Redemption in the Dragon's Lair (Inactive)

Game Master Terquem

Can what was done, be undone?


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just found these beauties here - Air Crystals (50 gp): An inexpensive personal bottle of air. Find yourself underwater, in a void, or otherwise bereft of air? Pop some of these beauties in your mouth and you've got 1 minute of breathing space to plan your escape (note that you can't talk while chewing on these crystals).


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |
Syndir Apep wrote:

just found these beauties here - Air Crystals (50 gp): An inexpensive personal bottle of air. Find yourself underwater, in a void, or otherwise bereft of air? Pop some of these beauties in your mouth and you've got 1 minute of breathing space to plan your escape (note that you can't talk while chewing on these crystals).

Another alternative (which Elise has at the ready) is a Potion of Air Bubble. Better because it lets the user talk. Not as good because it can be dispelled (ouch!).


male

I've received some strong criticism of one of my other games and it is effecting me in a bad way, but I'll try to stay on top of this game and keep the battle going as best as I can.


HP 38/38, ini +7, AC 18, touch 17, ff 11, fort 5, ref 9, will 4

Well, I surely can't say anything about another game I know nothing about, but this game is going quite nice so far.


I agreed. I am having a lot of fun thus far.


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

Having fun so far.


I echo everyone else's sentiments. I think you're doing a great job so far... and I love the concept of this game.


Female Human Druid (Lion Shaman) 5 | HP 51/51 | AC 14 | T 14 | FF 10 | CMD 17 | Fort +7 | Ref +4 | Will +9 | Init +4 | Perc +10 | Intuit +8
Faelyn wrote:
I echo everyone else's sentiments. I think you're doing a great job so far... and I love the concept of this game.

I agree on loving the concept. It is highly original; a character-based mystery is rarely ever the focus of a game.


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Definitely going to have to add on here...

Like many others I stalk these forums on a regular basis and one of the main reasons I applied to this game was because of how good of a writer you are Terquem. Don't know if the others are aware of your One Gamer's Life story or not but its certainly worth a read....(side note - ready for the next installment there..)

That coupled with the fact that you've had several cool ideas for games that are out of the box. The Beginning of all things game stood out also.

And much like the others have said. This game's concept is just way too cool and well above the par of 'you all meet in a tavern' games. Not that I wouldnt join those and have fun as well its just cooler IMHO.

So dont take the critism too close to heart and when you're ready; we'll be ready to continue.


male

Thank you, all of you!

Can everyone see the map? It is in a link at the top of the page (Current Encounter Map)

I would like to roll initiative for each of the three groups of monsters (for now let's call them Yugolu)

Yugolu Brutes: 1d20 + 1 ⇒ (1) + 1 = 2 These are the Green ones
Yugolu Mites: 1d20 + 2 ⇒ (18) + 2 = 20These are the Yellow
Yugolu Pups: 1d20 + 6 ⇒ (19) + 6 = 25These are the Orange


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Map looks good to me.


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Agree with everyone - I'm very excited by the story! Map looks good; I know Kaleelah and her cat want to be a step closer.


male

I won't be able to edit the map until late tonight, but we can assume everyone is where they want to be, and Keleelah is moved forward to where she wants to be.

Initiative looks like this
Elise – 26
Syndir – 25
Orange Yugolu – 25
Yellow yugolu – 20
Azana – 17
Jacen – 16
Harland – 14
Kaleelah - 10
Green Yugolu – 2

as long as no one of us is in too great of a hurry, we can wait on each other to take our turns in order. Would that be all right?


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I have no problem with a little wait but you should put some sort of limit on how long. ie 24 -48 hours before DMPC and we move on or some such.


male

That's a very good idea. I think 24 hours should be enough.


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

How about a rule that players can go out of turn as long as no enemy acts in-between their turns? So in the current example, either Syndir or Elise could post. It's a balance between keeping turn order and allowing people some flexibility as to when to post.


male

Yes that works too, as long as you are okay with your action, in relation to what someone else wants to do.

Also, I am very old, and with that I am old school, and I encourage players to talk to each other, out of character, in this thread, if they want to discuss strategies.


Female Human Druid (Lion Shaman) 5 | HP 51/51 | AC 14 | T 14 | FF 10 | CMD 17 | Fort +7 | Ref +4 | Will +9 | Init +4 | Perc +10 | Intuit +8

So should I lob some Flaming Spheres at the archers? I doubt I will be able to get into melee for a couple of rounds.


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@ Elise - great idea. I'd even propose having Terquem roll everyone's initiatives to cut down on the wait. We could post a bit of relevant info in our profiles so it shows up in each post like Elise did so that it's easily at hand for our GM.

@ Kaleelah - using any ranged tactic will work well here since the battlefield is so narrow. It will take some work to get all of us into melee range and giving those archers something else to worry about will help out. But save some spells; I have a feeling that this is just the tip of the proverbial iceberg.


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Elise fully endorses flaming sphere lobbing!


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

I'm intending to hit the one in D20 (along with all his friends in a ten foot area) with Thundercall. It's not like we need to be subtle after the cannon fire.


male

Okay there is a new PDF overview up, and I am updating the map to show some of the Character moves. I hope to put up a post this afternoon


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |
Azana wrote:
I'm intending to hit the one in D20 (along with all his friends in a ten foot area) with Thundercall. It's not like we need to be subtle after the cannon fire.

Look out for me! I'm in the line of fire if it's centered on D20.


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

So you are. I'll shift the blast, then. C21 should avoid you.


male

Azana, could I ask you to be specific about the squares affected by the spell when you cast it? You see, even though I've been a DM for 36 years there is still so much I am unfamiliar with, and I could look it up, but, meh, I'm lazy, thanks!

Also, what do you all think about the new PDF overview image? Is that helping at all?


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I can only see the one corner but its a pretty sweet looking corner.


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

I decided it would be wise to go and double check. It's rare I use blasty spells even as a caster. It doesn't work quite how I thought it did. If you look here you can see that the spell is cast at the inter section of the grid, and hits quite a lot of things around it with a ten foot blast.

So if cast in the top left corner of d21 I would hit the monsters in squares e21, d20, d21, c21, b20 and b21. Any monster that have moved into e20 or c20 would also be affected. Hope that explains it all.


male

Sorry for the delay, I will be at this late tomorrow, if I don't disappear into the tall grass in the back yard while trying to mow in the morning, or die from the stoopid heat!


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

The heat is pretty horrible, even in the UK since we're not used to seeing the sun.


male

When do Perception and Intuition work together?

One of the questions I get asked at table games frequently (in good fun, by good nature players) is "Can I tell how many hit points the monster has left, can I tell how close to being dead it is?"

Well now you can.

You can make a perception Check, the DC is the monsters Remaining HP, followed by an Intuition Check, the DC is the same, but is modified by a +2 if you succeed on the first check, or by a negative modifier if you fail the perception check (by a negative equal to how far you failed by).

If you make both, I'll tell the character what they can figure out about "how close to death" and enemy is (and I'll tell the player how many hit points the monster has left, I know it is a bit meta, but it adss a little fun, don't you think)


What's the point of making an intuition with -2 after failing perception if you need to pass both to get anything either way?^^


male

The information you get from the roll is 100 % accurate if you make both rolls. Failing the perception, and making the intuition can result in useful information, failing both is for role playing being very wrong about what you think you know


male

I will give Elise more information given her rolls, but for clarification, sorry if I didn't pay it up a bit more, the monsters are using spears, which do not have reach. The monsters have strange double jointed limbs, and they have reach, but can also attack close by folding their arms


Ah, got it.


Female Human Druid (Lion Shaman) 5 | HP 51/51 | AC 14 | T 14 | FF 10 | CMD 17 | Fort +7 | Ref +4 | Will +9 | Init +4 | Perc +10 | Intuit +8

Could I get an updated version of the map. I'm not really sure who's still standing where now.


male

The map should be updated now, a red X indicates a monster is dead, while a red O indicates the monster is incapacitated. I will make Saves for the second round Thunder, and resolve Elise's and Harland's attack tomorrow


male

Azana - I need a little more help on the Thunder calling, I think I'm confusing myself. If the monster makes the fortitude save (DC 15) do they still take any damage from the spell, like half, or does the save only keep them from being stunned, and they always take damage?


Male. Mostly. Human. Mostly. Archaeologist

No, the save is purely to avoid being stunned - they take damage regardless.


male

Round 3, looking for Syndir to post, will give him a bit more time today, and Then I will move on to monsters (and we can fix it later if we have to).


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Oops! Didn't realize you were waiting on me. Post coming up shortly!


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Does Azana want to Thundercall more? If so, Elise is staying back. If not, she is going to spring attack her way to the BBEG, daring AOOs from the little ones.


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

No, I don't wanna Thundercall constantly. I'll start a performance this round, and use Shatter next if there's anything still around.


male

need to do some research today


male

Azana - I read some threads here from people who seem to think the Thunder Call is overpowered, and I disagree. First though I need to ask if we are doing it wrong? I see that the damage increases to 3d8 at 7th level is that correct? If so, we may have goofed. Also, could you correct the Ability Scores in your profile to reflect the ones in the long description?


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

Thundercall's usually 1d8 at this level, but an Aasaimr can use her favoured class bonus to level up a Bardic performance as her favoured class bonus. Sorry for not making that clear.

I'll swing by and fix the stats stuff in a bit.


male

Harland - I know it can take a little extra work, but could you add a bit more detail to your profile, expand it a bit so I can check details when I need to?

And as a general note, that little trick of putting the "Critical" combat information so that it appears on each post under the Character name, is really handy. I won't tell anyone that the information should be formatted a particular way, go with what you feel works, but stuff like Saves, HP, and AC are handy when they can be seen at a glance.


Female Half-Orc Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

OK, should be all updated. tell me if I screwed something. I got some bad news today, so my head isn't entirely on right.


male

Hey, take time to center yourself, be well, I hope things can work out for you.


Female Human Druid (Lion Shaman) 5 | HP 51/51 | AC 14 | T 14 | FF 10 | CMD 17 | Fort +7 | Ref +4 | Will +9 | Init +4 | Perc +10 | Intuit +8

I am going to wait and see who Jacen and Harland pick for targets before making any calls.


HP 38/38, ini +7, AC 18, touch 17, ff 11, fort 5, ref 9, will 4

Just noticed I forgot to factor in the music, so both hit and damage should be 2 higher.

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