The Hollow Man (Inactive)

Game Master trux


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trux wrote:
As for kakao gruppen, I'd love to see another set of survival rolls from everyone with him. I'll roll for Mak later.

Thanks, wasn't sure if there was anything you were waiting for on our part. I'll post later today.

I agree about the light having a limited range, but don't discount the reflected glow. In the dark even a candle flame stands out. Good thing that both groups have a light, no telling which will see the other first.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Caramir will continue to rip down dead animals - he wants to clear all of them from here to Levoca. Or as many as possible...

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Let me just start by saying this is a very creepy place to be at night.

Still empty, still quiet, and even darker than it was in daytime.

The columns of bark supporting the canopy are indistinguishable from one another. The normal lifecycle of a forest is broken here, for you have noticed little water in the many miles you've covered.

Good thing Wedjat hasn't lost his mind yet, right?

Now, last note. What I actually want to ask you all is this:

Who remembers who Baca was without having to look him up?

Call it a test of my GMing skills.


trux wrote:
Good thing Wedjat hasn't lost his mind yet, right?

You might have meant Zephyr. Wedjat is quite a bit larger, much more rude, and out on the Razor Coast.

trux wrote:

Now, last note. What I actually want to ask you all is this:

Who remembers who Baca was without having to look him up?

Call it a test of my GMing skills.

Did my character meet a Baca?

I failed that question. Now I'll have to go look them up...

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

yep, totally did.

different bird, different game.


Male Haast's Eagle Animal Companion 5 | HP 42/42 | AC 19 (21) | T 16 | FF 16 | CMD 22 | F +6 | R +7 | W +2 | Init +3 | Per +5

"Screeeeeeeee!"

Trux just has a thing for me ever since I gave him a wild ride. Hey, Zephyr, 'sup?


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Can't honestly say I can pinpoint who Baca is... Was he related to the boy we first met - the one being attacked?

Feels like we' been away from Levoca for ages :P


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

What Caramir said, but not related. Wasn't he the one that shot the dog or something?


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

I remembered he's a villager from Levoca! :) And a male one. Beyond that, had to look it up.

To be fair, it's been 4 months of IRL time since he was last on-camera.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

No memory at all. It was a while ago


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Guys, just a heads up to say I will be travelling on work for the whole next week - not really sure what kind of internet access I'll have, so can't guarantee any posting, but I'll try to drop a line whenever I can. Best bot me as needed though.


I could be wrong but I remember Baca as the farmer who was burying his dad (who got trampled by bull).


No that was Karl and Olav Yurt.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

trux, could you give us a list of the people we have met in the village. I'm thinking we have a culprit to find


Female bard (duettist) 3 HP 15/23 | Init +3 | AC 15 T 13 FF 12 | CMD 14 | F +5 R +6 W +3 | Per +8
Resources:
Bardic Performance Rounds 11/11 | 14/20 arrows | 15/20 cold iron arrows | 13/28 waiting for Daen's answer

Poor Anna is going to lose her barn after all!

I hope that you guys have a barn-raising in your plans after the barn-razing...


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Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Here's the wiki page I'd put together. Not a complete list, but significant named characters in levoca.


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I'll be out of town until Saturday night. I expect that I will still be able to update, but it may take longer.

My character is still waiting to find out what Mikka is doing with respect to resting and the bird before going on anyways.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

10-4 Be safe Bret.

And yeah, Karl, Morti was super kind to put that page together. I just spent too much time dilly-dallying.

You know me, wanted to name all the villagers and secretly make one of them a half-orc necromancer in disguise.


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Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Thanks morti. And yes, i am expecting the shape shifting/half fiend/half dragon, lich, half orc necromancer with his taresque familiar (don't mind him, he's just a big softie.)


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

I put this here as it is a bit long.

Quote:

(Jan 12, 2015)It appears that the kiln has been sitting here slowly collapsing. The lime kiln is a 5-ft.-wide shaft, some 20 ft. deep. The top of the chimney is embedded in the hill, exposed at the top as a mass of weeds.

This links to a overgrown funnel-shaped burning area 10 ft. across at the base, which is supposed to be loaded with fuel through an 18-inch-wide crawl hole almost hidden in the grass on the side of the small hill.
The kiln may be repaired (Craft [masonry] DC 10, which requires two successful days work barring an exceptional success).

You do not notice any unusual runes or pattern to the construction of the kiln. The inside of the old kiln is jagged stonework which can be climbed with no great difficulty. (DC10 Climb Check)

However, a careful reworking of the masonry could make this more of a challenge for anyone trying to climb out. There is also the chance someone could escape from the crawl hole. Perhaps there is some way to make that more difficult as well.

Whenever the work is done, you could fill it with wood, which might take another day's worth of work, or an extra hand to help.

So this is a large chimney embedded in a hill. The top is accessible by going up the hill. Fuel is added below. The chimney is still intact, we can clear the fuel hole. Have I got that right. My plan is to lure or drag the hollow man to the top of the hill, and cast him into the chimney. The lit fire should cook him (I hope). It can climb out, but we can hopefully drive it back down from the top. Exactly what would the repair work do? Is it needed for this plan? If so we go back to the house idea.


Sounds like it would be difficult to maneuver the Hollow Man into the chimney shaft of the kiln. If we can bait it at all, it should certainly be easier to bait it into a house than the chimney.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

item one: will the hollow man fit inside the collapsing kiln?
item two: will the lip of the top of the kiln collapse?
item three: will the center of the kiln collapse?
item four: what fuel will you use for the fire? Right now, the kiln is empty.

If you try the kiln and it backfires, the kiln will probably be ruined.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

I was under the impression the kiln would allow access through the main work area, and egress through the chimney, if one could climb it up. Is this incorrect?


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

does it really matter if the kiln is destroyed in the attempt? The village is obviously uncaring to its fate, or they would be maintaining it; using it.


Although it doesn't matter if the kiln is destroyed, as Trux has said it would be difficult to get the Hollow Man into the chimney and we aren't even sure if he would fit.

Given what Trux has said, it sounds like there is a reasonable chance of the Hollow Man not fitting down the chimney and that the lip would collapse potentially causing one of us to fall down it.

If we can guide the Hollow Man someplace, it seems like the hut is more likely to work.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

I don't remember for sure, but I think the kiln was situated close to some more important parts of the village. Is the hut on the perimeter? Maybe it would be best to go with something that isn't going to take the hollow man through big parts of the village.


Levoka map

The kiln isn't far from where the Hollow Man enters.

Kostya's place is closest to where it enters, but Vdoya may not like it if we use their house.

There are then a few unlabeled huts -- don't look like houses. Perhaps a tool shed or something.

To get the Hollow Man to the kiln requires it go over a hill.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Then let's go for the house.


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Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Guys, I'm sorry to come back to this but, according to what I understood from trux's initial description, and THIS crude side image of a kiln, I was under the impression we could lead him inside, while the one luring him would then be able to climb out through the chimney (might not be easy though).

Trux, would this be sort of accurate?

I'd rather not set anyone's house on fire, since we are not yet seen as 'heroes' around here :P

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Wrong caramir. There is a small hole (currently still clogged with junk) which you could reach a hand holding fuel through.

Sovereign Court

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Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

apparently levoca is pronounced

Luh voh cha

http://en.wikipedia.org/wiki/%C4%86
http://en.wikipedia.org/wiki/Voiceless_alveolo-palatal_affricate

Fun things to know and tell before midnight. Polish, very slavic letter to have in your village name.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

The links seem broken - following them brings me back to the campaign here on the message boards.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

I have reversed the code inadvertantly. I guess that's what I get for posting right before beddie-bye.

Instead of clicking, you would have to paste the text of the link.

Fixed links
The C
the sound


Female bard (duettist) 3 HP 15/23 | Init +3 | AC 15 T 13 FF 12 | CMD 14 | F +5 R +6 W +3 | Per +8
Resources:
Bardic Performance Rounds 11/11 | 14/20 arrows | 15/20 cold iron arrows | 13/28 waiting for Daen's answer

The end of the dream sequence was Cyanne's last scheduled appearance. Thank you, Trux, for allowing Cyanne to make that final cameo.

Cyanne's avatar (much like Cyanne's soul) is transitioning to a different place. She's being reborn as a Kingmaker bard. I finally accepted a place in another game after my goblin game died.

Bye all, it was a pleasure gaming with all of you!


Before I post to Trux's latest, is anyone with Kakao?

Thanks for the answer on the spell, Trux. In some ways, it should be even more interesting with that spell being naughty in Bacchus's eyes.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

We've been at this a full year now, so I have a question... who has skype? who wants to power through this Hollow Man business on Roll20 together?


I have Skype, but the timezones are likely to be a problem.

I'm in the USA, Central Daylight Timezone. GMT-6.


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

75 percent of the time I'm on is when I'm at work. Wouldn't really work for me. Timewise I'm in NYC so Eastern Standard Time but I work nights and sleep days.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

I am in eastern Australia, so i am 16 hours ahead of you or so.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

I am in Europe :D

In any case, I think it could be a possibility yes - if we can get the stars aligned.

I'll also grab the opportunity to let you guys know I will be away on work from the 11th to the 18th June. I should have access to the internet, but my schedule is so packed, I'm not sure I will be able to post at all - feel free to bot me if needed.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

It'd be fun, but schedule rough. Toddlers+work mean it's hard to plan blocks of time.

I'm Detroit, US eastern daylight time, gmt-4.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Throwing it out there as a possibility. Unfortunately we can't walk in with any kind of guarantee about networking panning out.

Two in GMT -4
Two in GMT -5
One GMT +10
One GMT +0/+1
One Okrin


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Central Standard Time here. I'll be in Atlanta the last two weeks of June, which ironically would make Skype much easier. Normally I'm in much the same position as Morti, but totally open to trying.


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Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

I'll be out of town and possibly beyond even decent mobile reception for next three days. Bot as necessary.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Gracias. can do Morti.

Best of luck on the road.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

trux, you gave out a defensive spell a while ago. I seem to have lost the note I took on it. To save a bit of a search, could you detail it again? It was a defensive spell. Thanks

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Defensive spell?

Like the floating disk spell You found in Yurt's house?


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Yeah that's it, I think


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

BTW, anyone else looked at the new vigilante class playtest? Sort of 4 classes in one. Looking at it seems its power is on par with an inquisitor. Sort of.


I haven't looked at it, mostly because I would have no chance to play it during the Playtest.

Did they add any more Unchained Rogue talents? If they gave the vigilante rogue talents, did they specify Unchained vs. Original?

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