Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


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Let me separate something before I keep typing, without know that the soldiers are dominated, Einar doesn't care what tactics we use. If he knew they were dominated he would be a little sympathetic. But would still want to use a method that got the job done.

So this is my opinion as the player, not Einars.

GM Mort wrote:

This is a note from the author of the module:

"The trenches aren't meant to be "cleared out" like a dungeon full of kobolds. The presence of the troops, and the ever-roaming searchlights, are meant to be a dangerous, looming threat that the PCs should really be trying to avoid as they seek to complete their goals and take the fight to Rasputin. If they are engaging in one boring firefight after the other (because that wholesale slaughter *will* become boring if your guys are able to hack the troops to pieces) rather than using their abilities to infiltrate the heart of Rasutin's camp and solve the mysteries of his location, then the adventure's horrific aspect and overall storyline become muted."

It sounds like the module was written for us to infiltrate, not disintegrate.

Seraphine Fiammetta wrote:
Quite frankly, if the author wanted an encounter run the way he mentions, he needed to weaken the current enemies. It's rocket tag at the moment when if we win init we nuke, if we lose init we get destroyed. As written, it's difficult to manage them as a threat (and therefore look at alternatives) when they have such a large advantage over us.

That sounds like a good question to ask the creator.

Seraphine Fiammetta wrote:
I guess I can ask my venture captain what the situation actually is as written, and how he handled it when he ran this AP if it's a point of frustration.

That may be a good option also, “Hmm” who played with us is a “Venture-Lieutenant, Online.” She juried a situation in one of my on-line PFS games, she may be able to help you with understanding the module better.

Now, the real reason I started to post.

What I don’t understand was your comment earlier.

Seraphine Fiammetta wrote:

Hey, if you don't want me to do it, then simply rule the consumable wasn't used at the start of the day and I don't have to feel the need to use my nuke.

Like, I'd be disappointed because after a number of combats in tight locations, this is a chance to feel good about something I can do well, and I would be very concerned if we go an alternative routes and my earlier concerns were correct but hey whatever you want.

That sounds to me like:

"We've primed the atom bomb, but is we diffuse it, we waste the uranium. Can't waste our uranium, and were really good at making atom bombs, so who we gonna drop it on?"

Seraphina is supposed to be a ‘good’ character. For me a dividing factor is valuing life. That’s why Einar is neutral. He doesn’t really care about other’s lives. He gives them value based on how they affect him socially or economically. He’s not evil: he doesn’t desire to take life, and just doesn’t do do it because he might get caught and be punished. I realize this is very simplistic. But just to go, "hey I don’t want to waste my weapon so lets kill them." really disturbs me.


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

And I would agree if we were planning to solve this diplomatically. That said, there is no alternative. Come to Seraphine with a diplomatic option, she's all ears. That said, we don't have one. So Seraphine is coming from a POV of 'seeing as tomorrow, I'll be fireballing regardless, why not use my fireballs now?


It's still seams a slippery slope.

I totally agree that it seems written fast and loose with historically related stuff, that's a different topic. That may be why it doesn't seem to be a popular AP. Maybe it's just because of the guns, I don't know.

Realistically We may be able to us subterfuge and pull the old lady out. We may not and have to nuke the place.

What I do know is if it comes to a war of attrition we will lose. They have given this army tanks. If we blow this place up, odds are everything within range will come down on us. They don't know anything except something has attacked. We will be dealing with it all day long. We will be forced to die or retreat.

So, lets try and use subterfuge, if we free Baba Yaga, we can fight our way to the hut and leave.

Because if we leave without her, we will just have to come back and do it all over again.

But at the rate tanks could get here, once the bombs start going off our time will be extremely limited.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
Seraphine Fiammetta wrote:
That said, there is no alternative.

Break Enchantment or Greater Dispel Magic should be able to take care of the domination if I can get in range.

That is possible for the people outside.

Since this isn't an attack, it becomes even more possible when we combine it with Greater Invisibility. We just have to be more than 360' from the towers while invisible.

I'm betting there are other options as well. We know that the guards don't pay much attention to people inside the fence.

As for getting away, if we go that way I can take Getaway. That uses up one of my spell slots, so I'm giving up something else in order to get it.

I don't know Emergency Force Sphere.

We also need some sort of indication of what the time pressure is. If someone has an idea of how to determine it, that would be great.

Let's move this to some constructive conversation. What sort of information can we acquire that will help us penetrate this fortress? If it requires Mr. Whiskers learning a spell, so far Mort hasn't said no to a spell being in the library. He might in the case of Emergency Force Sphere -- it really is unbalanced.

It is getting late. I've got to get up early tomorrow. I am also in a rush to get stuff done for PaizoCon so I can't spend huge amount of time on this.

--

I will not be updating regularly from Monday, May 22nd to Friday, June 2nd. I will be either on a train between home and PaizoCon or at PaizoCon.

Bot me.


Retired to Triaxius

I would think that we should get inside the fence then use the break enchantment or greater dispel magic. Even if they are unenchanted they may shoot at us if we are approaching the fence in an aggressive manor. If they are unenchanted and we are inside the fence killing the monsters, they may look the other way.

Also I would save the invisible for inside the fence, the lights are pointing out. Now if they can point inside the fence that makes it moot.

why cant we put on the provided gasmasks and suit? Could we spell-cast Geist as a human, Einar could carry Mister Whiskers in a sack. No offence Mister Whiskers ;)

I have no idea what spells would be best though

Have a good time at the con! How long is your train trip?


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

RE Tactics.

Robert, I tend to see us winning a war on attrition. I *think* (if my math is right) I can cast 17 Fireballs of varying Strength, every.single.day.

Crummock, can also cast several fireballs. There is no time limit, we can legitimately pound away from 1,000 range. Sure, they have tanks. We are 1,000 feet away, total range superiority, I can take them out, or we can Wall of Stone (or something like Create Pit) and shut them down. Then if they get into range, its a quick teleport to gain distance, rinse and repeat. They have no counter to this. The GM has mentioned that CR will get thrown out the window and throw everything at us but then again, I assume that everything will get thrown at us regardless, its not like the BBEG is going to run the second well infiltrate.

Quote:
if we free Baba Yaga, we can fight our way to the hut and leave.

This is my problem. If we want to fight at all, then I want to soften enemies up beforehand (ie blast the night before and do as much damage as I can / reduce numbers), when I have the range advantage, than enter into cramped quarters, and then have a few individuals, run into melee and prevent me fireballing. All the while fighting (probably) several groups of soldiers, with superior range and no issues with AOE. The fact the GM has hyped up the fact we will be standing in close quarters is furthering my concern. The fact Mr Whiskers has said he wants me to take a greater role in combat AND apparently space is also limited, is yet another reason why I am concerned.

Basically, I never want to be in a situation where we have to fight our way out to escape while relying on Mr Whiskers as a lynchpin. Because it means we gave up a tactical advantage (namely, firing attacks in largely unpunished) for a tactical disadvantage (being unable to fire attacks outwards, and being punished at a range disadvantage), for no good reason at all.

I don't mind alternatives to Fireballing, but I have just a couple of concerns with the current plan that I feel would need to be addressed before we proceed, if that's OK.

Firstly, I spoke with my local Venture Captain. He confirmed that Break Enchantment would NOT work (something about how the soldiers are built in the book and I did not press for specifics), but possibly an Area Dispel could work. One problem we would have to iron out, is handling anyone watching Mr Whiskers cast the spell. For instance, he might be able to Area Dispel one group of soldiers, but anyone observing (sniper etc) just saw him obviously do magic, blows his (and our) disguise and immediately attack, which raises the alarm, and then an undominated group of soldiers come along and immediately out-range Mr Whiskers and open fire. So, we can probably dispel one group of soldiers, but if_anyone_observes or if our cover is blown, then there goes that plan.

Secondly, Seraphine (in character) is going to heavily push for Mr Whiskers to protect himself if we sneak in. She does not want a situation that happened in the last encounter where he teleported off on his own, so any method of exiting the base that hinges on Mr Whiskers being around, is going to cause her some anxiety, unless he has appropriate countermeasures, to ensure a repeat situation does not happen again.

In my ideal situation, Crummock and I clear the trenches, maybe crack the fortifications / wall, and then we burrow / teleport in the following day. This way, if stuff hits the fan, and (say) Mr Whiskers is unable to teleport us out, we can leave out the front door that Crummock and I cleared the night before, and we can regroup. What I don't want, is getting halfway in, coming across heavy fire, having no resources, everyone wounded / hurt / out of spells, and then basically getting TPK'd.

Also off topic, the way Mort portrays it, the writer of this book is pretty ??? about military tactics. In 1864 the British set up outside a Maori (NZ natives) fort which basically consisted of wooden palisades as a primary defense. The British set up its artillery, and bombed the place for three days straight before walking in with troops. Per square meter, the artillery bombardment was worse than it was on the Western Front in WWI. Yet, if the PC's decide to follow pre WWI tactics, and fireball the place from range, the writer apparently asks the GM to throw CR out the window and TPK them. Feels like "I want my enemies to use WWI tactics but I don't want such tactics used against me" which is a little questionable.

Lastly, I can understand Mort's frustration. As a GM, I'm sure it would suck if we won the encounter pummeling the place into the ground with fireballs, I don't imagine its much fun for Mort or anybody. That said, the way things work, its probably the *smartest* plan, in that it carries the least risk of going wrong (ie, its a cakewalk to retreat from where we are at the moment, but exceptionally difficult for us to retreat from inside a fort full of enemies) and I haven't seen anything from the Fort that looks as if they have a counter to the strategy, - its just not particularly elegant, just a brutal and unsophisticated way of "winning".

Of course, since Mort gave us strong words last time about "freaking planning properly", I'm confused as to why we are being encouraged to look at riskier options, such as try and not kill the dominated soldiers programmed to shoot us on sight, but whatever.

tl;dr I don't mind Mr Whiskers plan, but it needs a heck of a lot of refining because too much of it assumes that he won't get shot in the head the moment you attempt a dispel and reveal that you are a full caster.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Seraphime,

Since you are a prepared caster, you could always take word of recall, the cleric's version of getaway.

It has basically the same restrictions.

Inside the fence we will have to deal with the anti-invisibility field. The same thing that made my arcane eye suddenly appear. The field reaches out 360' from the towers -- I'm not certain of the exact center but we could determine that tomorrow.

With Geist, we could turn him into a statuette or I could for a short period of time turn him human via alter self or other such spells. Mr. Whiskers will also need to do that because the suits are made for humans and he is too short.

Mr. Whiskers hasn't gotten within 120' of any of the humans dominated, so he can't tell exactly what is affecting them. Once he has, he would know what spells should be able to undo the domination.

Looking at your spell list, Control Weather may (depending on season) allow us to bring in a bank of fog. Now their range is 10'. One of us could even see through it with one of the magic items -- I think it was a habit or something?

If Greater Dispel Magic would undo the mind control, you can take that as well.

Both of us could do some Scrying. I would have to learn the spell and we would have to check the focus -- might not have what is needed there.

Stone Shape on the bedrock supporting the tower while burrowed under the tower could be amusing.

I really haven't looked at the Summon Monster spells. There are probably things that can be done there as well.

I am still of the opinion we should gather more information about what we are up against, then talk out a plan for how to deal with it. We could even have you use something like commune to check some of our assumptions.


Retired to Triaxius

I'm up late, but I think I understood most of that.

First: in a world of technology they wouldn't recognize if Mister whiskers is casting. He would look like a child waiving his arms and saying gibberish. So they wouldn't know it's dangerous. He could cast all day and when they felt the affects they would be looking for bombs being dropped from planes or something.

Second: 17, 34, 104, fireballs will not be enough.

Right or wrong, if the people who wrote the AP gave WWII quality tanks to the most backwards world power in WWI and then warned us not to "try it," They will use those tanks to show us why the said not to "try it."

the reason I say WWII quality tanks is that the writer of the AP said the canon was mounted on a 360 degree turret, there were no WWI tanks with canons mounted in turrets. The first one invented was after 1924 and it's canon was half the size of the one listed in the PFSRD

I'm not saying it's Mort's idea here, but she is nothing if not diligent in executing the AP to the fullest capabilities. That's not a criticism, just an observation. she will probably take it as a compliment

We will not win a war against the military they are using.

Seraphina wrote:
In my ideal situation, Crummock and I clear the trenches, maybe crack the fortifications / wall, and then we burrow / teleport in the following day.

We won't have a day to wait. If we blow up everything here, they can have more troops and tanks here that day. it's not horse-and-buggy it radios, trucks, howitzers and tanks. It's modern weapons.

We certainly wouldn't have until the next day to stroll in with different spells prepared.

The AP is written to railroad us to sneak in. We may be able to break the AP but I don't think were escaping with Baba Yaga.


Retired to Triaxius

The source of the anti invisibility field are lights mounted on the towers,

I believe the wall would actually be barb wire.

Our only source tells us we can put on gas suits and walk in.

Why doesn't Einar and Greta walk in?


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24
Quote:
First: in a world of technology they wouldn't recognize if Mister whiskers is casting. He would look like a child waiving his arms and saying gibberish. So they wouldn't know it's dangerous.

Except, they are not entirely ignorant. BBEG has them dominated to look for us, stands to reason they know how to spot an obvious spellcaster. Even if they don't, are you sure they would still consider Mr Whiskers a typical solider? Like, if I was on the look out for infiltrators, and my mate suddenly waved his arms around like a demented scarecrow, I'd consider this unusual behavior. Still, thats just me.

Quote:
The AP is written to railroad us to sneak in.

I asked my VC about this as well (requesting him to keep this vague). He told me two things. One, is that the AP explicitly mentions that PC's can use either option of clearing the trenches OR sneaking in. Indeed, he ran a party that opted towards force. I clarified with the VC if the AP calls out an instant TPK if PC's do so (as seemed to be the implication), the VC said this is not the case, this is never said or implied.

Seeing as this contradicts heavily with what Mort tells us, I'm sorely tempted just to buy the damn book and find out which persons right, or asking another VC

I agree that we are not escaping with Baba Yaga

Lastly, thanks for that catch Mr Whiskers, I feel a bit more comfortable with the plan now if I prep that spell.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

So, does anyone have ideas as to how Rasputin made himself invulnerable? My best guess is an illusion or even mislead in combination with bad writing.

Bad writing would be the soldiers who make their will saves don't know enough about magic to find the invisible Rasputin, but now they do.

Some ideas on this could also prove useful.

Is it possible for us to take out the towers with a well timed mortar strike? The towers are what allow the troops to fire on invisible creatures. Take out the spot lights in the towers and invisibility once again becomes a possibility.


Retired to Triaxius
Seraphine Fiammetta wrote:


I asked my VC about this as well (requesting him to keep this vague). He told me two things. One, is that the AP explicitly mentions that PC's can use either option of clearing the trenches OR sneaking in. Indeed, he ran a party that opted towards force. I clarified with the VC if the AP calls out an instant TPK if PC's do so (as seemed to be the implication), the VC said this is not the case, this is never said or implied.

Well that at least eases my mind a little. Maybe Mort was just trying to warn us after what happened the last time. I don't know. I just think if they wanted to TPK us, that it could easily happen here.

On a side note I've enjoyed looking at all the WWI and pseudo-WWI equipment.

I was wrong about the walls, it's not just barbed wire there are actual wall walls.

If were walking in the front gate we can hide Mister Whiskers.

The other question.

What if we cause a distraction. Einar could knock out the 'escaped prisoner' and carry him back to the gate dressed in one of the gas suits nad turn him in....

hopefully we can do some spying and know more soon...


Strange Aeons Grp 2 |

Whenever, whoever, whatever GMs - there will always be variatious in interpretations.

This is what I was basing things on:

"Making a hack-and-slash slaughter around the camp's perimeter, new-found cleaving-prowess in hand, doesn't accomplish any of the adventure's goals"

"let the PCs know just how dangerous those troops are, and encourage them to seek ways to *not* go on a troop-killing spree,"

Also by the author of the mod.

And theres this clause in the AP:

"GMs may have their work cut out getting the PCs to stay on track, but you can turn this to your advantage by keeping a fluidity to the adventure’s many encounter elements."

So when you read everything together, you are allowed to deviate from the AP as you like, if your PCs do not choose to stay on track - like going on a massive fireballing spree.

I do not think it is an invalid interpretation, and the GM discussion thread in ROW is full of suggestions on what to do regarding fireballing PCs.

I just had a bad day on my exams so no, I'm not in a charitable mood now.

I do not want to question on how historically real or whatsoever things are. Really its none of my business.

And when I asked you to plan properly I also did say to stop trying to solve everything with violence.


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Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

@Mort

Yes, there are various interpretations.

You know what none of those quotes say?

"CR gets thrown out the window and I will probably TPK you"

This is not a way to encourage your PC's, that's taking an antagonistic approach. An ultimatum like that forces a negative approach. Sure, you might get the action you want, but not only have you railroaded your players, you take away freedom, it opens up resentment down the line etc etc.

My suggestion? Make it more attractive to save them. Instead of standing in full attack range, tell us who or what is dominating them, maybe we can take them out instead and remove the domination that way via scry and die. Maybe as gratitude for helping us, they turn on our enemies. Maybe they flee when I start fireballing the trenches and I don't have to slaughter a million of them. Like geez, I don't know anything, I don't have the book in front of me, but don't sit here and lambaste us for "planning poorly" and then complain about us looking at probably the most effective option which involves slaughtering the soldiers from a safe distance. Help us make it a viable option. ATM, it fails the Risk vs Reward test.

Quote:
And when I asked you to plan properly I also did say to stop trying to solve everything with violence.

Jesus this is extremely unfair. This AP, as written, is very unforgiving about redeeming or seeking alternatives to handling enemies. Despite this, we have always attempted to look for alternatives when available.

You KNOW this, how many times have we waited / delayed / avoided combat for Mr Whiskers or Crummock to talk things down, sort out alternatives. So don't throw around an accusation that's simply not true, we do damn good (IMO) in an AP that largely expects its PCs to murder hobo its way through everything.

You want an effective, low risk plan, then you watch us nova the base while yelling "Good Morning Vietnam". You want us to favor a slightly riskier option that probably gives us better karma or a feel good mojo but nothing much else, then hey, that's good to, promote the hell out of it, help us consider it a viable option, and don't complain about our planning if it goes wrong (like what happened a couple of days ago).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

@ Everyone else RE Plan

Been thinking a lot about this.

Einar, I'd rather not approach the front gate directly unless we have fireball it in the morning and scared off all defenders. If they have a passcode, a secret salute, or whatever, and you don't know it, you get rumbled instantly and probably get full attacked. Given the range, Seraphine cannot get down to bail you out / heal you, and I'm forced to probably dump Fireballs to recover your body.

If we want to go with Mr Whisker's infiltration (which I'm ok with provided its done carefully and intelligently, here's the (probable) spell list for me (I spend an hour on this T_T).

Cleric (Theologian) Spells Prepared (CL 13th; concentration +22)
7th—elemental body IV (fire only)[D], holy word (DC 27), sunbeam (DC 27)
6th—fire seeds[D], heal, undeath to death (DC 25), word of recall
5th—breath of life (DC 24), fire shield[D], dazing intensified fireball (2, DC 23), mass ghostbane dirge[APG] (DC 24), planeslayer's call[ACG]
4th—air walk, blessing of fervor[APG] (2, DC 23), death ward, empowered intensified fireball (2, DC 23), wall of fire[D]
3rd—contagious zeal[OA], intensified fireball[D] (DC 23), intensified fireball (2, DC 23), invisibility purge, protection from energy (x2), wind wall
2nd—burst of radiance (2, DC 22), diminish resistance (DC 21), produce flame[D], resist energy (3)
1st—bless, burning hands[D] (DC 21), endure elements, liberating command[UC], lucky number, obscuring mist, shadow trap (DC 20), sure casting
0 (at will)—create water, guidance, light, stabilize
D Domain spell; Domain Fire

Its more versitile than what I usually have, but it also means that I get stretched a little more (ie less fireballs, so less generic power). I'll still pop a maximize incense but that's what I'm looking like at the moment.

Its 1AM now though, so I might have made some mistakes


Strange Aeons Grp 2 |

Secret salute given


Strange Aeons Grp 2 |

I thought about it some - my exams are putting quite a bit of stress on me at this point of time(I have 2 papers next week). And I do not really have the time/patience to deal everything you'd like to complain about.

Arguing with people affects my emotional state - which also affects how well I can study.

Since Mr Whiskers is also away for paizocon - we must as well do it this way - I'll put the game on hold until 3rd June - which will give me time to study, and Mr Whiskers to get back from paizocon.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Sounds good to me. Thanks!

Good luck with your studying!


Retired to Triaxius

ok, June third, Einar will be sharpening his claws, teeth, swords, spears and hammer uummm not the hammer...


Strange Aeons Grp 2 |

As of this moment in time, I have removed Ginganinja from the game.

The rest: How do you wish to proceed?

1)I run open recruitment on forums(I will require all of you to roll new characters - on a seperate scenario - just to see if it works out for us all)
2)Crummock plays Dimitri as a trench fighter, then we continue.

The dialog will be different for both and fairly lengthy, so I will need some prep time. If gameplay proceeds - you'll be in the camp tomorrow - don't worry how you get there, I'll handle it.


Retired to Triaxius

Of those two options I would rather Crummock run Dimitri. I don't mind playing a 'learn to know each other' game, but I would rather play this one.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

I also think it is too late to bring in a new player. It would be different if someone had a player they recommended, but just going for an open recruitment seems a bad idea at this point.

I'm still catching up with all that happened while I was away, but should be past that soon.

BTW, in thinking about it the spotlights seem to cancel all illusions. That would be consistent with what was written about the chapel. I can't be sure that is what is happening, but it would make a certain amount of sense.


Strange Aeons Grp 2 |

The mod said spotlights just reveal invisibility, so just reveal invisibility it does. I'm sorry about prep, but I didn't prep as the boards were down. (I needed a PM from Luke to do the prep)

Emergency force sphere can be found in the library. Just to clear it up, Emergency force sphere has a spread like a grease square(I spent a while on the boards before it went down and that's the conclusion I came to).


Strange Aeons Grp 2 |

Also, I'm off for a swim.


Strange Aeons Grp 2 |

I realized I may have not been clear enough(thanks Einar)- all of you are in the prison camp now, the troops at the front gate have dispersed. Now the issue is - do you want to bluff the officer in the weapons shed, or murderhobo him to get Dimitri's gun.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

I am traveling today, and don't have my notes for Dimitri with me, but I will have his stat-block uploaded some time tomorrow (local time).


Retired to Triaxius

totally forgot about the gas suits, Mort can Einar retcon putting one on? Or will we need to kill the guy in the shed, then put one on?


Strange Aeons Grp 2 |

Sorry, I just got a new phone, still getting the hang of typing with it.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

I didn't get my spell list changed around before the update. May I still do that?

Are you assuming the getaway was from scroll or spell?

I need to review what information we had before selecting spells. I know that I wanted Alter Self so that I could pretend to be human if required. I don't recall the rest f the plans.

What is happening with Geist? Do we need a carry companion or are we just walking around with a tiger that no one is noticing?


Strange Aeons Grp 2 |

Go ahead and change your spell list.

You can walk around with Geist since there's no one in the compound to notice him. Non suited party members are assumed to be hiding in a corner someplace when it comes to sneaking around. Since nothing says you'll have to be in view anyway.

Frankly, if all of you marched up the watchtower - there'd be no room.

Getaway was taken out of your magical energies so to speak, you may trigger it anytime you want, whether you choose to keep the spell memorised or not.


Strange Aeons Grp 2 |

Also, I spread you guys out to minimise AE damage from the big guns. If there is space I generally try to spread you out, but once you're in the inner compound proper I will be unable to do so. If you want to clump up despite AE threat feel free to do so and reposition your minis however you like. I can auto default clump you up despite AE threat in open spaces if you so wish.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

After the battle, I would like to know why the confusion spell didn't have any effect. I was figuring they should have improved cover, but not total cover in the tanks.


Strange Aeons Grp 2 |

I'll reveal why after the whole thing. It's pretty sad, really.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Thank you.


Retired to Triaxius

I bet the 'psychic voice in our heads' is guiding them...


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

I'm expecting it to be undead or something else immune to mind effects. I doubt it would be constructs -- they killed their mad scientist and it is always a bad idea to use the constructs left behind by a mad scientist that you betrayed and murdered.

I suspect we will find out relatively soon, assuming the boards stay up. If on the other hand they continue in the fashion they have been...well that would be bad.


Strange Aeons Grp 2 |

Boards were down the whole of yesterday, I saw the post, tried to respond to it, and got booted out. If you do not planeshift/ice up the remaining tank, you'll find out IC. If you do - I'll just tell you OOC, because I think it's an interesting tidbit.

The tank has DR 10/??.


Retired to Triaxius

ok, sorry about taking so long, I just got up and was reading the updates.


Strange Aeons Grp 2 |

Oh geez I botted the whole thing...


Strange Aeons Grp 2 |

Right out of the module:

The brains of great military commanders and tacticians need not go to waste simply because their mortal bodies have been slain. Preserved in glass vessels, bathed in nutrient fluids, and wired to strange energies and bizzare technologies, these organs are given new life, as their mental talents are preserved and tapped to independently control monstrous war machines.

They count as constructs, and they have telepathy. Also do not provoke for firing in melee combat - which they require since they don't have any melee weapons lol.


Strange Aeons Grp 2 |

Apologies for delay was at a talk. Also all those rolls are hard on me too :(


Strange Aeons Grp 2 |

Original text as follows:

A baykok creates arrows of bone as it fires its bow—it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. Further, the first creature struck in a round by a baykok’s arrow must make a Fortitude save to avoid being paralyzed for 1d3 rounds. A baykok can fire normal arrows from its bow if it wishes—such arrows, however, do not gain the special negative energy damage or paralysis effects.

I think the paralysis and neg energy are two different things.


Strange Aeons Grp 2 |

Also - Crummock - I need a sheet for Dimitri soon - for purposes of rolling saves, perception etc.


Strange Aeons Grp 2 |

Preferred Sacrifice: A good-aligned cleric or outsider capable of casting create food and water, and prepared the main course of a feast.

I read it as:

A good-aligned cleric or outsider capable of casting create food and water, and prepared AS the main course of a feast.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)
GM Mort wrote:
I think the paralysis and neg energy are two different things.

No problem.

I thought that I should ask, though; it never hurts to be curious (especially since Crummock's energy resistance hasn't really come up before) ;-)


Retired to Triaxius

So the pfsrd says the 'Baykok's bow' is +1, are these Baykok's rifles +1?


Strange Aeons Grp 2 |

I think with pfsrd on bows it's because of the infused arrows that's why it's +1. Going to run that way here.


Retired to Triaxius

Baykok

PFSRD wrote:
Treasure standard (+1 composite longbow [+3 Str], other treasure)

I assumed that if the Treasure was a + 1 bow, that maybe these would have a +1 rifle for Treasure...


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Is dismissal always that big a disappointment? Even pumped, the creature would save 2/3s of the time.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Well, save-or-suck spells are all-or-nothing; you generally have to pick your targets carefully.

Unfortunately, most outsiders tend to have a decent will save, so Dismissal can be a bit disappointing.


Retired to Triaxius

headed to bed, if Einar survives for another attack he will 'full attack' the Daemon his numbers are:

1st attack @ 1d20+25, 2nd attack @ 1d20+16 and 3rd attack @ 1d20+11 damage for all is 3d6+15+12+2,

Feel free to bot him Mort!

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