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The Hydra's Curse of the Crimson Throne

Game Master Groundhog



Welcome to! I think we're about ready to get started. This thread is for all things ooc; I'd like to limit nongame text in the gameplay thread, if you please. I know there's OOC tags on this site, but I don't like them. I can stomach rolls, although I'd prefer if they were spoilered.


And Happy New Year!


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

Checking in and saying hi! And Happy New Year!

So, it would seem like the best lead to follow would be on the weapon, since it seems the trail on the woman is a bit cold. If an origin for the weapon can be found, we can get one step closer to finding the real owner, the woman, and freeing uncle Hayden!

Which means, it might be time to pay the City guard a visit. Probably better to do it as Ford first before the Hydra.


I'd like to see your skills, traits and equipment filled in on your sheet before we start. I'm writing the first post now, though.


There we go, the first post is up.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

It occurred to me just a minute ago, but since this is starting at level 2, do I use the WBL starting gold. Or go with the class average? It won't be too much different, just how much he has in his utility belt at the start.


Given that you're a nobleman, I think the 1000g for level two would be very appropriate, if you like.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

Alright! With the extra budget, I finally got around to kitting him out! And since I'm terrible with money, I made a rough estimate for the overall expenses of his equipment and left around 300 gold left to cover his general spending. I figure since he lives in Korvosa and has little need to travel, a backpack and the usual fare was a bit odd for an casual noble. Most everything should be covered by his clothing and whatnot, so should be all good to go! Always interesting to browse the alchemical section of the equipment list...


That seems perfectly fine.

As an aside, you get 3 harrow points. In this chapter, they can be spent on;

Dexterity Rerolls: A PC can spend a Harrow Point to reroll an initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based check. The PC must abide by the new result (although if he has additional Harrow Points, he can use them for additional rerolls).
Dodge Bonus: A PC can spend a Harrow Point to gain a +1 dodge bonus to his Armor Class for one encounter. He can spend up to 3 Harrow Points per encounter to increase his Armor Class in this manner.
Speed Increase: A PC can spend a Harrow Point to increase his base speed by 10 feet for one encounter.

Any you don't spend in this chapter will roll over, so it's possible to hoard them for the last book, if you like.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

Got it! Odds are I'll probably be stubbornly hoarding them until I flush them all in a desperate attempt to get out of the mess I've caused. That's what I do with any game I'm in.

"Awesome! I got a screen nuke! Now to put it in this pocket and never ever use it!"

"It's the last boss..."

"Never. Ever. Use it."


Very good. When do you want to head to the fishery?


I made you a spreadsheet to keep track of things like NPCs and loot and such. Here's a
link.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

I guess heading by nightfall would make the most sense. Under the cover of darkness. Should catch him by surprise. And plenty of time to prepare, just in case (ICly, obviously. Already prepped for the show now.)

Also...that's a good idea! Should come in handy on my end. Definitely going to forget a couple name here and there. X)


Here's a link to a sketch of the fishery. I'll fill in details as you explore more stuff.


There we go, the stairs and the new door is visible on the sketch.


Fight map. You can move your own token around on it.

Initiative rolls:

Hydra Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Hookshank Initiative: 1d20 + 2 ⇒ (4) + 2 = 6


You go first. Feel free to find a more appropriate token to represent Hydra, if you like.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

Brilliant! Maybe I'll just lull the bad guys into a false sense of security before beating the tar out of them...


Updated the map, the dog's on there now too.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

And it looks like he will stay there, since I evidently can't hit the little nut!


That's just pathetic. Your turn.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

There we go! We had to get some good results at some point!


Good to see. I finally got around to updating too.


Ford?


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

Sorry for the delay. We had a bit of a sudden snowstorm in our area, and it sort threw my whole schedule out of whack.


It's totally fine. I hope you're okay with the snowstorm and all. I drew some more stuff on the sketch, now that you're inside.


That certainly took me forever for something so simple. Sorry, back now though!


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

No worries! Sometimes it's the simplest things that catch us off-guard! Believe me, I know that feeling...


New fight map! Going up stairs takes two squares of movement. You beat initiative handily, so you go first.


Male Human Wizard/1 | HP: 17/22 | AC: 18/13/15 | Fort +5 Ref +6 Will +4 | Init +3 | Perception +7

I'm impressed, actually! Came close to losing that second one! Here's hoping that superhero luck sticks around!

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