Crimson and Clover

Game Master The Roxtar

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|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Post here for the off topic things as needed.


CN Medium Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 26 (28 w/ Shield)| Perception +16E | Fort +14E Reflex +13T Will +17E | Move 25’ | Low-light vision, Imprecise Scent 30 ft.

Hello. I am Hue. Hue Ma'an. I am a normal Human, living in Korvosa. Nothing to see here. Move along.


LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺

Hello, Faust is the name, Faust Hawkins. Delighted to make your acquaintance.


Male N Orc Barbarian 8 w/ Sorcerer Dedication|HP: 132/132|AC: 26|Perception: +15m|Fort: +17m|Reflex: +12t|Will: +14e|Speed: 25ft/Raging 35ft|Darkvision 60'|Icons: ◆◇↺

hello, tensei is my name.


LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺

Since at least some people are participating in their first Play-by-Post campaign, I thought I'd put a quick posting tutorial up.

Generally speaking, we prefer players to make their posts in the third person--i.e.,

Good Style writing:
Firstname Lastname leaps up from his chair and pulls his blaster out of its holster!

and not

Bad style writing:
I leap out of my chair and pull my blaster out of its holster!

When your character is speaking, please use bold text, and prefereably quotation marks. All caps is acceptable when yelling, although you can also make your text larger for the same effect, or smaller when whispering. Also its best to use italics for internal thought.

To make your text bold, use [ b ] without spaces, and use [ / b ] to stop using bold. Similarly, [ bigger ] [ / bigger ] will make your text larger. [ smaller ] [ / smaller ] will make smaller text as well.

For thoughts, italics ( [ i ] [ / i ]) are prefered. Used too frequently it can be a little much, but a well-placed bit of internal monologue can go miles for filling out character motivations, providing an ironic counterpoint to what the character is saying, etc.

Dice rolling is pretty easy; use [ dice= ] [/dice]. You can put anything after the equals sign, for example here I'll specify that this is a perception roll.

Perception:: 1d20 + 13 + 14 ⇒ (4) + 13 + 14 = 31

In between the [ dice= ] and [ / dice] you put the actual dice you want to roll. Format should be XdY+Z, where x is the number of dice, y is the type of die, and z is the modifier applied to the roll. For example, if your 18 strength soldier hit with a falchion you'd roll

Damage:: 2d4 + 6 ⇒ (3, 1) + 6 = 10

Extra dice can be rolled, by adding additional XdY. For example, here's a investigator adding inspiration to his attack roll.

Attack:: 1d20 + 1d6 + 10 ⇒ (13) + (4) + 10 = 27

Note that you can roll dice that don't normally exist--1d2 for a 50/50 roll, 1d7 if you've cast mirror image and have 6 images up, etc.

You can also make multiple independent rolls with a single dice code by seperating them with a semi-colon. Here I'm going to roll an attack roll and damage roll at the same time.

Falchion:: 1d20 + 4 ⇒ (3) + 4 = 72d6 + 4 ⇒ (5, 2) + 4 = 11

Silver Crusade

Female Strix CN Medium Strix Oracle 8|Max HP 88| A.C. 25| Perception +11| Fort +14 Ref +17 Will +16| Speed 25/15 fly| Darkvision 60ft

Behset comes to play, yes?


Male N Orc Barbarian 8 w/ Sorcerer Dedication|HP: 132/132|AC: 26|Perception: +15m|Fort: +17m|Reflex: +12t|Will: +14e|Speed: 25ft/Raging 35ft|Darkvision 60'|Icons: ◆◇↺

Tensei is a large built half-orc who has very heavy beastial features. Tensei wears very simple clothing and often still has his leather blacksmith apron on due to him working long hours at the forge. His face is always covered so that his orc features are less noticeable as not to cause him more issue then he needs.
He is a stoic man that does not speak often but when he does they come off intimidating and rude. This is not his fault however, he grew up hard and never had time to learn the intricacies of social interaction. After being born and raised with a orc family he was later abandoned by them and joined a mercenary group doing whatever to whoever for money. At the time it didn't matter to Tensei, all this was was survival and due to his orc features, behaviors, mannerisms there wasn't much else out there for him. It wasn't until Tensei was passing through a town where he met the most enchanting human he has ever met. Tensei never met any one like her before, Most humans would barely look at him and often ran from him like he was a monster. She not only talked to him but looked at him like no one ever has. Shortly after he retired from the mercenary life and settled down with his now wife Valantia. Valantia got him a job working for a local blacksmith in the back where he could be away from the everyday customers but could still work. This went on for years until one day when Tensei arrived home to find his wife dead on the floor of their home. The house was ransacked even the ring on her finger was gone. Tensei never so mad in his life vowed that day to get revenge for is loving wife. After burying Valantia in the back yard next to her flower garden where she used to spend most of her days, he set out to the forge. There he worked all through the night to forge his tools of vengeance! A Falchion, with Valantia's name etched into the blade on one side and the other side is the words "To hell I send those slain by this blade" in Orcish. After freshly forging his weapon of vengeance he now sets to the streets at night trying to find who did this to his wife....by any means necessary.


LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺

Faust Picture

I can't really remember my parents, the only thing I can remember is my mom's smile. I can remember that every time I saw her smile all my worries would go away. One day when I was out shopping with my mom my life changed forever. We were on our way home and I walked a little too far from my mom and a man grabbed me. Next thing I know I was being introduced to Gaedren Lamm. I remember him being a mean and terrifying man. I lived with a bunch of other kids of all races and we were referred to as Lamm's Lambs. He made us do a bunch of dirty work for him like steal and get information. If we failed we were beaten and I have the damn scars to prove it. He took everything from me...I hate that man, but he made a mistake. When he left me for dead in that garbage heap, he did one thing wrong...he didn't kill me. Now all I want to do is make him pay. I tried looking for my parents but they died and now I will never see them again and it's ALL HIS FAULT! I will do everything in my power to make him pay!


CN Medium Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 26 (28 w/ Shield)| Perception +16E | Fort +14E Reflex +13T Will +17E | Move 25’ | Low-light vision, Imprecise Scent 30 ft.

Like Faust, Hue spent his early days as one of Lamm's Lambs. When he finally made his escape from Lamm, he killed the man sent to bring him back. Not only did he kill the man, he left his body in such a way as to send a message, the message being "coming after me is more trouble than its worth." Whether or not Lamm ever recieved the message, Hue doesn't know. What he does know is Lamm didnt send anyone else after him, and he enjoyed leaving the message.

Silver Crusade

Female Strix CN Medium Strix Oracle 8|Max HP 88| A.C. 25| Perception +11| Fort +14 Ref +17 Will +16| Speed 25/15 fly| Darkvision 60ft

Behset strikes an odd figure in these parts, her obsidian skin and raven wings set her apart from the pale skin worms that crawl through the mud inside their stone nests. She wears a wrap of loose fine, but tattered, red fabric. Looking beyond the stains and mud the fabric looks like it may be a sample of Korvsian heraldry torn from a wall. Even for a Strix Behset looks wild, almost to feral. Her talons and fangs stand as prominent feature in glaring white. The scent of smoke and ash hang heavy on her like a mantle and with every rustle of her wings faint wisps of smoke trail into her beloved sky. Almost inviable against her wings is her constant companion Khasia, a raven of noble bearing, much more so than Behset herself. A past as a freakshow pacified by a steady stream of drugs left the wild spirited Behest with a bitter hatred for the jeering rich, none more so than Lamm, and a distasteful longing for the substances that bound her. Taught from birth to hate the humans Behset has vowed to herself that any allies that enable her wrath can be stomached.


Male N Orc Barbarian 8 w/ Sorcerer Dedication|HP: 132/132|AC: 26|Perception: +15m|Fort: +17m|Reflex: +12t|Will: +14e|Speed: 25ft/Raging 35ft|Darkvision 60'|Icons: ◆◇↺

I figured we could plan here. What do we think is the best route? Direct to lamm or sneak in


CN Medium Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 26 (28 w/ Shield)| Perception +16E | Fort +14E Reflex +13T Will +17E | Move 25’ | Low-light vision, Imprecise Scent 30 ft.

I'm sneaky. Path of least resistance works well for me. If we go head on, I'll be in the rear shooting with my bow hopefully and not engaging in melee.


LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺

I am decently sneaky so I could try to follow Hue.

Silver Crusade

Female Strix CN Medium Strix Oracle 8|Max HP 88| A.C. 25| Perception +11| Fort +14 Ref +17 Will +16| Speed 25/15 fly| Darkvision 60ft

test for bar


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

sooooo, basics for the conversion.

as this is a big shift, i'll try to cover everything i can think of, but i'm sure i'll miss something.

- standard character building with the free archetype variant rule. since not everything is 1:1 in making the switch, i understand if you folks want/need to change things up.

- common and uncommon ancestries are available for use. anything rare, please talk to me first, and i will almost certainly say yes.

- since we're technically in the middle of a "dungeon" we'll be using the lvl 6 wealth by level to calculate items/equipment (permanent items 5th: 1, 4th: 2, 3rd: 1, 2nd: 2 and 80 gp OR a lump sum payout of 450 gp)
any common equipment is always available. uncommon has a chance, and rare.. well... we'll cross that bridge if we come to it
*also note, a +1 striking weapon IS a 2nd lvl item and a 4th lvl item

- background will be posted here. i would prefer if you try to use them to replicate the story of your original character, but if you have something similar that is a official background, again, just talk to me first but i doubt i'll say no.

- Harrow Points. this will be presented in the same manner as they were previously, with a harrow reading at the start of each book. i'll be posting the new options/mechanics in the game tab same as before.

- Hero Points. as they are a pretty standard expectation for players, no reason not to use them here as well.

i'm sure there's more... but this is all i can think of now.

Backgrounds

Drug Addict
Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord named Gaedren. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you.

Choose one of the following:

Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge.

Choose two ability boosts. One must be to Wisdom or Charisma. The other is a free boost.

You are trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.

Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have gained a tolerance to the life addiction has given you.

Choose two ability boosts. One must be to Strength or Constitution. The other is a free boost.

You are trained in the Medicine skill and Drugs Lore skill. You gain the Assurance skill feat in Medicine.

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Framed

Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord named Gaedren Lamm. Lamm’s thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name.

Choose one of the following:

Family Honor: The person framed was a family member; perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your naturally skilled tongue.

Choose two ability boosts. One must be to Wisdom or Charisma. The other is a free boost.

You are trained in the Deception skill and the Korvosa Lore skill. You gain the Lie to Me skill feat.

Dropout: You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school (perhaps the Acadamae) or church. As a result, you were forced to self train and promised yourself you would become better at your chosen profession despite the spurning of your peers.

Choose two ability boosts. One must be in Intelligence or Wisdom. The other is a free boost.

You are trained in your choice of Arcana, Nature, Occultism or Religion. You gain the Trick Magic Item skill feat.

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Love Lost

Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him.

Choose one of the following:

Orphaned: The murder victim was your only surviving parent or guardian. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself.

Choose two ability boosts. One must be to Intelligence or Charisma. The other is a free boost.

You are trained in the Crafting skill and the Merchant Lore skill. You gain the Quick Repair skill feat.

Widowed: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings.

Choose two ability boosts. One must be to Charisma or Wisdom. The other is a free boost.

You are trained in the Intimidate skill and the Underworld Lore skill. You gain the Intimidating Glare skill feat.

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Missing Child

You suspect that a child you know has been abducted by Gaedren. Whatever the relationship, you’ve heard rumors about Gaedren’s “Little Lamms,” and of how the old man uses children as pickpockets and agents for his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of other known to be cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, yet it has its hands full with “more important” matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding?

Choose one of the following:

Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at rumor mongering and finding information from others.

Choose two ability boosts. One must be to Wisdom or Intelligence. The other is a free boost.

You are trained in the Diplomacy skill and the Korvosa Lore skill. You gain the Hobnobber skill feat.

Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and has honed your stubborn will.

Choose two ability boosts. One must be to Constitution or Strength. The other is a free boost.

You are trained in the Survival skill and the Scouting Lore Skill. You gain the Experienced Tracker skill feat.

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Unhappy Childhood

You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since.

Choose one of the following:

Tortured: Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy.

Choose two ability boosts. One must be to Dexterity or Constitution. The other is a free boost.

You are trained in the Thievery skill and the Underworld Lore skill. You gain the Pickpocket skill feat.

Religious: You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth.

Choose two ability boosts. One must be to Wisdom or Intelligence. The other is a free boost.

You are trained in the Religion skill and the Lore skill of your chosen deity. You gain the Student of the Canon skill feat.


LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺

I went with Unhappy Childhood (Tortured) for Faust. Also going to keep him catfolk and go Rogue with the Swashbuckler dedication.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Posting this info here as you guys have a pretty solid understanding of Blood Veil at this point and have identified it previously. With the conversion it has changed up slightly from the original, but is essentially the same.

Blood Veil
BLOOD VEIL DISEASE 5
DISEASE DIVINE NECEROMANCY VIRULENT

Blood Veil takes its name from its most apparent symptom, a rash and mask of blisters that covers the face. In its initial stages, the disease is characterized by headache, fatigue, coughing, and the aforementioned rash. As it progresses, the cough becomes more obtrusive, the rash spreads to the neck, face, and limbs and develops into pox-like blisters, and the lymph glands swell into painful buboes. At its most advanced stage, the blisters grow to the size of grapes or larger, internal bleeding creates black patches on the skin, and blood is expectorated. Ultimately, a most unseemly, wheezing death occurs. If left untreated, blood veil kills the average human in approximately 7 days.

Saving Throw : Fortitude; Onset 1 day
Stage 1 drained 1, stupefied 1 (1 day)
Stage 2 drained 2, stupefied 1 (1 day)
Stage 3 drained 3, stupefied 2 (1 day)
Stage 4 drained 4, stupefied 2 (1 day)
Stage 5 dead

Virulent
Source Core Rulebook pg. 638 2.0
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

PLAGUEBRINGER'S MASK ITEM 5

UNCOMMON CONJURATION INVESTED MAGICAL NECROMANCY
Price 160 gp
Usage worn mask; Bulk L

Resembling the more common nonmagical plague mask, a plaguebringer's mask grants a +1 item bonus on saving throws against nauseating scents and immunity to one specific disease (the disease must be chosen at the time of the mask's creation). The mask also veils the wearer's alignment, making their aura register as neutral to alignment-detecting effects.


LN Medium Catfolk Rogue (Blessed One/Swashbuckler) 8|HP: 80/80|AC: 26|Perception: +16m (+2 w/Initiative)|Fort: +11t|Reflex: +18m|Will: +14e|Speed: 30ft (35ft w/Panache)|Focus Points: 1/1|Icons: ◆◇↺

Placeholder


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Retrieving a Pig: Retrieving a pig from a cage requires 1 Action to Interact with the cage followed by a successful Grab Pig.

Squirming Pig: A pig weighs 15 pounds and does not enjoy being carried. Any creature that begins its turn with a pig grabbed, they must roll 1d6 and consult the Squirming Pig table to determine its reaction. If the pig is Restrained, the result is always a 1 and is slumped.

Dropping a Pig: Any creature that takes damage while carrying a live pig must succeed at an Athletics check (DC 10 + 1 per point of damage taken) or drop the squirming pig. If an unconscious or dead pig is being carried, then this check is an automatic success. A pig that is dropped runs in a straight line away from the closest person on initiative count 0 each round, moving at a speed of 30 feet. A pig will not run off the edge of the roof or into a pit.

Passing a Pig: A character can pass a pig to a teammate with an Interact action if they are adjacent to their target. Retrieving the pig uses the receiver’s Reaction this turn. A character who wishes to pass the pig more than 5 feet must use the Throw Pig action.

Throwing a Pig into a Pit: In order to throw a pig into a pit, the thrower may use the Throw Pig action; however distances over 10 feet are not considered an automatic success and require a check (see below). A pig released into an adjacent pit is automatically successful. Adjacent defenders CAN still attempt to intercept.

Intercepting a Pig: A character can attempt to intercept a thrown pig if it passes through a square they threaten with a successful DC 24 Catch Pig attempt.

Stealing a Pig: A character can grab a pig out of another creatures hands with a successful Disarm attempt. On a Critical Success, the pig is stolen and restrained by the character who made the attempt. On a Success, the pig is stolen and grabbed and the character must roll 1d6 on the Squirming Pig table to determine how the pig reacts.

GRAB PIG ◆ SKILL ACTION
ATTACK
Requirements : You have at least one free hand.

You attempt to grab the pig with your free hand. Attempt an DC 15 Athletics check. You can also Grab Pig to keep your hold on a pig you already grabbed. Critical Success The pig is restrained and you automatically gain the benefits of the Slump entry on the Squirming Pig table until the end of your next turn.
Success The pig is grabbed until the start of your next turn.
Failure You fail to grab the pig. If you already had the pig restrained or grabbed, that condition ends and the pig breaks free.

THROW PIG ◆ ATHLETICS SKILL ACTION
ATTACK
Requirements : You have a restrained pig.

You attempt to throw a pig. A pig thrown up to 10 feet is treated as an automatic Success on this check. If the pig is thrown more than 10 feet, make an Athletics check against DC 15 + 1 per 5 feet thrown past 10 feet.

Success You throw the pig at your intended target. They may attempt to Catch Pig if they have a free reaction this turn.
Failure The pig lands on the ground and falls prone.
Critical Failure The pig lands on the ground and immediately runs in a straight line away from the closest person on initiative count 0 each round, moving at a speed of 30 feet. A pig will not run off the edge of the roof or into a pit.

CATCH PIG ↺ ATHLETICS SKILL ACTION
Trigger You are targeted with a thrown pig or a pig is thrown through a square you currently threaten.
Requirements : You must have a free hand but can Release anything you are holding as part of this reaction.

Attempt a DC 11 Athletics check to catch the pig.
Success You catch the pig and it gains the grabbed condition.
Failure The pig lands on the ground and falls prone.
Critical Failure The pig lands on the ground and immediately runs in a straight line away from the closest person on initiative count 0 each round, moving at a speed of 30 feet. A pig will not run off the edge of the roof or into a pit.

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