Ezren

Walter the Vagabond's page

292 posts. Alias of Douglas Muir 406.


RSS

1 to 50 of 292 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

If no trapfinder, then person with best Perception (and a good Reflex save is also good).


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

It's hard to keep doors secret from a party of six, at least two of whom are Perception monkeys.

Suggestion: Trapfinder examine the door if we have one, otherwise someone with good Init / good Reflex save open it.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Almost too easy...? Well: I say we head straight down.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Check the door, let's.

"I can be quiet," Walter murmurs, turning the wand over in his hands.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Team: a Wand of Suggestion! That could be very useful.

Do we have anyone who has high Stealth *and* Use Magic Device? (Or who has Suggestion as a castable spell, better still.) Because if yes, that person could sneak around, find an orderly or someone, zap them with Suggestion, and bring them back for questioning.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Whoa. A wand of Suggestion? Does it have charges left?


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Regular marching order it is.

Walter is quiet. Is he weary from stress and lack of sleep? Is he composed because he believes he's doing the right thing? Is he febrile and twitchy because his sanity is steadily eroding? Pick one or all three. But for now: he's quiet. He takes his now-accustomed place in the party.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Moved to work-from-home, been distracted for a few days settling into the new routine. Should be back now.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Walter's sleep is restless.

The Countess is short, blonde, and wears a very expensive looking sundress with an enormous hat. "Here I am! Are you early? Am I late?" She has one of those singsong voices. She pulls out the last remaining seats herself without asking. "It's been some time! It's... Oh, who is this? Have you taken a new apprentice, then?"

The Countess could be -- might be? -- just a silly noblewoman with a very large hat. But this close, she radiates... vitality. Her cheeks glow with health, and energy just seems to bubble off her. She carries a very large handbag. Her eyes are a pale, pale blue.

Walter moans softly in his sleep. His mind rebels against itself, struggles to claw a way back up to wakefulness, away from the nightmare that is coming.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

I have one good group management spell.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Complete tangent: dang, there are a lot of cheap flights and hotels right now.

If I'm going to get coronavirus anyway, maybe I'll enjoy it more in a heavily discounted 5 star hotel in Venice?


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
Finraeth wrote:
Since I was unaffected by the music am assuming I don't need to make the save again. Am also assuming I get an AoO against Harper since I was in melee with him as well

Yup!

Quote:
As the Harper fades away, Finraeth strikes once more, again using the flat of his blade to try and drop the man to the ground.

You definitely hit him! There's a cry of pain.

And then he's gone, falling backwards into the darkness. The music continues.

Quote:
"Stay thy sword and flee like the whipped cur thou in truth art, or stay to fight - and perish, unloved, unremembered and unsung; which is no more than thou deservest, villain!"

That's a /bit/ salty for someone who hasn't done anything more than press a legal claim. Harper's song was very creepy and disturbing, but it was a nonviolent way to resolve the dispute...

Anyway: your swing misses! Dagmar isn't wearing heavy armor, but she's very quick on her feet, and she dodges your blow.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

I'm very sorry to hear it!


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Briarstone is of course where the Strange Aeons AP gets started. My headcanon is that Walter spent a few weeks there after catastrophically failing a SAN check in the Affair of the Countess and the Orphans. He left well before things got... crazy.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Walter frowns faintly. You're starting to recognize this frown. It's Walter's working-it-out-from-first-principles frown.

"This woman may be... upset. So we should... ensure that she is safe... and comfortable... and not a threat to herself or others." Walter stares at the elf a bit longer than is strictly comfortable. (He is very obviously wondering how to politely ask whether she is a threat to herself or others.)

Then, after a slightly awkward pause: "Would you... would you like some tea? I can make many sorts of tea. I have... gillyflowers. From Kyonin Forest. Petals and roots both. The tea brush is rosewood, of course, with reed bristles. Cut in the Bright Flower style." Profession: Herbalist 1d20 + 10 ⇒ (19) + 10 = 29 Wow well if it comes to it Walter can actually make a MEAN cup of gillyflower tea. Pour it over three times, no animal products in the tea brush, drizzle some crystallized honey harvested from wild bees that nest in an ash tree that's at least 200 years old, he knows just how elves like it. He read it in a book but then he practiced until he got it right.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

"An asylum. I was in an asylum for a time," says Walter conversationally. "In Ustalav. Briarstone Home for the Troubled, near Thrushmoor. I hear it closed, later. They had... troubles."

I'm going to give Walter a DC 15 Sense Motive check to not be weird, obnoxious, or just inappropriate here. 1d20 + 1 ⇒ (15) + 1 = 16 Aw yeah who's the wizard with the social skillz?


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Wait, Walter has ONE (1) rank in Sense Motive! It's his only rank in a social skill, and he just added it recently!

1d20 + 2 ⇒ (10) + 2 = 12 Okay, that's probably not high enough for him to realize that Kolthis is deeply suspicious of him.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Loot splitting no, but selling stuff and buying stuff yes. Just scribing another scroll or two could be helpful.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
Elize 'Lys' Brokenshield wrote:


If we only had a decent liar among us, we could've pretended to try and sign Walter into the asylum.

It wouldn't be his first time.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

At the door Walter pauses, and seems to brighten for a moment. "Oh, and with the terrible old man gone, I was able to cast out the spirit! Er, well, it entered into a nearby dog and then stalked me for, ah, quite some time actually, seeking to avenge its master... but! It's no longer an issue! Just a, a," he flexes his right hand, "a reflex, let's say. In times of stress. A bit awkward. But not dangerous. I'm sure of that. Mostly quite sure."

He turns again to go, then pauses one more time. "And..." he adds under his breath, almost too softly to hear, "I did smash the bottles..."


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
Yelena Stanescu wrote:
"He did deserve to die. You did the right thing, by preventing him from taking advantage of anyone else that way. And, and I hope it's not presumptuous of me to say this, but...I'm proud of you. For how much you've changed."

Walter's face goes blank, confused, as if he literally does not know how to respond. For a moment, there's a glimpse perhaps of the small colonial boy, proud and lonely, watching the other children play along the river.

Then he shakes his head. "Yes... no... no. There's nothing to be, to be proud of. Because there was more. That wasn't the worst. The worst came later. You see, I didn't... learn from that experience. I was pleased with my clever escape. I still thought that... that knowledge was the most important thing. So later that would lead me to... to be a, be a party to..." Walter grimaces, turns away, then turns back.

"The housekeeper. She found him. I had... gone away. I admit it. I just wanted to be gone. She wasn't supposed to enter that room. But, you see, the smell. So she did. And, well. There was his head. And a quantity of blue, gelatinous substance of unknown provenance. She... it was a shock, I suppose.

"I didn't care, then. Now I do. Later, I came into a little money. Later, I... made arrangements. She's taken care of, now." The wizard puts his hands in front of him, palms up, then moves them up and down. "Balance. You see? Recompense. Restitution. Penance. If you want to be good you have to un-do the bad and," are those tears suddenly standing in his eyes? "some things, oh, some things cannot be undone. You can't wash away that, that stain. That taste." Walter has an odd gesture that he makes sometimes: the heel of his left hand drawn slowly across his mouth. He does that now. "So, there's nothing to be proud of. All you can do is try to... to do good things, elsewhere... or at least, try to stop bad things from happening... and hope that... hope that..."

There's a pause. It stretches for a long, awkward moment... and then Walter simply turns to leave.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:
@Walter, loving it. What a fantastic character.

Aw shucks [kicks dirt].

Seriously, I'm having a lot of fun here. Haven't been a player in a long time, so I think poor Walter is getting a lot of pent-up ideas.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:
Btw, we're now 2/3rds of the way through the module. This might be our last moment of real downtime, so there's no rush.

Well then: is anyone tracking our treasure right now? Is there anything we can sell for quick cash? If nothing else, I could scribe a scroll or two...


1 person marked this as a favorite.
Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

BTW, Walter is providing some of his horrible backstory. If nothing else, this should provide some context for his raving in this post here and the two after it.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
Kolthis Ironjaw wrote:


Did we find anything in Hyve's place that the key in equipment would fit? Is it to the front door, or notable in any way?

Aw yeah, good catch.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

"Eventually, I discovered what my Master was doing with his apprentices. I was able to... distract the spirit.

"My Master was engaged in... trade. And he traded for a summoning ritual. A very interesting summoning ritual. One not too different, actually, from what we are dealing with here. Much better containment procedures, of course. Orthogonal along all the vertices, just for starters... yes, well. He detailed me to the extremely tedious work of inscribing the summoning circle.

"Knowing what I knew, I made some changes. When he began the ritual, I slipped outside and locked the chamber door behind me. Later I heard him, pounding on the other side, his fists like little withered apples..." Walter trails off for a moment, his eyes unfocused. "...out of the corners of the room, was the last thing he said. Almost the last. 'Like smoke'. 'Their tongues'."

There's a pause, and then the wizard seems to collect himself. "You understand," he says, a little severely, "he was a very wicked man, and certainly deserved to die."


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

rolling some dice for downtime...1d100 ⇒ 32 hm, okay.

A Brief Cut-Scene: Walter and Yelena

Walter wakes up with the familiar post-spell hangover. The Visualization of the Mind has departed. His thoughts plod on leaden feet. Everything is so much... murkier.

Spell Sage wizards are rare, and Spell Sage wizards who keep their sanity over the long term are even rarer. There are several reasons for that. This is one: a Spell Sage has access to mind-enhancing powers that are normally reserved to the beloved of the gods themselves. For a cleric, these abilities are mildly interesting, occasionally useful. For a wizard, they can become profoundly addictive. Walter won't use the Visualization of the Mind again any time soon. It's useful, so useful, but... no.

Still, he remembers everything. Walters sits for a time, remembering. He frowns. This is... awkward.

* * *

"Yelena!" There's nothing for it but to be clear and direct. "I realize now that I behaved... inappropriately... yesterday. I was not quite myself. Nevertheless. I should," Walter squints like a man trying to remember a complex phrase in a foreign language, "apologize. I am... sorry."

There is a pause.

"You see. My second master. The terrible old man. He had man apprentices, over the years. But... none of them survived. They all ended up in... in little bottles." Walter raises his right hand. Close up, you can see that it has a number of small white scars. They look like bites. "He was able to entrap so many clever young wizards because he made them commit to an... agreement. To become his apprentice. You had to invite a, a spirit. To reside in your body. An unclean spirit." Walter flexes his hand slowly, clench, relax. You remember that odd clawlike gesture he kept making yesterday, the strange griping strength. "If you thwarted the will of the Master... or pried into things that were none of your business... the spirit would possess a part of your body. And punish you."

There is a pause again.

"I should add that he was a very remarkable wizard with access to the most amazing library. So it seemed like a reasonable agreement to enter into. At the time." This last is delivered with just a hint of defensiveness.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

"I also need some time to recover my spells. And to rest. And to... contemplate. This... this situation. Is interesting." Walter's right hand lifts and twitches for a moment in that odd, clawing gesture. He shakes his head. "Rest. Yes. We should rest."


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
Elize 'Lys' Brokenshield wrote:


OOC, though, the recon is a surefire way to split GM attention and slow the game down, as much as it makes sense.

I see the point of that -- splitting the party is less of an issue in PBP than in FTF, but it does take up more DM bandwidth. Seems like it's something that could be resolved in a post or two, though.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Okay so:

Quote:
"Rupman Myre is a middenstone baron. He owns a large vathouse down in the Filth along the river banks, and is rumored to be involved with illegal necromancy, but to date the Crows have not been able to find enough evidence to arrest him. Not for lack of trying."

Check, done.

Quote:
"Arlend Hyve is an authority on regional history and lore, a sage who dwells in an abandoned church of Aroden on Elm Way on the southern slope of the Tangles. There are whispers that he dabbles in the black market poison and drug trade, but nothing conclusive enough to get him in real trouble. Till now, of course."

Check, done. That leaves Target #3:

Quote:
"Waldur Crove is well known as the warden of Crove’s Asylum, a building located in the Crown that the Crows have long used to dispose of lunatics and the insane too dangerous to keep in regular prisons. He's been a pillar of the community. Makes me sick to think of him involved with this madness."

1) Let's do a quick sweep of Hyve's living quarters (did he have other drugs or poisons around? any records of any sort?)

2) LONG REST.

3) Ask the authorities to set a discreet watch on the Asylum.

4) If there's a non-caster who has decent Stealth and doesn't need to rest, maybe do a brief cautious reconnaissance?

5) Think about our target. Both the other two were using their positions as cover for shenanigans -- one was a necromancer, the other a poisoner. So, good chance Crove will follow the pattern. Best guess would be using inmates as henchmen / followers / cannon fodder. That could get tricky -- we can't just Fireball our way through a bunch of people who may be controlled, deluded, or simply insane. Maybe let's think in terms of non-lethal or anyway less-lethal solutions?

Thoughts?


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Oh, and also: just leaving this here.

https://alexblechman.itch.io/theratsinthewalls


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

The slip'n'slide chute was inspired. It temporarily shut down our action economy, which is what makes a party of six really hard to fight.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

So, team: that's two down, one to go. I'd like to think that zapping the third cult boss will cause the monster to evaporate but somehow I suspect it won't be that easy.

Long rest, recover and buff, and then go after the last one?


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Okay, so I guess that was Hyve after all. Phew.

Treasure: Not-dibs. Nothing here for a wizard -- the Ring of Protection is an AC bonus, doesn't stack with Mage Armor.


1 person marked this as a favorite.
Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Sorry, I get distracted sometimes. Backstory!


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Agreed -- and if he failed his save, he's on fire too!

I'd suggest the rest of the party hold their fire until we see if he's dead. If yes, then fan out -- one person search the body, everyone else look for other exits and whatnot.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

I think that probably does it for crossbow guy...


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Walter reaches into his vest, then gestures extravagantly. He shouts a single complex word of eleven syllables, quickly. A tiny bead of orange light, almost too bright to see, flashes outward from his outstretched hand.

FFFWOOOMPH

5d6 for levels + 1 ECL for Varisian Tattoo + 1 ECL for Gifted Adept (Fireball)

Alchemical component: Alchemist's fire

7d6 ⇒ (4, 3, 3, 5, 2, 1, 5) = 23 points of fire damage

DC 20 Reflex save for half damage -- if save is failed, catch fire for an additional 1d6 fire damage/round until the fire is put out.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Okay, what the hell.

What Nanny said:
Nanny is big and dark and little Walter loves her. Sometimes she is stern, but only when he's been bad, and that's fair. Mostly she is very kind.

One night there is a fire in the forest near the family plantation. Walter sees it out of his bedroom window, orange light glimmering through the trees. The servants are very upset and they run back and forth. Walter isn't frightened. (Even if he was, he wouldn't show it. Don't ever show fear in front of the servants! Walter is very small, but already he knows that. Keep everything inside, and controlled. That is why Chelaxians are superior.)

Later Nanny takes him to the edge of the burned area. Everything is all burned up! Even the trees have fallen down and are just charred trunks. It's still warm and it smells like smoke and ashes. Walter is very impressed.

"Some bad men came to raid the plantation," Nanny says. "Bandu. Very wicked." Walter nods solemnly. The Bandu are very wicked indeed, everyone knows this. "Your father and the Pirru knew they were coming, and set an ambush. It's the end of the dry season, so there was a fire." Walter nods again. The Pirru are fire-makers; every hundredth child among the Kalabuta is a Pirru, they say. And some can learn to throw fire as well. The Kalabuta are friends of the Chelaxian colonists... allies, Daddy says, meaning they are friends and they work together.

"What happened to the Bandu, Nanny? Did they all burn up?"

"Walter-bah, let's hope so. Wicked people deserve no better." Walter nods solemnly again, and carefully files away this piece of information. Wicked people deserve to burn, check.

"So will the trees grow back, Nanny?"

"Oh yes, little bah. After a long time, of course. But see." She reaches down, scrapes aside some ash. Walter goes down on hands and knees, peers nearsightedly. Under the ash, a tiny green shoot is already thrusting upwards.

"Fire destroys, Walter. But fire also... cleanses. Fire purifies."

Right, then!


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:
Apologies! These past couple of days have been hectic, and I've dropped the ball

For the record, I think you've been doing a fine job keeping this bouncing along.

Quote:
Yelena's spell makes him visible to everyone.

Ah hah.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

I'm up, but if I'm not fireballing and I don't have LOS on any enemy, then I don't have much useful to do.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Ahhhh okay. I was racking my brains for something that could make it work, but I completely forgot about the Accelerated Drinker. Thank you.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

(Thinking about it, too late to edit previous post) I guess he doesn't have to drop the crossbow -- he could hold on to it with one hand and retrieve the potion with the other.

Don't want to quibble, slow down the fun train, or be that guy.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:
With a curse, the man unstoppers a vial, drinks the contents, and then seeks to fade back into the shadows beyond the ledge.

Retrieve a stored item -- move action

Drink a potion -- standard action
Stealth / Hide in shadows -- standard action

For the record, I have no problem with bending the rules sometimes -- action economy is one of the abiding issues with PF1, and lair / legendary actions are one of the things I like about 5e. Just wondering if that's what's happening here.

Also, I think he had to drop the crossbow? It did d8, so it's obviously a heavy crossbow, meaning two handed. So if he went to retrieve a potion, wouldn't the crossbow have to go? Retrieving it would be another move action.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

We didn't get any kind of description of him?

Tipping my hand: if I throw Fireball, good chance I can hit him and good chance I can kill him. But that's my biggest blast and I can only do it once. So I don't want to waste it on some henchman. (I'd use it on the devil but the damn things are fireproof.) Once I've shot that, I'm down to Haste, a couple of Burning Hands and being the mentally unstable wizard who can make Knowledge checks.

So... do we have *anything* to go on, here?


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:
A tanglefoot bag has a 10 foot range increment, and with Hyve being 50 ft from Maritine, that's a -8 to hit.

Okay, so -- based on the descriptions we've gotten, we're reasonably sure that Crossbow Dude is Hyve?

That's pretty important, so I want to be sure-ish.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

...do we even know that Crossbow guy is Hyve?

That said, nice damage. 14 + 23 = 37. Unless he's got a weirdly high Con or fighter levels, that should drop him.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:

To be sure we're on the same page: most folks are still up in the sluice, which is 20 feet above the cavern floor. Crossbow dude is on another ledge, which is also 20 feet up.

Nothing against the plan: just wanted to be clear on the terrain.

Bah, making us work for it.

Lys, can you take a shot at him? I'd like to remove him from play. Otherwise he can just cycle hide - SA - hide, and that will be irritating.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1
DM Lament Configuration wrote:


In its place appears a new devil, this similar in all ways to the first but covered in black fur.

What is that even.

Knowledge [planes?] 1d20 + 19 ⇒ (13) + 19 = 32


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Team,

Not to get all metagamey, but Mr. Snap Shot Crossbow Guy over there hits with three SA dice, which suggests a 5th-6th level rogue. Say he's a Rog 6 with a 12 Con: that would be 33. I just hit him for 14. That would leave 19. A couple of good hits and he drops.

I recommend taking him down first. Why: because all of us can pile on him, but only Kolthis can melee with the devil without eating an AoO. Also, he's using a crossbow, so if we close fast we can put him at a disadvantage -- reloading provokes an AoO, so he'll be forced to either drop and draw, or run away.

So, I would suggest a couple of the melee types stand up -- maybe have the person with the highest AC stand up first, eating the AoO if there is one -- and move adjacent to Crossbow Dude.

Thoughts?

1 to 50 of 292 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>