| GM Mort |
You did the right thing, though Hirah. Else if he won init he'd start spamming fear spells to get everyone to split, then chase everyone down one by one.
| Mr. Whiskers |
On the first part of seige, the map and description aren't making sense to me.
The Frost drake is pretty obvious.
Are there only two Barbarians, each next to one of the seige engines? You had made it sound like the whole seige crew (evidently not shown) were in one area. Looking at the map, the seige engines are quite a distance apart.
I'm also not certain exactly where the icy terrain is.
Sorry for all the questions, I just want to make sure I understand before my turn.
| GM Mort |
Sorry. The siege crew are clustered around the siege tower that the frostdrake landed on. So 20 ft around the tower. I didn't think it really mattered as everyone is flying.
| Einar 'Kinslayer' Bjornson |
Sorry. The siege crew are clustered around the siege tower that the frostdrake landed on. So 20 ft arouns the tower. I didn't think it really mattered as everyone is flying.
It's just the map doesn't match the description well, I posted a similar question in game. I would clump the balistas in the 20 ft ice circle near each other with the barbarians near them, and the dragon defending the position. But the whole thing would be on top of a tower like structure. But it doesn't say how big the 'bastion' is.
| GM Mort |
Ok I'll move things on map. Gimme a bit, cos my comp isn't cooperating, I'm doing this on phone.
| GM Mort |
Fixed? Is it correct now? Someone please help me draw 20 ft radius from the frost drake for the slippery terrain. My computer is updating...22%...
Edit:Better? That's for urm...reading what you were supposed to place but not the description...
| GM Mort |
Ok let's just live with it. I hate drawing all that stuff, though honestly, yeah my updates are complete. Hearthstone? :P
| Mr. Whiskers |
Close enough! That makes more sense, thanks!
| Hirah Cheran |
I know the drake is flying T_T
I'm asking how the barbarians arrived, considering that we saw them arrive. Either they flew in riding the drake (in which case I'd feel better about about going for Whirlwind tricks) or they flew in seperate to the drake (which indicates flight). All I'm asking is for you to clarify how they arrived, which we saw them do.
Its now late, so I'm going to bed now.
| GM Mort |
I sure as heck hope so. I'll take your word for it, waiting THIS long is getting on my nerves as well
*looks for something to bite, claw, claw*
The irony is that had Hirah made a decision, we'd well be in the next fight by now. Or maybe two.
And I don't get any thanks for botting only complaints.
| Hirah Cheran |
Actually the irony is that IF you had just straight up told me the first two times I asked, instead of telling me when I was sleeping you would have your post!
| GM Mort |
Your turn has be botted.
Look at it this way - throwing them from a height would be 9d6 fall damage from 100 feet - average 27. Honestly, would that be comparable to the amount the tigers can do?
*sighs*
| Hirah Cheran |
I thought the goal was to protect the siege equipment above all else? If they don't have fly, how are they going to get back up and damage the siege equipment?
Also, you missed the fact that I posted all my rolls while you were busy complaining about irony.
*sighs*
| GM Mort |
I'll take my rolls since they are better. Heck. I just want to move on and get over with it. There were troops on the other side, so they'd just get a fly spell, pop back in.
| Hirah Cheran |
O.k
Can you mention though, how you get +14 to a bite attack?
I get +11+2(Charge) to get +13
Claws have a mod of +12+2(+14) because Tigers get Improved Natural Attack (Claw) and not Bite for some really weird reason.
My math is bad though, so I'm probably missing something really obvious.
Anyway yes, if there are troops that can cast them a fly spell, then tigers are better. That said, I didn't have that information last night when I was clarifying, and I hate assuming.
| GM Mort |
Which you wouldn't have known, right until you tried it. Though you could have expected that they would have supporting casters, since you fought one of them before, and there's an army below. Fine anyway.
I copied wrongly from the whole wall of text. I saw so many 12+2 so I thought all were the same. No difference to damage calculations, so we'll pass on amending.
| GM Mort |
If it helps explain things:
My Myers Briggs Results: ISTJ
Which is why anytime anything holds the game up, I am generally a grouch.
| Einar 'Kinslayer' Bjornson |
ISTJ, somehow I'm not surprised...
Ok it looks like the 'flying tigers' took care of the barbarians and the frost drake, now, you three get to pick a fight with a 'cryohydra and frost drakes, hhhmmmm, should Einar cast fly?
Mort mentioned 'cold resistance' is that on the menu? did anyone cast cold resistance, I didn't see where anyone did, but I've been dumb mistaken before...
I'm still on normal human hours, so I'm going to bed in about 20 min.
If anyone is on, does Einar need to fly or should he guard the tower? If he casts fly on himself it will be the second round before he can attack, the war may be won by then :-)
Mort is Greta in wolf or human form? Does she still have fly cast?
| GM Mort |
Greta is still on wolf form, and since 10 hours have not passed (its about 7 hours and 15 minutes), you can choose to be riding on her when the fight starts, or be dismounted, like you chose the last time.
Last time I looked, Hirah had 2 cold resistance from her northern ancestry trait.
You need to disable the tower eventually, or you could kill everything pushing the tower(i.e those war hydras) so it can't move to the walls, then take your time to disable the tower. That also works.
| Einar 'Kinslayer' Bjornson |
glad I checked back, I didn't read the entire post on the combat zone and I didn't catch that the hydra's were on the ground.
Einar will cast feather fall, and drop to the ground, second round, he will use the "hammers" touch attack on the tower, and then drop the hammer, rage and attack the hydras with maw and claw.
If he can't use the touch attack, he will charge, rage and attack the tower with the hammer, once it is disabled, if the hydras are still there to fight he will attack them tooth and claw.
I'm headed to bed, Mort would you mind botting him, and I can retcon some chitter chatter later, thanks!
| GM Mort |
That works. I'll probably check in after lunch + late afternoon to see if anything moves...
| Hirah Cheran |
If it helps explain things:
My Myers Briggs Results: ISTJ
Which is why anytime anything holds the game up, I am generally a grouch.
I don't get offended by that, I get offended you called me out for sleeping when you /know/ the reason my post was delayed was because I was waiting on you to clear up information relevant to what action I would take. I even told you what I would do if you answered a certain way (such as go with tigers) just in case you wanted to bot me while I was sleeping. I didn't expect you to instead just choose to complain when you knew I couldn't respond.
Like cmon I understand being grouchy but at least be fair.
| Crummock-i-Phail |
Greta is still on wolf form, and since 10 hours have not passed (its about 7 hours and 15 minutes), you can choose to be riding on her when the fight starts, or be dismounted, like you chose the last time.
If that is the case, I have used a lot more Air Walks than you have indicated that I have needed to; they only last 100 minutes a pop, after all.
Consequently, please note that, in order to still be Air Walking at this time, I will have had to use the last of my 5th level spell slots (which will run out at the 8 hours and 20 minutes mark) - after that, I can get one further 70 minute 'set' out of the Wand, but after that, I will be strictly ground-based :-/
| GM Mort |
I wish to get 2 combat rounds/day. The problem is that if your morning post doesn't come out, Mr Whiskers can't get in his post before he goes to bed.
Night post - usually there's 3-4h before Mr Whiskers wakes up, so the timing isn't that bad.
You want to pop any flying ointments?
The last time I went botting on your instructions, because not all conditions were fulfilled, I got yelled at. I was expecting the information given was sufficient for you to make your decision, since all you would have seen is they fly in, then they start whacking things on the ground.
I will wait for Mr Whiskers if he can save himself before the next breath weapon pops in, then I'll activate the summons if it doesnt like it looks like he can.
Yes, Einar's actions did buy time.
| Crummock-i-Phail |
You want to pop any flying ointments?
No, I am good for the moment - I prefer to use renewable resources, before expending limited ones.
I just wanted to note that I had had to use additional spell slots (so it wasn't a surprise to the other PCs later on).
| Mr. Whiskers |
So, we have plenty of cure X potions within the group. Which one can I use?
If allowed, I will use the CSW. Otherwise it is one of the CMWs since we have enough for each of us to carry two.
| Crummock-i-Phail |
Feel free to use the CSW; after all, it is there to consumed!
I didn't realise you were on two hit points; please, in future, *ask* for healing.
(Remember, Crummock can now understand *all* languages (even in combat), although he is still limited to speaking his 'known' languages, or Aklo/Terran in combat.)
| Mr. Whiskers |
I hadn't known Crummock could understand all languages in combat now. You could have told me that, especially since I've been asking Hirah to relay things to Crummock, including in this very battle.
Also, I did basically ask for healing on my turn when I mentioned how badly hurt I was.
| Crummock-i-Phail |
Ummm... In that post, you simply asked us to keep you alive; that is fairly standard practice (which is why I glossed over it), and slightly different from specifically saying 'I need healing NOW!'
| Mr. Whiskers |
That post started with the words "Barely alive" and as I stated, I was still under the mistaken impression that you couldn't understand me during combat.
Guess I should have said almost dead.
Rules question, can a potion be drawn as part of a move action? Still sleepy, so I might have tried to do too many actions in which case the quaffing of the potion will be next round.
In terms of 3D action, Mr. Whiskers did descend to below wall level so as to get cover.
| Crummock-i-Phail |
That's okay. We are all still alive, and the combat is over, and that is all that (ultimately) matters :-)
Hold off on drinking the potion now that we are out of combat; I have healed everyone up with CLWs.
I don't think you can draw a potion as part of a move action; it isn't a 'weapon-like' object, after all...
| Mr. Whiskers |
Yeah, that is what I realized as I woke up more. I don't think I had time to drink it.
| GM Mort |
Yeah I don't think I'm going to allow potions to be drawn on the move.
Quickdraw feat:
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Yeah I don't think you can...
| GM Mort |
And yes, please. Teamwork guys. I've been trying to hammer it into your thick skulls for sometime...don't each go do your own stuff like how to beat DPR records if your party members are dying...or about to get killed.
| Crummock-i-Phail |
'Team... work...?'
Is that a bit like iron work - using a hammer, an anvil, and a red-hot forge to try and shape a cantankerous, evil-looking lump of iron into something useful?
;-)
| GM Mort |
Whatever you wish to call it. But it saddens me when you all go off and do your own thing, not caring whether your party members live or die.
I'm not evil, you know. Just trying to get the point across that not every problem can be solved by doing massive DPS, and sometimes you'll need to use defensive tactics as well. Know when and how to retreat, etc.
| Crummock-i-Phail |
True to an extent, but I am also a believer in that the best defence is a good offense, and the best form of 'healing' is preventing the damage from being taken in the first place, by taking out the opposition as quickly as possible (because, frankly, until you get access to Heal, it is *really* difficult to keep up with your opponents' damage output).
| GM Mort |
I agree with you, generally. But sometimes the best action is to heal so that you buy the 1 round for the melee dps to finish the job. I don't really care for evocation school very much, to be honest.
Decent dps helps kill things before they do too much damage to you, so you do need some of it. As in everything, balance.
It can be something like this:
Your melee dps is doing 2d4+7 on hit, and you decide to throw produce flame for 1d6+3 instead of healing the front guy so he can get another hit even though you're taking -8 penalty for cover and lack of point blank shot.
And your melee dps is standing at that choke point to keep another of those creatures from getting out.
And that's a true story.
That's just >.<
| Mr. Whiskers |
Sometimes the best offense is to distract the opponent's attention or split their forces. In general, DPR doesn't do that.
That said, it can also be true that you don't have to keep up with your opponent's damage output, you just have to give your team an extra round or two of actions. I have a cleric that changed the battle in a scenario recently by unloading his channeling in combat. The whole group had been trampled for around 70 damage, so he unloaded 15d6 channeling. That was enough to keep people from dying and allow us time to kill the creature.
| GM Mort |
I had some fun doing twin channels(me and another cleric) and generally my clerics are happy happy buffbots. Then they sic their lion on you :p
Pretty much like how Geist functions, except with inspire courage added in =)