Ok, the forums are acting weird while posting, so folks might see some appear/disappear. It certainly didn't like editing a post that contained a quote as it lost some of the end tags. Woosh. Lodric fires another arrow from around the corner. It disappears into the night. Ffft. The guard continues to move toward the house as the arrow buries itself somewhere in the dirt.
Lodric Aegilson wrote:
Lodric scans the area and doesn't see any additional guards to the one in the SE. The guard is just outside the 30' radius of the bonfire, putting him in dim light/concealment. Concealment 20%, low: 1d100 ⇒ 13
Ok, we'll come back to the "behind the house" portion for now. Danash joins the rest of the group by the mansion window as the SE guard starts moving closer. Light flickers erratically as shadows move from within. [b]ROUND 2[/]
>Helina (round 1 + 2)
Nemib runs out from behind the tree, thin limbs like brushstrokes of shadow. A final stroke unfurls his rapier toward the guard. Following his lead, Lodric fills the space the wayang vacated and draws an arrow. dim light concealment, 1-20: 1d100 ⇒ 82 Twang. Thud. A wooden shaft buries itself in the guard, its feathered fletching splayed. The guard goes down. Valerulo proceeds forward, notching a bolt. Perception DC 16:
Shouts carry from deeper within the mansion. The voices are sharp and urgent, calling orders to one another. ROUND 1
Lodric Aegilson wrote:
The tree is small in that spot so approximating a 5-6" diameter trunk. Visibility won't be an issue. With it between the two, it would provide cover.
Initiative:
Danash: 1d20 + 9 ⇒ (6) + 9 = 15 Lodric: 1d20 + 4 ⇒ (5) + 4 = 9 Helina: 1d20 + 3 ⇒ (16) + 3 = 19 Nemib: 1d20 + 4 ⇒ (10) + 4 = 14 Valerulo: 1d20 + 1 ⇒ (7) + 1 = 8 GM:
Lucien: 1d20 + 9 ⇒ (7) + 9 = 16 Assault: 1d20 ⇒ 8 Sect: 1d20 + 4 ⇒ (7) + 4 = 11 Orc: 1d20 + 1 ⇒ (8) + 1 = 9 Black Dog: 1d20 ⇒ 15 ROUND 1 The party is up!
Crack. The stillness of the woods is broken. Valerulo pauses, unslinging his crossbow while Helina and Danash break away. Helina takes off towards one of the guards, her large feet thudding against the ground, leaving heavy depressions in the wooded floor. GM:
perception: 1d20 ⇒ 6 I believe this has to be a charge to make it there and attack, prompting the +2 to hit/-2 to AC. Helina catches the watchman off guard, bringing down her axe before he can shift adequately for the onrush. Bones crunch. Blood sprays in an arc under the moonlight as the body falls in a thud. Danash glides toward the mansion, taking position between the western wall, the tree, and the thin wayang. Another thud and the rustling of leaves. Lodric scrambles to his feet, pivoting his head erratically to see what he might have alerted. GM:
Perception 1: 1d20 ⇒ 20Perception 1I: 1d20 ⇒ 3Perception 2I: 1d20 ⇒ 9Perception 3I: 1d20 ⇒ 2 "We've got trouble!" yells a voice in the distance. GM: Perception L: 1d20 + 4 ⇒ (9) + 4 = 13Perception 1I: 1d20 ⇒ 1Perception 2I: 1d20 ⇒ 16Perception 3I: 1d20 ⇒ 20Perception 1C: 1d20 + 2 ⇒ (3) + 2 = 5Perception 2CI: 1d20 + 2 ⇒ (7) + 2 = 9Perception 3CI: 1d20 + 2 ⇒ (17) + 2 = 19
Helina The_Beast' wrote:
I like the cinematic idea, but the edge is further away than that. The area map is 1 square = 50', which is why I backfilled the battlemap with additional grids. I'm assuming you'll want to make this a regular attack, but feel free to re-take the action.
@Nemib - Given the updated mansion map with trees mapped out from the larger one, where would you move for cover? The "nearest" would be the trees or inside the mansion, at least from the guards on the map. However, since that's a good distance, I want to make sure. Feel free to move your token to where you want to go. Update - after checking for miscellaneous items that could serve as concealment, I noticed the artist illustration(simple charcoal sketch) in the book has a tree at the corner of the mansion. I've gone ahead and placed one on the map. We'll say it is big enough for the ~3' tall Wayang. Let me know and then I'll start resolving the party's actions.
@All - I made some (janky) adjustments to the map to allow for more planning/reflect the surrounding larger map a bit more. I also removed the door labels at this point to reduce some of the clutter as additional stuff gets drawn. Update - just in case, the black lines are just artifacts from copy/pasting the grid section to get the extra map area. Just mentioning it in case it gets misinterpreted as plateau steps.
Helina The_Beast' wrote:
No problem. Going forward, please put a post in the game thread, even if it's a simple [ooc] comment saying that you moved your piece. This way I'll know that the move was intentional and not an accidental one. It also makes it easier for me to know how many actions I'm waiting for in the main thread.
DM:
Danash: 1d20 + 4 ⇒ (13) + 4 = 17 Helina: 1d20 + 1 ⇒ (2) + 1 = 3 Valerulo: 1d20 + 2 ⇒ (7) + 2 = 9 1: 1d20 ⇒ 5 2: 1d20 ⇒ 17 Lodric signals for the rest of the group to follow. Danash moves over with ease. Valerulo and Helina follow close behind. The weight of the 300lb elf crushes a fallen branch, resulting in a loud, dry crack. I've placed the party's tokens on the map. What's everyone doing?
Lodric Aegilson wrote: Lodric crept as closely as he could, and tested to see if the windows were locked. If not, he was ready to head inside. It made very little sense to have a room with no way in or out besides a window. This indicated to him that there might be a secret door or entranceway that could be found. There are doors, just not exposed to the outside. I boxed the doors the party can see through the windows in red; they're just inward facing. I also adjusted the fog of war box a little bit to reflect 60' looking in from the window below. I moved Lodric's token opposite the window of Nemib. AFAIK the rest of the party is more than 60 away from the villa? Note that stealth checks can be made to move past the guards undetected, but say a pc moves around the corner between the window and the guard for room 1. You can stealth to move there, but there is no real cover. Staying there is hoping the guard doesn't stop to shift their gaze. You'd need something like a cardboard box to attempt the stealth in that case :) Lodric hunches down, moving cautiously to avoid making any noise. Pressing close to the mansion wall, he takes a knee and examines the paned window. Tracing the frame, he discovers hinges running along its bottom edge, suggesting that the window swings outward. He tests it, but it refuses to budge.
Lodric Aegilson wrote:
Note that room 1 has windows only, no doors. The same goes for 2 and 3. There's a porch with doors to the right of 1. Just making sure unless you intended to break it or had another idea.
@Lodric @Valerulo - Welcome to the game. For the sake of getting everything back on track as quickly as possible, we'll keep the storyline simple. As Lodric expected, Lodric and Valerulo were hired/sent by the masked patrons to find the original group, convey a message that the Temple of the Holy Order is starting to show interest in the area, prompting additional pressure to finish sooner rather than later and to avoid them on the way back. We can kick off introductions with Lodric and Valerulo catching up to the party in the woods in "camp" as they plan, if that works for everyone?
@Grumbaki - Ok, the Freebooter archetype works. @Grumbaki @tomtesserae - I'm assuming you've gone through the gameplay thread just to make sure you're ok with the style of the game? @Helina the Beast @Danash @Nemib - Can someone please summarize what's happened so far for them and the current "plan"? I like to have players do summaries, as it helps to hear the adventure from a player perspective.
@Grumbaki @tomtesserae Looking at the Freebooter's Bane ability, it may overlap with the Bard's Inspire Courage ability. Since it's 3pp I believe, it may be easier just to say no to that aspect. This way it'll be consistent with the existing players while preserving the Bard's role of buffing. Also, it saves some legwork trying to figure out if the Freebooter's Bane is intended to be untyped as written and thus stack with Inspire Courage.
tomtesserae wrote:
That's ok. The party has access to a wand of cure light wounds, so that should be sufficient. In general, the build looks ok, although feel free to make the cleric if that idea has more appeal.
Just some admin stuff: Based on the votes, we'll give the party a wand of cure light wounds with: 10 + Add: 1d6 ⇒ 2 charges. I'll let recruitment go 'til the end of this weekend. If we don't find a 4th by Monday, we'll let Danash add a 2nd character. I'm going to hold off on the game thread until then - just because the plan can go sideways with poor luck.
Nemib wrote:
Nemib moves past the western guards to the villa itself, reaching the walls. The building is a two-story villa with high, peaked roofs and numerous windows and doors. All windows to the house are glass-paned. I've added a slide focusing in on the villa. Nemib is able to peer through the windows along the western side. 1. A cozy room lined with shelves. A large table with two oil-filled lanterns sits in the middle. 2. A mundane room containing several shelves of mundane items. 3. Several beds line the room. A courtyard patio with a tiled floor and a large fire pit emits smoke from the eastern corner. DM:
A: 1d20 ⇒ 14B: 1d20 ⇒ 5 Using the orb to see through walls caps out at 1/2 normal range vision, so using the windows provides more.
Danash wrote: One last try before we sneak in, I circled a bigger copse of trees in blue that I hope are taller and give something of a view of the top of the plateau, on the near side. I added a 5 square radius circle. Moving that around is probably the best way to get your visibility from each point. That said, taking the farthest point of the blue trees doesn't reveal any additional guards.
Danash wrote: Ah, I was going off of this post. The squares are 50', but the iconography doesn't match well, since the outline of a single tree can cover 6–9 squares. Perhaps the better way to phrase it is that a single-tree icon filling 1 square represents a copse of 25'-tall trees, while a tree icon filling 4 squares represents a copse of 50'-tall trees. I marked a sample 1 square tree in red, and a 4 square tree in purple.
@Danash @ Nemib @Helina The_Beast' >>> Since that drops us to three we should find a replacement to keep going. I think it's fine to continue the game thread for reconnaissance/planning, but I think the group should hold off initiating the plan until we have a fourth. There is the option of having someone run an additional character as well; perhaps if we can't find someone in a timely fashion? Once the party executes the plan, it'll be largely tactical/combat orientated, so a new player shouldn't have to worry about missing much. Feel free to add your thoughts and suggestions for a replacement...
Nemib nimbly moves to investigate further. I marked the map to where I assume you're moving to; moving up the plateau is more exposed and a bit riskier. That said, I added one more found guard to the map. It was close, depending on where your target spot was and this saves a bit of pbp time. Net time +30 minutes. Game time: 10pm.
If it helps, here is a snippet about the adventure from a review site: X wrote: The party goes on to raid the manor house. In high school I used to play Danger International. Every adventure ended with a raid on the bad guys base. We’d plan our assault, come up with some goofy idea, and then execute it. That’s what’s going on here. --- davidturner583 wrote: If I remember my history correctly, this module was maybe the first OGL product released by Atlas just days into the 3e boom. John Tynes, whose name already shone with the reflected glory of Unknown Armies, later said that the adventure was an explicit attempt to create a black-ops/Danger International/action movie scenario. I still have fond memories of this one, too. Consider this the planning phase. It's up to the party to decide how to approach the task.
Nemib wrote:
I went ahead and updated the map using 60' darkvision x 4 ~ 240' for the binoculars. Thus, extending 240' from the path, assuming constant/frequent checks to look. Assuming walking (150'/minute) in difficult terrain (x2), this takes about an hour. A telescope action takes 1 min to assemble/disassemble/move,so we'll go with an additional 30 minutes. We'll say this puts at 9:30 in the evening. Nemib does not see any secret entrances/caves along the path. GM:
Danash: 1d20 + 4 ⇒ (6) + 4 = 10 Helina: 1d20 + 1 ⇒ (9) + 1 = 10 Nemib: 1d20 + 14 ⇒ (5) + 14 = 19 Barad: 1d20 + 6 ⇒ (13) + 6 = 19 GM2:
G: 1d20 ⇒ 7 This will place the party at the end of the marked path.
The guards appear to be using natural terrain locations for their posts, i.e., a more horizontal bit of rock, a section with more stable footing, as opposed to any additional paths.
Note that the orb acts like binoculars in addition to letting you see through objects for a short time. It essentially acts like a telescope, up to 4x vision. I'm going to assume Nemib leads the party 30' ahead, with the rest in tow, using Nemib's previous rolls. GM:
Check 1: 1d20 ⇒ 11 I've added a marker to the map to show the party's current location. Nemib:
Keeping low and manoeuvring through the underbrush, you spot a humanoid silhouette along the river, which cuts through the plateau. A marker has been added to the map. The action is currently on Nemib.
@Party - since the party no longer has a healer, I wanted to present the following options: 1. Each character gets 2 potions of healing.
Vote for your preferred choice; I'd like to implement the changes sooner rather than later.
I've added slide 9 to show the party's location in respect to the villa. The party is in the bottom right hand corner, coming from the south and east. The forest and surrounding area is dim light. The maximum distance a human can see is 100', although there's a 20% chance of concealment due to the light. The villa is ~900 feet from the Dream River. The plateau is ~50 feet up from the river. The plateau is bordered on all sides by a decorative stone wall three feet high, with a gap where the trail goes through. That should help visualize the planning. How the party approaches this is up to the group; when ready, let me know when you want to execute the plan.
Danash Spellcraft:
The globe radiates divination and transmutation magic. The eye appears to have originated from a fiendish creature. As Danash studies it, he notices that the eye slowly turns within the fluid when the globe is disturbed, eventually settling in a particular direction. Whatever the magic is doing, the movement appears deliberate. Danash Survival:
Disturbed branches and underbrush indicate that the attackers left the area heading roughly northeast, but the rocky terrain makes it difficult to follow their trail any farther past the camp. Heading back to the trail; not much more to discern here with the rolls. The trail along the Dream River is anything but, combining game trails and creative pathfinding, including switchbacks up carved rock. The ribbons of sunlight that broke through the canopy have faded, de-saturating the earthen colors to muted browns. Eventually a building perched atop a slim plateau on the side of a mountain comes into view.
Helina rushes ahead, following the trail as it winds through the trees. It leads her into a small clearing just beyond the edge of the woods. A crude campsite lies here, its fire reduced to a faintly smoldering bed of coals. Two bedrolls have been laid beside it, along with the scattered remains of a recently abandoned camp. It quickly becomes clear that the occupants did not leave willingly. Two young men lie dead among the trees. Their robes identify them as acolytes of the Holy Order. Both appear to have been slain by sword blows. Their weapons and valuables are gone, and a closer look reveals that their ears have been removed after death. The fire still smolders, sending thin wisps of smoke into the still air. Whatever happened here, it happened recently. Knowledge (Religion) DC 10:
The robes and symbols identify the dead as members of the Holy Order, a Sarenite religious order stationed in Deeptown. Knowledge (Local) DC 15:
The manner in which the ears were taken is familiar. The young warriors of the Hard Tribe have a coming-of-age ritual requiring them to collect the ears of non-orcs before they can claim adulthood. Perception DC 15: A small pouch lies in the grass, apparently overlooked by the assailants. Inside is a small glass globe containing a yellow, slitted eyeball floating in fluid.
Danash wrote:
No worries. Camping/fishing/hiking/boating? |