Dance of Light and Shadow (Group Two)

Game Master MorganFreeman

High level variant of the Way of the Wicked AP, started by GM Lightbearer.


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1) I completely missed the weight on this. Downgrade the bag to whichever size you prefer.

2) Admittedly, the modifiable material wasn't the focal point, just a nice little caveat. I'll make some tweaks to the armor tomorrow. Feel free to PM me any suggestions you may have for it.

3) You're right about the bag on a veil in a bag in an antimagic field. You'll have to tolerate my hopefully frugal use of DM fiat, break the verisimilitude and just roll with me this one time :)


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Again, I am "hearing" everything you say with that dulcet voice. I'll roll with this, no problem. :}


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

By the way, are you going to be able to keep the game rolling with your publicity tour next month?


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Looking at Group One's thread, they have already started their (bloody) body count. They have some scary peeps on that side.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Okay, now that we've had a carefully hidden death threat, we should make sure that we're keeping the issues in-character and that we're okay on the player end.

I do want to say that I'd like to actually get somewhere in way of the wicked and not have it end up in infighting. I've had too many WotW games die on me.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Oh, this is just for character play, I assure you. I have no intention of in fighting or killing a character. I just figure the 'good guys' always just seem to get along and figured that evil characters would not have as quick a melding. Please do not read anything more than that into it. I am just trying to explore this character, and play her 8 CHA. Trying to put the role in my role play.

Sorry if it is coming off as anything other than that.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

While Veldrin is NE, he is very much an intelligent NE. Bribes, coercion, manipulation, etc are all things he uses to get his way. He also has no problem paying his foes to switch sides.

In the original table top game he was in, he paid for some magic items or something via copper illusioned to look like platinum.

He also paid a small mercenary band to switch sides and turned them into his personal elite strike force.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Oh, I figured it was going to work out. I just like to open up the channels to get people talking.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I should have brought this up sooner. If my character ever gets aggravating to you guys, not the characters, that's the point, but the players, feel free to tell me and I'll tone it back. You won't hurt my feelings.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Aside from the listed increases for our signature items from the veil, will they be otherwise growing in power with us??


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

I'm flying back home today - please don't expect anything from me on the next days, I'll be busy getting things round :) have fun during the while guys!


They will increase in power at a few points in the campaign.

I noticed Bobbity mentioning he missed his bombs. Does the Alchemical kit I left you from the veil not cover your ability to make new ones?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Considering the number of extracts and bombs he can carry at this level I think it would take about 30 min to make them all. Figured we were pressed for time to get out and I didn't see a good moment for him to sit and tinker. I described him using everything to avoid capture so he'd have to restock.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Since catalyst vials can last for years, the kit could have included some premixed catalyst vials. There was some searching, so I'm sure you could have used a few minutes to get some extracts. Since we have two alchemists, this is important.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Well GM, does my Tome of Arcane Awesome(not its actual title btw) have Silence?

It's a bard/cleric spell, so technically arcane but not sorc/wiz.

I was considering taking it as one of my 2nd level oracle spells, but I didn't have a free spells known slot with the ones I did take.

Though I suppose I could trade out Desecrate as I now have that as 1/day SLA which lasts for 20 hours.

Up to the GM either way.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Seconded to Bobbity on the time for extracts. Reading the description of extracts

extracts description:

An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure.

I figured Bobbity and I would not have access to extracts until we had time to create some after our escape. If we have a chance to hole up somewhere for a bit, we can whip up some goodies.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I thought I posted my thoughts. Deja Vu.

Anyway. There was some searching that Bobbity did not participate in. It would take 14 min to prepare what is now on my sheet. Depending on the size of the room there might be time enough. Or if not, then at least the bombs should be ready since the the catalyst vials last forever apparently.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

I am cool with whatever. I can't boom like my counterpart, but I have infusion, so I can do a little buffing (does that soul knife get bigger if you're enlarged?). If we have time, great, if not, I figure we have a lot going for us at level ten regardless. I am more concerned for Veldrin as he is married to his Tome of Arcare Kickassary until he gets time to memorize.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

I actually have all my spells prepared, per the official WotW rules.

I forget what it allows for alchemists, as your stuff is 'item based' and we were stripped of all our geat.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2
Kessa 'Kestrel' Trelain wrote:
(does that soul knife get bigger if you're enlarged?)

Yes, yes it does.

However, it only grants me an extra 1d6 of damage and an extra 5' of reach. The strength bonus isn't relevant because I use wisdom for attack and damage.


The alchemy kits given were crafted specifically to you.
It would be fair to assume you'd have whatever mutagens, extracts, and bombs your character would probably make. That'll get you up to snuff I think.

As for Veldrin's tome, I can see my description was too vague. It will have all arcane spells that you normally have access too. The oracle providing silence is not an arcane form of silence, it is a divine one and therefore would not be available. Were you to take bard levels, it would be, but only when you are high enough level to cast second level bard spells.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Would it be cool for me to swap out Desecrate for Silence? I chose Desecrate before you gave me the OK to have it as SLA.


That will be fine


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2
Veldrin d'Shraen wrote:
Here's what's great about passing secret messages with Bluff: As long as I succeed on my check, those I am 'speaking' to automatically understand.

... as long as they understand the base language.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Yea, I'm using common, or whatever language we've all been talking in.

If I was using Drow Sign, I would have said that specifically. The 'signing' was my description of Veldrin using Bluff to pass a secret message. Aka the fluff behind the mechanics.

You all understood him, without requiring a Sense Motive check.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

I thought false life was a single d10 (total) + 1 per level (max 10) for a range of 11 - 20 per casting at CL 10, and Greater would be 2d10 (total) +1 per level(max 20) for a range of 12 - 30 hit points for CL 10. If it is a (1d10+1)/per level, then I will make more and use one of those myself.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I might have read the description wrong. I might only have 19 rather than 67. That makes more sense.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

I have misread those myself too. No worries.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Not sure why the campaign disappeared from my list of campaigns after I posted here, but I'll keep my eye on the alias anyway :)


It might have been Paizo, I was about to post a few hours ago and the whole thing just crashed. Lost quite a long post ;(


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Aye, yea, I couldn't get on here earlier. Kept getting a connection timed out message.

Edit: Just checked, you're still listed as a player Squeeze.

If posting here didn't fix the issue, double check to see if you accidentally hid the game. I've done that a *lot* lol, especially when posting from my phone.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

If I hid - how do I unhide it? :$


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2
MorganFreeman wrote:
It might have been Paizo, I was about to post a few hours ago and the whole thing just crashed. Lost quite a long post ;(

When a post gets too long, I try to copy it to a text editor. When I remember.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

On your main campaign tab, at the top, you'll see a button to 'show', next to focus/defocus. That will unhide every campaign you've ever hidden.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Still can't find it! I'll keep searching :/


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

The unhide button, or the campaign? lol


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Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

It appeared again! Yay


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

VICTORY!!

Now, somebody summon our GM, lol :)


GM has been summoned. I wanted to post yesterday but Paizo seemed to fight me during the small window of opportunity I had. Post of substance coming soon.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Yes, please post when your group comes up. We already have to deal with timezones and when people can find free time. When you do it in order they delays multiply instead of merely taking the biggest one.

If your action is contingent on circumstances, then post multiple actions with qualifiers. Otherwise the GM will let us know when there's a problem and we can re-post. That way the delay only happens when there's a problem.

It can even be best not to post specific initiatives, just say which groups are going next.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

^All of that.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Not a problem. I have been ...admonished...for posting out of order before (not here), so I was trying not to violate protocol. I'm happy to keep things movin' along.


From what I can tell, standard protocol is for PCs to post in groups between whichever enemies sandwich them.

Thank you for the post, Rashk. I will keep initiatives listed in groups after this combat. I could understand Kessa's hesitance since I had individual numbers listed.

That being said, Kessa:

Any game where I'm berated (especially publicly) for making a mistake is a table I won't play at. We're all adults and here specifically for the intent of fun, if I ever have a problem with anything anyone ever does here, you can be assured I will message you privately about it and the message will be brief and polite.

Something else everyone can do is post 'common combat tactics' in a profile spoiler. Spells you prefer to cast, actions you prefer for your AoOs, if you try to provide flanking, etc...

This way, when you go more than 24 hours without posting during a combat, I can make better decisions about your characters actions.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb
MorganFreeman wrote:
Any game where I'm berated (especially publicly) for making a mistake is a table I won't play at. We're all adults and here specifically for the intent of fun, if I ever have a problem with anything anyone ever does here, you can be assured I will message you privately about it and the message will be brief and polite.

That actually happened once to me. Someone did not agree with my posted action outside of combat. It was very hard to move forward past the bad feelings. Then the DM disappeared. Major disappointment.

MorganFreeman wrote:

Something else everyone can do is post 'common combat tactics' in a profile spoiler. Spells you prefer to cast, actions you prefer for your AoOs, if you try to provide flanking, etc...

This way, when you go more than 24 hours without posting during a combat, I can make better decisions about your characters actions.

Never considered that idea. I will give it a shot though I imagine that spoiler will be large. A lot of options for level 10.


Quote:
It was very hard to move forward past the bad feelings.

I'd love to blame rudeness on the standard, 'it's the internet and people are jerks here.' The more plausible reality is that it might just be the DM. I started playing in second edition. I felt the rules were incredibly simple compared to what they are now, but they were also very vague and left a great deal to DM interpretation. I believe it was built that way; allowing the DM most ability to narrate. Which would be fine if there weren't so many stubborn DMs who follow the 'me vs the PCs' mentality. 3.0 was more a bill of rights for players who constantly got shafted by this. It still doesn't stop the power thirty from crapping on people, but ultimately that was what got me into DMing and I couldn't have been happier with the decision.

I almost feel like a child from an abused home who wants to raise his children to never see the horrors he did.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Well, like I said, it had nothing to do with rules. It was out of combat. I took an action I thought was in character. He thought it was a bad call and "It's what my character would do" wasn't a valid excuse. He even felt I needed a stealth roll to get away from the party without being noticed. You should never have to roll against another player.

But I am glad you took up the mantle and enjoy it. I tried and found it wasn't for me. My friends are very argumentative and I am not good at ad-libbing.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

This is in my profile, but copied here for people to see and coordinate with.

Rashk's common tactics:

Daily setup - when he is out adventuring he'll use a fully augmented Inertial Armor and Heightened awareness. They're 8 hr buffs, so he will use them liberally. Chameleon is 80 minutes, so whenever stealth is an issue he will do this at the base level.

He will use his 60' movement to get to the biggest danger in order to confront it. Often a spellcaster. If there's no particularly dangerous threat, he'll still try and get behind them to cut off their escape routes. He'll use walls, ceilings and acrobatics to avoid AoO's where possible. Since he has a high AC and mobility, he'll accept the AoO's if he can't avoid them. If it's farther than 60' he'll use hustle to get an extra move action. He can throw his mind blade 20' if he's just out of range. If it's much longer (hundreds of feet), he'll use skate and physical acceleration as needed.

By staying on the ceiling and walls, he can use spatial awareness for +4 to hit and damage. If this isn't an option, he'll flank. He will also use flanker to increase the amount of flanking the party can get. Especially because there's a lot of sneak attack.

Power attack is his default, especially as this gives him a free intimidate check. If the target is especially hard to hit, he'll manifest offensive precognition, using the mask to quicken if needed. If this is still not enough, then he'll back off of power attack.

If he can get in the middle of a big group of people he will use bladewind to get a single attack on everybody within reach.

Defensively, he'll use deflect arrows on the first appropriate attack per round. against bad melee blows he'll use sidestep. When he's damaged more than 50 points, he'll use hostile empathic transfer against the foe that appears to have the lowest will save. If he's getting hit a lot or face save-or-die spells, he'll use defensive precognition, quickened through the mask if needed.

He will almost never spend psionic focus. He has two, but when both are expended he loses far too many benefits (speed, AC, to hit, damage).


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Hi all. Just want to check in and make certain we are all still going the same direction and having fun. This may seem presumptuous, but it feels like we are about to split the party, which I loathe to do. I enjoy the character interaction, but am a little worried we are losing cohesion (which would totally happen with a bunch of self-motivated individuals). Vel, are you saying that the items we do not have have a major effect on your build? If that is the case, I totally understand and will work to ensure you get what you need.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Here is my idea as a player, Kessa identified the other two doors we haven't opened as unlikely to have people behind them so just open them up and see if one has the gear. While you search, Bobbity can scout the outside. With good stealth, invisibility and spider climb, I am fairly confident he won't run into trouble. And I promise as the player he won't make any either and return to give a report in his own way, I'll even translate. Kessa has already offered up a bounty of extracts, now its my turn. If you guys run into trouble you can probably handle it. If I do, I can escape easily. I purposefully built him to be able to attack all three saves in a single round of bombs.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

I think my only issue with it is splitting the party. The problem with some villain characters (well, some good guys too) is the excessive individualism and problems to properly work well in a group. As a player, I will simply be crystal clear and say I hate to deal with this kind of situation. Squeeze will more than likely go with the majority and stay in a party, no matter how savage, uncontrollable and egotistical he acts sometimes.

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