Year of Our Lord 1437 Table 2 (Inactive)

Game Master Michael Johnson 66

Explore a sandbox setting that is a Swords & Sorcery version of Our own Earth! The campaign begins at level 1, at a start point chosen by the party.


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I like the idea of climbing the wall, the question becomes how many armed guards we will have to kill/subdue in the process. Once you are at the top you could drop a rope and let any other sneaky types up. The question would be if lord P could distract the other guards on the wall while you sneak in...


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

Okay, to develop that, I also have disguise self - could disguise myself as one of the vampire thralls, or whoever is many the walls, climb up, drop the rope, if I encounter any guards or lookouts I can simply pretend to be one of them (decent Bluff, +11) until you all arrive up top. Then we can work our way down as a group into the fortress. I can cast silence 3/day, which will help stop the alarm being raised too.

Thoughts?


That works, do you want to take the ninja or thief with you? Would it work to have lord p distract them, or possibly have the thief and ninja go up another part of the wall and distract them?

If we go up the wall and to the gate we kill thralls, possibly all of them. If we go sneakily up the wall and into the fort, or in the sewer to spring the trap we only kill undead. I was hoping to salvage as many thralls as possible.

My concern is if we go for the gate, that we get worn out fighting Thralls... we need to get around them somehow...with that in mind, I like the idea of sneaking in, possibly going over the wall, instead of killing everything in sight. I just don't know if it's possible.

Of course that's just my preferance. We haven't heard from: Lord P, Mwikali or Giovanna. And it doesn't look like Volreg has posted sinse June 2nd...


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

The Sewer plays to much into there hands. It does make it so we only face them.

The Gate seems the best as we can try and subdue them. Let me see what I have, to help. Also I am not opposed to lighting a big fire. Say a stable fire? That should be a big enough distraction.


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

I'm actually up for any of those plans. I'd like to sneak in with the strike team of Achiko and whatshisface (and I think it would be most effective), but that has the downside of leaving everyone sitting around twiddling their thumbs while I have a solo mini-adventure with two NPCs. Not fun. The sewer is going to be hard, but simple to manage. I think the whole party going over the wall is our best overall option. As you say Wulfgar, we should try to avoid killing (even fighting) thralls as much as possible.


Altin Karela wrote:
I'm actually up for any of those plans. I'd like to sneak in with the strike team of Achiko and whatshisface (and I think it would be most effective), but that has the downside of leaving everyone sitting around twiddling their thumbs while I have a solo mini-adventure with two NPCs. Not fun.

I'm ok with a little thumb twiddling, especially if Lord P is elsewhere leading them on a merry chase.


M Human unchained monk 8/paladin 6
Altin Karela wrote:

That's my vote, walk into the trap with eyes wide open.

As for the well, I'm not sure how one swims up a well... It would just be a hole in the ground inside that fort that goes down to ground water, yeah? There's no getting into the well, except from the top. Unless anyone has powers of excavation?

Also, I took one of those cloaks of resistance. Now, were there still magic weapons unclaimed? As I recall, they weren't particularly well suited to Altin, but a magic weapon is a magic weapon when you're fighting vampires.

GM, I'm going to deduct coin for some silver arrows, thinking 20, that okay?

20 silver arrows is fine.

And yeah, there’s really only one way to access the well, and that’s through the top, unless you plan to tunnel into it from underground.


M Human unchained monk 8/paladin 6

Sorry for the long delay in posting... but it looks like the longer you guys plan, the better your ideas become! :-)


Feels like were dying here, is the plan ok with everyone?

So to recap Altin, Achiko and O'Reilly go over the wall when Lord P distracts the Thralls from the area.

Do they toss us a rope? Or open a gate? Or do we want to wait and see once they are on the wall?


Aasimar(azata) swashbuckler 5 HP 70 AC/T/F 19/15/15 F/R/W +3/+7/+3, Sm +9, Perc +9 (infra), init +5(+7w/panache)

yep...good to me....didnt see tge new posts in gameplay...not liking this new layoit...


in game

Altin Karela wrote:

Altin turns to Wulfgar with a sigh. "We're talking in circles here. Time to make a call, fearless leader."

Wulfgar, you're pretty much the de facto leader here. I don't speak for everyone, but I for one will be okay to go with what you think is the best option.

That's what scares me Altin, that's why I'm waiting for Lord P. I'm good with either plan: going in the tunnel is a straight fight, toe to toe with undead. Over the wall means a lot of moving parts that will potentially split us up into three groups...

Lord P what's your opinion on this?

Four of us have posted were good with going over the wall, but We need Lord P to distract the thralls away from the portion of the wall we are going over.

If our little lord doesn't want to distract the thralls we should go through the pipe...


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

I like him summoning badgers! Throw Badgers at them


Male HP 117/117 |AC 28/28/FF18 | F+6/R+18/W+11 | CMB +0 | CMD+31 |init +8 | Perc + 24| Insp 16/16 | Hero Points 2/5 Irish Sprite [Outsider] Investigator - Psychic Detective [L14]

Plan 1 Burn them out.
Well we can go two ways with this, Fire is good, there is no one in there other than vampires, so we burn the whole place down. That can be done a number of ways, Fly over and drop oil/fire on them. Sneek in a set the place alight, Do in morning and rest wait outside to kill em as hey come out.

Plan 2 Bury them.
The other way is to bury them, we get some summon Badgers/Earth Elemental scrolls casters and take out the supporting walls. Do it midday when the sun is high and any vamps that come out get cooked.

But we want this keep, it will be come our base, so we need to get rid of them but keep the building intact.

Plan 3 Light + Garlic + Summon water + wooden Stakes
We get a load of light wands, and go in lighting up the place, have some daylight spells ready and we drive them out into the sun light. Then we Garlic bomb them, Take a tangle foot bag + Garlic and you can have a load of fun. Then water, running water, hehe, loads of summon water spell.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature.

Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.

Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed.

Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

We go in armed with weapons that hurt them, in the day say 9am and drive them out into the sun. The big bad vamp we have to take out last, with all weapons from Plan 3


I agree we would like to keep the fort, and there are thralls were trying to save.

@ Lord P: Do you like the idea of Lord P distracting the thralls so Altin can climb the wall and open the door. Or do you like the idea of going in the sewer and springing their trap by Lord P flying ahead and drawing them to us?


Male HP 117/117 |AC 28/28/FF18 | F+6/R+18/W+11 | CMB +0 | CMD+31 |init +8 | Perc + 24| Insp 16/16 | Hero Points 2/5 Irish Sprite [Outsider] Investigator - Psychic Detective [L14]

Both suck, one we attack a fortification head on the other we have one weak point Lord P he fails the plan fails.

What we do is mix them, we fain an attack from the outside, pulling them up to the walls. Then send in an attack group, from the Sewer and drive them up, then we open gate letting outside group in, they are now stuck being attacked from both sides.

We need air support as well, remember big bad hates sunlight.

Garlic, Holywater light


Noted:
MJ66 can the NPC's feign an attack on the outside while we go into the sewer trap?

The trap is set by vampires, the walls guarded by thralls, I don't know that either will come to the others rescue... Or that we will be able to push the vampires skywards, but we at least have a plan.


M Human unchained monk 8/paladin 6
Wulfgar Ivarsson wrote:

Noted:

MJ66 can the NPC's feign an attack on the outside while we go into the sewer trap?

The trap is set by vampires, the walls guarded by thralls, I don't know that either will come to the others rescue... Or that we will be able to push the vampires skywards, but we at least have a plan.

Who’s feigning attack topside, and who’s attacking from sewer?


M Human unchained monk 8/paladin 6

You could have NPCs attack walls, while PCs do sewer...or vise versa...


NPC's feigning an attack on the walls, keeping the thralls occupied outside, while the team goes in the sewers and deals with the vampires


M Human unchained monk 8/paladin 6
Wulfgar Ivarsson wrote:
NPC's feigning an attack on the walls, keeping the thralls occupied outside, while the team goes in the sewers and deals with the vampires

I like this plan because I can kind of montage the NPCs and thralls and dice it out with PCs and vamps


Michael Johnson 66 wrote:
Wulfgar Ivarsson wrote:
NPC's feigning an attack on the walls, keeping the thralls occupied outside, while the team goes in the sewers and deals with the vampires
I like this plan because I can kind of montage the NPCs and thralls and dice it out with PCs and vamps

Good, I assumed the thralls would not interfere with the combat in the crypt, but his now will explain why.


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

I like it any wands of aqueous orb?


Wulfgar Ivarsson wrote:
Everything at half value: 40 Camels @ 3.000 gp. 12 combat trained light horses @ 780 gp. 9 ponies @ 135 gp. and 28 mules @ 112 gp. For a total of 4,027 gp.
Bedouin nomad wrote:
Mwikali wrote:
Mwikali looks about the market for a seller of wands and possible scrolls. seeking wands of fire, protection, and sunlight.

In the Safi bazaar is a mysterious old Bedouin nomad with a number of curious items for sale laid out before him on a colorful carpet...

Among his wares are several ornate wands, and several scrolls in equally ornate leather or bone tubes...

Wands for sale include:
Wand of acid splash (CL 1st, 50 charges) for 750 gp
Wand of acid arrow (CL 3rd, 20 charges left) for 1,800 gp
Wand of burning hands (CL 5th, 20 charges left) for 1,500 gp
Wand of scorching ray (CL 5th, 25 charges left) for 3,750 gp
Wand of fireball (CL 5th, 20 charges left) for 4,500 gp
Scrolls for sale include:
Scroll of acid arrow (CL 3rd) for 150 gp (3 available)
Scroll of burning hands (CL 5th) for 125 gp (3 available)
Scroll of fireball (CL 5th) for 375 gp (3 available)
Scroll of protection from evil (CL 1st) for 25 gp (6 available)

What do we buy that will be most effective against evil? Not sure we can afford the wand of fireball, but would scorching ray work? Oh, and the six scrolls of 'protection from evil'?


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

Happy to chip in gold for those protection from evil scrolls, or other things too. I have 171 gp, consider it party funds. Altin's not saving up for anything.


Is it ok to assume that we purchased:
Wand of scorching ray (CL 5th, 25 charges left) for 3,750 gp
Scroll of protection from evil (CL 1st) for 25 gp (6 available) (150 gp)

And have 127 gp left in the kitty? before we get to the vampires we read the scrolls and Mwikali handles the wand?


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

Sounds like a plan :) Assuming all my coin is now in the kitty?


Altin Karela wrote:
Sounds like a plan :) Assuming all my coin is now in the kitty?

Not unless we are purchasing something else...


M Human unchained monk 8/paladin 6

You have my blessing on purchases.


@ MJ66: So it sounds like they are coming out the 5ft pipe to us?

edit:@ everyone else: are the protection from evil scrolls are good for one minute? should we save them for the big bad or use them now?

Sorry folks, I don't play casters very much, so this whole spell thing has me nervous. I will post a little later tonight....


M Human unchained monk 8/paladin 6
Wulfgar Ivarsson wrote:

@ MJ66: So it sounds like they are coming out the 5ft pipe to us?

edit:@ everyone else: are the protection from evil scrolls are good for one minute? should we save them for the big bad or use them now?

Sorry folks, I don't play casters very much, so this whole spell thing has me nervous. I will post a little later tonight....

They will only come to the entrance, they won't exit the pipe into the sunlight.


lol, I just posted in game, so at least we are underway :-)


M Human unchained monk 8/paladin 6

I think you guys have a solid plan and are fighting them on the best possible terms given the circumstances, and I think you're about to kick some as s lol... I could be wrong...


sorry it took so long to put together, it feels like we started to drag a little


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

It happens sometimes. But it's good to be back in the thick of it :)


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

Sorry it was my last night of working overnights and I started my new job today


M Human unchained monk 8/paladin 6
Mwikali wrote:
Sorry it was my last night of working overnights and I started my new job today

No worries and congrats on the new job! Work before play. ;-)


M Human unchained monk 8/paladin 6

So... the vamp spawn who dominated Volreg just got defeated but not completely destroyed yet... Would Volreg, RAW, still be under its dominion? Or would the effect be broken?


Aasimar(azata) swashbuckler 5 HP 70 AC/T/F 19/15/15 F/R/W +3/+7/+3, Sm +9, Perc +9 (infra), init +5(+7w/panache)

was it knocked out? if so Volrag could stay static ...as in no input, no action. i think the "charm" would only wear off if killed or made to release


M Human unchained monk 8/paladin 6
Giovanna di Domenico wrote:
was it knocked out? if so Volrag could stay static ...as in no input, no action. i think the "charm" would only wear off if killed or made to release

Convenient. I need to write him out realistically anyway soon... Sorry to have lost him, hope he’s doing well.


so do we want to sprint after them, or take the time to use the scrolls?

I think we should use the scrolls...

That way Wulfgar can save the rage's until he actually encounters more enemies, instead of running after them burning rages


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

Scrolls and I can better ready my Burning Hands and Scorching Ray as well as my regular spells


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

Thanks MJ66. Its hard work and I am losing weight. I need a belt


Mwikali wrote:
Thanks MJ66. Its hard work and I am losing weight. I need a belt

OK, now that one's going to need some kind of explanation...


M Human unchained monk 8/paladin 6

Lol


Changeling Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

My new job is making me work hard and now my new pants don't fit right


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

What just happened? Mwikali, you killed the rope!

Also, how are you taking 20 on everything, Lord P?


M Human unchained monk 8/paladin 6

I wish I could lose a pants size lol... my new job as bouncer/driver/cook at Munchies 4:20 Cafe is making me fat lol


M Human unchained monk 8/paladin 6

It’s total chaos lol

The Desert Jackals have gone murder hobo! Lol


Male HP 117/117 |AC 28/28/FF18 | F+6/R+18/W+11 | CMB +0 | CMD+31 |init +8 | Perc + 24| Insp 16/16 | Hero Points 2/5 Irish Sprite [Outsider] Investigator - Psychic Detective [L14]
Altin Karela wrote:
What just happened? Mwikali, you killed the rope! Also, how are you taking 20 on everything, Lord P?

He rolled a 20 did not take one,????

Mwikali just crossed a fey, and there will be a price to pay.

PS GM the rope is a magic Intelligent item, whereas the spell is Vs non-magic objects, so it gets a saving throw


Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3
Lord Perpireen McGibel wrote:
Altin Karela wrote:
What just happened? Mwikali, you killed the rope! Also, how are you taking 20 on everything, Lord P?
He rolled a 20 did not take one,????

No, he didn't... I think you must have forgotten the '1d' part of '1d20', both your diplomacy and acrobatics checks start with '20 +' etc, rather than '1d20 +'. Rolled numbers show up in brackets, the only rolled number in those two checks is the 5 you got from a d6 roll.

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