Black Tom's Citadel by the Sea


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Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
Black Tom wrote:
Looks good to me. Your dex drops when you're enlarged, so your AC would be 14. Also you should prepare a domain spell. Other than that we're good to go. You can meet up with the others back at the mine (or wherever they decide to spend the night).

"Bah, all 'at trouble t' be puttin' in th' domain spells separate-like, 'n I ferget t' put a '1' in! Bah! I see I was fergettin' t' fix me CMB/CMD, as well! Me father'd be s' proud... I think she's fixed n'."


OK, rather than pounding the game thread with these details, here's what I understand the situation to be:

We are facing a corridor, no door on it, that is 10' wide, 100' long, with arrow slits (apparently occupied) on the right side and at the end.

Beginning of round one, Tiana is 10' into the corridor.

Broccan, Sanstree, and Edrukk are clustered up behind the tower shield approaching the citadel as the alarm goes off. (10' out)

Canvy is following the shield crew using evasive action. (Effectively also 10' out)

For sake of simplicity, Goat and his handler are moving directly behind the others, keeping up with Canvy by virtue of his zigzag path reducing his actual forward speed.

We have the option of moving forward at full speed, making us targets for the archers in the arrow slits, or moving forward and ducking below the slits at half speed. Also possible is a flat-out run, which negates any dexterity bonus to armor class.

Might I suggest that we use a simple "number line" to indicate where we are since a map shouldn't really be necessary? For example, if the doorway is at 0, Tiana starts at +10 (right or left side of the corridor?). Everyone else starts effectively at -10.

Initiatives and stated actions thus far:
19 Tiana, moving and ducking
13 Edrukk, moving and ducking
11 Canvy, moving and ducking
09 Broccan, moving and stabbing
08 Sanstree, moving and casting
05 Erine, moving and ducking
03 Unseen archers

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5

Sensible suggestions.

I'll try using the +10 to 0 to -10 system as best I can.


Moved this over here, didn't think it was best in the story line

.
.
.
.
.

xx___5xx__0
|#ct#####|
|#######|
|##|xx|##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|
|##x..x##|
|##|..|##|

where 'x' marks an arrow slit might be.
# is corridor
c is Canvy
t is Tania

It this what we are faced with?

Hope this helps, if it doesn't delete it.


I think you've got the right idea from what I understand of BT's comments, but this style of map is too busy for my eye to track. I don't think a map should require a lot of concentration just to read it -- interpreting what you've read is something else, of course.

However, there's one thing -- the arrow slits were originally described as being on the right rather than on the left of the original corridor. I know where you got the idea from BT's description, but we'll have to find out from him which part of his description is correct -- arrow slits on the right, or a room between the corridors where the archers lay in wait.

Anyone else noticed that there was the sound of crossbows being prepared, but only two bolts per round are coming out? Perhaps we fight an illusion of a larger force than really exists...


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry but I do suck at the map thing. There is indeed a narrow room between the corridors with arrow slits on both sides, making them be on your right both ways. I guess I was describing the corridor from looking at the map.

If you need a more detailed map, Friar Feres put together something real nice with Google docs in the Whispering Cairn thread. I think you could emulate that. But right now the situation is pretty straightforward.


Black Tom wrote:

Sorry but I do suck at the map thing. There is indeed a narrow room between the corridors with arrow slits on both sides, making them be on your right both ways. I guess I was describing the corridor from looking at the map.

If you need a more detailed map, Friar Feres put together something real nice with Google docs in the Whispering Cairn thread. I think you could emulate that. But right now the situation is pretty straightforward.

It's cool -- but for clarication, does the corridor go in 100' and then turn back on itself to the left or to the right? I think that may be were I've gotten off track. It's all good, either way. I got me an orc!


Male Human (mostly) Ex-cleric and Grumpy Cat
AinvarG wrote:
Black Tom wrote:

Sorry but I do suck at the map thing. There is indeed a narrow room between the corridors with arrow slits on both sides, making them be on your right both ways. I guess I was describing the corridor from looking at the map.

If you need a more detailed map, Friar Feres put together something real nice with Google docs in the Whispering Cairn thread. I think you could emulate that. But right now the situation is pretty straightforward.

It's cool -- but for clarication, does the corridor go in 100' and then turn back on itself to the left or to the right? I think that may be were I've gotten off track. It's all good, either way. I got me an orc!

The corridor goes for 100 feet, then turns to the right for 10 feet, then doubles back for 70 feet and finally opens up to the left (that is east, as the original corridor goes north.

The arrowslits are (a) at the room facing both corridors from the north and (b) in the narrow room between the corridors.


Yeah, I had it backwards in my head. My apologies for any confusion I've been causing folks.

I'm not familiar with the GoogleDocs thing, but you know I'm willing to work with you to create a map (when necessary - I don't think it is here, despite my thickheadedness).


Female Kobold

I'm going to PaizoCon, so I'll be back Monday.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:
Kobold Cleaver wrote:
I'm going to PaizoCon, so I'll be back Monday.

Yo...go have fun...

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Couldn't see the map BT...get the message

We're sorry, but deevor who is at live.com does not have access to this document. (change the email address for you, for reasons I'm sure you know).

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5

I'm not familiar with GoogleDocs. It is asking for an email log-in and password when I click the link. Do I need to create a user ID to access the map, or use someone else's already established code? If the latter, what should I enter?

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:
Cuchulainn wrote:
I'm not familiar with GoogleDocs. It is asking for an email log-in and password when I click the link. Do I need to create a user ID to access the map, or use someone else's already established code? If the latter, what should I enter?

I think you need to create an account, but even then the map is not accessible just yet.


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

So, it sounds like we need to hammer out a formal strategy.

Strategy suggestions for the party:

Spoiler:

Taking out the summoner quickly is obviously important. Assuming he has any uses remaining of his summoning ability, we could be swimming in orcs in a couple of rounds.

The eidolon is the next biggest threat. It will most likely try to seek and destroy our casters, or whoever dishes out the most damage in round one.

The orcs, despite the problems we've had with them, are the least problem. We can't ignore them entirely, but if we are lucky, they are summoned orcs and will vanish when the summoner is killed. If they're not summoned, they may break and run if the summoner is killed. If we are unlucky, they are all Barbarians and will fly into a rage.

Broccan has the most hit points, and the best AC, but currently can't seem to hit the broad side of a barn most of the time. I figure that using him to occupy the eidolon keeps its claws and fangs away from our lightly and unarmored party members.

An enlarged Edrukk going after the Summoner directly might be a good way to end the encounter quickly, especially if Sanstree's storm burst effect keeps him from effectively casting/summoning.

I haven't seen the map yet, but based on the description, it seems that Tiana sneaking over to hit the sorcerer from behind is unlikely, but if she can close with the summoner on or about the same round as Edrukk, there's a good chance of flanking him. It's a risk, though, as she's out in the open and exposed.

Erine has a good chance of keeping the orcs weakened using her spells and hexes, but she'll need someone nearby to hedge against the orcs charging her directly. Sanstree will most likely be back with her as well, and both aren't solid enough to take more than a hit or two. Canvy can provide that role, as he has solid damage dealing ability, good armor and hit points. He may be able to cut the nearest orcs down within 2 or 3 rounds.

Alternately, I can hold Broccan back with his tower shield to provide Erine and Sanstree with cover, while Canvy takes on the Eidolon. Canvy's potential for high damage might finish it more quickly, whereas Broccan would more or less be just absorbing hits and damage for a few rounds. The downside is that the eidolon would have a better chance of taking out Canvy quickly as well (based on the raw numbers: hit points, AC, etc) so that has its risks as well.

There is also the X factor of Crommard. He may simply be an NPC Expert (assumption based on present evidence), but a crossbow is a simple weapon, so he can use it (if he is willing), and that cannot hurt our chances.


Male Human Druid 3 / Wizard (Foresight School) 3 / Mystic Theurge 2

I agree with that strategy and will also make the suggestion for an exit strategy!

Obscuring mist will not work in getting out if the summoner is still alive/conscious he can summon creatures w/scent(blindsight) etc and send then into the fog after us. (A tactic I intend to use in the future).

A covered retreat only really works with the summoner down.......

Same is true of the mist during the battle!

Might we attempt to parlay first seeing if the orcs will either listen or let us get into better positions, I would even think a few people might stay out of sight.......


Tiana will definitely try to flank the summoner with Edrukk while the others fight around.


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
Tiana Twelvefingers wrote:
Tiana will definitely try to flank the summoner with Edrukk while the others fight around.

On the wrong computer to answer with details, but I'm pretty sure the distance from where Tiana peers around the corner to any foes will require a round of movement before anyone can engage - or someone setting themselves up as bait to draw the foes closer. In other words, I don't believe any of the orcs are within 30'. So I don't think she's going to be able to sneak attack anyone with her bow, either.

The map is about 90% done (and should be finished after work this evening), so the mystery will be revealed before too long. Sorry for the delays - and I hope it's worth the wait!


Female Gnome Witch 6 (Ward currently on Nobody, Hero Points: 1, Hit Points: 50/54)

I'm going to try and charm the summoner. It will at least make him less inclined to intervene, and may delay him a round or so before he decides to target us anyways. I'm really starting to regret picking this power, though...
Is there any way we can access the arrow slit area? Maybe we could lure the orcs in and get a few easy shots. Better yet, we could lure them outside. I understand orcs don't like daylight.


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

OK, the initial attempt at a map is done and submitted for approval and correction. For strategic planning purposes:

There is a large dry well in the courtyard (assuming Tiana is looking in at the southwest corner, the well is roughly south-center of the courtyard.

Directly north of the courtyard is a large statue, behind which two crossbow-bearing orcs hide.

Directly north of the statue awaits the spellcaster, the tiger thing, and two more orcs (which I just realized are not on my map - sorry, BT, I'll fix it, just tell me where to put them!)

As for distances, it appears to be over 100' to the nearest enemy from Tiana's position. That has to figure into any plans.

The well might be a weapon use against an orc if anyone can Bull Rush. Obviously, the statue might server as a shield against incoming crossbow bolts.

I'm leaning toward casting Enlarge Dwarf on round 0, casting Shield of Faith and moving to engage the enemy on round 1 as the rest of the party takes their first actions. Round 2 would largely be dependent on the orcs' responses. If they charge the dwarf as a response, then he will be busy. If they hide, he will pursue the spellcaster and/or his kitty.

Thoughts? Remember, no plan survives initial contact with the enemy, so there's little purpose in planning much past a second round.


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

How far away is the well from our entrance? Is it a distance that can be covered in one move? Is the well walled or just an open hole? If it's walled, the it could provide partial cover.

If we can get a caster at least 20' out of the entrance without getting peppered with crossbow bolts, we could get an obscuring mist going. That would give us 40' of cover (20' radius, right?), which would put us in better position to shoot accurately or charge out towards the enemy.


Male Human Druid 3 / Wizard (Foresight School) 3 / Mystic Theurge 2

Or given that they have the high ground as it were do you think we can wait them out.......

Ie we can either

1. recover lost spells
OR
2. let some number of them come to us when they decide to.

OR

Come in on top of each other and throw a mist an hope they don't know where we are, and how many there are.

Mist keeps me from using storm burst on the caster so he will get at least 2 rounds of castings!

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:
Sanstree wrote:

Or given that they have the high ground as it were do you think we can wait them out.......

Ie we can either

1. recover lost spells
OR
2. let some number of them come to us when they decide to.

OR

Come in on top of each other and throw a mist an hope they don't know where we are, and how many there are.

Mist keeps me from using storm burst on the caster so he will get at least 2 rounds of castings!

Prefer if we can taunt them to come to us....

I could do something really not nice, use an orc as a shield and make myself a target, then see if they come our way....a little provocation always helps....a touch risky maybe....

Otherwise 1st round I throw doom over cat thing, then take on the orcs with x-bows in an attempt to take out threats to the casters..then join the others against the tough 2 and 2 orcs.

Can give someone +1 to hit too before we go out...

Tell me what you want Canvy to do and he's likely to do it.


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

Are the looted crossbows light or heavy? Lights have an 80' range increment, and heavies have 120'.

If heavies, we can engage the first two orcs from here, though the statue probably gives them pretty good cover (+4 or maybe even +8 to AC). On the plus side, crossbows are simple weapons, so anyone can use them.

We really need to (somehow) engage the summoner on round one. Anything to disrupt his casting.

We may want to take range penalized shots en masse at the summoner from here (-2 to hit, not impossible). With everyone firing at once, maybe we can hope for 2 or 3 hits.

Of course, that leaves us down a round when we could have cast spells or improved our tactical positions.

Another option might be to have Crommard alone fire on the summoner (just leave him a stack of loaded crossbows), while the rest of us either prepare buffs, cast spells, or move into position. Of course, that assumes Crommard will help, he may be opposed to fighting entirely.


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
Broccan Dunchad wrote:

How far away is the well from our entrance? Is it a distance that can be covered in one move? Is the well walled or just an open hole? If it's walled, the it could provide partial cover.

If we can get a caster at least 20' out of the entrance without getting peppered with crossbow bolts, we could get an obscuring mist going. That would give us 40' of cover (20' radius, right?), which would put us in better position to shoot accurately or charge out towards the enemy.

BT's description was that it was a dry well. Nothing further, so I don't know if it is walled or not. I suspect it is. It's between 40' and 60' from Tiana's position.

Verified the radius for Obscuring Mist, you are correct (I can never remember). Moving through bow range does not provoke, so a caster could move out into open courtyard and cast, creating cover for someone else. As a suggestion, Erine could attempt to Charm from cover on one round, then move out 20' and Mist the next round, dropping prone after casting to minimize likelihood of a blindly-fired crossbow bolt reaching her.

That allows Sanstree to use his actions to Storm Burst if appropriate and should give the rest of the party another 40' of cover from the doorway. Seems reasonable to me. The irritating thing is my movement rate will cause me to take forever to get to the fight unless Canvy taunts them to come to me -- and then the Mist will also give them cover.

The caster and the kitty are just over 100' from the doorway by my rough count. The orcs at the statue are in the 80' - 90' range. I'm not sure where the third and fourth orcs are other than near the caster.

I can cast Bless on the party, but it will take another round and burn my last available CLW slot. I do have a couple of channeling opportunities available yet.


Male Human Druid 3 / Wizard (Foresight School) 3 / Mystic Theurge 2

Edrukk could move out with sanstree to the center and possibly forward a little before the mist is cast.

It seems like giving Edrukk a head start forward might be a good game plan.

ALternately Erdukk could even get ahead of Sanstree and be even closer when the mist initially comes up.

Just thinking that might get everyone into the fray at the same time.

Not sure you should burn the last CLW.

Does our witch have the healing hex?


Female Kobold
Sanstree wrote:

Edrukk could move out with sanstree to the center and possibly forward a little before the mist is cast.

It seems like giving Edrukk a head start forward might be a good game plan.

ALternately Erdukk could even get ahead of Sanstree and be even closer when the mist initially comes up.

Just thinking that might get everyone into the fray at the same time.

Not sure you should burn the last CLW.

Does our witch have the healing hex?

No, the charm one. Which, again, I'm really starting to regret. It barely even fits her character. I can't wait until the next level.

However, I have Cure Light Wounds and Mage Armor prepared, so I can act as emergency healing should it be necessary.


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
Kobold Cleaver wrote:


However, I have Cure Light Wounds and Mage Armor prepared, so I can act as emergency healing should it be necessary.

Ah, excellent. That's good to know.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Edrukk, if you can run the first bit, you should get pretty much close enough to do some damage in round 2. Depends on your Dex really, can you afford to loose it.

I don't think you should blow the CLW on a bless....I think we need all the healing we can get...

I'm confused as to any plan, particularly as Sanstree, the mist maker is down for after the orcs....so...

We send Tianna out on her own for 3 or 4 rounds sneaking up on the Orcs...then she should get close enough to sneak attack when we get to them too.

I suggest that Edrukk, Broccan, Sanstree and I take a dead orc each and use it as cover to walk a little way (20ft/40ft) towards the bad guys. Maybe we can get away with bluff/disguise or whatever to maybe fool them into not acting this round? plus provides a bit of cover. Whilst we do this, behind us and covered by us, Erine could do the charm thing, just in case on the old boy orc...(although Erine might need to be much much closer before she can try that out).

Then we should be in reach of them next round to start up....

Edrukk to the Summoner, Broccan to the Cat thing. I cast doom on cat thing..and take on whatever next round. Tianna does her sneak thing, should be able to pounce that round hopefully. I think its probable the summoner will get an action the first round unless the charm works. Not sure what will happen to the cat thing if we get the summoner down...

Shall we do this??? I think we're a bit outgunned...but...


Female Gnome Witch 6 (Ward currently on Nobody, Hero Points: 1, Hit Points: 50/54)

Actually, I'm thinking I'll use dancing lights instead, to make a glowing figure advance from the north. That may distract the orcs a bit better. After all, if I used my hex the save DC is the same as a Daze, and probably less effective.
Sadly, Erine hasn't been all that effective so far, so I'll probably have to be content with serving as a distraction.


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
Canvy Mandrain wrote:

Shall we do this??? I think we're a bit outgunned...but...

That is a very good question. I know Sanstree has indicated some reluctance to jump in at this point. We can certainly take a vote. Edrukk will go forward if we want to.


Male Human Druid 3 / Wizard (Foresight School) 3 / Mystic Theurge 2

Actually carrying the orcs when we hit the other side of the mist might make them pause as they might not be sure what they are aiming at!

Any takers?


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

As for Sanstree's unfortunate initiative roll, we can use the first round to cast preparatory spells or delay until he's ready. Letting the orcs go first might actually be a good thing here to get a sense of their tactics.

Mist followed by Tiana sneaking to the well might be good -- but we should remember that at least one orc knows full well how many of us there are -- he stopped firing at us with the crossbow and retreated, and we have to assume he's reported our numbers to his allies.

I'm assuming that we are going to go. On round one, Edrukk will begin to cast Enlarge Dwarf, which will take the whole round. You might need to move to make room for him...


Female Kobold

Actually, the orcs don't know where we are yet, so we should have a surprise round. Not sure, though.


Male Human (mostly) Ex-cleric and Grumpy Cat
Kobold Cleaver wrote:
Actually, the orcs don't know where we are yet, so we should have a surprise round. Not sure, though.

Oh, they know where you are alright. Who do you think has been shooting crossbows at you all this time?


Female Kobold
Black Tom wrote:
Kobold Cleaver wrote:
Actually, the orcs don't know where we are yet, so we should have a surprise round. Not sure, though.
Oh, they know where you are alright. Who do you think has been shooting crossbows at you all this time?

Huh? I seem to recall...

You wrote:
They don't seem to have seen you yet, but their crossbows are pointing in your direction.

I haven't seen anything changing that yet.


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
Kobold Cleaver wrote:
Black Tom wrote:
Kobold Cleaver wrote:
Actually, the orcs don't know where we are yet, so we should have a surprise round. Not sure, though.
Oh, they know where you are alright. Who do you think has been shooting crossbows at you all this time?

Huh? I seem to recall...

You wrote:
They don't seem to have seen you yet, but their crossbows are pointing in your direction.
I haven't seen anything changing that yet.

I think he means they were the ones shooting at us through the arrow slits. And while they don't know exactly where we stand, they are well aware that we are near and a threat -- ergo, no surprise round.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Just when it gets really difficult Canvy has to help his daughter move from one student digs to another (Saturday), then it will be home stiff and England v Germany (so that's Sunday). So its unlikely I will be able to make many posts over the weekend.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Who needs a straight 8 hours sleep, don't know enough about witches?
Who has the best abilities to see in the dark?

This is a first shot at a watch order, I don't expect it to end this way, but we gotta start somewhere. I assume a single guard, 2 hours each starting 8pm til 6pm.

Broccan
Canvy
Tianna
Edrukk
Erine and goat
Sanstree


Canvy Mandrain wrote:

Who needs a straight 8 hours sleep, don't know enough about witches?

Who has the best abilities to see in the dark?

This is a first shot at a watch order, I don't expect it to end this way, but we gotta start somewhere. I assume a single guard, 2 hours each starting 8pm til 6pm.

Broccan
Canvy
Tianna
Edrukk
Erine and goat
Sanstree

Assuming you mean 8PM to 6AM, that's only 10 hours. You've allowed for 12 hours of watches. I don't think it's a problem, but I noticed it as I was working up my response.

As an arcanist, I expect the witch to require a full night's sleep. Depending on the DM, it doesn't have to be a consecutive eight hours - I've seen some say eight consecutive hours, I've seen eight hours within 12 is good enough, I've seen that each disruption in the sleep period adds an hour to the required rest time. I don't recall what BT's thoughts are on the matter.

The divine casters do not require sleep to recover spells -- obviously, they need sleep for other reasons -- so their sleep can be broken up without concern.

I believe Edrukk's the only one with darkvision. Does Erine have low-light vision?

I would make the suggestion with twelve hours of downtime, we can double up our watches. At the very least, I think Edrukk's darkvision needs to be available as much as possible. How about this modification to your suggested watch order?

Broccan & Canvy 2000 - 2200
Canvey & Tiana 2200 - 2400
Tiana & Edrukk 0000 - 0200
Edrukk & Sanstree 0200 - 0400
Sanstree & Erine & Goat 0400 - 0600
Erine & Goat & Broccan 0600 - 0800

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

I'm fine with that, once we all agree on the order, can BT take it as our default order unless we specify otherwise.


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

I'm fine with the double-rotation, and I'm also in favor of making it our default for BT to use.


Female Kobold
Broccan Dunchad wrote:
I'm fine with the double-rotation, and I'm also in favor of making it our default for BT to use.

Witches need 1 hour to prepare their spells.


Kobold Cleaver wrote:
Broccan Dunchad wrote:
I'm fine with the double-rotation, and I'm also in favor of making it our default for BT to use.
Witches need 1 hour to prepare their spells.

So do wizards. How much rest does the witch need before she can do so?


Female Kobold
AinvarG wrote:
Kobold Cleaver wrote:
Broccan Dunchad wrote:
I'm fine with the double-rotation, and I'm also in favor of making it our default for BT to use.
Witches need 1 hour to prepare their spells.
So do wizards. How much rest does the witch need before she can do so?

Eight. My point is, I need more than the eight hours I get with the current plan. I'm pretty sure preparation has to be uninterrupted.


Kobold Cleaver wrote:
Eight. My point is, I need more than the eight hours I get with the current plan. I'm pretty sure preparation has to be uninterrupted.

Ah, my bad. I thought you were answering the question of how much rest Erine needs before she can prepare. As for the time needed, keep in mind that you don't have to prepare your spells within the 12-hour rest period.

Actually, if you are standing watch, you shouldn't be prepping your spells during that time, anyway, so I think we should assume another hour (or two, since there are four of us with spell prep requirements) _after_ everyone's awake and alert for spell prep, martial exercise (if you are of that bent), prayer, etc.

Thanks for the clarification.


Badslacker, I know this is too little, too late, but she had three actions available since she beat them on initiative. I thought she was going to sneak attack (#1), sneak attack (#2), and run like hell (#3). They would follow and we would be waiting.

At least Edrukk has his channeling back, if he can get within 30' of Tiana without intervening walls, there's still a chance to save her.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Just wanna check, with the orc in front of me down, I should be able to cast without an AoO. I don't think I've cast Lesser Confusion, so just wanted to make sure all this is possible before I try and do it.

I was gonna cast it on the orc fighting Edrukk, before I start to fight again. If Edrukk has an objection to this tell me before I post.


Male Human (mostly) Ex-cleric and Grumpy Cat
Canvy Mandrain wrote:

Just wanna check, with the orc in front of me down, I should be able to cast without an AoO. I don't think I've cast Lesser Confusion, so just wanted to make sure all this is possible before I try and do it.

I was gonna cast it on the orc fighting Edrukk, before I start to fight again. If Edrukk has an objection to this tell me before I post.

That should work, since there is no orc threatening you. I must admit that I thought Canvy was knocked down by the blow.


In Wrath's Shadow
AinvarG wrote:

Badslacker, I know this is too little, too late, but she had three actions available since she beat them on initiative. I thought she was going to sneak attack (#1), sneak attack (#2), and run like hell (#3). They would follow and we would be waiting.

At least Edrukk has his channeling back, if he can get within 30' of Tiana without intervening walls, there's still a chance to save her.

Well the quite-naive idea was to kill one orc or at least wound it, and block the others from advancing while the rest of the group shoots them (as that was a much better chokepoint). The reasoning was that Tiana could take a hit before needing to retreat, and such a round could conclude with killing of another orc or two. The problem was she got hit twice in the same round.

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