GM Azathoth’s Curse of the Crimson Throne Campaign

Game Master Mantic0re

Local and Battle Maps
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Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Also, we should probably pick a time to get together again. April 29th? And same deal?


99% sure im free. I defer to those with children. glhf


Also i thought i remembered Dm saying chars are locked at lvl 2. I am requesting permission to change a skill from Knowledge(history) to Knowledge (engineering).


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Glhf.. good luck or hell fire?


good luck have fun... but its kinda open to interpretation i guess lol


Local and Battle Maps

For these first characters I'm going to let people make any changes until they hit level 3.

After that point, many character aspects can be changed just be spending some in-game time and gold. Last resort, if you're not happy with your character we can retire or kill them.


kewl ty


Local and Battle Maps

Hey guys, sorry busy weekend. I will post tonight.


nbd mang


Local and Battle Maps

Okay, regarding 'ready action' before combat.

I feel like allowing readied actions that are triggered immediately when combat begins is essentially giving players a free surprise round type action, and it becomes a really slippery slope towards players always having readied actions before every encounter.

Ready Action Rules:

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

Readying an Action
You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.

Initiative Consequences of Readying
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Distracting Spellcasters
You can ready an attack against a spellcaster with the trigger “if she starts casting a spell.” If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Spellcraft check result).

Readying to Counterspell
You may ready a counterspell against a spellcaster (often with the trigger “if she starts casting a spell”). In this case, when the spellcaster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that same spell (and are able to cast it and have it prepared, if you prepare spells), you can cast the spell as a counterspell and automatically ruin the other spellcaster’s spell. Counterspelling works even if one spell is divine and the other arcane.

A spellcaster can use dispel magic to counterspell another spellcaster, but it doesn’t always work.

As far as I'm aware, the rules don't specify whether or not you can ready an action before combat begins. While I understand that it makes perfect sense in the context of the combat with Bloo, or for example if the players were trapped in a room and could hear intruders about to open the door, I just think it gives an unfair advantage to already over-advantaged PCs. So, at least for now, I'm going to allow readied actions to work as turns come up in the initiative order. I'm just trying to avoid a sleep spell, slumber hex, gunshot, arrow, and charge attack every time combat starts.

I might be willing to reconsider this, so feel free to make your case if you disagree, but for now that's how I'm leaning.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

I can get behind that as long as it's fair for "both sides of the door." Aka us and your minions of death. Would be able to prevent things like this...


Local and Battle Maps

That's precisely what I'm trying to avoid. Fireball from the enemy wizard as soon as you open the door. I'll keep it fair for both sides that way.

If I need to cheat in favor of the enemies, I'll find another way... :]


Ok, so before I post in the gameplay, which of the other doors can I start at? It looks like there is one other door on the catwalk behind which is a 10 foot hallway, then another door that leads into the room that Bloo is actually in. I'd like to start as close as possible so that Nahzir can get in there and get a flank on Bloo but since I think he can get to that space from either door maybe it doesn't matter. I assume Bloo is occupying the square just on the other side of the doorway from Marius? And should I be rolling my own attacks for this or do you do that for us? Just want to make sure I'm going about this correctly.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

An important detail, everyone is considered flat-footed before they can take their first round turn, so you can sneak attack Bloo as you have the jump on him, if you wanted to.

And yes you roll your own attacks and damage.


Ok, good to know. I'm going to go ahead and post and hope what I'm doing is all allowed. Steve, just let me know if I screw something up.


Well that was extremely disappointing...


Local and Battle Maps

Nahzir, your actions look good to me.

Everyone, I added an image of the dog to the battlemap. I will try do to that before combat begins from now on... Oops.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

#GoWild


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

If I'm misunderstanding how Silent Image works, please let me know. My reading is that I can basically control silent illusions in realtime within a 40ft cube. Does this sound correct?

EDIT: Also, I am down for in person game whenever. I, as Zcakes, defer to those with chillens.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Yup, really weird wording in that spell. But I read it the same, up to 440ft away, save depending.


Local and Battle Maps

Both of you are correct with regards to Silent Image. The only thing complicating your control of the illusions in realtime is that you must maintain concentration on the spell for each round that you want it to remain active by using a Standard Action (at least that's my understanding of Duration: Concentration).


Local and Battle Maps

I feel like now is a good time to give a disclaimer about this campaign. There are parts of every published adventure path that can feel railroaded. If you're not feeling super involved or helpful during those times, just hang in there. A majority of this campaign allows for much more freedom and creativity, not just room-by-room exploration. Every character will have plenty of chances to shine.


lol i was almost thinking team strategic break through part of the boat xD... then again the thought crossed my mind(not Marius') of lighting it on fire... cutting the ropes and pushing it out to sea... but im also not an evil align. But speaking of which, propulsion y/n?


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Hey! I like it! Except we'd have to verify there weren't kids on the ship.. otherwise it's just chaotic really.


Local and Battle Maps

Not trying to influence you either way, but don't worry too much about alignment for minor things. As long as you're not playing a paladin or cleric, alignment is just a guideline.

If you are about to do anything that might drastically alter your alignment, I'll give you an "are you sure?" first.


Local and Battle Maps

@Valamyr - If you succeed your Reflex Save you can make a single move action across the ship deck towards the door. If you fail, place yourself within the ship's hold. Once that is resolved, you will be first in the initiative order.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

A word of warning to anyone who hasn't run into this problem yet:

I spent about 15 minutes typing out a post in the gameplay thread, hit submit, and the website logged me out and lost it all. Seems safest to type out posts in a separate text editor, then paste it into the Paizo site. I have generally done this in the past because this isn't the first time I've had to retype a post, but I got lazy this morning and paid the price.


Local and Battle Maps

That stings... I've been there myself, not a good time. If you do type directly into the site, make sure you are copying what you've written until it's ready to post.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

A couple things..
You crit man!

And standing is a standard action, buuut you can fire prone!


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2
Von Tri'omfi wrote:
You crit man!

Oh, sweet, ty. Not used to critting on non-20s. Will edit original post for crit confirmation/extra damage if necessary.

EDIT: Is there a timeout on editing posts? It wouldn't give me the option. If so, does anyone know what the timer is?

Von Tri'omfi wrote:
And standing is a standard action, buuut you can fire prone!

PFSRD does not seem to concur.

*shrug*

The Exchange

Oh bonus. Brings up the drawing weapon as a move action too though.

Stand:move
Draw:move
Fire:standard

Damn 1 BAB rule, so lame. It literally only affects level 1 charcters, making then worse than they already are.

Timer is one hour.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2
Clarence Bugman wrote:

Oh bonus. Brings up the drawing weapon as a move action too though.

Stand:move
Draw:move
Fire:standard

Damn 1 BAB rule, so lame. It literally only affects level 1 charcters, making then worse than they already are.

...FFS


Local and Battle Maps

If you draw your crossbow and fire while prone, even with the penalty you would still hit (and kill) the spider. That acceptable? Then worry about standing and reloading, or whatever other actions, next turn?

I have to admit, I'm getting a bit worried that nobody has the ability to cast healing spells. You are near the end of the hideout, but just about everything that could go wrong has gone wrong for a group of low-HP level 1 characters. This campaign is no joke, there are plenty of potential TPK moments throughout the six books...

Which brings me to a question (and no, I don't expect it to be relevant just yet): What are people's thoughts on character death? So long as everything is by the book / rules, would people be heartbroken if their character died, or excited for the opportunity to re-roll? Just curious.


Does the question of was he already holding the crossbow come in to play? Because at least in terms of Garth, I had it in my mind that he still had his rapier drawn, or do we lose hold of our weapons because of the fall? I just want to know what kind of actions I'll have for my turn.


Local and Battle Maps

I'm fine with it still being drawn because you never specified you were putting it away.

And just FYI so people don't waste actions, just remember these are very small creatures and have very low HP.


I realize "Swiss" cheese likely isn't a thing in our current setting but I'd like to think there is an equivalent form of cheese that's full of holes that exists, so let's all just pretend that's what Nahzir actually referenced when talking about the ship. lol


Local and Battle Maps

I know I've seen a huge list of cheeses and alcoholic beverages in the pathfinder setting, but I can't find it right now. We do need to find you a proper list of cheeses.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2
GM Azathoth wrote:


I have to admit, I'm getting a bit worried that nobody has the ability to cast healing spells. You are near the end of the hideout, but just about everything that could go wrong has gone wrong for a group of low-HP level 1 characters. This campaign is no joke, there are plenty of potential TPK moments throughout the six books...

I think it would behoove us to hire a cleric in a hurry. I actually have some ideas on who this cleric could potentially be if this is a route we are interested in taking. Or if other people have ideas I'd love to hear those too.

GM Azathoth wrote:


Which brings me to a question (and no, I don't expect it to be relevant just yet): What are people's thoughts on character death? So long as everything is by the book / rules, would people be heartbroken if their character died, or excited for the opportunity to re-roll? Just curious.

I tend to put a ton of thought and work into characters, so I am generally sad to lose them in non-meaningful ways. As a player, I greatly favor story/character elements to a slavish devotion to rulesets (which is incidentally why I stopped running a Pathfinder game years back). That being said, Pathfinder is what we're playing, and if this is a gritty, by-the-book kind of campaign, I'll just make a conscious effort not to over-invest and roll with the punches. I'll definitely stop work on Valamyr's sprawling backstory immediately.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

I could also just save Valamyr for a future game and roll up a fat dwarven cleric. Maybe that would kill a bunch of potential future issues in one shot.


Local and Battle Maps

I wouldn't change the makeup of this group, I'm really excited about it. We may not have a typical fighter/cleric/rogue/wizard, but we have many strengths as well.

I will do my best to adjust for the group when needed. Also, keep in mind that this AP was created for 4 players, so you should have the upper hand. However, that makes me think that this AP would be brutal for 4 players.

As for strict rule-nazi adherence, that's not really my style. I would rather waive rules in certain situations to allow for heroics or to keep the flow.

I think you will really enjoy playing Valamyr as this campaign progresses. With your background and ties to so many NPCs throughout the city, it will add a lot of opportunities.


so now that LVA has been unmasked, is there anything distinguishing we would notice?

Bout character death: Without the risk of death i feel things would grow too... safe? idk boring. Having said that though, i put a good amount of effort into my guy, as we all did, and the loss of that is not something to take lightly. At the end of the day though, if it happens, it happens. Furthermore if that death could be prevented by a support class, then I guess that is food for thought for the new would be adventurer lol. unless its me, then its dumb and i hate it screw you guys im going home


Local and Battle Maps

@Zcakes - I agree, if there's no risk of death there is no tension or urgency. Heroes steamrolling all opposition gets bland. You'll have plenty of time for god mode at higher levels (if you make it that long...). That said, meat-grinders can get pretty exhausting too. Sometimes characters need to feel powerful.

Once you find/have enough gold to buy a wand of cure light wounds there won't be any issues. Healing in combat is bad use of action economy in most situations, so potions or wand healing after combat will keep you guys topped off. You may need to spend a bit more money on healing items than other groups might, but you'll make up for it elsewhere (like 3 of you not needing armor).

***

Okay, about the Knowledge (Local) skill. Typically, a character must have trained a Knowledge skill to even attempt a roll. I'm going to keep that requirement for all Knowledge skill checks EXCEPT Knowledge (Local). For this campaign, your characters have lived in Korvosa for most your lives. So untrained Knowledge (Local) skill checks will be allowed within the city of Korvosa, and training in that skill simply improves your modifier.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets
Lord Valamyr Aldoran wrote:

At the thought of harrow cards, his eyes shift instinctively towards Von, and Valamyr notices Von studying him.

'He stares,' the thrush's thoughts were clear in Valamyr's mind. 'He looks chock full of ideas. Each and every one about how to kill you. Probably planning to put the dwarf to sleep; hopes he'll drag you into the water with him. We don't trust him.'

No...no, I don't think I do. Watch him closely.

Muahahah!


Local and Battle Maps

I'm working on a lengthy post that will be ready by tonight, so bear with me.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Lol, lenghty post.. aka...
No problem man!


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2
GM Azathoth wrote:
I'm working on a lengthy post that will be ready by tonight, so bear with me.

Sounds good. Should be interesting.


Local and Battle Maps

Not really that kind of post (that will come shortly...), just something I wanted to get right. I took some big liberties with very important parts of your character's backgrounds in this most recent post. Hopefully you are all okay with it.. If not let me know.

I'm going to leave you just outside the door so you can decide how to enter, any plans or ruses, etc.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

5 out of 5 stars
Perfect for Von, working on an equally worthy response.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Nice work! Totally good with everything in Valamyr's section; it fits perfectly for his motivations/backstory and definitely makes things with Lamm feel more visceral.

What are thoughts re: reading other character's sections? I don't want to accidentally start mixing up player/character knowledge, but am also super curious :P


Local and Battle Maps

I understand the temptation to read spoilers. I almost always read them, even if it says "GM ONLY!!!!!" - just be careful not to get meta. If your character starts anticipating traps or whatever after rolling a natural 1, I'll pick up on it. If there's something I absolutely don't want people reading, I won't post it.

Go ahead and read whatever you want. I think it's fun for players to know more than their characters, and will increase your knowledge/involvement with the game world.

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Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Azathoth’s Curse of the Crimson Throne Campaign All Messageboards

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