Mangroves of the Desert (Inactive)

Game Master Herkymr the Silly

The lands are barren of their once luscious greenery and varied other ecosystems. The culprits are chaos storms--large random magic surges ravaging the lands like tornadoes. The deserts have spread as the storms continue to force the land to change. Purveyors of the magic arts have drawn together in hopes of discovering the cause of the storms.

Civilization has shrunk to the edges of the desert for the most part. Mangrove trees have been cultivated to stop the advent of the desert into the remaining waters. Druidic magic strengthens the trees and purifies the water so that life can be maintained. They also provide refuge for many of the creatures that have survived the changes.

The dragons have all but disappeared and the giants are ranging out once more leaving destruction and terror in their wake. Rumors of a cabal of wizards controlling the ravaging bands have begun to circulate among the rabble in the cities.

Sages and others of ancient lore whisper of a group tasked with keeping the ancients in line with nature and magic. Absence of these guardians could correspond with the giants raiding and the notable absence of the dragons.


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i'll pop him a text but it looks like last interaction was ok to head into town

srry i figured that you would take some liberty with it when seth falters in his posting. Sorry should have let you know in advance. I apologize


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

No. No big deal. I just didn't know if there would be any trouble with guards or what not. I didn't read, but it seemed like everyone else took a while to enter.


i'lll send you the info from the gates/guards. 90% of the time there isnt problems
only one I could potentially see is your lack of speech


Damage and round actions Attack rolls

I can't react to the yellow scorp guys until they act because my perception roll was absolute garbage, and I figured the bird wouldn't get one at all.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War
Herkymr the Silly wrote:

i'lll send you the info from the gates/guards. 90% of the time there isnt problems

only one I could potentially see is your lack of speech

Don't worry about it. I just went back and read. Hope my post is alright.


Damage and round actions Attack rolls

Hooray a valid reason for another perception check!


Damphir cleric

Spoiler:
[spoiler]spoiler!
[/spoiler]


Damphir cleric

Can't nest spoilers :(


Guess that spoiled it for you huh?

BTW
So EVERYBODY knows....when you roll a perception check or such and I have spoilers out with results depending upon roll.....Please dont just use a roll for your post. Look at the info in the appropriate spoiler and then type what you would respond based upon the information you have garnered or what you would do with out it.
Im trying to keep a very loose game style /story going but to do it we all need to take a few liberties and be descriptive with how we describe what and where we are. Feel free to ad hoc a few npc interactions just dont necessarily count on those npc being major in the story line ....BUt then ... Muwahahahahahah

If there seems to be a discrepancy with what is going on with in the story because of such leniency and artistic license, I will get it straightened out and we can make adjustments if we need to. I do prefer that we keep the popculture from now out of the game unless we can alter it slightly to make it fit and sound like it should fit into the context of the Game. After all games are to be fun.

Just another FYI.. As i have stated we are moving. We will be out of this apartment and oregon by july 25 which is going to make some of the game a bit delayed unless others take some initiative as well. I will not abandon it and will TRY to post everyday but I will post as much as possible. Just keep this in mind it will soothe a few irritations on all our parts.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Good news everyone!

We may be able to drop the spoilers soon. I know all of you ate at the Linder Lost, and Seth and I may be there in a few moments, I'm just waiting on Seth's confirmation. ;)


lol
drop them like they're hot


mang --- taking 20 works in this instance for game flow. Just an FYI when taking 10 or 20 it only works WHEN THERE IS NO CHANCE OF PENALTY OR SOMETHING BEING MISSED. I had to double check just to make sure my thinking was correct. You would have had the roll bonus for perception and such after vision so that was good.


Damage and round actions Attack rolls

Mmm I read over the rules to make sure I was using it right and the three qualifying conditions are: A, no threats B, no distractions C, No penalty for failing. I didn't see anything that says you can't if you risk missing something. Missing a bit of information doesn't fit within the definition of a penalty for failure, like failing something like a swim check would because of how taking 20 works.
As for the perception bonus, I figured I might get one but didn't presume to know what it would be. Not that it will change much in this situation, do I get a +5 or so on that?

Source:
Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).


Ben and I talked about it as well. It seems i must have over read something or misinterpreted what I read. But oh well doesnt effect the story line so let it roll.
Mang :) BTW got the note and you got the note


I'm finishing up some things for this next "step" but am also waiting for ben and arnie (seth and Jerram) to post while i finish it up. If I dont hear back from one or both in the next little while I will go ahead and DM run them til we hear back from one....HMMHMM most likely seth is my guess :)


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

I can keep going. As I said above, I was just waiting on Seth to at least confirm our direction. But with your permission, I could just run us the rest of the way to the Linder Lost


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

I assume Seth enters right behind me, but I'll let him make his own entrance.


So, I talked with Seth in person and it seems that I missed and so did Ben him saying he was headed in watching the people. So we will just assume that he was with Jerram when they got to the Linder Lost. Unless otherwise directed from Seth i will play it as if he has entered the linder lost and found the first vacant booth so that he has some time to watch and assimilate the new occurrences and "people"

Check Realm as well and make sure it is updated. I think I forgot to post some of my descriptions for linder lost here but had them written and I think available to view in Realm

Also
Milos will be joining us as soon as he gets a few things done and gets back from his conference.

I will post either later to night for story or tomorrow.

Sorry for the mix up on my part.....

huh:
DM perception roll 1d20 + 0 -20 (must have been sleeping) -10 for forgetting important stuff i think = natural 1 -20 -10 = -30 .....oops tkp all die as the DM forgets to describe the inn as falling down from an earthquake that happened while he was sleeping.


male Human Commoner/Ranger

Thank you every one for covering for me I will try to be more prompted. I am reading the Robert Jordan Books and I wanted the description of the gate guards and of how the streets were lade out and what the people where wearing. I wanted to feel the place around me as I moved from the Mangroves toward the city to watch the landscape change as we moved along our path. Then when we reached the Gate I was hoping to get introduced to some of the people to understand the flavor of those around me. In short I was waiting on see the world through the eyes of Seth. As it is.....


KK I can fill you in on some of that . I will try to send you something with a lot of what you feel and hear in the streets on your way to the Linder Lost. Nothing terribly important ill happen on your way so I will just give you the "background" fluff as we move on as well.

I will post in game actual game later tonight. Almost done with my anniversary project for my Wife., 11 yrs tomorrow thus the focus elsewhere for a few days.

Thanks for the patience


Just a reminder, this is a real world I dont pussy foot around and "smooth" things over to keep you alive usually however on the other side of that I do not usually intentionally kill players who are playing their character. Your choices will have consequences like they do in a real world.

So I need so basic actions for when we get to combat.

First and give these to me in this order and in a PM preferably


    [1]10 initiative rolls and 3 initiative flat footed rolls

    [2] Basic or go to action in first round of battle. Be
    somewhat descriptive; not -I draw my sword. rather I slide my sword
    from its sheath in a flurry of motion startling those not ready for
    my whirlwind speed. You get the point!

    [3]Basic go to action when lightly wounded, moderately wounded.,severely wounded.

    Make sure to clearly mark each one.

    (light = less than 1/3 of your total hp—Moderate=light up to 2/3 total hp ---Severely = moderately
    up to 0

    [4] If you have one weapon you use the most, give me 10 attack rolls and in spoilers 10 damage rolls
    for that weapon.
    If you have other weapons, give me 5 and 5 of the above.
    Specify your weapons. And do this for both melee and ranged

    Example

    dagger1d20 + 5 ⇒ (11) + 5 = 16

    damage:
    1d4 + 1 ⇒ (1) + 1 = 2
    ----- times 10

    axe 1d20 + 7000 ⇒ (20) + 7000 = 7020

    damage:
    1d4 + 1000 ⇒ (4) + 1000 = 1004
    ---- times 5

    longbow 1d20 + 1 ⇒ (14) + 1 = 15

    damage:
    1d4 ⇒ 4
    ---- times 10

    shortbow 1d20 - 1 ⇒ (20) - 1 = 19

    damage:
    1d4 - 6 ⇒ (2) - 6 = -4
    ----times 5

    [5]Finally: any skills other than perception you commonly use in battle situations. Give me the skill name and then 3 rolls

NOW that that is out of the way.
If you want to change this list up as we go then send me an updated one.
I will be using this and other things to aid in the flow of combat because it takes so dang long for it on pbp


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Dice rolls don't work in PM so I'm putting mine here.

However, I just wanted to make my worries about these clear. I am sure they are unfounded but I figure if I don't say it, then you might not know. Part of the reason I choose monks is for their flexibility. While I will give my "go to" actions, I don't want them to be the default. I would like a chance to post my own actions in each combat. I expect however that this is for instances when people do not post in a timely manner. If that is true, then I've no problem with it. But for me, even my starting action won't be the same in each combat. (Except initiative. This one will always just be initiative.)


  • 1d20 + 3 ⇒ (7) + 3 = 10
    1d20 + 3 ⇒ (1) + 3 = 4
    1d20 + 3 ⇒ (11) + 3 = 14
    1d20 + 3 ⇒ (8) + 3 = 11
    1d20 + 3 ⇒ (12) + 3 = 15
    1d20 + 3 ⇒ (11) + 3 = 14
    1d20 + 3 ⇒ (12) + 3 = 15
    1d20 + 3 ⇒ (14) + 3 = 17
    1d20 + 3 ⇒ (14) + 3 = 17
    1d20 + 3 ⇒ (5) + 3 = 8

    I don't know what flat-footed initiative is and my search for it found nothing.

  • Jerram darts forward, his feet barely making a noise as he moves across the ground. He moves toward [insert name or description of the closest or most dangerous enemy] and twists in a sudden motion, bringing his elbow up into [his/her/its] face.

  • These will not be so descriptive as it's so case by case. Instead I'll give my tactics.

    Lightly Wounded:
    Jump straight into the middle of the fray. Fight a bit wildly, but try to use non-lethal damage when I feel the person is not evil, just dangerous. Also, maybe do some disarming or grappling.

    Moderately Wounded:
    Fight a bit more wildly, trying to end the fight quickly. Use acrobatics to move past enemies and flank with allies. Use flurry to hit more people.

    Severely Wounded:
    Fight defensively, using the Sansetsukon for extra AC. Try to withdraw and use either double-chained kama for reach or rope dart for distance. Preferably the rope dart.

  • Unarmed Strike: 1d20 + 2 ⇒ (6) + 2 = 8
    1d20 + 2 ⇒ (19) + 2 = 21
    1d20 + 2 ⇒ (5) + 2 = 7
    1d20 + 2 ⇒ (20) + 2 = 22
    1d20 + 2 ⇒ (6) + 2 = 8
    1d20 + 2 ⇒ (11) + 2 = 13
    1d20 + 2 ⇒ (13) + 2 = 15
    1d20 + 2 ⇒ (8) + 2 = 10
    1d20 + 2 ⇒ (9) + 2 = 11
    1d20 + 2 ⇒ (13) + 2 = 15

    Unarmed Damage:
    1d6 + 1 ⇒ (1) + 1 = 2
    1d6 + 1 ⇒ (5) + 1 = 6
    1d6 + 1 ⇒ (3) + 1 = 4
    1d6 + 1 ⇒ (3) + 1 = 4
    1d6 + 1 ⇒ (1) + 1 = 2
    1d6 + 1 ⇒ (1) + 1 = 2
    1d6 + 1 ⇒ (2) + 1 = 3
    1d6 + 1 ⇒ (5) + 1 = 6
    1d6 + 1 ⇒ (5) + 1 = 6
    1d6 + 1 ⇒ (2) + 1 = 3

    Sansetsukon1d20 + 2 ⇒ (6) + 2 = 8
    1d20 + 2 ⇒ (7) + 2 = 9
    1d20 + 2 ⇒ (3) + 2 = 5
    1d20 + 2 ⇒ (7) + 2 = 9
    1d20 + 2 ⇒ (9) + 2 = 11

    Sansetsukon Damage:
    1d10 + 1 ⇒ (7) + 1 = 8
    1d10 + 1 ⇒ (5) + 1 = 6
    1d10 + 1 ⇒ (2) + 1 = 3
    1d10 + 1 ⇒ (4) + 1 = 5
    1d10 + 1 ⇒ (10) + 1 = 11

    Double-chained Kama1d20 + 2 ⇒ (4) + 2 = 6
    1d20 + 2 ⇒ (15) + 2 = 17
    1d20 + 2 ⇒ (2) + 2 = 4
    1d20 + 2 ⇒ (6) + 2 = 8
    1d20 + 2 ⇒ (10) + 2 = 12

    Double-chained Kama Damage:
    1d6 + 1 ⇒ (1) + 1 = 2
    1d6 + 1 ⇒ (5) + 1 = 6
    1d6 + 1 ⇒ (3) + 1 = 4
    1d6 + 1 ⇒ (1) + 1 = 2
    1d6 + 1 ⇒ (1) + 1 = 2

    Rope Dart1d20 + 4 ⇒ (18) + 4 = 22
    1d20 + 4 ⇒ (2) + 4 = 6
    1d20 + 4 ⇒ (13) + 4 = 17
    1d20 + 4 ⇒ (20) + 4 = 24
    1d20 + 4 ⇒ (2) + 4 = 6
    1d20 + 4 ⇒ (18) + 4 = 22
    1d20 + 4 ⇒ (8) + 4 = 12
    1d20 + 4 ⇒ (13) + 4 = 17
    1d20 + 4 ⇒ (12) + 4 = 16
    1d20 + 4 ⇒ (18) + 4 = 22

    Rope Dart Damage:
    1d4 + 1 ⇒ (3) + 1 = 4
    1d4 + 1 ⇒ (2) + 1 = 3
    1d4 + 1 ⇒ (1) + 1 = 2
    1d4 + 1 ⇒ (2) + 1 = 3
    1d4 + 1 ⇒ (2) + 1 = 3
    1d4 + 1 ⇒ (2) + 1 = 3
    1d4 + 1 ⇒ (1) + 1 = 2
    1d4 + 1 ⇒ (2) + 1 = 3
    1d4 + 1 ⇒ (3) + 1 = 4
    1d4 + 1 ⇒ (2) + 1 = 3

    Shuriken1d20 + 4 ⇒ (10) + 4 = 14
    1d20 + 4 ⇒ (16) + 4 = 20
    1d20 + 4 ⇒ (14) + 4 = 18
    1d20 + 4 ⇒ (2) + 4 = 6
    1d20 + 4 ⇒ (11) + 4 = 15

    Shuriken Damage:
    1d2 + 1 ⇒ (2) + 1 = 3
    1d2 + 1 ⇒ (1) + 1 = 2
    1d2 + 1 ⇒ (2) + 1 = 3
    1d2 + 1 ⇒ (2) + 1 = 3
    1d2 + 1 ⇒ (2) + 1 = 3

  • Acrobatics1d20 + 9 ⇒ (6) + 9 = 15
    1d20 + 9 ⇒ (19) + 9 = 28
    1d20 + 9 ⇒ (16) + 9 = 25

    ClimbTake 10: 10 + 13 = 23
    Take 10: 10 + 13 = 23
    Take 10: 10 + 13 = 23

    Stealth1d20 + 9 ⇒ (1) + 9 = 10
    1d20 + 9 ⇒ (5) + 9 = 14
    1d20 + 9 ⇒ (12) + 9 = 21


Just to set a few things clear; I don't intend them to be default. There are times that I will "default" them. Some of when is when you haven't posted and I need it to continue the story. Occasionally when I feel necessary and it is a single minor conflict that MAY be handled quickly and thus allow the story to flow without going to the whole combat complication.

Jerram:
I know you will very your choices and that you do non-lethal when able and that you prefer to not touch at all. I will take these into account and if I have questions expect a text or pm. I am only doing this to speed things up on the few occasions that I feel it would help the flow along where it otherwise could easily be bogged down.

Once combat is started I encourage you to post several actions based on what you perceive as happening in the situation. If they are placed in spoilers and numbered
1:
example

I can then place them in proper place in the story, ask for clarification, or contact you for optional actions that occur based on the flowing movement of combat.

I liked the description of the attacks you gave as examples. Thanks. And thanks for bringing up concerns that I am sure many of you have about what I am asking.

I encourage feed back and questions after all it is OUR game not my game.


Damage and round actions Attack rolls

I am currently writing out what you asked for though there's a number of qualifying conditions and clauses I have to include in a manner that flows logically and is easily readable. Hang tight.


Damage and round actions Attack rolls

1. Initiative rolls:

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

No such thing as flat footed initiative roll...

2, basic action by round and health status.:

Prepared action
I have a prepared action ready in case one of the yellow scorpions start a fight. It is an enlarge person spell which gets applied to Strong Talon (Class ability permits this). Strong Talon is given an order to attack the nearest bad guy. **see further down for Strong Talon dice rolls.**

Almost at the exact moment the Yellow Scorpions spring into action, Mang Fu Ha Saan quickly taps the foot of Strong Talon delivering a spell to his companion. Strong Talon immediately doubles in size with a pop from air being displaced, he then takes flight with a command to attack the nearest aggressor, savaging him in the head and neck with talon and beak while trying to knock him to the ground. Mang Fu Ha Saan then takes foot toward [**Conditional clause!**] (A: the nearest aggressor as well. /B: A Yellow Scorpion who drew a ranged weapon, the nearest if more than one.) /Conditional.

Round two:

If Strong Talon can't knock over the person he is attacking he will just attack vital spots on the head and neck with claw and talon.

I want to try something wierd!
You know that steel ring? I get a racial ability called ferrous growth that lets me turn it into anything under 10 pounds once a day. See where I am going with this? I am going to transform it into a steel longspear (brace, reach, 1d8(m), piercing damage). I basically want to treat it like a touch attack spell with the spear impaling some dude as it forms.
5ft. adjust if necessary to avoid AOT.

Round three.:

KILL!

Light wound:

KILL!
Strong Claw switches focus to the one attacking me if he finishes one off or has no target.

Moderate damage:

KILL!

Heavy damage:

Get to cover, fight defensively, use cure minor when able

If I go below -1:

My shawl will automatically heal me for 10 points of damage.
If this occurs I will try to get to a safe distance and heal up more with cure minor

Mang Fu Ha Saan damage dice:

Longspear
DICE!: 1d8 + 6 ⇒ (6) + 6 = 12
DICE!: 1d8 + 6 ⇒ (7) + 6 = 13
DICE!: 1d8 + 6 ⇒ (3) + 6 = 9
DICE!: 1d8 + 6 ⇒ (4) + 6 = 10
DICE!: 1d8 + 6 ⇒ (4) + 6 = 10
DICE!: 1d8 + 6 ⇒ (3) + 6 = 9
DICE!: 1d8 + 6 ⇒ (3) + 6 = 9
DICE!: 1d8 + 6 ⇒ (7) + 6 = 13
DICE!: 1d8 + 6 ⇒ (3) + 6 = 9
DICE!: 1d8 + 6 ⇒ (5) + 6 = 11

Strong Talon dice:

While under enlarge.
Bite: 1d8 + 2 ⇒ (7) + 2 = 9
Bite: 1d8 + 2 ⇒ (1) + 2 = 3
Bite: 1d8 + 2 ⇒ (6) + 2 = 8
Bite: 1d8 + 2 ⇒ (8) + 2 = 10
Bite: 1d8 + 2 ⇒ (6) + 2 = 8
Bite: 1d8 + 2 ⇒ (3) + 2 = 5
Bite: 1d8 + 2 ⇒ (3) + 2 = 5
Bite: 1d8 + 2 ⇒ (8) + 2 = 10
Bite: 1d8 + 2 ⇒ (2) + 2 = 4
Bite: 1d8 + 2 ⇒ (8) + 2 = 10

Talons.
Talons x2: 1d6 + 2 ⇒ (3) + 2 = 5
Talons x2: 1d6 + 2 ⇒ (6) + 2 = 8
Talons x2: 1d6 + 2 ⇒ (5) + 2 = 7
Talons x2: 1d6 + 2 ⇒ (4) + 2 = 6
Talons x2: 1d6 + 2 ⇒ (1) + 2 = 3
Talons x2: 1d6 + 2 ⇒ (3) + 2 = 5
Talons x2: 1d6 + 2 ⇒ (4) + 2 = 6
Talons x2: 1d6 + 2 ⇒ (1) + 2 = 3
Talons x2: 1d6 + 2 ⇒ (1) + 2 = 3
Talons x2: 1d6 + 2 ⇒ (5) + 2 = 7

Also talons.
Talons x2: 1d6 + 2 ⇒ (3) + 2 = 5
Talons x2: 1d6 + 2 ⇒ (5) + 2 = 7
Talons x2: 1d6 + 2 ⇒ (6) + 2 = 8
Talons x2: 1d6 + 2 ⇒ (2) + 2 = 4
Talons x2: 1d6 + 2 ⇒ (4) + 2 = 6
Talons x2: 1d6 + 2 ⇒ (5) + 2 = 7
Talons x2: 1d6 + 2 ⇒ (6) + 2 = 8
Talons x2: 1d6 + 2 ⇒ (1) + 2 = 3
Talons x2: 1d6 + 2 ⇒ (6) + 2 = 8
Talons x2: 1d6 + 2 ⇒ (4) + 2 = 6


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

DM ROLL Request

Initiative Roles:
Initiative1: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative2: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative3: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative4: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative5: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative6: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative7: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative8: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative9: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative10: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative1nobonus: 1d20 ⇒ 14
Initiative2no bonus: 1d20 ⇒ 2

first round:
Put away my bow and run back to the doorway while pulling two Paper candle fireworks and my flint and steel out of my pouch. I will stay hunched over so that I am not seen thru the windows from the inside. Once at the door I want to peak around the corner and ready an action. Watching the chaos in the room I want to keep an eye on the Vanaran and arrowhead. If either one of them are double teamed I will light and throw both of them at one attacker

lightly wounded:
Hurridly I will backflip away from the attacker, given there is room, and retreat about 20 feet. Then try to find an obstruction of some kind to put between me and the attacker. Then I will pull out my nunchaku and attack as they get past the obstruction

moderately wounded:
Grab a thunder stone and throw it at the attacker and run the opposite direction about 30 feet and try to find something to hide behind. Once behind the obstruction, like a cart or barrel I will ready my bow and arrows

severely wounded:
grab a thunderstone and throw it straight up in the air about ten feet and run away from the attacker. Then as soon as the thunderstone goes off pull out the flask of shard gel and throw it in the direction of the attacker. Then I will continue to run weaving back and forth to make myself a harder target until I have cleared the attack area by a block.

Attack and Damage Rolls
nunchaku:

Attack is 1d20 +1
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (13) + 1 = 14

Damage is 1d6+1
1d6 + 1 ⇒ (2) + 1 = 3
1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (1) + 1 = 2
1d6 + 1 ⇒ (3) + 1 = 4
1d6 + 1 ⇒ (6) + 1 = 7


Maldetrin’s legacy of Sound:

Attack is 1d20 + 3
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (15) + 3 = 18
Damage
1d6 + 1 ⇒ (1) + 1 = 2
1d6 + 1 ⇒ (5) + 1 = 6
1d6 + 1 ⇒ (5) + 1 = 6
1d6 + 1 ⇒ (5) + 1 = 6
1d6 + 1 ⇒ (4) + 1 = 5

Shard Gel:

Attack is 1d20 +1
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (11) + 1 = 12

Damage is 1d4
1d4 ⇒ 4
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 1
1d4 ⇒ 2

Thunderstone:
It is a DC15 fortitude save or be deafened for 1 hour

Paper Candle Firework:
It is a DC15 fortitude save or be dazzled for 1d4 rounds

Shard gel:
1d4 piercing damage and acts as splash damage. The target square and all adjacent squares act as caltrops for 5 rounds.


Damage and round actions Attack rolls

I forgot to roll for attacking.

Spoiler:

Longspear to hit: 1d20 + 5 ⇒ (3) + 5 = 8
Longspear to hit: 1d20 + 5 ⇒ (12) + 5 = 17
Longspear to hit: 1d20 + 5 ⇒ (20) + 5 = 25
Longspear to hit: 1d20 + 5 ⇒ (6) + 5 = 11
Longspear to hit: 1d20 + 5 ⇒ (17) + 5 = 22
Longspear to hit: 1d20 + 5 ⇒ (11) + 5 = 16
Longspear to hit: 1d20 + 5 ⇒ (19) + 5 = 24
Longspear to hit: 1d20 + 5 ⇒ (12) + 5 = 17
Longspear to hit: 1d20 + 5 ⇒ (19) + 5 = 24

Strong Talon's rolls
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (4) + 3 = 7


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Yay Tim! I'm so glad you have sign language! Plus now we've got our characters together, and I think they will play off of each other very well.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

@Spencer: I stuck a link to my post above in my header info. I will keep that up to date for whenever I change it. Should make things more convenient for you. If there's something different you'd like me to do with it, let me know.


Ben --- Awesome. I like it and it makes me so very very happy that I would actually consider doing the chicken dance.....then unconsider it and figure i had reached sanity (my insanity) momentarily.

***would every one please follow suit and post a link to your requested DM rolls in your header? It will make things so very much quicker for all of us.


Damage and round actions Attack rolls

How do we do that?


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

You grab the url from the link connected to the time of your post, listed in the top right hand corner.

Then post it using [ url=LINKADRESS ][ /url ] without the spaces, where LINKADRESS=the url, in your profile under either "race," "class/levels" or "gender."


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

I'm sure you knew some of that, but I wasn't sure which part you were having trouble with, so I posted it all.


Damage and round actions Attack rolls

Seth is on autopilot for a little bit, and Milos joins us shortly soon as he is written in... That leaves Unk, haven't heard nary a peep save a perception roll in a week.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||
Mang Fu Ha Saan wrote:
Seth is on autopilot for a little bit, and Milos joins us shortly soon as he is written in... That leaves Unk, haven't heard nary a peep save a perception roll in a week.

He was working on all the rolls that DM asked for last night directly in the web browser and was almost done when page refreshed and he lost all of it. He was understandably frustrated. I am working with him on it tonight. We will have them posted soon.


Damage and round actions Attack rolls

When working on long posts I find the best thing to do is type it in notepad or some other word processor so I don't lose it to things like that.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

yeah I had mentioned that to him before. I think now that this has happened he might listen to me.


If you really want to you may read this.

this world vamp info:

World of Mangrove Desert = Vampires

Progressive disease
Bite or exposure to vampire blood can transfer the “bacteria” carrier to the vicitm/
Sunlight has no initial affect on them but as they progress into the disease they become more and more intolerable towards sunlight.
They do not have to drink blood to stay alive however they have what they call BLOOD HUNGER. It requires more and more blood to satiate unless it is of a humanoid creature
Drinking blood from humanoids heals damage that has accrued
They can momentarily take control of another humanoid by touching them and “linking” minds through force of will
They may turn immaterial occasionally and this is most often seen as a means to avoid complete destruction
They do not cast shadows no matter what the circumstance. Even when they take on their affinity of the night form they do not cast shadows
They dislike anything that sends their reflection back to them. They donot see a normal reflection like humans do; they see what will become of them when they finally succumb to the power of the blood hunger and lose their remaining humanity. {similair to Dorean Grey's portrait,)
Due to reflective qualities of water, Vampires will not cross water voluntarily under anything less than “mortal” danger. Even then, the crossing cuases physical and mental damage due to the stress needed to avoid seeing their reflections
Vampire cannot enter a private home or dwelling unless invited in by someone with the authority to do so. If they have tasted the blood of the owner, or a person with authority to invite them into the house, they may enter as if they had been invited. This can only occur within a short # hrs of the time the blood was consumed.
Cannot tolerate garlic.
Recoils from signs and symbols of deities connected to Good and/or Order.
Once the disease enters the body nothing shy of Diefic intervention can return them to humanity
Some evil persons may be able to temporarily suppress the vampires self will for a brief period of time
Each month on the night of the full or true moon, Those “vampiric” few who wish to retain their remaining humanity must fight the draw of the blood hunger which is greatly amplified by the full moon. Those unable to refrain from partaking in the moon of blood hunger lose one more shred of humanity and slip more towards becoming feral or true vampires and having no self will except that of the blood hunger's need
Driving a stake through a vampire's heart will kill it instantly. If the stake is removed they revive unless the head has been severed or the whole body has been drenched in holy water
They have mastered the use of language to get what they want.
They often stalk their prey from the shadows before striking and have thus become adept at using cover and darkness as a disguise
Many vampires have heightened knowledge of history or of religion. This knowledge comes from many sources such as persecution, how long they have lived, or simply intuition at times.
Silver and all silver like metals are damaging to them. Some brave their use by keeping their hands covered in gloves or wraps to avoid the physical pain such materials inflict
Vampires who consistently hunt and kill other vampires retain their humanity longer than those that do not hunt their kind. Killing feral/true vampires greatly strengthens their grip on humanity much longer than killing only those afflicted with the disease
They can always tell when they are with in a short distance of others of their kind and always know when a feral or true vampire lives near any stationary gathering of humanity such as a village, city, or metropolis
When first infected , vampires gain a kinship with one of the night creatures. These creatures are wolfs, spiders, rats, and bats. They can emphatically understand and sense these creatures when within a mile or so of them. As their disease progresses, they gain the ability to shift into their the shape of their kin and copy some of their abilities.
Energy that would heal living creatures does damage to vampires as the disease “fights” against being attacked
When a community has been adversely effected by a vampire or vampires for a period of time, a slayer is manifest. Each slayer is keyed to a vampire where they first “arise.” The slayer exhibits abilities and senses akin to a predatory animal of the nearby environment. Special or mutated abilities occur as well when “balance” deems it necessary. They have what is deemed a form of blood hunger however it is keyed only to those whom they have been tasked to destroy. Once they have destroyed their “chosen” they lose their powers and memory of all that has occurred since they originally were “called upon”
Climate and environment have little or no direct ties to the advent of the vampire disease
As their physiology changes so does their ability to withstand common injury, paralysis, and influence from others. These changes continue to strengthen as the disease progresses.


SRRY Guys for delaying in posting.

I had some word documents and some graphics saved and had some sort of a something happen that shut comp down and I haven't been able to find them, so I have been recreating them asap. So that on top of my wife's marathon has limited my actual do something for you to interact with time.
I should have some of it done to working order again by tomorrow evening and have stuff up and also in REALM then.
Make sure to update and visit Realm. I am opening new things up to you all to see,,,,For instance you will soon be able to see the pic for the main commons room in linderlost

Thanks
;;;;; '''''' ;;;;;;; ''''''' ;;;;;;
On a side note, Maybe Milos will be back from his convention and able to join us. :)


male Human Commoner/Ranger

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

Why When and How I will fight:
If I perceive that there is an injustice on the apart of an aggressor I will use the motion of pulling my war hammer to flow directly into an attack using the weight and momentum of the hammer to its full advantage wasting no time or energy. I will give no quarter because the only fight that is left in me is the one to survive. You put my life or the life of innocents in danger and I will end you or die trying.

Lightly Wounded:
I will whistle for my horse.

Moderately Wounded:
I will think of the most cutting insult that I can scream at my enemies trying to taunt them into following me as I mount or run to find Buck all the while hurling my throwing axes at them.

I will get you the rest latter today.... sorry again for such a slow responce


male Human Commoner/Ranger

Severely Wounded:
I will cling to Buck and trust that he will carry me to safety.

War Hammer:
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Throwing Axes:
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


male Human Commoner/Ranger

Feats and Skills:

Ride: 1d20 + 9 ⇒ (20) + 9 = 29
Ride: 1d20 + 9 ⇒ (10) + 9 = 19
Ride: 1d20 + 9 ⇒ (14) + 9 = 23

Intimidate: 1d20 + 4 ⇒ (10) + 4 = 14
Intimidate: 1d20 + 4 ⇒ (7) + 4 = 11
Intimidate: 1d20 + 4 ⇒ (14) + 4 = 18

Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19

Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13

Bluff: 1d20 ⇒ 13
Bluff: 1d20 ⇒ 13
Bluff: 1d20 ⇒ 16


Combat Rolls

Initiative Rolls:

Init1: 1d20 + 2 ⇒ (9) + 2 = 11
Init2: 1d20 + 2 ⇒ (3) + 2 = 5
Init3: 1d20 + 2 ⇒ (6) + 2 = 8
Init4: 1d20 + 2 ⇒ (3) + 2 = 5
Init5: 1d20 + 2 ⇒ (16) + 2 = 18
Init6: 1d20 + 2 ⇒ (13) + 2 = 15
Init7: 1d20 + 2 ⇒ (8) + 2 = 10
Init8: 1d20 + 2 ⇒ (3) + 2 = 5
Init9: 1d20 + 2 ⇒ (12) + 2 = 14
Init10: 1d20 + 2 ⇒ (4) + 2 = 6

Combat Rolls for Goodbye Stick:

Attack rolls
attack1: 1d20 + 4 ⇒ (11) + 4 = 15
attack2: 1d20 + 4 ⇒ (18) + 4 = 22
attack3: 1d20 + 4 ⇒ (13) + 4 = 17
attack4: 1d20 + 4 ⇒ (9) + 4 = 13
attack5: 1d20 + 4 ⇒ (6) + 4 = 10
attack6: 1d20 + 4 ⇒ (6) + 4 = 10
attack7: 1d20 + 4 ⇒ (19) + 4 = 23
attack8: 1d20 + 4 ⇒ (12) + 4 = 16
attack9: 1d20 + 4 ⇒ (11) + 4 = 15
attack10: 1d20 + 4 ⇒ (2) + 4 = 6

Damage rolls
damage1: 1d4 ⇒ 4
damage2: 1d4 ⇒ 4
damage3: 1d4 ⇒ 4
damage4: 1d4 ⇒ 1
damage5: 1d4 ⇒ 1
damage6: 1d4 ⇒ 2
damage7: 1d4 ⇒ 3
damage8: 1d4 ⇒ 3
damage9: 1d4 ⇒ 2
damage10: 1d4 ⇒ 2

combat rolls for dual hunga munga held:

Attack rolls
attack1: 1d20 + 2 ⇒ (13) + 2 = 15
attack2: 1d20 + 2 ⇒ (17) + 2 = 19
attack3: 1d20 + 2 ⇒ (14) + 2 = 16
attack4: 1d20 + 2 ⇒ (3) + 2 = 5
attack5: 1d20 + 2 ⇒ (8) + 2 = 10
attack6: 1d20 + 2 ⇒ (7) + 2 = 9
attack7: 1d20 + 2 ⇒ (8) + 2 = 10
attack8: 1d20 + 2 ⇒ (12) + 2 = 14
attack9: 1d20 + 2 ⇒ (11) + 2 = 13
attack10: 1d20 + 2 ⇒ (2) + 2 = 4

Damage rolls
damage1: 1d4 ⇒ 2
damage2: 1d4 ⇒ 4
damage3: 1d4 ⇒ 1
damage4: 1d4 ⇒ 1
damage5: 1d4 ⇒ 4
damage6: 1d4 ⇒ 4
damage7: 1d4 ⇒ 3
damage8: 1d4 ⇒ 1
damage9: 1d4 ⇒ 2
damage10: 1d4 ⇒ 4

combat rolls for dual hunga munga Thrown:

Attack rolls
attack1: 1d20 + 4 ⇒ (12) + 4 = 16
attack2: 1d20 + 4 ⇒ (15) + 4 = 19
attack3: 1d20 + 4 ⇒ (6) + 4 = 10
attack4: 1d20 + 4 ⇒ (16) + 4 = 20
attack5: 1d20 + 4 ⇒ (5) + 4 = 9
attack6: 1d20 + 4 ⇒ (2) + 4 = 6
attack7: 1d20 + 4 ⇒ (18) + 4 = 22
attack8: 1d20 + 4 ⇒ (12) + 4 = 16
attack9: 1d20 + 4 ⇒ (3) + 4 = 7
attack10: 1d20 + 4 ⇒ (14) + 4 = 18

Damage rolls
damage1: 1d4 ⇒ 3
damage2: 1d4 ⇒ 1
damage3: 1d4 ⇒ 1
damage4: 1d4 ⇒ 2
damage5: 1d4 ⇒ 2
damage6: 1d4 ⇒ 2
damage7: 1d4 ⇒ 1
damage8: 1d4 ⇒ 1
damage9: 1d4 ⇒ 4
damage10: 1d4 ⇒ 2


UPDATE REALM WORKS

I have placed a map in realm for the Linder Lost.

I haven't yet placed any of you on it but that is coming as well.
You all entered from the door against the counter.

I have not completed the rest of the post but it will be done shortly... :( I fell asleep while getting it all together.

Let me know if you have any questions.


Please read ALL of the discussions posted in last 5 days before you post your next gameplay.

Update your realm works
look over linder lost inn and see what is there that is new. I have updated several things with maps and call out pins etc.

The call out pins on the map indicate groups unless otherwise stated. IE: if it says dwarves there are several dwarves in a group and if there are 2 dwarf pins then there are 2 distinct groups. Keep this in mind. I will be setting up most maps this way in the future

before you have posted what you are doing.
Make sure that you only read the appropriate spoilers. There are several instances here that metagaming could occur if you are reading spoilers that dont apply to you

AFTER posting your responses then go ahead and read the other spoilers if you wish just remember I am harsh on metas


rolls

Sorry for the confusion all.

I'm trying to minimise reading spoilers.

Please note lack of comma before initiating combat. A "dead white man", not a "dead, white man" ;P

Because he went round the back, and there was no-one at the other door, I've got him going to the other door. If that's a problem I can try to change it, but I'd really, really like a door-guard.


Damage and round actions Attack rolls

Vampire cannot enter a private home or dwelling unless invited in by someone with the authority to do so. If they have tasted the blood of the owner, or a person with authority to invite them into the house, they may enter as if they had been invited. This can only occur within a short # hrs of the time the blood was consumed.

Shouldn't be an issue. It's specifically private homes/dwellings that you can't enter going by the DM's rules.


rolls

Well, sure, but it's rude!
More seriously, assuming vampires try to keep their weaknesses secret, it makes sense for them to have a code that corresponds to their weakness, and then ensure people don't know the loopholes - how many people would know about the blood tasting thing? You want the prey to think they're safe, or they'll run away.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

@Seth: Just want to make sure you know that those are my character's opinions of Seth and do not in any way reflect on how I think of you. Not that you'll read what's under the spoiler anyway. :)


rolls

I gather there's a lot going on under the spoilers.
Once Milos is in the inn, should I drop mine?

Herkymr: How common are the infected (and vampires). Normally the predatory aspect limits them to a tiny hidden population, but
(A) the fact they don't really need to drink,
(B) the fact they are probably the dominant cause of death among their own kind,
(C) they have an incentive to prevent too much overpredation
makes me think you could make them a pretty populace race - and possibly pretty open about how they work.
That's not something I think I've really seen very much.

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