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Messages - MetroMagic

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1
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: January 09, 2015, 12:32:38 AM »
 :lol :lmao :lol

had three heads. laughed one off.

2
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: January 01, 2015, 12:53:40 AM »
I declare the betting pool resolved. Top of round in 2015. Happy New Year to all.

:drunk

:D

3
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: December 24, 2014, 04:23:22 AM »
Sable –

I just posed the 17 second to-hit rolls for Sheerak0 and Sheerak9.

What’s the crit threat range for these attacks? There are going to be a few at least, maybe more.

Regardless of whether the Mariliths can actually get critted, IIRC there are special effects that click on if a crit range to-hit occurs. Gates open, correct? Or does that even require a crit?

Sheerak0 did this repeatedly, until the Forbiddance foreclosed the possibility. But there’s no Forbiddance here, that was the handiwork of Team Evil in the areas they fortified.

Thanks for the help!

4
[D&D 3.5] Jewel of a Quest / Re: Dice Rolls
« on: December 24, 2014, 04:10:50 AM »
Second to-hit rolls for Sheerak0 and Sheerak9… let’s see a mountain of N20s!!

Sheerak0 had 6 to-hit rolls, 1d20x6

Rolled 1d20 : 6, total 6
Rolled 1d20 : 11, total 11
Rolled 1d20 : 20, total 20
Rolled 1d20 : 15, total 15
Rolled 1d20 : 8, total 8
Rolled 1d20 : 9, total 9


Sheerak9 had11 to-hit rolls, 1d20x11

Rolled 1d20 : 4, total 4
Rolled 1d20 : 4, total 4
Rolled 1d20 : 18, total 18
Rolled 1d20 : 15, total 15
Rolled 1d20 : 10, total 10
Rolled 1d20 : 4, total 4
Rolled 1d20 : 12, total 12
Rolled 1d20 : 15, total 15
Rolled 1d20 : 18, total 18
Rolled 1d20 : 1, total 1
Rolled 1d20 : 6, total 6


5
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: December 24, 2014, 03:58:04 AM »
Joy to the world, a post has come!

…OK, the color commentator has posted, now it’s time for the play-by-play guy.

The very best of the season to you and your families/friends.

6
Sheerak and the one who bore her face stared at each other across the gulf for a moment.

As the moment stretches, Star’s image of the Sheerak-faced Marilith comes on the link, and the creature’s Aura becomes visible to all… stretched to the breaking point in her rage, and beyond, once pinned in place by Demogorgon’s will in Possession as Gleron was able to discern from his long professional experience, but Sheerak9 has been struggling free since the fight began, and she at last wins her freedom by the reconnection with her truer creator, Sheerak0.

In that moment, Star’s image of the creature on the link shows the final distortions, the vestiges of the pinning, wring out from her Aura under the intensity of Sheerak0’s gaze, and the Aura of Sheerak9 shines forth, still tainted by Marilith-form (as Sheerak9 intended when she took Marilith-form on the island during the Margravine’s Alignment-focused attack) but otherwise clear of Demogorgon’s twisting to His will.

Sheerak9, lifted beyond Ror’s Circles into a Marilith form made Permanent by Demogorgon’s amusement at the form she chose, joining her to His elite servants already helping Him to corrupt Dumathoin’s Temple deep within Bral. Sheerak9, brought into being by Ror’s Circles, which were Dumathoin’s teachings, Dumathoin’s miracles. Sheerak9, flowing along the Timeline set in motion by Dumathoin’s will sent out into the Multiverse to discover what had happened to His Temple where He could no longer see… and now launching herself at the Orcs who brought Witchlight Marauders to ruin the Second Age, the Princeling’s servant Mariliths and their Temple desecration all but forgotten in the Smith’s far-seeing calculations of what is truly important.

Ptolemaeus, Darayat, and even Gleron can almost see the strings of Orcish Timeline streaming forward from the ruined Bral gate shifting to make this future, as Dumathoin weighs the balance and brings His axehead down on the anvil, smashing the Orcs with the precise blow that is Sheerak9, to snap their Timelines here. Taking care of what still lies beyond that gate, from where Darayat came, is for another day.

And at last, Sheerak9 is back on the link, under Sheerak0's control.

(click to show/hide)

EDIT: Tyop.

7
Play By Post / Re: [3.5] Souls
« on: December 03, 2014, 04:25:15 AM »
@Garryl- I've been thinking about batfolk on and off, and researching in odd moments, just haven't had time to post. There is some guidance and material, not a lot but some. Hopefully Friday?

8
Yes, it's just been crazy busy plus the holiday weekend with long distance driving. And projects behind. I just got something big out the door, in progress for months. Today I almost finished cleaning up a smaller one that was lingering behind the big one. I have one more small one to catch up, then I'm actually mostly caught up with RL and I can post thoughtfully. Tomorrow is mostly a writeoff, tied up all day and evening. Thursday is somewhat better. A post on Friday? So I hope!

9
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: December 01, 2014, 12:02:27 PM »

 :lol  :lol  :lol  (<- they're laughing in French)

...now that we've come to the end of a cycle in the Mayan Calendar  :)

The Gods must have deity-sized senses of humor. Otherwise the Multiverse wouldn't hold so many absurdities.

10
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: December 01, 2014, 11:48:29 AM »
@Sable - Thanks! There's a double to-hit roll, as usual near Star, but  SirP or I can just roll an extra if the first roll misses. Unless you'd like the fun of more d20 rolls yourself.

And thanks for digging through the homebrew  pile with both hands.

11
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: November 29, 2014, 02:33:07 PM »
50-50. I'm also hoping I get to join this game before 2016.

100%! Sable does his posts, then SirP figures results and we clean up the end-of-round, then it's top of new round. Pretty quick, even before Christmas, right?

Right??   :???  :)

Edit: autoincorrect fixed

12
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: November 28, 2014, 01:29:27 PM »
Yes! That is correct; thanks, Garryl.

SirP and I consulted briefly on Tuesday. I just didn't get a chance to post that comment yet due to holiday and travel, Wednesday till now - and still, but I do have a little time for some one-finger typing.

Sable - Please do post Sheerak, and the Sheeralith. For guidance on results, all of the Mariliths look somewhat worse for wear after Captain Vir and The Parrot Of Death hit them, except for the emerald plates. Even a solid hit from Omega produced nary a chip.

Edit: And best of the holidays to all, whether or not you're in the US celebrating - have fun with friends/family wherever you are.

13
Play By Post / Re: [3.5] Souls
« on: November 10, 2014, 12:43:48 AM »
I think I'm going Thaumaturge, but I'm having trouble picking a race and feats. Since we're starting at such a low level, there's no point in getting more than 14 in Wisdom (the effort to go to 20 for an extra 1st level slot is too much). Feats are probably going to be Spell Focus (Conjuration) if nothing else jumps out. As for race, it's either the standard fallback (human) or something more interesting (preferably with an Int or Wis bonus).

Oh, and characterization. I always have trouble developing a character concept.


I’m traveling this week, so I don’t have much opportunity to write. But if you’d like some sources of inspiration about character concept (which can give some direction to selecting a race), there are some in the developing story, and world.

With Quill’s support and help from the other players, they and I have developed some detail about the region where our story begins. There are chill mountains, a profound monastery, fishing villages harboring secrets, a Shadow Mage’s workshop, and lots more on the map. I don’t have time to recap it all, but it’s around here and here and here.

That third link describes a process to bottle Shadow that requires lots of assistants for efficiency, so a lower level Thaumaturge could have come to the eclipse to get some training and experience, help out, and maybe come away with a few bottles himself, or some other interesting magical goods in trade.

Just one possibility! For such a magically charged area, there are others that would make sense.



About races with wisdom bonuses, IIRC one of them is the anthromorphic bat. SirP has already played one in this world with Quill’s approval, here, so I guess they are in the world somewhere. Where and how they might fit in… maybe they live in caves in the northern mountains, for example. Maybe one decided to be an apprentice…

Other odd races with wisdom bonuses: IIRC, I thought there were Gnome variants with wisdom bonuses, rock gnomes and forest gnomes but I didn’t find links with a quick search; both of those would fit into the geography where the adventure starts. There is probably some good homebrew, if there’s nothing in RAW. You probably know better than I do.

That’s all I have time for right now. Hope it helps.



Quill – I have it on good authority that CaraVela will post IC in a few days, hopefully before the end of the week.  :D

14
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: November 08, 2014, 12:36:38 AM »
Mary Poppins with a rifle?
Yes, the umbrella is perfect. No reason an umbrella can't be enchanted, animated, made sufficiently indestructible as needed, even intelligent.

I love it; if you like it, go with it.

::Evil DM chuckle::

15
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: November 07, 2014, 01:33:48 AM »
Spectacular! And captures the flamboyant flavor of Vir, great fun, many thanks! :clap :clap :clap

Father Dumathoin is liking this parrot more and more  :D

16
[D&D 3.5] Jewel of a Quest / Re: The Peanut Gallery
« on: November 05, 2014, 03:50:36 AM »
An unabashed teaser: Well, three days hence. But we plotted at length today.

PS. Sable: Nice tentacles. It's the cuddly version.

17
Play By Post / Re: [3.5] Souls
« on: November 05, 2014, 03:15:30 AM »
Bye, SolEiji, too bad- it would have been a very interesting roleplay between CaraVela and a Starlord type of character.

On the other hand, with Starlord not in the game, I just got out from under the temptation to write what probably would have turned into a treatise on mixing space travel into D&D, which I had not had time to write before and realistically, not much better now. So… whew.

As Quill suggested, I’ve played in several such “space arcana” campaigns and run a few myself, even allowing tech characters into D&D games with great results and much hilarity, so I’ve got a lot of info and ideas to share.

Garryl!!

It’s great that you’re interested. Come on in, play a Thaumaturge or whatever strikes your fancy, and we’ll have a good time with the roleplay and problem solving at the very least.

About the low level, ingenuity often counts for more than raw power in problem solving anyway, and it’s already an interesting puzzle, and we’ve just started. And CaraVela is a curiosity, not the usual D&D character in motivations, capabilities, and interests, so I hope that’s fun for you too.

If you’re looking for specialty or spell suggestions that fit the story from what I’ve seen of it, there are frigid north uplands where this trip began, and we are on a ship that was heading downriver from the headwaters lake where Shadow has just touched the world due to the semiannual Equinox Eclipse that, at this time of year, signals the start of spring. So, Fire, Cold, Shadow, or more healing is always a welcome option for a low-level party that dies easily. But really any flavor of character could fit into the Makers World from what I’ve seen. Lowlanders from the larger cities could be into anything.

Anyway, welcome!

18
Blisss sees the hand and dagger reach through the slit, and then the flaming sparks of charred web surrounding the camouflaged Flintspark collapse to the floor.

Moments later Adhuil’s blast sears away another section of web, and Loptr raises his hammer for another strike, but now Blisss can wait no longer.

Blisss dives below the floor again, with Earthglide still active, and coming up just beyond Flintspark from beneath the floor, pushes Healing into him. Then Blisss releases the wash of Magic he had been saving, and a wave of urgency rushes out to engulf Loptr, Adhuil, Illurien, even Flintspark if he is revived as Blisss hopes, and all other friends in range, an urgency strong enough to push out yet another attack on our enemies. With the burst of Magic suddenly behind it, Loptr’s descending hammer receives a jolt to drive through the wall with even more urgency!
(click to show/hide)

19
[D&D 3.5] Legacy of the Makers / Re: This be's the OOC thread!
« on: November 04, 2014, 03:40:02 AM »
I’ve been mostly absent too, totally out of time. I thought Quill was going to write El out, and was waiting for that to happen before Blisss used his action that was holding till end of round.

So… here’s a quick fix, Quill, if it’s OK with you. The action Blisss is taking (as posted previously OOC) gives an immediate attack to Loptr and the rest of the party in range, so with Loptr’s attack and 5 foot adjust, the action Loptr just posted could be in response to what Blisss does instead of in response to top of round. No retro needed!

I’ll post the action for Blisss, and if it’s OK with you, Quill, the others can get their immediate attacks… then back to Loptr for his top of round action, probably yet another attack.

Maybe not a perfect fix, but not too far off. Or… whatever you’d like to do is ok with me, Quill, including skipping Blisss entirely, or ruling that he waited too long and counting his action as “next round after Loptr”.

20
[D&D 3.5] Legacy of the Makers / Re: Dice Rolls Thread
« on: November 04, 2014, 03:29:47 AM »
Blisss, Planar Attunement Check 1d20+CL4+2 INT vs DC15, or Healing is half:

Rolled 1d20+6 : 5 + 6, total 11



Blisss, Cure Light Wounds equivalent: 1d8+CL4

Rolled 1d8+4 : 4 + 4, total 8


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