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[Thunderdome] 3e core party vs. Bone Devil

Started by fectin, July 04, 2012, 12:11:21 AM

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Spike

Well, while I'm noshing out some minor administrative details, what I'd really like to know is the lead time: How much the party knows and how much time they can prepare.

Tossing off demon summoners and kidnapping victims tends to imply that the party has to move quickly. That they are familiar with the local village implies they may already have some knowledge of the local area, including previous clears of the local dungeon (low probability, but that's a DM's area... and DM are lazy. I know, I am one)

I have to dig up my notes to make sure I have the right gp totals before I spend.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

deadDMwalking

Introduction

The party appears in the center of the town of Sunny Vale.  After having helped the town almost two years ago with encroachment by trolls, the party had given Village Headman Tomas a feather token to send a written message if he should ever need help.  In moments you're whisked to his ramshackle office in the city hall.  Along with himself, a young girl with straw colored hair awaits your arrival.

"Friends," Tomas offers with obvious relief at seeing you, "I'm glad you could come so quickly.  I don't know what to do.  I didn't want to call you if it wasn't truly important, but I feel our town is on the razor's edge."

"Four days ago several villagers disappeared.  Of course, we were worried, but we wouldn't normally bother you with such minor things.  We spoke to Sir Gerald d'Belmont and he, along with his huntsman and several men-at-arms tried to track them down.  Now they've disappeared too.  We haven't seen or heard from them since they left three days ago."

"I'd still not know what to do, but little Eileen just arrived back in the village a few hours ago.  She says that she was getting water when she heard some strange music.  She couldn't help but follow it, and she was kidnapped by some men in bright saffron robes with orange trim.  She was put in a cell with several other villagers.  She believes that they were going to be sacrificed to bring forth 'the cleansing flame'.  The only person she heard a name or title for is 'the Primarch'.  He seemed to believe that the world would burn, and a new, more wonderful world would emerge.  The villagers were to be a sacrifice to help bring this evil plan to fruition.  When the villagers were taken from the cell, she hid in the bedding, and they seem to have gotten careless.  They left the cell unlocked and she escaped.  That was two days ago.  It took her some time to find her way back.  At this point, we don't know what happened to the other villagers, and whether they're alive or dead.  We fear the worst.  And if this primarch", Village Headman Tomas spits out the unfamiliar word, "has done as he plans, I fear it could go well beyond that."  

The young girl nods to confirm the elements of the story, clearly upset by recent events.

OOC Notes
We'll assume the party is fully rested and didn't use any spells getting here.  This can be first thing in the morning, and since the party did not have combat yesterday, you're free to change out spells as desired.  You do not need to investigate immediately, but if there is a chance the villagers are still alive, any delay may change that.  The villagers will understand if you can't rush off to 'save the day' immediately, but they'll resent any delay all the same.
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Spike

Also, did you see the edits to the big post?
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

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Spike

To keep things moving

Identitfying the men from the description. I'm assuming Knowledge Religion and/or knowledge history  

The music sounds like a Spellcraft check or possibly an K:Arcana check.

Jurgen would also use Diplomacy to sooth and reassure the villagers, both as an RP events, but also in case it helps them be more helpful/forthcoming. I am assuming that we can place on a crude local map the location given by the little girl?  (ie: no real work necessary to find where she escaped from?)

I feel a bit wrong footed re:Spell lists, since they have 'going into dungeon spells' rather than 'research' spells (not even an augery? What the hell was I thnking?) but I'ma roll with it, 'cause I'm that faaking bad-ass.

Dag, of course, will just ask to talk to the local hunters who know the area to see if anyone has seen anything useful. Gareth scowls and mutters to himself that there's no damn money innit.

I'll note that Ambrose is currently unbuffed, and drinking something foamy. And probably leering at a milkmaid innappropriately.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Kaelik

Small point:

In a previous post, Spike claims he will extend Stoneskin to 10 hours.

I seriously doubt he has that ability, since even extended, his Caster Level would have to be 35. Since I assume his CL is not 35, I assume his Stoneskin, whenever it is cast, will not be 10 hours long.
Quote from: FrankTrollmanReally, the only thing the "my character can beat up your character" challenges ever do by presenting a clear and unambiguous beat down is to have the loser drop of the thread and pretend the challenge never happened.

Spike

Quote from: Kaelik;571963Small point:

In a previous post, Spike claims he will extend Stoneskin to 10 hours.

I seriously doubt he has that ability, since even extended, his Caster Level would have to be 35. Since I assume his CL is not 35, I assume his Stoneskin, whenever it is cast, will not be 10 hours long.

You are correct, as the original Stoneskin description was 'close to three hours', and was a good ballpark.  The ten hour comment was made three weeks after the character was made while confusing extended stone skin with the other 1 hour/level buffs, which it is not.

Stoneskin is 10min/level, or 100 minutes. Extended Stoneskin is 200 minutes, or three hours and twenty minutes.

Either way its long enough to get some serious adventuring mileage out of it.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

deadDMwalking

Intro (Continued)
Jurgen sketches a symbol with charcoal on a loose page of parchment.  "Is this the symbol you saw?"

Eileen nods.  

Knowledge (religion) (1d20+14=27)

Jurgen tells the group what he knows.  "The symbol is from the Society of the Phoenix.  They believe that people are wicked and that the world will burn in hellfire, and from the ashes the pure will build a new society.  They work to summon demons and devils into the world to begin the burning."

Knowledge [history] (1d20+11=13)

Ambrose adds, "I've never heard of any members of the cult having been active in this area.  

Spellcraft (1d20+17=36)

"But I do recognize what magic was used, or at least, I think I have a good idea.  A bard's music can fascinate, and he could easily implant a suggestion that anyone hearing the music follow him.  His music can make his allies stronger, and he likely has charmed some of the cultists.  They may not all be in their right minds."  

Diplomacy (1d20+14=30)

Jurgen reassures the Village Headman, "We'll look into this.  If there's any chance your people are alive, we'll save them.  If not, we'll at least ensure they're brought back for a proper burial and your new neighbors won't bother you any more."  Jurgen then crouches down and asks the girl to sketch a rough map of the location of the cave.  

Scrutinizing the map, Gareth observes, "This looks like it's beyond the distance we travled when we dealt with the troll problem.  About a 6 hour walk."

The headman offers, "We will happily provide horses if that helps."

Gareth scowls and makes the correction, "About two and a half hours, then.  But there's no damn money in it!"  

Gather Information (1d20-2=3)
Dag, silent so far, excuses himself to ask any local hunters or woodsman if they have any information of use.  Unfortunately, he can't ever seem to steer the conversation away from how grateful the villagers are that he's here to help.  The mysterious disappearance of their fellow townsfolk and their local lord has them on edge.  More than a few are making preparations in case a quick escape is necessary.  

OOC Notes
Reposted characters with updated spell list.  You can still change these spells out since you haven't missed your window of opportunity for preparation for the day.
Spoiler

Dag Hammerskojld
Half-Orc Fighter 10
SZ M; HD 10d10+10; hp 73;
Init +4 (+0 Dex, +4 Improved Initiative);
Spd 20 ft. (4 squares);
AC 21 (+11 armor), touch 10, flat-footed 21;
BAB/Grap +10/+16;
Full Atk +19/+14 melee (1d10+12 plus 2d6 to evil creatures/17-20x2, +1 Holy Heavy Flail;
Space/Reach 5 ft./5 ft.;
SA -; SQ darkvision 60-ft., half-orc traits;
AL CG;
SV Fort +9 (7 base, +1 Con, +1 resistance), Ref +4 (3 base, +1 resistance), Will +8 (3 base, +2 Wis, +1 resistance, +2 Iron Will);
Str 23, Dex 10, Con 13, Int 10, Wis 14, Cha 6.

Skills: Climb +5* (4 ranks, +6 Str), Ride +4 (4 ranks), Intimidate +7 (9 ranks, -2 Chr) Swim +5* (9 ranks, +6 Str).
*includes Armor Check penalty (-5)
Feats: Blind Fight, Greater Weapon Focus [flail], Improved Critical [flail], Improved Initiative, Iron Will, Leadership, Power Attack, Weapon Focus [flail], Weapon Specialization [flail].

Possessions: +3 Full Plate, Belt of Ogre Strength +4, Cloak of Resistance +1, potion of cure moderate wounds (2d8+3) [x3], oil of silversheen.



Jurgen Hammerskoljd
Human Cleric 10
SZ M; HD 10d8+20; hp 76;
Init +3 (-1 Dex, +4 Improved Initiative);
Spd 20 ft. (4 squares);
AC 22 (-1 Dex, +10 armor, +3 shield), touch 9, flat-footed 22;
BAB/Grap +7/+7;
Full Atk +8/+3 melee (1d8+1/20x2, +1 Heavy Mace;
Space/Reach 5 ft./5 ft.;
SA turn undead, spells; SQ -;
AL NG;
SV Fort +9 (7 base, +2 Con), Ref +2 (3 base, -1 Dex), Will +10 (7 base, +3 Wis);
Str 10, Dex 8, Con 14, Int 12, Wis 17, Cha 13.

Skills: Concentration +15 (13 ranks, +2 Con), Diplomacy +14 (13 ranks, +1 Cha), Knowledge [religion] +14 (13 ranks, +1 Int), Spellcraft +14 (13 ranks, +1 Int).

Feats: Augment Summoning, Improved Initiative, Quicken Spell, Spell Focus [conjuration], Spell Penetration.

Prepared Spells (6/5+1/5+1/4+1/3+1/2+1; save DC 13 + spell level):
0—create water, detect magic [x3], guidance, read magic;
1st—cure light wounds*, bless [x2], detect evil [x2], divine favor;
2nd-align weapon, consecrate, cure moderate wounds*, remove paralysis, spiritual weapon, summon monster II;
3rd – dispel magic, fly*, searing light, summon monster III [x2],
4th – dimension door*, death ward, dismissal, restoration
5th – mass cure light wounds*, summon monster V, true seeing.
*denotes domain spell

Possessions: +2 Full Plate, +2 Light Shield, +1 Heavy Mace, minor circlet of blasting (+6 ranged touch 3d8 or 6d6 1/day), goggles of night, medallion of thoughts, oil of silversheen[x2], holy symbol (gold), holy symbol (wood), holy water [x4].



Ambrose the Awesome
Human Wizard 10
SZ M; HD 10d4+30; hp 60;
Init +1 (+1 Dex);
Spd 30 ft. (6 squares);
AC 11 (+1 Dex), touch 11, flat-footed 10;
BAB/Grap +5/+4;
Full Atk +4 melee (1d3-1/20x2, unarmed strike;
Space/Reach 5 ft./5 ft.;
SA spells; SQ familiar (rat);
AL CN;
SV Fort +8 (3 base, +3 Con, +2 familiar), Ref +4 (3 base, +1 Dex), Will +8 (7 base, +1 Wis);
Str 8, Dex 13, Con 16, Int 19, Wis 12, Cha 10.

Skills: Concentration +16 or +20 to cast defensively (13 ranks, +3 Con, +4 Combat Casting), Decipher Script +17 (13 ranks, +4 Int), Profession (masseuse) +14 (13 ranks, +1 Wis), Knowledge [arcana] +17 (13 ranks, +4 Int), Knowledge [history] +11 (7 ranks, +4 Int), Spellcraft +17 (13 ranks, +4 Int).
 
Feats: Combat Casting, Extend Spell, Greater Spell Penetration, Heighten Spell, Quicken Spell, Scribe Scroll, Spell Mastery, Spell Penetration.

Prepared Spells (4/5/5/4/4/2; save DC 14 + spell level):
0—disrupt undead [x3], mage hand [x3];
1st—feather fall, mage armor, magic missile, ray of enfeeblement [x2];
2nd-darkvision, false life, glitterdust, knock, mirror image;
3rd – blink, fireball, fly, halt undead
4th – black tentacles, dimensional anchor, dimension door, greater invisibility
5th – extended stoneskin, hold monster.

Possessions: [iHeadband of Intellect +2[/i], Amulet of Health +2, [ibead of force[/i], minor cloak of displacement potion of cure moderate wounds (2d8+3)[x2].



Gareth Three-Fingers, V
Dwarf Rogue 10
SZ M; HD 10d10+10; hp 73;
Init +8 (+4 Dex, +4 Improved Initiative);
Spd 20 ft. (4 squares);
AC 20 (+4 Dex, +6 armor), touch 14, flat-footed 16;
BAB/Grap +7/+8;
Full Atk +12 ranged (1d10+1/19-20x2, +1 Heavy Crossbow;
Space/Reach 5 ft./5 ft.;
SA crippling strike, sneak attack +5d6; SQ darkvision 60-ft., dwarf traits, evasion, improved uncanny dodge, trapfinding, trap sense +3, uncanny dodge;
AL CN;
SV Fort +5 (3 base, +2 Con), Ref +11 (7 base, +4 Dex), Will +3 (3 base);
Str 12, Dex 19, Con 15, Int 14, Wis 10, Cha 6.

Skills: Appraise +15 (13 ranks, +2 Int), Disable Device +15 (13 ranks, +2 Int), Hide +22 (+13 ranks, +4 Dex, +5 competence), Listen +15 (13 ranks, +2 Alertness), Move Silently +22 (13 ranks, +4 Dex, +5 competence), Open Locks +17 (13 ranks, +4 Dex), Search +15 (13 ranks, +2 Int), Spot +15 (13 ranks, +2 Alertness), Tumble +17 (13 ranks, +4 Dex), Use Magic Device +11 (13 ranks, -2 Cha).

Feats: Alertness, Improved Initiative, Point Blank Shot, Rapid Reload.

Possessions: +1 heavy crossbow, +2 mithril shirt of shadow and silent moves, Gloves of Dexterity +2, iron bands of binding, thieves' tools, dungeon gear, 5 adamantine bolts, 10 cold iron bolts, 10 alchemical silver bolts, 40 normal bolts
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Spike

I was hoping to know more about this Primarch figure, does that figure in?

Also, does this Order of the Phoenix cult murder people or just... brainwash them? or no precedent.

Dag, of course, happily basks in the accolades he's getting and assures the townsfolk that he all set ta bash heads for the Sun!

If it sounds more like brainwashing then sacrifice, then Jurgen would take the time to pray for various divination magics and Ambrose would, at a minimum have his Prying Eyes scout not just the dungeon, but the area around it for traps, reinforcements and even stray orange-robes that could be captured and interrogated.

Assuming that they traveled here at least overnight, I think the following 'swap outs' could be considered 'fair'

Jurgen:

Swap Summon V for Commune
Swap Restoration for Divination. I'm tempted to swap out another for Imbue with Spells, but that would be 'making the case' for Kaelic, so no. As PbP as this feels, its Thunderdome.
Swap Consecrate and Summon II  for Augery x2

Ambrose:
Swap Hold Monster for prying eyes, swap E.SS for Contact Outer Plane
Swap Black Tentacles for Scrying,
Swap Halt Undead for Arcane Sight


Assumption: It is easily possible that the party could simply scry down one of the minor npcs that were taken, which would take them deep into the 'dungeon', via teleport. However, since we're here to fight a bone devil on the other side of a door, we'll assume they would prefer to hold teleports in reserve instead.

Also: Slight Cheese tactic: What time of Day to clerics of Pelor pray? As a sun god I'm sure its either Dawn or Noon, but I don't know for sure. I've timed 'actions' in games around cleric prayer before (woohoo for extra spells!!!), and starting off just before prayer time means the cleric, at least, can go all out.  Less aggressively, it could mean that he simply divines, then leaves immedeatly for the dungeon with 'combat load', putting the spell work all on him for the prep phase.  Normally these sorts of strategic moves would be honed over several levels worth of play, of course.

Assumed plan of action: via spell recon.

I would like to have started with Prying Eyes, but I believe the area described  is much farther than a mile from the village, so no go.  Gareth will stealth his way to the area where the girl was at when she was taken in order to keep and eye out for orange-robes (presume that is much closer to village), possible for a grab and interrogate. If he doesn't see any within a few hours he'll return.

Before he goes, one Augury to ask yes/no if the party has time rescue the villagers. I can refine the phrasing if necessary. (do we need to leave 'today' to save the villagers).  The Second augury would be 'is there a good chance Gareth can succeed in his mission alone?' with his mission, of course, being to find an orange robe or ally to capture and bring back for interrogation.  Obviously it would have to be possible to find a target, and likely for him to be able to capture one (so, finding hundreds of orange robes marching on teh village would be a 'no' then... right?)

The next would be Divination:  What is the most important thing that Jurgen doesn't know that could cause the quest to fail?

Also: Did Eileen bring back even a scrap of orange cloth, or a bit of hair maybe (not necessarily intentionally) that could be used as a focus for scrying?  Otherwise Ambrose is gonna have to grill her for the best description he can get of the leader of the orange robes (or whomever she can best describe), maybe a villager can draw a picture from her description (damn: See, had I played a party using scrying before, I'd have profession:police sketch artist in the party!  :)

Anyway: I think I should wait for answers before moving on.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Spike

Since I don't have three other players to spitball with, I figure it fair if I ask the peanut gallery for any ideas on solid yes/no questions for Commune. I'm waiting to get feedback from existing actions before I really sweat the Commune. Sort of blitzing this hard. Got mah game face on!


Also: As everyone knows, sending out a lone party member is asking for death. So I'm sure the party has a good tactical practice, Dag can hang back from Gareth 250 feet or so (-25 to spot or listen for him, offsetting his abysmal stealth, yet sort of close enough that they can run to one another in a few rounds. (Full withdraw from Gareth is 40 feet a turn, Dead Run from Dag is 80, so within two rounds they can be 'together'. It would be amusing if they both died to Bone Devil in the woods, but it would be equally amusing if they killed bone devil in the woods... not that I expect to meet bone devil in the woods, just sayin'.)
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

deadDMwalking

Quote from: Spike;572027I was hoping to know more about this Primarch figure, does that figure in?
The knowledge checks you made didn't give you any more information.  

Quote from: Spike;572027Also, does this Order of the Phoenix cult murder people or just... brainwash them? or no precedent.
No real precedent.  Effectively, this is a cult of like-minded people spread around the world, but individual leaders may emphasize a different element of doctrine.  By and large, the group is dedicated to bringing out the wholesale destruction of all societies, and murder doesn't USUALLY help with that, but if it does, they'd be all over it like stink on a monkey.  

Quote from: Spike;572027If it sounds more like brainwashing then sacrifice, then Jurgen would take the time to pray for various divination magics and Ambrose would, at a minimum have his Prying Eyes scout not just the dungeon, but the area around it for traps, reinforcements and even stray orange-robes that could be captured and interrogated.
Could go either way.  Since as a cleric of Pelor he'll get new spells at noon, I don't have a problem with 'new spell preparation cheese'.  

Quote from: Spike;572027Assuming that they traveled here at least overnight, I think the following 'swap outs' could be considered 'fair'

Jurgen:
Swap Summon V for Commune
Swap Restoration for Divination. I'm tempted to swap out another for Imbue with Spells, but that would be 'making the case' for Kaelic, so no. As PbP as this feels, its Thunderdome.
Swap Consecrate and Summon II  for Augery x2

You've arrived in town with the spells you indicated you'd have prepared.  Before the summon from the village, you may have expected 'normal combat'.  Whatever the case, no swapping Jurgen's spells, but as noted, you can prepare new spells at noon.  It's a question of whether or not you're willing to move fast or spend some extra time to collect additional reconnaissance.  Your call.


Quote from: Spike;572027Ambrose:
Swap Hold Monster for prying eyes, swap E.SS for Contact Outer Plane
Swap Black Tentacles for Scrying,
Swap Halt Undead for Arcane Sight
Since Ambrose is rested and has not swapped spells out today, I have no objection.


Quote from: Spike;572027I would like to have started with Prying Eyes, but I believe the area described  is much farther than a mile from the village, so no go.
The area described is more than a mile away.    

Quote from: Spike;572027Gareth will stealth his way to the area where the girl was at when she was taken in order to keep and eye out for orange-robes (presume that is much closer to village), possible for a grab and interrogate. If he doesn't see any within a few hours he'll return.
After a few hours, he has not spotted a target.

Quote from: Spike;572027Before he goes, one Augury to ask yes/no if the party has time rescue the villagers. I can refine the phrasing if necessary. (do we need to leave 'today' to save the villagers).
Unless you want to wait until after noon to have preprared different spells, this won't work.  I'll let you confirm before I provide the results for this or the second augury.

Quote from: Spike;572027Also: Did Eileen bring back even a scrap of orange cloth, or a bit of hair maybe (not necessarily intentionally) that could be used as a focus for scrying?  Otherwise Ambrose is gonna have to grill her for the best description he can get of the leader of the orange robes (or whomever she can best describe), maybe a villager can draw a picture from her description (damn: See, had I played a party using scrying before, I'd have profession:police sketch artist in the party!  :)
She doesn't have much information.  He wore a robe that concealed his face, and she was hiding under bedding when the prisoners were taken from their cells.  Pressing her for information is unhelpful.  

Quote from: Spike;572027Anyway: I think I should wait for answers before moving on.

Let me know what other clarification you need, and we'll go from there.
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Spike

Well, if Gareth already did his snooping, then I'll save an augury then once I get them.

So Noon: Pray.  Afternoon and morning:cast and move, Noon:Pray 'back', afternoon: Assault dungeon?

Sort of vague plan thing going there.

For Jurgen, that means keeping Prying Eyes until late. The party will plan on travelling from (two and a half hours by horse you say?  Hmm... Jurgen will cast it in the late afternoon, the party will travel (Jurgen will have his prying eyes up and 'patrolling' for not-quite one mile ahead and around the party, recalling an eye roughly every mile (but keeping at least three or four handy (10+d4 eyes total) to review for potential ambushes/monsters/phoenix patrols what have you, and planning to camp for the night  before it gets too dark for the eyes (summer time-ish, since you haven't mentioned cold/snow) to see, just within 'eye range' of the dungeon area, using the the remaining eyes to scout the quest area as best they can, then recalling them. If its a full moon (so some light at night) he'll keep 2 eyes to patrol around the camp while he rests, recalling them before the spell ends (they won't 'help' anything, but he'll have whatever they see.), and he'll prepare spells in the morning while Jurgen 'blows his wad.

Hmm... Ambrose will probably cast his 10 hour buffs that he still has just before going to bed, so he'll be protected in his sleep and in the morning. Sadly he can't pull Jurgen's trick of buffing then praying... alas.

But I think I'm ahead of schedule here.

So, where am I? morning-ish in the village with no divinations? Gareth being sneaky but useless in the woods?

Well: Jurgen's gonna have to Scry blindly then, I guess.  If there is a decent sketch that's cool, otherwise its straight up 'second hand information'. I picked Jurgen for scrying duty because his components are cheap frip, vs the 100 gp of holy water.

EDIT::: Forgot! He's gonna use his Darkvision and Arcane Sight spells before he scrys! They work through scrying as best I can tell.

My next post is gonna have to be backfill on the characters or it won't get done!
:eek:
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

deadDMwalking

Okay.  My understanding of the plan is as follows:

1) It is morning now.  You will prepare new spells at noon and cast them.
2) After casting the newly prepared spells, you'll travel to the dungeon.  
3) After arriving at the dungeon, you'll rest.
4) At noon the next day you'll prepare new spells and enter the dungeon.

Is that correct?  

Let's say it's 11 am now, so you can still cast any currently prepared cleric spells that are useful, and still prepare new ones.  

When declaring actions, please be as clear as possible.  If we need to take them one at a time, that's no problem.  I'll usually keep a very close eye on this thread.
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Spike

Apologies if I walk over someone's post:

Standard Adventurer's Kit (things every party has)
Everyone has at least one dagger as a backup.
Dag has at least a composite shortbow and 50 arrows, plus some throwing hatchets for quick grab and toss situations.  Gareth has at least a short sword somewhere, maybe two. Normally by this point they could have expected to see MW drops as junk loot to scavenge from, but we'll skip that and keep it simple.

The party has at least two coils of rope, split between members, probably silk at this point. Likewise a couple dozen pitons and a hand sledgehammer.

Everyone has chalk. And candles.  and charcoal and a couple of sheets of cheap ass parchement (probably used and scraped clean, but that's outside of D&D's scope).

Since there is at least one Hewards Haversack or bag of holding in the party (that's for Ambrose, who I KNOW has the cash), as good 'delvers' (specializing in going into ruins and holes in the ground) they'll have at least two pick-axes, shoves and work axes. Two, or even three grappling hooks

On the matter of redundancy: In a D&D game I wouldn't really care if the party had spare grappling hooks or axes or what have you. Spare rope? Sure, the guy carrying it might be the one to fall or get carried off by bird men, whatever.  But all these spares? That's because I know in real life shit gets lost or broken all the time.  Also: A couple of dozen pitons doesn't cover it,really. I (a player) use them constantly in 'non-piton' ways, like jamming doors open (or shut!) and others. beeswax, maybe 'earplugs' if something like that exists, otherwise, that's one use for a couple of pounds of wax.

Anyway, back to the list.

Crowbar, a bullseye lantern (stowed), flint and steel (for everyone) at least one oil flast (for everyone), with spares in the Hewards. By this point they've probably made their own everburning torches (but not this party, for simplicity). They will have a length of chain and a block and tackle, both for heavy moving AND occasionally to tie up something too strong for rope, and a set of manacles. Why? Because fucking Hewards, thats why!

They will have climbing kits, a healers kit (probably left over from low levels when it mattered a lot more), obviously spell book(s?) and spell component pouches for Ambrose.  They will have a spyglass and some empty vials in case they have to collect some liquid for some unknown reason.

Everyone will have holy water on their person (and a wineskin). Too many things will 'infect' characters that need washing off.  With one or the other. Each character would also have emergency iron rations and drinkable water (with more food and water in heward's...)

Ambrose will have a pony keg of brewskis as part of his religious obligations. Fucking Hewards is probably full holding all of that.

Ambrose and Jurgen are likely to have writing kits and additional paper, and Jurgen probably has a signet ring.

Yes, they also have spare clothing.  

Ambrose also has lots and lots of components. Some pricy component too, at least enough for one full day of 'combat casting'. Yes, I'm being vague, this is a test of an ordinary party in one fight, plus lead up, not an accounting test. I think the really pricey stuff (raise dead diamonds) aren't even on the spell list, as it lies far outside the scope of this Thunderdome (though: a tenth level party with a cleric? Yeah, they'll try to have at least one emergency diamond handy for those unexpected mid-quest deaths...)

Hokay! THat done, lets look at the more 'big ticket' stuff. Everyone's individual budget:

Dag: 2k

Jurgen: 8.5k

Ambrose: 14k (minus the hewards, 12k)

Gareth: 3.5k

Lets just remove 1k from the equation to cover miscellany above, shall we? so remove the extra from Gareth and Jurgen. I assume some fungibility here, so if Dag needs an extra K, he can squeeze it out of, oh, Gareth or something.  Obviously we could have at least one Emergency Diamond here, but we won't. If Ambrose goes to the Brah in the sky, well, everyone hates him (ditto Gareth, who will just be replaced by Gareth the Sixth anyway.), and Dag is too confident to waste money on insurance. Jurgen, for his part, would be doing the casting, so why would he spend HIS money. Not like they'd Raise him if he died.  Yes, they are disfunctional.

Lessee: Wand of Silence 4.5k,  Wand of Delay Poison 4.5k  Scrolls: Break Enchantment, 2x Glitterdust, 1 Enervation... and I'm pooped on scrolls. Mass back-end selection is HARD.

Hokay: Dag will have a bundle of +1 adamantium arrows that he keeps in reserve for DR fights, and an alchemical silver shortsword they pushed on him against his wishes, for werewolves an' shit, which wipes him out easy.

Jurgen still has 3.5k...  Bah, cloak of resistance +1 and an Elemental Gem, Earth, for emergencies.

Ambrose:  uh... potions of neutralize poison, and magic circle against evil?

Gareth: Efficient Quiver (oh, how the poetry is gone!), 50 Ghost Touch bolts.
He's got the mundane short sword for stabbity-stabbity. He keeps a mix of bolts in the quiver, along with the sword.


There, that should be everything. Each caster has 1 of the wands J:Delay, A:Silence, but A's got the scrolls.
And I will probably NEVER volunteer to create a party of tenth level characters from scratch ever again. Yeesh!
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

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deadDMwalking

No problems.

What spells are you casting before noon?
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Spike

Quote from: deadDMwalking;572048Okay.  My understanding of the plan is as follows:

1) It is morning now.  You will prepare new spells at noon and cast them.
2) After casting the newly prepared spells, you'll travel to the dungeon.  
3) After arriving at the dungeon, you'll rest.
4) At noon the next day you'll prepare new spells and enter the dungeon.

Is that correct?  

Let's say it's 11 am now, so you can still cast any currently prepared cleric spells that are useful, and still prepare new ones.  

When declaring actions, please be as clear as possible.  If we need to take them one at a time, that's no problem.  I'll usually keep a very close eye on this thread.


Sure: Well, since I'm burning the 'combat load' just before praying, I'll cast Detect Evil and True Seeing, in hopes of finding any disguised spies or monsters in the village, and Guidance on Gareth so he can try a Get Information... can I have Ambrose 'back him up' (assistance)?  I figure since Dag already tried and failed, he's done for the day with that particular schtick.  Looking for anything useful about the area, even if it's just so that later I can maybe get a situational bonus for knowing about a hidden deer trail or something, though, of course, I'd like something more concrete to help pin down my divinatory questions.

WIth that I'm 'signing off' for the night. I be gettin' by on 4 hours a night too many nights in a row, so I'm shooting for 8! :duh:
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

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