Tarlane
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As I mentioned in the other thread, I was thinking it would be a fast mount ride check, and I don't mind going along with it because it certainly is very flavorful. I realize that either a handle animal to push(DC25) or a quick mount ride check(DC20) are going to be almost impossible due to the skills involved at first level, so I have no problem with Jereth assisting, and if you get a DC10 wild empathy check add a +2 for Alana assisting as well, since if you win her favor(which is easier to do in battle) she will try and make the task easier.
-Tarlane
| Dannie |
This one action has made me want to train ride now. :)
I like when the story shapes me skill/feat choices, it adds a level of realism. If I make the check it'll be a cool role-playing moment that I will be very excited about, but even if I fail it's a defining moment where my character will learn "Hey, I need to work on that" and then train riding.
Either way I'll be watching the thread now with anticipation.
Let's rock this Ride Check Jereth!
Tarlane
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So just as an adjustment, with Dannie waiting to meet up with Jereth, the new initiative order is going to be-
Jinn
Jereth
Dannie
Tamai
Damia
Goblins
To make things easier, I am going to assume that she is going to move to intercept Jereth as part of her readied action, so he can ride by in a straight line without needing to veer to the side to snatch her up.
-Tarlane
| Dannie |
YES!
I am so darn happy right now!
Tarlane: Thats exactly what I had planned, a running mount so he does not need to slow down at all.
Check the link and verify! Woo!
I didn't notice that I was posting kinda out of Init. so of course my action comes after Jinn etc, though I doubt it'll change what I try to do.
:)
/happy
Edit: I want to make a comic out of this adventure. I just may start on one. Theres some great visual and story elements happening here.
Jinn's is coming, and will be heavy, I love the horse thing that may have just happened. Good stuff guys.
D-
Cpt_kirstov
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hehe I love having characters who can ride their animal companions or familiars - I've had a halfling druid(I think -might have been a wizard, this was a while ago) who would summon an eagle(Giant? Celestial?) to carry him around when the party forgot he was slower than the rest of them. The monster manual had their carry load to be 10 pounds more than my character.
Tarlane
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That is a pretty perfect roll, just what you needed to make it. That is the sort of thing that makes these things heroic, how against the odds they can be and still be pulled off. That is certainly very cool.
I certainly encourage any of you to add to your connections with characters through drawings or journals or the like. I love that stuff.
-Tarlane
| Dannie |
I'm not sure I have a style I stick to yet, I was thinking of doing a cartoony version, something Disney looking but grittier.
Maybe I'll sketch a few panels here and there as inspiration hits.
I wanted to keep it simple by just doing maybe 1 to 2 panels per encounter. It'll be good practice anyway for a future webcomic I was collaborating with.
Tarlane
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I'm with you guys, I was actually considering putting up the fluff text for you and Jereth's poses as I don't think that they will be effected by his at all(since he's likely to keep attacking while you two move off). However, I realize that Tamai is likely to be firing at one of the same targets Jinn is.
While we are all on though, I was curious, since the party is splitting up, rather then moving on to the next set of encounters as one and since the next set of encounters is right outside the festival grounds, does anyone have a problem with me simply expanding the google docs thing on this one? I was going to use one of the flashy tactical map pictures, but that would let us keep track of movement and distance relative to each other better I think, so that if one group needs to quickly join the other they know how far away they are.
Let me know what you think
-Tarlane
| Jereth |
Two things, first the trip to the game store has been postponed until tomorrow by virtue of me wanting to finish putting together my new Warhammer Fantasy Warriors of Chaos army first. I'm hoping to find someone willing to help me learn how to play.
Second, I can go either way with the maps. Please feel free to do what works best for you.
| Jereth |
I'm rather new to the game myself. I actually got into the whole miniature gaming scene through Battlefleet Gothic, which is a game released by Games Workshop several years ago that focuses on space fleet combat. I have a small 40K army, but that's only because the only person I could game with didn't want to play anything else.
I like Fantasy myself, and enjoy reading about the background material. However, I'm mainly collecting it to use in my RPG games. I did the numbers and it is much more cost and time effective to buy their box sets when you want a group of goblins, for example, then to buy the WotC booster packs hoping to get enough to run your game. I'm slowly collecting a little bit of all of the different armies without worrying too much how it all fits together. However, I'm going to actually play Warhammer with this Chaos army so I'm putting a bit more effort into it.
Anyway, if you want my opinion on anything related to the game let me know.I'm no hard core gamer but I find that I know more about the game then most hobby store clerks when customers have questions.
| Dannie |
I'm with you guys, I was actually considering putting up the fluff text for you and Jereth's poses as I don't think that they will be effected by his at all(since he's likely to keep attacking while you two move off). However, I realize that Tamai is likely to be firing at one of the same targets Jinn is.
While we are all on though, I was curious, since the party is splitting up, rather then moving on to the next set of encounters as one and since the next set of encounters is right outside the festival grounds, does anyone have a problem with me simply expanding the google docs thing on this one? I was going to use one of the flashy tactical map pictures, but that would let us keep track of movement and distance relative to each other better I think, so that if one group needs to quickly join the other they know how far away they are.
Let me know what you think
-Tarlane
Whatever makes it easier for you, I'm fine with.
D-
Tarlane
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No worries, Jinn. I think delaying and readying can throw the best of us off when it comes to initiative. I try to mention it at the end of posts who is coming up next, but I realized I said something to Dannie in the same sentence that I pointed out you were up so its easy for it to get lost in the shuffle.
-Tarlane
Tarlane
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Seems we are definitely going to give the spreadsheet program a run for its money in seeing how complicated I can make things on there. I kind of like this though, lets me freely add terrain(boxes, ect) to allow you guys to be more tactical, while letting you move yourselves and posistion yourselves more freely then maptools would. I might be prone to try and combination of the two on future maps(giving you an image on photobucket as a visual layout, while using google docs to place the characters and note what terrain features can affect things)
-Tarlane
Cpt_kirstov
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Of course there are a lot of goblins, they are almost as good at breeding as they are being pests.
You all are doing well against them though, as long as the waves come slowly its not so bad as a big mass battle.
-Tarlane
right this second I wish i were using 2 weapons! my rolling is aweful right now
Tarlane
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On AIM I am felixcosima, but while I am normally on at work I tend to have big gaps of attention when it comes to the IM window, so any chat I give would be rather slow most likely.
And no worries, Tamai, you should see from my end of the screen. Like one of those goblins was being a real trooper on any give round, but all the others are just rolling awful. Keep coming close to them having more broken equipment.
-Tarlane
Tarlane
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I'm glad you guys are feeling that excitement, its cool to be able to have that in what basically is just the introduction for the AP.
As a side note, I am glad for the alpha's boost of hitpoints I think, it lets me launch a more solid attack on you, even at first level where that excitement is there, but you are sturdy enough that you can genuinely fight it off. There still is risk, but I don't have to worry so much about one lucky attack just bringing someone down.
-Tarlane
Cpt_kirstov
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I'm glad you guys are feeling that excitement, its cool to be able to have that in what basically is just the introduction for the AP.
As a side note, I am glad for the alpha's boost of hitpoints I think, it lets me launch a more solid attack on you, even at first level where that excitement is there, but you are sturdy enough that you can genuinely fight it off. There still is risk, but I don't have to worry so much about one lucky attack just bringing someone down.
-Tarlane
Yeah, when I ran this fight in a tabletop game... I got a lucky dogslicer Crit, and I Use the critical hit deck.... their scout drew servered sine 1d6 dex drain and double damage...
Tarlane
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Ouch, thats a pretty harsh crit for the first battle.
In my tabletop I use the critical hit/fumble decks too, though I only allow major enemies to use the critical hit deck(everyone uses the fumble one).
The decks are a lot of fun for adding flavor to things I've found, always interesting. You get some really amusing results. We've got a druid in my tabletop game who crit with a produce flame against a goblin and the crit sent it to a random dimension(natural 1 on the save). Everyone just turned and looked at him and goes 'What did you just do!?'
But then again in the tabletop game I play in(savage tide) we have the one guy in the group who just never crits and rolled a fumble where he is -1 on attack rolls until he crits. He pointed out thats never going to happen, so the DM said if he makes it to the end boss with that still on him(we're level 4 right now) that he will remove it and give him a free level.
-Tarlane
Cpt_kirstov
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He pointed out thats never going to happen, so the DM said if he makes it to the end boss with that still on him(we're level 4 right now) that he will remove it and give him a free level.
-Tarlane
LVL 4 - so sea wyvern's wake or end of bullywug gambit? (so i don't give anything away about that AP :)
Tarlane
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I'm not sure of the name of the chapter we are on, but we just had our first party death(me) followed immediately by our second party death(also me.) last session. Damia plays in that campaign with me and I blame her entirely for the second death.
We hit level 5 at the end of the last session we played in, and basically we are at sea, having just dealt with the thieves guild woman who had snuck aboard and having been attacked by the flotsam ooze. I believe that we are about to come to shore at some ruins for the gnome to explore.
It was an interesting session, my character had been flirting with the sorceress from our partner ship and so she asked him to come into the hold with him where she murdered him(Hold Person= Nat 1, Coup De Gras= Rolled a 2).
So I whipped up a new character(a spell thief) while the party was doing their thing, and he was a member of a ship taken by pirates and left to die as it sank. The group spotted the ship and rescued him just before encountering the flotsam ooze. Trying to prove himself to the party, his entire list of actions over the span of his life was to say 'Get behind me, mi'lady, I'll protect you.' to Damia. First round, first attack, ooze crit and dropped him to -23.
Question, Kirstov. You have obviously read through the entire adventure. The DM is letting us go pretty diverse in our choices, how vital do you think a true arcanist is in the adventure? Right now our group is very muscular(Ranger, Barbarian, Goliath Fighter, Cleric Duskblade) but other then the duskblade we have no arcane and no rogue.
My original character was a wizard(abjurer) who covered the arcane part, and my second character was intended to cover both that and the roguish stuff.
I am trying to decide on a new character concept now, and while I could just remake a spellthief since he didn't really get used, I am trying to juggle other ideas.
Right now I have five that are sitting pretty strong with me-
Battle Dancer(from dragon compendium): We have a lot of brute force, but nothing that is skirmishing at all.
Knight: I just love knights and have only gotten to play one for one level in a side game, seems like its overloading the party with bruisers though.
Scout: Another skirmishing type, but this time being able to cover some of the trap front too.
Beguiler: One of my favorite classes and one I have only gotten to touch on once as well. Would cover the end of the arcane spectrum that the duskblade doesn't get, but we would still be short utility spells(teleport, ect). Charm Magic is a good way to drive a DM crazy though and I'm useless against a lot of things.
Warlock: I had pretty much decided on battle dancer, but now I think this is the way I'm leaning right now. Can UMD to cover the arcane well and it was decided with the DM that I would have been a party at the ruins before, and have been turned to stone for the team to find. I am picturing a character who follows the whirling fury and strongly denies his heritage(perhaps even using a 'wand' for his eldritch blasts rather then showing they come from him.) If I go this way, I might go enlightened spirit to build on the repentant storyline.
Any thoughts on what would be best for the campaign based on what the party has? I don't mind playing just about any role to cover our bases.
-Tarlane
Cpt_kirstov
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The Adventure you are is right now it doesn't really matter... the next two after that you start facing more magical enemies, and an arcanist is helpful, otherwise be prepared to spend a good deal of money on specific goods to prepare for fights... especially later in the path (lvl 12+).
also depends on your DM - there are a lot of spots that has specific loot that they say "if your party cannot use this substitute it for something of equal value they can use" in a very martial party, its harder to come up with items that the party will split evenly, and are balenced towards the endgame.
once you get to 'the big battle' in the middle of the path (you'll know it when you get there - it spans a whole issue) from there on out it is more difficult if you do not have a magic user, skill-monkey, and someone able to take some hits (healing is really good too, but I would NOT choose paladins unless you like hard choices) None are required, but they are designed assuming a 'normal party' composure.
Tarlane
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Oh, I know a thing or two about hard choices with paladins. We played through most of Rappan Athuk Reloaded at one point and at the end you are going after orcus. Only to get to him, you have to sacrifice someone to open a portal(and thus any paladins fall) and the portal takes you straight to orcus, so no atoning. Really just bones a paladin.
If I went warlock I would probably be an item maker, so that would save a lot on item costs, and while our DM likes to run us lower then normal on loot he isn't too bad about adjusting what we have to fit the party.
Maybe I should look towards more fully arcane type classes though. I've got a player who is probably going full arcane trickster in another campaign, but maybe I could pull an 'unseen seer' or something that could cover both bases.
Hmm.
Anyway, thanks for the thoughts.
-Tarlane