GM Azathoth’s Curse of the Crimson Throne Campaign

Game Master Mantic0re

Local and Battle Maps
Loot and Acquaintances
Google Drive


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Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Yeeaah I always read everything. A GM can just not comment their rolls if they wana be mysterious, roll weird dice, etc.


i read some but i mostly keep the blinders on. I enjoy legitimate surprise/shock/(insert human emotion) also my memory typically sucks too much to remember what I do and don't know... especially if we gon play fur a while a'hyuk... but im sure the line will become blurred either way

Also you nailed it GM. very well written.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Everyone still cool with next weekend, the 29th?


hell yea


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

I am an affirmative for next weekend.

@GM Azathoth, I added a section to Valamyr's profile with the thrush's stats so they can be easily referenced. Let me know if it's missing anything you'd like to have.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Sweet, I've had this in my head all week.


Local and Battle Maps

At this point, since we are doing an in-person session this Saturday, I'm going to hold off on posting from when the door opens into Gaedren's lair. I think it will be more dramatic in person.

Feel free to make any additional posts until then, ask questions, RP, or whatever else you'd like. I'm just going to save the good stuff for this weekend.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Good call


agreed


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Once Marius and Nahzir get into position (if that happens successfully) I will detail the illusion I'm going to create so you can have it mind ahead of time.

Or are we completely paused on any further positioning/action til Sat?


Local and Battle Maps

Posting is open, just not going to begin the actual encounter. Go ahead with any preparations or any other posts until then.


Local and Battle Maps

Sean and I have been discussing a later start time of 8PM this Saturday, would that work for everyone? We won't need to go too late, and we can maybe show up around 7 for prep, gameplay start at 8.

Let me know if anyone has issues with that schedule.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

I'm flexible, so whenever works for me.


down for whatever


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Lvl 2 HP roll: 1d6 + 1 ⇒ (5) + 1 = 6


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

HP!: 1d6 ⇒ 6 whew!


Local and Battle Maps

First off, great session last night everyone. I had a great time. Now onto the business.

I updated the campaign info document with new NPCs of interest and all loot.

For leveling up
As a general practice, will everyone please post all their gains for leveling up in a Discussion thread post?

Please post your HP increase (and HP roll), skill points gained and skills applied, 2 background skill points, any new class features, new feats, new spell levels or spell slots, etc...

I want to be able to track your development and to see which options you choose for character development.

Garth
Garth, I know you had some questions and items to discuss.

I will look into scrap metal found in Gaedren's lair and research how that system works. I'll post an update for you with the amount and gold value of the scrap metal you found.

Loot distribution
You guys can discuss this in character, but we should determine a system now for loot and wealth distribution, even if that decision is "no formal system."

I do think a group fund or something similar is good idea. Other groups have assumed that there was one additional party member when dividing gold by 6 instead of 5, and using the group bank for purchasing potions, wands, restoration or revive spells, hiring help, etc.

I've also heard of people using a system where gold is split evenly between the characters, but all found items belong to the group bank. When an item the group found is sold, either unwanted or after a character finds an upgrade, all the gold from selling that item go into a group fund.

There is also the "wild west" option, where players can take what they want, don't have to report and can pocket anything they find, and buying items for the party will not be a give. If we go that rout I don't want to hear any b~+&~ing if you get swindled out of an upgrade or get killed for stealing from your friends.

Other items
I know there was other shit we needed to discuss, but I forget. Let me know if I missed anything.

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

HP lvl2: 1d10 + 3 ⇒ (5) + 3 = 8

good ol average


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

So before we get to planning where to go and what to do from here, loot decisions seem to be important to figure out ASAP, since we're staring at a large trove of it as we speak.

Do people want to discuss this in or out of character?

My vote is for in-character (as always), but if others don't find that to be an interesting/productive use of our posting time, I'm certainly agreeable to hand-waving to whatever OOC solution we agree on.

My OOC thoughts: I think having a group fund (and/or "6th person") is ultimately a good practical idea, especially considering on how heavily we are going to be relying on healing potions/wands.

That being said, until the characters know each other better and make decisions to stick together for the long haul, I think an in-character discussion about how to divvy stuff up would be interesting and potentially enlightening in regard's to all the characters' motivations.

Just my 2 copper. Interested in hearing other people's thoughts.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

@DM Azathoth: How does our level-up factor into our current status re: HP/spells? Do things like new HP/Spells/Spell slots come into being immediately, or does it require a rest or something?

EDIT:

LORD VALAMYR ALDORAN LVL 2:

New HP: +7 (+6 rolled above, +1 favored class bonus)

New BAB: +1

New base will save: +3

New skill ranks: Bluff, Diplomacy, Disguise, Intimidate, Knowledge (Local), Perception, Sense Motive, Spellcraft

New background skill ranks: Knowledge (Religion), Knowledge (History)

New spell slots: 1 0-level, 1 1st-level

New spells: Currently debating between Color Spray and Protection from Evil, and pending DM approval, I would REALLY like to take Sow Thought. It's a "changeling" spell according to the spell list, but it's exactly the kind of bullshit Valamyr would be into. I'm actually surprised I didn't notice this spell on my first look-through. Let me know what you think.


Local and Battle Maps

I'll look into this to be sure, but for leveling gains I think it works like this.

HP: If you are at 7/12 HP, and you gain 6 hp by leveling, your HP would immediately be 13/18. In other words, gaining a level doesn't heal you to full HP, but you do gain the HP from your level up.

Spells: Obviously you wouldn't gain access to any spells that require preparation, but I think it's reasonable to assume you have another active spell slot you can use for already prepared spells. I'll have to verify how that works.

***

I like the idea of loot discussion in-character, but it makes no difference. You can also have an in-character discussion that takes place in spoilers, then continue on with the actual campaign/events in real time.

***

Protection from Evil can be purchased as a wand, and I feel like the other two will end up being much more useful throughout this campaign. Sow Thought is perfect for Valamyr, permission granted. Color spray is amazing too, very different usage than Sow Thought, but would give you another strong option in combat. Those two are excellent choices.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Level 2
+7 HP = 6(roll above) + 1 (favored class)
1 BAB
+1 to Will Save

Spells
+1 cantrip per day
+1 first level per day
+2 first level spells known (Snowball, Touch of Blindness)
First level Patron Spell (Bless) Pending chat with GM

Witch Hexes
Level 2 Hex: Deadly Dealer feat w/ Arcane Strike feat only applied to cards
+1 to Save DCs (16)
+1 round to Slumber duration

Skill Ranks: 7
Bluff, Fly, Knowledge (Arcana), Knowledge (Local), Sleight of Hand, Spellcraft, Use Magic Device

Backgound Skill Ranks
Perform (Harrow)
Knowledge (History)


LVL2
+8HP (5 rolled 3 con mod)
+1bab
+1 fort and ref

FEATS:
+Toughness (monk of sacred Mt.) and +1 ac (p.114 advanced player guide)
+Scorpion style

SKILLS:(5) Escape artist, stealth, swim, Knowledge(History), Knowledge (religion)

Background skills:(2) Craft(Stonemasonry), Craft(Sculptures)


Level 2

HP + [dice=HP Roll]1d10[/roll] or 5(Average) +1(favored class)
+1bab
+1 Fort Save
+1 Ref Save

Nimble +1(Class granted feat, bonus AC +1 for light or no armor)

Skills +7 (6+1 for Fast/Quick Learner Feat bonus)

Acrobatics, Bluff, Craft (alchemy), Intimidate, Knowledge(Engineering), Knowledge (Local), Profession (Engineer)

Background skills,Craft(Blacksmithing) and Craft(Weapons)

And I think that's all my changes


but of course i messed the roll up for hp

1d10 ⇒ 3 +1


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

@DM Azathoth

Just FYI: in keeping with our being able to tweak characters til level 3, I swapped out enlarge person for vanish in my spellbook. It just makes 100x more story sense to me that Valamyr would have learned the latter than the former.


Lvl 2 HP: 1d8 + 2 ⇒ (6) + 2 = 8


Level 2
+9 HP = 6 from roll +2 Con mod + 1 favored class
1 BAB

Ki Pool
-Gain a Ki pool of 3 points (1/2 level + Charisma Mod)
-Grants the use of Ninja tricks (1 trick per point) in addition to other benefits (See the Ki pool description in the Ninja Class section of the Ultimate Combat book)

Ninja Trick
-Vanishing Trick (As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility.)

Skill Ranks - 9

Acrobatics, Bluff, Disable Device, Disguise, Escape Artist, Perception, Sleight of Hand, Stealth, Use Magic Device

Background Skills

Appraise, Profession(merchant)


oh i didnt realize i got a favored class dealy also... so +1 to HP


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Joel and I have been updating the loot spreadsheet. If everyone could take a look at it and claim things they want. Otherwise with the items currently marked for sale, we'd each get ~250gp.

Also GM, in the pier 14 hideout we found a light shield. Was that metal or wooden?


Local and Battle Maps

Wooden shield.


GM Azathoth wrote:
And Marius, the masterwork shuriken, though only a single, might come in handy. I would suggest investing in a pouch full of shuriken once you can afford them.

Agreed... however my current carriage 57.9/58 does not allow me to carry really anything else... best i could maybe do is swap the master work for the one i already have... then my weight should still be the same. But also with it being ammo.. the +1 would be gone after one use if i read the rules correctly... but i also feel this is kinda meta, as Marius is reluctant to even take gold from this endeavour knowing full well were all this "treasure" came from


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Valamyr is likely going to be quietly donating much of his share to the orphanage through an intermediary he has used for years (one of his aquaintances). I imagine more about this will be discovered in-game in the not too distant future. If Marius happened to bring up his aversion to ill-gotten gains in character, Valamyr might suggest he do something similar.

Alternativly, this money could be a nest egg for that monestary, or simply the ugly means to furthering Marius' other (presumably) well intentioned goals.

Just a thought, not trying to push you in any direction :)


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Re: that hand crossbow: a hand crossbow was actually precisely what I had in mind when I envisioned Valamyr carrying a crossbow to begin with. Something small, subtle, potentially concealable, for emergency use. Then I found out it's an exotic weapon for some reason. My internal logic tells me that a small, light, handheld crossbow would probably be a lot easier to manage for a relative weapons novice than a much larger, bulkier one, but Pathfinder rules obviously don't always see eye-to-eye with my personal logic. Can anyone explain why a hand crossbow is an exotic weapon as opposed to say, a light crossbow, which is simple? This makes no sense to me.

EDIT: Also, I know someone took the other tanglefoot bag during the first session. I want to say it was Nahzir? Pretty sure someone has the other acid vial as well.

DOUBLE EDIT: the hand crossbow thing is a general question. Just to be clear, I'm not making a case for taking this specific one. There's almost no way Valamyr would use one of Gaedren Lamm's weapons, no matter how pretty it was.


Speaking against my own interests because I'd love to use the hand crossbow penalty free as well, but I guess if I was going to argue it, I would argue it from a firearms comparison. The compactness of the handheld version could make it seem deceptively simplistic, but when compared to a longer version of itself (as in a rifle or a full sized crossbow) it becomes more difficult to aim because you aren't bracing it against your shoulder or using your other hand to steady it, and likewise the lack of a lengthy barrel makes it much easier to point in any and all directions, drastically increasing the chances for unfortunate mishaps.

On the note of the loot, Garth was interested in Gaedren's masterwork dagger as a backup weapon. He also had an interest in the MW hand crossbow, but as an ooc note, especially in light of it being an exotic weapon for which I'm not feated, he wants it more for the RP value of most likely taking it apart to examine its craftsmanship and harvest any useful parts/materials from it.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Since we only get half the value when we sell loot it's far more effective to keep things than buy later. I pulled the masterwork dagger and masterwork hand crossbow off the sell list.


LVA wrote:

Alternativly, this money could be a nest egg for that monestary, or simply the ugly means to furthering Marius' other (presumably) well intentioned goals.

Just a thought, not trying to push you in any direction :)

fear not the monastery was already in mind ;D or saving up for a bag of holding if such a thing exists lol


Nahzir has the other tanglefoot bag and vial of acid.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2
BurgyZero wrote:
I would argue it from a firearms comparison. The compactness of the handheld version could make it seem deceptively simplistic, but when compared to a longer version of itself (as in a rifle or a full sized crossbow) it becomes more difficult to aim because you aren't bracing it against your shoulder or using your other hand to steady it, and likewise the lack of a lengthy barrel makes it much easier to point in any and all directions, drastically increasing the chances for unfortunate mishaps.

Thanks for the thoughtful reply! Sadly, I've never shot a gun, so this could be pure ignorance speaking, but I would have guessed a 9mm would be a hell of a lot easier to pick up and shoot effectively than an AR, for example. Is this untrue? Also, not sure why the assumption is being made that one wouldn't steady the shot of the hand crossbow with the other hand. Seems that's precisely what one would ideally do (hands permitting). You know, unless you're going ham all up in this b%+@&.

zCakes wrote:
or saving up for a bag of holding if such a thing exists

It certainly does.


the stock of the AR and further distance from where you are holding the gun makes it significantly more stable to shoot(2 hands spead out over 2 points and the shoulder make 3 stable points). Pistols are very very hard to aim( 2 hands basically one on another giving basically 1 stability point). For instance, pistols shooters are typically informed to "squeeze" the trigger and not "pull" it as pulling just being a slightly different motion will drastically affect the aim. meanwhile for rifles that isnt as big of a deal unless you are shooting great distances


Local and Battle Maps

This was accidentally posted in the Gameplay thread.

Garth, I know you had expressed interest in gathering metals and other materials you could use for alchemy or gunsmithing. I'm not fully clear on how the system works, but I found the following:

Crafting Firearms:

You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

To me, that makes the crafting cost more like a fee that you had to pay for the specific parts and materials required to make a gun. However, if you want to collect raw materials and count their value against the cost of making a gun, that seems fair to me.

For all the scrap wood and metal you find throughout Gaedren'so lair, you can roll 4d10 and count the total against the cost when you do craft or work on a gun. You will have to take 8 lbs of metal with you, though.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Um... so this is an example of how lucky we got with that croc in the fight with Gaedren..
Instant one round kill of first level character, no saves, no revival.


Sorry all, total brain lapse and it's been awhile since I posted in gameplay thread. I'll get caught up and get back to it here!


Local and Battle Maps

The croc in our campaign was basically a one-shot killer, you guys got lucky.

I'll be making a big post tomorrow.


boat ftw


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Shiiit my bad Valamyr, I thought Tam was still alive.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Haha no worries, man. Tam being dead just makes Valamyr's guilt complex more intense. Story-wise, it's for the best, honestly.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Do you guys have Dark Heresy on this Saturday?


Dark Heresy might be Sunday. Mother's day in EU this coming weekend.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Very nice, would this Saturday work for everyone then?

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