JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

Map

LOOT


201 to 250 of 1,814 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Know the enemy seems good to me Vala.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Man I hope we hit level two soon. The low survivability of being level one is starting to wreck my nerves. I'm using defensive judgements!

And three for that matter ;)


:D

Don't worry, level 2 is just around the corner. I know it feels like you have done a lot because the post count is really high - in my experience it is usually about 500 per level in other games I've run - but searching the cache is the first real plot-progressing event (aside from the bloody graffiti)


Inactive

We've had a lot of RP moments for sure, but we seem to be moving right along as far as time passing and things happening :)


No complaints on pacing! I am having a blast with this, combat-useless as I am and all.


Cool, I'm glad you guys are enjoying :D I have high hopes for this game


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

This is definitely one of my most favorite games I have ever been in. The pace and quality of posts are excellent.


INACTIVE - GAME DIED

Yeah, all of the other games I'm in seem pretty stalled. I'm in a Kingmaker game that seems to get an update once per week, and a Council of Thieves game that was at a pretty good clip and then suddenly... silence. I'm also running a Jade Regent game and the players are posting really slowly. :/


retired

Speaking of pacing and such, is Galus still with us?


Inactive

This has definitely been one of my fastest-moving games to date and I'm definitely having a blast! And I'll second Vala's question, I hope Galus is still with us...


I still get PMs from Galus and we've done so rp by that method. I'll try to bring him back into the fold.


Male Huamn 1 Fight

Hey guys, just letting you know I am still involved and to congratulate you on an amazing game.

It's my first pbp and I realise the mistake I made so early on that could have derailed things. But I'm having such fun reading through, it's like a living novel!

I've been PM'ing JZ all the way throughout to get his advice on forum games and also to do some RP. We've talked through and agreed I won't be rejoining fully until toward the end of this book which although I know that will be a while, makes most sense for the story. And I'm totally cool with it.

Keep up the good work guys! :D


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Good to hear from you, Galus. Looking forward to you rejoining the main thread.


Inactive

Glad you're still here Galus and willing to be patient until our stories can all merge together once again! :)


I've been having some fun in your gameplay thread with these stirges and have to say, I do so enjoy watching you silly flesh bags wail and flail so ineffectually! HehehehahahahHAHAHAHAHAHAAAA!


2 people marked this as a favorite.

Turns out the Dicebot is actually end-game villain


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Level up, WOOT!

So I'm gonna switch things up a bit with Raj and take a level in Anti-Paladin.

:D Kidding!

HPs are Avg+1, correct?


Yep that's right.


Oh by the way I always ask players at this point (level 2) if they want to change anything about their characters. We've been playing about two months now which should be long enough for you to evaluate if you made any first level mistakes in terms of race, class, feats, skills and so on.

If you would like to change anything about your characters please feel free to do so.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Totally good with my current build route.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Level up is almost complete. 6 more trained skills, a few bumps to BaB and saves, and I've gained tracking, detect undead at will, and cunning initiative. However I could use some more advice on what spells to take. I get another 0th level and another 1st level. Lots of buffs available, and some good utility (like alarm).


INACTIVE - GAME DIED

I'm updated.

+5 hit points
+1 BAB
+1 Will saves
+1 to each skill (learned Draconic from Lingustics)
Learned can trips: open/close and stabilize (one from favored class bonus)
Class feature: Detect Thoughts


Inactive

I think I got Hazel updated now as well.

+8 HPs (Avg + 1 = 5, +3 Con mod)
+1 BAB
+1 Fort/Will Saves
+3 Skill Points (+1 each to Diplomacy, Kn. Religion, Perception)
+2 BG Skill Points (+1 each to Kn. Engineering, Perform: Dance)
+1 Spell Slot for Orisons/1st
+1 Blessing/Day
Class Feature: Fervor (3/Day)


retired

Level 2
+6 HP (d8 + 1 Con)
+1 BAB
+1 Will Save
gain Hex (benefit of wisdom): use wis mod for knowledge checks instead of int mod
+1 Orison per day
+1 Level 1 spell slot per day

+6 skill points
+1 knowledge (history)
+2 knowledge (nature)
+1 knowledge (planes)
+1 knowledge (religion)
+1 spellcraft


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

I'm good with Raj's basic build - no changes there.

+6 HP (+1 for CON)
+1 BAB, Fort, Reflex

8 skills pts

> +1 Acrobatics
> +1 Bluff
> +1 Climb
> +1 Disable Device
> +1 Disguise
> +1 Intimidate
> +1 Perception
> +1 Stealth

2 background skill pts
> +1 Sleight of Hand
> +1 Know: Geography

Determined Zeal


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

1 extra skill pt for favored class - Sense Motive. My sheet is updated.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

I am happy with the fundamentals.

Here are the level 2 changes:
+5hp
+1 BAB, RFX, WLL
add spells known: Sift(0), magic missile(1)
Psychic Meddler (+1 saves vs. Psychic Magic)
+1 to Skills:
Know/Rel Know/Arc
DIsable Device Sense Motive
Stealth DIsguise
Know/Planes Heal
Know/Dung. Lore (Ustalav)
Know/Hist Know/Geo

I'll have his sheet update shortly.


Inactive

Hey folks, I just wanted to give everyone a heads-up that as of today I'm without a job and I'm not sure of how this will affect my posting for the next little while as I look for a new one. Right now, I should be okay to continue with the game but if that should change, I'll be sure to let everyone know.


Inactive

Happy Halloween! Have a fun and safe evening everyone :)


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Good luck on the job hunt, Hazel!


Apologies for the lack of activity this weekend guys, updating everything this morning


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

I have never hated an NPC as much as I hate this ignorant drunk. I sincerely hope he turns out to be a bad guy and not just a meddling idiot so that I can justify killing him. Well done JZ haha.


Lol, I really want you guys to feel for the NPCs in this game (whether positively or negatively - just so long as they are believable and not cardboard cutouts).

I wanted you guys to get on and have a few laughs with Gibs though so I must be doing a terrible job (jk!)


Inactive

Oh, did we ever find out what all the other items we found in the crypt were? I think Vala made her rolls to identify behind a spoiler in one of her recent posts, but I'm not sure if there were any results posted.


Oh she did. I will update shortly, there is some cool stuff.


(A) 15 arrows (+1)
(B) 6 arrows (+1 ghost touch)
(C) 3 arrows (+1 undead bane)
(D) 7 vials (cure light wounds)
(E) 3 potions (lesser restoration)
(F) 2 scrolls (detect undead)
(G) 3 scrolls (hide from undead)
(H) 2 scrolls (protection from evil)
(I) Some kind of game board (spirit board and brass planchette)
(J) 5 iron and glass vials containing tiny, churning wisps of vapour (haunt siphon)

Gameboard (Spirit Board):

A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below.

The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used.

Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Sell for 2000gp

Vials (Haunt Siphons):

These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

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.

Haunts
The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. The classic haunted house isn’t a single haunt, but usually a dozen or more haunted areas spread throughout the structure.


INACTIVE - GAME DIED

Oho, that ouija board may be interesting with some of the psychic skill unlocks.


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Hey guys,

Sorry for the silence this week. We've got a pup that needed emergency surgery earlier this week and he is finally out of the ICU. So I haven't been on Paizo much.

I've read up on the thread and will try to chime in at a good moment.


Inactive

Yikes, glad to hear that your puppy is doing better!


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Thanks, Hazel. He's going to have a long road to recovery but he's alive despite the odds and should be pain-free once he's had some time.


My gf is a vet Raj and she helps sick puppies all the time, they are really resilient and can bounce back from nearly anything :)

Hang in there bud.


INACTIVE - GAME DIED

Going camping this weekend, may be out of touch until Sunday night or Monday!


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Guys, I'm going to be mostly offline Saturday through Monday. Please bot me as needed. Sorry for the inconvenience.


Inactive

Enjoy camping, Constantin! And thanks for letting us know Raj, we'll see you when you return.

I don't think it'll affect my posting too much, but I figured I'd mention that I'll be out of town Monday and Tuesday. I should have WiFi access in the hotel, but any posting I do won't be until late afternoon/early evening on those days.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Bah, I keep forgetting the letters. There are four now, correct? What are they?


INACTIVE - GAME DIED

V E S O

... which is on track for "Vesoriana," I think?

(Back from camping)


retired

So we're about halfway through Vesoriana's name now. I'm feeling some pressure to get on with getting to the prison!


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Likewise, Vala. Though I think we should be able to get to it in the morning.

Assuming the town doesn't lynch us tonight, that is.

Anyway, I'll volunteer to lay things out for the town, and let the others of us answer questions as they prefer, if that works for everyone. I'd like to play up titles and expertise - clergy, inquisitors, professors, former cops, that kind of thing - and downplay the connection with the professor, known to be into wierd things.

I probably won't mention the whispering way, just that we are equipped to handle things and will be actively investigating for the next few days, appreciate your help and patience, blah blah blah.

Thoughts?


Everything you have learnt about the prisoners has now been added to the campaign info tab under "Knowledge"


INACTIVE - GAME DIED
Kazamir Rhuul wrote:

Likewise, Vala. Though I think we should be able to get to it in the morning.

Assuming the town doesn't lynch us tonight, that is.

Anyway, I'll volunteer to lay things out for the town, and let the others of us answer questions as they prefer, if that works for everyone. I'd like to play up titles and expertise - clergy, inquisitors, professors, former cops, that kind of thing - and downplay the connection with the professor, known to be into wierd things.

I probably won't mention the whispering way, just that we are equipped to handle things and will be actively investigating for the next few days, appreciate your help and patience, blah blah blah.

Thoughts?

Excellent approach, full agreement. Also, this is our chance to spec out how the audience reacts and perhaps catch someone who knows more than they are letting on -- unlikely, I think, but possible.

201 to 250 of 1,814 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / JZ's Stand Against the Darkness - Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.