GM WhtKnt's Darkness Within: A Carrion Crown Adventure Path

Game Master WhtKnt

From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror!

Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.

Map

Cassiel Hawke: HP 31/35; AC 17/10/17; F+8 R+3 W+5; Init +2
Lorant Endronil: HP 10/24; AC 16/11/15; F+1 R+5 W+6; Init +5
Mathus Kohlheim: HP 35/35; AC 15/13/13; F+4 R+8 W+3; Init +3
Judah Locke HP 24/24; AC 15/12/13; F+1 R+3 W+3; Init +2


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Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield
WhtKnt wrote:
Yeah, the grapple rules are kinda crazy, but hey, it beats 1st edition AD&D!

Ha! True.

In my opinion, Pathfinder's grapple rules would be fine with a couple pretty simple changes.

2) If you are the Controlling Grappler at the start of your round, and succeed on a Grapple check to Injure, you can take a Full Attack as a Move action.

2) Constrict deals damage upon a successful grapple check once per round

These aren't playtested, so there's probably some feat interactions I'm not considering, but I think it solves the silliness with all the letting go and re-grabbing, and the problem where the non-controlling grappler is the only one that can full attack.


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Take care of yourself, GM. Don't worry about us. We'll still be here when you're feeling better.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Just an announcement, I'll be joining my family on a trip to Florida from the 11th to the 20th, so please feel free to bot my character in my absence.

Dark Archive

Maps: Car. Crown || Skull & Shackles

I'm going to be on short notice until Monday. I have a con this weekend (CONTRAflow in New Orleans) and I'm prepping for it now. So if I am holding things up, please go ahead and bot me, and I'll be back in action next week, though I will try to check in as often as possible. If you are in the area or attending, I'm running three Savage Worlds scenarios: a science-fiction romp titled Moon at the Edge of Oblivion, a weird west session called Night of the Grizz, and a sneak peek at the upcoming Deadlands: Dark Ages called Sins of the Father.


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Checking in


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Ill get my turn and my phantoms turn done today.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

I have RETURNED from the fairy-tale kingdom of the southern lands (i.e. Florida), and shall begin catching up post-haste!


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Hey GM, it looks like the troll climbing out of the pit shoudl trigger Gate's readied attack. Would that action go off before or after the Troll attacked Lorant?


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Ouch! <_<

Dark Archive

Maps: Car. Crown || Skull & Shackles

Hmmm. Good question. Let's make initiative rolls separate from the initiative order. If Gate takes it, it can act first.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Dark Archive

Maps: Car. Crown || Skull & Shackles

Gate has the initiative! Lorant might be saved!

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