Fevered Dreams

Game Master JonGarrett

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Male. Mostly. Human. Mostly. Archaeologist

As I mentioned a while back, I was updating the website. Contrary to my usual methods of putting it all off until the last minute, I actually did most of it previously - only the artwork has been added today and some wording tweaked. But...it contains a few spoilers for the previous sections and editing them out proved to be a pain.

So, anyway, you now have Player Characters, Non-Player Characters and Villains. Also, the Story page has been updated with your current exploits and a new realm added - the Broken Roads. Because I'm a creepy guy.

Needless to say when you spot the cunningly concealed mistakes, entirely there to give you a fun challenge of finding them all and not all because I write like an enraged monkey, or if you would prefer another image for your character, give me a shout. Same goes if you have any plots or background ideas you'd like to share with the class.


Human (Haunted One) HP 50/50| Init +6(10)| AC: 20(24) CMD: 18 F:6 R:6 W:9| Perception: +12|Active Element(Air)

Posting tommorrow.


Male. Mostly. Human. Mostly. Archaeologist

OK, cool.


Male. Mostly. Human. Mostly. Archaeologist

Congraulations, all, on both completing the first story and managing to dodge all the damned combat in it. Seriously, of five planned potential fights you dodged like four and a half.

For those who are curious, you got the Good ending. Not the best ending, maybe, but certainly one that will be interesting to take forwards into the future.

So, two things before we start the next section - first of all, feedback. I'm aware there were some hiccups, but I think most of those were ironed out by this point. Still, did you guys enjoy this? Is there anything you'd like to see more of (other than more combat) in the next section? Or are things not working for you? Hit me up, tell me what you think - good, bad and ugly - and we'll see if we can't make things a little better next time.

You can also consider playing another character if you like. Same rules as before, since we haven't levelled up yet.

Secondly, you guys have two choices as to which story you'll be playing next. In the event of a tie I'll pick which one I think will amuse me more. Because I'm not that nice.

Ancient Secrets

Valda is not the first member of the supernatural community to organize a little in Fever. In fact, in the 1920's, a whole society filled with supernaturals once helped maintain the town. But something happened, and...well, no one's ever been clear as to what, but the society doesn't exist any more.

In an odd turn of events, someone has delivered the deed of the house they once kept and an old set of keys. Curious, Valda has chosen to go and investigate, and has invited a few friends along for the ride. Because when you know for a fact haunted houses are a thing, you take the people who can deal with them with you when you visit the spooky old house in the country side.

The Carnival

Legends persist, in Fever, of a Carnival of horrors. That once every now and then this band of ghoulish performers will arrive, looking for an audience of volunteers. And if you don't play your cards correctly, you could very well join it for all time.

A standard spooky tale heard in towns everywhere, right? I mean, clowns are creepy enough as it is. Well...There might be a little more truth to this story than most. Odd things have been sighted, strange noises in places where things shouldn't be. The sounds of animals, and circus music.

People are getting spoked, and Valda wants to find out more.


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

I had a blast! It was a bit creepy, and a lot of fun, with a generous serving of awesome! For the future, I'd enjoy a bit more hunting for information, collecting lore and the like, but it was lovely all the same.
I'll keep Aurora, reworking her to keep her up to date with Spheres of Might. She'll go multiclass Conscript/Incanter, since there isn't a properly working hybrid gish yet.

Finally, I'm casting my vote for The Carnival because I LOVE eerie carnivals, and pretty much anything eerie.


Inc 5 | HP: 12/22 | Melee: +2, Ranged: +5 | AC: 16 [22], Touch: 16, FF: Never | Fort: +2, Ref: +7, Will: +9 | Init: 11 | Perception: +12/+22 to Spot

If we're going PFS-style with the possibility for different characters, I wouldn't mind trying to level up Regina, my Ethermancer*, and running her for the Carnival.

*For those who aren't familiar with the class, think "Kineticist who can customize their blast and limited by a recharging energy pool".


Inc 5 | HP: 12/22 | Melee: +2, Ranged: +5 | AC: 16 [22], Touch: 16, FF: Never | Fort: +2, Ref: +7, Will: +9 | Init: 11 | Perception: +12/+22 to Spot

Here's the updated sheet. The big thing to know is that she's basically a ranged damage-dealer, with minor debuff and utility options.

Regina:

Appearance - Avatar

Female eldritch human ethermancer 5
NG Medium humanoid (human)
Init +3; Senses Perception +9

Ether Pool: 18/18 (Regen: 3)
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
hp 22 (5d6); regeneration 2 (Holy)
Fort +2, Ref +5, Will +6
Defensive Abilities aberrant form
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Offense
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Speed 30 ft.
Ranged +1 ranged touch attack +8 (5d3 + 5)
Spell-Like Abilities (CL 5th; concentration +10)
. . alteration etherheart (cost: 2+)
. . . level 1: Might of the Cosmos (1), Ultraviolet Shift (2)
. . . level 2: Ablative Ether (4), Light Speed (4)
. . bestow etherheart (cost: 1+)
. . . level 2: Taste of the Void (4), White Noise (2)
. . lesser blast etherheart (cost: 2+)
. . . level 1: Atrophy the Mind (1), Conical Shaping (2), Extremes of Infinity (1), Scale Model of the Galaxy (2), Raw Ether (2)
. . . level 2: Athermal Extremes (1), Farshaping (3)
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Statistics
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Str 11, Dex 16, Con 10, Int 12, Wis 12, Cha 21
Base Atk +2; CMB +2; CMD 16
Feats Ethershaping, Point-Blank Shot, Precise Shot, Weapon Focus (Ray; i.e. Lesser/Greater blasts)
Traits business associate, talented
Skills Acrobatics +4, Bluff +10, Diplomacy +6, Intimidate +11, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +9, Perform (dance) +14, Perform (sing) +13, Spellcraft +6, Survival +2, Swim +1, Use Magic Device +13
Languages Aklo, Azlanti, Common
SQ alteration mani.: ablative ether (cost: 4), alteration mani.: light speed (cost: 4), alteration mani.: ultraviolet shift (cost: 2), alteration mani: might of the cosmos (cost: 1), bestow mani.: taste of the void (cost: 4), bestow mani.: white noise (cost: 2), blast mani.: athermal extremes (cost: 1), blast mani.: atrophy the mind (cost: 1), blast mani.: conical shaping (cost: 2) (shape), blast mani.: extremes of infinity (cost: 1), blast mani.: farshaping (cost: 3) (shape), blast mani.: scale model of the galaxy (cost: 2), blast mani: raw ether (cost: 2), ether point regeneration rate (3), ethermagic, ethermagic saving throws, maximum manifestation level (2), multiuniversal philosophy
Other Gear silken ceremonial armor[UC], ranged touch attack, ring of sustenance, entertainer's outfit, 3,970 gp
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Special Abilities
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Aberrant Form (Su) Oddly enough, being exposed to the energetic leavings of an infinite number of universes with vastly different laws of physics tends to… alter those so exposed after a long enough period of time. The changes are initially quite subtle, perhaps a yellowing of the fingernails or a rash on the right leg that simply won't go away, but the slight aberrations accumulate until the merest of glances is enough to be quite sure that something isn't right. At 5th level, the slight shifting of the ethermancer's form as compared to that of standard creatures of his race grants him a 10% chance to ignore sneak attack and other precision damage. At 9th level and every four levels thereafter, this chance increases by an additional 10%, to a maximum of 40% at 17th level. Unlike other abilities that negate precision damage, aberrant form does absolutely nothing to hinder critical hits. Weird still bisects.
Alteration Etherheart (Cost: 2+) (Sp)
Range personal
Target you
Duration 1 minute/level
Saving Throw as manifestation; Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart affects the ethermancer directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.
Alteration Mani.: Ablative Ether (Cost: 4) (Ex)
Ethermagic 2
EP Cost: 4
The caster produces a thick, unsightly smear of foamy ether all over his body that rapidly regenerates when blasted off. Select acid, cold, electricity, fire, or sonic. The foamy ether prevents the first 10 points of damage dealt to the caster by the selected energy type each round. The amount of damage absorbed per round increases to 15 at 7th level and 20 at 10th level.
Alteration Mani.: Light Speed (Cost: 4) (Sp)
Ethermagic 2
EP Cost: 4
Raw ether allows for raw speed. The caster's swim, fly, burrow, climb and base land speeds are all increased by +20 feet. It logically follows that an individual who does not know how to swim, fly, etc. well enough to have an individually listed speed for that mode of movement gains no increased speed to that mode of movement when under the effects of this manifestation.
Alteration Mani.: Might of the Cosmos (Cost: 1) (Ex)
Ethermagic 1
EP Cost: 1
As it turns out, layering crystallized strands of ether among bones and muscle does much to enhance their function, though it does tend to lead to cancer thirty years down the road. Select Strength, Dexterity, or Constitution. The caster receives a +1 enhancement bonus to the selected ability score. This bonus increases by +1 for every three levels beyond 3rd, to a maximum of +3 at 9th level.
Alteration Mani.: Ultraviolet Shift (Cost: 2) (Sp)
Ethermagic 1
EP Cost: 2
The light reflected by the caster's body and attended objects shifts into the ultraviolet, rendering him invisible as the condition. If the caster was carrying a torch or some other source of light, nobody gains any benefit from that source of light any longer. Objects dropped by the caster immediately become visible. Though still very much a solid mass of flesh and bone, by standing quietly, he gains a +40 bonus to Stealth checks while invisible. If the caster takes any action other than a free action, this etherspell ends immediately.
Bestow Etherheart (Cost: 1+) (Sp)
Range touch
Target creature touched
Duration 1 round / level
Saving Throw as manifestation; Spell Resistance yes
EP Cost 1/4 level, rounded down
An etherspell with the bestow etherheart is delivered as a melee touch. The ethermancer may not touch himself. If the ethermancer fails to touch a creature upon casting a bestow etherspell, the charge is not lost; however, the duration of the etherspell begins as soon as it is cast and will begin to count down accordingly. For the duration of the etherspell, the ethermancer's maximum EP is reduced by an amount equal to the etherspell's EP cost. Exactly one manifestation must be added to this etherheart.
Bestow Mani.: Taste of the Void (Cost: 4) (Ex)
Ethermagic 2
EP Cost: 4
Each round, the subject is Staggered for 1 round. A successful Fortitude save negates the Staggered effect for that round.
Bestow Mani.: White Noise (Cost: 2) (Ex)
Ethermagic 2
EP Cost: 2
The touched creature's ears fill with the crackling noise at the edge of the void. Each round at the beginning of its turn, the subject takes 1 point of sonic damage and is deafened for 1 round with a Fortitude save to negate the deafened effect. Creatures without a sense of hearing are immune to this manifestation.
Blast Mani.: Athermal Extremes (Cost: 1) (Ex)
Ethermagic 2
EP Cost: 1
A blast etherspell with this manifestation deals the caster's choice of acid or electricity damage.
Blast Mani.: Atrophy the Mind (Cost: 1) (Ex)
Ethermagic 1
EP Cost: 1
A blast etherspell with this manifestation that successfully deals damage deals 1 point of damage to the caster's choice of Intelligence, Wisdom, or Charisma with a Fortitude save to negate. If the etherspell includes a shape manifestation that offers a Reflex save for half damage, a successful Reflex save also negates this effect. In this case, no Fortitude save is called for.
Blast Mani.: Conical Shaping (Cost: 2) (Shape) (Sp)
Ethermagic 1
EP Cost: 2
A blast etherspell with this manifestation is a 15-foot cone instead of a ranged touch attack. There is now a Reflex save for half damage. Only one shape manifestation can be applied to an etherspell.
Blast Mani.: Extremes of Infinity (Cost: 1) (Sp)
Ethermagic 1
EP Cost: 1
A blast etherspell with this manifestation deals the caster's choice of fire or cold damage.
Blast Mani.: Farshaping (Cost: 3) (Shape) (Sp)
Ethermagic 2
EP Cost: 3
A blast etherspell with this manifestation has a range of medium (100 ft. + 10 ft./level) instead of close. It is still a ranged touch attack. Only one shape manifestation can be applied to an etherspell.
Blast Mani.: Scale Model of the Galaxy (Cost: 2) (Sp)
Ethermagic 1
EP Cost: 2
Duration: 1 round / level
A blast etherspell with this manifestation leaves behind a number of tiny, starlikes spheres in the entirety of its area of effect. These spheres cause those who walk over them to fall prone unless they make a DC 10 + the caster's caster level + the caster's Charisma modifier Acrobatics skill check. Any abilities that grant a bonus to CMD against the trip combat maneuver grant a corresponding bonus to this Acrobatics check. Creatures that travel through the spheres at half speed need not make a check. If a blast etherspell has no area of effect, but is rather a single-target spell, the spheres are deposited in a 10-foot radius around the point of impact.
Blast Mani: Raw Ether (Cost: 2) (Sp)
Ethermagic 1
EP Cost: 2
Duration: 1 round + 1 round / 10 levels
Eew, unprocessed extrauniversal goo! A blast etherspell with this manifestation entangles those damaged by it with a Reflex save to negate. If the etherspell includes a shape manifestation that offers a Reflex save for half damage, a successful Reflex save also negates the entangle effect.
Ether Point Regeneration Rate (3) (Ex) An ethermancer regains ether points equal to half their class level, rounded up, at the beginning of their turn.
Ethermagic (Ex) Regina is an ethermancer, and can draw power through the void for various evocations.
Ethermagic Saving Throws (Ex) The Difficulty Class for a saving throw against an etherspell is 10 + the highest manifestation level used in the etherspell + the ethermancer's Charisma modifier unless stated otherwise in a manifestation's entry.
Alteration DCs:
-Level 1: 16
-Level 2: 17
Bestow DCs:
-Level 2: 17
Lesser/Greater Blast DCs:
-No Manifestations: 15
-Level 1: 16
-Level 2: 17
Ethershaping Lesser and Greater Blasts can deal Slashing, Bludgeoning, or Piercing damage without the need for a manifestation.
Lesser Blast Etherheart (Cost: 2+) (Sp)
Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw as manifestation; Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d3 + the caster's Charisma modifier points of bludgeoning damage, plus an additional 1d3 points of bludgeoning damage for every caster level beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added. [Ethershaping: Allows for Slashing or Piercing as a free change]
Maximum Manifestation Level (2) (Ex) The maximum manifestation level that an Ethermancer can know.
Multiuniversal Philosophy (Ex) Multiuniversal Megalomaniac (+3 EP) - Taken 1 time
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Regeneration 2 (Holy) Heal HP quickly and cannot die.
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Appearance

Regina is an Ethermancer - a relatively rare type of caster who can draw energy through a tiny hole in reality itself. This energy lends itself well to simply being hurled in people's faces, and while it can be very flexible indeed - particularly the blast etherheart - it doesn't quite have the same degree of raw power as true sorcery.

Of course, that hasn't stopped her from making good use of it. Her main offense - the Lesser Blast etherheart - can be configured in many different ways. Without any particular effort, Regina can set it to slash, bludgeon, or pierce her foes. With a little more effort, she can also deal acid, cold, electric, or fire damage to her targets... and that's not even counting the ways she can twist its form, allowing her to launch it at a distance, spread it as a cone, or even do things like entangle her foes.

Blasting usually solves her problems, but when that fails, she has two other etherhearts that can shape her power. The Alteration etherheart can provide her with a series of mild but useful effects (such as concealing herself or moving faster), while she can use the Bestow etherheart to directly inflict conditions on the bodies of others.

Less obvious on the surface are the subtle changes that Regina's use of ethermagic has caused. The big part of this is the way that ether can repair and reshape her body - it's no transformation power, but it's slightly improved her overall charm and use of ether while simultaneously making her very hard to kill. She is, however, vulnerable to holy damage (including good-aligned attacks) - these can briefly shut down her connection to the ether as the divine overpowers the mundane source of her powers.

Functionally: The Eldritch template, minus the added natural attacks and plus a point for unique abilities. Shouldn't be much of a disruption to the game. *Gestures at Azri* She got +2 Charisma from that, too, which seemed mild enough.

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Example of how this class plays:

Combat begins, and we see an enemy flying way above us! Regina, being a ranged attacker, immediately starts doing her thing. Running through her options, she takes aim at the enemy, firing a Lesser Blast (Cost: 2) for 5d3 + 5 damage (average 15, which is perfectly appropriate for a 5th-level character and well below min-maxed range), modified with the Farshaping (+3), Raw Ether (+2), and Athermal Extremes (+1) manifestations. The first lets her attack at medium range to actually hit their foe, the second forces the foe to make a reflex save (if her ranged touch attack hits) or get entangled for a round, and the last is used to convert the damage type to electricity (because zapping a flying foe is funny). As a class that resembles a 6th-level caster, her Save DCs aren't fantastic, so foes have a good chance of not getting entangled unless they're bad at dodging.

At the start of combat, she had 18 points in her class resource pool. That blast cost her 8 points from it, bringing her down to 10/18. At the start of the next round, she'll regain three points (bringing her to 13/18), which is enough to hurl another blast like the one she just fired. If she just stood still and kept doing that, she could do this for three rounds in total - at which point, uh-oh, she'd have no energy in her reservoir at all! She'd still regain three points per-round, but the Lesser Blast costs 2 all by itself - so she could either add up to one point in manifestations and keep blasting (which she can do all day), or she could just do a normal lesser blast (effectively regaining one point in her resource pool each round), or she'd have to not use her ethermagic at all (which would let her regain 3 points per-round).

In other words, the class has a pretty potent burst at the start of combat, but the fact that it tends to spend energy way faster than it recharges means they're either going to limit their use of manifestations (i.e. operate below full power, but be able to add manifestations for more turns), or quickly burn through it and then get slammed by the inability to do much except toss their most basic attack for awhile. It's ultimately an "all day" class thanks to the constant resource regeneration, but at any given moment, the high cost of its abilities means there's a hard limit on what it can do.


Male. Mostly. Human. Mostly. Archaeologist

Auroura - Cool, and I'll keep that in mind. This game will probably take a little longer, in character, so more research is possible. Both will have the chance to hit the library and the local bars to pick up information and rumour.

Miyu - Yeah, the plan has always been shorter stories and the option to switch and try some different things, so go for it.

Think of it as a way to test run all those characters you liked the idea but could never find a game for...

Carnival 2 - Ancient Secrets 0.


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

*Poofs in with a new character sheet* Ha ha! I return!


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

I don't know that I have a preference on which arc comes first; they both sound good.

As for feedback, I expected the storyline to be more drawn out, so the ending felt a bit sudden. I was convinced we were only going to complicate things further!
But I guess now I know more of what we're working with, so it should be fine. Just a matter of expectations really.

As for characters, I do like Solomon. And with the loss of Miyu, we may need to keep a psychic around. That said, I definitely have a few other ideas kicking around in my head.
We'll have to see.

-Posted with Wayfinder


AC 17 (t 12, ff 17) -2 bloodrage, -1 enlarged | F+9, R+4, W+7/9 | Init +4, Per +10 HP: 45/56 (+8 when raging) | Bloodrage: 11/18

Hey, I had a great time, but I agree that the ending was rather sudden. It seemed too easy, but if, as you say, we unknowingly selected the right options to avoid most of the conflicts, then that makes sense.

I didn't know that switching characters around was on the table, so I haven't thought about that. But I really like Jennifer, so I'm keeping her around.

Incidentally, I wasn't trying to argue semantics in the final encounter. I genuinely believed that the fey knight was making it clear that we would be safe from him and his direct reports, but that the Hunt would still proceed. Jennifer thought that she could take whatever was thrown her way, so the non-violence pact wasn't worth anything to her. However, it's completely in character for her to fail a Sense Motive, so I'm fine with the way this played out. It added to the tension!

The only thing I need is a reason for her to stay in Fever, so maybe as part of her reward from Valda, she gains access to a library that she's still making her way through when the next adventure starts. If not, we can just assume that she's found some other work in the area.

Do we get XP, or is this a level-when-the-story-says type of campaign? I'm fine either way.

As for your questions, I can't think of anything to change or improve. I GM pbp myself, and I do a few things differently, but not necessarily better. I like that the website is there. That has a lot of potential. Are there any maps of Fever? I don't need it, but it might be fun to have a better visual of the area.

As for the next adventure, is the Carnival option adapted from Carnival of Tears? If so, I'll vote against it. I have nothing against adult-themed violence, but that module seems to have just substituted murder and gore for plot. Not my style. If it's not adapted from that module, then either option sounds like fun.


Male. Mostly. Human. Mostly. Archaeologist

In the case of switching characters, it's pretty much a gimmick I've wanted to try out. The shorter, more modular style of this game means it's doable. And if folks wanna try a character for a game and then come back to there old one, it's a valid choice, especially if a game is especially unsuited. Think of it as a novel, where occasionally a character will get swaped out for a specialist.

Yeah, not trusting the Fey is a good idea. Not trusting this one is also a good idea. In this case, however, you did the one thing that would stay his hand - point out his wife was in danger if he acted rashly.

The plan was, of course, the massed fight between Bercilak, his knights, and the pups. I set it where I did because I fully expected it to be hard, and that you might well have to fall back to the iron mines where the Fey couldn't follow.

But when you mentioned the explosives, and mad it sound like they were rigged to go boom, he couldn't go and charge. Although it nearly happened once or twice anyway...

Oh, but I will say you have complicated things further. As with all horrible plot twists, it just hasn't dropped yet.

There was also another fight at Jared's house that you dodged, in terms of his household servants - because Jared never became aware you weren't honest guests until it was too late, he never had a chance to summon them. And asking the wrong questions of the wrong people in Sanctuary would have caused a ruckus, as would following one of the false leads.

Let's see...level up is by GM caveat. I don't find XP to always be indicative of the effort put forth, and honestly, PBP is many things, but quick is not one. I expect you'll go up in the next module.

Valda can pass Jennifer some stuff, I'm happy for that to happen. The Ancient Secrets also has the potential to be of interest in that regard.

The Carnival is not based on Carnival of Tears, although I have read it. I prefer my horror less body horror and more intellectual. Silent Hill more than Resident Evil. It's basis is the standard urban legend of haunted and mostrous carnivals and circuses you've seen a dozen times...

But I should point out section one was based on the legend of the Green Knight, so 'based on' doesn't help too much.

And no, sadly, I cannot art for the life of me, so no maps. But the town does need a section, I think, and at the very least some vital statistics, interesting locations and other fun stuff. I'll work on that as part of the next update.

OK, so - Carnival 2, Ancient Evil 1 (Nurai tells me things) and 2 Either. Guess Thomas gets to decide or take us to a tie breaker (although in the event of a tie breaker, Jennifer and Solomon can change there minds).


AC 17 (t 12, ff 17) -2 bloodrage, -1 enlarged | F+9, R+4, W+7/9 | Init +4, Per +10 HP: 45/56 (+8 when raging) | Bloodrage: 11/18
JonGarrett wrote:
I prefer my horror less body horror and more intellectual.

*fist bump*

Quote:
(although in the event of a tie breaker, Jennifer and Solomon can change there minds).

In the event of a tie, I'll change my vote to Ancient Evil.


Kayal*+ Avatar of Love + Synthesist Shadow Caller Summoner 6 | HP: 41/48 [+22/54] | AC:21 T:15 FF:17 | DR: 7/Magic, Cold+20 Elec+20 SR: 2 | CMD:18 | F:+8 R:+10(8) W:+10 | Perc:+5 | Spells: 1st: 5/5 | 2nd: 4/4

I will agree the abrupt ending confused me, I was expecting more fey shenanigans which is why I had Nurai summon shadow wolf-pup. I did enjoy trying to talk out of everything though I wasn't as good as when GMJon had a diplomamancer in one of my games who could almost convince anyone of anything and as it was an evil campaign it was used rather effectively a lot.

I will likely keep Nurai, but may tweak her spells and skill points if that is okay. I'm enjoying playing someone who is fun and isn't as...angsty/fretful or filled with painful backstory like Aibek but still has family ties unlike Zelani. It's odd having a character that I've been nice enough not to give them a tragic backstory...yet ;)

I'm happy with either game, though my vote is for Ancient Secrets/Ancient Evil [whichever name you go with] because I like weird house explorations & chance to find interesting things & do more with Valda -- and when I told you that, I already knew that you had read and have threatened to run carnival of horrors-like things on a few occasions which made me want to stay away from anything carnival like, and not just because I don't like clowns XD


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

I just got the book of Ethermagic items. Alas, most of the ones that might be useful are well out of my price range at this level. Oh well. XD Mine's not a very gear-heavy class to begin with, and since we have ABP, I don't even need to worry about ability buffs.


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

I've decided to continue with Solomon for the time being.
We're waiting to hear from Thomas?


Male. Mostly. Human. Mostly. Archaeologist

Yeah, I'll give him until tomorrow to reply, otherwise we'll assume he isn't interested in this section.

That will leave us with a 2/2 split, though, so if you have a preference...


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

Although I'm eager to do both, if I had to choose, I'd choose Ancient Secrets first. I think the carnival could be more fun once we've better established ourselves in Fever.


GM of all he Surveys - Still sick, but in a different way

1d2 ⇒ 1

The dice gods would agree in a tie breaker, so Ancient Evil Secrets of Secret Evil Secrets it is. I'll send Thomas a message about whether he's joining us later, and start the thread up either later this evening or tomorrow.

...I did exercise. Exercise is good for you, but makes you sleepy.


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

Well, if nothing else, I can blast the faces of whatever might trouble us. XD ...Not so good against traps, though, so I'll leave that to the good doctor.


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

"By our name shall you enter". Funny thing, Aurora doesn't have a mind for numbers and puzzles, so I'll pass the bonus if I may...


Male. Mostly. Human. Mostly. Archaeologist

Well, you can pass if you like.

...and clearly, I need a higher calibre of puzzle.


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

To avoid confusion, I split up from those in the library, went to explore the greenhouse.


Male. Mostly. Human. Mostly. Archaeologist

I think that everyone, with the exception of Doctor Solomon, has headed to the greenhouse. The only question mark is Nurai.

Unfortunately, I mildly forgot to eat for the last 26 hours, and it appears I may not eat for another 5 or more, so I'll come back and post when I stop gnawing on the furniture

The GM...HUNGERS!


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Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

It laughs in the night... it thirsts for your tears... this summer, no one is safe from... The Gee Ehm.


Male. Mostly. Human. Mostly. Archaeologist

In fairness, I do know at least one cocktail recipe that calls for tears...


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

I think I saw this on the previous Pirates of the Caribbean.

-Posted with Wayfinder


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

Just re-read the Weather Sphere, if the temperature drops below 0°F (-18 °C) then it overpowers my magic and I can't fight it.


Male. Mostly. Human. Mostly. Archaeologist

Thank you, that's interesting to note.


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Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

Well, if it helps, I could set some plants on fire to create a large area of heat and boost you up a bit. o wo/


Male. Mostly. Human. Mostly. Archaeologist

OK, having taken a day's break to try and revitalise my brain, my plan tomorrow is to start updating the website. Mostly I'll be focusing on background information.

...anything to avoid watching the UK election updates. I am dreading this.

I have a few other things to do first (mostly character updates - how did I get four characters that all levelled up in the same period?) so you guys will have a little time to decide if there's anything you want me to add, or anything you'd like to include yourselves.


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

Did I see anything in the room?


Male. Mostly. Human. Mostly. Archaeologist

Nothing of interest, no.


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

I'm confused. Is the snowstorm happening outside? Or did we go from the greenhouse into another room in which there is a snowstorm?
We are in a greenhouse, right?


Male. Mostly. Human. Mostly. Archaeologist

Yes, you're in the greenhouse. I assumed Aurora was looking back into the main house, as the shape was seen heading that way. The storm is outside the building.

Sorry for not being very clear, I'm having a rough time sleeping again. Turns out that breathing is something you should do when you sleep, and I'm not doing well at that.


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

Sleep apnea is unpleasant, yeah.

As I understood: we got into the greenhouse through door A, opened door B, a snowstorm came out, something invisible scribbled messages, we closed door B, the thing went back through door A. I tried to look through B but either I saw nothing or it got lost, and the second time I meant to enter door B but nevermind.

I'm highly cold resistant, so if you want me to scout I'll gladly do it.


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

I thought I went back through door A to get out of the cold.
Was it me everyone saw?


Male. Mostly. Human. Mostly. Archaeologist

No, it was something else. Something not human, which was only visible because the snow outlined its form.


Female Human (Valkyrie) Warpriest 5 | HP 38/38 | AC: 25, T: 15, FF: 21 | Fort: +8, Ref: +2, Will: +8 | BAB: +3, CMB: +9, CMD: 23, M.Attack +11(1d8+10)| Init: +0 | Perception: +1 | SP: 7/12 | Fervor 0/7

Answering Solomon from Gameplay:

I think ice came from opening the door located in AC-2. But I don't know what is beyond that door.


AC 17 (t 12, ff 17) -2 bloodrage, -1 enlarged | F+9, R+4, W+7/9 | Init +4, Per +10 HP: 45/56 (+8 when raging) | Bloodrage: 11/18

Dang, I forgot all about the map. That would have made following along easier. I'm assuming the green room is the greenhouse?


Male. Mostly. Human. Mostly. Archaeologist

Yeah, the storm came from AC-2#s door, and yes the green area is the greenhouse.


AC 17 (t 12, ff 17) -2 bloodrage, -1 enlarged | F+9, R+4, W+7/9 | Init +4, Per +10 HP: 45/56 (+8 when raging) | Bloodrage: 11/18

Ok, thanks.

Can everyone update their position on the map, please?


Male. Mostly. Human. Mostly. Archaeologist

When the Paizo's website phylactery finally irons out all the issues...


Male. Mostly. Human. Mostly. Archaeologist

I am currently without Internet access, much to my annoyance. Should be back shortly


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

Re: Aid Another

It's my understanding that purely mental checks, like knowledge and perception, cannot be aided. Climb or swim might be aided as they are physical checks. Diplomacy and Survival might be aided because they involve interacting with the world around you and more than one person can interact with the same person or area. But generally people can't help you know or notice something as it all happens local to you.

Again, just my understanding. And of course, as always, it's up to GM discretion.


Male. Mostly. Human. Mostly. Archaeologist

As long as it makes sense, I assume you can do it. So in this case, I'd say no - you're seeing if you notice something, not looking for something. On the other hand, it's quite possible to help someone search a room.


AC 17 (t 12, ff 17) -2 bloodrage, -1 enlarged | F+9, R+4, W+7/9 | Init +4, Per +10 HP: 45/56 (+8 when raging) | Bloodrage: 11/18

All right, no worries.


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Male. Mostly. Human. Mostly. Archaeologist

Jennifer gets bonus XP for correctly guessing Frosty's the guy from the past.

It's a terrible shame, therefore, that I don't use XP.


AC 17 (t 12, ff 17) -2 bloodrage, -1 enlarged | F+9, R+4, W+7/9 | Init +4, Per +10 HP: 45/56 (+8 when raging) | Bloodrage: 11/18
JonGarrett wrote:
Jennifer gets bonus XP for correctly guessing Frosty's the guy from the past.

YESSSSS!

JonGarrett wrote:
It's a terrible shame, therefore, that I don't use XP.

Hey, wait...


Human Investigator 6 | HP: 51/51 | AC: 19, T: 13, FF: 15 | Fort: +5, Ref: +8, Will: +10 {+1/+2/+7} | Melee: +4, Ranged: +6 | CMB: +4, CMD: 17 | Init: +2, Perception: +12 <trap spotter> | Insp 9/9 | SP 12/12 | Speed: 30ft

Hm, well played.

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