Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

PaizoCon 2014!

The_Ninja_DM's Carrion Crown

Game Master Spiral_Ninja

The Trial of the Beast: Gatehouse labled

251 to 300 of 733 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

I get +4 when I use create water.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

The Aid Another action is gonna be useful here. Wood and Que can aid one another, specifically, Wood help Que, and she'll have a +4 every round he hits a 10, or less, depending on his water bonus. Evangline can use her create water to put out fires- I had to spend this round to start bardic music, but, I'll be back to diplomacy checks soon. Gkirkhan can beat the *#$@ out of the fire. I'll say this in character if it looks like this isn't the plan.

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

If we focus on the fire first, it'll be gone in a round or two.
Then focus on the skulls.

HP: 66/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 7/9

Welp, should have come here first. Although swinging at the skulls is probably what Gkirkhan would do anyway. *Shrugs* Feel free to give him a dope slap after this is over with.

hp 27/39; AC 15/11/14; Luck 8/8 rounds
Gkirkhan wrote:

An almost feral snarl comes from Gkirkhan as the two skulls come flying in.

Gkirkhan is at G9
HP: 34/34
Power Attacking Skull_1
attack: 1d20+5 okay not likely
Damage: 2d6+9

Just a note, Gkirkhan, you have a +1 insight bonus to attacks against these things from me...not that it mattered this round overmuch.

DM Ninja/infinite

Just a note, in further response to Wood's question: I will endeavor to replace -module oddities- with common sense in areas it is possible to do so in the future.

Sorry for expressing frustration. Apologies to everyone especialy our gracious DM. I just hoped we could have handled the fire better. I am over it now. :-)

hp 27/39; AC 15/11/14; Luck 8/8 rounds

It's really a shame you aren't next level. Small water elemental would really be handy.

Unfortunately my little celestial pony probably couldn't have stamped out a fire. Plus, doing the math, putting out a fire square was still the best option over a full round spell unless it could put out more than one square at a time (like a small water elemental).

Having never been through this AP, I have a better appreciation for this encounter now. It is difficult to simulate characters putting out a fire in a crowded building while evil foes try to complicate things.

Trying to limit the help of NPCs does seem a problem. Giving them their own fires and evacuation duties may have worked thematically and game play wise too.

DM Ninja/infinite

I suspect it may be slightly easier to run in a pencil-and-paper environment.

I've restarted my RL game, having skipped most of the Ravengro stuff with the first group and dumped them straight into Harrowsone.

I think I'll draw the map on our whiteboard and have each townsperson represented by a penny and each named npc a pawn/cardboard hero. It will be easier to move them the required distance and see exatly where everything is. Then I draw the fires in with red markers and have them erase the ones they put out.

Meanwhile, let's get these done and move on to Harrowstone at last!

DM Ninja/infinite

You have hit a new trust level: Trusted.

The effects are a 10% discount on all purchases in town, a +4 modifier on any further Diplomacy checks, free healing from the temple, and 800 xp (already added in).

hp 27/39; AC 15/11/14; Luck 8/8 rounds

I know this is a mad old conversation, but, I already have a bow, a shortbow... Que you can borrow it or we can split arrows, but, it'll help me be a danger in combat to have magic arrows, not that I'd use them madly often, but still.

Female Human Ninja 3

No Problem with me.


Male Human Gamemaster
Wood the Wizard wrote:

I believe in them going to those who can best use them. Suggested distribution: Quiver + arrows to best with bow(Que? as Gkirkan concentrates on melee). One sunrod each to non see in the dim or dark. 2 flasks holy water + belt to Que--one holy water to everyone else. 2 cure lights to Gkirkan, one each to rest but Evangeline, 1 potions lesser restoration to Evangeline+Gkirkan, hide from undead one each to Wood + Vertiele, protection from evil Vertiele (Wood has wand), detect undead Evangeline, brass planchette w/ board to Vertiele, Haunt sipons one each to all but Gkirkann for now.

    To recap:
  • Vertielle: Sunrod, Efficient Quiver & arrows, holy water, cure light, protection from evil, hide from undead, brass planchette w/ board, Haunt siphon
  • Wood: Sunrod, holy water, cure light, hide from undead, Haunt siphon
  • Gkirkhan: holy water, 2xcure light, potion lesser restoration.
  • Evangline: holy water, potion lesser restoration, detect undead, Haunt siphon
  • Que: Sunrod, 2xholy water on belt, cure light, Haunt siphon
  • Spare: Sunrod

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Just one note, I think Gkirkhan or Que could use hide from undead to better effect. Wood, even you have summonings that don't trigger it, all I have is bardic music.

Ok adjust like follows
Hide from undead to Gkirkan (ninjas can hide well anyway)
spare sunrod to wood, least useful combatant can hold lights

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Tiptoeing Gkirkhan: priceless image.

DM Ninja/infinite

Wood, could you please list your opposition schools and your spells known (ie your spellbook) in your profile? I didn't realize you didn't have them listed.

Also; in order to fill out the NPC's spellbooks and what spells are available; for Alendru, roll 1d4 three times (once for each level, the 0th option is to see if he has any non-core 0ths) and for Kendra, roll 1d6 for 0ths and 1d4 for 1sts. She has a higher chance for non core 0ths due to the professor's travels.

DM Ninja/infinite

Once their full spellbooks have been determined, Kendra will offer to let you copy any spells from her spellbook, Alendru will allow such on a dc 20 Diplomacy check.

from the spells tab in my profile

Opposition Schools: Abjuration, Necromancy
[spoiler=Known Wizard Spells/Spellbook (CL 1st)]
0 - All.
1st - Read Magic/Summon Mon I/Color Spray/Charm Person/Mage Armor/Grease/Rope Trick/Enlarge Person/Identify

DM Ninja/infinite
Wood the Wizard wrote:

from the spells tab in my profile

Opposition Schools: Abjuration, Necromancy
[spoiler=Known Wizard Spells/Spellbook (CL 1st)]
0 - All.
1st - Read Magic/Summon Mon I/Color Spray/Charm Person/Mage Armor/Grease/Rope Trick/Enlarge Person/Identify

Thanks. If you had them in there before, I simply missed them.

Alendru Spellbook rolls:
0th: 1d4 ⇒ 2
1st: 1d4 ⇒ 1
2nd: 1d4 ⇒ 4
3rd: 1d4 ⇒ 1

Kendra spellbook:
0th: 1d6 ⇒ 2
1st: 1d4 ⇒ 4

DM Ninja/infinite

Just a point; the 500 gp was to be paid after you cleared out Harrowstone. I obviously didn't make that clear, since their seems to have been some confusion on that issue (since getting it now is the only way Wood would have had 450g to buy that stone). I will therefor rule that you were given half up front, 250 gp. Due to being upfront about the stone, the moneylenders will agree to charge the group only 1% interest for any loans.

DM Ninja/infinite

Special rolls:

1d8 ⇒ 3

1d18 ⇒ 4

1d30 ⇒ 2

1d11 ⇒ 3

1d10 ⇒ 2

1d30 ⇒ 27

OK, totals: 5 + 3 + 4 + 2 + 3 + 2 + 27 = 46

DM Ninja/infinite

I'm going to have minor posting issues this week. My daughter, who is cyber-schooled, is in 11th grade. Here in Pa that means she has to take a battery of state assessment tests. Since she's cyber-schooled, the have to be at an off-campus site. In this case the convention center in downtown Pittsburgh between 2 - 5 PM. It's a 1 hr bus trip. I have to be there, too, as her 'learning coach' and legal guardian.

They do have wi-fi. $50/day. So, I'll be posting either early morning or late evening.

Ack...message board withdrawal!

Female Human Ninja 3

I will roll my chance for a masterwork studded leather armor here

for Masterwork armor 50% chance: 1d100 ⇒ 54

Darn, ok then no MW armor for Que then, i also don't buy the sunrods as i got some from the stash.

DM Ninja/infinite

Sorry about the posting delay, our Internet has been down since around 10 am.

Interesting ruling brought up in the advanced race playtest. I was surfing threads yesterday and came upon the following question.

Do spells with person in them affect outsiders?

Are aasiamar and tieflings unaffected by charm person, hold person, and yes enlarge person? Paizo seems to think outsiders are not affected by spells with person in them at the moment.

Can I say bards are quite awesome?

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Why yes, you may. ^.^
My first one since pathfinder, by the way. Going pretty well, I think.

The archetypes make the flexible bard class even better.

DM Ninja/infinite

Sorry about the posting delays yesterday. Weird, we've had more internet issues since we went to FiOS than we had before. The speed is nice though.

Here's the info on the haunt siphons:
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 grenadelike 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.

So the siphons only supress haunts for a period of time related to their 'caster level', ie their effect. Each haunt has a specific trigger to start and a specific method needed to destroy it or it will reset. Using the board and the spirit planchette from the stash may help you determine just what is needed.

For example: the entryway 'slamming portal' is triggered by opening any door other than the front door, and holds the doors shut for one minute before resetting. As it only has 2 hp using a syphon on it will automatically neutralize the haunt and charge the siphon, transfroming it into a negative energy 'bomb'. It's also a CL1 haunt, so with a -5 to reset, it needs a natural 20 to come back. But you are also not doing damage to a stronger haunt that might actually be able to harm you. For example, a cold spot haunt causes damage like a chill touch spell. Note that some haunts can recover their energies (ie reset to full hp) if not destroyed when you first combat them.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

From the information provided- slamming doors and burnt faces, plus the reports of her colleagues dreams, Vertielle assumes the haunt will also try to burn them alive, given time. Her action stands.
I'm assuming for now I know what destroys the haunt- I'll use the board in a minute, if no remains in cell block s3 are found.

Vertielle's actions are quite reasonable with her in game knowledge-- I think she is using a very strange device for the first time. All this knowledge can be gained when the siphon 'easily absorbs this small harmless spirit'. Thanks for concern about these crucial resources, but we should be ok. Make us pay through the nose for them from a mystic at the gypsies for one or two more (ways to drain party resources are always a good GM device :-) if we get low.

DM Ninja/infinite

Oh, I understand. And you will pay, oh yes...bwaaahahahahaha...

I was actually thinking like someone who is also playing in it...and hearing my PC yelling 'stop wasting resources on doors!'.

When I ran this for my RL group, my husband took an axe and chopped the doors to pieces. The haunt put them back up since it is described as the only reason they're still in such good shape.

He hates haunts. With a passion.

I often find my power gaming yin is sometimes misaligned with my roleplaying yang.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

When we played this through the first time, one of us removed the hinges entirely while the haunt was dormant. We had used holy water to destroy it, but Vertielle just doesn't have holy water or the knowledge of where to throw it, nor would she think to remove the hinge barrels.

I'm with Wood on that one, hahaha. Bard is letting my RP surface a little. I play with a really power-central group, usually, and when I do something stupid 'cuz my character WOULD, I get no end of angry glares.

On a side note, let me just point out you can find the information gained so far and copies of maps acquired in Vertielle's Journal by expanding the spoilers "Map Case" and "Information Gained". A helpful compendium!

HP: 66/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 7/9

I'm thinking about taking a level in barbarian. Thoughts?

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Thematically appropriate. It'll also foil Eva, Wood, and my reserve. Superstitious rage power, or even Witch Hunter archetype, would be amazing.

HP: 66/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 7/9

Didn't think about that. Going full barb would be interesting.


Gkirkan: A dip in barbarian could be useful for the raging, nevertheless with the dexterity and strength I would think you make a good two weapon warrior archetype.
Some mithral full plate and a spiked shield and you are good to go.
Light weapon and a spiked heavy may be better than a heavy one hander and a light shield.

DM Ninja/infinite

I think Gkirkhan with a level or more of Barbarian would be awesome.

I do hope he maintains a modicum of control, though, at least during the later, thankfully brief, stopover in Tamrivena.

Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

As long as there are no necromancers, I think I can guarantee that Gkirkhan will leave the town mostly intact. (No guarantees on the inside of the bar though)

DM Ninja/infinite

Does anyone have issues with posting this weekend? If so, we can break and pick up Monday, heading back to Harrowstone.

If not, just post your actions.

DM Ninja/infinite

One more option for Gkirkhan. Take a look at the Soulknife by DSP. You can find it on d20pfsrd.

The image of a seemingly unarmed Gkirkhan pulling a magnificent, mystic hammer seemingly out of thin air is equally awesome.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Ugh. Psionics. :-P

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

I hate Psionics and consider it a broken system and a game reality breaker.

Hey, my half-giant psychic warrior had fun in Eberron! He was no more broken than all summoners I have met!

DM Ninja/infinite

I've always enjoyed Psionics, so different strokes for different folks, as the saying goes. If the majority of the group is opposed then we don't use it here.

I still like the image, though. ;)

Psionics was better done in 3.5 than 2ed AD&D psionics.

251 to 300 of 733 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post Discussion / The_Ninja_DM's Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.