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'm glad I managed to parry the first one.

I'm still going to be hit by giants twice, which might be enough to drop me. We'll see. :/


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

I can't favourite that post enough. It's how I feel most days. Then again, that might be my 5-nightshifts-a-week "lifestyle".


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

Same problem here. Luckily I have a job that gives me time to post while I'm at work.


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

from glitterdust.

Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect


male

Thanks Stephanie (I suppose I could have looked that up myself)

So attacks by Melodakh and Rownig this round can be made against Blinded Giants (red and yellow)


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

no worries, I keep forgetting to put that sort of stuff when I drop spells. I'l do my best to keep it in mind for next time.


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 think you are good to maneuver around the blinded giant without worrying over acrobatics.

You have total concealment against a blinded target. They can't see you.

------------

Total Concealment

If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.


male

the map should be updated now, let me know if I need to make any corrections

It is sure looking like this level of combat (giants versus level 5 party) might be out of my ability to manage in an online PbP forum

But I'll keep trying


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)

You're doing great as far as I can see Terquem. It's never easy managing a party of adventurers this large, especially along with 2 other Npc's traveling with them.


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'd argue that it is more the fiddly legacy bits of pathfinder being odd again.
I only knew that part because I had a fellow player who would use the concealment rules to move his Bard about the battlefield without getting pasted at L8.

As Maignik says you are doing just fine.


male

Sorry I haven't posted, I've been ill.


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)

You just rest until you get better, Terquem.


male

For what it's worth, and I know I've said before how I do not like talking about real life problems of mine in the threads, I am up, and improving (on the sixth round of anti-biotics this summer). With the doctor treating me now saying, "hmmm, maybe it isn't an infection, hey I know let's schedule a cat scan" so, even though I am up, I am not at my best but I am trying to update games.

This game means more to me than the other games I have here, and so I feel needs more of my attention, and I don't want to make mistakes, so an update is in the works, but I am going over it again to be sure I won't make a mistake.


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

The game will be here. Take care of yourself.


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

Yeah, pushing yourself will just keep you sick longer


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0
Stephanie Stavros wrote:
Yeah, pushing yourself will just keep you sick longer

^ this.

We're all in it for the long haul. Take all the time you need and come back when the game feels more like fun and less like work.


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 they said, but also thank you for all the hard work and effort your putting into this game. It's easily one of my favorites and everything you do for it adds to the experience.


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.

Just adding another "Take care Terq" to the mix... :)


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

I'm going to wait on Mae's AoO before deciding what to do this round. If she can take out Orange that will change things a lot.


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'm hoping you guys can handle the last one without me dropping more spells. Its only the first in a long series of encounters after all. However if Mae doesn't manage to hit the prone giant then I can free her on my turn with Magic Missile.


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.

Yerssss.....sorry guys.... :)


male

I'm behind in all my map updates (which are done on another computer). I'm sorry. I don't want to use this forum as a place to talk about myself, so just know that I am okay, little trouble seeing, and with balance, but I am okay, and when I can get to the right computer I will update all my game maps.

Again, so sorry.


male

Oh and Mae, to address your question about Auspicious Mark, I think you could use it to add +d6 to an AoO roll, but to point out the obvious, you did roll a 1 on that attack and no amount of bonuses are going to change that.


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

Hang in there Terq. Take all the time you need.


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

Hal are you do your annual Halloween event this year?


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

Nope. The site we do it at is a Victorian era lumber mill. This year it is under renovation so no haunted tour.

We're victims of our own success, really. The tour has been so successful that the mill is remodeling itself to better accommodate future tours. The owner is talking about hidden passages and panels in the walls, walkways through the marsh, and other great additions.

There's a lot of safety stuff they're addressing too. Rebuilding old staircases, adding sturdier guardrails, stuff like that. This is a place that actually uses old rusty saw blades for decoration, so it's kind of a miracle no one has been seriously hurt yet.

Instead, this year I'm taking a trip over Halloween. Going to the LA area to visit friends. It's been a long time since I actually had a Halloween where I wasn't working, so I'm really looking forward to 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

Over the years recalling your chatter about the Halloween event always sounded fun.It would be cool to actually go to it one year. Maybe next year, if it is up and running. Enjoy LA, if confident that experience will not be the same.


male

Trying to get Atharessa's and Moralane's attacks up I missed that Ath also rolled a twenty, in the end it didn't matter, but wow what a finish for the NPCs


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

In my table top[ games I use the three natural 20 in a row instant kill rule. It adds a level of excitement to the game.


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

Terquem, I have some questions about cash and gear-

Because we are using a non-standard economy for this game, and because a lot of items aren't available, none of us are actually very well geared. Personally, the only thing I've gotten since level one is a masterwork hand axe. Everything else is something I started with.

We just had an "in town" sequence where we were sort of given time to buy equipment and even look into having magic items made, but it was sort of glossed over. At this point its been long enough that I don't actually remember how much money we each had to make purchases with. I know I didn't actually spend anything other than looking into buying the property the eyeball lich was in. (which, frankly, screws me over big time, but it is what the character would do)|

so, all that being said

1) What were we allowed to buy?

2) Will there be time to make things, or to have goblins make things for us?


male

What were we allowed to buy?

That’s sport of a difficult question to answer. I know I didn’t make any magic weapons or items available to be purchased, anywhere, I do not intend to do that (it is simply not part of the economy, as I see it anyway). I thought I mentioned potions and scrolls, and if you were looking for specific things like that to buy while in the village and I did not give you a list of what was available, I’m sorry, I’ll try to correct that mistake and give you at least some list you can pick from, and say you spent the monies while you were there and have some potions and scrolls available, but it will be a short list. The village simply does not have a “catering to the adventurer” sort of economy in place.

Will there be time to make things, or to have goblins make things for us?

I think sure, there will be time, but it’s time you manage, not me, and I know I sort have dropped a lot of clues to suggest that a “ritual” is in the works that could threaten the whole world, but I don’t think anything you’ve learned up till now has pin pointed just when that is going to be. And I don’t want to be a DM who seems to be forcing the party into a time is critical sort of train wreck campaign. Miagnik can make some magic items, and there is a dwarven wizard in the village you were just in who can do simple enchantments (I believe some +1 enchantments were done on some of the parties weapons). Also, Mae’s shield is a very useful magic weapon against undead. If I didn’t already give the details to Miagnik or Windel, I will dig into the notes and make sure you know what it is. It is sort of like a version of the classic AD&D Mace of Disruption.

So, if there is something specific you think the party needs to be successful please let me know what you are thinking, I’m sure I’m missing something, but it looks like you guys are doing alright, given what you are already carrying.


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

Silver or Iron weapons? Alchemical stuff like Ghost Salt?

I'm very concerned that we're going to run into things that we don't have the tools to fight.


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 that's actually not as much problem as it was. Especially now.

Ethereal and outsider enemies are a problem but between Windel and Galinea, we can create a decent amount of Holy water which works against Undead, including Ghosts, and Evil Outsiders. Other than that our spell-casters do have access to force spells, Magic missile for arcane and spiritual weapon for Divine. We have a fair amount of magic weapons now, which will do half damage to those enemies and outsiders with DR/ are tough but not unbeatable.

Also, don't really like to keep utilizing the Cleric like a utility character, but he does have access to spells like Align Weapon to help us deal with outsiders. I also have the Ring of spell storing which, again, if we talk to our backup cleric ally Galinea, that means we can have a few extra spells that literally anybody can use.

So if we run across things we can't deal with immediately we can always try to retreat and come back better prepared for later. It might mean we take an extra few days or that we can't immediately push forward, but we totally have the capability of dealing with almost any encounter we just have to be a little more creative on how we go about dealing with it than we would in other settings.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0
Miagnik wrote:
So if we run across things we can't deal with immediately we can always try to retreat and come back better prepared for later.

That's why we left in the first place. We heard 'demons' and wanted to make sure we had stuff that could hurt them.

We didn't come back with any cold iron or silver weapons, as far as I know.


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

windel and Rownig have silver weapons.


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

How did I miss all this?


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
Hallister Silverspike wrote:
How did I miss all this?

You were busy securing the land the eyeball thingy where the eyeball thingy was located.


male

I'm sorry I didn't give you all more of a chance to get what you wanted to get done while in the village. I really am. I'm really seeing that this PbP method takes some skills that I need to work on. Please let me know if you have an idea on how we can fix what you think needs to be fixed, Hall, and we will move on. The giants have no treasure, nothing of value. I'll try to get a handle on exactly how much damage the party took including Windel's heals. Then make a game post that sets you guys up to decide where to go next and give you time to think about what you want to accomplish.

Okay - so here it is. I will try to update all my games this weekend, really try, and keep at it through the weekend and into next week. Okay?

I had a CT scan on Monday, the results weren't the best. I am scheduled for a surgery on Oct. 27 to remove something from my head that cannot be treated with drugs, but it is not in my brain, and is not supposed to be any kind of cancer, just something that needs to be taken out. There is, as always, a tiny, tiny chance of complications including vision problems - BUT I intend to keep doing this until I am forced to stop.


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

Don't worry about it too much Terq. This format has worked really well for us for a long time. To me this setting feels a lot like a low-magic Epic 6 game. The gear we have has worked really well up to this point, but starting around now, and getting increasingly more of an issue, the level-appropriate challenges will have defenses that we currently have very little ability to deal with.

As long as you house-rule some non-magical weaknesses we can use (drawn from classic lore, perhaps), then we can probably keep this low-magic feel up for a few more levels.

Examples of what I'm thinking are things like salt against ghosts, chalk-drawn wards against demons, wolfsbane against werewolves, and other things like that which have no mechanics but are definitely within the lore of the monsters.

That sort of thing suits Hal and Windle's backgrounds particularly well.


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

As for your health issues, please don't push yourself on our account. Take all the time off you need to get treated and heal up. We'll be here when you get back. Promise.


Male Human

Once the tracking device has been removed, unwrap the wet towel from your head.

You will find a ticket to the Mars facility in the security box you purchased, account name Manfredjensen. Upon arrival, wait for our signal.

Basically, what DH/Hal said. Take care Terq...


male

Thanks guys

Hal – boy did you hit the nail on the head. See, the first time I ran this adventure was 1977 and we used a combination of the 1st E PHB and the little books. I was thirteen at the time, and my older sister, who was 17, played the party cleric. She was huge Hammer Horror film fan, and a huge fan of classic monster lore in general. She was always coming up with these obscure things to protect the party from monsters or attack the monsters with their vulnerabilities (in fact, her character carried around bags of salt, wolfs bane, and garlic clove necklaces). I always looked up to her, and her creative solutions to problems.

So, if you want to try what you know are traditional folklore methods for dealing with monsters (or even make up new ones based on the setting, like maybe thorny branches of the Atharese plant will keep Wights at bay, or something like that) just based on what you’ve learned playing in the game, if it sounds reasonable, I’m likely to go along with it.

Thanks again, Hal, your comments brought back a lot of childhood memories. It was almost like a total recall…wait a minute…


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

I think I would have gotten along with your sister. She sounds like my kind of player. I'll start working that stuff into the story.

Can we assume that Hal picked up a pack full of mundane anti-monster supplies in town? I'll make a list in my inventory of the stuff I think might be handy and fairly accessible.


male

Certainly


Male Human

Nicely played Terq!

;)


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

That monster supply pack is great. A shame Stephanie has a 7 STR and is going to have to butcher that thing to keep stuff useful for her.


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

Wish that had come up earlier. Masterwork backpacks are nice for dealing with encumbrance issues.


male

Working on a game post now, but just to get some feedback in case I missed something

After Windel's last healing channel of 13 points

Rownig is down 4 hp
Mae is fully healed
Hall is down 11 hp
Atharessa is down 6 hp


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 should be full HP unless he took some damage that I missed.

Windel did 3 channels: 8, 5 and 13 HP.


male

Yes I see that now, I was thrown off by the mention of round 2 for the 5 point channel and thought it was a mistake, instead of a round miscalculation, so the new numbers would be

Rownig fully healed
Mae fully healed
Hall is down 6 hp
Atharessa is down 1 hp

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