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PaizoCon 2014!

Sfounder's Curse of the Crimson Throne PbP

Game Master Chris Marsh

COMBAT MAP

Curse of the Crimson Throne Initiative:


  • [dice=Baddies]d20+[/dice]
  • [dice=DeGrog]d20+4[/dice]
  • [dice=Ferox]d20+10[/dice]
  • [dice=Gaius]d20+3[/dice]
  • [dice=Grym*]d20+3[/dice]
  • [dice=Morkeleb]d20+5[/dice]
  • [dice=Odric]d20+4[/dice]
  • [dice=Sandor]d20+2[/dice]



6,501 to 6,522 of 6,522 << first < prev | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | next > last >>

Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+14[/dice] for [dice]2d4+10+6[/dice] damage.
Murder Hobo/7 Initiative:+4 - AC:26, T:15, FF:24 - HP:92/92 - THAC0:13 -
Crunch:
Fort: +9, Ref: +5, Will +3/+5 vs. Fear - Perception +0 / Stealth +0 - FAME:33/37 - XP:27,166/34,000

Odric Retroactively spends his tenth day of downtime searching for and negotiating with a workman who can build him a brewery and store front in Korvosa. He provides detailed instructions for the construction of the Brewery and its Store Front and instructs the man to report progress to Harold the Herald. Since Odric has spoken to Harold about his intent for the project, the warrior feels confident the Brewery and Store Front will meet his needs.

Odric sketches out his requirements for the workman and sends him on his way with detailed instructions on engaging Harold back in Korvosa.

Wealth Change:

-10 Goods (Spend 9, don't earn 1)
-1 Influence
-5 Labor

-190GP for Store Front

+10GP (don't spend on day 10)

Influence: 3-1=2
Labor: 5-5=0
Goods: 13-10=3
GP: 1837+10=1847


Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+14[/dice] for [dice]2d4+10+6[/dice] damage.
Murder Hobo/7 Initiative:+4 - AC:26, T:15, FF:24 - HP:92/92 - THAC0:13 -
Crunch:
Fort: +9, Ref: +5, Will +3/+5 vs. Fear - Perception +0 / Stealth +0 - FAME:33/37 - XP:27,166/34,000

Current Date: 15 Erastus

2 Erastus - Approach Arkonas mansion
3 Erastus - Meet at elephant statue and enter dungeon
4 Erastus - Exit dungeon
5-14 Erastus - Downtime


Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+14[/dice] for [dice]2d4+10+6[/dice] damage.
Murder Hobo/7 Initiative:+4 - AC:26, T:15, FF:24 - HP:92/92 - THAC0:13 -
Crunch:
Fort: +9, Ref: +5, Will +3/+5 vs. Fear - Perception +0 / Stealth +0 - FAME:33/37 - XP:27,166/34,000

Odric loads his pack horse in a manner similar to the way he had loaded the ill-fated first Donkeyhorse. He feeds the beast a carrot and whispers into it's flickering ear that its new name is Donkeyhorse and he thinks the adventures ahead will make the two fast friends.

Odric studiously avoids telling the beast about its predecessor.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 46/46
Odric the Stout wrote:
Odric studiously avoids telling the beast about its predecessor.

You mean this?


Male Half-Orc Fighter 7 (Corsair) AC=20/23 Lt.Fortification; T=12; FF=18/21; Init. +4; Perc. 0; Fort 10; Ref 6; Will 4(6); HP 74/75

wouldn't it be horribly hilarious if the previous (I don't know how many there have been) Donkeyhorse came back in a future adventure as a powerful Donkey-Lich to drag Odric into the depths of undead hell to punish him for his crimes against donkey-kind . . .?


After 10 days of planning, training, and shopping, the team meets together with Vencarlo and Neolandus. Neolandus lays a map out in front of you.

"Gentlemen (and Trinia), your path forward is relatively safe. You'll head overland to Janderhoff. It's roughly 16 leagues from here so budget 2.5 days. You'll be able to resupply there. Then the next step is up to you. You could hire a river barge there to take you to Kaer Maga, which is just over 20 leagues more and a slow trip just under two weeks but by far the safer and less conspicuous route. Second you could go overland through a more lawless area. You could do it in five days, but expect some trouble. From Kaer Maga you'll need to check with the locals and build a plan to get to Thousand Bones. May Desna smile on you. any questions?"


Male Human Inquisitor 7 AC=20; T=15; FF=15; HP=52/52

Looks like this is going to be a long trip. 60 miles maybe to Janderhoff. The terrain looks friendly. We should probably have an easy enough journey. With Grym and I doing a little hunting on the way, we can try to save some rations for when we hit the Cinderlands. I expect we'll be able to hire a ferry to Kaer Maga from Janderhoff.

Kaer Maga seems to be the gateway into the Cinderlands. Despite it's reputation, I'd expect we should be able to provision ourselves for the trip through the Cinderlands there. It might also be worth hiring a Shoanti guide who knows the terrain to help get us to where we're going.


Anyone who makes a Knowledge (Geography) check can provide even more information or expectations.


Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+14[/dice] for [dice]2d4+10+6[/dice] damage.
Murder Hobo/7 Initiative:+4 - AC:26, T:15, FF:24 - HP:92/92 - THAC0:13 -
Crunch:
Fort: +9, Ref: +5, Will +3/+5 vs. Fear - Perception +0 / Stealth +0 - FAME:33/37 - XP:27,166/34,000

Odric's recommendation is the slower and safer route. Better to conserve resources and strength for the trials ahead.


Male Human Inquisitor 7 AC=20; T=15; FF=15; HP=52/52

I actually agree with Odric.


Male Human Inquisitor 7 AC=20; T=15; FF=15; HP=52/52

Can you give us any more info on Kaer Maga?

Chris, did my downtime inquiries turn up any further info in that regard, too?

How likely do you think it would be to find a reliable guide in Kaer Maga?


They did, I'm still working on them.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 46/46
Dungeon Master S wrote:
Anyone who makes a Knowledge (Geography) check can provide even more information or expectations.

Know(geog): 1d20 + 11 ⇒ (9) + 11 = 20

Ferox wrote:
How likely do you think it would be to find a reliable guide in Kaer Maga?

I've heard of this place. I'm certain one could find just about anything one could imagine--and at least several things one could not, or would prefer not to, imagine--there. I'm sure reliable guides are there, the problem will be filtering out the UNreliable ones. Perhaps our magical abilities, Ferox, could assist in that regard. Or just mine, if you are not so inclined.


Male Human Inquisitor 7 AC=20; T=15; FF=15; HP=52/52

In this regard, I'm perfectly happy to apply my divine and mundane talents.


Male Human Ranger 7, AC 21, HPs 64/88, Int +3, (Bucho AC 22 HPs 58/58)

Geography 1d20 + 8 ⇒ (10) + 8 = 18

The ranger would enjoy an overland trip. Grym votes for procuring horses and riding. He feels this would give the party more flexibility.


Ferox:

Most of Kaer Maga's trade is in the exotic, or items which are illegal elsewhere, since basic items are produced more efficiently and cheaply in one of Varisia’s other cities. The city does not attract passing trade, as it is not on a trade route to anywhere else, but is a destination in its own right. One of the city’s main imports is grain from the lowlands around Korvosa. Goods travel by ship to Palin's Cove, then head north by caravan to the Yondabakari River. It then travels by barge to Kaer Maga. The alternative route, is to travel by ship to Magnimar and then by barge along the river for the rest of the journey. This route is much longer, but removes the need for an overland stage. When the river reaches the Storval Rise, merchants can either blaze their own trail up the dangerous river gorge, or pay the Duskwardens in order to use the more efficient Halflight Path. Caravans arriving from the north, for instance from Riddleport have the option of reaching the Storval Plateau via the Storval Stairs, but that route then requires many days of travel through the hostile Cinderlands.

Though an anarchic "civilization", a loose consortium of groups, gangs, and families rule the people of Kaer Maga. The entire city is a melting pot of citizens from all cultures, such as the Ardoc family of Bis; the Brothers of the Seal, who are ready to kill each other over whether or not they should open the great portal they guard somewhere deep in the caverns beneath; the gently whistling Sweettalkers of Tian, with their lips sewn shut to keep them from uttering the true name of their god; the Augurs, troll seers who predict the future by casting divinations with their own intestines; and the bloatmages, with the leeches that keep them alive attached to their bulging bodies. Kaer Maga is one of the main halfling settlements in the Inner Sea Region; halflings are the second most populous race in the city. Kaer Maga is one of the places escaped halfling slaves find welcoming. Halflings often join the Freemen of the Bottoms or live in the Halfway Houses in the Warren. The city also has a sizeable population of mindless undead, sometimes referred to as the Twice-Born.

One juicy tidbit that may interest you is that your contacts and inquiry consistently mention rumors of the Red Mantis having increased activity in the area. This is highly unusual and of particular danger to you.

Sounds like the overland, slower and safer route is the plan. You do not need to purchase horses. Everyone gets a mount of their choice from the Core Rules. This is in addition to the pack mount of Odric's.


Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+14[/dice] for [dice]2d4+10+6[/dice] damage.
Murder Hobo/7 Initiative:+4 - AC:26, T:15, FF:24 - HP:92/92 - THAC0:13 -
Crunch:
Fort: +9, Ref: +5, Will +3/+5 vs. Fear - Perception +0 / Stealth +0 - FAME:33/37 - XP:27,166/34,000

Core Rules Animals:

Horse Heavy (Combat Trained)
Horse Heavy
Horse Light (Combat Trained)
Horse Light
Pony (Combat Trained)
Pony
Riding Dog
Donkey
Mule
Reference


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 46/46

Wasn't the overland trip the shorter, less safe route, and the river barge slow (2 weeks) and safer--and less conspicuous?

DMS wrote:
You could hire a river barge there to take you to Kaer Maga, which is just over 20 leagues more and a slow trip just under two weeks but by far the safer and less conspicuous route. Second you could go overland through a more lawless area. You could do it in five days, but expect some trouble.

during the discussion of what to expect, Morkeleb turns to Gaius. Gaius, I don't know how much you know of Kaer Maga, but it occurs to me that the reputation of the place might actually be more of an affront to *you* than to most of the rest of us. I've heard rumors of zombie prostitutes--a vile and sickening fetish, in my opinion--but it strikes me as something that would be an insult to your religion. I thought you might want to prepare yourself mentally and spiritually if these rumors turn out to be true. We don't want to draw undue attention to ourselves, so if that practice is enough of a violation of your beliefs to surprise you into action, I for one would prefer you weren't surprised.


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Male Half-Elf Rogue 4/Cleric 3; Trapspotter 17; Init: 3; AC: 22; T: 14; FF: 22; HP: 41/41

Downtime for Gaius:

Gaius sees the potential in Harse to extend some influence, earn some coin and... *sigh* do some good.

Seven days are spent earning capital in Harse and recruiting two teams: Scofflaws and Guards. These two teams will work together to smuggle contraband into and out of the seabound Korvosian holdings and the landed. Their mission will also be to assist anyone disloyal or dangerous to the Queen out of the city and into hiding.

Gaius hopes this will provide income AND a network of names of people who will owe him and be willing to provide support against Ileosa. That might be useful for us to have in the future.

10 taken on various checks to earn capital, no capital left over. Two teams in a satellite office of The Yellow Veil. Hooray!

During that time, Gaius writes three letters:

First to Cressida, written in code. Bluff, taking 10 is 20, the DC for a complex message is made. I'll give an update and brief outline of the plan and situation. This will be hidden in a sonnet, 40% romantic, 40% explicit and dirty, 20% silly.

Second to The Firm of Dewey Cheatem and Howe, inquiring about status of The Yellow Veil and informing them of our new hires and capabilities. I'll hide this in an angry letter about the state of the fishing industry. Again, take 10, result is 20.

Third is to Laori Vaus, disguised in an uncomfortably explicit discussion of places where our two faiths overlap in ritual, and how this will help us both achieve Brightness. This is asking her if she could use some freelance work doing what she's exceptional at: hurting people. If interested she should seek out Dewey Cheatem and Howe and give the callsign. Looking to keep her friendly and available for future projects. Third time, taking 10, result is 20.

Any remaining time will be spent working on swordplay and vigilante skills with Vencarlo, if he's willing to host a workshop or two for me. Resting. Carousing and having a good time in Harse. Some shopping as well I suppose so I can restock on-hand supplies.

Gold spent: 115 Sails + 2 cp/mile for each messenger. Let me know when you have a moment. Or don't. That's cheap, maybe we just hand wave it.


Male Half-Elf Rogue 4/Cleric 3; Trapspotter 17; Init: 3; AC: 22; T: 14; FF: 22; HP: 41/41
Morkeleb the Mighty wrote:

Wasn't the overland trip the shorter, less safe route, and the river barge slow (2 weeks) and safer--and less conspicuous?

DMS wrote:
You could hire a river barge there to take you to Kaer Maga, which is just over 20 leagues more and a slow trip just under two weeks but by far the safer and less conspicuous route. Second you could go overland through a more lawless area. You could do it in five days, but expect some trouble.
during the discussion of what to expect, Morkeleb turns to Gaius. Gaius, I don't know how much you know of Kaer Maga, but it occurs to me that the reputation of the place might actually be more of an affront to *you* than to most of the rest of us. I've heard rumors of zombie prostitutes--a vile and sickening fetish, in my opinion--but it strikes me as something that would be an insult to your religion. I thought you might want to prepare yourself mentally and spiritually if these rumors turn out to be true. We don't want to draw undue attention to ourselves, so if that practice is enough of a violation of your beliefs to surprise you into action, I for one would prefer you weren't surprised.

Gaius smiles at Morkeleb.

Friend Mork, I appreciate the concern. It takes a lot to shock and offend a Calistrian. I'm... Curious about this. My limited exposure to the undead wasn't sexy, so you're making me consider questions such as, "Do they magically preserve the bodies or is rot part of the fetish?". My Lady Calistria preaches to avoid the darkness of Evil AND the light of Good. We are to protect ourselves by using the shadows in-between. Beyond that, we value the three tenets of Lust, Trickery, and Revenge. Each of those requires Freedom. If lust is sated using necromancy, who am I to judge? Though I will say that it is not for me. Why anyone would choose that over a living, breathing, feeling woman's flower? I don't think I will understand. Nor do I want to, but I see that as a choice. I'll not stop anyone from a free choice so long as my own lust is sated, my bluffs and cons unimpeded, and my enemies dead or in pain. Creating the undead is an evil act. But no one can hurt a zombie courtesan, and I've seen many a courtesan horribly beaten or... Let's just say, 'mistreated'. That aspect presents a certain appeal. So who can say? I'll leave that one to The Gods.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 46/46
Gaius wrote:
Seven days are spent ... doing awesome stuff

+1!!!

Understood. I did not know where your line was drawn in regards to the ... act of your faith, and prudence suggested a warning. I should also extend a similar warning to all of us; the streets of Kaer Maga are reputed to house every and all manner of folk, goodly and evil, humanoid and monster. Since we are trying to avoid notice, I think any who might be offended by such things steel yourselves to turn a blind eye to what may be there. Within reason and as far as your conscience will allow, of course--just keep our goals in mind.

(a careful observer might have noticed a slight intake of breath, a slight twinkle in the eye, from the wizard at Gaius' mention of a "living, breathing, feeling woman's flower..." but nah, must've imagined that...)

Gaius, we should talk more about our enemies being dead or in pain. ;-)


Male Human Ranger 7, AC 21, HPs 64/88, Int +3, (Bucho AC 22 HPs 58/58)

Grym has developed a pretty strong hatred for the undead. It started with his first battle with a skeleton that seemed to last for ever... Though he isnt terribly religious he feels his goddess Sarunrae approves of destroying the abomination of undead.

The ranger feels he might be tempted to slay some undead on the side if possible.

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