I have to ask this before I decide which way I want Tali to go on this. Do we, the players, want to start a battle here? That's different from a duel, in a big way; Carlita's not on her own in a battle.
I can see at least two different ways to approach that are within Taleira's character; one that leads to that battle (hence the question), and one that doesn't. I do think attacking is the option more in line with my concept of Tali, but this game doesn't revolve around just me, so I won't do it unless you're okay with it.
If she attacks, Taleira will probably open with Cloudkill. I don't think that will kill Carlita, but I give it maybe 50/50 odds of killing the guards and decent odds of killing just about everyone inside the temple when it rolls on through the doors (assuming the average power level of this setting is anything close to the normal D&D world, anyway; Debbie or Mikela, please correct me if that assumption is inaccurate). That's already a potential massacre, so you can see why I'm hesitant to do it without consulting all of you. Once that's done, we then fight Carlita and the survivors. I think we can take them, but I could be wrong. Either way, it's probably something close to the sort of enemies we've been fighting the whole game, so it's something of a risk. All in all, it's not a brilliant move, but one that someone with Tali's hot-headed streak might make after everything she's had to be angry over today. Silescia's already our enemy enough to be sending assassins after us, so I don't see that this is tremendously different from breaking into Kotep's sanctum as far as divine affairs go.
The second option is to continue as before. Taleira bites her tongue out of respect/friendship for Melinda and we go on our merry way.
Like I said, this is a group game, and I don't want to be that guy who screws everyone by unilaterally doing something stupid.
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I'm okay with a fight here. Carlita has made it clear that she's only going to be an escalating threat in the future. Killing her now, while she's out in the open, is not so ill-advised, and given that we have - well, had - proof of an assassination attempt, this is justifiable in a tit-for-tat way.
The guards are inconsequential. My concern about Cloudkill is that it makes it more difficult to target Carlita. It would be more useful, IMHO, for Tali to jump in in the way she does so well.
Debbie: Regarding my misjudgment of the challenge laws. I'd assumed that since Drisae is a local, she'd know what she was talking about. Is Carlita lying, or is Drisae incorrect about local custom?
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If you have something in the shape of a wall, you can block off an entrance to keep guards out. One of a prismatic variety would pretty much guarantee that any mook that would cross would be horribly mauled, dead, or at least too insane to be helpful.
All of these OOC things are well and good. My question ... we only have a 'hivemind' when we actually use the necklaces. We don't have the advantage of of this outstanding cross-thought tactics w/o some form of comms.
So, is all of this going through the necklace-link? (Paul's giving two cents in the corner while he works on theatre history homework. )
But for my character, there is no such means of what is going on.
Presumably, we can talk tactics IC via the necklaces once we have some kind of consensus about whether or not we in fact want to initiate a fight. But no, I see no good way for the conversation about what the players want to happen IC.
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Debbie: Regarding my misjudgment of the challenge laws. I'd assumed that since Drisae is a local, she'd know what she was talking about. Is Carlita lying, or is Drisae incorrect about local custom?
Drisae is incorrect
Quote:
Originally Posted by Telasi
I somehow doubt I can charge, though, so I'll have to win initiative for that to work.
Carlita is at the top of a set of stairs. Uneven terrain rules for a charge.
Quote:
Originally Posted by lostsole31
All of these OOC things are well and good. My question ... we only have a 'hivemind' when we actually use the necklaces. We don't have the advantage of of this outstanding cross-thought tactics w/o some form of comms.
So, is all of this going through the necklace-link? (Paul's giving two cents in the corner while he works on theatre history homework. )
But for my character, there is no such means of what is going on.
Drisae would have been loaned a necklace at the same time as Dalcar pushed her through the teleport door, if you wish to initiate a fight.
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OOC I'm okay with a fight. IC, Melinda has pretty much already signaled her intent to move on. Carlita can suffer Melinda's tongue if she doesn't want to try laying down the smack...
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Guess we're getting a fight regardless of what I do, then. No matter, Tali's getting a shot at Carlita even if Drisae throws the first punch spell.
Debbie, when you say uneven terrain rules, do you mean difficult terrain, or something else? Difficult terrain precludes a charge entirely, so I'm a bit confused.
Meanwhile, initiative: (1d20+8)[19]
Spellcraft, for good measure: (1d20+15)[28]
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They are not expecting an attack, so initiative rolls are not necessary. You can all take a free attack, if you wish.
Taleira, there doesnt appear to be any sort of terrain that just hinders charges, as opposed to just outright denying them. The priestess is at the top of a set of stairs, but they are the sort of wide flagstone type steps, if you know what I mean. You are not able to fly (since I assume you arent going in succubus form and it would take time to shift) but since you can probably bound up these sorts of things, you can take a charge attack, if desired.
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Wow. Okay. Initiative for Melinda: (1d20+4)[22] - which I basically need to determine my reaction, since Drisae is the initiator.
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Problem Solving (mod 2): If you have one big nasty, wicked, unsolvable problem, simply create a second, and make them cancel.
Grieve not greatly if thou be touched a-light, for an after-stroke is better if thou dare him smite.
The Play with the Two-Hand Sword in Verse, circa 1430. British Museum manuscript #3542, ff 82-85.
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Remember that a confused character automatically attacks anything that attacks it in its state of confusion.
"Quit hitting yourself!"
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Problem Solving (mod 2): If you have one big nasty, wicked, unsolvable problem, simply create a second, and make them cancel.
Grieve not greatly if thou be touched a-light, for an after-stroke is better if thou dare him smite.
The Play with the Two-Hand Sword in Verse, circa 1430. British Museum manuscript #3542, ff 82-85.
This wonderful avatar of Melinda Joanath brought to the Internet by Telasi
The other guards moved their full movement in chain mail armour, so Drisae could cover the distance to one of them, but that would take up the rest of her turn. (since she was still casting on this turn, then issued an order, then made a move action)
Okay, here's the confusion. I wasn't casting on this turn. I finished the casting just before my turn actually begins. I begin my turn having finished the casting, not taking up a full-round PLUS a standard action.
Issuing an order for a summoned creature isn't any 'action' ... it's just a free action vocal.