"So Legate...while I do not believe it is in the best interest of my people to go along with this, I can also understand the concept of the greater good. That said, I have a few other questions...how much sway will you actually have with the emperor, now that you have one armor, and have lost the primary source of your power? How do we know your emperor won't see you as a failure and simply remove you? Secondly, what about the crystal beings, the ones who communicate telepathically throughout your empire, how will you keep them from betraying this agreement?"
"Bah, the Emperor. Why would he want to believe I have failed?" replies Suun. "Because I've lost an arm? Damn it man, that makes my legend even more grander! I've literally risked life and limb for his glory! He'll throw a fantastic parade dedicated to my triumph over the horrid beasts and fierce barbarians of this land!"
"Failed?" he laughs. "Oh, no. The only failure here would be if we fail to seize this opportunity! And as for those jewel-encrusted traitors the Opti, they've been strangely uncooperative as of late. It's almost as if they've decided they need no longer fear me. But this can be rectified. With hammers, clamps and jewel-saws, if need be."
Quote from: Arkon on February 18, 2013, 09:11:46 PM
So obviously, the dracolich is an issue, but back to the negotiations/interrogation, Kriv will ask the Legate rather directly about how much power the legate has in actually making good on anything we would negotiate...does the Legate have enough sway to end the war, or give back lands.
"Ah, quite ambitious, eh?" laughs your prisoner, "No simple ransom for you, I see!"
Suun goes on to tell his interrogators that though he can not simply take his forces and leave, he could likely convince his Emperor that certain parts of what used to be the Tiam-Krey province are too dangerous or too worthless to hold. "I was sent here, as was my sniveling predecessor, to secure and restore Scaleport, to secure and loot the remains of the city of Tiam-Krey, and to pacify the locals. That last part is most likely the bit that concerns you the most."
He writhes uncomfortably for his bonds for a brief moment, then continues.
"Pacifying whatever natives we find in a region set for Reclamation serves many purposes, but nearly all of them could be accomplished without further bloodshed. If I were to tell the Emperor that everything West of say, the Mist's Woods, was a useless stretch of badland inhabited only by creatures most foul, he'd likely believe me. Of course, he'd expect me to extract a certain amount of loot and levies from even a blighted area per annum, but if I were to accidentally underestimate just how many were living in these lands, why, that would hardly be my fault, would it? I'd likely be able to provide the expected funds and men myself, from coin unfortunately missed by the Tithers. Your peoples could go on with your sheep, or whatever it is you do out in the wilds, largely unmolested. "
"Of course," he adds with a smile, "if you are feeling very, very ambitious, and we all aren't consumed by a towering monstrosity from beyond the grave, my freedom could be even more valuable to you. If we could negotiate a true peace here, it would not be without precedent were I to elevate some natives to positions of power. You could rule the daily affairs of the province as you saw fit, as long as your methods did not interfere with trade and I maintained control of the Legions." He then stares Kriv directly in the eye. "Though I have no ability to suspend the Penance, and your kind would still be little more than a trade good, I would have great leeway in how vigorously I pursued those dragonborn living in these lands. If none were sent to the damned dwarves on a particular year, who is to say it is because I've been lax in my duties?" He grins from ear to ear. "No one who wants to keep their bloody head, that's who!"
He then goes on about the various benefits to both of these courses of action. Improved trade, civilization and technology, secure roads, personal wealth for the group, etc. The party's general consensus (aka Passive Insight) is that he is purposefully overestimating how easy it would be for him to enact either of these schemes, but he's not outright lying. Bilon and The Monk are sure the prisoner is relatively disgusted by your band, Kriv in particular, but likely prizes profit over personal vengeance.
And our heroes are once again victorious, though their scurrilous DM came within 2 hit points of permanently slaying the one character who's player was absent due to natural disaster!
Loot and recap below:
Spoiler for Hiden:
The Prepotency Lionguard has been slain. The Legate’s stone mount has been disabled and recovered by the party. Legate Valoratus has been captured, his right arm hewn from his body, and is inhabiting the dungeon beneath Fort Scale. Unfortunately, it seems as if an unpleasant creature had been imprisoned within his sword and is now free in the Prepotency camp. None of our heroes have seen it directly, but it has apparently destroyed an iron golem with ease. The bound, and surprisingly pleasant, Suun Valoratus claims it is a mighty dragolich he defeated and bound to his will years earlier. The fallen general seems convinced that you will eventually ransom him and appears to be cooperating, having already agreed to discuss freeing your lands. Whether or not this is a ruse remains to be seen.
5000 xp each
The following is an inventory of the Legate's possessions:
Falsefire Pistol, Rare, level 24, 525,000 gp Counts as hand crossbow for feat and proficiency purposes Does not require reloading or ammunition, but on an attack roll of 1 an internal mechanism has jammed. It takes a standard action thievery check (difficulty 30) to clear the weapon before it may be used again.
Range 10/20
+5 to attack and damage rolls, Critical: +5d6 poison and fire damage All attacks made with the Falsefire Pistol do poison and fire damage. +5 Mithral Scale Armor Level 24, Uncommon, 525,000 gp Enhancement Bonus: AC Power Daily (Immediate Reaction) Use this power when a melee or ranged attack hits you. Take half damage.
Ring of Adaptation, Level 23 Uncommon This silvery metal loop is engraved with Primordial runes, protecting you from elemental effects. Ring Slot 425,000 gp Property Gain a +5 item bonus to Endurance checks to endure extreme weather. Power Daily (Immediate Interrupt) Use this power when you would take acid, cold, fire, lightning, or thunder damage. Take half damage from that damage type until the end of your next turn. If you've reached at least one milestone today, this power lasts until the end of the encounter.
Albusinus the Mighty Wondrous Item, Figurine of Wondrous Power, 225,000 gp , Rare Power (Conjuration) Daily (Standard Action) Use this figurine to conjure Albusinus. As a free action, the conjurer may spend a healing surge to banish Albusinus if Albusinus is reduced to zero hit points. If banished in this manner, Albusinus may not be summoned again for 48 hours.
Level 21 Skirmisher Medium Immortal Animate (mount) HP 100; Bloodied 50 Initiative: As conjurer AC 35; Fortitude 33; Reflex 35; Will 33 Perception +20 Speed 8 , Climb 6 Senses low-light vision, Darkvision Vulnerable -15 Thunder ;
Traits – Unwilling servant – If Albusinus does not like his summoner, he may banish himself as a free action if reduced to 50 or fewer hit points. If banished in this manner, he may not be summoned again for 48 hours.
Standard Actions Claw - At-Will (Melee Attack) Attack: +26 vs. AC; Hit: 2d8 + 20 damage, and Albusinus shifts 1 square. If the target was granting combat advantage to Albusinus, the target also falls prone.
Bite - At-Will (Melee Attack) Attack: Targets a prone creature; +26 vs. AC; Hit: 2d10 + 18 damage, and the target is grabbed (until escape)
Skills Acrobatics +22 , Athletics +20 , Stealth +22 Str 20 Dex 24 Wis 20 Con 17 Int 6 Cha 10 Alignment Unaligned Languages Common Elven Supernal Goblin (can’t speak)
300 gp 75 silver Pouch with 30000 worth of residiuum 2 scrolls of the ritual Sending.
I'll be sending around a scheduling email at some point in the next few days, since we already know at least one player can't make the next regularly scheduled session. In the meantime, the interrogation of the Legate can continue should the party so desire.
I'm sorry, AA! I thought about checking how everyone in the storm's path made out, but totally forgot once I shoveled myself out. Hope you are back up and running soon!
Quote from: wonderpug on February 07, 2013, 05:01:24 PM
Quote from: TiLT on February 07, 2013, 03:59:02 PM
A tip: I'd recommend doing board game reviews with nice, big, original pictures of the game and its components as part of the review.
This is a great recommendation. When I look through the pictures on BGG trying to see what a game looks like I hate having to filter out all the pictures of people who hand-painted their models or built custom pieces or whatever. Not that that stuff isn't neat to see, but it's not helpful when I just want to know what's in the box.
Yeah, BGG can be a pain to navigate. Here's another vote for a good inventory of what comes in the box with plenty of pics.
I also wouldn't mind seeing a "best new release of the month" column or something similar.
Sorry for the lack of post-game write up. The only thing I would add to Arkon's account is that the Legate seems rather enraged since Jett charmed his pet lion into tearing the head off his icy ally. (aka Coup-de-grace actions are definitely a possibility!)
I will likely be a few minutes late tonight, so plan on the server being up @ 815 EST. Gathering in vent to discuss level-up choices, tactics for the upcoming battle @8 is encouraged, though!
And our heroes engage in an unorthodox artillery duel, are pursued by aggressive automatons and are waylaid by Imperial entanglements.
3000 xp each.
As you charge the legate and his men, the pursuing golems begin to slow. Will they stop before you and your foes collide into battle or will they join the fray? Only one way to find out...
And our weary heroes defeat the House of Coin Tradeguard and make a strategic withdrawl behind Scaleport's mighty walls.
3500 xp each. 50,000 gp worth of residuum.
Your allies let out a rousing cheer as they throw thick ropes down from the southern wall, allowing you to bypass the druid-barricaded Southgate. They report that the city's other defenders have faired relatively well while you were engaged. Your forces have suffered approximately 16 casualties, some fallen to Prepotency siege weapons, others to skirmishers attacking the walls or to the spikes of soaring manticores, but morale remains high. Most of your troops are unharmed, the walls still hold and no serious damage has befallen the Fort. Your acts of valor on the field seem to have inspired your allies as well. "I don't care how big their damn cannons are! You have taught them fear," shouts a massive, white-furred minotaur you pass as you make your way back to Fort Scale. Gore-splattered, he roars, "They will not take this city. Not now! Not ever! Giantslayers! Giantslayers! Giantslayers!" Dozens of your compatriots take up the chant as you head towards your rest.
The city itself seems to be holding together as well. Acrid smoke clings to the streets, but you pass few buildings that have suffered substantial damage since you took to the field. Once back in the Fort, though, a weary member of your fire-brigade tells you that a row of houses near the city center did take a direct hit from the Prepotency Great-Cannon. "I believe most of the homes were abandoned, my Lords," reports an exhausted, soot-stained young woman, "but there were ... screams as some of the buildings burned and fell. I am sorry."
Is there anything else the group would like to do before resting?
Most of Lupo's gear seems well crafted (and well singed and well soaked!) but not inherently magical. These are the exceptions:
Lupo's Ebon Pendant (counts as Abduction Ki Focus, Level 19, Uncommon, +4)
Stare into the eyes of this dragon-skull pendant and the laws of time and space seem like mere suggestions.
Implement: Ki focus, Enhancement Bonus: attack rolls and damage rolls, Critical: +4d6 damage
Property: Whenever you hit an enemy with a melee basic attack using this ki focus, you can slide the target 1 square as a free action. Power (Teleportation) Daily (Free Action)
Trigger: You hit an enemy with a melee attack using this ki focus.
Effect: You teleport 5 squares, and you teleport the enemy 5 squares to a square adjacent to you.
Lupo's Ivory Chain (Counts as Necklace of Keys, Level 18, +4, uncommon)
If it's really ivory, then why does it squirm beneath your touch?
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will Property: You gain an item bonus to Thievery checks to open locks equal to the necklace’s enhancement bonus.
Power (Teleportation) Daily (Minor Action) If you're grabbed or restrained, you can teleport 5 squares.
With the assassins either dead, missing or fleeing from a goat-faced berserker, the party must now choose what to do next. The consensus seemed to be to take a short rest at your current location, then attack the House of Coin forces assaulting the Southgate. If anyone objects, please respond ASAP! (And be on the look-out for a PM with game scheduling info!)
Quote from: Arkon on December 13, 2012, 01:30:54 PM
Quote from: Arkon on December 03, 2012, 05:13:53 PM
Quote from: kadnod on December 02, 2012, 06:16:51 PM
The party can make one roll on the "Cry for Aid" chart, fire a mortar once, see the cleric join them and take a short rest before the assassins reach them. Anything more than that will require the forfeiture of the short rest and/or healing surges.
That sounds like a plan to me, unless anyone has a different thought I say we go with this, and prepare to fight the assassins.
Ok, we will resolve the relevant dice-rolls next session!
The party can make one roll on the "Cry for Aid" chart, fire a mortar once, see the cleric join them and take a short rest before the assassins reach them. Anything more than that will require the forfeiture of the short rest and/or healing surges.
And our heroes inconvenience some incendiary imbeciles while the cleric provides divine intervention to some allies with incredible injuries!
(aka Winnish, Jett, Kriv, the Monk and Gruhef the NPC Satyr beat up ogres with fire mortars while Bilon helped some seriously injured allies on the city walls.)
Loot and such from yesterday's battle below. Also note I made a slight adjustment to the "Cry for Aid" rules above based on feedback!
Spoiler for Hiden:
3500 xp each 2 Falsefire Mortars - 5 rounds of ammo between the two of them. Are considered a "superior" weapons for proficiency purposes. Weight - 150 lbs each. Designed to be carried by ogres, a medium creature may still wield one, but considers all terrain difficult terrain while wearing the device. They can not be used on horseback, though they could possibly be fired from the back of a wagon, large chariot, or similar conveyance.
Attack- Attack: Area burst 3 within 50 squares. Center of the burst must be a ground-level square, but flying creatures in the blast radius can still be hit. Attacks reflex defense. Hit: 5d6 + 11 damage, and ongoing 10 fire and poison damage (save ends). Miss: Half damage.
1 Granite Longsword - This stone weapon is crudely carved, but the black crystals along it's edge pulse with a dark, discomforting light.
Lvl 19, rare, +4, 175,000 gp Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus, +1d10 damage per plus against fey creatures. Property: When you hit a creature with this weapon, that creature cannot teleport (save ends.)
As the ogres and their dwarven master throw down their weapons and flee back towards their camp, the party sees a group of Praetorian assassins racing towards them! Our battered heroes can retreat to the (relative) safety of the city walls and rejoin their faithful priest, but if these assassins must abandon their prey, who instead shall bear the brunt of their wrath?
(If folks could decide on if you're running or fighting by Friday, 12/7, it would be much appreciated!)
After some hurricane and holiday related delays, looks like the game will be starting up again on Weds. As our brave heroes move to repel a terrible siege, they may call upon their allies if things look grim:
Cry for aid! - Standard Action [edit - or a minor action when used after a Second Wind or Total Defense action.] Roll a d20 and consult the table below. Apply the following modifiers to the roll.
+2 if the PC is bloodied.
+1 per party member unconscious/dying/dead.
-1 per previous call for aid by party this encounter.
-2 if it is snowing heavily.
-2 if party more than 2 squares, but less than 5 squares, away from allied forces on the overland map.
-5 if party is 5 or more squares away from allied forces on the overland map.
Cry for Aid! table.
Less than 1: Fog of War Your allies have lost sight of you. No assistance is forthcoming and the party may not use Cry for Aid! again this encounter.
1-5: We've got our own problems! Your allies are engaged. No assistance is forthcoming.
6-11: Hold! Hold! Unengaged allies move to support the party, but may be intercepted. Re-roll on table at the start of the PC's next turn with an additional +2 modifier.
12-15: Feather yon blaggard! A group of Mist Archers in tight formation fire at an enemy of the PC's choosing. +22 vs AC. Hit: 2d12+4 damage and all allies adjacent to the target may shift 1 square. Miss: Half damage.
16-19: Incoming! A spotter calls in an artillery strike from one of the small mortars atop Ft. Scale. Burst 1.; +22 vs. Reflex. Hit: 2d10 + 7 fire damage and poison damage. Miss- half damage.
20 or higher: At dawn, look to the East... A powerful ally enters the fray!
Here's another vote for 3. I played 1 and put it down after a few hours. Just couldn't get into it. Reluctantly tried 3 recently, a few years after abandoning 1. It got its hooks into me very quickly.
Still no juice at home today, but was able to get to work in Times Square. Didn't notice any damage here at all. Considering starting new life as muppet-themed street performer so I don't have to return to Jersey! Will post update if I can steal an XXL Elmo costume!
Lost juice here in the NYC Jersey 'Burbs around 9 EST. Transformers just started kersploding, one every 5 minutes or so, around the neighborhood. Glad I'm about 15 miles inland, though. The reports coming in from manhattan & the shoreline are just insane.
I just finished a Brooklyn Monster Ale. Not bad. I think I like my barleywines a bit sweeter, but this was still a pleasant surprise. Smooth. If someone just handed me a glass, I would never have guessed this was over 10% ABV. I'm not a fan of Brooklyn's flagship lager, so I wasn't expecting much from Monster, but now I'm looking forward to the rest of the 4 pack.
And our heroes stuff a corpse in a box, get a message from a squirrel, then jump off the city walls on their magic horses!
2000 xp each.
For those who missed the whole or part of the session, the Prepotency attacked the walls at dawn on the third day of the siege. The party is headed to face a pack of siege-ogres and their duergar leader outside the Northgate!
I'm also sending around a note regarding a possible reschedule for next session. Check your Inboxes!
Quote from: Destructor on October 11, 2012, 09:15:17 PM
Pray for the Gods to keep watching over our heroes during the siege?
Did we ever decide about getting a message to Kavak and crew about what was happening here, and/or what might be visiting them shortly about their Shardmind?
While the party discusses getting a message to the Crows, the sun sets and the Prepotency siege engine falls silent. A few buildings smoulder, but no fires are spreading. Your fire-fighters are doing their jobs well, but they seem to be weakening more quickly than anticipated and are in obvious need of rest. "We'll be back at it tomorrow. First light," coughs Kirmon, a barrel-chested old dockworker who has become the unofficial leader of your recently recruited followers of Erathis.
Quote from: Misguided on October 13, 2012, 07:47:58 PM
((apologies for the intrusion, folks, but has anyone considered doing a pbem or pbforum game? I'd love to participate))
No problem. We're most likely a few sessions away from wrapping this campaign, but if we do something like this again in the future, we'll be sure to give you a head's up!
Quote from: Arkon on October 10, 2012, 01:44:35 AM
Is it possible that Jett or Ryla have a ritual that could control the weather a bit? Such as the "Control Weather, level 17 ritual", to perhaps let mother nature assist us a bit? Either in putting out the fires, or making visibility from the camp in to the city impossible.
Ryla doesn't know it (unless I already said she did and I forgot. then she totally has it!) If Jett has it (which I don't think he does, but I may have forgot!), he could try to stop the sporadic snow, increase it's intensity, or increase the strength of the local winds. How any of these options would impact the siege is unknown.
Quote from: Autistic Angel on October 10, 2012, 11:06:32 AM
I think this is a good idea. There's a big difference between interceding in the conflict and acting to preserve homes and possessions from indiscriminate fires. Whatever Lorna's position might be, I bet the civilians will want to help each other.
-Autistic Angel
Bilon and Kriv are able to compose a compelling argument, using elements of what they know of the scriptures of Ioun and Erathis, on why it is the duty of all righteous followers of the gods of knowledge and civilization to help preserve the city from destruction. Lorna seems unconvinced and reiterates her neutrality. ("Stick to preaching the ways of your own little love-cult, dwarf!") Most of those hiding within the temple feel the same. Nearly 30 devout followers of Erathis are persuaded, however, and agree to help put out any fires, even through Lorna tells them that they will not be allowed to return to the temple should they leave.
Bilon - Diplomacy 25 Kriv - Religion 30
Fires should now cause less damage to the city for as long as the fire-brigade is able to function.
It's now late-afternoon and the winter sun is getting ready to set. Is there anything else the party would like to do before nightfall?
Quote from: Arnir on October 09, 2012, 09:53:36 PM
Can we gather civilian volunteers to help fight fires? Most residents would rather do something to help their city than just let it burn.
The only place you are sure a large number of civilians are hiding is in the temple of Ioun & Erathis, run by the priestess Lorna. She has told you she will not assist you in the upcoming conflict, but you could try to change her mind.
You could also assign some troops to round up an impromptu fire brigade by searching for smaller groups of townsfolk hidden elsewhere in the city. You would have to instruct your forces on how exactly they should go about persuading any they find to "volunteer" for this dangerous duty, though.
Quote from: Doopri on October 09, 2012, 12:10:18 AM
*quickly ushers the nearest contingent of archers beneath overhangs in the ramparts before giving a confused shrug to the rest of the party* "Do we sacrifice position to send out fire fighting forays? Or hope for the best? In the least watch a moment or two; I don't want to send soldiers to the location of the next volley!"
You can send out bucket-brigades to try to put out fires. There is a small chance any troops sent will be hurt or even killed on such a mission, though. Plus, those you send will be unable to defend the city in event of an assault. However, if successful, they should allow the city to withstand the cannon fire for a longer period of time.
And our heroes take one last trip around scenic Scaleport before the hellfire begins to fall!
2000 xp each.
Just after dawn, a shriek pierces the skies around Fort Scale followed by a horrific crash and a terrific wave of heat. A shell from the Prepotency's massive cannon has hit the city about a block south of your fortress. A small cluster of shops burn with an acrid black and purple smoke, but the stone buildings don't appear to be in any immediate danger of collapse.
"Oh, my," whispers a stunned Ryla, looking down on the destruction from the walls of Fort Scale. "I knew, I knew this was coming, but how can the wreak such destruction from so far away?"
The mage quickly regains her composure and addresses the group. "Well, then. What exactly can we do about..."
She is cut off as another shell smashes into the town, this time to the north of the fort. The shells continue to fall, one about every five minutes. The occasionally hit the walls of Fort Scale, but fail to inflict much damage. Some of the surrounding buildings smolder with pungent smoke, but the Wyrms of old apparently made Scaleport hard to burn. While buildings directly hit by a shell are in flames, the fires don't appear to be spreading. You think the city could take several days, or perhaps even a few weeks of this, but then again, a few lucky strikes by the cannon could cause some serious damage to your troops.
Quote from: Arnir on September 24, 2012, 06:32:22 PM
Do we have the technology to create grenades? Some sort of explosive potion that we can put into glass jars? Glass is brutally fatal when it explodes.
Quote from: Arkon on September 23, 2012, 09:42:11 PM
Should we perhaps look at making some alchemical items, or potions, or equipment...or perhaps building more traps?
When you assaulted Ft. Scale, you found an unexploded bomb with strange, clockwork gears near an unconscious Kiln the Elf. If you turned it over to Ryla's apprentices and set them on the task of reproducing them, you believe they could make 20 of them a day for 3200 gp worth of alchemical reagents or residuum a day. Barger's halflings could rig up sling-like throwers, allowing the bombs to be hurled 100 feet, if you set them to the task for a day.
The bombs would have the following stats:
Spoiler for Hiden:
Clockwork Bomb Level 9 Common
Alchemical Item: Volatile Formula Cost: 160 gp Key Skill: Arcana or Thievery Time: 15 minutes Power (Fire) Consumable (Minor Action)
Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explodes. When the bomb detonates, make an attack: Area burst 1 centered on the bomb's space; targets each creature in burst; +7 vs. Reflex; 1d10 fire damage.
So, yeah, last session . . . everybody gets 4800 xp each. Uh, somebody else write up the recap of what happened after AA and Arnir logged off.
This is the last time to make any siege preparations. If no one has anything specific they want to do, we can just say your troops spend the time fortifying the city walls as best they can. Otherwise, please post what you want to get done by Friday, 9/28 at the latest. That will give me the weekend to write up the next session based on your feedback. Thanks!