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

"What? You have something against Otyughs?" Wednesday jokes.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

"Not really....as long as there's a bath afterward." she replies, sharing a tiny grin with Cassandra.


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

"Ah, so now you have even more of reason to go down there, great bath afterwards!"


Bert shakes his head and chuckles, "I can see you're set to experience the finest airs Old Korvosa can provide. Have a care or they'll smell you coming," he laughs harder. "If I can't dissuade you, I'll take you to an opening. We will keep it unsealed until sundown if you need to pull back out, but after that we'll have to head back to safety ourselves." And with that, he takes up spear, some tools, and leads the way. The young man, who finally introduces himself as Tesh Zobberdin, tags along.

A few minutes walking brings the group to a grate covered with a wooden door held down with some beams. Bert levers the beams aside and lifts the door. "Well, there you go. I expect the sewer tunnels all meet up and can get you where you want to go. May Iomedae guide your way to good works. Take care, Tolly, and I'll see if I can't cobble together some treats for you and your friends when you come back... after a bath, I hope."


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

"Here we go." Amira says dropping down into the sewer and whispering an incantation in the ancient language, as Cassandra drops down beside her, her senses immediately orienting to feel true north.

Cast Know direction


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

"Thanks." Wednesday says with a chuckle to the baker-fence before hopping down after the Vigilant Lovers.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

"I look forward to it, Bert." Tolenn says with a smile, giving the baker a kiss on the cheek.

She pauses before dropping into the fetid hole, "Strange, I spent most of my childhood hopping about above the streets of Korvosa, now when I'm all grown up , it feels I'm spending all my time below..."

With a wave to Bert and his men, she gathers her shield to her chest and jumping after the others...


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 bringing a much needed light into the darkness is all." Wednesday calls up to the Paladin.


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

"I hate sewers." Cassandra mutters as she drops down. "No room to maneuver, all dark and smelly..."

It could be the agile little teleporter is a bit claustrophobic.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

As she scans the area, Amira reaches back t gently squeeze Cassandra's hand for a moment, providing silent reassurance without taking her eyes off her surroundings.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


As part of the old city, the sewers on Endrin Isle are older than the ones on the mainland and smaller, more cramped. A stream of foul smelling sewage runs along the floor of the tunnels about shin deep with no space for walking. High water marks along the walls indicate that the tunnels occasionally flood.

The immediate area is quiet and Amira's magic, checked periodically, easily keeps you well-oriented in the tunnels and able to track east and a little north toward the tenements where the Emperor holds his court.

While not your typical use, I'll need someone to give me a survival check to determine how well you manage to navigate to your goal.


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

Survival: 1d20 + 14 ⇒ (10) + 14 = 24


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Survival Aid: 1d20 + 15 ⇒ (17) + 15 = 32


After a couple of hours slogging through the muck, the group comes up through a grate estimated to be near the tenements taken over by Pilts as the Emperor of Old Korvosa. A quick survey suggests that is truly the case, as there's the sound of a cheering crowd just to the north. The surrounding buildings are mostly rubble with plenty of burnt timbers and there is the scent of decay in the air, possibly from bodies scattered about in the debris.

There are clearly people about, from the cheering crowd on rooftops nearly overhead to a few small knots of toughs visible up and down the street.

Working on the map now - will be posting it soon


Map is up and linked above, a variety of NPCs added

From the sounds of things, Pilts is holding court or some event is going on. The crowd sounds a bit rowdy and an occasional call that sounds like a cry of pain can be heard, followed by a cheer from the crowd.

The goons at street level don't seem to be particularly vigilant.


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

"So you wanna just knock?" Wednesday asks no one in particular.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

"We could try sneaking in or we can simply make an entrance." Amira comments taking in the scenario


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

"Either works for me."


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn considers both ideas for a moment before saying, "Let's do both. Wendy and I will make an entrance, " she says, smiling at Amira, "Amira, you and Cass, keep close but hidden."

She looks at the others for thier opinion of this option.


1 person marked this as a favorite.
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

Wednesday nods. "Right beside you T-um," he stops, "Would it be okay if I called you Tolly?"


Amira and Cassandra make themselves scarce in the building and ground debris (not a difficult task given the amount of it) while Tolenn and Wednesday make a more direct approach.

The guards react swiftly to their approach, brandishing axes and issuing a challenge. "Hey, you! What are you doing coming armed to the Emperor's Palace?"

I've moved Cassandra's and Amira's tokens into an area of some debris and moved a couple of guards, Tolenn, and Wednesday to reflect the current encounter.


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

"Everybody else was doing that. Why, we need an invitation?"


The guards don't back down and the talking one retorts with, "You gotta be in with the Emperor and you ain't in with him. You wanna get to the Court, you gotta give up your weapons."
He sniffs the air a bit.
"Did you walk in the sewer or something?


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

No but my boot is about to walk through your ass. Wednesday thinks but says "That ain't fair, you all got weapons."


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn ignores the question about the smell, and asks "What does the great Emperor Pilt have to fear from us? And look at you, I wouldn't dare cross weapons with the two of you."

Diplomacy: 1d20 + 13 ⇒ (2) + 13 = 15


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

Scimitars are fun like that, very fast, very deadly. You might not even notice the cut till your entrails are pooling at your feet, Wednesday thinks to himself as Tolenn tries Diplomacy.


The thugs are unmoved by Tolenn's argument. "Then you won't dare to withhold them from us neither. Now hand them over or crawl back into your sewer like the rest of the s@~+."

A couple of the thugs just to the east have noticed the discussion and have started to amble their way over.


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

"Hmm," Wednesday lets out while stroking his chin, apparently giving the matter deep thought.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Stealth:Amira: 1d20 + 20 ⇒ (8) + 20 = 28
Stealth:Cassandra: 1d20 + 3 ⇒ (16) + 3 = 19

Amira and Cassandra watch silently from the rafters, counting the number of potential enemies and escape routes.


Nudge to Tolenn

From Amira's point of view, escape would not be all that difficult - the off map terrain is a bit rough considering so many of the surrounding buildings have burned and collapsed. But the group now knows the sewer route at the very least. Getting away via the streets would almost certainly mean fighting through a cluster of 4 or so toughs, all relatively lightly armored (studded leather is typical) but armed with axes and swords. They look generally tough, but as none of you have assayed their competence by crossing blades with them...


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Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Sorry, got really busy there...plus I couldn't decide on what to do :)

Tolenn fixes the 'guards' with a withering stare, the shrugs.

She takes her belt with scimitar and flail and hands it to Wednesday, "Hold these for me ,please. I'll go in, no need endangering the two of us." she says, holding her hand up to forstall his protestations, smiling.

She turns back to the guards, indicating with her hand that they should lead the way.


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

Wednesday's head snaps towards Tolenn's direction, but as she easily predicted her hand and smile cuts off any comment he was about to make on reflex.

His eyes go back and forth between her and the guards for a moment before he reluctantly takes her weapons.


The thugs shrug, "Awright. This way...". The two thugs start leading Tolenn around the bulk of the tenement building and toward a smaller shop just to the northwest. The two other thugs who had started moving forward fall in with the first two and the paladin. There's a bit of swagger in their step and other thug-guards offer some cheers and guffaws as they lead their guest forward.

At the shop, Tolenn gets a better look at the approach to Emperor Pilts. The way is choked to a pair of rope bridges - from one lower building, to a slightly taller building, and finally to the main tenement cluster where the crowd has gathered.

Another sudden cheer rises from the crowd and there is possibly another sound mixed in - a squeal of a pig?

This walk (see the arrow on the map) takes a moment or two - giving other PCs a chance to move about...


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

Hmmm, what to do...


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Do we have any path to the roof of the bigger structure?


It's a relatively challenging climb because it's got a bit of an overhang but with pretty useful handholds, but it's possible. About a DC 25 climb.


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Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

With a wink at Cassanndra, Amira begins a spectacular free climb, effortlessly shifting from one hand hold to another as she moves toward the roof of the larger structure.

Climb: 1d20 + 10 ⇒ (18) + 10 = 28

Letting out a little sigh as she watches her paramour put her extremely talented body to use, the little teleporter spends a while enjoying the view, before locking her eyes on a spot at the top of the roof. With a moment of focus, she vanishes, a soft rush of air that races to fill her previously occupied space the only thing she leaves behind as she pops into existence, sitting at the edge of the roof, her legs dangling as she smiles down at her partner, only just approaching the top.

Cassandra: Dimensional hop


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

"Hmm," Probably shouldn't chop my way in since Tolenn just talked her way in. She wouldn't like that. Hopefully Amira and Cassandra are already in.


I've placed Cassandra and Amira at the back of the crowd on one side of the spectator area.

Amira and Cassandra, now that they're on top of the roof, can see the reason for the intermittent cheers that erupt from the crowd. On the flat-topped building between themselves and the Emperor's Throne, there seems to be a game in progress in which the game ball appears to be a small pig. Considering the punches being thrown, the game seems fairly violent.

Tolenn is brought before the Emperor and, with the four thugs, that leads to a fairly crowded platform. It has a brightly colored canvas roof to keep off the weather, held in place via a wooden framework. About the interior of the canvas are decorations of gruesome scenes - battlefields, executions, torture, human-eating monsters. The Emperor's throne seems a mock-up of the Crimson Throne with blood-red cushions, silks, and spikes. Nearby stands the guillotine carved of wood and bone with its base depicting a demon's feet and the blade's housing a demon's face.

Pilts Swastel himself is thin and has a pock-ridden face, partially acne and partially the legacy of a recent bout of the blood veil. His clothing is an ill-assorted rag tag of fancy clothing that have gone stained and threadbare. He has all the appearance of a vagrant more than a king. But his voice is stronger and deeper than his thin body would suggest.
"Who is this brought before the Emperor of Old Korvosa? And why do you interrupt our entertainment?" he says with some irritation.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn spreads her arms out to the side and gives the 'Emperor' a shallow bow, "Greeings, your Grace. I and my friends merely came to see this same entertainment. But your men here forbade me my weapons, and thought it important enough to disturb you with my presence."

Diplomacy: 1d20 + 13 ⇒ (17) + 13 = 30

As she talks , she looks at Pilts, trying to determine if was merely misguided or truely a diabolical man.

Detect Evil

She also tries to remember if he was a contemporary of hers back in the day, or if any of the surrounding thugs were known to her back then.


some dice rollin':
Will save: 1d20 + 10 ⇒ (17) + 10 = 27
sense motive: 1d20 - 1 ⇒ (2) - 1 = 1

Pilts definitely trips Tolenn's evil flag. He's not really a contemporary of Tolenn's back in her street urchin days. He's a bit older - known to have spent time hanging with street musicians rather than thieves.
Given the situation, it strikes me Tolenn's more bluffing than straight-out using diplomacy - so I'll just use the die roll made with her bluff skill to start with...

Pilts looks down at Tolenn from his throne. "Well, then, welcome to the New Empire of Old Korvosa. Our men brought you to our august presence because you brought arms to our palace. People who do such things are punished most severely." He takes a meaningful look in the direction of his guillotine. "But we are not without mercy since ours is a very new political order. We forgive your transgression since it seems to have been in error. You may enjoy yourself with the rest of our subjects as they witness a sport of our creation - Blood Pig."
He motions to the first two guards who escorted Tolenn to the throne. "You two. Find her a good seat and make sure she enjoys the spectacle."


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn bows her head, "The Emperor is most wise.".

She takes a good look a the guillotine then allows herself to her seat, where she waits to see what depravity this 'Blood Pig' turn out to be.


As Tolenn is escorted to a rough bench by a couple of the emperor's toughs, she gets a good look at the royal sport of blood pig (as do Amira and Cassandra). It seems to be nearly as much a brawl as a game. The object of the game is to score points by getting the "ball" to one of the defended goals (really a hole in the roof that forms the playing surface), each team punching, head-butting, and elbowing its way through their opponents to get there. The game is, however, complicated by the nature of the ball - it's a small, live pig.

The crowd reacts to game play with cheers every time the pig changes hands, usually because it takes a savage blow to get the player to cough up possession. The cheers are louder as the pig gets closer to a goal.
The two goons, one on either side of Tolenn, watch her more than the game with surly looks on their faces. When the crowd cheers, they elbow the paladin. "The Emperor says to make sure you enjoy the game. So start enjoying like everyone else here," one of them instructs her.

Meanwhile, Wednesday finds he's getting more than a fair share of suspicious glares from the scum that seem to make up Pilts's forces. They haven't done anything more than glare, but it's clear they've marked him as a threatening element in the area.

Amira and Cassandra, near the rear of the crowd, find that the enthusiasm for the game is lukewarm at best. The spectators near them cheer, but not as much as the ones to the front of the crowd. There's a bit more rumormongering going on. They overhear people talking about the Emperor's 'little executioner' being a real devil and not a real gnome at all. They also hear that the Emperor is recruiting the artists that used to be in-residence at the Exemplary Execrables again - including his old gem in the crown, Salvatore Scream (famous for his disturbing, yet compelling, imagery - and a certain painting owned by a gentleman known as Carowyn and with Terri Riverrun as one of its subjects).


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Sorry, bit of a crazy week...

Tolenn looks up, a doubtful look on her face, "This is the entertainment I heard about...tossing a pig around? Is there nothing more interesting to come?" she asks, pointedly ignoring both the goon's surly looks and their non-too-subtle encouragement.


"Well, there's always the beheading of people that don't do what the Emperor says they gotta do. But I don't think you'll like it very much the way you're goin'," one of the goons says.
"Yeah, what he said," the other chimes in.


1 person marked this as a favorite.
Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn smiles at the goon, "Now that sounds much more exciting! Let's do that instead!" she says, leaning back ,looking very, very bored.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Taking in the information around them, it becomes clear that Pilts' "rule" was one of force, and could easily be toppled should he be challenged and taken down in public.


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

How the f$~* am I getting into this dump? Wednesday thinks to himself while waiting outside.


The two thugs look at each other, a bit surprised by Tolenn's response. It's rare that people seem to ask for their own beheading and for a moment they seem at a loss for what to do. Then one of them shrugs, "Pfft. If that's what you want, then that's what you get. Get up and Jabbyr will introduce you to the tall knife." He shouts to be heard by the crowd around him, "You hear that? We got us a volunteer for the Demon's Maw!"

The crowd around Tolenn and the thugs cheers.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn claps her hands together once, loudly, "Excellent. Let's get this show started!" she exclaims, rubbing her hands together, waiting for the thugs to lead on.

As she does, she looks around at those nearby, cheering for her spilt blood, meeting their eyes, holding gazes where she can, judging, condemning.

Huh, not sure what to roll here. Basically, a paladin's powerful gaze settles on you , just as you're cheering for her head to be cut off...unsettling for sure...going for shaming really...

Also, wonder if Cass is able to teleport poor 'ol Wendy into the arena at some juncture?

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To continue the cleansing of Korvosa...


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)

Here we go!


Alrighty...now that I've ensnared you, it's time to share my expectations for this game:

1) I have stuff going on...I work full-time, have six beautiful kids and a lovely wife. If you need to be out for any extended period, just let me know and we'll work something out. That being said, I expect 1 post/day, with no exceptions for weekends. If we can manage a good rhythm and get more in, that's great. You can expect the same from me.
2) I don't own any of the advanced guides, so we'll be on the honor system as far as your abilities go. Know what you can do and be ready to explain it if I ask.
3) Rules - I tend to go by Rules as Intended. So no rage cycling and things like that, if you catch my drift.
4) Rules - Also, I know most of the rules, but I will occasionally screw up. If it wouldn't affect gameplay (i.e. I give an enemy a charge action he shouldn't get, but misses), then let's just let it go. I don't like to retcon.
5) Experience - Short version, there won't be any. When I feel you should level up, I will let you know.
6) Gameplay and Combat - In a combat situation, I will post initiative order. Then I would like you to post your character's actions in that round. Provide alternatives, just in case. Combat is fluid, so your guys aren't just standing around waiting for each other to act, and can occasionally screw up because they aren't in sync.
7) Discussion - The discussion tab is strictly for ooc ramblings only. Any planning, etc. will be put into the Gameplay tab. This makes eavesdropping/magical scrying a concern.
8) Gameplay in General - This is my first PbP DM experience, but I've been doing tabletop for close to 20 years. I usually have to settle for hack n slashers, but this format provides for a rich story-telling environment, and I expect you to do your part.


Would you guys like to recruit another player or two, or just move forward? I believe these AP's are designed for 4 PC's.


A couple more things...

9) Combat - We'll be running the 24 hour rule, which means you get 24 hours to post your actions when a new initiative is posted. If you linger, you will get DMPC'd.
10) More Combat - In regards to item 6, this doesn't mean that you guys can not communicate to each other. Yell that you're going to take out the baddie in C6 to your friends so they know what you're doing.

Look forward to hearing from each of you.


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:
Would you guys like to recruit another player or two, or just move forward? I believe these AP's are designed for 4 PC's.

Yep, APs are designed for 4 PCs actually with a 15 point buy (and we were 20). So we should be fine with 4 (I'd vote against adding).

Are you familiar with the SRD? I don't own tons of books, but I just use this site:

Pathfinder SRD


That's a very useful tool. Thanks!


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 we are perfectly fine with the four of us. Thank you for taking over. I look forward to playing this game with you.

On an important side note. I created my character up to third level and made an amazing backstory for a different game in which I was still not accepted due to too many players vying to get inside the game. I scaled my character to level one. With that being said, I would like to incorporate the backstory into the game somehow for what happens to him. I also had a couple of rules questions that I asked the other GM, but I never received an answer. I will PM you or post the questions here for you. In terms of allowing source books, which materials do you accept and which do you reject or is it on a case by case situation?

Again, thanks for taking the helm for us.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Hello, Hello

Thanks for taking us in Crispy.

One question: do you mind if I switch Tolenn to a regular Paladin and drop her Undead Scourge archetype, her original character creation was random.

Also, another artifact of that previous failed campaign is the contacts and persons known in her profile, feel free to make use of them.


The rules questions can be asked here. For the background, PM me.

I would say a case by case basis, for materials. Be forewarned, I like to keep it simple, so if I'm on the fence I will likely say no. Absolutely nothing that is still being playtested.


You snuck up on me, Tolenn!

Regular paladin will work fine (actually better for me, less I have to learn).

You're welcome to both of you.


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

Rules Question #1:
I use d20pfsrd website for my information on Pathfinder. The editor posted this on the purifier page:

"Though the text stating so is missing from the Advanced Race Guide, the purifier's bonus spells are likely meant to replace the bonus spells granted by the oracle's mystery. GMs are encouraged to include this text: 'These bonus spells replace the oracle’s mystery bonus spells from the indicated levels.'"
http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/purifi er-oracle-aasimar

Rules Question #2:
FAQ
Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.

However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

[Source]

http://www.d20pfsrd.com/classes/base-classes/oracle
http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9qlk

EDIT:

If anyone else is interested since you may notice it in game, the GM accepted both alternative rulings on these two rules. Thanks DM Crispy.


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

Shouldn't we be playing at http://paizo.com/campaigns/DMCrispysCurseOfTheCrimsonThrone/discussion& page=last or is this location fine?


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 just purchased Hero Lab a couple of nights ago including a lot of supplements. Do you want me to keep the information updated in the character's profile page or just use Hero's Lab?

Edit:

Do you use action points, hero points or words of power?


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)

@Pyron--wow, I'm surprised there isn't an official errata to that (your rules Question #2). Oracles use Charisma as their casting stat so it really seems implied to me that it would affect other aspects of the spells as well. I'm glad you mentioned that point so I know it now for PFS and whatnot.

@DM Crispy: I don't have any experience with action points or words of power (the latter I think is fairly complex), but I have used hero points as both a GM and player and they can be really cool especially to preserve the story (by providing the GM with a little wiggle room). My players have used hero points strategically in the Skull and Shackles AP I'm GMing, preventing at least 3 character deaths.

Here's the rules if you're interested:

Hero Points


I'll be opening up the campaign when we hear from our final player, and we'll officially start then, I suppose.


Hero Points - Hmmmmmmm, you guys technically are already overpowered. I'll allow 2 hero points per PC, and the ONLY thing they can be used for is to cheat death. One Get Out of Jail Free card.

Active Effects - In the body of your posts in a spoiler, please let me know what active effects your PC has. I won't remember that your character cast haste 30 posts ago, likely, so keep a running tab of what your character has going on to make my life easier.


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 appreciate the Get Out of Jail Free Card. Thanks for that!

Edit:

Do you use the following Ultimate Combat rules:
Armor/DR
Called Shotes
Piecemeal Armor
Wounds & Vigor

How about the following optional rules?
Don't require memorized spells (I assume we are required.)
Enforce animal magic item slots
Free upbringing feat (I assume not since we are overpowered.)
No coin weight
No encumbrance
Skills don't need tools
Use drawbacks
Use flaws
Use backgrounds
Use prestige awards
Use skill tricks

How do you do hit point advancements? I assume standard die roll on the forum for proof.


No Ultimate Combat rules. As this is my first PbP, let's keep it simple.

You ARE required to memorize, unless you are a spontaneous caster. Sorcerors don't, wizards do. Etc.

Yes, I enforce animal item slots, if you are so inclined.

No Free Upbringing.

Encumbrance is a thing and so is coin weight.

Skills usually can be used without tools. Depending on circumstances, I might give penalties/bonuses.

You guys already have characters built, so no drawbacks that don't already exist. No flaws, prestige awards, or skill tricks.

I will attempt to incorporate backgrounds, but I will mainly leave it for you to flesh out your own story.

HP advancement - Half + 1.


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

Do you prefer us to edit our last post if we are going to post within one hour since our last post or do you want us to just make a new post, so you know a new post has been made by looking at the link on top which states that a new post has been posted for ease of use?

Also, thanks for answering the above questions.


Please only edit posts if there is a true mistake. For anything new, I would like a new post.


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

Sorry for the delay, you were all posting during my sleeping hours hehe.

Hello DM Crispy!

*waves*


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

Game on!


*waves to Wednesday* Hello!

So, before we get started, you guys had just infiltrated the Fishery. I believe you have incapacitated Giggles, where is he? And where is Hookshanks?


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--re: hero points, are you saying that we still get one each level (but the cap is 2 instead of 3), so right now we all still have 1, right?

We actually incapacitated Hookshanks, too (if you read the last couple of posts of the other thread you can see it). This is what we were all doing when Rakdon was getting "Shark-Weeked" ;-)

@Wednesday--you appear to be missing a feat. You have Alertness (granted from your animal companion /w bodyguard archetype) and Pack Attack (your bonus teamwork feat granted from Cavalier), but you don't have your regular-ole First Level Feat. Perhaps DM Crispy will let you add it in?

I have a Huntmaster Cavalier in a different campaign so I've looked up some of this stuff, and there's a pretty cool feat that will basically make your doggy tougher if you want.

It's actually called Huntmaster, too.

Huntmaster Feat.

Something to consider for now or in the future with your build, anyway.


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

The group loot so far is a garnet, a light crossbow with 10 bolts, and a dagger. I stated that I thought that I might want to use the studded leather rather than my hide shirt, but I change my mind. Pyron will keep the hide shirt, so the studded leather is still group loot. Since I realized that I have approximately a fifty percent chance to activate the wand of acid splash, someone else can have the wand. It has 28 charges left according to GM Fenwick when my character did the spellcraft check. Since no one else claimed the light crossbow and ten bolts, and since it would be a good ranged weapon for Pyron, I'll have him claim it unless others feel otherwise.

Accordingly, here is the new group list of available loot: a garnet, studded leather armor, dagger, and wand of acid splash (28 charges). Since Rakdon said he would keep the list of the loot, I can have my character carry the group loot with the exception of the studded leather; otherwise, my character would go from medium load to heavy load. Any thoughts or disagreements?


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

@Gaius: I think he was intending us either 1) only to have a total of two hero points over the entire course of the game = One Get Out of Jail Free Card OR 2) to have a cap of two and the only thing we can use it for is to keep from dying, which means that we can die once every other level at maximum and still be okay, which is an acceptable option in my opinion, because we are capped at 2 instead of 3 and we are limited to one ability, which balances it out with the characters being a little bit overpowered.


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)
Pyron Firehide wrote:

The group loot so far is a garnet, a light crossbow with 10 bolts, and a dagger. I stated that I thought that I might want to use the studded leather rather than my hide shirt, but I change my mind. Pyron will keep the hide shirt, so the studded leather is still group loot. Since I realized that I have approximately a fifty percent chance to activate the wand of acid splash, someone else can have the wand. It has 28 charges left according to GM Fenwick when my character did the spellcraft check. Since no one else claimed the light crossbow and ten bolts, and since it would be a good ranged weapon for Pyron, I'll have him claim it unless others feel otherwise.

Accordingly, here is the new group list of available loot: a garnet, studded leather armor, dagger, and wand of acid splash (28 charges). Since Rakdon said he would keep the list of the loot, I can have my character carry the group loot with the exception of the studded leather; otherwise, my character would go from medium load to heavy load. Any thoughts or disagreements?

Me, Tolenn, and Wednesday all have good strength, so if it's a matter of encumbrance we can always spread it around. Also, anything overly encumbering we can always set down and get it on our way out.

Pyron Firehide wrote:
@Gaius: I think he was intending us either 1) only to have a total of two hero points over the entire course of the game = One Get Out of Jail Free Card OR 2) to have a cap of two and the only thing we can use it for is to keep from dying, which means that we can die once every other level at maximum and still be okay, which is an acceptable option in my opinion, because we are capped at 2 instead of 3 and we are limited to one ability, which balances it out with the characters being a little bit overpowered.

Yep, I couldn't distinguish which one of these two DM Crispy wanted.

I don't know about you guys, but I'm pretty excited for the showdown with Lamm!


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: thanks! I think I actually have that on Daud's real world character sheet, need to go find it now that I'll actually be using him hehe.


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

Then the armor is available for anyone to grab. A garnet is not heavy, so Pyron can hold it unless there is trust issues in the game and it be given to another member for RP purposes since it was not really brought up in the game so far. If no one wants the wand, then Pyron will continue to use it since he loves using magic devices.


I have no problem with Wednesday adding the feat as appropriate.

Party Loot - If someone would be so kind to keep a list, that would be great. I'll need names beside each item, as far as who is carrying what, just in case of theft, encumbrance, etc.

Hero Points - We'll say you start out with the 2, then can get 1 every level thereafter. Only useable for 'OOPS I charged the boss by myself with 2 hp and he has Power Attack and Improved Critical' moments. LOL


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 attached everything so far except for the studded leather to my character sheet on Hero Lab for purposes of encumberance, theft, etc. They are not notated as party equipment. Is anyone else really excited to keep a list for the long haul? Otherwise, I can put it in the journal notes on Hero Lab.


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 a background details section in Hero's Lab that I can list the party loot. I put our current loot list in there right now. Just a note, Pyron is actively using the wand (it is in his primary hand).


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

@DM Crispy: Should I assume you have read through the gameplay in the other forum?


Yes, I have read through most of the gameplay.


Alrighty, how do I embed a file, such as a map?


Gameplay thread is now open.


Let me know about the map. I have all of about 6 hours experience with Google Docs & Maptool, so not too bad, I think. LOL


Everyone ok with the maps?

Also, I have been rolling some checks for you guys to speed things along. The in-game dice roller seems pretty impartial, so I didn't think you'd mind.

Once Tolenn states her action, we'll roll initiatives for everyone else and then I'd like a stated action, with perhaps a contingency. That way I don't have to take too much liberty with what you're doing, but we don't wait around for the last person to go before our next person acts.

Example: Gauis shoots down in the hole at spider 2. If spider 2 is down, he instead attacks spider 3. Etc.


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

Works for me.


Pyron, I saw where it was at-will, but I don't think it specifies free. I believe Core Rulebook states spell-like abilities are standard actions unless otherwise specified. Thoughts?


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

Well, he was born with it, so I assumed he could have it manifest just as if he was batting an eye, especially when I read it as at-will.


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

According to the variant Aasimar abilities table at d% 3, it reads:

As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.

I think that is reasonable.


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

If this is the case, and since I already had it showing on the current character sheet that I sent to the GM that Pyron was wielding his buckler, I will assume that if he had turned off his halo, then he will use his move action to turn it back on if we are going to go with the reading from the variant Aasimar abilities tables.


This comes from the PRD - Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.

Where are you getting your info? Can I have a link? I'm not trying to nitpick, but I need to know what you're looking at.


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

Go to http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar.
It is halfway down the page. You can search for halo on the page; it is the fifth halo word on the page.


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

Here are the two sources for Aasimars. The second source is where I believe this table is listed and from where the website received its information. My friend has a copy of it, so I can check it myself if you would like.

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Pathfinder Player Companion: Blood of Angels © 2012, Paizo Publishing, LLC; Author: Amber E. Scott.


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

Also, I have darkvision from my revelation that is available through my mystery.

GM:
One of the documents that I sent you includes this ability: Pierce the Veil. The document is named: Pyron Firehide (Abilities & Gear Description Appendix).


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

Just a quick note: This game is going faster now. Thanks for getting us going and transitioned smoothly DM Crispy, so we can play and have fun.


Ok, I think we're on the same page now. You are not using your Halo spell-like ability, you are manifesting a halo of light that gives no other benefit. Is that correct?

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