799 replies and 121 files omitted.
>>191690It was the conversation about how where when you target prey and 'you' know you can gets, and you should gets, then gets gets gets
>>191694Eh...offer appreciated, but I think Kira will skip the tapeworm
>>191696Okay. I was mostly just shitposting anyway.
>>191701I was shitposting
(mostly). It was my way of saying "while we're on the topic of unsolicited gross ideas..."
So, we could try a mixed approach to the light house? Fliers go to the top window and get in from there. The rest could take the stairs.
Silver should lead the team entering from the bottom, because he's a high strength character with a greatsword: with a Power Attack and maybe an Iajutsu check, he should be able to break down the door (this is a good reason to learn Mountain Hammer). I will enter as well, since my charm spell and charisma skills may be necessary to avoid a fight with the airponies. Perhaps I could try scaling the tower if it's not possible to get in from the bottom for whatever reason.
I think we should just rush past the GRU and monsters. In the event that either the GRU or the monsters choose to engage us, that will simply create an opportunity for their opponents to turn the tide of the battle, cutting the number of our enemies in half.
>>191724Well you could maybe, I don’t know, discuss it in character instead of just everyone gunning off to do their own thing?
>>191724Isn't Cavaliere the only flier now? But yes, that was his original plan, now hampered by the proximity of the enemies who would probably notice a flying creature. We also
probably don't want to barge into the lighthouse only to get gunned down by the ponies we're meant to save, so we need to be cautious. If there weren't enemies around I would have suggested getting their skipper to talk to them.
>I think we should just rush past the GRU and monsters. In the event that either the GRU or the monsters choose to engage us, that will simply create an opportunity for their opponents to turn the tide of the battle, cutting the number of our enemies in half.Good point. We also need to be quick because time is not on our side.
>>191725>discuss it in characterMaybe. It's a bit of an urgent situation and having a council meeting about our tactics wouldn't feel right. Maybe we can decide on something OOC and write a post-hoc justification for our characters.
>>191727>We also probably don't want to barge into the lighthouse only to get gunned down by the ponies we're meant to save, so we need to be cautious.I am willing to risk that personally. Shots directed at me are shots that they don't take at each other. So long as I take a prone position while fighting defensively and don't attack them directly, I may be able to charm them, or at least reason with the ones who are still sane.
>>191727>But yes, that was his original plan, now hampered by the proximity of the enemies who would probably notice a flying creature.The monsters appear to be melee only, and if you go past the range of their darkvision (usually 60 ft) they are less likely to pursue you when they have more readily available targets (the GRU).
As for the GRU, while they might shoot at you, they have bigger priorities on hand, because shots they take at you are shots they don't take at the monsters right in front of them.
The door may be barricaded, so you should probably try to enter through the window in the next two rounds.
>>191725I have now had Posey announce her intentions to gallop into the light house.
>>191736 →How high up are you now? You should be able to make it.
Assuming a 60 ft fly speed and average maneuverability (60° up angle), and the average height of a light house in this era (10 meters (33 feet) to 63 meters (208 feet)), you could probably get there with a single run action (4x movement speed in one direction). They might hear something flapping, but by the time they turned their attention to you you would already be behind cover.
Note that ponies don't have low light vision, and even monsters with darkvision tend to lack low light vision (including Posey). By the time you're at the top of the tower, they would not be able to shoot you even if they could see you, because they'd take a huge penalty for shooting in the dark. They would already be able to hear the gunshots from inside the tower, so the presence of a winged creature flapping there shouldn't draw additional attention.
I think Ponies should have at least 40 ft walking speed. If you're sneaking, you could try flying at your minimum half speed to move silently (with a stealth check) and avoid being heard, but it would take 8 times as long to get there, which has its own risks and penalties.
You would have no cover to hide, but distracted creatures without low-light vision would be unlikely to see you and even less likely to successfully shoot you.
>>191737>>191738It's a better plan than shooting at mooks and almost certainly dying.
>>191739Do what you will.
I'm running across the ground to the light house, so I will probably draw any potential fire/attention.
Since the paladin is not with us, can I have back the spell slot I spent on Undetectable Alignment to avoid conflict with him? I only cast it because there was a paladin here and I wanted to be friendly with his player.
No problem if I can't though.
>>191921 →Idk if that would work.
My plan was going to be to engage the enemies in melee to draw fire/attention away from the herd, kill as many as I could manage, and then play dead if things go south.
I want to mention that I think my character is uniquely suited for this. Although Posey does less damage than anyone else in the party, and her HP has been severely nerfed during this mission, she's still in the best position to risk injury to herself and then flee and later. I've barely taken any damage over the course of this adventure, and the rest of the PCs need to save their HP for the Kostroma. Humanoid enemies are also Posey's specialty (aside from undead enemies), since they generally have low AC and are subject to fear-based debuffs.
I could also try to use my limited 1/day gaseous form to make myself bulletproof for the encounter, which would take away my ability to attack, but not my ability Intimidate them. I was going to save it for the siege of the Kostroma, but this feels like an emergency.
But we agreed to make you the decisionist, so I will comply with whatever tactic you want.
>>191932 →>it's not as if the GRU squad is going to be an easy fight anywaysPC-classed Humanoid NPCs have CR equal to their character level, more. While we can't assume every encounter will be party-level, I wouldn't count on them all being that overleveled either (unless the intention was for us to gain 3-5 levels this adventure, in which case bring it on), so these guys are probably level 2-3 each, maybe with some a bit higher since they're special forces. Engaging them in combat as a distraction feels like a viable option to defend our charges.
If you want to grenade them, one of us will have to be within throwing range to anyway. Maybe Posey could use the grenades to soften up the enemies so that she can finish them in melee, or at least force them to retreat.
>>191936I'd expect them to be near our level, with them being special forces and all. It's not just levels we need to worry about, it's also their weapons. They likely have machine guns which a lucky streak of attack rolls could end up killing Posey or Silver in a single round. Not only that, they also have support from mortars and the naval batteries on their warship.
>>191937Well, if we fight half a dozen characters near our level, we're practically guaranteed to level up.
>>191938XP shouldn't be a motivator in this simply because it's not really being kept track of and level-ups are sparingly given for a number of reasons.
>>191939I really begs the question of how I'm going to get back through XP I spent on buyoffs in character creation.... I'm still ECL 4.
So, it looks like I'm outvoted on holding off the enemies myself..
What's the other plan?
>>191945I still feel like the grenade idea will work. We have to think of these soldiers as real people, and real people, even soldiers, wouldn't run through a field of thrown grenades.
>>191946I think you are confusing grenades with mines.
>>191941>>191947Whatever we use, we need to commit to a fighting retreat. We send the airponies and other followers back to safety and we follow at a slow pace, fighting so the enemies are forced to halt and give up the chase.
>>191948Let's just do Silver's plan and if that fails we do my plan.
>>191951 →Apparently Silver isn't concerned with actually hitting the enemy, and grenades are AoE. The AC to hit a particular 5 ft square should be 5, so anyone should be able to hit the square so long as it's in range and they don't get a Nat 1.
>the one character where I forgot to add a smokestick to my inventoryRemind me to buy basic alchemical items after this adventure is done.
Also, you guys should probably buy healing belts, and machine guns.
Actually, I manage to kill the gunner squad, we could loot that gun.
>>191951 →I don't think the mod really matters, so it may as well be you.
Actually, I have a better idea: load the grenades into Posey's sling (range increment of 50 ft, max range 250 feet). That way you could possibly hit the machine gunners if you slung it with your mod. You could get a +1 bonus from height if you're flying. Even if you can't hit them directly, you only need to hit an AC of 5 to hit the 5 ft square they're standing in.
It's up to GM if loading a grenade into a sling incurs improvised weapon penalties, but you're trying it hit empty space, so even with a -4 with your mod you're pretty much guaranteed to hit unless you get a nat 1.
This should make Silver's plan a lot more viable.
>>191953If we know the location of the machine gunner, knocking him out with a slung grenade would greatly even the odds. I'm fully in support of this.
>>191954Yeah, and your ranged combat mods should help with that.
You should be able to roll your perception skills (spot, listen) to detect them right now. They were shooting not too long ago, so unless they have all the good sniper feats they should be taking some -20 penalty to stealth, so I think you're guaranteed to detect them even with a nat 1 at a distance in low light conditions.
Remember, you don't have to hit them directly. You only need to hit their general area (very low AC, possibly as low as 1 if the grenade has an AoE larger than a medieval splash weapon).
>>191954You could probably start making checks now.
>>191958 →Should we still do this? I don't know how I can have a clear line to throw the grenade without being shot at by those rifleponies near the lighthouse.
>>191959You wouldn't need a clear line, you can do your best to arc into their general direction and it should be enough to give us just those few seconds to get some distance. If they get back up, see us, and start firing, then we will have our unicorns shoot our rifles at them as we retreat to keep them pinned down. Standing and fighting will only put is in more danger.
I would like to apologize as the party Arcanist for not knowing Fireball or any other long range blasting spells. We wouldn't need to discuss slinging grenades at enemies if I could cast any decent damaging spells. I'm not really good at doing damage in general, let alone AoE damage. Best I can do is Kelgore's Grave Mist at a medium range, which I guess could be okay to neutralize stationary firing squads.
I will try to learn some blasting magic as soon as I can get my hooves on a Drake Helm or otherwise expand my casting range.
I probably should have just played a Wizard, tbh. Oh well.
Are we still deciding on whether to fight at all? This is decision paralysis. I don't think we should fight with the intention of wiping them out, but we should surprise and weaken them such that they cannot afford to follow. Then we can get away and look for that last airpony.
>>191981>Are we still deciding on whether to fight at all? This is decision paralysis.I'm getting kind of frustrated too, tbh.
>>191988No bully! Posey is trying her best!
>J-just wait until I get to lvl sixteen! Then you will all beg for mercy!>[sobbing tier-3 fixed-list caster noises] >>191993Have a song about scary necromancers to cheer you up.
https://www.youtube.com/watch?v=60YJal8s3A4 >>192001Only 4 more levels until I get my primary class feature...
Anyways, what exactly are we waiting for? I don't want to spend a third week sitting around.
Okay, seriously, who is slinging the last smoke bomb?
As soon as its slung, we can run.
Cavalier, you have Rapid Shot: just sling the smoke bomb with your other claw. You only need one claw to hurl a sling.
>>192041Wait, does Cavalier have Rapid Shot?
Two,-Weapon Fighting should work too. You're targeting an AC of 5.
>>192042I do have rapid shot. Does it work like that?
>>192043Well, if GM will accept you reconning that first obvious hit to have a -2 penalty, it should.
>>192043>>192044Or you could just make your normal second attack, at a -5 penalty.
Is Tenebrous ever going to rejoin this game? If he ever does, I would gladly help him with his build if he needed it. I am fond of Stealthy, lightly-armored moon-themed Batman-esque paladins. He would make a good Shadowbane Inquisitor.