The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #421
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    CasualViking's Avatar

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    Default Re: Archon's Way of Wicked Campaign

    What's the situation on bringing Grumblejack into the city?

    Are ogres citizens?

    Is he visibly branded?
    Semper ludens.

  2. - Top - End - #422
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    Quote Originally Posted by CasualViking View Post
    What's the situation on bringing Grumblejack into the city?

    Are ogres citizens?

    Is he visibly branded?
    Those are good questions. And I fear I may start overthinking the answers.

    I will start with the easiest question.

    Are ogres citizens?
    Ogres are typically Chaotic Evil with an INT score of 8. Talingarde is a Lawful Good human nation. There are currently no Ogres who are citizens of Talingarde.
    Over think danger - Does a European based medieval fantasy kingdom have a concept of citizenship as serfdom was the norm in the real world?

    Is he visibly branded.
    I checked all the artwork of Grumblejack. He does not have a visible brand. The text does not explicitly say if he does or does not have one. It does say Branderscar lost two guards getting him into his cell and they were drugging his food to keep him passive. I guess no one wanted to risk touching him again. So I am going to say he doesn't have one.

    What's the situation on bringing Grumblejack into the city?
    You can bring him in.
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  3. - Top - End - #423
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    Default Re: Archon's Way of Wicked Campaign

    Finally leveled up. Sorry for the delay. Is there anything really that we should use to guide our subversion, or are we really free to wreak whatever havoc we can and will? I mean, obviously, if we get captured, killed, or otherwise neutralized, we'll basically have failed. Other than that, we weren't really instructed by Thorne to keep anyone in particular alive or kill someone in particular, were we?

    Seems like getting as much information about the place as we can is a good first start.

  4. - Top - End - #424
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    He definitely wants you to Kill the Lord Commander of Balentyne.
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  5. - Top - End - #425
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    Irene has a new token!
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  6. - Top - End - #426
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    Zweanslord's Avatar

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    Default Re: Archon's Way of Wicked Campaign

    I have to admit I am currently stumped on ideas on how to proceed and how to go about this mission. Should I simply ask IC, or do we come up with some ideas here, or something else. What do you all think?

  7. - Top - End - #427
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    Default Re: Archon's Way of Wicked Campaign

    You're not alone, I'm pretty stumped too, not sure how to move forwards here.

  8. - Top - End - #428
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    I too worry that the game dives into a sandbox too deep.

    Let science assist.

    In psychology there's a concept called a hierarchy of needs. Starts with basic things: food, sleep, shelter, clothing. Next level security and safety. Next social belonging. Then Esteem, liking yourself, then self-actualization, being the best you. And some add a 6th level of Spiritual transcendence. (I guess that would be represented mechanically by epic levels). You cannot work on the higher levels without first securing your base levels.

    So, you want to start with your short term needs: where you sleeping tonight? Food?

    That starts with exploring the town. Then work on longer term goals.
    Last edited by archon_huskie; 2019-07-10 at 07:13 PM.
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  9. - Top - End - #429
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    Default Re: Archon's Way of Wicked Campaign

    I’ve been more busy than stumped, but agree with archon. Step 1: secure lodging and such. We can use that as a setting/means to begin our investigation of the area, and see what opportunities open up. I think the only way to really derail things is to do nothing, so 👍.

  10. - Top - End - #430
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    Default Re: Archon's Way of Wicked Campaign

    Clarification, please.

    As far as we know, Aldencross is just a stopover on our way to Balentyne, right? The only reason to go for more than breakfast would be to rest a bit before moving on.
    Semper ludens.

  11. - Top - End - #431
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    At the very least it will take the Fire-axe 2 weeks to move his army into position. You'll probably make multiple trips to Balentyne for reconnaissance, sabotage, and assassination.
    Last edited by archon_huskie; 2019-07-15 at 01:40 PM.
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  12. - Top - End - #432
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    Default Re: Archon's Way of Wicked Campaign

    At the risk of asking a question I perhaps should know, there is no chance to just rest at Balentyne?

  13. - Top - End - #433
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    Default Re: Archon's Way of Wicked Campaign

    I assumed Balentyne is a fort proper, meaning limited amenities and the idea of long-term hospitality is virtually nil?

    Like, they might have a handful of bunks they would spare to injured travelers in need of aid, but probably no tavern for the common folk to stay at.

  14. - Top - End - #434
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    Psst.

    Since he has introduced himself, he's probably expecting to learn your names/fake names

    https://youtu.be/uE_Hllevy2g?t=139
    Last edited by archon_huskie; 2019-07-31 at 09:04 PM.
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  15. - Top - End - #435
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    Want to apologize, I am working on a post. But I finally had some decent weather when I was not scheduled to work so I had to cram about 2 weeks of yard work into my morning before today's evening shift.

    I have tomorrow off so I should be able finish my posts then.
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  16. - Top - End - #436
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    Default Re: Archon's Way of Wicked Campaign

    Quote Originally Posted by Farmerbink View Post
    So I'm not sure precisely what the next course of actions should be, but I have a few questions.
    1: Does anyone else think it might be valuable and/or fun and thematic to buy the manor? I think we should at least pursue the warehouse, so we have a place to... plan.
    2: I think it would be fun to play on the townspeople's rumors of a haunted graveyard. Not sure mechanically how easy it would be to literally haunt it, but we should certainly be able to plant false evidence to sow discord.

    Obviously, we need to travel to Balentyne proper to begin any direct subterfuge, and it will help maintain our cover to do so without undue delay. Still, it makes perfect sense for traveling merchants to want to rest after covering such a large distance. I don't think it will be problematic or suspicious if we spend the rest of the day in Aldencross. Any thoughts?

    I feel it's just an expense to do something with the manor, the warehouse I'm neutral on. We could just stick with the inn or for private things move to a site outside, though I admit that could be seen as suspect.

    I love playing up the haunted graveyard. Amber has Silent Image and Ghost Sound, so those could be used to great effect to play up the haunting.

    While I'm neutral on the manor/warehouse, weren't the dwarves builders and the manor something that should be restaured? We could use it as an entry point to open discussions with the dwarves and learn more. For payment to the dwarves, we could just say a date after the invasion, with none the wiser.

    I think it would be good to stay the day in Aldencross.

  17. - Top - End - #437
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    If we were sitting around a table we’d be able to bounce ideas off each other quicker. This rather open sandbox right now and the idea is that the players should come up with their own plan tailored to their own skills and styles. Also it is more meaningful when you win with your own plan. But since this is play by post, I am just going to recap the information that you’ve learned in character in the past few hours. I am also going to bold things that might reasonably be a method to infiltrate Balentyne.

    Remember, your Iron Circlets are Hats of Disguise.
    Also, there is an alchemist, scroll shop, blacksmith, General Store, Meadery (Brewery) for shopping purposes

    There are Dwarven engineers doing long term repairs on the gatehouse. They stay at the inn every night.
    You know where the Reeve sleeps at night.
    Lord Havelyn is grim and gloomy, but his father did die recently, but he has always been grim and gloomy.
    They use ravens to send messages.
    Rumors of Dwarfs being thieves and mistrusted
    There’s an old woman who visits the watchtower every monday to cook a stew for the soldiers.
    Father Donnagin is likely the only divine spellcaster of any power in this town.
    If the Graveyard were haunted, the Father would leave the fortress and come deal with it.
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  18. - Top - End - #438
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    Default Re: Archon's Way of Wicked Campaign

    In the interest of continued discussion, do any of those opportunities particularly appeal to anyone? It seems like impersonation would be the easiest- or at least most obvious- way to gain access to Balentyne. X isn't as fond of subterfuge as burning things down, but he would certainly be open engaging in espionage if not likely to suggest it.

    I'm inclined to think we should 1: lure the cleric out of the fortress, and 2: ambush and kill him. He seems like a big deal, in at least a couple of ways, and frankly that makes him a threat. I'm not sure we should *start* with that, but I'm not sure we shouldn't.

  19. - Top - End - #439
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    Default Re: Archon's Way of Wicked Campaign

    I'm fine with disguising, Amber is great at that.

    It just feels that impersonation to gain access, just feels, well, bland, even if effective. Just something that sounds more wicked in my head:

    Find out more about the dwarves being thieves and mistrusted from both ends.
    Steal something from the soldiers and plant it on the dwarves, fuelling the thievery ire.
    Steal something from the dwarves and plant it on the Reeve, sowing mistrust at the dwarves.
    Get the soldiers to discriminate the dwarves and whisper in the dwarves' ears they deserve better.
    Kill the Reeve, planting false evidence of a vengeful dwarf.
    Whisper in the ears of the soldiers that the strong should rule over the lesser dwarves.
    Whisper in the ears of the dwarves that they should take up their own strength against the discriminating soldiers.
    Have any conflicts between dwarves and soldiers turn lethal.
    Convert those who believe in strength to Asmodeus.
    Have illusions of the ghost of the Reeve and any other casaulties haunting the graveyard.
    Draw out the father and kill him, desecrating the church in the mean time.
    Stoke the fires and burn it all just in time for the bugbears to arrive.
    See those who caved into their base desires burn in Hell.

    Probably too convulated, but well, just throwing around some ideas.

    Other options include using illusions to have random ghosts show up at the graveyard, trying to poison the stew for the soldiers, killing the Reeve, killing the dwarves and impersonating them to gain access, with sick watchmen hardly paying attention. Maybe an illusion of a raven with a provocative message?

  20. - Top - End - #440
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    I do believe we have the start of an evil plan.

    mwahahahaha!
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  21. - Top - End - #441
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    Default Re: Archon's Way of Wicked Campaign

    That's about what I was going to suggest as well Zweans. Mira will likely be taking the face of some mid-tier commander to come and 'train' the soldiers.

  22. - Top - End - #442
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    Default Re: Archon's Way of Wicked Campaign

    still here - having a bit of trouble gearing up to sandbox mode. I also have many excuses.
    Semper ludens.

  23. - Top - End - #443
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    Yes the transition from railroad to sandbox is difficult. I'm hadn't considered how running a sandbox PbP would differ as well.

    Current plans
    Faking haunting in graveyard to call the Father out of the watchtower. (Caleb could in theory impersonate the Father then)
    Get inside Balentyne as a combat trainer for soliders.
    Posioning soliders
    Dwarven racial tensions plot.
    Killing people and impersonating them for access to watchtower
    Make warehouse or mansion base of ops. To this I want to add that the Mansion has one more bonus, you can exit out the back of the property an link up with the road to the watchtower without anyone in the town seeing you.
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  24. - Top - End - #444
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    Default Re: Archon's Way of Wicked Campaign

    I wonder if some combination of killing the Reave and forging the necessary documents could enable us to gain ownership of the mansion without spending so much money.... XD

    Otherwise, I'm happy to put any/all of these plans into motion. I'm still the most recent in-character post, so I'll let one of you guys make the first move.

  25. - Top - End - #445
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    Default Re: Archon's Way of Wicked Campaign

    (1d20+4)[19] perception to judge the soundproof-ness of the warehouse.

  26. - Top - End - #446
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    I was going to spend the morning working on posts, but my nephew Nathan was born this morning at 6:05.

    I will post sometime today
    Edit tomorrow
    Last edited by archon_huskie; 2019-09-07 at 07:44 PM.
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  27. - Top - End - #447
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    The Warehouse has a solid foundation and secure walls. It's meant for storing things so soundproofing would not have been a priority, but the ware house does require repair. Honestly the skylight looks like it has been jimmied open at one point . . . the skylight has been jimmied open. and the back door has been forced open from the inside. There's an old beaten trail in the back with a wagon rut. it leads out of town. Someone's been moving heavy equipment within the past few months.




    Also Good news. I have figured out how to run this act without requiring we roleplay every interaction and do combat for every assassination.

    I am going to modify the minion rules from the second book. so some major actions will only take a roll. I will get these posted within the week and we can start enacting plans.
    Last edited by archon_huskie; 2019-09-08 at 04:02 PM.
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  28. - Top - End - #448
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    EvilClericGuy

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    Default Re: Archon's Way of Wicked Campaign

    Here’s my plan to handle the month of prep you have for infiltration.
    We’ll have Minor actions and Major Actions.
    Major actions will involve interacting with the defenders of Balentyne.
    Minor actions involve interacting with everyone else.

    For minor actions we will modify the minion rules in Book 2 (for if/when you get the leadership feat). You will make a single roll to determine success.

    DC will be as follows
    8 - Easy task
    12 - Average
    16 - Difficult
    20 - Very Difficult
    25 - Almost impossible

    Modifiers -
    Actions that require violent results will use your STR mod
    Actions that require secrecy will use your DEX mod
    Actions that require non-violent results will use your INT mod
    Actions that require gathering secrets will use your WIS Mod
    Your CHA mod represents the number of re-rolls you can make (with a +2 DC) in a day (Minimum of 0 as negatives make no sense here)
    Your CON mod represents the number of additional rolls you can make a day. (Everyone can make at least 1 roll even if their CON mod is negative)

    So if you wanted to murder the Reeve, that would just be a STR roll.
    If you wanted to rob the Reeve, that would be a DEX roll.
    If you wanted to blame the Dwarves for the Reeve’s murder, that would be a INT roll
    If you wanted the learn the Reeve’s secret password to enter the Fortress, that would be a WIS roll.

    If you failed a roll, you could re-roll if you have a +1 CHA mod
    If you wanted to do all four of those actions personally on the same day, you would need a CON mod of +4

    Does this sound good? Are there any questions?
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  29. - Top - End - #449
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    Zweanslord's Avatar

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    Default Re: Archon's Way of Wicked Campaign

    Sounds nice! I'm up for that, as it will allow a lot faster resolving of things than playing them each out.

    Though I do wonder how this plays into skills? I mean, if we wanted to rob the Reeve, somebody without Stealth, Sleight of Hand, Disable Device, would be equal to one with as long as their DEX mod is the same. I mean, I can live with it, it just seems a bit weird to ignore skills.

  30. - Top - End - #450
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    Default Re: Archon's Way of Wicked Campaign

    I'm totally on board.

    Regarding skills, my only commentary is that the skills system is painfully, hideously broken. Not in the sense that it's overpowered, but in the sense that it just doesn't make any sort of consistent sense. As such, I'm perfectly content to simplify it away for the time being. XD

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