Carrion Crown [PFS Pbp] (Inactive)

Game Master James Martin

When cultists seeking to free the imprisoned lich king Tar-Baphon violate the ruined prison of Harrowstone, the long-quiet ghostly inmates rise in undead revolt! Brought together by the death of a common ally, the heroes unite to save the residents of a tormented town and lay the spirits of Harrowstone to rest.

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AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Ugh there goes the build :(...


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

F u ... no channeler till our paladin is 4. This will get soooo ugly.

Silver Crusade

Ezechias, Male Half-Orc Gestalt Paladin (Redeemer) 3 / Oracle 3 | HP 42/42 | AC:20 T:10 FF:20 CMD:15 | F+13 R+8 W+10 (+2 vs death; -2 vs poison, disease, illusions, fey) | Init +0 | Perc +6 (darkvision)

Or unless we recruit a proper healer. I was going to suggest we move to Harrowstone now, but I'll wait until we recruit a healer. We're doomed to fail if we have none.

-Posted with Wayfinder


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

I can take versatile channeling at first level and retrain out of it later, so that we have plenty of positive channeling if we encounter undead (remember I have high dc's and amounts of channels a day). I think the other books put less attention on undead so it should be fine by then.
Healing will be an issue without a CLW wand. Can't we pool our resources for a CLW wand? If we sale some of the normal +1 arrows, we should be nearly there.

However if we are able to attract another healer (positive cleric or life oracle) I would be very happy as I can continue my normal build and role in the group.


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

The GM said no more characters. And you can´t take versitale Channeling as level one feat. A well I guess you can but it is useless for you!


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Actually it isn't. I read somewhere you always channel 1d6 minimum. Since you cant have class level of -2. It is the same for those who get animal comp -3 at level 1. But the gm should rule on it as the feat is not well written for this issue.

-Posted with Wayfinder


Bonekeep Slides

I'm contacting one of the people in the recruitment thread who expressed interest in playing a cleric. If he doesn't respond, I'll take recommendations on replacement players. I've reconsidered, and you do need a cleric/positive channeler and I don't want Xerice to have to compromise her character idea.

Let's put the game on a slow idle until I can get a replacement up and running. This is a good spot for replacements, which will become much harder when you get to Harrowstone.

Of course, I reserve the right to spice up the encounters to reflect your numbers... My spice weasel is a fiendish variety, I admit.


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

To be shockingly honest, I am quite happy. I wish to see Xerice show off what her character can do, but also as I said before... I am kind of afraid of haunts.


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Ah great news! And yes, the encounters should definitely be spiced up with the group that we have. Be careful about upping dc's of the haunts though, that could be lethal for poor Caesare ;). But the normal monsters could definitely get some boosts.


Male Aasimar Cleric 11 | AC 24 T 14 FF 22| HP 78/80 | F +11 R +7 W +14 | Init +2 | Perc +7

Sonny Wright, at your service. I hear you need some divine assistance.

I need to check the build and gear to make sure it confirms to the build requirements for this campaign as I built this alias to be PFS compliant until I found a campaign for him.

Thanks for the invitation.


Bonekeep Slides

Sonny, welcome. Your crunch looks fine.

Let's say you were invited to the funeral, but an outbreak of zombies in the city you were in delayed your departure and you have now arrived late at the late Professor's home.


Male Aasimar Cleric 11 | AC 24 T 14 FF 22| HP 78/80 | F +11 R +7 W +14 | Init +2 | Perc +7

I had to make a few, tiny changes. With a damphir in the party I switched out alignment channel for selective channeling. Don't want to hurt my friends when trying to hurt my enemies. And I took a campaign trait and got rid of scholar of the great beyond and added to my background a little.


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Great to have you with us, and thank you for selective channeling :).


Male Aasimar Cleric 11 | AC 24 T 14 FF 22| HP 78/80 | F +11 R +7 W +14 | Init +2 | Perc +7

You are most welcome, I thought you would appreciate it. I burned a monk once without it and the party about killed him after we kill the undead we were fighting as he was new to the group. Besides I don't know how many evil outsiders we will be fighting. I'll pick it up at some point probably though.

Silver Crusade

Ezechias, Male Half-Orc Gestalt Paladin (Redeemer) 3 / Oracle 3 | HP 42/42 | AC:20 T:10 FF:20 CMD:15 | F+13 R+8 W+10 (+2 vs death; -2 vs poison, disease, illusions, fey) | Init +0 | Perc +6 (darkvision)

Welcome to the party, Sonny!

-Posted with Wayfinder


Bonekeep Slides

Alright, I've taken the liberty of making an introductory post in the gameplay thread. Feel free to play off it.


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Now, now, don't be so quick to dismiss her Caesare. She got really high bluff rolls and there is truth to her story. I think that even Caesare could think he misjudged her with all the tears and her story.
You didn't even roll a sense motive to disbelieve her.

Don't worry the shtick will run it's course after the prison I'm guessing. But let me have my fun before that :P.
It will bring the group closer together in the end.


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

First. You roll too many bluffs. You rolled it once I saw through it. End of story.
Second. He knows you are a liar. You acted a few times like a spoiled rotten woman and then when others come closer you play nice. Caesare is a detective who specialises in infidelity. So he is quite used to dishonest people. So sorry, it doesn´t work.
Third. I would like to continue with the story. This bickering is not useful.


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

1. Like I wrote, I merely rolled the second for getting some tears to roll. If it was worse everyone would have an easier time to see through her lies. The first one is what would have counted if the second was higher.

2. Doesn't matter, like I said there is a core of truth here. Liars can speak the truth from time to time.

3. I wanted to continue with the story from the start but everyone wanted to focus on doing research. Well I think some nice roleplay at the correct times is useful as well, since it gives people the opportunity to live up their characters and explore relationships. Give the other players time to respond to what is happening before trying to rip right through it. You may disbelieve it but the others might not. That gives some nice rp opportunity.


Male Aasimar Cleric 11 | AC 24 T 14 FF 22| HP 78/80 | F +11 R +7 W +14 | Init +2 | Perc +7

Caesrae,

I hear congratulations are in order on your new daughter! Congrats! I've got two of em myself and two boys. Hope you manage to get some sleep.


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

Ask me that question starting monday. Mother and child are still in hospital. Nothing to worry, just they can do the baby inspection on monday morning. So I am alone at home, preparing and rearranging. ;-)

Silver Crusade

Ezechias, Male Half-Orc Gestalt Paladin (Redeemer) 3 / Oracle 3 | HP 42/42 | AC:20 T:10 FF:20 CMD:15 | F+13 R+8 W+10 (+2 vs death; -2 vs poison, disease, illusions, fey) | Init +0 | Perc +6 (darkvision)

Congratulations, Caesare! Is it your first?


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

I just went through this :P. My first child was born a little more then 6 months ago.

Silver Crusade

Ezechias, Male Half-Orc Gestalt Paladin (Redeemer) 3 / Oracle 3 | HP 42/42 | AC:20 T:10 FF:20 CMD:15 | F+13 R+8 W+10 (+2 vs death; -2 vs poison, disease, illusions, fey) | Init +0 | Perc +6 (darkvision)

Almost the same here, my firstborn son is 5 months old!


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

Yup, my first child. Healthy, but... BIG

Silver Crusade

Ezechias, Male Half-Orc Gestalt Paladin (Redeemer) 3 / Oracle 3 | HP 42/42 | AC:20 T:10 FF:20 CMD:15 | F+13 R+8 W+10 (+2 vs death; -2 vs poison, disease, illusions, fey) | Init +0 | Perc +6 (darkvision)

Tell me about it! Mine was 4.0 kilograms at birth.


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

58 cm 4.750kg
But the birth went fast fortunatly.
I pitty my wive


Male Aasimar Cleric 11 | AC 24 T 14 FF 22| HP 78/80 | F +11 R +7 W +14 | Init +2 | Perc +7

Congrats to all of you. My youngest is 8 years old and they weighed from 7 lb 12 oz down to 6 lb 12 oz. Oldest to youngest, each was less. I miss the tiny baby stage but not the sleepless nights and feeding.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I will be at Gencon August 14-17. I will probably not have internet access. I will be having scads and scads of fun. If you're also at GenCon, I'll be around the PFS room a lot; let's meet!

-James


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

GM - Can we get a Roll20 link at the top of the page?


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Dont mind normal google interactive map though. That I can see on my phone.

-Posted with Wayfinder

Silver Crusade

Ezechias, Male Half-Orc Gestalt Paladin (Redeemer) 3 / Oracle 3 | HP 42/42 | AC:20 T:10 FF:20 CMD:15 | F+13 R+8 W+10 (+2 vs death; -2 vs poison, disease, illusions, fey) | Init +0 | Perc +6 (darkvision)

Just stating here that I'll pick half-dice +1 for my Hp at each level up. I much prefer it that way.

Also, level-up is done. I'm ready!


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Will have to lvl up tomorrow because I won't have time tonight. Only things I get are some skill boosts +1 bab and will + fort save top of my head. Ow and one more lvl 1 spell.

-Posted with Wayfinder


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Grrr, I want to the mathematically superior option of rolling for HP but I also don't want to sacrifice kittens to the gods of RNG. Is it only a single reroll or can we keep rerolling until the result is not a 1?


Male Aasimar Cleric 11 | AC 24 T 14 FF 22| HP 78/80 | F +11 R +7 W +14 | Init +2 | Perc +7

I'll be using half +1.


Bonekeep Slides

Keep rerolling until it is not a 1.


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Thought about it. I'm just going to stick with average round up. If I was just going to be a sorcerer I'd go with rolling but I intended to go into Dragon Disciple which has a bigger HP die (so more potential for HP rolls to be soul crushing).

Scarab Sages

Male Wayang #135676-3 Magus Hexcrafter 4: Spd:20, Init:9, HP:35/35, AC:17, FF:14, T:14, Fort:6, Ref:4, Will:5, Perc:6, Darkvision, Arcana Pool:5/5

will level up later tonight.

Scarab Sages

Male Wayang #135676-3 Magus Hexcrafter 4: Spd:20, Init:9, HP:35/35, AC:17, FF:14, T:14, Fort:6, Ref:4, Will:5, Perc:6, Darkvision, Arcana Pool:5/5

updated to level 2


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Updated to lvl 2, just took the 5 hp a lvl which should be fine for me.
Took knowledge religion so I finally know something about ghosts as well ;).


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Requesting that as I level I retrain Grease (a spell that thusfar I have not used) to Protection From Evil.

If not then I will wait until level 4 to do so.


Bonekeep Slides

I have no problem with that, Cireth.


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

One thing that has always bothered me about Haunts. How the heck is one supposed to know how to permanently destroy one? Yeah there is usually a way but there is rarely any clues on how to do so. Nothing against this module and it may be different but in PFS senario's the best bet is usually to run away and don't enter that area again. Is there anything I am missing about a character knowing the means to make it not come back?

Scarab Sages

Male Wayang #135676-3 Magus Hexcrafter 4: Spd:20, Init:9, HP:35/35, AC:17, FF:14, T:14, Fort:6, Ref:4, Will:5, Perc:6, Darkvision, Arcana Pool:5/5

As far as haunts go, I DM mummy's mask and it says you can get rid of them using disable device, I wonder if the same method works here. The book never says how disable device destroys the haunts, like what the character did while using disable device, but it gives me a DC which means it can be done that way.


AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f
Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will
Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

As far as I understand Haunts, no. It really depends on the haunt. Each and every one has some way to destroy them, but it is not with disable device. I guess it is a specific one in Mummy's Mask.

Scarab Sages

Male Wayang #135676-3 Magus Hexcrafter 4: Spd:20, Init:9, HP:35/35, AC:17, FF:14, T:14, Fort:6, Ref:4, Will:5, Perc:6, Darkvision, Arcana Pool:5/5

most of them have two methods in that, disable device or go through the troubles of tasks. I didn't know if the Carrion crown book said haunt and at the top disable device DC 20-25.


Bonekeep Slides

No, Carrion Crown had nothing on Disable Device being used to disable haunts. I presume this falls under the disarming magic traps idea and probably reflects an evolving understanding. However you still have to notice the trap to disarm it before it goes off. We'll keep that in mind as we go forward.


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

I don't know about Mummy Mask or Carrion Crown but the few PFS scenarios with haunts that I've seen disable device was definitely not a way to permanently remove one.

It sounds like the ones in Mummy's Mask were part trap/part haunt.

Obviously I expected Haunts in this AP, so the fact that we encountered one doesn't come as a shock, I was just making sure that I wasn't missing anything. A completely made up example -

'Take the bones under the light of a full moon and cast faerie fire on them to permanently remove the haunt'

How are players supposed to know that! Anyway I guess this was half rant and half question. But still all in good fun.


Bonekeep Slides

Each of the haunts in this adventure have a way to remove them, ala what Cireth mentions. However, they also all have the same method: stop the Big Bads in Harrowstone and the haunts disappear.

I would say Knowledge Arcana or Religion would grant you insight into the method of destroying haunts. Also, I'd houserule Sense Motive as well.


male Human
Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26
Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

That would be AWESOME

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