Palace of the Vampire Queen (Inactive)

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. |


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M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I'm back and ready to go. DM - Windel is set with his spells.

As far as where to go next Rownig and Windel suggest pushing forward. At least clean this level of the dungeon out. We don't have enough hard evidence to implicate Sir Guisse.


male

If I remember correctly it is a "Minor Ring of Spell Storing" and there is nothing unusual about it, unless I am remebering incorrectly, so you have to cast a spell into it to have that spell stored in the ring.


male

I will try to update the game before Sunday, but if I do not get to it, I am sorry. On Sunday I am making a special trip to Las Vegas (not for fun, shesh) and will be back on Wednesday


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Good to know, thanks for keeping us in the loop.

I believe we were all heading to the lone set of double doors, past the intersection, at the west end of the hall, facing northward.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I'll be offline Thursday and Friday.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

So sorry for the momentary silence guys! I'm at the coast currently with the family. So this is a phone update. I won't be able to get a good update until next week unfortunately. Sorry for the failure to give you a heads up. Friday things got hectic so I didn't inform you all.


male

no worries, it was supposed to be a huge encounter, but now we might just wait for your return


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

This is going to be an odd question. How much meta gaming are we allowed to understand in the world?

Would someone like Miagnik understand what a Rogue character, like Rownig, is capable of doing?
For example, I can probably safely say that Miagnik understands that positive energy works against Undead. Would he, after seeing what Rownig can do with a back stab, understand that he might be able to do the same with say a touch spell?

Or would that be just guesswork or something a much more intelligent character might be able to surmise?


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male

boy thats a good question

I’ve been a DM for 38 years and have only had to call out a player on metagaming a few times. I typically don’t mind metagaming when it is done between players as a way of getting down to handling an encounter well, and keeping the party from dying

I guess the only times I’ve been bothered by it is when a player uses something that is specifically told to another player and meant to be something only that character knows to their own advantage (for some reason this happened to me many times and always involved rogues (we called them thieves back then) trying to pick-pocket an item they shouldn’t even know existed because a player found something while they were exploring on their own…gosh that happened a lot of times in my games)

So, in answer to your question, I think Characters would obviously not know about such things as “class” per se, but would, after spending some time together, understand where their friends excelled and where their skills were lacking, so Miagnik might not be in the right saying to Rownig, “Get behind that monster so you can get a flanking bonus and deal sneak attack damage” but would be in the right saying, “Hey can someone distract that thing so Rownig can find its weak spot? He's good at that.”

And, finally, I have no problem with players talking OOC, in this thread, asking each other questions about what they can and cannot do, and what sort of strategies they prefer, as I feel this represents all the “in game” conversations your characters are having that we are not specifically showing as happening, because, come on, even though the game thread is strangely quiet for long periods of time as the characters are moving about, you've got to assume (at least I do, anyway) that the characters are actually exchanging information every now and again with questions like, “Hey Moralane, where did you learn to shot like that?” Or, “Hey, Hallister, I know you don’t like to talk about it, but it shows that you’ve been at this a while, and I think we could use your opinion on something.”


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Okay, that's cool. Well then I guess I will be using ooc thread a lot more than I have in the past.

This one is, of course, about rogues.

So here's my idea. Judging from our GM's hesitance about going into this particular fight without a P.C. on board, I surmise this fight is going to be tough.

So, as it's undead, here's my idea on what we do. Miagnik will ask Wendel to fill his ring of spell storing with cure spells. Preferably all cure light wounds. He will then hand the ring off to Rownig who will be able to use them all and have a little bit more protection to boot.

Then we have Hal go in first since he has the highest Ac of the party. He goes defensive and distracts the creature allowing Rownig time to hit the vital points with sneak attacking cure spells, while our awesome Undead murdering cleric blows it up with channel and the rest of us provide supporting fire (literally in my case) and deal with any other undead that may pop up.


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male

You know, it's been my luck that whenever I think I've prepared something really tough, the party wipes the floor with it in a couple of rounds, so take that into your plans. I could be all wrong with my build (it is a custom monster).


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

An interesting idea. Windel doesn't designate cure spells he converts his spells as he needs to for the cure. He is not opposed putting spells into your ring, he prefers to do it at the end of the day before he rests. Where he can convert his unused spells. Otherwise, he is converting a spell that he may need during the day adventuring.

Windel is quite equipped to fight this thing. He just didn't see it.

Bless (group buff +1)
consecrate her bed (foe gets negatives -1 att/dam/saves/skills; harder to saves on the channel resistance)
Channel (multiple times)
Spiritual hammer (attack from a distance)


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3
Terquem wrote:
You know, it's been my luck that whenever I think I've prepared something really tough, the party wipes the floor with it in a couple of rounds, so take that into your plans. I could be all wrong with my build (it is a custom monster).

As a DM, I wholeheartedly agree with that statement. Players need to get hit, take damage, fail skill checks, saves and at times die that's part of the fun. That helps to make memorable encounters. Being prepared for every situation makes it anticlimactic. Just my .02


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

We do not want to go in with it if we can help it. We want to hold it in the doorway.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

My earlier post was made before I read Hallister's post. I must say his plan is A.)Far more believable in the amount of time we have. B.)Probably a lot safer and less time consuming than mine.

Also, fair enough. Forget planning. Let's do this!


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

Can we get a map that shows the enemy positions? The current one doesn't show them.


male

Yes, I talk about that in my post, don't I? I'll make that the first priority once I get to my other Computer (where I keep the maps)

Also, the end of this comment

Round 2 begins with the Skeletons coming out into the passageway (I’ll update the map tonight) and they go on the Drowned Maiden’s Initiative. There are nine small Skeletons, and four Medium Skeletons. The Skeletons appear normal, but are also a deep blue color, covered here and there with ice, and radiate a cold aura. You will ot have to save versus the Skeleton’s Cold Aura unless you have succeeded against the Drowned Maiden’s Aura, and end your turn next to a Skeleton

Is wacky, I don't know where I went wrong there

What I am saying is if you Fail the Maiden's Cold Aura Save, you are immune to the Skeletons Cold Aura Save (for ten minutes). If you pass her save, and end your turn next to a Skeleton, you must pass the Skeleton's Cold Aura Save, or take the Nonlethal damage. The Skeletons damage is every time you end next to them, but the Maiden's is only once every ten minutes.


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

Hmm. A little confusing, but I think I get it.

Do we need to make multiple saves against overlapping auras, or just one for the round?


male

Let me do some research on that (I'm sort of using the Flaming Skeleton as a template to build the Cold Skeleton, so let me see how that is supposed to work if there are more than one of them).


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

flaming skeletons require multiple saves.

This is going to get ugly. We really need to hold them in the doorway.


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

I'll probably have Windel consecrate the door, or door frame, in RD 1.


male

Slow Down, Windel, you are already done casting spells in Round 1, okay?


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA
Terquem wrote:
Slow Down, Windel, you are already done casting spells in Round 1, okay?

I thought that was happening before RD 1 and the reopening of the door. Basically as everyone reshuffles their position and Hal is providing direction.

Now, I see what you did. You are picking up the action at RD 2.


male

The Map is updated showing

The Drowned Maiden (the girl who is blue)
four Medium Skeletons (RED, ORG, YEL, GRN)
Nine Small Skeletons (RED, ORG, YEL, GRN, BLU, IND, VIO, LGRN, LBLU)

there is a Blue radius template shown that is the zone of the Drowned Maiden's Cold Aura (DC 18)

You can move up to two standard moves away from where you are shown, except Windel who can only move one standard move from where he is shown, before Round 2 is continued.

The Skeletons and the Maiden have moved, so Rownig will be next to go (when it comes up to Miagnik he will be casting Burning Hands, because he failed the save versus the Cold Aura of the Maidens he is not affected by the Skeleton Auras this round)


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

Casting bless is only a std action, Windel should have a move action remaining in RD 1. If that is the case he will be positioned in C, 7 behind Miagnik.


male

Windel has been moved to C,7 as part of his round 1 action


Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 23 T 15 FF 19; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft.

@Terquem: Can I hit A7 from where I am with a morningstar? Or does it have cover?


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

I'm pretty sure you can attack him, but I think the corner of the wall will mean you'll both have cover (+2 Ac.) from each other.

I think he would be taking an Aoo from the skeleton. However, unlike the honorable DM Windel, I would like to retcon a defensive casting to hopefully not take the attack.

Casting Defensively: 1d20 + 6 ⇒ (12) + 6 = 18


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

"Mae, swap with Miagnik! We need to hold this door! See if you can get that side shut so they can only come one at a time!"

Mae, do you think you can force the door shut and hold it. You'll still be able to attack things that are in front of me. I'd like to bottleneck this fight as much as possible.


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Evil GM

A proud day. I decided to DM a Council of Thieves shortly after joining this game as a brand new PbP newbie. Hal's tutorial was awesome for my coding development by the way. So, 26 months later the group has finished the 6 books of the AP. Two of the original players (similar to Hal and myself in this game) stuck to the campaign the entire time, and I had two other players that were very long term. The feeling of accomplishment is pretty cool, as most of you know, it's a feat to complete an AP via PbP. The game has another neat distinction in that we had over 26,300 posts making it the top posted, non-mass player, game on the boards.

That being said kudos to DM Terquem for sticking with this game for 26 months that is rare determination. Statistically, most of the 3900 + games that have been started on the the boards fail within 30 days or before the 500 post.

aka Rownig and Windel


Male Human

Nice achievement baldwin!!! I've been in too many of those that fail, but am lucky to be in a few over the 1200 and 2000 mark...26000. Just, wow. That is so cool!!!

aka Maelodakh


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

That is really, really impressive. Congratulations!


Male Human

@ baldwin - let me know if you are starting another PbP!! ;)


Evil GM
Oceanshieldwolf wrote:
@ baldwin - let me know if you are starting another PbP!! ;)

I just started a Razor Coast game last night the recruitment interest was intense.

I also run an active Rappan Athuk game, if I get an opening I'll let you know.


male

Really an impressive accomplishment baldwin!

on another topic

Back in the day (38 years ago) I used to ask each player what their character was going to do in a round, then roll initiative. A Player was committed to their action before they knew if they would go first or the monsters would go first. In this way, something like a Burning Hands Spell would either do its damage (without being effected by any other player’s action, everyone would get to do their thing and I would, as DM, describe how it all worked out) or the caster would risk losing the spell because the monsters went first and the caster might get hit by an attack. If the Monsters did go first, and a monster did not hit the caster, his spell then would do its damage.

It used to be much simpler, in my opinion, and no less exciting

But I guess today there is a real want to have more say, as a player, on how your character gets things done.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Sorry, really busy last few days.

Honestly, the way you describe, the player takes the action they specified is pretty cool. Somebody panicking and shutting a door closed; letting the enemy get a freebie as a momentary gout of flame washes on the other side of the door does seem pretty cool in my mind.

But I understand the other side of the equation too. So I guess Miagnik will instead conjure up a flaming Sphere instead.


Male Human
baldwin the merciful wrote:
Oceanshieldwolf wrote:
@ baldwin - let me know if you are starting another PbP!! ;)

I just started a Razor Coast game last night the recruitment interest was intense.

I also run an active Rappan Athuk game, if I get an opening I'll let you know.

Eh, I dropped out of a Razor Coast game after losing interest in all the investigative stuff in Port. If the DM focused RC on the Coast as opposed to the Port I'd be up for it - I was an adopted Tulita ex-harpoonist/whaler turned Yohunga, and all the wandering around the Port was far from the island hopping wereshark infested, sea monstery, islander temple-to-forgotten gods I'd hoped for. I checked up on the game recently - they were in... the Sewers...

As for Rappan Athuk, let me know. Always ready to add a tombstone to the Dungeon of Graves.


Male Human
Terquem wrote:

Really an impressive accomplishment baldwin!

on another topic

Back in the day (38 years ago) I used to ask each player what their character was going to do in a round, then roll initiative. A Player was committed to their action before they knew if they would go first or the monsters would go first. In this way, something like a Burning Hands Spell would either do its damage (without being effected by any other player’s action, everyone would get to do their thing and I would, as DM, describe how it all worked out) or the caster would risk losing the spell because the monsters went first and the caster might get hit by an attack. If the Monsters did go first, and a monster did not hit the caster, his spell then would do its damage.

It used to be much simpler, in my opinion, and no less exciting

But I guess today there is a real want to have more say, as a player, on how your character gets things done.

I'm all for this Terquem. Most groups I played in never did it, but it was always how I ran things.


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

Likewise, I dropped that Razor Coast game for similar reasons a while later. I enjoyed the setting, but not that particular game as much. It just didn't grip me.

If a spot opens up in any of your games, I'd be interested.


Evil GM

Will do.

I started RC differently, the players boarded the last merchant ship out of Westcrown as General Vourne and Thrune's navy were on the horizon. Basically at the end of the council of thieves. So this is all DM created.

Everyone is still getting to know each other and my GM style (I run my games at a quick pace), but they were chased down by a lone sloop for questioning. Little do the players know they are carrying Chammedy Drovenge.
-----

The RA game is awesome. It's different in that it's a meat grinder, and the RP is intraparty and in a town, Fentonville, that I created. That crew is fantastic - good party chemistry and reliable posting.


male

Summer time can be a busy time for a lot of reasons. This weekend I am running to Salt Lake City to pick up my daughter who is returning from Nepal, so I'll be away for a couple of days. I'll try to post if anything important comes up like a question about the game or an important Character action


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)
baldwin the merciful wrote:

Will do.

I started RC differently, the players boarded the last merchant ship out of Westcrown as General Vourne and Thrune's navy were on the horizon. Basically at the end of the council of thieves. So this is all DM created.
-----

I'm actually in a Council of Thieves game right now. Just finished book 1 earlier this evening. I must say, from that tidbit alone; things don't seem to end too well for Westcrown's independence of Cheliax.


Evil GM
Miagnik wrote:
baldwin the merciful wrote:

Will do.

I started RC differently, the players boarded the last merchant ship out of Westcrown as General Vourne and Thrune's navy were on the horizon. Basically at the end of the council of thieves. So this is all DM created.
-----

I'm actually in a Council of Thieves game right now. Just finished book 1 earlier this evening. I must say, from that tidbit alone; things don't seem to end too well for Westcrown's independence of Cheliax.

I probably should have used a spoiler, but you'll find out...


male

So, this is one of those situations where I am kind of, sort of, inclined to punish the Player Characters for bad strategy (or not actually paying attention to what everyone else is doing).

Stephanie has thrown a web (round 3) right on top of a Flaming Sphere (round 2 and Round 3)

So what happens? Well, the way it is written is that any flame sets the web on fire, but then goes on to say (cryptically) that the fire burns webs in a five foot area in one round, but it also says the webs are “highly flammable” and in the past I’ve always decided that when flame meets web the whole thing goes up in a Whoosh, in one round.

Everyone caught in the web takes 2d4 damage from the web being ignited as soon as it is in place.

Writing up a game post now


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

Fire burns away webs in the area where the fire is. It doesn't spread. The flaming sphere should only burn the webbing in the space it occupies and rolls through.


male

Yes I know that is sort of what is written (except for the "Highly Flammable" part), but I can't allow that, there is no reasonable explanation for why the fire would not spread to all of the webs in an instant. Anyone who has set fire to spider webs knows this.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

It was really poor thinking on my part. I will need to be far more careful. I also believe that reason should take precedent over the ruling.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

I always thought that's how it ought to have worked too. Having actually burned a few webs in my day. I realize that the web's poor placement hurts the party somewhat. But honestly, I thought it was rather genius, as it's another way to deal a large amount of damage to the enemy... and it gives me another great in-character idea! After all, Miagnik understands spiders and Stephanie doesn't.

As a side note, if we're going with logic based effects, 10 foot area of Grease fire anyone?


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

Actually, having set fire to a whole lot of webs to clear them out of a warehouse on Monday, I can say that the fire doesn't actually spread. It wipes out webs where the fire is, but it's not as if putting a stick lighter up in the electrical box I was working in caused a flash fire that cleaned the whole thing out. I had to put the fire where I wanted the webs gone.


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

Grease isn't flammable. I wish it was, but the spell doesn't mention fire at all.

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