GM Peachbottom's Curse of the Crimson Throne
(Inactive)
Game Master
Peachbottom
Chapter Six: Crown of Fangs
Part Three: Legacy of Blood
Charisma Rerolls: A PC can spend a Harrow Point to reroll a Charisma-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).
Destiny Shall Not Be Denied: A PC can spend a Harrow Point as an immediate action to force the GM to reroll a d20 roll. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to force additional rerolls).
Psychic Wrath: A PC with levels in a class that grants bonus spells based on her Charisma score can spend a Harrow Point to increase the power of a spell from that class’s spell list as she casts it. She increases the spell’s DC by 2 and gains a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on attack rolls for that spell.
Roll Card: Gain a +2 bonus on all Charisma-based checks. In addition, he treats his caster level as if it were 1 higher when casting spells gained from a class that grants bonus spells based on his Charisma score.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Since the dog has not acted yet can I move through its square without provoking an attack of opportunity or will I need to make an acrobatics check?
You cannot move through an opponent's square unless it is 3 sizes categories bigger or smaller than you (which the dog is not). However I will allow you to move diagonally into the room past the dog. You will not provoke because the dog has not gone yet.
The evil eye was a held action so I'm counting it as precombat. Nadya gets another turn on round 1.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
FYI Col, you roll damage twice for crits unless GM Peachbottom is house ruling it different. In PbP I see most people roll the extra damage after the crit confirmation in case it doesn't confirm to make it easy to separate.
Yes, Nadya's correct. You should roll again roll crit damage. 15 does confirm the crit.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Whoops, sorry I don't roll many crits, I'll roll here:
Crit damage: 1d6 ⇒ 2
Whelp, since Col went first and killed the dog outright, I'll proceed right to round 2. Nadya, I'll allow you to hold your evil eye for Hookshanks, and if Sebastian or Ayako wanted to hold an action they can too.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
Cool, let's hit him with -2 to AC when he shows up.
No worries on the crits. At some point, simply multiplying it was either the norm or a very common house rule. I get a lot of new PFS players who don't realize it's rolled.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
I went ahead and moved Nadya up to the doorway. I'd be posting from mobile and hadn't realized how far into the room the action had moved. She had plenty of move actions available to move up.
Sebastian, when you get a chance, can you finish updating your online character sheet, or put a link to the character sheet you posted in the recruitment under your alias so its easier to reference?
Thanks.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I am delaying for tactical reasons, because of the confined space only 1 person at at time can reach Yargrin, Sabastian does more damage than me and between his attack of opportunity and regular attack he may be able to take him out. If Yargrin survives and takes a 5ft step away from Sabastian I can rush into the room.
It sounds like you want to continue searching for Gaedren before thoroughly searching the rooms you've passed through or the bodies. Let me know which door you want to check next, and we'll continue.
The two northern doors, the one north of Nadya first.
Sebastian wrote: Are there any doors up top where Sebastian is? The description indicated there was access to the western part of the Fishery. If not, I guess our next order of business is to find a boat?
Sometimes I cut and paste the room descriptions. The west is down on the map so the western part of the fishery is where you came from.
You can still search each room you've been in and sort through the enemy's gear. There is also the outdoor walkway, the ship, or the hole in the floor as options to explore to find a way to the underpier.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Down being west makes a lot of sense. I was looking at the fishery on the map of Korvosa and the encounter map and noticed that the water was on the wrong edge. The hole in the floor sounds like a bad idea if we don't want to be shark bait. Walkway or the ship.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
No to the hole, unless we can't find another way even then I would rather wake the half Orc up and ask if he know of another way down.
Nadya wrote: I'll plan to move at half speed on the walkway unless even that seems dangerous. Since you rolled high enough, half speed or normal speed is fine. If you run or double move you'll need to make an Acrobatics check.
If a Large character, a character in heavy armor, or two Medium characters within 5 feet of each other stay in one spot for more than 1 round, the dock collapses. None of you are Large or in heavy armor, so as long as you don't stand next to each other, you are not in danger.
You also aren't in combat at the moment so as long as you take your time, you should be fine.
This is for the boardwalk area. The barge, which also looks in disrepair may have different rules but you haven't inspected it close enough to know yet.
Is that a new rule rolling an untrained Knowledge check capped at 10? I'm not familiar with it.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
That is how I have always understood knowledge checks (untrained DC limit is 10) I'll check when I get home where it is stated.
I looked it up and I see where it says that. I learned something new. I always though you could only use Knowledge trained.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I lied I didn't wait until I got home. Here is a quote from the srd I also provided the link the statement is under the section titled modifiers.
Training You cannot make an untrained Knowledge check with a DC higher than 10.
Go to Link..
Ninja'd
I checked the previous posts and if my math is right, Giggles surrendered with positive hit points but then took 11 non-lethal damage. Non-lethal hit points recover at a rate of 1 hp/hour so you'll have a while to wait unless you magically heal him.
Hookshanks is also not dead, he stabilized at negative hit points and is just lying unconscious on the ground.
Yargin is dead.
Bloo the dog is also dead. =(
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
I've got a healing potion if we need to use it. Or we could just throw Yargrin and Bloo to the shark and try to swim.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
I think we can probably poke around some more ourselves before wasting resources on Giggles.
I'm thinking we look down that hole and try to see if there is a way to climb down or if we see a walkway we haven't followed that leads down there.
Worst case, I think we definitely consider "borrowing" a boat. Throwing the bodies to the shark is also a pretty good idea.
I'd seen that Hookshanks had stabilized, but I didn't feel like it was in character for Nadya to check on him. Might have also been able to stabilize Yargin before he died, but I think Nadya doesn't have a lot of experience with this sort of thing yet and figures when they fall they're dead.
*Weeps for doggie*
Ayako can probably get Giggles revived but doesn't want to waste spells or potions on him
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I have an extract that will give me a climb and a swim speed that could come in handy if we can't find another way we can all go I can try scouting ahead.
Hopefully we can find a way before needing to swim with the sharks.
You can let me know whatever treasure you want to keep in the discussion board so not to clutter the gameplay.
Also if you want to do a more thorough search of any room, let me know. Col just did a brief periphery search. No Perception was required to find anything that I listed.
TREASURE
Wand
Acid vials(2)
Tanglefoot bag(2)
Thunderstone
Leather armor
Dagger
Light crossbow
10 boltsGarnet amulet
2 Cabinet keys
Small studded leather armor
Small kukri
Disguise kit
Studded leather armor
Light shield
flail
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Are we keeping all of that? Y'all can go ahead, the murderhobo thing just seems weird.
Just think of it as helping pay for the kidnapped children's care after we are done here.
To be fair, looting bodies is pretty much standard procedure to reach the right wealth/level and not particularly frowned upon in Golarion.
I personally don't care what loot you guys take along the way. I'm not going to track carrying capacity. But it also has to make sense. You can't carry hundreds of pounds of stuff without magically bags or the like.
A vial of acid/tanglefoot bag on everyone can help for a pre-melee attack.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
keep it, especially the academical weapons will come in handy.
I added all the treasure to the Campaign Info page. I'm not assuming you are taking any of it necessarily but it is there for reference. I'll check off what's claimed as you claim it and whatever's not claimed when you're done in the area I'll assume is left behind.
I don't think there are any rules for rousing someone with non-lethal damage with a heal check. If there are and you can point me in that direction for accuracy, all the better. If not, I'm going to still allow it. On the fly, I'll say it takes 1 minute per non-lethal damage to rouse the subject, so it'll take 11 minutes to rouse Giggles. If that's not cool, we'll figure something out together.
That sounds ok with me, unless we want to try searching for secret doors
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
In that case, two of us could start funneling the children to an orphanage while Ayako wakes Giggles and we'll interrogate him until the other PCs finish with the children.
You are welcome to do a Perception roll in any room you want.
I found this piece of information on orphanages in Korvosa:
It is an unfortunate truism that, in a region as fraught with peril and war as Korvosa, people frequently die long before their time. When those who pass on leave behind children, their wards suddenly need some place to live and grow. Korvosa answers that unfortunate need with five relatively small state-run orphanages that receive frequent inspections from the churches of Abadar and Sarenrae. These orphanages also house children taken from abusive parents or parents convicted of violent crimes.
Life in these orphanages is strict and highly regimented, providing early training for those interested in joining the Korvosan Guard, Sable Company, or even the local Hellknights. Many of those who turn 18 and leave the orphanages do indeed join the military organizations, and most of those who do not take up the wandering life of adventurers.
The three middle-sized orphanages stand in Midland (with one apiece in High Bridge, Pillar Hill, and Slope), with the largest in North Point’s Mainshore ward and the smallest in East Shore. All together, the five orphanages can house up to 450 children, although they frequently only hold about 150.
Or you can try the Temple of Pharasma.
Either way, it will take time to round up the children and once there arrange for their care. It'd probably be best to save that for once you are done dealing with Gaedren Lamm, but if you prefer doing it now, you can. It'll probably take 5 minutes organize the children, another 15 minutes to walk to your destination, 30 minutes to negotiate for an orphanage to take the children in, and another 15 minutes to walk back.
Let us wait until we are done with Lamm(or he is done with us!Eeeeeeeeee!)
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
We should wait. Its middle of the night anyway. Probably not the best time to be traipsing around with a bunch of kids.
Sorry for the lack of Gameplay posts. Should rectify that tonight or tomorrow.
2 damage is enough to knock Giggles out again.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Time for the sudden but inevitable betrayal! I am actually NE and offer up children to savor their pain the the Night Lord!
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
You better watch out for the gator then. Inevitably its the betrayer that winds up in the nasty critter's belly :-P
|