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Old 09-12-2012, 02:10 AM   Top  -  End  -  #331
Maugan Ra
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Default Re: WotW: Call forth Darkness OOC

So, yes, those rituals allow you to summon earth elementals (specifically mudmen), hell hounds and Nightmares to your service. Doing so is difficult and expensive, but it might well be worth it.

(The Nightmare in particular, given that they're basically evil Pegasi that can breath fire. For when you need to get around in style.)
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Old 09-12-2012, 08:19 AM   Top  -  End  -  #332
Morbis Meh
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Default Re: WotW: Call forth Darkness OOC

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So, yes, those rituals allow you to summon earth elementals (specifically mudmen), hell hounds and Nightmares to your service. Doing so is difficult and expensive, but it might well be worth it.

(The Nightmare in particular, given that they're basically evil Pegasi that can breath fire. For when you need to get around in style.)
Pegasi, Pegasi! The four horsemen on flaming steeds! I suppose I would be death or pestulence... Viktor or Kydrak would be war they could fight over it and Qint would be... Quint? Maybe famine since he could always project images of food in front of slow witted people and they would simply starve.
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Old 09-12-2012, 11:02 AM   Top  -  End  -  #333
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Default Re: WotW: Call forth Darkness OOC

The four evil magic horsemen on nightmares would be amazing. Kydrak would want to be war. But maybe we could all just be a combonation of all four.
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Old 09-12-2012, 11:21 AM   Top  -  End  -  #334
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The four evil magic horsemen on nightmares would be amazing. Kydrak would want to be war. But maybe we could all just be a combonation of all four.
Lol the two Wars could fight it out in a controlled contest... Quint could start the bets and Schtein could always revive the loser into a somewhat same state if an 'accident' occurs... We could also have a new group name other than our organization name: the four horsemen
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Old 09-12-2012, 12:34 PM   Top  -  End  -  #335
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Heh. The position of the Four Horsemen is already claimed. There's a temple to them on the third floor, after all (well, them and Vetra-Kali). But then, who am I to stop such ambitious blasphemy?

You do still have Boggard minions, but they've been left behind in the caves. That's the assumption I've been going with, anyway.
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Old 09-12-2012, 12:40 PM   Top  -  End  -  #336
Morbis Meh
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Heh. The position of the Four Horsemen is already claimed. There's a temple to them on the third floor, after all (well, them and Vetra-Kali). But then, who am I to stop such ambitious blasphemy?

You do still have Boggard minions, but they've been left behind in the caves. That's the assumption I've been going with, anyway.
I was under the impression we had several assigned to come with us as per the request Schtein made before they went up... though we did spend a night upstairs... I think so they have left, but no worries we can gather up minions and start from the bottom up since we know where the two top ones are.
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Old 09-13-2012, 11:07 AM   Top  -  End  -  #337
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Default Re: WotW: Call forth Darkness OOC

Well, if you head off for the caves, we can get started on finding that last Eye. And then the proper meat of the adventure can begin.

Actually, I don't mind giving you some clues as to the larger adventure in advance. The ritual is going to take quite some time, and it is going to be attracting adventurers and general do-gooders to the Horn in an attempt to stop you. So start having a think about how to go about fortifying this place and being prepared to defend it from the assorted heroes.

Traps, minions, magical distractions, it's all possible. You have your own resources and the contents of that treasure vault to properly prepare. Best make use of them.
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Old 09-13-2012, 11:18 AM   Top  -  End  -  #338
Morbis Meh
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Default Re: WotW: Call forth Darkness OOC

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Well, if you head off for the caves, we can get started on finding that last Eye. And then the proper meat of the adventure can begin.

Actually, I don't mind giving you some clues as to the larger adventure in advance. The ritual is going to take quite some time, and it is going to be attracting adventurers and general do-gooders to the Horn in an attempt to stop you. So start having a think about how to go about fortifying this place and being prepared to defend it from the assorted heroes.

Traps, minions, magical distractions, it's all possible. You have your own resources and the contents of that treasure vault to properly prepare. Best make use of them.
...Well if being Canadian has ever taught me anything is that borders are impregnable when you have the ulmighty orange pylon guarding it! (At one point this is what we had at a couple of border crossings between the US and Canada )
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Old 09-13-2012, 12:10 PM   Top  -  End  -  #339
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Yeah, I definitely have started thinking about defenses. We need to look at our weaknesses and how we would attack this place if we were a group of mid-level do-gooders.
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Old 09-13-2012, 12:26 PM   Top  -  End  -  #340
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In the words of the 10th Doctor Who, "Allons-y!"
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Old 09-13-2012, 03:00 PM   Top  -  End  -  #341
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So yeah. Not that part of the caves - it just looks unnatural because it's where the cult hid the staircase up towards the Sanctum. And yes, without flight or teleportation, the only way to reach the Sanctum is to go all the way down to the bottom of the mountain, and then climb about 400ft of a narrow spiral staircase.

My knees ache on your behalf.
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Old 09-13-2012, 03:02 PM   Top  -  End  -  #342
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So then... grease would be invaluable for defending the stairs... maybe one can summon an angry gorilla to throw barrels down it, or a small fire elemental or two
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Old 09-13-2012, 03:18 PM   Top  -  End  -  #343
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Dude, a flaming grease trap with a barrel chucking infernal gorilla at the top! Not only will we be safe, we'll have produced the next blockbuster platformer game!
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Old 09-13-2012, 04:44 PM   Top  -  End  -  #344
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Just some rolls, once again, no need for concern. Well, there might be some need.

(1d20+9)[21]

(1d4)[1]
(1d4)[3]
(1d4)[3]
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Old 09-13-2012, 04:55 PM   Top  -  End  -  #345
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And... Pit traps. How I love pit traps. Especially when filled with spikes.
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Old 09-13-2012, 05:51 PM   Top  -  End  -  #346
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To clarify...

The pit trap there had a magical trigger, hence why it only collapsed in once everyone had stepped on it. If you pass the DC20 reflex save, you take no damage as you avoid falling in all-together.

Morbis, did you roll at all there? I can't see the dice roll anywhere. And shush, I can never remember the difference between Stalactites and Stalagmites...
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Old 09-13-2012, 05:57 PM   Top  -  End  -  #347
Morbis Meh
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Redundant Save (1d20+2)[10]

Officially dead -11

Though to be fair a 30 ft fall takes 9 seconds for someone to fall down therefore we'd get a full round action before we hit the ground.
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Last edited by Morbis Meh : 09-13-2012 at 05:59 PM.
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Old 09-13-2012, 06:41 PM   Top  -  End  -  #348
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You only die once your negative hit points are equal to your constitution in Pathfinder. Schtein has at least a few rounds left.

And a 30ft fall is about 9m. You hit the ground in about a second, assuming average earth gravity.
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Old 09-13-2012, 06:42 PM   Top  -  End  -  #349
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Victor rolling Reflex
(1d20+6)[24]
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Old 09-13-2012, 06:53 PM   Top  -  End  -  #350
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You only die once your negative hit points are equal to your constitution in Pathfinder. Schtein has at least a few rounds left.

And a 30ft fall is about 9m. You hit the ground in about a second, assuming average earth gravity.
meh don't overly care we got railroaded into this so I am backing out
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Old 09-13-2012, 07:02 PM   Top  -  End  -  #351
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...the ****? It's a room with a pit trap. You went to go investigate the room, searching for traps along the way. Only Victor had a perception score high enough to actually spot it (it was DC25), since natural 20's don't auto-pass skill checks. I tested for him in the above post, and he failed, so you got caught by the pit trap.

The trap is designed so that it activates a few seconds after you've entered, so as to get more possible targets. Which is common for any trap that actually wishes to hit more than one target.

And you're calling railroading, Morbis? After I specifically told you in PMs that it was deeply unlikely this would kill you, due to the presence of certain allies? After I altered the elemental in the sanctum so that it could be bypassed by Quint's Roleplaying, even though the written adventure has it attack on sight? Seriously?
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Old 09-13-2012, 07:08 PM   Top  -  End  -  #352
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One Victor for one hinted at going to see this room, the DC's to find this trap were frankly rather absurd and all in all who really cares? You can argue all you want in my opinion you still unfairly screwed us and that doesn't sit well with me. My character is basically dead since they have no accessible means to stabilize or heal him. Hell when he is out I am sure Kydrak would stab him or one of his skeletons would so they could have their freedom. That aside, good luck and have a good remainder of the game guys the rping was fun while it lasted
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Old 09-13-2012, 07:39 PM   Top  -  End  -  #353
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It's a play by post game, if I go through two or more posts each time confirming that you absolutely want to go somewhere you were interested in going, it will slow the game down to a crawl. Victor had been going from location to location searching for the Eyes, so when he mentioned checking the cave next, I figured you were going. And because up until this point you've all been moving together, i treated you as still being, well, all together.

The absolute base perception DC for a pit trap in the rules is 20. Raising it to 25, as it's written in the adventure, increases the CR by one. That's not that extreme, especially given that this is a sixth level party, and the reflex save for avoiding it stays at the default 20.

Schtein is not dead. Hexor and Vexor have dimension door at will, and Zikomo has Stabilise, and they all have valid reasons for keeping you alive. I would not make your created and summoned creatures attack you, and I doubt Kydrek would simply murder you here on a whim.

It matters because I care about being a decent GM. And when my players complain about the game and quit, I want to understand why so that I can correct it in future. In this case, though, you are quitting because of a single pit trap, which I just do not get.
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Old 09-13-2012, 08:20 PM   Top  -  End  -  #354
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For the record, I wasn't perturbed by the trap, even before I passed my roll. It happens. We have potions. No biggie.

I'd hate to see you go, dude, but I think you're blowing this a little out of proportion.
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Old 09-13-2012, 08:26 PM   Top  -  End  -  #355
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He has 2 rounds to live if you don't include skeletons falling on him, so he is essentially dead without DM fiat so it does not matter if I bow out anyway since he is going to die. Regardless of how you feel I am reacting, I am still backing out, you may feel like I am over reacting, others think that this was a pretty lame move (I usually ask people to make sure I am not over reacting)
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Old 09-13-2012, 08:27 PM   Top  -  End  -  #356
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In what world are you dead? There is a companion right next to you with a dozen healing potions on him.
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Old 09-13-2012, 08:29 PM   Top  -  End  -  #357
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In what world are you dead? There is a companion right next to you with a dozen healing potions on him.
They are all cure light wound potions, Schtein is a dhampir, they would finish him off, secondly you passed so you didn't fall into the trap thus you are not down there with him.
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Old 09-13-2012, 08:34 PM   Top  -  End  -  #358
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Technically, Schtein is harmed by healing potions due to being half-vampire. Hence why I pointed out Zikomo and his Stabilise spell. Hexor and Vexor do know where you are, since they've been following you on the hunt for the Eyes. Hell, they fell in as well, and just happen to be tough enough to not be in any serious danger.

But very well, if you won't change your mind, we can leave Schtein as being dead. I'll put up a recruiting replacements thread soonish. Probably for two or three people, since we lost a couple before now as well. They can be sent along by Thorn as reinforcements for you once you've found the other Eye and started on the ritual etc.
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Old 09-14-2012, 01:28 AM   Top  -  End  -  #359
Thattaman
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I want to say how disappointed I am with Morbis. This has been the best pbp game I've ever played and a lot of that is down to mine and his pointless arguments at every oppurtunity. And leaving because of one trap? Thst just seems ridiculous. I really thought we had a shot at playing a really god pbp, but that obviously wasn't Morbis's idea.
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Old 09-14-2012, 05:14 AM   Top  -  End  -  #360
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Be that as it may, can Kydrak make his save, please? It'll be needed to work out if you'll have to use up some potions.
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