The never ending Book2: WotW. (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot;

Battle Map;

Spells; My evil lair;


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The Storyteller

@Vampire, Hit Points, Negative hit points.

So, I was giving it some thoughts about this:
Based on the feats, at the present moment, Vlad is immortal.

A full-fledged vampire has a lot of strong points, but it can be killed. If one knows he is facing a vampire and it isn’t that difficult to know that.

For now, Vlad is an undead with vampire powers, and as undead I want to considerer the following:


  • Unlike common undeads, you don’t get destroyed when reaching 0 hit points.
  • Once you fall into negatives, you don’t suffer damage over the rounds, since you don’t need a CON check to stabilize.
  • If you reach your CHA in negative hit points, your body is destroyed, preventing you to be restored to un-life.
  • If your body is destroyed, your ‘soul’ lingers for a number of days equal to your level.
  • During that same amount of time, if your body is reconstructed, the soul will rejoin and once healed or feed, you can get back into un-life.
  • Once you turn into a full vampire, you follow the normal dying rule for vampires.

So, what are your thoughts on it?


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7
GM Aku wrote:
Divine Protection feat got Errata'ed. Check the new description here: link, with that, the actual will save is21, which isn't enough to disbelif the illusion.

Wow, they really nerfed the living hell out of that feat. It may have been too powerful before, but I can't help but feel the pendulum has swung too far the other way. Is it possible for Zoe to take something else, hardly seems worth a feat for a once per day save bonus.


The Storyteller

@Zoé

Sure, go ahead and change feats.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

The template from feats reads as follows:

If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

I assume unless you were staked, put in running water etc he would remain in this state forever until he was either fed blood or was healed with negative damage..

That said its whatever you wanna do.

And yea I had my to hit right, my damage was off by 1 on each hit..


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

Next round, I can get to some much needed healing... though in Vlad's case, negative energy is the only ticket; any thoughts who I should get to first? Kharn, Argan and Zoe could use some HP right about now as well, and Zoe can spend to channel's to do a positive burst.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Don't worry about me. Get Kharn or Vlad so they can kill the other dog, cause mine is fortunately on the way to meet Asmodeus.


M Ceustodaemon, Greater; couple of levels in Outsider.

Dotting for sentimental element


The Storyteller
Hexor-or-Vexor-never-quite-sure wrote:
Dotting for sentimental element

Haha

that gave scared me.


The Storyteller

@Argan, Kharn

Did you guys form a council of villains or different organizations or each?

@All

Anything else to add before I move the game?
You guys have huge secured holes, most of them I warned you about when you found the goldies and silvers. At the time, you decided it was best to equip yourself (except of Kharn) and leave the horn almost unguarded.

Things don't look good, and I'll not hold punches next time.

If you guys want to do something about it, that's your chance.


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

Is there a post somewhere, or can you repost the security holes?


The Storyteller

Here you have the description of all the rooms and other interesting tidbits.
Also, there's a tab: To do List which contains most of what can be done in the place.

Here is a post about undeads.
Here is some attempt to get things moving.
Here is information about traps.
Here is some more discussion about repairs.
Here is some information about a possible protector. (I’m not sure if Lil ever finished repairing the golem)


The Storyteller

So, no modifications or security updates?

If everything is fine for you guys, I'll continue counting the weeks.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Im currently in the middle of an outage, so 12 hour shifts 7 days a week.. i haven;t had time to look it over nor will i have till next weekend prob..


Female Dhampir Gnome Wizard (Cruoromancer) 7 HP 53/53 | AC 13 | T 13 | FF 11 | CMD 13 | Fort +7 | Ref +6 | Will +6 | Init +5 | Perc +1 | SM -1

Well I still kinda know what's going on, so in an effort not to metagame I'll leave the defenses to the others, but I'm always taking crafting orders!


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

I'll take a look at the situation tonight, see what Zoe can address as far as the Horn's defenses go.


The Storyteller

Here is a list of question you guys might want to answer in order to be better prepared for future invasions:


  • Last invasions proved that, being each in a different floor cut all your fighting power, because it allows the enemies to hunt you down one at time. What will do to prevent that?
  • The horn has six entrances: Caves, 1st Floor, 2nd Floor, 3rd Floor, Sanctum, Room(2-12). How are you planning on defending those entrances?
  • Is there any communication system in place? How do you learn, for example if the caves are being invaded?
  • Are you setting the boggard to guard? What’s the organizations doing to help in terms of security?
  • Where, if any, the undeads are being placed?
  • Was the golem repaired?


Female Dhampir Gnome Wizard (Cruoromancer) 7 HP 53/53 | AC 13 | T 13 | FF 11 | CMD 13 | Fort +7 | Ref +6 | Will +6 | Init +5 | Perc +1 | SM -1

I say we get something like rings of message and just collapse all of the entrances. We can just teleport through the horn with a keyword.

As for my undead:

The minotaur stays with Lil at all times.

The treant guards the front entrance.

The burning skeletons circle the horn at night within sight of the treant. If one of them goes out, it will inform the minotaur who will wake Lil.

I'm open for suggestions with all my boggards and other bloody skeletons.


Lawyer 8/MBA 7/RPGist 5

I didn't read the last posts, but I'm coming here to say I'm still alive but really busy these days, so I might not be able to help with anything here. Please spend all the money we can in defenses guys!

I'm probably be back to normal next week (It was supposed to be this week but then I got surprise visit from my father to solve some problems in town)


The Storyteller

Okay guys.

In order to move things, since no one wants to make a decision, I'll put some traps, create some communication system and spend some gold.

I’ll post the complete list of things later today.


The Storyteller

Sorry it took more time than I wanted.
Here are the modifications:


  • Repair Lock on room 1-23 (superior Lock DC 40; 150 gp)
  • Repair Lock on room 1-26 (superior Lock DC 40; 150 gp)
  • 12 war horn, serving as alarm. ( 4g each, 48g total)
  • 12 minions to guard the entrances 24/7, on 12hours shift.
  • Grumblejack won’t guard level 3.

Total gold expend: 348g.
Each of you should remove 70g for your character sheet.

---

I’ll move the game forward later today.
Any later complaints about: “This security sucks”, will be pointedly ignored.


Male Dwarf Nerd 15/Engineer 5
GM Aku wrote:

I’ll move the game forward later today.

Any later complaints about: “This security sucks”, will be pointedly ignored.

Hahaha, it's appreciated to keep things moving!

Sorry I couldn't be more help, I just know too much about this AP so anything I did would be metagaming. I'm playing in a strictly reactive fashion.

I'm surprised the others aren't posting much.


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Just a few questions and suggestions about our defenses.

1) Has either Lil or Zoey found out about the rituals to call out the mudmen, hell hounds, or nightmare room (2-21)? Kharn would love to have all three of those on our side if possible. If we do know about the rituals then Kharn would like to perform them as soon as possible.

2) Kharn will have his boggards now start watching over room C1 and have them try to lead any intruders who beat the treant into the room with the hydra. Also, he'd like to have his boggards take over guarding room C-15, C-5, and C-4 (4 each if possible)

3) Has either Zoe or Lil figured out how to make the daemons work for us?

4) Kharn is moving from the caverns to the third level room 3-11.

5) I like where you place those guards GM Aku, can we hire about 50 more? I'd like to double the number of guards at each station and add 1 guard with a warhorn at room 2-11 with orders to never go into room 2-12 and to sound the horn if they hear combat inside of room 2-12, 2 guards at room 2-16 with warhorns, in addition add 3 more guards to 1-3 and 1-2 (in addition to doubling the guards already there, so 5 total each), I'd like to have 6 minions total in rooms 2-2, and 2-3 to take advantage of the arrow slits (so we'll have to hire 4 more for each after doubling the amount of guards). Let's also add 2 guards to the Tavern at all times to keep it safe. I'd also like to have extra minions to take over shifts for them.

6) Let's also rebuild the Tavern so that the guards have something to do on their off time, and also hire some brothel workers for the men and the brothel workers can take over room 2-14, and 2-15.

7) Let's have Grumblejack take over guarding room 2-4 and have 5 bloody skeletons with him.

8) Kharn's going to take the time to take 20 on perception checks in each room for a total of 32 to just look around and see if there's anything hidden in any room that we need to know about.

9) If Lil needs anything for the fixing of the golem just say so any golem would be nice to have.

10) Just a quick question, but how many skeletons does Lil have to assist us after taking into account the minotaur, treant, and burning skeletons?


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

As to questions #1 and 3, is it possible Aku to assume that Zoe was doing at least one of those things during my hiatus?


The Storyteller

@Kharn

1) - Yes, the rituals are known.
2) - That will consume your boggard action, setting them to guard the place as an EL 5
3) - Nops
4) - Sure
5) - They aren't hired, they are part of your and Zoe's organization. They are not a fighting force, but just an alarm system. If you wante to set them as combat, you'll need to use organization action to set as EL 5. Other than that, it's fine to have more ppl spread around with warhorns. Just purchased more of them.
6) - That will cost 200gp
7) - You forget that grumblejack can't guard a place 24/7, that's why I removed him from third floor entrance.
8) - I'll check if there's anything you guys missed and tell you about it, but I'm pretty sure I've already posted something in response to an action similar in the past.
9) - I've already posted what's needed to repair the golem, check a couple of pages back in the discussion thread.
10) - I have no idea, and I don't know if this question was directed at me at all. :D

@Zoe
No and No.
But you can do it now if you want.


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7
GM Aku wrote:
But you can do it now if you want.

In that event, that seems a good as place as any to start then.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Ok im finally done with the outage and can put some effort forth again..

My imp has a commune ability with Asmodeus 1/week where he can ask 6 questions. They can only be questions that have a yes or no answer so if yall have any suggestions that might help us feel free..

About our sleeping quarters.. its obvious we cannot sleep seprated anymore as it takes to long for us to regroup.. I suggest we all pick an area all sleep there..

I will have another coffin constructed there for me and keep the other 2 spares for now..

Looking at the loot list it appears we still have plenty of gold. Is it possible GM to just do everything that's on the fix it list?

As far as the deamons go i can try to converse with them, he has a high diplomacy score, and perhaps that will get us somewhere..


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Where are we at on the sacrifice timeline?


The Storyteller
Vladamir Orlovsky wrote:
Looking at the loot list it appears we still have plenty of gold. Is it possible GM to just do everything that's on the fix it list?

Sure.

Just go over gameplay and describe your character performing the actions in the list.


The Storyteller

Well, time's up.

Let's move the game and see what's happens.


The Storyteller

@Lil

With Argan gone, at least for now, and things going slowly as they are, please chime in the gameplay as well.

Don't worry about knowing what will happen. I'll do my best to surprise you. :)


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Man theres on ething ive learned from being the villian, or attempting it.. It much harder than being the good guy..

There so much going on with the Horn and trying to make it defensible and recruiting henchmen.. Im still not sure how all that works btw..

I guess I had imagined this campaign to be more of the "hunt down and kill the good guys" than all the complexity that it really is.. Seems like it would be much easier to run it as an actual table top game than pbp..

Not that ur not doing a great job GM, its just all a bit overwhelming for the time i have to commit to games anymore..

Does it get better at some point or is it just a bunch of wholing up and waiting for the entire campaign?


The Storyteller
Vladamir Orlovsky wrote:

Man theres on ething ive learned from being the villian, or attempting it.. It much harder than being the good guy..

There so much going on with the Horn and trying to make it defensible and recruiting henchmen.. Im still not sure how all that works btw..

I guess I had imagined this campaign to be more of the "hunt down and kill the good guys" than all the complexity that it really is.. Seems like it would be much easier to run it as an actual table top game than pbp..

Not that ur not doing a great job GM, its just all a bit overwhelming for the time i have to commit to games anymore..

Does it get better at some point or is it just a bunch of wholing up and waiting for the entire campaign?

In my experience, it feels hard and complicated because you are still looking at this part as a player, waiting the DM tell you what you can, and cannot do.

This part of the game was designed to give the players freedom to create a defensible dungeon, since you’ll be stuck there for this entire module performing the ritual.
Adventures will come seeking to stop you, the nature itself will rebel against your attempts.

But if you are not willing to make decisions by yourself, and take the game in your hands, and start thinking as a villain, in a dungeon, trying to keep off the good guys, then yes, this module will be boring.

The others get more common, more of the ‘hunting the good guy thing’, but they are nowhere fun as this one, if you are just willing to invest some time to create a dungeon.

-

Also, my spoken English is somewhat hard to understand because of accent, but if you want, we could chat in skype and I'll try to explain what you are missing in this part, and how to make it better.


Female Dhampir Gnome Wizard (Cruoromancer) 7 HP 53/53 | AC 13 | T 13 | FF 11 | CMD 13 | Fort +7 | Ref +6 | Will +6 | Init +5 | Perc +1 | SM -1

If you guys want I could take a much more active role in the defenses, doing my best attempt to avoid metagaming. So just to catch up on a few things...

This ritual takes 222 days, which is just under 32 weeks. What week are we currently in?

We know we need three sacrifices. One is already done, one is a worshiper of Mitra, one is the blood of the Victor. Do we have either of the last two, or do we know where to get them?

We need to manage minions and horn defenses. This is the day to day stuff. We need to ask ourselves:
What can we do to make the horn stronger?
What should our minions be doing? (GM, how many minion actions a week so we get?)
What should we spend our money on? (Lil has crafting abilities, make a wishlist!)
Other things to take care of.


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

I'll hop in as well here where Zoe can be of service; truthfully, Lil and I got through a good portion of this module in our last WotW campaign, and I think some of our defense ideas from there could be appropriated or modified here.

As for the Daemons, I think we'll need to force their hands with the tablets; they won't like it, but every bit helps.


Human

I'll answer the questions in some hours but...

Dearest,

The master saw fit to give you a short break, to enjoy the coming festivities.
He do expects you to be ready to continue your nefarious plot by January 4.

Don’t let him waiting Dearest. The master can be most unforgiving if you waste his time!

Merry Xmas and Happy new year!


The Storyteller

Hey, hello.

Welcome back! :D
So, just to makes things clear:

Zoé, Kharn and Vlad are attending the baron party?

@Vlad

The Daemons have been somewhat helpful. They don't take orders, but they haven't opposed you guys and they will guard the entrance to the sanctum and the sanctum itself.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Yes, Vlad will be memorizing Undetectable Alignment.. Snagger will be attending as well for some recon if neccessary.


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

I will be attending the party yes.


Female Dhampir Gnome Wizard (Cruoromancer) 7 HP 53/53 | AC 13 | T 13 | FF 11 | CMD 13 | Fort +7 | Ref +6 | Will +6 | Init +5 | Perc +1 | SM -1

I'll be staying, partly because that Lil thinks the others will be better in the social situation but mostly because we need somebody guarding the Horn.


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

On a side note, I still have to pick a feat from our discussion a few months back; is it okay to take Leadership? I know we discussed this sometime ago, but I can't remember what the verdict was.


The Storyteller

@Zoé

Leadership is fine. It works differently in the game, since you get and organization instead of followers and a lot of others little rules.
Give me ideas to work on a Cohort, if you are going to pick up the feat.

Also, you need to decide if you are forming a council with Kharn or separate organizations.
I'll post some other details about it later.


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

Yeah, I'll definitely pickup the feat. I'm going to ponder the cohort for a bit, though I'm thinking perhaps a Ranger or something to that effect.

Kharn, you interested in forming a Council? There are some benefits to doing that if I'm not mistaken.


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

I'd love to form a council of evil with all my brethren. It helps out to pool our resources, and I don't see any reason to not work together.


Female HP 52/52 | AC 20| T 13 | FF 18 | CMD 17 | Fort +8, Ref +5, Will +11 | Init +2 | Perc +15 | Sense Motive +12 Cleric (Unholy Barrister) 7

Sounds like a plan then!


The Storyteller

Sorry about the delay.

i'll update later today.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Man as much time and effort as ive put into this character i just dont see this campaign going very far.. Theres like 3 posts a month now and i just dont have time for low post campaigns anymore so im gonna drop..

Good luck to the rest of you..


Female Dhampir Gnome Wizard (Cruoromancer) 7 HP 53/53 | AC 13 | T 13 | FF 11 | CMD 13 | Fort +7 | Ref +6 | Will +6 | Init +5 | Perc +1 | SM -1

It appears some of the party was unprepared for the espionage and subterfuge that comes with this campaign, instead wanting to experience the more simple smash and grab kind of adventure. I, for one, am still entirely on board, but there's only so much that can be done if the majority of the party has lost interest.


The Storyteller

I had some bad times some months ago, in which I was barely being able to post. After that, I’ve never really managed to get the game moving steadily again.
Anyway, I’m not really up for another recruitment and I doubt I’ll have the time necessary to run the game as it deserves. For that, I’m dropping out as well.

I apologize for the inconvenience.

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