On Posting
Posting will be semi-casual. I plan to make a plot-advancing post at least every other day. If you don't post within that period, I'll just move your character along, which includes performing actions for it in combat. If you miss three periods in a row, I'll send you a PM asking you why you haven't been partcipating. If you miss another two periods in a row after that, you'll have to give up your slot. If you have any RL events or issues that prevent you from posting, just PM me. I'll either run the character myself or ask someone else to run it until you can get things sorted out.
I assume we were debriefed about the general area we would be landing in? So we should know in which direction we should travel in order to get to each location Intel recommended. If not, Do we need to do Knowledge (Geography) checks or something?
Well, the captain said "Now, Intelligence suggests that the city's flood-tunnels, located at the western base of the mountain, empty into a slough that may or may not be filled. This weather may neutralize this passage, though it may be our only way in even of it is dangerous.
Other entrances include the main gates, or a mattering of minor tunnels, but these are further up the slope and more likely to be guarded. If we take either of these paths, we'll most likely have to engage the enemy."
That being said, I'm with you in that I'd like to think we had studied a number of maps and knew the local geography pretty well ... of course, in a storm in the dark after a night jump, it's completely possible to be a little disoriented (i.e., require a skill check), but hopefully our pre-mission work would provide us a leg up (i.e., +5 circumstance bonus or something).
Also, since Brandor is taking his time to search the skies, can he take 20? Total would be 36.
__________________ Training and work are limiting posting - apologies to all my games!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
I assume we were debriefed about the general area we would be landing in? So we should know in which direction we should travel in order to get to each location Intel recommended. If not, Do we need to do Knowledge (Geography) checks or something?
Quote:
Originally Posted by Starbin
Well, the captain said "Now, Intelligence suggests that the city's flood-tunnels, located at the western base of the mountain, empty into a slough that may or may not be filled. This weather may neutralize this passage, though it may be our only way in even of it is dangerous.
Other entrances include the main gates, or a mattering of minor tunnels, but these are further up the slope and more likely to be guarded. If we take either of these paths, we'll most likely have to engage the enemy."
That being said, I'm with you in that I'd like to think we had studied a number of maps and knew the local geography pretty well ... of course, in a storm in the dark after a night jump, it's completely possible to be a little disoriented (i.e., require a skill check), but hopefully our pre-mission work would provide us a leg up (i.e., +5 circumstance bonus or something).
Also, since Brandor is taking his time to search the skies, can he take 20? Total would be 36.
You do know the direction of the mountain:
Quote:
Originally Posted by Machinekng
One hundred seconds later, the team floats gently to the ground, with each member of the squad within about 300ft. . They have landed in wooden terrain, and the base of the mountain is about 4 miles to the northeast.
[/i]
And yes, you'll recieve bonus to checks based on info you may have recieved during the briefing.
okay guys, I think we need to set up what we think our roles ought to be, because we really don't need everyone trying to be scouts. A general marching order would probably be a good idea.
I've imagined my character as a rifleman, being at the front position behind the scout. However, my range is such that I could just as easily take any spot in the marching order and be effective.
Also, Doel you're our leader it looks like. Don't be afraid to order us around. That's certainly a big aspect of military type stories. At the same time, you'll probably want to read over our character sheets a few times, so you know who's the best person for different tasks.
Boric can move around quietly (stealth +9) but it isn't where his strengths are and this is unlikely to improve. He's a sorcerer with a lot of low level spells and abilities and an affinity for the earth. He has illusions but he's not the typical gnome who specialises in them. As least not that much.
I'm best getting into a good position and using spells to pick off groups or lone enemies. A poor perception skill makes me a poor candidate for scouting, outriding or guarding the rear. Once a position is scouted though, bring me up and treat me like scorching ray artillery and battlefield control. I find that illusions mixed with summoned monsters works surprisingly well.
Skeller's Ideal Roles in a nutshell
-Melee combatant (the only one in the group I believe)
-Great Stealth (he can act as an advance scout)
The spells silence and invisibility could help us enter the city undetected.
-Good Perception (is a good lookout)
-Good Survival (can be a wilderness guide)
-Good Climb
-High Intimidate (good at extracting information)
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I think this puts some things into context. Looks like except for Doel and Boric, we're ALL pretty stealthy. Except for Boric, we're ALL pretty observant. I think we'll do okay in combat, but we're better suited to damage at range (guns, crossbows, arrows, magic), but I think we'll hold our own in melee.
Just a quick eye chart to help make some decisions ... feel free to modify for something more useful!
Yeah, our group is certainly better at ranged combat, because that is a byproduct of a modernized army themed game. I figure we're good due to the fact we'll be using cover and other modern combat tactics as well as our enemies, and that anyone that decides to charge down an open stretch is likely to look a bit like Swiss cheese by the time they get to us.
It's good that most of us are stealthy. It certainly makes sense, with the whole "get into the city undetected" mission.
Stalker should be fairly capable in melee combat (though all he can do for ranged is throw his mindblades). He's reasonably stealthy, acrobatic and good at climbing. Got some ranks in disable device too, and should probably stick a level in rogue at some point to pick up trapfinding.
I updated the charts to reflect Stalker ... not sure how useful they are, but they should at least put things into some sort of perspective.
My recommendation is that we're arrayed in pairs ... Skeller and Stalker on the point (up front and sneaking in, since they're the best). Mordecai and Brandor would be next, operating anywhere usually 30ft or so behind in a recon overwatch role (I picture this like Last of the Mohicans, where Hawkeye and the gang were shooting folks as the runners made their way through the woods). Finally, Doer and Boric bring up the rear (60 ft and beyond), as our resident command section.
With the ranged guys in the middle and the Collective active, we can support either the front or the back w/o leaving either side out of the loop. The command section can provide direction w/o giving away our position, while being able to tell us to gather for a rally. The front infiltrators will be able to focus on sneaking in, with the comfort of having an extra set of eyes to take out enemy patrols.
PS - Brandor has a wand of mage armor that he would love for our resident sorceror to take into possession for use on both of them ... his gift to the gnome!
@Machinekng - can we presume that Boric would have buffed himself and Brandor up w/Mage Armor, since it lasts for an hour? Hopefully our sorceror doesn't have an issue with that!
__________________ Training and work are limiting posting - apologies to all my games!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
Brandor has a wand of mage armor that he would love for our resident sorceror to take into possession for use on both of them ... his gift to the gnome!
Snap. I'm happy to use your wand in preference to my own. Am I really the only one in the party who can use wands?
Unless told otherwise I've added your wand to my character sheet and used two charges, one on Brandor and one on Boric before we jumped.
The marching order is fine. If we had a bigger group I'd want outriders at the sides and a rearguard but we don't. I have a wand of Mount if we need to move quickly for an extended period but that's not for now. Maybe if we need to beat a hasty retreat.
As for the tower, I say we approach cautiously, searching for Alarm spells and traps, and determine how many forces are there. Assuming we're okay with leaving any troops behind us, recommend we go around (if possible) and avoid the situation. If it looks like we need to take care of the tower and it's occupants, then we should scout out approaches and determine an assault plan.
__________________ Training and work are limiting posting - apologies to all my games!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
Here's how combat will work. The enemies will share a single intiative score, either an average or that of their commanding officer. When combat begins, any players that had an intiative higher than the enemies will go, followed by the enemies. Then the it will go back and forth between the players and the enemies.
Ex:
Player 1 rolls a 23
Player 2 rolls a 17
Player 3 rolls an 8
Monster rolls a 15
Player 1 and 2 would go simultaneously. Then the monster will go. After that all the players will go simultaneously, and then the monster will go again.
Enemy ACs will be posted so one knows if he's hit his target.
My Combat Grids are designed in MS paint and hosted on google.docs. Pardon my lack of artistic talent. Because they are posted on google.docs, it's possible for all the players to move around their own token. Please do not move around other players tokens or enemy tokens, unless the effect of an ability you use would move a character. If you do so accidently, just undo. When you take your turn, indicate the space you move to using the grid numbers. This is just to make it easier for me to keep track of things.
If you have any questions, just ask.
On another note, due to the holiday weekend, I probably won't be able to post again until monday.
Meh' if witty tactics fail, then popping it in the head might do the trick. Hears wondering what Skeller and Stalker will do as I've shifted the spot light onto them yet again.
There are three obvious things that Boric can do beyond direct damage spells.
Grease on the rooftop.
Hold portal on the door or trapdoor.
Animate Rope to entangle the guard.
Line of sight is an issue for any of these things and Boric has no climb skill or levitation\flight.
In addition I could summon monster I an avian attacker or create an illusion to draw the creature's attention. Prestidigitation or dancing lights somewhere else may also serve as a distraction.
Do we want to simple take out the guard silently or misdirect him so that the tower doors are opened and a patrol sent out to investigate? Could stalker use his Death Attack against the guard? Assuming that it isn't immune to sneak attacks.
Anything can happen at this point do to all the Unknowns present. It is a bummer that you can't use any of those tricks due to LoS, but perhaps our more physical counterparts might find a decent solution.
From what has been presented, it would appear like some form of watch that was established after the Hostage situation. It should be dealt with as quietly as possible to not alert the other Hostiles (If any) in the Tower itself. Seem like the Creature is either their main weapon or main lookout, so dealing with it is our priority.
I'll take any suggestions on what to do next, but I do feel like combat might be inevitable.
Oh, and Initiative Check: (1d20+7)[18]
Edit: thought of an awesome idea (Though still need LoS to pull off)
I have the Dimesnional Swap power, which can allow me to switch 2 allies with one another. And it works within the Collective (So out to 160ft). If we need to switch a Melee with a Ranged/Primary Spellcaster/Scout (Psycrystal) then I can pull it off.
Anyone got any other ideas on how to abuse this Power to our advantage?
If it works with your crystal buddy, it would be a great trick to swap it with our resident melee slayer (which could be either the inquisitor or the soul assassin, depending on what it is).
Range guys can hit first, then melee guy swaps in to attack. Now is there a way to pull the creature down here with that spell? I.E., crystal grapples with sentry and pulls it back here?
__________________ Training and work are limiting posting - apologies to all my games!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
We don't even know anything about the tower. If it's not in our objectives couldn't we just go wide around it?
Assuming we are going after the guard, I could silence the area, and I'm fairly confident Skeller and Stalker could take it out. Would it be possible for you guys to snipe it while we attack? Although luring out a patrol has some value, but could also lead to problems. It might be just an automaton, with little to no intelligence. Making it suspicious could trigger a catch-all alarm, letting the city know we're coming.
Random idea: Would it be possible to synchronize your gunshots with the lightning to mask the sound? Enemy at the Gates style?
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Last edited by Iron Victory : 09-01-2012 at 04:56 PM.