Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

Talking about a dragon fight, I'm really excited to play a good dragon!

Imagine? A gold dragon to wreak havoc in the party... *drooling*


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Arrrgh.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Not to be pessimistic, but uh, odds are that we're not going to see the outside of this room, let alone last long enough to face a gold dragon...unless its still in the egg :>


Male Hobgoblin Cavalier 1 (Fell Rider)

Especially now Malgrim has taken a hit.

For full clarity, we proceeding with RAW on critical hits VS undead?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yep. I'm not going to use any 3.5 rules. If I do it by mistake, please inform me here in discussion.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Maybe one of the undead will slip and die in the gore that used to be inside Johan and is now all over the floor. Slips trips and falls are the number one workplace injuries after all. ( though apparently great axe mishaps are rapidly climbing up the ladder. ).

:)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Updated Malgrim's HP on the map...


Male Hobgoblin Cavalier 1 (Fell Rider)

I do it in my profile line on my alias anyway but thanks.


Male Hobgoblin Cavalier 1 (Fell Rider)
ELDRED CROFTER wrote:
These guys are rolling like I wish we would

Yup. Really only so much I can do when only a 17+ hits me and i'm hit almost as often as i'm not. DM, Damien targeted Draugr 4 with his hex, not Draugr 1. Quite important as Draugr 4 is fresh and Draugr 1 is almost destroyed. And, ironically, both attacks would have missed without the extra roll on Draugr 1 so i'd like to wait until this is clarified before I proceed.

Edit: Actually Damien mentions Zombie 4 in text and then Zombie 1 in OOC so he might need to clarify his intent. I honestly can't imagine he purposefully nominated the one that is almost destroyed though.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yeah, I thought that strange too, I really did not saw the difference in Description and OCC. I'll wait from him to confirm this before changing the outcome of the actions.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Yeah, the least damaged one is what I meant, sorry about that. Been busy as of late, so I wasn't all there when I posted. I'll try to be more careful from here on out.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm not happy with that bug in gameplay post. Is it okay if I re-roll everthing?

Sovereign Court

Check the dice tags in your quote. You just have an unclosed tag or some formatting error in it, fix it and it will be fine. Or just remove your quote.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, let me try it.

Edit: Okay. Removed some of the uclosed dice tags in spoiler and copy pasted the results from earlier post. Also Edited to new rolls.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Wands of CLW can work as a weapon on undead


Male Hobgoblin Cavalier 1 (Fell Rider)

Awesome, will post now before I sleep.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Dorian could use the withdraw full round action which does not trigger AoO and get to a position to move the next round following to heal some one... assuming Mal doesn't get hit.

Scratch that - just checked the map. He's clear. Cackle to maintain hex and throw some love Mal's way maybe before doing a run around.

May I say that fighting off great axe wielding Zombies with a dagger? Epic!

Grand Lodge

We got to get us some sort of item that gives us an aid spell or cure wounds spell as soon as we hit negs.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'm confused. How am I supposed to do any of that when I'm, yknow, dying?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yeah... I sorta posted all that before the results were in.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

We kind of got destroyed by the dice here, we did.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Jinx :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Before anything else:

Do you guys want to continue the game? I know we had our fights and discussions, but I'm up for another try. (After short intro that I'll have to think about, we begin in level 3).

Edit: I'm off to sleep. I'll ready your answer later at night.


Male Hobgoblin Cavalier 1 (Fell Rider)

Wow, another 20, really...

So the undead are finishing us off?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Great try Malgrim! Thanks for keeping the descriptive narrative going till the end - made for an awsome read.

3 great axe crits against three different party members in 4 rounds - Not much we could have done differently to influence the outcome there.

I've been really enjoying the game so far and would like to continue, but I'll admit that a good part of that enjoyment has come from these particular characters, and how their partnership is developing. So, While I'm game for picking up with new characters that are not connected to Branderscar et al, I'm less enthusiastic about it for sure.

There are possible outs: None of us actually died outright. It is a teaching exercise. We did get boned by extreme bad luck. It's conceivable the Cardinal pops down to his basement, calls off his undead and patches us up. A sever scolding and a speech about learning humility and away we go.

Or, I don't know how powerful the Cardinal is but maybe he lets us bleed out then raises dead, or resurrects us ( or rasies us as undead, shudder), with a "now I own you body and soul - don't fail me again"

Or maybe Asmodeus is more pleased with our performance than the Cardinal...linky

Or, you know, we just stay dead.

Sovereign Court

I don't want to continue with different characters. I'll bow out of the game in that instance.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Look, I'll be direct with you, those two 20s are the point at which, as a DM, I would have said "Yeah, no. This does not make for a good game."

With those two 20s downing Eldred and Johan in round one, we never actually had a chance here.

Sorry, but I'm not really interested in continuing with other characters after seeing the waythis has ended.

I personally favor a style of game where extreme bouts of bad luck are compensated for the sake of them game. (And extreme bouts of good luck are rewarded, but also met with extra challenge to compensate.)

I don't think our philosophies are going to be compatible in the long term, and with that in mind, I will bow out.

Sovereign Court

I have no such philosophical difference (although I do understand I think) and would be happy to continue with Johan and Eldred if there was a means to continue the tale. The dice rolls were fantastically unlucky but I wouldn't change want a DM to try and compensate for them.

Thanks Johan! Really thought I was home free when I knocked the final one down...


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Happy to continue if the cardinal comes to our rescue, otherwise not all that interested in starting from scratch.

It was plain s+!$ty bad luck is all. Not bad tactics or bad decisions or all that many bad rolls during combat from us.

It's also very early in the AP. if it were book 2 or 3? I could see the DM saying "lets wrap it up" but I can't really see that the same thing applies here.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Agree 100%, Eldred. If we were deep behind enemy lines or all bleeding out in some forgotten tomb then sure, the end. There aren't often spots in an adventure where a GM can just come in and hand wave a TPK and continue on while still maintaining any sense or plausibility. But this is one of those times.

Anyway, I respect whatever decision you go with Aku, I've enjoyed the game immensely so far - Thanks for running it.

Damien, its been fun gaming with... you created a neat character, a really different take on the witch than any I've seen before. I'm playing a witch in another PbP and I will definitely be taking inspiration from Big D's cackling!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay. Let's do it then.

Grand Lodge

Damien, are you happy to come back under these circumstances?

If not, how do we plug the gap?


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Yeah, I am. Just, Aku, try to pull your punches a little when the dice screw us over to these ridiculous extents, alright?

Losing because you've been acting like an idiot is fair and a good occasion to learn.

Losing because the dice say "screw the players" is just an exercise in frustration.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

None of you died. As Johan said, this is a controlled training environment.
We had our differences in when playing. More then once, I had the feeling some of you would not want to continue the game or it would just drop out. I wanted to know If you guys wanted to continue or not, and give you the chance to change characters. I’m not so keen in getting a compromise for years to finish this AP, if everyone of you is not taking this serious too.
But was you said you want to continue, let’s roll with it.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Game facts: After the lesson, you'll 'sequestered' by the master for almost 5 months.
In this time, he will train you. There are benefits from this training.
First: You get to choose the trait as we discussed.
Second: You gain another level. You can update your sheet for level 3.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

In this training, considering the master is teaching you, you can learn anything from any source,even without any roleplay in game. He is teaching you, so anything you want to learn or get, feel free to get it.

Sovereign Court

I've never felt any disagreement we've had has been especially hostile Aku. I'm well aware I can be a difficult player to DM for (i've spent way too much time in the DM seat and not enough in the player) and I appreciate it :).


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Don't worry Al. I'm in the same position. In all my gaming experience, I just began as player last year. xD


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll give you some time to update and talk to yourself in game.

You have five months of trainig time. You are not allowed to leave the manor, other than that, I think you are free to do as you please.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

rolling HP (anxiously)

lv3 HP: 1d8 ⇒ 8

edit: woot!


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

HP 1d10 ⇒ 6

Well... not the best but far from the damn worst. I wish it was more but it will do for an archer.

Level 3? Will require some thought as I am free to take what I will skill wise but definitely rapid shot as a feat.

I'll take some Alchemy as a pre-cursor to poison use, and some diplomacy - likely 2-3 ranks in each rather than just 1 given the time we had to train.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I forget, do we have the option to take average for HP rolls? I don't trust HP dice.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No, just roll.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Aw.

HP: 1d6 ⇒ 4

Whew.

Also, I've picked up Ability Focus(Misfortune Hex) as my level 3 feat. Is that alright?

Where do we stand, loot wise?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As it is a monster feat. I'll not allow it.

You have the same money you had before entering the trials.

You could not identify the snakes (they were made of mithral), and you did not fight sir Balin (Your prize and reward).


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Okay, I think I've got all the lvl 3 changes in place:

+1 BAB, +1 ref save
New Feat: Power Attack
New Spells: create water, bless
New skills: 8pts, just building on old skills, mostly knowledges this lvl.
New class abilities: Solo Tactics/teamwork feat. Defaulting to Lookout to compensate for my lousy ref save (will be sticking to Malgrim like glue :) )
Favoured Class bonus: +1 HP

Nothing too exciting, just putting the building blocks in place.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Accursed Hex it is, then.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Oh, Forgot something: You all gain a villain point. (For the end of a history arc.)


Male Hobgoblin Cavalier 1 (Fell Rider)

Nice :). Deciding between my last Monk level or a further foray into Fighter at the moment.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Ha, see, I was right - Asmodeus is pleased. . . with our suffering and general blood loss. Okay, "amused" might be more apt than "pleased"

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