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DM Aron Marczylo's Curse of the Crimson Throne Part 3 (Inactive)

Game Master overfiend_87

Vencarlo is found and the party now know where the Senachal is, but something still lurks in the shadows of the labyrinth, hunting them down relentlessly.


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Master of Procrastination and Grognardia
Llyra Bjorgan wrote:
If you guys want to put a temporary hold on this for the next week or two, I have no problem with that. I am probably going to start a recruitment thread to my own campaign in the middle of the week and having one less campaign to worry about while getting it started would probably not be a bad thing.

Only if you are all cool with it, but keep checking in until we're all ready. Also good luck with the recruitment, I'll probably check in though as you are in two of my games you'll recognise who might be a good poster and who isn't.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Yeh - I know who I do not want in my campaign (I don't think any are in your games). As far as who I would not mind having in the game, the list is far too large for 1 campaign. I do not think that I am going to run two immediately, but I will have to make that decision when I get there. Really, I need to see how much work it is before I double up.


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:
Yeh - I know who I do not want in my campaign (I don't think any are in your games). As far as who I would not mind having in the game, the list is far too large for 1 campaign. I do not think that I am going to run two immediately, but I will have to make that decision when I get there. Really, I need to see how much work it is before I double up.

I was tempted to make two campaigns as there were so many people interested, however I had to remind myself with how complex the building rules will be for my first time and on the concept of free time I had to make the tough decisions, though I admit freely sir bronwyn's and carina's backstory jumped up at me more so than others. That's anither reason I went with 6 person KM conversion as well as to get as many people who don't have campaigns a chance to be in one.


Male Human Wizard (FC) 11 - Enchanter

It's a lot of work to run a campaign...more than you think. Go with one to start with and then if you find you have the time you can always add another...

My serpents skull game takes up quite a bit of time even though I don't have a lot of heavy posters.


Male Human Wizard (FC) 11 - Enchanter

My vote is whatever the group wants. I am always afraid of putting campaigns on "hold" in case somone loses interest....


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

I might have a few PDFs with said different monsters, only they're all 3.5 sources so might need some converting but it'll be a far cleaner and easier conversion than from AD&D system.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14
DM Aron Marczylo wrote:
Llyra Bjorgan wrote:

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

I might have a few PDFs with said different monsters, only they're all 3.5 sources so might need some converting but it'll be a far cleaner and easier conversion than from AD&D system.

Thanks, anything will be helpful. Most of the monsters, I can just swap out and then alter the number if necessary. It is more the traps and puzzles that are interesting to change. Also, figuring out DC's for perception checks versus the old "find secret doors on 1/6, elves/rangers find doors 2/6" etc. Really, it is telling a story which is something that I enjoy doing, just not something that I have a lot of experience in the D&D/PF sense.


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:
DM Aron Marczylo wrote:
Llyra Bjorgan wrote:

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

I might have a few PDFs with said different monsters, only they're all 3.5 sources so might need some converting but it'll be a far cleaner and easier conversion than from AD&D system.
Thanks, anything will be helpful. Most of the monsters, I can just swap out and then alter the number if necessary. It is more the traps and puzzles that are interesting to change. Also, figuring out DC's for perception checks versus the old "find secret doors on 1/6, elves/rangers find doors 2/6" etc. Really, it is telling a story which is something that I enjoy doing, just not something that I have a lot of experience in the D&D/PF sense.

I'm sure you've checked d20pfsrd on their monsters. They've been lagging a bit since I stopped helping and devoted time to other things when time was getting tight, however I've been getting free time again so might once again work on things, especially this campaign which have a few beasties that haven't yet been finished converting. Errors here and there. The site has monsters from ToHC which has many converted creatures from their 3.5 books which are creatures from origonal and AD&D.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

There are not too many strange creatures in this other than several gods. But I can figure out what to do with them. I have already pretty much figured how I will convert them to PF/Golarian. Other than that, most of the monster are pretty standard PF monsters. You have to remember, many monsters from the early 80s that would have been rather unusual back then have become standard. I have been using the d20pfsrd for most of my conversions as it is much better indexed than the actual Paizo site. Although you have to be careful as there are many errors in the conversions on the d20pfsrd. I have not found any with your stuff, but have seen a number in the Class Archetypes - especially the tables showing changes at the bottom of the regular class page.

One of the fun parts is changing classes and things. For instance, I see no problem with having Oracles/Sorcerers occasionally replace clerics/wizards, and with the old Assassin class from AD&D I have to decide whether to make it a Rogue, Fighter, Fighter/Rogue, or if high enough level, someone with the Assassin Prestige Class.

Another thing is treasure. There is one room with about 10,000,000gp worth of loot. For some reason, I think that might slightly off balance things in PF where magic is much more readily available. In D&D magic items were frequently much more expensive, and less powerful relatively speaking. Thus, every big enemy usually had a pile which would really pad the player's pockets if it was left the same in my PF game.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I am sure I am going to regret this, but here is the Temple of Elemental Evil Recruitment thread - have fun.

Temple of Elemental Evil Recruitment.


Male Human Wizard (FC) 11 - Enchanter

Heh, I will think on it, sounds interesting, just want to make sure I have a strong character idea before even attempting to post a character...when are you closing recruitment?


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Tuesday midnight central is what I posted. I dread how many apps I may have to go through.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

I saw that and am working on a submission. Something very different from the Krenn you are used to.. :)


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

A dwarf with a glass jaw?


Male Human Wizard (FC) 11 - Enchanter
Llyra Bjorgan wrote:
Tuesday midnight central is what I posted. I dread how many apps I may have to go through.

It's not easy. Make sure you check out the character links in the submissions. You can get a feel for how people post and see if they just dropped out of any campaigns if they got bored once you think you are down to the final 6-8 people, it helps. Might take an extra 5-10 minutes per person but it is worth it. I found a couple of people with good character posts but they had been disruptive or didn't post well in their campaigns.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14
Jerin wrote:
Llyra Bjorgan wrote:
Tuesday midnight central is what I posted. I dread how many apps I may have to go through.
It's not easy. Make sure you check out the character links in the submissions. You can get a feel for how people post and see if they just dropped out of any campaigns if they got bored once you think you are down to the final 6-8 people, it helps. Might take an extra 5-10 minutes per person but it is worth it. I found a couple of people with good character posts but they had been disruptive or didn't post well in their campaigns.

Oh, trust me, I know what you are talking about. Since I am already in 12 campaigns, I know a a lot of posters and have seen those who dropped out and quit. I will be very hesitant accepting people with 20 aliases, but only 20-50 posts each. I would love to help newer players, but really hate those who quit or post very infrequently. One tactic I use is to read through their higher post aliases and see whether they have huge unexplained gaps in posting (2-3weeks), etc.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Been watching the recruitment thread in my brief daily lurks (I honestly probably have the time to make one or two IC posts a day but that isn't even enough to DM my own games so its better to not do so...)- i'm familiar with a lot of the people applying and can give you my thoughts on some of the dodgy ones as well as people I can heartily recommend if you like.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Thanks,

When I have narrowed it down to a dozen or so, I may shoot you the list for feedback.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

(Y)

Considered applying myself as I have some severe nostalgia from the PC game I dabbled with, but my posting rates going to be pretty tight until mid august.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I would not be concerned with your posting, I have a pretty good idea of your posting capabilities.


Good luck with your game. I played 3 seperate campaigns for TOEE under 2nd edition. 2 TPKs and one petered out after the group did most of the heavy lifting.

Llyra:

Three encounters with Lareth and he killed a PC everytime. Hold person was much more brutal in those days.
Ah memories.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Thanks, I found someone who had converted Zuggtmoy for 3.5 (which I never played):

Zuggtmoy:

Large Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice: 50d8 + 650 (1,050 hp)
Initiative: +10
Speed: 50 ft., climb 50 ft.
Armor Class: 63 (+8 deflection, +2 Dex, +9 insight, +35 natural, -1 size), touch 28, flat-footed 52
Base Attack/Grapple: +50/+68
Attack: Pseudopod +63 melee (2d8 + 14)
Full Attack: 4 pseudopods +63 melee (2d8 + 14) and 2 claws +63 melee (1d10 + 7) and tail +63 melee (2d6 + 7 and 2 Con /x4 and 8 Con)
Space/Reach: 10 ft. /10 ft. (20 ft. with pseudopods)
Special Attacks: Call demons, call elementals, call fungi, constrict, engulf, improved grab, spell-like abilities, transformation
Special Qualities: Damage reduction 40/epic good, slashing and cold iron, darkvision, fast healing 20, immunity to acid, electricity and poison, low light vision, plant traits, resistance to cold 30 and fire 30, spell resistance 45, sporegate, telepathy 1000 ft., tremorsense 200 ft.
Saves: Fort +43, Ref +28, Will +39
Abilities: Str 39, Dex 14, Con 36, Int 31, Wis 29, Cha 26
Skills: Balance +28, Bluff +61, Climb +75, Concentration +66, Diplomacy +14, Hide +51, Intimidate +67, Knowledge (arcana) +53, Knowledge (dungeoneering) +63, Knowledge (nature) +63, Knowledge (the planes) +53, Knowledge (religion) +63, Listen +62, Move Silently +55, Search +63, Sense Motive +36, Spellcraft +69, Spot +62, Survival +35, Swim +60, Use Magic Device +61
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Improved Combat Expertise, Improved Critical (pseudopod), Improved Disarm, Improved Initiative, Improved Multiattack, Improved Trip, Power Attack, Multiattack
Epic Feats: Epic Fortitude, Epic Will, Improved Combat Reflexes, Superior Initiative
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 35
Treasure: Quadruple Standard
Alignment: Chaotic Evil

While this would be easy to convert, but I think most level 15-20 PF parties would have a tough time unless fully equipped. I will have to figure how to create/convert her if/when we get there. As far as the earlier stuff goes, it will take a lot of converting and balancing as monsters in AD&D don't really transfer well 1 to 1 with PF. I have a lot figured out, and will see how things progress before doing a lot more work only to find that decisions were not made, or characters are too weak/powerful.


Llyra:

Honestly I wouldn't even worry about it. At that level you may as well make it infinity attacks for infinity damage. The original TOEE was designed to take you to 8 and the original demoness was at least theoreticaly doable (although she was only ever designed to be fought if the party screwed up badly). Your levels won't be right so don't even try to build her in at that demigod level. If your desperate to use her you could always stat her up an avatar or something at the appropriate CR.

My two cents. Happy to talk through encounter building if you like. I still remember most of the thing.


Master of Procrastination and Grognardia

Update on the BSOD problem, I have moved all my info up to my PC. I haven't yet finished, but I have all the major stuff like the APs PDFs, notes on the campaign, ideas for later in the campaign and so on. I'm just waiting for people to allow my herolab licence of this computer as they seem to have a issue with it. Maybe it's because I moved it before on my laptop to it's second hard drive and saw that as moving it, but will have to wait for them. Until then I only have very vanilla herolab :p

Oh also I have been working on a homebrew and with Alex's help I've finished making the traits for the adventure. Will be set in Magnimar (not the AP, will be different) and invlove meeting someone who owns a black market and network able to find you information on anyone or able to obtain anything, but only for a price.

Here are the traits I came up with, though of course needed much help from Alex:

Blood of Ancients: You have ancient and powerful blood running through your body. No matter your ancestor, you choose your own path, but you gain a boon from the strength of your ancestors. It may have manifested itself since birth or late teens, but eitherway you feel that you are destined for greatness.

Azlanti: Somewhere far in your past your ancesters were part of the great and ancient human race known as the Azlanti. who managed to escape the initial destruction of Earthfall. You have a natural skill with all things magical. You gain a +2 trait bonus to Spellcraft as you appear to understand all spells on a subconcious level.

Dire Corby: Your blood once crossed with the Dire Corby, bird-like humanoids that it was said once lived on the surface before being driven into the darklands just as the Serpentfolk were. You have had many dreams of flying, more than the average person. You gain a +2 trait bonus to fly, which increases to +4 if the character gains wings.

Serpentfolk: Your ancestors mixed with the Serpentfolk, most likely as slaves that produced offspring or some kind of experiment in mixing the two species. You have an affiliation with serpents and reptiles, and can cast Speak With Animals at will to converse with such creatures (including various forms of dinosaurs, lizards, and other cold-blooded creatures). In addition, you gain a +1 trait bonus on the initial save to resist a poison.

Thassilonian: The lords of Thassilon decided that the lesser races should be allowed to practice magic just as the Azlanti do, however the civilisation fell into decadence and those that were there have been scatters, most likely either as Varisians or Shoanti tribes, both of who practice their own kind of magic. Your ancestor might have been one of the "lesser races" or an Azlanti who lives in Thassilonian. Because of your Affiliation with magic you gain a +1 trait bonus to one subschool (such as compulsion or polymorph).

Missing Colleague/Friend/Partner: You know someone who went to Magnimar to study the monuments of Magnimar as they appear to have become recently charged, though no one knows why. Your colleague went ahead of you to investigate this but has not returned your messages for several weeks and has gone missing from their inn room leaving no trace. From your study you
gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of DeJaVu. Because of this you gain a +1 to initiative and reflex saves.

Child of a Hero: Varisia breeds many heroes in it's history and you are the child of one of these many heroes who have travelled the lands and killed impending threats to Varisia and Golarian. That greatness has been passed to you, weither you ever knew your parent or not doesn't matter as they have passed down their greatness to you. You gain a masterwork breastplate and a +1 trait bonus to diplomacy within varisia, due to the high standing of your parent.

no ETA on the completeion of the homebrew, I still have to work out a few first missions and then after that I'll build stuff based on the PCs background and how things progress in the story.


Master of Procrastination and Grognardia

New Homebrew started: Buried Secrets


Master of Procrastination and Grognardia

Unlike what I said earlier, I seem to have not added the fungal creature's loot to it. But I have everything else:

Loot:

treasure in Arkona Palace:

bahor's body:
+2 Kukri
Belt of Mighty Constitution +2
Boots of Speed (10 rounds/day)
Ring of Protection +3
Third Eye
Wand of Illusory Script (22 charges)
Wand of Shield (34 charges)

5x +1 Kukris
Jade Elephant Figurine (varient of marble elephant figurine that gives the creature the effect of stone shape, granting hardness 8 making this unique magic item worth 26,000 gp.)

6x masterwork punching daggers
2x masterwork sais
2x masterwork sianghams
12x masterwork daggers
masterwork falchion
2x masterwork spears
+1 ghost touch Kama
+2 light fortification studded leather.

4x Hookahs 350 gp
10 pounds of exotic cigars, smoking weed, and other relatively minor narcotics. In all, the collection is worth 1,400 gp.

6x Salvatore Paintings 800 gp each

Jawassan Sitar 350 gp.
Furnature 3000 gp (currently smashed to peices)

inside chest:
miscelanious papers
three leather bags of coins (4,000 sp, 2,000 gp, and 500 pp)
5,500 gp worth of assorted gems and jewels
a lacquered cherrywood and ivory +1 holy light crossbow

Bloodstones:
magic blooodstone
3x small 100 gp
3x Javalin heads 150 gp
small 200 gp
bloodstone paperweight 500 gp
bloodstone heart 500 gp
large 1000 gp


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14
DM Aron Marczylo wrote:
Jerin wrote:
K, thanks. Will we be 10th after we finish with this chapter? Assumes you have no final surprises for us...just thinking ahead...
Yup, 10th level before the start of the next adventure

So, do we have more storyline to wrap up before going through the level advancement, or would you like us to do that this weekend?


Male Human Wizard (FC) 11 - Enchanter

Yes, need to figure out my 10th lvl feat...

There was also a ring of evasion that he tried to bribe us with or pay us with...plus the treasure from the emperor of old Korvosa's place and the stuff from what's-his-name...blackjack


Master of Procrastination and Grognardia
Krenn Weststone wrote:
DM Aron Marczylo wrote:
Jerin wrote:
K, thanks. Will we be 10th after we finish with this chapter? Assumes you have no final surprises for us...just thinking ahead...
Yup, 10th level before the start of the next adventure
So, do we have more storyline to wrap up before going through the level advancement, or would you like us to do that this weekend?

who said you're finished with this dungeon yet? *grins*


Master of Procrastination and Grognardia
Jerin wrote:

Yes, need to figure out my 10th lvl feat...

There was also a ring of evasion that he tried to bribe us with or pay us with...plus the treasure from the emperor of old Korvosa's place and the stuff from what's-his-name...blackjack

bloody hell, that far back? No one noted down the treasure from old Korvosa's place?


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

I'll go back to the last treasure division and start compiling. I should have some time this weekend; it is a three day holiday weekend here in the states and I'm not traveling.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Thanks Krenn, appreciated.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Chapter Three Loot:

Spoiler:
From Treasury:
4 ptns cure serious wounds
3 ptns lesser restoration
2 ptns remove disease
Wand invisibility (10 ch)
Wand cure moderate wounds (30 ch)
“One cure serious potion each, a lesser restoration for myself, Krenn and Llyra, a potion of remove disease for Llyra and Jerin, wand of invisibility to Jerin, wand of cure moderate to Llyra. Please add them to your sheets, we'll consider it group loot.”

From Mantis Assassins:
Mask of the Mantis, 3 ( 6,000 gp each)
Leather Armor +1, 3
Cloak of Resistance +1, 3

From Pilts and crew:
Rod of Wonder
+1 glamered chain shirt
masterwork war razor
masterwork light crossbow with 10 bolts
Headband of Alluring Charisma +2
+1 leather armor, small
+1 greataxe , small
belt of strength +2
amulet of natural armor +1

From Chokers:
44 gp
3 pp
a single silk glove inset with tiny pearls on the back of the hand worth 250 gp
a masterwork hand crossbow
a copper wand of slow (13 charges).
Salvatore Portrait (450 gp)
Salvatore Portrait (1100 gp)
Salvatore Portrait (2000 gp)

From Vencarlo’s box:
Bag of Holding type 1
Cloak of Elvenkind
Masterwork dagger, 12
Leather Armor, slick +2
Boots of Elvenkind
Amulet of proof vs. detection and location
Belt of incredible dexterity +2
Rapier, keen +2

Glorio:
Ring of Evasion
We didn’t ever find out what gear Glorio had on him; we just checked his whole body in the bag and moved on.

From Glorio’s Minions:
Three magic kukris
Bloodstone, 1000 gp
Bloodstone, 200 gp
Magical small elephant statue.

From Glorio’s Mansion:
Mahogany table covered with skins of great snakes.
Trophy room, from cases and exotic weapons, bloodstone, wax statue.
“These items all look quite valuable, but you stash them away without giving a second glance besides of their quality.”

From Vudran guard statues:
Javelins, bloodstone heads.

From storage room:
Four hookahs and exotic cigars and tobacco.

From Library:
Six paintings
Two chandeliers
Books

Glorio’s Bedroom furnature, value 3000 gp.

From illusion room:
On top of it is a bloodstone that is glowing magical with moderate divination aura.
inside you find a huge pile of letters, and documentrs containing oaths of loyalty, debt, servitude that show you just how vast the Arkona's influence over Korvosa's crime scene actually is. With this is the Arkona's mansion was completely looted, they can call upon these favours and have everything returned with reletive ease.
Sifting through them you find a entire roster of the city's thieves' guild (known as the Cerulean Society) is in the Arkona's pocket. The most recent bit of the correstpondence between Glorio Arkona and Guildmaster Boule commands the Cerulean Society to "bottle up" during the quarantine, to let things unfold as they may, so that the citizens will be "properly desperate" when theAkrona's decide to make their move with "The fool seneschal" to usurp the queen and gain control over all of Korvosa. The letter closes with a promise from Glorio to gift all of Old Korvosa to the Cerulean Society to do with as they see fit. These papers can politicaly destroy the Arkina family if taken to the govoners, once Ileosa is handled with.
You also find a some papers on a magic ritual of some sort, but it would take some time to decipher as it's in code. Whatever it is, it looks somewhat complex.
Apart from the papers, there are some real treasures inside the chest. Three keader bags full of coins (4,000 sp, 2,000 gp, 500 pp), 5,500 gp worth of assorted gems and jewles and a lacquered cherrywood and ivory +1 holy light crossbow
2x scimitars
2x +1 chainmails
2x spiked +1 light shields
A 1-foot-long blue-coral gecko worth 300 gp, an exquisitely crafted firepelt cougar carved from redwood worth 200 gp, and a gold flame drake with tiny pearls for eyes worth 1,200 gp.
Inside are three large wodden chests with lids decorated in with carvings of cavorting tigers. All three chests are lined up against one wall with a message carved into each lid, in a language that appears similar to other texts you've seen in the books back in the library.
The opposite wall is carved, depicting hundreds of tigers marching in widening circles around a single green gem the size of a fist, set into the wall itself and carved to resemble a tiger's head. This gem is another bloodstone and gives off a magic aura similar to the other bloodstones you've collected that gave off this aura.
Three of the potions are of cure serious wounds and the other three are of lesser restoration.
You cut her down and gather up the two shining Javelins and a magic Kukri.

From Labyrinth:
a belt of might constitution +4 and the ring is a ring of protection +2
Her weapons are all masterworked. masterworked temple sword, masterwork kukri and masterwork spear.

Aron, there are quite a few things that don't have a value; we just chucked them into the bag of holding without examining it closely. Can you help fill in some of the blanks?

Once we have values assigned to everything, I'll run the numbers on the total values and split it, then anyone who wants to keep anything can pay for it out of their share. I'll also pull out party treasure, which I think consists of curing wands and potions.


Master of Procrastination and Grognardia

'Ll fill in the blanks when I get home. Got fome idea what a few might be worth.


Master of Procrastination and Grognardia

wand of invisibility (10 charges): 900 gp

Wand cure moderate wounds (30 ch): 2700 gp

Leather Armor +1, 3 (1160 gp)
Cloak of Resistance +1, 3 (1000 gp each)

From Pilts and crew:
Rod of Wonder (12000 gp)
+1 glamered chain shirt (3950 gp)
masterwork war razor (308 gp)
masterwork light crossbow with 10 bolts (335 gp, 10 bolts equal 1 gp)
Headband of Alluring Charisma +2 (4000 gp)
+1 leather armor, small (1160 gp)
+1 greataxe , small (2320 gp)
belt of giant strength +2 (4000 gp)
amulet of natural armor +1 (2000 gp)

Glorio:
Ring of Evasion (25000gp, you not notice that there is a seporate aura that is eminating from the green bloodstone on the ring. A aura of divination, that Jerin believes is the same on all the other bloodstones you've been picking up and somehow linked to the unique divination aura on Bahor's arm.)
We didn’t ever find out what gear Glorio had on him; we just checked his whole body in the bag and moved on.
A wand of Illusory Script (22 charges) 1980 gp
wand of shield (34 charges) 510 gp
+2 Kukri 8308 gp
belt of might constitution +2 4000 gp
ring of protection +3 18000 gp
boots of speed 12000 gp

The aura of the arm takes a while to decipher, but with the help of the text jerin manages to understand he finds out it's a very rare, but useful magic item called a "Third Eye". It is connected to the stones and once removed from a host, is destroyed. Due to it's connection, he can view through the stones, making sure to have placed them all over the mansion to have eyes everywhere and even on the ring of evasion to watch you in combat.

As long as you don't have another weapon in the hand where the eye is, you gain all around vision, however if you are a Rashaka and can bend you fingers in the opposite direction, you can still weild a weapon or shield with that hand and gain all round vision.

Third Eye

Take note it says that ANY eye from a creature of the same size will do, that means even outsiders or native outsiders.

ring of keys (opens everything in the mansion, though you already should have them)

a masterwork hand crossbow 400 gp
a copper wand of slow (13 charges). (1170 gp)

From Vencarlo’s box: (Vencarlo will give you this back after you leave the city)
Bag of Holding type 1 (2500 gp)
Cloak of Elvenkind (2500 gp)
Masterwork dagger, 12 (302 gp each)
Leather Armor, slick +2 (7910 gp)
Boots of Elvenkind (2500 gp)
Amulet of proof vs. detection and location (35000 gp) (Considering the danger it appears the senechal is in. Vencarlo would like him to swear it to keep him from being detected by the queen)
Belt of incredible dexterity +2 (4000 gp)
Rapier, keen +2 (18320 gp)

From Glorio’s Minions:
Three magic kukris (2308 gp each)
Bloodstone, 1000 gp
Bloodstone, 200 gp
Magical small elephant statue. (26,000 gp, functions like a marble elephant, but instead it's under the effect of the statue spell. Since you defeated it, you are now it's new owner and can make your own command phrase for it to come to life. Due to those new abilities it is far more expensive than your average figurine of wonderous power, marble elephant.)

Mahogany table covered with skins of great snakes. (no price, but will set it to 5000 gp for all of the skins and the table)
Trophy room, from cases and exotic weapons, bloodstone, wax statue.
“These items all look quite valuable, but you stash them away without giving a second glance besides of their quality.”
Bloodstone is 500 gp. It's very well carved and looks almost like a real heart, of course it is just the craftsmanship.

The weapons that were in the northan display in the trophy room are the following:
6x punching daggers (302 gp each)
2x masterwork sais (301 gp each)
2x masterwork sianghams (303 gp each)
12x masterwork daggers (302 gp each)
a masterwork falchion (375 gp)
2x masterwork spears (302 gp)
a +1 ghost touch kama (8302 gp)
a suit of +2 light fortification studded leather (9175 gp)

From Vudran guard statues:
Javelins, bloodstone heads. (150 gp each)

From storage room:
Four hookahs and exotic cigars and tobacco. (350 gp per hookah, but one of them has a bloodstone in it worth 100 gp. The exotic cigars and tabacco are worth 1,400 gp. This uncludes the other minor narcotics and weed that were with it.)

From Library:
Six paintings (800 gp each)
Two chandeliers (500 gp each)
Books (no solid price, they all cover a large variety of subjects based around Vudra, however it's only worth something to those who can read Vudrani (or Vudran as it was written in this campaign) so no idea what buyers you can have for it.)

From illusion room:
Bloodstone worth 100 gp
a lacquered cherrywood and ivory +1 holy light crossbow (18335 gp)

Fungi cave:
2x scimitars (15 gp each)
2x +1 chainmails (1300 gp each)
2x spiked +1 light steeel shields (1169 gp)

The opposite wall is carved, depicting hundreds of tigers marching in widening circles around a single green gem the size of a fist, set into the wall itself and carved to resemble a tiger's head. This gem is another bloodstone and gives off a magic aura similar to the other bloodstones you've collected that gave off this aura. (bloodstone worth 750 gp)

You cut her down and gather up the two shining Javelins and a magic Kukri.

(The Kurki is a +1 ki focus, shock Kukri worth 18308 gp and the Javelins are Javelins of Lightning, worth 1500 gp each.)

From Labyrinth:
Sivit: a belt of might constitution +4 (16000 gp), a ring of protection +2 (8000 gp) and two +1 Kurkis (2308 gp)
Beatific One: Her weapons are all masterworked. masterworked temple sword (330 gp), masterwork kukri (308 gp) and masterwork spear (302 gp).

Hope that's enough blanks. Considering all the stuff you've taken it will be incredibly hard to sell it off without eyebrows being raised.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Thank you Aron. Actually, I wasn't trying to get you to look up the values for all the items in the books, just valuables we found in the mansion (like gems and furniture) that didn't have a standard book value. But I do appreciate you taking all that time!


Master of Procrastination and Grognardia
Krenn Weststone wrote:
Thank you Aron. Actually, I wasn't trying to get you to look up the values for all the items in the books, just valuables we found in the mansion (like gems and furniture) that didn't have a standard book value. But I do appreciate you taking all that time!

think near the end I realised that, then I just went "f~~% it" and contined.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Some items not counted in the total below:
-Amulet of Proof vs. Detection and Location (Vencarlo wanted it to go to the seneschal).
-Third Eye (ruined when taking it from Glorio).
-Wand of Cure Moderate Wounds and curative potions (already distributed and/or used by group).

The value of the other items is 299,517 gp. The sale value is then 149,758.5 gp, split four ways that is 37,439.625 each.

The only things I could see Krenn having an interest in are the Bag of Holding and Ring of Protection +3 (because, really, Krenn has to do something about his AC).

Any thoughts?

Also, Aron had mentioned it may be challenging to unload this much loot quickly without drawing attention; any ideas in that regard?


Master of Procrastination and Grognardia

well if you think about it, you've made yourself a enemy of the queen by finding the senechal who can expose that she did indeed poison her husband, tried to assassinate him and took a artifact out of the vaults of some evil nature.

Now that you know, the best way to stop someone spilling the beans is to take them out. Selling a huge about of treasure will definantly get her attention and the attention of any agents she might send after you.


Male Human Wizard (FC) 11 - Enchanter

Once we go back into town the second time I was going to purchase transport to Absalom via teleport from the wizards guild in disguise. Once I get there I can rent a safe location and we can just transport there to sell all of the goods.

Lets just take the bag of holding out of the loot and that way everyone chips in.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

I'm not surprised Krenn is going last; it always seems to be the way...

Gamer Anecdote:

Some years back I was playing a GURPS fantasy game and had a dwarf that dumped IQ (which in GURPS largely encompasses what Intelligence and Wisdom do in Pathfinder). In the GURPS system, if you were surprised, you had to make an IQ roll to get unsurprised and act. At least once per gaming session, we would get surprised and Oah would spend the entire fight failing IQ rolls to be unsurprised. At the end of the fight, he would still be standing where he started staring with his jaw gaping at the fallen enemies and allies. Good times, those!


Male Human Wizard (FC) 11 - Enchanter

Camping this weekend so I won't be able to post again until Sunday evening EST. Cheers!

Taldor

Male

I'm now finally moving up to Southampton for university. Things will be hectic for me but will settle down on the 1st of October, at which time expect much more posting from me.

I'll try and weigh in where possible but please don't let the game be waiting for me on anything except combat. Assume my character is passive and goes with the flow. Should be able to keep up with combats but perhaps not more than that and if i'm too slow, bot me.


Your Humble Narrator

Redot


Master of Procrastination and Grognardia

DM in a game I'm in is looking for someone to join as we've ended up with a character short. Here's the recruitment page so you know what's legal and what build for the character. Don't be afraid to PM the DM for any questions you might have: The Awakening


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14
Krenn Weststone wrote:

The value of the other items is 299,517 gp. The sale value is then 149,758.5 gp, split four ways that is 37,439.625 each.

The only things I could see Krenn having an interest in are the Bag of Holding and Ring of Protection +3 (because, really, Krenn has to do something about his AC).

So if we are taking up to a week to level up and buy/sell stuff, do we do so with the 37K gp worth of sale value each? Did anyone else want to claim either the bag of holding or Ring of Protection +3?


Male Human Wizard (FC) 11 - Enchanter

Lets take the bag of holding as party item as well and just take a little less cash each.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

This is where we stood before the reefclaw and the last rashaka encounter.

Some items not counted in the total below:
-Amulet of Proof vs. Detection and Location (Vencarlo wanted it to go to the seneschal).
-Third Eye (ruined when taking it from Glorio).
-Wand of Cure Moderate Wounds and curative potions (already distributed and/or used by group).

The value of the other items is 299,517 gp. The sale value is then 149,758.5 gp, split four ways that is 37,439.625 each.

The only things I could see Krenn having an interest in are the Bag of Holding and Ring of Protection +3 (because, really, Krenn has to do something about his AC).

Aron, In that last encounter with the rashaka and his pet giant snakes, were we able to recover anything once the pit spell expired?


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Sorry I have not posted here in a while, this thread does not appear to have been updating for me.

HP: 1d8 ⇒ 4

Level 8 Cleric - I pretty much get nothing new and interesting this level.

+1 Diplomacy
+1 Bluff
+2 Disable Device
_____________

If Krenn is taking the +3 Ring, I would like:
the +2 Ring;
the +2 Mithral Keen Rapier;
the +2 Headband of Charisma (I would prefer a wisdom headband, but will have to decide if I want to spend money to upgrade it.);
the +1 Holy Light Crossbow (not that I am great with it, but it will be a lot better damage than the masterwork shortbow I have now.) <-- will have to think about this because of how expensive it is.
the boots of elvenkind; and
the Belt of Dex +2 (I think I have been using this for a while)

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