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Its a roll20 campaign Lucent's running each Thursday. I've.. been known to forget to get on a few times, despite it being an awesome campaign. He was reminding me, even though I posted to double check we were doing it today around the same time as Lucent posted. XD
I'm running an Emberkin Aasimar Cleric of Brigh with the Fire[Smoke] and Artifice[Construct] Domains.

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- HP 25/25
- AC 20( T: 12/ FF:16)
- Fort + 4|Ref + 2|Will + 2
- Init + 2
- Perception +1

ditto to everything that's been said in the discussion since the update, diggin' the Sagan quote, the meteor swarm comment, and I'm glad the party is coming together well.
Nice lodge map too Lucent!
Teladon, nice post...I think Styvanus and him will end up developing an interesting leader*/adviser dynamic
I'll get a post up tonight or early morning.
*I hope this leader thing doesn't make me seem like I'm spotlight hogging or anything like that. I'm certainly not attempting that, just trying to play him as "the captain", ya know. If it's bothering anyone, just let me know and I'll see what I can do about toning it down.

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- HP 25/25
- AC 20( T: 12/ FF:16)
- Fort + 4|Ref + 2|Will + 2
- Init + 2
- Perception +1

The dice are being kind to Styv.
I'm really considering taking Styvanus a bit more skilled route for a couple of levels to make it an easier transition into Steel falcon when the time comes.
He might end up as a rogue of some sort for the next couple of levels.
Edit:
Maybe a master of many styles monk could work too, as I could pick up Crane Style and Crane Wing.....decisions!
Headed to work, anxious to see how that turns out!

Ordrud |

well, had a blowout on the way to work and then my spare tire popped
x_x
really not the best week for me haha, but I have since called in.
Ouch. Just best to grit out those unlucky events and lubricate with alcohol. Well, at least that's my recipe.
oh well, Also, I had a mess up with my game play post. In the last ooc comment, about Ar'z, That should be They're...not their.
Oh! Now, it all makes sense! Just kidding. We've all made minor grammatical and spelling mistakes. No big deal. Have you seen that we can actually start spelling with numbers and still be comprehensible?
cheers

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- HP 25/25
- AC 20( T: 12/ FF:16)
- Fort + 4|Ref + 2|Will + 2
- Init + 2
- Perception +1

Ouch. Just best to grit out those unlucky events and lubricate with alcohol. Well, at least that's my recipe.
Words of wisdom friend!
Oh! Now, it all makes sense! Just kidding. We've all made minor grammatical and spelling mistakes. No big deal. Have you seen that we can actually start spelling with numbers and still be comprehensible?
It's hard to avoid beating myself up a bit when I make that mix up, hence my correction, haha.

Lucent |

Don't know if you guys remember it, but it just crossed my mind today. If you go back to the first post in the gameplay thread, you'll see the intro before the title card about a woman running through the woods. You can actually line that up exactly with where you found Gwynn's revolver in the snow back on the logging trail.
I think re-reading the gameplay thread (which I've been doing today) looks pretty great.

Ar'Zarrcal |

Checking in from the airport while I await my flight. Everything looks good. Good call on the sense motive check. Almost posted a comment about lighting the lodge on fire and waiting for them to come out, but Ar'Zarrcal is pretty sure that's not what the Captain or the two militia men want to hear. Still, it would simplify things.

Lucent |

So now that you have Denek and Tyne in your retinue, it's time to decide how to approach the lodge.
The former Eagle Knight lodge rests atop a knoll roughly 25 feet above river level, sparsely forested without a lot of cover. A fissure cuts through the knoll's western side, where a fork of the river runs northwest. A rope-bridge crossing that span leads to a trail that winds deeper into the forest, where Denek and Tyne believe Halak and other unsavory entities reside.
Outside the lodge there's only a handful of men. Big Dann, a proposed ally (if he can be convinced to fight), leaving Beldur, Willifred, Algrim, and Lokhar. All but Dann should be asleep when you arrive, if Denek and Tyne's info is correct.
The lodge is a fortified structure with two (potentially locked and barred doors) leading inside, and locked (but not barred) windows. It is a single floor structure with an octagonal wooden tower that is presumed to be Thuldrin's bedroom.
How you approach this situation will be just as important as how you handled your interactions with Denek and Tyne.
You already have the map of the lodge and you will be arriving on the dirt trail from the northeast (having safely bypassed the net/crossbow trap thanks to Denek and Tyne's guiding.)
How many of you will attempt to sneak through/around the camp to meet with Big Dann (he's going to be at the fire near the rope bridge.) Will you send Denek and Tyne ahead to hopefully convince him to come talk to you? What kind of failsafes/fallback plans will you have?
This encounter can quickly become extremely deadly, so plan accordingly! Feel free to hash out details in here, and I'll answer any questions you may have.
We'll move ahead to the lodge once you have everything squared away. If there's any further, simple, questions you have for Denek and Tyne you can just pose them here, and we can assume they rattled off statistics/information on the way to the lodge to save time.

Rasso |

We could send Denek, Tyne and Styvanus to talk to big Dann. Ordrud and/or Teladon (being our most effective quiet ranged damage at the moment) can loop around and watch them from somewhere around C25. If Dann looks to be trouble Ordrud puts a sling bullet in his brain, and Styvanus make sure that's enough with a good shield bash or two. If he cooperates, great. Then we can deal with the sleeping men, either by CDGing them, or just knocking them out with a lot of nonlethal damage. After the outside is secure we back off.
Then send the Zombie, the mutineers, (and maybe Rasso) to distract the front door. Knock on it, throw fire, whatever. When that starts a ruckus, they withdraw into the barn/shack fighting from cover there. Meanwhile, the rest of the group sneaks up to the back door and busts it open as quietly as possible (too bad we don't have a rogueish type yet). After that it's a pincer on whoever's in the house.

Ordrud |

Yes, we need to talk to Big Dan. Get his non-alarm at worst.
Beyond that, we should follow the script of Unforgiven and ambush them when someone leaves to use the latrine.

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- HP 25/25
- AC 20( T: 12/ FF:16)
- Fort + 4|Ref + 2|Will + 2
- Init + 2
- Perception +1

I'd prefer to have the scouts signal for Big Dan to come over to meet with us out of sight(around AB 1)
Maybe we should split up and go through windows... They're glass windows that are locked but not barred right?
Depending on how much reinforcements we get we could go in windows at H12, N6 , L5, and I5.
Maybe we could overwhelm these 5 marksmen before they're out from under their sheets.
It'd be a smash and grab kind of thing then, with at least a team of us being tasked with Finding the hostage quick while the rest of the force attacks hard and fast to spread their defenses/eliminate them as quickly as possible.
That would work best if we're able to pick up a few more recruits though.
Thoughts?

Teladon Azuth |

We should find out if there are any more barrels of that black powder. That could make one hell of a diversion.
I agree that we need some way to split the enemys up. If we could get Big Dan on our side that would also help..
On the topic of the windows, could Rasso summon something on the other side of the window to have them open it up quitely?

Rasso |

I could summon something, but that would basically leave me out of any fight that would happen afterwards. I would have to resummon my eidolon after summoning the creature, and that takes a minute. I guess if no one noticed the summon, then it would work fine. It could just unlock the window and then I'd dismiss it.

Ordrud |

On the practical side, I'd avoid breaking the glass. The glass can't be repaired, and you have a lot of sick men who need the warmth. Wait, can you fix broken glass with Mending?
Big Dan will not fight. However, he can be convinced to look the other way or do something away from the area, so he can credibly say that he didn't help us in case we lose. Maybe he can watch the bridge?
For the summoning idea, I thought glass cut line of effect, no? If not, this is the best idea, besides waiting for them to use the latrine.

Rasso |

Why would glass cut line of sight? I just need to see where I am making the creature appear. It's not like I'm shooting a fireball or something that would hit the glass.

Lucent |

Lots of responses to things:
@Styvanus: Thuldrin's bedroom is the only 2nd floor room, it is contained directly above the room the sick men are in and is basically a little tower coming off of the lodge. It has windows that are shuttered closed at the least recollection of Denek and Tyne.
There is a basement, or so the men believe, but they don't know how to access it. They've been inside the lodge a couple of times and never seen a way in.
@Ordrud: Glass can be repaired by mending provided all the broken pieces are brought together, as glass only has 1hp.
@Rasso: No, glass won't block line of sight (but does block line of effect; different things.)

Ordrud |

I wrote line of EFFECT not line of SIGHT. Big difference. In the games that I've played, glass counts as a solid barrier.
So the likelihood of finding ALL of the glass pieces in the snow is low. Got it.

Lucent |

Looks like Styvanus/Rasso's plan (barring a latrine ambush) is what the party seems to be agreeing on. My assumptions are as follows:
Denek and Tyne go to Big Dann and see if they can convince him to come around the back of the cabin and meet with the party.Ordrud and Teladon loop around and watch them meet with him from somewhere around C25. If Dann looks to be trouble Ordrud/Teladon takes him out however they see fit.
If Dann can help you'll coordinate with him to figure out a way to deal with the rest of the men outside. If Dann can't help you'll prepare to neutralize the men outside.
Then after that send the Zombie, the mutineers (if any left, and maybe Rasso) to distract the front door. Knock on it, throw fire, whatever. When that starts a ruckus and they withdraw into the stables fighting from cover there. Meanwhile, the rest of the group sneaks up to the back door and busts it open.
After that it's a pincer on whoever's in the house.
If I don't hear any nay's to this in five hours or so I'll start putting that in motion.

Ordrud |

If we're going to split the group for a pincer move, I would suggest that whoever works with Big Dan takes the front door, since he can see the front door. It would keep the goals of the two groups simpler and avoid character running from side to side. Each group owns one door.
I don't know about busting in doors that are barred, but maybe there's a downed log that can be converted into a battering ram to be used by Ordrud and someone else.
Lucent, did you clarify that spells can/cannot be cast through glass, because of the break in line of effect? Because dumping spells in a locked cabin sounds like fun to me.
cheers

Lucent |

The glass would stop something like searing ray or other spells that have to travel from point A to point B, but for something like Summon Monster where you designate a point of origin for the spell (or hell, even entangle) the glass will not be an impediment. It will only hinder for spells that emanate from the caster outward in a line, ray, or other such effect.

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I'm going to be making a rather big post soon.. as Marcellano has been too quiet. He's been brooding on the subject. Lucent, hold off until you see his post. :D
Gonna be hard to get it out of my head and onto paper though.. put a ton of thought into this while out on my walk today.

Rasso |

I don't really have that kind of summon unless Lucent would allow me to use the alternate option listed on d20PFsrd of the bloody human skeleton. Even then, the issue would be communication. It will just attack the closest thing unless I can command verbally to do otherwise. Hard to do through a locked window. So I don't really think that plan would work.
I also definitely don't like how vulnerable I'd be if something went wrong and I got stuck in a fight with no eidolon.

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Post is up. Nothing personal Styv, my character just thinks your guy is being too soft. :P
Also.. Rasso.. do you have Message as a spell? That could solve the communication issue.

Lucent |

After reading that post, I will never be able to picture Marcellano as played by any other actor than Lani Tupu.
Also was Marc out of earshot of Denek and Tyne when he said all that, or was he just calling them names with his back to them?

Ordrud |

Oops.
Well, theres a good indication of his 7 charisma. He's a bit of an a+~!~@+, especially towards those he believes aren't useful.
The other 7 charisma agreed with you FWIW

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Marcellano Kain wrote:The other 7 charisma agreed with you FWIWOops.
Well, theres a good indication of his 7 charisma. He's a bit of an a+~!~@+, especially towards those he believes aren't useful.
Yay for 7-charisma peoples!

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I should probably try and fix this (in Marcellano's own way) rather than make Styv pick up my mess..
Plus I don't think I like how he assumes Styvanus is a fake because of me.

Teladon Azuth |

I love the way that each of us 7 CHA people play it differently.
I am xenophobic with a superiority complex towards long lived kin and arcane individuals.
Marcellano is pure fact without any concern for how others feeling might come into play
Ordrud is an adolescent with concerns about how he is viewed with a strong bent towards his orcish heritage.
@Lucent: I am good with that plan if we can get the villages to help. I have no additional input Teladon would be keeping watch.. gods knows no one else is willing to >.>. Dam humans!

Rasso |

I just want to say that out of character, I actually kind of like Marc's plan better. It's less risky. We can just send the zombie and peasants around to the front door, and hit the back a round or two later. They can tell Big Dan to either lay low or fight. There's no chance of someone looking out the window and wondering who that big blonde shieldy guy talking to Big Dan is, and why the log sentries are back without being relieved.
However Rasso can't admit that a Chelaxian is right, and he'd prefer to see the men fighting with them. Even if it does expose the group to some risk attaining their support.

Fenyx Dagannauth |

Pending the answer to Fenyx's question in the gameplay thread, I could potentially disguise myself as Mr. Halak himself and feign turning on the lodge (they outlived their usefulness, or some such nonsense). Could maybe cause enough confusion for us to get a swat team into the lodge proper. Will need a lot more info on Halak, I think; at least an accurate description of what he looks like so my sleeves can replicate it.

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I just realized our Necromancer is the most diplomatic person in our group.
Anyways.. this idea could work, as long as Fenyx is alright with risking his butt like that.

Fenyx Dagannauth |

Fenyx was a Shalasti delegate to Absalom and Andoran both, so I figgered he needed a little bit of smooth talking at his back.
I'm sure the jig will be up pretty quickly once people come to investigate. So long as we can throw things into panic mode and maybe empty some of the lodge's residents (and thus unlocking a door) it should be mission accomplished. Having one of Halak's zombies in tow should do a little bit of legwork in convincing them of his credentials. As for Fenyx, the farther away from the lodge itself and the more people around him for protection, the happier he would be.
The biggest snag I'm hitting is how to involve the mutiny-prone villagers in the tents in a hushed manner. If not securing their aid in the fight, then at the very least ensuring they don't buy into the gamble and try to kill "Halak."

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So round 2 of "Cabin Assault Plan."
Based on what I've read, now it's looking more like:
TEAM BACKDOOR ACTION (laughter): Styvanus, Marcellano, Ar'Zarrcal and Talavuc
Approach the back door of the cabin and once the front door is distracted bust it down (or go in through the nearest windows) and clean house.
TEAM DIVERSIONARY CRABS: Rasso, Ordrud, Teladon, Fenyx & Zombie
Fenyx disguised as a very disappointed Halak & friends draw attention to the front door in the hopes of distracting anyone inside so team BACKDOOR ACTION can slip in from behind and cause problems. After the BACKDOOR ACTION team has entered, the DIVERSIONARY CRABS team can come in however they'd like/can.
TEAM COMMONERS, GO!: Tyne and Denek try to appeal to Big Dann on their own in the hopes of having him just stand by and let the guys in the lodge get curb-stomped in a pincer attack and hopefully not rally the remaining conscripts on the outside to join the fight against either team.
Yes/No?