Vampires of Golarion - The Quest for Eternal Night a Second Darkness AP (Inactive)

Game Master Dennis Harry

The Journey Through Ustalav

The Hunger:

Hunger Rules

Where the living suffer physically from starvation, undead suffer mentally. After long enough without a “meal,” even the most arrogant vampire becomes a bestial creature of instinct. Withdrawal weakens the monster, and as its natural defenses fail, its behavior becomes irrational, particularly when it’s around sources of what it is denied or has denied itself.

A carnivorous or otherwise life-draining undead may safely go a number of days equal to its Hit Dice without a dose of its preferred meal before it starts to feel the effects of hunger. Each additional day after this grace period, the undead must make a Will save (DC 10 + 1/2 the undead creature’s Hit Dice, + 1 for each previous check).

If the undead creature fails its save, it enters withdrawal and begins to take penalties according to the Withdrawal Penalties table (see page 23). It must continue to save each day until it feeds again. Additional failed checks increase the penalties as shown on the table. Feats and abilities that affect mortal hunger (such as Endurance or a ring of sustenance) do not apply to vampire hunger.

An undead that is suffering from withdrawal grows increasingly drawn and gaunt (or diaphanous and tattered, for incorporeal undead). Any attempts by the creature to conceal its undead nature with the Disguise skill are penalized as noted on the table.

An undead that suffers withdrawal is acutely aware of its unfulfilled addiction; if presented with the chance to feed, it might be compelled to do so, regardless of the consequences. Anytime it comes within 10 feet of a helpless creature that can sate its desire, it must make another hunger save at the current DC. Failure means it falls upon the helpless creature—whether friend or foe— and attempts to consume or drain it. Until the undead has fed, it can take no action other than to feed from this helpless creature or to enable itself to feed (such as a moroi grappling a creature so it can use its blood drain). During this feeding frenzy, the undead creature takes a –2 penalty to its AC.

Withdrawal Effects

An undead that hasn’t fed recently suffers from withdrawal, depending on the number of hunger saves it has failed.

As shown on the Withdrawal Penalties table on the facing page, an undead creature suffering from withdrawal takes penalties to channel resistance, on Will saves, to Strength and Charisma scores, to damage reduction, to fast healing, and on Disguise checks. The withdrawal penalties apply only if the creature has the ability in question. For example, a hungry moroi’s damage reduction decreases, but a hungry ghoul ignores that column because it doesn’t have damage reduction. All penalties are removed when the creature completes a single feeding. This only ends the withdrawal penalties, and does not grant the creature any feeding bonuses beyond those granted by the creature’s ability associated with feeding.

If the undead’s Strength or Charisma penalties equal its Strength or Charisma, it becomes inert, helpless, and wracked by nightmares of hunger; it only revives if fed by another. An undead creature’s channel resistance, damage reduction, and fast healing cannot fall below 0.

Applicable Table for Withdrawal Penalties

Initiative:

Dramatis Personae
Allizsah [dice]1d20 + 2[/dice]
Murnau [dice]1d20 + 9[/dice]
Murza [dice]1d20 + 8[/dice]
Rosalind [dice]1d20 + 8[/dice]
Thulmerë [dice]1d20 + 8[/dice]
Veldrin [dice]1d20 + 8[/dice]

Perception:

Dramatis Personae
Allizsah [dice]1d20 + 4[/dice]
Murnau [dice]1d20 + 12[/dice]
Murza [dice]1d20 + 9[/dice]
Rosalind [dice]1d20 + 10[/dice]
Thulmerë [dice]1d20 + 24[/dice]
Veldrin [dice]1d20 + 16[/dice]


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Shadow's Status

Getting somewhat close on finishing the Campaign Tab. I'll have it fully fleshed out tonight but it will still need a bit of work in terms of consistency but at least all references to rules questions will be in one location.


Shadow's Status

FYI, I increased the range of Immobilizing Eyes and added a goodie to Decollate.

The tab is FINALLY done. Needs a bit of work but that is a good start.


Shadow's Status

I'll give till Monday an opportunity for some of those who have not had a chance to respond to my last post to chime in before we move on. All of the players from the 13 are now here. Introducing them on a rolling basis I think has more RP impact and makes it easier to digest what is taking place.

Helt BTW has been sick which is part of the reason for his slow posting plus he is more about action than words :-)


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Sorry about that, I was downtown last night.

I will update my fort save with your new ruling and the vampire powers,etc.
Added a section of Secrets house Zura holds. Good work on that Campaign tab, must of taken forever considering how unfriendly writing long post is on this forum.


Shadow's Status

Yep took a while plus my daughter did not have a good night so interruptions did not help!

Still it's about 90 or 95% done so it was worth it.


Shadow's Status

A cranky child and map difficulties in another game have thwarted my efforts to update this tonight. I will get to the update tomorrow.


1 person marked this as a favorite.
Shadow's Status

I could spend a year running this scene as a depraved Vampire dinner party I am having so much fun with it, before I lose the attention of you my Fiendish Blooodsuckers I will move us on. The next post will be Friday as I will need an hour plus to craft it.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

This is why I wanted to be able to play Veldrin again!!, even if/when he's around those who might be more powerful than him, he knows he's better than them.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

I'm glad Thulmerë got used here. Originally he was going to be my nazgul esque character for Storyteller's witch game.


Shadow's Status

A 90 minutes update... wow, hope it reads well :-)


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

It was godsforsaken awful! I wanted to claw my eyes out and not in a good way!

Seriously,

Rather well written Shadow! Won't be till tomorrow that I reply however.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Very good post, I will post later on today as well. Thul will have an appropriate reaction when encountering the avatar of his vampiric "mother".


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

I'm impressed you're able to keep up with all the attendees, much less post well written updates.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Okay, finally got Murnau and Caligo's sheets updated. I swapped Murnau's glitterdust for command undead, switched a rank from K (local) to (religion), and for Caligo I switched two K (arcana) ranks to (religion) as well. Because in Creation, I forgot what knowledge is used to ID undead.


Female Half-Drow Vampire Bard(Sandman) 7/ Vampire
Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8

Good to know that not all of us where made with intrigue in mind.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

*Whistles "innocently"*


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

If I recall correctly, I think we're also playing with skill unlocks.


Male Elven Vampire Dread 7 | HP 94/94 | AC 28, T 15, FF 24 | Fort: +10, Ref: +13, Will: +10 | Init: +10, Perception: +30

I'm hopping on the skill point shift train; I guess getting Kn Religion and being able to recognize other undead mighttt have a few advantages / make rational sense for a character like Zelic who's so concerned with the afterlife.


Male Half-Orc Vampire Conscript 7 | HP 88/88 | AC: 27, T: 16, FF: 21 (Unc. Dodge) | Fort: +7, Ref: +15 (Evasion), Will: +6 | BAB: +7, CMB: +17, CMD: 24, M.Attack +19/+14(1d8+12) | Init: +9 | Perception: +21

I think I'll allocate some more skill points to Punching and Clawing, while we're at it.


Shadow's Status

I think skill unlocks make a great deal of sense for vampires. :-)


Shadow's Status

I'll update this tomorrow, want to get to bed early tonight and I have a few more things to do in other places.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level
DM Master of Eternal Night wrote:
I think skill unlocks make a great deal of sense for vampires. :-)
Hmmm... I think I figured out how to counteract another vampiric weakness! one of the Swim skill unlocks, after all, grants a swim speed, and per the vampire template
Vampire wrote:
If the base creature has a swim speed, the vampire is not unduly harmed by running water.


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

I have a swim speed thanks to my bloodline feats, but I'm alive anyways /shrug


Shadow's Status

I'll try to get to this tonight or tomorrow. RL issues kept me from getting to it as originally planned last night...

Liberty's Edge

Male Halfling

Looking for some rp with me from fellow players please


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Very sorry grym, I will in the future try to rp with everyone. Until we're sectioned off into smaller groups.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin arrived late, and only interacted with one new person, as he already knew Thulmere, and Allizsah, before the council was called.


Shadow's Status
Saban Wright wrote:
I'm impressed you're able to keep up with all the attendees, much less post well written updates.

The amount of attendees here is nothing, check the amount of NPCs I am operating with here, Campaign Info tab - spoilered tabs :-)


Shadow's Status

Update in progress...


Shadow's Status
Rosalind Thuvia wrote:
The idea that the vampire council might argue over which enemy to smite with space rocks first for the entire duration of this campaign amuses me greatly.

LMFAO.


Shadow's Status

Updates between tomorrow and Friday crazy few days.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Allizsah-

Everyone's a bit tricky at the moment, with a lack lots of interaction to fall back on, but....
You're alive, which is a mark in the 'slave/food' category, but are also hospitable and a willing host, which puts a mark into 'makes a good minion.' At the same time, you're also shown to be independent and perhaps of value to be had as an individual agent, putting you approximately in the 'lieutenant' place, between minion and ally.


Female Kisara Vulpina / HP 88 (88) / AC 31 / Touch 17 / Flatfooted 24 / Fort +8 / Ref +16 / Will +6 / Init +11 /

My apologies all, I have had an unexpected house guest for the last while and had no time to post. Getting posts up now. Thank you for your patience.

-Rob


Shadow's Status

Sorry for the delay there folks, this will be a detailed post which is why I did not have time to get to it sooner.

Other than tomorrow, the rest of the week should not be as bad as the last two, expect more frequent updates this week.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Don't worry about it. As it stands this campaign is a 12 people group, so there is bound to be a lot of material to cover.


Shadow's Status

And one shall become two. Prologues over, Tables I and II announced I/C!


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Wonderful, the party layout is as I guessed.

Welcome everyone, I hope you like caves.


Shadow's Status
Thulmerë Harzhor wrote:

Wonderful, the party layout is as I guessed.

Welcome everyone, I hope you like caves.

I actually had it MUCH more balanced. I changed it based on RP in the prolgue. :-)


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Well I'll be damned.
Out of curiosity, was were the original layouts?


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)
Thulmerë Harzhor wrote:

Wonderful, the party layout is as I guessed.

Welcome everyone, I hope you like caves.

<---Drow, duh.

Definitely approve of my group!


Shadow's Status
Thulmerë Harzhor wrote:

Well I'll be damned.

Out of curiosity, was were the original layouts?

I'll post em tomorrow :-)


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

I like these layouts. It would have made for some very... interesting dynamics otherwise.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

I agree with Murnau.

Thul is a very decent melee combatant. With some undead healing, a little bits of buffing and debuffing. Also for those that cast necromantic spells and effects, all enemies within 10ft of me take a -2 to their saves. Also I have an undead/fiendish servant I need to make soon.

So it would appear with everyone here we have a wide range of spells and abilities, so pretty much all bases are covered.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Let's see, what roles do we have?
Thulmerë is a front-liner
Murza is a skill user
Rosalind is arcane support (Cohort: front-liner)
Allizsah is our divine caster
Veldrin is combination arcane support and necromancer (i.e. crowd control)
And I'm a debuffer, and, it looks like, face (though Murza also has several social skills). Plus, I can also pull off crowd control. (Cohort: front-liner/divine)

So, it looks like, with the cohorts, we have three front-liners, two arcane, two divine, and two face/skill users, so we have all the bases covered. Plus, we have one dedicated necromancer, and three (myself, Allizsah, and my cohort) half necromancers. We won't have any problems when it comes to meat shields.

Besides, if we ever notice a gap in our skills, we just mass Dominate someone who can help us. I count a total of 57 Dominates every day for the whole group.

Vampires are awesome.

As a side note, I thought it was really cool Ruithvein was a pit fiend, but I was also kind of sad that he wasn't a MR 10 Mythic Dread Vampire. The pinnacle of vampirism, nothing short of a near-demigod.

EDIT: Miscounted Dominates, fixed now. I forgot to include Caligo.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Well it's his avatar anyways, too busy plotting to send out another form of himself.

I also have a grave servant, probably going with a skeleton Owlbear. next level I may take leader for a succubus servant.

Should of said it before, but good job on the prologue.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

I also have a skeleton minion from the Undead Master archetype, and will also likely take leadership.

Poor Shadow will have his hands full with this group.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

And Caligo (as a Wordcaster) can make undead super cheap. No need to waste onyx when free reanimation is easy to come by. 6 times a day, up to 10 HD. Then the rest of us control them.

Plus, spawn. Combat will be insane.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Gets rid of six players, acquires six more.
Sorry Storyteller.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Yes, six* more....

*Not including up to 684 Dominated humanoids (57/day, 12 days of duration), over 100 HD of animated creatures, 80 HD of vampire spawn (and their minions), and any number of creatures controlled via command undead and similar effects.

We could have an army. And the Drow won't have a Hulk.

Sorry Shadow.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

*Darklands regicide intensified*

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