The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Oh, I took it to mean that one could open the top half of the grate and then squeeze through, with a move action. Either way is not ideal, I suppose, as it would take us many rounds to get through either way as a party. On the plus side, if there are any bad guys on the other side, it will take them a few rounds to get to us as well.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Oh. I don't know, then, that also makes sense. If it's a grate then I doubt it could be squeezed through except for the open half.


Indubitably Never 3d6

Cueta is right. The grate opens. A person can squeeze through, as a move action. Hinges could be blasted, or the thing could be lashed shut.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Hinges are probably the best bet. So if we do retreat we should have Vallen at/near the back of the group.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Well, I pushed for this hairbrained scheme, so if we have to retreat, I'll be the last one out.

Ha! Nice knowing you all!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I put up a proposed marching order for the tunnel in the spreadsheet. Ben's headstart can easily be shortened but I figured 20ft was a decent number.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

So we are only leaving the one canoe operational then?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I was thinking about this last night, but didn't get to post in time - we should probably have left two, in case there are prisoners. One of the dwarfs, funnily enough, will be almost as good a pilot as I with their good wisdom scores, and I won't be able to take 10 if we're retreating under fire anyways.

However, having only one can be a boon as well, in that there is no way we lose the other canoe to the bad guys and have to stage a running fight on water. Also, if need be, Vallen can possibly mend a broken canoe in a round or two, depending on Nerk's call.


male Dwarf barbarian 3

Between Vallen and I we have enough acid to make short work of a single pursuing canoe.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I agree, not to mention my sling and Ceuta's bow, a fight on water with only a single canoe is definitely going to go our way. As I said before I'd like to keep two canoes but I think that's probably too much retconning. I think we'll have to hope we have a little time to fix one when we do leave.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Wow, I just realized you have a medium load Ben. So we've been moving at 15ft this whole time? And you're down to 5ft when strealthing?(like now?)

You should really give your backpack to Kal'Tos when we travel.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I believe if we just say we want to keep 2 canoes operational at this time, Nerk will be fine with that. I believe we should keep two canoes, personally.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

no I don't have all the things listed on my sheet I am only under a light load. Ben only has his weapons, armor, theives tools and a waterskin. 22.81 lbs His backpack with everything else is in Newspring.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Ah, well then you definitely have a better stealth score! +11 to be exact!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

After doing some thinking, I believe we should spare a canoe and have 2 in case of prisoners. Everyone okay with that? Nerk, is it okay if we ret-con the destruction of the 3rd canoe?

Also, if the kuru are keeping women as breeding stock, what if they worship a priestess of Lamashtu? She could have easily used the Lesser Animate Dead spell, which is a 2nd level cleric spell.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

you know that is one that weirds me out everytime I sse it. Cueta's little prayers to Lamashtu. That is gonna be interesting when someone finds out about it. I don't think anyone in game knows yet.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Also, if the kuru are keeping women as breeding stock, what if they worship a priestess of Lamashtu? She could have easily used the Lesser Animate Dead spell, which is a 2nd level cleric spell.

Cueta's operating under the assumption that the Kuru and the necro aren't related. 1) We very well could have seen the necro coming and going at the clearing, as those zombies hadn't been at work too long. Had the necro been with the kuru, the king's canoe would probably have been on the beach when we arrived. 2) The kuru don't seem very able to control their appetites - there was a bunch of food just lying in that clearing for days and they didn't return to eat any of it; which leads me to 3) Manari said that the kuru were trying to herd the Harpy's survivors back towards the beach. I think that the kuru are afraid of the necro, and the Harpy's people were unwittingly walking into the necro's territory. The kuru were trying to get them back towards the beach, an area that they are more familiar with and/or the necro doesn't frequent.

Your theory is an interesting one, though. It certainly seems plausible.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:
you know that is one that weirds me out everytime I sse it. Cueta's little prayers to Lamashtu. That is gonna be interesting when someone finds out about it. I don't think anyone in game knows yet.

He, he, he. Sweet! *rubs hands together villainously* One day my mother will dine on halfling stew...

...I kid, I kid. About Cueta's "religion" - it has been totally created by her. In her mind, the mother of monsters puts monsters on this earth so that they can be killed and join the mother's eternal army, to do whatever goes on in the gods' realm. Being no student of any kind, this is probably wildly inaccurate (and I as a player have avoided looking up anything on Lamashtu, to not be biased).

The prayers she makes were started when she was leading shore expeditions for Captain Lonnagin in the Shackles, looking for water and food. Being a Mwangi, she's somewhat religiously opportunistic (she's also prayed to Gozreh a couple of times, and will at some point probably will pray to Besmara, Cayden Cailean, and possibly even Torag - she's impressed with the dwarves' ingenuity).

So, she's justly terrified of getting eaten by a monster in the jungle, and offers up a supplication to the mother of monsters... and doesn't get eaten. So she does it again, and then again, and so on, and no one has been eaten yet, so she'll keep praying.

But, she's smart enough to know that most people won't get this in passing, and her fellow mariners thought the practice odd, so she's somewhat closeted in her faith. She believes words must be spoken to have power, whether oaths, prayers or threats, so she often prays aloud, but away from others or in Polyglot. If asked about it, she'll be truthful though. She trusts you all and is comfortable to come out about it at this point.

And of couse, from an ooc standpoint, her religion is all made up and Lamashtu isn't listening to Cueta, unless Nerk decides that the goddess is...


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Good points Cueta! You're right, the Kuru didn't return for those bodies. Hmmm.

I agree Ben. Vallen heard her mumbling a prayer once, but didn't ask who it was for. There's going to be a bit of a confrontation if she ever says one aloud.

I like that a lot, Cueta. Thanks for the explanation!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Wow Ben that must be a really awkward moment. That kuru got lucky on his perception roll sadly. Well what to do now? I assume Ben is going to back off- guess it depends if they follow Ben through the hole, or they go for help, or both.

Ben can at least slip back past Gair and Cueta, and they can slaughterize any kuru that follow. I don't want to be climbing up the sides of that basin (which I still think is a toilet) if there are kuru on the edges waiting, that's for sure.


male Dwarf barbarian 3

I agree with Vallen, as long as the Kuru lack magic we have the optimal place for a fight. Vallen and I can try to throw acid at them while Gair/ Cueta slices any kuru that charge at us.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

DM Nerk, could you make the square where the hole is a different color than the brown of the tunnel so that we have some reference? I'm a little confused as to where the hole is in relation to Ben.

Thank you!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Yep, as long as they come down to us we should be able to stand against a very large number of them.

Which side of the hole do you move to Ben? Towards us or away to try and flank? There's no surprise round so you should be able to grab the stone on your turn as well.


Indubitably Never 3d6

Draw Rapier=Move
Ready Attack=Standard
Retrieve stored object=Move (provokes)

Since Ben stated that he placed the stone in the pouch, it will need to be retrieved.

Until that happens (or Vallen gets within 20' of the hole) dim light causes everyone without dark vision to enjoy a 20% miss chance, EXCEPT directly under the hole, where the torchlight is sufficient for normal light.

I moved Ben back towards the party because he said he shouted over his shoulder to you. As if you were behind him.

EDIT: Ben didn't ready an attack. He made an AoO. He can get the stone out on his turn, as a second move action.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

You're correct, I was thinking AoO as Ben mentioned but a readied attack seems more practical.

The good news is that the Kuru are limited to standing directly in the light, thus saving us the miss chance, so I'd stick with the readied attack Ben :)

It appears Vallen is definitely correct about this being an old sewer. The drop down is another massive boon, in this case allowing us to flank while still limiting their numbers in the same fashion as the tunnel!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

If they come down at all. They might run off to sound the alarm, but they haven't proved to be too bright so far.

Also I want a spear that can turn 90 degrees. It might be hard to stab someone with, but it would still scare the crap out of them.


male Dwarf barbarian 3
Vallen Silverclasp wrote:

If they come down at all. They might run off to sound the alarm, but they haven't proved to be too bright so far.

Also I want a spear that can turn 90 degrees. It might be hard to stab someone with, but it would still scare the crap out of them.

I am sure a pair of enterprising dwarves can come up with something during some down time. Perhaps a hinge about 1-2 feet back from the point that has a pin holding it closed unless the pin is removed? Obviously the pin would be on a small chain so it wouldn't get lost.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Cueta's going to invent a javelrang, but in the meantime she'll take a dwarven rotating spear!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Haha this is great. We'll get to work on it right away when we return to Newspring!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Finally something worth taking EWP for!


Indubitably Never 3d6

I'm seeing a small grapple halfway along the length with some kind of adjustable "turn angle" thing. You aim so the grapple catches the corner, swinging the spear to the appropriate angle and then releasing it. Why on earth would there be a penalty to hit?

Also, I'm surprised and disappointed that dwarves haven't invented a Dorn Derger technique for attacking around corners. Get with it, you guys, you live underground for Torag's sake.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Holy crap I officially want a Dorn Derger. Except I'd have to grow an extra arm to wield a dorn derger, a waraxe, and a warhammer all at once for maximum dwarfiness. I agree Nerk, someone should make a feat for that!

Anyway- decision time. Are we going up there guns blazing, or taking off? The first kuru wasn't very smart, but his friend was. I don't think we'll be able to catch him, but with a lucky accelerated climb check it could be possible to knife him before he gives the alarm.

It must be the dwarf in me but now I want to reclaim this place for some reason. I would really like to explore the island and kill everything on it.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:
I'm seeing a small grapple halfway along the length with some kind of adjustable "turn angle" thing. You aim so the grapple catches the corner, swinging the spear to the appropriate angle and then releasing it. Why on earth would there be a penalty to hit?

Ha! I'd say a no penalty to hit for a dwarf, and gnomes get automatic proficiency and weapon focus.

Vallen Silverclasp wrote:


Anyway- decision time. Are we going up there guns blazing, or taking off? The first kuru wasn't very smart, but his friend was. I don't think we'll be able to catch him, but with a lucky accelerated climb check it could be possible to knife him before he gives the alarm.

It must be the dwarf in me but now I want to reclaim this place for some reason. I would really like to explore the island and kill everything on it.

Cueta will go up first. An accelerated climb with a squeeze puts me at about at two rounds to get up there. Ben can do it quicker but I'd hate for anyone else's head to get lopped off when they hit the top, so, post incoming...


Indubitably Never 3d6

"Dwarven Chain-Flail," according to the PFSRD. Why would they take a beautiful name like Dorn Dergar and change it to that? Why don't they just change the scimitar to "sword-like weapon with a curved blade and Arabian flavor that you don't care about because you just want the high crit and dervish dancer feat"?


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

We could just wait at the bottom of the hole and kill them as they try to come down. It is pretty clear that this is their main way off the island. They can only come down one at a time.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

That 30' burst template at the bottom of the tactical page is making me nervous...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:
We could just wait at the bottom of the hole and kill them as they try to come down. It is pretty clear that this is their main way off the island. They can only come down one at a time.

I'm worried about prisoners, but if we have to retreat, that is a good spot to make a stand at, for sure.


Indubitably Never 3d6

Tempting as it is to allow you to be nervous ... I think that burst template is left over from channeling v. zombies. I sure didn't put it there.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm responsible for the 30' burst template, and as Nerk said it's a carryover from the zombie fight. I left it there for my reference so I'm not healing baddies by accident.


male Dwarf barbarian 3
Cueta Guiding Star wrote:
Ben Sandlock wrote:
We could just wait at the bottom of the hole and kill them as they try to come down. It is pretty clear that this is their main way off the island. They can only come down one at a time.
I'm worried about prisoners, but if we have to retreat, that is a good spot to make a stand at, for sure.

Any prisoners they took have either already been eaten or will live long enough for us to fight smart, not charge in blindly and get people killed.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:

Tempting as it is to allow you to be nervous ... I think that burst template is left over from channeling v. zombies. I sure didn't put it there.

Vallen Silverclasp wrote:


I'm responsible for the 30' burst template, and as Nerk said it's a carryover from the zombie fight. I left it there for my reference so I'm not healing baddies by accident.

Aha! Well, that's much better than a trap nearby or a fireball or something.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
Cueta Guiding Star wrote:
Ben Sandlock wrote:
We could just wait at the bottom of the hole and kill them as they try to come down. It is pretty clear that this is their main way off the island. They can only come down one at a time.
I'm worried about prisoners, but if we have to retreat, that is a good spot to make a stand at, for sure.
Any prisoners they took have either already been eaten or will live long enough for us to fight smart, not charge in blindly and get people killed.

Agreed totally about fighting smart. We need to not give them too much time to prepare for us, and use this surprise to our advantage - for example, they could send half their forces up the smoke holes or another entrance/exit, around the other side, and then in the sewer entrance, pinching us from both sides. We're much better off taking the fight to them and keeping them on their toes and reeling, rather than giving them the time and planning to box us in, in my opinion.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

So are we storming the castle? If I recall, the plan is to murderize everything unless we're outnumbered, and then we retreat? Thankfully these tunnels will allow for us to retreat much easier if its needed.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

We should light something on fire that always gets people excited. Do you think they have any treasure? Some treasure would be nice.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
So are we storming the castle? If I recall, the plan is to murderize everything unless we're outnumbered, and then we retreat? Thankfully these tunnels will allow for us to retreat much easier if its needed.

I'm fine with whatever. I'd recommend storming the castle and retreating if need be, because we can keep them reeling and avoid splitting our forces, but if everyone wants to tunnel fight it out, I think that's viable as well. If we go that route, I'd suggest splitting us up and group one covers the privy entrance, and group 2 covers the cliff-side entrance. We don't want to get snuck up on from either side.


male Dwarf barbarian 3
Cueta Guiding Star wrote:
Vallen Silverclasp wrote:
So are we storming the castle? If I recall, the plan is to murderize everything unless we're outnumbered, and then we retreat? Thankfully these tunnels will allow for us to retreat much easier if its needed.
I'm fine with whatever. I'd recommend storming the castle and retreating if need be, because we can keep them reeling and avoid splitting our forces, but if everyone wants to tunnel fight it out, I think that's viable as well. If we go that route, I'd suggest splitting us up and group one covers the privy entrance, and group 2 covers the cliff-side entrance. We don't want to get snuck up on from either side.

Fighting in the tunnel negates any numerical advantage they have.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

We could always leave the tunnel, climb the cliff face, and attack them from above, via the smoke holes (or another entrance) as well.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
Cueta Guiding Star wrote:
Vallen Silverclasp wrote:
So are we storming the castle? If I recall, the plan is to murderize everything unless we're outnumbered, and then we retreat? Thankfully these tunnels will allow for us to retreat much easier if its needed.
I'm fine with whatever. I'd recommend storming the castle and retreating if need be, because we can keep them reeling and avoid splitting our forces, but if everyone wants to tunnel fight it out, I think that's viable as well. If we go that route, I'd suggest splitting us up and group one covers the privy entrance, and group 2 covers the cliff-side entrance. We don't want to get snuck up on from either side.
Fighting in the tunnel negates any numerical advantage they have.

That is true. Are they dumb enough to send one guy at us at a time? If I'm them, I camp out at each entrance and starve and/or smoke us out...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:
We should light something on fire that always gets people excited. Do you think they have any treasure? Some treasure would be nice.

Huh. If we could smoke them out, that would cause a lot of chaos. I guess it could kill any prisoners they have though. I wish I knew whether or not they had any.

I agree. Treasure IS nice!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm worried about the other kuru expedition coming back at an unfortunate time, but hopefully they don't.

Well we at least need to know what's down the hallway, so we might as well start moving down it.

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