WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

Roll20

Battlemat


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HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Gwyn, Mark:
I have a neat idea for how to get around the Pinning requirement.

The following is a description of a Poisoner's Dagger. It's a simple but nasty piece of work.

Imagine a dagger constructed with a hollow tube down the middle. There is a trigger on the grip that activates a simple stopper at the handle. When the trigger is depressed, the stopper is open. When it is released, the stopper closes.

If you've ever picked up liquid with a straw by covering up the top and lifting the straw out of a glass, you get the physics behind how the dagger works.

Normally, this acts as a sort of syringe. You pull the trigger, dip the dagger in an injected poison, release the trigger, and the pressure keeps the poison from leaking out. Then, when you stab someone, you pull the trigger and pull it out. The back-pressure sucks the poison out into the wound.

This works in reverse too. Imagine stabbing someone with the trigger pulled. The blade fills with blood. The trigger is released, closing the stopper and creating the needed pressure. When the blade comes out it's full of blood. On the following round Gwyn puts the blade to her mouth and drinks it like a potion.

Doing this would take some precision, so we say she can only do it during a Sneak Attack (tying her theme to her existing mechanics)

This wouldn't give Con drain like her normal bite, but it's pretty cool.

Best of all, it serves a dual purpose, giving her a nifty poison delivery system too.

Nifty, eh?


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Mark and Xanos:
That is very interesting. I like it and...

Dammit, now I've got an image in my head of Gwyn licking the knife in ways that suggest naughty, sadistic things will follow.


I placed CAin on the map.

I want to let this scene with XAnos and Gwyn wrap up before we push into ambush prep.

the short version (for Cain), though is that he'll be standing a step behind but next to Odenkirk. Weapons all stowed, arms crossed, intently watching the oncoming beach and holding his Potion of Enlarge Person.

once he gets the "get prepped" message from Price, but before she puts the moves on him (wika wika WOW WOW) he'll drink it and shift into were-form.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

If it works out right, Price will be lip-locking Odenkirk something fierce - that'll be the signal to get in place to strike. As soon as the kiss is over, she'll try to bash him.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Alive and reporting in (busy times at the moment). Though apparently we get a big storm tomorrow.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I have placed Teon. I am assuming time to first cast mage armor, then enlarge before we start things up.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

I think we are waiting on Mark to let us know how many buffing rounds we have


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Good point. I can cast mage armor when we sight the dock if nessiary.


King of Talingarde

As of this point I still need Xanos, Shulme, and Kalina on the map.

On that, I still haven't heard from Kalina.

As far as buffing, I see no issues with taking as many rounds as you believe is necessary with your listed plan. I've actually been holding off, waiting for the RP part of implementing the plan on your end, the conversation (and bluff check) to trick Odenkirk. If you wish to skip to the end, I'm fine with that but will need a bluff check either way.

Xanos & Gwyn:
I like the Poisoner's Dagger idea. Definitely something that could be done.


King of Talingarde

Also I'll update this afternoon after I get back to the hotel.


As far as Mage Armor is concerned... you could do that anytime within the hour working up to the ambush, right?

Price, do you want to do the "here's the plan" post, then we can establish ourselves for the ambush itself?


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

LOL. And I've been waiting for Xanos & Gwyn to finish their RP. :D

OK, I'm not sure if you want to hand-wave the conversation in the middle of the lake since really it is just a set-up for the beach invasion and betrayal. I figure the actual plan to wipe out the boats was discussed privately in the bugbear encampment.

The other wrinkle here is I'm in New England and we are expecting a whopper of a storm across the region - so I may lose power at some point today. Hopefully not, but its possible. So I may be incommunicado with little warning. I'll try to pre-post as much as I can.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Stay safe man. We had some rain yesterday, and looks like there may be more today. Fortunately, I don't think there are any storms coming through down here.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I am near philly. Looks like it is mostly gonna miss us.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Yeah, it is already snowing here and there are predictions of up to 50mph gusts tonight and blizzard conditions. We'll just have to wait and see. The reports (based on the European radars vs the US ones) are all over the place - from 3" of snow to 2'. Total crapshoot.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Mark, on the map could you ID the sailors that were carrying water on Seal island? I think it would be great if we could leave one of those guys alive for a little Q&A.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

FWIW though I missed the debate I agree with the general conclusion. There's a time and place to betray one's master (such as when he's lying helpless in a timeless slumber :p ) but I think that goal is probably best served with a few more levels under the belt. Third level lights the path of prudence IMO. And I wouldn't be surprised if he had eyes on us among the crew or otherwise.

Shulme is placed on map.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Sorry. No computer access until later today. Using my phone.

Please feel free to put me wherever is most advantageous to the group.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Well that was a little anticlimactic. Kinda feel bad for 'Kirk. He didn't even get a swing in.

Pretty sure the rest is just clean-up.


Sometimes a dangerous slugfest is awesome. Sometimes it's fun to dominate.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I'm a wizard. I hate slugfests. If I had my way, no one would ever need to make an attack roll. :)


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I am just amazed the plan worked (so far). In my real life game. Our plans never work. And we make much simpler plans. Admittedly we are worse at the implementation.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Sometimes a slugfest is very cathartic.

"Hyu puny goblin! Hyu look like client that always do dumb thing and make boss made."

1d20 + 57 ⇒ (12) + 57 = 69
4d12 + 200 ⇒ (7, 6, 3, 7) + 200 = 223


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

This group has had an impressive knack for working together, pretty much since the moment the ladies and Cain jumped the guards to get out of their cells. The only on that borders on uncooperative sometimes is me. :)


King of Talingarde

This is a fight that could have easily went wrong without preparation. Kargeld's maximum damage output a round is 28 points on a normal hit, and his attack bonus is pretty high. Plus he's barely down right now, and could have raged for more hit points.

Plus he went pretty late in the initiative order, if he had went earlier it could have been much different even then. So a few variables that helped. But even then you're tactics and surprise were pretty much the biggest part.

But don't worry, I'll make sure some later fights are a little more, enjoyable.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

The voice I just read that in sent shivers down my spine.

I apologize, I seem to be messing something up every round. This past week was a bit rough. First we had trouble with file corruption on a site, then .htaccess file issues the next two days, and then a client demanding something we're not about to give because of other issues.

I love my job, and where I work, but I was so ready for this weekend.


King of Talingarde

Getting ready for bed, I'll be working for most of tomorrow. Just giving everyone a heads up now that after this fight and you have a chance to rest for 8 hours, you will all be hitting level 4. So feel free to start thinking about it.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

What I really like about this campaign is that team tactics and coordination as well as individual tactics really affect the outcome of the battles. I don't see that in a lot of games.

The battle against the tritons showed that Odenkirk was potentially a tough customer and I'm glad we didn't take him lightly. Having said that, this battle ain't over yet. :) And as much as Price's 'bad feeling' was a ruse... I was imagining that old Odenkirk may have been planning a double-cross for us on this beach.


Fargo Drinog wrote:

Yes.

Reduce person wrote:
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Enlarge Person wrote:
Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Getting bigger is best for Melee. Getting smaller seems to be best if you have a source of damage that is not affected by size.

Incoming rant.

This annoys me from a consistency-of-logic standpoint. Reduce and Enlarge seem to be reverse sides of the same arcane 'coin'. So why do they treat fired ammunition differently?

I mean, the foundation of a consistent and believable application of the spells when applied to fired ammunition is already there in that items that leave the affected person's possession return to their normal size. So why not keep that consistent for someone firing a ranged weapon while under the effects of Reduce Person?

Does that give them an advantage when using Reduce and archery in conjunction? Yes, but its the same advantage a melee guy has when Enlarged.... Or close enough, anyway.

Sheesh... oh well.


Xzaral, i had a question about leveling up. I'd been considering a dip into Barbarian at 4th or 5th to represent him gaining back some of his lupine heritage. Fast Movement + Big Hit die + Rage + Acro as a class skill seem pretty thematically appropriate. :)

The problem may lie in Cain's alignment. He's currently LE, the reasoning being that he had to develop a highly refined set of self-disciplines to survive as a part of a hunted pack... and those disciplines shape the way he makes decisions.

RAW, this would prohibit the dip into Barbarian. When the game was kicked off, though, you were allowing Barbs to be created NE (because of the 'no CE characters' clause). Can we extend that clause into LE to make this dip possible?

Let me know.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning
Cain... wrote:

Incoming rant.

I completely agree with you.

Size Scaling creates more issues for me than any other aspect of the game.

Want to hear something stupid? A kangaroo has a +18 jump bonus. That means it has an average jump height of 6' up (approximately it's own height, a jump proportion of 100%).

If you cast Animal Growth on it, making it a Large Creature, it's height becomes roughly 12 feet. It's average jump height decreases to about 5' up (a jump proportion of about 40%).

A magically enhanced Kangaroo looses 60% of it's jumping ability.


King of Talingarde

My opinion on Alignment. I hate it. Quite a bit, in fact. The only reason I don't simply remove it is because of the mechanical impact it has on the game with some effects and I'm too lazy to make enough houserules to deal with it's removal. Just my opinion.

So yes, I am in fact fine with that, as long as it fits your concept.


I think I'm man crushing on Xzaral a little bit. I pretty much despise the Alignment system, too.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

I think the main reason it's kept is for the protection from and detection spells, and determining what alignments a cleric can be. I think having a set of values and restrictions to follow would be more appropriate, but that still doesn't solve the spell issue.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Here's how I work Alignment-

Demons, Angels and other entities that are literally embodiments of some kind of moral ideology have Auras of the alignment they represent (even if they somehow turn away from that philosophy. They are literally made of that alignment's energies, which means fallen angels still detect as angels, and reformed demons still reek of evil)

Paladins, Clerics and other followers of powerful divine moral agents take on those energies. (their Aura matches their patron's, even if their own beliefs deviate slightly. A neutral good follower of a chaotic good deity registers as Chaotic and Good to alignment detection, and is effected by Smite and Protection spells as if they were Chaotic Good)

Everyone else is a shade of grey.

The only place where this house rule breaks down is that it nerfs Smite and Protection abilities. I am fine with the Protection spells only really working against supernatural moral agents. I think that's as it should be. Smite is where it gets interesting.

In my games, if someone has Smite, they can use it against anyone. It is a gift from their patron, who has instilled a great deal of trust and responsibility in their follower. The patron doesn't look over the followers shoulder every time something is Smote. Why would they? Instead, the follower better be damn sure the thing they are smiting deserves it, or they are risking a Fall from Grace.

I find that these changes make Paladins and Inquisitors a lot more interesting to play, and gives an interesting wild card element to alignment detection.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Hmm, that is interesting. I may need to still that if I ever decide to attempt to run a game again.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Changing subjects for a moment... spells. Price will be getting two 2nd level spells and I'm soliciting opinions on what we'll need.

First, the obvious, should Price take CMW? Are we going to have that in our resources if Price doesn't take it?

After that we get on to some other interesting spells - given our missions coming up. Let's not forget we're going up against a couple of Paladins most likely...

The spells that most make me smile are:
Darkness - cute for Price since she has Darkvision but really is a double-edged sword. I'm thinking this one goes to the bottom of the list
Detect Thoughts - could be useful for intel gathering
Flames of the Faithful - straight up damage dealer
Hold Person - a classic
Howling Agony - a decent debuff spell and good for giving enemy casters a hurdle
Invisibility - great for scouting and mayhem
Protection from Good - Communal - Not a bad buff and gives the entire party around 5 rounds of protection
Shield Other - pretty good way to ensure a front-liner can stay in the fight longer provided Price isn't going toe to toe
Spiritual Weapon - more attacks, over a range, with a decent bonus to hit


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Too bad we don't have someone that can cast Darkvision, that would help with the Darkness dilemma. Of course once Gwyn gets Darkvision, that makes Darkness a whole lot more fun. >:)


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

My 2cp-

Yes on CMW. We're a big group. Shulme can't really carry the healing burden by himself. The more people with healing the better.

As for your other spell, I'd take Hold Person. It's effectively a Save or die spell and you have great DCs. Don't worry about fighting paladins. Just don't target them with spells that allow saves.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Price wrote:
Are we going to have that in our resources if Price doesn't take it?

Shulme will learn CMW (and all subsequent cure spells) automatically by dint of being an oracle, although I do not promise I will be able to heal everyone all the time. As Xanos says, it is a big group.

Quote:
Darkness - cute for Price since she has Darkvision but really is a double-edged sword. I'm thinking this one goes to the bottom of the list

Sounds fine to bottom list this for now, although as I said a while ago, fair warning: the dark tapestry mystery grants darkness-related powers that I would like to use. I think it would be totally awesome if everyone in the party got some means of functioning without light so that I can do cruel things to our enemies' vision. In fact I get a mystery spell for taking away the lights, dust of twilight, at 4th level.

Quote:
Flames of the Faithful - straight up damage dealer

I might skip this one as well. We have three people - Cain, Teon, Gwyn - whose primary role in combat is as meleers. Four if Kalina reappears. We also have two melee/caster mixers, Shulme and Price. More melee damage is probably overkill - if you do take an offensive spell (whether damage or otherwise) a more ranged focused one might be a good idea.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Fargo has darkvision when he is fused. One of the evolutions that I am planning on giving hom when he is high enough level to take it is the see in darkness evolution. Tomorrow I thik I have a chance to look at leveling up. I will probably take things to make me more unbreakable


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

On the ranged front, since Gwyn is squishier than Teon, Cain, Shulme, and Price, I was thinking of taking a level of Fighter for the HP and to get Longbow proficiency. This will help, but Firing into Melee is going to be a no-go for a while (ie Next level when I can get Precise shot).


Regarding Darkvision. Unless I'm overlooking it, i don't see an easy-access, cheap, or reliable way to give it to Cain. At 10th or 11th level, he can pick up the spell Blessing of the Mole (short duration) or he could get the Nightvision rage power (again, only useable while raging, and those rounds will be few per day).

Other than goggles or potions, anyone have any ideas?


King of Talingarde

Hmmm, transplanted angel eyes?


Yes... yes, there is that.

: click of recorder : Note to self... kill an angel. : recorder clicks off :

There is also the option of just going without. You guys can kit out for that possibility, and Cain can try to have a potion on-hand and possibly pick up Blind-Fight at some point if it becomes a consistent strategy of ours. I had intended to take Extra Rage @ 5th level, but if we go this other route, Blind-Fight may take precedence.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Don't Lycanthropes have Darkvision?


Low-Light Vision.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Rangers and Wizards both get the Darkvision spell.


King of Talingarde

Forgot this one.

Dwarf eyes. Then they can double as beer goggles too.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Fargo HP roll 1d4 + 4 ⇒ (1) + 4 = 5

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