The Cartographer - Hangman's Noose

Game Master The Cartographer

Hangman's Noose Map

XP: 2050/3300


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I leave this afternoon for a conference and won't be back until late Sunday night. I don't think I'll have the time to make post Sat/Sun but we will see. Please use this time to discuss any clues you might be able to piece out from the physical items and/or visions.

Also, just taking the temp, how has this module been going? Too fast paced, paced just right? If there is anything that I can do for us all to have a good time let me know. If you'd rather shoot me a PM, that is fine too.

It's been fun on my end, keep up the great work and dive deep into your characters as we explore this mystery.


I am back in town. Once I get caught up on things here I will be on and make a post today.


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

My posting is going to be spotty over the next few days--we have an inbound cyclone and I'm a member of the State Emergency Service. Please bot as needed.


Sorry all! Household came down with something and my free time was non-existent.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

@Everyone: Just a reminder that although Neronius is a bit of a pompous jerk, *I* like all of you and am having a good time with the game! ;)


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

Haha, no worries, I've had characters like that! x)


Hey guys! Just a heads up. Today I leave for a trip with my wife and kids, it's their spring break and we are going to go visit some family. I am taking my computer with me, but just incase I'm not as consistent as I have been that is why.


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Just flagging early that next week I'll be away on a camping trip.


Oh very cool. What kind of camping do you like to do?


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

I try to do very minimalist camping, sleeping under a hoochie (basically, a tarp to keep the rain off) and relying on just a (big) backpack for my supplies. I did a wilderness camp a few years back and it was really fun, so now I like to practice starting fires with just a knife and a ferro rod, boiling water from a stream, etc. (alas, I haven't learned yet how to forage for food safely, so I have to bring that with me)


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Ok, I'm off--back Thursday. Please bot as needed. (offensively, I've got the crossbow and can cast energy ray for the next 10 minutes)


Hey guys. I do apologize on my slacking. I had a work thing come up and then the weekend happened. I will be catching back up in the morning.


I moved you Trevor


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Off on a trip, back in 48 hours.


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You guys and this axe....


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

He is SO dead :D

Because not one of us three can roll above a 10


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Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2
Zinli Steelworker wrote:

He is SO dead :D

Because not one of us three can roll above a 10

No, I think he is so UNdead and has been since we got to him.


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

If Trevor dies he is going to kick the butt of whatever ghost that did this


Neronius Stout wrote:
@GM: I'm not sure if it's possible, but I do have some skill in Knowledge (arcana) and Knowledge (religion) if there's some insight available.

I did some looking and this seems to be something that might be missed on the class. There are many post asking about occult skills and for the most part everyone is saying a mix between K-Arcana and K-Religion. I will use either one for you since they are the same rank. But, I wouldn't let anyone with those skills make the checks since they aren't skilled in those areas like Neronius would be due to his class.

Neronius Stout wrote:
@PCs: Another idea is that maybe we're in a classic "survival horror" story where we just have to make it to dawn; in that case, finding the most secure room to hole up in might make sense.

All you can do is try and find out what happens... (Insert Crypt Keeper's Laugh)

Zinli Steelworker wrote:
She gives a resigned shrug. "Well. Where to next? The f#%! is left to explore? Aside from the spinning lady upstairs."

The room upstiars and what appears to be Mord's family home is one room that hasn't been taken care of. Downstairs there is the steel door along the eastern wall that hasn't been investigated. There is also the jury deliberation room on the main floor that only Halgrak went into.


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Okay, just for clarification so I know where you are going.

On the current level you are on (floor 2) you have explored everything outside of the staircase that leads to the shadow of the woman. Also, Zinli that is where Mord and his family lived. Everyone would know that they lived inside the courthouse from basic lore, and that is the only place that looks like it was a living quarters.

If you look at floor 1 map, you will see that there is only 1 door that you have not explored and that door is just north of room 4. There is one room that you have not fully explored, that is room 6. That is the room that Halgrak went into by himself and everyone seemed to look into from the outside.

Those are currently the only locations that have not been fully fleshed out yet.


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Yes, Trevor had the extract


Okay, I'll edit my footer notes of the HP on my next posting. Thanks for confirming that.


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My apologies

Neronius Stout wrote:
Is it giving off heat or cold, or anything else I can tell about it?

It is cold, his ear and hand have frozen to the door.

Neronius Stout wrote:
@GM: Any info gained from my 21 on Knowledge arcana/religion about how to deal with this malevolent spirit a few posts up?

I am needing to do a little research on how the occult mechanics work. That is an aspect of the system I need to brush up on. You will get details from your roll.


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Just an early FYI that I'm going to be away from 9-25 May.


Neronius Stout wrote:
Just an early FYI that I'm going to be away from 9-25 May.

Just for clarity, does this mean you will have zero access or be hit or miss? We will make anything work.


Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

I won't have access to a computer, unfortunately, and sometimes the big meanies even lock up our phones :)


No all is good. I will have a few times this summer where I will be out of town. Twice without my computer and once with.

I will be out of town and no access to my computer June 15-21, 23-26 (I'll be home for a night and will be able to log on) 27-28.

Is anyone else gone during the summer time?


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

For this summer, I don't know yet, but I will be gone from May 13th to May 17th with no access to the Internet


Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2

Zinli why don't you keep your weapon loaded? I would think you would be walking through this place ready to fire.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

I'm trying to do that as much as I can, while avoiding accidentally shooting someone if the weapon goes off x)

She couldn't carry a loaded gun and help out Ebin at the same time; I am no expert regarding firearms, so correct me if I'm wrong, but it seemed to me that simply dropping the pistol to the floor, or putting it in its holster while loaded, meant it could have fired - and possibly hit the guy she was trying to save. (There's the small matter of Madge almost getting shot in the face, earlier...)

Mostly, I'm trying to find a middle ground between staying alert and minimizing risks of killing an actual ally x)


Chaotic Good Female Human Brawler 2 | HP: 16/22 | Init +5 | AC 15; Touch 13; FF 12 | BAB +2; CMB +5; CMD 14 | Fort +5; Refl +6; Will -1 | Perception +3 | Speed 30 ft. | 4 WIS damage

Apologies for not posting for a few days. My computer was out of commission.


Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2
Zinli Steelworker wrote:

I'm trying to do that as much as I can, while avoiding accidentally shooting someone if the weapon goes off x)

She couldn't carry a loaded gun and help out Ebin at the same time; I am no expert regarding firearms, so correct me if I'm wrong, but it seemed to me that simply dropping the pistol to the floor, or putting it in its holster while loaded, meant it could have fired - and possibly hit the guy she was trying to save. (There's the small matter of Madge almost getting shot in the face, earlier...)

Mostly, I'm trying to find a middle ground between staying alert and minimizing risks of killing an actual ally x)

As far as I know gamewise there isn't a risk of it going off accidentally. Realistically there certainly is but game and realism don't go hand in hand. Realistically, holstering it wouldn't cause it to go off. To my knowledge muzzleloading pistols were always carried loaded and ready to use. Muskets and rifles were sometimes unloaded but that was mostly to force the soldiers to use their bayonets (they didn't want them to stop and shoot) or in a situation where stealth was important.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4
Carolynn Croyle wrote:
Apologies for not posting for a few days. My computer was out of commission.

Glad to see you're back! I was wondering where sweet Carrie had gone :')

Tolbold Cotton wrote:
As far as I know gamewise there isn't a risk of it going off accidentally. Realistically there certainly is but game and realism don't go hand in hand. Realistically, holstering it wouldn't cause it to go off. To my knowledge muzzleloading pistols were always carried loaded and ready to use. Muskets and rifles were sometimes unloaded but that was mostly to force the soldiers to use their bayonets (they didn't want them to stop and shoot) or in a situation where stealth was important.

I see! I'll keep that in mind in the future :)


I would have to look into the mechanics of guns more, but the dragon pistol is like a mini-blunderbuss, correct? And if I am remembering correctly blunderbuss were just crammed with whatever and shot with a spray and pray thought. If that is the case would the ammo just fall out? I am not saying this is what is, I am just curiously asking the question.

In my gaming experience over the past 20 years, the groups I have been in have always stuck with the more Tolkien/Jordan high fantasy approach and did not get into guns, or like with Neronious the occult. There are areas that I am learning as we go. Those are two of them, so please give me grace and help me learn.


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Well there goes Ebin, did he head towards the shadow?


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

Nooo, he was so young :(


Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2
The Cartographer wrote:

I would have to look into the mechanics of guns more, but the dragon pistol is like a mini-blunderbuss, correct? And if I am remembering correctly blunderbuss were just crammed with whatever and shot with a spray and pray thought. If that is the case would the ammo just fall out? I am not saying this is what is, I am just curiously asking the question.

In my gaming experience over the past 20 years, the groups I have been in have always stuck with the more Tolkien/Jordan high fantasy approach and did not get into guns, or like with Neronious the occult. There are areas that I am learning as we go. Those are two of them, so please give me grace and help me learn.

I took a quick look through firearms and there are no rules regarding storing loaded weapons. In reality a blunderbuss might lose it's load depending on the type of load but again no rules for that that I could find. According to the rules they can be loaded with "cartridges", really just a small paper case keeping it all together.


Trevor Culexis wrote:
Well there goes Ebin, did he head towards the shadow?

Only one way to find out...

Zinli Steelworker wrote:
Nooo, he was so young :(

well you know what Mr. Joel says...

Tolbold - I am okay with Zinli walking around with his gun loaded if that is RAW. I am also a sucker for someone RPing something based on their character experience. Potentially putting a hole in Madge. BUT, I never want to penalize a player.


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You all have leveled up. The way this module is set up (Player knowledge) there is no way to really rest. I am going to allow you all to level up, but just add what is gained this level. Add your class average HP, add the skills, saves, class features, spells, etc. You won't gain what you have used so far. Go ahead and make a post in here what you are gaining at level 2 here in the discussion.


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Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2

I was trying to get a lane where he didn't get the cover for 4 more ac. Firing into melee is bad enough adding the cover makes it worse, effectively -8.

I post level up when I get home.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

So everyone is OK with Zinli multiclassing to provide some heals?


Tolbold Cotton wrote:
I was trying to get a lane where he didn't get the cover for 4 more ac. Firing into melee is bad enough adding the cover makes it worse, effectively -8.

Well, teaching a old dog new tricks I see. I've always read that as the cover through target was the same -4 that precise shot removed, not as an additional -4 for a total of -8.

Zinli Steelworker wrote:
So everyone is OK with Zinli multiclassing to provide some heals?

that would be huge in the party's current condition.


Chaotic Good Female Human Brawler 2 | HP: 16/22 | Init +5 | AC 15; Touch 13; FF 12 | BAB +2; CMB +5; CMD 14 | Fort +5; Refl +6; Will -1 | Perception +3 | Speed 30 ft. | 4 WIS damage

Level Up:

Brawler 2

+1 base attack bonus
+1 base Fortitude and Reflex saves
+9 HP (1d10 = 5.5 -> 6 average + 2 CON + 1 favored class)
5 adventure skill points in Acrobatics, Bluff, Escape Artist, Perception, and Sense Motive (4 base skill points + 0 INT + 1 Human)
2 background skill points in Artistry (drawing) and Profession (innkeeper)
Brawler bonus combat feat: Agile Maneuvers
Brawler class feature: Brawler's Flurry


Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2
The Cartographer wrote:
Tolbold Cotton wrote:
I was trying to get a lane where he didn't get the cover for 4 more ac. Firing into melee is bad enough adding the cover makes it worse, effectively -8.

Well, teaching a old dog new tricks I see. I've always read that as the cover through target was the same -4 that precise shot removed, not as an additional -4 for a total of -8.

Technically not -8 but effectively is. -4 to hit for melee +4 to AC for cover.

PRD wrote:
Cover: To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
PRD wrote:
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
PRD wrote:
Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

I think those are the 3 relevant areas for firing ranged weapons into combat. Firing from the back line is difficult because of the front line providing cover. Casters generally do ok with precise shot due to hitting touch ac. The cover is usually a killer.


Male Halfling Sorcerer 2| AC 18 T 15 FF 14 | HP 11/12 | F +2 R +4 W +4; +2 vs. Fear| Init +3 | Perc +2

That 3rd rules quote should say Improved precise shot, not precise shot.

Level Up:

Sorcerer 2

+1 base attack bonus
+1 base Wis saves
+5 HP
4 adventure skill points in Kn: Arcana and Planes, Spellcraft and UMD
2 background skill points in Appraise, Craft Jewelry
1 more 1st level spell cast per day
1 more Cantrip Known: Disrupt Undead


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 2/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

I'm off this morning--back on the 25th. GM, you've done a great job with the horror atmosphere of the adventure! I'll level up once I get back--though you guys may have finished by then :)


Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage

Lvl 2

HP +5
Will/Ref +1
+1 lvl 1 Extract per day
New Extract :Tears to wine
Bab +1
+1 to all skills

Poison Lore:
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4
The Cartographer wrote:
Tolbold Cotton wrote:
I was trying to get a lane where he didn't get the cover for 4 more ac. Firing into melee is bad enough adding the cover makes it worse, effectively -8.

Well, teaching a old dog new tricks I see. I've always read that as the cover through target was the same -4 that precise shot removed, not as an additional -4 for a total of -8.

Zinli Steelworker wrote:
So everyone is OK with Zinli multiclassing to provide some heals?
that would be huge in the party's current condition.

I'm looking things up, and I think the best option here might be to go for Oracle - I can't see Zinli as a bard, she is too Chaotic Good to be a paladin, and both Clerics and Warpriests rely on Wisdom for their magic abilities. Besides, it matches with the horror theme of the game if she somehow gets Cursed by the place :D

Is everyone okay with that plan? GM, is there any restrictions you want for Curses, or can I pick one in the list?


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Tolbold thank you for clearing this up for me. I have been playing since 3.5 and did the beta transfer into Pathfinder and have been playing it wrong my whole life. That makes sense now. -4 to hit, +4 ac.

Guys, if I am doing something wrong please let me know I am always eager to learn and sharpen my skills.

Neronius sounds good. Have a safe trip, we will bot your character. Party, get to know his skills and if there is something his character could roll please chime in with him and we will use him in those areas too.

Level ups
- Carrie looks good
- Tolbold looks good. I think Disrupt undead could not be a more perfect spell to pick up here.
- Trevor looks good. Tears to Wine is fun, help offset those penalties.
- Zinli sounds good to me. I think that if it is Pathfinder material I am good with anything. Since you’re gaining this curse now, if you were able to blend it into the theme of this adventure somehow it would be cool story wise. But, being a game, I am cool if it doesn’t


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4
The Cartographer wrote:
Tolbold thank you for clearing this up for me. I have been playing since 3.5 and did the beta transfer into Pathfinder and have been playing it wrong my whole life.

Oh, I've been in a similar situation so many times :')

Soooo, I've been looking up curses, and it's a pretty tough choice. I think I can work many into Zinli's backstory without making it seem too forced; mostly it falls down to a) what would still make her a good gunslinger, and b) what would fulfil the party's needs. Especially since she's probably going to reach the 10th-level powers, at most.

I've made a pre-selection, but any advice or feedback at this point is good to take! :')

Powerless Prophecy: Fantastic feats for a battle-oriented oracle, and being able to foresee a terrible future would stick well with what happened so far. I'm not sure if she could benefit from Flash of Insight, though; I'm a bit confused with this curse, it seems to only work if you're a Cyclopean Seer.

Legalistic: A nice twist of the knife for a Chaotic character. The +4 morale bonus granted for any roll that follows a generic vow would be amazing in combat ("I swear I'll kill you" - and boom, huge bonus on the next attack roll!); unfortunately it's only once per day. The bonuses at lvl 10 would make Zinli more robust against mind-affecting effects - good in a horror setting.

Ghoul: Now we're delving into horror-horror. Not the most amazing of bonuses, but the disadvantage brought by the curse is quite low - and hey, who doesn't want to see Zinli become a bit of a cannibal, for the plot. The bonuses at lvl 10 are really good, but Ghoul Touch is a bit lame for a character focusing mainly on range attacks.

Blackened: if I had to go narratively, this, I think, would be an almost tailor-made curse for Zinli given her history with burning stuff x) Loads of interesting spells for combat, but unfortunately the -4 to all attack rolls, which only becomes -2 at lvl 10, would really undermine her gunslinger ability. Besides, I think 14 Charisma would be too low to build an Oracle that is heavily focused on spells.

Deafness and Clouded Vision (especially Clouded Vision), while more generic, would provide nice bonuses.

As far as mysteries go, I think either Battle or Flame make the most sense.

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