The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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So just tell me what squares you want to be in


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul and Light are in the correct spot. Did you made that sheet on the google docs Jubal?


Esaul wrote:
Esaul and Light are in the correct spot. Did you made that sheet on the google docs Jubal?

No, uploaded Excel


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

try to upload a .xlsx file, instead of a .xls

Here that works fine.


try this xlsx

https://drive.google.com/file/d/0ByKPI_DRz765cWNJSDJHNXFxM28/edit?usp=shari ng


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Nope. I still don't understand what is wrong, but there is something. For instance, I can take your document and open it in the Google Drive Editor, ending up in something like this one. Although the images are messes up (they would look better on a drawing) you can edit the map, while we can't with yours.


Esaul
Do you want to manage the maps?


Tris should be one square left of Kel.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Not really Jubal, it spoils all the fun and I never understand what the gm wants. Beside I already hand a couple of campaign maps and loot sheets everywhere.

I hope you did not take my comments as a demand, I was just trying to help. We will be fine with you moving the tokens on the map, but if you want to try something different, try to make a drawing instead of a excel sheet. it is easily manageable, the images end up better and you can add background images if you want (and have one).

I've sharinged the map you made into a drawing (although with a 10ft trail), so check it out if you feel comfortable with it. Otherwise anything goes.

Link, again.


(Moved Tris on Esaul's version of the map.)


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

It's not much of a quibble, but if we're not bothering with scouting/stealthing, Thondrir in front is probably the better arrangement. His AC is ridiculous-high (for a third level character) and his tactics are decidedly tank like. So far, our strategies have been trending towards the quicker among us sprinting ahead of everyone and getting surrounded, Esaul yelling about his dog being surrounded, then Thondrir huffing and puffing his way into melee range as soon as the fight is over (please read the above with a tone of humor instead of griping/whining; my text is meant well, even if it reads otherwise).

I will interject here that part of the issue stems from how Warpriests play. I have awesome buffs to dole out, but they all eat up Standard Actions. I really hope the final version is kinder to the action economy. Otherwise, there's not much "War" to be had without just ignoring most of my special abilities roster.

In a nutshell, my recommendation is Thondrir up front when scouting/sneaking isn't called for. In those cases where scouting/sneaking is called for, slot him as a rear-guard.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Ok by me. It makes sense for the slowest one to move at front, otherwise he will have problems reaching the combat. Also, since the dwarf have a low stature the ones behind won't have a problem seeing what's ahead (ignoring the fact that there's no actual difference in mechanics).

But say Light is a dog just one more time and I swear I'll test your AC to see if it's really high. (please read the above with a tone of humor instead of griping/whining; my text is meant well, even if it reads otherwise) ^_^


I am totally fine with Thondrir up front, Mister High AC. :P

Moved him and Tris back in relative positions, again.


OK we're going to go with my static crappy maps. until I can figure out how to draw... don't hold your breath.

I'm posting another version of the map. Since you can't move it. Please specify your square. This will become your default marching order.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

I just moved everyone, again!

Lol, if Thondrir's going to be in the front than Devan won't keep walking next to him. Devan should never enter melee.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Jubal, I will make maps for this if you want. It's very easy for me, especially if they are just green and white (I'm sure that might change at some point). If you send me descriptions I will draw them and then send you an image. You can upload it to a Google drawing as the background with four clicks.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Haha, SEMANTIC CONUNDRUM! We could go with a staggered formation as well; gives everyone 5 feet to work with if things go south.

█ █ █ █
 █ █ █ █


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul and Light are fine there.


Devan Steed wrote:
Jubal, I will make maps for this if you want. It's very easy for me, especially if they are just green and white (I'm sure that might change at some point). If you send me descriptions I will draw them and then send you an image. You can upload it to a Google drawing as the background with four clicks.

That would be great. I hope your decision does not inhibit you running (and me playing in) your Saxon campaign.

cheers


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Saxon Wars thing is still early days. Don't forget I'm also recruiting for that solo game, so I need to finish that first. Making maps won't impact anything. Just PM me the map description and the e-mail address that you want it sent to.


Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
stats:
AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

New marching order works fine for me...though I'm sorely tempted to suggest a reorg, just cuz! ;0)


Devan Steed wrote:
Saxon Wars thing is still early days. Don't forget I'm also recruiting for that solo game, so I need to finish that first. Making maps won't impact anything. Just PM me the map description and the e-mail address that you want it sent to.

Yes, the solo game looks great, too. But I wouldn't be a prolific and creative enough writing partner for you.

I'll keep sending you stuff for Saxons to keep the thread bubbling

cheers


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

I'm assuming that heavy armor still limits even dwarves to x3 run (though maintaining a 20 ft movement). Someone feel free to correct me if Slow and Steady means the stoutfolk can go x4 in full plate, though.


Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
stats:
AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

Hey Jelani, you didn't number the Northmost orc. I just wrote a red "0" over his square...but now that I look at it I think you actually modified and replaced the images. Mine's just text that'll have to be moved with him. Has to be good enough for now though, off to sleep.

Hasta manana.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Cause I didn't see that one hiding in the bushes! Someone else made him number 0, which is fine.


Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
stats:
AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

I just made him 0. I was just warning that I did it differently, so his number will need to be moved manually.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

To be clear (in case it wasn't), my complaint about the worg was not against you Jubal, but rather the module writer. By the writer's logic, Thondrir could have been riding Light this whole time, or whatever other foolish thing.

That being said, I really do think we can take a dire wolf. They're not that much beefier than worgs, however it should probably be our primary target for now as it will put out a lot of damage and trip people.

Edit:I grouped the 0 to the image, so it should be dragable now.


Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
stats:
AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

Jubal, I'll happily follow your call on cover -- and suspect if you say that everyone off the trail gets cover in melee it'll probably help us more than it hurts us -- but I was surprised that two foes face to face outdoors would have cover from one another, especially when it's not considered difficult terrain.

I just checked the PRD. It talks a lot about range, but the only thing it mentions for cover in melee is:

Cover wrote:
When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall).

All that said, if you say the vegetation is such that all melee off the trail has cover, I'll believe you!

Unless you say otherwise, I'll start adding +4 to my foes' AC when in melee.


Thanks. It's partial cover, so +2 AC and +1 Reflex.

I'm trying to model a sparse forest with trees and brush. Every one of those in which I've walked doesn't have many clear areas 5-ft square (except on trails). In the movies, they fight around trees, limbs, or stumble on roots. That type of thing.

I'm also trying to set the stage for when you fight out in the open, so you feel the difference.

cheers


Just peaking in here to say that Kagehiro's computer is on the fritz. He asked me to relay this to his games.


Adding to the comp woes...

Okay, may be slow for a bit. Laptop adapter abruptly gave up the ghost and I'm on my last two hours of battery power at the moment. Hopefully I can get this fixed soon. GMPC as needed.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

I think I'm squared away now. Took a trial-by-fire course in BIOS flashing, but got it back up. At work currently, but will be trying to play catchup asap (across all games).


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Why did your eagle disappear, Devan?


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Two rounds, second level summoner. Spell expired.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Summoner's summons last minutes/level, instead of rounds. That's why. ^_^


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Well, I'll be damned. I totally missed that. I've never really used the summon monster SLA on most of the summoners I've played. I guess the eagle is still there.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

And thus the tales of the Samaritans came to a close, instead giving rise to a newly penned title that would grow to involve an extensive catalog owned and respected the world over: "Freedom Fry the Eagle"


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Computer woes continue. Finally nailed down what is causing the problem, though: liquid cooling system has apparently given out. My CPU is not well pleased (nor am I).

Ordered a replacement, which I'm hoping will be here and subsequently installed by Tuesday. In the mean time, my presence will be less than stellar. Basically, it will only be when I can sneak in updates while at work for the next couple of days.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Devan can't summon Arend until tomorrow Tris. Unless he have Summon Eidolon, but it would last rounds/level, aside from being a 2nd level spell. Anyway, something like a goblin would be fine, if he could...


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Actually I can, because I went unconscious before he died. So he got dismissed (and then Jubal took a bunch of attacks on him when he wasn't there and described him as dying :P). I'd need to go back and see what HP he was at when I got knocked out though.

But that takes a whole minute, and I'd rather run right now.


Tris doesn't claim to IC-ly know every detail of the Summoner class. :P But yeah, even the daily summons might work, since it's less time consuming, if Devan has something that would be able to blow a horn and understand a command like that.

*shrug* It's only an IC suggestion, we can do whatever we end up doing.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Sure, I just thought you would probably know how Arend works since we spent a long time together....


I think having a general understanding of each other's tactics is a reasonable IC assumption. For instance, Tris knows that Arend cannot be summoned instantly, which was reflected in her comment.

But knowing things like "the exact list of everything he can summon and their capabilities" or "does she know that Arend can be summoned again today since that knowledge depends on knowing whether or not the bird fell in battle or due to Devan's falling unconscious, when she had her own fight to worry about" is beyond the scope of what I think my character knows about another character's class abilities.

She made a suggestion, Devan replied with his better knowledge of his own capabilities, end story.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Let Thondrir blow the horn outside of a narrow cave entrance. He's totally cool with fighting an entire army one orc at a time.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Except they can shot you to the death while you block our vision so we cannot retaliate ^_^

OMG I'm such a jerk!


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

They have to shoot through the mound of dead orcs. Surely that would give some cover.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Lol, I actually had the same idea Thondrir. A cave would be perfect. You could block the entrance and we could take turns healing you. I can also continually summon ass-kicking 'Murica birds into their midst.


Male Human Arcanist 3 | HP 23/23 | Arcane Points 1/2 | 1st Lvl Spells 3/5
Stats:
AC 15, T 11, FF 14 | Fort +3 Ref +2 Will +3 | Init +1 | Percep +3

I'll summon something too!


Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
stats:
AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

Jubal, how much further to Fairhaven?

Samaritans, do we want one person at a time on watch or two? Two seems safer...but (in order to get time for everyone to rest up) it means we end up taking longer before we get back on the road to Fairhaven. I think I'm leaning for two anyway.

Kel will take whatever watch we agree on. When not on watch he'll sleep in his (light) armor.

Initial watch proposal: 4 2-hr shifts, as follows,
1 Throndrir & Carter
2 Kel & Tris
3 Esau * Light
4 Devan & Arend

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