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

I have abilities?


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

Was Hal able to get a price on purchasing the land the Eye is under?


male

It's posted in the spoiler that Amdelisse sent a messenger to Sir Henri to ask permission to buy the property, which includes finding out what the price will be, it will probably take at least a week to get a response.


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

Thanks.

That's all the business I have in town. Let's move on.


male

I always told myself that I would not go on line and tell people that I am sick.

I am not well, but I am holding on so I will try to get updated tonight or tomorrow. It's not serious, but it is something I've never had to deal with before.


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

Take all the time you need.


male

I'm in bed, and will be for a coupe of days, and I hate it, but I have my touch pad and will check in on games when I can, sorry for the delays


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)

Hey don't worry about us, we'll be posting in as well.


Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 23 T 15 FF 19; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft.

Yeah, no probs. Why you wouldn't mention it when it impacts your life...which we are a part of.

Take care Terq. Let me know if I can do anything. From Australia. Via the internet.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Make sure that none of your insane wild life migrates to where Terquem is resting.
Can't have any Kangaroos with a jetpacks comes bursting in his window. Kangaroo wounds on top of his normal sick would take ages to heal.


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)

Hey everybody, so a friend of mine is starting up a new game on the forums known as Wicked World, and he is looking for a few more players to join in.

The system we're using is Reign, One Roll Engine/Godlike if any of you have ever played/heard of before. He's never run a game on the forums before but he's a great storyteller and has been working on the game for a while now. If anyone is interested in joining, it would be a big help.


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'm not familiar with the system. Regardless I'm pretty full with my games right now but thanks for asking.


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)

Actually scratch that folks, the game is different now, it's actually called as the Shadows Draw Near, and it's a D-20 modern type game for ease of play.


NPC: F(?) Urandoman/Lyph Witch

Haha,

By the way I am sort ofup and about

-Posted with Wayfinder


Male Human

Well, the rest seems to have given you a striking appearance...


male

yeah, wayfinder will often select a random alias to post with, I've got to be more careful when I use it


male

I really want to get this game moving again, and I apologize for the delay, but I was sort of waiting for a decisive, "I am going into the dungeon" declaration from someone

I am helping my son move today, but I should have the night free, and post in game to bring you close to the next obstacle.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Alright so are the giants not on map itself then?
Just wanted to figure out where they are before declaring an action.


male

Well, technically, yes they are, but you cannot see them on the map, unless I zoom out farther.

Since Miagnik has thrown down the gauntlet, I'll do that now


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

I'll admit i'm somewhat wondering how those giants spotted us with the distance penalties they are likely suffering involved.
unless they have a different range the firelight doesn't seem to reach us back here and the distance for Darkvision is 60ft.

Though really all that would mean is everyone is 10ft closer when the same events occur unless I'm missing something.


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

Perception is sound too, you all clink and clank, causing Rownig to cringe with every step.


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've always thought the distance penalty was largely to sight based perception checks since sound can carry for so much longer.

I'm pretty sure the Giant was also being very unspecific as to who he was talking to. He'd heard someone quietly moving in the dark and warned them off... and then Fire!


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
Miagnik wrote:

I've always thought the distance penalty was largely to sight based perception checks since sound can carry for so much longer.

I'm pretty sure the Giant was also being very unspecific as to who he was talking to. He'd heard someone quietly moving in the dark and warned them off... and then Fire!

I was commenting that the giant didn't necessarily need to see us, but could have heard the group, especially those of you who sound like galloping horses on your feet (compared to the lightfooted rogue).


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)

Something that just occurred to me after Stephanie's comment about the fickle hand of fate that are dice rolls and checking out some of the Class archetypes and Advanced Rogue Talents for a friend earlier. I feel like Wizards, as noted for generally being the Knowledgeable ones in a party, should be given something akin to Skill Mastery or Lore Master for one Knowledge skill of their choice at 5th level and every 5 levels thereafter. Something that just lets them take 10 on the check. Maybe as a choice in place of their bonus feat or maybe even as just a straight bonus for their Class.

It wouldn't be quite as powerful as the Bardic ability to just take 20 and get to take 10 for all Knowledge skill checks and it wouldn't be as versatile as the Advanced Rogue Talent for Skill Mastery which lets you choose 3+ your Intelligence modifier in number of skills to take 10 on. It would just be a nice addition to help make the Wizard feel more... like a master of understanding how the world works.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Terquems dice seem to like giants an awful lot.
Unfortunately most of my spells are short range so I really can't cast much at this juncture.

As to the knowledge thing, a wizard is capable of rocking the ever loving hell out of knowledge checks with preparation. (Divination spells)
Knowing lore is just a by product of bending reality as a vocation.
I personally feel the wizard require no more help than it already has.

Might be cool to create an Arcane discovery that can net you boosts to it though.


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)

Just checking in.


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.


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

same


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

yep.
So being that most of my spells are not going to reach these guys should I just drop haste?
I only have it prepared once so I don't want to waste it but these bad guys are rather big and nasty.


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)

So if anyone is interested in joining another game, this one's D-20 modern game, it's called Spire City and here's the opening:

Setting:

Spire city a place with tall buildings, fast cars, golden beaches, beautiful people and horrific murder... Over the past month bodies have been found crucified and slashed up in dark ally's and inside once warm homes by what the news has deemed the Countdown killer. Each body has been found with an ominous number in the victims own blood painted next to it. So far the numbers have been and in this order: 13,12,11...

Spire is a fascinating City with ancient medieval ruins within certain areas and a lot more in the surrounding area outside the city. It has been said treasures and mysterious artifacts may be held within some of these ruins but people who have tried to obtain them have said strange and dark forces chased them out. There are also rumors that deep under Spire there is a massive labyrinth. And even crazier stories tell that horrific murderous creatures roam inside of it.

Goal: So you will be average folk in a modern city setting. It is a L.A inspired city in style, size and population. Your goal is to solve the mysteries in your normal life You are exceptional people who have been having strange dreams that leave you wondering what they could mean.

Rules:

D20 modern characters.

Races: Young Humans only (under thirty-five and over fourteen)

Level: 3

Stats: 20 point buy


Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 23 T 15 FF 19; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft.

Sorry if you guys are waiting on me. I'll try to get to it after my nightshift...


male

I had a chore filled weekend myself. bought my first chainsaw, a little electric one, and took down a dead plum tree in the yard, was sort of fun.


male

I am a bit overwhelmed right now with family issues, but I hope to get a game post up tomorrow.


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

Take your time. Real life takes precedence.


Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 23 T 15 FF 19; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft.

I'm pretty swamped too. But I'll get there...


male

Had to have a molar pulled this morning, I’ll be struggling to get back on track for a day or two, sorry for the delays.


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

Just noticed my previous post didn't go through right when I tried to edit it. I'll work on recreating it.


male

Really tried to get every game updated this weekend, but I didn't make it.

My tooth extraction of Tuesday isn't working out as well as everyone had hoped, and this Friday I go in for jaw surgery, so I may be off the boards for a day or two this coming weekend. But I will try to get this game, and the others I didn't get to yesterday, updated tomorrow.


Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 23 T 15 FF 19; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft.

Hope it all goes ok Terq!


male

Feeling better today - updates should be on track (did you know they use ceramics and bovine bone fragments to do bone grafts in your jaw...ewwwwwww).

Thanks for the kind words, and for your patience.


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)

What?! That's pretty awful sounding. Well hopefully your jaw will hold together now, Terquem.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Well I'd figured the hallway was at least 15ft tall in order for 10-12ft tall giants to use 10-12ft tall clubs with reckless abandon. (I couldn;t find the vertical height of the room anywhere so I guessed)
So I figured I could avoid my allies by putting the cubes above them.
Now if that isn't kosher i'll just plant the cubes directly into each giants space.
The cubes are 10ft squares so the fit perfectly into the large sized giants spaces with no chance of hitting anyone else.


male

perfect, I just needed to be sure I understood what was happening, thanks

No saves from the party required.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Oh also, Moralane is under the effects of haste and has a move speed of 50. So I think she should be quite a lot closer is her last two rounds of actions have been to move/shoot.


male

Moralane was blinded the last time she ran up too close to the melee, so she is hanging back a bit on purpose


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

Good.


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 now, here is an interesting bit Terquem. Hal did actually role a natural 20 on his first parry attempt. Don't know how you're ruling it, but it is an attack role which usually means an auto success.

Did Hal, by sheer luck or some miracle, repel the Giant's swing, or was the Giant's power simply too much for Hal to overcome?


male

No, I think the rules on that are pretty clear (and almost everyone who plays would agree, that when the odds are really against you, and the only thing that might sway the DM to give you a break is a natural 20, and you roll a natural 20, then you should get that moment)


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 ther you go Hallister. You somehow parried the giants first strike. Rule of cool wins again!


male

I am going to really try to update the game today, and then tomorrow will be sort of weird.

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