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Soulbound Doll (Bear)

GM Helaman's page

2,215 posts. Alias of Helaman.


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Yeah, no worries - that said rest and recuperation time is assumed to be where you are focused on treating wounds, adjusting armour and so on.

You are not considered to be combat ready. I haven't built any penalties into this from a mechanics standpoint and I think its best I don't mess with it too much as it stands but this may be adjusted later.


Cool


Nope... You heal if you take a rest break. It restores all temporary damage.

https://helaman-s-play-by-post-carrion-crown.obsidianportal.com/wikis/injur y-rules

Quote:
Hit Point Damage results from any Hit Point damage that does not qualify as an Injury and recovers completely with a few minutes’ rest and refitting; this GENERALLY takes about 10 minutes of general rest without an encounter but story elements may speed this up or slow it down 1.
Quote:
1. 10 minutes is an abstract. In most cases you have a chance or a choice to rest and refit, or you don’t. It can be hand-waved or woven into the game narrative on the fly. If it comes down to it that minutes need to be tracked then we can base line this as you recover hit points lost to strain at a rate of 10% of your total hit points per minute. You must take no actions other than recuperating and tending wounded comrades in order to recover from strain damage. You can not recover while you are in combat, nor while you are still subject to ongoing Strain damage such as severe heat, cold or starvation.

Theres been more than 10 minutes passed, easily but its been 'on guard' waiting for Nighteyes to open locks, sneak etc.

I think its appropriate to cut some slack here as we are now dealing with the recuperation aspect of the damage system for the first time mid adventure.

Take it as temp damage restored for everyone except Nighteyes (whose been doing the work) but what I am looking for moving forward is a statement that you are resting/recuperating etc so I can either move events/things along 10 mins or have the environment react to this break.


The haunt is more an area effect and not target-able... you can try to shoot the invisible space with your ray with the standard 50-50 miss chance for invis creatures though if you want - Low hit/high miss


Knowledge Religion
Jaru 1d20 + 5 ⇒ (3) + 5 = 8
Lament 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Simeon 1d20 + 10 ⇒ (6) + 10 = 16

Lament and Jaru identify the likely source of the despair and pain as a haunt but the skeletal ghost that just disappeared as a Poltergeist.


I know some of you may have played or run this previously. By now you should be realising I've tweaked Harrowstone much like I tweaked Ravengro.


Go Go Robot players

Elidal brings her shield up.

Simeon reaches into his pack for a haunt siphon.

Will saves DC13 or be sickened

Nighteyes 1d20 + 0 ⇒ (18) + 0 = 18
Lament 1d20 + 3 ⇒ (7) + 3 = 10
Elidal 1d20 + 5 ⇒ (20) + 5 = 25
Jaru 1d20 + 4 ⇒ (12) + 4 = 16
Simeon 1d20 + 3 ⇒ (17) + 3 = 20

Lament doubles over in pain but can still try to function.

-2 to all rolls

In the middle of the floor the ghostly outline of a twisted, nearly skeletal ghost of a broken prisoner becomes visible, moaning incoherently in pain but his eyes fixed on you in terrible anger... and then disappears suddenly.

DC 14 Will saves vs Fear
Nighteyes 1d20 + 0 ⇒ (13) + 0 = 13
Lament 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Elidal 1d20 + 7 ⇒ (6) + 7 = 13
Jaru 1d20 + 4 ⇒ (17) + 4 = 21
Simeon 1d20 + 3 ⇒ (13) + 3 = 16

Nighteyes 1d4 ⇒ 4 and Elidal 1d4 ⇒ 2 are now frightened for the indicated number of rounds.

Initiative
Nighteyes 1d20 + 4 ⇒ (11) + 4 = 15
Lament 1d20 + 4 ⇒ (13) + 4 = 17
Elidal 1d20 + 3 ⇒ (6) + 3 = 9
Jaru 1d20 + 1 ⇒ (6) + 1 = 7
Simeon 1d20 + 2 ⇒ (18) + 2 = 20

Skeletal Ghost 1d20 + 2 ⇒ (10) + 2 = 12
Pain and Despair 10


Grats and glad to have you back.


Everyone feels a cold prickle along their spines and there is a feeling of dread, of despair, and in some otherworldly way that is inexplicable, multiple waves of pain and agony... it is as if all the terrors and pain experienced by the prisoners who used this room have been made manifest.

Lament 1d20 + 6 ⇒ (6) + 6 = 12

Standard Action for everyone except Jaru and Lament.


Nothing impedes you Nighteyes.

There is old detritius scattered across the floor from fallen trays instruments and so forth.

There are wooden boxes and leather Valises as well that seem to have supplies in them. Vials of caked materials, jars of powders and so forth.

Rest of you? Are we still in the 10 ft behind Nighteyes mode?


Actions?


Hal grips the stock of his crossbow and waits.


Pale afternoon light filters into the room from filth encrusted windows. Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary.


The door on the left opens into a draughty corridor. Nighteyes tries the door to the right and finds a long unused 'Earth Closet'.

Soooo tempted to make a haunted Privy but it just doesn't fit


You'd guess prisoner from the lack of footware, weapons etc


I'll autopilot some but I don't want to drive(so to speak :D).

I am up for suggestions though - I too have noticed the dip in posting and it does worry me some. If there is anything I can do to make it easier to engage or post more often (improving flagging interest etc, let me know)


The doors to this room is locked... Nighteyes repeats his work with the lockpicks. In short order the doors are open, and the remains of three men, clad in rags, fall out into the corridor.

There are stairs leading up...

There are marks on the inside of the doors, as if the men died clawing at the heavy wood.


The group moves over to the double doors and opens them.

This flight of stairs once led down toward what must be a lower level, but it’s now filled with a mess of large stone blocks and shattered timbers.

Simeon Engineering 1d20 + 9 ⇒ (5) + 9 = 14

Perception
Elidal 1d20 + 6 ⇒ (1) + 6 = 7
Night Eyes 1d20 + 6 ⇒ (18) + 6 = 24
Lament 1d20 + 6 ⇒ (7) + 6 = 13
Jaru 1d20 + 3 ⇒ (10) + 3 = 13
Simeon 1d20 + 2 ⇒ (12) + 2 = 14

Nighteyes can work out that that the rubble filling this stairwell did not result from a ceiling collapse—rather, it’s the result of a manually triggered deadfall that swiftly f illed the stairs and blocked them off.


Interesting...


Elidal: Paperwork - LOTS of paperwork. Some old prisoner contraband and those items

Jaru: Will wait 12-18 more hours for others to post ideas or suggestions


You also find a washroom and a smaller chamber to the west that was a privy.


The desk in the office holds some mold specked stationary, a dried up inkwell and old reports. There is a brass plated piece of wood lying on the floor... while tarnished it is still readable as 'Warden Hawkran'. The safe? Even with Nighteyes taking his time and all his attention? Its impossible for him to crack it.

The other smaller offices themselves? They could, if a day of dedicated labour was applied to reviewing and organising the documents, yield some interesting records and may even be of worth to the town who has lost most of their records on Harrowstone.

Prisoner records are likely found within.


On examination of the safe it looks to be top quality. Very hard to break and about as hard to crack.


The door clicks open.

This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.

Stepping into the room Nighteyes feels a lightening in the oppressive atmosphere.


No magic is detected but there is a definite feeling of being watched.


The doors to the side of the corridors appear to be small offices that were each dedicated to handling one of several key aspects of the prison’s operations, such as prisoner files, income, supplies, scheduling, repair requests, and so on given from a cursory glance at the paperwork in each room. You'd need a more detailed search for anything more than that. The doors were all closed and as they lack windows the state of preservation isn't bad when considering the sixty odd years they've lain undisturbed.

The heavy door at the end of the corridor is locked.


Map resized. Each tile square is 10ft meaning that in 5ft squares you should be to the right scale now


Nighteyes soft boots crunches over the broken glass scattered down this corridor from the broken windows which allow afternoon light to enter the dank prison.

A number of doors lay on your right with a door 30 feet ahead.

Each square is 10 feet... I'll resize later


The door you face does look to be very very stout... its iron bound hardened oak and a heavy iron lock is inset into its metal bands.


As you move past the door on the left you hear faint knockings on door, a rattling of the locking mechanism... echos of the past.

These fade as you move further down the corridor and you see a door in front of you on an angle deeper into the corridor with the corridor turning and angling back away from your position.


The corridor stretches north... silent and empty.

Perception 1d20 + 6 ⇒ (10) + 6 = 16

The hairs rise on the nape of Nighteyes neck... something is stirring.


Know Nature (animal?) 1d20 + 9 ⇒ (5) + 9 = 14

Marking it
Shooting 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9


The door opens with a groan and then is silent.

A corridor stretches down to the left, broken midway with a wider corridor that runs deeper into the building.


Torgan Axebearer wrote:

"I am staying here, guarding the exit, I do not feel like meeting the spider while climbing. Lets see how this develops. I am out of healing spells, so I have to be careful now."

Torgan stands ready with his axe.

Very well then - together we stand. How are you holding up? Do you need a potion or something?


Anyone else?


A cold empty corridor stretches out before the elf leading the group.

There are doors on the left at the start and end of the corridor, doors proceeding straight at the end of the corridor and three doors on the right of the corridor.

The place has a still brooding air of hostility to it.


The main entry area has a set of doors heading North... Is this what you mean? Or the doors north in this room?


No posts up in the last few days got me confused.


How's things with every one?


Hal stands next to Torgan, crossbow ready.


GM Helaman wrote:

Everyone level up to level 2. So no more 1ABD its just '2'.

If multiclassing you are are level 1 original class but effectively without class features ABC or D for your new class though you can but you can (if you want) put your class as level 1 original class, level 1 new class.

On gaining your next step it would be Level 1 Original class, level 1 (ABC or D) in your 2nd class and you would gain access to saves, skills, HD etc at that point.

Totally disregard this multiclassing stuff.

I think Nighteyes has been stepping like his 2nd class thoughout... in which case he is ranger 1/fighter? 1.

IF you are, AT level 2, wanting to multi-class with your 3rd level, then you just tell me what the class is and at your next step you just take the appropriate bit from your new class.

Nighteyes can chime in post holiday.


Save for Nighteyes in last encounter Fort 1d20 + 3 ⇒ (19) + 3 = 22


Everyone level up to level 2. So no more 1ABD its just '2'.

If multiclassing you are are level 1 original class but effectively without class features ABC or D for your new class though you can but you can (if you want) put your class as level 1 original class, level 1 new class.

On gaining your next step it would be Level 1 Original class, level 1 (ABC or D) in your 2nd class and you would gain access to saves, skills, HD etc at that point.


Nighteyes moves into the new room.

The northeast wall of this large rubble strewn room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.


Not until you level properly BUTTTTTTT guess what? The beating of that spirit is enough to push you all up to level 2. Everyone take your final step and up level your characters to level 2. In this case, yep, add 2 and not 1. Your next step will - ABC or D will be in your new class if you are multiclassing or in your current class but will be 2A or 2D etc

Jaru finds that his blessing takes full effect this time... leaving him a bit confused as to what corrupted his last attempt... was it the proximity to the last haunt, was it something else?

This heals HP and Injury. SO she gains 9hps. She's at 9hp. Her Injuries, which previously limited her to 5hp, now heal to allow her a new temp max HP of 14 HP (as opposed to her normal max of 16hp).


Go to the door to the right across this room full of benches etc? Elidal is at 0 hps and staggered


Think Ghostbusters instumental...

The haunt siphon triggers with an audible 'pop' as light and energy stream from its top and draws in... something. There is the briefest impression of spectral hands clawing impotently at the air and a despairing wail and then the area feels emptier than it was before, the chill fading.

Strangely the small vortex of grey-green smoke that previously occupied the siphon is now red-black.

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. It also makes it very difficult for the haunt to remanifest in that area (if not impossible depending on the strength of the haunt) again


Normally it would. The roll wasn't THAT bad. It was just under what was needed.

As for Jaru's theory? - No comment :D


Okies - good point. You're exploring the building - as the elf enters the current room on the map (I haven't updated it but he took a 5ft step back) when the temp dropped suddenly in a wide radius... As in spooky temp drop. In the surprise round no one knew what to do. Jaru channels energy but it doesn't really stop it - you all take damage from cold/neg energy and make saves. Now back to you... Simeon appears to be outside the area of effect and Jaru is yelling for a haunt siphon after channelling a second time (which hasn't ended the effect but from the spooky groans, appears to have hurt it) and so back to you guys. Ill bot Simeon if he doesn't post soon


"Lament" Duskbreeze wrote:
[dice=Fort]1d20+2

Your action? It's still active

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