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  1. - Top - End - #1
    Firbolg in the Playground
     
    PairO'Dice Lost's Avatar

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    Default One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    This is the OOC thread for the gish-tacular One Gish, Two Gish, Red Gish, Blue Gish game; the IC thread is here, and the previous OOC thread is here.

    Player Character
    BelGareth Master Kaulesh
    herrhauptmann Armand LeStrange
    Snowbluff Diael (fluff)
    Lestroisrois Aladterf Ibn Ghola
    Autopsibiofeeder Aat
    Failed Phantasm Varthok (Balaerimus) Stormhowl

    The Sixteen Questions
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    1. System
    2. Type of Game


    D&D 3.5. Everyone is a gish of some sort, valiantly resisting the Inquisition.

    3. Number of Players
    4. Location


    4-5 players, no alternates, on this forum.

    5. Starting Level
    6. Starting Gold


    Level 12, gestalt, standard WBL (but see Houserules below)

    7. Classes
    8. Races


    Everyone's build should have at least one side heavy on some form of non-divine primary casting (arcane, shadowcasting, psionics, 5th level spells or the equivalent are a good benchmark) and at least one side with as close to full-BAB martialness as possible; two split sides like a duskblade//mystic ranger works too. Generic classes are not allowed. One divine caster is allowed, but they'll need to have a good reason to side with the rest of you. Dual-progression PrCs are allowed but they take up both sides of the gestalt, you may only have one PrC at once, and you may not double-advance anything (e.g. if you have wizard or something advancing wizard casting on one side of the build at a given level, the other side can't progress wizard casting at the same level).

    As a houserule, all full BAB PrCs that don't already progress some form of casting will progress one of your martial class's main feature: a fighter's bonus feats, a barbarian's rage, a warblade's maneuvers, etc. Sufficiently gish-y half-casting PrCs like Acolyte of the Skin and Green Star Adept will fully advance casting; ask me if you're not sure if a given PrC qualifies.

    Any races are allowed. There is no LA buyoff, and LA and RHD all go on one side of the gestalt (which still must abide by the one casty side/one martial side restriction). No homebrew for either races or classes.

    9. Stats

    Everyone gets one 18 in a physical stat of their choice, one 18 in a mental stat of their choice, and 25 point buy to fill out their other scores (and see Houserules below). Hit points are max at 1st level, average after that.

    10. Alignment

    Go wild, as long as you're not playing a Stupid alignment and will work with the party.

    12. Die Rolling

    You roll yours, I'll roll mine and some of yours (like initiative) when it'll save time.

    13. Houserules

    My standard PbP houserule for Big Six items: Any items granting enhancement bonuses to attack rolls, stats, or AC, resistance bonuses to saves, or deflection or natural armor bonuses to AC) no longer do so, and those items that only do that no longer exist (this also means you don't need to pay for a +1 before putting special abilities on weapons and armor). Instead, to mimic these bonuses and grant more all-around competence, everyone gains +1 to all stats at each even level and adds half their level as an untyped bonus to AC that applies to touch and flat-footed AC.

    Feats are now gained at every odd level instead of at 1st and every 3rd.

    Spellcraft and Psicraft are combined into one skill; you can put either one on your sheet, and either way it functions as both skills for making checks, meeting prerequisites, and so forth. The same applies to Use Magic Device and Use Psionic Device. Combat Casting and Combat Manifestation likewise affect both casting and psionics and are interchangeable for prerequisite purposes.

    14. Background

    Tell me about your character's personality, why they took up study of the mystical arts despite it being shunned and outlawed, and why they decided to fight back against the Inquisition. Stuff beyond that is optional but encouraged.

    15. Game Composition

    Since you're all going to be fairly combat-focused, the game will have plenty of combat, and the degree of roleplaying, exploration, etc. will depend on your preference and actions.

    16. Sources

    Anything 3e, including setting-specific material, un-updated 3.0, and Dragon Magazine are allowed. I don't have a banlist, but remember these two rules: #1, don't be a ****, #2, anything you use or abuse is fair game for NPCs.


    Dramatis Personae

    Fellow Resistance Members
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    The following are the other members of your Resistance cell:

    Jheska Selova Female Grey Elf Conjurer 11//Swordsage 7/Telflammar Shadowlord 4
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    There are a rare few in Negiarkos who are allowed, in fact required, to learn the arcane arts. Sanctioned Mages, as they are known, are taken from their families at a very young age and instructed in the first two circles of arcane magic, for two purposes: to give the churches fanatically loyal servants who can test unfamiliar arcane artifacts and spells for them, and to provide a suitable test for the Inquisition's mage-hunting equipment and tactics. Only a handful exist at any one time due to the dangers of keeping them and the difficulty of controlling them, and any who appear to be exceeding their training or having the slightest hint of disloyalty are slain immediately.

    Except for one: Jheska was a full-blooded elf in a half-elf family thanks to her father's remarriage, so while she was believed to be a half-elf by her handlers and thus treated just like the other test subjects, she was able to break their conditioning while she tranced and study ahead in magic with the extra hours free she had each night. She eventually escaped and sought out fellow arcanists to help her seek revenge against her tormenters, about whom and the trauma they inflicted upon her she rarely speaks.


    Josiah d'Santo Male Human Dread Necromancer 10//Duskblade 3/Hexblade 7
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    The d'Santo family, despite the upper-class name and their fine mansion in the freehold of Donoledrim outside of Vindasaam, is not nobility, though they desperately wish to be; the merchant family has teetered on the edge between the middle class and the nobility for several generations. Josiah left the d'Santo household as a young man, parting with his family on relatively amicable terms. He claimed to want to seek out new trading opportunities in other city-states, and indeed he did send reports back to his family for a while regarding potential business partners, but in fact he was studying prohibited magic. He had been interested in anatomy and biology from a young age thanks to his rapport with one uncle who was a healer for the Donoledrim city guard, and his research on autopsies and the science of death eventually led him to want to study the way magic flowed through living and formerly-living bodies.

    He didn't have the faith in Thanatos to become a church-approved mortician, so he traveled to Enkavmolis to secretly observe the Thanatan priests' rituals and attempt to duplicate their work; he succeeded admirably and is now an expert in the manipulation of negative energy. When Moriah sought him out after being exposed, he fled the city in case he too was caught, and the two cousins were on the lam from then until they chanced upon a cell of the Resistance.


    Moriah d'Santo Female Half-Elf Bard 9//Swashbuckler 6/Arcane Duelist 3
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    From a young age Moriah received a lady's classical education--theology, music, weaving, the usual feminine arts--from the best tutors her family could hire in the hopes that she would attract the attentions of a noble heir and catapult them into the upper ranks of society.

    Unfortunately for them, she decided that dueling and bawdy songs were more her speed than knitting and sacred hymns were, and her practice of beating up potential suitors made her more popular with the common folk than with her peers. Her reputation went to her head, and she practiced ever more inventive song lyrics and ever more fancy flourishes with the blade, until one day her taunts and bladework combined to produce a flare of magical light during a duel in front of her entire neighborhood. Not trusting her furious parents to protect her from the Inquisition, she ran away from home and never looked back.


    Sergei Dvorak Male Deep Dwarf Battle Sorcerer 9//Knight 6/Suel Arcanamach 3
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    A natural loner, Sergei is one of the remaining Arcanamachs (or "wizard-knights") of the ancient pre-Cataclysm kingdom of Suel. He survived the massive conflict thanks to being too weak at the time for the churches to bother hunting down and too cowardly to seek out a fight with them, and he laid low for several centuries without daring to cast the merest cantrip for fear of being discovered, but in the time since he regained his courage and sense of purpose he has watched and waited and trained, hoping to pay back the favor to the churches who wiped out his order.


    Tarnoc Lejave Male Human Binder 6//Ranger 4/Scout 2
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    The firstborn son of the Lejave family has always become a priest, for as far back as they remember, and Tarnoc was no exception. He was exceptional in one respect, however: he was a terrible priest. He was a novice twice as long as others his age because he constantly neglected his studies to sneak out and explore the city and the wilds beyond. He finally advanced to the rank of acolyte, but struggled there as well, and when he was given the ultimatum to shape up or leave he became desperate not to displease his family and turned to the forbidden arts to grant him more power without the required effort.

    The priests soon recognized that his power was unusual, as it is difficult for a false practitioner to fake having clerical powers, and he was sentenced to death. He was rescued at the last minute by his best friend and the two fled into the wilds where Tarnoc was able to evade their pursuers thanks to his familiarity with the terrain.


    Galad Gideonson Male Tiefling Beguiler 5|Arcane Trickster 1//Factotum 3/Rogue 2|Arcane Trickster 1
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    Tarnoc's best friend Galad was an orphan, a result of the Inquisition wiping out an entire family thanks to a "tainted" bloodline, and he took the name Gideonson after his adopted parents. He explored the city with Tarnoc when both of them were young, and got to be very talented at lying and making excuses as to why the two weren't doing what they were supposed to.

    Very talented--supernaturally so. For the longest time he refused to believe he was an arcanist, fearing that the fate that befell his birth family would strike him as well, but when he heard what was going to happen to his best friend that fear turned into a resolve to never let that happen to anyone ever again. He lied and charmed his friend out of prison and escaped with him.


    Kuruk Female Kobold Dragonfire Adept 3//Wilder 3
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    This young kobold has no particular hate for the Inquisition like many others in the Resistance, having joined them more for convenience than anything else. Her people are often suspected of harboring hidden magical talents, so when the Resistance found her alone and unconscious in a back alley with traces of magic around her, they assumed she had been attacked by the Inquisition and rescued her.

    She hadn't, actually, it was just a simple mugging where she managed to roast one thief but not his friends, but when she found herself in the company of people among whom she wouldn't need to hide her talents she simply decided to stay with them and help them out.


    Current Allies
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    You have acquired some students! Here's everything you know about them thus far; more details will be added, and individual entries fleshed out, as you learn more.

    Name Race and Gender Age Casting Ability Personal Notes
    Yashirin Ashcombe Human Male 16 3rd-level arcane spells Member of prestigious Ashcombe noble family, leader of the student group
    Jasmine Verrano Goblin Female 13 2nd-level arcane spells Member of rich merchant family, made contact with the Resistance
    Peter Parquah Human Male 18 2nd-level arcane spells Orphan, lazy but very bright
    Ginny LaFonde Half-Elf Female 23 1st-level arcane spells, 1st-level arcane spell-like abilities Family situation unknown, quite adventurous
    Eamonn Bracegirdle Human Male 20 1st-level spell-like abilities Overbearing but impoverished noble parents, drunk bully
    Johann Feuersturm Half-Orc Male 17 1st-level arcane spells Family situation unknown, Eamonn's best (and only) friend
    Nadia Sollerno Tiefling Female 15 1st-level arcane spells Family situation unknown
    Anaron Ithil Half-Elf Male 26 1st-level arcane spell-like abilities Family situation unknown
    Connor Coolridge Human Male 9 0th-level arcane spells, 1st-level divine spells Family situation unknown
    Khandrikh Silvervein Dwarf Male 41 0th-level arcane spells Family situation unknown


    Known Enemies
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    Inquisitors

    Name and Rank Race and Gender Patron Location Encountered Favored Tactics Other Notes
    Gravebrother Nefer Elf Male Osiris Iatirroch Counterspelling, dispelling N/A
    Watchknight Saros Human Male Helm Iatirroch Movement/teleportation denial Appeared to be the one in charge of the pentad
    Unknown Dwarf Male Baldr Iatirroch N/A Had the most tactical skill
    Unknown Human Male Ganesha Iatirroch N/A Was the only one who offered a chance to surrender
    Unknown Human Male Hextor Iatirroch Devoted Spirit maneuvers Didn't care about collateral damage

    Non-Inquisitors

    None...yet. Give it time.
    Last edited by PairO'Dice Lost; 2017-02-16 at 03:27 AM.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Quote Originally Posted by PairO'DiceLost View Post
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    Won a cookie for this, won everything for this

  2. - Top - End - #2
    Firbolg in the Playground
     
    PairO'Dice Lost's Avatar

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Knowledge (History and Geography)

    A Chronology of Important Historical Events (Or, Why Everyone Hates Mages)
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    A Very Very Very Long Time Ago: The Rise of Magic
    The common races, which at that time uniformly possessed weak inherent magical powers, begin refining their magical knowledge. Scholars attempt to codify and understand their intrinsic magic, and in the process develop what becomes known as wizardry; people who interbreed with magically-strong families develop sorcerous and mental powers; mystics who can communicate with the local spirits of their lands discover the worship of greater beings.

    ~8,000 B.C. (Before Cataclysm): The Luminous Age Begins
    Civilization has advanced to incredible heights. Spellcasters of all sorts reach the fourth circle of magic through study, devotion, strength of will, and other means, and massive empires arise that are infused with magic at every level; the Age is named for the fact that magical lights were so numerous as to banish darkness from entire continents.

    ~5,000 B.C.: The Sculpting of the World
    Priests discover the sixth circle of magic and are able to provide civilization with never-before-seen luxuries and heal many of the world's ills; however, they are somewhat envious of the world's mages and mentalists, who have reached the eighth circle of magic and are able to shape the world to their whims. While the churches tend their flocks, mages create new species of beasts, travel to other dimensions, and otherwise push the limits of their new-found technology. Mountain ranges are laid low and plains raised up as they play with their powers.

    ~3,000 B.C.: The Winnowing
    Thanks to the population's long reliance on non-inherent magic, suddenly members of the common races begin to be born without magic. This forces them to turn to “artificial” magics; few take up the priesthood, as they feel that their gods have forsaken them, but the churches (who blame “heretical” arcane magics for this disaster) grow in political and economic power due to the fact that they are the only organizations not suffering from a depletion or changing of magical power.

    ~2,500 B.C.: The Schism
    Only the strongest bloodlines remain magically-gifted as the priesthood discover the seventh circle of magic and users of “unnatural” magics reach the ninth circle. Desperate to regain their lost magic, the population turns to making pacts with fiends, binding souls, and other distasteful methods of gaining power. Followers leave the churches in droves, and the churches begin to resent the more unnatural spellcasters even more than they already do.

    ~800 B.C.: The Grand Departure
    While divine spellcasters remain stagnant in their magic due to the deities' tight control over their gifts, some arcane spellcasters and mentalists reach the eleventh circle of magic and begin to display godlike power. The common folk, their views strongly influenced by centuries of church teachings, vilify these spellcasters, who gather up their fellow magic-users and leave the material world for planes where they can form their own societies in peace. Every arcanist capable of using the fifth circle of magic and above departs, leaving their less powerful brethren at the mercy of the churches and paranoid for their lives. Tension mounts between the social, political, and magical juggernauts that are the world's theocracies and what is increasingly viewed as selfish and unnatural powers.

    0 B.C.: The Falling of the Sky
    Tensions finally reach the breaking point, and when 90 percent of the population possesses magical powers of the third circle or higher, the “breaking point” is quite dramatic indeed. The churches attempt to squash the users of unnatural magic once and for all, but they have grown too powerful and fight back. Mages and priests who have both reached the tenth circle of magic rain devastation down on the world.

    No one has an exact record of the Cataclysm, but by the end of it half the world was completely uninhabitable due to being sunk beneath the sea, rendered dimensionally unstable, poisoned for generations, or some other cause. Only one continent remained intact, and even there the most powerful magic-users had destroyed each other and the once-great society was reduced to pockets of civilization in the midst of dangerous wilderness. The gods entirely abandoned their children in horror at what they had done, leaving the surviving arcanists to set themselves up as tyrants.

    ~200 M.R. (Modern Reckoning): The Resurgence
    Two centuries after the Cataclysm, the gods' power returned to the world, and their servants were much more powerful than the surviving arcanists. Mageocracies where worship was outlawed turned into mage-hunting theocracies overnight, and the Inquisition was formed as a joint effort among the churches of every city-state to stamp out the evil magic that had destroyed the world and enslaved its people. Though the vast majority of arcanists were good people, they were all demonized and hunted down as efficiently as possible.

    ~520 M.R.: The Purification Wars
    Noble houses of non-magic-using bloodlines arose after the Resurgence, as the church was not as powerful as it once was, magic was much less common, and political power no longer depended on magical power. Some families did retain strong magical powers, however, and rebelled against the churches' control for the right to govern their city-states as they saw fit. Battles raged for almost a decade, but at the end the churches prevailed and wiped out every member of those bloodlines that they could.

    537 M.R.: The Present Day
    Today, all magic other than that used by the churches is outlawed and practicing it is punishable by death; the remaining city-states are solidly theocratic and the common people depend on the churches for sustenance and protection. The amazing pre-Cataclysm magitechnology has been lost, and technology has fallen back to pre-Luminous Age levels and remained there for centuries thanks to the common association of technological development with witchcraft (the common term for all “unnatural” magics). Non-theocratic freeholds exist, but even there the population is dependent on priests to protect them from the beasts created before and during the Cataclysm by irresponsible mages.


    A Geo-Political Overview (Or, All The Places That Want To Kill You)
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    The Land
    The continent of Negiarkos is bordered on three sides by the ocean; to the west are the Slain Lands, a dead volcanic wasteland where ash and acid (or worse) rain from the sky, no plants grow without being somehow twisted by the corruption, and only unnatural beasts live. Deserts and volcanic regions dot the continent, sticking out of the surrounding land like a stab wound in the body of Mother Nature. The rest of the land is temperate, mostly forested terrain with plenty of lakes, rivers, and swamps.


    The Water
    The ocean around Negiarkos is divided into several seas by scholars. The Sea of the Lost to the west of the Slain Lands is named to remember the continents that sank beneath the sea in the Cataclysm and their inhabitants, and technically covers most of the world but few Negiarkan explorers are brave enough to travel far enough from land to need to worry about that. The unimaginatively named Tropical Sea lies to the north of Negiarkos, and connects to the Inner Sea (a body of water formed when a sudden sea level rise flooded much of the continent) by the Strait of Turmoil which separates the Slain Lands from Negiarkos and the Strait of Storms which cuts through Negiarkos and separates a large chunk of it from the mainland.

    To the northeast is the Sea of Madness, a dangerous sea marked by storms that have raged since the last days of the Cataclysm...though this is a blessing, since the constant storms keep the hordes of aquatic monsters to a minimum. To the east is the Sea of Peace, a relatively monster- and hazard-free sea named to commemorate the cessation of hostilities after the Cataclysm. To the south is the Arctic Sea, which is just refreshingly chill along the coast but quickly fills with icebergs the farther from land one travels. Finally, the Sea of Obliteration is an artificial sea--more of a water-filled crater, really--where legend holds the Cataclysm began.

    The City-States
    There exist seventeen theocratic city-states throughout Negiarkos, each dominated by one or more main churches but accepting of (and dependent upon) all other religions: in every city-state the priests of deities of order and warfare serve as lawyers and police, the priests of deities of beauty and music serve as entertainers and artisans, and so forth. Each city-state grew up around some significant natural feature or location after the Cataclysm, and all of them work together to provide for each others' needs, essentially serving as individual cogs in the machine of civilization. The teachings of a given religion greatly influence life in their city-states, and travel among them is rare for all but church-sponsored merchant caravans due to the danger of travel through the wilderness.

    Numerous freeholds exist outside the borders of city-state territories. Freeholds in the wilderness are usually small and heavily protected, fortresses in all but name, while those near the city-states are closer to small satellite city-states; there are usually three to six freeholds near each city-state, but three city-states have no freeholds around them at all, and one boasts an impressive seven freeholds. Each freehold is either independent territory run by noble families or other organizations (usually trading hubs run by the few independent merchant companies or outlaw towns run by criminal groups) or outposts for other city-states for easier travel and evangelization.

    The following are brief descriptions of the city-states, numbered according to their position on the map above:

    1: Yujiazhi, the City of Spices, is overseen by the church of Amaterasu, goddess of the sky. It is the farthest-spanning and also least populous of the city-states, and is the source of many spices, herbs, reagents, and other valuables that grow better in the warmer climes of the north than on the mainland of Negiarkos.

    2: Forsselva, the Vigilant Sentry, is overseen by the church of Quetzalcoatl, god of air. It sits at the closest point to the Slain Lands across the Strait of Turmoil, and was established to prevent another large incursion of flying monsters from the Slain Lands into Negiarkos.

    3: Gandeithe, the Secluded Grove, is overseen by the druid circles. It is a sprawling collection of towns more than a city-state, and it is a haven for druids, philosophers, and others who find city life and church heirarchies too restrictive.

    4: Anahernua, the Golden Paradise, is overseen by the church of Chaav and Lastai, god and goddess of love. It is a peaceful city on the banks of a beautiful lake, and is home to many celestials who were trapped on Negiarkos during the Cataclysm.

    5: Sitinerour, the City of Roads, is overseen by the church of Vulcan, god of crafting. It is the source of most of the armaments and vehicles for the other city-states, and it is named for the network of roads it is constructing throughout northern Negiarkos to make travel faster and safer.

    6: Kholathana, the Emerald Fields, is overseen by the church of Nanuk, god of animals. It is in the middle of one of the few forests in Negiarkos that is not haunted, warped, corrupted, or otherwise despoiled, and its extensive herds of domesticated animals are the main source of meat, animal products, mounts, and beasts of burden for the other city-states.

    7: Verolddin, the City of Storms, is overseen by the church of Thor, god of weather. It stands at the top of the tallest cliffs in Negiarkos, and is the first line of defense against the supernatural weather and periodic aquatic invasions that come out of the Sea of Madness.

    8: Poradnis, the Last Bastion, is overseen by the church of Erathis, goddess of civilization. It is an ancient fortress-turned-city that stands at the edge of the Slain Lands, tirelessly defending the continent from the twisted aberrant creatures that make their home there.

    9: Isenstadnis, the Steel Fortress, is overseen by the church of Bane, god of order. It is among the largest city-states and the only one that has an actual dedicated military instead of relying on the martial arms of the churches, and its military spends most of its time patrolling the Inner Sea or fighting back the horrors of the Twisted Forest.

    10: Hechtosiq, the Woodland Sanctuary, is overseen by the church of Ba'al, god of community. It straddles a planar distortion that makes long-distance communication and teleportation between northern and southern Negiarkos dangerous and unreliable in order to serve as a relay of sorts across it, and many of the continent's most accomplished healers and diviners can be found there as well.

    11: Ur-Talduur, the Verdant Tower, is overseen by the church of Tiamat, goddess of wealth. It lies near a mountain range that has become rich thanks to the many valuable metals and minerals it mines and tradaes with the other city-states.

    12: Solemitam, the City of Seekers, is overseen by the church of Brighid, goddess of fire. It lies near the center of the Forbidding Glacier, and its forces both patrol the glacier to guide and protect any who need to travel across it and lead expeditions down into the glacier to unearth the ancient treasures buried beneath it.

    13: Vindasaam, the Bountiful Wonder, is overseen by the church of Parvati, goddess of fertility. It is a treetop city situated between fertile plains and one of the continent's largest swamps, and it provides much of the food and clothing for the smaller city-states that cannot produce or conjure enough for themselves.

    14: Enkavmolis, the City of Silence, is overseen by the church of Thanatos, god of death. It is situated in the midst of one of the unnatural deserts in Negiarkos, and its citizenry rely heavily on necromancy to survive the harsh environs.

    15: Arulasair, the Blazing Beacon, is overseen by the church of the Silver Flame, god of protection. It is a tiered city with the eponymous beacon at the top to serve as a navigational aid to those who would brave the Sea of Obliteration, and its priests keep a constant guard over the fiends imprisoned beneath the island.

    16: Tanfidh, the City of Wisdom, is overseen by the church of Gilean, god of knowledge. It is the artistic and cultural center of Negiarkos, and not coincidentally also the main headquarters of the Inquisition.

    17: Iatirroch, the City of Lights, is overseen by the church of Horus-Ra, god of the sun. It is a port city through which most of the continent's ocean and river trade travels, and it has more canals than roads.


    Priests & Politicians: Negiarkos Power Groups
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    Ruling Councils
    Though all the city-states have their own distinct cultures and roles in Negiarkan civilization, their systems of government have become basically uniform over the centuries to accommodate the difficulties inherent in coordinating hundreds of churches of varying sizes and dozens of independent guilds, freeholds, mercenary companies, and other organizations for each city-state. The structure that they have settled on is an oligarchic one: ten to twenty representatives from the most influential factions sit on a ruling council (the name of which varies by city-state), collectively making the decisions that guide city-state life. The representatives hold more or less equal power, with those representing the primary church or churches of each city-state necessarily holding more power and the rest holding commensurately decreasing power as their faction's influence dwindles in importance.

    Most representatives on each ruling council are priests from the various churches: The council has two representatives from the primary church(es), with quite long terms of service up to and including lifetime appointment; two representatives for all the churches sharing a portfolio with the primary church(es), usually serving long terms of a decade or so; two representatives for all the churches in the same pantheon as those of the primary church(es), also serving decade-ish terms; and two representatives for all the other churches, usually cycling out every year or two.

    There are representatives for the secular power groups as well, though fewer of them: the nobles get one representative, whose term is as short or long as his or her faction holds power; whatever guilds, mercenary companies, and other organizations are most important to the city-state get one representative, serving for a few years; all the other organizations collectively get one representative, cycling out every few months; each freehold, assuming the city-state has them, gets one representative each, serving for however long the freehold determines; and the unwashed masses get one representative, popularly elected every few years.

    Gandeithe, Anahernua, and Tanfidh each have a slightly different structure than the above, given that they have large power blocs of non-deific priests, celestials, and Inquisitors, respectively. The fine details of the differences in structure and relative power for those city-states' councils are only really relevant to their own citizens, but are readily explained to newcomers when necessary.

    The Inquisition
    Formally, neither the Inquisition nor its agents hold any political power; it is an extra-governmental organization, answerable to the gods themselves rather than the mortals running their churches, and so involvement in politics would merely be a petty distraction from their sacred mission to root out corruption and heresy in all its forms, wherever it may hide.

    Informally, Inquisitors conveniently tend to find their legislative proposals passed, legal barriers circumvented, requisitions granted, and so forth, and important priests conveniently tend not to find themselves hauled away for Inquisitorial questioning on suspicion of subversive activities.


    City-State Spotlight: Iatirroch
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    Ruling Council: The patron deity of Iatirroch is Ra, the sun god of the Egyptian pantheon. Iatirroch's twelve-person Shining Council has two high priests of Ra, high priests of Amaunator and Dol Arrah representing the various sun gods' churches, a high priest of Imhotep and a high priestess of Hathor representing the Egyptian gods' churches, high priests of Ogham and Tyr representing the other churches, a matriarch of the city's oldest noble family, a retired naval officer representing the shipbuilders/canal workers/navigators/etc. as expected for a port city, a master smith representing all the other guilds, and an elected mayor (and no freeholders, since the city lacks them).

    Size: Iatirroch sprawls across a massive 1,700-square-mile area; the city-state has an outer-wall-to-outer-wall diameter of about 23 miles. The size is somewhat deceptive, though, since the city is sparse and flat: only the grandest buildings in the Temple District and the busiest warehouses in the Merchants' District reach three or four stories, with the vast majority of buildings having only one story and even the noble manors in the Old City only reaching two. Similarly, much space is given over to shipping space around the canals, open areas in the Parks District, large private grounds in the Old City, large marketplaces in the Residential District, sculpture gardens in the University District, and so forth, so Iatirroch's population of just over 300,000 souls has a much lower density than other city-states of its size.

    Layout: The city-state is almost perfectly circular thanks to the tall, thick, and heavily-defended circular wall that surrounds it. Two rivers run through it from the northwest to the southeast, the Pelusiac River and the Mendesian River, which naturally divide the city into six districts: two in the southwest part of the city, two on the northeast side, and two between the rivers, with the more public districts to the northwest and the more private ones to the southeast separated by the Promenade of the Two Horizons, the largest thoroughfare in Iatirroch and the only one that stretches straight from one side of the city to the other.


    The blue lines are water (the two large irregular lines being the Pelusiac above and the Mendesian below, the rest being canals), the brown lines are streets (thicker lines are main thoroughfares, with the one forming a southwest-northeast "diameter" of the city being the Promenade; thinner lines are normal roads, small side streets and alleys aren't shown), and the green lines are natural paths. The black circle is the city wall.

    The city-state's districts are as follows:
    1. The University District holds Iatirroch University and the city's primary and secondary schools, as well as the courts and temples to deities of law and order, the libraries and temples of deities of knowledge and writing, and similar scholarly and bureaucratic parts of the government and religious system.
    2. The Residential District is where the vast majority of the city lives, and shrines to minor household deities can be found at most street corners.
    3. The Merchants' District is composed almost entirely of three- or four-story warehouses and docks, though related buildings like employment offices, inspection posts, moneychangers, and similar can be found scattered along the larger canals and main roads.
    4. The Old City, also referred to as Tirroch by scholarly sorts and the Gold City by resentful members of the lower class, is the old pre-Cataclysm extent of the city before it became Iatirroch, and the difference in civil planning and architecture is very obvious to anyone entering the area. Important figures such as the mayor, many high priests, noble families, and Iatirrock's richest merchant clans have their homes here.
    5. The Temple District is the largest district by volume and is where most of the city's business takes place. Everything from barracks to theaters to shops and more can be found here--with the corresponding shrines, temples, and clergy, of course--and for a few hours every market day and rest day this district is the largest by population as well.
    6. The Parks District is a small district of uncultivated nature where the city's druids and shamans make their homes and where children can go to play in the woods without needing to actually leave the city and play in the incredibly dangerous forest outside the walls.


    The red square to the northeast is your hideout, about 20 miles northeast of the city, and the circus took place in the small clearing directly to the north of the A on the map.

    The Well of Night: Iatirroch was founded where it was due to the presence of a rare conflux of planar energies about fifty miles away west of its location. In the waning days of the Cataclysm, the despicable forces of the heathen witches opened a rift to the Negative Energy Plane to summon armies of the undead to Negiarkos, and when the heroic forces of the churches attempted to cancel it out by creating an opposing rift to the Positive Energy Plane, the heathens responded by opening another rift to the Plane of Shadow, for reasons unknown. The intersection of three rifts opening in the same location, combined with the other powerful magic being used at the same time, caused a feedback loop of some sort, sending energy from the Positive through Shadow to the Negative, and then back through Shadow to the Positive.

    This caused the rift to persist to the present day, constantly spewing forth hordes of twisted monstrosities tainted by darkness. Iatirroch regularly sends out parties of priests to purge them, and the Well is usually not much of a threat; however, on occasion its power lashes out, causing any shadow within range to potentially transform into a shadow beast; it is for this reason that Iatirroch is constantly lit up with blessed light, so that no shadow of human-size or greater can exist within the city, and thus far no shadow creatures have succeeded in penetrating the walls or spawning within them. The Well has disgorged several unique and increasingly-powerful shadow creatures in the past, however, and it is perhaps only a matter of time until one arrives that can bear the holy light long enough to breach the walls and plunge the city into eternal shadow.


    City-State Spotlight: Anahernua
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    Ruling Council: The patron deities of Anahernua are Chaav, god of joy, and Lastai, goddess of passion, and they do not count themselves among any particular pantheon; while not deities themselves, the celestials that inhabit the city-state are a powerful force for Good, and so hold nearly as much political and magical power as the churches despite refusing worship. Anahernua's seventeen-being Council of the Wise has a high priest of Chaav representing his church, a high priestess of Lastai representing her church, a priestess of Sune and a priest of Rao representing the other hippie gods churches of gods of peace, love, beauty, generosity and other positive emotions, a priestess of Isis and a priestess of Chauntea representing all the other churches, a leading sculptor and a master seamstress representing the city-state's guilds, a shepherd representing the nearby halfling enclave, a philosopher representing the nearby hermitage, a farmer representing the nearby independent vintner's corporation, an astrologer representing the nearby cosmologists's institute, a teacher and a restaurateur representing the common people, and a hound archon, a leonal, and a coure representing the celestials, with the Chaav priest, Lastai priestess, and celestials mostly doing the leading and the rest serving in a more advisory (but still well-respected and influential) capacity.

    Size: Anahernua is slightly smaller than Iatirroch, measuring about 18 miles across at its widest point. It is a more "vertical" city-state than Iatirroch architecturally, with most of its buildings being three to five stories tall and topped with spires and minarets, and has one of the highest population densities of any city-state; however, as it must be much more self-sufficient than a major port city, much of its area is given over to farmland, reservoirs and other uninhabitable space, so it only has a population of roughly 450,000 souls, roughly 410,000 of which are humanoid and the rest being sapient beasts and celestials.

    Layout: The city-state's 80-feet-high outer wall is in the shape of a regular heptagon, and is a masterful work of art. Five of its sides are crafted of pure marble, engraved with holy scripture on the outside and covered in exquisite sculptures on the inside that depict popular parables, famous events from the Cataclysm, and statues of the gods. The remaining two sides, those that face directly east, are marble on the bottom half and one continuous stained-glass window, nearly 60 miles long, on the top half that continues the religious depictions but also depict non-deific figures such as celestials, revered saints, folk heroes, and the like; citizens of other city-states will voyage to Anahernua just to be able to watch the sun rise above the plateau and shine through the stained-glass wall to cover the entire city-state in rivers of rainbow light.

    The city-state is somewhat schizophrenic in design, as it was built entirely by celestials and was not based on an existing pre-Cataclysm city. The archons initially wished to design the entire layout of the city for maximum efficiency while the eladrin wished to let it grow organically, so they compromised and gave the northern half to the archons to build and the southern half to the eladrin. The end result takes two wildly incompatible philosophies and somehow manages to merge them into a relatively harmonious whole, which the angels and guardinals would be quick to compare to the union of imperfect Law and Chaos in the greater service of Good (but not where any archons or eladrin could hear them, of course).


    The blue area to the northwest of Anahernua proper is Lake Harmony, a huge and dazzlingly clear freshwater lake; the tan area to the southeast is a plateau, and the brown area is the side of the plateau. The brown lines within the walls are streets (thicker lines are main thoroughfares, thinner lines are normal roads, and small side streets and alleys aren't shown). The black heptagon is the city wall, with the rainbow stripes indicating the stained-glass wall segments.

    The city-state's districts are as follows:
    1. The Northern Residential District is a precise grid of identical townhouses with perfectly-manicured lawns--no fences, though, as everyone here is a good neighbor. It is sometimes referred to as the Lawful Residential District, though one need not be of lawful alignment to live here.
    2. The Farming District is filled with orchards and fields in neat rows, and is where the majority of the city-state's food and plant-based materials are grown, with any shortfalls made up for by celestially-conjured materials and rare goods like spices obtained through trade.
    3. The Business District looks very much like the Northern Residential District scaled up by a factor of two or three. Roughly one-third of the buildings here are warehouses storing goods for lean years, with the rest being the usual collection of taverns, smithies, and other businesses that are either run by independent citizens or are run by the churches but see too much daily traffic to be run out of a temple.
    4. The Subterranean District is home to Anahernua's sizable dwarf and gnome populations, along with any other residents who might prefer to live underground.
    5. The Aquatic District is home to Anahernua's surprisingly large aventi population, who make up a plurality of the city-state's humanoid citizens, as well as a few other aquatic races like sea elves. The aventi have a strong paladin tradition and were allied with the archons and guardinals in the area even before Anahernua was constructed; when a lingering magical flux from the Cataclysm suddenly cut what would later become Lake Harmony off from the ocean and turned it from saltwater to freshwater while Anahernua was under construction, the celestials were more than happy to make a special place in their city-state for the aventi refugees.
    6. The Western Tower is seven stories tall, not quite tall enough to be visible above the outer wall, and is the city-state's place of learning: its primary school, university, and all sorts of specialized training centers are found within its walls. The only type of training facility it lacks is a military academy; Anahernua is one of two city-states that does not maintain a standing army, the other being Gandeithe, as it is devoted to peace and harmony...and its legions of paladins and celestials are more than capable of dissuading all but the strongest or most foolhardy attacker, in any case.
    7. The Central Reservoir supplies Anahernua with fresh, clean water. It pulls in and magically purifies water from Lake Harmony before sending it off to the far corners of the city-state; the passage to the lake can be sealed off while leaving the inhabitants with many months of water, and between that and the celestials' ability to create water in large quantities the city-state is more than capable of outlasting a siege.
    8. The Eastern Tower is the seat of Anahernua's magical power. The upper levels of this ten-story-tall tower host a round-the-sundial watch of diviners to keep tabs on the Malefic Anomaly to the northeast, the middle levels serve as a home for the celestials when they aren't out and about, the ground floors hold halls for enchanting items, and it is rumored that the underground levels hold an ancient relic powering a Mythal that protects the city above and beyond its many celestial- and priest-created wards.
    9. The Temple District holds the city-state's temples, in a favored position nearest the stained-glass wall so as to engender profound awe for the divine in any onlookers. Churches of more orderly deities tend to prefer the region north of Enlightenment Boulevard with its regimented streets while those of more free-spirited deities prefer the region to the south with its meandering lanes, but as with the residential districts this isn't a hard and fast rule.
    10. The Southern Residential District is a maze of side streets, lanes, and cul de sacs filled with an eclectic mix of housing where multi-family homes rub shoulders with blocks of apartments and tall lofted towers. It is sometimes referred to as the Chaotic Residential District, though one need not be of chaotic alignment to live here.
    11. The Parks District is home to celestial-blooded and half-celestial animals, sanctified beasts, centaurs, and other sorts of non-humanoid Good creatures; the district is divided into forested area and plains by Golden Meadow Boulevard. Though most of the city-state's elven population lives in the residential districts, a minority live in the forest alongside the fey and awakened animals.
    12. The Market District is home to a dizzying variety of goods. The large population of celestials gives Anahernua much easier access to powerful magic than most other city-states, which have many more novices than high priests, so rare goods that require purification, preservation, or other special treatment can often be found here. As well, Anahernua's populace tends much more towards leisurely pursuits than that of other city-states because their basic needs are met by Anahernua's plenty, so fine clothing, beautiful paintings, and other such artistic treasures can be found here as well.


    Freeholds: While Iatirroch is too close to danger to support any freeholds, Anahernua is far enough away from the Malefic Anomaly to support four of them:
    1. Halfling Tribes: Several nomadic halfling tribes spend a good portion of the year near Anahernua for the trading opportunities and healing services; they are all on different migration schedules, so at any given time one or two tribes can be found nearby.
    2. Independent Vintners: About a dozen miles southwest of the outer walls lies a small farm where a community of a hundred or so humanoids raises grapes to make wine that they ship throughout Negiarkos. Most independent freeholds consider them insane to operate outside a city-state with a fiend-spewing anomaly so close, but they believe their location is worth it, due to the unique terroix of the area...and the fact that they can occasionally make use of archon teleportation to deliver their goods to select customers before their competitors can.
    3. Hermitage: A few dozen hermits live in a small enclave atop the plateau. Some are monks of various traditions, some are priests of philosophies who find themselves much more welcome here than among the more deity-focused churches, and some are merely people who want to meditate and get away from it all.
    4. Cosmologist's Institute: Also atop the plateau lies the Institute for Archæocosmological Research, an overly fancy term for "the place where a few very smart, very obsessed people are trying to figure out what the planes and the sky looked like before the Cataclysm screwed everything up." In city-state after city-state, the churches and common people alike scoffed at their ideas, their goals, and their ridiculous "tell-o-scope" or whatever it's called, so they set up shop here. And if the remoteness of their location allows them to skirt dangerously close to blasphemous ideas about the power of the stars and mystical symbology, well, so much the better.


    The Malefic Anomaly: Roughly two hundred miles to the east of Anahernua lies a swirling vortex of vile power. It corrupts the earth and water for miles around, the grassland and forest within a several-hundred-yard radius of its center burn eternally with greenish-yellow flames, and at the center itself is a permanent link to a Lower Plane--the particular plane to which it is linked changes unpredictably, but the link is always there. Fiends of all stripes emerge from the Anomaly on a regular basis and have to be put down, which is made difficult by the fact that if the diviners of the Eastern Tower are lax in their observations for just a few seconds a teleportation-capable fiend can emerge and vanish to the far reaches of Negiarkos with none the wiser, and made yet more difficult by the fact that celestials who come too close for too long find themselves fallen, paladins and druids are corrupted into blackguards and blighters, and even normal animals are warped into unnatural forms, so the fiends can often wait around to build up their forces before attacking while the Anahernuan forces are powerless to intervene.

    Anahernua's celestials spend a considerable portion of their time purifying the outer edges of the Anomaly, getting as close as they can without risking their Goodness, and many brave dwarven and gnomish priests are send on subterranean expeditions to do the same beneath the Anomaly. Unlike many Cataclysm-derived scars on the land that cause more and more powerful monsters to roam the lands, the Anomaly hasn't sent out stronger fiends than were noted in its first appearance, merely lots of different fiends of similar strength, so there is some hope that eventually it will exhaust itself and the celestials will be able to seal it once and for all. It is theorized that it is the opening of this Anomaly that caused the celestials of Anahernua to become cut off from their home planes, though there are no working hypotheses for the mechanism behind this; perhaps if the origin of the effect were known, a solution to return them to their homes could be devised, but until then closing the Anomaly is their only real hope.
    Last edited by PairO'Dice Lost; 2017-02-13 at 05:59 AM.
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    amused Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by PairO'Dice Lost View Post
    Oh, right. Whoops. Failed my Ref save against twinned empowered overtime last night and forgot to make the new thread.

    So...new thread!
    Glad I could help.

    Quote Originally Posted by PairO'Dice Lost View Post
    It's completely dead except among the Resistance (who learn it for wizardry), the Inquisition (who learn enough about it to be able to identify it, but not to actually speak it past a basic level), and the higher echelons of churches of dragon-related gods like Tiamat (who learn enough of it by rote to perform ceremonies and are closely watched for treason). Other than that, the common people might have heard of "the tongue of dragons" but know nothing beyond the fact that it might have once existed.
    So it's safe to use in this situation, since they'll not know the more complicated words. Now to add random complicated words that have no bearing on the situation, just to throw them for a loop.

    Post will be up in a few.
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    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by Lestroisrois View Post
    Glad I could help.


    So it's safe to use in this situation, since they'll not know the more complicated words. Now to add random complicated words that have no bearing on the situation, just to throw them for a loop.

    Post will be up in a few.
    Oh god, what're you planning this time?

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Did you just tell our enemies our goal/plan?

    If one casts a dispel in range of my ring of spellbattle, I'm going to counter it with the ring.
    Last edited by herrhauptmann; 2014-08-30 at 04:44 PM.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Dice,
    Question for ya regarding weapon enchantments.

    Souldrinking in BoVD is a +4 cost, and grants a +2 enhancement to strength. Since we don't have enhancement bonuses, can we reduce the cost to a +3 or something?

    edit:
    Custom magic item question. BoVD Blackguards Blade. Costs 9515 gold for a +2 weapon. Per our rules, would that then cost me just 1515gold? (+2 costs 8000. Regular cost is 9515)
    (And I just rediscovered the nipple clamp of exquisite pain...)
    Last edited by herrhauptmann; 2014-08-30 at 08:22 PM.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    Did you just tell our enemies our goal/plan?
    Ahem.
    Quote Originally Posted by PairO'Dice Lost View Post
    It's completely dead except among the Resistance (who learn it for wizardry), the Inquisition (who learn enough about it to be able to identify it, but not to actually speak it past a basic level), and the higher echelons of churches of dragon-related gods like Tiamat (who learn enough of it by rote to perform ceremonies and are closely watched for treason). Other than that, the common people might have heard of "the tongue of dragons" but know nothing beyond the fact that it might have once existed.
    Therefore, by using complicated words and convoluted allegory, they wouldn't know what I said. "Unless Dice cheats and has one of them prepared and cast Tongues or Comprehend Language ahead of time. But that wouldn't make sense, and Dice isn't the type of DM to have the enemies already know every aspect of our plan such that they are always 10 steps ahead of us.
    @Dice: How far is the corpse from Ghola/Thufir/etc.?
    Last edited by Getsugaru; 2014-08-30 at 10:10 PM.
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    Quote Originally Posted by Tvtyrant View Post
    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by Lestroisrois View Post
    Ahem.

    Therefore, by using complicated words and convoluted allegory, they wouldn't know what I said. "Unless Dice cheats and has one of them prepared and cast Tongues or Comprehend Language ahead of time. But that wouldn't make sense, and Dice isn't the type of DM to have the enemies already know every aspect of our plan such that they are always 10 steps ahead of us.
    I'm expecting the Tongues spell...
    It's a good way to get enemies tactics if you can hide that you understand them.

    Think of Danerys when she's thinking of buying the Unsullied in Game of Thrones.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Diael reads the narration. "That barely qualifies as loquacious."
    Last edited by Snowbluff; 2014-08-30 at 09:18 PM.
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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    Souldrinking in BoVD is a +4 cost, and grants a +2 enhancement to strength. Since we don't have enhancement bonuses, can we reduce the cost to a +3 or something?

    BoVD Blackguards Blade. Costs 9515 gold for a +2 weapon. Per our rules, would that then cost me just 1515gold?
    Yes to both.

    Quote Originally Posted by Lestroisrois View Post
    @Dice: How far is the corpse from Ghola/Thufir/etc.?
    Right next to the students, so someone can grab it.

    Quote Originally Posted by Lestroisrois
    "Unless Dice cheats and has one of them prepared and cast Tongues or Comprehend Language ahead of time. But that wouldn't make sense, and Dice isn't the type of DM to have the enemies already know every aspect of our plan such that they are always 10 steps ahead of us.
    Quote Originally Posted by herrhauptmann View Post
    I'm expecting the Tongues spell...
    It's a good way to get enemies tactics if you can hide that you understand them.
    Tongues isn't part of the Inquisition's standard MO at the moment, as they have no reason to expect to need it; they don't just deal with witches, after all, they also handle monsters and other threats to the churches and civilization (in that order). However, they do adapt to particular opposition, and you guys have given them more than enough info to help them out the next time you run into them.
    Better to DM in Baator than play in Celestia
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    Darn you PoDL for making me care about a bunch of NPC Commoners!
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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    Think of Danerys when she's thinking of buying the Unsullied in Game of Thrones.
    I avoid GoT with a vengeance; friends, family and even the chair and head of my department both: they have all told me what a time sink it is. So I'm sorry, but that comparison does not work for me.
    Quote Originally Posted by PairO'Dice Lost View Post
    Right next to the students, so someone can grab it.

    Tongues isn't part of the Inquisition's standard MO at the moment, as they have no reason to expect to need it; they don't just deal with witches, after all, they also handle monsters and other threats to the churches and civilization (in that order). However, they do adapt to particular opposition, and you guys have given them more than enough info to help them out the next time you run into them.
    Kay, Ghola will probably grab him with his teeth, as there won't be a need for a move action to get to it that way...wait a minute. Am I able to take this guy back with me via teleport despite him likely being "dead" dead? At that point, wouldn't he count as an object, likely weighing more than 50 pounds?

    EDIT: Oh, wait. That only applies to innate Teleportation. My bad.

    EDIT2: Is everyone in range so we can teleport out, or are there still some stragglers not in range?
    Last edited by Getsugaru; 2014-08-31 at 03:01 PM.
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    Quote Originally Posted by Tvtyrant View Post
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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by Lestroisrois View Post
    Kay, Ghola will probably grab him with his teeth, as there won't be a need for a move action to get to it that way...wait a minute. Am I able to take this guy back with me via teleport despite him likely being "dead" dead? At that point, wouldn't he count as an object, likely weighing more than 50 pounds?
    Heh. Speaking of teleporting "dead dead" people, a related anecdote from my RL campaign: three sessions ago, the party was stuck in the bottom of an insanely secure underground Zhentarim prison complex after fighting their way into rescue some people. The whole party was down to single-digit HP and entirely out of spells, power points, and other abilities (as you'd expect from a Dice-level insanely secure underground prison complex), the complex was filling up with water from a nearby river which was about to burst into the room, and among all the prisoners they had only a single dimension door to use to escape and rejoin the two party members on the surface.

    The following conversation ensued:

    Party Wizard: "Dammit, this won't work."
    Ranger: "What won't work?"
    Party Wizard: "Prisoner Wizard can only teleport himself and six others. We have five party members and three prisoners, that's too many."
    Ranger: "What about Druid?"
    Party Wizard: "Oh, since he's dead, his corpse counts as an object. Someone can just carry him."
    Ranger: "That's how it works? Hmmm...so, how's everyone doing on HP? I can break out my healing wand."
    Barbarian: "I'm at 2 HP right now."
    Ranger: "Great!"
    *Ranger stabs Barbarian*
    *Barbarian dies*
    Ranger: "Seven people, two objects. Problem solved."
    Party: ....
    Cleric: "If Paladin finds out about this, I'm not saving you."

    EDIT2: Is everyone in range so we can teleport out, or are there still some stragglers not in range?
    Everyone's good to go. Post away.
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    You can just call me Dice; that's how I roll.


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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by Lestroisrois View Post
    I avoid GoT with a vengeance; friends, family and even the chair and head of my department both: they have all told me what a time sink it is.
    An odd reason to avoid a book/show.
    It can be emotionally taxing to read though.
    So I'm sorry, but that comparison does not work for me.
    Fair enough. I'll think of another eventually.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    Fair enough. I'll think of another eventually.
    Lestro, you ever read any of the Star Wars novels? Especially the 9book series that comes after the Dark Nest trilogy?
    Or watched Breaking Bad? Particularly I think, late season 4.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Dice, would you allow a -2 (cursed) Crystal Echoblade? I want to make an Iaijutsu singer.

    I won't be using words of Creation. I might have a couple of Warbler (warblade) levels... would the safe assumption for Song of the White Raven is that my levels for music from that feat cap like Practiced Manifester in a gestalt?

    The build stub:
    Bard12//Warbler2/LA2/Something fullBAB2/Iaijutsu Master5.

    Snowflake Wardance/Skill Feat for Iai/Song of the White Raven/Gloomrazor (?)/Improved Feint and prereqs.
    Last edited by Snowbluff; 2014-09-04 at 11:44 AM.
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    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Just waiting on Lestro to move before I cast to get us out. (Also, in the event of a dispel, I think it better that a guy with power points get dispelled than a person with only 1 dispel. And I have the chance to counter their dispel magic or inverted teleport.)

    edit:
    Snowbluff, how about Dragonlord in Dragon magic?
    Prereqs aren't too rough, bab and intimidate I think.

    Why not more warblade? If some is good, more is better.
    Last edited by herrhauptmann; 2014-09-04 at 08:53 PM.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Continuing my goal of finding/making a Linear Guild version of every paladin power/feat/item I can...

    From the Magic Item Compendium:
    Unicorn Pendant:
    Spoiler
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    Price: 6000gold. (10th level)
    Body Slot: Throat
    Caster level: 10
    Aura: Moderate (DC20) Conjuration
    Activation: Swift
    Weight: 1lb.

    A marble unicorns head with a horn of gold has been sculpted onto the face of this pendant.

    A unicorn pendant has two abilities, each of which can be activated once per day: cure moderate wounds (2d8+10 damage) and neutralize poison.
    In addition if you are a paladin wearing a unicorn pendant, you treat your charisma as 4 points higher than normal for the purpose of your lay on hands ability. This is a continuous effect and requires no activation

    From the mind of HH:
    Nightmare Pendant:
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    Price: 6000gold. (10th level)
    Body Slot: Throat
    Caster level: 10
    Aura: Moderate (DC20) Necromancy
    Activation: Swift
    Weight: 1lb.

    An onyx nightmare with a mane of gold flaked with ruby dust has been sculpted into the face of this pendant. Scyllua Darkhope had these crafted and gifted to each of her squires at their knighting ceremony.
    A nightmare pendant has two abilities, each of which can be activated once per day; inflict moderate wounds (2d8+10 points of damage) and contaigon.
    In addition, if you are a blackguard or Paladin of Tyranny, you treat your charisma as 4 points higher than normal for the purpose of your Deadly Touch ability. This is a continuous effect and requires no activation.
    Prerequisites: Craft Wondrous item. Inflict moderate wounds, Contagion.



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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Sorry I was inexplicably gone; the explanation being my email crapped out and never told me someone posted to the thread.

    Quote Originally Posted by PairO'Dice Lost View Post
    Heh. Speaking of teleporting "dead dead" people, a related anecdote from my RL campaign: three sessions ago, the party was stuck in the bottom of an insanely secure underground Zhentarim prison complex after fighting their way into rescue some people. The whole party was down to single-digit HP and entirely out of spells, power points, and other abilities (as you'd expect from a Dice-level insanely secure underground prison complex), the complex was filling up with water from a nearby river which was about to burst into the room, and among all the prisoners they had only a single dimension door to use to escape and rejoin the two party members on the surface.

    The following conversation ensued:

    Party Wizard: "Dammit, this won't work."
    Ranger: "What won't work?"
    Party Wizard: "Prisoner Wizard can only teleport himself and six others. We have five party members and three prisoners, that's too many."
    Ranger: "What about Druid?"
    Party Wizard: "Oh, since he's dead, his corpse counts as an object. Someone can just carry him."
    Ranger: "That's how it works? Hmmm...so, how's everyone doing on HP? I can break out my healing wand."
    Barbarian: "I'm at 2 HP right now."
    Ranger: "Great!"
    *Ranger stabs Barbarian*
    *Barbarian dies*
    Ranger: "Seven people, two objects. Problem solved."
    Party: ....
    Cleric: "If Paladin finds out about this, I'm not saving you."
    I approve this plan.

    Post is up. I presumed that I'd have to use my own Standard action even if manifesting through Thufir. If not, I immediately do the same again, teleporting myself, Armand, Diael, Aat, and Kaulesh away as well.

    Quote Originally Posted by herrhauptmann View Post
    Lestro, you ever read any of the Star Wars novels? Especially the 9book series that comes after the Dark Nest trilogy?
    Or watched Breaking Bad? Particularly I think, late season 4.
    To the former, partially; to the latter, no.
    Quote Originally Posted by Snowbluff View Post
    Dice, would you allow a -2 (cursed) Crystal Echoblade? I want to make an Iaijutsu singer.

    I won't be using words of Creation. I might have a couple of Warbler (warblade) levels... would the safe assumption for Song of the White Raven is that my levels for music from that feat cap like Practiced Manifester in a gestalt?

    The build stub:
    Bard12//Warbler2/LA2/Something fullBAB2/Iaijutsu Master5.

    Snowflake Wardance/Skill Feat for Iai/Song of the White Raven/Gloomrazor (?)/Improved Feint and prereqs.
    Why is it that the bard is the perfect gish? My first back-up build is a "Paladin" Half-Elf Bard 8/Seeker of the Song 2/Warrior Skald 1/Sublime Chord 1//Crusader X/Warblade Y/Swordsage Y/Iaijutsu Master 5/LA 2. White Raven was their specialty. Used Retraining from PHB2 to trade out 3 levels of Bard to (while still meeting all prerequisites) have three PrC levels put in earlier "slots" (if written out, it would be slots 2, 3, and 4 that were traded, pushing Bard 8 to 11th level, but still having already met prerequisites for PrC's). Used WoC, CG alignment, Blessing of Nymph for Skill Points...it's a nightmare of optimization. Probably won't be used as first pick when (or, hopefully, "if") Ghola eventually gets killed/put on bus.
    Incarnum: VoP's best (and possibly only) friend.
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    Quote Originally Posted by Tvtyrant View Post
    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


    Formerly Lestroisrois. Shorten my new name however you wish; I've seen plenty.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    So...
    Corporate office has a weird tradition of doing a sing-along over webcam/conference phones. They take some song, and alter the lyrics so they sorta fit our company. Sorta.
    This last one was Coolios Gangster Paradise. It went about as good as you might expect.

    Co-lo stands for Co-location (Cloud processing and storage)

    Spoiler
    Show
    As I walk through the aisles of the hot and the cold
    I take a look at my team and realize we’re quite bold
    Cause we’ve been keeping with up time so long,
    That even Billy thinks that our minds are gone
    But I ain’t never failed clients with a request
    CoreSite always brings it, we ain’t second best
    So you better watch how it’s done round our sites
    Or all you other Co-Lo’s will be turning off lights
    As they plummet, I see us on the summit, cool
    I’m the kinda tech the little homies wanna be like
    Keepin’ those nines so CoreSite keeps the limelight


    Been spending most our lives, living in a Co-Lo paradise
    We keep our suites cold as ice, living in a Co-Lo paradise
    Been on call once or twice, living in a Co-Lo paradise
    Sometimes have to stay all night, living in a Co-Lo paradise


    Look at these work orders that they got me facin’
    I got to do what it takes to get these connections goin’
    With peeps always looking at their phone screen
    Give ‘em what they want, downloads, browsin’, music stream
    Have air conditioned rooms with up time on my mind
    Got OPs in my hand and five nines in my eyes
    Routing power cables and flippin’ breakers
    And my vendors are down with these dream makers
    Downtime ain’t nothing but a heartbeat away,
    I’m owning this, got it made, what can I say
    OSC be calling me at all hours of the night
    I’m quelling fears with my knowledge of sites


    We’ve got power, cooling, lots of racks, network connectivity
    Like some kind of sci-fi film, were brimming with technology


    Been spending most our lives, living in a Co-Lo paradise
    We keep our suites cold as ice, living in a Co-Lo paradise
    Been on call once or twice, living in a Co-Lo paradise
    Sometimes have to stay all night, living in a Co-Lo paradise


    Power and the cooling, cooling and the power
    Waiting on these orders, but some of them ain’t comin’
    What’s going on in Co-Lo, we got to keep it runnin’
    They say that I’m the best tech, all the clients can agree
    If they want the job done right, they know to call on me
    So order up, that’s why I know CoreSite’s the best, cool

    Been spending most our lives, living in a Co-Lo paradise
    We keep our suites cold as ice, living in a Co-Lo paradise
    Been on call once or twice, living in a Co-Lo paradise
    Sometimes have to stay all night, living in a Co-Lo paradise
    I really hate to brag but I got it right
    Minute after minute, hour after hour
    Oh yes they can, oh yes they will

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    So...
    Corporate office has a weird tradition of doing a sing-along over webcam/conference phones. They take some song, and alter the lyrics so they sorta fit our company. Sorta.
    This last one was Coolios Gangster Paradise. It went about as good as you might expect.

    Co-lo stands for Co-location (Cloud processing and storage)

    Spoiler
    Show
    As I walk through the aisles of the hot and the cold
    I take a look at my team and realize we’re quite bold
    Cause we’ve been keeping with up time so long,
    That even Billy thinks that our minds are gone
    But I ain’t never failed clients with a request
    CoreSite always brings it, we ain’t second best
    So you better watch how it’s done round our sites
    Or all you other Co-Lo’s will be turning off lights
    As they plummet, I see us on the summit, cool
    I’m the kinda tech the little homies wanna be like
    Keepin’ those nines so CoreSite keeps the limelight


    Been spending most our lives, living in a Co-Lo paradise
    We keep our suites cold as ice, living in a Co-Lo paradise
    Been on call once or twice, living in a Co-Lo paradise
    Sometimes have to stay all night, living in a Co-Lo paradise


    Look at these work orders that they got me facin’
    I got to do what it takes to get these connections goin’
    With peeps always looking at their phone screen
    Give ‘em what they want, downloads, browsin’, music stream
    Have air conditioned rooms with up time on my mind
    Got OPs in my hand and five nines in my eyes
    Routing power cables and flippin’ breakers
    And my vendors are down with these dream makers
    Downtime ain’t nothing but a heartbeat away,
    I’m owning this, got it made, what can I say
    OSC be calling me at all hours of the night
    I’m quelling fears with my knowledge of sites


    We’ve got power, cooling, lots of racks, network connectivity
    Like some kind of sci-fi film, were brimming with technology


    Been spending most our lives, living in a Co-Lo paradise
    We keep our suites cold as ice, living in a Co-Lo paradise
    Been on call once or twice, living in a Co-Lo paradise
    Sometimes have to stay all night, living in a Co-Lo paradise


    Power and the cooling, cooling and the power
    Waiting on these orders, but some of them ain’t comin’
    What’s going on in Co-Lo, we got to keep it runnin’
    They say that I’m the best tech, all the clients can agree
    If they want the job done right, they know to call on me
    So order up, that’s why I know CoreSite’s the best, cool

    Been spending most our lives, living in a Co-Lo paradise
    We keep our suites cold as ice, living in a Co-Lo paradise
    Been on call once or twice, living in a Co-Lo paradise
    Sometimes have to stay all night, living in a Co-Lo paradise
    I really hate to brag but I got it right
    Minute after minute, hour after hour
    Oh yes they can, oh yes they will
    That. Is. So. Epic....
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by BelGareth View Post
    That. Is. So. Epic....
    Until you hear a bunch of nerds trying to sing/rap...

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    Until you hear a bunch of nerds trying to sing/rap...
    Which makes it even better, I love cringy crap like that, makes me laugh, better than the micro management, and cya that inevitably follows on my company
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by Lestroisrois View Post
    Why is it that the bard is the perfect gish? My first back-up build is a "Paladin" Half-Elf Bard 8/Seeker of the Song 2/Warrior Skald 1/Sublime Chord 1//Crusader X/Warblade Y/Swordsage Y/Iaijutsu Master 5/LA 2. White Raven was their specialty. Used Retraining from PHB2 to trade out 3 levels of Bard to (while still meeting all prerequisites) have three PrC levels put in earlier "slots" (if written out, it would be slots 2, 3, and 4 that were traded, pushing Bard 8 to 11th level, but still having already met prerequisites for PrC's). Used WoC, CG alignment, Blessing of Nymph for Skill Points...it's a nightmare of optimization. Probably won't be used as first pick when (or, hopefully, "if") Ghola eventually gets killed/put on bus.
    Well, my big thing is a support character. I'll have music and Doomspeak to skew the playing field. Iaijutsu will be for executing unfortunate souls to a lullaby. I'm intentionally avoiding WoC for power level and RP reasons. She'd be CN like Diael. With no concern for anything other than her song, Alatreia doesn't need good or evil.

    Bards are good for a lot of reasons. Skills, spells, and feat support. Cha is a strong stat to be SAD on.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
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    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by BelGareth View Post
    Which makes it even better, I love cringy crap like that, makes me laugh, better than the micro management, and cya that inevitably follows on my company
    We're hiring.
    Virginia, miami, denver, boston, and silicone valley region.

    If you want, I can show where to send a resume. Or help you edit first.
    Last edited by herrhauptmann; 2014-09-10 at 08:56 PM.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Ok, before I post, I gotta ask, did Lestro get countered/dispelled?
    Did my counter of their dispel go off?

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by herrhauptmann View Post
    Ok, before I post, I gotta ask, did Lestro get countered/dispelled?
    Did my counter of their dispel go off?
    No response from Dice = No idea.
    Incarnum: VoP's best (and possibly only) friend.
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    Quote Originally Posted by Tvtyrant View Post
    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


    Formerly Lestroisrois. Shorten my new name however you wish; I've seen plenty.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    OSIRAN uses COUNTERSPELL!
    THUFIR avoided the attack!

    ARMAND uses COUNTER-COUNTERSPELL!
    It's super effective!

    To avoid the annoyance of PbP initiative and the dogpiling effect of letting everyone act at once, at this point any one of you can act, then one Inquisitor will act, then another PC, then another Inquisitor, and so on until you manage to escape or utterly fail to do so.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
    <Snip>
    Where are my Like, Love, and Want to Have Your Manchildren (Totally Homo) buttons for this post?
    Won a cookie for this, won everything for this

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Uh, Thufir doesn't have fangs. XD

    EDIT: Thufir teleported Himself and the students, not Ghola, etc. That's why I later made note that Ghola would likely attempt to do the same if having Thufir teleport didn't use up his own standard action.
    Last edited by Getsugaru; 2014-09-11 at 01:42 AM.
    Incarnum: VoP's best (and possibly only) friend.
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    Quote Originally Posted by Tvtyrant View Post
    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


    Formerly Lestroisrois. Shorten my new name however you wish; I've seen plenty.

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    Quote Originally Posted by Lestroisrois View Post
    Uh, Thufir doesn't have fangs. XD

    EDIT: Thufir teleported Himself and the students, not Ghola, etc. That's why I later made note that Ghola would likely attempt to do the same if having Thufir teleport didn't use up his own standard action.
    Whoops. Not sure why I was thinking Thufir was in dragon form too. Either way, it's been edited.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
    <Snip>
    Where are my Like, Love, and Want to Have Your Manchildren (Totally Homo) buttons for this post?
    Won a cookie for this, won everything for this

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    Default Re: One Gish, Two Gish, Red Gish, Blue Gish [OOC, Thread 2]

    feel free to capitalize from his distraction.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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