Arvee:
Just had a quick idea, but I thought of this as a tactical plan against
big baddies:
1. Darred Chokes baddie
2. Glendon Webs baddie
3. Ahb Flame Strikes
baddie
This way, Jen causes the baddie to get a negative on her saving
throw. Glendon then Webs
them. Then, and even waiting for a round or two to keep baddie
webbed, Ahb Flame Strikes
for lots of damage plus the extra 2d4 for the web burning.
Taizu:
Idea works well in concept but we rarely have the leisure anymore to
focus on one baddie to the exclusion of everyone else. Last combat
- three of us were dealing with four wolves (until Arvee fled,
leaving Tarva and I to cope with the last two wolves :) ) and the
rest dealing with other wolves. The problem with using fire
against a web is if you don't kill the baddie with the fire, it's
now free. Much like turning or hypnotizing, it is better to leave
the webbed baddie alone until someone can do significant damage
to it or the web is about to expire.
Thorns might have
worked well with the wolves too. I think we need a simple rule -
If the baddie is immobile - Webbed, Thorned, Greased,
ect -leave it that way as long as possible and concentrate on the
ones busy killing us.
Darred:
We may want to add to this plan, Glendon Greasing the
ground before Webbing
the target. Then hold off setting the web and target on
fire for a few rounds of ranged strikes like Magic Missile, arrows, Ice Knife, Holy Smite
etc. Then a round of
Flame Strike, Flaming Sphere, Melf's Acid Arrow and or flaming
arrows or alchemist fire arrows. And when the Grease and Flame Strike are gone,
Arvee can deliver the final blow.
Ahb:
1) Arvee very good to come up with battle plans!!!!!! I
have been considering the possibility of formally nominating him
battlelord of the group and asking him to come up with lots of these
possible combinations to help us strategically.
2) I was ready to cast Thorns at the wolves,
but they closed with me before I had a chance.
3) I can only cast Flame Strike once a day
as it is a fifth level
spell. Nancy you weren't there when I did it last time. It
does 9 d6
point of damage, half of which cannot be saved against. It is a
very
powerful spell.
Tarva:
This is more of an open-ended disucssion topic for the entire group:
what are the treasure split arrangements with between the group and
Lysette and Neva?
Arvee:
Isn't all of us 7? Or are you counting the Acolytes? For the whole
treasure split, I thought we agreed during the session that they are no
part of treasure splits. I understand that they are going to be part of
experience splits, but why do we use group resources to outfit them
with healing potions? No offense, but if every battle is going to start
with 'Girls get in the hut' then why bother? I don't think it's going
to help out Ahb's leadership to use the resources of an active 7 person
8-9 level party to nursemaid them.
One more thing. Shouldn't we reserve all of the Cure Lights for those
times when healing gets us to 6 and under hit points down and thus not
have to have a healer blow a spell.
Tarva:
For healing, Tarva would count the acolytes - that's almost a given, as
her deity back on Albion is Dioncecht, whose domain is healing.
Of course she'll go along with the group majority if they think
differently.
Did we (agree acolytes have no share in treasure splits)? Between
bookkeeping and allergies, I could easily have missed that.
Because I don't remember any discussion about their status in the group
at all [beyond finding out, after the ambush fight, that they do share
ep].
As it happens, Frank agrees with you. Tarva is a little
torn. On the one hand, this is her leader bringing in these
acolytes, and all of them are religious servants of Pelor, who is the
closest deity to Dioncecht in this world, so she wants to be
supportive. On the other hand, she doesn't recall (although
that may be Frank's fault) any opportunity for the group to have stated
whether or not they wanted these acolytes along - and certainly doesn't
recall any determination of what benefits they are entitled to.
Back to these most recent dozen Cure Lights, I didn't
make it clear (sorry) but what Tarva was thinking, about the 'extra'
three anyway, was not that they would become Ahb's, Lysette's, and
Neva's personally owned potions, but rather that they were the three
people most likely to have an opportunity to deliver a potion to an
unconscious character in the middle of melee (as Glendon did for
Tarva); and that it would therefore be beneficial to the group for them
to actually have a healing potion to so deliver. [And if the
group consensus is that the dozen should be distributed as seven owned
by individual PCs, and the remainder five remaining in the group pot,
then Tarva will still suggest that Lysette and Neva carry two each of
those group pot potions, for just that purpose.]
I presume this is switching from the discussion of distribution into a
discussion on the strategy of use? Then I have to say that if
Tarva is really down, has a round in which to actually drink a potion,
and is out of Cure
Moderate and Cure
Serious, then she's certainly going to drink a Cure Light now.
Taizu:,
My entire recall on the Acolytes was that
suddenly they appeared with Ahb
and then immediately left with us. There was no discussion about them becoming permanent members of the
group or sharing in ex. or
treasure. Had Taizu been asked, he would have said it was a very bad
idea to have people with so
little experience with us given that most baddies we run into now (especially since we are
looking for dragons and giants - yes we are insane) will kill them if
they score a hit. On the other hand, if Ahb needs Acolytes to grow in her
worship of Pelor, that's fine. But suddenly adding them to the group is
contrary to the mostly democratic way we've been doing things. There was
no discussion about provisioning (other than Ahb would do it), or shares
issues. We had previously agreed that members of the party who did not
take active part in the combat
would share in ep. I don't believe that we've agreed that the girls are part of the party.
Darred:
Darred doesn't have any problem with the acolytes
being a part of
the group, getting experience, treasure, or whatever Ahb says they
get. If they serve a purpose, they should get something - how
much and
what they get is not something he feels he has a say about. He
thinks
they are not ready to be in combat, but can be helpful around
camp He
will endeavor to protect them and will help train them in whatever
skills Ahb feels are appropriate.
Jennifer, thinks.... The acolytes are an important step in Ahb's
progression. Maybe the group should have talked about it before
they
were added, but we are passed that now. They are a bit of a
burden,
but they can also be helpful. If we keep them out of combat as
much as
possible by leaving them at camp, I think we will be ok.
They can take
care of the horses while we are out killing things. They can
also use
their healing spells on us when we return to camp bruised and
bloody.
Eventually they will become more useful. I hate to have to waste
XP on
them and wonder what sort of formulas and rules exist for NPC's gaining
experience. As they are clerics, they won't have a burning need
for
treasure, but they will probably have to receive some.
Arvee:
Of course, Darred is also a disciple of Pelor.
I think Taizu's main point is the important one, that was we as a group
have always decided on factors that affect our experience and treasure,
and here is something that was not. And honestly, if enough of us
really care, I would argue that we are not necessarily past that, and
if enough of us care that it should be discussed (After all, Ahb does
own an interest in a tower where they can be taught alchemy and
herbalism). I think a point that has been unspoken and may need to be
brought up is also what size group do we feel comfortable with. At this
point, we are actually looking at how many horses including the pack
horses? We're getting big in size.
I do not think they should get treasure, but if it does get decided
that they do, then I think it should come out of the share we give to
the temple of pelor.
We can see how they do when they actually cast healing spells, but
right now, they look like awfully expensive stable
hands.
Ahb:
Ahb took as her most recent feat "Leadership". This
allows her to
call a cohort or followers. It seemed a reasonable thing to do
since
she has been honing her leadership skills for a while now.
Lysette and
Neva are first level characters. They are very weak currently and
Ahb
has no intention of taking them into combat situations if she can avoid
it. It seemed like a good idea for us to have some people to
watch
over our camp and horses and such while we are away. This will
prevent
the GM from having to decide whether to kill them all off and take
everything every time we leave them alone. Ahb intends to train
them
in the ways of the battle cleric so that they can take care of
themselves to some greater extent along the way. She would
appreciate
the help of eveyone else who is interested in this venture.
Ahb feels that it is no bad thing to have the two of them at
camp
with extra Cure Light
Wounds spells to help us upon our return. There
is probably no need to give them extra potions since she is hopeful
they will not be in combat. The kind of combats we have would
just
squish them right away. That is very bad for Ahb's Leadership
modifier.
Ahb will share treasure with them from her portion of
treasure splits. No one else need suffer because of this.
It seems to me that they should recieve experience for
combats
that they are involved in, but if we go into a dungeon or such and
leave them on horse watch they shouldn't be a part of that experience
split.
I hope that you all can live with this. My intention
was not to
create problems, but to solve one that has been tempting the GM to do
evil for a long time.
Rowan:
I've been giving some thought as to why Arvee's boots did not activate
in the last battle. The only difference I could see between this battle
and the previous one (where the boots did activate) was that we were
fighting allies of the Frost Giants that we took the boots off of. I
can't come up with a good reason they would feel the need to make them
inactive against their allies (the Giants don't seem that giving), but
I thought it's a starting point. Anyone have any ideas?
Ahb:
I thought maybe they had to recharge and it hadn't been long enough since the last use for them to do so.
Rowan:
As I remember it, they can be used a certain number of times per day
and that they recharge at midnight. At first John said that they
weren't recharged, and then Jesse pointed out that it was after
midnight, and John said (something to the effect of) "O.K. they are
recharged, but they still don't activate." So it was my understanding
that it was either luck or something circumstantial that caused them
not to activiate.
Darred:
How's this for some tactics to deal with large groups (more then
ten) of opponents?
When we are facing a large group of low or medium level opponents or
three or more heavy hitters we need to delay or imobolize some of them.
- If they are in a stone building or a cave, Ahb can use Stone Shape
to trap them for a while - good way to keep an entire barrick trapped
for a while.
- If they are in a field, Ahb can cast that great Thorn spell, trapping
them as well as dealing damage
- Darred can use his Hypnotic Pattern ward to
snare a number of them
for (I think) 4 rounds - unless someone threatens them and breaks the
spell
- Glendon's Web and
Grease spells
are also very helpful
- The Slow wand
should also help somewhat as it cuts them down to one partial action
and very slow movement.
- Additionally, the Thorn, Web, Grease, and Slow spells will work
well in conjunction with ranged attacks against the victims of these
spells.
Arvee:
The
problem with most barracks is they usually have at least two exits such
as windows for sleeping or the fact that you want your army to get out
into the open as quickly as possible.
Also, I think spells that
have saving throws for half or even limited effect are going to be more
effective as we go on than spells that have save for negate, as the
number of low and medium opponents are going to give way to the heavy
hitters who have really really huge bonuses to saving throws.
Next, to add to Taizu's
comment on the limited range, we also have problems with area of
effect. Grease should
grow, but the Web wand
is not only limited in area of effect, and isn't the number of
charges fairly low?
The problem with large
groups is how they effect us in combat. During the battle
with the Giantess, the weird thing, the bear, and the ogres, the weird
thing went well to our right. When we did not expand well to
cover the entire line, we ended up with a wedge in our lines seperating
our front line, while having our support/ranged characters in melee.
Arvee:
The
problem with most barracks is they usually have at least two exits such
as windows for sleeping or the fact that you want your army to get out
into the open as quickly as possible.
Also, I think spells that
have saving throws for half or even limited effect are going to be more
effective as we go on than spells that have save for negate, as the
number of low and medium opponents are going to give way to the heavy
hitters who have really really huge bonuses to saving throws.
Next, to add to Nancy's
comment on the limited range, we also have problems with area of
effect. Grease should grow, but the web wand is not only limited
in area of effect, and isn't the number of charges fairly low?
The problem with large
groups is how they effect us in combat. During the battle
with the Giantess, the weird thing, the bear, and the ogres, the weird
thing when well to our right. When we did not expand well to
cover the entire line, we ended up with a wedge in our lines seperating
our front line, while having our support/ranged characters in melee.
Tarva:
We took a lot of booty off those ambushers (well, except from the one
Arvee played meat-grinder on, from him we got almost nothing) (which,
Tarva, anyway, considers the prefereable outcome: she'd much rather
have dead enemies and 'dead' loot, than both still alive).
Not that it's particularly exciting booty. Here's the breakdown:
COUNT ITEM WEIGHT TOTAL BASE VALUE
11
shields 5
55
3
16.50
11
armor 35
385 400
1,100.00
12 swords 10
120
335 2,010.00
11 longbows
3 33
75 412.50
216
arrows 3
33
1 5.00
=== ========
TOTAL
626 3,544.00
shields: small wooden
aromr: masterwork black banded with icon
swords: masterwork bastard swords
longbows: normal
arrows: normal longbow arrows
The first year Tarva spent on this world she was living, um, not in
poverty or hand-to-mouth, but certainly not well, either. She was
earning about 25gp a month above bartered-for room and board. So
a number like nearly 3.6Kgp still causes her to react excitedly at
first.
But she's looking at the weights also (because Ahb and Taizu seem to
have conspired to make that her job), and the first thing she sees is
that this is more than two-thirds of two packhorses carrying capacity
-- and we're using those packhorses fairly extensively to carry horse
rations (since they can't find much to graze on in the mountains in
winter).
And the second thing she sees is that this much weight means the booty
is worth less than 6gp per pound. These days we worry about
carrying around GOLD because it weights too much -- and it's worth 50gp
per pound. So Tarva is thinking that this stuff truly isn't very
valuable -- even if a lot of it is masterwork -- and we ought not waste
our time (and horses) hauling it around.
The armor is the worst, because that stupid icon cuts their resale
value down to only 25% (instead of the usual 50%). And outside of
money, Tarva doesn't want to be running around the countryside carrying
those icons: a) followers of the cult would immediately recognize us as
enemies (not, Tarva admits, that we'd be likely to notice any
difference in attitude or behavior on their part); b) any legitimate
forces out here might shoot first before discovering we are on their
side; c) it seems like an easy target for someone casting magic to use
to locate us.
The swords are the best, being worth about 17gp per
pound. But even that is still way low in terms
of value. And the longbows are like 12.5 a pound, but they have
the additional, non-monetary value of being useful to several group
members.
Tarva's recommendation to Ahb is that we ditched the whole lot back
where we were ambushed -- after replentishing any longbow arrows any
individual wants (and for that matter, anyone who wants a backup
longbow should be free to take one). Her second choice would be
to take only the bastard swords, longbows, and arrows; abandoning the
shields and armor.
Ahb:
Ahb thinks we should ditch it all - possibly bury it so it is not
completely obvious what happened to the missing force - anyone who
wants anything my feel free to pick it up. Ahb does not want any
of it.
Tarva:
Tarva was thinking about doing something to reduce their usefulness to
zero; but since this is a retroactive abandonment, we'll need John's
permission (per his recent rule) to have done anything beyond just
walking away.
(Also, burying sounds like a lot of work and time -- Tarva was hoping
to find a ditch or pit to dump them in...)
After thinking it over, Tarva is going to take one longbow (I don't
think any of us longbow users has a spare) (and even if Rowan or Taizu
does, Tarva doesn't) and one full quiver of arrows, which she'll put on
one of the packhorses. Also, she'll bring all her quivers back to
full again.
Speaking of bows and arrows: Taizu and Rowan, as long as Tarva is using
"Heart's Reach"'s bow, she thinks you should be carrying the four +1
arrows Tarva has. That way, if we come across something that your
masterwork bows can't affect, you'll at least have two shots each which
can affect it. Notice that the fletching is different, so you can
tell by feel which are these arrows.
Oh, and would each of you like half of her 20 silvered arrows?
(Again with a different fletching.)
Hey, does anyone else think there's something strange about an entire
dozen low-lifes running around with high-quality exotic weapons?
Weapons that require an extra feat (Exotic Weapon Proficiency) just to
not be at -4 with? Weapons that are not only heavy but also
require both hands to wield?
Tarva doubts that we've stumbled across a jury (well, what else would
you call twelve angry men?;-) who just all happen to have taken Exotic
Weapon Proficiency :: Bastard Sword as their extra human starting-out
feat. And she doesn't believe that the cult's higher ups would be
so stupid as to give their minions weapons -- especially high-priced
high-quality weapons -- that they can't use. [Although perhaps they
haven't read the World Dominator Rules web page;-] So she's
wondering if it's possible to magic Proficiency onto someone, or better
yet a group. After all, they seemed to have been magicked into
committing suicide if captured (or perhaps only if interrogated?).
Rowan:
Having been so successful in skinning the dragon (for a lousy 35gp),
Rowan has to ask: is there any value to the winter wolves' hides or any
other part of their anatomy (get your minds out of the gutter)? Or
would it just be extra weight that we can't afford to carry?
Arvee:
I sort of put the whole well-equipped thing up to a group that was
probably fairly powerful when they still had a god. Now that they are
much smaller, they may still a lot of the old stuff lying around
(remember that while the armor is masterwork it uses iron) or maybe
just a really good group of armorsmiths. As for the extra human feat as
exotic weapon, if they were trained as a army unit, then it sort of
makes sense. Also, for a group of highwaymen who were obviously not
intended to go against a high level group, then with really good
looking equipment can scare the average peon strolling along.
Although to be perfectly honest, I'm betting that whoever translated
the module from 2 to 3 probably forgot that they made the bastard sword
exotic (although only if you wield it one-handed, as two-handed its not
considered an exotic weapon, but then they still had shields.).
Darred:
Darred would mention that since it doesn't look like we will be
back to a town anytime soon, unless you have something with which to
treat the hides, they will just rot and attact predators - however the
cold temps of winter will slow that somewhat. If you can
treat the hides they would be worth something, since it is winter
and the pelts are at their best. The skinning and treatment
of the hides will take a good bit of time.