Curse of the Crimson Throne (Inactive)

Game Master DireMerc

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Loot tracker
Google docs


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The archtype is not necessary but feel free to take it. You have bardic knowledge you just need to invest a couple skills point in each knowledge and max out history.


Ok, adjusted a few things in light of your comment.

The highlights: Switched Dex 13 to Int 13, moved skill points a bit and added new skill points, maxed Know History, learned the Pageant of the Peacock masterpieces, which will do wonders to my knowledge rolls in times of needs (if I read correctly, using this "spell" will give me knowledge (any) +35, along with loremaster... Iit also works for Int skills and checks).

Another question: I don't think your group has trapfinding. I can find a way to build it in, with the Trap Finder trait, but it won't be stellar. Do you think the group really needs it? If so, I can always find a way to have at least a minimum of it.


It would have been a big help in the previous adventure were they were in a maze with a trap every 10 feet but now there wont be many traps for a good while.


I was thinking of Book 5. I haven't read it, but it sounds... trappy.


DireMerc wrote:

Leaning towards getting Corso and Cuan to join in as the bard and shaman.

Brain in a jar I do have another game that could use a player that your character would fit right in. They are about to enter a dungeon that is operated by clockwork machinery were the floors rotate and change and the guards are clockwork golems it is also level 10 so you could uses that guy as he is.

Okay. I'm be done for that.

What's the game?


I'd love that.

I actually changed from Flames spirit to Heavens spirit. This fits her background better with her Shoanti family (I changed her father's side from Sklar-Quah to Lyrune-Quah as the Sklar are too xenophobic for her mixed origins) and it fits better with her Varisian side (she worships Desna in addition to the Shoanti spirits).

I do have a question though: Do we still need to pick a campaign trait? I'm asking since we're quite a bit post Lamm.


@ brain in a jar http://paizo.com/campaigns/MysteryOfTheKeepers/gameplay&page=last


There are 3 shoanti tribes in the area.

Sklar-Quah (Clan of the Sun): The largest of the Shoanti tribes in the Cinderlands, the Sklar-Quah are also the most warlike. Sklar-Quah braves endure a large number of dangerous trials before they become warriors, including the infamous Burn Runs. The only shamans who retain any lore about the Fangs of Kazavon are all Sklar-Quah shamans. The majority of Shoanti the PCs might encounter during their exploration of the Cinderlands are Sklar-Quah.

Skoan-Quah (Clan of the Skull): The Skoan-Quah dwell in the easternmost regions of the Cinderlands. Many of their shamans, including Thousand Bones, have worked with Korvosa to try to build peace between their people, a trait that has seen the Skoan-Quah increasingly shunned by the other Shoanti. Yet since the Shoanti believe that the Skoan-Quah have the closest connection to the land of the dead, and that they guard Shoanti ancestors from evil spirits, the other clans have begrudgingly refrained from truly ostracizing the Skoan-Quah.

Lyrune-Quah (Clan of the Moon): The Lyrune-Quah are nomads and, unlike their Shoanti kin, worshipers of Desna. Currently, a large group of Lyrune-Quah are visiting an ancient shrine to Desna called the House of the Moon, yet their traditional campsite has become the lair of a dangerous local predator.


Campaign trait not required you can pick 2 traits


@corso haven't read as far as book 5 yet but you could be right. No worries crain likes to facecheck for traps by running ahead and it's worked so far.


Fair enough. A stubborn fighter backed by a healer makes a great trap finder :)

Sheet ready then. Let me know if you want me to change something.


I've been a bit busy the last few days so she isn't done yet but the sheet for Shayalah "Dances with Stars" Alarini can be found here.

As I said, she's half Varisian and Half Shoanti of the Lyrune-Quah. Considering most interaction will be with the Sklar-Quah that also helps make sure she doesn't devalue the adventure by making those interactions too easy.

She has lived her first 11 years with her Varisian mother, then 11 years with her Shoanti father and the last 5 years she has spent travelling further north. There she has lived among the Mammoth Lords and has been an apprentice to a tundra giant shaman. She returned a few months ago due to homesickness.

Her entire body is covered in a mix of tattoos of different origins though most are Varisian or Shoanti, including Varisian images in Shoanti style and vice versa. More recent addition are some Kellid ritual scars and a single tattoo done by the giants.


I think they are almost done with the levelling up. Should be getting started with part 4 this weekend.


All I have left to do is the gear and statting out her familiar. A question on the former: As it stands she has Craft Wondrous Item, can I use that to craft my starting gear?


I'm curious what would craft exactly?


DireMerc wrote:
I'm curious what would craft exactly?

I had some specific gear in mind for the old character idea which I won't be after now.

Right now I'd be looking at using that for my handy Haversack, a belt of physical might (dex & con) +2, a headband of inspiring wisdom +4 (though I'd probably upgrade it to a headband of aerial agility +4 instead if I'd craft everything) and a shocking robe, maybe some other things but I'm not sure about that. If I'd craft those I'd still have gold left to get magic armor and a decent magical weapon for back up.


That would be a bit much you can craft 2 things and pay for the rest.

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