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Legendary Sidekick

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PMs from Nissa

@Amaroq, did you know that some people believe that valkyries ride wolves? Short valkyries do. I'm 2'3", so I would ride a wolf. But not that one. Gummy is more like a hell hound who deserves to die. But that's just my opinion. I respect yours, so I will not attempt to persuade you to finish off your canine opponent.

@Baldhart, Brynhild smiles upon a mounted follower! And, what do you know! Sir Matthew's horse is unmanned and improperly parked! You better get on that horse. Its name is Amaroq… Killer. Meaning "wolf killer." Run down the wolf—and maybe back over it a few times just to be sure—while Sir Matthew reads it its last rites. A follower of Tyr thing. Don't ask. Just kill that ugly, toothless mutt. (PS- I hate wolves. Why would I ride a snaggletoothed, drooling idiot? Because I'm too short for a winged horse? So I have to ride a sociopathic hairball? I don't think so.)
 
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Legendary Sidekick

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Moderator
Well…
Inspire. The presence of a Knight on the field of battle can alter the mood of armies and change the tide of combat. Any person friendly to the Knight gains a to-hit bonus equal to the Knights CHA modifier. This can be used once per day and lasts a number of rounds equal to the Knight's level. At 1st level the Knight can affect up to 12 allies
…since it's only good for one round, maybe Sir Matthew can wait. Of course, if Steerpike says it will stack, either way is fine.

I definitely think it's worth using the skill while there are lots of enemies on the field and lots of friendly attackers (dwarves included).
 

Steerpike

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Moderator
Since it is the exact same effect, it wouldn't stack. If two knights use it at the same time, I'd give the higher of the two bonuses.
 

Legendary Sidekick

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Moderator
So does Ireth's use of Inspiration affect next round, the current round, or the first turn after the Inspiration—meaning this turn if you haven't gone yet, or next turn if you posted before Inspiration?

Also, it looks like you don't need a CHA check. You just inspire, and we get +1 to-hit, I believe.

Steerpike, should we just roll to-hit as normal, and as GM, you make the adjustment? (Mostly, I ask because I imagine most of us won't know to add the +1 or will forget.)
 

Steerpike

Staff
Moderator
Since it came at the end of the actions, it will be in effect next round. I'll go ahead and add it in.
 

Steerpike

Staff
Moderator
Looks like we're still waiting for some people this round; I'll try to move things ahead as soon as 2:00 PST as I can.
 

Legendary Sidekick

Staff
Moderator
Oops… jumped the gun when I saw your update and rolled. Let's just say I was inspired!

On the bright side, Baldhart is now committed to an attack roll, so she'll disregard Nissa's request to steal Matthew's horse.
 

Ireth

Mythic Scribe
I'm trying so hard not to laugh at the mental image of Cadell doing a total faceplant into the snow... It's hilarious, in a really dark way. XD Imagine his embarrassment when he wakes up. "Well, so much for finishing this *together*!"
 

Legendary Sidekick

Staff
Moderator
To Characters Still in the Temple

First, if you're RP'ing characters who are hesitant to take risks, that's cool.

But…
"I do not believe they will be able to bring the battle back to us as I had hoped." I announce to those below.
…this post got me thinking it's possible there may be confusion regarding game mechanics.

My understanding of melee is that, once engaged with the enemy, you have three options:

1 - FIGHT: You hit the enemy; the enemy hits you.

2 - RUN: The enemy hits you as soon as you run, and if they can outrun you, they hit you again on your next turn.

3 - BACK OFF: No free hit on you as you back off with your guard up, but you use half your movement, so the enemy can easily catch up and hit you.


It seemed our only chance was to outrun the wolves on horseback—that is, to have riders lure the wolves away from the dwarves and back to the temple. Since the wolves reached the dwarves first, all we could do was join the dwarves. Any attempt to lead the wolves to the temple is futile with the dwarves there, and even if they die, we'll get ripped apart by wolves if we try to move the fight south. Options 2 and 3 are just as deadly—either we'd get hit twice per turn, or we'd get hit once per turn while moving at half speed.

Also, cover is overrated since the enemies are all melee. Only distance is relevant, as long as fighters are keeping the enemies busy.


Anyway, like I said, if you're purposely RP'ing non-combat or low-risk characters, keep doing your thing. But if you would prefer to get into the battle, you know where to find it!
 

Nihal

Valar Lord
I think he hoped you would back off at least enough to enter his range.

Besides fear/auto-preservation there is a second, good reason, to not leave the temple: An overconfident little brat called Brunbright.
 

Legendary Sidekick

Staff
Moderator
Like I said, I'm fine with how everyone's playing their characters. I just genuinely wondered if anyone believed there was a possibility we could have lured the wolves back, which was what I was hoping to do. Even my desperate idea to try to get the knights to give the dwarves alive was, admittedly, a long shot. The one lying down might be alive, so even if they had time to hop on they'd refuse to leave their buddy to the wolves. They might have refused to leave the wolves a corpse.

As far as what my character will think or say… Mauve running out with 1 HP is going to put her high on Baldhart's brave list. And, I agree, leaving Burnbright alone would have been a very bad move!
 

Nihal

Valar Lord
From the start I had the feeling that the dwarves wouldn't give a s* about your attempts to bring them to the temple. :p

I don't think bad luck Mauve would impress anyone by being brave - not without the damn shield she can't conjure. She's in bad shape and knows it, but physically she only looks frightened, at worst, tired. She not only probably won't hit anything but will go down with a single attack, looking like she's either overreacting or being a weakling who appeared just to burden you all.

Anyway, running into battle or not depends on how the whole situation is going to unfold.
 

Legendary Sidekick

Staff
Moderator
Well, I'm enjoying reading her thoughts. This corruption should make her a fun character to play (and read)!



Also, I have a game mechanics question:

In battle #2, Steerpike said (when Cadell was KO'd) he'd bleed out 1 HP per turn until someone stabilizes him. Can ANYBODY stabilize him—not heal, but stop the bleeding to death—or is that a skill that only a healer class has? (That's why I narrated a vague "contemplating my next move." I think Baldhart is opponent-free next round, depending on how much HP a goblin has and how far it can get batted away by a sword.)

EDIT - Awwww, neither Baldhart nor Cadell have bandages. Hmm… but Mauve does!

EDIT II - But my character doesn't know that, so never mind. (I figure anything in the "our character's stuff" thread is something our characters discussed during downtime, but there hasn't been downtime since we met Mauve.

Poor Mauve… I don't think her life ever has downtime.)
 
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Steerpike

Staff
Moderator
Anyone can attempt a check to try to bandage someone or otherwise help them. Some classes have specific spells or abilities that allow them to do it.

If that goblin is still alive somehow, I'm sure he'll tend to Cadell while you go fight some of the remaining wolves :D
 
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