime.

Can Telemakos capture, I don’t know, a jaguar and train him? If so, how long would it take? Can he capture jaguar cubs (of course after dealing with the mother) and rear them? Assuming this is possible rules-wise, is it also feasible in the timeline you have in mind for this campaign? I mean, we are planning on using kingdom building rules, so there would be time to do so, but would it be smart to start now or just a useless headache?


Well, it's certainly possible. Whether it's practical I'll leave up to you. Jaguars are apex preadtors, maybe less so in this fantasy world, but still pretty high up there. So I'd say there'd be max of 1 adult jaguar per 2 hexes of territory. First step would be finding one who's just had babies, which will only happen in the spring and autumn (assuming they are similar to other felines, don't really feel like looking that up right now), which would require good survival rolls and some luck. Second step would be capturing a baby (probably a combat encounter). Then, you could try to train it.

Then end result of that effort will be the possession of a CR 3 animal with up to six tricks. It will require a move action and handle animal rolls to handle in combat, and will never level up unless someone makes it their animal companion. It's up to you whether the effort is worth it, and there's no guarantee you'd succeed.

Also keep in mind that when you're level 8, that thing is going to get one-shotted with its 25 HP. Trying to find something like an elephant or dinosaur would probably yield a more durable long-lasting result.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

On the subject of magical items.

Corridan would probably be most interested in bracers of armor (a pair of bracers of armor +2 would mean that he could also use his monk AC bonus, thus making his mithral shirt more or less unnecessary), and a cloak of resistance is always useful. As far as offense goes, something to enhance his attacks, mostly the unarmed ones I think, would do nicely, such as an amulet of mighty fists and, eventually, a monk's robe. And for utility purposes, perhaps a vest of escape at some point.

And these are just off the top of my head...


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Waiting on Telemakos to pitch my idea sense I can't IC if I don't know about the information his scouting got. But sense we are OOC I was thinking we could make use of Skrik Nettle or more importantly their poison. Dragons have low dex and while they are immune to paralysis that does not mean they can keep moving should their dex drop to 0. We would not need to train the Skrik just capture them and release them around the dragon to deal with. Even if they are killed their poison will still effect the dragon because of their spill poison ability. The hard part for us would be capturing the Skrik and then leading said dragon into an area where we could release them on it.

All that aside I think we should take five days to do stuff before dragon scouting. Everyone can use that time for crafting/teaching/ etc etc.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

To simply the discussion over what Nim is gonna craft, how about we do it like this: everyone who wants a significant item crafted lists one item that can be currently crafted, rolls a d20 in this thread, highest gets craft priority assuming the item can be made, etc down the line as long as it can be paid for.

Nim (or anybody else with thoughts on this), if you want to handle it differently than that, feel free, I'm just trying to suggest a way we can streamline this rather than go around and around for days in RL over what we would ideally have crafted, and who should get to go first.

If this is agreeable:

Penance, having his armor bumped to +1.
1d20 ⇒ 4


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Corridan will be going for a black hooded cloak of resistance +1. As a tailor, he could easily make the base item, meaning the mundane cloak, plus cloaks of resistance are usually a solid choice as far as magic items go anyway.

As for priority, he has no problem to wait his turn really. He realizes certain other members should take precedence.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Yeah I make stuff based on need and speed, anything that takes more then a day will get kicked to the bottom of the list. I will say that for sure.

Also once the hobs can read Emerion can make language books as can anyone else. That way we don't need one on one teaching time. Emerion will be more then happy to trade, more so if he gets a language book in turn of one he does not know.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

I'm back, but jet lagged to hell. I'll try to do a post later.

Devram would want his dueling sword enchanted first, but also wouldn't mind a cloak of resistance.

1d20 ⇒ 15


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

I'm confused with these d20 rolls and where the money is coming from to magic up weapons. Iliante needs 1500gp to make a rifle which would be more effective in combat than his revolver.

Does anyone want to propose a plan to hunt and kill the dragon? I personally don't have one at the moment.


The money is coming from the longbows and longswords you looted off the hobgoblins you killed, and from your BP. Each BP is approximately 4,000 GP of goods.

The point of the rolling is a random/fair way to determine whose items get prioritized.

If this were a single player RPG I was playing, I'd put priority on getting Telemakos a charisma band and Penance a str belt. I think that'd be the most bang for 4000 GP. Telemakos would get more summons, higher DCs on his crowd control spells and more of them. His primary casting stat is slightly lower than Nim's. Penance is the most efficient way to turn magic items into damage with his two handed weapon. Then after those two I'd get the whole party cloaks of resistance. 500 GP a pop, and good saves can never hurt. Rifle's a bad investment until you get a reliable source of ammo. Same with weapon enchantments, too expensive for what you get back at this level. Scrolls or oils of magic weapon can cover situations where DR/Magic would otherwise be an issue. Enchanting armor on the other hand is much cheaper and not such a bad investment. Feel free to ignore this completely, it's just my two coppers.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

I've never been a fan of mental stat enhancing items, they feel weird to me. I also never played a high-level magic user, my only experiences playing above level 6 were with a barbarian and a rogue.
So if you guys think a headband of Cha is good for Telemakos, then ok, but I'm in no hurry. I'd rather keep the BP.

***

ANIMAL TRAINING: I was thinking more along the lines of: training animals for the "guard" purpose (4 tricks) then teaching them the additional trick "serve" in relation to one of the mercenaries. So that we'll have more efficient troops to stand guard.

Anyway, I kind of need to be somewhere near Arasmes for him to be scouting, so the plan of training animals takes a back seat.

I'll propose in the IC thread my plan for scouting.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

What day are we on when Telemakos makes his suggestion?

So a quick list of crafting request. Correct me on anything I get wrong.

Shinjuko- Bracers of Armor +1, Amulet of Natural Armor +1
Corridan- Cloak of Resistance +1
Penance- Armor +1
Devram- Weapon +1, Cloak of Resistance +1


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Actually, I think Shinjuko already has a pair of bracers of armor +1.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Actually what Devram really wants is a minor cloak of displacement. But I'm guessing the 24k cost is a bit more than we can muster right now.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Correct. Shinjuko can be considered lower on priority for the moment. She's more of a harrier than a front-liner. Honestly, looking at it now, more pearls of power would be a huge boon for me (since I'm a Kensai). Regardless, just focus on getting other people things. As I've mentioned before, I have a leg up from having a scaling magic sword.

...and I think the language rules from Downtime are downright stupid. I think learning a language just from picking up Linguistics is stupid, too, but there is at least a mechanical cost assigned to it on the gamey side of things. I'll probably sink a point into Linguistics to pick up Goblin and be in the background for the first few weeks of downtime (presumably learning from Corridan, then some hobgoblins when she can muster simple sentences). Been considering options for her apart from just reading books and learning a language. I may do some night-time exploring once I get a moment to work up a proper post. I don't see Shin being terribly active during daylight given the temperatures.

And flying turdballs, I totally forgot to level up.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Fifth Level Shenanigans:

HP: +8 (5 [d8 HD] + 2 [Con] + 1 [Favored Class])
Feats: Toppling Spell (Bonus Feat 5th); Arcane Strike
Skills: 2 [Class] + 4 [Int] + 1 Craft: Calligraphy + 1 Profession: Soldier

  • +1 Knowledge (Nature)
  • +1 Linguistics
  • +1 Perception
  • +1 Spellcraft
  • +1 Stealth
  • +1 Use Magic Device

    Spells: frigid touch and spider climb

  • 1 additional 1st level memorization slot.
  • 1 additional 2nd level memorization slot.

    Black Blade:

  • +1 enhancement bonus (brings it to +2)
  • 12 Int; 8 Wis/Cha; Ego: 8
  • +1 Arcane Pool (2 total now)
  • Energy Attunement (1 point for Cold/Electric/Fire; 2 points for Force/Sonic)


  • Emerion "Nim" Nimlaidas wrote:

    What day are we on when Telemakos makes his suggestion?

    So a quick list of crafting request. Correct me on anything I get wrong.

    Shinjuko- Bracers of Armor +1, Amulet of Natural Armor +1
    Corridan- Cloak of Resistance +1
    Penance- Armor +1
    Devram- Weapon +1, Cloak of Resistance +1

    Well except for you spending 11 hours writing scrolls, no one's really done anything that would take more than a day yet. Teaching/learning a language will take twenty eight hour days. So, you guys can begin that on day two if you want. No one's done anything with the dead merc yet, he's gonna be pretty smelly by day three.


    Lol, Shin, if you never leveled up then you can just learn goblin really fast and know it now. You're a linguistic savant I guess.

    As a speaker of three languages in real life, I agree that learning a language in 20 days is completely retarded and impossible for all but the most genius of people. Even then I don't think it'd be possible unless you were going from Spanish to Italian or something.


    Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

    I will be leaving later today for a few days, meaning I will have no computer access until about Monday. I will give posting from my phone a try if I can connect to the internet, but even so, posts will be a bit on the brief side. Please DMPC Corridan as needed so as not to hold up the game.


    M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1
    Emerion "Nim" Nimlaidas wrote:

    Waiting on Telemakos to pitch my idea sense I can't IC if I don't know about the information his scouting got. But sense we are OOC I was thinking we could make use of Skrik Nettle or more importantly their poison. Dragons have low dex and while they are immune to paralysis that does not mean they can keep moving should their dex drop to 0. We would not need to train the Skrik just capture them and release them around the dragon to deal with. Even if they are killed their poison will still effect the dragon because of their spill poison ability. The hard part for us would be capturing the Skrik and then leading said dragon into an area where we could release them on it.

    I think I'd be able to get a bit more onboard with this idea if dragons didn't traditionally have awesome fort saves and if a skrik's poison's DC wasn't so relatively low, but out-of-the-box thinking is fun.

    DM Jelani wrote:


    No one's done anything with the dead merc yet, he's gonna be pretty smelly by day three.

    *facepalm* I knew I forgot something. *goes to retcon that* Bad Penance, no biscuit.

    eta Actually, this post, apparently I did go ahead and write that after all and wasn't hallucinating. That was meant to be the point at which Penance takes the guy's body to be burninated. If I needed more text there to clarify that, my bad.


    M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

    Since I continue to have a brain like a sieve for campaign details we've already learned, I'm throwing this up:

    My notes for this game

    It's pretty sparse right now, just the stuff we solidly know on Loremtantibus, but I've set editing to open, so anyone who wants to add stuff to it is welcome to do so. It might save you some scrolling back through a dozen pages of gameplay looking for anything relevant to your interests.


    Male Aasimar Void Elementalist 9
    Stats:
    HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

    It depends on the dragon's age. If it is a mature adult or above then the poison would be useless. Otherwise it is a decent option not only for that but also to distract and harass the dragon. Those things are CR 6 and large size so yeah even big green is going to take notice of a few smacking it.


    M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

    Well, as you said, we would still need to find these things, subdue them without taking so much damage to ourselves that the enterprise becomes more hassle than it's worth (especially given our limited healing), and then drag large-sized, hostile creatures through what I believe is literal miles and miles of wild jungle terrain, to be released somewhere in the dragon's vicinity. Presumably we're transporting them unconscious? Tying up bizarre plant tentacle things with rope seems sort of non-feasible. So if we carry them unconscious, we then have to spend healing resources to get them conscious enough to bother a dragon, don't we?

    At which point, if the dragon is sufficiently big enough to not be terribly bothered by them, it ignores them/shreds them within a few rounds; or, if the dragon actually feels threatened, it outflies them, since even a young dragon can fly rings around them, and it breath-weapons them to death without taking too many attacks.

    Right now I'm seeing a TON of work, risk, and logistical nightmare for the benefit of possibly bothering a dragon who may not even be affected. Feel free to explain to me what I'm not seeing about this plan.

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