Horrors of the Red Cathexis!

Game Master Vicon

Vicon (and friends) Bodysnatcher campaign!


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General Tsao wrote:
You're awesome Vicon, I'm glad you're back! Will update my character soon to CR 2. I think Tsao's going to hold off on ensaring a goblin, and seek something more significant to dominate.

Thanks Tsao, It really pained me to be away -- but I knew if I didn't draw the line somewhere my work would have suffered, and I also knew if I devoted to it fully it wouldn't take me long to come back.

I really appreciate everyone sharing this unorthodox game with me -- I'm having tremendous fun, and hope y'all are too!


I'm having as much fun in fact combing over everything you guys have missed as much as where the story could potentially go. That's one of the magnificent things about sandbox. There's interesting stuff going on out there -- but if you don't get involved with some of it, I'll have to consider those outcomes and whether they effect you. :D


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

I should be set. :-) Went with the armor bonus and the +2 RP. Picked up Beguiling Liar as it seemed appropriate. Added a couple Knowledge skills as well. Everything's in the profile.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Updated. I took Beguiling Liar (because that's kinda all I did last "level") and the saves progression.

Note that beguiling Liar does not apply to the initial lie, only to the supporting lies if your original was suspected.


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

You sure? It just says "to convince someone that what you're saying is true when you tell a lie." I will confess that this is my first time playing a Diplomancer type (heavy Introvert with 'meh' people skills, IRL), so I don't know much about how the social skills work. Learning as I go. :-)


Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

What is your documentation that backs up your claim, Abrasax? We should compare so we're sure we are in agreement as to what the power means.

My citation: http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/tiefling s.html


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

That was me reading a bit more into that text than is actually there. Many pardons. All this studying must be getting to me...


You have a different ability that relates to lies already told, yes?


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

I'll make choices and stat up tomorrow. Busy day at work and I'm not exactly thinking strait at the moment.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Yes, Vicon, I do.


Abrasax -- I am assuming you are taking the goblins and dogs back to the cistern? Please elucidate so I am certain and not making assumptions. Gorfeen has no formal bodyguard, but should keep a dog.

Everyone else: let me know if you're going along, or doing something else. I know Tsao is without a body at the moment, so that complicates marching in step with the rank and file, and he may have preceding intentions of finding a host.

Party gets +300 xp for learning the history of Veshul-Varr.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Yes, we are cistern-bound.


Unit 254 wrote:
You sure? It just says "to convince someone that what you're saying is true when you tell a lie." I will confess that this is my first time playing a Diplomancer type (heavy Introvert with 'meh' people skills, IRL), so I don't know much about how the social skills work. Learning as I go. :-)

Your people skills are fine from here! I'm an introvert as well -- but because of my height it is impossible for me to blend in with a crowd, as such I've cultivated great people skills -- I just need time to recharge after a night out, especially with strangers.

I suggest reading the tables so you have a good idea what kind of mods might apply to certain rolls. Goblins may be easy to mislead -- but eventually you're going to meet minds that may give you a run for your money!


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Couldn't decide on a 2 RP upgrade that was both thematically appropriate and desirable, so I just went for the AC and BAB bonuses.


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

I'm thinking Gift of Tongues (2 RP) and the AC. Why not speak ALL the languages ^^

Gift of Tongues (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Provided this choice is approved, I'll update Itzal.


Itzal: Approved.


If everyone would be so kind as to post their new profile (preferably in a spoiler) after their upgrade it would help a lot to keep things rolling. As it is I have most characters in my private messages, and as time goes on it's harder to find them amid the new ones I'm getting.

I'd *REALLY* appreciate it, and you will be rewarded with more rapid turnover!


Those that are on the march may make perception rolls for what is seen along the riverway back to the cistern.

Tsao gets a +2 circ. bonus for aerial scouting.


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

I've updated my profile already. :)


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Abrasax:

About The Abrasax

Stats:

LE Object of Desire
Diminutive (tiny) Outsider (Tapestry)
Init -3 (-3 dex); Senses: Perception +7
DEFENSE
AC 9, Touch 9, Flat-Footed 9 (-3 dex, +2 size)
HP 13/13 (level/roll) [1/6]=6+2+5
Fort +3, Ref -2, Will +4 CMD 5

OFFENSE
Speed: See SQ
CMB -6
Space: 1 inch Reach: 0ft
Melee
As Host
Ranged
As Host

STATS
Str 3, Dex 4, Con 14, Int 18, Wis 14, Cha 18
B.A.B. +0

feats, traits, languages:
FEATS:
Breadth of Experience - +2 on all knowledge and profession checks. Make all such checks untrained.
Extra Rogue Talent: Convincing Lie - Use my own or target's bluff mod for a believed lie that is repeated, whichever is higher. If target's bluff is higher, they get a +2 on their bluff to convince others

TRAITS AND LANGUAGES:
Friends in High Places, Life Changer (Confidante of the Oppressed)
Languages
Zalgan, Undercommon, Goblin, Terran, Common, Giant, Orc

Trained Skills and SQ's:
TRAINED SKILLS:
Skill bonus=rank+ability+class+misc
Appraise: 9=2+4+3
Bluff: 11=2+4+3+2 (+4 to lie)
Diplomacy: 11=2+4+3+2
Disguise: 9=2+4+3
Intimidate: 9=2+4+3
Know(Arcana): 11=2+4+3+2
Know (all others): 6=0+4+0+2
Linguistics: 9=2+4+3
Perception: 7=2+2+3
Profession (any): 6=0+4+0+2
Sense Motive: 7=2+2+3
Spellcraft: 9=2+4+3

SPECIAL QUALITIES:
-Racial
Sessile: Abrasax can only drift if dropped or thrown, vibrate gently, or levitate up to 3 in. off the ground. Any of these require his complete concentration and cannot be performed again for 5 mins per round of movement. This movement can only be performed [1d6/2] times per day.
Sunlight Powerlessness
Mind Breach (Hijack):DC 16
Perma-Prestidigitation - Effects similar to Prestidigitation. Permanent, cannot be dispelled except by high level magic
Immune to poison, disease; does not eat, sleep, or breathe.
Object of Desire - +1 charm effects (Hijacking)
Silver Tongued - +2 diplo/bluff, change attitude 3 steps
Sociable - When you attempt to change a creature's attitude with Diplomacy check and fail by 5 or more, you can attempt to influence the creature a 2nd time even though 24 hours have not passed.
Beguiling Liar - Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Gear:

Sharkskin gloves and Boots: +2 circ to acrobatics, CMD vs. disarm, and climb


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

All my info's in the profile. :-)


BTW:

If PreetSwarmCaveFisher 2.0 is too wrapped up in finals to take turns -- let me know if any parameters are in place for her character. The party might need the support!


Also, we don't have a perception check from Itzal -- not even certain if he is leaving camp with everyone else. If he IS moving with the rest of the warband and not hanging back, he too gets a perception check, which if satisfactory may potentially be of use. Just FYI.


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Preet has the mentality of a cave fisher, so whatever it would normally do is her action. She does have the subconscious desire to search out new species, so if a new species presents itself, she'll attempt to infest. Regarding RL stuff, she should be back by this weekend. :-)

As for Unit 254, I'm a little confused as to what Gorfeen's doing. Is he leaving with the warband or staying behind?


You caught me out there, friend! I was certain I already posted this (certainly was vivid enough in my mind) -- will update.


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Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Sorry had a busy day. I'll give you one here in a sec. Had a chance to update him earlier. So stats are updated in his profile for you Vicon.


Unfortunately, it is a matter of turns before you can get back to the barracks -- it is an issue of scant rounds before the goblins are flanked by the skeletons. Unless Abraxas can find a way to stall/fall back/etc.
Tsao will will likely arrive AFTER the combat starts, or even after it ends. Tsao, if after my clarifying you wish to revise this strategy -- feel free to re-declare (You'd be more viscerally aware of the distances involved) -- Unit 254 is MUCH closer to whatever is eating Kuurst -- though depending on the speed (and feasibility of communication) of the actions required to take that creature (and move it), it may still come to little too late. You basically have 12 seconds or less to address the situation after not making sufficient perception rolls to identify the threat. In the action economy, "12 seconds or less" is 1-2 rounds.

I love that you guys are trying to take a long view and call plays. I'm interested in how this goes down. Just know that other creatures go about their plans and routines while you do. These guys were moving around in little bunches a day or two ago. ;D


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Yep, I'm trying to find the monster as soon as possible and attempt to possess it before the goblins can find it.


So warned, and duly noted -- I'll factor in consecutive double moves back to the barracks HOWEVER, can you tell me how Tsao came to know there is a monster in the gantries above the forge?


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Er...sorry, I guess I didn't make that perception check, did I?


Not only that, but you were already many hundreds of yards away on your way to the cistern -- and only Unit 254 knew definitively where he hid Kuurst's body. if you were in or near the forge this would be information it is far easier to be privy to (at least in my estimation) -- if you have a plausible argument for knowing something though, I'm game potentially to roll with it. A much more pressing concern is that in pathfinder combats don't tend to take many turns, and the distance involved is in rounds. That may merit even being privy to this knowledge moot, if any outcome you hope to realize will be a foregone conclusion by the time you return...

but yes, put simply -- the DC for finding a well-hidden body is probably going to be at least a 15, even if you are around to find it.


Elaboration:

The Skeletons are likely hostile. While not a certainty... the emergence of the skeletons at the passing of the goblins may be too much of a coincidence to consider chance. This may very well be an ambush/flanking maneuver -- but I give you full marks for not automatically assuming it such. Maybe it isn't. The question is, can you afford to stay your hands if it is?

If you attempt to yield the pass it is likely you can avoid the initial casualties of a potential/accidental clash -- but if they are hostile it is safe to assume they'll block your passage if allowed to form up on the shore.

Again, Itzal's perception roll, if it served, might also be helpful... but like me he likely crashed as soon as he got home from higher responsibilities. :D


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

I'm confused. I thought what I was trying to do was follow the goblin tribe, watching from above.


Now I'm confused too! Here is my elucidation:

Scene 1 (riverway): Goblin tribe travels along underground river between barracks and Cistern. Goblin column is beset my skeleton movement. Tsao is hovering overhead.

Scene 2 (Forge): Unit 254 and gorfeen remain in the forge, as Gorfeen packs the most valuable items of the group together and prepares to leave. Unit 254 guides Gorfeen to where he left the body of Kuurst... only to find the body of Kurrst has been moved - likely by a creature.

So my confusion is that with you travelling over the goblin tribe on the move, how you would be party to the creature in the gantries at the forge. Perhaps you are referring to an entirely different creature, but I only remember listing the unknown thing eating Kuurst and the skeletons in play now.

The perception roll was to determine how soon the skeletons would be detected from the goblins, what their disposition is, and any additional nuances. Tsao's perception roll had no bearing on events at the forge.

Hopefully this clarifies. If you can tell me where the disconnect is, I am more than happy to elaborate.


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Ah, I didn't realize that 254/Gorfeen left the main body of the tribe. Since I didn't say that I followed them (reading comprehension fail) I'll just say that I stayed with the tribe. So I'm still aware of the skeletons up ahead, but not of Kuurst's body's fate. Right?


RIGHT.


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

So... I guess Itzal is just out in left field?


No Itzal -- we've been waiting on you to call a play!

If you chose to stay behind at the forge, you could conceivably get involved with whatever is going on at the forge.

It makes more sense that you packed up and moved out with the goblins, but since you were busy and didn't have time to explicitly state, it is we who are not certain where you are...

Basically, you can be assumed to have not moved at all (because we wouldn't move your character without parameters unless it was obvious and/or reactionary/vital to the party) or, if you feel itzal would have moved out with Abrasax and Tsao -- you can now make a perception roll and participate in what the heck they are going to do about the skeleton debacle.

(it may be too late to detect them "early", but a high perception roll MAY still convey pertinent information, and being at the location of the encounter, you can help navigate it.)

Hope that clears things up. With 2 people confused, I can only assume it is a failing on my part somehow to set the stage. I am sorry.

Hope to hear your proclaimed move, and I will process!


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

I did. Seems I got over looked.


If you did ship out with the rest of the gobs, I don't think you were overlooked -- we've been waiting on your perception roll and/or declared actions!

I'll go double check if I missed anything...


Yup! You must have posted right as I was posting the last time -- and I missed it. Will process.


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

I definitely just tried to drink my beer wihout twisting off the cap first.


I won't tell if you won't, Tsao!


For Tsao:

It rapidly becomes clear that the skeletons will not break ranks -- they are slowly moving in formation towards the cistern and after the goblins.

If you wish to search for a host along the river, make a perception roll (I will save your stealth) and you can seek an opportunity to possess something on your way to the cistern. You may arrive a bit behind the goblin force, though so much movement on the river would send most individual creatures to ground...


For folks at the cistern:

You can initiate combat for a slight bonus to goblin-side initiative, or you may take a perception check to learn more about the disposition of the foe. These are not (nor ever will be) the only options, but if you're throwing perception you're forestalling combat for at least a couple of turns.

Wow -- party is spread out. I'm going to process Itzal's move then present the stage to Unit 254 who should be coming up on the rear of the skeleton column.


I also periodically check in for constructive criticism or input from players, thought I'd put my ear to the rail. Please let me know if you think everything is going smooth (and you're happy) or if you have constructive advise on how to do things better or things you'd like to see. I've been doing a lot of rolling "behind the screen", but that's just because it's easier for me to throw dice then cut and paste the command lines.

If there are short or long term goals for your character I should be aware of, also loop me in. I'm having a great time and thank everyone for sharing it with me!


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Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

This is one of the funnest campaigns I've been in, and I'm having an absolute blast. I was grinning like a lunatic for ages after the Gorfeen murder writeup. :-)


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HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Ya, this is one of my most active, detailed, and interesting PbP's I'm in (including the ones I GM :P) You have me in quite the pickle at the Cistern. Keep it up!


Thanks for the feedback. While I am confident in various arenas, reading/gauging/assuming things are smooth is one hill I have difficulty finding footing on. I appreciate you letting me know where I stand.


Please note, Abrasax -- that while a few knowledge or other checks can be resolved quickly (spontaneous recall, and what is interpretable in observable phenomena) however, after a point additional checks start to require more time. It's not a big problem at the moment, just be aware that it may eat into your action economy or impact that timetable if you stack the checks -- not that this is a problem for me, I *LOVE* explaining and elaborating on details, as I get to reveal connections you do or do not suspect in tandem with useful information.

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