Palace of the Vampire Queen (Inactive)

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. |


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male

Looks like an interesting class and I'm surprised it wasn't done sooner. I'd allow it


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

I know that trying to intimidate the Undead is usually not a very good way to go, but I figure since these ones are intelligent, they'll get the gist that I mean to end their existence and might actually cooperate.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Worth a shot right? And one heck of a roll to give it a shot with!


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

...Chilling!


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

DM will you permit a swapping out of feat for another? I took scribe scroll when I created Windel but given the nature of the game I'd like to have the extra channel feat. If not,that's fine no big deal.


male

Oh, sure, I don't have a problem with that at all.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Assume Miagnik continues firing until all of the Ghouls are destroyed. After that he will make his way as stealthily he can back to the group.


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

Thanks.


male

Unless there is something else Miagnik can think of, he can sneak out and meet up with Moralane and the two of them arrive at the cave before sunset.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

The only other ideas I have for Miagnik, are a stealthy but quick inspection of what the other two hallways contain (Which he'll do),

Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

And then a scene just grilling the other Goblins for information on the hallways deeper inside, while acting like he's going crazy about standing around waiting for the looting Dwarves to return before deciding to go seek them out on his own. (Which I'd like to do but this is a party game, not a single player campaign. Although there's a very good possibility the Goblins re-stationed there don't really know much anyway. So while it might be fun and interesting, I'll pass and return to the party.)


male

The armor that was found is actually a suit of chain mail, but the Shirt will fit Atharessa, and she will ask for it.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Rownig hands it over to Atharessa.


male

Mazrim – I want to make an animal companion available as soon as I can, but here is my problem.

I’m kind of a stickler for the sense of realism that I feel should be present in a game. One of the things I am a bit frustrated by is how adventurers go around in dungeons seeing what they need to see (I have been in a few caves in my life, and one 5000 year old tomb, with no lights it is a very disturbing feeling). I get that the rules allow dwarves with their Darkvision to see 60’ with no light, and I am the one who threw a Gnome into the mix and I am already sorry for doing that and then wanting to force the party to carry a light, which is a dead giveaway to your presence, so I fudged that a little.

But a dog is another matter.

So I’m going to try and find something for you to have as an animal companion that has darkvision and that you will be happy with and get it introduced in the dungeon as soon as I can.

We’ll work out how quickly the animal can be trained once we establish what it is, okay?

Otherwise, if you really want to have a dog, I am going to have to force the light situation upon the party.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

That's why I posted the question. I don't want something to just pop outta nowhere and suspense the disbelief. I only listed dog because as written the hunt master must choose either dogs or birds but whatever fits the story is fine by me.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

DM and Mazrim - if it doesn't need to be a dog or bird, perhaps a Margay, cat. It doesn't have darkvision but it has super-low light.

Margay, cat:

Cat, Margay

This jungle denizen appears as a large wild housecat with markings similar to a tiger.
Margay CR 1

XP 400
N Small animal
Init +3; Senses superior low-light vision, scent; Perception +10
DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
OFFENSE

Speed 40 ft., climb 30 ft.
Melee bite +5 (1d4+1 plus grab), 2 claws +5 (1d3+1)
Special Attacks pounce, rake (2 claws +5, 1d3+1)
TACTICS

Margays attack with stealth and surprise but avoid conflict with creatures much larger than themselves unless cornered. When engaged, they attempt to pounce upon their prey and wrap their claws around the victims head, sinking their needle-like teeth into its throat.

STATISTICS

Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1 (+5 grapple); CMD 14 (18 vs. trip)

Feats Weapon Finesse

Skills Acrobatics +11, Climb +15, Perception +10, Stealth +11; Racial Modifiers +8 Acrobatics, +4 Climb, +4 Perception, +4 Stealth. Margays use their Dexterity modifier for Climb checks.

SPECIAL ABILITIES
Superior Low-Light Vision (Ex)

A margay can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

ECOLOGY

Environment temperate and warm forests
Organization solitary, pair or family (3–5)
Treasure none

Margays are jungle-dwelling cats similar in makeup and build to the ocelot. They favor dense forests with thick foliage and spend their days basking in the sun or hunting for food.

A margay’s diet includes small mammals, birds, bird eggs, small reptiles and amphibians, and fruits and nuts. They are active during both the night and day, having no set hunting or feeding time.

Margays generally mate early in their life (usually within the first year) and gestation lasts about 80 days. Young are born live and a litter consists of one or two young. Young margays are dependent on their mother for about 8 weeks before being able to forage and hunt on their own.

A margay looks like a small, slender, spotted cat. Its fur ranges in color from tan to brown or cinnamon. Its spots are darker and run in longitudinal rows along its body. Margays generally average about two feet long and weigh about eight pounds.

Section 15: Copyright Notice - Tome of Horrors Complete
Margay from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

You can apply a young template if the CR 1 is too much at this point.

Young template:

Creatures with the young template are immature specimens of the base creature. You can also use this simple template to easily create a smaller variant of a monster. This template cannot be applied to creatures that increase in power through aging or feeding (such as dragons or barghests) or creatures that are Fine-sized.

Quick Rules:

+2 to all Dex-based rolls, –2 on all other rolls, –2 hp/HD.

Rebuild Rules:

Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex.


male

I apologize for the delay. The following message is going in all of ,my game threads. it is not meant to be directed at anyone in particular

First, thank each and every one of you for being patient with me

Second

Read if you don't mind hearing me complain a little, otherwise you can ignore this it will not change the way I am running the game:

This is a bit of a complaint and I want to be clear that it isn’t pointed at any of you in particular.

I hate perception checks, intuition checks and knowledge checks.
My experience with these games goes back a long time and I miss, more than anything, the interactions I once had with players. I miss the questions and the discussions that we had as players asked questions and I told them things that made them think of more questions and this was how the players learned about the world around them and this was what I enjoyed more than anything, the interaction.

But now that is gone. Players want to post a roll and be told everything they need to know. It seems that no one wants to try and think about what they could ask to get the information they need by dialoging with the DM, they just expect it to be told to them because they rolled well. I hate it.

But I understand why it has become part of the game. No one likes to feel as if they were beat up upon by an encounter because the DM played a trick on them and didn’t give them at least a few clues that might have helped, I get that. But I was never that kind of DM. If you ask enough questions, a s a player, I will tell you everything your character could possible know, and hopefully with that information you can figure out the way to success without feeling like you were blindsided.

I prefer questions like, “Do these plants look familiar to me?”
“Has anyone ever told me about this kind of building? Have I seen this kind of Door before? Are the hinges made of metal?”

If you ask a question like this, you are going to get an answer that I think you will think is fair.

I prefer direct stated actions such as, “I listen at the door,” or “I approach the wall carefully keeping an eye on the floor, but looking to the sides when I can.”

I realize this is a long grumpfest on my part, but I had to get it off my chest.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

This sounds like a good policy. Thanks for giving us a heads up, and I'll change my play style accordingly!


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Almost came in with a big response rant but decided against it. Suffice to say that I understand where you're coming from about players not seeming terribly interested in questioning their world these days but I also understand the application of a well rolled skill check.

A lot of the time it turns into, well my character has a whole wealth of knowledge, experience, or natural aptitude, (i.e. Ranks, years of practice, or a freaking 18 intelligence!) and I the player do not. Or sometimes you just can't think of anything to ask in a certain situation. I understand that shouldn't count as a replacement for natural creativity but sometimes it's appropriate because it's all we've got.


male

I agree, Miagnik, and a big factor is always "what kind of DM/Player relationship is there in the first place. I've known a DM who delighted in tricking his players into making mistakes and deliberately used some player's limited creative thinking skills against a whole party, and this DM went nuts when the 3.0 rules introduced a mechanical way of allowing players a chance to "Know" something that could make or break an encounter. I get that, I really do, but it seems at times that it has become bigger than that, and again I believe a young GM without the kinds of experience I have had for 37 years is probably not troubled by it at all. So it is a minor rant, and I promise I will try to give everyone the best game I can.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Here are a few concerns with that method: First, this PBP thread is too slow for that type of colloquy for every question needs to wait for a reply before the next question. Otherwise, the character needs to rattle off several questions and this will not read well in the game thread. Second, there is the risk of metagaming. As a player I may be able to come up with creative question(s) but my character may not have a basis for that knowledge. Alternatively, as Miagnik pointed out perhaps a character with a high intelligence or skill set would, or should, know something that the player simply didn't ask. Therefore, it acts as a potential penalty.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

I agree with both sides of that Terquem. Unfortunately not everyone that role plays is necessary great at role playing and frequently need help with things and that's where skill checks can come in handy. Adversely, I find skill and most importantly knowledge checks to be very useful in reigning in meta gaming for players. Just because the player knows what he's fighting, how many HP and what it can do doesn't mean that the character does. I mean if your playing a fighter who's never fought a Remorhaz before does it make sense for that fighter to avoid using his favourite weapon because the player knows that the Remorhaz's ability will likely destroy it?

Please note this is meant in no way as argumentative, merely convsational.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

For PBP games especially, I find that the general rule of "everyone is always considered to be taking 10 on knowledge and perception checks, unless they are specifically taking the time to take 20" covers pretty much everything, and gives the GM a baseline for how good at any particular skill someone is.

That way a GM can just give out blocks of information up front, and the players can pick it apart without waiting for the results of their rolls. It speed things up a lot.

The only place where this falls apart is opposed checks, like stealth vs. perception.


male

There will be a surprise round
Please roll your Initiative
Each character can take either a standard or a move action. Rownig will use the surprise round to open the door, and Hallister will move into the room.

A map will be up tonight.

I am working up a post describing the room and the contents now.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Rolling initiative here as to not clutter the game thread.

Initiative: 1d20 + 8 ⇒ (6) + 8 = 14


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

init: 1d20 + 6 ⇒ (16) + 6 = 22

Here is the initiative when we get out surprise.


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

Windel's initiative: 1d20 + 0 ⇒ (16) + 0 = 16


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

GM, you might consider rolling initiative for us and just posting the order. As with the perception/knowledge check thing, anything to eliminate or condense extraneous rolls speeds things up a lot.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Agreeing with Hallister there.

Initiative: 1d20 + 3 ⇒ (8) + 3 = 11


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I agree DM should roll initiative, it speeds the game up.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Sure letting the DM account for initiative does speed things up.

initiative if you want it anyways: 1d20 + 3 ⇒ (17) + 3 = 20


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

E-10


male

GoblinG1 Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
GoblimG2 Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Atharessa Initiative: 1d20 ⇒ 15
Moralane initiative: 1d20 + 2 ⇒ (20) + 2 = 22


male

Miagnik - Windel has moved into the space you want to move into, can I move you to -E,9 right behind him?


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

That's fine.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Would you like the next group to post in initiative order, or take actions as a single block of initiative?


male

As long as you don't feel that it is important to have what you are doing happen at just the right moment, or are not worried about where you end up as a part of your movement should you and another character want to be in the same place, I do not mind posting your action as soon as you are ready, and then we can work it into the scene as best as we can.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

I should probably wait...

Meta Knowledge:
Princess Stephanie will likely cast an area spell, so to maintain integrity she ought to wait until those with higher initiative have moved in case they choose to move into the designated area


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Well, that's what I get for posting before everyone else.

Miagniks entire original plan just unhinged with the enemies movement and Stepahnies Web Spell.

It's a bit Meta and the idea of Miagnik being caught up in the Web spell as he was running is funny, but now I would like to move him to G16 instead.

Also, a bit late here but do we get traits?


male

Looking back over the recruitment thread it seems, for some reason, I allowed 3 traits, so the answer is yes you can have 3


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Quoted from Prd..

Making an Attack of Opportunity:

An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

Combat Reflexes and Additional Attacks of Opportunity


Trip:

You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

And it's fine to move him wherever you need to.


male

I see that now, it is allowed (and other kinds of attacks as well) one more thing I didn't know, thanks!


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Miagnik: webs are also quite flammable I believe. It provides grapple and cover, but if it burns up I think it does 2d4 damage to anyone caught in it.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Yup, I love that tactic because it helps the whole party out.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Drat, now I wish I had gone first or had you wait to cast your spell. Miagnik's resistant to fire now so he would likely have taken little to no damage from the web burning while burning the rest of the Goblins up in the north corner and would have almost assuredly died, either by the power of Miagniks spell or the burning afterwards. But this idea works too.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

That's great to know for the future. Web is a personal favorite, especially in dungeon settings. We could talk about it in character and Princess Stephanie may not worry about catching you in the webbing :)


male

I really like the way you guys are discussing this, it reminds me of my old games, and rest assured I have no problem with it and encourage it (it is a heroic game after all and I like to see the players work out the details so that things come together in a way that makes everyone feel like they are a part of the story).

So Miagnik - are you going to modify your round one action again, or stick with the last thing you posted?


male

A Quick Note, the wife and I are headed out of town to celebrate our 31st anniversary ( a little hiking, a little dining, a room at the lodge with an outdoor hot tub, gosh I feel like I’m forty again, teehee). I will be away from my computers until Monday, but I’ll try to stay on top of this right up to the last minute before we hit the road.

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