Curse of the Crimson Throne (Inactive)

Game Master StephNyan

Map of Korvosa
Map of the Dead Warrens (Secret Lair)


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Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

The only barrister i've seen as type is the 3rd party content Unholy Barrister, reserved respectively for evil cleric characters. She said she'd unlikely be divine, but things can change, fluffwise who knows.....


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

Oh yea right, though Bards are arcane casters and know CLW spells as well.
If Baer is like another person I know of in CotCT, he is a wizard having studied the law.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
Mavor Asku wrote:
Though it could be just flavour reasons to mislead us and keep us guessing.

"A healer" and party balance are nice concepts but hardly necessary. My character can fight, but, more importantly will be RP'd well as she is a personality that I've wanted to play for a while.

Mavor Asku wrote:
Else we will need to buy a bag of holding and tons of potions.

Ayep. Or we make like the Rahadoum.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8
Baer wrote:
A healer" and party balance are nice concepts but hardly necessary

I'll hold you to that ;)


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9
Baer Mytr wrote:
"A healer" and party balance are nice concepts but hardly necessary. My character can fight, but, more importantly will be RP'd well as she is a personality that I've wanted to play for a while.

I fully agree with that, perhaps if we can fight/kill fast enough we won't even need a healer.


And get a wand of CLW and put (at least) 1 point in Use Magic Device.

From mind, for at least 1 of you Use Magic Device is a class skill. If you manage to get +5 on Use Magic Device and take 10 while outside of combat, that solves the out-of-combat healing.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)

Supplemental reading.

Posts 2, 3, & 4 pretty much sum up how I feel about it.

This post here pretty much sums up why I never encourage anyone to play anything other than what they want to play.

Either way, I'm sure we're going to rock this.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Kwoon is a healer of mind and spirit. If you don't like it, he'll head kick you and watch you fall down. He calls it "head tripping".

I will do my part by sending the GM countless PMs with complaints and crying.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Okay, so i'll rephrase it, as with the quote i was joking. Pardon if it came off differently.
It's convenient to have, not mandatory.

As matter of fact, Falcon's hollow i'm in, we never had a pure healer, we had our bard and, as long as it lasted, an alchemist. We've been chewing on pots and wands the whole adventure.

As for the part of what you want to play; +1 :)

Indeed, i have use magic device as class, it needs 3 more points to get to 5 though.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)

Oh, yeah...take everything I say with as much salt/chagrin/goofiness as possible.

Also, the roll to activate a wand via UMD is 20. We'll need 10 ranks to get there on a take 10 I'm sure with this charismatic group we'll have no problem getting there. ;)


Whoops, from mind I thought it was 15. Luckily no charges are spent if you fail.

"...but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can’t try to activate that item again for 24 hours."

You as in... just anyone who'd try to use that item, 'cause it's rendered useless for 24 hours?

Or you as in... the person who rolled the 1?

If there's no clear ruling I'd likely go for option 1, but I'd have to look that up.


The gameplay thread's open!

Have fun! :)


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
Denario Vasquez wrote:
Baer, your bio says you attended the magic academy some time. Chances are we might've bumped into one another on occasion, Denario lives and works there as an inspector of wares & aquisition.

It's possible. While I don't know how big/#students the Acadamae is, I think it is much more likely that you would have heard of Baer rather than Baer knowing you. Baer left amid a scandal: accused of murder, framed by Lamm. And, as a half orc, she might be better known than a 'regular' human.

I think that you've heard of her could play nicely into these opening scenes. However, I don't think she knows you...she wasn't in the Acad long enough and isn't really good at making friends. As the current scene shows.


F Half-elf Arcane Trickster/3 Sorceress (Ele: Air)/4 Unchained Rogue/3 (HP 63/63 | AC:22 [+1 vs. Traps*] | T:16 [+1*] | FF:16 | CMB:6 [10 vs. Grapple/Pin] | CMD:21 | Fort:+5 | Ref:+11 [+1*] | Will:+7 [+2 Enchant] | Init:+6 | Perc:+13 [+1*; +1 to avoid surprise by foe] | Speed: 30)
Spells:
Lv1: 8/8 | Lv2: 8/8 | Lv3: 5/5 | Elemental Ray: 8/8 | Impromptu SA: 1/1

StephNyan here. I've been in doubt about doing this, but I've decided I'm adding this character to the group. Allyph's the character I played when I was in Curse of the Crimson Throne, nearly a year ago. We never even reached Gaedren Lamm before our GM disappeared.

The reason I let her join is I don't like unfinished stories, and want to bring a sense of closure to Allyph's backstory with Lamm. So she'll at least be around till Gaedren Lamm's defeated. In case 4 players proves too few for the story I may have her help you for a longer period. Not sure yet, as I may just give her another task that fits the story somehow.

Allyph won't take any initiative, because this is your game to play. Think of her as an NPC who's helping you.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
Allyph Yssal wrote:
Allyph won't take any initiative, because this is your game to play. Think of her as an NPC who's helping you.

Oh, she's not divine? Good...she'll fit right in.

Healing is for chumps.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)
Allyph Yssal wrote:
Think of her as an NPC who's helping you.

Cannon Fodder. I suggest she always walk up front.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Should I place myself on the map? Something like This map?


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

Yea something like that, but I doubt you'd be at that point unhindered. You'd probably be spotted already.


Kwoon, let's say you start here.

You want to move toward the ship while the others are at the door? That's fine, but keep in mind it's dim light. Make a post in the gameplay thread when you're ready.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

That seems odd given that I left well before anyone, but whatever.


Hung Hei Kwoon wrote:
That seems odd given that I left well before anyone, but whatever.

I agree, but there's a reason I decided to do this.

For example, the barking could've started when you arrived. This would've triggered reactions from people within the fishery. But while you hadn't yet posted anything, Baer walked up to the fishery and triggered the barking and several reactions instead.

I'd have to rewind time for the other players to make your earlier arrival fit. I felt like this would become a rather messy situation.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
StephNyan wrote:
Hung Hei Kwoon wrote:
That seems odd given that I left well before anyone, but whatever.

I agree, but there's a reason I decided to do this.

Meh. Maybe you got lost...or Baer, via her knowledge local roll, knew a better route. Anyhoot, let's rock this.

Denario Vasquez wrote:

Cast Daze, DC13 will.

Btw, wouldn't it be awesome if Baer'd be able to pull the guy out by the hair/neck?

That's why Baer asked what the man had in hand.

Not sure Baer is the right one to try grapple maneuvers. :)


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Maybe not, but it would be damn awesome to see ;)


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
StephNyan wrote:
The shark's up, but I'll await Kwoon's AoO.

Good call to wait. In theory, the bullish could fail if Kwoon can do 7 damage vs. the charging AC of the halforc. A crit death would also be keen...not because of anything, but coolness.


Kwoon's AoO is a direct reaction to the bull rush. Meaning Allyph's attack actually resolves after Kwoon's AoO, as it assumes the bull rush was successful: the half-orc's outside, and Kwoon's in the water. I decided to make Allyph's attack in advance, because I expected the bull rush would succeed. Even on a crit from Kwoon.

Though, to avoid confusion about the order of actions, I now realize I should've kept Allyph's attack on hold. Just in case the combined attacks from Kwoon and Allyph take the half-orc down, and a confusing situation like I just described would occur.


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

He might even try to trip or reposition him through his archetype's abilities, actually cancelling out the bull rush entirely. either by positioning the half-orc to fall into the water or land face first on the walkway.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Okay, as I'm Bull Rushed, I would like to use my REDIRECTION class ability as an immediate action to a creature threatening me. My action will be to trip the half orc prior to being bull rushed. Since I have improved trip, the trip will not trigger an AoO. If successful, not only is the attacker tripped prior to his attack, but he also needs to save (DC 13) or be sickened for one round. We need to resolve this before any AoO, because if it is successful he cannot bull rush me while in a prone position.

Immediate Trip Action Prior to Bull Rush: 1d20 + 6 ⇒ (17) + 6 = 23

Assuming that's successful, my head kicks to the gnome continue.

Edit: Aww fudge, I'm posting in discussion....I thought this was gameplay.


The reason I put it on hold was 'cause I expected the trip. Completely forgot about reposition though!


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

Love that ability, played a flowing monk myself for quite some time.


It's the kind of ability I've been looking for, 'cause I've been thinking about creating a monk that uses some abilities similar to aikido: You attack me? Shame for you.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

^
^ What he said sounds fun. I'm playing a 4 winds myself.

Just to be sure, i'm standing on ground atm, but that to the right is a roof, or wood to stand on? Otherwise i could get myself into a better angle next turn.


It's a roof.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Hey Steph: is there a way to include the visible armor worn by the enemies in when you introduce them? It's something my character would care to know when deciding what to do. Thanks!


I'll do that when possible! Yargin's not wearing any visible armor. He's wearing fancy clothes. Or at least they were fancy 20 years ago, but he still thinks they are. The otehr guys were wearing studded leather armor.

Should also add some more flavor when I add such things! :)


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
Denario Vasquez wrote:
That would probably be because the dmg is based on weapons instead of magic dmg, as far as i know.

My search fu is weak, but found this at least which plays into my understanding of things.

Edit: And this.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

I was just making a post referring to the 1st link.
So the 2nd link would then mean i'd be dealing 4 dmg just now.
Every bit helps.


The feat states it requires a ranged weapon, but it applies to ranged touch spells as well. They're basically your weapon.

About the copied kids: convenience. Saved me looking up... many... pictures. Just believe me when I say there are a LOT of them when they're all present, which is when you attack at night.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

So...we'll have to deal with the hostiles quickly before they send the 20 midgets, possibly with knives, at us.


You each gain 735 XP for this combat! I'll place it in the Campaign Info thread.

@Denario: They all have pitchforks. Though nearly half of them is currently trying to run away.


Loot

Loot in my games doesn't have to be carried. It goes onto the loot list unless you want to claim it. If you claim it, you carry it. Items can't be claimed during combat, and once claimed an item can't be turned back to loot.

As soon as the moment presents itself all unclaimed loot will be sold. I'll ask you if you still want to claim something before this happens. Everyone will get an equal share of the loot. So if you claim items, expect less gold. Of course you can always sell your claimed loot, meaning you can still end up with the same amount of loot money as someone who didn't claim anything.

I'll place the loot list in the Campaign Info thread.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Do you want a copy of my loot spreadsheet? I sent it via email in case you want to modify it for your own campaign.


Thanks for the offer, but I'm keeping this list very basic. I created a few categories to create some oversight, and the original value of each item's now listed.

Items with a question mark will have to be appraised. Claimed items will still show on the list till all loot's sold, but the list will show who owns the item.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)

Baer claimed 3 flasks of acid (unless others want) and a t-foot bag.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Say Baer,

My PFS human ranger, she's orc-raised and collects trophy skulls from the final encounters, as was the custom of her tribe. Are you after the old creep's skull?


This game trailer reminded me of her, Denario. Though there's a small twist halfway the trailer.


Stats:
F HalfOrc Barrister 7 (HP 57/57| AC:21 | T:13 | FF:18 | CMB: +9 | CMD:24 | Fort:+7 | Ref:+6 | Will:+6 | Init:+3| Perc: +16 | Speed: 30 ft.)
Denario Vasquez wrote:

Say Baer,

My PFS human ranger, she's orc-raised and collects trophy skulls from the final encounters, as was the custom of her tribe. Are you after the old creep's skull?

Oh no. She is mostly city born...she just has anger issues. She respects the old ways and has done some research on them...and what she remembers from her Mommy (the orc part).


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Nice.
I do visualize Machiko having the skulls of that jinkin and whats-her-name from 1st steps on her wall.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Okay, I have a few questions because the map(s) are a tad confusing. Map 1 (where we are) has a small row boat tied to the dock, but apparently the dock is 10(?) or so feet above the water? Can we climb down and use that row boat, since it is tied to the boardwalk above? I could then row the boat to shore, and get people on it. If that's not possible for some reason, can I jump into the water from where we are (sharks? what sharks?) and then climb onto the lower planks, grab that boat that I haven't seen yet (Map 2) on the lower level and do the same thing? If they are using ropes to lower people down, then that tells Kwoon any other way is probably too dangerous.

map with stars on boats to that I am referring


I wonder how the boat you can see on the Ground Floor map ended up there. The boardwalks of A3 are indeed 10 feet above the water, and there's no description of a ladder. They must've used ropes to get out? It doesn't seem like a very clever spot to place your boat.

Anyway, you can lower yourself into the small boat outside without much trouble.


Male Human Monk (Flowing/Qinggong/Vow)/2 (HP 19/19 | AC:16 | T:16 | FF:12 | CMB: 5 | CMD:17 | Fort:+6 | Ref:+7 | Will:+6 | Init:+4 | Perc: +7 | Speed 30)

Yep, why it's confusing. Looking again at the maps, the upper level boat has to be tied to the top level, since the lower level boardwalk doesn't go to that location. Well, if you're tying a boat to a spot that doesn't really exist on the lower level, there has to be a way to get to and from on that boat. As a result, I'm going to use a colored block to represent the boat on the map that I'm using.

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