Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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nope. I was AZ time, but I moved this summer. Now I'm on the Left Coast just north of Berkeley, CA. Only 23:15 here and I'm going to bed. Too old for that after midnight crap ; )


So what are you doing??

Karethas- bribe
Amir- distraction
Varkata- bribe or distraction
Kzrira-distraction?


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Not sure what the plan is. This is definitely out of Kzrira's wheelhouse. Not sure what the best way to distract might be. I suppose a fiery arrow lighting some straw on the far side of the pens would work, but Kzrira would be against this as she would not want to harm any slaves.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

There is a ladder leading down to a chamber below. We have left the slave pens behind. From below there are voices of gnolls that we can assume are guards of some kind. Varkata's suggestion was to bribe them to let us pass. I think that is also a good idea to try.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

What he said. :)


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Ok. Well then I will try a bribe and then I will try to fight them off long enough to not die while you help if they get mad about it ;)


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I thought Amir was the man with the golden touch, and silver tongue.


Going from a tiny passage to very narrow so only one person can crawl out each round and it requires a stand up which will chance an AoO so long as the singer is next to the entrance. I assume V is going to back up to allow Kz in her place. What's Karethas summoning? My other thought is that he cant really see what's going on yet so I have questions on where he can position his summoning. one of those meta-magic questions- does he need to be able to see the square he's summoning the creature into?

map


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I wanted to summon a leopard, which was when I thought there was a room on the end of the tunnel. I've always played that you need line of effect to the square you are summoning into or it fizzles. Now I am going to do earth elementals behind us and they can just earth glide to the bad woman.


cool. that works!


OK, I think the helf is going to fall pretty quickly now :P. Amir gets a full round of sneak attacks vs stunned foe this round and then rocky, jr will be flanking with him next round... we'll give Amir a chance to post by tomorrow or I'll just roll it out to move along.

honestly bummed that the cockatrice was all for naught. I'm rolling crap and they've really been watered down anyway. le sigh.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

It's true... They're way less tough than they used to be... And you can use their blood to fix any damage they actually do.

On the plus side, stunning someone next to someone who can sneak attack seems to work very well.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I'm away this weekend and, hence, offline. (would have given more warning but I thought it was next weekend). Back to posting on Monday at the latest.


Check V, no worries.

Amir Awad Hajjir wrote:
Wow total deja vu, that is probably weird to say about a message board but still, these posts seem REAL familiar.

how so? although it does occur to me that is unintentionally really close to Faelar's kit. Maybe should check again for ye olde cursed girdle of gender changing.

You killed Faelarina, you Bastards!!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)
Sheik Voodoo wrote:

Check V, no worries.

Amir Awad Hajjir wrote:
Wow total deja vu, that is probably weird to say about a message board but still, these posts seem REAL familiar.

how so? although it does occur to me that is unintentionally really close to Faelar's kit. Maybe should check again for ye olde cursed girdle of gender changing.

You killed Faelarina, you Bastards!!

ROFL - although I am unsure a girdle of masculine/femininity (original AD&D name) was necessary.


yeah, he always did remind me a bit of that prince in the tower from MPs holy grail-
but I want to sing!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Lol - a great scene, and probably close to how I would envision him, albeit slightly more intelligent, but just as ditzy.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Hey now, hey now! Faelar wasn't effeminate. He was just....foppish, and liked to sing, and dance, and married a halfling in what appeared to be a marriage of convenience. Soooo.....yeah.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

The posts just had content and layout that seemed like absolutely had read them before, not sure how else to explain them.

As for Faelar...yeah...I agree with Karethas... what else is there to say but "yeah..." :P


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira is following along. I am checking daily, but am on vacation this week, so posting may be lighter than usual.


I'll be out rest of week as well. Holiday travel and all. Happy Giving of Thanks.


Varkata Steeleye wrote:
Was planning to cast both before Amir's attack -- if there's a space issue in the hallway, though, then I'd do it before Enlarge (sadly, enlarge lasts longer)

ohhhh, i got you. I was willing to give Karethas some leeway for sneaky invisible casting, but not giant clerics. I think that racket would have put them on guard not upsetting the invisible thief's plans perhaps, but prob endangering Karethas' stealth entry.

I think we should just leave as is. only down side for V was suck initiative roll. Also I forgot enlarge is a full round spell, but will waive that as prep and step into the room.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Since we're into fighting, I'll likely just suck it up -- figured casting 'round the bend was (mostly) safe -- but no problems. At least I've "acted" in combat and am not enlarged and flatfooted.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Amir glides into the spot his former target occupied moving to strike at the mamluk and looking at Radi with the intensity of a hawk tracking its prey...

Attacking I9
Sholeh: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Simin: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Psst. Amir. Wrong thread, old chap.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

That's how sneaky he is, he gets his sneak damage even in the wrong thread (although he seems to have forgotten it even though the bad guys should still be flat footed).

Oh, and careful with the "old chap" comments. The old man is touchy about his age.


well, that explains where all Amir's lost posts have gone- they're in another campaign thread...


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Wow...if it helps exonerate my total spaciness I think I have he crud my kid had last week? Lets blame it on that...


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Varkata: You can see them. They just have concealment, so a 50% miss chance for reach attacks, 20% if you are next to them.


actually as fog cloud, it obscures all sight beyond 5 feet.

50% miss chance = total concealment and unable to pinpoint

oh, I forgot about the slaves in the pen- another not very good day for them...


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

That's what I thought -- we cleared out the row we can see, and now I've just got a giant bit of green/yellow stinkgas hiding all the people is like to hit with my enlarged sword.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Easy now! I got a plan!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Start dropping fireballs into the toxic cloud?


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I don't even know fireball. Damage is your job.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Well, you certainly blew me away with that last spell.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Just as a head's up, I'll be out of town and travelling in a "not getting online to check on games" sort of way for about a week, December 12-20.

I know, I know, it's a week away -- just trying to give a little advanced notice. ;)

I'll post another reminder before I go (if only to make clear when Varkata's mind can be switched to auto-pilot mode for a while... )


Gust of wind state it just blows in a line for 60' and "blow(s) gases or vapors to the edge of its range".

Reading back through the thread this seemed to be Karethas intention

Since it didn't reach the end of its range I added a bit about it swirled back a little clearing ten feet around where it eddied against the wall or at least thinned the cloud. no real game effect except that the remaining guards are revealed to speed things along.

So, not entirely gone, just column 7 and a wider area at L,M 6-8.

doesn't look like it's dispellable, so there you are.

To be honest, I'm not really sure why Karethas cast fly on Varkata.


perhaps it is best just to advance a few rounds until the stink cloud disperses, Kzrira inevitably annihilates the orcs, and we find out who's calling her name?


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I could dispel it, since Karethas can't dismiss it -- but I don't like facing a wizard without my dispel. Also, really wishing I had the extra level to get locate person as a domain spell.

DimDoor's short range, though -- can anyone track? I imagine the sudden appearance of a small puddle of vomit from Radi when they appeared (nauseated + dim door sickness) would mean we can find where they appeared -- it's the what happened afterward that's tricky.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I can track. The stinking cloud should only last another few rounds at most. I think it is a round per level, and we have already had it in place for 2-3 rounds. By the time Kzrira has taken out the guards, it should be just about done. We also have to wait for the pit, except for our flying giant priestess.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Sorry! Busy weekend and all. I cast the Fly spell on Varakata so she could get over the pit (risking a Fort Save) and see if they were down that passage. Sorry I didn't make that clear :-).


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Fly and enlarge person are both 1 minute/level, so each should last for a quick chase and super-priest charges down the tiny passages.


WEASELS?! Has Tilnar kenned my subtle AD&D homage?


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

;)

He's pretty clever, but this may have just been coincidence.

Also: it's time to engage the autoCleric. Be back in 9 days.


Varkata Steeleye wrote:


He's pretty clever, but this may have just been coincidence.
Also: it's time to engage the autoCleric. Be back in 9 days.

Ah yes, I remembered you were away for a bit which brings up the holidays. I'll be in and out starting when Valkata gets back sooo maybe we want to just put the game on hold until after New Years?

Evil GM Soliloquy:

Not sure if anyone remembers the old Against the Slave Lords modules circa 1980, but I've hacked in some reimagined bits for fun. At least I'm entertaining myself ; )

Anyway the final encounter (lower level- room #21) had a boss thief with a pack of weasels. I changed them to jackals. Huzzah!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Lol - A1-4, I have the original modules. I always loved how the 4th one was run. Wouldn't work as well in the modern PF game with all the unarmed fighters, wisdom based AC, and spontaneous casters.

Never got to play them. If I had ever managed to finish running the T1-7 (Temple of Elemental Evil), I was thinking that it would be a blast to rebuild the whole Slave Lord series in PF. They turned it into a super module in the late-1980's with a sort of story line that tied them together. Originally, I believe they were created for one of the first GenCon conventions as competition modules of some sort in like 1979 or 1980.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

If this is a good pausing point, I have no problem putting things on hold until after the new year since people are taking time off and obviously the holidays invariably lead to slow posting anyway.


yeah, I had the supermodule at one point. I just remember that the new art sucked. Hasbro has reproduced the originals recently in a hardcover with a new retro-style intro module (A0). It includes the history as well. Yep, early Gen Con tourney. I have that now and it's a kick.


I had forgotten that the weevil people in "Slave Pits" were called Aspis. Interesting, no? I rejiggered them and call my version Ankhen.

and I'm glad to see the yellow sails have been carried over by Paizo : )


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Yeh, I had forgotten about many of those details. My favorite was the Slavelord's Stockade or the Secret of the Slaver's Stockade or something like that. The others were also pretty cool, and as I mentioned, the setup for the 4th module was sweet, although it would probably be much less effective with all the class abilities and feats available in PF.

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