GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


951 to 1,000 of 3,339 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Sounds good. Also I think we have a fun group :)


Kitsune Game Master

@Darius
It's no crab, it's a spider. And it's not holy. Also you misspelled crab :P


Kitsune Game Master

As we're talking about humble bundles. The current one (still available) contains the complete Iron Gods AP as pdf.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Iron Gods: one AP I have Zero interest in.

Understand swords and lasers has a long history in the genre but alive never read a story that I've feel pulled it off well. So I'm a bit bias against it.

Oh and Iforgot to change my stat line to reflect I'm back in standard adventuring gear. Fixing that now.


Kitsune Game Master

There is always the chance of playing a traditionalist dwarf with a large hammer smashing all this new-fangled nonsense to bits ;)


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Most of the stuff I've seen about Iron Gods is that people aren't super impressed by it.

If we're talking AP's, the ones that look like the most fun and that I'm interested in:

Carrion Crown (My horror nut loves the whole gothic type rpgs. Ravenloft is one of my favourite settings and have had my most memorable games in Ravenloft. FYI I STILL haven't playes Curse of Strahd yet.)

Hell's Rebels (Really think a full urban adventure could be so much fun. Navigating the city and using rooftops etc. So many charcater ideas for this.)

Skull & Shackles (Love me some pirates)

Reign of Winter (Looks cool. Pun intended)

Strange Aeons (Gonna play this at our home game after we finish Rise of the Runelords. Love me some Lovecraft)


Always wanted to so Shackles. The things that really killed it on the boards here were the brutal rum rules and the very slow day/night tasks.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

We started a Skulls game at my my home game but that group sort of fell apart cos people couldnt make it often enough.


Kitsune Game Master

I've done some skulls and shackles and it sucks big style if you're used to and like to play heroes.

You start out as slaves on a ship. Where you're treated badly and due to bad design would die just by the daily routine on the pirate ship. And you can't do much about that. If you try you get punished big style. And once you're off that thing and have your own ship you face the problem that you're a pirate now yourself and run around killing people for their money. That's where we gave up on that AP.

Reign of winter I liked but we didn't get beyond the first book.

About strange aeons I have some mixed feelings, as I'm unsure how the heroic approach fits in with the Cthulhu setting. It might be great if you get to play some skillmongers who can't keep from finding the secrets while always fearing for their sanity. But if you still have to hack and slash through the monster hordes it would ruin that.

Rise of the Runelords is a good one as it is set in Sandpoint in the first book, which I like very much and has a lot of goblins in it. But it looses some once you get to fight armies of giants.

Curse of the Crimson Throne is a nice rebels against the crown in a city adventure.

...


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I too would love to do Shackles. It's probably the AP I want to try the most since other then the ones I'm currently in.
Unfortuently I don't have time to add another game... so an existing game would have to end for me to join that.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

I have all of Giant slayer, have read the first 3 books a few times. I really like it since there is a lot going on and if the PCs aren't careful then can get squashed really quickly. Giants hit HARD and often.


Kitsune Game Master

What is it you like about the Skulls & Shackles, I mean besides the 'We be pirates, ARRRR'?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

For me, aside from being pirates. I tend to like adventures that are set at sea, underwater or near the coast. I have no idea why. Might be cos the first ever game of AD&D I played was as a Warrior Mariner that tried taking down a mutated bunyip after it destroyed the ship I was on. That was a blast. Also one of my favourite series of books was just the sort of thing I was looking for in that adventure. Written by Mel Odom called the Rising Tide Trilogy.

Haha oh man I hate fighting Giants.

Whatcha all think about the upcoming AP's, Ironfang Invasion and that other one, can't remember the name of it but most of it is said to be in or around water, the Azlanti one.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Besides Well PIRATES!

I have this desire to play either a stormed themed sorcerer/wind finder or gunslinger cad with a very loose moral compass...

Both are something I haven't tried in Pathfinder before and that AP seems to fit.


Kitsune Game Master

Well, the Skulls & Shackles assumes you're not voluntarily on the ship but whatever. How about everyone into pirates introduces a pirate here? Just for fun. Parrot familiar gets the raven stats.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

So just make a random pirate themed character? I had a Gnome Sorcerer in my one Skulls game.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Your going to do a S&S game? Or am I misunderstanding


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Think we're just talking for funsies.

Haha besides I mostly started this convo trying to hint at a Hells Rebels game ;)


Kitsune Game Master

But everyone jumped on the S&S game.

For the other question I wont answer without a lawyer ;)
But for now it's only fun. ARRRR!


Kitsune Game Master

This helping Stam is kind of direly needed. If he goes untreated through all the eight rounds of poisoning with already 12 points of damage he won't make it.


Don't worry, Spugnoir has lots of leeches.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Haha well then I'll come up with a Pirate character. But that's for tomorrow. Time to hit the sack. It's 2am here. So I'll deal with the spider in the mornin. :)


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"Arrrr! Ye slow landlubbers! The ship'll be behind the horizon before you reach port. So get moving ye old chumbucket or some other roger will be jolly."


Kitsune Game Master

Information from the Skulls and Shackles AP Book:

Welcome to the Skull & Shackles Adventure Path, where piracy is the rule, and plunder and infamy fill the seas of Golarion! In this month’s adventure, “The Wormwood Mutiny,” the PCs find themselves unwilling members of a pirate crew. The adventure assumes that the PCs all were in Port Peril, the capital of the Shackles, and that they fell afoul of a pirate press gang. They wake up the next morning in the hold of the pirate ship Wormwood, where the adventure begins. The campaign traits presented in the Skull & Shackles Player’s Guide (available for free at paizo.com) provide hooks for each PC that describe the circumstances of their capture.

It’s important to manage your players’ expectations for this Adventure Path right from the start. Most importantly, they should all want to play pirates of one stripe or another. The PCs came to Port Peril to become pirates, to earn fortunes, to be adored by men and women, and live lives of fame—or perhaps infamy—at sea. They could be scurvy knaves who would slit a throat without a second’s thought, or they might be dandy swashbucklers with hearts of gold in search of fame and glory on the high seas. Whatever course they choose, piracy should be in their blood. This doesn’t mean the players can’t play good characters, but they should be scoundrels, more interested in plunder and high-seas adventure than heroics and saving the world. Likewise, you should make sure that your players are ready and willing for the unique challenges this adventure presents. The first part of “The Wormwood Mutiny” takes place aboard the Wormwood, a pirate ship filled to the gunwales with dangerous cutthroats, and the PCs wake up in the ship’s hold as little more than prisoners, with next to no equipment. Played right, this can be a fun way to start an adventuring career, but your players need to be onboard with the assumptions of the adventure.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Sounds about right. :)


Kitsune Game Master

About Darius hitting the phase spider.

you wrote readied attack, as if it were gone again. What I had in mind. But didn't write. So Spugnoir threw a bomb at it because it forgot to hop away. But technically your readied action didn't come to pass yet because it didn't reappear as you stated.

In short: There is nothing to see here, please move on. (lift up the carpet to shove it beneath)


Kitsune Game Master

Someone more greedy than afraid? Because LOOT. Just in case.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Ah gotcha. I got all excited in the heat of battle.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

So, swashbuckler pirate?


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

"You mean me? Yes, I'm a pirate! Arrrr!"

As for class she is a TWF-Ranger with favored enemy human.


We didn't make the PER check for the loot so we miss treasure. We don't need treasure anyway, good deeds are their own reward.


Kitsune Game Master

You made one perception check that was high enough so you saw everything that is to see there.


Kitsune Game Master

Also the real loot is handed to you later.


Treasure
There is a vial with a blue fluid
magnifying glass with a gold handle
small wooden box
walnut travelling case
jar of pickled garlic cloves


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

That phase spider has freaked me out more then anything we have run across so far.

The thought of a huge spider just hanging there unseen waiting for me to go to sleep
So it can leap out of the ether and poison you...

Ya... I'm seriously having a hard time putting myself to sleep in real life.
I'm not even afraid of real spiders in the least...

Nice job GM :-/


Spiders

Spugnoir does hold the blue vial to see if it is a potion


Kitsune Game Master

The merits of a vivid imagination :)

It is a potion for sure. But if you watn to know, do a Speeecraft check while looking in gameplay ;)


No Spellcraft..


Kitsune Game Master

Can you do this with Alchemy? I think there was something in the rules.


Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

So yes


Potion of Fox's Cunning
magnifying glass with a gold handle
small wooden box
walnut travelling case
jar of pickled garlic cloves

The potion would be good for Stam or Spugnoir for an extra boost


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Sorry guys, busy day yesterday and today. So will probably only post later. :(


Kitsune Game Master

Bomb damage +2 for three minutes is not bad.

As for inspecting stuff: the wooden box and the travelling case are not empty.


We check inside!


Kitsune Game Master

As some already swallowed the bait hook, line and sinker I can throw in some information about the legal system there.

First - it is more of a guilty until proven innocent
Second - the credibility of a witness depends a lot on the status of the person.

Beast -> low status + accusation of a lot of horrible crimes -> probable conviction.
But for a medieval setting this isn't too bad.
Much like a show of Matlock (TV series named after the lawyer in an US-American crime show). My client is not guilty and I'll show that by presenting the real culprit.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Sounds right up Stams alley


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Ok then I'll hold off the argument that we should avoid the trial due to needing to look for clues about the professor's murderer...


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

As an aside, back to the pirate thing, even if S&S AP is difficult, there are the cool new Freeport adventures that sound effing cool to play in.

http://paizo.com/products/btpy9qtc?Return-to-Freeport-Part-One-Curse-of-the -Brine-Witch

http://paizo.com/products/btpy9qtd?Return-to-Freeport-Part-Two-The-Abyssini al-Chain

http://paizo.com/products/btpy9qrf?Return-to-Freeport-Part-Three-Storming-t he-Razor-Caves

Worth a think over.
Busy on my Pirate alias anyways :)


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Back to the beast.

Yeah the justice system sounds whack. Iomedae has clearly sent me to show them how it's done.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

I forgot to make a pirate alias last night, I will try tonight or have one up by the weekend at the latest

951 to 1,000 of 3,339 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM_Foxy's 2nd Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.