The Beginning of the End: A Pawn's Dilemma (Inactive)

Game Master caster4life

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Well it might be something of a relief to you to know that not all lodestones are people. But yes, I understand why it's very difficult IC.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Should we decide to continue to play both sides, I suppose we could just hand one to each leader in alternating series to keep the balance of power. However, I imagine eventually they'd catch on and just kill us in favor of more faithful mercenaries.

As GM said, our PCs don't have means to successfully reach out to cosmic powers of Good or Neutrality and compel intervention, except by the regular means of prayer (looking at myself here). Barring that, can we at least temporarily pick a side? I am still in favor of siding with Fierna. I realize that fueling the Devils for too long poses a significant threat but we'll just have to deal with that when we get to it, either by enlisting the aid of the demons or reaching out for divine aid in some formal manner.

I certainly do not like giving over a man we've just promised to protect, but we essentially have four choices: (1) run indefinitely with him, (2) fight and destroy the powers of Evil looking for him, (3) hand him to the demons, (4) hand him to the devils. (1) seems unlikely given that he is old and probably unwilling to leave his ancestral home, and even if we tried, who knows how long we'd be able to keep it up. It's also not a long-term solution, since Alain is still trapped. (2) is most unlikely given our low level and the stature and power of our enemies. (3) is most distasteful to me in character because they are diametrically opposed to my alignment. (4) is an unfortunate compromise but hopefully one which can be remedied later on. (That goes for Alain, too).


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Preferences from Horat's point of view. He is stubborn and despises demons.

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Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

2 - 1 - 4 - 3. Honestly, none of them are good choices - I suspect we're veering towards a TPK situation trying to fight both. But Enizver simply isn't willing to budge on this. It's not how his mind works.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I don't know what you're talking about; 1 is totally a viable solution. We were told the alignment would only be in place for about 2 years. Once that's over, they have no reason to keep possessing Alain. Though she might kill him afterward just to spite us.

And apparently Olivia is the only one who prefers 1 over 2, haha. Just run around level grinding until we get the spell magnificent mansion, then just hide out there all the time. Problem solved, we win. ;-)


Well you guys will certainly have more options available to you at higher levels. Let's fight some stuff to get there, huh? ;)


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Absolutely!


I could potentially get another player for us to bring us up to five, if we like. I've got a friend who likes DnD who is going mad during quarantine.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I'm game. Do they get the premise of this campaign? It is a little non-standard.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

That sounds cool. I'm intrigued to see how you get them into the plot. Air drop a new player right into demonic face!


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

I am fine with that.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

As long as they realize how much slower PBP is than an IRL game (and that they'll probably actually want to try to get into multiple games to fill their time), I'm fine with that.

Also, before I take my turn in gameplay, I have some TD questions:
- Do any of the currently visible demons appear to have wings?
- In normal TD rules, the enemies can't go over walls (unless they can fly) and will walk around towers so long as there's still a valid path to their goal. Is that the case here or do we not know?
- I'm guessing summoning a spirit is an Action?
- For AoE towers, do we need to worry about friendly fire/would the difficult terrain affect PCs without a flying broomstick?

Most likely for my turn I will be placing an Earth spirit for difficult terrain. I'm also guessing (out of character) that there will be waves of enemies, some of which will have wings.

Also, yay! Tower defense! This definitely makes me think of the game Sanctum.

I'm also going to go ahead and add some images to represent different types of towers.


1. None of the currently visible have visible wings.
2. Good question. I do like TDs that let you modify the path as long as it still exists. Yes demons will not attack a tower as long as their is a path to Tinuk. If the path is entirely blocked by towers, they will try to cut the shortest way through.
3. Yes it is an action and you have to be in or adjacent to the square where you want to summon the spirit.
4. I made the towers only harm enemies and help you to keep things from being too crazy.

I love the different images. Way to take initiative. Take some inspiration with that initiative.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I started reading the discussion thread first and got rightly confused with talk of tower defense.

A pleasant blast from the past, as I used to enjoy Armor Games flash stuff back in the day.

I'm looking forward to this! OOC of course. ;)


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Oops, didn't realize it was a one spirit/one spirit per round(?) type deal or I would have checked in with people before placing an Earth spirit. My thinking was that hopefully this would force the demons to dash to reach SAM instead of just moving and then attacking him (though I suppose they could always just hang back to avoid getting in his range instead of advancing).

If we're limited on spirits, we may also want to decide who places them. My intuition is that it's best of Horat and SAM concentrate on attacking, meaning either Enizver or I would place. I probably have more maneuverability than Enizver does since I have my broom. He can probably do more overall damage with his weapon since he has sneak attack, but also I don't believe his weapon is magical and the dice hate him. I would probably attack with Eldritch Blast if I'm not summoning spirits. Probably will do less damage, but it's magical and I can now push people 10ft back in a straight line away from me with them.

Do people have a feeling for a general strategy for the towers? My original plan when I thought I could just create one every round was to next place either a Life spirit that would cover Horat and SAM or a fire spirit that would hopefully cover multiple demons in that bottleneck that's been set up. Beyond that for later waves of enemies (that I assume will be coming), I was hoping to length the path the ground enemies have to traverse while trying to make it all difficult terrain for them, probably with pairing them with more Sun spirits for AoE damage. Though I'm also very much aware that flying demons would ignore most of that.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

That sounds like a decent strategy, Olivia. I don't have an issue with the Earth spirit placement. Horat and S.A.M. are probably best indeed up front or close to it.

Big question for Caster. How high is the ceiling? As in will AOO from Horat affect flying demons?


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Point of Order #1: Is the primary target for these creatures Tinuk? I.e. they will not stop to fight us in the icy caverns unless they have to (e.g. because we blocked the way)? This determines my movement this round.
Point of Order #2: if the spirit is summoned in such a way that it would not block the path, but a PC moves to then block the path by filling the square adjacent to it, is the spirit (which is now blocking the path) now in danger? This determines whether I advance to force them into a blockade or advance to funnel them (and hopefully get AOOs as they pass). GM, once that is clarified, I will update my position on the map.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

In general I think having several sun spirits early on to weaken them is best. Whether or not they will attack us in the caves or blindly advance to Tinuk determines my opinion on the sun spirits. Having a backup sea spirit would be good, too.


I decline to specify more things you don't know IC than I need to. So you don't know how many spirits you will get or how often, largely because I need that flexibility on my end to dynamically balance the encounter, my favorite GMing hack. You also don't know exactly how the demons will behave with respect to PCs trying to stop them from reaching Tinuk but you will find out.

The ceiling is 15 ft high so no aoos on flying demons unless you are large sized with reach, standing on an ice wall (a little tricky to do but possible), flying, or something like that.

You may also want a religion check on the demons and a nature check on the ice-crab-monster.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Understood, Caster! :)

I've posted said checks in the gameplay thread.


Getting our new player up to speed pretty quickly. I'll integrate him at my earliest opportunity. He'll bring some decent buffing, healing, and damage to the table.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

That all sounds good!


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Nice shot, Enziver!


I've been thinking about 5e gestalt a lot lately and I think tempest cleric/lore mastery wizard would be fun. Tempest maximizes thunder spell damage and lore master can turn fireballs into thunderballs. 48 thunder damage in a 20 ft radius is nuts. Not much resists thunder. Plus lore master can change it from Dex save to int or what have you. Blasting machine in full plate.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I like it.

It would be a tad MAD but not so much so.

Nice plan!


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Whoo, I hit the thing!

I keep getting interested by the new Artificer and the Power Armour it can make (one spell away from being Iron Man) and maybe some Wizard stuff? I dunno.

I'm also thinking of doing the traditional Monk/Cleric at some point.


Yeah lots of fun options, esp with gestalt.


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Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

If he pops another demon I think Enizver's vision will switch to Doom Slayer mode.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)
S. A. M. 3.0 wrote:

Reposting so I don't have to go look for it again.

FWIW, all that information is also on the map to the side with all the icons for the spirits.

S. A. M. 3.0 wrote:
OOC I'd like to see the blockade sustained and a sun spirit planted to damage multiple foes. Slowing them down doesn't seem effective to me until we have sufficient AOeE damage.

Well, the point of slowing them down is that it takes them longer to advance and therefore gives those of us with range/ranged towers (like the no-distance limit Wind spirit) more time to pick away at foes as they try to get closer. Which also combos well with my ability to push them further back. So it's not just about AoE damage. The main down side to that though is that it doesn't affect flying enemies. Which is also a downside to fortifying our blockade since flying enemies will also just ignore that.

Though admittedly, some amount of strategy depends on exactly how many towers we will end up being able to place. I did create this map showing how we could probably get coverage on pretty much everywhere for both Earth and Sea spirits. But that's about a 9-tower investment on top of what we already have. So it might actually be better to place Wind spirits instead of Sea spirits? It's not guaranteed damage, but I think that's made up for by the lack of a range limit on them. We just need to put them on top of walls to try to avoid cover.

So...I think my vote would be to place a Wind spirit now followed by a Sun spirit to cover the narrow passage. Then possibly a Life spirit on our side of the passage (depending on how things are going) followed by just more Wind spirits.


You guys probably recall by now from your many encounters with fiends that demons resist fire and cold while devils resist cold, are immune to fire, and resist non-magical BPS that isn't silvered. Typically. I believe there are exceptions.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Hmm, that definitely seems to indicate Wind spirits over Sea ones. I think that's also an argument in favor of more Earth spirits as we'll likely be doing more damage than the towers.

I suppose one approach would be to have me stand guard with everybody else standing near where we might summon the next tower. Then I would hopefully be able to give people enough of a heads up to pick our next tower based on what the next wave looks like. That's potentially a little dangerous though if I don't spot them early enough. Plus we run the risk that I fail to identify them anyway.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

The guaranteed damage of a Wind Spirit certainly seems prudent with so many resistances and with the threat of flying enemies. But I will reserve judgment until Olivia discerns what is coming.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

We may wish to consider the Life spirit at a suitable chokepoint, too. It would help beef up our defences by healing the health of the frontlines and helping if they drop to 0 by keeping them on there feet.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Life spirit could also heal us up in between waves. It gets my vote, with wind as second.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Well, Wind isn't exactly guaranteed damage since it's the only one that needs to make an attack roll.

Given that hellhounds breath fire, I suspect a Sun spirit isn't going to be that useful this round.

I would vote either a Wind spirit near where Horat is/close-ish to the Earth spirit or a Life spirit diagonally down and left from the Sea spirit. What are Enizver and SAM's thoughts? I'm also leaning towards Eldritch Blasting this round rather than placing, if someone else wants to volunteer to create a spirit.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

That is a good point, Olivia. My preferences for spirits remain the same though.

Those locations sound good.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

That sounds good. Life spirit seems good.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Sounds like two solid votes in favor of the Life spirit. Since Horat already took his turn and I couldn't get this round anyway, either Enizver or SAM will need to summon it.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Do you wanna do that, SAM, while I take a shot? Or do you wanna try your hand at something? I'm happy either way.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

I’ll summon the Life Spirit!


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)
Pawn's Dilemma GM wrote:
So it's gonna get really complicated if you start skirmishing off-map outside the cave. The enemies have ranged attacks too and things will get out of hand. I'm going to streamline/railroad a little. Sorry. It's important for me to preserve the wave structure of this combat or else everything attacks at once, which would get really out of hand. I need to control how they trickle in. Take 1 round of actions inside the cave then we'll roll initiative for the newest wave the second the first one pokes its nose inside the cave.

I'm fine with not shooting off an Eldritch Blast and Dashing instead or changing it to a Readied Action if that's easier.

I also think we're just waiting on SAM and Enizver to post their actions?


Sure. You can position inside the cave and ready and attack.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Well, I mean, I'd prefer to do exactly what I did. I'm only offering to change it if that makes it easier to DM.

Also, I guess SAM isn't summoning a Life spirit? Maybe Enizver still can then? I also believe that you can only ready an Action and shifting Hex is a Bonus Action.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Oh, I absolutely will change my action if SAM now has other plans. It'll simply be move to where the life spirit needs to be an use my bonus action to dash back (Rogue style, yo!) so I'll be in the same place.


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F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Since the saves would have happened on the helldog's turns, I'm going to wait to see which of Horat and SAM is worse off before posting my actions (also, a reminder to both of you that the life spirit means you regain 2 HP at the end of your turn). It's basically going to consist of Bonus Action Healing Word, and Action Eldritch Blast on the hex'd helldog.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

That will likely be Horat. Grim luck with the saves and had already used my reaction so no arcane deflection to raise saves.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

That is probably true. Though I also just remembered that I could twin healing, so I think I'll wait to see how SAM's doing anyway.


PSA, if you're ever really annoyed with your placement of a spirit, I'll let you spend inspiration to pick the spirit up as a free action while anywhere on the map. You can then put it down somewhere else as an action, like normal.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

@Caster: Were Horat's last actions were counted to bring down that hellhound before it could breathe fire? This is as S.A.M goes before Horat then the hellhounds.

I'm writing up a post atm on the assumption that I've missed something and that the hellhound did indeed get to attack. Will rewrite if it's otherwise.


You guys are really on it right now and this game is rolling along. I'm really enjoying how quickly things are developing. Exciting times for pbp.

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