GM Tyranius House on Hook Street (Inactive)

Game Master Tyranius

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Discuss spooky stuff here.

Character builds will be:

  • Lvl 6
  • 15 point buy
  • Max starting gold for lvl 6 which is 16,000 gp
  • If want to try any abnormal races run them past me first as we don't need anything too game-breaking but still have fun.
  • No Gunslingers
  • Unchained summoners over traditional summoners.
  • No leadership feat.


  • Before I get my juices flowing, I will say that typically I play the divine or arcane caster of the party, but can branch out to another role if needed. Curious what others had in mind first.


    First, I'll have fun playing anything, so I also don't care too much what I play. I tend toward arcane casters, gish, or paladins if left to my own devices, but can also get into other characters fine.

    Looking forward to it!

    Also, I'm guessing the chronicles are for levels 7, 8, and 9, correct? Can they go to different characters, or all the same one?

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    The chronicles are split into two parts.

    Part 1= Level 5-7
    part 2= Level 6-8

    both worth 3xp and 4 PP

    If, and only if, you apply both chronicles to the same character will you receive a special third chronicle worth an additional 3xp and 4 pp and full gold. Which is level 7-9.


    Cool, thx!


    I volunteer to fill in whatever role is needed for party balance. The rest of you go ahead and pick a character and I'll cover whatever is left.


    Okay, I'll throw out a couple ideas for mine and see if they fit:

    Dwarf Paladin (Stonelord tank)
    Gnome Sorcerer (Illusionist support)
    Elf Magus (Bladebound/Hexcrafter striker)

    I'd be happy to play any of those.


    Do we have any sort of setting to steer these characters? I want to make something relatively thematic to the campaign.

    Stuff like this:

    • Is this an urban adventure or in nature?
    • Is this going to be in a lot of dungeons or outside?
    • Do we know any of the backstory?
    • Does it assume we are generally of a certain profession? (Like Mercenary, Ghosthunter, Treasure Seeker, etc.)

    Also, do we get any traits?

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    In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil between the dreaming and waking worlds so thin? To solve these mysteries and others, the heroes must walk the unseen paths of Bridgefront's occult underworld, and even enter the Dimension of Dreams itself to unravel the web of intrigue concealing the cult's deadly machinations. But what will happen when the heroes' own dreams turn against them, and what becomes of those who uncover esoteric secrets too terrible to know? Beset by dangers from their own minds, the heroes must race against time to save Korvosa—and their sanity.

  • Mostly Urban
  • A little of both (Dungeon and outside)
  • Above is the backstory from the paizo page. I would assume you would know that at the minimum as a player to build your character. Obviously your character won't know all that.
  • The story will mostly take place in Korvosa, so if you wish to be from there with a profession you can as a free extra skill point per lvl in that skill.
  • You can get two traits of your choice.


  • Thanks much!

    Hrm, sounds like I should make a Good aligned character who should function in an urban society.

    I am leaning towards Grippli Shaman (Healer/Debuff), originating from the Mushfens. He can serve as the divine caster :)

    That is, if Grippli is fine.


    Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
    Resources:
    Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
    Active Buffs:
    Haste; Whispering Spirits

    @Tyr: Thank you for the invite!

    @All: Here is my character: Reigan Steel, Banisher of Spirits. He is definitely a ranged skill monkey that will need protecting, but you should know everything about the Hook Street House by the end of the adventure! :D


    Okay, I'll go ahead and play the Stonelord paladin...I've got a lower-level one and wanted to see how it would play at higher levels.

    That leaves us with:
    Stonelord Paladin
    Investigator
    Shaman

    I guess an arcane caster would be nice for party balance. However, if you'd rather play martial Gerald, I do quite like arcane casters and would be quite happy with that myself.


    I love arcane characters! Would a psychic be acceptable, DM? I've been keen on trying one for a bit, and my 2nd level psychic bit the dust yesterday, so I'd love to give a higher one a try.

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    Psychic and Grippli are fine. Any of the occult classes are quite flavorful as that is what they built this module around.

    @Bold- That Investigator is extremely close to the one I built for Strange Aeons. I went Psychic Detective Investigator; Feat line is going straight support with:
    Helpful (Halfling)- Make Aid another checks +4 instead of +2.
    Covering fire- Ranged attackes to aid another for +4 to AC.
    Effortless Aid to make Aid Another as a Swift, Move and Standard action.
    and toppling spell metamagic on magic missiles.


    Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
    Resources:
    Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
    Active Buffs:
    Haste; Whispering Spirits

    Nice!


    I'll get the character put together tomorrow, if that's okay.


    I'll probably be ready tomorrow as well.


    PatheticWretch wrote:

    Okay, I'll go ahead and play the Stonelord paladin...I've got a lower-level one and wanted to see how it would play at higher levels.

    That leaves us with:
    Stonelord Paladin
    Investigator
    Shaman

    I guess an arcane caster would be nice for party balance. However, if you'd rather play martial Gerald, I do quite like arcane casters and would be quite happy with that myself.

    I will do an arcane caster.


    So do we have four or five players? Inthought we had four, but here seem to be five people posting. Im happy either way, but just want to be sure.

    I'm still going psychic. Very happy to create one!


    Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
    Resources:
    Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
    Active Buffs:
    Haste; Whispering Spirits

    Tyr recruited four and I asked him if I could be a fifth and he agreed to allow me to come on board! :D

    As for the party, it appears this is everyone(?):
    Bold - Ranged Investigator
    Gerald - Psychic
    Miteke - Arcane Caster of some sort
    Andrew - Shaman
    Pathetic - Paladin

    Lots of destructive capabilities! Let's just hope no one gets past Pathetic. ;)


    Thanks for the clarification. I'll probably go full or 3/4 BAB knowing that we have a Psychic.

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    Yup. We are rolling with 5 :). Once the characters are up we will kick this off. Preferably by the weekend.


    Rocks and roll! Five players is my preferred group for PBP. Six is too many and four just isn't quite enough!

    I've got the psyche written up. I've just got to get him typed up now.


    I'm still working on him, but this is Terry, an Esoteric Magus.


    Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

    Here's Gerald's psychic. He is here to crush your spirit and your mind!

    I've got to purchase equipment and to give the numbers a once over, but this is basically it.


    I'd like to take the Spell Scars feat from Blood of the Mood. Any objection? I was rummaging about looking for a useful arcana and this one seems overly nice so I figured it would be good to check first.


    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

    Here's your shaman (along with turtle familiar)! May review some purchases to see if he needs anything else but he's good to go.

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    If characters are complete go ahead an post an introduction in the Gamplay thread. Once I see all 5 I'll start.

    @Terry- no objections here on Spell scars. This module is only going to last a few levels.


    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

    Any objections to my character crafting up some herbal concoctions (for the ones that list DCs)? He is a master of Profession (Herbalist). :p

    If not, I'll just pay full price for them.


    Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

    Gerard isn't my friendliest character idea, but he would want to stop the violence against the citizenry, even if they are addicts. Maybe he can set an example that would lead the addicts onto their own path for self perfection.

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    I would pay full price for the items. :)


    I plan on having the finished product up tonight. It will be a Swash 3/Magus 3 build. The Esoteric Magus is just too frustrating. What? A ki pool with nothing to spend it on? No spell recall? ugh.


    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

    Probably no posts from me tomorrow (about 6 hours from time of this post to about 38-40 hours from time of this post is the dead time). Starting a group going through Mummy's Mask tomorrow, and plan to GM for them all day.

    More Info If Curious:
    I have actually GMed books 1 and 2 before but it fell apart due to people people getting weekend jobs, and GMing during the week is hard for me. That group wasn't very attentive anyway (they were college buddies of mine). Now I am GMing it for PFS people who tend to be way more passionate about playing. I'm excited. :)

    I honestly think they may make it all the way through book 1 tomorrow. They're an "efficient" type of group, and I'm an "efficient" type of GM. We'll see.


    Any idea guys? Maybe if we killed the druggy they would go away? I'm feeling a little light-footed right now, or we could start burnign things. I'd rather be in a fire than tangling with these nasties.


    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

    My plan was to burn, burn, burn shortly.


    But now that there are 4 swarms, what good will it do unless you plan on making a really big fire!


    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

    Swarms are actually the sole reason I decided to start with Fire spirit (and now I'm glad I did). At this level, they are dangerous enough that someone needs to be able to deal with them. Even so, they are still pretty tough, especially when they can multiply! ;)


    Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

    FYI, I am going on a road trip with my family for Fall Break (Mt. Rushmore, Crazy Horse, Devil's Tower, Badlands, etc. in South Dakota).

    Though I may end up posting, I am likely to be extremely limited through next Tuesday. Please feel free to bot me!

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    Sounds good. Have fun on your trip!

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    I promise there are no more surprises on this ambush lol.


    Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

    This is one of the toughest encounters I've ever seen, lol! I'm literally trying to decide
    Between drowning myself or getting eaten by a demon!

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    Don't get too discouraged. It is definitely a very very difficult encounter but there are a few contingencies set in place :)


    When will the charisma loss go away for Terry?

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    It went away with the night of rest.


    I need a ruling on whether spell combat works with haste, and if so would all three attacks be at -2. I won't bother with it this round as these thugs are pansies, but I'll need to know for later combats.


    Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
    Resources:
    Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
    Active Buffs:
    Haste; Whispering Spirits

    Relevant FAQ.

    TL;DR: Yes. You get a bonus attack while using Spell Combat when you have Haste or a similar ability/effect.


    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

    It will be Thanksgiving here in the US on Thursday. I will be travelling Thursday 11/24 and (I think) Sunday 11/27 to and fro visiting family. I will be able to post some while there but obviously not while travelling, and it will be a little slower for me.

    Feel free to bot if necessary.


    Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

    Ok, we have followed up on Greely, the Night Market, and Madame Carrington. Anyone have any idea where as to investigate next?


    We can try to track the shiver back to its source, which we believe is the cult. We have a bunch of dealers knocked out cold. Perhaps one of them survived or knows Greelies contact or another supplier.

    We can put out feelers for the key of precious metal

    We can try to track down who bought the journal book of Desna

    Check to see if the rumors about poisoning wells is true and try to find someone that is doing it.

    Did we check out the Soiled Sow yet?

    The magistrate might be able to help us with some footwork/observation tasks if asked nicely.


    Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

    I can't remember if we checked the Soiled Sow. If not, let's try that.

    Alternatively, I like the idea of checking on the well. If we find anyone, we could question them (maybe set up a night-time sting).

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