• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

'Sealed in Blood' PBP Game OOC thread

*whistles*

Just a few quips about your character, Aedon. How old is he exactly? If he's really old, did he have some sort of magical treatment as reason for him not having age penalties/bonuses. Also, if you want to keep your background, you probably want to note that Luz'Noc traded with the demon for your soul because A) he's a devil and B) he doesn't quite have power in terms of what your background requires (minor spoiler but no big surprise, that's alot of power there).

Also, everyone who's not in the battle should still read my post before Round 1 about what you have to post when in combat to make things run faster.

Hopefully this game will be going quicker once everyone gets the hang of everything...

*/end whistling*
 

log in or register to remove this ad

Sollir Furryfoot said:
*whistles*

Just a few quips about your character, Aedon. How old is he exactly? If he's really old, did he have some sort of magical treatment as reason for him not having age penalties/bonuses. Also, if you want to keep your background, you probably want to note that Luz'Noc traded with the demon for your soul because A) he's a devil and B) he doesn't quite have power in terms of what your background requires (minor spoiler but no big surprise, that's alot of power there).

*/end whistling*

OK Ill ammend the Paladin a bit. I can see Aedon being about 50. I guess I should have given him the age modifiers but it didn't seem needed. Lets just say that for doing a service to a diety he was granted his youth back and while being over 50 years old he has the body of a 25 year old.
 

This will list some rules changes (not big ones) that the characters should incorporate once chapter 1 is up (but doesn't effect them during the prologue).

Note that for the most part, I will not be using 3.5e stuff, except for perhaps the 3.5e MM (using 3e DR).

List of Changes for When Chapter 1 is Up:
-Will be using 3.5e Spell Power, I like the system better there. Basically, instead of adding +1 to Spell DC and +1 to Spell Penetration rolls, it adds +1 to your caster level (which increases range, duration, etc.. of your spells, makes them harder to dispell, and adds to your spell penetration rolls)
Edit-After taking a look at Domaskis' char, let me note that Elemental Penetration/Focus are not affected by this ability

A little bit more coming shortly, but not too much-if these changes hurt your character somewhat (I know it'l effect Domaskis), feel free to change your levels around a bit as needed.
 
Last edited:

Agatha, Synthis, and M'jekk, EL 29 encounter.

Agatha is a standard Gloom Hag, no special abilities added on. However, the Hag is a special creation of mine ;), statwise, but is from 2e I believe as a very ancient, primordial evil critter. (Note that I don't do skills, it takes much too long when I have to work up like 5 or so epic level monsters per encounter)

Night Hag Covey Powers:
3/day Animate Dead, Chain Lightning, Delayed Blast Fireball, Finger of Death, Force Cage, Greater Bestow Curse, Greater Dispelling, Greater Scrying, Mirage Arcana, Nightmare, Polymorph Any Object, True Seeing, Veil, Vision 1/day-Imprisonment, Protection from Spells, Soul Bind, Wail of the Banshee. All spells cast as a 20th level caster (DC 21+Spell level). To invoke this is a standard action from one of them (If it's a 3xday spell), or a standard action from all of them (If it's a 1xday spell), and they must all within 30 ft. of one another.


GLOOM HAG
Medium-size Outsider (Evil)
Hit Dice: 32d8+288 (544 hp)
Initiative: +8 (+4 Dex, +4 Improved Initaitive)
Speed: 40 ft Fly 80 (Perfect Manueverability)
AC: 46 (+4 Dex, +21 natural, +11 deflection)
Attacks: Bite +33 melee, 2 claws +30 melee
Damage: Bite 2d12+8 and Gloom Fever, claw 2d6+4
Face/Reach: 5 ft/5 ft
Special Attacks: Gloom Fever, spell-like abilities, improved grab
Special Qualities: Immunities, DR 30/+5, SR 38, Death Throes (50', 30d6 unholy damage, Ref DC 36 half), spells, blindsight, darkvision, scent, telepathy (100 ft.)
Saves: Fort +26, Ref +21, Will +26
Abilities: Str 27, Dex 18, Con 28, Int 28, Wis 29, Cha 32.
Skills: X
Feats (7): Empower Spell-like Ability, Greater Spell Focus (Necromancy), Improved Initiative, Multiattack, Quicken Spell-like Ability, Spell Focus (Necromancy), Spell Penetration; Epic Feats (4): Epic Skill Focus (Knowledge: Religion), Epic Spell Focus (Necromancy).
Challenge Rating: 26; Covey (1 Gloom Hag and 2 Night Hags 28)
Treasure: Standard
Alignment: Always neutral evil
Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 120.
Darkvision: This creature can see in complete darkness, up to 120.
Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity.
Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold).
Spell-like Abilities: At will-Deeper Darkness, Enervation*, Evard's Black Tentacles, Fear*, Greater Shadow Evocation, Invisibility, Shades, Teleport w/o Error, Vampiric Touch; 3/day Energy Drain*, Finger of Death*, Transmute Flesh to Shadow (R&R)*; 2/day Control Undead, Horrid Wilting*, Shadow Storm (R&R)*; Shadow Walk, 1/day Hellball, Stalkerspell (SS) as a 28th level sorcerer (Spell DC 21+Spell level, or 27+Spell level for spells of the Necromancy school). Constant-True Seeing.


SYNTHIS-Advanced Half-Fiend/Half-Night Hag, Survivor 5
Medium-size Outsider (Evil)
Hit Dice: 16d8+5d6+84 (242 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 20 ft, Fly (average) 20 ft
AC: 26 (+6 Dex, +10 natural)
Attacks: Bite +24 melee
Damage: Bite 2d6+12 and disease (Demon Fever)
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Disease, Night Hag Spell-like Abilities (caster level 8), Half-Fiend Spell-like Abilities (21st level caster), Dream Haunting
Special Qualities: Immunities (fire, cold, charm, sleep, and fear effects, poison), Acid/Cold/Electricity Resistance 20, SR 25, damage reduction 20/+3, darkvision
Saves: Fort +18, Ref +20, Will +18
Abilities: Str 26, Dex 23, Con 18, Int 23, Wis 18, Cha 22
Skills: XXX
Feats: Alertness, Combat Casting, Empower Spell-like Ability, Improved Initiative, Mounted Combat, Quicken Spell-like Ability, Spell Focus (Necromancy), Spell Penetration
Challenge Rating: 18
Alignment: Neutral evil
Darkvision: This creature can see in complete darkness, up to 60 ft..
Survivor Powers: Uncanny Dodge (Dex bonus to AC, can't be flanked), Improved Evasion, Damage Reduction 5/-


M'JEKK-Advanced Half-Black Dragon/Half-Night Hag, Survivor 5
Medium-size Outsider (Dragon, Evil)
Hit Dice: 16d10+5d8+126 (326 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft
AC: 26 (+3 Dex, +13 natural)
Attacks: Bite +27 melee, 2 claws +25 melee
Damage: Bite 2d6+11+1 (vile) and disease (Demon Fever), claw 1d4+5+1 (vile)
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Breath weapon (6d4 5-5-60 ft. Line of Acid-Ref DC 17 half), disease, Night Hag Spell-like abilities (caster level 8), Dream Haunting
Special Qualities: Immunities (fire, cold, acid, charm, sleep, and fear effects), SR 25, damage reduction 20/+3, darkvision
Saves: Fort +20, Ref +17, Will +18
Abilities: Str 32, Dex 16, Con 22, Int 20, Wis 19, Cha 19
Skills: XXX
Feats: Alertness, Combat Casting, Improved Grab, Improved Critical (Bite), Improved Critical (Claws), Mounted Combat, Multiattack, Power Attack, Vile Natural Attack
Challenge Rating: 18
Alignment: Neutral Evil
Darkvision: This creature can see in complete darkness, up to 60 ft..
Survivor Powers: Uncanny Dodge (Dex bonus to AC, can't be flanked), Improved Evasion, Damage Reduction 5/-


The specters had their HD advanced to 14.

No EXP was gained during the battle since it was a test run and there were no possible future harmful effects (and thus no real risk) although Hyanda was awarded 1 fate point for killing Agatha.

Amusingly, these versions of Synthis and M'jekk were created before any PC was created, the original Agatha was an advanced HD Night Hag contemplative, but that got too weak when compared to the rest of the characters.


Chapter 1 will start in about 2 days, although I imagine everyone has about a week to update their characters and make any final changes to them. Histories would be nice too for those who don't have them-thanks ahead of time and I hope the battle was fun (or maybe it wasn't...)-however, was it a good pace for everyone? Too fast, too slow or just right?
 
Last edited:

Anyways, fear Xert with Time Stop and 4 Empowered Meteor Swarms along with a quickened teleport without error :D.

For chapter 1, there will be 2 main groups in the beginning, which will end up uniting later in the storyline.

Ahead of time, here's a list of who's in the group:

Party 1-
Sei-Ryu
Hyanda
Domaskis Tidus-Rath
Jack
Aedon
"Saint" Tracy

Party 2-
Mysliwy Plomiei (NPC)
Nameless
Melchiah
Xert
Kip Ix'til

Don't worry, everyone will have their fair chance in the spotlight-whether that's a good thing or a bad thing time will tell.

Edit-Finally updated current roster, so incase you don't want to go browsing through the lengthy rogue's gallery I summed up who's playing who and what their characters are (roughly).

Golden Eagle, expect an email headed your way in about 2 days.
 
Last edited:

Heh, I need to learn to cope with the fact that you update so often, I my self usually just check the boards once a day. :o

Otherwise I liked the game a lot, just need to find an effective way to handle force effects.;) Expect the history in a day or two, as well as spending rest of the skill points.
 


Jack is evil as a shadow, I wasn't prepared for it. Arg! Lol :D
The fight was invigorating, it had that epci feel to it. I could totally see myself diving past the spectres, with them traling not to far behind me. I hope I do better in the battles to come. Good job. :D
 


Sollir, since I've been #IR so little lately, I'll ask it here:

What is happening with mighty bows? Storm Giants have Mighty [+14] bows, so what's the problem?
 

Into the Woods

Remove ads

Top