DM Lament Configuration's Carrion Hill (Inactive)

Game Master electricjokecascade

“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H. P. Lovercraft, The Call of Cthulhu and Other Weird Stories

[Loot] | [Maps]


501 to 550 of 751 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Sounds like we're going for block the exit and come in through the front door? If so, Walter, are you going to use Stone Shape as suggested?


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

I think that plan is perfectly alright. Having 6 of us cross this place with some whatever assortment of skills is sure to result in something. If we do decide to risk it, I can more than likely beat up some fungi from a distance, but with swim and climb checks...knocking on the front door sounds good to me.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Maritine going to go with the bluff option?

Also, specify here in OOC how you choose to block the tunnel.


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

I'll give it a shot, any buffs will be appreciated.

Regarding blocking the tunnel - Maritine still have some alchemical fire vials, could they, in a pinch, be used to cause an explosion/cave in? I want to know what options we have before we 'move' fully to the front door where Maritine does her best impression of an accented academic.

I'm going through her inventory properly just to list all the extra bits and pieces that might be useful for sealing the well or rigging traps


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

Alright, so I think I got my sheet to post in my profile and actually stick this time, so hopefully all the info is there and legible. I'll work on fixing any broken bits later.

I'll work on a buff to help bluff Myre and I'll give out any alchemical items needed to help block the well escape route.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Posting briefly before I board a plane: I don't love the Stone Shape idea, because that burns both my L3 spells slots, giving up Fireball and Haste. If we end up in a big combat, we're going to miss Haste...


Female Human Psychic (Esoteric Starseeker) 5 | HP 25/27 | AC: 18 (T: 11, FF: 17) | Saves: F:+7, R:+5, W:+9 (+2 vs fear effects) | Init: +6 | Perc. +10
More Info:
BAB: +2, CMB: 1, CMD: +12 | Spells: (1st) 7/8, (2nd) 6/6, (Bonus) 1/1 | Phrenic Pool 4/4 | Active Conditions: None

Yelena doesn't have anything to help block the tunnel, but she will set an Alarm at the caveside entrance of it to go off if someone tries to run that way.


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

The alarm could be useful, and going back to reread how we got down, it's pretty vague, so is there a way we could prevent the well being useful? Is there a rope we could cut, or does somebody have a grease spell? I could also, depending on time and whatever else we have available, use one of the tanglefoot bags to coat the part of the well you'd use to climb out and to make it harder to escape, shatter some vials and use the glass as a makeshift trap? Assuming there's time and its feasible and I've explained it right.


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

I can cast mending on the door/lock to make it work again. And if there are things around in the alley, could also pile it in front of/on top of to prevent escape. In addition to those mundane things, could also hammer the door shut with some pitons and my traveler's anytool. Just some mundane options to pair with magical ones.


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

I'm gonna aggressively Jehova's Witness the hell out of this temple.

Jokes aside, do I need to make any rolls? I'm just causing a ruckus at this point.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Gimme a bluff role.


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

Just gonna do it here to not clog up the IC thread

Bluff: 1d20 + 7 ⇒ (1) + 7 = 8

EDIT: CONVENIENTLY CENSORED SWEARING


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

Hey guys, I might be away for a day or two - been feeling really awful since yesterday morning and I can barely move out of bed today. Feel free to bot me if necessary.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Feel better, Kolthis!


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

[wince]


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

@Kolthis - Feel better soon! We'll save a zombie for you to kill!

@Walter - I feel you man. Low dice rollers 4 life.

So I can't convince them to open the door, so....whats the plan? I can still annoy them (I think) or heck, I don't know, start a fire? My confidence in the dice is a little shaken.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Keeping to the honor system on spoilers, so just waiting for the screaming to start.


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

Did we actually decide on what we did to block off the well escape?


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Alarm spell, tanglefoot bags, and a heavy cover over the well itself.


Female Human Psychic (Esoteric Starseeker) 5 | HP 25/27 | AC: 18 (T: 11, FF: 17) | Saves: F:+7, R:+5, W:+9 (+2 vs fear effects) | Init: +6 | Perc. +10
More Info:
BAB: +2, CMB: 1, CMD: +12 | Spells: (1st) 7/8, (2nd) 6/6, (Bonus) 1/1 | Phrenic Pool 4/4 | Active Conditions: None

Quick question for the GM: If I use the 'mental ping' type of alarm twice, can I differentiate between the two? I'd prefer to use the mental ping again, but if I'm not going to be able to tell the difference between Well alarm and Church alarm then I'd use the audible version instead.

Alarm Spell Description.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Two mental pings are fine.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Going to wait for everyone to have a chance to post and declare marching order heading downstairs.

Big post will prob come Monday morning!


Female Human Psychic (Esoteric Starseeker) 5 | HP 25/27 | AC: 18 (T: 11, FF: 17) | Saves: F:+7, R:+5, W:+9 (+2 vs fear effects) | Init: +6 | Perc. +10
More Info:
BAB: +2, CMB: 1, CMD: +12 | Spells: (1st) 7/8, (2nd) 6/6, (Bonus) 1/1 | Phrenic Pool 4/4 | Active Conditions: None

Here's a proposed marching order for when we're not being stealthy:

Kolthis, Mihaela, Maritine, Walter, Yelena, Lys.

Keeps the casters relatively protected while those who prefer melee are in the front.


Female Half-elf {conditions: none} Inquisitor 5 | HP 28/28 | AC 24 (Tch 18 FF 18) | F +5 R +8 W +9 (+2 vs. ench.) | Init +10 | Perc +12, low-light vision, scent (vs. aberr.)
Yelena Stanescu wrote:

Here's a proposed marching order for when we're not being stealthy:

Kolthis, Mihaela, Maritine, Walter, Yelena, Lys.

Keeps the casters relatively protected while those who prefer melee are in the front.

Sounds good!


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

The middle is good, I can move to where I'm needed pretty easily. Also, pray for my dice rolls.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Works for me.


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

Hey everyone - my apologies for being missing. Being sick turned out to be much worse than I thought. I'm feeling at least slightly functional for now, so I'll get back on the posting. Thanks for being understanding!


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

Okay, well, that roll was better. I might have gone out of turn, so I apologise, but want to ask, if I can - what was the GM dice roll for? I have no modifier so I'm not sure what it was.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Ah! Good catch, for some reason I didn't add your +10 to your perception roll.

Luckily for my subsequent post, it wasn't enough to beat my stealth roll. I'll edit my Perception cheat sheet in the campaign tab to add your +10 so this won't happen again.

And new post up!


Female Human Gunslinger (Bolt Ace) 5 | HP:43/43 | Grit 4/4 |
Stats:
|AC 21, Touch 17, FlatFoot 14, CMD 21 | Fort +7, Ref +12, Will +5| Init +8 | Perception +13

Ugh. I absolutely did. Sorry about that, was trying to get a post up in a rush, and made a botch job out of it.

On the bright side - we found an enemy!


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

No worries, Lys! Lots to react to now ;)


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19
DM Lament Configuration wrote:

Ah! Good catch, for some reason I didn't add your +10 to your perception roll.

Luckily for my subsequent post, it wasn't enough to beat my stealth roll. I'll edit my Perception cheat sheet in the campaign tab to add your +10 so this won't happen again.

And new post up!

Yeah I definitely have a solid perception - but at least I know what the roll was now. So, on to the action!

DM Lament Configuration wrote:

Maritine moves first, stepping out into the main chamber, passing the central column, and making her way toward the table of alchemical goods.

As she passes the central column on her left, a figure hidden behind it squeezes the trigger of his crossbow, sending a bolt flying out from the shadows.

Also going to need a DC 13 Fort Save!

Ugh~!

Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21

Okay, okay phew. Praise RNG and the Dice gods, may we all be blessed!


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Well, I guess SOMEBODY'S flesh won't be sloughing off her bones! Boo!


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

Not with that attitude it won't!

Wait...


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

GM, would you mind clarifying a bit on the rules for healing Yelena? Is the counteract check required for magical healing another Heal skill roll? And what about if trying with a potion or item?


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Kolthis, the text I copied was from the Archive of Nethys' 2e version of the monster. Here's the 1e version:

Rules wrote:
The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

So if you're using a potion, you'd go with the base caster level required to make it, and roll? So Cure Light Wound would be caster level 1 (1d20+1), etc.


Female Human Psychic (Esoteric Starseeker) 5 | HP 25/27 | AC: 18 (T: 11, FF: 17) | Saves: F:+7, R:+5, W:+9 (+2 vs fear effects) | Init: +6 | Perc. +10
More Info:
BAB: +2, CMB: 1, CMD: +12 | Spells: (1st) 7/8, (2nd) 6/6, (Bonus) 1/1 | Phrenic Pool 4/4 | Active Conditions: None

Since a concentration check just came up for the first time, I wanted to clarify how they work with psychic spellcasters. The DC for concentration checks for psychic spells with 'thought' components, (almost all of them, including Aversion), is ordinarily increased by 10. A psychic must use a move action to center herself in order to reduce the DC to normal.

In this particular case I didn't use my move action for anything else, so I could have easily centered myself. (And, with GM permission, I'd like to assume that I did so and therefore was able to successfully cast the spell.) But in case it comes up again where a concentration check is needed and I had already used my move action for something else, keep in mind that the DC will be 10 higher.

Also, thanks for clarifying how much damage Yelena took! I feel much better now that I'm a few more hit points away from death :)


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Thanks for the clarification - I've little to no experience with psychics, so had no idea.

Moving forward, I'll simply prompt you to make the concentration check as needed, and thus allow you to factor in whatever might apply :)


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

1) DO WE WANT TO PURSUE? If yes, I can throw Haste now, which is +30' to everyone's move. It only lasts 5 rounds, though.

2) Failing that, I don't have much. I can do Aid Another on a Heal check on Yelena -- I'll succeed on a 9 or higher, giving +2 to someone's roll.

I hate to let enemies escape, but I think we need to heal her up. 1d6 Bleed / round is nothing to mess around with.


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

I'm going to keep throwing heal checks out until one sticks, and Yelena is not bleeding everywhere. I wouldn't mind your Aid Another roll, Walter, if only to ensure it happens quickly. Following that, I'll wave my magic heal wand around a bit and then we can give chase, or however we would like to proceed.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Quick note: 1d6/round was 2e rules. Yelena is currently suffering 4/round due to taking two wounds.


Female Human Psychic (Esoteric Starseeker) 5 | HP 25/27 | AC: 18 (T: 11, FF: 17) | Saves: F:+7, R:+5, W:+9 (+2 vs fear effects) | Init: +6 | Perc. +10
More Info:
BAB: +2, CMB: 1, CMD: +12 | Spells: (1st) 7/8, (2nd) 6/6, (Bonus) 1/1 | Phrenic Pool 4/4 | Active Conditions: None

Don't worry guys, I took care of it because the Faith Discipline is awesome.

Yelena is technically wrong about the devil though. He has to avoid her, but there's nothing stopping him from harassing us at range or attacking a party member that gets too far away. Stick close!


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

I have a wand of cure light wounds and pragmatic activator, so I should be able to do something useful - before I do, even though CLW is a divine spell, I have it as a potion/alchemical spell, so does that change the UMD for the wand or can I simply cast?

As an aside (and maybe a little meta) this is why there's a spring loaded wrist sheath in my equipment list - wand time!

EDIT: Nevermind, I just read the In Game thread. Still, the UMD question is probably worth knowing now rather than later.


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

Does Yelena's healing get rid of the bleed, GM? As that was a separate Heal check to stop. Just curious before I post my move.


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

I'll rule for simplicity's sake that it does, Kolthis.


Male Human Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Teleportation is a standard action, so the bearded devil can't hit-and-run us. However, it does have reach. And annoyingly, it's immune to flame, which means I'm not much good against it. If it shows up again, I suggest Kolthis engage it with some hot reach-on-reach action -- he's our tank, and has the AC and hp to keep it busy for a few rounds.

Anyway: hot pursuit, or loop back to the shrieker?


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

In that case - Maritine, you took 20 damage. I do also have a wand of CLW with considerable number of charges in a spring loaded wrist sheath. Would you like some heals, or do you want to do it yourself?

Also, as it may be useful, I've got a buff spell that will add 2 AC for 3 mins, but it won't stack with anyone who has a ring of protection. Any takers?


[Loot] | [Maps] Toilsday the 13th of Pharast, around 11:30 p.m.

Remember that we're still in rounds - you guys can go out of order, but each time someone acts I'm taking note of the passage of time.

Also, going to need a couple of votes on what to do next. Feel free to discuss here in the OOC.


Female Human Lepidstadt Inspector 5 | Initiative +4 | Perception +10 | Fort +3 Ref +9 Will +7 | HP 45 AC 19

@Kolthis - I actually forgot about that, what with all the excitement with the devil nearly killing Yelena. I'll use my own wand since it should be fully charged (At character creation) but I'll let DMLC rule on that. Either way, wrist wand buds!

I might take the +2 if no-one else wants it, since Lys is ranged and Mihaela is stealth/flank/ranged. I think we're the only melee people.

@DM - Maritine is a little peeved at being shot and wants to return the favor, so she's for pursuit.


M CG Dwarf Fighter 2/Cleric of Desna 3 | HP: 45/50 | AC: 21, T: 12, FF: 17) | CMB: +9, CMD: 21 | F: +10, R: +5, W: +7 (+1 against Fear Effects) | Init: +7 | Darkvision 60ft, Perc: +10, SM: +6 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 | Active conditions: None

@Maritine Woohoo! Wrist wand high fives!

I don't mind giving it to you at all. In that case, I'd like to bring up the idea of me and you switching melee spots in party order as long as the buff is active - I still have reach and can get someone in front of us, while being a little closer to anything that targets our spellcasters again, and to heal if necessary. Thoughts from the rest of the party?

Kolthis is also pretty peeved at this whole encounter and the audacity of our enemies to ambush us, so he votes for a violent pursuit, resulting in, as Walter says, some hot reach on reach action, that ends with a hammer in that goat faced bastard.

501 to 550 of 751 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Lament Configuration's Carrion Hill Discussion All Messageboards

Want to post a reply? Sign in.