GM Kate's Extinction Curse [closed]

Game Master Kate Baker


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LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

Reflex vs. cone of cold, Inspire Defense: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26

Kennari responds quickly, casting a defensive ward and then weaving an encapsulating spell that causes a sphere of force to surround the yellow-tinted ghost.

Cast shield, Cast resilient sphere on Red (DC 29 Reflex, reduce any status bonus vs. magic by 1).


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

Reflex (master, evasion), inspired): 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40

Status:

HP 146/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red), inspired (defense)

Rova barely notices the cone of cold as it goes right over her head. "Oh, I guess these ghosts aren't friendly like the last ones," she says. "So, that means we'll have to destroy them!"

Actions: Hunt Prey (red), Enchanting Arrow

+1 striking shortbow (deadly d10, magical, 60 foot range, reload 0): 1d20 + 19 ⇒ (13) + 19 = 32
Hunter's edge (precision/piercing damage): 2d6 + 2 + 1d8 ⇒ (4, 3) + 2 + (6) = 15
Mental: 2d6 ⇒ (4, 3) = 7
Deadly?: 1d10 ⇒ 4

Crit specialization: The target gets stuck to an adjacent surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds.

Enchanting Arrow [two-actions] With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.


Shadow of the Vault Lord || Extinction Curse

Reflex: 1d20 + 19 ⇒ (12) + 19 = 31

A sphere appears around the other ghost, though it's a little weaker than Kennari was hoping for.

Rova strikes Red with an arrow! It doesn't do full damage, but does hurt it.

Prism is up!


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Reflex DC 29 (Evasion): 1d20 + 21 ⇒ (10) + 21 = 31 No damage

Prism is used to avoiding serious dangers all her life. She doesn't know how or why but she is extremely lucky. She rolls in past Rova's feet as she tries to help focus on one ghostly presence at a time.

+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (2, 5) = 7
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (11) + 19 - 4 = 26
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (2, 1) = 3
◇- Debillitating Strike Enfeebled 1

Status:

HP 138/138
AC 28 (29 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 1/1
Reflection of Water 1/Day 1/1


Shadow of the Vault Lord || Extinction Curse

Prism avoids the blast of cold!

She beats up on the ghost!

Does Unset have reach to give Prism gang-up? Or does she have something else making the enemy flat-footed?

Yellow paws at the sphere.

ghostly hand: 1d20 + 21 ⇒ (1) + 21 = 22
ouch!: 2d8 + 12 ⇒ (1, 6) + 12 = 19

Loooooooool

Infuriated, it tries again!

ghostly hand: 1d20 + 21 - 5 ⇒ (16) + 21 - 5 = 32
ouch!: 2d8 + 12 ⇒ (6, 7) + 12 = 25

The sphere shatters.

Outraged, the ghost gives off a terrifying moan! [ooc]Everyone DC 29 Will save or frightened 2 (frightened 3 on a crit fail)

Initiative!
Red Ghost, damage pending gang-up question
Prism, Will save
Rova, Will Save
Kennari, -45, Will save
Yellow Ghost
Unset, Reflex save, Will save
Niksi, Reflex save, Will save


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

Will save vs. moan: 1d20 + 17 ⇒ (5) + 17 = 22


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

Will (expert), inspired: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28

Quick stats:

HP 146/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red), inspired (defense), frightened 2

Rova whimpers slightly as she realizes she may not get to live until Groetus arrives.

Dang. Frightened 2


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

I have nothing else for Gang-Up. I just put the note on the attack as a reminder in case it is relevant for the situation is all.


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

Reflex w/inspire: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29

Unset avoids getting the chills.

Will: 1d20 + 15 ⇒ (18) + 15 = 33

And has heard scarier moans.

Unset heads to set up a flank for Prism, choosing to tumble through the legs of one of the apparitions.
Acrobatics to Tumble Through v Red Reflex DC: 1d20 + 20 ⇒ (12) + 20 = 32
Assuming that is a success, giving Unset some pinache and making red off-guard due to Tumble Behind...

He then tries to batter the ghost.
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v red: 1d20 + 19 ⇒ (12) + 19 = 31
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (1, 2) + 6 + (6) = 15
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v red: 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30
Confident Finisher Damage B +1d6 So: 2d6 + 6 + 4d6 + 1d6 ⇒ (1, 1) + 6 + (5, 1, 5, 1) + (1) = 21


F Cavern Elf Bard (maestro)/9 Hero Points: 3

Reflex Save (inspire defense): 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
Will Save (inspire defense): 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35

Niksi reaches out to purge the fear from Kennari’s mind. Casting clear mind on Kennari. Never done a counteract check before so let me know if I did it right. I used her spell attack bonus

Clear Mind Counteract: 1d20 + 14 ⇒ (2) + 14 = 16
Hero Point Reroll: 1d20 + 14 ⇒ (18) + 14 = 32

She then returns to her protective song. Inspire Defense


Shadow of the Vault Lord || Extinction Curse

Gotcha, Prism! I just wanted to check if I was missing anything.

Rova, Prism, and Unset all discover that the ghost seems to be immune to precision damage! Nevertheless, you each land some hits.

No one is using a ghost touch weapon, right?

Niksi clears Kennari's mind of fear!

Red moves away from Unset, but cackles and casts a spell at him!

DC 29 Will save:

Crit Success
Spoiler:
Nothing happens!

Success

Spoiler:
You can see a large golem coming down the hallway, but you know that it is a hallucination.

Failure

Spoiler:
You can see a large golem coming down the hallway! When you interact with it, attempt another Will save.

Critical Failure

Spoiler:
You can see a large golem coming down the hallway! When you interact with it, attempt another Will save with a -4 penalty.

Initiative!
Red Ghost, -29 hp
Prism, Will save
Rova, frightened 2
Kennari, -45

Yellow Ghost
Unset, -22 hp, Will save
Niksi, -45 hp


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Will DC 29: 1d20 + 15 ⇒ (2) + 15 = 17

Prism spins and looks down the hallway. "There is a really large golem coming!" She rushes back down the hallway, holding her sickle at the ready. "I'll hold it off for a few seconds. Take care of these ghosts fast!"


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

"What?" Kennari says, slightly alarmed at Prism's warning. No time for that right now though. He nods his thanks at Niksi, then weaves a spell, a trio of ethereal shards streaking into the red ghost.

Force damage: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9

◆◆◆Cast force barrage.


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

Will: 1d20 + 16 ⇒ (19) + 16 = 35

Used to being the subject of ridicule and laughter, the cackling leaves Unset unupset.

"Yer golem be more transparent than be ye!" The fleshforged man declares.


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

Quick stats:

HP 146/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red), inspired (defense), frightened 2

"Great Groetus!" Rova curses, firing a god-empowered arrow at the ghost Kennari is fighting. Her lingering fear -- not helped by Prism's warning -- throws off her aim, unfortunately.

Three-action eldritch shot (frightened 2)
Great Groetus! (+1 striking shortbow eldritch shot, deadly d10, magical, 60-foot range): 1d20 + 19 - 2 ⇒ (5) + 19 - 2 = 22
Piercing damage: 2d6 + 2 - 2 ⇒ (1, 2) + 2 - 2 = 3
TK projectile: 4d6 ⇒ (4, 4, 6, 3) = 17

Down to frightened 1 after my turn.


Shadow of the Vault Lord || Extinction Curse

Sorry, I should have been more clear on the Will saves! Prism's was against the frightful moan from last turn, so she is free to act normall, just frightened 2. Unset had the Will save against the hallucinated golem, but is not falling for that!

Prism is still up, frightened 2


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

LOL. I was looking for the golem!


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Apologies Prism moved down the hallway to block off the golem she saw and readied an attack.


Shadow of the Vault Lord || Extinction Curse

That's the part I wasn't clear enough on initially. Unset is the only one who sees the golem. Prism can take her normal turn against one of the ghosts, just at frightened 2.


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Ah gotcha. Prism still has a Will save on the tracker and I thought that spell was towards her.

Prism teams up with Unset as her blade sweeps through the incorporeal form. "Are we hurting it?"

+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Sneak Attack Damage: 2d6 ⇒ (6, 5) = 11
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (5) + 19 - 4 = 20
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Sneak Attack Damage: 2d6 ⇒ (2, 3) = 5
◇- Debillitating Strike Enfeebled 1

Status:

HP 138/138
AC 28 (29 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 1/1
Reflection of Water 1/Day 1/1


Shadow of the Vault Lord || Extinction Curse

Prism hits once, nicking the ghost! Rova, unfortunately, has trouble aiming. Kennari lets loose with force damage that seems to particularly harm the ghost!

Yellow lashes out at both Unset and Prism!

ghost hand vs Unset: 1d20 + 21 ⇒ (1) + 21 = 22
ouch!: 2d8 + 12 ⇒ (5, 7) + 12 = 24 void

ghost hand vs Prism: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23
ouch!: 2d8 + 12 ⇒ (8, 4) + 12 = 24 void

ghost hand vs Unset: 1d20 + 21 - 8 ⇒ (20) + 21 - 8 = 33
ouch!: 2d8 + 12 ⇒ (8, 2) + 12 = 22 void

The first attack is so off-kilter that Unset has a chance to attack back! Unfortunately, the last attack hits him hard. Prism ducks the middle attack.

Initiative!
Red Ghost, -38 hp
Prism
Rova, frightened 2
Kennari, -45
Yellow Ghost, -2 hp
Unset, -64 hp
Niksi, -45 hp


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

Sensing an opportune moment, Unset lets loose an appendage.
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 ⇒ (9) + 19 = 28
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (3, 2) + 6 + (2) = 13

The fleshforged man then presses his attack.
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 4 ⇒ (3) + 19 - 4 = 18
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (6, 1) + 6 + (5) = 18
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 4 ⇒ (7) + 19 - 4 = 22
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (1, 3) + 6 + (5) = 15
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 8 ⇒ (14) + 19 - 8 = 25
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (5, 6) + 6 + (2) = 19


Shadow of the Vault Lord || Extinction Curse

Niksi keeps everyone's offense and defense inspired!

Unset hits on the riposte and again with his last attack, thanks to Prism providing a distraction.

Red flies to another corner and tries to pull Unset away from Yellow!

telekinetic maneuver to reposition: 1d20 + 23 ⇒ (1) + 23 = 24 vs Fort DC

Huh. This is a little weird since it's at range, but I will allow the normal crit fail result. Unset can move Red Ghost 5 feet in any direction.

Initiative!
Red Ghost, -38 hp
Prism, frightened 1
Rova, frightened 1
Kennari, -45

Yellow Ghost, -14 hp
Unset, -64 hp, can reposition Red
Niksi, -45 hp


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

Quick stats:

HP 146/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red), inspired (defense), frightened 2

Shaking slightly, Rova moves into the room to give herself a better angle so she doesn't accidentally shoot Prism. "Groetus, show them The End!" she whispers as she pulls back and arrow and fires directly into the red ghost's ethereal chest!

Stride, Enchanting Arrow
+1 striking shortbow (deadly d10, magical, 60 foot range, reload 0): 1d20 + 19 ⇒ (17) + 19 = 36
Piercing damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14
Deadly?: 1d10 ⇒ 2
Mental: 2d6 ⇒ (4, 3) = 7
Enchanting Arrow [two-actions] With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

I don't see any advantage to be gained by moving red, so the ghost may remain where it is.


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

Kennari sends a jolt of electricity at the two ghosts, then casts a defensive ward.

◆◆Cast electric arc, ◆Cast shield.

Electric damage: 6d4 ⇒ (2, 1, 3, 4, 1, 1) = 12
DC 29 basic Reflex, reducing any status bonus to saves vs. magic by one


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Prism continues to team-up with Unset against one of the ghosts. "My weapons just passing right through them!"

+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Sneak Attack Damage: 2d6 ⇒ (6, 2) = 8
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (7) + 19 - 4 = 22
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Sneak Attack Damage: 2d6 ⇒ (2, 5) = 7
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 8 ⇒ (5) + 19 - 8 = 16
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Sneak Attack Damage: 2d6 ⇒ (2, 1) = 3
◇- Debillitating Strike Enfeebled 1

Status:

HP 138/138
AC 28 (29 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 1/1
Reflection of Water 1/Day 1/1


Shadow of the Vault Lord || Extinction Curse

Thanks to Niksi's inspiration, Rova's shot is a crit! The damage is powerful enough to cause the ghostly figure to start wavering.

Kennari zaps both!

Red Reflex: 1d20 + 19 ⇒ (17) + 19 = 36
Yellow Reflex: 1d20 + 19 ⇒ (16) + 19 = 35

They both avoid some of the damage, and the remainder does not seem to get through their resistance.

Prism gets a hit, but not enough damage to hurt it.

Yellow keeps swiping at Unset and Prism.

Yellow moves, then casts a spell at Unset.

"Your eyes are mine! They shall go nicely in my next creation!"

DC 29 Fort save, with Niksi's bonus:

Blindness!
Critical Success The target is unaffected.
Success The target is blinded until its next turn begins.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.

Initiative!
Red Ghost, -72 hp (<50%), stunned 1
Prism
Rova
Kennari, -45
Yellow Ghost, -14 hp
Unset, -64 hp, Fort save, reactive strike which occurs before the Fort save
Niksi, -45 hp


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

As the ghost goes for the eyes, Unset spies an opportunity to strike.
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 ⇒ (5) + 19 = 24
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (1, 2) + 6 + (3) = 12

Fort save: 1d20 + 18 ⇒ (6) + 18 = 24

Suddenly, the fleshforged man finds himself plunged into darkness. Relying upon his ability to sense motion, Unset stumbles to where he last saw a ghost and flails his fists!
Stride, Strike x2
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 ⇒ (20) + 19 = 39
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (3, 4) + 6 + (1) = 14
Check v. hidden: 1d20 ⇒ 13
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 4 ⇒ (20) + 19 - 4 = 35
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (6, 4) + 6 + (3) = 19
Check v. hidden: 1d20 ⇒ 13

A smile forms upon Unset's deformed lips as he feels each blow solidly connect with the incorporeal creature's form.


F Cavern Elf Bard (maestro)/9 Hero Points: 3

Niksi calls up another heal on Unset.

Two action Heal, heightened to 2: 2d8 + 16 ⇒ (8, 2) + 16 = 26

She then continues her protective performance.

Two action heal, inspire defense


Shadow of the Vault Lord || Extinction Curse

Unset shows that he doesn't need eyes to punch a ghost right in the face!

Red, furious at Rova, steps forward and takes a swipe.

ghostly hand: 1d20 + 21 ⇒ (19) + 21 = 40
ouch!: 2d8 + 12 ⇒ (6, 4) + 12 = 22 negative

Red can only make one attack, but makes it count.

Initiative!
Red Ghost, -72 hp (<50%)
Prism
Rova, -44 hp
Kennari, -45

Yellow Ghost, -60 hp
Unset, -38 hp, blinded for one minute
Niksi, -45 hp


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

Quick stats:

HP 102/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red), inspired (defense), frightened 1

Rova lets out a cry of pain and steps back before unleashing another Groetus-blessed arrow. "You're already dead, but it can get worse!" she calls out.

Actions: Step, Enchanting Arrow
+1 striking shortbow (deadly d10, magical, 60 foot range, reload 0): 1d20 + 19 ⇒ (13) + 19 = 32
Hunter's edge (precision/piercing damage): 2d6 + 2 + 1d8 ⇒ (2, 6) + 2 + (6) = 16
Mental: 2d6 ⇒ (1, 1) = 2

Enchanting Arrow [two-actions] With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage.


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

"Can it Rova? Whats worse than death?" Prism is curious as she keeps sweeping her blade at the ghost.

+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Sneak Attack Damage: 2d6 ⇒ (1, 6) = 7
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (17) + 19 - 4 = 32
Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (1, 4) = 5
◇- Debillitating Strike Enfeebled 1

Status:

HP 138/138
AC 28 (29 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 1/1
Reflection of Water 1/Day 1/1


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

"Return to your rest, spirit!" Kennari renews his defensive ward, then steps forward and grasps at the nearest ghost with a glowing had.

◆Cast shield, ◆Step, ◆Cast lay on hands vs red.

lay on hands damage: 5d6 ⇒ (1, 1, 2, 4, 5) = 13
DC 29 basic Fort, reducing status to saves vs. magic by 1.


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

"Oh, undeath. Then you're stuck being tormented until Groetus comes to save you!" Rova cheerfully replies.


Shadow of the Vault Lord || Extinction Curse

Rova hits Red with an arrow while Prism strikes Yellow. Both struggle with the ghosts' resistance.

Kennari takes a different approach, directing healing energy at the ghost.

Fort: 1d20 + 16 ⇒ (5) + 16 = 21

Red shrieks in outrage!

Red strikes Kennari, then Prism, then floats away.

ghost hand vs Kennari: 1d20 + 21 ⇒ (6) + 21 = 27
ouch!: 2d8 + 12 ⇒ (8, 8) + 12 = 28 void

ghost hand vs Prism: 1d20 + 21 - 5 ⇒ (2) + 21 - 5 = 18
ouch!: 2d8 + 12 ⇒ (6, 6) + 12 = 24 void

With Niksi's boost to defenses, both attacks miss!

Initiative!
Red Ghost, -93 hp (<50%)
Prism
Rova, -44 hp
Kennari, -45
Yellow Ghost, -60 hp
Unset, -38 hp, blinded for one minute
Niksi, -45 hp


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

Unset attempts to batter yellow.
Strike x3
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 ⇒ (7) + 19 = 26
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (3, 5) + 6 + (2) = 16
Check v. hidden: 1d20 ⇒ 15
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (6, 5) + 6 + (5) = 22
Check v. hidden: 1d20 ⇒ 8
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 8 ⇒ (18) + 19 - 8 = 29
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (4, 2) + 6 + (3) = 15
Check v. hidden: 1d20 ⇒ 20


Shadow of the Vault Lord || Extinction Curse

Niksi keeps everyone's offense and defense inspired!

Unset manages to land two punches on Yellow!

I had Red go instead of Yellow last time by accident, but I'm just going to run it correctly from here. It missed anyway, so no big difference!

Red eyes Rova angrily.

Will save:

DC 29

Critical Success

Spoiler:

You know that it tried to cast a spell to control you, but you are unaffected.

Success

Spoiler:

Nothing happens.

Failure

Spoiler:

The golem that circles the perimeter might be trying to get in and cut off your escape! You better go outside and check.

Critical Failure

Spoiler:

The golem that circles the perimeter might be trying to get in and cut off your escape! You better go outside and check.

Initiative!
Red Ghost, -93 hp (<50%)
Prism
Rova, -44 hp, Will save
Kennari, -45

Yellow Ghost, -70 hp (<50%)
Unset, -38 hp, blinded for one minute
Niksi, -45 hp


Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

"I can't tell, do are we hurting it?" Prism continues to slash into the incrporeal figure. It looks fainter but she never saw a real-life ghost until now.

+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (3, 4) = 7
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Sneak Attack Damage: 2d6 ⇒ (3, 6) = 9
◇- Debillitating Strike Enfeebled 1

+1 Striking Sickle (Gang-up): 1d20 + 19 - 8 ⇒ (8) + 19 - 8 = 19
Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Sneak Attack Damage: 2d6 ⇒ (2, 4) = 6
◇- Debillitating Strike Enfeebled 1

Status:

HP 138/138
AC 28 (29 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 1/1
Reflection of Water 1/Day 1/1


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

"Let's try that again" Kennari says, refreshing his defensive ward. He mimics laying a glowing hand on the distant ghost, and a faint spectral version of his hand seems to do exactly that!

◆Cast shield, ◆Reach Spell, ◆Cast lay on hands on red.

lay on hands damage: 5d6 ⇒ (4, 6, 1, 4, 4) = 19
DC 29 Fort save, reducing any status bonus vs. magic by 1


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

Quick stats:

HP 102/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red), inspired (defense), frightened 1

Rova keeps her focus on the bloody ghost red, firing a groetus shot at it.

Three-action eldritch shot
Great Groetus! (+1 striking shortbow eldritch shot, deadly d10, magical, 60-foot range): 1d20 + 19 ⇒ (6) + 19 = 25
Hunter's edge (precision/piercing damage): 2d6 + 2 + 1d8 ⇒ (1, 3) + 2 + (2) = 8
TK projectile: 4d6 ⇒ (1, 3, 6, 2) = 12


Shadow of the Vault Lord || Extinction Curse

Rova needs to make a Will save versus Red's spell still. She does get the bonus from Niksi.


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

D'oh! Sorry!

Will (expert), inspired: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25

Rova's about to shoot when she realizes she knows where the golem might have gone. She rushes outside to check and make sure Thkrull is taking care of it!


Shadow of the Vault Lord || Extinction Curse

We'll say Rova spends one turn to get outside, then one turn to get back inside, to fulfill the suggestion.

Prism know she should be hitting, but is struggle against the resistance and immunity to precision.

Fort Red: 1d20 + 16 ⇒ (14) + 16 = 30

Kennari's healing magic harms the ghost!

Yellow gets really mad about this fight! Objects start flying off the walls and shelves, swirling around, hitting everyone!

This provokes from Unset.

ouch!: 6d6 ⇒ (6, 1, 4, 1, 4, 4) = 20 bludgeoning damage, DC 29 basic Reflex, hits everyone except Rova

Reflex Red: 1d20 + 19 ⇒ (8) + 19 = 27

Red gets dinged as well, from the many objects.

Initiative!
Red Ghost, -112 hp (<50%)
Prism
Rova, -44 hp, Will save
Kennari, -45
Yellow Ghost, -70 hp (<50%)
Unset, -38 hp, blinded for one minute, AoO on Yellow
Niksi, -45 hp


Shadow of the Vault Lord || Extinction Curse

I forgot to note the Reflex saves in the initiative tracker!

Initiative!
Red Ghost, -112 hp (<50%)
Prism, Reflex save
Rova, -44 hp, Will save
Kennari, -45, Reflex save
Yellow Ghost, -70 hp (<50%)
Unset, -38 hp, blinded for one minute, AoO on Yellow, Reflex save
Niksi, -45 hp, Reflex save


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

Reflex: 1d20 + 19 ⇒ (1) + 19 = 20

Uhhh....that seems bad.
Reflex, Hero Point: 1d20 + 19 ⇒ (17) + 19 = 36


Male fleshwarp swashbuckler (monk dedication) 11 | HP 67/164 | AC 27 |Speed 40 ft.; Climb 5 ft. | Panache Points1 |Perception 19 (+20 to find traps); low-light vision, motion sense (imprecise) 30 feet Condition: none | Fort +19; Ref +21 (Success is crit); Will +17; +1 circumstance bonus vs. disease and poison, +1 circumstance bonus vs. tr | Opportune Reposte (triggered by foe's crit fail of Strike on Unset)
Skills:
Acrobatics +21 (Successes to Balance are critical successes instead), Athletics +21, Circus Lore +14, Nature +17, Occultism +14, Religion +15, Society +14, Stealth +21, Survival +15, Thievery +17

Reflex: 1d20 + 20 ⇒ (7) + 20 = 27

Melee, striking thundering fist (magical, nonlethal, agile, finesse) AoO v yellow: 1d20 + 19 ⇒ (15) + 19 = 34
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (3, 2) + 6 + (1) = 12
Check v. hidden: 1d20 ⇒ 11

The fleshforged man presses his attack.
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 ⇒ (5) + 19 = 24
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (6, 2) + 6 + (3) = 17
Check v. hidden: 1d20 ⇒ 19
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 4 ⇒ (17) + 19 - 4 = 32
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (5, 6) + 6 + (6) = 23
Check v. hidden: 1d20 ⇒ 17
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v yellow: 1d20 + 19 - 8 ⇒ (5) + 19 - 8 = 16
Damage B +1d6 So: 2d6 + 6 + 1d6 ⇒ (2, 2) + 6 + (3) = 13
Check v. hidden: 1d20 ⇒ 12


F Cavern Elf Bard (maestro)/9 Hero Points: 3

Reflex Save (inspiring defense): 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34

Niksi adeptly dodges before increasing Unset’s speed. Haste on Unset and continuing her protective performance.

Two actions for haste, one for inspire defense


Shadow of the Vault Lord || Extinction Curse

An entire golem head flies at Kennari, though he ducks just in time. Unset gets battered by hammers as he whacks the ghost. Niksi deftly avoids the worst of the shrapnel while giving Unset more opportunities to hit.

Red, mad that Kennari is using painful force magic, floats up to him and claws twice!

ghost hand vs Kennari: 1d20 + 21 ⇒ (9) + 21 = 30
ouch!: 2d8 + 12 ⇒ (2, 2) + 12 = 16 void

ghost hand vs Kennari: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
ouch!: 2d8 + 12 ⇒ (8, 3) + 12 = 23 void

Initiative!
Red Ghost, -112 hp (<50%)
Prism, Reflex save
Rova, -44 hp
Kennari, -69 hp

Yellow Ghost, -95 hp (<50%)
Unset, -56 hp, blinded for one minute, hasted
Niksi, -53 hp

Rova spends this turn running back in from outside after completing the suggestion. You can place yourself where you'd like on the map.


LN male human civic wizard 11 | hp 118/118; Hero Points 1/3 | AC 28 (27 w/o mystic armor); F+19 R+20 W+18 (18/19/17 w/o mystic armor) | Perception +17 | Speed 25ft | Drain bonded item 1/1; Focus points 2/3; Staff charges 5/5 | Resist void 1, heal 1hp/min | Spell DC 30 (reduce status bonus to saves vs. magic by 1) | Current conditions: | ◆◇↺

Kennari once again lays a glowing hand on the ghost beside him, then steps back and casts a defensive ward.

◆Cast lay on hands on red, ◆Step, ◆Cast shield

lay on hands damage: 5d6 ⇒ (5, 6, 2, 1, 3) = 17
DC 29 Fort save, reducing any status bonus vs. magic by 1

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Shadow of the Vault Lord || Extinction Curse

Plan the circus here! I'll have a few posts with stuff about how I run games, including safety tools!

We will begin on the street day of 1/29 if everyone is ready, but please check out the player's guide and start discussing characters!


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Shadow of the Vault Lord || Extinction Curse

I'd like to see people post once a day on weekdays and at least once on the weekends. Obviously, life can get in the way, especially with a long campaign, but posting just to say you're busy/on vacation or whatever will let us keep moving along.

I can't post substantively during the workday, so if everyone is cool with it, I'd like to appoint one of you as an assistant GM to help resolve actions during combats against Bestiary monsters. This person won't get extra knowledge about what's going on in the adventure, but can describe if attacks hit or missed, update the map when combatants go down, resolve knowledge checks depending on how we run that, and so on. This just helps make sure things keep moving instead of waiting for me to say "Yes, that hit took it down."

My favorite safety tools for play-by-post are lines and veils. Lines indicate that something is a hard no for the game. Veils indicate that something can happen in the game, but "off-camera."

As far as content notes, I don't have specific warnings outside what you would normally expect in a Pathfinder AP. If you have a fear of clowns, this may not be the AP for you. I've seen the full outline for the AP, but not the final books, including my own, so there may be something that pops up. I'll give a warning here, but if there's something that you'd like me to keep a particular eye out for, please let me know!


Shadow of the Vault Lord || Extinction Curse

I am still figuring out how I want to run secret checks and recall knowledge and so forth in play-by-post, so I'll put some slides together and we may evolve over time.

Silver Crusade

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Female Half-orc Paladin/Bard

Hi there! Evie here. Super excited! I’ve got a concept for a CG elven sorcerer (aberrant bloodline) that I’m toying with. She’d be a calliope player and dancer who loves everything and everyone strange.

Dark Archive

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Scenario and AP Tracker

Excellent, I will be mulling over a couple concepts. Thanks again for the invite!

The Exchange

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Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

***RAWR!!!***

Fabric rips between sight, mind, and screen as Painlord enters the thread.

"I summon myself from the aether and into this thread! Let the circuits tremble and the pixels quake at my coming!" Painlord dusts himself off and removes he silver cord attached at the waist. He shudders to think what would become of him should that special silver cord ever be cut by a special blade.

"Extinction? Curses, eh? This new edition and rules are new to me. They vex and confound me still. Though I will make many mistakes and do many a foolish deed, nonetheless, I shall ponder the depths of my black soul and darkest intents for a character worthy of this group." Painlord looks around the room, meeting the eye of each to ensure his sincerity.

Painlord creates a large stone from the aether and places it near him. Painlord dusts off the rock, has a sit, and begins to ponder. His chin rests upon this clenched fist and that upon a bowed elbow upon knee. In his mind, he creates worlds within worlds, scouring for just the right mortal's essence to bring to life within the Extinction Curse.

Won't be sharing my character or concept with any save the GM. I encourage you to play whatever clown you want, whatever hobo just fell off the turnip truck, or the exact bearded halfling you wish to play.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Hey all, looking forward to playing with everyone!

I'm East Coast, but work second shift, so most of my posting tends to be earlier in the day (depending on the night, I can sometimes get in a post when I'm at work, like right now).

As for lines/veils, I have a hard line for any sexual violence, but otherwise am fine with standard fantasy novel-levels of violence/romance.

--

Also mulling over some ideas. I had a thought for a dwarf character, but need to figure out if he can work for this adventure. If it does work, he'd probably be a divine caster and -- I think -- a fortune teller. Though he might also work as a roustabout.

If not, I'd also be willing to consider doing some sort of creepy twins thing with someone who's interested. I feel like that could certainly be something at a circus. :)


Shadow of the Vault Lord || Extinction Curse

The one necessary part of everyone's character concept is that they currently work for the Circus of Wayward Wonders. They do not have to be part of the show itself, since there are lots of jobs that are not in front of the crowd.

And as Rand says, do feel free to play what you want! There are lots of NPCs in the circus with you, so there are definitely people you can go to for help if needed. Also, you clearly all know each other, so building up connections between the PCs in advance is a lot of fun. (Siblings, as Jacob suggested, or rivals, or on the run from the law together)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Also, for those of you who have read the Player's Guide already and seen the bit about tricks, Jason Tondro's been coming up with some.

Dark Archive

Scenario and AP Tracker
motteditor wrote:
Also, for those of you who have read the Player's Guide already and seen the bit about tricks, Jason Tondro's been coming up with some.

Those are great!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

So -- without invading Painlord's privacy ;) -- what are folks thinking so far for cahracters?

We obviously all know each other, so we'd have some basics (don't necessarily need classes, since I agree with Pain that it can be fun to keep that a bit quiet) like whether someone's a clown, etc.

Silver Crusade

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Female Half-orc Paladin/Bard

I think I'm going with my idea I mentioned before, but changing the class to maestro bard. She isn't a clown per se, but uses that aesthetic, though I do imagine her in a ringmaster's outfit as well. She pretends to be a living mannequin, only letting a select few others know the truth. She has a custom-made costume to assist her in her act, along with replaceable faceplates for different expressions. She uses a combination of illusion magic and good-ol'-fashioned real world magician techniques to pretend that she can remove body parts.

Example Trick:
She sits down, pausing to flare out her tailcoat, and begins playing a delightful tune upon the calliope organ. The notes jangle out of the pipes like children heading to the park. The speed picks up. A tinny misstep cuts off her playing. She rewinds herself--literally passing backwards through the movements--then tries the section again. Another false note cuts the air. She pauses. She unfastens something on her wrist and removes the entire hand She shakes it next to her head where her ears would be. She looks to the audience, shrugs, then reattaches the hand. She'd eventually get to the point that she could "remove her head" and set it on the calliope then continue playing

Her goal with her act is to walk the line between strange and unsettling, whimsical, and funny.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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What you would know about my character, who's still far from fleshed out.:

XXX is a firm believer that the world is likely to end soon -- certainly in his lifetime. All the signs show it. But that doesn't mean we shouldn't all enjoy what little time we have left. Thus -- the circus! Sure, he made a mistake with his first attempt when he joined The Celestial Menagerie, but this new circus seems much more promising (you know, at least until the world ends). ...

I'm leaning toward animal wrangler or barker for his background, since I think either could fit the concept that's developing. If no one else wants to have an animal companion, I think it might be fun to do that. If someone else wants one, I can do without. He certainly could also not yet be a showman, but have that be something he's eager to get into (i.e. starting as a barker with aspirations to be a showman).

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

Painlord shifts his weight upon the rock on which he sits, his own ponderance causing his ass to ache. He shifts to the left, then to the right, then finally stands to stretch and test his silver aether cord before sitting again.

It is clear his ruminations and creations are not going well and he continues to dwell and stew upon the subject matter.

A clown.
A killer clown?
A killer clown...from where?
Painlord shakes his head angrily, certain that bad ideas do exist.

Recovering himself, he puts his chin on this fist, his elbow to his knee, and his ass to rock as he leans to think more. He ponders. He pontificates. He juggles. He does not know yet who or what he is.

Still kicking around concepts, but in no special rush as we have a month or more until book 1 is release. In addition, the HeroLab supplement has yet to be released.

Silver Crusade

Female Half-orc Paladin/Bard

You are making me nostalgic for githyanki!

I thought the street date for book one was the 29th, so in less than a week?

As for me, I’ve got most of the statblock done and have been moving on to writing the more fun character stuff :)


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Shadow of the Vault Lord || Extinction Curse

The street date is indeed January 29th!

If people need more time than that, that is okay too.

Your character can have one extra trained Lore to tie into their backstory.

For APs, I'm pretty generous with character tweaks, so if something isn't working out the way you thought it would, just let me know and it will probably be fine to change it.

Dark Archive

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Scenario and AP Tracker

I should have something built this weekend. I am waiting on a few more days from the authors tweets as I am looking for some inspiration on the tricks.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Yay, Gods & Magic finally shipped, so I can see if there is stuff I want to use from it (not to mention what my own contributions look like)!


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

OK, I think I'm going to play with Rova here, who found her way to the Celestial Mengerie and eventually a role as an animal wrangler, before fleeing with Thkrull, who she helped raise from birth, to join The Circus of Wayward Wonders.

She's starting to perform in the new show, though her performances leave a little something to be desired. They tend to all end up with warnings about the end of the world...

She'll be a bit of an able combatant, with an animal companion to boost that. She may also eventually be casting some spells. We'll see how that goes.

I'm really disappointed that they didn't make an elephant animal companion for this game. Kate, can we do something about that for this game? (If you'd rather play strictly with the published rules, I'm OK with that.)


F Cavern Elf Bard (maestro)/9 Hero Points: 3

This is Hrothdane! Got a bunch of my girl's info up in her profile, juicy character background and such plus stats. Stats are done so I can focus on the fun stuff :D


Shadow of the Vault Lord || Extinction Curse

Rova can definitely have an elephant! Also, yay for Gods and Magic! Can you share what you wrote?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yay! I just sent you some proposed stats in a PM.

As far as Gods and Magic, I did the Gorum and Rovagug sections! (Though the divine intercessions crunch should be credited to the developers.)

Dark Archive

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Scenario and AP Tracker

I have been compiling the twitter tricks in a word doc as I am horrible at sifting through twitter.

Extinction Curse Tricks List


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Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Nearly done with Corkas. Still fleshing out her background info and her trick. Her stage name is Prism due to her constantly color changing features.


Shadow of the Vault Lord || Extinction Curse

I love it!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Here's what I statted up for the elephant companion; curious to get any feedback (I previously sent it to Kate). That said, I'm thinking instead of indomitable charge for the advanced maneuver, it should probably just have trample. It's not super colorful, but I think that makes sense...

ELEPHANT
Your companion is an elephant, mammoth, or similar pachyderm.
Size Medium or Large
Melee [one-action] foot, Damage 1d8 bludgeoning
Melee [one-action] tusk (agile), Damage 1d6 piercing
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation or Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet
Special mount
Support Benefit Your elephant uses its trunk to grab and hamper a foe. Until the start of your next turn, any creatures your elephant threatens is encumbered. (Note, this would make it Clumsy 1, so a -1 to Dex checks including AC, and a 10-ft. penalty to speed. That said, my reading of this would be that if it Stepped or Strided away from the elephant with its first action, it would lose that penalty.)
Advanced Maneuver Indomitable charge

Indomitable charge [two-actions] (move)
The elephant Strides twice, and ignores natural difficult terrain (but not difficult terrain because of magic). If you are mounted on the elephant, until the end of your turn, you can add a circumstance bonus to damage to an attack you make following an indomitable charge equal to twice the number of damage dice. If your weapon already has the jousting weapon trait, increase the trait’s damage bonus by 2 per die instead.

The Exchange

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Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

Painlord shifts on his hard rock again, his buttocks feeling not only his own weight, but also the weight of his thoughts. There is only so much his ass can take. He does offer a quick smile as he believes he is making progress.

Dreams and ideas have come and gone, and each one kept or discarded have gotten him closer to the act of creation. It is never an easy process for him, for there is never just one side of himself that he wants to put into any one character. Sometimes it was the pain of slicing oneself open and deciding what to share, other times, it was finding nothing but voids inside where one had hoped for charactered essence.

He sighs.

He’s closer. But not yet done.

He closes his eyes and thinks more.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That sounds like a demented murder clown character. Slicing things open to see what's in there to share.

Dark Archive

Scenario and AP Tracker

Speaking of demented murder clown whats up with that creepy murder clown in the Player's Guide? Hehe.

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
Tyranius wrote:
Speaking of demented murder clown whats up with that creepy murder clown in the Player's Guide? Hehe.

I noted this as well. WTF? It’s so creepy.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Tyranius wrote:
creepy murder clown

This seems redundant. You can just say "clown" and save yourself some typing. :D


Shadow of the Vault Lord || Extinction Curse

Yeah, it’s so creepy!


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Shadow of the Vault Lord || Extinction Curse

Oh god, the creepy clown is in the adventure!

There are a few player options in the book. I don't want to post any text before the street date, but if you want to tweak your character once you see it, feel free. (It's mostly not first level stuff anyway, but I know you might build a little differently if you know you're going to take an archetype.)

Rand has kindly offered to serve as assistant GM! Thanks, Rand. This will mostly involve resolving combat actions with bestiary monsters during the workday Pacific time, so that we don't have things drag on while I can't post.


Shadow of the Vault Lord || Extinction Curse

We have slides! Please fill out the second slide as you have a chance.

There are circus rules for this adventure! I don't want to drop the whole subsystem at once, so here's what you need to know about your signature trick, if you choose to have one. (If you don't, or if you don't perform in a given show, there are non-performer roles you can take on.)

Your signature trick starts off with one type of check and can have one trait. Your check is the skill or saving throw you use to perform the trick. So if you are a trapeze artist, you would probably use Acrobatics. As you level up and your trick gets more complicated, you can add more kinds of checks. Maybe you climb up a rope to get to your trapeze, so you do Athletics and Acrobatics.

Traits add something special depending on the trait. You can pick one, but you don't have to. If the check has a skill associated with it, you get a +1 bonus with that skill to do that trick. If you did a trick where you ride a horse off a high dive (anyone else watch Wild Hearts Can't Be Broken a million times as a kid?), then adding the Animal trait would give you a +1 bonus to a Nature check and adding the Water trait would give you a +1 bonus to an Athletics check. You start off with one trait and can add more as you level up and make your trick more complicated.

There are two mandatory traits with certain options. First, if one PC co-stars for another PC, the trick gains the Team trait. (NPCs can't co-star for you.) This lets one person Aid another. Second, if your check is a saving throw, the trick gains the injury trait. So the NPC act Mordaine the magician uses a Fortitude save because she's holding her breath underwater. If she crit fails a check to perform her act, she gets injured.

Hopefully, that's enough to design your tricks! Don't hesitate to ask questions!


Shadow of the Vault Lord || Extinction Curse

Oh, one more thing about tricks for now: you'll unlock additional traits you can choose from for your act as you recruit people to your circus. The ones listed in the slide are the ones you can use right now.

Player options! This book has archetypes for juggler and staff acrobat. There is also a juggle skill feat, some nature snares, and some circus weapons. Do folks want more details on any of that?


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F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

I might eventually want to use the nature snares, but I'm not there yet. (I can also just look them up myself if that's easier for you.)

--

Still working out the details of my trick, though it will definitely involve Thkrull. I think it will probably use Perform, but I'll see what I come up with.

--

Finally, default exploration activity: I'm leaning toward Investigate, but also open to see what others are doing/wanting.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Painlord shifts on his rock again, this time taking to his feet. Standing tall, he realizes that choices have been made, and now it was too late to change. In fact, his form begins to change, loosing his amorphous quality endowed by the Plane of Pain and becoming more solid, more dwarven, more real. His body bulges and changes, shrinking and fitting itself...into the guise of a male dwarf.

The dwarf smiles, looks around the room as if seeing it for the first time.

”Hi, I’m Mukluk. Nice to meet you all,” Mukluk says in a solid, confident voice. ”I hope that we shall enjoy the journey more than the destination as we travel these lands together.”

With that, he leaves the discussion room to go post on the gameplay thread.

Open backstory and description on updated on this alias. Feel free to read.


Shadow of the Vault Lord || Extinction Curse

Yes, if you have the book, feel free to check out the player options yourself! I didn’t want to assume everyone had it.

Also, it’s a third level feat, but one referenced feat didn’t make it into the player’s guide and is instead referenced here!

And just to be clear for exploration mode, you can change it whenever you’d like.


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Shadow of the Vault Lord || Extinction Curse

Also, folks, I am really looking forward to this. I think it’s going to be a really fun adventure. Thank you for playing it with me.


F Cavern Elf Bard (maestro)/9 Hero Points: 3

I am also quite excited! :D

As for exploration mode, I’m prob gonna do Repeat a Spell for Inspire Courage as my go-to.


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Female Gnome | HP 151/151 AC: 29 (30 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +17; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice
Mukluk Muletender wrote:

Painlord shifts on his rock again, this time taking to his feet. Standing tall, he realizes that choices have been made, and now it was too late to change. In fact, his form begins to change, loosing his amorphous quality endowed by the Plane of Pain and becoming more solid, more dwarven, more real. His body bulges and changes, shrinking and fitting itself...into the guise of a male dwarf.

The dwarf smiles, looks around the room as if seeing it for the first time.

”Hi, I’m Mukluk. Nice to meet you all,” Mukluk says in a solid, confident voice. ”I hope that we shall enjoy the journey more than the destination as we travel these lands together.”

With that, he leaves the discussion room to go post on the gameplay thread.

Open backstory and description on updated on this alias. Feel free to read.

Noooo! Not Sad Rock. :(


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F Cavern Elf Bard (maestro)/9 Hero Points: 3

Since we all know each other ahead of time, I took the liberty of jotting down some impressions people might have gathered before the adventure about Niksi as the circus has been traveling together:

-For someone that's always talking about capital-A "Art" and taking The Work very seriously, Niksi is unjudgmental and takes most people in-stride, though it would be easy to assume she's just a pretentious snob

-She has a broad base of knowledge and freely shares it without being asked, thinking she is helping, so she might be seen as a bit of a know-it-all

-She will also be completely unpredictable, such as walking up to you, saying "I am feeling very octagonal today" then walk away without a word. She likes to test out material to see if she's hitting the right balance in tone and takes notes on these interactions after the fact

-She never complains about being asked to help, no matter how menial the task might seem, and she considers everyone else's work as valuable as her own

-She takes her meals privately and keeps odd hours, which she intentionally does to encourage rumors that she actually IS a magical automaton

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Corkas 'Prism' Warfiz wrote:
Noooo! Not Sad Rock. :(

Sad Rock's back! Or not...


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Niksi Drugova wrote:
Since we all know each other ahead of time, I took the liberty of jotting down some impressions people might have gathered before the adventure about Niksi as the circus has been traveling together: <good stuff>

+1. This is a delightful and helpful list.


Shadow of the Vault Lord || Extinction Curse

Assuming you take on the act of scheduling, there is room for seven performances. Act 1, the opener, has one trick to get the audience warmed up. Act 2 has two tricks to build up the excitement. Act 3 is one big exciting act, and then Act 4 is the big finale with one act in each of the circus's three rings.

Each of you has a trick, I believe, and there are six NPC acts ready to go. These are listed in the slide. If any PC acts don't go on the schedule, that PC can take on another role, listed on Slide 8. As you set the schedule, you can either fill out the performers on the worksheet on the first slide, or just sort it out here, and I'll do it.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

I still have a bit of confusion about putting this all together. Last night and tonight are busy so haven’t fully absorbed everything yet. Like, when I was writing my backstory, I didn’t know about the other Dwarven cannon ballers as already part of the circus...so not sure how to work that in (or should I rewrite my backstory?).

Anyhoot, as it stands now, I guess we need to schedule 7 acts, huh? There is also a framework around the acts.

Let’s do this?

Act 1:
1. Featherfall Five

Act 2:
2. Axle’s Amazing Aviary
3. Elizia and Mr. Tickles

Act 3:
7. The Dwarven Throwers (Mukluk may be assisting them)

Acts 4:
4. Flamboni Sisters
5. Niski and/or Prism?
6. Mordain the Magician

Feel free to edit or change or update. I have no idea, truly. :)


Shadow of the Vault Lord || Extinction Curse

The Dwarven Throwers throw each other! Your act is definitely different. Also, they’re NPCs, so you should do the act you want.


Shadow of the Vault Lord || Extinction Curse

Also, I apologize if the circus subsystem is confusing. I didn’t really want to drop the whole rules set at once, so I’m trying to just give you what you need right now. I can provide the full rules if that makes things easier, or we can just see how this first show goes and take it from there!


F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11

I'm happy doing this first show and then seeing if we want full rules. I feel like that adds to the verisimilitude.

I wasn't sure if we wanted to just do the acts here or in the game thread, either. I figure it's probably faster here, though. Not quite sure how everyone envisions their Tricks yet, but my suggestions:
Act 1: The Opener
1. Flamboni Sisters (feels like exciting and a good way to open)

Act 2: Build-up (animal shows feel like build-up style acts. Fun, but not as impressive as some of the others; that said, maybe also Niski/Prism here?)
2. Axle’s Amazing Aviary
3. Elizia and Mr. Tickles

Act 3: Big Number
7. The Feather-Fall Five (I'm a big fan of aerial acrobatics, but this feels big to me)

Acts 4: Finale
4. Mordain the Magician
5. Niski and/or Prism?
6. Big Shot Mukluk


Shadow of the Vault Lord || Extinction Curse

Just to make sure we’re on the same page, you do not have to put all six NPC acts on the schedule.

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