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
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
I also numbered the hex map for easy reference. Here it is. And, it will also live in my alias.
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
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
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
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 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
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
I have several important questions:
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
#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
Condition:
Spells Prepared:
Special Abilities:
Tracked Resources:
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
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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