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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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 need to take a look at Thondrir now that you mention that.


I'm still waiting for you guys to do something besides discuss. Keep track of your durations.

cheers


Jubal Breakbottle wrote:

I'm still waiting for you guys to do something besides discuss. Keep track of your durations.

cheers

+1


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

I *think* we're ready to move on. Jubal and/or Samaritans, am I missing (or misrepresenting) anything here?

- We have a majority vote, therefore Arend has killed the drow
- We've searched/looted the drow
- We know there's some ally (kobold?) around, but it's staying hidden and none of us know Draconic

Looking at the map, I believe:

- We're at a fork
- One fork has torched scones torch sconces Mmmmm, too bad, Rahaal would love a forkful of torched scones
- I *believe* there aren't any torches in the sconces

If I got all that right, I say we continue forward (following the sconces) using our previous marching order.

Does that sound good?

EDIT:
Jubal mentioned durations. I don't think I have any active buffs or other durations to worry about right now (though I'm managing my remaining resources, e.g. rounds of Sermonic Performance and Channel left). Jubal, if you think I'm missing something, please let me know.


OK I was just waiting to read about someone actually ganking the prisoner who only speaks Elven and Undercommon.

How do you handle the fork? Left, right or both?

cheers


Jubal Breakbottle wrote:
How do you handle the fork? Left, right or both?

+1


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

Right.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

I have a slight preference to follow the sconces, if they only go one way. Otherwise right sounds great.


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

Let me try something before that.


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

Right!

1, 2. . . 5!

Three, sir!

3!


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

Please bot me tomorrow. I'll have classes all day long, and am out of time now, sorry.


waiting Tris and Thondrir


OK guys. Maybe my last couple of posts weren't terribly clear. They were just to settle the second chapter of this three chapter adventure: you found the trapped miners and will lead them to safety. Presumably, you will use your new rope of climbing to follow the little girl out the crevasse, so you can avoid the deadly gas. The prisoners will need a day of rest, so by the time you get out, about 14-16 hours have passed since the drow combat. You will be fully refreshed.

Then, the Michael Bay ending to this adventure begins. The game mechanics may be odd to simulate the craziness, and I hope I can do the description justice.

So, RP wrap up the miners and prepare for your return to Fairhaven proper. Then, GET READY TO RUMBLE!!

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

Oh my! Well I was going to RP a bit but haven't had time to write something the quality I want to post. I'm fine with just saying Devan was friendly and helpful and nice to everyone, and handwave it in favor GETTING READY TO RUMBLE!


Don't stop RPing on my account. Close up this chapter well. Then... rumble.

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

Out of town until Monday Night, taking a trip with the family and catching a Browns game.


We should be starting the rumble by then. Enjoy the game!


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

Do you still have healing charges? Cause I am 10 hit points down ^_^

Did we rested after rescuing the prisoners, Jubal?


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

Sounds like we didn't have time. Hopefully this won't be a Michael Bay TPK ending, lol.


Yes, it's been 16 hours since the drow combat. You've all rested and recharged. Full strength.

cheers


In case you guys are interested, I posted my next campaign after we finish this one. I think we have another month of real life to go for this crazy ending.

It's superheroes in Korvosa. I started an Interest Check to get people building characters, because I think it will take some time. Plus, I want to see what people can do with 5 levels and 1 mythic tier emulating superheroes. Is it enough? Is 25 point buy good? I detest gestalt, so I want to see what we get.

Obviously, you guys will get priority if you're interested. Primarily, because I know you guys will make great characters.

cheers


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

Thanks for the invitation man, but I'm running low on time, so I'll probably pass it. Plus, superheroes were never my thing, but I'll take a look at it anyway.


I'll give Thondrir some more time. He's the closest to the big bad.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

He posted on another thread that he would be on vacation for a bit, not sure when til, but probably fine to DMPC.

I'd assume he'd try to come up on the roof with the rest of us, maybe using the same rope Tris threw down, or another (if someone else can get one down faster).


He's back and posting on other threads. Just giving him a bit more time.

cheers


Tris and Thondrir were just out of range of the cone of fire.

No there is nothing within 40-ft of your building not moving in the current.

No AOO on Tris, because Ymial's sword is sheathed. Sorry, he'll AOO with a bite...

Don't forget to update your taglines HP, so I can see how you guys are doing.

Yes, going over the waterfall will be painful.

Are you having fun?

cheers


Super fun!

Tris's tagline is current.


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

Man, how are we going to deal with this??!

Seriously, if you had any strong pokemons left please tell us, cause mine are useless at this moment...


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

I dunno. The whole going over the falls thing is super dramatic, but I don't see any way for us to avoid it. I kind of feel like we cross our fingers and hope it isn't too damaging.

Maybe we tie ourselves together so that if someone goes unconscious we can at least keep them from drowning?

Might be worth healing first though -- though it'll mean not going all in on Ymial.

What do y'all think?


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

OK, my main choices this round are:

(a) Inspiring Command (give two of y'all +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round) -- on top of the current buffs of:+2 to hit, damage (competence, morale), +1 to save vs fear (morale), OR

(b) hit someone with Infernal Healing wand (since many of us are down, and we're all about to go over a waterfall).

Thoughts? Preferences?

Also...WTF do we do about the waterfall? Anything? Rahaal has +1 acrobatics, +0 swim. Throndrir (if I'm reading him right) has a -9 swim (+3 str, -12 ACP) and a -5 acrobatics (+1 dex, -6 ACP). Not sure either jumping or swimming makes sense for him (or even me).


Honestly? IDK. I'm out of big bright ideas. I mean, we can jump into the water and swim and hope Ymial goes over and dies, but at this point both my inspiration capabilities and, honestly, my enthusiasm a bit are sort of petered out. If we go out in a big dramatic blaze of waterfall death and glory, I'm okay with that.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Hmmm, Tris, I feel you. This fight is perhaps *so* big and cinematic that it's hard to really think through. What are the risks of going over a waterfall on a floating, crumbling building? I have no idea. It sounds pretty fatal -- especially for those of us who don't swim well -- but I'm not sure what to do about it. Maybe we're best off assuming we'll die, but trying to take Ymial out first?

Then (from a metagame perspective) the fact that I don't see a way to avoid it makes me think either it won't be as fatal as it sounds, or else there'll be something that saves us from it...but I'm not sure what to do about that either, other than continue fighting Ymial.

Barring other suggestions, I guess my thought right now is to hit people with charges of Infernal Healing this and next round, so they'll have something keeping them going when we go over.

...though I'm still very much open to ideas/suggestions!


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

If this is anything like the video games the author has clearly played their whole life, then there will be some manner of Deus Ex Machina to save us. If not we all just wasted the last nine months of real life time, and should come back as draugr to haunt him (author).


Maybe the waterfall to the next plateau of the town isn't so bad?

Waiting large buffed Thondrir.


Wow. We're basically done. I'll give you some time to RP the end until I post a conclusion and what happens to Fairhaven.

The end took less time than I expected but was no less dramatic. I did remove three things for the end as written, because I thought it might end in a TPK.

1. Ymial had a hell hound companion. But I couldn't believe that Ymial would waste his time helping the hell hound to climb aboard a floating roof. And I couldn't imagine a hell hound climbing on a roof without help. Blame my limited imagination...

2. The floating roofs were designed to collapse if you walked in the middle without Knowledge (Engineering) checks. Falling inside rewarded you with pointy stick damage and subsequent crushing wall damage.

3. There was a second waterfall of 60 feet, which was basically the same as the first. I was supposed to start you guys on the plateau with the chasm, in order for you to have two plunges, but I didn't. It was the same game mechanics except more falling damage (60-ft vs 40-ft). Honestly, you barely survived the first fall.

Really hoped you enjoyed it!

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

Ouch, not sure I like the writing of that last encounter, but overall this was a great game. Thanks for running it, Jubal!


I really appreciate you running this one, Jubal -- and especially you're willingness to work with me when I realized I just wasn't able to get into Kelbows. Rahaal worked way better for me.

Likewise, Tris, Kagehiro, Walter, and Jelani, I'll happily play with any and all of you in the future. There was some great roleplaying all around.

Thanks, all!


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

Yeah, thanks for the experience, guys! I'll keep Esaul alive, in some way.

For some reason I thought the end was too harsh... I mean, not that the town got destroyed, as it certainly would, but they destroyed it, then all that was left was the leader, and the army vanishes... Of course, killing the leader breaks the order and sends everyone on a run, but I mean that if they actually destroyed the city in small groups we would have more to do and the wish to get our revenge! MUA HA HA HA!


OK the last post is up.

My interest in my masked vigilante campaign has waned with it potentially degenerating into a homebrew, which is not my forte.

If I homebrew, I wondered if you wanted to continue the Samaritans. You can decide where you want to go. If it gets stale, we can pull the plug.

Let me know.

cheers


I personally am done with Samaritans. I’m still trying to shift more from playing to DMing and have a couple other games/ideas that are in flux right now. Thanks for the run Jubal, was good fun! :)


Thanks for the fun guys.

cheers


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

Well, I would be willing to keep Esaul alive, and a homebrew would be much more interesting than a published module, in my opinion. If you guys want to keep it going I'm up for it, but the slower pace has been slowly draining my interest, since I like faster games.

It was a good module, but fighting the whole army with a more versatile array of options would be much better.


Thanks, Jubal and gang.

I'm going to pass on starting something new for now. I'm going to throw my hat in the ring for Jelani's high level game that's starting up (since I played the beginning of the Witchwar Legacy with him once over a year ago and have been itching to play it again). I think even that one might be a stretch, so I don't think it's wise for me to stretch still further.

Thanks though! I could see playing Rahaal again at some point in the future.

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