Fadil Ibn-Kazar

Alan Taselson, Jr.'s page

59 posts. Alias of Jacob DeCourcey.


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This is GM_Jacob from up top. This alias is a conjurer/control wizard who loves math and is handy with traps.

If it works better, I also have readily available a combat cleric who carries an inspiring banner, an elven ranger who focuses on scouting, and a fighter with archery and tactical skills.

What criteria are you using to pick characters?


Male Human Wizard 1

I have to apologize to everyone. What was intended to be a week's hiatus has developed into more than that, and my priorities have developed quite a bit as well. I won't be able to participate in these games for a while yet. A may be back later on, but I don't want to promise what I don't know. For now, I'll say that I am on leave for an unknown amount of time. Thank you all for playing with me. I've enjoyed your company very much. Thank you, Narkari, and thank you everyone else for a good game.


Male Human Wizard 1

Speaking of busy, starting tomorrow I'll be pressed to post until Saturday, so feel free to just NPC me for a bit. Alan will stay out of the fray and use his spells cautiously and tactically, switching to his crossbow when he needs to. I'll really, really try to post once a day still, but I may not get it in every day.


Male Human Wizard 1

Hey, it's alright. I rolled a 19 to hit and a 1 for damage. Oh, well.


Male Human Wizard 1

Alan pulls out his already loaded crossbow and fires at the sentry on K2.

1d20 + 2 ⇒ (19) + 2 = 21 >> 1d8 ⇒ 1


Male Human Wizard 1

That works for me. My assumption was that Quentin was going to give us just enough to get in the door, so to speak, and then we were going to unload. So, if he passed the bluff check, that would have worked. He didn't, so it won't.

Although, could we get a map of where we're standing? I'm curious for ranged attacks.


Male Human Wizard 1

Following.

Alan loads his crossbow, puts it back in his hip strap, and heads out. He keeps his head down to spare himself the need to interact with anyone else for now.


Male Human Wizard 1

Alan loads his crossbow and prepares to fight.


Male Human Wizard 1

I'm down to wait until tomorrow, at least.


Male Human Wizard 1

Alan is mostly silent during the ride, but occasionally breaks into conversations to offer up an interesting scientific fact. Ready to go.


Male Human Wizard 1

I will take the opportunity to exercise Alan's sarcastic streak and call my horse "Horse."


Male Human Wizard 1

Alan had been awake for about an hour, studying his magical texts. He was perpetually frustrated by how easily math and science could be thrown out the window, but he had also seen how powerful magic could be, so he pressed on. Good morning, all.


Male Human Wizard 1

The plan looks good to me. I'll hang back and wait for a good opportunity to jump.


Male Human Wizard 1

I also numbered the hex map for easy reference. Here it is. And, it will also live in my alias.


Male Human Wizard 1

I'm keeping the party treasure in my alias profile if anyone wants to check on inventory. I'm adding to whole balance of store credit in since it would be kind of silly to pass out store credit individually.


Male Human Wizard 1

Oh, yes. I see. I that case, I suspect that a swift attack will serve us well. If we make a quick, calculated strike, we can disable most of their men before they have a chance to respond.


Male Human Wizard 1

Well, we do know their secret passphrase. We could always just see if they let us march in. One thing is certain, though. This fight is going to be more dangerous than the last one. We cannot afford to waste time trying to take prisoners or show mercy. Those who wish to surrender to us will do so of their own accord.


Male Human Wizard 1

How much money did we get from selling the stuff to Oleg? (leather armor, longbows, mule, etc)


Male Human Wizard 1

In response to Ranzo: I also am able to summon forth a magical companion, if need be. Perhaps the most useful option would be for me to summon an eagle to attack one of the sentries and attack those who may try to escape, or a coyote to join in the melee. It would also be very beneficial if we were to gain control of one of the towers during the fight, in case we run in to more resistance that we had hoped.


Male Human Wizard 1

I will be prepared to leave first thing tomorrow. I will select spells appropriate for combat.


Male Human Wizard 1

Gentlemen, please. We just need to settle this. These men have clearly committed a crime, they need to be punished. The charter says unrepentant banditry is punishable by death. Let's give the fools a chance to work for us. If they say no, we kill 'em. I agree with Endrance, though, we can't leave them with Oleg. That's not part of our job. Honestly, we are going to encounter many more bandits, and I doubt that they will all be stupid enough to fight to the death. We need a good system to handle these situations in the future.


Male Human Wizard 1

Well, just let me know what to put in the party account.


Male Human Wizard 1

Not all items are owned by the party. Only things we can't obviously decide on. For example, if we get a weapon that only one person is proficient in and he can put it to use, we'll give it to him. If it's something like a magic rod that we could conceivably all use, it would remain as party property until it is used up or someone buys it off. You do raise a good point about buying at half cost. We should do that.


Male Human Wizard 1

Alan says to Alendiri, so that that the bandits can't hear I agree with you. I was just hoping to get them to cough something up without a fuss or us having to make promises.

To everyone else These men are not entitled to anything, let alone their freedom and safety. I believe we all agree on that. They deserve to be hanged at once, but I also believe we are all willing to show mercy. I suggest that some stay here under lock and key to work for Oleg, and that one of them comes with us to serve as a porter. If it seems appropriate to release them after a time, so be it.


Male Human Wizard 1

^Agreed. I'd propose this:

Adventurer's Code

Wealth

All monetary wealth acquired will be split 6 ways, with one share to each member and one share to a community fund which will be expended on items that benefit the party. Any items will be given to whoever can best use them, and shared readily, unless the owner chooses to buy off the item by paying market price into the community fund.

Banditry

Those guilty of banditry shall be given one chance to repent and serve as laborers in whatever way we see fit until they have worked off their debt. Anyone found repeating a crime will be executed without question. The exceptions are those who fall in combat and those who are guilty of leading organized banditry.

I'd be happy to play accountant and keep track of the party funds, if you want, but I won't be able to carry much loot.


Male Human Wizard 1

I'm right there with you, Endrance. As a utility wizard I don't need much in way of items. I love to use mundane stuff creatively, too. I'll generally take my share in gold, unless we do party coffers.


Male Human Wizard 1

I'm definitely lawful, too. I'm happy to sit down and lay out guidelines for how to handle prisoners, loot, and the like. Although, I would suggest doing that out of character so that we don't get bogged down in debate in the gameplay thread.

However, I would also suggest, as a player, not a character, that we would benefit from assuming the best in each other and not being selfish or laying out any sort of powerful contract. I've seen too many threads in the advice section of these boards with people arguing with their real life friends over who has to pay for crafting items, who gets the best gear, and who is responsible for healing. If we all agree as players to be decent and look out for each other, we will spend less time on the technicalities, and more time playing this game.

I'm not at all refuting what you suggest, Alendiri, I definitely want guideline, I'm just preemptively pointing out a few things that seem to be all too common in this style of game.

That's my 2cp, what do the rest of you lot think?


Male Human Wizard 1

Works for me.


Male Human Wizard 1

This is ridiculous, Alan say generally to any bandits listening. What do you stand to gain by haggling and making demands? We could very easily just kill the lot of you right now, since this one has told us where to go.


Male Human Wizard 1

Alan notices the amulet in Alendiri's hand and says Hey, let me take a look at that. 1d20 + 4 ⇒ (20) + 4 = 24

Got it. Boom.

Oh, this is ________ Narkari, please fill in the blank here.


Male Human Wizard 1

Dibs on one of those alchemist fires! Alan plucks one up and sticks it in his pack.


Male Human Wizard 1

Alan smirks a little and mumbles, so only Quentin can hear Dear lord, this could be hilarious. I'm going to get a good view.

Alan will sit a ways off from wherever the questioning is taking place and watch without comment.


Male Human Wizard 1

After collecting up the traps, Alan leaves the two extra crossbows somewhere where Oleg can see, and goes to retrieve as many bolts as possible. As he's working, he points out We really only need to leave one of them alive. All we need to know is where to find the rest of them, and they all know that. Kill the injured ones, and get the coward to give up the goods.


Male Human Wizard 1

Alan sits back and waits for his friends to clean up. That went well, I'd say. After the fight, he collects his crossbow and string.


Male Human Wizard 1

Sweet. Option #1 it is, then.


Male Human Wizard 1

I have several important questions:

1) Is anyone between the trap and the bandits?
2) Can you voluntarily fail a reflex save?
3) How did I go last with a +10 to initiative?

Basically, if there are any allies blocking my trap, I'm trying to knock them prone so that they're out of the line of fire. If you can fail reflex saves voluntarily, everyone that I cast grease on should do that. Waiting on the answer to these questions, I will do one of three things:

#1 - If no one is in the way:

Alan pulls the string to release the trap.

3 Arrow traps:

1d1d20 + 15 ⇒ (16) + 15 = 31 >> 1d8 + 1 ⇒ (6) + 1 = 7
1d1d20 + 15 ⇒ (2) + 15 = 17 >> 1d8 + 1 ⇒ (1) + 1 = 2
1d1d20 + 15 ⇒ (14) + 15 = 29 >> 1d8 + 1 ⇒ (3) + 1 = 4

#2 - If someone is in the way, but voluntary failure is allowed:

Alan casts grease on his ally to force him to trip, then releases the trap. Same rolls as before.

#3 - If voluntary failure is not allowed or too many allies are in the way:

Alan shouts You fools! and casts summon monster I to bring a coyote into the fray.

The coyote bites at the nearest bandit. 1d20 + 2 ⇒ (3) + 2 = 5 >> 1d4 + 1 ⇒ (3) + 1 = 4

Status:

Round: 1
Initiative (+10): 12
AC (Full, FF, Touch): 12, 10, 12
HP: 9/9
Saves (F,R,W): 0,2,2

Condition:
None

Spells Prepared:
Detect Magic
Light
Prestidigitation
Summon Monster I 0/1
Grease 1/1

Special Abilities:
Acid Dart 7/7

Tracked Resources:
Bolts: 20
Days of food: 5


Male Human Wizard 1

Sounds good.


Male Human Wizard 1

I am firing the crossbows manually. I'm just not going to be standing next to them. I bought 500' of twine as starting equipment, so I can pretty much trigger it from wherever I want.


Male Human Wizard 1

It is settled, then. I will go and set up my part with Quentin. How many crossbows can we muster? Svetlana, do you ave any I can borrow? What about the rest of you? Any to spare?

After hearing his answer, Alan goes outside to rig up as many arrow traps as there are crossbows. Taking 20 on trapmaking. I have the string, I'm assuming I can scrounge up some simple hardware from Oleg. The trigger will be a length of twine running along the ground and up to wherever I set up. Good?


Male Human Wizard 1

Wow. I missed so much. I guess that's what I get for going to work today.

Quentin wrote:
"Do you need any help setting up that trap? I've always been curious about how that sorta stuff works."

Absolutely. Basically, we will rig a line of crossbows together to a trigger. I would appreciate the help.

Ranzo wrote:
A problem, the trap arrows, are they guided or what, I would hate to have a mad horse kicking around with a arrow in the flanks.

I can certainly set part of the trap up at rider height. A few horses may be sacrificed, but the advantage is steep enough to make this worth it.

Ranzo wrote:
Alan, Alendiri, let me finish this and we can decide where you want to be, then I can scavenge up some lumber and make a defensive position for you that should keep arrows out that you can cast from.

I have some simple magics that can trip up our enemies, but I need to be within 25' of them. Ideally, I would like to hide atop the wall next to the gate, so that I have a view of the whole field. That way, I can activate our trap to greatest effect. A small fortification would be greatly appreciated.


Male Human Wizard 1

This should be a simple problem. I have the ability to trap the gates so that the men are assaulted by arrows when they enter. We can lie in wait for the bandits, and attack as soon as the trap is sprung. It should be easy to mop up. You will not have to pay these unlawful "taxes" any more.


Male Human Wizard 1

Why would these people lie about bandits?

I am content to take action. Alan looks to Alendiri for agreement. We can easily remove this threat in ambush if we strike first. If we confront these men, we will show our hand and endanger ourselves and our hosts.


Male Human Wizard 1

Hmm. IT seems that these bandits are a serious issue, if they are afflicting a veritable fortress such as this.

Very well, ma'am. Thank you again for your kindness.

Alan heads inside with the rest of the group and partakes of said stew.


Male Human Wizard 1

I'm a conjurer. Focus on summoning and battlefield control.


Male Human Wizard 1

HAH!


Male Human Wizard 1

1d20 + 0 ⇒ (20) + 0 = 20

Thank you for your hospitality, Svetlana. Is there anything I can assist you with to compensate for your kindness?


Male Human Wizard 1

Hey, Alendiri, go right ahead and take it. Same for anyone else, too.


Male Human Wizard 1

Hey, Endrance, the bladebound magus is bangin' I've never really looked at the Magus class much, let alone the archetypes, but that one is sweet.


Male Human Wizard 1

How's this for Alan's status:

Status:

Round: -
Initiative: -
AC: 12
HP: 9/9
Saves (F,R,W): 0,2,2

Condition:
None

Spells prepared:
Detect Magic
Light
Prestidigitation
Summon Monster I 1/1
Grease 1/1

Special Abilities:
Acid Dart 7/7

Tracked resources:
Bolts: 20
Days of food: 5


Male Human Wizard 1

As for tactics, Alan prefers battlefield control. He is a natural leader and creative problem solver, so he has no trouble "directing traffic." Of course, he has been known to overstep his bounds, too. If he gets too overbearing, just tell him. He means to help, but he isn't good at reading or considering others' feelings.

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