The Shining Hosts - Way of the Wicked Gameplay (Inactive)

Game Master Dennis Harry

The Horn

Lower Caverns

Initiative:

Dramatis Personae
Nathaniel [dice]1d20 + 5[/dice]
Grumblejack [dice]1d20 + 1[/dice]
Aurex [dice]1d20 + 2[/dice]
Alice [dice]1d20 + 2[/dice]
Errisaigh [dice]1d20+4[/dice]
Havelyn [dice]1d20+2[/dice]

Perception:

Dramatis Personae
Nathaniel [dice]1d20 + 5[/dice]
Grumblejack [dice]1d20 - 1[/dice]
Aurex [dice]1d20 + 5[/dice]
Alice [dice]1d20 + 2[/dice]
Errisaigh [dice]1d20+7[/dice]
Havelyn [dice]1d20+10[/dice]


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Dark Archive

Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |

The GM rolling initiative does help speed things up tremendously. As for enemy initiative, if you want you can separate enemies into different groups, or divide on race lines if we're fighting different races.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura

How many wagons are there? How many horses?

Is there anything heavy that can be dragged out to the gate to act as a barricade?

Scarab Sages RPG Superstar 2013

GM rolling initiative is fine. The block initiative generally turns into "anyone in the party can post in any order to keep the action going, as long as an NPC doesn't get skipped".

You'll note I have been posting with Shaleiwgg to keep the scene going, even if out of turn. We hadn't talked about that, which is why I did something not-combat-optimal this last couple of rounds.

Drowning people is still fun, though.


Shadow's Status

Alright then block initiative it will be from now on.

There are two wagons and enough horses for each PC and DMPC to ride.

Whether you ride the wagons out or burn them on the bridge, either idea is a good one. Once the group has decide which method they prefer, I will move the scene away fro the prison.


Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1

I apologize for not being very active in the last engagement.


Shadow's Status

Bad week, have my table top D&D game tonight. Will update the thread Saturday night.


Shadow's Status

My dear Villains, please advance to Level 2.

Non-Gestalt the rest of the way I am afraid.

Trying to bring up the post rate but I had a terrible week between busy days at work and the dog having to have part of his tail amputated.

How is everyone enjoying the Gameplay thus far?


Female Tiefling Inquisitor (Infiltrator) 5
Spoiler:
HP: 19/40 | AC: 18, T: 15, FF: 13 | CMD: 20 | F: +5, R: +8, W: +8 | Init: +8, Perception: +11 | Spell Slots: 5|3
(Alias: Lydia Kallin)

I have a question for later parts of the game, about our first level of gestalt. If I were to take additional levels in Gunslinger later, would I just already count as a 1st level Gunslinger for this? I'm intending to go to 5th level for Dex to damage on my rifle, so I would only need to take 4 more levels in it, correct?

And the game is fun so far. I feel it might be advantageous to shed ourselves of some of the "extras" we've managed to acquire along the way, though, just for the sake of convenience as we continue. How we do that is up to you, of course, but I think it's probably a good plan.


Shadow's Status

I am keeping the extras around till you reach your initial destination, then what I do with them I am not sure but they will be much less active for sure IC.

Yes,you are considered level 1 of each class you are now for the proposes of multi classing so 4 more levels is all you need.

Glad you are enjoying it so far. Coming into the middle of that particular scenario as a new DM and with new PC'S took some time to unwind to be sure!

Dark Archive

Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |

I'm enjoying it so far as well. And I'm glad you answered Soren's question, because I'm taking another two levels in rogue for the same reason.


Female Tiefling Inquisitor (Infiltrator) 5
Spoiler:
HP: 19/40 | AC: 18, T: 15, FF: 13 | CMD: 20 | F: +5, R: +8, W: +8 | Init: +8, Perception: +11 | Spell Slots: 5|3
(Alias: Lydia Kallin)

After having lost two DMs to this game already, I'm just happy the game even continued, and I think you've done a great job picking up where not one, but two different GMs bailed. Also, glad that's how it'll work for multiclassing. I'll level up here shortly, and let you know when it's done if you want to look it over.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura

Any GM willing to pick up a game that someone else had bailed on gets huge kudos from me.

I've been through the beginning if this campaign about 7 times now. Only once has a game made it past 4th level. It's really interesting to see how each different game has handled the opening jail break.

Because I've been through the start of the game so many times I have a pretty good handle on history and geography of the setting. Unfortunately I'm playing a character who knows almost nothing about that stuff.

GM, what do you think of the Background Skills system? It would be nice to have a few extra skill points to sink into knowledge Local or History.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

I'm having a blast, keep it up!


Female Tiefling Inquisitor (Infiltrator) 5
Spoiler:
HP: 19/40 | AC: 18, T: 15, FF: 13 | CMD: 20 | F: +5, R: +8, W: +8 | Init: +8, Perception: +11 | Spell Slots: 5|3
(Alias: Lydia Kallin)

Correct me if I'm wrong, but I think we decided on not using them since WotW gives you two free skill points to begin with? That said, I can always find a use for two more skills. Also, what are we doing for HP? Half +1, rolling?


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

Aurex and I are leveled up! Nothing earth shattering, just gained low-light vision and share spells as well as some numeric things. I did have Aurex pick up light armor proficiency, so I'm going to see if I can get some dragon barding for him. Something about an armored dragon seems terrifying to me.

Also, I can't remember if this was posted in gameplay, but do we have basically any equipment right now short of what we took of the corpses of the guards we killed?


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura
Soren Marsailles wrote:
Correct me if I'm wrong, but I think we decided on not using them since WotW gives you two free skill points to begin with? That said, I can always find a use for two more skills. Also, what are we doing for HP? Half +1, rolling?

I forgot about that. Guess I need to add some skill points.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura
Nathanial Torken wrote:

Something about an armored dragon seems terrifying to me.

Keep in mind that flying creatures can't usually wear armor heavier than light and still get off the ground.

here's a link with the rules citations.

I think there's a feat for it though. Strong Wings? Or something like that. I'll try to find it later.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

What? That seems so arbitrary. There's no logic behind that. You can still climb and flip around and swim in full plate, why not fly?

Blah. I'll just not take any further armor proficiency feats than.

Dark Archive

Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |

And I'm all leveled up and ready to go.


Shadow's Status
Grumble Jack wrote:

Any GM willing to pick up a game that someone else had bailed on gets huge kudos from me.

I've been through the beginning if this campaign about 7 times now. Only once has a game made it past 4th level. It's really interesting to see how each different game has handled the opening jail break.

Because I've been through the start of the game so many times I have a pretty good handle on history and geography of the setting. Unfortunately I'm playing a character who knows almost nothing about that stuff.

GM, what do you think of the Background Skills system? It would be nice to have a few extra skill points to sink into knowledge Local or History.

Soren answered this one already. I bought the entire series to fully commit myself to running the campaign.

I have run a 3 1/2 year Vampire campaign here on the boards nearly 7,000 posts and going strong with 13 current players.

A 5 year table top Vampire campaign taking players from the year 1190 through the year 2000.

A 7 year table top campaign taking a series of interconnected PC's from levels 1 - 37.

An Age of Worms campaign table top with significant modifications taking 5 years and finishing at level 25.

My current table top campaign is 1 1/2 years in Waterdeep with the players at 6th level.

Don't worry Grumblejack, this PbP will go until the end.


Shadow's Status
Soren Marsailles wrote:
Correct me if I'm wrong, but I think we decided on not using them since WotW gives you two free skill points to begin with? That said, I can always find a use for two more skills. Also, what are we doing for HP? Half +1, rolling?

For Hit Points I will give the Players the option of either rolling or taking 1/2 HD +1. If you roll you get what you get that level. Con bonus obviously included under either method.


Shadow's Status
Nathanial Torken wrote:

Aurex and I are leveled up! Nothing earth shattering, just gained low-light vision and share spells as well as some numeric things. I did have Aurex pick up light armor proficiency, so I'm going to see if I can get some dragon barding for him. Something about an armored dragon seems terrifying to me.

Also, I can't remember if this was posted in gameplay, but do we have basically any equipment right now short of what we took of the corpses of the guards we killed?

The Characters who were brought in via the wagons have their equipment. The characters who broke out of prison have whatever was on the veil + whatever they took from the guards.

Don't worry, soon enough you will have equipment once you meet your benefactor, that includes the Gun weapon of your choice Soren. Please let me know what you fancy non-magical at first anyway...


Shadow's Status
Nathanial Torken wrote:
I'm having a blast, keep it up!

Nathaniel:
Can we come out and Play?

The system I set up I cannot find but here is a draft version of what I am thinking.

Anytime Nathaniel needs to make a Will saving throw there is a chance that another personality comes to the forefront.

Where you make a Will save by 5 or more over the required DC nothing happens.

Where you make a Will save by 0-4 or more above the required DC, you need to make a separate save at the same exact DC. If you fail, a new personality comes to the forefront, that personality will be rolled at random [1d8 not counting Aurex] and will be in control for the forseeable future.

Where you fail a Will save, a new personality automatically comes to the forefront rolled at random [1d8 not counting Aurex] and is in control for the forseeable future.

If you Botch a Will save a new personality comes to the forefront of your choice and that character successfully resists whatever caused the Will check. [Ex. you fail a Feeblemind with a Botch your new personality overcomes the effect by burdening the old one with the effect] This could potentially leave the other personality further mentally impaired as time moves on.

Let me know what you think, it was quite successful in my last campaign.


Shadow's Status

I will give everyone until Wednesday night to level then we will start up again.


Female Tiefling Inquisitor (Infiltrator) 5
Spoiler:
HP: 19/40 | AC: 18, T: 15, FF: 13 | CMD: 20 | F: +5, R: +8, W: +8 | Init: +8, Perception: +11 | Spell Slots: 5|3
(Alias: Lydia Kallin)

Soren should be all set and leveled up. I fixed a few inaccuracies on my sheet from the several times I had to edit it, as well. My Will save was one lower than it should have been, as was my initiative. Everything should be set now, though.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

tSH:
Hmm, seems very interesting, although in the second paragraph you say "when you make a will save by 0-4 or more above the DC" which seems to be at odds with the previous paragraph. Let me see if I understand what you mean.

Something requires a will save.
1) Make the will save by 5 or more. Nothing happens.
2) Make the will save by 0-4. Make a second will save or roll 1d8 to determine new dominant personality.
3) Fail a will save. Roll 1d8 to determine new dominant personality.

Hmm, the burdening other personalities with afflictions seems really cool, but I want to make sure it's not too powerful. Although I suppose that does mean I could randomly switch to a handicapped personality with a failed save.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

Grumblejack, have you happened to remember that ability/feat/wtv that allows a mount to fly in heavier armor? I'm still interested in the possibility.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

Uhh, actually Shining Host, I have a rules question for you. It seems the ruling for that is that mounts cannot fly while wearing medium or heavy armor. Does that mean Aurex can still fly in heavy armor, he just can't be used as a mount when doing so? I know there are no general restrictions of flying in heavy armor, this only seems to apply to mounts.

I could post in the rules forum about it if you wanted some feedback.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura

I looked it up. The rules are strange. They state that mounts can't fly in medium or heavy armor.

So, your dragon could wear full plate normally, but couldn't fly while you were riding it. There doesn't seem to be a feat that changes this.

So, what you're going to want is Mithril Agile Breastplate Barding. I don't think you'll ever be able to get up to full plate. I'll keep looking into it.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

Honestly I'm thinking two sets of armor. One that's light for casual days, and them a big scary set of full plate for when we're expecting heavy combat.


Shadow's Status
Nathanial Torken wrote:
Honestly I'm thinking two sets of armor. One that's light for casual days, and them a big scary set of full plate for when we're expecting heavy combat.

I will just Houserule a Feat that allows the Dragon to do so, of course, NPC's have access to that same Feat if PC's do...


(Alias: Patrick) Male Red Dragon Bonded Dragon 5 | AC 20 (24), Touch 11, FF 18 | HP 51/51 | F +6, R +6, W +4 | Init +2 | Perc +7

I won't be getting heavy armor until minimum lv 8 anyways, so we can table the discussion for a while.


Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1

I will level my character and finally get to building my eidolon tomorrow and was wondering if the party had any preferences on how to make the eidolon. Since I am playing a master summoner I will rarely rely on my eidolon for combat so I could very easily specialize him to a specific role. I would love any suggestions.


Female Tiefling Inquisitor (Infiltrator) 5
Spoiler:
HP: 19/40 | AC: 18, T: 15, FF: 13 | CMD: 20 | F: +5, R: +8, W: +8 | Init: +8, Perception: +11 | Spell Slots: 5|3
(Alias: Lydia Kallin)

I might suggest taking a look at how all the other party members fight, and building something that helps maximize the effectiveness of their builds with minimal investment. For instance, if we had a dedicated sneak attack build, make an eidolon who specializes in being a good flanking partner. At this point, having an eidolon who focuses on either something other than damage in combat, like maneuvers or battlefield control, or on certain skills the party lacks.

It would take a few levels to maximize effectiveness, but taking evolutions that give you increased reach along with being able to push/pull them around can be very helpful. It can keep enemies away from those who'd rather fight from afar, like Soren. Alternately, finding a set of specific skills that we don't have and building for them can be helpful. If no one in the party could sneak, for instance, having your eidolon be sneaky would be an excellent choice.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura

Master Summoners have a tough time making combat eidolons due to their reduced hit dice and evolution pool. My suggestion would be to make a Scout eidolon with high stealth, perception, and movement evolutions. Build towards having it be able to activate magic items with Use Magic Device.

I've seen an imp familiar with wands of Adhesive Spittle, Grease and I'll Omen save the party over and over again. I'd love to see something like that for this group.

Treat your Eidolon more like an Improved Familiar. Let your summoned creatures do the fighting. That's my suggestion.

The important thing is to give the eidolon an interesting personality. :)

Scarab Sages RPG Superstar 2013

I think instead of trying to create a +1 CR race (since I haven't found time to work that out) I'll just build Shalewigg with a level of brawler and be happy with it. Her level will be floodwalker 2, cause she's pretty much only gonna be witch levels from now on.

Hit Die 1d6 ⇒ 4


Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1

I was in the prison at the very beginning and do not have any materials do I
Hit Die: 1d6 ⇒ 6
Woo Hoo the dice gods are with me, you are in trouble GM


Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1

I don't know how to play my eidolon, Im thinking of making him like my partner in evil and rather than have him be below me he is more on equal terms, like a partnership


Shadow's Status

No problem Steven.

No sadly, no materials Lothryin though you may soon find all of the materials you need...

Whatever type of Eidolon you choose is fine as long as it is within the rules. A number of good suggestions have already been made as to direction but you have some more time to come up with that creation.

I posted in the IC thread so game back on!


Shadow's Status

Thread updates, when you have a moment can you all post your Perception scores here in the discussion thread? Thanks.

Dark Archive

Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |

Just our modifiers? Or should we make a roll?


Female Tiefling Inquisitor (Infiltrator) 5
Spoiler:
HP: 19/40 | AC: 18, T: 15, FF: 13 | CMD: 20 | F: +5, R: +8, W: +8 | Init: +8, Perception: +11 | Spell Slots: 5|3
(Alias: Lydia Kallin)

In case you're looking for a roll...

Perception: 1d20 + 8 ⇒ (4) + 8 = 12
If not, I just have a +8 Perception modifier, which is in the spoiler below my name. Also, just as a note; my initiative is now a +8, as it should have been a +5 and I add my Wisdom modifier (+3) to the roll as a second level Inquisitor. It doesn't matter for this fight since I'm still going in the first initiative bracket.

Just something to keep in mind for later. That's also in my little spoiler, along with my defenses and such.

Dark Archive

Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |

If you do want a roll, here it is: Perception: 1d20 + 9 ⇒ (8) + 9 = 17


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

Nathanial: +5

Aurex: +5


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura

Perception: 1d20 - 1 ⇒ (19) - 1 = 18


Shadow's Status

Just the modifier was getting sleepy last night and did not want to look them all up :-)

I prefer to roll PC Perception checks.


Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1

Hey guys sorry it's taking so long to update my character because I am having lots of doubts. Since we added an anti-paladin we know have too heavy tanks and I feel the need for a master summoner had definitely waned. We also have arcane casting and ranged damage but the one thing we are missing I divine casters. Would it be ok to switch my character to a sorcerer/oracle and only progress the oracle as my real class.


Shadow's Status
Lothryin Harad wrote:
Hey guys sorry it's taking so long to update my character because I am having lots of doubts. Since we added an anti-paladin we know have too heavy tanks and I feel the need for a master summoner had definitely waned. We also have arcane casting and ranged damage but the one thing we are missing I divine casters. Would it be ok to switch my character to a sorcerer/oracle and only progress the oracle as my real class.

Sure, I don't want a player playing something they are not happy with.


Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1

Thank you so much for understanding and being adjustable, I apologize if this change is inconvenient and will get right on it.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6 Corruption 5/5 Active Effects: Cowardice Aura

HP: 1d10 ⇒ 10

Jack's done.

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