Thanks, it’s the difference that I like so much. It’s no fun doing two games that are exactly alike!
I will try to interact with other characters more. Gottcha.
Thanks, it’s the difference that I like so much. It’s no fun doing two games that are exactly alike!
I will try to interact with other characters more. Gottcha.
Be warned that in **this ** game I am low on both wisdom and charisma, and I have a gentleman’s agreement with the DM to role-play them both. So if Hans suddenly turns into Sun Tzu, you’ve only yourself to blame if his plan has a flaw in it that an average five-year-old child could spot.
Well I have decent wisdom, but almost no inteligence, and have spent my life being made fun of for the latter, so my self confidence is fairly shattered. I won’t be doing a lot of questioning of plans. I generally assume (for now at least) that everyone knows better than me.
I appreciate you playing the character’s numbers in the right spirit.
Of course you can still all make suggestions, and sometimes e.g. Clerics identifying Undead, or Rangers recognising Orc-Kind, your character will be spot on, no matter what his numbers are.
Hey, playing the character by the numbers, in this case, makes things easier. I am not QUITE as clueless as I (imagine) I seem in the game thread, but I am not too far off. I do feel like I am catching on relativly quickly all things considered.
Someone needs to step up as a leader. I would hope for the Ranger but I think theplayer is largely absent. I am willing to help things along, but I almost find myself lost at times. I am running the game here and a Friday in person game. I find this maxes me out. I cannot even keep track of who is who and what character class they are playing in this game. I try to preface all my posts with the characters name, to make life easier on others. I hope it is working.
As a refresher:
(Malacandra) Clever Hans Illusionist / Thief (Gnome)
(Fluiddruid) Erjg Fighter (Lizardman)
(What Exit?) Cullen Druid (Human)
(NAF1138) Aciryas Cleric (Human)
(Wolfman) Hulgfar Ocean Barbarian (Human)
(ArrMatey!) Salazar Magic User (Human)
(Paladud) Gawain Paladin (Human)
(Little Plastic Ninja) Cadogan Ranger (Human)
I have two offensive spells, if I need them. Hold person and Spirit Hammer. I know how the hammer works, how exactly does Hold Person work?
(Sorry, I think I asked this before but I can’t find notes on it anywhere.)
Would I, should I, cast it on our larger more dangerous foe?
Hold Person: 6" Range Duraction: 4 rounds +1 round / level
1-3 creatures all getting saving throws. If only one create, its save is -2, if only 2 their saves are -1.
It should be very good against three of the little guys, I would guess you would hold two.
Creatures affected by a hold person spell are: brownies, dryads, dwarves,
elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs. hobgoblins,
humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.
So not large large creatures if it is an Ogre. I am halfway expecting and Ogre and a troop of Goblins or Kobolds.
I need a check on how what the Unseen Servant can do. I’m thinking that if I can send it round to the wagon it can try and get the boy to move off the wagon while we fight the creatures.
Better, if it could pick the boy up and carry him off during the battle then we’ve succeeded in our primary task.
I’m planning on making myself Invisible first, then sending the Servant round, then trying to disrupt that shaman’s spellcasting. It depends on how long the duration of the Unseen Servant is and what I can tell it to do.
I think the party could play this first combat, then see if they want a leader.
N.B. Each character has a detailed background and non-weapon proficiences, so it would be nice if they could make at least some of their own decisions…
I also drop clues throughout the thread, so maybe someone could read through it and start a discussion (when you’re not in combat!)
I know what you mean about maxing out on time, though!
Ah, the joys of two online characters, an in-person game and DMing…
Here’s the current situation (replacements in bold):
(Malacandra) Clever Hans Illusionist / Thief (Gnome)
(Fluiddruid) Erjg Fighter (Lizardman)
(What Exit?) Cullen Druid (Human)
(NAF1138) Aciryas Cleric (Human)
(Wolfman) Hulgfar Ocean Barbarian (Human)
(MHaye) Salazar Magic User (Human) (ArrMatey! replaced)
(Appleciders) Cadogan Ranger (Human) *(Little Plastic Ninja not playing) *
Gawain Paladin (Human) is not currently with the party (Paladud not playing)
There are four NPC’s associated with the party so far:
What Exit?, thanks for posting the details of Hold Person.
NAF1138, as he says, it won’t work on the Giant (too large). N.B. Shamans have much better saving throws than troops.
You would expect a typical Kobold Trooper to have only a 10% chance to avoid being Held.
Unseen Servant lasts 1 hour, plus 10 minutes per level (so 90 minutes for you).
It must stay within 90 feet of the caster.
It can carry 20 pounds through the air, or drag 40 pounds along the ground. (John Baker weighs more than that).
It won’t fight, but doesn’t mind being dispelled by taking damage i.e. it will open a trapped chest or walk through a trapped doorway for you.
Think of it as a friendly polite butler.
If you want a couple of ideas/examples
It could get under the tarpaulin and mimic a body…it could carry off the Giant’s Shield
My first idea would work then. It could guide John by tugging at his clothing, but not pick him up and carry him. The problem would then be keeping John from crying out in surprise, which means I have to wait until the battle starts to send it round.
I’d have to manoevre partway around the clearing in order to get it close enough, I assume.
Ok thanks. Let me digest this a bit more and I’ll post my cunning plan.
Every DM handles ethics in their own style - here’s some examples of mine…
Very few of my monsters are inherently and incontrovertibly evil.
Evil priests / shamans, Assassins, Beings from Evil planes, **Dragons named by their colour ** (e.g. Red, Blue) are permanently evil.
They will never surrender and if overpowered will beg to be swiftly killed (since their Evil Patron will do much worse to them, as, while they are prisoners, they are an ‘embarrassment’ to the Patron.)
Other Evil monsters may be persuaded into at least Neutrality, provided they are treated fairly and given some good reasons to change lifestyle. (There’s often a reward for this from Good Churches.)
Of course any criminal can be handed over to the authorities for trial. (There’s sometimes a reward for this from grateful locals.)
If the party are in a dangerous situation (e.g. down a dungeon) and could be injured/killed while trying to cope with many prisoners, they may petition their Gods for permission to do an execution. (This is invariably granted, since the Evil monsters have caused the whole problem.)
The good guys (e.g. the party) need some reason to attack.
In the current situation in the main thread, the party can prove the Orc-kind are guilty of conspiracy to kidnap, **proposed human sacrifice ** and worshipping an Evil God.
The party are therefore fully entitled (on any of the above grounds) to attack without warning, using lethal force, *claim any treasure ** found and even ask for a reward.
However they are not entitled to storm Oakham Castle :eek: to kill Sir Guy Gisbourne, just because the Paladin Detected Evil on him. There may be an alternative explanation (planted item, use of Misdirection, possession by Magic Jar) and of course Sir Guy has been knighted by the King.
*if they find an item that belongs to someone who is not evil, they should try to return it. Of course there will be a reward…
John isn’t moving - presumably he’s either unconscious or dead.
Here’s a guide to how I award experience to the characters:
Your character doesn’t need time to train. When there is a quiet moment, I’ll make an xp award and anyone going up a level immediately gets the extra hp and all other bonuses.
N.B. When an MU (or Illusionist) goes up, they get a free spell to add to their book. This is delivered by their Guild and is free. The caster can keep trying to learn one until they succeed.
The only obligation is thatthe spellbook of a deceased MU (or Illusionist) belongs to the Guild and must be returned (for a small reward, naturally). Keeping a book will attract … reprisal!
Hey guys, just wanted to let you all know that I am going on vacation for a little over a week, and am leaving this evening. I will be around and as active as possible for the next 8 hours and then I will be gone untill a week from Monday.
I trust glee will be able to handle the character if necessary (though we can talk about it a little in PMs latter) but if you want to get a temp sub, or if one of you wants to play Aciryas for a bit, that would be fine too.