| Demian. |
Demian, based on the information he has currently, has no reason to enter the room. Fear not, I endeavor never to metagame. If you think that I have, I encourage you to call me on it.
| Sarela Falrin |
Sorry for the delay - found termites at work and then had family out for Easter
| Javell DeLeon |
I really don't want to leave you. The problem I'm having is trying to figure out how are we going to know that's where you are? And that annoys me, that lack of coming up with a reasonable solution. If I can just find that "inch", then I'll gladly take the "mile".
| Sarela Falrin |
Whew! Man I just figured that was "another" miss. That ability of Sarela's is so freaking awesomely handy! Man that has been huge.
Hypnotic stare, or forbid action? Forbid action is just a spell, available to several classes, including Clerics. They hypnotic stare ability from the Mesmerist is what really makes it land - and it applies to ALL Will saves, not just mine. So, if you have a Will save-based ability, and apply it to the target of my hypnotic stare, they take the penalty on that save as well.
| Javell DeLeon |
Hypnotic stare, or forbid action? Forbid action is just a spell, available to several classes, including Clerics. They hypnotic stare ability from the Mesmerist is what really makes it land - and it applies to ALL Will saves, not just mine. So, if you have a Will save-based ability, and apply it to the target of my hypnotic stare, they take the penalty on that save as well.
Whichever one that made these dudes just stand there and do nothing. It's probably the hypnotic stare that I'm talking about. But regardless if that was it or not, whichever one it was, it was huge. :)
| Javell DeLeon |
Checking the roof wondering why he didn't climb down I wouldn't consider metagaming. He could have fallen, abandoned you, done something you don't know.
"Where is the sickly one?"
"Did anyone see him climb down?"
"He's probably still on the roof."
Thanks! That's what I was needing. :)
| Demian. |
Not sure if I am right here but...
If you feed me a cure light potion, that might trigger the regaining of spellcasting and such but negate the magical effect supposed to be happening, which, in this case is the desired healing. So, it might be prudent to guidance Demian before feeding the cure light potion.
| Sarela Falrin |
That was actually my plan once Morthos brought you in.
EDIT: Although, I did drink a potion of cure light wounds earlier, and it had the intended effect. Perhaps potions don't restore magical abilities.
| Demian. |
Ah, true. I forgot about that. And thank you all. Sarela's last post made me laugh that being carried down the rope was one of the safest paths for Demian.
Thank you for saving Demian.
That said, I was considering a plan to use the living guard to lure the ones at ground level into an ambush. To do so I wanted to check to make sure y'all are okay with me threatening the guard's family.
| Sarela Falrin |
Given some of the things we'll be doing later in this AP, I'm fine with you threatening his family.
| Cardinal A. Thorn |
With everyone from every team having overcome the struggles of the prison, escaping your bonds, recovering your weapons and then your magic to return to full strength, I am giving out the final boon from the prison.
This one is a permanent boon, as in it won't disappear once you leave the prison like the reroll and temporary hitpoint boon (which some of you still have).
Villain Points
This will function in all ways like the hero point system. You now have 1 point and will gain another everytime you level up, up to the max of 3.
| Demian. |
With those noble outfits I don't suppose they have any eyewear, neckwear, headwear, and/or footwear in particular.
| Cardinal A. Thorn |
Ah yes, I am not too familiar with those classes so I didn't catch that before. I will allow you to swap for the Abjuration implements. The outfits will have what you need for your implements.
Anyone who isn't happy with their character will also be able to retrain some things once you are free from the prison. For free because I'm nice and want you to have fun with the character you are playing for possibly several years.
| Demian. |
I have access to half of my build. I can make that work. If we want me to have access to my other half, I'll need an hour and 10 minutes to prepare.
| Javell DeLeon |
As far as in-game wise goes, that's a LOT of time I'm thinking we don't have. I'm thinking we REALLY should keep to moving. If it was 5 or 10 minutes that'd be one thing. But an hour+? Man that's a beating. I have a hard time seeing any of us waiting around that long when all we really want to do is get the heck out of dodge.
| Demian. |
The occultist has to attune to their implements.
That's fine, I wasn't in favor of waiting that long either. I just figured I'd inform and give the option.
| Cardinal A. Thorn |
Ok so, small thing. Everyone is supposed to have the chance to get all their abilities and options back. You beat the challenges of starting with nothing (no weapons, no magic). From the reagents in the Warden's stuff, alchemists could make extracts and mutagens, etc. It's fair for an Occultist to attune their implements.
You know the reinforcements will be here in about 16 or so hours. That's how much time you have basically.
You know there are guards outside the tower on the ground. You know the guards haven't tried to storm the prison. They seem happy so far to patrol the walls and guard the Gatehouse exit.
What you guys do is up to you, just wanted to make sure you knew that you aren't working with minutes to spare. Yet.
| Seltyiel Renn |
Preparing my spells would be good too, but all the waiting around seems very out of character for Seltyiel, to be honest :$
| Demian. |
I'm very torn.
While I really appreciate the intention for everyone to get get all of their abilities and options back, my character build was a choice. As such, it is important to me to accept unforeseen hindrances as a result of my choices.
That said, based on the timing that our characters don't know about, it would definitely not be a problem to wait that long. Especially with the plan that I've cooked up. Once we start it, we should get to the top of the guardhouse in 30-45 min.
Step 2 is to take out the western wall patrol (probably in a tower as they pass through).
Step 3 Climb up and dispatch the 4 guards on top of the guardhouse.
Step 4 Use rope to climb down to the bridge
Step 5 Merrily dispatch the remaining guards at the end of the bridge.
Problem is, our characters don't know that we have time to spare. That is what is eating at me.
Though, taking the time for everyone to prep for the final hoorah isn't unreasonable.
I could go either way on this, as could Demian. There are good arguments for both.
| Sarela Falrin |
Blackerly's in the gatehouse, too, which means there might be other guards inside, as well, not just on the roof. I suspect the scroll of sleep we found will help with dispatching the western wall patrol.
My only concern is the eastern wall patrol could see us in our fight on the roof of the gatehouse, and then they could pursue us.
| Demian. |
With timing or a distraction, the east wall patrol would not be a problem. As for Sleep, I'm more keen on using that on the gatehouse guards. We can hypothetically take out the west patrol in one of the little towers along the route. If we are careful around the top of the gatehouse, those inside should be none the wiser.
| Javell DeLeon |
Preparing my spells would be good too, but all the waiting around seems very out of character for Seltyiel, to be honest :$
I would definitely echo this for Morthos as well.
And while I'm not against everyone being at "full power" or whatever, MY biggest concern is the daylight.
While we do have the 16 hours before the cavalry shows up - per Cardinal - we don't have nearly that much time before the sun rises. At least in the darkness we have an edge. I'm more for really taking advantage of that and not squandering it.
And per your plan, Demian, taking everyone out is a huge undertaking. I mean, if that is what we HAVE to do then so be it. But I don't think that is something we should be concentrating on. Whatever is the fastest way out of here and with the least amount of resistance is what Morthos would definitely be for.
We have to take in consideration the fact that there are at least half of us who are wounded pretty good, yourself included. All it's gonna take is one solid damage roll - not even talking about a crit here either - and Morthos will fall. And that probably includes you also, Demian, possibly Eowithe as well and I think there's someone else who's hurt pretty good but I can't remember who off the top of my head.
Anyway, that's my take on it.
| Javell DeLeon |
That's right, the next floor is actually the bottom floor, isn't it?
Well with that being the case, how are we on proceeding forward?
Also, did this get done:
While all this is going on, Barnabas is going to cook up his 'mutagen' and his infusions while there is some time.
Going to make one of Shield and cure light wounds, but not sure about the third. Kind of a toss up between enlarge person and expeditious retreat. Being able to rush the archers seems like a good idea.
Honestly? Another CLW would probably be useful. But if you do roll with Exp. Retreat, instead of rushing the archers you could just run the heck away from the archers and into the night. Don't suppose you could make 6 of those, hm? ;)
| Demian. |
While I understand confusion between what I said in the gameplay and discussion, my plan's goal is to engage any guards that could catch us on our way. Those guard groups are: the ones outside the tower, the west patrol group, and the group on top of the guardhouse, and finally, the group at the opposite side of the bridge from the prison. If we can manage each of these with enough finesse (not alerting others), then we can escape. I believe that leaving any of the mentioned guard groups alive provides too much risk of getting the whole complex on top of us.
I wholeheartedly agree about the daylight. I guess it seems reasonable to ask the GM, what time does it seem to be? We do have access to the sky so we might be able to reasonably guestimate how much night we have left.
I think we should try to use the Sleep scroll on the guardhouse group because we will be in really deep stuff if we fail to quickly dispatch them. The west guards are also good candidates for it, but we can at least retreat back to the tower if that falls apart.
| Barnabas Wright |
@Morthos: Unfortunately, right now only the infusions only affect Barnabas. From a self preservation standpoint, another CLW would makes sense, but trying to think about what's best for the team.
My archetype's 'mutagen' only takes 10 minutes and realistically, it could be skipped. It would allow me to poison everyone's weapons though, for a potential extra 4 damage.
At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level).
This is a poison effect. The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.
At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose.
Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends.
At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).
As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.
This ability replaces mutagen.
| Sarela Falrin |
... and I think there's someone else who's hurt pretty good but I can't remember who off the top of my head.
Anyway, that's my take on it.
That would be me - it's one of the reasons I grabbed a bow.
| Demian. |
I realize that I've made an assumption. The small towers that the walls pass through, do those have doors or are they just roofs?
| Javell DeLeon |
@Morthos: Unfortunately, right now only the infusions only affect Barnabas. From a self preservation standpoint, another CLW would makes sense, but trying to think about what's best for the team.
Ah, gotcha. I did not know that.
Javell DeLeon wrote:That would be me - it's one of the reasons I grabbed a bow.... and I think there's someone else who's hurt pretty good but I can't remember who off the top of my head.
Anyway, that's my take on it.
Oh okay. I knew there was somebody else in our same boat.
Ah, my opinion of when to use the sleep scroll has shifted. I agree that it should be on the wall patrol.
If these are archers then I would definitely agree. The archers are going to be the worst obstacle. They can kill from afar obviously. Like I said, it's only going to take one lucky shot to put a few of us down.