| Argan Midnight |
I want both my sabres +1 and the breastplate too, if you would be so kind. I'm actually afraid to spend the money since we're gonna need it to power up this thing, but whatever.
| GM Aku |
Lootz from last battle:
| Aku Warashi |
Okay.
I know this novella has been going on for quite a long time now.
I’m facing some issues which I don’t really feel like burdening you guys with. For now, I’ll be taking a time away from the boards until I can settle things, couple of days, week at maximum.
I apologize for the inconvenience once again :(
| Aku Warashi |
Well.
It went surprisingly well, all things considered.
My father, which was already at the hospital for some months passed away yesterday.
I have mixed feelings; I’m sad because he left, but I’m also happy because he isn’t suffering anymore.
That and the accident has been taking a toll on my mental and physical health. If you guys remember it’s the second motorbike accident in the last few months.
I was anticipating some problems with the insurance company, which thankfully never happened. The ceremony is done, the man is finally resting.
Thanks for your support and patience.
-Macézar
:O yep, that’s my name.
| GM Aku |
Hey, I'm back.
Sort of.
Updating gameplay after I get some information from you guys.
Tell me, everything fine on your side? Items created, stats updated?
Also, before moving on I need to know where the knot is sleeping, what security measures where implemented.
Please updated the rooms which you modified anything, that way it's easier to keep track of things.
| Vladamir Orlovsky |
Im pretty sure Vlad would not have received any of his requested items yet, being at the bottom of the list..
He put his main coffin in the secret room on the 3rd floor, 3-6.. Stashing 3 not so well built ones as well. One in 3-3, one in C13, and the last one buried 6' under the dirt in a random location in the woods within a mile of the Horn..
He'll use his Imp's commune to ask ole Asmo 6 questions per week to try and help further our goals. If any of you have any specific yes/no questions feel free. If not he'll ask general questions about trap layout/defenses and whether or not the location/setup is good or not.
He'll use his actions to try and recruit new folks each week..
Rolls: 4d20 ⇒ (13, 6, 6, 5) = 30 not sure if thats good enough..
| Kharn the Binder *Cleaned-Up* |
The traps being built are as I remember a Capture trap in room 2/1, and a pit trap in room C/5.
Kharn will be sleeping in the boggard area always having at least two boggards guarding the village, and two watching the cavern entrance when they aren't doing anything currently. The peasants that we capture can be stored in the holding pen with two boggards watching over them. The sister can be stored in room 2/5 while some of the henchmen from the organization watch over her. The hydra can be put in front of the ruined chest in room C/8 and we can replace the chest with one of our unbroken ones and just lock it. Grumblejack can help guard room 3/1 unless someone else has a better place they would like to see him. Also some henchmen should be set guarding the stairs to the sanctum.
I think that Kharn has everything he requested be crafted for him.
| Argan Midnight |
According to the loot sheet this is what was bought so far. I don't think we actually upgraded traps more than that.
2 Locks (Superior quality) 300
MW Forge Tools 55
MW Trap Tools 55
The Heart Cog (Mithral) 500
Smith 50
Reagent of Fire 67
Reagent of Ice 66
Cleaning 1000
Furniture 400
| GM Aku |
@Vlad
The book has a similar item to the one you wanted created:
Shroud of the Daywalker
Aura moderate necromancy; CL 9th
Slot none; Price 18,000 gp; Weight 1 lb.
DESCRIPTION
This funeral shroud at first glance appears to be made of the finest silk no doubt in some dark color such as black, burgundy or deepest blue. However upon closer inspection, it reeks of death and corruption.
When worn by the living, this shroud makes the wearer seem to be undead. Nonintelligent undead cannot detect the wearer as if cloaked by hide from undead. Even intelligent undead may fail to notice you unless they succeed at a DC 11 Will save.
When worn by a vampire, however, this shroud has a very different effect. The darkness woven into the cloak shrouds the vampire and allows them to move about during the day. Instead of taking damage from sunlight, they are only dazzled in areas of bright sunlight or within the radius of a daylight spell. This magic item does not free a vampire from its need to sleep however. A vampire who spends hours awake during the day must make up those hours by sleeping in their coffing at night. Regardless whether living or dead, once per day, as standard action, the wearer may call forth the darkness within the shroud to make them invisible for up to nine minutes.
CONSTRUCTION
Requirements Craft Wondrous Item, darkness, hide from undead, invisibility; Cost 9,000 gp
| GM Aku |
@All
Here are some feats you might want to consider:
Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.
Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GMs interpretation).
Devil’s Pact
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.
Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefit: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.
Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.
Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.
Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.
Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.
Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.
Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.
Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creature’s that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pack one additional time per day.
If you take any of the class pact, you gain the devils pact as ‘bonus’ feat.
==//==
To move the game forward, i'll make some DM decisions here, since I'm not sure where everyone's quarters is:
- Kharn: Bogggard village (c9)
- Vladamir: 3-6 Vlad, how are you planning into moving the coffin into c13? The passage there allows only tiny creatures to pass.
- Argan: 2-8
- Lil : 1-18
Since we are set, let's start things again.
I'll be moving with a steady 1/day posting rate minimum, so try keep up as well.
| Vladamir Orlovsky |
I suppose ill wait till i have gaseous form to build one in there..
This invisibility is nice on that item but i think ill just keep my wide brim hat for now.. I dont like items that replace my resistance bonus..
As far as feats go all mine are already set till 13th level.. Ill have an open feat at 15th..
| GM Aku |
This invisibility is nice on that item but i think ill just keep my wide brim hat for now.. I dont like items that replace my resistance bonus..
If you read the item description, you'll notice it's a slotless item.
Since you didn't use the big mamma hat, and you want to pay the difference in cost, you may get this one instead.---
Woody is guarding the front entrance, the mintoaur is guarding Lil, and the rest are on the perimeter of the horn. Their perception checks are pretty awful though.
I thought Lil has tons on undead patrolling?
I've asked to update the excel file with any modifications and/or arrangements for defense.
No one said anything about where the undead are being placed, so I'm not really taking then into consideration.Even tho in this case doesn't really matter where they are.
| Vladamir Orlovsky |
I didnt notice that.. When it mentioned it as a cloak i assumed it was.. And the Hat cost 9k to make so its a wash price wise.
| GM Aku |
@All
It's night, so you were, most likely sleeping.
Consider those. In vlad's case he has to use a move to get out of the coffin and then drink the potion, which makes him not move this turn. Also, since I don't think he sleeps with Armor, he is without armor (unless some min-maxing says otherwise).
@Lil
Yep, you hear it as well.
| Vladamir Orlovsky |
He's immune to fatigue.. Why would he not sleep in armor? To not ruffle any feathers Ill say this time he's not, which means his speed to 60 with the potion..
In the future he sleeps in his armor though..
| GM Aku |
@Vlad
Ah, yes, there's that.
I keep forgetting you are an undead.
Also, bear in mind that supposedly you are a noble. Why in seven hells would you sleep in armor? Even if you don't have any 'game penalty' it's still very uncomfortable.
Unless Vlad doesn’t care for that at all.
Anyway, I usually don’t mind that sort of thing, as long a reason/motive is given in gameplay. :D
| Vladamir Orlovsky |
I will admit his life choices have effected his sleeping habits lol.. I mean he sleeps in a coffin so his standards have certainly lowered.
On this occasion im fine with him being armorless as the inside of the Horn hasn't been attacked yet. In the future he will be prepared for battle even when he sleeps..
| Argan Midnight |
Hey man don't forget to tell me when the fear is gone, if ever!
| GM Aku |
Some notes:
Vlad
First Round:
Move: Get out of the coffin
Standard: Drinks potion (Even though it should have taken him a move to get the potion.)
Second round:
Move: Move to the secret door
Move: Opens the secret door and pass thru.
Lil
I’m assuming you are, sitting in the Minotaur’s shoulder or something like that, your move speed is 30ft.
First Round:
Move: Moves to the door
Standard: Open it and pass thru.
Second round:
Move: Moves to the temple
Move: Moves to the temple
Kharn
First Round:
Move: Moves
Move: Moves
Second round:
Move: Moves
Move: Moves
| Pleroma |
Hello everybody. Sorry to barge in on your discussion thread, but I am a friend of Lilpinny and am here posting on his behalf. He will be unable to post at all until Friday. Rest assure that everything is fine and his posting will be completely back to normal on Friday. Please DMPC him as necessary. Thank you.
| GM Aku |
Something else I need your input as well:
I've received a PM from Zoé:
In short: She/he is asking if the character wasn't replaced yet, he/she would want to continue playing.
--
I don’t quite remember what happened to Zoe, I think the character just faded into the background while I didn’t come with an excuse to remove it from the game. So, what you guys think about it?
| Kharn the Binder *Cleaned-Up* |
I'm totally fine with Zoe coming back.
| Argan Midnight |
Sure, why not?
| GM Aku |
@Zoe
Welcome back.
@All
Again sorry for delay; End of terms in university, coupled with some freelancer jobs to augment my meager income has made my time limited.
In any event, the worst is past; I’ll update the game with more frequency.
@Zoe
Let’s assume you were at the sanctum, father away from the others, which means you just arrived from the teleporter in the second floor.
I’ve set your token in the map, you may act as well.
| Lilpinny Marfedelom |
I was much more of a dick with the shades spell. I had one of them use it to cast trap the soul, although admittedly I did target the person with the highest will save.
| GM Aku |
Well, you know I'm trying not to kill you guys.
Imagine that, I could have summoned a handful of Crocodiles (not that they would fit, of course. Gargantuan!) or maybe two Elder Elementals
| GM Aku |
Attack: 1d20 + 19 ⇒ (2) + 19 = 21 |CMD is 28
Your crunch marks your bonus with the longsword as +14, with Bull's Str +16.
CMD 23, with Bull's Str 25.
What am I missing?
Edit: Ouch, dumb me:
Vlad double moves and get in view of the moon dogs thing.. He smites the one to the south as a swift action..
AC is 12 versus the none smited one. 17 vs the smited one..
In any event, based on your description, you used in the one that is keeping his distance.
Edit, again:
I know it can be confusing, since I didn't numered the tokens.
I'll do so now to avoid that kind of mistake. Sorry :D
| GM Aku |
Another thing:
The character has no view because of the fog. With that in mind you should have:
a) Moved forward and strumble with the dog as you tried to leave the cloud, which is what he wanted when he stopped there after the cloud as set in the place.
b) Take an AoO to move to your current position.
Unless there’s another explanation, of course.
| GM Aku |
Lil looks at the pretty creatures and gasps. What an excellent friend it would make! But first it needed an attitude adjustment...
Lil casts blindness at the closer opponent.
There's an incendiary cloud between you and your opponent blocking your Line of Sight for target based spells.
| GM Aku |
@Lil
Please add a quick status bar to your profile as everyone else.
This is the required information:
HP 50/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
You can also add any other skill you find it relevant.
@All
Please, when posting your action, also post any active effect and your current AC/Saves.
Here is an example:
-- Veronica Pre-combat Round --
Knowledge (Religion): 1d20 + 6 ⇒ (1) + 6 = 7
As her teammates burst into action Veronica brings a hand to her forehead and gives a quiet prayer.
Oh God of Righteous Vengeance,
Before thy servant lies evil incarnate,
A torturer of innocent souls,
I ask thee, grant me Power!And with the sharpness of that last word a faint flame flickers and the hands of the Holy Warrior. Her prayer completed, she nods at the young girl and moves towards the fleshy creature as it tried to form, her cloak tightly in hand.
Casting Divine Power (+2 luck to-hit and damage for 1 minute) and move towards the... thing
- - - - -
-- Veronica Round 1 --
Veronica grimaces as the flesh knits itself together, releasing a deep cough as she swings her weapon at it with all of her might, hoping that even if she couldn't harm it, at the least she could distract it.
Attack vs. Fleshy thing <divine power>: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Attack vs. Fleshy thing <divine power>: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7-- Current Affects --
4 Dex Damage
Divine Power (+2 luck to to-hit and damage)
Wielding Shield (+1 AC, included in status bar)
| Zoé Harman |
The other issue is one of range; Zoe is on the far side of a 20ft radius incendiary cloud (over 40ft to the closest PC), and her burst centers from her outward for 30ft; in other words, the burst can't reach that far.