Curse of the Crimson Throne (Inactive)

Game Master StephNyan

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


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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

Final ability of a monk makes you a native outsider for all intents and purposes, except when using a resurrection spell.

Monk d20pfsrd.com wrote:
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

You're right about most sorcerer bloodlines though, I knew about gaining an additional subtype through them, but it doesn't take away humanoid. There is an exception though, Rakshasa Bloodline does the same as the monk's level 20th ability.


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

Well Baer, what can i say?

The GM's dice like me as a pincushion, trouble seems to befall poker players. :)


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.)

I know! I know it's not you. Baer thinks her own thoughts.

I know one day you'll be saving her unworthy green hide.


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:
Baer, do you have an ability that lets you charge through Denario's square?

Nope, simple error. No charge. Apologies.


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Back in travel status for two days, posting will be erratic. Feel free to NPC me. Back in touch late Saturday night (GMT-6).


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

Sorry guys, I'll be unable to check much if any during this weekend, having guests over and a death in the family, will be back on sunday evening.

Bot me if needed.


Mavor Asku wrote:

Sorry guys, I'll be unable to check much if any during this weekend, having guests over and a death in the family, will be back on sunday evening.

Bot me if needed.

My condolences.

I will.


Denario Vasquez wrote:
It's funny, in the PFS i'm running, the group's met Beltias to get to a warehouse, but in Absalom instead of Korvosa.

This mission is actually a so-called 'set piece' from outside the Crimson Throne AP, and originally takes places in Riddleport.

I inserted it here for the whole 'Devargo wants revenge' subplot, because it seemed silly to just let Devargo accept what you did. And since the AP mentioned adding random encounters every now and then, like the otyugh or imps you fought earlier, I figured this would make for a good alternative to those encounters. (Not saying you'll never see an otyugh again!)

It also lets you visit the Thief Camp area, which the AP doesn't seem to care much about.


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.)

This has been interesting so far. Thanks for adding fun stuff...it gives our new party a chance to get familiar with each other.


It seemed more fun than just adding random encounter #96 and announcing "Here are some more random thugs who want to rob you!" Good to know you do like it! :)


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min
Mavor Asku wrote:

Sorry guys, I'll be unable to check much if any during this weekend, having guests over and a death in the family, will be back on sunday evening.

Bot me if needed.

Sorry to hear. Take your time!


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.)
Tural Ardas wrote:

The moment Tural shrink back to his normal size he begins to cast Hex vulnerability and refreshes the battle wards on the ones who lost them during the battle. The moment he does so he grows bigger and more muscled again which fades within a few minutes.

Majenko, Denario, Mavor, Quorthos and Allyph have their battle wards refreshed.

I'm missing something. Can you explain how this works?

I read the main ability of the Hex Vulnerability differently (target is one creature)...and even if it was different, the duration (1/round lvl) would only allow two renews of hexes. (Lvl 3 caster...so only 2 rounds to renew hexes).

I haven't played many (any) battle shamans yet, in fact, the entire ACG hybrids are new to me and want to make sure I understand them.


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 Mytr wrote:


764.2 gp
+37.5 gp - sale of shiver
- 5 gp - 'buying' Quorthos
-------------
796.7 gp new monies.

796.7 gp

-10 tithe to the Sarenraens
-------
786.7 gp


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

I had a discussion with the GM about this earlier also. I made some mistakes on the spells. My spells have been fixed for now :)

I had 1 Hex vulnerability prepared and used that. After that I got two more uses from pearls of power. The last was retrospective because I messed up spontaneous and prepared spells. I used 4 Hex vulnerability spells, this is where I also messed up, and I removed a second level spell to not retcon. So you have it completely at the right end =_=

To explain what I did with the casting: I cast hex vulnerability on one person after which I cast the battle ward. This I repeated for each person.


I'm familiar with several of the APG classes, but the shaman's still pretty new to me as well. Good thing we discovered this early!

Baer still had 3 charges, and Tural one. If you used Hex Vulnerability 4 times, that's just enough to give new battle wards went to Allyph, Denario, Mavor and Quorthos.

Majenko didn't have have a battle ward to start with, meaning you could still give him one now. For now, I'll just assume you did that.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

I gave Majenko one also :) In total 5 battle wards whixh needed 4 spells.

-Posted with Wayfinder


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Back from a grueling trip to Texas... spent three days in an airport with two young kids. Should be able to post regularly now.

Condolences, Mavor. Take care.


Some additional info for Quorthos and Tural, about loot in this game:

All the loot goes on the loot list after you've obtained it. No one has to carry it, it's just there. You may claim items from the loot list whenever you want, except when you're in combat. Once you claim an item, you carry it and it can't just throw it back on the loot list. (Its existence will still be noted on the loot list, but I'll put your name behind it.)

When loot's sold everyone gets an equal share. If you claim an item, then the sale value of that item's deduced from your share of gp. That way, if you'd decide to sell to item after all, you'd end up with the same amount of gp as someone who didn't claim a single item.


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Excellent - thanks for handling all of this!


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

I'll be out for a couple of days until saturday evening for the funeral. Bot me if needed.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

Not sure on the needing to see me part :S It's also not specified. The way I see it is that it is some sort of aura so sight might be needed in that case. On the other hand it might be just something that works without.


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

Withdraw actions are a thing Baer, but it may be not in Baer's character to do so.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

I would still be able to 5 foot step back. But only if I may retcon!


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, this *player* knows of the withdraw action even if Baer refuses to withdraw from a piddlespotting human.

No doubt she will still drowning in her own blood soon enough to regret that oversight, but such is life.

But it's hard to 5' step back (say after a full round attack) with Tural in her asscrack.


I'll let Tural 5-foot step back to create some space!


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

Consider me moved away from your asscrack ^^ Don't have access to the map right now. Could one of you move me north one square?

-Posted with Wayfinder


Tural Ardas wrote:

Consider me moved away from your asscrack ^^ Don't have access to the map right now. Could one of you move me north one square?

-Posted with Wayfinder

Already did that ;)


The tokens of enemies that are asleep have been turned about 45 degrees on the map to show something's up with them.


Denario Vasquez wrote:
I'm fine with red being dazed while he shouldn't be, there's walls i can't see through to hit him with daze, tbh.

Ah well, it doesn't matter much right now. Red was going to surrender anyway if he'd end up being the only one left fighting!


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Sorry for being AWOL - my wife got laid off and it's been a rough day or two. Back now.


Good to have you back ;)


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

Ring of Spell Knowledge is a nice one, It's for aynone except Mavor. He's happy for any of you to have it.


I'll make a proper post tomorrow, as there's currently something else I must attend to. Though I'll quickly reply to some questions.

@Quorthos:
Her name's Juliet, I weaved it into my previous post. The ring should work for you. Allyph does, by the way, not want it.

@Denario:
If no one claims it, the loot list hereby holds onto the ring.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

Indeed can't use it. Read the comment only so I thought I should be able to :( Pearls of power it is for me then!

My post was meant that I took the ring from you Denario, since you had it before me.


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

Never said i did.

It was in general holding it between my indexfinger and thumb.


Total sell value from loot, including money found: 6138gp

Everyone's share, if split equally: 1023gp

Allyph's claimed item: +1 Rapier (1160gp sell value)
She'll add 37gp to the loot to even out her share.

Quorthos's claimed items: Masterwork Dagger x2 (151gp sell value each), +1 Dagger (1151gp sell value)
Your total claim has a sell value of 1453gp, which is 430gp more than the others get. Can you make up for that difference by adding that coin to the loot money? (You may borrow the money from Allyph, she's got a few thousand gp she's not planning on using yet. Just return it when you can.)


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 Mytr wrote:


796.7 gp
-10 tithe to the Sarenraens
-------
786.7 gp

786.7 gp

1023 gp
-----
1809.7 gp


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

I can put 430 back into the pot.


Baer Mytr wrote:
Part 6? Sweet.

Part 6 out of 7, to be precise. And after 7 follows the conclusion of the 1st book, which sets the stage for what's to come in the next.

Quorthos wrote:

I can put 430 back into the pot.

Neat!


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

289gp, 6 sp, 9cp + 1023 gp = 1112 gp, 6sp, 9cp


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

116gp + 1023gp = 1139gp


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

lol, my math is off, it's 1312gp...


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

1277,2 gp
1023gp +
-----------

2300,2gp


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Starting gold left 489gp
-430 gp
-------
69 gp on hand

(2 mw daggers, +1 dagger)


I've added a new paragraph to the Shingle Chase rules, and you can now find the rules at the top of the thread.

And thanks, Baer! I quite like how this adaption turned out, and I hope you'll all find it fun to play.


Denario Vasquez wrote:

Erm, the perception was on the ground, wasn't it? Either that or the roofs, where i'm not by choice. Since i need to pas the check, next round it seems then.

[dice=Perception for shortcut]1d20+2
Bah..

Perception checks are mentioned nowhere in your options.

"Characters who start on the ground have the same options as fallen characters."

The options for fallen characters:
"A fallen character has two choices—he can either make a DC 15 Climb check on his turn to return to the tile from which he fell, or he can wind his way through alleys and over fences and through mobs to continue the chase by making a DC 15 Strength or Dexterity check (his choice) to move one tile—a fallen character cannot choose to attempt to move two or three cards until he climbs back up into the Shingles."


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

Yellow square: perception for shortcut, or a climbcheck for the crumbling rooftops.

But i figured the rooftops was a no-go, they're high up aren't they?


All the skill checks posted next to the board are for characters who are on top of the tiles/Shingles. You're on the ground. As described in the rules I posted, you have different options.


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

Just to give you a heads up, I'll be out for the Easter holidays, starting tomorrow morning, sadly that's about 4 days.

I'll be AFAK (Away from Any Keyboard), during the whole time there. Bot me if needed.


Mavor Asku wrote:

Just to give you a heads up, I'll be out for the Easter holidays, starting tomorrow morning, sadly that's about 4 days.

I'll be AFAK (Away from Any Keyboard), during the whole time there. Bot me if needed.

Thanks for letting me know. Have fun! :)

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