The Dark is Rising - WotW Part I (COMPLETED) (Inactive)

Game Master Darkness Rising

"No one ever became extremely wicked suddenly."

-- Juvenal

MAP OF TALINGARDE | NPC LISTING | LOOT | MAP OF ALDENCROSS | MAP OF BALENTYNE

Talingarde is the most virtuous, peaceful, noble nation in the world today. This is the story of how you burned it to the ground.


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map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Tempting offer, DM...but I'm trying to lighten my PbP load a bit, rather than add to it. I made an exception for this game, because I've wanted to play this AP very much and it looked to be of very high quality (and is definitely living up to that first impression). Mummy's Mask hasn't caught my interest quite so much, so I'll wait for another shot at it, I think.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Same here: Mummy's Mask isn't really my thing, and I'm in enough PbP as of now.
Only games I'll try to get in are CotC campaigns (really see few of them nowadays :( ), or a really awesome homebrew (in a year of lurking, I still haven't found one that appealed to me that much).
Or a place to play a Kuthithe, but that's a given. :P

I heard that in Champions of Corruption there will be rules for Nidalese body art. *Squeals*

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Hmmm, let me see. I am in a MM, but it has sort of stalled. My character died, and I do not know whether they are waiting for me to create a new character. I should have an answer before too long.

Also, I am in at least one other campaign with MarkOfBane, so at least one there will know me if I join.


Male Human

I am already in a Mummy's Mask game, so it is a no from me, although a regrettable one as I am very much enjoying this game.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

I appreciate the invite, DM, but Mummy's Mask isn't on my list for now.

Etna: I may - may - try running a CotCT on PbP once I've been around a bit longer (I only 'arrived' this Summer). Will let you know.

Also, back on topic, d'aw... Tkaara has her very first minion! Cuuuute :)

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

The first of many.


Tkaara, I think I have managed to fill the two available slots for the Mummy's Mask Table #2 however if you are interested I may have a slot available for you on my Mummy's mask Table #1. Just let me know.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

@Hecate: Woohoo! CotC! *.*

And I'm trying to come up with a plan to take on the guards. What they think they're doing, doing their job and stuff?


I marked the drunk horn blower with a little red dot on the map so you will know who he is.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Would Prestidigitation be powerful enough to snuff out a torch? That way, one of the guards will be forced to go to the warehouse to retrieve a new torch, and we'll know which door is the right one.

EDIT: yeah, no. Gust of wind does that, and it's a level 2 spell.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

The plan looks pretty good to me. A couple of thoughts:

Yes, let's heal 'Jack a bit more.

As we put the finishing touches on our disguises, I'd suggest that everyone help out, checking the little details, tucking in Tkaara's hair, etc. - so we can get some Aid bonues to our rolls.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Need to know whether DMA wants to do the rolling for the disguise or not. Seems like one of those things that we should not know the result of until it works - or doesn't.


Male Ogre

Correct I will roll those checks in secret. That way you don't have a clue how good your disguise is until it is time.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Yeah, I was figuring you'd roll them, but we can still get Aid, no?


The only way to get a bonus from aid is to use the full disguise skill which requires:
"Creating a disguise requires 1d3 × 10 minutes of work. "

It will be a straight disguise check with the following modifiers in play:

Disguised as different gender1 –2 to disguise check.

and the guards get:

Friends or associates +6 on there perception checks to realize you are not who you are suppose to be.

These checks will be made once you are within twenty feet of the guards.

Up until you are within that twenty foot distance it will simply be a disguise/bluff skill check with a +5 situational bonus versus their perception check with a -1 penalty per 10 feet that you are away from them.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Everyone ready? Tkaara, you want to take the lead on this post, since I've done so much of that recently?

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Well, post is up. Hope I don't get us all killed.


Well I am beginning to process the actions... please do not post in the gameplay thread until I complete processing the scenario.

Good luck to all......


That was about as brutal as it gets........ Ouch!

Erevan is up.


Male Human

I will be posting later on as I am getting to work now. Still, unless I am mistaken, my only option is to use the longbow and fire into melee, correct? Even by charging I would not be able to cover the distance and, say, bull rush the guard or something.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Well, given Erevan's time zone, he's not likely to post right away, so I'll see what happens tomorrow. But those were some bad rolls for us and good rolls for them, eh?

For future reference, DMA, Felrin will generally fight with his claws rather than the club. I just picked it up in case I wanted to knock someone out rather than killing them.

Edit: Funny cross post, Erevan!


With the result I was going for the most damage at once, hoping you and Tkaara would knock him out. the club was 1d6 and the claws are 1d4... the fumble made it not matter at all......


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

That makes sense.

I assume blowing the horn will provoke an AoO, if he tries it, right?


Yes it will provoke from Tkaara right now, not you. No AoO when Flat Footed unless you have combat reflexes. :(


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Ouch. The first battle went too smooth, this is karma for it. :P

Still, if both Erevan and Tkaara hit we could be able to kill the guard. I hope. :/


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Just catching up on events. Ouch, this has NOT worked! Still, we're all in one piece and if we have to fight our way out at least we're better equipped than we were at the start.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17
DM Asmodeus wrote:
Yes it will provoke from Tkaara right now, not you. No AoO when Flat Footed unless you have combat reflexes. :(

But Felrin is not flat-footed, he acted in the surprise round. I do not typically nit-pick on rules, but the PRD says "Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC."

So if a combatant is flat-footed because he hasn't acted yet, then Felrin is not flat-footed. You go through the surprise round in initiative order, but only some people get to act. So that satisfies the the slightly wonky wording of flat-footed.

In short, once you act, you're no longer flat-footed, whether you act in the surprise round or after. There are numerous threads on the boards that support this conclusion. So Felrin should get an AoO with his club on the horn-blowing guard.

I'll hold off on rolling anything until I know your view on this, DMA.


Male Human

Felrin rolled a Natural 1 on an attack, thus he got a Fumble due to the optional house rules (the ones involving natural 20 and natural 1 and villain points). Here is the relevant post (check the OOC spoiler).

Click me.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Well, so much for my rules-lawyering! Thanks, Erevan. I skimmed the OOC spoiler there, but missed that bit.

DMA - do you have a table of random events you use for the fumbles? I'm just curious what other possible outcomes are, as I enjoy the way such things play out.


That is correct. The fumble caused the one round of being flat footed not the initiative order.

Yes I am using the critical fumble and critical hit decks from Paizo. So there is a lot of different ways it could play out.


To give you an example on your fumble card that I drew for your fumble were the following:

Melee Attack: WIDE OPEN You are flat footed for 1 round.

Ranged Attack: CRACKED Your weapon takes 1d6 points of damage. Ignoring Hardness.

Natural Attack: FIST MEETS FACE The attack hits you and is a critical threat. Roll to confirm the critical hit.

Magic Attack: DISTANCE RIFT You are teleported to the nearest square adjacent to your target.

So all in all it could have been worse if I had used a claw. lol.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17
DM Asmodeus wrote:
So all in all it could have been worse if I had used a claw. lol.

Indeed. Those are great, looking forward to seeing both us and our opponents run into them. Or is it just the players who get them?


An example of a critical hit card is below (Natural 20 only, no confirmation needed.) also enemies do not get to use these unless they are a named NPC.

Bludgeoning: MOMENTUM +2 on all your attack rolls for 1 round.

Piercing: BLOWN BACK Target is knocked prone.

Slashing: TANGLED You may automatically grapple the target if you choose.

Magic: PRETTY COLORS Target is also dazzled for 1d4 rounds.


All enemies get the effects of fumble cards.... only named NPC's get the natural 20 critical cards.


@ Tkaara

Natural 20's do not have to be confirmed, they are always critical hits and you will possibly get a random effect on top of the crit damage.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Ah, ok. This is sort of new for me doing it that way. But, hey, I would have confirmed anyway, so it makes it feel real.

Now for the fun of seeing what happened to the guard, maybe his head got knocked into the last guard or something.


Now if you would have just swung at the one on the ground with the signal horn... lol


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Didn't Felrin hit the one on the floor with the horn?


Yes he did.... Hopefully when things play out it will be enough.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

I would have swung at the one on the ground if he was still alert. I thought he was already down. Should have posted in the alternative.


I just wondered because you actually go before Felrin in the Initiative so you would had not known he got hit by Felrin. Do you want to make him your primary target?

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Yup, I would definitely have KOed him. Probably means that Felrin will miss on one of his attacks, but getting the one with the horn down is the first objective.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

If Tkaara takes out the guard with the horn, Felrin can shift his 5-foot step to C1 and still get a full attack on either of the other guards.


Beginning to process the rest of the round, hold tight till I am done....


As brutal as the surprise round was, this one was just as brutal but in the groups favor.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

That was great! I really like the fumble/crit rules, haven't played with them before. Nice to see them in action already, on both ends of the spectrum.


Crits outside the natural 20 work as normal. You must confirm them and have no chance of a random event.

Critical hits and fumbles to me add a little extra here and there (Both good and bad) but to me it adds way more flavor and life to the game as a whole.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

I completely agree. Back in AD&D days, my brother and I used to play with the Arms Law critical tables for this very reason. Each weapon type had a critical table - puncturing, bludgeoning, etc., and each table had 5 columns with degrees of severity and you rolled percentile dice to see how far down the column you went. If you rolled a 66 it was especially brutal.

There were criticals like "Strike through foe's kidneys. Foe dies after 6 rnds of very intense agony. Very sad." and my favorite arrow critical: "Shot through both ears proves effective. Foes dies instantly. Pretty shot."

There were awesome fumbles, too, like "Stumble over an imaginary dead turtle. You lose two rounds of attack, but can still parry."

The system had some pretty serious flaws, but has never been beaten for crits and fumbles.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

One thing that I never liked about Critical fumbles is that martials characters, who supposedly should get better at fighting as they level, become more and more susceptible to fumbles as the number of their iterative attacks grows. :/


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

LIP CUT sounds like it ranks right up there with PARTICULARLY UNPLEASANT SPLINTER as far as deadly criticals go, but I'll take it!

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