My apologies everyone. Once the mystery archer (Guess Who?) started peppering the Queen's warbirds with arrows, she went invisible, ended her captivating song, and took off. It is obvious I did not make that clear so mea culpa. And with that, we will resume action in May. Catch you on the flip side
Have a good one! As a friendly request, can you send an email to the group when things start back up?
Actually, yeah, that'd be great. Thanks John. This is my only game left on Paizo.
"Find that queen!" Arimar hisses over their message spell, "At least she's crying out aloud so it shouldn't be too difficult."Famous last words...
From an action economy perspective... we should be trying to pinpoint the queen with a move action. Since you can, why not make 2 perception rolls with 2 move actions? It would be best if Arimar went last, as he's most likely to be able to act on information received. Kaddren should go second to last in case she's moved beyond 150ft range and he needs to adjust: Kaddren (I seem to recall) had a glitterdust handy, so when we locate her (within a 10ft radius), he should get that spell off as his standard action. Arimar can then charge her (or whatever is appropriate once she is discovered).
Note: Gwen should keep singing a countersong (after a short pause so we can listen for the queen), but we should pull our earplugs out to try to hear.
will fix that. Nice to see dice roller is back to normal.
It really is quite amazing how terribly you roll as compared to how well I roll. Only in your games, buddy, only yours. So... did I kill it?
"I wonder if those other arrows... the ones that killed the harpies... came from Elyas or not," Arimar whispers back to his friends after striking the incredible blow, "I, for one, would dearly love his aid in this endeavor. Let's try not to embarrass ourselves." He turns and favors his comrades with a wink before turning to the green harpy with a you're next expression on his face.
Swift action, lay on hands. Arimar calls upon Sarenrae to sustain him that he may better stand up for his friends.
Lay on hands:2d6 ⇒ (3, 4) = 7
Massive (small) assumption: Kaddren casts fly on Arimar.
"Thanks for the lift," Arimar quips poorly as the flying energies fill him. He flies upwards a little, but mostly forwards (less than 45º) towards the orange harpy (charge action), gripping his falchion in two hands once more. He slices into her with all he has, attempting to thin their numbers and reduce the threat to his friends.
Action point: Increase power attack (double the bonus damage).
Post charge, Arimar's AC is temporarily 21, or 25 vs the orange and yellow harpies.
GM: Just a note that on your combat table, you hadn't included Arimar's previous lay on hands. He should have been -5 instead of -11 before, and then -17 after the attack. He's -10 now.
Heh. I think the GM actually said it wouldn't, but I could have been misreading things... not to mention meta-gaming. I was just digging in the elbow, mate. ;-)
How the F*$& did we not think of this ahead of time? he scolds himself.
Not for the last time, the GM did think the same thing.
We actually did consider it. We were making for the temple so we could use the roof and/or hard cover to force them in low (or at least close). Then Benaiah decided to roll instead of taking 10 on his stealth... ;-)
Best laid plans and all that. It's all good, clean, butt puckering fun.
Not that it matters with that roll, but you can spend an action point to get a better roll (+1d6) after the roll is made, if you like... or if you don't move, you can spend one to get an additional attack. Both improve your to hit chances.
"Looks like we've got a bit of help," Arimar grins, "Gwen, get in cover, and let's take the offensive!" Arimar pulls out another javelin as he moves up and lets fly at the orange harpy, also vowing to smite her evil presence from the face of Golarion.
"If you could make me fly, Kaddren," Arimar adds, "Now would be the time to do it... their tactical advantage in the skies is not working for me right now, and I'll eventually run out of javelins."
Thanks GM, let's retreat a little. With a teeny class level, are you sure about the +18 to hit then? I don't want to use too much PC knowledge, but +18 seems way out of the ballpark for a harpy. +8? Sure. +10? I can see it... you know what I'm getting at.
"Back to cover!" Arimar calls out, retreating as far as he can, trying to be sure that Gwen also retreats before going too far. (Ah, yes, the vagaries of play-by-post)
Did I read right? +18 to hit?!?! Not to mention +7 damage with a bow... gents, we may need to retreat. Harpies are bad enough without all of them having class levels! And there are 5 of them, right?
"My friends, those are no ordinary harpies," Arimar grunts as he rips the arrow free, calling upon Sarenrae to ease his pain (swift action, lay on hands for 2d6 ⇒ (1, 5) = 6), "Retreat may be the best course of action, if we can manage it." Arimar gives a worried glance back the way they came.
Arimar hurls the javelin in his hand at the nearest harpy (yellow) and hopes for the best, imbuing it against evil creatures.
60ft away, by my count. 2nd range increment so -2.
Adjusted 10ft closer to the temple as per GM instructions, prior to this aciton.
"Get ready for them to take to the skies and attempt to charm us," Arimar warns, "They will resort to melee then. Best we get to the temple if we can. I'll harry them with javelins if they refuse to close."
With that, Arimar draws a javelin from its sheath while moving 20ft closer to the temple ready to hurl it or drop it as necessary if a harpy closes with him, holding his falchion one-handed in his left hand.
He concentrates on the evil emanating forth, and vows to Sarenrae that he shall bring it to an end (smite evil), while simultaneously focusing on his weapon to make its edge all the sharper (divine bond, keen).
Heh. Thanks mate. I don't mean to be pushy, but I think you know I have my gripes about Pathfinder. That said, we're playing it and you should never feel pressured to do anything other than whatever you like as GM.
The more I re-read of 1st Ed, the more I really can't wait for the first weekend in May!
Arimar smiles and calls back, "On our way, heading through the temple."
Taking a more circuitous path than he would otherwise (marked in purple on the map), Arimar attempts to come in through the western side of the temple. He pays attention to whether or not the harpies come at them as best he can, preparing to sprint for cover or hold his ground as appropriate depending on how the harpies approach and how far away he is when they do.
Stealth rolls - See discussion for analysis:
Arimar decides to take it easy and not put too much effort in to staying quiet. That will inevitably lead to disaster as he's not that good at it anymore. He's somehow lost the skills of his misspent youth.
All these are unmodified, of course, by any bonuses or penalties we may get along the way.
I'm curious, though, if I'd rolled.... 3d20 ⇒ (16, 11, 7) = 34 -- [ooc]See, even taking into account my special relationship with the dice roller, it goes down eventually.
I think so. Let's go in through the temple. We can at least use the partial rooftops for cover from attacks coming from above and use the walls to make it hard for them to maneuver.
Hopefully the distance, 'sound through a wall' and concealment modifiers help us out a lot here... as well as the modifiers for conversing and otherwise being 'distracted' by their current meal. Eep.
Hold on to your butts. --> Samuel L. Jackson-ese for "Get ready to use some action points"
Oh, and as some food for thought going in to this situation... here's something grossly unfair about the d20 system... there's a 19 point variance, and with that, we have to each make a stealth check and they get to each make a perception check. That means we take the worst of 4 rolls and they take the best of 4 rolls.
I think I've seen it house-ruled before as a single roll at the spotters' best perception modifier vs the sneakers' worst stealth modifier. Far more fair, given the range of the d20 system likely gives them a +15 (or greater) effective bonus on their check.
Another option might be to force everyone in this situation to take 10.
Anyway, just food for thought from a mathematical perspective.
FYI, in AD&D 1st Ed, you find the party modifier. This party modifier has penalties for larger parties (penalties for listening and moving silently, since large parties tend to make distracting noises) and bonuses for small creatures, etc (since the smaller you are, the quieter you are). The roll is then on a D6 - which has a satisfyingly small amount of variance. Ah, the good old days. Whatever happened?
It's hard to get a lay of the land (slopes and obstacles and all). Would we have full cover from the harpies until we came past the sides of the temple? Is there a path we could take that would grant full cover?
Also, does the temple have a roof of any kind? We could go through it instead and negate their flying edge.
Also, make ready on those action points for the saves, boys. Gwen, might be a good idea to have a countersong ready if you have on that works on harpies.
Cool. So Arimar is suggesting that he and Gwen take the red route while Benaiah takes the green one. We should pace it so that we arrive at the visible edge of the temple simultaneously... with Kaddren ready to unleash spell-hell as soon as we are discovered.
"This is what we've been waiting for... remember we only need one carcass, the rest can be driven away," Arimar notes, a sinister grin on his face. When did destroying evil creatures become my only outlet for fun?"I'll take the southern side with Gwen, Benaiah, you should take the northern side solo so that we can get them in a pincer movement."
Is the terrain likely to be difficult? ie. Should I crack open my potion of feather step?
"Well, it looks like the best way forward is to actually go forward," Arimar shrugs, and makes ready to head in to the temple, "If anyone has a better suggestion on how to approach, I'm all ears... clogged up with beeswax ears, but listening nevertheless."
Arimar shoulders his falchion, maintains his detect evil and waits for agreement or objection.
If anyone is volunteering to invisibly or otherwise stealthily scout ahead, that's fine. Otherwise, shall we just beat down the door? Just before entry, Arimar will activate his divine bond for a bog standard extra +1 enchant to his falchion, unless he detects evil, at which point he'll make it keen instead.
"Oh," Arimar adds at the last minute, almost forgetting that they could find Harpies here, "Earplugs in, everyone!" He smiles and shoves some beeswax into his ears.
"If you agree, then head in and up whenever you're ready, my good Kaddren,"
Arimar notes, scanning the area up to sixty feet ahead for the presence of evil with his holy sight.
Before approaching the hill, Arimar takes the time to gather the puffing and panting Benaiah and Gwendolyn. "Be at ease," he tells them, allowing the healing magics of Sarenrae to flow through to them, "It looks strange, but purse your lips slightly and take in long, deep breaths. Exhale almost immediately afterwards, keeping your lips pursed all the while. Be sure to breath into your diaphragm - your belly - and not your chest. That's it... keep it going." He is not sure if his tips are actually accurate, but it will at least get them concentrating on their oxygen intake. If all else failed, though, Sarenrae's blessing could be called upon again.
As the companions approach the scene of the ruined temple, Arimar calls everyone to a stop. "How about another invisible approach?" he suggests, "Perhaps levitating to get a good view of what's going on inside the temple? We'll maintain messages like before."
The scorchingly hot tea brings back very uncomfortable memories as it sears Arimar's throat. For a moment, he is six again and back in Riddleport, the unsympathetic priests of Pharasma forcing hot coals into his mouth simply because he could command the undead. Visibly shaken, Arimar places the hot cup down and waits for it to cool while he eats the fruit. The flavors and textures remind him that he is no longer physically scarred by his experience and he thanks the Dawnflower once again for his salvation.
"You are exceptional hosts," Arimar thanks Draslas, "The food, company and aid is more than we could have expected and it is all much appreciated. Your suggestion for watch sounds adroit. Let us get our rest and repeat this process tomorrow."
"These things are not inherently evil, or unintelligent," Arimar notes, "Since the threat to us is now over, I would have strenuous objections to killing them in cold blood, or with fire. I think it might be impossible to remove the mold without destroying them also in some way, but I'm certainly open to suggestions. Otherwise, let's just write a warning for others in as many languages as we know - which seems to be fewer than I used to know - and return to camp. Agreed?"
As he waits for a response, Arimar flips through the journal. He is surprised to see that the pages are numbered and notes that it has opened on page 63, one of the few legible sections.
Arimar looks around at the fallen vegepygmies to see if any yet breathe.
If they live:
Arimar channels the power of his goddess to staunch the loss of blood - or sap - from the half dead creatures. "All who come to the Dawnflower shall be healed," he intones, even though the vegepygmies would not understand him.
Channel healing:2d6 ⇒ (2, 1) = 3
Arimar follows up by administering to his friends, beginning with Benaiah. "This should ease your wounds, as well as your raging soul," Arimar places both hands on the top of Benaiah's back and call's upon Sarenrae to both seal his companion's wounds, and soothe his mind.
Lay on hands:2d6 ⇒ (4, 6) = 10-- Also removes fatigue... now I remember why I took this, so you can rage again!
Everyone else can have taps of the wand. Just let me know how many charges to cross off.
"Shall we move on now?" Arimar indicates the remainder of the ruins, "I think there's still a lot to find here."
"Stay close," Arimar warns Gwen, as he rushes over to help Benaiah with his foes (or, I'll go for green if yellow bites the dust).
Praying that Sarenrae forgive him for having so little mercy on these persistent fungus-creatures, Arimar slices into the creature trying to flank his friend.
I forgot to add that if my guy dies or goes unconscious, Arimar approaches and hopefully threatens the one with the best attack line to Gwen (trying to interpose an Arimar AoO between them and her.
Moved the green vegepygmy over to Gwen via the shortest route possible.
Arimar growls at the blue creature, which is clearly not getting the message. Perhaps this will dissuade them... He quickly touches the wounds the creature caused him, and utters, "Sarenrae heal me." The chant was unnecessary, but he liked to pray to his new goddess whenever possible. Quickly, his wounds begin to seal over.
Lay on hands:2d6 ⇒ (3, 6) = 9-- Swift action
"You cannot win, retreat now."
Grinning, Arimar slices once more into the fibrous flesh of this odd plant-creature.
Also, maps make PbP tolerable when combat hits. I know descriptions are great, and I've tried a number of times to do without maps... but it really makes things much easier when there's so much time between rounds.
I really do try to do without them on the tabletop, though. Asking for clarifications, etc, isn't as much of a pain in person. Maps really seem to limit GMs when it comes time for vivid descriptions, they (self included) tend to fall into the trap of describing the map or just presenting the map!
PbP, though? Especially for Pathfinder? Let's just say, thank you for the map, John!
From what I remember of these guys... those are some f@$+ing powerful vegepygmies!
Arimar calmly draws his blade, advancing on an outer vegepygmy (charging if necessary, trying to get an edge one so Benaiah can do splash damage). "I don't know if you can understand, but it doesn't have to be like this," Arimar notes, "Retreat or die."
To illustrate his point, he slashes deeply into the nearest mold-creature.
His attack complete, Arimar holds his blade back and points to the most obvious point of retreat. "Go. Or die."Giving them more than enough opportunity to save themselves... I hope Sarenrae approves.
"Nothing evil, not necessarily nothing hostile," Arimar does his best to put on a disarming smile, "I guess we should send Gwen up there first so she can calm any aggressive creatures down before the heavily armored of us arrive."
Still grinning sheepishly, Arimar grabs onto the rope and hoists himself up -- Using double moves while taking 10 should have me there in 4 rounds, however I think I can fast climb (-5 penalty) for a total of 10, which should do it for the DC of a rope with a cliff face to brace against... so, 2 rounds?.
I won't assume I get there, but if I do...
Arimar doesn't draw his blade. Evil creatures were on thing, but if none were there then it would not do to act in a hostile way. That said, he studies the temple entrance for a while - not knowing who it is a temple to - detecting evil again and making sure to interpose himself between unexplored areas and their arcanist.
"When we get to the base, before we go up, I can detect the presence of evil creatures - such as the harpies - from the bottom," Arimar suggests over their message as everyone moves out, "That should at least let us know what we're likely to find up there."
With that, the paladin waits for the advance party to get slightly less than charging distance away, and then moves off.
Range of detect evil is 60ft. Ready to go and will stay 40ft behind rather than 60ft as previously stated, so I can close the distance in a round in case we need get into trouble.
Just to clarify... the 300 feet we need to cross isn't DC 25 to climb, is it? Anyway, we noisy ones should hop boulder to boulder as best we can about 60' behind the advance scouts.
As they approach the eerie site, Arimar pops in the beeswax earplugs and says softly, "Now, remember, if you're in trouble, whisper."
Noticing their halfling laboring more than she should be, Arimar asks her back quickly for a touch of relief. He lays his hands on the top of her head and asks her to breathe more deeply. Lay on Hands, Arimar's particular mercy means that it also removes fatigue."Okay, back to scout it out," the paladin smiles encouragingly and waits for the 'all clear' before he noisily sets off agin
When they reach the cliff face, the aasimar lets out a long, soft whistle. "Well, even in plate mail, I can make it up there if someone can get there first and tie up a knotted rope. Let's see what we can do about staying behind the boulders first and then quietly - perhaps invisibly? - scaling the cliff to tie it off?"
Not sure what the climb DC of the slope is, but I can take 10 for 15. A knotted rope with a wall to brace against is DC 0-5.
Thanks for that. By the way, I've been having trouble posting up to now while just loading the page to read it. Paizo's timed out a few times for me. Will try to get a gameplay post up very soon....
"Okay, we'll put them in when we get close to a likely spot for an eerie, then," Arimar nods, "Though I haven't had much luck with noticing things as it is anyway." A wry grin creeps its way onto his lips as he remembers Gwen chasing the goat.
"Kaddren, any chance you could have some prestidigitation handy?" Arimar asks, "If we clear out an eerie and take the harpies' things to plant in a giant camp, I'd rather not leave any evidence behind. Pretty sure that spell can clean up anything." He gives the arcanist a knowing wink.
Just to clarify the rules here (we went through this with RoW), cold weather outfit counts as "protection", obviating the need to save between 0 and 40°F. Below 0°, and saves are needed as standard (every 10 minutes with no protection, ever 1 hour with cold weather gear).
I'm already as well provisioned for mountaineering as I can be. The others may need some extra supplies (especially tents for fending off the cold while we sleep).
Essentially, though, Arimar will not get the drop on anyone.
Oh, and we should also scout with our eyes and not our ears. Earplugs everyone!
"Thank you for setting all this up for us, Burgomaster!"
Thank you for setting all this up for us, Game Master!
Arimar looks around the camp with a grin on his face. "Well, I can't think of anyone less suited to scoping out an area than me. Perhaps I and anyone else noisy can hang back while the more silent members of our party - perhaps including you or your rangers - scout ahead. We shouldn't be more than a hundred feet or so behind, just in case you run into trouble, but Gwen can set up a message-ing system so that we can quietly communicate over such distances. When we have the 'all clear' for an area, I can lumber into it with my size twelve boots. Sound good?"
The paladin looks to the rest of the party and waggles his shiny, plate-covered leg noisily for emphasis.
"Okay, so scouting mission first?" Arimar asks, wanting to get a plan of action in order, "Let's see where they are located and what kind of forces we're looking at here."
Unless Kaddren has scry or the like, happy to head out and get the lay of the land.
"First step, though, is to survey the area. Probably best if we do it all together," the big aasimar sighs, looking down at his very un-stealthy armor, "And avoid any patrols as best we can. Looks like they do so in pairs... a pair we just might be able to manage or effectively flee from. Just don't forget that their missile weapons are boulders. Toe-to-toe may be the best way to engage these giants."
"I believe that so long as the giants think it's the harpies, the town is safe," Arimar asserts, believing what he says, "As for your previous companions, I used to eschew the company of paladins myself. That kind of behavior is reprehensible. Endangering your companions against their will is its own kind of evil. If something needs to die or to be brought to justice, then it serves no-one but your enemies to reduce your chances of achieving that end."
Arimar shakes his head at the mention of these 'other' paladins, but something in the back of his mind keeps asking, Are you really worthy of Sarenrae's gifts?
"I did not suggest parleying with the harpies," Arimar notes, "Merely deceiving them into believing the giants attacked. As for broken promises, I would try not to make any promises that I am likely to break. Deception to gain strategic advantage is one thing - like feinting in battle - but giving my word and breaking it is entirely another. That was the old me. My life and the lives of those around me suffered because of it.
"I would suggest that we don't attempt to talk with the harpies," Arimar adds, "They are the weaker of the two forces, so if we can get the giants angered enough to all-out attack them, that would leave their hold under-defended. Once we have the 'high ground' so to speak, then we could hopefully take whatever forces remained. We would need some idea of the lay of the land, though. Anything either Kaddren or you could do to aid us there?"