Habololy Forum
Great Forest Campaign => Another Year of War => Topic started by: Asinjin on January 20, 2017, 12:20:03 AM
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The session ended on the 8th day of the 3rd month of 788.
Email xp for those that emailed during the past two week to come, but everyone gets 1200xp for tonight's session
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Posting spells cast in preparation for next week.
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Posting spells cast in preparation for next week.
Enlarge and Mighty Wallop.
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You have five rounds between when you decide to go and you arrive 50 feet or so from the creature.
Keep in mind that includes rounds of movement and climbing.
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Grant cast:
- Good Hope: +2 morale bonus to Saving throws, attack rolls, ability checks, skill checks, and damage rolls (wouldn't stack with the bonus to fear saves from Haas though)
- Fell the Greatest Foe
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The details of who is afraid:
Vor'Ruk, Haas, Valizar, and Grant are unaffected
Ash and Predator and frightened
Saladien is shaken
Rom'pei and Syrus are panicked
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If anyone got a level, message me.
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The details you get on the bog imps before you leave, as you are discussing what might be out there are from a collection of soldiers. They tell you that the swap fey can make anyone sick with their attacks, bite and claws. The imps can cause any water to turn noxious and fetid. They are can hide anywhere in the swamp and are immune to a wide variety of spells. They are small but quick and have no problem moving on land, in the water, or through the trees. Worst of all, they can make any even small puddle turn into a deep pit of water.
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The details you get on the bog imps before you leave, as you are discussing what might be out there are from a collection of soldiers. They tell you that the swap fey can make anyone sick with their attacks, bite and claws. The imps can cause any water to turn noxious and fetid. They are can hide anywhere in the swamp and are immune to a wide variety of spells. They are small but quick and have no problem moving on land, in the water, or through the trees. Worst of all, they can make any even small puddle turn into a deep pit of water.
Are they susceptible to blunt force trauma or do they go down faster with bladed weapons?
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They are typical fey, and so you need magic and cold iron to be most effective.
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Vor'Ruk astride Sunder quattuor rears the horse back shouting "Hon'Ro'Em" the Orcish word of honor as (much like Iron Man) his gleaming full plate armor appears piece by piece on him, finishing up with the helm, the visor still stuck slightly open upon his tusks. He watches Rom'Pei turn and flee on RumbleRoot. Vor'Ruk nods his head with grim determination, and holds his lance up in the flickering dime light of burning arrows.
Vor'Ruk got Pass without trace cast on him, and anything else the group did.
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Vor'Ruk astride Sunder quattuor rears the horse back shouting "Hon'Ro'Em" the Orcish word of honor as (much like Iron Man) his gleaming full plate armor appears piece by piece on him, finishing up with the helm, the visor still stuck slightly open upon his tusks. He watches Rom'Pei turn and flee on RumbleRoot. Vor'Ruk nods his head with grim determination, and holds his lance up in the flickering dime light of burning arrows.
Vor'Ruk got Pass without trace cast on him, and anything else the group did.
RumbleRoot....that's great.
Is Vor'Ruk's horse immune to fear?
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RumbleRoot....that's great.
Is Vor'Ruk's horse immune to fear?
That's a good question, My horse gets my feats, and i assume as a class feature that's basically a feat? Fearless..
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How bad is the terrain?
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That's a good question, My horse gets my feats, and i assume as a class feature that's basically a feat? Fearless..
It wouldn't be to helpful to a mounted warrior if he is fearless and his horse isn't, especially when fearless comes from a mounted prestige class. I will add that to the official write up of the class. However, it would not be a standard rule that the horse would get all class features (since you could take other classes).
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How bad is the terrain?
Currently a shallow bog, so:
It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2.
Both shallow and deep bogs increase the DC of Move Silently checks by 2.
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Note that we pick up just as you and the creature have reached within about 50 feet of each other. The area is lit by a couple of enchanted arrow in the area.
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It wouldn't be to helpful to a mounted warrior if he is fearless and his horse isn't, especially when fearless comes from a mounted prestige class. I will add that to the official write up of the class. However, it would not be a standard rule that the horse would get all class features (since you could take other classes).
Maybe it should be a ride check? but it would be a problem for a cavalier not to be able to apply fearless to his mount in some way.
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If anyone has any questions for the soldiers of Outpost 8, you can post them and I will assume you asked in the days before the battle.
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A correction on the description of the Lord Commander, he has a long sword not short sword (although it is halfling sized).
Before the battle, he puts on a lather helm which fits tight to his head and has a nose guard. He has a spiked buckler strapped to his arm with the crossed feat of Tommimao in the center. He also has leather armor.
Most of the halfling soldiers are armed with slings, short swords, and long spears. The taller folk have long swords and bows.
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Vor'Ruk, who is in command of the orcs inside the Outpost while you and Rom'Pei are outside?
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Vor'Ruk, who is in command of the orcs inside the Outpost while you and Rom'Pei are outside?
There is a well defined command structure inside the group, the next highest in rank is the Cleric of Han-Sui. He has orders to help defined the camp. However Vor'Ruk allows some heroism to override orders where needed. I can get you his name and stats if you need it.
Only the ranger has ranged weapons, everyone else has a mixture of melee weapons that are usable from horse. Most are master weapon trained.
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There is a well defined command structure inside the group, the next highest in rank is the Cleric of Han-Sui. He has orders to help defined the camp. However Vor'Ruk allows some heroism to override orders where needed. I can get you his name and stats if you need it.
Only the ranger has ranged weapons, everyone else has a mixture of melee weapons that are usable from horse. Most are master weapon trained.
The clerics asks, "Is there any point at which we should ride out to aid you?"
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Posting spells cast in preparation for next week.
Haas' spells:
- Summon VIII - 1d3 huge earth element spiders erupt from the ground in between us and the wyrm - as mindless vermin, I think they are not subject to mind-affecting effects (like fear).
- Extended Footsteps of the Divine to get fly speed 60
Just in case I'm late getting there tomorrow here's some Haas actions.
If multiple spiders appear I leave 5 ft of clearance between them for our meleers to engage. Spiders fire off webs each round to entangle and move about by burrowing. Haas flies up 30 ft and casts righteous wrath(allies), dispel magic(wyrm), spiritual hammer(wyrm), in that order; he will chase down and engage the warm if it gets past the line.
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The clerics asks, "Is there any point at which we should ride out to aid you?"
Don't leave the protection of the Fort until I slay the beast and the vile frogmen show themselves, then, and only then ride out and break their resolve. Collect as many "pass without trace" as you can before doing so.
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Vor'Ruk actives his ring of true-strike ( +20 to attack - 3x a day) and Charges
+ 12 to power attack
- ride by attack
- leap attack
- devastating charge
- lance of baleful charge
(D10 + a bunch) x 5 (x 7 on critical)
for good measure.. Sunder Quattro will kick him as i pass (he gets all my feats (ride by, leap, leap attack, power attack :))
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Don't leave the protection of the Fort until I slay the beast and the vile frogmen show themselves, then, and only then ride out and break their resolve. Collect as many "pass without trace" as you can before doing so.
Rompei can effect 5 with each casting, and its a 1st level spell that lasts for 5 hours. Does he cast before leaving?
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Vor'Ruk actives his ring of true-strike ( +20 to attack - 3x a day) and Charges
+ 12 to power attack
- ride by attack
- leap attack
- devastating charge
- lance of baleful charge
(D10 + a bunch) x 5 (x 7 on critical)
for good measure.. Sunder Quattro will kick him as i pass (he gets all my feats (ride by, leap, leap attack, power attack :))
We will role initiative to start tonight.