|
Post by nevandar on May 18, 2017 9:49:23 GMT -5
Being bold adventurers worthy of our tombstones, we marched into the slaver's camp at 190->186. They raised the alarm, and we chose to fight (204) (yes, being brave and bold in The Fantasy Trip is often a bad choice, but I created characters specifically for this module, and am having fun after losing three games of Barbarian Prince in a row - if we all die, I'll just start over and choose differently). Except there is no paragraph 204.
I backed up, snuck in (182), failed my 3/DX (whole party went; stealthiest was the one who failed), went to 192 and was surrounded by 16 slavers. It's going to be ugly and I don't see my group winning (run away! run away!), but that's the way the dice roll. So I'm assuming 204 would be a similar encounter with 16 slavers; I just wanted to point out that unless I'm missing something, I can't find 204.
Kinda wish one of my mages had 3-hex fire or wall to buy us some time.
I won't be starting the fight until after I get back from some appointments, but it should be glorious (in an ugly, brutal way)! So much riding on the first initiative roll (if they move first, we're pinned - if we move first, we can either flee or limit our exposure to attacks, as none of the slavers have missile weapons).
|
|
|
Post by nevandar on May 18, 2017 14:13:51 GMT -5
And.... we were slaughtered. Lost initiative, got surrounded, and that was all she wrote. Had some bad rolling - we only took two of them out. Next time <shakes fist in air>! Good news is that ROC and TOB arrived today, so it's time to start a new party.
|
|
|
Post by araman on May 19, 2017 11:46:25 GMT -5
Which adventure are you in?
|
|
|
Post by platimus on May 23, 2017 12:46:58 GMT -5
Kinda wish one of my mages had 3-hex fire or wall to buy us some time. I won't be starting the fight until after I get back from some appointments, but it should be glorious (in an ugly, brutal way)! So much riding on the first initiative roll (if they move first, we're pinned - if we move first, we can either flee or limit our exposure to attacks, as none of the slavers have missile weapons). If your mage wasn't using Summoning spells, try that. Having an extra ally around to draw enemy fire and do damage for multiple rounds is FAR better than a one-round fire attack. Like araman, I'm curious which adventure you're in...
|
|
|
Post by araman on May 23, 2017 22:35:08 GMT -5
Kinda wish one of my mages had 3-hex fire or wall to buy us some time. I won't be starting the fight until after I get back from some appointments, but it should be glorious (in an ugly, brutal way)! So much riding on the first initiative roll (if they move first, we're pinned - if we move first, we can either flee or limit our exposure to attacks, as none of the slavers have missile weapons). If your mage wasn't using Summoning spells, try that. Having an extra ally around to draw enemy fire and do damage for multiple rounds is FAR better than a one-round fire attack. Like araman, I'm curious which adventure you're in... Or you could use illusions...
|
|
|
Post by platimus on May 25, 2017 23:04:08 GMT -5
If your mage wasn't using Summoning spells, try that. Having an extra ally around to draw enemy fire and do damage for multiple rounds is FAR better than a one-round fire attack. Like araman, I'm curious which adventure you're in... Or you could use illusions... True. Depends on how you handle illusions and how smart your targets are. Also, Illusion-I has a higher IQ req than Summon Wolf or Summon Warrior. It is cheaper on F-cost though. Again, depends on your targets and how you handle Disbelief.
|
|
|
Post by nevandar on May 26, 2017 18:06:41 GMT -5
Just returned to work after a two-week leave, so I've been too busy to do much nerditude It was The Dark Vale, and when we lost initiative for the first round, all of us were engaged and surrounded pretty quickly. One of the wizards did do summons, but he was taken out by a couple of the 16 bandits that were surrounding us, dispelling the wolf. Had we won initiative, we could have moved to a defensive position and would have done better, but half of the bad guys charged up, engaging us and the rest cut off our exits so we couldn't even disengage and get out of there. The mages didn't have enough armor to stay alive long. It all came down to that first initiative roll. Would have been a completely different battle had we won.
|
|
|
Post by platimus on May 26, 2017 19:59:31 GMT -5
Sounds like it wouldn't have helped much but I would let the wolf or wolves stay in the fight even after the wizard dies or goes unconscious. Even if they were Illusions of wolves. Once the fight was over, then I'd have them run off or fade away.
|
|
|
Post by nevandar on Jun 2, 2017 19:08:31 GMT -5
Oh, I'm pretty sure it wouldn't have helped - it was doomed from the failed initiative roll.
It's supposed to rain over the weekend, so I'm hoping to run my new group through OHM, and then ROC. I do need to pick up the minis for my new team, and get them painted, but I'll start with paper minis. Was hoping my daughter would want to play, but she's got other tween things to do.
|
|
|
Post by araman on Jun 4, 2017 13:18:30 GMT -5
Rain over the weekend, huh? We got some last night. Where are you?
|
|
|
Post by mister frau blucher on Aug 29, 2017 9:06:59 GMT -5
Hey, Nevandar,
Thanks for pointing out the missing instruction. No matter how many times we edit, things get past us...shesh!
Been a few years since I last played through this. I'll re-evaluate based on your feedback. I seem to recall fighting was not the preferred option, though...
Bret
|
|