Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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The Right Hand of Doom wrote:
Interestingly, this includes Golgotha. Now that Al's loyal steed has been improved, he has a climb speed and a burrow speed. My suggestion is to have him climb up to the ceiling and burrow in, mostly because I think the idea of an armored zombie horse dropping out of the ceiling onto some poor sap is hilarious.

Love the idea... grotesquely macabre and nasty to boot. Speaking of Golgotha where did you get his map icon from - looks awesome :)


Inactive
Molasbar wrote:

Week 2 Crafting.

Day 1, cloak of resistance +2 (1 of 3).
Day 2, cloak of resistance +2 (2 of 3).
Day 3, cloak of resistance +2 (3 of 3).
Day 4, amulet of natural armor +1 (1 of 2).
Day 5, amulet of natural armor +1 (2 of 2).

Day 6 and Day 7 are available for Molasbar to start crafting for others. Rose, Albreckt, Sari and Haruk, can you post what you would like to have crafted (and got supplies for) so Xanos and I can work it into our schedules?

I think Molasbar and Albrekt been managing gold/items previously. Based on the assumption that I have about 6,500 GP to spend, and already spent 2,000 GP on a Headband of Charisma, here's my wishlist.

Belt of Dexterity +2 (2,000 GP)
Blood Reservoir of Physical Prowess (1,000 GP)
Pearl of Power (1st) (500 GP)


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar
Albrέkt Heißhungrig wrote:
The Right Hand of Doom wrote:
Interestingly, this includes Golgotha. Now that Al's loyal steed has been improved, he has a climb speed and a burrow speed. My suggestion is to have him climb up to the ceiling and burrow in, mostly because I think the idea of an armored zombie horse dropping out of the ceiling onto some poor sap is hilarious.
Love the idea... grotesquely macabre and nasty to boot. Speaking of Golgotha where did you get his map icon from - looks awesome :)

I looked up "undead horse" on the internet, saved the image I liked best, and then used Token Stamp to make the icon.

BTW, If anyone has a particular picture they'd rather use for themselves or any of their minions, just link the picture here and I'll use it on the map.


@Xanos: Thanks for putting the ritual tracker together.

Haruk wrote:
Fang, would it be possible to ritually call an Accuser Devil for a full day? They are CR 3. I would like to have access to one on the day the adventuring party is to arrive.

As just a blanket ability, I would say no, but I think it's reasonable to negotiate an extension to its service for a longer period, along the lines of a planar binding spell.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Xanos will be monitoring the group using the Eyes. His Right Hand will be down in the caverns keeping a closer watch.


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I kind love how we get a letter about being invaded and the Vamps are all "food's here!" and the rest of us just go about our business like we aren't about to be invaded.

This lackadaisical approach really makes me understand dungeons better. The boss monsters probably know the adventurers are there. They just have more important things to do wit their time then charge to the entrance and wipe out some noobs.

Dark Archive

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| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

The take-out just arrived - we're excited! :)


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

GM, which player are you on Roll20? Dave? Ryan? Silvio?

I'd like to upgrade you to GM, but I'm not sure which one you are.


Inactive

Silvio = Rose.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Haruk = Dave.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Ok, done. Fang, you should be GM on the map now. Let me know if there's anything weird.

I turned off global illumination. If you go into Settings and "Join as a Player" you'll only see what the adventurers see. In GM mode you will be able to see everyone's light sources or darkvision without any line of sight issues.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

GM, I've positioned Yorgun so that his Darkvision is illuminating the C1 letters.

I'm not sure what the Adventurer's light sources or vision types are (besides Yorgun), but you should be able to make those adjustments.

If you enter the game as GM instead of as player (by pressing the Gear icon) you should be able to see everything on the map.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Snake tactics-

Since they're nearby and it might come up, I figured I'd give an overview of my thoughts about our new pet.

1) According to the Aquatic Terrain rules, water grants Improved Cover. Creatures that are at least half submerged in water get a +8 AC bonus. The reverse is not true. Creatures in the water can attack creatures on land without penalty. There are restrictions on what can attack from water without penalty (piercing or natural weapons). This is good information for the Boggards too.

2) On top of Cover, attacking into the water with the wrong kinds of weapons causes penalties. Melee Piercing weapons attack normally. Everything else takes a -2 and might have it's damage halve halved. Many ranged weapons are completely ineffective.

3) Moving water (like when grappling creatures are thrashing in it) is always considered Murky, and grants Concealment. Grappling bypasses Concealment.

4) Creatures with a Swim speed can Take 10 on Swim checks. Creatures Untrained in swim have to make Swim checks to do just about anything.

5) Constrictors have Grab, a +9 Grapple, and a +11 Stealth (with an additional +10 bonus from Improved Cover)

Soooooo

There's a good chance our constrictor will get the drop on any enemy that is adjacent to the water. If it does, and succeeds at it's Grab, it just needs to weather the surprise round. If it isn't killed in the surprise round (or before it's initiative on round 1), it can Grapple to Move and drag it's prey under water.

At that point the adventurers are pretty well screwed.

TL;DR Fighting Constrictors in the water is really awful.

Thoughts?


Inactive

That sounds good to me!


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

The two portcullises are a linked "deadfall" trap. They could do damage to anyone they fall on, but that isn't their main purpose so I didn't include any DCs or damage in their description.

GM, it's up to you if anyone close enough might be able to get a save to dodge to one side or the other. As far as I can tell, there's no rules for "then the doors slam shut" on any trap I've seen.


@GMF/All: Just a heads up that I'm under the hammer at work with a bunch of ongoing offshore operations (I'm in O&G here in Scotland) - couple that with the additional headache of an internal audit this week means my posting may be intermittent/on the fly/limited.

In short please bot me as necessary until normal service resumes towards the end of the week :)


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

GM, dis Yorgun successfully disable a trap before the rest of the group followed him into the chamber?


He would have cleared the bear traps before calling the others into the room.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

How many? All of them?


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I want to keep a tally of the stuff we've learned from this test of our defense system. Feel free to add to it.

1) The bear traps are too easy to spot. We need to upgrade that.

2) Boggards have really s&+&ty ranged attacks. Not sure if there's a fix for that.

3) Portcullis trap seems like a big success. Since the hands and the vamps can pass through the bars, it seems like our best feature so far.

Dark Archive

| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

Seems accurate so far. I think the bear traps are fine - too obvious relaxes them, makes them think we aren't that clever. Then they're not as prepared for the less obvious traps! If there were no traps at all they'd be more suspicious.

We've done the boggards now, let them keep it - if nothing else its distracting!

Love the portcullis trap - lots of those would be good!


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar
Sariana Nightsong wrote:
Seems accurate so far. I think the bear traps are fine - too obvious relaxes them, makes them think we aren't that clever. Then they're not as prepared for the less obvious traps! If there were no traps at all they'd be more suspicious.

That's a good point.

Even at 1 round each to disable, 20ish bear traps also buys us a decent amount of time if we need it. I guess leaving them obvious has more merit than I thought.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I'm going to be pretty busy until monday, so someone else will have to jump in and run our minions.


Just occurred to me that I should've hunkered down inside Golgotha...


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

That attack sequence was just about perfect for showing off Righty's build.

He doesn't do a lot of damage, but he's one hell of an annoyance and great for shutting down spellcasters.

The short version of his attack sequence is Limb Climb -> Unarmed Strike -> Grab -> Strangle

There's a little bit of weirdness about Limb Climber in combination with Grapple. The best way to think about them is as separate but overlapping conditions.

If an enemy is Climbed but not Grappled, they can move and Righty goes along for the ride. (If Righty is Climbed on someone and sharing their space, they can't 5' adjust away from him because he just moves with them, essentially being treated as a very hostile piece of equipment)

If they are Grappled, but not Climbed, it means they can't move, but that they don't have the problems of Righty hanging onto them somewhere that is hard to reach.

Because they are separate conditions, they have to be dealt with separately. Breaking a Righty's Grapple does not break a Limb Climb (and vice versa). This makes Righty really hard to dislodge without help.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I am confused,

Both in game and here in discussion, you start off talking about Righty, but end talking about Lefty. Both times, it seems like you could be talking about either or both.

Is Lefty also acting in this combat? Or just Righty?


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Typos. Fixed. It's only Righty in this fight.

GM said Lefty because I used the Lefty alias for the Boggards. I got confused because I'm writing this at work, multitasking, and clearly don't know my left from my right.

The people responsible have been sacked.


Inactive

Excited to see the battle joined! Go get that Mitran sacrifice.


Ya I'm mixing up my lefts and rights.

Also, while I appreciate it is RAW, I frankly find it ridiculous that a disembodied hand can confer the grappled condition. One hand can strangle, prevent the opponent from moving and affect their ability to use their hands. Pathfinder is dumb sometimes.


HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense, Panache 3/4

It's supposed to magically have the strength and leverage of a Medium sized creature, as if it were still attached to a person. That's the entire gimmick of the monster. Yeah, its a little silly, but it has pretty deep horror movie roots so I kinda like it as a concept.

Honestly, I find the super dangerous animated hand more palatable to my sensibilities than the original version of this build, which involved a Kitsune in Fox form, or a halfling transformed into a sparrow.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Albrekt, as a reminder, with your mist form ability, you can pass through the bars of the watch cage. I'm not sure if that will save you time getting to the fight, but I thought it was worth mentioning.


Copy that Old Vun.

Am slammed at work so will post the vampanzer's actions on the morrow.


Oh I get the purpose of the monster, very Evil Dead, but the synergies that exist between classes, feats and monster abilities really require some suspension of disbelief.

It's 3rd edition problem that pathfinder adopted. I would like to think that 2e will resolve it, but I imagine it'll just be a soft reset. Once all the inevitable splat books come out it will be just as bad. Not that I'm particularly interested in 2e mind you.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Same here. I play pathfinder mostly because it's what I'm used to, but I'm not blind to it's issues. From what I've seen of 2e, it's not enough of an overhaul of the actual problems to excite me, so I'll stick with the system I already know how to tweak to my liking.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

GM, the Boggard that got killed last round by James' crit- was that removed from the map?


He was.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Can we use the Red X tag instead of deleting them?

It might be relevant later if Xanos ever needs to cast Animate Dead in combat, and it will make counting up corpses at the end of the fight easier.


Can do.


Busy and stressful time at work. Don't expect a game post until next week.


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Those of us out of the fight will idle the time with conversation.


Inactive

Hi everyone,

In about two months, my wife will be giving birth to a baby boy. I've decided that I ought to free up some time to help more at home once that happens. While that doesn't mean giving up PbP altogether (I hope), it does mean reducing the number of games to something more manageable. And this will be one of those games I regrettably will be giving up at that time.

It's been fun gaming with you all. Maybe Rose dedicates herself to Mitra again and you have to kill her? Maybe she was working for the Baron all along? Whatever it may be, thanks for having me along as a part of your adventures.

Cheers,
Rose / Tazo


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Understandable choice. Best wishes to your family.


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No worries Tazo - enjoyed playing alongside you and hope to do so again. Albrekt will enjoy feasting upon Rose's lifeblood :)

All the best to you and yours for the future.


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Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Do we have to kill her off?

I mean, obviously, we're the bad guys, and that's totally an option, but why not have Rose become an NPC that helps maintain the Horn?

If nothing else, she'll be able to assist on the org actions without costing us an actual PC.


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Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Real life first, always. Totally understandable. My best wishes for a happy and healthy boy!

It was great to have a game with you again, and I hope we cross paths here again.

Dark Archive

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| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

Miss you Rose, now who's going to talk sense into all these dunderheaded males? Enjoy everything that's coming up!


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Inactive

Thanks everyone.

I defer to GM Fanguar and you guys as to my eventual fate.

But I would say that Albrekt turning Rose into his thrall is the best of those fates, given the banter we've always had!


Hahah. Rose would likely be too spirited to truly be a thrall :) However keeping her around as an undead NPC would be cool...

Also worth considering that Der Knotten is now bereft of divine magic without Rose. It will leave Albrekt to become the spiritual leader of our band, but having a counterbalance to the arcane focus that Der Old Cenobite and Hellboy provide means we should also mull recruiting a new player?

My 2 fangs worth


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Inactive

To all my games:

My wife gave birth to a baby boy yesterday! He came two months early. Mom and baby are well. Expect some delays in the near-term before I can catch up. Please bot me as needed.


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Sorry to see you go. Thanks for spending time in the game.

Rose can just float around in the background as an NPC. If the party wants to use her for organization actions, then she would have to be a cohort of someone.

Regarding recruiting a new player. If the party wants to take the initiative, fly at it, but we still have a party of 5 most of whom have additional templates, along with multiple cohorts and minions. From a power standpoint, the party is fine.

That being said, if you know someone who is interested in a very slow, but consistently ongoing Way of the Wicked campaign, feel free to invite them.

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