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DM NomadSage's Curse of the Crimson Throne

Game Master nomadicc

Part II: Seven Days to the Grave


51 to 100 of 954 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Jade Regent | Crimson Throne | Skull & Shackles

>.<

They said the bug would be fixed today, but its still doing the same crap.

I'm just going to start a new thread... NOT link it to the campaign until they fix it. I'll post the link here in a few hours.


Male Half-elf Shadowcaster 3/Rogue 1 //HP: 16/25, AC: 12 (16), F:1 R:5 W:2
Status:
  • Active spells: Mage Armor
  • Spells remaining: ICS, CS, SI, Slp, HP, CP, MnI, I
  • Binding Darkness: 7/7

Can't go to page 2 unless I reply and then it disappears!!!

I have a few spare gold for the erstwhile barb. Interest will accrue of course. :)


Female Human Cleric 2

Rosa has 10 GP left over you can have. I'd like to preserve some.


Seems to be fixed now...


Jade Regent | Crimson Throne | Skull & Shackles

IT HAS BEGUN!


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

I have 28 gp. I can lend you some. It won't cost you much--JUST YOUR VOICE!

Oops, wrong witch...


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Should we all post in spoilered fashion until we congregate?


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

Looks like the game is on! :) Hello again, everybody.


Jade Regent | Crimson Throne | Skull & Shackles
Melianthe Ssulissien wrote:
Should we all post in spoilered fashion until we congregate?

I suppose so, but unless you're doing something sneaksy, it's not a big deal.


Male Half-elf Shadowcaster 3/Rogue 1 //HP: 16/25, AC: 12 (16), F:1 R:5 W:2
Status:
  • Active spells: Mage Armor
  • Spells remaining: ICS, CS, SI, Slp, HP, CP, MnI, I
  • Binding Darkness: 7/7

Going out of town for the weekend. Posts will be poorly constructed (on the phone) and late in the day, if at all.


Jade Regent | Crimson Throne | Skull & Shackles

Harrow Points

From Zellara's Harrowing, you all gain 3 Harrow Points, for use at any time during the *Edge of Anarchy* chapter. You can spend them in the following ways:

  • Dexterity Rolls: Spend a Harrow Point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result.
  • Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your Armor Class for one encounter. You can spend extra points in a single encounter for a larger bonus.
  • Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter. You cannot stack this one.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Squishy casters will use that for AC. :) Neat!


Chelish Inquisitor 3 - HP: 21/27 - AC 18, T:12, FF:16 Fort: +6, Reflex: + 3, Will: +6 Perception: +7

I think everyone in the party will use it for AC.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Re: Slumber Hexin' through walls. GM's choice by Rule 0/RAI here, but RAW, a bunch of hexes just require proximity.

Slumber Hex wrote:


Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

contrast this with

Evil Eye Hex wrote:


Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.

Based on this, I would say that Slumber doesn't require sight. How one targets an unseen and not previously seen hexee, that's a good question, but 'Ashiel's Razor' says it doesn't require sight. Detect the dog by its bark? It's not a mechanic that has been discussed that much. Of course, it's up to the Mighty GM. Slumber Hex is really powerful, as are a lot of hexes...which is why I like 'em.

Melianthe also has a periscope, and will invest in some Gloves of Reconnaissance at some point...


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Er...nevermind.

http://paizo.com/threads/rzs2lber?Witch-Hex-Stacking-and-Range

SKR wrote:


Unless otherwise stated, you must have line of effect from the caster to the target to activate an ability.


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

So the hex is out. How do you guys feel about just buying some raw meat and puttng valerian or another intoxicant on it for the dogs?


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

How do you get it to the dog? Both hex and meat require an open door, no? Either line of effect or "line of meat tossing plus wait for drug to take effect." Plus, there are multiple dogs.


Male Half-elf Shadowcaster 3/Rogue 1 //HP: 16/25, AC: 12 (16), F:1 R:5 W:2
Status:
  • Active spells: Mage Armor
  • Spells remaining: ICS, CS, SI, Slp, HP, CP, MnI, I
  • Binding Darkness: 7/7

Multiple dogs? I only heard one.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4
DM NomadSage wrote:


As Seren nears the building, a number of dogs start barking from within.


Male Half-elf Shadowcaster 3/Rogue 1 //HP: 16/25, AC: 12 (16), F:1 R:5 W:2
Status:
  • Active spells: Mage Armor
  • Spells remaining: ICS, CS, SI, Slp, HP, CP, MnI, I
  • Binding Darkness: 7/7

Huh, some times you get something in your head ... Thx


Male Half-elf Shadowcaster 3/Rogue 1 //HP: 16/25, AC: 12 (16), F:1 R:5 W:2
Status:
  • Active spells: Mage Armor
  • Spells remaining: ICS, CS, SI, Slp, HP, CP, MnI, I
  • Binding Darkness: 7/7

I'll blame it on nomadicc ... In a later post he referred to the dog singularly and then the guy shouted at just one dog. Your hex is single target, ya?


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Yup, one target per round.

There go all my dreams of zapping dogs through walls. :(


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

*pat pat* There, there. We'll find you something else to zap. ^^


Jade Regent | Crimson Throne | Skull & Shackles

It hasn't come up in gameplay yet, but it probably will soon, so I figured now would be a good time to explain Flex-time and its cousin Dungeon Crawl Mode. I know Seren and Rosa are familiar, and most of you have probably seen/used some version of it already.

With flex-time, the basic idea is to speed up gameplay by resolving different serial (game) time events in parallel (real) time. Time between the events becomes fuzzy, but shouldn't affect the overall timeline. Mechanically, on the PbP, we'll just run the different scenes simultaneously, using scene tags at the top of your post to specify which thread you're responding to.

Its similar to the parallel threads of the scouts at the fishery and Mel/Dem talking at Zellara's, but everyone can chime in. You're allowed to listen/respond, unless you've specifically left/been left out. For private sidebars, try to use spoilers.

If you come up to a critical event (such as combat) that must be resolved, flex-time halts until the encounter is finished.

Dungeon crawl mode is set along the same mold, but to help work through the dungeon environments, which can single-handedly kill PbP campaigns, more quickly. Once in the dungeon, I'll describe out the rooms you explore as separate flex-time threads, then leave them to you to further search/discuss.

For DCM, I'll follow a logical pattern of exploration, and tell you everything you'd find with a Take 10 Perception using the best mod in the group. Marching order, spells and more explicit directions will be up to you to explain in advance. If you stumble into a trap or combat encounter, we'll resolve that before continuing the flex-time threads.

Hopefully that makes sense... its easier in practice than to describe. Questions? Comments? Anecdotes?


Chelish Inquisitor 3 - HP: 21/27 - AC 18, T:12, FF:16 Fort: +6, Reflex: + 3, Will: +6 Perception: +7

I'm a little lost, but I'm sure I'll pick it up as we move on. I do understand the DCM which sounds good.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Do you want spoilered combat and you post summaries of each round? (or spoilered combat plus shouted suggestions?)

I haven't used DCM, but Flex Time, for sure.


M Human (Shoanti) Barbarian (Urban) 4- HP 54/54, DR 2/4 Nonlethal and Resist Fire 2: INIT +2, Perc. +7, AC 17/T:13/FF:15, Saves= Fort+6, Ref +3, Will +1/5

I like it. Sounds great.


Jade Regent | Crimson Throne | Skull & Shackles

For combat, I'll roll initiative for the group, then expect you to post your actions. I'll post a summarized narrative of the action for each round, or partial round if there's a hold action or a significant change to the tactical situation that would cause you to update your declared action. I'll fudge the targeting a bit to what makes sense, for example if you posted "hit A with my sword" but he gets dropped before your turn, then I'll switch your roll to B, etc.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Cool. Since I always have my familiar on me, shall I mod my stats for Perception and Initiative accordingly?


Jade Regent | Crimson Throne | Skull & Shackles
Melianthe Ssulissien wrote:
Cool. Since I always have my familiar on me, shall I mod my stats for Perception and Initiative accordingly?

Sure


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

*grinds teeth* I am experiencing DNS-lookup problems and have to post from my sister's. Will be able to post more extensively tomorrow. Apologies for the delay...


Jade Regent | Crimson Throne | Skull & Shackles

No worries... I'm experiencing self-induced delays. =)


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

I'm down to 3 hp. Can I get some healing from someone? ^^; If not, I'm going to have to break off from this guy and drink my only potion.


Female Human Cleric 2

I'll get to it this round. You're going to need to take a 5-ft step back into range, I don't think Rosa can get to that spot.


Female Human Cleric 2

....okay, so Rosa's a little scary.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

This is definitely the scariest bunch of (1st-level) players I've seen in a non-evil party.


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)
Rosa wrote:
....okay, so Rosa's a little scary.

Hey, I already said you were scary after the candy incident! :p

Melianthe Ssulissien wrote:
This is definitely the scariest bunch of (1st-level) players I've seen in a non-evil party.

No, dahling. Ve are ze very best actors ever seen in ze 1st-level party! ;)


Male Half-elf Shadowcaster 3/Rogue 1 //HP: 16/25, AC: 12 (16), F:1 R:5 W:2
Status:
  • Active spells: Mage Armor
  • Spells remaining: ICS, CS, SI, Slp, HP, CP, MnI, I
  • Binding Darkness: 7/7

"Edgy and gritty", I believe l'dungeon master said. :)


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

@ Seren: Well, threat-wise, we're doing our part. ^^

@ Melianthe: Does Golarion really have a triple goddess of Moon and Vengeance?


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Golarion has one NOW.


Chelish Inquisitor 3 - HP: 21/27 - AC 18, T:12, FF:16 Fort: +6, Reflex: + 3, Will: +6 Perception: +7

LOL, this party is awesome. Who needs diplomacy? And I agree, the women in this party = much scarier than anything else we could encounter. I may even switch deities. What domains would you say this Triple Goddess have?

Speaking of domains, I actually currently have the Tactics domain. Which means that I can let an ally roll twice for init 5/day. Unless anyone has an objection I will probably just give it to Melianthe.


M Human (Shoanti) Barbarian (Urban) 4- HP 54/54, DR 2/4 Nonlethal and Resist Fire 2: INIT +2, Perc. +7, AC 17/T:13/FF:15, Saves= Fort+6, Ref +3, Will +1/5

Sagang rolled pretty poorly in this fight, ending up at 6. Especially once he upgrades to a two handed weapon his ac will be poor and often going first means he will put down an opponent before it gets to go.

I am a little worried that our loot is about to walk off with the kids. I am too broke to by a 2 handed weapon and would rather the valuable stuff not go anywhere if we can arrange that.

Demitri, how wounded are you at the moment?


Chelish Inquisitor 3 - HP: 21/27 - AC 18, T:12, FF:16 Fort: +6, Reflex: + 3, Will: +6 Perception: +7

Well, even though I neglected to update my stats, I have 5 hp right now. That crit from the dog hurt a lot. The thing about melee going first is, you might drop them first, but the more likely thing is while you're up there all alone, they just gang up on you and focus you down. I think Mel getting to cast slumber hex or misfortune first is a better deal for us.

As far as the loot goes, I don't think they'll be able to run off with anything too valuable.


M Human (Shoanti) Barbarian (Urban) 4- HP 54/54, DR 2/4 Nonlethal and Resist Fire 2: INIT +2, Perc. +7, AC 17/T:13/FF:15, Saves= Fort+6, Ref +3, Will +1/5

I'll trust you to make the call on your power. When do you have to make it? The situation at any given time might dictate one of us over another.


Chelish Inquisitor 3 - HP: 21/27 - AC 18, T:12, FF:16 Fort: +6, Reflex: + 3, Will: +6 Perception: +7

Link here

Basically in a PBP, it's easier to just declare a default and change it up if we get split up or something and that PC isn't around.

Or I could be wacky and give everyone their turn since I have 5 uses/day. But that's a little too chaotic for Demitri.


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Yeah, from what I understand, casters should go first, particularly(?) debuffers, and witches built to be debuffers supreme.


Chelish Inquisitor 3 - HP: 21/27 - AC 18, T:12, FF:16 Fort: +6, Reflex: + 3, Will: +6 Perception: +7

Yea, or on a caster with good defensive buffs. And IC, Melianthe is the only party member that Demitri's actually had a conversation with.


Female Tiefling Rogue 3 / Fighter 1; Init +3; Senses Darkvision 60 ft, Perception +6; AC 19 (+4 Dex., +4 armour, +1 Ring of Protection); AC +1 vs. traps; hp 16/32 Fort +5; Ref +7; Will +1 (+2 vs. fear)

Mirarae
The Duskflower
Hyacinth Candle
Night-Eye
Lady of the Three Balances

CN/LN/N goddess

Portfolio: Moon, night, witches, balance

Domains: Air, Darkness, Trickery, Magic, Water
Subdomains: Arcane, Cloud, Deception, Divine, Night, Oceans

The changeable Mirarae is a goddess whose worship is in serious decline. Once upon a time, she was worshipped as a sister of Sarenrae, and hailed as the goddess of redress and retribution, but this role has been largely usurped by the rising popularity of Calistria. Nowadays, few people recall her, and those who do usually fear her changeable nature.

During the new moon, Mirarae is Chaotic. The sickle moon is seen as the slit eyes of a stalking tiefling or a hungry vampire, always wrapped in black robes. In this phase, Mirarae is watching on as darkness envelops Golarion and evil is afoot. During this phase, she is the patron of thieves, predators, and those who seek balance in secrecy.

When the moon is in balance between light and dark, Mirarae is fully Neutral and takes on the form of a human woman, her face covered by a half mask, her body half exposed. In this phase, she is best known as the goddess of witches and of anyone who goes out at night to practice their magic.

When the moon is full, Mirarae is Lawful. She assumes the form of a voluptuous Dusk Elf, her dark body exposed for all to see, her eyes and hair shining with all the radiance and colour of the full moon. In this phase, she is the mover of the oceans, a minor patron to sailors and those who travel at night. Sadly, she is also hailed as a patron of were-creatures in this phase.


M Human (Shoanti) Barbarian (Urban) 4- HP 54/54, DR 2/4 Nonlethal and Resist Fire 2: INIT +2, Perc. +7, AC 17/T:13/FF:15, Saves= Fort+6, Ref +3, Will +1/5

Again, totally your call. Melianthe is +7 already though.

Once Melianthe can cast Haste I will argue less. :)


Female Dusk Elf Witch (Deception)/Level 4
Stats:
HP 20/20 AC 11 Per +8 Init +7 F +2 R +2 W +4

Oh, good point; I'm already far up thar.

I love Mirarae. :) I'm inspired to try and draw our characters...if I have any spare time this millennium. Haven't drawn for years.

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