/vx/ - Videogames and Paranormal


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7163592.jpg
Occupied Equestria OOC
GM Pony
009b194
?
No.188149
188150 194652
Please keep out of character discussion contained to this thread. The previous one hit bump limit
1594 replies and 255 files omitted.
Anonymous
ae3d481
?
No.192277
We did make it past the enemies, right?
Anonymous
7d7c41c
?
No.192375
192377
image-565.png

Posey
bb1477e
?
No.192376
192377
Should I burn a lvl 1 slot on Detect Magic to follow traces of that illusion (I have no cantrips, sadly), or should I save my slots for the Kostroma?
Cavaliere
337f4c5
?
No.192377
192378
>>192375
Kek, accurate
>>192376
Save it. We can try to follow it normally.
Posey
7d7c41c
?
No.192378
192379
>>192377
Alright. It shouldn't be too hard. Let's look for the airpony, and see if the 'ghost' shows up.

I also don't think it's The Traveller that programmed the illusion. The Traveller would have either had access to accurate dating information, or would have given a completely off-date response. It also lacks the context to recreate a scene from 60 years ago, since it was only brought here recently.
So maybe it really is a ghost. I'll check by rebuking it next time.
The Floof and The Noodle
90b1360
?
No.192379
192380
>>192378
Rebuking doesn't seem like a wise idea. We should just follow him and see where he goes, we're fairly certain he's a ghost as it is.
Posey
87bca13
?
No.192380
192381
>>192379
I'm down two dreads and my only scroll of animate dead.
I won't leave this island with fewer minions than I came with if I can help it.
Cavaliere
337f4c5
?
No.192381
192382
>>192380
We know Posey came from a culture where undead are controlled by brute force, but subtler means seem to be needed here.
Anonymous
06e373d
?
No.192382
>>192381
We can decide what to do when we get there.
Posey
7712c17
?
No.192449
192450
Are there any plans to finish the village search in the foreseeable future?
Not rushing, just trying to visualize the next steps.
GM Pony
!PonerGM.4A
0173df5
?
No.192450
192451
>>192449
I don't know
Posey
e073f83
?
No.192451
>>192450
I'll be ready whenever you are.
GM Pony
!PonerGM.4A
f45014c
?
No.192454
192456 192458
Well, I had the set of events planned to go one way... Which it doesn't seem will work. And I had an entire additional encounter planned before getting on the ship. But I'm not sure about that now
Posey
d411a7d
?
No.192456
192458
>>192454
If you have a plot you want us to follow, just give us a hook and we'll follow it.
The Floof and The Noodle
90b1360
?
No.192458
>>192454
>>192456
This. Give us a nudge in the right direction, we'll gladly follow it.
Posey
4da0eee
?
No.192460
It's not bad if the hook is blazingly obviously or breaks the fourth wall or feels metagamey. Keeping the story moving is just as important to immersion as subtlety. We all want to participate in the story, whatever it is.
Posey
f787828
?
No.192475
So, are there any rolls we need to make, or are we just waiting for the results of the last ones?
Anonymous
7fe30b7
?
No.192485
7108191__safe_artist-colon-zzzsleepy_imported+from+derpibooru_oc_oc-colon-chanter_ghost_ghost+pony_undead_blush+sticker_blushing_bored_colored+sclera_female_fil.png

Posey
3ed7a6d
?
No.192518
192519
Should I follow Silver, or should I search the rest of the buildings? I want to get this search done, but the colt seems like an obvious plot hook.
GM Pony
!PonerGM.4A
73e9aaa
?
No.192519
192520 192521
>>192518
It was. Then the train derailed, then Silver insisted on getting back on, and now everything is messed up. The buildings is the better option to try to not miss things
Posey
3ed7a6d
?
No.192520
>>192519
Okay, let's go with the buildings for now, and then we can go chase down Silver.
Posey
b45243b
?
No.192521
192523
>>192519
When exactly were things derailed? I
GM Pony
!PonerGM.4A
73e9aaa
?
No.192523
192524
>>192521
When people attacked the colt rather than followed him
Posey
a9a4f73
?
No.192524
>>192523
Wha? I wasn't attacking him.
Well, I guess I did try to grab him, but that was for snuggles.
Cavaliere
67c6a5f
?
No.192525
192527
Is Dust going to make an appearance? I don't know if we can use his character to make a heal check in his absence.
Posey
a9a4f73
?
No.192527
>>192525
I recall him saying we could. If he takes ten, he should succeed.
Posey
a416ec8
?
No.192539
So, I guess I should go chase after Silver, now that all of the buildings are searched?
GM Pony
!PonerGM.4A
73e9aaa
?
No.192578
192579 192581 192583 192586 192588
images (1).jpg
>The ghost child
So the ghost child was an idea that I came up with some time over a year ago, maybe it was two years ago, that I thought would be neat. I had this whole sequence of events in my mind as to how it would go, with at least Silver choosing to follow where it would lead him. The ghost colt was going to lead everyone to the last airpony, who is otherwise hidden. But instead every party member assumed it was hostile and attacked the apparition.
>but why not just clarify the nature of the apparition so we know it's not hostile
Its true nature is supposed to be ambiguous. That's the whole point. That's what it is. It's a mysterious happening. Maybe it's an actual, intelligent ghost. Maybe it's a past event immortalized in a haunting. Maybe it's a time slip. Maybe it's just the Traveller using a puppet to reenact a past event. Who knows? That's the point. That's the whole point. The problem is that whatever it is, it's fairly obvious that you're probably only seeing it because of some kind of influence of The Entity. I think the problem here is that in the inspiration I used for The Entity, the parallel to the entity was a powerful, psychic, chaotic, creature that unintentionally modified the environment around it and had other, unintented effects, whereas The Entity as I have written it has been shown to be conscious and acting very deliberately, with almost every affect that its had being intentional. So if you see something that you have to assume is caused by the Entity, the natural assumption is that it is acting maliciously and it's a trap, rather than thinking "oh, I guess it likes history, so it's made this puppet to put on a kind of play of an earlier event." And I suppose that's on me for having virtually everything ever done by the Entity be overtly malicious and for the purpose of taking over the minds of other creatures, rather than showing it often just do things chaotically.

A big part of it is that I've more or less fully committed to a kind of naturalism where the ambient environment is supposed to be completely natural and plausible, but also creepy and able to carry the tone and feel of most areas. If the Entity were shown to be manipulating things in the environment it would be less of a stretch that a ghost colt isn't necessarily a trap.

Anyways, the obvious thing to do with the ghost colt is to just accept that it doesn't fit with the rest of the world and just scrap it, and forget that it was ever there. A bit of a shame considering that the ghost colt is the entire reason I insisted on having the final airpony in the village rather than in the abandoned whaling station when everyone thought it was there but so be it. But then Silver's player didn't want me to scrap it, but by this time I had already thought of a completely different thing to do with the village if the ghost colt was being removed from it.

A problem with that is that earlier parts of the quest indicated that Kostroma survivors had holed up in the village and were being attacked there. So it would have been very off if there were no presence of the Kostroma survivors there, and I needed to address that. But the thing is that Silver is the only character that cares about the Kostroma survivors, I think because he wants to recruit them as workers for his blacksmith shop or something, while Posey and Cavaliere have no use for them. So we're in this bizarre situation where Silver, the only character who cares about the Kostroma survivors, is the only one doing what would lead them to the airpony, while Posey, who cares only about the airpony, just attacks the ghost colt like it's a firefly to trap and is instead left to look after the Kostroma survivors. And Silver's player has a second character that's behind, but just does nothing with it for reasons I don't know.

Life if you don't care about the Kostroma survivors okay I guess. Like if you want to speedrun ahead then okay, but what is going to happen is that the unattended reader guard will be attacked by monsters and some of the airponies will be killed. So you can spread run if you want, but if you're just going to skip things then you're not one-hundred-precenting it either.

I don't know. Just let me chose one way of approaching events and go through with it.
Posey
b4486e2
?
No.192579
192607
>>192578
>assumed it was hostile and attacked the apparition.
I just tried to grapple him because I thought he was cute. My intent was to take him home with me and add him to my collection.
>while Posey, who cares only about the airpony, just attacks the ghost colt like it's a firefly to trap
Okay, maybe I could have been smarter with my approach... I probably should have opened with a Rebuke, so he couldn't get away.
Posey
b4486e2
?
No.192580
If I cast Detect Undead, would it lead me to the colt, or is it too late for that?
Posey
322f509
?
No.192581
192607
>>192578
>Its true nature is supposed to be ambiguous.
Tbh, I did roll a 26 in religion to identify him for undead traits (Posey has seen ghosts before), and it was only after the results of that roll came out unclear that I began to consider that he may have been an illusion by a hostile entity, because I thought Posey would recognize on a 26 if he were undead.

Maybe I should have been smarter with my approach though, and just followed he instead of trying to cuddle him.
The Floof and The Noodle
90b1360
?
No.192583
192585
>>192578
I mean, it was definitely an odd enough occurance to give me pause. Kira though just wanted to be of help and also cute pony to cuddle.
Posey
5b02ee5
?
No.192585
>>192583
I, too, wanted cuddles.
Also the easiest way to discern potential illusions is to try to touch them.
Posey
5b02ee5
?
No.192586
192588 192607
>>192578
>Life if you don't care about the Kostroma survivors okay I guess.
>Silver is the only character that cares about the Kostroma survivors
The Kostroma survivors are not a priority for my character, but I have no reservations against helping them. I believe that they could be helpful to us. I could at least make use of the charmed ones to help us on the seige of the Kostroma.
>Like if you want to speedrun ahead then okay
I am just trying to approach the quest from a rational and pragmatic perspective with the information I have in character. We came with a quest objective, and I'm trying to advance that goal. "Speedrunning" is not the term I would use for it. We have been on this quest for over a year, and sometimes we spend weeks waiting to know what happens next; maybe I come off as impatient, but I just want to advance the plot when we can, because I'm interested in how the story turns out. Please do not mistake my eagerness to complete the quest as lack of engagement.
>unattended reader guard will be attacked by monsters and some of the airponies will be killed
I was worried about that, tbh... Maybe we should go back and check on them.
>Posey, who cares only about the airpony, just attacks the ghost colt like it's a firefly to trap and is instead left to look after the Kostroma survivors.
Perhaps my approach was crude, but it was not my intention to attack him at all. The grapple check was just me trying to be cute. I didn't even is Rebuke/Command Undead on him to capture him, not did I use any of my various spells that are effective against the undead, just attempted snuggles. It came as a surprise to me when it disappeared before I was even able to attempt such measures.
Imo, the ghost colt was one of the most in-character interesting creatures we encountered on this island, as it felt very relevant to my character's skill set.
>Its true nature is supposed to be ambiguous. That's the whole point. That's what it is. It's a mysterious happening. Maybe it's an actual, intelligent ghost. Maybe it's a past event immortalized in a haunting.
This is a fair point. Posey is familiar with ghosts and hauntings though, so would she not recognize one when she interacts with it? It confused me when the results of the knowledge check came back unclear, but maybe I was being too meta about it...
Whatever it was, such a discovery pertaining to the cycle of death and undeath felt very relevant to my character's interests.
>Maybe it's just the Traveller using a puppet to reenact a past event.
That's the creeping suspicion I got after I failed to identify it as undead with a 26 on Religion. I figured the Traveller is a monster at least as powerful as an Aboleth or similar aberrant monstrosity, so using illusions to lure ponies into danger could be it's domain, like an angler fish.
>I've more or less fully committed to a kind of naturalism where the ambient environment is supposed to be completely natural and plausible
Equestria is a high-magic setting full of fantastic creatures, sentient environments, pervasive magical effects, and characters who directly interact with the weather and passing of the seasons. I think there's room for infinite supernatural elements.
>Anyways, the obvious thing to do with the ghost colt is to just accept that it doesn't fit with the rest of the world and just scrap it, and forget that it was ever there. A bit of a shame considering that the ghost colt is the entire reason I insisted on having the final airpony in the village rather than in the abandoned whaling station when everyone thought it was there but so be it. But then Silver's player didn't want me to scrap it, but by this time I had already thought of a completely different thing to do with the village if the ghost colt was being removed from it.
Well, it's a shame to miss out on the ghost colt, but if you've already decided, then so be it.
Next question is though, how do we find the last airpony? That is our quest. Kira rolled above 20 on survival on multiple occasions without us finding him; we have exhausted all our leads; we have searched every building in the village. Idk what to do next to find him.
>Posey and Cavaliere have no use for them
My plan is to leverage my charm spell to goad them into throwing themselves at the Traveller's minions to make things easier for us when we take the Kostroma.
If I could be left alone with one of them at the top of the mountain for about an hour, they could make very nice zombies.
>Just let me chose one way of approaching events and go through with it.
I will go with whatever you decide in the end.
Cavaliere
67c6a5f
?
No.192588
192590
>>192578
>But instead every party member assumed it was hostile and attacked the apparition.
Cavaliere was suspicious (understandably so) but did nothing of the sort. In fact he told Posey to lay it off due to repeated warning signs that the colt would run away, which in fact did happen. However Cavaliere prefers not to deal with the supernatural and leaves that to resident experts which is what Posey is.
>A big part of it is that I've more or less fully committed to a kind of naturalism where the ambient environment is supposed to be completely natural and plausible, but also creepy and able to carry the tone and feel of most areas.
I appreciate it and you did a good job.
>Posey and Cavaliere have no use for them
Cavaliere isn't callous about them. However, he is going to prioritize the airponies which he came to find over uniformed soldiers of a hostile nation and that is only natural. They are not necessarily POWs but while cooperative for now they could turn into a threat later on. Despite that, he is going out of his way to rescue who he can, and any of the Kostroma crew that can be rescued is a positive.
>And Silver's player has a second character that's behind, but just does nothing with it for reasons I don't know.
Keeping track of two characters is not easy yes I know that sounds rich to say such a thing to a GM. There's also a tendency to focus on one character at a time to the neglect of the other. I wish you phrased it a little more nicely because it implies he doesn't care when he definitely does.
>Like if you want to speedrun ahead then okay, but what is going to happen is that the unattended reader guard will be attacked by monsters and some of the airponies will be killed.
We're trying to avoid that which is why we're approaching this systematically. It doesn't feel like speedrunning at all. We're given signs of survivors in this village, so we're going to search this village. After that, who knows. If we were speedrunning we would skip the village and go straight to the Kostroma to attack the entity, but we're letting ourselves go along the rails you laid out for us (aside from minor misunderstandings like with the ghost colt).
Mind you, there is a time pressure for this mission, both in the game and in real life. There's no hard time limit for the quest, but it's constantly implied that the longer we take, the GRU will patrol more of the island and it becomes more likely that a pony gets mind-controlled or we have to fight more monsters. As for real life, I love this mission, but it has been going on for a while (not your sole fault since we've all slowed it down at points) and there is much more of this beautiful world to see. You have been asking us what we would like to see next. Also, with the way the world is heading, I am constantly worried about conditions arising which would make continuing this campaign impossible. I would like to experience as much of it, and have as many fond memories, as possible.

>>192586
>The grapple check was just me trying to be cute.
I don't know everything about Posey's character but "trying to be cute" on a dangerous mission with an unknown individual is a terrible idea. It does not feel like a realistic response, vampiric sorceress or not. Keep in mind that Posey is our only expert on undead and even if she's not sure if something is undead, we're reliant on her. I think the check should have given more of a clue though.
>we have searched every building in the village
Have we? Cavaliere stopped searching after finding the casualties in the church. We weren't told how many buildings remain unsearched, which would be the first thing I would ask the GM after handling the trio of survivors. As for those survivors, Cavaliere would have done a listen check on that door so you wouldn't have to look through the window, but he was busy. With hindsight, the smart thing to do would have been to move silently up to a closed door and listen in before attempting entry. We should be treating this mission deliberately like a SWAT team.
Posey
bb1fa7f
?
No.192590
>>192588
>I don't know everything about Posey's character but "trying to be cute" on a dangerous mission with an unknown individual is a terrible idea. It does not feel like a realistic response, vampiric sorceress or not. Keep in mind that Posey is our only expert on undead and even if she's not sure if something is undead, we're reliant on her. I think the check should have given more of a clue though.
Fair criticism. I will try to be smarter next time.
GM Pony
!PonerGM.4A
73e9aaa
?
No.192607
192615
>>192586
>>192581
>>192579
Let me see if I can explain this in a way that will be understood. I am not sure how to put this into words. The ghost colt was not intended to be a character, in the sense of an element of the world that can be removed from context and purpose and placed elsewhere. It was intended to serve a specific function within its context.

Let me attempt to give an example. Have you heard the old urban legend of a man driving a car down the road, and seeing a woman, bloodied and hysterical, waving him down? He gets out of the car tries to talk to her, finds that she's not really in a talking mood, and she asks him to follow her. He follows her some ways to find a car that has veered strongly off the road and was not visible from the roadway. The woman can no longer be seen. He looks inside the car to find two people: an infant, still alive but injured and in dire need of help, and holding onto said infant, a woman who looks just like the one encountered on the roadway in the drivers seat who clearly died on impact. Now tell me, what is that story about? Well it has two elements. One is of an encounter with the supernatural under circumstances where it isn't even obvious at first that you have encountered the supernatural. The other is of motherly love, of a woman trying to protect her child even after death. It implies the existence of stronger forces, benevolent forces, than we understand or interact with in our daily life. So if you change the story to where, as soon as the guy encounters the woman, he shoots a photon ray at her, or attacks her with a D&D style rebuke, what happens? Nothing. The entire story is destroyed. Derailed. The point is missed. Nothing is accomplished. It just doesn't work if the guy immediately starts using anti-undead measures on the woman.

Maybe that's too complicated of an example. Let me try a different one. You know how when they race dogs, they use a little aluminum rabbit on a rail to go out, and the dogs chase the rabbit? So if instead of following the rabbit, you took the rabbit off of the rail and tried to keep it, what happens? Nothing. There is no race. the rabbit has no value. It was built for a specific purpose and by destroying it it is no longer able to fulfill that purpose. the race does not occur and everything set up is lost.

Am I making any kind of sense here? I do not feel like I am being understood. Barley Corn was not intended to be caught and kept in a jar like a firefly. He was intended to be kind of my own version of that old urban legend I first read about on Snopes two decades ago. He was intended to add depth to the history of the island by showcasing a part of the death of the community that once lived there, and he was intended to lead the party to the airponies. He is a part of the mystery of the world that implies that there were people here before the party, people who lived and died, loved, and suffered. And that the people who once lived in this small island are in some kind of way still connected to and perhaps live on in the presence. It is not a coincidence that the ship is stated to have taken immigrants to New Mareland 60 years ago, and the pony they are looking from is from New Mareland. (Well, that's largely because of the real life inspiration but I like the parrallel). Barley Corn was not intended to be a specimen to be captured, studied, and understood. At the very least not until he had served his purpose.

And it turns out I was wrong. I could not adapt that old urban legend here, in this context. It just doesn't work.
Posey
e028eb1
?
No.192615
>>192607
I see what you mean now. I was approaching things from a classic d&d perspective, when it was really meant to be approached by a contemporary occult perspective.
Posey
954bf03
?
No.192622
We should probably buy some pearls of speech or another translator item before our next quest.
Posey
954bf03
?
No.192623
192627 192641 192644
In the event that the pony in front of me is the airpony, does anypony have ideas/strategies/suggestions on how to take the Kostroma?

I would prefer it if the airponies themselves did not participate in the battle. They are wounded, and any dead means less payment for us. They should be ordered to stay in the back lines and defend themselves. Our priority should be to defend them almost as much as we defend ourselves. I trust that they can competently fight off any minor threat that slips past the backline though.

As for the Stalliongraders, I think that I have about a third of them charmed by me. With an opposed Charisma check, I can influence them to march onto the deck of the Kostroma first, and absorb the first couple rounds of enemy attacks so that we can board more safely. There's also the option of letting the larger group of Kostroma ponies board the ship from a different angle, while we, the party, board safely. The drawback to this is that it may be difficult to tell the enthralled sailors from the charmed sailors apart at night, especially if we're fighting without a map.
We can try the same thing with the griffons. They likely have proficiency with harpoons and nets (archaic weapon in d20 modern), both of which can easily slow down enemy fighters, so they could use their whaling equipment in the fight by flying above the conflict and harassing the enemy with thrown nets and harpoons.

We should consult with the scientists to determine the exact location of The Traveller in the ship, so that we can go directly there. If it is below deck, I may even be able to summon Amoebic Crawlers to melt the wooden deck to give us access to the lower parts of the ship.

We lack AoE blasting spells, so a fight involving many medium humanoids will be quite the grind, so we should try to organize fighters into shooting volleys, for AoE damage. I know that volleys work with bows, but I am unsure about how those rules translate to guns, so maybe GM could clarify.

We should focus on neutralizing the Traveller asap, because the longer the battle goes on the more casualties there will be, and the larger chance there will be that one of us will be killed. Once The Traveller is destroyed, it is likely that the Kostroma crew with be disenchanted, or at least no longer operate in a coordinated fashion.

To neutralize the Traveller, I think we should use the Explosive Harpoon: it seems like a clear plot hint to give us a means to destroy the Traveller (also makes saving the whalers plot-relevant), given the Traveller has been compared to a whale carcass many times now. We talked about using the torpedo, but I doubt that if the explosive harpoon is ineffective then the torpedo would be. Using the torpedo would likely also potentially sink the Kostroma.

As for the Torpedo, I think I would prefer to have Monstro drop it on the GRU ship, to sink them. Monstro could approach them through the air, or underwater, and drop/smack the explosive on them. This puts Monstro in danger, which saddens me, but thralls are expendable. Torpedoing the GRU ship should do enough damage to the hull to immediately sink the GRU ship, which means that they will either drown or die of exposure on the island layer, allowing us to escape safely on the Kostroma. Neutralizing the GRU is arguably our real priority, since aside from that there is nothing stopping us from paddling away on our Swan boat Talisman, so we need to make sure to crush them for our extraction to work.

I may be able to use Disguise Undead On Monstrosity, to make him appear as a cloud or a vehicle, so that he can get directly above the GRU ship without being shot. The weakness of Monstro dropping the payload from above though is that Monstro is mindless and unable to comprehend complicated instructions, and Posey can only command him verbally, so a precise bombing may require Posey to accompany Monstro to guide him above ship, which puts Posey in danger.
Posey
954bf03
?
No.192624
Damnit, I just typed up an even longer post, and accidentally refreshed the page.

Gist of it was the detailed logistics of using Kelgore's Grave Mist to incapacitate enemy artillery, and the benefits of using near-invisible translucent amoebic crawlers as cover to approach the enemy, taking advantage of shadowy illumination and mindless oozes not being sensible to creatures that rely on telepathy for vision.
Posey
954bf03
?
No.192625
>>192617 →
In the absence of Dust's player, I would like to propose that we just assume he took 10 on Treat Injury (easily meeting a DC of 15) to restore 1d4 HP to the wounded ponies (which should enable them to walk on their own).
The Floof and The Noodle
90b1360
?
No.192627
192628 192629
>>192623
I think stealth should be a priority when we make our move. Everyone who doesn't have a tinfoil hat will have to either empty their minds or otherwise flood their minds with random thoughts. We can take the boats the refugees and possessed sailors used to get from the Kostroma to the island in order to get close to the ship, then we can use our fliers to silently lift everyone onto the ship. Then we can us Black Heel and the others' knowledge of the ship to navigate to the armory and medbay to arm and heal up before we engage the Traveler.
Posey
e46ff48
?
No.192628
>>192627
Is stealth even an option for a group this size? Most of us aren't even proficient in stealth. We're bound to be seen. If stealth is the idea, then only a couple stealthy characters should board the ship alone.
Posey
e46ff48
?
No.192629
>>192627
>navigate to the armory and medbay to arm and heal up before we engage the Traveler
Even if stealth is an option, staying aboard the ship to "arm and heal up" is a bad idea: you only risk discovery that way. The priority should be to destroy The Traveller as quickly as possible.
Cavaliere
67c6a5f
?
No.192641
192642 192644
>>192623
>I would prefer it if the airponies themselves did not participate in the battle. They are wounded, and any dead means less payment for us. They should be ordered to stay in the back lines and defend themselves. Our priority should be to defend them almost as much as we defend ourselves. I trust that they can competently fight off any minor threat that slips past the backline though.
I agree. We should set up a bivouac on an out-of-the-way area near the Kostroma. The aircraft machine gun, though not optimal, would give them enough firepower to deal with any threat that comes from a certain direction.
>As for the Stalliongraders, I think that I have about a third of them charmed by me. With an opposed Charisma check, I can influence them to march onto the deck of the Kostroma first, and absorb the first couple rounds of enemy attacks so that we can board more safely. There's also the option of letting the larger group of Kostroma ponies board the ship from a different angle, while we, the party, board safely. The drawback to this is that it may be difficult to tell the enthralled sailors from the charmed sailors apart at night, especially if we're fighting without a map.
>We can try the same thing with the griffons. They likely have proficiency with harpoons and nets (archaic weapon in d20 modern), both of which can easily slow down enemy fighters, so they could use their whaling equipment in the fight by flying above the conflict and harassing the enemy with thrown nets and harpoons.
I disagree with this. Charmed or not, if we use the NPCs as dumb meatshields they will refuse at best or turn on us at worst. Our attack should be surgical in nature and should involve only trained fighters. Pulling volunteers away from the bivouac might also endanger those who stay behind, so we should be careful with who we choose.
>If it is below deck, I may even be able to summon Amoebic Crawlers to melt the wooden deck to give us access to the lower parts of the ship.
This is a very smart idea. If this option is unavailable to us, we could use the warhead to blow a hole through the middle of the deck, but that risks structural damage to the Kostroma. Also I like the idea of disabling the GRU vessel.
>We lack AoE blasting spells
Maybe we can locate more grenades.
>I may be able to use Disguise Undead On Monstrosity, to make him appear as a cloud or a vehicle, so that he can get directly above the GRU ship without being shot. The weakness of Monstro dropping the payload from above though is that Monstro is mindless and unable to comprehend complicated instructions, and Posey can only command him verbally, so a precise bombing may require Posey to accompany Monstro to guide him above ship, which puts Posey in danger.
We could use a small boat to get close instead, but that's more dangerous. While we have the cover of night and fog, we don't know what countermeasures Stalliongrad employs against these tactics. It would help if we had some sort of military knowledge check.
Posey
801fd89
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No.192642
192643 192644 192647 192971
>>192641
>Charmed or not, if we use the NPCs as dumb meatshields they will refuse at best or turn on us at worst.
The description of the charm person spell would beg to differ. An opposed Charisma check can be used to compel a creature to do something that they would not normally do. Furthermore, these creatures are soldiers, and Soviet-coded soldiers no less: fighting on the dangerous front lines to succeed on a military objective is in fact a thing that they would normally do, just look at WWII, so it could be worth a try.
>Our attack should be surgical in nature
This is a point, but I don't know how feasible that is.
>should involve only trained fighters.
GM has said before that he uses lvl 2-3 elite array Fighters for even his unimportant NPCs: all of the soldiers are trained fighters.
>Pulling volunteers away from the bivouac might also endanger those who stay behind, so we should be careful with who we choose.
One of the points of a bivouac is minimalism. A larger force within their encampment is more likely to draw attention.
Furthermore, attacking the Kostroma with a large force may actually draw attention away from the airponies, because the Traveller would be distracted by the larger group attacking it nearby. All of the enthralled sailors and monsters are under control of The Traveller. If we siege its lair with a larger force, it will reflexively send its minions towards that group, drawing attention away from the airponies and giving ourselves an opportunity to enter the ship from a different direction and surgically go after the quest objectives (the hippogriff and the traveller).
Furthermore, this could make it easier to play through text, because if most of the enthralled sailors are fighting the communists on the opposite side of the ship, they will not need to be counted in initiative, which makes things easier to run and more likely to actually be done by the end of the year.
>If this option is unavailable to us
I have all the spell slots I need for this, and I've researched Soviet ships in this mileau enough to determine that the upper deck should be made of wood, easily dissolved by my puppies in no more than a couple rounds.
>we could use the warhead to blow a hole through the middle of the deck, but that risks structural damage to the Kostroma.
I would advise against using the warhead aboard the Kostroma for any reason. I want to use it to escape, as well as resell it to fund my lab/army.
We got the explosive harpoon for a reason: it should be strong enough to kill the whale-like traveller.
Also, I really, really, really want to drop the warhead on the GRU ship to obliterate them. My kill count in this game has been way too low, and razing an enemy stronghold is on my sacramental to-do list.
>Maybe we can locate more grenades.
Perhaps, but I wouldn't count on it. All the communists we looted have been broke so far. This has been a rather low-magic adventure and scarce with treasure.
>While we have the cover of night and fog, we don't know what countermeasures Stalliongrad employs against these tactics.
Monstro has no heat signature and neither does Posey. Disguising him as a cloud of mist/smoke should be enough if we drop the bomb from high up.
>It would help if we had some sort of military knowledge check.
Knowledge Local, History, Martial Lore, or most notably Warcraft could be rolled for this. I would recommend rolling Warcraft anyway, because a check can be used to gain a strategic advantage, per Heroes Of Battle. I would recommend that qualified characters put some ranks into Knowledge (Warcraft) after we level up, because it should be useful in a military style game.
Speaking of, my chosen commander aura only works on intelligent undead, so I can't buff anypony.
Posey
801fd89
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No.192643
>>192642
Perhaps if we leveled up after finding the last airpony, some of us could put ranks in it.
GM Pony
!PonerGM.4A
73e9aaa
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No.192644
192645 192647 192648
>>192623
>so that we can go directly there
I mean, I'd like to do something with the location of the ship

>melt the wooden deck
Let me consult with historical ships to determine of decks would have been wooden or steel

>We lack AoE blasting spells
There are ways around this

>we should try to organize fighters into shooting volleys, for AoE damage. I know that volleys work with bows, but I am unsure about how those rules translate to guns, so maybe GM could clarify.
Usually I would just do a half dozen distinct attacks, but volleys can be done for firearms. Something similar was done in an earlier large scale battle

>Gist of it was the detailed logistics of using Kelgore's Grave Mist
Please don't simply assume that I know what it is, what it does, what it can do, what it will do, or that just dropping it will not create problems

>>192641
>It would help if we had some sort of military knowledge check.
You have with you multiple experienced Naval personnel who know things about destroyers, tactics, freighters, weather conditions, what happened on the Kostroma, what the GRU are likely to do, and so on. There is no excuse to be ignorant of almost anything except what the Traveller is going to do, and even then, quite a bit is known.

>>192642
>all of the soldiers are trained fighters.
Please remember that only a small percentage of all of the rescued creatures are actual combat infantry

Posey
5797b11
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No.192645
>>192644
Excellent points. Thank you for pointing thesr out.