
Samnell |

Blink, Ljos, it's no fun to keep you waiting to play. I'll be PMing you links to invite yourselves to the Roll20 map in short order. That way you'll be able to move your own PCs around the map and all that fun stuff.
As for inserting your PCs in the narrative, if there's no objection then I'd have them both join the present fight. They can be going about ruined Kenabres for whatever reason, see some brave souls attacking the Gray Garrison, which they know to be demon-occupied, and go to town. Sound good?

Steave Rojerz |

Maybe have Irabeth send the new players as reinforcements, so we can easily trust them without the PC lights on their heads

Samnell |

Maybe have Irabeth send the new players as reinforcements, so we can easily trust them without the PC lights on their heads
That's an excellent idea. Let's do it.
Ljos and Blink can have known Irabeth by reputation or personally before everything went boom and reunited with her earlier this game day. She's leading a distraction right now and sent two known competent people to go help the party.

Theran, Clan Silverlight |

By the way, how is "Ljos" pronounced? With the mix of cultures here, I can imagine at least three ways it might be.

Blink Vala |

Irabeth is the half-orc Paladin married to Anevia from the start of the scenario, right? I've tried playing WotR a couple of times, but never got much further than the Dwarf Temple at the start, so I'm not too familiar with events after that.
I'll try and catch up with your guys adventures when I can, but can you guys give a quick summary of what happened? Especially to the three NPC's that were at the start.
I'll post in a bit - right now the kids are busy staring at me, wanting food and making subtle comments about raiding the sweets cupboard, so I'll work out how to place a token and post after dinner.

Samnell |

Irabeth is the half-orc Paladin married to Anevia from the start of the scenario, right?
That's right.
I'll try and catch up with your guys adventures when I can, but can you guys give a quick summary of what happened? Especially to the three NPC's that were at the start.
Sure.
Kenabres went boom. The party went down the hole, with 3 NPCs: Teofil Wintrish, Anevia Tirablade, and Horgus Gwerm. They successfully escorted said NPCs to the surface, meeting a mongrelfolk tribe along the way and discovering a cultist hideout. On the surface, they reunited Anevia with her wife, Horgus with his vault, and Teofil with his books. They've been operating out of a fortified inn where Irabeth has taken charge of keeping as much of Kenabres alive as she can until the Mendevian army arrives.
But between things the party found out and her own intelligence sources, Irabeth figured out that the demons are up to something using the last remains of the Kenabres wardstone and something called Nayndrian crystals. It's not certain, but it looks like the plan is to use the fragment, which is linked to the rest of the wardstone network, to convert the whole into some kind of weapon against the crusade. That the demons took Kenabres and then essentially left it in ruins rather than occupy and move on, suggests they might be waiting for a crusader army to get into range.
The party's mission, should they choose not to accept Golarion falling to the Abyss, is to bust into the Gray Garrison (which the demons hold tightly) and destroy the wardstone fragment before it can be put to use by the forces of evil.

Ljos |

By the way, how is "Ljos" pronounced? With the mix of cultures here, I can imagine at least three ways it might be.
Use the Nordic pronunciation, where the "j" is pronounced like vowel "y" and the stress is on the "o" as a true vowel. It means light in old Nordic and its derivative languages, like "Ljosalfar" the light elves.

Blink Vala |

Thank you for the catch up. Now, would someone mind explaining to me how to place a token? I'm afraid I've only used it a little before, and the GM typically placed tokens, so I'm not clear on how to do it myself.

Samnell |

Thank you for the catch up. Now, would someone mind explaining to me how to place a token? I'm afraid I've only used it a little before, and the GM typically placed tokens, so I'm not clear on how to do it myself.
You ask how and the GM remembers that he's got to add your token. :)
Done now.

Theran, Clan Silverlight |

Theran, Clan Silverlight wrote:By the way, how is "Ljos" pronounced? With the mix of cultures here, I can imagine at least three ways it might be.Use the Nordic pronunciation, where the "j" is pronounced like vowel "y" and the stress is on the "o" as a true vowel. It means light in old Nordic and its derivative languages, like "Ljosalfar" the light elves.
I suspected that. Thank you for this.

Ljos |

Ljos wrote:I suspected that. Thank you for this.Theran, Clan Silverlight wrote:By the way, how is "Ljos" pronounced? With the mix of cultures here, I can imagine at least three ways it might be.Use the Nordic pronunciation, where the "j" is pronounced like vowel "y" and the stress is on the "o" as a true vowel. It means light in old Nordic and its derivative languages, like "Ljosalfar" the light elves.
You're welcome.

Theran, Clan Silverlight |

I'm curious how Blink is being stealthy in the open like this. I love learning new tricks.

Blink Vala |

Well, as I understand the stealth rules, until I'm spotted I remain hidden. However, I could well be wrong - I'm not perfect with the stealth rules yet.

Samnell |

Well, as I understand the stealth rules, until I'm spotted I remain hidden. However, I could well be wrong - I'm not perfect with the stealth rules yet.
My being handwavy helps. :)
But here's how I play it in general: You must be out of line of sight of foes to hide. You can get that by going around a corner, by using Bluff for a distraction, etc. Once you are stealthed, you remain stealthed until you do something that breaks it or are revealed from without. Foes roll when they have a reasonable chance of noticing. If they blow it, they do not see you even if you're right in front of them. Characters don't have facing, so you can assume that they've either got their back turned or are otherwise focused elsewhere and either haven't noticed or haven't processed the stealthed PC.
In some situations, I might give foes a chance to detect every round or in response to specific events. If the stealthed PC is doing some significant interaction with the environment, like opening a door or whatever, that would deserve a roll. Simple movement would not ordinarily do so. It might seem weird to us that someone can skulk up next to you in a fight and you don't notice, but in-world the fights are much more chaotic and absorbing. It's easy to miss things when ten foot tall possessed barbarians are trying to put your insides on the outside.
The guiding principle here is that sneaking should be viable in play and you shouldn't have to get sprayed with wizard juice to make it so. Stealth is not exactly an invisibility spell, but it does a lot of the same job. They go quite well together if one wants to have redundant sneakery and avoid casual Perc checks, though.

Theran, Clan Silverlight |

Actually, if you don't have some form of concealment or cover (or something exotic), then you are visible. Without tricks, attacking reveals you.

Samnell |

Actually, if you don't have some form of concealment or cover (or something exotic), then you are visible.
Hm.
Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment.
That would be the part I was forgetting.
Given how the dice have gone this fight I'm not going to fret much about it this time around, but that'll be in operation hereafter.

Almagafor |

Blur is handy for stealth purposes, a minor cloak of displacement even better. They both give you concealment which lets you stealth and stealth is part of a move action. So, just by moving with either of those going you can stealth, gives "hit and fade" a whole new meaning. I've run and fought people with that set up and it's like fighting the Predator.

Blink Vala |

Yeah, a Cloak of Displacement would be nice, but at 24,000gp for the minor version...so Blur it is.

Steave Rojerz |

Steave will be entering with
Prot Evil - 10 rounds
Martial Flexibility - 10 rounds
How long does it take to batter the door down?
Then, we wait a minute for her round buffs to run their course.
Then, enter?
cheers

Samnell |

Steave will be entering with
Prot Evil - 10 rounds
Martial Flexibility - 10 roundsHow long does it take to batter the door down?
Then, we wait a minute for her round buffs to run their course.
Then, enter?
cheers
Let's say the door is a three round operation. It's on an upper story and all, but the Garrison is still a fortification.

Steave Rojerz |

I've a business trip tomorrow and Wednesday. I'll be able to post on Friday.
cheers

Theran, Clan Silverlight |

BTW, I hope that my continuing to fight because of rage causes IC friction, but not OOC friction. Please let me know if this starts being a problem.

Ljos |

Level 5 changes:
+1 BAB
+12 HP
Divine Bond: Mount, Call Mount 1/day
+1 1st level Paladin spell slot
+1 2nd Level Sorcerer spell per day
+1 1st and +1 2nd Level Sorcerer spells known: Feather Fall, Glitterdust
Bloodline Spell: Blur
Feat: Mounted Combat
+ 4 Skill Points (Diplomacy, Knowledge:The Planes, Ride, Sense Motive)
+1 enchantment to Mithral Chain Shirt, Ring of Protection +1, Cloak of Resistance +1, Upgrade mount's armor to Masterwork, add Potion of Lesser Restoration, +50 gp to spending money
Mythic Rank 1:
Path: Guardian
Guardian's Call: Absorb Blow
Path Ability: Mythic Mercy
Hard to Kill
Mythic Power 5/day
Surge 1d6
Feat: Mythic Power Attack

Yridhrennor Arahaelon |

I'm probably going to get to Yridhrennor either today or tomorrow. Busy week.

Steave Rojerz |

I'm a few days away from having the time to add those levels and new gear.
Feel free to advance while I update.
Cheers

Samnell |

Army Stuff
We're getting to the point where your PCs will be put in charge of an army. Then there's some mass combat as you get from A to B. That involves you piloting around army statblocks to mash against my army statblocks. I'm not the biggest fan of this. It's a little weird that you just got these cool powers and then they're abstracted out into the mass combat rules, plus I suspect it's inherently less fun to play armies than play your PCs.
Here are some alternatives. Please let me know what you think.
1) Armies? Shmarmies! We basically drop the army element and have the crusaders as an elite band which hits the plot points and gets the RP fun in encounters inspired by the army clashes. These could include things like raiding camps to kill enemy leaders, destroying supply dumps, etc. Basically you'd go special forces.
2) Do it in the background. You would lead a small army and there would be challenges related to keeping it together, provisioned, etc but for the most part this is flavor text. The army might be tasked with things like Irabeth's people were doing vs. the Gray Garrison: distractions that let the party get their adventure on. It would also serve as a kind of moving home base. We would probably keep the army supply minigame, since it's not that intrusive.
3) Save it for the really good stuff There would be actual army battles, but they would be kept to a minimum. Most probably I would keep them back entirely until we got to the part where you lay siege to a fortress, possibly with a few training wheels exercises before that to get us used to the rules.
4) As it is written, so mote it be. I am not a huge fan of the army stuff, but maybe you are. If you are really into that, I'm willing to oblige. It's not my first choice, but the game's for all of us and I have literally unlimited other ways to have fun whilst playing. Running army battles would by no means ruin things for me.
5) Something you think up and insert here.
However it goes, once you seize the place you're meant to seize an army would appear to consolidate the win. There's a crusade on, after all. :)

Samnell |

Ljos |

Ideally, something combining the army rules with down and dirty party-as-special-forces. Use the army rules for the overall clash while we go do something spectacular for some modifiers to the army. Also, I like this as any of us picking up cohorts could use them as army commanders while the PCs go ruin some bad guys day. That and a personal army sounds pretty good when our leadership starts soaring :)
I'm not sure what the AP has in store but usually the army rules aren't that bad, probably do a few battles with them and see how it goes.

Galin Solatar |

I'd like to use the mass combat rules at least a little personally, although I understand that they may slow things down if used a lot, so #3 is probably my favorite pick, or what Ljos suggested.

Ljos |

Lest we forget
Mount: Morgunsar
Horse
Str 19, Dex 14, Con 18, Int 2, Wis 12, Cha 6
BA +3, CMB +7, CMD 20
AC 20, Touch 13, Flat 17
Fort +7, Ref +6, Will +2
HP 43 (5d8 + 20)
Speed 50ft
Init +2
Attacks: Bite (+7, 1d4+4)
x2 Hoof (+2, 1d6+2)
Feats: Dodge, Power Attack, Improved Overrun
Skills: Perception +9 (5 ranks + 3 class + 1 Wis)
Special Qualities: Combat Trained, Low-Light Vision, Scent, +4 Nat Armor, Bite (1d4), x2 Hoof (1d6), Bonus Tricks (2), Link, Share Spells, Evasion, Tricks (Combat Trained, Throw Rider, Exclusive)

Steave Rojerz |

When I played this mod in RL, we did 2) Do it in the background. For the same reasons that Samnell mentioned.
I would be up for 3) Save it for the really good stuff, because I'll do anything once. But I wouldn't want to force anyone else off the cliff with me.
cheers

Yridhrennor Arahaelon |

I'm good with two or three

Theran, Clan Silverlight |

Having just played a mass combat on PBP, I vote 1 or 2. It's boring, dull and slow.