Gestalt Carrion Hill (Inactive)

Game Master Just a Mort

Carrion Hill backdrop

Slipper Market

Sunless grove Pt 1

Sunless grove Pt 2

Rupman's Vat

Elm's Way Church

The Great Filth

Asylum map

Crove Asylum Lv 1

Crove Asylum Basement


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GM Mort wrote:
Oooh thats vicious.

necromancer...

So Crove ran to the south and that part of the map is now open, hhhmmmm, I just assumed we were done and, now that the threat is over, Angus was going to go kill the zombies left in the Vats.

Unless something else is afoot.


Strange Aeons Grp 2 |

Well, its a do you want to get out now, or do you want to kill him as well. Of course...have to see what Howard has to say about that.


I was thinking that killing the necromancer was part of the prize, we were going after a poisoner and a necromancer, and he already "Accidentally" killed the poisoner...

Wasn't sure what Crove would do if we killed the "Spawn" I'm glad he just ran off though, I'm not sure how Howard would have responded if Angus and Crove threw down. No real need anyway, as far as Angus knows he isn't involved in creating undead. And as far as I know Pharasma has nothing against mad men who dabble in the "Dark tapestry"

edit: I is an hour past when I should have been in bed, so I need to head that way, we can finish all this in about seven hours ;)


Strange Aeons Grp 2 |

No worries, I can go to bed. And Crove ran off...to get reinforcements =)


Strange Aeons Grp 2 |

Just for clearing up rules:

When you rolled your full attack, the only way you could've done it was to delay until the Spawn had acted, then did it.

Delay
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You can’t, however, interrupt anyone else’s action (as you can with a readied action).

Initiative Consequences of Delaying
Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Heh. Another clear illustration of why Gunslingers are a solidly strong option ;-)


Strange Aeons Grp 2 |

Summoning: a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead.

When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points.

Reading both together means you get to non lethal the @ss of summoned creatures without sending them back to their home plane.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Fair enough.

I stand by my statement that he should have specified that it was Summoned, not Called, though - our friendly neighbourhood Gunslinger *can't* do non-lethal, and Hastur's to-hit would be rubbish if he tried (+5 Vs the monster's fairly high AC), so it is not a tactic that would have really jumped out as my first choice, unless I was expressly told to do so.

The only other alternative would have been to allow it to full-attack for 10 rounds, whilst we total-defensed, which really did not seem like a healthy option...


Strange Aeons Grp 2 |

Crove only tells you what he thinks you should know and not a bit more ;)

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Then he has no-one to blame but himself; I doubt he will see it that way, though, which is why Howard has recommended leaving, post haste ;-)


GM Mort wrote:

Just for clearing up rules:

When you rolled your full attack, the only way you could've done it was to delay until the Spawn had acted, then did it.

Is that because he was invisible? I mean I understand how delay works, I just didn't understand what caused the delay, which is ok, the thing is dead and no harm done, I just didn't know why it was a delay.


Strange Aeons Grp 2 |

That thing wasn't even in the basement at the point of your init. Even had you see invis up, it would not be in your line of sight. You would need to look for it(which means you need to move) and thus you would not be able to full attack.


Strange Aeons Grp 2 |

The End.

Angus, you may open up all spoilers now.

I actually was preparing that Howard might try to kill you and Crove if the spawn was bound, so that he would be the only person in posession of it, and no one would know what he had done. Just as well things didn't turn out that way, some people don't really like pvp.

Personally, I don't start fights, but I do finish them =)


? ?

Heh.

Nice idea, but sadly, Gunslingers/Inquisitors have far too much reliable damage output, for me to be guaranteed to take Angus out in one round, for me to have entertained it as a viable option, even if I had been so inclined.


Strange Aeons Grp 2 |

Pounce, disarm, make sure you grab the gun. His CMD isn't that good, especially when he doesn't see it coming.

*shrugs*

Oooh, that was an evil statement.

*looks for Atonement*


Hastur the Ineffable wrote:

Heh.

Nice idea, but sadly, Gunslingers/Inquisitors have far too much reliable damage output....

I think he hit the spawn every time he shot at it, that was fun, I will have to remember that build for the future ;)

edit: Mort ninja'd my post, anyway I'm sure Hastur and Howard are good guys, just misunderstood ;)

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Also, Howard isn't actually Evil (although he is definitely south of the 'Good' border!) ;-)

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Once again, thanks for running that - I had a lot of fun :-)


Strange Aeons Grp 2 |

HERE

Im no longer experimenting, I'm just running for sh*ts and giggles now.

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