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Author Topic: D&D: The mercenaries - Game Concluding  (Read 125778 times)

Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1980 on: August 26, 2012, 06:22:49 pm »

Game today? (Sunday)
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1981 on: August 27, 2012, 06:35:19 pm »

Going to mix it up a little this week, and try for Saturday.
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1982 on: August 27, 2012, 08:05:32 pm »

Can do. (Though I'll be slightly late.)
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1983 on: September 01, 2012, 01:49:10 pm »

4 hours.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1984 on: September 01, 2012, 05:20:50 pm »

Scratch that, I should be wholly on time.
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1985 on: September 01, 2012, 07:45:56 pm »

Server is up.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1986 on: September 09, 2012, 02:12:33 pm »

Not going tomake it tinight.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

RAM

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1987 on: September 09, 2012, 11:12:40 pm »

Okay, still, we should discuss whether or not to attack this fleet. They have us out-numbered, their crews are likely better coordinated, and we don't know who has the most guns. On the other hand, we have ourselves some P.C.s. Eafoth may well be able to provide some buffing spells, prayer for example, and the odd mass cure/vigour would likely help a good deal with shrapnel injuries. Naren could do wonderful things with bard song(Would it add 3d6 damage to cannons?). Darrek could teleport folks and maybe do something with readied actions to cast wall of stone or use telekinetic violent thrusts. Aryana could probably do something useful with summoned monsts. And Gurk could, ummm, get fired from a cannon? Meh, who am I kidding, back to my old catch-phrase, "RAMMING SPEED!"...

For the curious, we have 3 ships, one large and two smaller. One of the smaller ships seems to be in working order, the other is sort of leaking, and Gurk is on board... The larger ship is a bit tattered but seems to work well enough and has Eafoth on board.
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1988 on: September 10, 2012, 03:34:35 pm »

More precisely, the flagship Tyrranicide carries 14 9-pound guns, while Martena Valley and Victory each carry 10 6-pounders. Cannon do 1d12 damage per pound.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1989 on: September 10, 2012, 04:19:57 pm »

Non-personal-range buffs and debuffs I prepared for maritime travel:

BUFFS
Shield of Faith (+4 deflection AC)
Legion Shield of Faith (20' radius of +4 deflection AC)
Girallon's Blessing (Could be handy.)
Death Ward (If the other ships start hurling negative energy at us.)
Bull's Strength
Enlarge Person
Protection From Evil (No mind control for them!)
Blessed Aim (60' spread of +2 on ranged attack rolls)
Resist Energy (30 energy resistance against one type.)
Magic Vestment (+3 enhancement on a weapon or armor)
Holy Sword (+5 enhancement to a weapon plus a constant 10' radius Magic Circle Against Evil.)
Water Walk (For when Gurk wants to go to RAMMING SPEED.)
Fire Shield (Attackers take cold/fire damage, you gain greater evasion to fire/cold attacks respectively. Also gives off light.)
Stoneskin (Damage reduction)

DEBUFFS
Rainbow Pattern (20' moveable spread of fascination, up to 24 HD.)
Color Spray (15' cone of stunning for 1 round on failed will save.)
Dispel Magic
Wind Wall (for removing small arms fire from the equation)
Control Water (It can prevent an entire ship from moving.)
Blade Barrier (Damage is nice, but the threat of it can keep people still. That's almost paralysis!)

And I just found out I'm short one 6th level spell. Should I go for Antilife Shell for ultimate defense, or Mass Bear's Endurance to make all nearby sailors less squishy?

NINJA EDIT: (Yes, this took me that long to write.  :P) Does Wind Wall slow down or stop cannon shot?

Sheet is now updated with my current spell list.
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Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1990 on: September 10, 2012, 04:43:58 pm »

That said, I think I could do a pretty decent job of helping out a ship's crew. Not to mention that Control Water and (possibly) Wind Wall could just about remove an opposing ship from the equation. If Naren and/or Darrek shows up to help on the third ship, we could do fairly well. It largely depends on how powerful and how many opponents we have with 10 or more class levels.

Note to self: Never get shot with a cannonball.
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RAM

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1991 on: September 10, 2012, 09:53:30 pm »

Range is a significant factor.
Long range is about 1000 feet, or 200 arbitrary distance units.
Medium about 250 or 50.
Close: 60, 12.
Offensively, long range spells are probably of some use, at least against lighter guns. Medium is probably useful against ships that are attempting boarding manoeuvres. Close is probably only useful once boarding manoeuvres are successful...

Hrmm, according to the charts here people can actually walk faster than most boats, the boats don't sleep of course, but still... Though it seems that even as a bear Gurk can only swim at at a speed of 20 feet per round...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1992 on: September 11, 2012, 12:10:13 am »

Uh, RAM.

Water Walk (For when Gurk wants to go to RAMMING SPEED.)

And I believe your bear move speed is 40' per round. Warships seem to be pretty slow, according to that table.

1. Gain Jesus Bear powers
2. Chase down boat
3. "I can charge through wooden buildings, right?"
4. ???
5. Profit!

I think that powers of invisibility (acquired via DMPC) could be useful for getting within range of the opposing ships to Control Water them into uselessness unless they have a pretty good cleric/druid to counter it. With how often Aryana becomes invisible, I would think that she probably has Greater invisibility, which would just be the bee's knees. Combine it with a Silence spell from yours truly, and we could wreak havoc upon a ship fairly well. Glitterdust may be an issue, but that's what Dispel Magic is for, eh?
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Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1993 on: September 12, 2012, 10:09:41 pm »

If the game is meant to be Friday, I will miss it due to moving across the state. I should be able to make Saturday or Sunday.
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Est Sularus Oth Mithas
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1994 on: September 13, 2012, 05:31:44 pm »

It's Sunday.
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.
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