Guiness would be happy with Floredana's idea of the "Sleeves of Many Garments" as long as someone buys them for him while he stays out of sight. He is also fine hiding in a cart if needed, but that looks pretty guilty if it is searched by the guards.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
GM Cellion wrote:
So before we proceed, run me through how you're planning on traversing the city. There was a little talk of disguises and the like. If you want to sneak or disguise or gather more information, feel free to make those rolls.
Kellek just wears Kellek (because it's stylish this and every other season), but if Guiness wants to wear Prada, Kellek can lend his expertise to finding and negotiating a set of sleeves or a scroll of disguise other.
Otherwise, we could roll him in soot, shave the top of his head, and say he's a duergar. No one is likely to get close enough to suss him, especially if we don't all go over together.
Likewise if there are specific places that we feel we can anticipate having to sneak though, Kellek has tailored his spells today for such eventualities (vanish, minor image, fly, etc...).
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
Y'all are hilarious XD
Even though we can boat most of the way, I say we get the Sleeves of Many Garments anyways to obscure our travel.
Flo will purchase any Sleeves on her companion's behalf, in addition to a pair of Eyes of the Eagle (since she can low-budget replace the hat for now).
Then Flo informs the dock extortionists worker that they will be returning today, we sail over to Ordellia, Flo whines about the principle of docking fees at the dock worker (anathema to her way of life, really) but reluctantly pays anyways, then we clergy-up and make our way to the islet.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
If Kellek is okay with moving around as himself Kargas could use the Hat of Disguise.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Kellek Wizard (exploiter) 6 | hp 26/32 | AC 13, T 12, FF 11 | CMD 15 | F +2, R +4, W +6 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, KnEng +10, Kn(Others) +8, Perc +7, SensM +7, Scrft +16 | arc reservoir 4/9 | magic missile wand 26/38 |
{Kargas's new disguise.}
"Blast it seems to have gotten stuck again." Kellek says giving the hat a good swat, at which point Kargas's forms devolves into television snow before reappearing as something new.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
So far so good. Super busy though.
I picked up an additional table during Outpost 3 (online convention here on the boards), when another GM had to back out and it, and Covid back-to-work complications are all just killing my time.
I like this one quite a bit! It has a special place in my memory too, as when I first started playing it was the place where my first ever character died.
Storytime:
We had a party of five: Paladin, Ranger, Sorcerer, Cleric, and Druid. We were fifth level, as the GM didn't believe in XP for avoiding encounters, and we'd evaded a lot of stuff in the Misgivings. Also, it just so happened that day that the Ranger wasn't able to make it, but the GM reassured us that running with four people would be fine. I was playing the sorcerer.
After finding the lead to the Sawmill, we went straight to the front door, knocked, and asked to speak with their manager. If I recall correctly, we knew something was up, but didn't know the sawmill would have any enemies inside. The cultists tried to turn us away, but I landed what seemed like a great bluff at the time that we had something to discuss with their boss. As the cultists led our party upstairs, the player who had been playing the paladin fell asleep (he'd just gotten off a long shift at work).
Upstairs the cultists waited for us to be all surrounded and then pulled out their weapons. Not a great place for a bunch of spellcasters to be. Though a control spell or two was able to thin their numbers a little, it was quickly obvious we had no chance. The druid tossed a vial of impact foam down the open column next to the stairway that goes from 4th to ground floor. We all jumped down 30ft in an attempt to get away.
Despite the foam, my sorcerer took enough damage that he was immediately knocked out. And a group of cultists ran down the stairs and easily finished him off.
I learned to never make a CON 8 spellcaster ever again. Sadly, being a newbie, my next character was a terrible multiclass core rogue + fighter.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Oof, no xp for avoiding encounters? That's how you get murderhobos!
I have a pretty strong suspicion on the identity of the man clad in orange, but some of it is based on OOC Knowledge, adding together the shapechanger’s reference to the “two-faced lord of the Skinsaw”, the fact that we are at a SAWmill, and Guiness’ recent Encounter with a “lord” who seemed uninterested in the “justice” claimed as part of his name. That being said, I doubt Guiness has made those connections...but there was a reason he slept in his armor while in prison—he worried an agent of the Beotherhood or Xanesha May come visit him...and perhaps they did.
I have a pretty strong suspicion on the identity of the man clad in orange, but some of it is based on OOC Knowledge, adding together the shapechanger’s reference to the “two-faced lord of the Skinsaw”, the fact that we are at a SAWmill, and Guiness’ recent Encounter with a “lord” who seemed uninterested in the “justice” claimed as part of his name. That being said, I doubt Guiness has made those connections...but there was a reason he slept in his armor while in prison—he worried an agent of the Beotherhood or Xanesha May come visit him...and perhaps they did.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
On Kargas' thoughts for the ravens: I was thinking similarly! Flo can cast fly, so we might be able to even follow one at a distance to see where it goes. They might even go to different places, but it'd be good to see who/what else is wrapped up in all of this.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
Kellek does not have locate object memorized or in any of his books yet, (for him the range would be 640') and so any following we do would have to be in person. Granted, they could be invisible and flying as well.
There is the chance that if we acted quickly we might be able to get to where ever the last assassin is fleeing before he could arrive to warn them, but as it is now that seems to be a long shot at best. Yet we can't wait too long because the operation might just up and move.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
Could augury be of use here (never used it before tbh)? It'd take a day (gross, I know), but she could cast locate object as one of her domain spells. What were you thinking of using it on, Kellek?
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
I agree with Kellek that pressing on immediately should be our move. We can check these papers and whatnot but the wizard's right; if the cult safehouse/hq realizes they've been made they might decide to leave.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
Floredana Mandulescu wrote:
Could augury be of use here (never used it before tbh)? It'd take a day (gross, I know), but she could cast locate object as one of her domain spells. What were you thinking of using it on, Kellek?
A piece of paper with an amateurish cartoon of one of us giving the reader the finger. ;) We tie it to a raven like any other message and let it go. But since Kellek doesn't have access to the spell it is all academic.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
Oof, climbing is increasingly looking like a poor bet to me! Thanks to Kellek's engineering check, is it safe to say that we'll be taking the stairs? I'm all for a tactical surprise entry on a nontraditional floor, but I think we might have to take the normal way in this time!
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Colvyn's idea of a short climb as a means of outflanking the corpse-monster in the main hall is a good one. Might be worth pursuing for our ranged combatants. I wish Phasgan was here!
Guiness and Kargas should just walk in the front door though since we spotted no traps.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
I think Kellek is going to fly up there and tie off a rope for everyone else.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
I haven't given up on Flo, but it is uncanny that just last night I was thinking about what I'd come up with if she ever died! Note to self: don't ponder replacement characters ;)
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
Just a quick note, there is no second feather fall. Kellek thought there might be some in the party who might have wanted to go back down as fast as possible to do that he would have had to let Flo bounce, and then those in the party feeling stupidly heroic enough to leap down from what amounts to a 6 story building could be in-part saved from the fall by him casting the spell then.... Of course there would be no saving them from being dumb for doing so, to Kellek's way of thinking, but that would have been the fastest/safest way down.
There is an objects falling upon other objects rule in the Environment section of the rules, that describes the damage they do to one another based upon how squishy they are. Needless to say, it is not something that Kellek would endorse.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
*sagely nods* Sometimes we must do the awesome thing, Kellek, not the smart thing.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
"Stitches" is the perfect name for that thing! Also, holy cow that's a lot of damage! Not having the move action to actually move poses a problem for Flo. GM, at the start of her turn, is she in reach of Stitches? I'll do my best to remember to come back and post later today, but the answer influences her actions.
Hmm, for some reason the discussion thread wasn't updating for me. Thankfully your question became a moot point Flo!
While I did initially forget that Stitches has DR, Colvyn just did so much damage to it that the DR has proven to be a moot point! :)
What a blazing fast combat with both sides taking big chunks of damage. Thankfully the luck was on your sides, both for Colvyn's attacks and Kargas' crazy plunge!
In related news, putting Stitches out of its misery is enough to bring you all to 7th level! Odd place for it (considering that Kellek is up saying hi to some cultists) but that's what it is. Remember to check the Campaign Info tab for the up to date character leveling rules. Remember that increasing the max for something (ie. HP) means that you also increase your current value for something by the same amount (+5 max HP = +5 current HP).
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
As far as rounds and what not, this is how I see it:
We haven't been passed on the message of "bombs away," most of us don't know there are cultists, and Kellek has a rounds/level spell up.
I say we briefly run two timelines where Kellek resolves his X amount of rounds and the rest of us regroup. With three rounds for healing, does that give Guiness enough time to reach the ground? Kargas and Flo could also climb up the rope again, since that is decidedly bell-free ;)
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Would you prefer if we hold off leveling until we're done with the tower?