Curse of the Crimson Throne

Game Master Something Wicked

Oftentimes, to win us to our harm, the instruments of darkness tell us truths, win us with honest trifles, to betray's in deepest consequence.

Respect Points: 2

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Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Mouse - do remember you can attempt an Acrobatics Check to reduce the falling damage, if not the acid damage! Should've worked for the first time you fell down the hole, too. You should be able to get the first 10 feet of the fall both times.

EDIT: Also - as far as I knew, using a wand also provokes an attack of opportunity. I've rolled an attack in my spoiler for the wanding (damn wands of magic missile, they're mean!), so I'll leave it up to the GM to decide whether or not it applies!

EDIT 2. No, that's scrolls. Ignore me.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

How far away does Li get before she is no longer frightened? Can she even make it back this round, having been hasted and all?


I hope Li sneak attacks that traitor Kynes


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Yay!


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@Li: A turn to flee, a turn to return, so next round you'll be back in the action.


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@Garvid that was boilerplate from my prior post. Ignore the magic missile damage :).


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Welcome to level 11!

@Mouse I think I've fixed your token. Let me know if you still can't control it.


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Woooo!

Significant changes:
- Feat: Amplified Hex
- New spells slots: one 3rd level, one 6th level
- Spirit spells: Mass Owl's Wisdom, Heal

Buncha skills (put 1 point in Survival so we don't get totally lost).


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Yess. Level 11.

BAB +1 (Third Attack!)
+1 Fort
+9 HP (+7 Class, +2 Con)
+6 skills (Intimidate, Perception, Sense Motive, Diplomacy, Knowledge(Local), Stealth)
+2 Background Skill (Using Linguistics to pick up Shoanti, I'd ask Yazi to work on Garvid's street level dictionary on that one, and expect a lot of broken Shoanti from him. Profession(Guard))
Feat: Improved Stalwart (Bringing my DR to 11 when Raging)
Rage Power: Eater of Magic
FCB: Superstition (Now +7 Total)


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Hooray for leveling!

BAB +1 (Yay fifth attack!)
+8 HP (6 class, 2 CON)
+1 foot movement speed (FCB)
+4 skills (Acrobatics, Climb, Perception, Stealth)
+2 BG skills (Linguistics to join Garvid in learning Shoanti, Profession (guard) because we've been caravan guards)
Feat - Iron Will for reasons I think the last fight made abundantly clear XD
Bonus combat feat - Anticipate Dodge (automatically know when a creature has a dodge bonus to AC, gain attack bonus equal to that dodge bonus up to +2)
Maneuver training 3 - +1 CMB/CMD for dirty trick, grapple, disarm

I'll have the changes in my character sheet shortly. I also discovered I never got my level 10 changes put in...my bad.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

I wasn't quite sure I trusted my numbers, so I redid my character sheet in Herolab to make sure everything was correct. Most of it was, but a few things changed slightly (I'd somehow given myself an extra point of to-hit for my attacks, I mistakenly had Escape Artist as a background skill, and I'd shortchanged myself on my CMB/D for some maneuvers). Also, I didn't realize that Anticipate Dodge had Dodge and Mobility as prerequisites, so I switched that feat out for Improved Grapple. My bad, but everything should be accurate now. I'm not sure any character gets to 11th level without some kind of record-keeping error. XD


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Another level in Lamplighter Investigator

d

d

  • a)+1/+1 BAB
  • b)+7 hp (+1 Con +1 FC + class)
  • c)+1 to Studied Bonus
  • d)+1 Point of Inspiration
  • e)Combat Inspiration Investigator Talent
    Ability: At 11th level, the lamplighter can cast judgment light. The lamplighter need not have an active judgment to cast this spell, can choose what color of judgment light is created, can use his alignment for golden light, and can select any element for copper light.
  • f) FEAT: Improved Critical (Scarves?)
  • g)New Extract: Greater Invisibility

Skills:
2 Magical Device
2 SpellCraft
1 Perception
1 Knowledge Religion
2 Knowledge Nature
1 Knowledge Arcana
1 Intimidate
1 Diplomacy

Background Skills
2 Knowledge Geography


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Can Li choose her Sap for her additional Finesse Training with the Level up?

+8 HP
+1 BAB
Sneak Attack 6d6
Finesse Training - already has daggers, would like to add Sap
Feat - Weapon Focus (crossbow)
She'll be moving towards taking Snap Shot next feat so she can make AoO with her ranged weapon

Skills (+1 to each)
Acrobatics
Bluff
Diplomacy
Disable Device
K.dungeoneering
K.local
Perception
Sense Motive
Stealth
Use Magic Device

Background:
Profession (baker)
Sleight of Hand


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@Li yep, as a light weapon it looks like sap qualifies for finesse training.


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

+9 HP
Feat: Quicken Spell
+1 3rd/6th level spell slot
New spells: chains of light, contingency

+1 skill to:

Spellcraft
Kn. Dungeon
Kn. Arcana
Kn. History
Kn. Religion
Kn. Plans
Kn. Local
Perception

+1 Background:

Lore
Linguistics


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Mouse wrote:
I'm not sure any character gets to 11th level without some kind of record-keeping error. XD

I know that's true!

Last call to claim loot. I'll be cleaning up the sheet and announcing a distribution tomorrow. You'll be able to shop before heading out into the Cinderlands!


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

I'll take the wand of dimension door, as that'll free up a spell slot for me. Thanks!

Edit: and the figurine of wondrous power (elephant)!


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Nothing there that Kynes cares about much.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

I've claimed all that Mouse is going to take.


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

I feel like someone should get that CL 9 wand of meowgic meowssiles.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11
Yaziyah Tanja wrote:
I feel like someone should get that CL 9 wand of meowgic meowssiles.

If this was any of my normal characters, I'd be all over it. Curse the brawler's lack of spell list!


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

I'll snag it!


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Here is the breakdown of the loot distribution:

Garvid:
wand of cure moderate wounds (30 charges)
+1 adaptive composite longbow
handy haversack
cloak of resistance +2

Li:
potion of cure serious wounds
potion of lesser restoration
+2 light fortification studded leather
Jawassan sitar with gold filigree (worth 525gp)
+1 holy light crossbow

Mouse:
eyes of the eagle
bag of holding II

Talfryn:
wand of dimension door (19 charges)
wand of magic missile (CL 9, 18 charges)
figurine of wondrous power (marble elephant)

Yazi:
cracked vibrant purple ioun stone
handy haversack
lesser extend metamagic rod

In addition, each PC receives 22,632 gp.

Please let me know if you spot any errors.

Edit: the "Tracked Resources" sheet will be deleted. Please continue to track your own consumables.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Some GMs don't want any individual item to comprise more than 25% of a character's wealth. Are you ok with me breaking that in order to get celestial armor, Wicked?


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Go for it!


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

I want something more interesting than a better cloak of resistance :)


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Teaching resumes this week! It might be a day or two before I get to post again...


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Good luck!


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

GM - quick question, are you allowing for magical items to be combined for an extra 50% of the cheaper one's price? If so I'd be very interested in purchasing a Cord of Stubborn Resolve to add to my +2 Belt of Mighty Strength.

If not, I might just save up for something else down the line, but I'll be asking a local dwarf to make my halberd's blade adamantine.


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I'm not familiar with those rules. Can you share a link?


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Is it possible for Li to find someone to make her new armor also have the Shadow ability? If so, how much would that cost?


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Here's the d20 post on it. I'm fine with either ruling, just to state, it's just that I've mostly ran with the rule allowed, since it does something to help the martials have nice things in the double digit levels!


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@Li, you can. The cost should be (cost of +2 light fortification shadow studded leather) - (cost of +2 light fortification studded leather) = (12,925) - (9,175) = 3,750 gp and 4 days of crafting.

@Garvid: am I understanding correctly? Walk me through it if I've got this wrong...

srd wrote:

For most other items, GMs should use the multiple different abilities rule to determine the item’s new price: increase the cost of the new ability by 50%, add that to the total price of the item to get the new price. Then subtract the old price from the new price to determine the difference, and determine how many days of crafting it takes to cover the difference.

Example: Lisa’s paladin has horseshoes of a zephyr and wants to hire Patrick’s wizard to add the powers of horseshoes of speed to her current horseshoes. Their GM, Jessica, decides that this is a suitable item and tells Lisa and Patrick they can proceed. The price of horseshoes of speed is 3,000 gp, increased by 50% for the multiple different abilities rule to 4,500 gp. Patrick’s wizard must spend 5 days and Lisa’s paladin must pay 2,250 gp (half the 4,500 gp price difference) to add the new property to the horseshoes, resulting in an item worth 10,500 gp (6,000 gp originally + 4,500 gp for the new property).

Garvid has a +2 belt of mighty strength and wants to add the powers of a cord of stubborn resolve. The price of the cord is 15,000, increased by 50% for the multiple different abilities rule to 22,500. Crafting takes 23 days and Garvid must pay 11,250 (half the 22,500 price difference) to add the new property to the belt, resulting in an item worth 26,500 (4,000 gp originally + 22,500 gp for the new property).


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Huh. That seems right, I completely forgot about that magic crafting takes a LONG time. Would be pretty much my intention, though I don't think we can afford to spend 23 days in Kaer Maga.

Depends on what would be reasonable, I suppose. I could definitely go without one.


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I believe there is room in the narrative for an extended stay in Kaer Maga, if the rest of the party is okay with it (Li's armor will take four days to craft, afterall). During this time conditions in Korvosa would worsen, which is entirely consistent with the line of the story. In that case, it might be wise to ask Yazi to cast a sending, lest Cressida worry that you've fallen into harm's way.

On the other hand, if a sense of urgency compels it, it's also possible to enter the Cinderlands now and return to Kaer Maga to claim your order after the passage of the requisite time.


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

I have a +2 Belt of Giants Strength (4,000gp) and would like to get a +4 Belt of Giants Strength (16,000gp). I could buy for 16,000gp and sell for 2,000gp, making the net 14,000gp.
Or is it possible to "upgrade" the belt from +2 to +4 directly?

From your reply to Li, that would be 16,000gp-4,000gp=12,000gp+crafting time?


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@Kynes the above concerned custom work. You can find a straight upgrade and simply pay the difference.


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Oh, Garvid will definitely be against wasting time. I'll go for something else instead, probably.

Mouse, I found this Which I imagine you'd be rather interested in. A +4 armour would effectively cost 16,000, so perfectly affordable.

EDIT: To avoid double posting, I'll probably decide on what to get either today or tomorrow. Is it okay to replace the halberd's blade with an adamantine one?


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Yazi would like a +4 upgrade to her headband of inspired wisdom.


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

I'll upgrade my Headband of Intelligence +2 to +4 while we're at it, costing me 12,000gp after I sell my +2 version.

Also, would I have time to create scrolls while we're here? Or perhaps during our journey hence? Is there a place where I can purchase new spells?


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@Talfryn the timeline is really up to the group and I'm okay with a stay-over if the group wants it (see my response above to Garvid).

As to learning new spells, it's likely the Therassic Spire (The Great Library). The library is an attractive destination to many sages (and worth the hefty sum the caretakers charge for admittance [the cost of scribing]) because it constantly acquires texts without bias or scruples—no knowledge is forbidden, no matter how powerful or profane.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

@Garvid I definitely considered brawling armor, but overall the increased AC and utility application of celestial armor seemed like more what she'd go for, especially after being stuck in a burning pit of acid for half the last fight. All her issues with hitting have been more bad dice rolls than modifiers anyway. It was a tough call, though. ;)


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Purchases:
Upgrade from +1 to +2 on Scarf 6,000gp
Upgrade Cloak of Resistance from +2 to +3 5,000gp
Boots of Speed 12,000gp
Potion Heroism 750gp
Gravelly Tonic (x10) 500 gp total alchemical, but no time to brew.

Selling:
Headband of inspired wisdom +2 for 2,000gp, which Kynes stupidly wore at the same time as a headband of vast stupidity (apparently).
I never played a character before with enough equipment to worry about slots :)

That leaves Kynes with 458 gp


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Are we going to be using rolls/city statblocks to determine whether items are available to buy? I'm not sure Mouse would be ok with 23 days of waiting for celestial armor, and there are enough ways to get what she wants that it's not necessarily worth the wait.


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As a non-custom order, you can assume the armor is available.

I believe we'll be waiting a few days for Li's armor to be crafted? Any other matters inside the city?


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Woo! I'll roleplay it once we get to the Unbroken Wheel, and I'll get my statblock updated a bit later.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

If the group doesn’t want to wait 4 days, Li can leave the armor while we go into the Cinderlands and use what she currently has until she can pick it up.


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I've posted an introduction to the Cinderlands. I'll plan to push forward tomorrow or Monday, if everyone is ready.


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Hey guys, just a heads up - we had some shakeups at work, so my schedule's turned from going around every day to being on call every day. Which is generally fine, but I'm having some issue readjusting to the schedule. Might be a little patchy for the coming week!


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li's purchases:

adding Shadow property to armor: 3750
upgrade amulet of natural armor to +2: 6000
cloak of resistance +2: 4000

She would like to get more crossbow bolts and some Bane crossbow bolts. It's 2000gp for 50 bolts would you allow 50 Bane crossbow bolts broken up into 10 bolts each against different Types? If so, she would get
10 x abberation
10 x humanoid (human)
10 x monstrous human
10 x Fey
10 x Outsider (devil)

Scarf, filter: 5gp

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