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The Deepest Shadows Lie Longest (Inactive)

Game Master Dreaming Warforged

Carrion Hill Module


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Technically, anyone that got bit could have contracted the disease. There's no way for the PCs to know if they're infected or not until they start showing symptoms.

You can use Heal to treat a disease but not until the PC's next saving throw is due, which I believe is once a day for ghoul fever. Remove disease could be cast before then, if anyone has it learned, but that's kind of a wasteful use of a third-level spell on a day the PCs expect to be fighting for their lives when they don't really know if it's needed or not. If we all die today, what does it matter if Grigor would have started showing signs of ghoul fever tomorrow? ;)

Remove disease is also no longer automatic as it was in 3.5; it requires a caster level check to beat the disease's save DC. Not likely to be to hard to hit for 5th level casters, but I was in another game where our group's one potion of remove disease was totally wasted because the drinker rolled a 1. :P

EDIT: Btw, diagnose disease from Ultimate Magic.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Well THAT'S cool! I didn't even know that existed. I do now, though! ;)


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

Joy for me...


Awww, cheer up! I think you only rise again as a ghoul if you actually die from the effects of ghoul fever. If you get yourself crushed and twisted to death by some sort of invisible slime monster in the meantime, you're golden! ;)


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

LOL


Grigor Vachkov wrote:
I haven't prepped any spells - deliberately - how much quiet time do I need to prep spells?

Prepared spell casters need 1 hour to prepare spells. You had 4 while the scholars were translating, so assuming you could find a relatively quiet place in the midst of the chaos, no problem.

Seems odd to me that ranger spells still count as divine. Hard to picture Grigor "praying" for spells. He doesn't seem that devout. :)


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

He isn't - he actually thinks of his magic as 'witchery' but something that was learned by NECESSITY to destroy the Mythos foes he was facing off when trying to put an end to a cult in Caliphas years ago... a job that got him NO thanks at all, had him fired from the role of 'Investigator' in the Caliphas watch, turned him into an alcoholic and forced him to return to Carrion Hill, somewhat in disgrace, to the humble role of 'Sen. Watchman'.

I'll post something in a minute.


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

Just so everyone is aware - I 'AM' still playing - my absence from the group actually works for me as I am on business travel overseas... but I am STILL in.

Once the group reunites I'll be back in with the group


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ain't no big deal, Grigor. It's all good, buddy. Never crossed my mind that you might've left, to be honest.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Shouldn't we attempt to find out where all of them are before we go to the Asylum? Attempt to find out everything the mayor may know about their location?

I think that would be a bit more beneficial.

Iozef is definitely curious as to their whereabouts.


I was just thinking it might be wise to go to the Mayor's friend's place first, if we think Heggry might warn him to run and/or destroy evidence. If he's not dead yet, we could offer him protection in exchange for ratting out the other Keepers; he might be more likely to work with us if he thinks the Mayor owes him for past favors and will help cover up his involvement.

As for where the other two are, we assume Cove is at the asylum, and I think Valiard's Knowledge (local) roll in the Sunless Grove gave us an address on Church Street for Hyve? Myre might be at either his home or his place of business. Might be worth seeing if Grigor can mobilize some Crows to go get eyes on the other properties, whichever place we end up going first, keep the other Keepers from running or maybe at least give us an eyewitness account if they get swallowed up before we get there.


Map

Yes, you have addresses for all three names.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay. I'm good now that we know where they're suppose to be. At least in theory.

As far as who to go to first, I'm good with whatever. Joana's idea is not a bad one though.

Her idea sounds like some form of cop show...

"I'll need a perimeter set up here, here, and here. Watch for any sign of movement from either of these two suspects. IF you happen to notice any, it is imperative that they are subdued and turned in for questioning. Got it?"

Fun stuff. :)


Seems like it would be smart to try to get all the remaining survivors together in one place, both to spare the rest of the city and to avoid running around reacting to what the monster does all the time instead of waiting for it to come to us. It would probably be more difficult than it sounds, though, to get them to cooperate, even if we promised to try to protect them. And unless we delegate to some Crows, we still face the dilemma of who to approach first (and probably let the others get eaten in the meantime).


Taldan Roguish Herbalist/7; Hp:45/45; AC:17/14/13; darkvision 60'; trapspotter 10'; perception +12

One place, one target, but we can protect them better. Many places, many targets...but we cannot be everywhere at once. Even worse, these folks have motivations and agendas of their own.

I think we should just pick one to visit, keep the others under surveillance, and see what plays out...perhaps we can convince them to get together?

Andoran

Javell DeLeon wrote:

Okay. I'm good now that we know where they're suppose to be. At least in theory.

As far as who to go to first, I'm good with whatever. Joana's idea is not a bad one though.

Her idea sounds like some form of cop show...

"I'll need a perimeter set up here, here, and here. Watch for any sign of movement from either of these two suspects. IF you happen to notice any, it is imperative that they are subdued and turned in for questioning. Got it?"

Fun stuff. :)

So (as our liason with the local LEO) Grigor's going to put out a BOLO on all three?


Map

LOL! Good one.


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

Nope - because Grigor is one of those 'Lone Wolf' type cops that doesn't call for back-up or use the uniforms to guard stuff he isn't guarding himself.


***INACTIVE*** HP 37/40 AC 19/Touch AC 13/FF AC 15 (16 w/buckler); Fort +6, Ref +5, Will +7 Inquisitor/7

"I know what you're thinking. 'Did he use six charges from that wand, or only five?' Well, to tell you the truth, in all this excitement I kind of lost track myself."


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

:)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Windle Thetra wrote:
"I know what you're thinking. 'Did he use six charges from that wand, or only five?' Well, to tell you the truth, in all this excitement I kind of lost track myself."

Well now that would depend on how lucky he feels.


So if we're not going to involve any Crow minions, we still have to decide: Asylum first or go after the Mayor's buddy Myre?

I vote Myre, but I won't pout if I don't get my way. :)


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

I figure we are at the gates but we can decide its 'locked' and try elsewhere...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I don't really care where we go. I just wanted to make sure we had addressess of these folk. Myre's fine with me.


In character, if we only have a chance to save one Keeper, and in the absence of any personal ties to Hyve or Crove, it's most politically advantageous to us to save the Mayor's friend, either because it earns us brownie points with the Mayor or because it earns us brownie points with Councilwoman Dimian (if the political winds look to be blowing her way after the disaster) by preserving someone to embarrass the Mayor with.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ah. The political angle. Works for me.


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

Put it IC then so can leave the locked gates


Taldan Roguish Herbalist/7; Hp:45/45; AC:17/14/13; darkvision 60'; trapspotter 10'; perception +12

Riiiigght. Locked gates...can't get through those...because they are locked...

lol. Being a thief working with a cop is hysterical!


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

:D Worked in any number of hollywood films.


Grigor Vachkov wrote:
Times like this it reminds me WHY I should just take 10

I virtually never remember the option either until after I've already rolled low on a check. Look on the bright side: A 20 might not have been a success, either. ;)


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

half the reason of getting to +10 is so you can take 10... 20 tends to be the magic number.


@Iozef: Hey, if we TPK, at least two of us are dying happy instead of bitter and alone. ;)

Although I'd like to think they both have higher standards than a quickie in the sluice-gate of a middenstone factory. :P


Taldan Roguish Herbalist/7; Hp:45/45; AC:17/14/13; darkvision 60'; trapspotter 10'; perception +12

Although...desperate times call for desperate measures...

not. I don't think anyone is that desperate.


DM, how large is this building? If we're going to split up, with some of us going in the door and others up the pipe, will both groups be within 150 feet of each other so we can use message in case we run into trouble?


Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

Spider climb? Great idea and with a rope for us should work well - I can't seem to have the dice fall my way either on the lockpicks or the beating down the door thing.


Not a witch spell, oddly enough. Alchemists, druids, maguses, sorcerers, summoners, and wizards can all cast it ... but witches can't. *shrug*


Map
Joana wrote:
DM, how large is this building? If we're going to split up, with some of us going in the door and others up the pipe, will both groups be within 150 feet of each other so we can use message in case we run into trouble?

30 x 130, with the pipes around the middle of the 130. The door is on the 30 wall.


Map

Please note I'll be away from Friday to Monday.


Deimus wrote:
Joana wrote:
DM, how large is this building? If we're going to split up, with some of us going in the door and others up the pipe, will both groups be within 150 feet of each other so we can use message in case we run into trouble?
30 x 130, with the pipes around the middle of the 130. The door is on the 30 wall.

Meh, there's some math to be worked out there, but I'll take a chance at it. Hopefully the door is less than 3 feet thick, as the spell can travel straight through the pipes instead of going around the building. If we can't communicate with Grigor at the front of the building, at least the infiltration team can whisper amongst ourselves without being overheard.

Message is one of those spells that's subject to different interpretations, so I'll go ahead and post how I read it as working and you can let me know if you have a different reading:

  • All targets must be in line of sight at the casting of the spell (finger pointed at each target).
  • After the spell is cast, they can leave line of sight and still receive messages as long as they are within 150' of the caster without any intervening barrier of appropriate thickness as stated in the spell text. (Hopefully, the door's not 3 feet thick.)
  • If any target gets more than 150' from the caster during the duration of the spell (or are blocked by an appropriate intervening barrier), communication is severed; however, if they move back in range before the spell ends, communication is restored.
  • The caster's messages are heard by all targets simultaneously, but she is the only one who receives replies that she can then pass on to the group via the spell.

    Message wrote:

    School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0

    Casting Time 1 standard action
    Components V, S, F (a piece of copper wire)
    Range medium (100 ft. + 10 ft./level)
    Targets one creature/level
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.


  • Map

    Sounds good.


    Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

    Any luck on a makeshift battering ram?


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
    Grigor Vachkov wrote:
    That'll do Valiard... That'll do, he says before striding in like he owns the damn place.

    Lol! Man, I just died on this. :)


    Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

    Good - was hoping for that


    Taldan Roguish Herbalist/7; Hp:45/45; AC:17/14/13; darkvision 60'; trapspotter 10'; perception +12

    *smacks forehead*

    Don't encourage him!


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    Lol!


    Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

    Prestidigitation would be a great cantrip for cleaning up clothes etc of slime and 'stuff' about now... don't think any one has it :)


    Again ... not a witch spell. Bard, magus, sorcerer, wizard.

    It's amazing the handy little spells witches don't get access to. :P


    Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:32/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9

    Yep - and I think it would have been a great one for witches.


    Taldan Roguish Herbalist/7; Hp:45/45; AC:17/14/13; darkvision 60'; trapspotter 10'; perception +12

    If the grate that Valiard came out of is half way down the east wall, he is going to go around and use the rope to come up the sluice gate once more. He can get in a better position from the grate than from the door that just came in by.


    ***INACTIVE*** HP 37/40 AC 19/Touch AC 13/FF AC 15 (16 w/buckler); Fort +6, Ref +5, Will +7 Inquisitor/7

    I'll be out of town this weekend for an SF convention, heading out tomorrow morning, and even though the hotel has decent internet I'm not sure how much time I'll have. If necessary, DMPC me. Windle is going to preferentially use archery against any foes that might surface, and if the going gets particularly tough he still has four rounds of bane and a judgment left for the day.

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