GM Knightmare's Therapy Sessions [Strange Aeons]

Game Master TheChelaxian

A flavorful telling of the first edition adventure path "Strange Aeons".

Sanity Rules


101 to 150 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC
Alvar the Wayfarer wrote:
Man, this is a hard start for wizards who use bonded items. Thankfully, our GM allowed us to have spells prepared at all. xD

Yep. Ideally I'd have shield or my mutagen or both up.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

Our rolls are getting embarrassingly bad.


1 person marked this as a favorite.

Y'all should have seen the group I played with in Strange Aeons, no one rolled above a 10 for most of the book.


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

At the very least, hitting touch with a Musket should mitigate any bad rolls... unless I keep misfiring.


Female NG Human Psychic 1 | HP: 8/8 | AC: 15, T: 11, FF: 14 | CMB: -1, CMD: 10 | F: +1, R: +1, W: +3 | Init: +5 | Perc: +5 | Conditions: Deafened
Alvar the Wayfarer wrote:
Our rolls are getting embarrassingly bad.

Looks like I might have used up all my luck (or maybe the whole party's) with that nat 20 earlier lol.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

I'm confused. Who's up now? I am waiting for the doctor to go, then I can do my turn?

Because GM said "Elyssa and Ethyl, then Iosif, Alvar, and Nyarai." Are we doing block initiative or waiting for initiative order?


Block initiative, I apologize for the confusion.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

Alright. I'll do my stuff, then?

Too late. It happened.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

I didn't see the initiative rolls but I imagine one block is at the top of the round and the other is at the bottom with the monster between us. So it will look something like this for who's up for example:

Round 2
Losif
Alvar
Nyarai
Scaen
Ethyl <-----
Elyssa <-----

Round 3
Losif <-----
Alvar <-----
Nyarai <-----
Scaen
Ethyl
Elyssa


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

By the way, since I am doing two archetypes now, Protective Luck will be the only hex I use until level 5 (assuming I survive that long).

This is not a complaint. It's a warning.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
Dr. Ethyl "Doc" Ermengarde wrote:

I didn't see the initiative rolls but I imagine one block is at the top of the round and the other is at the bottom with the monster between us. So it will look something like this for who's up for example:

Round 2
Losif
Alvar
Nyarai
Scaen
Ethyl <-----
Elyssa <-----

Round 3
Losif <-----
Alvar <-----
Nyarai <-----
Scaen
Ethyl
Elyssa

Oh, that's helpful. Thanks.

In other news, I won't be able to post on Saturdays, unfortunately, so when I go silent on those days, that's why.


Apologies for the confusion, guys. The Block Order Initiative is:

Ethyl and Elyssa
Alvar, Iosif, and Nyarai
then Scaen.


This ... has turned into a difficult situation.


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

That should stop her from bleeding out. For some reason, I thought Iosif had the highest WIS? But it's apparently Alvar. 14 WIS warpriest, everyone. i think I know who's sapping up the luck of all the dice rolls now, anyways. I'm calling it now, Iosif is going to misfire constantly once he has his musket. I marked his path just in case it was unclear, feel free to delete it.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |
Dr. Ethyl "Doc" Ermengarde wrote:
"Gurgle"

Yeah I saw. But I'm not provoking an AoO of a +8 (1d8 + 4) attack with my 13 AC and 8 HP, sorry. We'd have no healers at all.

You're stabilised.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

Not asking you too. Even the heal check by Losif might have been a mistake.

I'm having a blast btw.

If I had shield and mutagen up I probably wouldn't have defensively attacked and I'd still be where I'm at.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

As the only healer, I feel responsible when people are not on their feet. ):

Also, there is RP and you stole my veil, soo...


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

Naw this is like a CR 5 encounter someone was going down before the end. Maybe multiple someones.

True enough lol


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

Yeah, Iosif has the highest unarmored AC (15) and the highest HP which is why I did that. He's probably going to flee the scene looking for our stuff next. This would go by in like 1 round if he crits with his gun ;)

Now I wonder how that Hex would affect Iosif if it's used against him at level 5 though. Middle of 3 dice?


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

I think the general consensus is that using multiple 'roll twice and take better/worse' effects simply adds or removes a die from the roll pool.

So if you had Fortune Hex (1/round ability check, attack roll, saving throw, or skill check and taking the better result) on you, and you also had a spell like Ill-Omen (next d20 roll the target makes, it must roll twice and take the less favorable result) on you, you just add or remove a d20 from the rolling pool.

So for example having 3 distinct roll-twice-and-take-better-result effects on you would ultimately give you a pool of 4 dice to roll, adding two roll-twice-take-the-worse effects at the same time would again reduce that pool by 2.

GM ruling, usually. I don't think there are actually rules for this situation. For some reason. In a minimax-power gaming system such as 3.5e/PF1 of all places.


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

So questions: how is damage being rolled against the enemy (Like with Elyssa's Mind Thrust I)? And are we waiting for Alvar still?


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

I will post tomorrow. And check in on what the heck's happening. :P


1 person marked this as a favorite.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

And now we're rolling 20s like it's nothing. The dice roller's clearly at home in Briarstone, since it looks like it's getting some severe mood swings. Hopefully it gets the help it needs alongside the rest of us.

Serious Note: I don't mean to make light of anyone who actually suffers from mood swings or other mental diagnoses. As someone who's suffered from mental diagnoses, I thought this was cute enough to post. If anyone feels that I'm being insensitive in this, let me know, and I'll adjust my behavior henceforth. Mental illness is a real thing, and I want to handle it with as much sensitivity as is possible in a game about fighting things and taking their stuff.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

I have bad news for Alvar, Ethyl is also a magical girl with a transformation sequence, lol.

Serious business

Same. I'll let you know if you cross or get dangerously close to a line and I hope you do the same for me.

Serious business over, regular business now

I'll be doing early turkey day today. So I won't be available for the rest of the day.


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

Yeah, we should probably all follow that advice, Ethyl. This is one of the games where there are more lines to cross than normal in Pathfinder due to the setting.

No transformation sequences on your local Daemonic Cultist, sadly.


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

Question: are we allowed to look for our weapons (i.e. Perception)? Between the improvised penalty and the concentration check, it might be worth it to ask.


Iosif Formicidescu wrote:
Question: are we allowed to look for our weapons (i.e. Perception)? Between the improvised penalty and the concentration check, it might be worth it to ask.

You absolutely may, its why I revealed more of the current dungeon.

Regarding Serious Topics

Yes, this is a dark AP and I - along with having my own history of mental health issues - would like to make it known that I will hold no tolerance for deliberate harassment or insensitivity towards my players' well-being. If I cross a line, do PM me and let me know. I'm mildly autistic and can't tell if I was offensive till its too late, more often than not. I wanted to explore the themes common in cosmic horror, but I don't want to cross lines my players don't want to.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

Likewise, I would appreciate being told if I've gone too far - I think I'm usually sensitive to this sort of thing, but as with our GM, I'm on the spectrum, so I might not notice if no one tells me.

EDIT: Side note. Are doppelgängers aberrations? I thought they were monstrous humanoids, hence the comment. I don't mind if they are (I get bonuses against them!) but I thought I'd bring it up.


They are "monstrous humanoids", but a few sources linked them to aberrations, so I'm not too sure anymore, lol


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

Does the musket come with ammunition, is the big question in terms of action economy.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

Damn. These rolls are real.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

Natural 20 last turn, natural 1 this turn. Man, the dice roller is really leaning into the extremes.

I'd like to cast mage armor or shield, but risking not getting it off and losing the spell anyways is extremely unwise, I think.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC
Nуarai wrote:
Damn. These rolls are real.

Yup.


Iosif Formicidescu wrote:
Does the musket come with ammunition, is the big question in terms of action economy.

Should you investigate the cabinet you'd find out.

@Nyarai, sorry for skipping you on Round 5, it was an oversight on my end.


1 person marked this as a favorite.

"Darklyssa" is just me thinking I'm clever.


2 people marked this as a favorite.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

A few character musings:

1. I hope no one minds that Alvar is being a bit bossy/take-charge in these circumstances. I put it down to the Foe of the Strange trait, combined with their infernal heritage demanding there be some form of order.
2. I find it interesting (a serendipitous coincidence, really) that despite being hellspawn, with an intrinsic desire to enforce their order on the world through their will, their two opposition schools are Enchantment and Evocation - two of the most direct schools to do just that. Further, abjuration does a lot of protection rather than enforcement. Just something interesting for me (and the GM) to consider.
3. I'm actually undecided on their biological sex. I'm tempted to have them hermaphroditic, because that sometimes happens with tieflings more often than with humans. However, I suspect that Hell is exactly the kind of place that would enforce a gender binary - being a place that absolutely dislikes anything that breaks the rigid taxonomy it would enforce on all the universe, plus being, y'know, evil.

The things that I think about sometimes...


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.

We may want to rest anywith all the spells we were throwing around.

Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

Treating Deadly wounds might also get you up, if we're lucky on the Heal roll... but yeah, that seems... unlikely. We'd need to hit 25 to get you to disabled, which means we'd need to roll aid anothers. From there, we'd get a total of +6, and then +3 from either Alvar or Nyarai's Wisdom, and -4 for no healer's kit. That's +5, which means we'd need a natural 20. Yeah, no, almost certainly not happening.

So yes, hopefully you can either retroactively get a potion, or we're gonna have to wait.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |
Dr. Ethyl "Doc" Ermengarde wrote:

Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.

We may want to rest anywith all the spells we were throwing around.

Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.

I have two more level 1 spells available. Just waiting for someone to resolve the shapeshifting problem standing in the room with Elyssa.


Dr. Ethyl "Doc" Ermengarde wrote:

Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.

We may want to rest anywith all the spells we were throwing around.

Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.

That is acceptable.

PS, congratulations. Y'all are the first group in some time that managed to keep Campre alive.


Female NG Human Psychic 1 | HP: 8/8 | AC: 15, T: 11, FF: 14 | CMB: -1, CMD: 10 | F: +1, R: +1, W: +3 | Init: +5 | Perc: +5 | Conditions: Deafened
GM Nightmare Knight wrote:
Dr. Ethyl "Doc" Ermengarde wrote:

Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.

We may want to rest anywith all the spells we were throwing around.

Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.

That is acceptable.

PS, congratulations. Y'all are the first group in some time that managed to keep Campre alive.

Huzzah!


TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper

Huzzah!


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC
GM Nightmare Knight wrote:
Dr. Ethyl "Doc" Ermengarde wrote:

Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.

We may want to rest anywith all the spells we were throwing around.

Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.

That is acceptable.

PS, congratulations. Y'all are the first group in some time that managed to keep Campre alive.

Thank you! I've made the necessary changes on my sheet.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

Well, he's alive for now, at any rate. We're not out of this yet.


Funny thing is, I do not care for ninjas. More of a pirate guy, lol.

Sorry, Alvar, them's the mental breaks.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes

Apropos of this: I think those of us who post a lot should probably slow down a bit at least on plot-progression for those who don't, so they get the chance to do stuff too.


I agree to this. I don't want to slow down too much, but carrying on at a breakneck speed helps no one either.

The holidays aside, I'd like to ask my players what is the timeframe you'd like me to wait before I push on with plot progression? 24-hours, 48? I should have asked sooner, but I had a few other things going on at the time and forgot a few details like this.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, Cure Light Wounds; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

As a GM I like to do one post a day to preserve my sanity. Maybe more if I need to clarify anything.


Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |

Oh, I'm looking at the thread. It's just the character that's timid. For now.

In other news, I aim to drop at least a post per day. But if I'm quiet for two days, please bot me or move things along. In the event of me not being available, I will let you know in advance.

That said: If you bot me, don't use cackle, and cause 5 hexes to drop... Well, I don't have a particular set of skills like Liam, but I -will- be slightly miffed.

I will also operate under the assumption that unless specified, the amnesia is not going away. And following that up - would the characters know their names at this point?


1 person marked this as a favorite.
Nуarai wrote:

Oh, I'm looking at the thread. It's just the character that's timid. For now.

In other news, I aim to drop at least a post per day. But if I'm quiet for two days, please bot me or move things along. In the event of me not being available, I will let you know in advance.

That said: If you bot me, don't use cackle, and cause 5 hexes to drop... Well, I don't have a particular set of skills like Liam, but I -will- be slightly miffed.

I will also operate under the assumption that unless specified, the amnesia is not going away. And following that up - would the characters know their names at this point?

Understood, no wasting cackles or hexes.

I was going to follow the thread that no one knew their names upon waking up in the asylum, however some have remembered their names and I'm not going to backpedal. I'll let you have your names and rudimentary knowledge of your abilities, but Elyssa's dark side doesn't know what's going on anymore than Elyssa herself and there are no clerics to pray to a deity for answers either. The amnesia isn't going away that easily.

101 to 150 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Knightmare's Consultations [Strange Aeons Discussion] All Messageboards

Want to post a reply? Sign in.
101 to 150 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>

He also needs his familiar, a hawk named Voltan, so I don't know how the asylum would handle companions like familiars.


1 person marked this as a favorite.

You will not be long without spellbooks, extracts, or familiars. I suppose spontaneous casters and more mundane classes would have an edge for a bit. I'm willing to make a ruling to let prepared spellcasters - if any - get picked they'll start playing as if they had prepared spells for the day.


GM Nightmare Knight wrote:
You will not be long without spellbooks, extracts, or familiars. I suppose spontaneous casters and more mundane classes would have an edge for a bit. I'm willing to make a ruling to let prepared spellcasters - if any - get picked they'll start playing as if they had prepared spells for the day.

Ok!


Also some spells will require material components or a divine focus so we'd be limited on that too.


Valid points. Ultimately, I'll have answers for those who are picked, letting them know their options.


Dr. Ethyl "Doc" Ermengarde wrote:
Also some spells will require material components or a divine focus so we'd be limited on that too.

Right. As I understand the starting situation, Milica wouldn't be casting either way since she wouldn't have her holy symbol available.


1 person marked this as a favorite.

Martial (classes such as paladins, rangers, fighters)

1. Grumbaki's Bolkvar Stonebeam, dwarf gloomblade fighter with the 'pugnacious' campaign trait.

2. Supreveio's Seoli Snowtail, kitsune brawler with the 'pugnacious' campaign trait.

3. Andrea1's Trevor Culexis, Half-Orc mutation warrior with 'twitchy' campaign trait

4. Violant's Iosif Formicidescu Human musket master gunslinger with the 'methodical mind' campaign trait

5. Dorian Grey's Enoch Human tortured crusader with the 'driven by guilt' campaign trait

Arcane/Psychic/Divine (classes such as wizards and clerics)

1. Vellimir's Malachus Schmid, human invoker witch with the 'ritualistic' campaign trait.

2. Delightful's Elyssa Volgori, human psychic with the 'driven by guilt' campaign trait.

3. Veniir's Cladon Kullscar fetchling warped sorcerer with the 'enduring stoicism' campaign trait

4. NotEspi's Nуarai Sylph Ashiftah Witch with the 'sensitive mind' campaign trait

5. rdknight's Milica Agolli, Half-Elf Ecclesitheurge / Varisian Pilgrim Cleric with the 'sensitive mind' campaign trait

Hybrid/Skilled (classes such as alchemist, warpriest, magus, rogues, hunters, investigators, etc)

1. Delmoth's Dr Ethyl Ermengarde, half-elf vivisectionist alchemist with the 'methodical mind' campaign trait.

2. Ironperenti's Alexio Casara Human archon blooded aasimar flood flourisher hunter with the 'mind over matter' campaign trait

Concepts

Rosc's oozemorph shifter or synthesis summoner
Critzible's changeling spiritualist
TheWaskally's wizard
Luke_Parry's half-elf amnesiac psychic
Veltharis Cabalist Vigilante or Dark Tapestry Oracle
Javell DeLeon's half-orc unchained barbarian
Liliyashanina bloodrager/fractured mind

Pro-Tip: When keeping track of entries like this, I like to use an old profile. While replying will copy things, when a list gets really long there is a cut off point. Keeping the information in a profile lets you just edit the profile and copy from there. It makes keeping the list updated much easier. With that in mind, please tell me if I put your character in the wrong slot.


TheWaskally withdrew from the running, and Ironperenti isn't submitting a hunter if I read his post correctly.


1 person marked this as a favorite.

I am totally not used to looking at the Martial List for my submissions....lol.

Thanks, Grumbaki!

I intend to write some Background. Most likely steal everyone's formatting...lol.

Which by the way, is really fun and innovative. Well done on your OP, GM!


Might steal everyone's formatting for background... just as likely to let the GM make it.


Taking a look through some of these characters, and I'm thinking about making a more Lovecraftian character to fit the rest of the characters. I'm working on an arcanist specializing in exploits of the outer rifts for consideration, hopefully fitting better with the Lovecraftian theme of the setting.


Stats for Arcanist: 4d6 ⇒ (3, 3, 6, 3) = 15


Alright, here's Vellimir's arcanist, I think he'd fit much better in the game.


Okay, gear is done. I did purchase 4 level 1 spell scrolls to learn. Do you need spellcraft rolls to add them to the list of spells known?


GM Nightmare Knight wrote:
The GameMaster has been inspired by Bloodborne, Darkest Dungeon, the Sinking City, and “supernatural procedurals” such as Grimm (2011), Sleepy Hollow (2013), and Constantine (2014) for your sessions, and recommends referencing such materials for tone.

Well, color me more than a little intrigued.

Rolling stats: 4d6 ⇒ (6, 5, 3, 4) = 18

Them's good rolls too. There's a somewhat spooky PC that's been rattling around in my head for a while who might be a good fit. I'll see if I can wrangle her down into prose and numbers. But 'tis the season and wrestling specters (especially those of the imagination) is a dangerous endeavor, so should you never hear from me again, I'll wish the game all the best and give all due kudos to the GM for hosting one such.


NotEspi wrote:
Okay, gear is done. I did purchase 4 level 1 spell scrolls to learn. Do you need spellcraft rolls to add them to the list of spells known?

That would be best, tbh


Alright, spellcraft DC 16 rolls in order:

Comprehend Languages
Identify
Shadow Trap
Sow Thought

1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 9 ⇒ (5) + 9 = 14

Welp. That's 50 gold down the drain. And on the fun stuff, too. Eh. We'll get there.


I just seen this but why not just

Taking 10:
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.


Milica has been given a slight remodel. Ecclesitheurge has been dropped. I can't figure out a good way to mitigate the AC problems without armor aside from a dip into oracle or martial artist chained monk and I'd rather not. So, Varisian Pilgrim only.

I switched the campaign trait to True Devotion. Sensitive Mind overlaps too much with the Starchild half-elf trait.


Dorian 'Grey' wrote:

I just seen this but why not just

** spoiler omitted **

Was asked to roll, so I did.

¯\_(ツ)_/¯

I honestly don't mind. Don't really care about play-pretend money that much. Especially not after I rolled well above average for the starting amount.


The scrolls aren't wasted, they're only used up if you successfully learn them. You can try again at least. Or use them as scrolls.


I might throw my hat in here. I have Alvar the Wayfarer, a tiefling Eldritch Mythos Scholar. I'll need to fill out the majority of the mechanics, though, so I'll get on that when I have the chance.

4d6 ⇒ (5, 6, 5, 5) = 21


Dr. Ethyl "Doc" Ermengarde wrote:
The scrolls aren't wasted, they're only used up if you successfully learn them. You can try again at least. Or use them as scrolls.

You're thinking wizards, but thank you for looking out.

Mechanics:
Quote:

Adding Spells to a Wizard's Spellbook

Source PRPG Core Rulebook pg. 219
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another’s Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must f irst decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Quote:

Adding Spells to a Witch’s Familiar

Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch’s spell list.

Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.

Familiar Teaching Familiar: A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.

Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.


rolling wealth

gold: 3d6 ⇒ (6, 4, 5) = 15 now thats above average, nice!

Liliyashanina wip submission here.


Whoops, forgot this: Wealth: 2d6 ⇒ (5, 1) = 6

Hm. A little less than average, but I can make do, especially given my bonkers Ability rolls.


NotEspi wrote:
Dr. Ethyl "Doc" Ermengarde wrote:
The scrolls aren't wasted, they're only used up if you successfully learn them. You can try again at least. Or use them as scrolls.

You're thinking wizards, but thank you for looking out.

** spoiler omitted **

...

Brutal


I'm genuinely thankful for your comment. I didn't actually know wizards can keep the scroll if they fail and I was able to learn something from it.

Did I come across as being harsh? Because that was not the intention.

Tone in text only communication and all that.


Sensen wrote:

Whoops, forgot this: [dice=Wealth]2d6

Hm. A little less than average, but I can make do, especially given my bonkers Ability rolls.

Other way round for me.


NotEspi wrote:

I'm genuinely thankful for your comment. I didn't actually know wizards can keep the scroll if they fail and I was able to learn something from it.

Did I come across as being harsh? Because that was not the intention.

Tone in text only communication and all that.

Lol we're good. I was worried about how you'd take my comment.


1 person marked this as a favorite.
"Ragnar Stridson" wrote:
Sensen wrote:

Whoops, forgot this: [dice=Wealth]2d6

Hm. A little less than average, but I can make do, especially given my bonkers Ability rolls.

Other way round for me.

Of the two, I think I prefer my result. :P


Back Story:

He is stained.

That may well make the difference.

Iomadae turns her frosty blue eyes in reproach.
I cannot have it.

Pharasma only nods. Her white irises betray no judgement.
Yes. But I can.

Iomadae coughs in surprise!
That has never been done! It's ludicrous! He has been named Stained!

The goddess of Prophecy only nods.
I claim him for this. Judgement will be brought at his appointed time. As are all.

The goddess of Valor nods in concession.
He will be Tortured. He is yours.

Darkness.

Distancing echo of....crushing weight of....
...are those screams? Are those my screams?

The disillusionment diminishing. The guillotine of guilt hangs invitingly. His blue-green eyes focused on it.
My Savior?

Pale irises stare back at him. He feels a sudden disconnect. He is lost! Forsaken! Forever dirty, disabled, damaged. The Pale irises only stare. Waiting. Watching. Wondering....

Darkness.

Just a bit of background...lol.


Added an evil code of conduct.

Insinuators are kind of the least evil antipaladins, and if they prepare properly, they are actually capable of "smiteing the greater evil". Or not having an evil aura.


Martial (classes such as paladins, rangers, fighters)

1. Grumbaki's Bolkvar Stonebeam, dwarf gloomblade fighter with the 'pugnacious' campaign trait.

2. Supreveio's Seoli Snowtail, kitsune brawler with the 'pugnacious' campaign trait.

3. Andrea1's Trevor Culexis, Half-Orc mutation warrior with 'twitchy' campaign trait

4. Violant's Iosif Formicidescu Human musket master gunslinger with the 'methodical mind' campaign trait

5. Dorian Grey's Enoch Human tortured crusader with the 'driven by guilt' campaign trait

6. Mightypion's Ragnar Stridson, Angelkin Aasimar Bloody knuckled rowdy abyssal bloodline bloodrager with the 'pugnacious' campaign trait

Arcane/Psychic/Divine (classes such as wizards and clerics)

1. Vellimir's Malachus Schmid, human invoker witch with the 'ritualistic' campaign trait.

2. Delightful's Elyssa Volgori, human psychic with the 'driven by guilt' campaign trait.

3. Veniir's Cladon Kullscar fetchling warped sorcerer with the 'enduring stoicism' campaign trait

4. NotEspi's Nуarai Sylph Ashiftah Witch with the 'sensitive mind' campaign trait

5. rdknight's Milica Agolli, Half-Elf Varisian Pilgrim Cleric with the 'sensitive mind' campaign trait

6. Vellmir's Corbin Leach, Human Arcanist with the 'twitchy' campaign trait

7. Sensen's Alvar The Wayfarer, Tiefling Abjurer (Elder Mythos Scholar) with the 'foe the strange' campaign trait

Hybrid/Skilled (classes such as alchemist, warpriest, magus, rogues, hunters, investigators, etc)

1. Delmoth's Dr Ethyl Ermengarde, half-elf vivisectionist alchemist with the 'methodical mind' campaign trait.

Concepts

Rosc's oozemorph shifter or synthesis summoner
Critzible's changeling spiritualist
Luke_Parry's half-elf amnesiac psychic
Veltharis Cabalist Vigilante or Dark Tapestry Oracle
Javell DeLeon's half-orc unchained barbarian
Liliyashanina bloodrager/fractured mind
Ironperenti: brawler/urban ranger


I wanted to say to the GM that the backstory in my profile is intended as a broad overview, and that you can freely add details or other incidents to it. It's very deliberately vague, the better to keep Alvar a mystery to me.

This may go without saying, but I wanted to be sure to make it clear.


Understood and appreciated.


Quite the menagerie of characters we have here.

I'm interested to see where all these go.


Forgot how I originally posted on here. This is ironperenti's submission. Here it is finally, I left most of the standard 20 questions blank as I don't know. As for this character it took me far too long and created far more angst than it should have. But after much ado in my own head I present Alexio, a Varisian born Aasimar scion of humanity Brawling Blademaster Samurai. I could come up with a backstory but it would be fun to see how the GM would tie that one together. Selected or not it was fun to make. Luck to all.

Dark Archive

Okay! Bounced around a few ideas but I'd like to mix it up by bringing back an old concept I've had kicking around for a long time. I would like to submit Doctor Meiosa, a former(?) Lamashtu cultist who has/had an obsession with body modification.

Intro.

Backstory…?:
Even before the “incident” that left her in her current state, the woman who now calls herself Doctor Meiosa had a hazy memory of things that came before. A collection of moments and emotions, more than anything.

A body, born into shame and left by behind.
Markets. Chains.
Underground. Surrounded by others who are broken. Mother. Welcome.
A man, brilliant and unflinching, puts her under the knife and lets it out. He sets her free.
Eager to learn, she becomes the apprentice. Sheets and studies and bodies and organs.
Something that is not human, captured and harvested. Some of it is put into her. It feels so….natural.
She discovers a hunger within her. An irresistible need for change. Hunt. Harvest. Implant. And hunt again.
Many rituals for Mother. Many children. Head is foggy. The Harvest brings clarity.

Many hunts. Many discoveries. The body is barely even human.
What is human? It is the chrysalis. Must find more.
New hunt. New quarry. Ustalav….

Doctor Meiosa:

A woman of garundi heritage stands before you, hands gripping a spear, her body covered in a lattice of surgical scars. Vials of various liquids and glass jars with visceral contents hang from various belts and straps. Her form is muscular, though somewhat asymmetrically, as if things had been surgically added and then taken away.

Dr. Meiosa
Female Vivisectionist Alchemist 1
N Medium Humanoid (Human)
Init +5; Perception +5
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +3 (+1 vs extraordinary, spell-like, and supernatural abilities of aberrations)
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +5 (1d8+7), dagger +5 (1d4+5)
Ranged 5 javelins +1 (1d6+5)
Extracts prepared (CL 1st; concentration +3)
1st - cure light wounds, enlarge person
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 15, Wis 12, Cha 8
Base Atk +0; CMB +5; CMD 16
Feats (b)Brew Potion, 9b0Throw Anything, Iron Will, (b)Improved Initiative
Traits (Ca)Foe of the Strange, (Ra)Scholar of Ruins (Dungeoneering), (Fa)Indomitable Will
Skills Craft (Alchemy) +6 (+1 when crafting alchemical items), Disguise +0, Heal +5, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +7, Knowledge (Nature) +6, Lore (Organ Transplants) +6, Perception +5, Spellcraft +6,
Languages Abyssal, Common, Undercommon
Combat Gear leather armor, acid, alchemist’s fire
Other Gear explorer’s outfit, alchemist’s kit, midwife’s kit (7/10 uses), wooden unholy symbol of Lamashtu (broken), 17 gold
--------------------
Special Abilities
--------------------
Alchemy Allows for the creation of alchemical items. Details here.
Mutagen +2 natural armor, +4 bonus to a physical stat, -2 penalty to a corresponding mental stat for 10 minutes. (Str/Int, Dex/Wis, Con/Cha)
Sneak Attack 1d6

Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
(4/100 pages)
1st: crafter’s fortune, cure light wounds, enlarge person, polypurpose panacea

General Gameplan:
As you can see, Meiosa is a brute alchemist with an emphasis on melee combat. As she levels, she will lively go heavy on the alchemist discoveries that include overt physical mutations and strong themes of body horror.

Surely, things will only get better for her once aberrations are introduced into the equation.

Art of the character


Added character art, his normal looks, when he bloodrages, and how his phantom looks like.

Obviously minus the added bling.


1 person marked this as a favorite.

Five days and some change to go! Anyone else still interested have till November 16th 11:59pm EST to submit your characters.


Cash: 4d6 ⇒ (3, 5, 3, 3) = 14


Cash: 2d6 ⇒ (2, 2) = 4


GM Nightmare Knight wrote:
Five days and some change to go! Anyone else still interested have till November 16th 11:59pm EST to submit your characters.

5 more days? But the wait could drive someone crazy!


2 people marked this as a favorite.

Shh. You'll uncover their plan.


Cash: 3d6 ⇒ (4, 6, 2) = 12


It feels like aeons, doesn't it?


Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth, ng llll or'azath syha'hnahh n'ghftephai n'gha ahornah ah'mglw'nafh


Sensen wrote:
Shh. You'll uncover their plan.

wont work on me because I already am Crazy! I am a genius yesyes!


4d6 ⇒ (4, 6, 6, 3) = 19

Definitely interested, will see what I can come up with for a fugue state vague concept.


1 person marked this as a favorite.
Corbin Leach wrote:
Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth, ng llll or'azath syha'hnahh n'ghftephai n'gha ahornah ah'mglw'nafh

Call me crazy but I think that says:

That is not dead which can eternal lie, and with strange aeons even death may die.

;)

1 to 50 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Why Choose Briarstone Asylum? [a Strange Aeons recruitment thread, Happy Halloween!] All Messageboards

Want to post a reply? Sign in.