GM Peachbottom's Curse of the Crimson Throne (Inactive)

Game Master Peachbottom

Chapter Six: Crown of Fangs
Part Three: Legacy of Blood

Charisma Rerolls: A PC can spend a Harrow Point to reroll a Charisma-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).

Destiny Shall Not Be Denied: A PC can spend a Harrow Point as an immediate action to force the GM to reroll a d20 roll. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to force additional rerolls).

Psychic Wrath: A PC with levels in a class that grants bonus spells based on her Charisma score can spend a Harrow Point to increase the power of a spell from that class’s spell list as she casts it. She increases the spell’s DC by 2 and gains a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on attack rolls for that spell.

Roll Card: Gain a +2 bonus on all Charisma-based checks. In addition, he treats his caster level as if it were 1 higher when casting spells gained from a class that grants bonus spells based on his Charisma score.


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Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I agree. I can see Lucien's point. I do recall him mentioning he hoped there would be more role-playing when I joined the game. I agree it's hard to RP while in a fight, and I am trying to do better with describing my actions. I think I write a lot, and it only shows up as a couple of lines so clearly I'm falling short.

I don't take it as a personal attack, but a Seb said a chance to do better. I do know one or two players who might be good fits for the game. GM would you like a message with links to profiles? I won't reach out unless you give me the go ahead.

I'm sorry to see Lucien go.


Peach, in the CoT game you are joining, be sure to get a piggy ASAP. :)


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Seeing how prone I am to forgetting things (like Devargo's name), is this the first mention of the Red Mantis we've come across?


I believe so


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I believe we found/heard something from the sunken ship.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Thoughts on our vampire.

I say give him what he asks for, unless someone can talk him down in price, and let him leave. He clearly doesn't want a fight, and I really don't think we do either. He seems nice enough for a hundreds of year old vampire scientist. (What a statement.) He gave us some really good information we can follow up on for free. He seems more like a lackey and not the mastermind behind the whole thing. If he does leave, he's out of Korvosa's hair, and is Ustalav's problem.

What does everyone else think? Does someone want to sense motive him? Mine has a negative to start with.


No sense motive here. I say let him leave


Check the treasure sheet and choose what you want to give him. No need for individual donations. There is plenty of unclaimed stuff. He's not going to accept the physicians' or the cultists' gear but if you give him Rolth's spellbook, that covers 1390 gp of the 2000 gp he is asking for. There are also plenty of onyx gems if you want to keep it simple. But you decide.

I added a second tab to the treasuresheet which I think is easier to read than the first tab. Let me know which version you like better.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Spellbook and gems works for me.


Tyrando, let's continue the discussion in the discussion board. There will be down time after the temple is finished. If the players visit Vencarlo during that time, meeting them their could be an idea.


Spellbook and gems sounds fine to me as well


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

I was thinking in terms of adventure as it's the first visit the group is sent to in the next book. but if there is down time then there are more options.

I could try to introduce myself as interested in their connections to get the family business running again and help out acquiring special gear in exchange. My family connection should be worth for that. For the full price of course, only saving the 'search every magic shop in Korvosa' if it is available. Only problem with that is that some meeting would be enough, no need to take me along.

Simple approach would be the 'He looks trustworthy' like seen in the youtube video form the gamers. I introduce myself after they report back to the Field Marshal as interested in joining their cause as by rumour they were the first ones at every scene where the perpetrators of the plaque were doing their evil. Would also be a nice reminder that the party is making a name for themselves, even if they didn't plan to.

Or the group decides to search for someone to join them in their preferred adventurer's tavern. Do you have your headquarter in the Harrow-Deck-Ghost's house?


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian's family runs a smithy. Perhaps they have business connections that Tyrando might be interested in?


We tend to float around a lot. The barracks might be considered our HQ


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

I just found out where my avatar is from. It's a Sable Company Elite Marine from the Guide to Korvosa :D


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

A more concrete suggestion for an entrance. I could take quarter at the Creaky Hammock and keep an eye from the small 2nd story room on the entrance of the Citadel Volshyenek. And once you come along to visit Field Marshal Croft I'll stick to your heels to find out what's behind the rumors about you.


Sounds good


That sounds better. Not to spoil anything but showing up at Vencarlo's could be problematic.


Ready to head east, everyone ready to buff and bash? Any more wounds to heal?


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I'm good healed up. Let's finish this.

My character is trying to figure out how to burn the place to the ground after we're done without catching the rest of the city on fire.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Nah, we need it for evidence. Also, Iolana isn't exactly great with fire :P


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I know but I can't exactly freeze a building down. At least not yet.


You look rather hurt, Sebastion, I can use the healing wand.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

I've always been bad at keeping that thing updated. Should be fixed now.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Question: How long in game time until you're done and going back to Field Marshal Croft? If it'll happen this or the next day I could already move into the inn.


Most likely they'll be done with the temple during the current day and returning to Croft the same day as well. But that's up to them. But i assume it will be soon. You can have already set up at the inn


Nahhh. We'll go on vacation somewhere for peace and quiet.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

As the group comes back from their four week travel to Osirion - for some pyramid watching and snorkelling - and finally visit Field Marshal Croft they catch a glimpse of a skeleton that is draped in the window of the Creaky Hammock on the second floor. It's skull leaned on the hand, cobwebs between the bones.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

I hope the introduction post is ok in that way. Please tell me if I need to add a TLDR summary ;)


Looks good.

What is a TLDR summary?


'Too long, didn't read'


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Oh the joy of public housing.

Quote:
The Creaky Hammock can easily house up to four dozen people in its 40 hammocks AND four small rooms.

I was really hoping that means a common room with 40 hammocks plus four rooms. Obviously only wishful thinking. Hope dies last. :)


Maybe I read it wrong but I think it is more amusing this way. If you'd prefer it be And 4 small rooms, I can change it.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

No, you read it right. Four times ten hammoks housing 40 guests. Additional rooms would mean additional number of guests. It's just my wishful thinking that didn't get to live past the contact with reality.

Have to fight the urge to strangle some of these uncivilised, noisy and drunken sailors to unconsciousness. It would prove that there are other options to get to sleep in this establishment. But would have other unwanted side effects.

It's funny how the role of the character influences the feelings I have about the situation. As my pirate character from the shackles I would have a lot of fun here. As Tyrandro I'm already annoyed by this.

But that's where good roleplaying situations and character depth come from so it's a good thing :)


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

That's fine with botting Lucien. It was a stall post on my part, I don't really expect that we're going to fight it. It sounds pretty tough. There is the dangerous possibility that, if we don't fight it now, it may be released against us in the climax, so that's something worth considering.


I have only some silver sling bullets and Shadow Trap might pin it in place.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I say leave it alone for now. Maybe we won't have to deal with it. I have a silver sickle, and would have to roll 15 or higher to get past the SR.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Is Tyrando patient? I have visions of him being so ticked off by the time we show up after our lovely vacation he just yells at us for a while and storms off. With us looking dumbfounded. :)


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrando will probably shout at some of the patrons of the inn before he leaves maybe even breaking ones nose if he has the feeling he gets away with it ;) But he'd show up on his best behaviour when meeting you.


I'm not really sure what the designer was thinking including the nosferatu and the leukodaemon in this dungeon. In the original books, Ramoska was a CR 10 and the leukodaemon is a CR 9. In the revised books, they bumped Ramoska up to a CR 14, which he definitely didn't need. You guys are only level 5. These things will tear you apart. And if you didn't rest, like I let you do, you'd be facing these enemies on low resources.


Our DM is wise and kind. :)


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

There must be a design rule at paizo: At least half the party has to be dead by the end of the adventure.

Because too many people complained that the fights are not challenging :P


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I appreciate the warnings of how tough they could be before we found out the hard way.

-Posted with Wayfinder


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Honestly, I like it. It always seems so contrived when the heroes always face challenges that, though difficult, still provide a reasonable chance of success. Sometimes life doesn't give you lemons, it gives you lemon golems, and there will be no lemonade that day.

Also, Tyrandro, I apologize in advance for the numerous times that each of us is going to misspell your name.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

So far I'm looking it up myself every time I have to write it.


Everyone, don't forget your Harrow Points, use em or lose em.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

How many do we have?


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

I assumed the Blessed Maiden's Hospice is a known place the way the man talked about it. But I didn't find it on the city-map so I have no idea how long it would take me to get there.


For Harrow Points, check the campaign info tab.

For where the Hospice is, check my map of Korvosa link at the top of the page. I update it as new locations are discovered.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Ok. That's pretty close. About 1200 feet. That's a two minute walk. Depending on the speed with which the action moves in the dungeon below I could even arrive before the action starts.

Depending on your preferences I could walk into the aftermath of what they managed to do there already on the above ground levels. I'll wait for you to give me a description once I arrive. Whether it be early or late compared to the events the others go through.

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