GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

Will have to check his layout, but sounds good.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Nine posts overnight? Huh. Impressive?


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache
Aerel Thelon wrote:
Nine posts overnight? Huh. Impressive?

But a taste of what we night shifters feel. :)


27 in game play and over 14 in discussion. And that was while I was at work. I have not even slept yet. You know nothing!


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Haha. I'm not sure what initiative we're at, but I assume that Aerel can move because he delayed? Maybe not? I haven't played Pathfinder for years.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

I'm happily playing Assassin's Creed at the moment - my wife has been talking about the game for years, so I need to see what it's all about - but once I take a break from playing, I'll look at if I have any spare feats. That's a good one :-)


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Aerel has no plans, but he might not be the right kind of person to have that kind of feat - it depends more on story to my mind.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

If we can make it work storywise I can take the feat at 3rd or 5th level.


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

There are a lot of teamwork feats, such as the popular Stealth Synergy (for those who make the floorboards creak), but I agree that it mainly depends on plot, which I have no clue of past our mission to get Gaedren.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Oh. Am I the only one who knows CotCT? >_>;;

Because that would be fun, to see people react with surprise, and act in ways that are unaffected by foreknowledge.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

I think I told you in a PM before the game, but I've very actively avoided any info about CotCT because I've always wanted to play it rather than GM it :-)


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

I've kept all the AP's hidden, except for RotR since I'm running it now. I own them all, but want to experience them as a player first. The one I most want to do at the moment is HR.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

CotCT and HR have been at the top of my "want to play list" for quite a while. Playing CotCT now, and once I've finished GM'ing Wrath of the Righteous the other GM will take over with HR, so things are good :-)

I've wanted to buy APs as they are published for quite a while, but shipping them to the Faroes costs the same as the APs themselves. So that'll have to wait till I've completed my ph.d., my wife has found work and we have paid off the high interest part of our mortgage. Yay.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Yeah, I'm bad at surprises. Also want to experience Hell's Rebels. xD


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

I have all but the newest in PDF form (no books). I even have the original RotR campaign before conversion.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Yeah, I have many - I think I stopped collecting them around the time Hell's Rebels actually came out, but that means that all of the new stuff will be interesting and new, if ever I experience it.

Speaking of which by which I mean on a totally different topic, does anyone want that magic missile wand, or can Aerel take it? I imagine that Aerel's the only one who has that on his spell list...

Once we're done dealing with whoever else has heard the commotion, I mean.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

Marvel wants to use it to hit people on their heads!

Or not.


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

But Nicholas needs a good backscratcher! :) Nah, I'm good passing it up.


Female Halfling Whipmistress 6 (AC: 23[T: 12FF: 22] | HP: 51/51(0NL) | F+8*, R+5*, W+8* | Init: +2 |Perc: +4)

I know nothing about this AP, so I look forward to surprises!


Aerel Thelon wrote:
Haha. I'm not sure what initiative we're at, but I assume that Aerel can move because he delayed? Maybe not? I haven't played Pathfinder for years.

Yes, no problem. And your readied attack will count as your action for this round. After it goes off, a new round starts, and it's your turn again.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Sounds good to me. :)


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Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

Oooooh, a crit 1. Does that mean I hit Aerel? XD

EDIT - If it does, then in my defense, they both have long pointy ears!


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Huh. Well, if you did, I will have to edit my post for the reasons for Aerel's distraction... :P


Female Halfling Whipmistress 6 (AC: 23[T: 12FF: 22] | HP: 51/51(0NL) | F+8*, R+5*, W+8* | Init: +2 |Perc: +4)
Marvel Manyshot wrote:

Oooooh, a crit 1. Does that mean I hit Aerel? XD

EDIT - If it does, then in my defense, they both have long pointy ears!

Pathfinder has no such critical failure rule. A 1 misses, and that's it.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

Cool cool - I wondered if it was a common homebrew rule or a commonly ignored official rule with critical failure ranged attacks :-)

GM Kamro - in regards to arrows, official rules (hit its target and it is destroyed, missess and a 50% chance not destroyed), or should I skip keeping count of them? Personally I prefer keeping count, since it adds that extra tension/tactical dimension.


Female Halfling Whipmistress 6 (AC: 23[T: 12FF: 22] | HP: 51/51(0NL) | F+8*, R+5*, W+8* | Init: +2 |Perc: +4)

3.0 had a VERY strange rule, often misunderstood, although somewhat realistic, rule regarding accidentally hitting the cover, when firing through cover.

Different versions have had optional critical miss rules. There exists a crit hit/miss decks of cards for Pathfinder, but many, including myself are extremely opposed to any sort of crit miss. The math of it is horrible. Consider 6th level, when hasted, you will be firing off like 5 arrows (using 4 rolls): 2 for manyshot, 1 for rapid shot, 1 for hasted, and 1 iterative attack. A 5% crit failure chance has you totally nuking one of your friends, or a bowstring breaking every 5 rounds. Every 30 seconds! for a 6th level fighter, who should be pretty darn good at what he is doing. How is that fair compared to the wizard, who has no such problem, when experience shows that wizards playing in games that use such critical miss rules will immediately move away from any spells that require touch or ranged attack rolls.


Marvel Manyshot wrote:

Cool cool - I wondered if it was a common homebrew rule or a commonly ignored official rule with critical failure ranged attacks :-)

GM Kamro - in regards to arrows, official rules (hit its target and it is destroyed, missess and a 50% chance not destroyed), or should I skip keeping count of them? Personally I prefer keeping count, since it adds that extra tension/tactical dimension.

Feel free to keep count. Adds more realism.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

Yeah, those rules do sound kinda awful. As for the crit hit/miss cards I've encountered them in a campaign and really disliked them. Had the option of using them or not for critical hits, and I never did, but critical miss was a must.

And goody - I'll just assume I bought 30 arrows or so, sounds like a realistic amount :-)


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

I only planned to sleep 2 hrs, but...um, I'm awake now!

My first taste of the game was a sort of demo dungeon at a library. I played a ranged character (forget what class) and my first attack rolled a 1. Having mercy, he said my attack simply shot the floor.

Crit decks get crazy, and several crit hits simply outright kill the target. That effectively eliminates the Swashbuckler's main class function at lv 19.


I was about to reference the crit cards. Some of them can get insane! I had a player in the game I fun for crit fail with a magic missile and it hit but then the magically swapped places. The wizard was not pleased to be suddenly surrounded by the undead and the baddie was so glad he could fly since the wizard was behind the party.

On the wand I do not think it is on my list but use magical device is going to be a skill I at least partially focus in. Magical wands are a good reason to do so!

I mentioned the teamwork feat because it is an easy way to communicate during times when we need to be silent. If this game stays with the sneaky sneaky stuff then it would be useful and roleplay wise it would signify our growing to know each other better.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Yeah, if we continue wanting to take things quietly, we'll have to build towards being sneaky. At the moment, though, it's hard to know what sort of tactics we'll look to do - sneaky is probably not something we're good for by default. xD


The crit cards are interesting, but add too much chaos to the game if you use them as intended.

I had one GM who had a cool idea for them though. At the beginning of each adventure you drew one crit card and one fumble card. If you scored a crit (or someone attacking you scored a fumble), you could spend that card to have it take effect, instead of doubling the damage or an auto-miss.

Meant they didn't happen too often, and you knew in advance what the effect would be, so things didn't get too crazy.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

Don't know if it's something I've caused by mistake, but I can only see our tokens on roll20. The rest is all black and dark.


That idea has merit. We have decided to redraw if the effect make no sense at all.


Marvel Manyshot wrote:
Don't know if it's something I've caused by mistake, but I can only see our tokens on roll20. The rest is all black and dark.

It did it for me too. Don't know what changed. I fiddled with it, and it's working again, so try it now.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

That was not happening to me, oddly.


Male Human Archer 1 | HP 20/20 | AC 17/13/14 | Init 3 | Fort +4, Ref +3, Will +2 | Perception 2

Works now - thanks :-)


Supposedly there is bad weather coming in so if I do not post that means I have lost power.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Good luck!


Thanks!


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

We finish our first encounter here, and I start my first ecounter in my own campaign. Time for some goblin wrangling!


Female Halfling Whipmistress 6 (AC: 23[T: 12FF: 22] | HP: 51/51(0NL) | F+8*, R+5*, W+8* | Init: +2 |Perc: +4)

What the? I was gone for over an hour taking my kid to cub scouts, and there are only 3 new posts? Slackers!


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

I was busy! Throwing you guys under the bus here.


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

I was busy kicking puppies okay! Well...more like stabbing them...and they were more like grown dogs than puppies...and I wasn't even provoked...what have I done?

*Goes into a corner to cry*


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Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

It was very threatening. I'm sure that you would have provoked had you tried to leave the square.

EDIT: Would coup de grace-ing Yargin be considered an evil act? >_>;;


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

Nicholas may have a little reason to do it, but he's not the type to outright murder most (besides Gaedren).


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

I guess that our lawyer will probably take him to the Guard, eventually. Aerel will be more concerned that he does not get away... but it's unlikely he will, I think.


Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache

The papers have his name specifically listed, though. He'll have to hide really well or leave town to escape. Too bad for him.


Male Elf Magus (Spell-Dancer) 2
Stats:
HP 17/17; AC 14/12/12; Init +2; Fort +4, Ref +2, Will +4 (+2 vs. Enchantment); Perception +3; Arcane Pool 4/4; Harrow Points 4; Concentration +5 (+9 on the defensive)

Couldn't have happened to a nicer guy, I'm sure.

Except maybe the guys we're about to beat up on.


Female Halfling Whipmistress 6 (AC: 23[T: 12FF: 22] | HP: 51/51(0NL) | F+8*, R+5*, W+8* | Init: +2 |Perc: +4)

I have a G in my alignment. I didn't come here to rob the place blind, nor did I come to slaughter everyone I encountered.

YMMV

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