OOC III

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Zhym
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Re: OOC III

#261 Post by Zhym »

Marching order looks okay to me—though we're in worse shape than I thought if Angus is one of the best front-line fighters.
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media_junkie
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Re: OOC III

#262 Post by media_junkie »

I'm agreeable with the marching order.
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onlyme
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Re: OOC III

#263 Post by onlyme »

Dandelion is also fine with the marching order...
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL

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Inferno
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Re: OOC III

#264 Post by Inferno »

AleBelly wrote:It is possible for the groups to diverge. I'll post an update tomorrow assuming the entire group is exploring the tower together unless I get a strong indication otherwise.
Maybe the scouting party of elves and hobbits sets out to investigate the area, while the armored warriors and spellcasters clean out the tower of the animal pests?
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.
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Zhym
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Re: OOC III

#265 Post by Zhym »

I'm not a fan of splitting up into different groups. We aren't strong enough to divide our forces, IMO. Besides, any group needs to be large enough to wake people up after Arnulf snooze missiles us. :)

And in meta terms, it's fun having everyone together.
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Re: OOC III

#266 Post by media_junkie »

I'm leaning towards cleaning out the tower before we think about splitting up. Once we start to investigate the orc camp/city then yes it would make sense to have the silent ones in a different "advanced" group for scouting.
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Re: OOC III

#267 Post by Marullus »

I don't have a problem with any of the plans. I'm glad to lead the sneaky-group to scout southwards. This leaves the sturdy-group with Chet to talk to spiders, but no Neutralize Poison spells should it go poorly. I thought clearing things first was just simpler - we have five new first-level characters (assuming Dandelion and Galen didn't level from last run). From an IC perspective, Hellebore was motivated to see everyone work together on the easier task first before we run into an orc patrol.
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Re: OOC III

#268 Post by Zorroroaster »

Hey, don't confuse Snooze Missile™, with Arnulf just being...Arnulf. Snooze Missile is having a tank draw aggro in order to target as many low HD bros as possible. In this case he was just putting stuff to sleep because it's fun. :lol:
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)
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Re: OOC III

#269 Post by Zhym »

Ah. That's the difference between a Snooze Missile and a Snooze Bomb.
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Inferno
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Re: OOC III

#270 Post by Inferno »

Ok. Happy to stick together and do pest control. :)
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.
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Re: OOC III

#271 Post by Zorroroaster »

We need to come up with a name for the Invisible Sneak Attack.

I was thinking "Silent But Deadly."
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)
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Re: OOC III

#272 Post by Zhym »

No good. As long as Arnulf is in the party, its meaning would be ambiguous. :D
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Re: OOC III

#273 Post by Zhym »

Marullus wrote:oh. :(

Previous ruling was that she could end an enchantment by investing the same casting time she used to create it. (That was your ruling for Entangle.). That's no longer true?
Just send Arnulf to trip over it. Or Chet to punch it. ;)
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Re: OOC III

#274 Post by Zorroroaster »

Or Chet to punch Arnulf into it.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)
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AleBelly
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Re: OOC III

#275 Post by AleBelly »

Zhym wrote:
Marullus wrote:oh. :(

Previous ruling was that she could end an enchantment by investing the same casting time she used to create it. (That was your ruling for Entangle.). That's no longer true?
Just send Arnulf to trip over it. Or Chet to punch it. ;)
That was a judgement call, but the spell description for Snare specifically says that it lasts until triggered. Hellebore cast the spell to one side of the arch to keep it from automatically ensnaring the first person that leaves. She would obviously have informed the others where it is.
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Re: OOC III

#276 Post by Zhym »

AleBelly wrote:OK, my plan is to send the next update tonight. Unless another PC plans to scout the City of Orcs with Chet now, I have the entire group heading to town no-go from the map recovered from the orc patrol awhile back. The more detail you provide on directions (for example bearing, how far you're willing to go before contemplating another direction, etc) the better.
This is where having the party ranger be in chain mail was kind of dumb on my part. If I'm not mistaken, a ranger would be a little better at finding the way than most. But if we want the first group to be quiet, that's not (currently) Angus.

Having the quiet group go first also limits Angus's ability to look for any signs of the passage of others, which might be useful in finding Town No Go.

I don't know if the benefits of Angus's pathfinding are greater than the advantages of having a quiet lead group, but it's something to think about.

Also, how will the lead group tell the following group if it finds something of interest—or gets attacked? How far back will the noisy group be? One good thing about having Angus in the second group is that it would allow the first group to be about as far ahead as they want to be, especially if they leave a few markers on the way (scratches against trees, that sort of thing).
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Re: OOC III

#277 Post by Storm11 »

The eagle could be of great use here, if Chet is with the second group he can understand the birds messages.
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Zhym
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Re: OOC III

#278 Post by Zhym »

Oh, and it might be useful for at least one member of the advance group to be invisible.
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Re: OOC III

#279 Post by Storm11 »

Can we do that? That would be great.
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Re: OOC III

#280 Post by Zorroroaster »

We have the technology.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)
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