Twilight of the Heroic Age (Inactive)

Game Master Simeon


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F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

My first character in a while without a Traveler's Any-Tool. Oy!


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

I'm currently traveling... but will buy bedroll and 2 holy water. I'm a cleric, after all.

Do we have rope and that kind of stuff?


M Elf Ftr5 | HP 39/39 | AC20/T15/FF16/CMD24 (30 vs Disarm, Sunder) | F +6 R +6 W +3 (+2 vs Enchantment, +2 vs Charm/Compulsion) | Mv 30' | Init +10 | Perc +8 | Effects: None

Lanatir has 50' of silk rope plus a climber's kit if we wanted to go up the hard way.
He has, beyond his armor and weapons:
MW Backpack
50' Silk Rope
Bedroll
6 days trail rations
Soap
Flint and Steel
2 Waterskins
Sunrod
20 cold iron arrows
20 silver arrows
6 scrolls Endure Elements
Climber's Kit
1,468 GP
4 SP

So I think he is pretty much set. His primary weapon is adamantine, not cold iron or silver, but I really don't want to do the golf bag thing and have three swords. He has enough bonuses with the sword that it would still beat using a backup dagger even if there were DR. As noted, he does have arrows of other materials.

He might have used up some of the rations on the journey here, but they are cheap enough that they are easy to replace.


HP 22 | AC 16 | Prescience 8/9

Zyrel has been freeclimbing and Parkour, but if he thinks climbing is in the future he'll but the gear.

He totally does have a golf bag of weapons though.
That's why I figured when walking around time he'd leave about half of them back at the house.

I had forgotten Lanatir was also an archer!


HP 22 | AC 16 | Prescience 8/9

Oh, the Mark of Blood conversation was some time ago, and I did not work out who agreed to get marked on the trip.
Were Elsa and Lanatir marked?
At some point when he seems less awkward I plan on having Zyrel raise it again


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

Actually i cannot remember, but would not have objected at the time. Or now


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

Elsa wants to purchase another waterskin, two weeks rations, and a bandolier to hold potions and such.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Hey folks, I'm pretty slammed with finals season, hopefully I'll be back up to speed with things soon, ideally by tomorrow afternoon or Wednesday.


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None
GM Coyote wrote:
Hey folks, I'm pretty slammed with finals season, hopefully I'll be back up to speed with things soon, ideally by tomorrow afternoon or Wednesday.

Study hard and good luck!


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Zyrel's the trap fella... I'm not that kinda rogue. Didn't want to step on toes.

I gave up trapfinding.


HP 22 | AC 16 | Prescience 8/9

Thank you :)
That said, Zyrel has a pretty broad build, so some degree of toe stepping is inevitable.


HP 22 | AC 16 | Prescience 8/9

To confirm: we should be able to enter by the cracks? Are they at ground level?


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None
GM Coyote wrote:
Though once likely the only entrance, several parts of the canyon wall have crumbled away, leading to darkness beyond.

Guess we're asking if we can just go around the door/gate.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Yep, the map of the place is up, there are a few other ways in.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Merry (belated) Christmas y’all! I’ll get us moving again within the next few days.


HP 22 | AC 16 | Prescience 8/9

I kept hoping someone else would have a better idea, but we were stalled, so you were right to bot me GM Coyote.


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

If vulnerable to fire, does the mummy take an extra 50% fire damage? Or am I misremembering? It's just 5 hp, but... :)


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

All damage helps


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

It is! Already factored that in. It also has DR 5, so it kinda cancels out.


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

well, damage reduction isn't effective against energy damage


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Exactly. It resisted 5 physical damage but took 5 extra energy damage.


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

Burning shuriken next


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Oops... Forgot my own Bless.


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Sorry, lame CLW.


M Elf Ftr5 | HP 39/39 | AC20/T15/FF16/CMD24 (30 vs Disarm, Sunder) | F +6 R +6 W +3 (+2 vs Enchantment, +2 vs Charm/Compulsion) | Mv 30' | Init +10 | Perc +8 | Effects: None

You can't convert the domain spells to cures.
Do we have a wand? I thought we did.

Also, do I need a save vs mummy rot?


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

That you do, forgot to mention it.


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

Also, shouldn't we have had to save vs despair?
I could be wrong, I haven't looked at mummys for a while


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

We need to purchase a cure light wounds wand or two


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Desdemona will for sure expend a spell... Stone Sheild, I guess.


HP 22 | AC 16 | Prescience 8/9

I'm okay if people do not want to wait, by the way. Not sure we have any time pressure at the moment though? Beyond not wanting to spend the night here I guess.


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Standing up is a move action, which provokes an AoO. Should Des have gotten one?


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

@Lanatir - Sorry... we can ignore that sneak damage and the +2 to hit. I was all theatre of the mind from mobile as I'm traveling.

Didn't open the map on my laptop. My bad!

Total of 8 damage.


HP 22 | AC 16 | Prescience 8/9

All good, I've moved Zyrel into flank, assuming Des waited to take advantage of that.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Hey folks, been crazy busy at a timber sports competition. I’ll try to update as soon as I can, but probably Sunday.


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

timber sports? Consider me intrigued. Caber tossing, or chopping wood?


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Is there any way for us to know if the target is the legitimate heir?


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

I hope we got a description


M Elf Ftr5 | HP 39/39 | AC20/T15/FF16/CMD24 (30 vs Disarm, Sunder) | F +6 R +6 W +3 (+2 vs Enchantment, +2 vs Charm/Compulsion) | Mv 30' | Init +10 | Perc +8 | Effects: None

We seem to take on decent-sounding missions only to get roped into much worse ones.

"Find a missing colleague" becomes "Exterminate multiple religious cults" (which we managed to avoid doing, but it was what we were asked to do at multiple steps of the mission).

"Find some primal magic specialists" becomes "Murder the rightful heir to the throne at the request of his parents' killer." But, in fact, it was "get them to disperse" which we can do many ways. The Margrave didn't explicitly ask us to kill him.

I do not like the idea of being an assassin for hire. I am in favor of trying to negotiate. Preferably getting straight the command tent unseen, and telling the pretender that we are there to talk.

That is my $0.02.


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

And that is fair enough. But we have gone to a lot of effort to get into a great position, which we will lose if we negotiate. We would be talking from a point of weakness, and if this guy is as bad as the other, we will be facing a lot of opponents with no great options.

But let's say he is agreeable, how does that help us? He cannot help us with our goals until he wins, which means we have to fight a war. Hopefully a short one. No guarantees there.

Another option is to withdraw, and just steal what we need. Not exactly certain how we could do that

But really we should have decided this before we got here. The mission as stated was quite clear.

I have no problem with any approach. Negotiation is fine. My character's reaction is based on what I see her doing. If the party wants, she is Ok with negotiation. She just wants a clear goal.

Though she does have an antiauthoritarian streak


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None
GM Coyote wrote:

With a briefing from the party members, the party is ready to go. The task before you is simple enough, though may require some finesse. The Margrave of Tan Serik, Takayam, has tasked the party with tracking down a pretender, someone who claims to be his nephew Badashba (and the son of the previous Margrave, who died mysteriously in a caravan raid, making him the rightful heir to the throne).

The pretender has come with a force of soldiers from a neighboring nation, and you all are tasked with finding proof that the pretender is not who he says he is, or if that's not possible, eliminating him.

Do that, and the Margrave will grant you the services of a wild magic specialist to fix a malfunctioning autonomous factory that the Tetrad has invested heavily in.

Emphasis, mine.

I took that to mean, discredit (if a fraud) or assassinate (if legit).

Classic Lion King?


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

Then we should capture the guy. This will be difficult, but I may have an option to scout. I have the vanish spell, 5 rounds of invisibility. I sneak in a take a look.


HP 22 | AC 16 | Prescience 8/9

As a note Zyrel will happily spend the next month preparing to move, but I (the player) do not actually think that is a good idea!

Also, while I think we all assume the Margrave is suss, it is possible this is just what he says. If someone wanted to lead a rebellion, magic would make it easy enough to pass as the 'true Heir'.


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

But, he didn't give the option of returning with the legit heir. He doesn't want that.

So he'd rather kill the legit heir and not risk it?

Not sure the DM's intent. If the nuance or conundrum is intentional or accidental. I assume the former.


M Elf Ftr5 | HP 39/39 | AC20/T15/FF16/CMD24 (30 vs Disarm, Sunder) | F +6 R +6 W +3 (+2 vs Enchantment, +2 vs Charm/Compulsion) | Mv 30' | Init +10 | Perc +8 | Effects: None

I believe the DM's intent is to provide us with dilemmas and see what we do.

When, in the pursuit of a fairly reasonable goal of "Find a missing colleague" we were asked to become assassins in order to complete the mission, we ended up finding an alternative solution.

Not sure whether this will be possible here. But I do not think we are on a railroad.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Loving the debate! As Lanatir surmised, this is not a railroad, and the nuance is intended. Any choice you make will have it’s own outcome.


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

Well, we could kill both, but that will not give us our goal. :D
How exactly would you prove this guy is the legit heir or not?


M Elf Ftr5 | HP 39/39 | AC20/T15/FF16/CMD24 (30 vs Disarm, Sunder) | F +6 R +6 W +3 (+2 vs Enchantment, +2 vs Charm/Compulsion) | Mv 30' | Init +10 | Perc +8 | Effects: None

I'd like to talk to him and hear what he has to say.
Maybe this mission will turn into us restoring the rightful heir over the usurper who murdered his parents.

And maybe he will then be able to provide us with the wild magic experts we need (and owe us quite a bit).

Or, maybe we will conclude he is lying. Combination of Sense Motive and Knowledge checks to spot inconsistencies?

Lanatir has no real urgency to fix this ASAP; the factory is shut down for now and the Tetrad can wait so that their agents do not inadvertently make things worse in their haste to reopen it. Lanatir is patient and meticulous (that is his drawback in fact).

I care more about an interesting story than about completing the mission as quickly as possible. Certainly that is my preference as a player but I think it makes sense for the character too. If that is at odds with what the other players and characters want then I understand and will go with the party decision. But I personally would be fine with this mission evolving into something else. The journey is the point.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

So based on this plan, how do you all want to get to the tent?


Current spells - mage armour Halfling sorcerer 5 HP 22/22 AC 21 TAC 16 FFAC 16 Fort +3 Ref +6 Will +7 CMB -1 CMD 13 Perception +12 stealth +14 initiative +3

How far away is it from the door, and what is between it and the door?


F Human Rog3/Clr2 | HP 35/35 | AC20/T15/FF16/CMD18 | F +6 R +8 W +7 | Mv 40' | Init +6 | Perc +10 | Effects: None

Over got +12 Stealth, pretty good but still risky. Any bonus to that would help.

Could use a critter as a distraction?

Is this an encampment of hundreds or thousands of soldiers?

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