DM Jelani's Carrion Crown

Game Master Brian Minhinnick

Roll20


151 to 200 of 1,681 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Sounds good. Next level expect to see some songwriting/stealing ;)


retired (arc completed)

I have to confess, Dantrian is tired of getting hit in the face. So, instead of prepping enlarge person and a strength-boosting mutagen, I prepared shield and a dex mutagen. Combined, the two running at the same time will pump his AC to 23.
grumble grumble stupid skeletons and zombies grumble grumble


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Dantrian, I'm playing the exact same build in another pbp. If it's any consolation, with feral mutagen, you won't get hit in the face too much, you'll be too busy ripping theirs off.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Plus, ripping thier face off tends to prevent future punch in the face moments ;)


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Precisely. Its win-win. Not for the bad guys obviously. Seriously though with the vivisectionist archetype it is a really powerful melee build


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

So, I have internet at the house now... but it's 2.3mb/s of the 16mb/s promised/advertised. Well, I do have choices: I can go without internet...

But at least I have something :)


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Ok, crypt loot is:

12 Silver Arrows
10 +1 Arrows
5 Unknown Magic Arrows
2 Unknown Magic Arrows
4 sunrods
6 flasks of holy water
5 potions of Cure Light Wounds
2 Potions of Lesser Restoration
1 Scroll of Detect Undead
2 Scrolls of Hide from Undead
1 Scroll of Protection from Evil

Spirit Board/Planchette
4 iron/glass vials of swirling vapor

Just easier to keep track of it here. I haven't assigned anything to people yet, but it sounds like we're already divvying things up.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Another thought: These items are probably still property of the Church. So we probably can't sell any of them. I'm sure Father Grimburrow will allow us to use them to figure out what's going on, but I think at best they're on loan.


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

I guess we shouldn't sell them just yet! How should we divvy up this stuff?


retired (arc completed)

Dantrian adds his intelligence modifier to splash weapons still, so holy water would be a good ranged attack option for him. I think the potions can go to whomever needs them as they are needed.


retired (arc completed)
Me wrote:
an immaculately dressed prima donna, and then his former pupil with a whip hanging uncomfortably from her hip.

Zing! Sorry, Tibideau. I couldn't resist. =P


retired (arc completed)

Looking at the map, Father Grimburrow looks like a wrinkly, old nosferatu =\
I don't like this town!


You're not supposed to :P


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

I think the flames may be too much to fight anymore. They seem to double every round, and we're past the point of holding them back, much less containing and extinguishing them.

Probably just best to save everyone and get out.


retired (arc completed)

Hey all,

Just a head's up, I'll be getting on a plane tomorrow afternoon to head down to Orlando for a conference for the rest of the week. I should still be able to check in from my phone, but probably only in the late evening before bed.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Let's divvy up the equipment from the cache before we go to Harrowstone. I've made some initial splits based on what was said earlier and people's strengths and weaknesses. Please speak up if this is ok or you have a better suggestion. I tried to be equal as well, but B'yelka somehow got shortchanged. And I don't want to suffer the wrath of the Diva.

12 Silver Arrows -> 6 to Anton, 4 to Janos, 2 to Drosil
10 +1 Arrows -> 6 to Anton, 2 to Janos, 2 to Drosil
5 +1 Ghost Touch Arrows -> 4 to Anton, 2 to Janos
2 Unknown Magic Arrows -> Anton
4 sunrods -> Anton, Janos, Dantrian, Drosil
6 flasks of holy water -> Dantrian
5 potions of Cure Light Wounds -> 1 to each except...Anton? Since he has Lay on Hands?
2 Potions of Lesser Restoration -> Dantrian and Drosil
1 Scroll of Detect Undead -> Tibideau
2 Scrolls of Hide from Undead -> B'yelka
1 Scroll of Protection from Evil -> Anton

Spirit Board/Planchette
4 iron/glass vials of swirling vapor


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Drosil is going to be using TWF in combat, and can see in the dark, so I don't think a sunrod is going to be terribly helpful. I'd suggest giving it to B'yelka.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Oh really? I get Toilet Paper and a flashlight?

lol

:D


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)
B'yelka Morfaine wrote:

Oh really? I get Toilet Paper and a flashlight?

lol

:D

Errr....See! I knew I was going to get in trouble!

Perhaps
Spirit Board/Planchette -> B'yelka
4 iron/glass vials of swirling vapor -> B'yelka


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Didn't we talk about dividing the holy water up more evenly?


retired (arc completed)

The swirly vials and holy water should be evenly spread between those who can't weaponize cure spells or lay on hands. Dantrian adds his int mod to damage with splash weapons though, so if there are extra holy waters he'd dig having those.


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Personally, Drosil would prefer to stick to his blades to do damage, given the chance. He's not going to drop a sword, pull a vial, unstopper it, etc., when he could just swing.

I suggest that we distribute the swirly vials to those that aren't strong in melee (everyone except Drosil/Janos), so they can still do some damage if they need to.

Let's give the holy water to Dantrian, because he can make *much* better use of it than the rest of us.

To distribute the arrows, though, I'd suggest we look at it from an economy of actions standpoint (given all the options available to them during any given round, what will they choose to use?). We've got the following members, and what they're likely to do at any one time:

Anton has point blank shot and precise shot, so will likely be firing into melee with impunity...and that's pretty much it, until he gets spells in 2 levels. As such, he should get the lion's share of the arrows.

Tibideau is filling a support role (hex, cackle, spells). He's primarily hexing each target, cackling to maintain. Once all targets are hexed or resisted...I'm not sure. Smoky vials? Summons?

B'yelka is also filling a support role (bard song, spells, reach attacks w/whip). Unless she wants to borrow Drosil's shortbow, I don't see her needing any arrows.

Dantrian is doing ranged splash damage, switching it up with a feral melee as extracts/mutagens allow. Not a lot of call for other ranged weapons, except that he's got a Dex mutagen.

Janos is our primary melee attacker. Again, he'll be getting spells in 2 levels, but until then, he'll be trying to handle positioning.

Drosil is providing melee support (flanking, positioning). He'll be up front with Janos.

...does that help anyone with item distribution? Am I misrepresenting anyone's abilities/preferred actions?


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Once I've got everything hexed, I'm sticking with healing and buffs, unless we're absolutely screwed and I need to use a scroll to summon a monster or, God forbid, use my longbow. Maybe one day I'll get to use Daze, if we ever come across an opponent with a brain. I would prefer to have one of the vials because I'd rather not use Cure Light to do damage if I don't have to.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Drosil has given a pretty nice summary there. I also agree with giving the clw potions to those who cant heal themselves.

Ill be using my bow exclusively assuming we are in good lighting and Dantrian is going to be much better with the holy waters


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Also is there any way we can identify these unknown arrows?


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

B'yelka can take a look at those arrows:

Spellcraft and Detect Magic...
1d20 + 6 ⇒ (16) + 6 = 22


+1 undead bane.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Nice. Its worth remembering these arrows can be used as improvised daggers in a pinch.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Janos will want a few of those arrows, say 4-6, but Anton can have the lion's share.


"Its worth remembering these arrows can be used as improvised daggers in a pinch"

That fact can save your ass. Definitely worth remembering. Especially since the undead banes would be doing 1d4+2d6+str against undead multiples times if used as daggers, whereas shooting them only gets you it once.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

The disposable nature of arrows is why when making a higher level character wealth is not spent on one shot toys (except potions because those are invaluable ;) )


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

A couple of meta-questions about PbP...

Is the pace of this game pretty normal? We seem to ebb and surge in a pretty constant cycle. Some days we post a whole lot, and then it seems it takes a week for everyone to get a bit in.

Are we doing better than average in regards to longevity? Have we outlasted the intial, "Oh this is cool!" and moved into the "we expect this game to go for quite a while"?

Just wondering as this is my first PbP :) and it feels like we are doing well as far as consistency and enjoyment goes.


We've definitely outlasted most PBPs I've been in. I'd say pacing is also faster than most, though that might be me trying to make myself look good ;)

It's hard to say, sometimes games speed up, and sometimes they go slow. Holiday season is especially brutal, and summer tends to see a lot of college students posting a lot.


retired (arc completed)

I think we're doing very well, especially with how different all our time zones seem to be.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Agreed. My first attempt at this AP didn't last past the crypt or level 1.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

I'm really enjoying this! Pace is good, role playing is great. Let's hope we keep up this momentum.


retired (arc completed)

Question for you Jelani, once you're back.

Would it be ok to retcon a few of Dantrian's supplies? I hadn't taken into consideration that he could have created his own alchemist's fires and acid flasks. Even at level 1, with my Alchemist's Kit I'd auto-succeed at the highest of the two DCs (20) by taking 10.

Could we assume that Dantrian had created his own alchemist's fires and acid flasks? It'd be at 1/3 the cost if so. Could I just triple my quantities of them? That'd leave me with 6 alchemist's fires and 6 acid flasks coming into the prison instead of 2 and 2.

Thoughts?


Sure. Why not? Only this once though.


retired (arc completed)

Gracias!


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Moving the Haunt siphons discussion here.

Haunt Siphons:

Quote:

Haunt Siphon

Aura faint necromancy; CL 3rd Slot none; Price 400 gp; Weight 1 lb.
Description
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp

This other bolded part seems to contradict the part Dantrian highlighted. That is, unless 'neutralize' does not mean 'reduce to 0 hit points'.


The word manifesting is what's confusing folks here. Haunts that continually manifest like the two you've come across aren't necessarily the norm. Many haunts might only manifest for one round, and then disappear. In that case you'd have to, "To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted." AKA surprise round, requiring you to already be holding the haunt siphon ready.

Since both of these haunts (Cold Spot and Embermaw), "manifest" every round until neutralized/destroyed they can be affected by the haunt siphons in any round that they are there. They are called persistent haunts.

Other haunts, like the burning manticore for example are not persistent. Thus they would only manifest once in the surprise round and then be gone for 24 hours, maybe more if they fail their caster level check to reset.

Hope that clears things up. Manifesting means it's there. If it was there that round, both positive energy and haunt siphons can effect them.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Ah, that makes more sense. So as long as the haunt is active, we can use the siphons to hurt it.


retired (arc completed)

Indeed. That clears everything up!


retired (arc completed)

Dantrian's current supplies:

2 potions of Cure Light Wounds (Drosil may still claim one yet, however)
4 Alchemist's Fires
6 Acid Flasks
1 potion of Lesser Restoration
5 Holy Waters

If I need to spread any of these around amongst the group, let me know!


Just a general point, it's cheaper to cast spells rather than use consumables to heal. Yeah, spells are faster if you need to use one quick in combat, but they're free and come back each day.

Perhaps you guys could use Tibideau's healing until he has one spell left and then switch to consumables. That way you'd still have something fast for emergencies, but not be throwing away 25 or 50 gold left and right.


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Can I retcon the scroll on Janos and make it a Cure Light spell instead? And cast Cure Light on Anton instead of giving him the potion? Then we'll still have one potion and one scroll from me. And I'll still do the Infernal Healing on Drosil so Dantrian can save his potion.


retired (arc completed)

In general, I'd agree that using spells is preferable to using consumables like potions, but when facing what I expect to be a large number of haunts, the spells can be weaponized while potions cannot. So there's a good reason to hold the spells in reserve that we typically wouldn't need to consider.


Sure :)


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Okay, for now I'll just keep things as they were and save my Cure Light spells.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

One thing I would point out is the only real time limit we have is the splatter man (or whoever the copycat is) is writing the name on the statue. We know he kills when the name is complete but even then we could probably afford one day of rest to recover spells.

151 to 200 of 1,681 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Jelani's Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.