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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

Online Maps | Party Loot Tracker | Party Assets


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Discussion thread here!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

The Fox has arrived


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Hey Foxy! Posting as Storn to show you how to do this next step:

Okay, so the next step is to create a tagline. Normally I'd also ask you load your whole character into your profile but that's a lot of work and I have everyone's character sheet. You create a tagline by using certain fields from your character profile - if you put information in a certain order, you get a great shortform character sheet. You can see it beside Storn's name in this post.

1: Click on your character
2: Edit profile
3: Enter the following in the below fields, without quotation marks. Each 'X' indicates a number from your character sheet. If you don't know, assume your speed is 30.

Race "| HP: XX/XX | AC: XX (XX Tch, XXFl) | CMB: +X, CMD: +X | F: +X, R: +X, W: +X | Init: +X | Perc: +X"

Classes/Leves "| Speed XXft | Ability X/X | Ability2 X/X [/ooc]

Gender Gender Alignment Race Class Level

Completed Tagline:

Race: | HP: 37/38 | AC: 21 (10 Tch, 21 Fl) | CMB: +6, CMD: 16 (+4 bull rush) | F: +6, R: +1, W: +7 | Init: +2 | Perc: +3, SM: +3

Classes/Levels: | Speed 20ft | Spells: 4/4 1/2 (one blank) | Sacred 4/4 | Blessings: 5/5 | Fervor 4/5 | Active conditions: Bless

Gender: Male CG Human Warpriest 4


Human Oracle 1 | HP: 8/9 | AC: 16 (12 Tch, 10 Fl) | CMB: -1, CMD: +12 | F: +1, R: +2, W: +4 | Init: +6 | Perc: +2 | Speed 30ft | Spells 4/4 |

The Fox has very interesting sideburns.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Done and done


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Okay, so we need Tim and Chris set up and then I can get the gameplay thread going.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

While waiting, The Fox breaks out his alchemical kit, and tries, yet again, to concoct a less dangerous form of 'shiver'


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

BEHOLD! THE VOICE OF... WHOEVER MY GOD IS HATH ARRIVED!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Ah *cough*. Hi
Smoke some of this and tell me what you think ?


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HURRAY!


You must gather your party before venturing forth.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Minus whatever I'm supposed to add for abilities, I think I'm ready.


1 person marked this as a favorite.
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Sevenspawn Click This:

Your abilities to track should be htis:
Channel: 5/6 (you're going to use one charge here)
Spells: 2/3 (you've cast one spell this game so far, using up 'bless' to heal someone)

First gameplay post is up. Here's how you post in play by post:

Out of combat, you're free to act as you would in a normal rpg. Ask questions, move around, talk to people, post things. The environment is yours to play with within reason. Don't narrate that you affect or change things that have game impact, since that usually requries a roll, or confirmation from me. You know how it works.

Format:

The board uses bb code. So everything is contained within square brackets. If you click 'How to format your text' at the bottom it'll show you how. I've inserted a space in the code examples below so you can see how it works. Here's the conventions:

[ b]Insert text here. [ /b] = Bold text. "This is used for dialogue. Always put dialogue in quotation marks."

[ i]Insert text here. [ /i] = Italics. This is used for thoughts. No need for quotes.

[ ooc]Insert text here.[ /ooc] = OOC. This is for out of game comments.

[ spoiler=Spoilers]Insert text here. [ /spoiler] = Spoilers.

Spoilers:
Use these if you want only the GM, or the GM + one other person to see. I will use spoilers to hide information you need a check to beat, or to pass information to a specific character. Clicking on spoilers not meant for you is peeking.

How dice work

Dice are rolled like so:

[ dice=Attack]1d20+3[ /dice]

Attack: 1d20 + 3 ⇒ (2) + 3 = 5

When rolling an attack, roll damage at the same time on the same line.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

ALWAYS PUSH
This means when you post, try to push the game into the next room, the next line of dialogue, or so forth. Speak to and interact with others. PbP means stalling.

If you have questions, feel free to ask me here, or over facebook. I will explain how combat works when we get to a fight. Game is open!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Can we pin the gameplay coding for easy access?

Also, Dave - I'm pretty sure I've used two spells... one to heal Goric, one to heal the group after we dragged the bodies out.


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Unfortunately I can't link to specific posts, but you can 'favorite' it. You can always just click 'how to format your text' at the bottom of the page.

And Sevenspawn used his 'Channel energy' ability the second time, which is sort of a fixed ability you can use six times a day. Spells can do a variety of things on the other hand. So you've used 1 spell, 1 channel energy.

I've attached a link to a map which uses google draw. The map link is at the top of the page. You can move your own tokens on this map, and it's easy to access. That said, it's not great for mobile. If you're on mobile, let me know where you want your token moved and I'll do it for you.

Finally for loot - I'll make recommendations to Tim about stuff he could use. Otherwise, if Jonathan wants to start a google docs spreadsheet, I can inclue a sticky link to it.


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Also Chris you lazy bum get a forum avatar.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Here is the link to the loot. It's just a list for now, until one of us decides to do something fancy with it. Also, I've included everything because I'm not sure what people might want to grab or try to sell. I'm not wild about dragging around three extra suits of (non-magical) armour just to make an extra 5gp.

https://docs.google.com/spreadsheets/d/1EWu2xOp_yKQb-LTh8THCBvcnMEwxi4kUL86 mSCyXOv8/edit?usp=sharing


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

This should work - I think I might have had the setting wrong previously: https://docs.google.com/spreadsheets/d/1EWu2xOp_yKQb-LTh8THCBvcnMEwxi4kUL86 mSCyXOv8/edit?usp=sharing


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I removed the tanglefoot and the wand from the party treasure since, to my mind, those items are now part of individual equipment lists. So long as there's no disagreement about who gets what (presumably those best able to use particular items will take them), then it should cut down on the party loot list.
Unless anyone thinks we should be tracking who owns which items...?


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

We may as well split it up when we do so in the game - rest stops, or between adventures, if there are more to come - except for whatever is grabbed by characters as we go. I agree on not taking large, bulky items like the studded leather, at least on the fly.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I figure there will be opportunities for us to sell off gems (etc) or items that nobody can use, then we can just split the cash. Bulky items (like armour) that are non-magical won't be worth any money anyway.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Don't forget to update your board characters HP to reflect the 6HP healing, all y'all!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

We'll have to update anyway because we levelled up!


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I'll be very short on free time until Saturday and so please use this time to level up and discuss what to do next in the gameplay thread.

For leveling up, please post the changes to your character here. I'll help Tim out with his character when I have a sec.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Level 2 Investigator
Poison Lore: Cannot accidentally poison myself; Ability to identify and neutralise poisons.
+2 save vs poison
Learned 1 new formula (Expeditious Retreat) and can make one more extract/day (up to 3).
+1 to BAB, Will, Reflex; +5 hp
And a whole lot of skills (I can list them, if you are looking for that level of detail)


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Fantastic posts guys! Seriously, this is what makes PbP good. You get some space to really play your characters and come up with some cool s*@#.


Sorry I didn't post yesterday - didn't get an opportunity.


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Okay Sevenspawn, I'm posting your character level up stuff here. Here's how it works. In short you do hit points, skills, feats, class table.

1. Bring up the class page. http://www.d20pfsrd.com/classes/core-classes/cleric

2. Add hit points. Clerics get a d8, and you take an average of 5 hp per level. So 5 hp. +1 for constitution, +1 for favored class bonus, +1 for toughness. +8 hp

3. Add skills from skill points. You get 5 points (2 for bg skills). 2 from being a cleric, 1 from being a human, 2 background.

+1 sense motive, +1 heal, +1 knowledge religion. For background skills +1 lore streetwise, +1 appraise

No feats at level 2.

4. Class table. On the class page there's a big table. Go to level 2 and you get the following changes.

+1 base attack bonus, +1 to fort and will save, an additional level 0 and level 1 spell

For your spells I'm choosing divine favor and stabilize. Divine favor will make you hit harder. Stabilize stops a dying person from dying.

And there's your character! I'll mail you the sheet.

Also, Jonathan's loot tracker is finally linked.


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Also, there's a wand of cure light wounds with 28 charges.

This lets you cast cure light wounds (1d8+1 healing) 28 times without using up your own spells so you can save your spells for kicking ass. Sevenspawn or Lorelei can use it, although it seems more Sevenspawn's gig.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

The wand should be on the loot sheet already (though I think you originally said 23 charges) - I suggested Sevenspawn take it, and haven't heard any objections.

Once we move on to the next part of the adventure, I'll be removing the list of distributed items from the loot tracker, so you should all note the items on your character sheets.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Lol, I figured Godric wouldn't notice too much - Donnell only weighs about 30 lbs soaking wet :P
and Godric's shoulder's a good vantage point for firing his crossbow!


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Okay, so now we're in our first fight on the play by post boards. There are some conventions regarding initiative to understand.

Short version: If you are allowed to act, you act in the order you post, not in the order of your initiative.

Long version:

Initiative is rolled and sorted into turn order. Good guys and bad guys who have adjacent initiatives are sorted into blocks. Blocks 'wrap' past the end of one turn to the beginning of the next.

Example Initiative:

Donnell
Godric
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Bad Guy
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Sevenspawn
---
Bad Guy
---
Lorelei

In the above example the turn order is like this:

Donnell/Godric (in any order)
Bad Guy
Sevenspawn
Bad GUy
Donnell/Godric/Lorelei (in any order)

So yeah, Godric can post twice before Lorelei posts.

What this does is it speeds up the game drastically by letting actions resolve as people post. Godric is ready to post, but has to wait all day for Donnell to post, it holds up the whole game.

Right now, everyone has an action because the imps rolled s%*$ty initiative. So post your action, and we'll resolve in that order.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

So, noob question. Can I go back and edit a post after I preview it without the dice roll changing? I imagine the dice roll would stay the same, because that would be a pretty big flaw if it did, but I wanted to check. (As an example, I might react one way or another IC if my dice roll beat the DC.)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Yeah, the dice rolls stay the same.
I think there might be a limited time to edit your post though, or perhaps you have until the next person posts


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Not that it would matter - apparently I can't roll above a 9...


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I should have mentioned that!

Yeah, feel fre to use the preview function so you can peek your dice rolls and edit your post regardless. For example in combat you can check to see if you roll a crit, and then edit the post to add in the second roll. Or to beat a spoiler DC like just happened.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Thanks guys!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Happy Thanksgiving from the guy playing the stiffest stiff who ever stiffed a stiff! Or something. Man, he's stiff.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Hey Jonathan, when you eventually split up the gold down the road, give me 300 gp less than everyone else and allocate that Shelyn statue to SS. Throwing it up here so I don't forget. Cheers.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

No worries. I don't know when we'll be able to pawn off the valuables, so it's nothing to worry about for now. If SS wants to return the statue now, I'll just cross it off the list. I don't know about the others, but Donnell isn't opposed to buying good-will from as many corners as possible.


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Okay, I've completely reworked Donnell's loot spreadsheet. This seems like a lot of admin work but holy crap does it make things cleaner.

What it does now is that it logs whether something is loot or equipment. Loot (gems, objects of art, etc...) sells at cost. Equipment (arms, armour, magic stuff) sells at half cost. This includes a drop-down to differentiate and a formula to calculate cost.

If nothing on that spreadsheet is claimed, you guys will receive:

1863.725 gold each. Or 1863 gold, 7 silver, 2 copper.

Stuff people may want

- The masterwork longbow is usable by Godric. He's not a bow guy, but a high-strength bow lets him do great damage. It's also valuable, so whatever. With that are the 20 +1 arrows.

- The masterwork chainmail is usable by Godric and Sevenspawn. It's just like regular chainmail, but with a lower armor check penalty. Minor improvement.

- Lorelei cannot identify the magic silver dagger no matter how hard she tries. But it radiates magic. You guys can keep or ditch as you so wish, but it's an unsolved mystery.

- The masterwork dagger (+1 to hit) may be useful for someone.

[b]Recommended purchases:[/b}

Right now some basic stuff is open and you can buy equipment direct from the guards. Nothing magical. Here's mundane stuff I recommend.

- Masterwork weapons. These give +1 to hit and cost 300 above regular price.
- Heavy armour. Godric can now afford that plate mail he may have always wanted. Chainmail is the heaviest Sevenspawn can wear.
- Alchemical supplies: http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-oth er-substances
- Save! When you can buy magic items they're worth stockpiling funds for.

Please let me know what you want to claim from the spreadsheet. If nothing is claimed, you get 1863.72 each.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Thanks Dave, it looks good. I don't know if it matters - I thought keeping the currency separate might be useful in situations where we can't make change (you don't buy off street urchins with platinum, for example).

What is the markup for purchases? Or is it the base value in the book?
Also, I can't remember - are we due back the next day? There's probably no time for making alchemical items / poisons, I'm guessing? (but maybe I could buy the stuff? If nothing else, I'd like to restock drow poison.)

Loot
Several of the items from Lamm could be important in one way or another - unless Know-Local or Lore checks can give us more information, I think we're going to have to decide whether to keep some of those items around for now or just sell them all. Notably, the ring might be important (or just a red herring) - Donnell would probably vote for having that returned to the rightful owners, if nothing else.

Equipment
Donnell can take one or both daggers, unless they can be better used by someone else.
Godric will have to decide if he knows how to use a bow - if he does, we could always have the adamantine arrowhead made into an arrow, rather than selling it. Either Godric or SS should take the chainmail. The shuriken and spear are probably less useful and can be sold.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

If Godric wants to buy plate l will pay for half of it and take the masterwork chain mail. If not, no worries. Everyone else is free to take the rest, I'm good.


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Tonight I'll select loot for Godric and Lorelei to buy and then push on starting tomorrow.


Sevenspawn - Plate is good! I'll go that route, skip the bow (trust me, when I play dumb characters with ranged weapons other characters get shot in the back repeatedly. It happens). A +1 Greatsword would be nice to....


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+1 greatsword is like 2375 gold or something. So save your pennies!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Hey, can we have the wand of CLW, if possible, from Lorelei?


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Yeah grab the wand, and make sure you have the deck and the dagger.

I've sent an invite to Trigger Loaded who seemed interested. We'll know soon enough if he pops in here to say hi!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I wrote down the deck, dagger, and ring - I assume SS has taken the MW chainmail.

The other items from Lamm's were: Oil of Keen Edge, Oil of Silversheen, and Wand of Acid Splash (12).

Total cash each (divided 4 ways): 1747gp, 8sp, 5cp


Greetings, all. Aforementioned Trigger Loaded, taking a peek and wondering if I wanted to join in.

My main hesitation is how far the group is in the game, if you're continuing and not restarting. Hopefully I haven't missed too much plot, though the fact you're already at level 2 is a bit concerning to me.

Leaning towards playing a front-line class. Barbarian, Ranger, Brawler, possibly a Cavalier.

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