Mantisbane Pact with GM Zek

Game Master Zektolna

Maps

Info

Loot

Talia's Journal


3,551 to 3,600 of 4,443 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>

1 person marked this as a favorite.
Maps | Info | Loot | Talia's Journal

Erandlon & the Mantis:

Talia finds herself once again in the Jungle Runners’ outpost. Erandlon stares at Asheda from one of the doors leading to the back of the building. Asheda is studying a map, her face scrunched up in concentration.

Erandlon leave the front room, closing the door behind him. The rooms he’s in now appears to be a storage area. Crates of various shapes and sizes line the walls and shelves are filled with books and maps. A cabinet on one side is filled with flasks.

The half-elf moves over to one small crate and opens it. He removes what is apparently a false wooden bottom to reveal a wand. He picks it up and uses it to cast a spell.

In Talia’s mind, she hears The Pact was here. I’m compromised. Please advise next steps.

A few moments pass before a reply comes, from a familiar, female voice - the Blood Mistress. Maintain your current status. We’ll send reinforcements for your next meeting. Proceed as scheduled.

Erandlon returns the wand to the bottom of the crate, replaces the false bottom, and closes the crate’s lid. He stares at the lid for at least a couple minutes before standing to his feet. A thin trail of blood rolls down one side of his lips.

As he wipes it away, Talia notices that the blood came from Erandlon’s lower lip. The half-elf had been biting it so hard that he drew blood. Then the vision fades.

Firesinger’s Response:

Talia finds herself at least one-hundred feet up on a rope bridge suspended between two trees. A female goblin walks across the bridge as it gently sways back and forth. The goblin is dressed in colorful attire, not entirely unlike the Thunderscale kobolds. However, her clothes are painted in bright red. If Talia didn’t know better, she would suspect the paint was actually blood.

The goblin finishes crossing the bridge and enters a large hut, perhaps the largest one in what looks like a sea of huts. Inside, Talia sees that the hut completely surrounds a large tree trunk. Cut branches, leaves, and bark form the hut’s roof.

The goblin moves to the center of the hut and sits in a seat with her back to the trunk. It probably wouldn’t be correct to call the chair fancy, but it’s certainly a large step up from the other chairs and benches in the room.

A muscular male goblin bursts into the hut after a few minutes and rushes up to the female goblin. He takes a knee and speaks in Goblin, though Talia can understand him thanks to her vision.

“Firesinger, the Egg Suckers have been attacked. It seems Gawg and his second-in-command were both killed.”

Firesinger’s only immediate response is to conjure a small flame in one hand. She stares at the fire, the flames dancing in her eyes.

She balls her fist, extinguishing the flame, before saying, “Double patrols in the city. Make sure the other tribes are informed of this. They are to maintain their current territories. If or when I deem it appropriate, the Egg Suckers’ former territory will be apportioned as I see fit.”

The male goblin nods in reply and says, “Anything else?”

Firesinger conjures the flame in her hand once more, staring at it as she replies, “Send word to the Mantis of this development. I’m sure they already know of it, but it will be good for them to also hear about it from us. Tell them Ganda-Uj is threatened. Perhaps that will motivate them to do something.”

The male goblin moves to leave when Firesinger says, “Oh, and Murch? Don’t die. I would be very annoyed if I have to find a replacement again.”

The goblin Murch gives a quick nod before hurriedly making his way out of the hut. Firesinger is still staring at her conjured flame when Talia’s vision fades.

Captains & Red Mantis:

Talia tries to use her spell to see the meeting or event where the three captains receive orders, but no vision is forthcoming.

Cult of Norgorber:

Talia tries to see a vision of the cult of Norgorber practising, but nothing happens.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

When Talia had shared her visions Talivar thought about them for a long while before he spoke. "You know just because there is no event where the three captains receive orders doesn't mean they're not indirectly under the Mantis's sway. You've got to be savvy to be a captain round here and not get your throat cut. A mark comes begging for transport? Sending them to a watery grave might well save you a ton of trouble and some respect from them."

He falls quite for a bit before pointing out, "Seems we've kicked the ant hill over and they're all scurrying about. Way I see it we've got two options: One we up the ante and see how many bugs or goblins we can swat - comes with a real danger of biting off more than we can chew; Two we do something else for a few weeks. Actually come to think about it, if the guards and the watchers are close to Erandlon and to Ganda-Uj then they're not elsewhere. Maybe we can use that to our advantage and go somewhere we couldn't normally."


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

"I still say we stick with the kobolds and take down the goblins. The Mantis won't come to defend them right away--if at all."


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar nodded, "I honestly can't see the bugs getting excited over the lesser tribes, and it will give us something to do until it's time to deal with Erandlon."

The prospect of waiting around for days was making him antsy...


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

As soon as Uruelleth hears about Talia's vision of the Jungle Runner, he seethes and puts his fist through something nearby. "I knew we should have just killed that bug."

He paces around like a caged animal, wanting to do violence. "Fighting goblins is fine. Erandlon needs to die quickly, though. But Talivar has a strong idea. If the Mantises are busy setting a trap thinking we're going after him, then they won't expect us striking someplace completely different. Maybe their training island? I don't expect us to clear it out, but we could kill lots of students before we need to fall back."


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar nodded, a feral grin slowly creeping across his face, "Yeah... we could do that. I suppose it means teleportation again but I very much doubt they'd expect us to go there now." He glanced at Talia and Kilarra wondering if they agreed with this course of action.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

"Yes, we should have fought Erandlon back at the house" Talia agrees firmly. "To be clear, I'm not teleporting into areas that the Red Mantis directly control. Its stupidly reckless when the Red Mantis are certain to have teleportation protection on certain area's on the island. Best case scenario, the teleportation fails. Worst case scenario, its trapped and we get redirected right into Sivlamlik or some other hole where we would be captured. Of course, if some people hadn't been so keen to let Erandlon breath a few days longer - I might have been able to learn what area's are protected from teleportation by now. As it is, its akin to flipping a coin."

"I'd prefer to stick with the goblin tribes for now. If we absolutely want to attack somewhere the Red Mantis wouldn't expect - I still feel like the city is a better choice - either crushing the slave trade they rely on, tracking down any traitor pirates, or tracking down the Cult. We still couldn't rely on teleport but at least we know the area a little better and could escape if required. So I'd rather take on the goblin tribes, but I'm not really in favor of taking on the tribes alone unless I have had the chance to do some reconnaissance first."


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar gave Talia a look, "Are you seriously suggesting they placed Forbiddance spells over the whole island?" The cost of such a thing, exorbitant wouldn't begin to cover it. Shrugging slightly he added, "Well when it comes to it we'll just have to steal a boat then, that will come in handy for dealing with the Longlung tribe afterwards too. Nothing more tempting for then than a wreck to plunder."


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Talia raises her eyebrows "Actually I think they place Teleport Trap spells on the island which I'm more concerned about. That said, I ask you, do you really think a group of elite assassins wouldn't have teleportation protection on areas important to them? Seems a colossal oversight don't you think?"

"We know that they don't have protection over the entire island - the Jungle for instance is fine as I have been able to teleport through it. Places like the Citadel, maybe the City, their Temple and yes, I suspect their training grounds I'm sure would be protected. The goblin tribes? I suspect no - I doubt that the Red Mantis care enough about the tribes to shell out that amount of gold. Still, I'm not risking teleportation to potentially risky areas either way until we get intelligence on it - its too much of a risk."

"As for the boat, I can Summon one that would last for maybe a week or so, but the spell isn't cheap. Its an alternative to stealing though - just so we are aware of all options on the table."


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar scratched his head wondering what Talia knew or thought she knew, "I thought Teleport Trap covered a smaller area and was even more expensive than Forbiddance?"

With a shrug he conceded, "I'm sure the citadel and their pavilion are compressively warded but I have my doubts that the whole training island would be. The expense would be ruinous and why? Their reputation is enough to deter all but the most foolhardy, still I suppose you could probably check with those visions of yours... As for summoning boats that's an interesting idea although I've only really heard of summoned Keelboats or Longships, can you do anything bigger? I was thinking of something seaworthy but not too big since you landlubbers would have to be my crew."


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth listens to the two primary spellcasters talk about the defenses against teleportation. He thinks for a moment, then adds, "Then we don't teleport in. We teleport out. So, if we go to the island, we sneak in using the boats we have at Shark's. We use the fog that Talivar can call up, we go at night, that sort of thing. We hit them hard, go through as many of them as possible." He gets a cruel smile. "Kill the teachers, leave a few students alive unless we can clear the island in one go. Then we teleport out. Do the same thing the next day, but at a different target."


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting.

Forbiddance seals an area against all planar travel into or within it.

Cannot Teleport in or out.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talia both spells have an area clause: E.g. Teleport Trap: Area one 40-ft. cube/level (S)
Let's say training island is roughly 3 miles by 1.5 miles which is pretty small. That's 125452800sq feet. Let's assume we have a level 20 spellcaster with widen metamagic. That's 80 cubic foot/ level. AFAIK you can't opt for wide low coverage (i.e. 5' height instead of 40'). So the 2d footprint that level 20 caster is for 6400*20 square foot per casting. To cover the whole island would need 980 castings at 7000g each. Covering the whole training island seems completely impractical to me.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

I think it’s very practical. The Red Mantis are elite, they own the city, they had a roaring slave trade, and they have decades if not centuries to build these defences. It’s high risk to attempt to teleport in since we have no information on how many agents they have there, or defences they might have.

There is no need to rush Talivar and turn this into a percentage win/lose gamble. The island isn’t going anywhere. Let me dominate the most senior Mantis we can and then we can learn which areas to avoid and then go nuts on Teleportation. I don’t like the restrictions anymore than you do but it’s currently an unnecessary risk because I think the Mantis *can* afford to do it irrespective as to whether they actually *did*.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth sighs. "And every third Mantis could be a polymorphed dragon. The more we terrify ourselves with what they could do, the less we'll actually do. We're here to kill Mantises. Let's do that."

He folds his arms. "I vote for the training island. We've other allies we've made promises to. If the bugs have spent thousands of gold to protect the barracks of their greenest recruits, then we've no hope anyway, so let's go find out. And take out as many as we can with us."


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra rolls her eyes, watching all the bickering. She strides up to Ruel. "I want to gut mantis -- even baby mantis -- as much as you do, Ruel. You know I do. And I hate waiting. But it's too soon. For once I agree with Talia," she gives Talia a smirk, "Don't let it get to your head. I'm sure it's a one-off."

Turning back to Ruel and Talivar she adds, "We're not ready to attack the Mantis' training grounds. I'm fine dying fighting mantis. I knew when I came here I wouldn't make it back home. But I'm only up for a suicide mission after I've kill Bastien. And he's not dead yet."

Looking at everyone she crosses her arms. "For once we have allies -- the kobolds. Let's use them before I piss them off. With their help we can take down the goblin tribes one by one, which weakens the mantis and will draw some out to us." She nods at Talia and the others. "If you guys want to corner Erandlon first, fine. I'm in as long as it's not some public cluster-f*** that pulls civilians into the fight like it would have been last time. But, then we're right back here to gut some goblins with the kobolds."

Kilarra looks back to Ruel. "The moment Bastien's dead I'll follow you into whatever battles you want, for as long as I can. But not yet. I'm not dying 'til he does."


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

OK that's two for and two against the island. Maybe do it later? So we need to choose between fighting more goblins or fast forwarding to ambush Erandlon (it's going to be a reverse ambush). We don't have to go all in one one of the tribes, could try and capture a patrol and interrogate some of them and see where we go from there.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

We can absolutely do the island later. Lets maybe scout the goblin tribes for the next few days before skipping to the ambush? At minimum, I could get some scouting done with polymorph spells, or at the more extreme end we could launch some small scale attacks on the tribes themselves? I'm also ok if people want to skip to Erandlon for variety reasons.


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

I'm fine leaving time for Talia to do some scouting on the goblin tribes before we skip to the ambush on Erandlon.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Perhaps we could plan an ambush to kidnap a few scouts. The eggsucker tribe had quite a few patrols if you remember, I'm sure the others will too. Doesn't need elaborate planning, we travel to the right area (but not too deep into their territory) and go looking. Some summoned monsters are good for scouting too.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

I'll probably be relying on Polymorph spells since I'll be able to scout via multiple movement types. I don't rate summon spells as being very good scouts when you are limited to r/level duration (barring some exceptions)

Knowledge Nature polymorph forms that would blend into this environment, (magical) animal / aquatic / avian / elemental / fey etc: 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28


Maps | Info | Loot | Talia's Journal

While the island hosts a wide variety of lifeforms, the ones someone is most likely to see when crossing through the area would be monkeys, toucans, and (near the coast) orcas. Alternatively, the island hosts flying and land-based dinosaurs species, many of which traverse large swaths of the islands. Brachiosaurus, ankylosaurus, triceratops, and velociraptor are some of the most common species.


1 person marked this as a favorite.
Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Ah yes I've been spoiled by my occultist arcanist. Got minute/level summons there which is plenty of time to check out smaller areas.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Can you confirm if its a new day GM? We cannot move forward without it since I need to prep my spells again.


Maps | Info | Loot | Talia's Journal

You can advance to the next day if you’d like, yes.


1 person marked this as a favorite.
Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

I mean, I can do a full spell list if you want, but its probably going to be a plan like this.

1st day after Jungle Runners meeting, we teleport to the coast, I cast Beast Shape III, take the form of an orca, use a charge on the extend rod and swim for 12 mins, see what I can see, and then go invisible and overland flight back for 12 mins and regroup with everyone. I also burn three castings of Spectral Scout to summon incorporeal toucan. They have a range of 1 mile and they will probably fly + scout as best as they can

2nd day after Jungle Runners I probably go Fey Form II. Cast Invisibility, fly over the camp with 90 foot flight speed and 30 foot blindsense (Ankou form) then fly all the way back. Cast Spectral Scout three times and scout again. Rinse repeat until ambush.

If I see any plant creatures (aided by knowledge skills and perception since I cannot use Commune with Nature to locate them (divination spell) I pop by and Command them (lasts 8 days) and they can scout / spy for me as well. I could potentially make them friendly / helpful and maybe get them as proper allies *if* they exist.

Each night we rest via Shadowy Haven and are thus undetectable. I *guess* my plan as above could change if everyone else wants to capture a goblin but I would never have space for Dominate Person since transmutation spells are too high level. This is just my recon mission where I should be able to get an excellent idea of all their defences and layout, enemies, leaders and well, basically most things. It means we could potentially try teleport and assassination tactics down the road with all this scouting.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Since you can command plant creatures, weren't the Egg Suckers supposed to use plant creatures as part of their defense? Might be worthwhile to explore their old territory and gather some minions, eh?


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

I can, but plant creatures dont really...move very well, or fast. I'm assuming the tribes are a good few days travel away which is ages if you have like a 10 foot move like a plant does. Worst case scenario, if they are not anywhere else, I'll do exactly as you suggest but I'm hoping that there are some a bit more...local that are already in position or at least closer.


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

I like your planned scouting Talia. I vote you go for it and see what we learn.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar could also scout although he would have to stick to being flying while invisible. He can do that for over an hour.


Maps | Info | Loot | Talia's Journal

Please feel free to continue your planning. Once you're ready to proceed, go ahead and roleplay your departure and approach to Longlung territory (I'm assuming that's the tribe you're targeting next) along with anything else you plan to do before actually scouting their territory. Keep in mind that, based on your discussion with Makkatat (who could provide more detail *cough, cough*) most of the Longlung territory is likely just off the coast of Mediogalti island on a series of rocks and mini-islands where a large number of shipwrecks are prone to happen.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

I'm just going to assume we've traveled back to the Kobold Warrens, hope nobody minds. My intention is to try and get things moving again, since we've been stuck talking for way too long :)

Talivar asks around to find where Makkatat currently is and when he finds him, he explains, "Hi Makkatat. We're thinking of acting against the Longlung tribe next. I have a half-formed plan where we deliberately wreck a boat to lure them into a trap. Thing is we really want to lure in their chief and I'm guessing they don't get out of bed for small boats. Also I'd like to scout their lands first to find the best place to pull this stunt. Do you have any maps of their territory or advice? What would be tempting enough for their chief to pay a wreck a visit?"


Maps | Info | Loot | Talia's Journal

Makkatat nods at Talivar’s words and says, “The Longlung tribe is a good choice if you’re going to try dealing with one without our assistance. They are the smallest of the island’s tribes. That said, their members are also the strongest individually and have a few spellcasters among their number. They are also exceptionally strong due to frequent swims offshore.

“Your plan could work, but you would likely need more than just a boat to lure them out. They are scavengers and prefer their prey deceased, so when a boat wrecks near the shore, they usually send a single scout, or so I’ve heard. If the scout finds enough valuables, they’ll fetch the rest of the tribe to recover everything. The chief normally oversees such missions herself, so if you manage to lure out the tribe, she should be with them.”

Makkatat gives Talivar a rough sketch of the northern shore of Mediogalti Island's northern coast.

Pointing at the map, Makkatat comments, "They patrol that section of the coast, but I can't provide the area's exact topography. I've never been there myself. If you wreck a ship in that area, though, you should at least be able to draw out a scout."

Also, see the info slides for the tribe's general territory (which corresponds with Makkatat's map).

DC 25 Knowledge (geography):

You're able to confirm that Makkatat's map is accurate, at least in so far as it records a likely area for an amphibious tribe of goblins to dwell. That particular part of Mediogalti's shore is particularly treacherous for ships. It's a dangerous place even to swim as many of the rocks are extremely sharp. Only those intimately familiar with the area dare pass through it. Experienced captains avoid the area and you seem to recall Captain Fineas mentioning he would avoid the area... had he lived long enough to reach the place.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

At this stage, no change to the scouting plan with this information - its still about what I expected.


Maps | Info | Loot | Talia's Journal

Alrighty, if y'all are ready to go ahead and scout, detail what you do (via rp and also mechanically). I'll narrate what happens, but I want to make sure I know the path, steps, etc. that you'll be taking.

For those not scouting, if you want to talk to any of the kobolds or do anything else, please feel free to specify such things.


1 person marked this as a favorite.
Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Knowledge Geography: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Knowledge Geography Investigative Mind: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Knowledge Nature (Plant Creatures to Command): 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
Knowledge Nature (Plant Creatures to Command) Investigative Mind: 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 22

Fine so a 32 on Knowledge Geography probably gives me the spoiler above, as well as general forest habitat. This, plus a 24 Knowledge Nature on Carnivorous Plants hopefully gives me insight into which ones might exist and where they hang out. On later days, I'll probably find the time to visit them and either befriend / diplomacy / Command them. I'm assuming that the waters are safe to swim for an aquatic creature - if not I'll need more details on it since I'm fairly sure I have the spells to avoid the hazard.

First Day, I take Teleport and we travel to the coast, somewhere we would consider defensible, perhaps close to water, but ideally not so close that we run into a million goblin patrols. As mentioned, I get Overland Flight as one of my Spirit Magic spells which means I can cast it 1/day - basically 9 hours of flight or enough for the entire day. Then, (as mentioned) I cast Beast Shape to take the form of an Orca and scout the area in an aquatic form, full speed, abusing my high Perception to spot what I can. Even if I cannot see their base from the see, my eyesight should spot locations that could be teleport location points but basically I'm on a aquatic scouting mission. First sign of trouble - high tail it out of there. When the spells duration expires, I simply fly back (casting Invisibility as I do so) trusting that the range + height + invisibility to avoid any watchers spotting me).

Second (and subsequent days prior to us leaving to ambush Jungle Runners) I experiment with alternative Polymorph Forms. I don't need to Breath thanks to my Spirit, so I could (for instance) go Fey Form and be a Huge Invisible Flying Creature with Blindsense/sight and fly over the camp (again, a height trusting my high perception to spot things), or an Earth Elemental burrowing underneath learning locations with Tremorsense (again, dont need to worry about breathing underground). I probably keep a teleportation spell free (maybe Dimension Door with EFS) in case things get really spicy but I should be pretty undetectable.

On all days, I can cast Spectral Scout. I can cast it three times per day, and it scouts for 90 mins in a one mile area. Its in the form of a toucan so it blends in, but it is incorporeal. At first sign of watchers, it evades (some information is better than no information). I'm hoping learn their scouts / guards movements Day 1 with my three castings, and then abuse that in later days so my scouts can penetrate deeper into their base. Also, I have Shadowy Haven prepared each day so we can rest each night undetected.

I can roleplay all of this I guess, but its kinda hard to roleplay all of this (especially my scouting) when I...don't know what exactly will happen on my scouting trips.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar nodded his thanks and poured over Makkatat's map and chewed his lip. Finally giving up he muttered, "Wish I still had my charts, too bad they sunk to the bottom of the sea! Anyway I can't place this." Turning to Talia he asked, "What do you make of this?"

Kn:Geography with Heightened awareness: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17

Talivar can't scout quite so well but he can do a bit over an hour while flying invisible if he uses most of his level 2 & 3 slots. Something to think about if you need backup. Also I hope we can avoid Kilarra and Uruelleth getting bored :)


Maps | Info | Loot | Talia's Journal

Talivar, let me know if there’s anywhere or anything specific you want to try scouting.

Talia, I think, in order to keep this from taking a month in real time, I’m just going to provide the results of what you would have found during your time scouting. Something I’m discovering about high(er) level play is that it can be hard to find a balance between letting people prepare and not leaving those (mostly non-spellcasters) twiddling their thumbs for long periods of time. Suggestions appreciated on that front!

Something that might be helpful going forward is establishing a ‘scouting protocol.’ Kind of like a door-opening protocol, but for scouting. You’ll have at least two more goblin tribes and who knows what else to deal with, so it might help speed things up in the future. This will also become all the more relevant/necessary if you ever get access to using divination spells on the island.

Alright, so here’s what you found, Talia. I’m assuming you were essentially taking 10 on your Perception during your scouting.

Among the various species of plants that can be found in the jungles of Mediogalti island, a few potential carnivorous ones to command would be canopy creepers, nirento, and corpse lotuses. They can be found throughout the island, but the more dangerous ones tend to reside further away from the coast in the heart of the jungle.

Talia uses her knowledge of the geography of Longlung territory to find a suitable location from which to begin her scouting. Transforming into an orca, she’s able to make good time, swimming right to left along the shore. From the sea, she spots a lone monkey goblin in the treeline on a couple occasions. They seem to be watching the shore and the sea.

Talia makes it to the rocky area where the Longlung normally find derelict ships. As an orca, she’s able to see why the area is so dangerous. Below the surface, a vast coral reef extends out into the ocean, encompassing the entire area. It would be impossible for a ship to avoid if it got too close to the shore.

The rocks protruding above the water look to be just the right size for small creatures to use for scouting, walking, or even sunbathing. There are no ships currently stuck in the rocks, but a fair number of planks stuck among the rocks indicate this is the right place.

Using her spectral scouts and her own polymorph abilities, Talia is able to find the Longlung tribe’s encampment. It consists of little more than mud huts and tepees - except fifty feet or more into the tree canopy. The camp itself is no more than a mile from the shore and no more than two miles from the treacherous reef.

As for the Longlung themselves, it’s hard to ascertain their exact number as there are usually at least a few always coming and going, but it doesn’t seem as though there are more than twenty in total. Despite their small number, Talia actually finds it difficult to determine which of the monkey goblins is the leader. Every tribe member dresses the same and they don’t seem to be taking orders from anyone in particular. It seems the tribe is quite communal.

The tribe appears to have at least three guards posted at anytime in roughly a triangle shape around their encampment. However, the guard posts aren’t fixed as the goblins not only seem to rotate shifts, but also the actual locations of the posts.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Everyone can assume they know the above information - Talia shares all of this. I think we have enough information to make a battle plan, but I think (after two - three days of scouting) its probably time to make for the ambush point and then return here for a strike plan immediately afterwards.

Initial battleplan I kinda have would be to wreck a boat onto the reef. Lure out a scout and then the tribe. Then while they are swimming out to the swim, outflank them via Teleport so that they are stuck on the ocean and we are on land. I can probably unleash crippling water spells to try and cause them to drown and Talivar can drop AOE spells on them easily. This is simplistic btw -everyone can suggest better alternatives but Talia's probably not going to want a straight up 4v20 fight and will favor smart / tactical plans

At some point I will teleport to where those carnivorous plants are - ie Canopy Creepers, Nirento and Corpse Lotuses in the center of the jungle. I'll want to Command as many as I can and eventually order them to move towards Ganda-Uj. It will take time for them to get into position (slow moving) so while we wait for them to travel we can mop up the other tribes. Probably a mini encounter I might need to have post Ambush though. Showing up with a plant army is definitely going to be useful though for the final fight.

As for scouting I'm in favor of a protocol but its trickier than a door opening process. A door is a door no matter how you open it - scouting is going to vary depending on what I'm scouting. Just remember GM that these goblin tribes are rather...unadvanced so I can get away with abusing this scouting method. I doubt I could get away with this though in the city or near the Citadel. I can work / write something up but it will be very changeable depending on situation, character level, and enemies.

I think thats the scouting for this tribe done though. Do we want to move to the ambush now or is there something we really want to do? If we want to anything aggressive with the goblins now (ie before ambush) it HAS to be a day that we decide I'm not scouting so I can have a full spell list since I'm burning through it while scouting.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Re scouting protocol, Talivar can't cover as much ground as Talia so he either needs to scout a small area that Talia didn't or he can double check areas she found as interesting. E.g. in this instance he'd like to get a look at the goblin camp and the possible ambush site. He'd maintain flying, heightened awareness and invisibility at all times.

Re 4v20 yeah we could get overwhelmed. I think there's a lot to be said for summons and illusions to confuse and divide the enemy and I think Talivar will branch out in that direction a bit. Persistent image doesn't require concentration and this puts the enemy in a quandary. Do you disbelieve when some of the summons are real?


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra is fine with your proposed ambush tactics against the Longlungs, Talia. She'll work with whatever terrain and set up she's got. She'd always prefer solid land under her feet than water or flight, though (just for regular reference).

She has nothing else specific she'd like to do before we move to the ambush against Erandlon.


Maps | Info | Loot | Talia's Journal

We don't actually have to make a protocol, if you think that would be too restrictive. The main thing is just keeping things moving so everyone is involved in the proceedings. Ideally, scouting/solo activities are things that get finished in a day or two at most (in real time) or are done concurrently with group activities.

If you're moving to the ambush of Erandlon, go ahead and detail your plans.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Right so unless anyone has any objections, I'm up for taking on Erandlon at the ambush we discussed about now, and then immediately move onto taking down Longlungs in the following days.

Summon spells would be welcome Talivar, since you can cast them much better than Talia can. If you wanted to go illusion spells, I think Phantasm spells are the best of the lot at present since they avoid True Seeing piercing through - and I think True Seeing will definitely become more common as we go up in levels - its one of the standard high level buffs that is usually always active on PC's and NPC's alike.


Maps | Info | Loot | Talia's Journal

Alright, so let me know what the gameplan is for the ambush.

I would like everyone to contribute to the plan, so please chime in.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Round the campfire a hog was roasting and Talivar's thought turned to the upcoming ambush, "About the ambush. They're expecting the pact and they know us right, or at least they think they do... Like I use,frost and ice so maybe they take some precautions, protection from cold, I would in their position. Thing is I've been experimenting and I'm not limited to ice although it will always be my strongest element. I guess my point is we should try to do something they don't expect. One idea I had was, could we sneak in the previous day and set some kind of magical traps which don't go off as long as folks are unarmed? I can't do that but maybe Talia can..."


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth shrugs. "Fine if you want to do that. Me, I'll stick with my falchion. Maybe at some point I'll switch to another weapon like a club or spear, but I don't think they've got anything that can protect them from getting hit repeatedly by a sharp blade."

He glances at Talia. "Speaking of, you going to be able to do that spell that makes my blade magically sharp?"


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Still have no data but I can hotspot off my phone at least. Hopefully back to full availability as of Monday evening according to my provider.

Talia glances at Talivar for a moment "I don't know of any kind of magical traps that would work as you say. Even if we found or researched them, remember that while I can realistically cast anything we want, my overall spells are still limited. Sacrifices will have to be made somewhere."

"Having said that, I do have tactics for us, and a battle plan. Firstly, I want each of us to have as much magical defenses as we can, and then I can teleport us to within close range of the ambush point. When combat starts Talivar, I can cast an ice spell on everyone present. If anyone appears to be resistant or immune to that spell, you could choose to Dispel any magical defenses they might have against cold. I can also help with this. If no-one has any protection against ice magic, then my spell ensures your icy magic will be even more successful. Word of warning though - if I'm giving people magical protection, or making weapons sharper, or teleporting us, I'll be very limited in actually dealing damage. I can Hex but that will be my primary method of handling enemies directly."

I'll cast Keen Edge on Uruelleth's weapon, Barkskin on Kilarra (+4 AC), Resist Cold on both Uruelleth and Kilarra and Suppress Charms and Compulsions on everyone (+4 vs charm and compulsion). Talivar will probably want to have See Invisibility active on himself as well. I can teleport us to the ambush zone. Ideally (as a tactic) I want to cast Winter Grasp leaving Talivar to have options to Dispel / Haste / Blast as required. I'll probably be flying with Overland Flight. If Talivar feels that I don't need to prep Dispel Magic I can probably swap out both castings for Quell Energy (if he really wanted to ensure his blasting was unaffected), or Stinking Cloud / Magic Circle Against Evil, or Hex Gylph.

Spell List:

Spell-Like Abilities (CL 9th; concentration +14)
1/day—daylight
Shaman Spell-Like Abilities (CL 9th; concentration +14)
Constant—endure elements
Shaman Spells Prepared (CL 9th; concentration +14)
5th—dominate person (DC 20), teleport; contact other plane[S] or overland flight[S]
4th—emergency force sphere (2), shadowy haven[ARG]; legend lore[S] or rainbow pattern[S] (DC 19)
3rd—dispel magic (2), keen edge, wind wall; daylight[S] or locate object[S]
2nd—barkskin, resist energy (2), suppress charms and compulsions, winter grasp[UW]; hypnotic pattern[S] (DC 17) or tongues[S]
1st—barbed chains[HA] (DC 16), heightened awareness[ACG] (2), obscuring mist (2), unbreakable heart[ISWG]; color spray[S] (DC 16) or identify[S]
0 (at will)—create water, dancing lights, detect magic, guidance
S spirit magic spell; Spirit Heavens Wandering Spirit Lore


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

I'm a bit hazy about which day we're on. The following assumes we have time to sneak in the day before. Oh and Talia dispel magic is really good when you need it, I'd choose that over Quell Resistance for now.
Talivar replied, "I was thinking of Symbol of Slowing although its a bit on the pricy side. There's also glyph of warding, but I'm not sure if you can cast that. Obviously we'd have to set these up invisibly the day before but with the right trigger condition they won't go off till our ambush occurs."


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra smirks at Talia. "You? Not deal damage? Way to blow my mind. Not sure how we'll survive."

Clearly, she's being sarcastic.

"Get us in position and cast your spells. We'll do the rest." She leans against a nearby wall, arms crossed. "I've got my swords. I'm ready to go."


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

"A Symbol of Slowing works like a Symbol of Death - it has to be visible. Therefore, setting up it up invisibly is pointless since it wont work. Even leaving it visible is pointless - if they can see it at any point, even the day of the ambush then they know the ambush is coming - therefore making this exercise pointless. They retreat, or back off, or avoid its effects. I agree with Kilarra, my spells are prepared, I'm ready to proceed." the shaman replies to Talivar's remarks, choosing not to respond to Kilarra's sarcasm, knowing that there were some battles she just couldn't win.

I'm sorry Talivar, it a really cool idea, and I think inscribing the symbol on a shield or something (if we had someone that actually used a shield) which we had covered and then revealed possibly works perfectly (like idk, the head of medusa). I don't think we have the time or wealth though to make it happen for this ambush as I burnt all my high level spell slots on scouting - and this is basically night before the ambush.

3,551 to 3,600 of 4,443 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Mantisbane Pact with GM Zek All Messageboards

Want to post a reply? Sign in.