Out of Character General Chat

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Dec 8, 2023 4:55 am
Once the escalation die gets big enough that event an 11 on the d20 will hit, barbarian are nuts as rage gives them a 25% chance to crit after that point
Dec 8, 2023 7:14 am
Isn't it flat 50% critical chance with a slight weight towards crit? Barbarian doesnt get many goodies and tricks. Its about dealing ridiculous damage and I love it!
Dec 8, 2023 12:32 pm
There is a 25% that 2 d20s will both be 11 or higher. Since 11+ is half of the values of a d20, think of it like a coin flip, with tails being 1-10 and heads being 11-20. The odds of getting 2 heads in a row is 25%
Dec 8, 2023 8:46 pm
Just learned about on the fly battle maps. i am experimenting with it in the GM Public Notes. Might make things less confusing.

To be clear, this is all about relative positioning. There is no "i move to x square", but rather you would say "i run up and engage LM2 but don't want to engage LM1" (in this case, LM1, LM2, and you would all be a group, but you would only be engaged with LM2). Also, how far you can go in a single movement is a narrative thing. As such, it isn't like D&D or pathfinder where you can move x squared per turn. If you are on opposite sides of the map, you are likely far from everyone. If you are close enough to throw something at them, they are probably near
Dec 9, 2023 1:25 am
I like it, it's an easy way to tell which enemies are grouped.
Dec 12, 2023 12:53 am
I think we are waiting on Salix and Edgar
Dec 12, 2023 1:03 am
Looks like just Salix.
Dec 12, 2023 2:54 am
You're right, I remember now after re-reading Edgar's post that I did account for that damage. I'll give Salix until Wednesday night to post. If I don't see anything, I may skip his turn and let the boss go and let Salix act later in the next turn.
Dec 15, 2023 12:32 am
Another nat 20.

Hail Santa!

With only 16hp left, I bet we can kill it this turn and still keep the magi alive with a minimum of casualties.

https://i.imgur.com/SpsrT0t.jpg
Last edited December 15, 2023 12:39 am
Dec 15, 2023 1:33 am
OOC:
Hrafe is not good. He isnt evil either. 2 magi who have already decided to die for the realm dying to stop the avatar of an icon which is commited to the destruction of order.

The math is simple. Even if 2 magi die, we come out ahead.

The Magi dying is their duty. We have the chance to destroy a superweapon in our enemies hands. Sacrifices are necessary.

Also, there is a distinct possibility that Salix and one attack will kill Big Z and the lizardmen dont get to coup de grace multiple magi as it can only target one creature even of it normally targets more. So the risk, is definitely worth taking.

Also theres a huge chance(3d20h1 its a miracle it hasnt happened yet) that disengaging from Big Z results in a crit, which could very likely kill Hrafe.

Many immediate definitive disadvantages to lettong Big z run away. No tangible immdiate benefits to letting him live. Gambling against certain losses for unknown benefit is foolish.
Dec 15, 2023 2:07 am
OOC:
just a but of missing context. The lizardmen aren't slitting their throats, they are chanting to make the magic circle below them absorb the mages lives, so only one lizardman is required. Also, if the magi die, the mission is a failure as the ritual will give the tower over to the Three, who will use it to cause destructive weather in the area. The traitor is the boss but is more of a guardian at this time.

The goal isn't to kill him, it is to stop the ritual. If you manage to do both, that is a cherry on top. If the traitor lives, he will come back later in the story, but that's the main motivation to kill him, unless you add more motivation yourself.
Dec 15, 2023 2:22 am
One of my thoughts in having Makasi intervene in the ritual was to disrupt it. Having to fight a bunch of people with weapons would make it difficult to concentrate, I'd think. But I can accept that the only sure way to stop the ritual is to kill all the Lizard-men. But what if we were to, say, grab the mages and hightail it out of there? Or rub out the magic circle? Knock over the candles? I'm just thinking it's unlikely we'll be able to kill the lizard-men without Hrafe's help. (It's possible, but I have been rolling terribly!)
Dec 15, 2023 2:49 am
Double teaming and carrying the lizardmen then throwing them downstairs. 4 stories is a long fall. Magic circles in most fantasy are made of salt or chalk, both are water soluble. Adding chaos to the pattern is likewise a good idea.

Hrafe's background skills wont be much help with arcane rituals. But perhaps someone with arcane skills?
Dec 15, 2023 3:01 am
I'll say this: if someone wants to spend their action attempting a skill check, they can roll an intelligence check using a background that gives them understanding of any kind of magic, but preferably wizard or sorcerer magic or maybe knowledge of dragons (as these lizardman magicians are sorcerers and all sorcerers in 13th age are somewhat tied to dragons). The DC to save 1 person is 15. If someone gets 25, they can use both hands to grab 2 people. This is because the magic of the circle is also holding the mages in place (hence why they are not standing up and running in the chaos). This check is to overcome the magic enough to drag them. A failure means you pull and pull but not enough before the end of the round. If you had tried this a round or two earlier you might have been able to end the magic on the circle, but with you having 1 round left the main hope you have is that the magic circle goes off but there are no mages to absorb.
Dec 15, 2023 3:53 am
One last-ditch idea: I still have my boon from my conflicted relationship with the Lich King. He hates the Three. Is there some way to cash that in here?
Dec 15, 2023 4:42 am
Relationship dice are meant to be for learning information, getting help from NPCs, and guiding the story (such as determining which NPCs are active in the next adventure). Sometimes they give you magic items, but I'm not sure they are supposed to defeat enemies or remove obstacles for you. I'm new to the system and this part is the most improv heavy part of it

I'm not sure if I will let it happen often, but I can let you use the relationship die to let you roll twice and use the better result on a skill check, as long as you can explain why that happened in the narrative
Dec 15, 2023 10:31 am
I have a talent it may be time to use. Could I pick up one of the lizardmen and throw us both off the tower, only to lasso myself to safety or grab an edge or stop my fall by wedging my dagger into the side of the tower.

Talent: Swashbuckle
Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. Yes, it’s improv night at the rogue show, and you’re the star baby, the star. You’ll probably want to make an attack as part of the stunt, and that’s alright, but you’ll need to roll normally for the attack. The fun is doing something outrageous like dodging between the legs of giants, vaulting on a 12-foot pole over the heads of onrushing orcs, or cutting open bags of flour just in time to make them go poof and daze several foes for a round.
Of course, 13th Age is a game where everyone might attempt stunts like this at some point. But you’re the swashbuckler who is prone to automatically succeeding, often, instead of needing a difficult skill check to pull the stunt off.
Dec 15, 2023 10:47 am
Dang, I thought Raphel could help out with the idea above by tossing Feather Fall at Edgar, but casting it on an ally is only at level 3+. Like the idea though!
Dec 15, 2023 12:33 pm
That could work for the lizardman who is still at full hp. When it is your turn, make a melee attack. If you hit, you can do that. If you miss by only a little, I'll give you the option to still succeed but you didn't catch the ledge like you said and fall to the bottom too (or you can just not pull off the trick)

The rest of you would just need to deal with the one that has taken 13 damage already
Dec 15, 2023 2:55 pm
Well, Makasi hit, so at least that's something. Hoping we get to face some mooks soon! These tough enemies are making my paladin feel weak.

I think they get to go next. Then we get Edgar's derring-do. Then it's up to you magic types to take out the last lizard-man (hoping Edgard succeeds...)
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