The City of Spiders (Inactive)

Game Master Choon

Current Battle Map


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Male Drow Oracle 1(Shadow)

Heading to my work my very first GenCon later today, so posting will be spotty, at best. Bot me as needed!


Male Drow Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

Or we engineer hanggliders. It was honestly a project i though of immediately when he mentiojed we were on the roof. Or parachutes. Smart soldiers (even common ones) think outside the box.

Firat order of business i think is finding a better defensive point. Find out how much time has passed. Etc.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Calas mutters something about folk trying to kill him with kindness


The Man. The Myth. The Mask!

hehe. Except you.


Male Active Conditions: Minotaur Kineticist (Earth) [Monk] 17

Dont forget that Nate has one too.

I can take some of those charges if you like.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

I wonder how long it will take this party to stop hating eachother and start working as a coherent unit.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Vicalan does not hate anyone but he does not like anyone ether. :)


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

Azzra'el doesn't hate anyone here, hate is such a strong word... doesn't particularly like anyone except maybe Calas, though..


Male Active Conditions: Minotaur Kineticist (Earth) [Monk] 17

If it helps, the 1/2 orc slave doesn't actually hate the drow; just wouldn't mind surviving is all.


Male Drow Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

Im with the half orc, Mourn doesnt hate anyone... he does like living though so . . . besides as a commoner, i just sort of wait about until im told how to feel :P


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

By the way, who's the party loot tracker? I have been keeping track of anything Vicalan pockets but otherwise ignored the small armory that got picked up.

Also DM you never told me if Vicalan's magic detection picked anything up on the passed out nobles.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity
Vicalan Shal'Tludeint wrote:

By the way, who's the party loot tracker? I have been keeping track of anything Vicalan pockets but otherwise ignored the small armory that got picked up.

Also DM you never told me if Vicalan's magic detection picked anything up on the passed out nobles.

I can do it, but I've not picked up the small armory either. Only thing I grabbed was the healing potions.


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

Heya! I'm home, but the hour is sorta a bit late so I probably won't get anything coherent up tonight. Expect a post tomorrow around lunch time EU : )

Did roll for the CLW so you know how many were used.

@Loot - May I suggest an google doc spreadsheet?

Much easier to overlook that then scattered posts in these threads!


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:
Saeras Illthyr wrote:

@Loot - May I suggest an google doc spreadsheet?

Much easier to overlook that then scattered posts in these threads!

Which could also be a handy way of keeping track of npcs, houses and all that !


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

A google doc is easy enough to set up. Here.

City of Spiders google doc

Also. I think we're waiting to see what the captured drow has to say before we move out?


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

can we put a link to that at the top of the page with the maps link? that'd be awesome


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

I plan to keep expanding it and to add an index so that it can be a catch-all reference.


The Man. The Myth. The Mask!

I'll add the Terrance sheet up there. Thanks for making that.
Updating tonight.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Also. As a heads up in case I'm not able to get internet. I'll be flying tomorrow to head towards some military training. I've no idea what the internet situation is out there either, but as long as I have a phone signal I should still be around.

Edit: Just double checked their cell coverage and I should be good. Now I just have to hope I have electricity!


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

DM still waiting on the results of magical detection on the sleeping nobles. :)

Calas I suggest you invest in a solor charger and extra battery charger. The tech has gotten good enough that they are worth buying and work well if you get a good brand. Never worry about having no power for your phone again. Unless you live under ground like drow, then your out of luck.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Oh. I've been tempted. It's one of the things I plan on picking up once I have the spare cash. That and a pay a you go Verizon hotspot.


The Man. The Myth. The Mask!

Sorry, Detect magic finds nothing beyond what you've already found. Even the Matron has been stripped.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Sorry if I was unclear, I was wondering if his detect magic picked up any aura's of a spell or curse that is keeping them sleeping.

P.S. The most powerful females of a drow house don't have a single magical item. Man their cheap! ^.^


Male Active Conditions: Minotaur Kineticist (Earth) [Monk] 17

Yeah they re all bark no bite....i hope that i used my inside voice
...


Female Drow Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3

What are the rules about us all using Stealth as a group? Because it seems like we're all going to try and move stealthily together.
I know how group skill checks work in 5e (everyone in the group rolls, if more than half the members succeed the check then the group as a whole succeeds) but couldn't seem to find anything about how Pathfinder does it.

Also that Google doc is excellent, thanks Calas! I was actually starting to make something similar but yours is much more complete.


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

Pathfinder doesn't really have a good system for group checks (other then some tips and such mainly for NPCs), which is sorta an issue for things like stealth (ie if everyone rolls someone is bound to get a 1-2 and the whole thing is screwed if one follows RAW).

So usually one have to ask ones GM nicely and he/she will have to pull something out of their asses :P


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

(Other then this amusing Teamwork feat called Stealth Synergy of course, but that abomination basically makes large mobs of people undetectable instead ... :P)


The Man. The Myth. The Mask!

Don't worry. I'm not unreasonable on that front.


Female Drow Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3

I think what we've all learned today is that building your house hanging a thousand feet above a cavern floor might look super cool but is not the best choice when you're under siege. :P

I am still not sure where exactly we should be heading, can we get some more information about how many exits the house has and where they go?


The Man. The Myth. The Mask!

Your most obvious is the front gate, but that's likely to be guarded. The second is to simply jump off a balcony, but, unless you have levitate or feather fall at will that's pretty much suicide. Not to mention that they probably have some kind of fliers in the air for just such an eventuality.
The third is a possible escape route that only Vantrag would have been told about. Nathan might have heard of it in passing, but he wouldn't understand what he was hearing because of the secrecy of such a thing. Feel free to make this part up, Vantrag, I'm totally open to it.

Your creativity may be your greatest test here. :)


The Man. The Myth. The Mask!

PS: starting in about 14 hours I'll be on a weekend trip with the family. I still expect to post, but not as often. If I go mysteriously silent for a time, that's why.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

I would disagree, the house has a really good strategic location and alot of natural defenses. More like the defenders were lacking in both defenses and vigilance. Emptying the entire place into a single location for some ceremony didn't help and was likely the only reason they attacked without suffering huge losses. Coming from the air gives no cover and makes you an easy target to fire upon. Coming from the caverns limits your approach and allows defenders to bottleneck your forces. Climbing the stone ceiling also makes your approach obvious and is little better then flying in. Sort of teleportation, which limits the numbers and would clearly be warded against, you can't attack with large forces without being noticed or suffering great losses.

My guess is they somehow knew about the gathering, planted their whammies to disable/kill the most powerful while blasting a good chunk of the defenders gathered. Then timed that with scouts or vanguard units that assassinated the watchmen before their main forces came by multiple approaches all at once. A skeleton guard would never be able to stop them and at best would retreat to more defensible positions.

Anyways getting back on point, don't know about House Kewadin's resources. But an escape route for a place I once built was a secret adamantine door with a superior combination lock that looked like decorative crystals, which were trapped with poison gas and greater glyphs of warding for the unauthorized. All covered by an illusionary wall, magic aura, and another plain stone secret door. As well as a symbol of death waiting directly behind the admantine door, hidden behind a layer of paper that burns itself away if not deactivated properly as you open the first secret door. The hallway for the first 100 ft. was covered in glyphs and symbols of various kinds, then next 100 ft. had various non magical traps. All of which activate based off not having the proper password/item.

Not bad for a surfacer, not that it saved him in the end. But it sure slowed them down. ;)


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Network around here is spotty but it exists.


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

Contingencies for our enemies stopping us: "Hey we killed one of the priestesses; we got her under here. But we didn't find the other one; you can go search while we take the cred for this one!"

Contingencies for our allies stopping us: *Drop disguise* -> "Come with us if you want to live!" -> *Put disguise on them and us again*

Thoughts?


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

It was my idea so I get credit bub! :P


Female Drow Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3

I think the main problem with "disguise ourselves as the enemy" is the 8 foot tall half-demon... he is just a little bit distinctive :P and if the enemies have specific orders about taking out the house's nobles they will have been warned to look out for him as well.

Probably Hakk and maybe Nathaniel should be staying in the back and somewhat separate from the rest of us, and be stealthier.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Ha! Failed to ninja me.

Anyways Vantrag the answer to that problem is easy. We are escorting him to the HQ so the higher ups can have their way with him sense we captured him. A nice gift to get us some reputation and rewards. Is it strange to capture some prizes for torture or public death in drow society?

In nathan's case, the slave wants to switch sides. The bosses can make that call.


Male Active Conditions: Minotaur Kineticist (Earth) [Monk] 17

It's really easy for Nate: He's a slave; no loyalties to be questioned, because he doesn't really exist.It doesn't matter to whom he belongs so much as, he is just property....for now! (And yes, this isn't his first slave life...)


Female Drow Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3
GM Choon wrote:
The third is a possible escape route that only Vantrag would have been told about. Nathan might have heard of it in passing, but he wouldn't understand what he was hearing because of the secrecy of such a thing. Feel free to make this part up, Vantrag, I'm totally open to it.

Have duly made something up, subject to your approval ofc. I figure an escape that sends us into a market stall owned by some merchant allies of the house, but is in a location where we'll probably meet trouble along the way, makes sense without being too easy.

also I really want the chance to get equipment soon because I made the mistake of buying almost nothing during character creation, lol


The Man. The Myth. The Mask!

Good news everyone!
Post coming in just a few hours!


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Dangit Vicalan, stop making so much sense. You're appealing to my logical mind. Makes it hard to stay in character. >_<


Male Drow Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

Im sort of having the same issue in a way, Im like. make your commment now... oh wait, just a common guard if a really good one. Keep your mouth shut and follow orders *lawls* Im sure as time passes I might be able to get a few words in but for now, the smart drow is a silent one *lawls*


Male Active Conditions: Minotaur Kineticist (Earth) [Monk] 17

Probably a good thing Nate doesn't speak undercommon...lol.


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

Azzra'el is just overwhelmed by carrying his grandmother with his 10 strength... doesn't have a lot to add... though he is glad that his aunt isn't claiming matronhood right off, just being a good regent pro tem for now, keeping the group focused and on task to get out of here.


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

Just to be sure before I speak to them, we do want to murder them horribly right and are just looking for an advantageous drop right?

Or should we go for something more convoluted and try to get them to leave their post?


Male Active Conditions: Minotaur Kineticist (Earth) [Monk] 17

Fixed!


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Ideally Vicalan proposed talking our way pass them. He just lets you know that he doubts it severely and would settle to getting as close to the enemy mage as possible to kill him before he becomes a threat.

So unless you roll a nat 20 on bluff and no one's sense motive picks up that we are being tricked. Yes we will likely murder them, because Vicalan is a cynic like that. ;P


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

All right!

Since I'm going to sleep I'll just drop a few contingencies here:

If:

1) Mr Vandree questions why the 'prize' isn't brought all the way to him, Saeras will claim that it is wounded and probably not stable enough to move much further without risking expiration. Also why we want his delicate touch!

2) Mr Vandree sees trough it right away Saeras will hold up his hands and surrender, hoping the guards will overlook him for the more dangerous (and visibly armed) people. He will then look to stab Mr Vandree with his sword-cane.

3) Mr Vandree comes willingly? If that actually happens Saeras will escort him back to our party so that we can all nicely stab him to our hearts contents for a while before the rest have a chance to intervene.

Also, Saeras is focusing his attention on Mr Vandree whom is now suffering some penalties (-2 Will, -2 SR, -2 on DCs of spells or spell like cast. These penalties are not detectable without powerful shenanigans :P)


Male Drow Oracle 1(Shadow)

Hey guys, on my way home from Gencon, but I am already way too tired to catch up on IG, and I won't be home till probably after midnight.

Sorry for silence in gameplay, but I should be good tomorrow.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Any magic used should grant a spellcraft check, why didn't it?

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