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Post by Gigermann on Nov 2, 2016 19:28:18 GMT -6
Just so it's out there: I was thinking about using the Fly spell/scroll to keep all/most out of its reach.
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Post by LabRat on Nov 3, 2016 15:47:20 GMT -6
::sigh:: I don't know gentlemen, I'm kind of at a loss for this one. Most of my offensive spells have to do with either smiting evil or require some sort of save. I figured his saves are going to be pretty high (especially his fort), so I guess I would have maybe a 25% chance of something hitting...at best. So I was thinking about defensive buff spells, but I don't know how much an extra 10 HP or a +1 AC is really going to help. I do have a few ideas for situational spells but I don't think it is worth the risk, as there are a lot of variables that would have to happen in order to make it work (I would have to get up there, touch him, make a concentration check to cast the spell, and pray he doesn't make his save). I mean if they do work they would be really cool, but it is high risk, high reward. The typical run up and engage the creature is not going to really work. First you have to get through its reach, so there's an AoO, then I estimate that he probably has a 21-23 AC (I figured any everyday owlbear at his size would be lower, but since he has barding, I bumped it up), so that gives me about a 40% chance to hit without any bonuses that a spell would give me. So if I hit, I will average 17 points of damage (again without bonuses due to spells). Basing it off of the owl bear we fought before, this guy will have at least 3 attacks (2 claws and a bite, as well as grab). I assume that if he grapples any one of us, we will NOT be able to break it. Given his size, I estimate that he will probably have a 75-80% chance to hit my buffed out AC of 25. I imagine he will do at least a D8+8 worth of damage for each attack, so that is an average of 37-ish hp of damage per round. I have 54 hit points without buffs. So based on my estimate I may be able to go for 2 rounds with this guy before I'm taken out, assuming he hits with all or most of his attacks (which is likely). I'm saying all of this to confirm with Rigil and Giger that we need to do everything we can to keep this guy at bay. I do have some ranged spells that will do some damage, they aren't great, but right now I'm all for death by a thousand cuts. And we do have the fireball necklace which will help. Once he engages either Tess or Andrei the clock will start to count down and it will be a few rounds before shit is going to hit the fan. Since there is something that is making him super aggro at the world, I don't think that he is going to spread out his attacks. I think he is going to see something, charge, grapple, and kill...end of story...roll new character (I got dibs on Paladin, if it comes down to it ). Question for GM: Based on eyewitness accounts, besides the barding, was there anything else the Owl Bear was wearing? Necklace of Aggro? Earrings of smite? Sash of Slaughter? Thong of eternal wedgie? Based on the idea that someone unleashed him to wreck up our town, I wonder if he may be in possession of something that may make him enchanted or enraged? Kind of like how bulls are hit with a small lance during Spanish bull fights to tick them off. I don't know....I'm just struggling with this one. I feel gimped without being gimped.
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Post by WxMAN on Nov 3, 2016 20:11:25 GMT -6
Question for GM: Based on eyewitness accounts, besides the barding, was there anything else the Owl Bear was wearing? Necklace of Aggro? Earrings of smite? Sash of Slaughter? Thong of eternal wedgie? Based on the idea that someone unleashed him to wreck up our town, I wonder if he may be in possession of something that may make him enchanted or enraged? Kind of like how bulls are hit with a small lance during Spanish bull fights to tick them off. Reports (and identification from Walker) state the beast is wearing studded leather barding - something extremely unusual and indicates that it is or was likely tamed and/or owned.
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Post by Gigermann on Nov 4, 2016 9:23:28 GMT -6
I/we keep forgetting that it's likely the owlbear will not be alone
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Post by WxMAN on Nov 4, 2016 9:48:53 GMT -6
It is actually an dire owlbear nesting beast.
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Post by LabRat on Nov 4, 2016 10:51:45 GMT -6
I/we keep forgetting that it's likely the owlbear will not be alone Well what do we know about owlbears? Are they solitary animals or do they travel in um...a...flock? Sleuth? Flueth! (Actually, I think a group of owls is called a Parliament and not a flock but don't quote me on that.). Granted the person that is orchestrating all of this may be hanging out with Honeybeak, but we really can't say for sure. My advice is to prepare for the worst and hope for the best.
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Post by WxMAN on Nov 4, 2016 11:02:13 GMT -6
Owlbears exist (typically) in solitaire or mated pairs, however it is possible (though extremely rare) to be in a group of 3-5. Then again, a huge owlbear with barding is extremely strange as well
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Post by WxMAN on Nov 5, 2016 18:21:51 GMT -6
XP, Session, Timeline updated. Chapter 2 is complete and y'all leveled up and we'll begin with everyone on Level 7 to start Chapter 3. Kingdom Damage Done:- Svetlanagrad Houses - 1BP
- Svetlanagrad Shop - 1BP
- Svetlanagrad Stable - 1BP
- Hex (2,4) Farm - 1BP
- Hex (2,4) Mine - 2BP
- Fort Voronkov Castle - 1BP
- Fort Voronkov Mill - 2BP
- Fort Voronkov Houses - 1BP
- Fort Voronkov Inn - 3BP
- Fort Voronkov Smithy - 1BP
Each of these will need to be repaired before they can be used for kingdom bonuses/checks again - but we can worry about that when we pick this up next time.
The plan for when we return is to start off where we left off, but the first couple sessions will be the PC's spending time building the kingdom out for as long as y'all want, since by and large I think the thing I'm most disappointed with my run is that I haven't given the kingdom enough life for you guys and I'd like to remedy that so you guys feel connected to the kingdom and an integral part of the leadership
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Post by Rigil Kent on Nov 5, 2016 18:46:35 GMT -6
I think the thing I'm most disappointed with my run is that I haven't given the kingdom enough life for you guys and I'd like to remedy that so you guys feel connected to the kingdom and an integral part of the leadership I don't have any complaints myself, but from my own experiences with the Casus Belli game, I completely understand where you're thinking process is with regards to that. I'm in the same kind of boat with that game but haven't figured out exactly how to resolve it myself either. One thing I am planning on doing is the following (which A. is copied from the Saturday group's boards and B. probably isn't much help)
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Post by Rigil Kent on Nov 6, 2016 8:42:27 GMT -6
Also, what was the loot again? I got the longsword +1 and the ring of bestial friendship, but missed most of the rest. Think there was magical chainmail? (Or chain shirt? If chainmail, Andrei will totally use that, but if chain shirt ... into the party loot it goes.)
BTW, if you had intended on converting that sword to an Aldori dueling blade like you said during the game, the rules still allow it. The only difference between an Aldori dueling sword and a longsword is that you can use Weapon Finesse with the Aldori blade. Specifically:So it is not entirely out of the question for the barbarian dude to have had one, presuming he just uses it as a longsword (and probably took it from the corpse of an Aldori-trained guy he killed. Note that I am not pushing for this - if I could find a way to enchant my existing weapon, Andrei would probably more happy with doing that than picking up a random magical item and using it since the existing weapon has a closer emotional tie.
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Post by WxMAN on Nov 6, 2016 21:34:03 GMT -6
Loot List:- 1x +2 Chain Shirt
- 1x Leather Armor
- 1x Gloves of Swimming and Climbing
- 1x +1 Lonsword/Aldori Dueling Sword?
- 15x Daggers
- 12x Longsword
- 1x Shortsword
- 1x Mwk Warhammer
- 1x Vial of Silversheen
- 1x Vial of Antitoxin
- 1x Mwk Thieves Tools
- 1x Ring of Beastial Friendship
- 1x Wand of Lightning Bolt (CL5, 33 Charges)
- 2x Potions of Speak with Animals
- 1x Jar of Restorative Ointment
- 2x Smokesticks
- 1x Tanglefoot Bag
- 2x Thunderstones
- 1x Huge Owlbear Barding
- 1x Amethyst (100 GP)
- 363 GP
As far as the +1 longsword or aldori dueling sword is concerned, I was operating under the pseudo houserule of paying for the upgrade on a weapon/ring/whatever, similar to ancestrial weapon as we have in the past. As such, I am also fine with the idea of "transfering" the magic from one weapon to another, so long as they are the same weapon. So if you want, we can say it is an aldori dueling sword and have someone transfer the magic into your weapon, or we can say it is a longsword, sell it, and purchase a magical upgrade to your personal weapon whenever you wish
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Post by Rigil Kent on Nov 7, 2016 9:35:26 GMT -6
XP, Session, Timeline updated. Chapter 2 is complete and y'all leveled up and we'll begin with everyone on Level 7 to start Chapter 3. Kingdom Damage Done:- Svetlanagrad Houses - 1BP
- Svetlanagrad Shop - 1BP
- Svetlanagrad Stable - 1BP
- Hex (2,4) Farm - 1BP
- Hex (2,4) Mine - 2BP
- Fort Voronkov Castle - 1BP
- Fort Voronkov Mill - 2BP
- Fort Voronkov Houses - 1BP
- Fort Voronkov Inn - 3BP
- Fort Voronkov Smithy - 1BP
Each of these will need to be repaired before they can be used for kingdom bonuses/checks again - but we can worry about that when we pick this up next time. Did some testing - this almost guarantees an increase in Unrest as our Stability is now reduced to the point we are unlikely to make the control roll (now have to roll over a 14) to make it and further reduces the likelihood of no taxes collected for repairs (must roll 10 or greater). The House ... I'm not sure how that will work. Houses reduce Unrest by -1 ... so since this House is damaged, does that mean we gain +1 Unrest straight away? Anyway, I've applied the appropriate bonuses we get for buildings to the temp bit as penalties - Stability might decrease by a further -1 once I figure out why there was a bonus of +1 in that Temp field ... reviewing notes. UPDATED: Forgot that the stability was going to jump up several points when I updated Andrei (5 ranks of Know (nobles), Leadership feat) and it will increase a further +2 when Liliya takes over for Walays as Grand Diplomat. When do we spend BPs for this? Do we treat repairs like construction of new buildings? If so, then we've got more than a few months of repairs to handle... Also, what is the status of the Army? Has it been completely destroyed? This will matter for Consumption usage. If not destroyed, how "wounded" is it? I did notice this "Each day that an army spends at rest (no movement and no battle), it heals a number of hit points equal to its ACR. Once per day, you may attempt a Loyalty Check against your kingdom's Control DC. If you succeed, your army heals a number of additional hit points equal to its ACR." The latter part is not going to work as it is categorically impossible for us to make that roll for a while (DC 34, Loyalty score (currently) at 9). but that army's ACR is 2 so it looks like it will heal at that rate presuming it isn't completely destroyed.
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Post by WxMAN on Nov 7, 2016 16:29:18 GMT -6
Houses reduce Unrest by -1 ... so since this House is damaged, does that mean we gain +1 Unrest straight away? Anyway, I've applied the appropriate bonuses we get for buildings to the temp bit as penalties - Stability might decrease by a further -1 once I figure out why there was a bonus of +1 in that Temp field ... reviewing notes. UPDATED: Forgot that the stability was going to jump up several points when I updated Andrei (5 ranks of Know (nobles), Leadership feat) and it will increase a further +2 when Liliya takes over for Walays as Grand Diplomat. I think as far as unrest is concerned - any building that is damaged and reduces unrest means it no longer reduces that unrest. So if it reduced it by 1, it now reduces it by 0. I'm spit balling it right now, so if there are actual rules for this I'd take that guidance but for now that is what I'm thinking. When do we spend BPs for this? Do we treat repairs like construction of new buildings? If so, then we've got more than a few months of repairs to handle... You can repair 2x the number of things you can build in a month. Also, what is the status of the Army? Has it been completely destroyed? This will matter for Consumption usage. If not destroyed, how "wounded" is it? I did notice this "Each day that an army spends at rest (no movement and no battle), it heals a number of hit points equal to its ACR. Once per day, you may attempt a Loyalty Check against your kingdom's Control DC. If you succeed, your army heals a number of additional hit points equal to its ACR." The latter part is not going to work as it is categorically impossible for us to make that roll for a while (DC 34, Loyalty score (currently) at 9). but that army's ACR is 2 so it looks like it will heal at that rate presuming it isn't completely destroyed. They are down to 1HP. Seems silly you can heal a squadron from 20% health to full health in 2 days, but whatever - we're all learning the pathfinder mass combat rules
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Post by Rigil Kent on Nov 7, 2016 17:32:22 GMT -6
I think as far as unrest is concerned - any building that is damaged and reduces unrest means it no longer reduces that unrest. So if it reduced it by 1, it now reduces it by 0. I'm spit balling it right now, so if there are actual rules for this I'd take that guidance but for now that is what I'm thinking. Okay ... just want to make sure I grok. Right now, there are three buildings that reduce Unrest that have been damaged - the House in Svetlanagrad (-1 Unrest), the House in Fort Voronkov (-1 Unrest) and the Castle (-4 Unrest). So if I understand you correctly, we basically pick up 6 Unrest from those two buildings being damaged? Ouch. With our current kingdom stats, that pretty much ensures a further Unrest increase in the coming kingdom roll (have to roll a 16 or greater to avoid any further Unrest.) This means we're already moving into dangerous territory - with some bad Stability rolls, we could hit Unrest of 10 at the end of the first die roll in the next kingdom building check! One more point of Unrest (which is probably easy to happen with a shitty Event roll) and we're actually losing Hexes. As to actual rules for "damaged" buildings, I've found one line which is actually even more brutal than you have. Under the Vandals (Settlement) event, I've found "Thugs and dissidents riot and destroy property. Attempt a Loyalty check and a Stability check. If you succeed at both, the vandals are stopped before your kingdom takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. a damaged building provides no benefits until half its cost is spent repairing it." This would be ... ugh, 41.5 BPs which is horrifyingly brutal, so at least we're looking at a much smaller recovery phase (albeit one that does pretty much cease all other expansion/construction for a minimum of 2 months (probably more with our tendency to botch up Economy rolls when it comes to taxes.) I also found references to "destroyed" buildings: "Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed." This single creature has done an unbelievable amount of damage to the realm - how exactly did it damage a stone castle? To be fair, they're all like Fighter 2, so they recover 2 hp by themselves in a single day of bed rest. So that's 4 hp right there in two days. And we can go from 2 hp to 72 with a bit of magical healing so, not that crazy in a D&D world. EDITED TO ADD: I just reread my above comments and they read like I'm trying to argue with the GM or just generally get my way. Totally not what I'm doing. Just putting down the numbers as I see them which could easily be flat out wrong. Not trying to start any crap here... Stupid interwebz...
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Post by WxMAN on Nov 7, 2016 20:58:53 GMT -6
Right now, there are three buildings that reduce Unrest that have been damaged - the House in Svetlanagrad (-1 Unrest), the House in Fort Voronkov (-1 Unrest) and the Castle (-4 Unrest). Just to make sure I remember things properly; If you have 0 unrest and built a castle (or house or whatever), nothing happens, right? It is just a nice bonus for building that item? If so, then there will be no increased unrest until the number of months worth of BP damage goes by without repairs being done (so 1 month for houses, 4 months for the castle). Unrest goes up to the max that the building can reduce unrest, and once the building is repaired, that unrest is removed. Again, this is kind of butt pulling, but the rules seem to make logical sense to me. Hopefully I explained them alright. So after 1 month goes by, if the Svetlanagrad house is fixed, there is no unrest. If the Voronkov house is left alone, Unrest will go up by 1. If on the next month you fix the Voronkov house, unrest will go down by one. If you leave the castle for 4 months in disrepair, unrest will go up by 1 each month until a max of unrest +4. Once the castle is repaired, unrest will go down by 4. This single creature has done an unbelievable amount of damage to the realm - how exactly did it damage a stone castle? He only did 1/54 worth of damage to the castle. Probably from bashing soldiers into the sides and attacking the thermal exhaust port you guys forgot to cover with a grate. To be fair, they're all like Fighter 2, so they recover 2 hp by themselves in a single day of bed rest. So that's 4 hp right there in two days. And we can go from 2 hp to 72 with a bit of magical healing so, not that crazy in a D&D world. Fair enough, though healing HP with magic is "easier" than replenishing dead bodies that were killed in the Owlbear/Lizardfolk attack. Either way, I think there are plenty of people to help re-shore-up the military, especially given the inspirational speech and (soon to be) heroic return of their leaders. EDITED TO ADD: I just reread my above comments and they read like I'm trying to argue with the GM or just generally get my way. Totally not what I'm doing. Just putting down the numbers as I see them which could easily be flat out wrong. Not trying to start any crap here... No worries. I'm not reading it as argumentative. I'm just kind of in uncharted territory so I am just guessing at rules that make sense in my head, so pointing out flaws in my thinking or whatever helps us get rules we're happy with that are fair to y'all and fun to play with.
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Post by Rigil Kent on Nov 7, 2016 21:18:08 GMT -6
Dammit! Who the hell failed to cover that thermal exhaust port? Heads will roll!
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Post by LabRat on Nov 8, 2016 10:31:29 GMT -6
Dammit! Who the hell failed to cover that thermal exhaust port? Heads will roll! *Tess checks her To Do list, crumples it and throws it into the bushes, back away slowly, while whistling*
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