GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Foxy Quickpaw wrote:

As I haven't found something where I could upload pictures without agreeing to 50 pages of terms of use I don't want to read. And as most of the play is about roleplay I suggest a simple aproach.

If someone is in melee with the creature you want to bomb that one is going to get damage (if you don't have the feat to leave them out). I have a picture in mind and would interpret your thrown bomb in your best interest. If you're not sure. Just ask me if it's safe or if you can hit more than one enemy. As I'm usually fast to respond that should be no hindrance.

https://postimage.org/ does it, I think.

I haven't been able to keep up with this nearly half as well as I'd have liked, but at least there's a post now, so that's good.

Levelup:
8hp, 19hp total.
BAB, Fort & Will & all ranked skills +1
Spellstrike
Add Blade Tutor's Spirit & Unseen Servant to spellbook
Prepare Disrupt Undead & Magic Missile


Kitsune Game Master

I'll take a look at that postimage later. Thanks.


So, while Hailiss is already looking through the professors stuff, is there enough history books and annals in there that researching Harrowstone could potentially gainful way of spending the afternoon, or is the books limited to more arcane subjects than that?


Kitsune Game Master

Nope. The professors library is solely for researching the whispering way. But you are free to do Knowledge rolls for The Harrowstone as well. Just only once and without bonus. You might know that stuff on your own.

The Harrowstone is Knowledge(History or Local) you may roll both, but you need at least one rank in the skills rolled to get to the interesting results.


Hmm. Let's roll an on-the-top-of-her-head history check then.

1d20 + 6 ⇒ (2) + 6 = 8

Decidedly nope. Would've been wierd for her to have read up on the local history of Podunk, Ustalav anyway.


Kitsune Game Master

Good morning.


Male Human Paladin of Sarenrae Lvl 12 (HP 72/111 | AC:29 | T:13 | FF:28 | Fort:+14 | Ref:+9 | Will:+12 | Init + 3 | Perc + 12)
Daily Power:
LoH: 11/12, Smite: 3/4, DB: 2/2, Spells:3: (BoBV) 2: (FoE, LoE, LoR), 1: ( DF, G, HD) - 11 Str.

Alas good night for me.

But before I go ai just had to share:
Just got home from running my home game. As I was cleaning up, and heading home I got the joy of listening to my players discuss for 45 minutes what they thought was going on and how it all fit together. (They have figured a good bit out, but some major prices they can't figure out how they fit) And in that whole conversation I never had to say a word.

It was still raging 20 minutes after I left with a group of players standing out on a dark driveway.

To see players invested and enjoying the story of a game in a way that hasn't happened in years: That right there makes all the work of being a DM worth while.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

That's pretty cool.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

I thought Kendra and the others hadn't arrived yet? Don't think we woulda brought that up around her. Other than that we would probably wait till the rest of the group get there before deciding what to do next I think.


Kitsune Game Master
Brother Grergof Varsk wrote:

Brother Varsk thanks the Father again and then leads whoever is left back to the Lorrimor house. As he walks he tries to keep the conversation light and offers a respectful but sunny presence to any the group passes on the road.

All are back.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Oops! Oh right.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Ah, see I thought they were still on the road since I didn't see any mention of them arriving at the house. But no worries. We're just the worst guests. *facepalm*


Kitsune Game Master

Happens all the time ;)


Narrator

Cease and Desist Order
________________________

I would never create such cheap undead.
Stop spreading such rumours or I'll sue you for defamation.

Yours sincerely
An unnamed evil necromancer that has absolutely no direct connection to the occurrence of the undead in Ravengro.

:o)


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Necromancers get such a bad rap when all they wanna do is give everyone a second chance at life. And enslavement. Is that so much to ask for?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist12HP89/89,Init+6,F12R12W8(10 fear)(+8vs. Poison)AC19T12FF17Per+17

Just a note, since I now have Infusion, list for buffs and such.

1. Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul,Targeted Bomb Admixture


Male Human Paladin of Sarenrae Lvl 12 (HP 72/111 | AC:29 | T:13 | FF:28 | Fort:+14 | Ref:+9 | Will:+12 | Init + 3 | Perc + 12)
Daily Power:
LoH: 11/12, Smite: 3/4, DB: 2/2, Spells:3: (BoBV) 2: (FoE, LoE, LoR), 1: ( DF, G, HD) - 11 Str.

Note: I'm on 12 hour shifts for Production support from work for the next few weeks. We just had a major deployment that we put in over the weekend, and there are a few major issues that need to be addressed. Until things settle down, I'm probably not going to have time to post anything for most of the day. So while I'll continue to post when I can, expect it to be once a day for a while.

Feel free to bot Brother Grergof in combat if needed.
You can probably guess what he does most of the time.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist12HP89/89,Init+6,F12R12W8(10 fear)(+8vs. Poison)AC19T12FF17Per+17

Give his share of treasure to the party?


Male Human Paladin of Sarenrae Lvl 12 (HP 72/111 | AC:29 | T:13 | FF:28 | Fort:+14 | Ref:+9 | Will:+12 | Init + 3 | Perc + 12)
Daily Power:
LoH: 11/12, Smite: 3/4, DB: 2/2, Spells:3: (BoBV) 2: (FoE, LoE, LoR), 1: ( DF, G, HD) - 11 Str.

only the nice party members.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Still here, just blah atm. Felt sorta sick.


Kitsune Game Master
Spugnoir2 wrote:
Give his share of treasure to the party?

What treasure? Skeletons have broken sabres at best and incorporeal undead also have no pockets :P


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

5 silver says the Warden was evil.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist12HP89/89,Init+6,F12R12W8(10 fear)(+8vs. Poison)AC19T12FF17Per+17
Foxy Quickpaw wrote:
Spugnoir2 wrote:
Give his share of treasure to the party?
What treasure? Skeletons have broken sabres at best and incorporeal undead also have no pockets :P

Our motto will be 'No copper left behind!' We'll sell the stones of Harrowstone to masons, pry the nails from doors for scrap and the wood for lumber!

We'll steal the shoes of orcs and goblin's horsechoppers! I'm sure we can sell skeleton bones to cooks for stock!


Kitsune Game Master

There are better ways than that.

You be nice to your GM and add a spoilered wish list to the bottom of your character profile. Horse choppers and dog slicers are only for those on the naughty list.


Male Human Paladin of Sarenrae Lvl 12 (HP 72/111 | AC:29 | T:13 | FF:28 | Fort:+14 | Ref:+9 | Will:+12 | Init + 3 | Perc + 12)
Daily Power:
LoH: 11/12, Smite: 3/4, DB: 2/2, Spells:3: (BoBV) 2: (FoE, LoE, LoR), 1: ( DF, G, HD) - 11 Str.

Do we find anything like a trampled trail by the river or should I head back to town?


Kitsune Game Master

If you find something depends on how you search. I assumed you wait for an answer as you asked that your companions.
Survival is the appropriate skill for that.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

I'm always nice to the GM, and I'll see Lucy's 5gp that the Warden was the good guy. :)


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

Woah, what do you think you're doing multiplying my bet by 10. I'm not that confident.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Okay okay. 1gp then ;)


Kitsune Game Master

Once that is resolved and proven beyond doubt you can afford 5 gold.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Back to 5gp then :)


Kitsune Game Master

Ok. Bet quote 1:10. 5 silver for Darius if the warden is good and 5 gold for Lucy if he is bad.


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

I approve of this arrangement.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Haha. Fine :P


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25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist12HP89/89,Init+6,F12R12W8(10 fear)(+8vs. Poison)AC19T12FF17Per+17

It is a straight 1d6 for a level 2 cleric. Yea, Channeling to harm undead gets really bad as levels go up. The channel targets the will save which is often the strong save, plus stronger undead get Channel Resistance to boost their will save and this is before anything from levels and items. So even 6 points of damage on a good roll can get shaved down to 3 points which is scratch damage against anything other than the weakest undead.


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Kitsune Game Master

That's why he has sun and glory. You get cleric level on damage and +2 on DC and undead may not add their channel resistance on the will save.


Kitsune Game Master

Also it is best agains groups of undead as it is an area effect. Even his 1d6 channel would erase all skeletons in 16.6% of the cases (on rolling a 6) and down to rolling a 2 ( 83.3%) he'd have a 55% chance (Skeletons save on a 12) to kill them. Which means Skeleton kill over a rather large area with a chance of roundabout 63% of instant kill. And the rest is down to half hit points at least.

The barbarian can hack through that group of skeletons for quite a while. And even he has a miss chance that is rather big at 1st level against AC16.


Kitsune Game Master

Only thing that comes to mind that is comparable is burning hands which is 2d4 at 2nd level. You're aiming at reflex but with less average damage (in case of sun domain) and much smaller area of effect.

At low levels channel energy is a really strong thing. At higher levels it looses against fireball which has the double number of dice. But until then it is hard to beat against groups of undead.

Vs. single undead it might be better in damage to 'heal' them with CLW. But you would have to hit first with a touch attack.

As you see I'm bored. I'm doing damage statistics already.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Busy today, bot of needed. It's my birthday.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Haha I'm not great with numbers but it makes sense. Also Channel can be used for others things later so against a single undead I might be able to Smite them with a melee attack, if i get the right feat or ability or something right?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Oh and happy birthday! Hope it's an awesome one!


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Kitsune Game Master

Happy birthday to you!
Happy birthday to you!
Happy birthday dear Aada!
Happy birthday to you!


Kitsune Game Master

Some additional information about haunts:
1. They are a pain in your behind.
2. They respawn just like real ghosts.
3. They have something they need accomplished to put them to rest

Beyond that it becomes murky at best.
A haunt reduced to 0HP becomes a rattling haunt until it respawns and you could try to communicate with the haunt getting it to rattle once for yes and twice for no and then asks questions until you find out what it wants.

This is stupid at the table and unmanageable in pbp as it would take weeks to find out what a haunt wants.

Here it will be different. I thought about telling you, but I think it's more fun to let you find out.


Kitsune Game Master

FYI:
You can take 20 on unlocking doors. It wouldn't help in this case. But just so that you know.


Male Human Paladin of Sarenrae Lvl 12 (HP 72/111 | AC:29 | T:13 | FF:28 | Fort:+14 | Ref:+9 | Will:+12 | Init + 3 | Perc + 12)
Daily Power:
LoH: 11/12, Smite: 3/4, DB: 2/2, Spells:3: (BoBV) 2: (FoE, LoE, LoR), 1: ( DF, G, HD) - 11 Str.

I agree, the whole nock for yes no is fun once. After that... well it's just a pain at the table.

At this point I have house ruled haunts so that they normally give the player, that is most affected by the haunt, a brief cut scene or emotion clue to tell them what the haunt wants out of the encounter. (Affected = Someone possessed by it, who "kills" it, etc.) The clues are normally general enough that they point the party in the right direction, but they still need to either talk to it or encounter it a few times to really figure out what exactly they need to do.

Plus the cut scenes allow me to show backstory that might be hard to figure out otherwise...


Kitsune Game Master

Hey, you should figure that out in gameplay :P

It seems the good solution is obvoius. It's a shame it didn't make it into the book.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

PFS tries to do a bit with haunts at times. Really depends how you sell it. If it's just "rocks fall, everyone dies" sort of thing, t can be pretty difficult, but adding detail and just enough info can lead to figuring everything out and add to the roleplay.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

So is it just the one door in this room? And the evil Gergof is feeling is behind that if I understand right?


Kitsune Game Master

You're on the western balcony outside of the building. There is one door in, but you can't open it.

There are barred windows along the wall and behind one of these windows is the specific evil Grergof detected. And as of now you know of no way to get there. You could take a closer look. Windows allow for that.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Sweet!

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