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Post by WxMAN on Oct 24, 2015 19:36:15 GMT -6
XP and Obsidian Portal updated. Y'all will level next week unless you decide to just chill at the hot springs and drink.
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Post by Magman on Oct 28, 2015 17:28:04 GMT -6
you decide to just chill at the hot springs and drink. Sounds like a plan to me Do you have the stats for the Elk yet? When you get them you can post them or give me a hard copy Friday either way I am good with it .
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Post by WxMAN on Oct 28, 2015 19:07:37 GMT -6
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Post by WxMAN on Nov 14, 2015 19:47:24 GMT -6
Obsidian Portal (both Session 8 and 9) and XP updated. Also added entries for Mikmek, Chief Sootscale, and Ubagug (the boggard - lord knows how I pronounced it last night but this is his real name)
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Post by Rigil Kent on Nov 14, 2015 19:51:08 GMT -6
Bearly Boaring, huh? I had "Battlin' Bacon."
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Post by WxMAN on Nov 14, 2015 20:13:28 GMT -6
I had already used "Battle" so I didn't want to using it several times.
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Post by Gigermann on Nov 14, 2015 22:50:23 GMT -6
Bacon Boss
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Post by WxMAN on Nov 14, 2015 23:22:27 GMT -6
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Post by Rigil Kent on Nov 24, 2015 9:49:01 GMT -6
So, some thoughts for our impending siege of the bad guys. I wanted to put this down before I forgot about it since we've got like 2 weeks until the next session. We already know this is going to be a tough fight, so I'm thinking we actively try to recruit some allies. Who? - The boggard ("King Ubagug The Fair") might be a nice ally to have in this fray. He's not quite Helpful in terms of Diplomacy, I think, but another round of convo could get him there.
- Sootscale & Mikmek? The kobolds probably would not be that useful, but they might be capable of handling some basic recon duties.
- Jhod asked Andrei if there was anything he could do after the PCs found that temple. At the time, Andrei couldn't think of anything. Now he can. If nothing else, Jhod might be able to provide some additional tactical support.
- Those two faeries - Perlivash and Tyg-Titter-Tug - might be potential allies for recon duties. Or distractions in some fashion.
- Others?
But much depends upon our initial recon of the area, yeah?
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Post by Magman on Dec 3, 2015 20:10:59 GMT -6
Ya that sounds good
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Post by LabRat on Dec 4, 2015 9:04:04 GMT -6
One other thing I would add is if we run into some bandits while doing recon (or maybe we will decide to actively hunt them), try to capture one of them alive in order to get intel about the Stag Lord's holding.
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Post by WxMAN on Dec 5, 2015 22:40:34 GMT -6
Obsidian Portal and XP updated. XP was quite low because most of the session was spent scouting out the place and gathering allies for the coming fight.
Also, Labrat (accidentally) reminded me that the Stag Lord knows about you guys and while he doesn't have a perfect description of you guys, he knows it is a party of 3 guys, 1 girl, and a wolf as well as your general physical features. Something to keep in mind as your plan your assault.
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Post by WxMAN on Dec 11, 2015 17:00:42 GMT -6
Posted without comment.
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Post by WxMAN on Dec 12, 2015 1:35:02 GMT -6
XP and Obsidian Portal updated. Y'all need to decide if you want to game if McN is unable to make it, otherwise the next session will be Jan 8. It should be the last session of this "chapter" and will obviously be combat heavy unless Walay's silver tongue can convince the Stag Lord to give up his wicked ways and join the big damn heroes.
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Post by Rigil Kent on Dec 14, 2015 10:58:08 GMT -6
So, we really need to figure out tactics for the next session since the previous one was not the sterling success we would have liked it to be. Giger suggested to me that we settle in for an extended siege which I admit is probably the best option although I worry that we do not have adequate numbers to carry it off successfully. Something I would like to do is snipe some of the tower guards at night which will maximize their disadvantages while enhancing my low-light vision advantage; that said, I doubt I'll be able to get more than one and even then, I'll be lucky to actually kill one of them. We could also consider a stealth insertion at the back of the fort ... but A. our general Stealth as a group sucks and B. so does our Climb.
I've also considered sending some of the trackers back to try and get more people to augment our numbers...
Thoughts?
I must congratulate the writer of this adventure and the GM for making a fort actually be a tough nut to crack; I don't recall the last time in a RPG where someone lurking in a fort was actually hard to get to.
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Post by WxMAN on Dec 14, 2015 19:48:17 GMT -6
If you have any specific questions about the fort or whatever let me know since y'all have been there now and have a pretty good lay of the land. Here is a map to help y'all wit your invasion plans
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Post by Rigil Kent on Dec 15, 2015 14:13:32 GMT -6
So, reviewing the map, I'm still thinking a stealth assault is probably the way to go. If we can insert over the palisade near Z8 (one bed? Is that Stag Lord's quarters?) after sniping the guard who is in Z3c (presuming he is there.) After that's done, we can sweep around the sides, keeping that stone area in the way, and try to take out any remaining guards. Ideally, I'd like to drop one of the guards, then locate the S.L. and "cut off the head of the snake" so to speak. If the first person who goes over the wall has a rope, that'll seriously help the rest ...
Thoughts?
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Post by Magman on Dec 15, 2015 20:01:55 GMT -6
I have a possibility of two spells we can use Warp Wood and Wood Shape to come in from the rear without having to climb. I think the best choice would be Wood Shape. But it will depend on the size of the logs.
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Post by Gigermann on Dec 15, 2015 20:52:02 GMT -6
Didn't know you had those spells yet. In that case, we need to open up the back so the zombies can get in.
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Post by WxMAN on Dec 15, 2015 20:55:17 GMT -6
The palisade is made of "logs". I say those are likely at least 1 foot in diameter at the smallest, so if warp wood works on that I doubt the bandits would expect it
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Post by Magman on Dec 15, 2015 21:11:25 GMT -6
I can affect 12 cu ft. with wood shape.
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Post by WxMAN on Dec 15, 2015 21:13:32 GMT -6
That'd do it. Warp wood also says multiple castings allow a bigger amount of wood than normal, so it would probably work with several castings - though the sound of the wood being warped may alert the bandits (though they'd only have a few second warning until y'all came through
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Post by Magman on Dec 15, 2015 21:19:58 GMT -6
Wood shape might work better, I would just shape what is needed to make a crude door. Just a door no moving parts and just move it to the side and walk in.
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Post by Rigil Kent on Dec 15, 2015 22:51:47 GMT -6
Hell yeah. That'll be awesome.
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Post by LabRat on Dec 16, 2015 8:42:49 GMT -6
That would be really cool, and I agree with the stealth mode. I'm highly in favor of trying to pick them off one by one, of possible.
Personally, I don't think we are going to have to worry about the Druid. It seems like he isn't too concerned with what goes on outside of his personal space (unless the GM forgot to include him in last week's combat). We will probably have to bring the fight to him.
Definitely need to figure out how to get Andrei in to disable device on the OwlBear's lock, that would be one less thing we have to worry about. That leaves us with what... 2 mooks, Sneeg, Meathead, Whiney Ass, 2nd in command dude who doesn't see all that bad (I mean he did ask us to drop our weapons and surrender...bandits just don't do that), and the Stag Lord.
So I would definitely try to pick off the mooks first using stealth, disable the OwlBear Lock, go after the Stag Lord, then focus on Meathead, Whiney Ass, and 2nd in command dude who doesn't seem all that bad, in that order. Save the Druid for last unless he decides to join the butt whooping party (where we will be the ones doing the butt whooping).
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Post by WxMAN on Dec 16, 2015 8:58:31 GMT -6
Personally, I don't think we are going to have to worry about the Druid. It seems like he isn't too concerned with what goes on outside of his personal space (unless the GM forgot to include him in last week's combat) The GM didn't forget anything.
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Post by Rigil Kent on Dec 16, 2015 10:56:56 GMT -6
Something else to consider: the zombies. Are they all gone after our encounter? Or is there still a buttload of them? Because if the latter, we could totally open the back door and let the zombies into the fort.
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Post by WxMAN on Dec 16, 2015 11:03:20 GMT -6
At the time y'all..... tactically retreated.... All of the zombies were dead with the exception of a couple that Ubagug was fighting. Whether or not that is the end of them is currently unknown by the party.
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Post by Rigil Kent on Dec 19, 2015 2:24:13 GMT -6
Found one Obsidian Portal thing re: the Stag Lord fight that had some amusing stuffs: the cleric in that group could control undead instead of turning them so they ramped up their numbers when they encountered the zombies.
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Post by Magman on Dec 22, 2015 18:44:05 GMT -6
I have to say that the game was greatly enjoyed. Great job!
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