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Azure's picture
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'weishan' wrote:
Just breaking the flow, but I've still got no answer about items, yet. There is also the question of my ASF in armor. I think I sent you the PM, Azure.

Never got your PM. Not sure what your question was. Daraz can come in any time, just start your post with him knocking on the door.

And sorry folks for not posing much this week. Primaries to vote in, picking up shifts at work, and a friend visiting from the W coast, so I'll be scarce all week.

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I'll get a post off later today and PM you my question. What about buying gear?

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'weishan' wrote:
What about buying gear?
Since Daraz was being healed, he really doesn't have much time between resting and making it to the meeting at Gy-Nath's. It could be why he's late, but even then he would not be able to go outside Git'riban to buy anything.

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Okay, but can I at least ID the daggers and ioun stone. I'll write a post regardless. It won't really affect my actions any.

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'Dunamin' wrote:
I think an ideal “primary squad” would be everyone at the table, subdivided into two teams with one consisting of Ya’shenn, Ar’dru, Daraz, Ii’Jyka’Vaar, and Du’minh, and another of Gy-Nath, K’tch, Jhank’kor, Vivec, and possibly Gy’s unannounced mystery man – thus separating active players from those who are not.

While this makes sense, I would miss Jhank'kor's blistering dialogue. :mrgreen:

Also, I wonder if we could theoretically pick up Lahar. Ya'shenn is a little biased due to the whole 'Queen's Firebringer' thing. He has demonstrably killed a mind flayer recently, though.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Quote:
Also, I wonder if we could theoretically pick up Lahar.

Please, let's not. :help!!:

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'weishan' wrote:
Quote:
Also, I wonder if we could theoretically pick up Lahar.

Please, let's not. :help!!:

why the anti-whatever vs Lahar? Smiling

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Well, I think all the involved NPCs are interesting but I’d rather not fight directly alongside them. Combat slows down with more combatants, and victory feels more hollow when outside forces aided – especially if they’re more powerful than the PCs, which Lahar appears to be.

I guess Daraz is particularly concerned since it further jeopardizes his githzerai cover.

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'Dunamin' wrote:
Well, I think all the involved NPCs are interesting but I’d rather not fight directly alongside them. Combat slows down with more combatants, and victory feels more hollow when outside forces aided – especially if they’re more powerful than the PCs, which Lahar appears to be.

I guess Daraz is particularly concerned since it further jeopardizes his githzerai cover.

Ok, just curious, but sounds logical Smiling

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'Dunamin' wrote:
I think an ideal “primary squad” would be everyone at the table, subdivided into two teams with one consisting of Ya’shenn, Ar’dru, Daraz, Ii’Jyka’Vaar, and Du’minh, and another of Gy-Nath, K’tch, Jhank’kor, Vivec, and possibly Gy’s unannounced mystery man – thus separating active players from those who are not.

I was thinking the same thing, though I might keep Gy-Nath with the main party, as he gives the DM a way to interact with the players, which has proved to be a good thing in the past Eye-wink but I'd like to hear what the players think.

Unfortunately, though I love Jhank'kor, the fact is that I don't know if I could really do the player justice (be fun to try, tho). Also, the warlock should probably go with the 'diversion' team, because he'd make quite a noise.

Trias OOC'd once, but I haven't heard from him otherwise. The problem with assigning Vivec to team 2 is that he will not have the opportunity to join up again untill the teams meet up. Ben ... unfortunately his departure was too sudden so I really don't expect him back. :cry:

So it's looking to shape up like this (maybe):
Team 1: Ii'Jyka'Vaar, Du'minh, Ar'dru, Daraz, Ya'shenn, Gy-Nath(?)
Team 2: Jhank'kor, K'tch, Sark'zja & friends, Vivic (maybe), (?Gy-Nath)

I don't want to do too much foreshadowing, however ... I was considering having the PCs stumble across Lahar again, but now I'm reconsidering it because I want to hear Weishan's concern. Dunamin, I agree with the assessment of bringing in too powerful NPCs, and since I did it once already I am even more reluctant to do so. Counterpoint: We've seen what a couple of 'thids with (few, incidently) class levels can do, and what might've happened if Lahar hadn't immolated 50% of them. How do think the PCs will do stepping into a room of, say, six (a conservative number) on their home turf surrounded by thralls? So, I've got some considering to do relating to the NPCs. BTW, if Lahar does show back up his encounter will be ... surprizing to say the least ... perhaps shocking (I can already see Ya'shenn freaking out) but it might be better after the raid, since it could be a distraction. I d'know, what do y'all think?

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'weishan' wrote:
OOC: I will also put the ioun stone 'on' under the hood of the cloak. Can I determine any effects it has?

As I recall, the daggers are flaming. The ioun stone cannot orbit inside a hood. That is the problem with 'em, they are not subtle. If you want to try it .... nothing seems to change. An identify spell will reveal what the deal is, because the thing isn't spent, it seems to glow while orbiting.

0 Bonus for to do
I rolled 1d20+0, the result is 15.
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OOC: You said I didn't know the command word, though. Sent annother PM question.

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OK folks, here's my plan:
1) I will PM Trias. If I don't recieve a reply, Vivic will show up, but go with Team2.
2)The plan for the assault will be: Team2 attacks through the Undersigil portals, which lead through the 'green' portal to "Green-Red-Yellow-Blue" lair. Team1 (PCs + Gy-Nath) will choose another place to start, and escape through "Red-Yellow-Blue-Green", hopefully meeting up with Team2 either there or in the place they choose just before it.

Notice the five lairs I came up with don't include major targets that, while the PCs know how to get to them, might end up on the list. Any one of these can be the 'real target' of the raid, the end point, if you will, but only one should be chosen, since each is strong, perhaps too strong for the party if I play 'em correctly.

-Meeting chambers of Arcanist Creed.
-One of the three major hubs of illithid house, where most illithid, and possibly Will itself, will be.
-Sight's private chambers, to prevent his work from bennefiting the other illithid Arcanists.

The five lairs I originally listed represent five places where illithid house is weak and which the PCs know the ins and outs of, as Sight frequented them. The Brothel and The Packing House represent major food sources for Illithid House. So much so in fact that they may represent a major resource to hundreds of illithid septs throughout the planes, and damaging them could be a serious blow in the Great War. As I've said, those five lairs can be taken in any order, and not all five have to be attacked, either. Tell me what your preferances are.

Much of this will be handled IC once I hear back (or don't) from Trias. Gy-Nath will issue "orders" but those will actually consist of player consensus to be hashed out here.

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Finally, the forums are working again!

'Azure' wrote:
Counterpoint: We've seen what a couple of 'thids with (few, incidently) class levels can do. How do think the PCs will do stepping into a room of, say, six (a conservative number) on their home turf surrounded by thralls?

Random musings on mind flayers:

If you're humanoid and fall under 'edible,' fighting against mind flayers is some of the most lethal combat in D&D. Even more so if your Will save isn't great.

Combat against mind-flayers has an odd one-sided quality to it. Either they die so quick it feels too easy, or (more likely) you get stunned and/or grappled and turned into a tasty snack. Your party has ~2-3 rounds to kill a mind flayer (who may have higher than normal HP and AC than standard) once it decides to feast on your delicious brain.

The Extract ability scales nicely with the mind flayer's HP, BAB, armor class, and Str/Dex scores (all of which make grappling easier or make the illithid harder to kill). The physical weapons can output plenty of damage, but more physically adept illithids excel at brain extraction. Ya'shenn hates/fears Tamers for a reason.

Encountering 2 or more mind flayers together, or flayers and their thralls, is more deadly than if you'd encountered all of those separately (i.e., their nastiness is synergistic). The good news is that, under 3.0 rules at least, they have a reason to avoid clipping each other with mind blasts. Unless they have the Inquisition Blast feat from Unveiled Masters...

That's my way of saying this little adventure will be no cakewalk. Laughing out loud :shock:

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Azure' wrote:
The Brothel and The Packing House represent major food sources for Illithid House. So much so in fact that they may represent a major resource to hundreds of illithid septs throughout the planes, and damaging them could be a serious blow in the Great War.

Can the party get a sense of the relative 'importance' of the sites, how well-defended each is, and if a particular Creed dominates at that site? I'm guessing that, as much as I want to 'hear' Mud Show, hitting It won't damage the House all that much, but how about the Emperor's Palace?

Edit: Getting someone with arcane spells in our squad would be nice, too, if we can manage it.

Edit #2: Hey, how many 'charges' of quintessence would it take to properly preserve an illithid head?

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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To clarify, Lahar does not jeporadize my cover any more than anyone else. The fact that he's a nutjob Band of Bloodstone guy, and probably takes issue with all the sneaking and such that I do is the bigger problem.

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Hmm, the brothel or packing house would probably be the most damaging to the Illithid but are most likely to bring us up against Will himself given his portfolio. If we go for one of these we'd better go prepared.

To be honest Ar'dru would be happy to firebomb one of these as a secondary diversion- he's got the equipment and he's quick enough to be back in time for the main raid. I imagine that Jhank’kor could help with this as well.

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"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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'Azure' wrote:
'Dunamin' wrote:
I think an ideal “primary squad” would be everyone at the table, subdivided into two teams with one consisting of Ya’shenn, Ar’dru, Daraz, Ii’Jyka’Vaar, and Du’minh, and another of Gy-Nath, K’tch, Jhank’kor, Vivec, and possibly Gy’s unannounced mystery man – thus separating active players from those who are not.

I was thinking the same thing, though I might keep Gy-Nath with the main party, as he gives the DM a way to interact with the players, which has proved to be a good thing in the past Eye-wink but I'd like to hear what the players think.


Sure, that's a good point. Including Gy with PCs is fine by me, though with his quickened disintegrates he might be a league above the rest of us.

My previous preference was "The Emperor's Palace", ironically because I'd imagine there to be more fighting with non-illithids. Zim is right, fighting 'thids is sort of one-sided - either they stun and eat you, or fail and you squish them. And yes, properly arranged multiple flayers are exponentially lethal, not sure what we could do about that (is there a psionic equivalent to Spell Immunity?).

However, with emphasis on the Brothel and Packing House as major food sources for hundreds of septs throughout the planes, I'm leaning more towards them. I'd rather avoid confronting Will now - he sounds like a TPK at our current level.

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My preferance (to keep with Ar'drus character) is to have the secondary diversion with Jhank’kor and probably Lahar then head for the mud show or the emperor's palace while the primary diversion goes off.

That way two obvious attacks are going on while one, more subtle attack from an unusual direction takes the PC's into the house proper and (hopefully) catches the remaining forces against the anvil of the primary diversion.

On a selfish note the firebomb attack on a civilian target in the name of the 'great war' helps me solidify Ar'dru as LE as I feel he's drifting a bit to LN at the moment. I know that's not a particularly compelling reason for anyone else but I thought I'd be honest about it.

Plus, fire pretty! :twisted:

Happy to articulate this IC if you want to argue it out there.

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I vote in favor of sites that include large numbers of non-illithidae with low to average Will saves. That's probably either the Emperor's Palace or (heh) the Brothel.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Somewhere I can sneak and use my hat of disguise. A lot of cover and hiding places would be nice too. (I second Zim)

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'Azure' wrote:
OK folks, here's my plan: 1) I will PM Trias. If I don't recieve a reply, Vivic will show up, but go with Team2. 2)The plan for the assault will be: Team2 attacks through the Undersigil portals, which lead through the 'green' portal to "Green-Red-Yellow-Blue" lair. Team1 (PCs + Gy-Nath) will choose another place to start, and escape through "Red-Yellow-Blue-Green", hopefully meeting up with Team2 either there or in the place they choose just before it.

Notice the five lairs I came up with don't include major targets that, while the PCs know how to get to them, might end up on the list. Any one of these can be the 'real target' of the raid, the end point, if you will, but only one should be chosen, since each is strong, perhaps too strong for the party if I play 'em correctly.

-Meeting chambers of Arcanist Creed.
-One of the three major hubs of illithid house, where most illithid, and possibly Will itself, will be.
-Sight's private chambers, to prevent his work from bennefiting the other illithid Arcanists.

The five lairs I originally listed represent five places where illithid house is weak and which the PCs know the ins and outs of, as Sight frequented them. The Brothel and The Packing House represent major food sources for Illithid House. So much so in fact that they may represent a major resource to hundreds of illithid septs throughout the planes, and damaging them could be a serious blow in the Great War. As I've said, those five lairs can be taken in any order, and not all five have to be attacked, either. Tell me what your preferances are.

Much of this will be handled IC once I hear back (or don't) from Trias. Gy-Nath will issue "orders" but those will actually consist of player consensus to be hashed out here.

Azure, please go ahead and RP Trias via DM fiat at will until late May. Alternatively, if another player wishes, or is willing to RP Trias, alongside his/her character, please go ahead and do so. No need to pause for my input for the time being. My apologies again for being sporadic. Here is the Character Sheet for Rey:

-------------------------------------------------------------------------------------------
Rey’arteb
Gitzerai Cleric 6/ Monk 2
Medium Humanoid
Chaotic Neutral
Init +10 (Dex+Feat); Senses Listen +4, Spot +4, Search +1;
Languages: Planar Common, Githzerai, Githyanki, Abyssal
Cleric Domains: Trickery, Destruction
----------------------------
AC 21, flatfooted 15, touch 21; Only when wearing light, or no Armor
HP 64 (HD 8d8)
Fort +8, Ref +11, Will +14
----------------------------
Spd 30';
Melee: Bastard Sword (1d10+2/19-20x2); [+8 attack bonus]
Melee: Flurry Fists ( 1d6 + 2) [+6/-1 attack bonus]
Melee: Unarmed Strike (1d6 + 2) [+7 attack bonus]
Base Atk (+7)
Base Damage Bonus (+2)
----------------------------
Abilities: Str 14 [+2] (14 base), Dex 22 [+6] (15 base +6 Racial, +1 at Level Cool, Con 11 [+0] (11 base), Int 12 [+1] (14 base, -2 Racial), Wis 21 [+5] (16 base, +2 Racial, +1 at level 4, +2 Ioun Stone), Cha 11 [+0] (11 base).
XP: x
Feats: 2 at first level (monk) + 1 at 2nd level (monk) + 1 at 4th level + 1 at 8th level: total chosen (bold) = 5: Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Iron Will, Stealthy, Spell Penetration Evasion, Unarmed Strike, Flurry of Blows, Rebuke Undead.
Skills: Skill Pts: 6x(2+2)+4x(4+2)+4+2 = 54 -- Bluff +9 [9], Diplomacy +9 [9], Sense Motive +8 [4], Concentration +9 [9], Hide +17 [9], Move Silently +13 [5], Disguise +4 [4], Tumble +11 [5],

Possessions: Common Robes, Naej’s Locket, Small backpack, belt. (1 gp, 2lbs) , Bastard Sword (35gp, 6lbs), Ioun Stone of Wisdom +2 (8,000 gp),
Money: 1,964 gp

Encumbrance: lbs; Load: 59/117/175

Currently Memorized Spells:

0th Level 5 : Detect Poison, Light , Read Magic, Purify Food and Drink, Resistance
1st Level 5+1: Cure Light Wounds (3), Command (1), Disguise Self (2)
2nd Level 4+1: Cure Moderate Wounds (2), Hold Person(1), Invisibility (2)
3rd Level 3+1: Cure Serious Wounds (1), Inflict Serious Wounds (1), Animate Dead (1), Nondetection (1)

Domain Spells
Destruction Domain Spells
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Contagion: Infects subject with chosen disease.
4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6. Harm: Deals 10 points/level damage to target.
7. Disintegrate: Makes one creature or object vanish.
8. Earthquake: Intense tremor shakes 80-ft.-radius.
9. Implosion: Kills one creature/round.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection M: Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision M: Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Special:
- 1/day Because of the Destruction Domain, You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack.
- Because of the Spell Penetration Feat: +2 bonus to overcome a creature’s Spell Resistance.
- Because of Trickery Domain: Add Bluff, Disguise, and Hide to your list of cleric class skills.
- Because of Githzerai Racial abilities - Psionics: 3/day - daze, feather fall, shatter
- Spell Resistance 13
- When Unarmored – wisdom bonus to AC

Physical Description:

Rey’atreb is tall and slender. His skin is a dull gray with a yellowish tinge. He has a very faint goatee running in a thin line from the center of his bottom lip to the bottom of his chin. The dark brown eyes and short black hair don’t aren’t as attention-grabbing as his angular features. He wears nondescript tan robes, a black belt, black boots, and a black backpack. Attached to his back, pointing downwards is a very long sword – ready to be drawn, should the need arise. He will almost never stand out in a crowd – at least a crowd of street commoners. Spinning around his head, but seldom seen to others is a faintly glowing ioun stone. Around his neck, but hidden by his clothes, Rey wears a locket given to him by his adopted mother, Naej.

Born and raised a commoner in Sigil by hardworking, honest merchants, Rey’atreb’s life was normal until the day his parents didn’t come home, when he was 12 years of age. Thrown out into the streets as an orphan, he learned to survive via scavenging, and did so for 6 months unsuccessfully searching for his parents, and sleeping in the slums of the Hive. He found shelter at the house of a wealthy human Cipher, Naej Zhaira (NG Female Monk6/Cipher2). Naej taught Rey the philosophy of the Transcendent order, and how to be one with the planes. He learned to fight with his body and mind, rather than weapons. 8 years passed like this, and he become closer to Naej than to his original parents. He was as an errand boy, a bodyguard, a keeper of affairs, and most importantly… a son to Naej. Once again, his parent figure was taken from him by an assassination mission.
Before going to bed one night, Naej placed a locket around his neck, and told Rey to lock his room door… something didn’t feel right to her, and she wanted to be prepared for the worst. Surely enough, later that night, Rey was awakened with a loud explosion. He burst into the room to find a wounded Naej attempting to fight off 3 visible, hooded assasins, and several more invisible ones. He attempted to help his mother, but was magically paralyzed as he tried to get closer. He and Naej were both killed that night, the house burned, and both their bodies destroyed to a point beyond normal resurrection. Unknown to him, the locket around his neck had a “Wish” upon it that would resurrect the wearer one week after death into a safe haven.
Exactly a week later, Rey was resurrected inside a temporary extra dimensional pocket, with the locket still on, but now void of its apparent one-time use ‘Wish.’ He gathered himself and vowed to make himself powerful enough to conquer his foes and avenge his famil(ies). No longer were justice, nor the cadence of the planes the main driving forces the source of his motivation, but revenge. He became interested in magic, not the type of mages and sorcerers, but the type that could heal and resurrect. Using the libraries within the Gymnasium, he taught himself those kinds of magics. Because of his temperament, he focused on the domains of destruction and trickery, so that he could first fool his foes, then destroy them. He serves no deity, only himself and his special brand of justice/ revenge. He also used the library to unsuccessfully gather information on assassination guilds within Sigil. It is then he decided to go out to the taverns, to the street corners, to the watering holes of such activity, and find out for himself. In his first attempt, he was able to gain access to, and join a small band of hitmen (7) within the Hive. For one month, he hired himself out as a mercenary. Rey served as a lackey for the time, and quickly proved his usefulness, and gained the trust of the band. After the first month, he had gained enough trust to join them on an assassination mission in the Lower Ward. The target was a Harmonium Lieutenant and his wife. Near antipeak, the band assembled near the house, and were surprised to find 4 Harmonium officers guarding the place. Rey’s job was to stay guard on the street, and come in to heal if the situation became rough. The thugs headed towards the house and attacked the guards.. but were caught off-balance. The guards were much better fighters than anticipated, and not only held their own against the 7 thugs, but were inflicting massive amounts of damage. The leader of the band ordered Rey to summon undead to aid the band in the fight, and so he did. 3 skeletons joined the fray… but not on the side of the band. Rey commanded the skeletons to kill the thugs, and all except the leader of the band were killed. The leader of the band quickly fleed, and so did Rey, with the guards in hot pursuit. They lost sight of the heavily armored guards after a short while, and both went to hide in a corner. Confused, and badly wounded, the leader of the band asked Rey to cure him. Rey cast a spell- that instead of healing, deepened his wounds and inflicted new ones. The leader soon died, and Rey felt gratification like none before within.
Rey now follows this pattern, to join, and then betray thugs, assassins and others of the sort. He is often in disguise as a githyanki (his features are perhaps more yanki, than zerai), or a tiefling. He has taken up residence in the ghetto of Git'riban, and continues in the business of backstabbing assasins.

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That sheet raises an interesting question for me - did everyone max their HP's? I maxed the first level and halved the max for every level after that. Should I scale up to bring me into line?

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'Azriael' wrote:
That sheet raises an interesting question for me - did everyone max their HP's? I maxed the first level and halved the max for every level after that. Should I scale up to bring me into line?

I did (max first level) + (avg for later levels).

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Azure's picture
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'Azriael' wrote:
That sheet raises an interesting question for me - did everyone max their HP's? I maxed the first level and halved the max for every level after that. Should I scale up to bring me into line?

That's the way everyone should've done it.

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Since Trias OK'd Rey'arteb/Vivic going into PC Limbo, he will show up IC and be assigned to Team2.

No consensus as to prime targets and route as of yet, but almost all of the rooms have gotten a nod, except "Red-Yellow-Blue-Green". The illithid attacked Git'riban through "R-Y-B-G" and "Mudshow", which are portal-rooms, while "The Hive Brothel", "The Packing House", and "The Imperial Palace" are weakponts in the House where a few warriors can do a lot of damage.

Realize that almost all of the portals the party knows are nowhere near Git'riban. If they want to attack the House from here, they have to go through either "Mudshow" or "R-Y-B-G", and likewise when returning.

Too tired to IC post now, will do so tomorrow, but only after the players decide which target(s) to hit and route to take.

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Hope you had a good week, Azure. Laughing out loud

OK, idea:

Mud Show -- Brothel (heh) -- Packing House -- Palace

Brothel and Packing House first because they sound like the most high-priority targets (although I'd prefer Palace too). Brothel first mostly because it probably has a lot of humanoids with unimpressive Will saves and 0 power resistance.

Goody, we might get to 'hear' music by the esper-bard after all. :twisted:

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Dunamin's picture
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I’d rather avoid Mud Show, if possible.

It sounds like a place where Du’minh cannot contribute in any conceivable way, and I just find all the other sanctuaries sounding so much more interesting. I don’t think Team PCs should prefer attacking from Git’riban, either, since the portals there probably are the ones most watched over by the squiddies.

Otherwise, Zim’s priority list of Brothel > Packing House > Palace list sounds ideal to me.
I agree that the Brothel sounds like a place where Ya’shenn’s powers would work effectively, and so would the abilities of Du’minh and everyone else, I think.

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'Dunamin' wrote:
I agree that the Brothel sounds like a place where Ya’shenn’s powers would work effectively

I know what you meant, but...

Hahahahahahaha ahahahahaha :twisted: :shock: Laughing out loud :oops:

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Dunamin's picture
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Tsk tsk, at least this time my mind had been pure and innocent. Eye-wink

Now that you mention it, though, I suppose "high-class employees" there might actually have a class level that would complement their line of work.

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My voice goes out to the butcher/ food supply and the royal palace...

I have been a bit quiet till now on purpose, as i dont want to charge in taking dominance and such...

Azure's picture
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No worries.

You want to miss the Mud Show? But ... it was the most inventive one I came up with ... Sad

Of course, EvilDM has ways of getting you into interesting situations, like if the head 'thid at the Brothel jumps through a portal to escape ... Eye-wink

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The idea was put forward to further divide the PCs into a pair of smaller teams. However I don't think this is a very good idea. We can play this out with IC dialogue of course, but some of the target 'rooms', like the Hive Brothel, could quickly turn into a few powerful PCs vs. dozens of low-level foes. Odds don't look good in that kind of situation, so while having a couple of ready-made 'strike teams' split off from each other within the 'room', having only three warriors face off against a whole 'room' doesn't sound good.

On the strike-team idea, maybe something like Gy-Ii-Daraz & Ya'shenn-Du'minh-Ardru ... ? Splitting NPC&Semi-posters (no offense guys ... but I call 'em as I sees 'em) from slightly more active posters. Of course Trias will be gone awhile, so his PC is in "Limbo" meaning Vivec will be going with K'tch and Jhank'kor.

So, how's this sound for a plan : TeamPC will attack first the Hive Brothel, making their way through Undersigil and Sigil, possibly attacking both via portal and firebombing from the air :twisted: Eye-wink

From there, they attack the Packing House, which leads to the Imperial Palace.

Team 2 attacks via "R-Y-B-G", and the two parties meet up again when they attack the Imperial Palace. Since it is not in Sigil, there are no worries about the Lady of Pain reacting to a large force.

Both parties then flee back to Git'riban, through both "R-Y-B-G" and the Mud Show to prevent involvement by Her Grace.

What do you guys think?

Dunamin's picture
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Sounds good to me. Smiling

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(Seems OK to me, though I do hope to 'hear' Mud Show eventually!) Laughing out loud

This might be a good time to bring up the subject of psionic powers of the 'mind control' variety (and Ya'shenn can bring this up IC as well). While using them on other githyanki is a no-no, I hope that Ya'shenn will be able to use them against barbarians fairly freely (though ultimately this likely depends on what Gy-Nath and the PCs are willing to tolerate). While she's not about to start collecting personal thralls, I don't think she'd have an issue with using her abilities to sow chaos among the thrall population in a fight, to get the party past guards, etc.

One of several common strategies against mind flayers in "normal" campaigns is to use mind-affecting spells/powers against their thralls. (Particularly since thralls, almost by definition, tend to have unimpressive Will saves.) Since mind-marks are Azure's own creation, though, I'm not sure whether a mark, or any other factor unique to Illithid House, would make a thrall any harder for a third party to mess with.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Sounds like a plan. To be honest my fire-bomb idea would have worked something like this-

Mage/Psion gets carried to directly above target, swigs 'fly' potion, and starts blasting with fire spells.
Ar'dru flies through hole in roof and starts throwing the copious amounts of lamp-oil and alchemists fire that he's carrying about (figured I might want to burn down a building at some point Smiling ).
Once the flames catch Ar'dru rides the updraft out, possibly leaving the flying mage/psion to sow some more chaos and destruction while Ar'dru heads to the main target.

I realise that this isn't going to happen because it kind of relies on the person in the building being fire-proof but it made for some really cool mental images so I thought I'd share it.

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.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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I am fine with any plan, as Ii'Jyka'Vaar is still 'climatizing' in her new environs... she is a army core, and is not used to an individual based civvy life Laughing out loud

Will post more frequent when the shit starts hitting the fan Eye-wink, thats when she hopefully shines...

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Question: Would establishing a (lesser) mindlink with one of the members of the other group be the sort of thing that might tick off Her Serenity?

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BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Let's find out! :help!!:

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'Zimrazim' wrote:
Question: Would establishing a (lesser) mindlink with one of the members of the other group be the sort of thing that might tick off Her Serenity?

Nah. She'll only get ticked off at things that threaten the peace of Sigil, like a large-scale riot or attack. In fact, the illithid had to strike at Git'riban quickly, or the Lady would've shown up. They were pretty lucky they didn't get flayed as it was.

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One down, 3 to go.

If you're interested, just send me stats in a PM.

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'weishan' wrote:
OOC: You said I didn't know the command word, though. Sent annother PM question.

Sorry for the late reply. PHB 3.0 says identify has a casting time of 8 hours.

Bull$#!+.

What, it takes a week to go over one dungeon's haul?!? Nah. Either casting time 8 hours non-consecutive, i.e. as many identifies as your daily allotment, or casting time 1 hour per identify, or Daraz has a freak'n identify scroll at his place. Any way you cut it, DM ruling is: Ioun stone not yet identified, but has no obvious effect when working, and Daraz knows the command word for the pair of flaming daggers, which is simply Baatezu for "spark". They are a matched set, however, and must be struck together when the command is given.

Cool

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'jordarad' wrote:
One down, 3 to go.

If you're interested, just send me stats in a PM.

Ummm ....

What?

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'Zimrazim' wrote:
One of several common strategies against mind flayers in "normal" campaigns is to use mind-affecting spells/powers against their thralls. (Particularly since thralls, almost by definition, tend to have unimpressive Will saves.)

Since mind-marks are Azure's own creation, though, I'm not sure whether a mark, or any other factor unique to Illithid House, would make a thrall any harder for a third party to mess with.

True, mind marks are my own creation, but they are about the same as psionic tatoos. 99.9% of thralls don't have them, don't need to be given them, aren't worth the cost in psionicly-charged crystal powders, etc. Even in Sigil, where, evidently, some of the greatest masters of the craft reside, only one in a hundred thralls is actually marked. That is not to say they are never done in a somewhat fickle manner, though. An illithid master marker might carry its tools around with it, and mark thralls in the the manner of a graffiti artist when the whim strikes it to be especially cruel, like in the case of Jhank'kor.

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'Azure' wrote:
'jordarad' wrote:
One down, 3 to go.

If you're interested, just send me stats in a PM.

Ummm ....

What?

I send this dude a privat message if he was not somehow in the wrong thread Smiling

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He's recruiting for a game. It may be the forum bug, or he might just have missed the thread on the front page. It hapens to all of us some times.

As Identify goes, the 3.5 PHB says it's one hour. That may simplify things. What about the wands?

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'Azure' wrote:
[Of course, good idea. So good, in fact, that the DM is a berk for letting it slip by Gy-Nath. Ya'shenn will choose who to link with, and I'll roleplay the other team from that gith's perspective (heh heh) ]

K'tch seems like the best choice, since he's commanding the other team. (While Jhank'kor looks like the more fun choice, heheh.) So, ya, probably K'tch.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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'Weishan' wrote:
5. Kick someone down a hill and yell "THIS IS SPARTA!"

I still need to see that movie! If only to giggle at the historical inaccuracies. Laughing out loud

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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I still haven't seen the whole thing either. I know how to fix one historical inacuracy, though. All the spartans need Australian accents. Laughing out loud

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