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Author Topic: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )  (Read 20034 times)

Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #180 on: December 03, 2013, 11:49:12 am »

It's really odd you should say that, Culise. :P
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Zako

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #181 on: December 03, 2013, 01:06:38 pm »

It's really odd you should say that, Culise. :P
...

OH GOD DAMMIT!
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #182 on: December 03, 2013, 01:56:10 pm »

Sorry. Further to your thoughts above. I could try to chase down the fleer under Invisibility but it might be risky and would leave you defenceless against the Vomiting. Yes to blocking off the small tunnel.

I don't know if it would be better for me to scout (traps, sneakier but no quicker) or to sacrifice the skeletons. Probably the skeletons. I will go with whatever plan you think is most sensible.
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GiglameshDespair

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #183 on: December 03, 2013, 02:24:17 pm »

Might be worth leaving a skelton behind at the entrance to guard our escape/secondary tunnel.
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #184 on: December 03, 2013, 02:57:05 pm »

Good idea, yes.
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TealNinja

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #185 on: December 03, 2013, 05:28:30 pm »

Good idea, yes.
They won't do much as a doorguard; they have DR 5/bludgeoning (which is useful against swords and spears) but they can't do complex actions like "retreat" unless I tell them to "come to me if something moves."  In which case, if a rat moves, they come to me.  If a guard walks nearby, they come to me.  If a rock falls down near the cave, they come to me.  Long story short, if it's a CR 1 creature, then the skeleton can hold its own, but anything stronger and it's dust.

They're really just trap trippers and "muscle."
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Zako

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #186 on: December 05, 2013, 11:56:21 am »

I hope this hasn't been forgotten... Things are just getting good!
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #187 on: December 05, 2013, 04:04:38 pm »

I suppose my reputation of losing games I gm proceeds me :P

No, I'm just mucking about making a good finale fight. I'm a bit stumped at how exactly to factor in the skeletons...I suppose it would increase the CR of the encounter...

Throw in a bunch of trash mobs? Maybe.

Also, life stuff-I just got a new job, yay :3-and, I'm annoyed my fellow Gm's have not made their Oasis campaigns yet. Even Thatkid-which if he remains so, I can't exactly send you guys on the breadcrumb quest into the forestlands, now can I...
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #188 on: December 05, 2013, 04:45:25 pm »

Congrats on the new job Dwarmin :)

I will remain both patient and very keen.
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #189 on: December 05, 2013, 05:29:57 pm »

Eeks! Going to bed, but I could set the casters on fire to interrupt their spell casting? I have no other missile attacks except for acid, which might be better and not set the black stuff on fire...

Bit dim of me not to bring all my gear...
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Dwarmin

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #190 on: December 05, 2013, 05:56:25 pm »

Yeah, if you damage a caster while they are casting, then have to make a concentration check or lose their spell.

Edit: Also, reminder-those behind are under cover and have some defense against ranged attacks.
« Last Edit: December 05, 2013, 05:58:21 pm by Dwarmin »
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Culise

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #191 on: December 05, 2013, 08:25:13 pm »

Hmmm, well, I can either fly over them, then down amidst their casters to disrupt them.  Alternately, I can keep close and help Grace hold off the six spear fighters.  This might be a good chance to use our Sleep Songs or Lullaby as well; the will saves should force at least a couple of them down and help even the odds. 
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Zako

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #192 on: December 05, 2013, 10:33:55 pm »

Just watch out for the archers and any kobolds waiting to sneak attack you. If you are separated from us, I can't cover you or help you to flank these guys.

I'm not sure how to approach those spears... It's clear that they've braced themselves against a charge, so I can't do that or I'll skewer myself, and while I can attack two at once for some crowd control, if I let myself get surrounded then I could go down quite badly...

I'm thinking that we break up their formation with the skeletons into two groups, I move in on the group with the leader and focus on him to break morale so when he dies they should be shaken and at a disadvantage. Ari throws a flask or two at another group and helps with flanking attacks with either of our melee specialists, the skeletons help keep them from forming up again and our casters focus on those wizards to keep them from doing much, and then switch over to help in the melee. Culise's character can either help me or try to go for the archers/wizards by flying over and out of reach of the spears. Not sure which is ideal right now as I don't know how tough these spearbold's are...
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TealNinja

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #193 on: December 05, 2013, 11:52:09 pm »

Just watch out for the archers and any kobolds waiting to sneak attack you. If you are separated from us, I can't cover you or help you to flank these guys.

I'm not sure how to approach those spears... It's clear that they've braced themselves against a charge, so I can't do that or I'll skewer myself, and while I can attack two at once for some crowd control, if I let myself get surrounded then I could go down quite badly...

I'm thinking that we break up their formation with the skeletons into two groups, I move in on the group with the leader and focus on him to break morale so when he dies they should be shaken and at a disadvantage. Ari throws a flask or two at another group and helps with flanking attacks with either of our melee specialists, the skeletons help keep them from forming up again and our casters focus on those wizards to keep them from doing much, and then switch over to help in the melee. Culise's character can either help me or try to go for the archers/wizards by flying over and out of reach of the spears. Not sure which is ideal right now as I don't know how tough these spearbold's are...

Under other interpretations of the Damage Reduction rules, Kobolds are literally incapable of hurting Zombies, and can only hurt Skeletons with bludgeoning attacks (which is almost always 1 damage.)  My skeletons also deal 1d4+3 and can make attacks of opportunity.  The odds, as far as the melee and archers are concerned, is in favour of our skeletons.

The casters, however, can probably 1 or 2 shot my skellies.  Defeating them should be the highest priority, as it will probably win the fight for us.
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lawastooshort

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Re: D&D 3.5 PbP: Oasis/Adventures in Hightown (OOC and Sign up thread 5/6 spots )
« Reply #194 on: December 06, 2013, 06:06:07 am »

Okay - I will chuck something at first one caster then the next if he lives, and then move to try to flank.

If diplomacy fails.
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