DM Crispy's Curse of the Crimson Throne (Inactive)

Game Master Bill Dunn

A group of heroes seeking revenge discover themselves in a quest to save Korvosa.

Maps
Slides
Korvosa
Loot Sheet

Current Adventuring Location Map
Vencarlo's Home
Pilts's Palace

Older Maps
Blood Pig Playing Field
Lavender Perfume Shop
Wererat Sewers
Rat Hunt in the Sewer

Harrowings
Chapter 3: Escape from Old Korvosa
Chapter 3 Harrowing
Chapter 3 Harrowing Roles
Chapter 3 Harrow Reading

Chapter 2: Seven Days to the Grave
Chapter 2 Harrow Reading

Chapter 1: Edge of Anarchy
Chapter 1 Harrow Reading


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HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

... Crap, will get right on that.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Okies, everything should be updated, I also converted the statistics part to Mythweavers so It hopefully won't take me forever next time :3


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

Daud, you still need to choose a teamwork feat from Level 1.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11
Gaius Tindareus wrote:
Daud, you still need to choose a teamwork feat from Level 1.

I did, Pack Attack... On checking its on the MW sheet but not profile, fixy fixy.


I'm still here, just waiting for you guys to figure things out. Carry on.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

I haven't introduced my character's familiar yet, but I plan to do so this night when Pyron has a good nights rest, or perhaps a restless one.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

GM:
Did you miss my post about the wand and weaponsmith?


I didn't. Just was unsure of whether or not you wanted to rp it out. I believe I id'ed the wand, and you guys don't have to rp normal equipment purchases at this time, unless you want to.


Are you guys waiting on me? Last I recall, we were waiting for Tolenn to reply to the baker, and then for all of you to meet up.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Yeah I'm still here. Was pretty much waiting for you or Tolenn.


Pyron, Daud, Gaius, you guys can go ahead and meet up and start plotting. I think Tolenn's wrapping up her inquiries, so we'll have her meet up with you later.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

By the way, I divided the money up by three for those who want the platinum and gold. It came out to just under 400 per character.


I think it worth saying that if any of you feel the game is dragging (whether it's because you don't exactly know what to do, there's a player who needs to post to wrap something up, or the party is in the middle of a planning session), feel free to press or push. I check the boards frequently, so if I don't post, it is because I feel you guys are still thinking things through or trying to accomplish something that doesn't require my guidance/response. I'd much rather you try to press too quickly and have me hold out a restraining hand than you get bored because you think things are stalled.

Just for future reference. :)

P.S. Look forward to gaming with you in the WotW campaign, Rysky. :)


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

I don't have a problem, espicially since we keep splitting the group.

And yesh, most excellent *wrists*


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

For my part, I'm a HS teacher and this week was our first week of the year, so that has kept me pretty busy.

I normally don't split the party, it's just with the circumstances of the state of the city and the things we're trying to accomplish, it just made sense to have us split to accomplish these tasks.

I think what might be slowing us down is that as players, we don't want to step on the toes of the other group, so we're waiting (and I'm fine with waiting, I still check the thread every day). And I know you want to give us autonomy to do what we want, so you're letting that happen. The only thing is that, I don't feel like I can just say: "So we meet back with Pyron and Tolenn", etc, because who knows what could happen with the Hellknights and dissenters and everyone roaming around?

So my suggestion for when we're split (and it might not happen again for the rest of the game) is when one group has finished what they were trying to do, to just have the players indicate that they're done and ready to rejoin the others in ooc tags. Then DM Crispy can let us know if we make it back to the rendezvous point safely, or if something happens on the way.

This eliminates the uncertainty and would probably speed things up, IMO.

For the current situation, I'm ready to reunite. If I had typed that in the gameplay thread, it probably would have been helpful.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11
Gaius Tindareus wrote:

For my part, I'm a HS teacher and this week was our first week of the year, so that has kept me pretty busy.

I normally don't split the party, it's just with the circumstances of the state of the city and the things we're trying to accomplish, it just made sense to have us split to accomplish these tasks.

I think what might be slowing us down is that as players, we don't want to step on the toes of the other group, so we're waiting (and I'm fine with waiting, I still check the thread every day). And I know you want to give us autonomy to do what we want, so you're letting that happen. The only thing is that, I don't feel like I can just say: "So we meet back with Pyron and Tolenn", etc, because who knows what could happen with the Hellknights and dissenters and everyone roaming around?

So my suggestion for when we're split (and it might not happen again for the rest of the game) is when one group has finished what they were trying to do, to just have the players indicate that they're done and ready to rejoin the others in ooc tags. Then DM Crispy can let us know if we make it back to the rendezvous point safely, or if something happens on the way.

This eliminates the uncertainty and would probably speed things up, IMO.

For the current situation, I'm ready to reunite. If I had typed that in the gameplay thread, it probably would have been helpful.

Me and my 0.8 GPA agrees with the above.


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

When your subject is plural, your verb must be plural. So you and your gpa "agree". If it was you or your gpa, it would be "agrees". :-)

Kidding, kidding, I teach math.


Either way will work. You can either indicate you are ready, letting the other players know more or less to get their butts moving, or you can just indicate you join up. If I have interesting encounters in mind, I will roadblock it and start the encounter.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

Wait, wait wait. It is, "My 0.8 GPA and I agree with the above statement." LOL! My character is ready.


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

Very good, Pyron. Gold star to you! :-)


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

I think everyone is assuming the person with the 0.8 GPA has a better grasp of grammer than they think :3


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1
Wednesday Daud wrote:
I think everyone is assuming the person with the 0.8 GPA has a better grasp of grammer than they think :3

Yay! Gold star!


The ball is in your court right now, fellas.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

I tried! Daud's just a responder, not an initiator in case you haven't noticed :3


I saw the bump, that's why I made the comment. Gaius supposedly has something up his sleeve, and Tolenn is returning armed with extra info.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

I think I have finally mastered thumb twiddling in the last few days! :-)


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Just a heads up I'll be heading down to Dragoncon for pretty much all of Thursday to Monday so my postings will probably drop off a bit.

Because I post here so much and all the time...


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)
DM Crispy wrote:


You can tell that Malder is on to your b#@**$~+. FYI, nat 20 trumps a high skill roll, unless you roll a 20 as well.

Just wanted to address this and I sincerely hope it doesn't come off as too snarky.

So, in PF attack rolls and saving throws auto-succeed on a 20 and auto-fail on a 1, and I get that and think that's a good rule. But specifically, skills do not auto fail or succeed, ever, and I think that's important. Here's why:

Suppose the greatest mountain climber in the world wants to climb a 10 ft wall with a knotted rope attached. He should never fail that, but if a 1 fails, he fails approximately 1 out of every 20 attempts. Similarly, a 90 lb weakling with no climbing experience, wearing a 100 pound pack, could attempt to scale a 30 ft vertical glass wall with no handholds and would approximately succeed 1 out of 20 attempts. The former should never fail, and the latter should NEVER succeed. You can find similar examples with Michael Phelps attempting to tread water in a calm pond (failing 5% of the time) or me (not Gaius, but me, lol) jumping into the eye of abendego and trying to swim (and succeeding 5% of the time).

I know those are extreme examples, but on a d20 1s and 20s are the extremes.

Now these examples seem pretty straightforward, but it's a little more muddied with opposed rolls, which is what I want to address.

Gaius is an accomplished liar, both from practice (skill ranks) and in his case, divine blessings (inquisitor class features granting a bonus). Not only is he a skilled liar, but I rolled well (a nat 19) for a total of 27. These two simpletons are not skilled at reading people and frankly shouldn't be able to discern the lie.

This is why I'm against houseruling nat 20s beat non-nat 20s in opposed checks. Not this semi-important case of Gaius, but if it's carried out further. Because if this is the rule, even 20th level Gaius with a ton of buffs/spells could attempt to minorly bluff a room full of simpletons and get a 50 bluff result, but multiple of them could roll 20s and see through the lie. I don't think this should happen.

This houserule devalues the worth of skills which, as a skill monkey, is kind of my schtick.

Have I changed your mind on this?

Diplomacy: 1d20 + 13 ⇒ (9) + 13 = 22

:-)


I guess I should have explained better, since I am used to playing table top with a group I have been with for years. For skills, we have a house rule that you add 10 if you roll a nat 20. 1's, however, are not adjustable, but do not auto-fail. Therefore, Malder would have a 31. However, I am willing to bend on this, if the group is against that. Just remember you're giving up a valuable tool that is also at your disposal. :)


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

That's a lot better. If we're putting it to a vote I'll still vote against the change, but much less vehemently than before. Mostly because if you get a 20 and that's still not enough on it's own you should probably fail.

But if this rule is decided on I will not complain further.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

I'm okay with the explained version.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

I have another alternative that might be a reasonable compromise: if a nat 20 is rolled, then roll a d10 and have that result added to the prior result.

1d20+5 = 20 + 5 = 25
Yay! Nat 20!
25 + 1d10 = 25 + 5 = 30

If something is added to a nat 20, then I think something variable is better than a flat number.


Well, in a day + time we have 1 no, 1 ok, and 1 ok with mods. I'm not particularly beholden to the rule, so let's drop it. Thankfully, nothing much needs adjusting beyond the "They know that we know that they know" scene at the end.

Let's move forward.


I would like to kindly ask that if you guys choose to split the party, and one group is more or less 'inactive', the group that is 'active' try to keep posting activity up.


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

Sorry, my bad, we had Open House this week and I forgot to post after the rules discussion.


You guys must start later than us. We had Open House over a month ago. I wish school started in September.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

For those who do not know, I am using Hero Lab and have just been sending PDF's of my character to the GM; therefore, my character's info in the character section is not correct.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

What can be done to keep the game speed going, so it doesn't stall? How about we institute a note of stating who we expect is supposed to post next, so we can keep each other accountable?


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

*passes the talking stick to Gaius*


I apologize for that...I will do a more thorough job of pressing from now on. I believe I did request at least daily posts when we started (barring life stuff, like Gaius' hiatus for a crunch at work).

Which means we need to hear from Gaius and Tolenn, then we can rock and roll.


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

I posted yesterday in response to Pyron. Gaius is ready, I'm just loitering in the alley waiting for the "boys" to show up. ;-)


Alrighty, noted. We'll give Tolenn a little while to respond. I've seen her 'master' alias on here the last few days, so I know she's active.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

Pyron healed two points when he slept prior to meeting the queen. Then he became second level. I believe he has slept only one more night, right, which would mean he gained three more points (level 2 plus +1 con), putting him at 13/14 HP - 7 damage from the thug; therefore, he should be at 6 HP, right?


I agree!


Daud, we're waiting on you, sir. Pyron, you are actually before the thugs, so why don't you go ahead and take your next turn.


Male
:
Race: Emberkin Aasimar, Tiefling, Human HP: 3/9 Temp HP: 0 Init:+3 Speed: 30 AC: 16 FF: 15 T: 11 Fort: +1 Ref: +1 Will: +2 Acid Resist 5 Cold Resist 5 Elect Resist 5 Percep: +2 Diplomacy: +8 Know. (Arcana): +7 Know. (Planes): +6
Oracle 1/Witch 1

I don't know where everyone is positioned.


Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

Tolenn, do you have lay on hands now? I think you can heal yourself as a swift action with it. With the way these thugs are rolling against you...

;-)


Pyron, the updated map is current as of the thugs' last move. Gaius moved to the right to engage the thug on Tolenn, and I'm assuming Daud and Vuk followed the thug they were engaging to begin with. Tolenn remained stationary.


I'm telling ya! I don't think I rolled anything less than 10 yesterday, as a player or DM. It was a nice day for dice rolling.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

-_-

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