Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Looks good to me.

Are we sure we don't want to soften them up first? Say Have the treant bash them around or hve Boggards snipe them from the wilderness?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

As for the murderholes, you're right, I'm thinking in work arounds. With the resources we have it seems like it should be possible to make it work, so I'm trying. I've just been getting too complex with it.

I think Nahia has the best idea. Big holes, like manholes for sewers, covered with grating. That's much more in line with my original concept.

The Thoqqua idea is best for that. (Elemental slave labor forever!)

One summon monster 3 = one big hole (they're medium creatures). It really could be more based on how fast they bore through stone and how long the spell lasts, but I want to keep it simple and on the extremely conservative side. One spell, one hole seems fine.

The cool thing about it is that it doesn't tie a caster to a spell they wouldn't want to have ready anyway. On days we end up fighting, we just summon different monsters.

We could do this cheap just by boring one hole a day, or we could get a wand of summon monster 3, use 20 charges and have it done in a day. (And still have 30 charges left to have fun with).

A third level wand is 11,250.

20 charges of that wand is worth 4,500 gold. Does that seem like enough money to spend on a bunch of holes dug through the floor?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
Hound wrote:

Looks good to me.

Are we sure we don't want to soften them up first? Say Have the treant bash them around or hve Boggards snipe them from the wilderness?

No. If they meet strong resistance they'll run. Better to let them get in deep enough they can't escape.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Good idea. Suck them in and seal them in. And capture the priestess. Remember i haveca wand of fire balls


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Aku, I got you a present. Check your downloads and let me know you received it.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Got it.

Loved it.

I was gunning for that book for a long time! Thanks.

Also, sent you something as well. :)


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

For the curious, I sent Aku a PDF of the Way of the Wicked Book 7, which is a supplemental book for the campaign.

I saw a blurb in a review about a side-adventure there the players take on the roles of hilariously incompetent evil minions and was sold.

There's a bunch of other stuff in there too, so we'll see how much of it makes our lives more difficult.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Kinda like Paranoia I take it.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Hmm, I don't know if this is a good or a bad thing...

Anyway, sorry for not getting the crafting post up. It's been a rough weekend and I'll get it up as soon as possible.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

The board roller has been sucking for quite a number of people. A group in a Hell's Rebels game is getting their butts beat in the first encounter.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I just noticed that Acid is an Alchemical Power Component that adds 1 Acid Damage to Grease effects.

I was thinking that with Nahia's knowledge of Alchemy this seems particularly appropriate for the Grease trap in our acid pool room.

GM, could we add that to the Grease Trap? We could re-load the trap with a reservoir of acid after it triggered or something.

What do you think?


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

I think Leroy will flee if possible to avenge his family! He will study with the ancient masters of tentacle and darkness to become MANTLEMAN! THE TERROR THAT FLAPS IN THE NIGHT!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just a reminder:

The allowed sorcebooks for this game are the same one in Paizo's PRD, that means:


  • Core Rulebook
  • Advanced Class Guide
  • Advanced Player's Guide
  • Advanced Race Guide
  • Bestiaries
  • Game Mastery Guide
  • Monster Codex
  • Mythic Adventures
  • NPC Codex
  • Pathfinder Unchained
  • Occult Adventures
  • Ultimate Campaign
  • Ultimate Combat
  • Ultimate Equipment
  • Ultimate Magic

Everything outside the core rulebook, must be acquired thru game knowledge.
(By Core rulebook you should consider the book in which your class was first detailed.)

I want to avoid all those small details that makes my life as GM horrible and not funny at all. Please help me with this and help me keep the game simple.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Got it. I didn't look at the book source. I usually use the PFSRD or Archives of Nethys, which has a lot more content. In the future I'll check the PRD to be sure something i think of is from a valid source.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hound wrote:
Hound rolls his eyes and directs some Boggards to go east through C-4 to hurl javelins and retreat when pursued. Hound will take some others and go west, swimming through a tunnel to C-15 and then heading east to catch them from behind

So, I have no idea what Hound is trying to do here.

You want to lure the advenrures to C4. while you go around and then tries take then from behind?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

Player companions are great for innovative ideas and items.
But they add too much.

Also, it's kinda my fault as well.
Since I’m running more than one Way of The Wicked, and the groups are in similar parts, it’s getting harder and harder to keep the games apart. So adding those small details and plethora of items, and have different source books for the same games will make things even harder for me.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Right. One group tosses javelins and retreats if the intruders advance and hopefully into the pit trap. Hound and some other boggards swing around the side, hopefully linking up with Rose and Mysty.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll update it later today.

RL has been kicking my back mercilessly those last few days.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

It's ok. Honestly, it's been doing the same to me.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You guys playing the boggard/mermaid thing.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Posted something, changed my mind. Flicke person, right? :D


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound ducked back down besauce 5 vs. 1 and two minions is just asking for hilarity, and by hilarity I mean beaten to 0 and taken as hostage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Hound

Oh, that wasn't my intention.

You see, Rose was one move away from you.
Nahia party is just one move away as well. They can simply lift the portcullis and join the battle.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Huh. Guess I can revise


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As with most of the traps: It must be manually reset.

It fires once.

Check it here: Arrow Trap.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Thanks. Wasn't sure exactly how it worked. What's the cost on that?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Wonder if we can somehow get more Darkmantles. It occurs to me that they're trainable, and that putting them somewhere like the acid pit/grease trap room could be a nasty combination.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mechanical traps:

1k x CR.

You can put additionals:
Such as automatic reset and such, that raises the price in 50%


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

That's not too bad. Something to add for later.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Wow, awesome post.

Black Tentacles is indeed a combat ending spell for whatever side gets it off. Saw a Skull and Shackles game come to a sreeching halt due to a flting enemy sorceress dropping one on the players and it only continued due to Dm fiat.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Trapped in there with Black Tenticles, nowhere to go but into the water with us? Yeah, it's popcorn time.

Also, loved the post. :)

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

another name for black tentacles is "win the battle"


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Good for the goose...


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Thanks all!

Yeah, it is a good spell, but it is usually better for enemies than players. It's really level dependent, and since important enemies are usually higher level than the part...

That said, it is GREAT at disabling casters. Which is what I was going for here. Suck it Sister! And you to, bard, I guess...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Brazilian Carnival = Drunkenness

Will update later today.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I understand! Enjoy your hangover! I hear getting essential amino acids, especially those found in bacon, are a particularly good cure.

Also, I've got my crafting post done (this one took more research than usual), but I'm going to wait until after the battle so it doesn't muddy up the turns or anything.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Water plus aspirin.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Nahia
Unless you actively control the swarm, on you turn it'll stretch to attack hound as well.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Fuuuuuuuuu! Raid! Raid!


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Yeah, I already intended to move it to the Sister. Also, don't forget that the two guys take 2d6 damage each and that the swarm is immune to weapon damage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@All

Now that we 'started' as per say, we'll be changing the time of the game to weeks. Instead of passing days, we’ll pass the weeks and count if anything happens at all.
The ritual takes a total of 36 weeks. Your goal is to survive and maintain the ritual uninterrupted.
For any modification you want to make in the horn, we’ll use the suggested ruleset the authors suggested: Using organization actions.

@Hound
The boggards gives you an extra action, to which you don’t add anything, just roll a d20.
Only boggards can only perform violent actions. I’ve added a list of possible actions in the evil lair file.

@Nahia
The same for you, you have one organization action per week, and you need to decide what to do.
Check the list of possible actions and decide what you want to do.
Remember you are not limited to that actions, if you want to do something other than what’s suggested, just run it with me and I’ll decide a type of test, and the DC, based on what you want to accomplish.

When rolling for an organization action, check the type of action and add the relevant organization status bonus. (You have 3 points do distribute as you see fit among the six organization status.)

--

Check evil lair file, I've added some more information there.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Nahia wrote:
and that the swarm is immune to weapon damage.

I know,

The attack was to illustrate they aren't experienced adventures. They make mistakes and are not in sync with each other.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lady Rose wrote:
Wonder if we can somehow get more Darkmantles. It occurs to me that they're trainable, and that putting them somewhere like the acid pit/grease trap room could be a nasty combination.

You could use the boggards to capture monsters in Briar.

It's one action and normally this is the result:

Hunt Beasts (violent action): You order the capture of wild beasts to guard your base. Roll A Ruthless Check.
Success: Roll 1d10. The minions catch:
1 – 1d3 Snakes, Venomous (CR 1)
2 – 1d3 Giant Spiders (CR 1)
3 – 1d2 Crocodiles (CR 2)
4 – 1d2 Snake, Constrictor (CR 2)
5 – 1d2 Giant Leeches (CR 2)
6 – 1d2 Giant Toads (CR 2)
7 – 1d2 Tatzlwyrms (CR 2)
8 – Giant Mantis (CR 3)
9 – Giant Scorpion (CR 3)
10 – Chupacabra (CR 3)
Failure: Minions catch nothing.
Natural 1: Monsters catch minions. Survivability -1.
Natural 20: They catch a hydra (CR 4)

--

You can somewhat swap monster from that list, as long it's the same CR you captured and it's something possible to find in a forrest like the briar.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Darkmantle Man! Appears to avenge his dead family.

My clutchmates are deaaaddddddddd!

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

how did everyone else bypass the portcullis . I did say I was following.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hound went swiming.
Rose turned herself in a boggard.
Nahia an Seren are outside the porticullis, casting spells.
Grumblejack is looking from afar.

--

Anyway
Let's assume you dived into the water.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

OK then. revised turn time.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Mysty wrote:

round one

double swim to edge of water

round two
Move action to emerge and flank mustache guy, and stick him with her rapier

rapier: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
rapier possible crit: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
damage: 1d4 + 6 + 2d6 ⇒ (2) + 6 + (6, 6) = 20
if crit confirmed: 1d4 + 6 ⇒ (4) + 6 = 10

round three
full attack
rapier: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

dagger: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
damage rapier: 1d4 + 6 + 2d6 ⇒ (4) + 6 + (1, 5) = 16
damage dagger: 1d3 + 2d6 ⇒ (2) + (5, 1) = 8

I’ll be very boring here.

--

For this game in particular, I don’t accept gameplay post with dice rolls only.
You must provide at least a brief description of your actions. The more fully you use, more you decrease the possibility of some otherworldly aberration hunting you while you sleep and killing you without giving you the chance to fight back.

--

While I may agree with giving you retroactive actions, it bothers me that you missed the combat time, and then want to just come out blue and attack using ‘retroactive actions’ but based in current positioning of the enemies.

Anyways, here is how I’ll do:

Round one: Cast spell and move.
Round two: Double move to reach the edge of water
Round three: Move out of the water and attack

I’ll keep the critical, and ignore the full attack.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

no problem, I was in catch up mode. More description on line in future. Also judging distance and such in this case was...a bit of a guessing game. sorry if it caused hassles.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]
Hound wrote:

Darkmantle Man! Appears to avenge his dead family.

My clutchmates are deaaaddddddddd!

Ok, so we have a darkmantle named Peyton. Who wants to have their old darkmantle renamed to Julie?

DM Aku wrote:

I know,

The attack was to illustrate they aren't experienced adventures. They make mistakes and are not in sync with each other.

Yeah, I figured, but since you actually rolled damage I figured better to bring it up now than maybe argue later.

DM Aku wrote:

@Nahia

Unless you actively control the swarm, on you turn it'll stretch to attack hound as well.

Thinking more on this, I'm not sure what you meant. The swarm shouldn't grow. And it shouldn't move as long as it has live victims in it. When I responded before I figured the two guys were going to leave the swarms area, but since they stayed in it should stay still.

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