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.


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Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Manyshot. But only on the first one. And then doubling everything.
2d8+12+2d6+12
and all the rest
1d8+6+1d6+6

Damage corrected:
Bow: 2d8 + 12 + 2d6 + 12 ⇒ (4, 2) + 12 + (4,3) + 12 = 37
Bow: 1d8 + 6 + 1d6 + 6 ⇒ (2) + 6 + (4) + 6 = 18
Bow: 1d8 + 6 + 1d6 + 6 ⇒ (7) + 6 + (6) + 6 = 19
Bow: 1d8 + 6 + 1d6 + 6 ⇒ (7) + 6 + (3) + 6 = 22


The Red Mantis Assassins all have the same gear and is the same gear that they had the last time you encountered them.

+1 leather armor x 4
+1 sawtooth sabre x 8
dagger x 16
cloak of resistance +1 x4
mask of the mantis x4
296 pp total


These might make good disguises. Welcome fellow Red Mantis! We're looking for those adventures just like you.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Definitely meant the one harassing Tyrandro, sorry.


Ayako wrote:
I have no way to get past the block unfortunately.

The party has at least one way available to accomplish getting past, but I'm not going to give you all the answers.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian has his grappling hook that he never gets to use. Is it possible to climb over?


Maybe use our cooking pot, 10 torches and mess kit that are part of the basic adventuring kit but never used. :)


Treasure sheet updated per the last gameplay post.

The are no more encounters in this dungeon. You each gain 20,800 XP bringing your new XP total to 100,142.5 out of 105,000 to 10th.


Updating the treasure sheet:

Gave Tyrandro the +3 cloak. According to my sheet, Sebastian, Tyrandro, and Iolana had +2 cloaks and Ayako had a +1. So I'm passing down Tyrandro's +2 cloak to Ayako. So 3 of you should have a +2 cloak and Tyrandro a +3 at the moment.

I gave the scrolls to Iolana and the Scabbard of Keen Edges to Sebastian.

Did anyone want the Beast-Bane Dagger?

Do you want to keep the Bottle of Air, Decanter of Endless Water, or Sustaining Spoon? We can add them to party items if you want to keep or otherwise they sell for a decent amount.


Ayako upgraded her cloak at Kaer Maga.

Not wanting the dagger

Bottle of Air could be useful, unless we really mess things up we will have no need of the decanter or spoon.

Or maybe use the decanter to jet propel a boat. :)


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

As long as we're in the Cinderlands, free food and water might be helpful. Ho wabout we sell it once we're back in civilisation? I guess there is no chain store of 'ye old magic shoppe' anyway where we could spend the money.


There is Kaer Maga but that is a hike. Very well, keep them for now(spoon and water bottle)


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

+2 cloak got handed down to Fluffy now. So it's a +1 cloak to sell.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sorry for that disappearing act. Service has been interrupted, but not shut down. There are a number of different technologies involved (accessing the internet, receiving the data, paying for the data, transferring money between account to pay for the data, etc.) that have been experiencing issues lately.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

I will be traveling over the next week. I should be able to post, but feel free to bot if needed. Visiting family and sometimes my schedule gets packed before I even show up.


Ayako wrote:
Waiting for access to tokens since I changed my email.

I think the map access is set to anyone with think link can edit. You should be able to. Try and if not, let me know and I’ll fix.

Ayako can also give me actions for Round 2. Unless you are waiting to see what others do first.

And the lion isn’t attacking?


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

I didn't change anything, but can't move my icons too. Only viewing.


Ok, I’ll fix it when I get home from work later.


Round 2

Ayako whispers at the creature, sending painful chattering through it's ears.
Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 8/Day DC 19


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Do we have monsters in discussion too now?


Map editing updated. Try now.


Tyrandro wrote:
Improved Precise Shot (Combat)

Yes, you are right. No penalty for attack the creature. I don't always remember every feat or class feature you guys have, so just remind me if you forget like you just did, thanks.

Sebastian wrote:
I'm guessing it has reach

Yes, it has 10 ft. reach.

Sebastian wrote:
Does Sebastian get an AoO when the creature flees from the pit?

I'm going to say no because it first moved away from Sebastian as a free action from making the save against the acid pit. On its turn when it moved to the corner, it wasn't next to anyone.


F#*K! Almost done with post and my computer crashes. Now I need to type it all up again.


Condolences


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

I've taken to using Notepad++ to compose in. Even when my computer crashes, it's still sitting there waiting for me when I boot up. Such a lifesaver!

Also, do yourselves a favor and check out this supermarket ad starring He-Man and Skeletor if you haven't seen it yet.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28
GM Peachbottom wrote:
I'm pretty sure the acid damage from the corrosive power doesn't multiply on a crit.

Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.

Now it only remains to clarify if the magical damage is normal weapon damage for a magical bow or not. I assumed that this means for example sneak attack damage.

And there it is:
Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.


We need something like Blue or Mirror Image for Sebastion. Displacement as well, maybe fuse a Cloak of Displacement with his Cloak of Resistance.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sorry, I had to go out of town suddenly and was away from internet. I'm back now.

I still haven't gone shopping from Kaer Maga. I could retroactively purchase something like that, perhaps. What do you think, GM?


Sorry guys, been busy this weekend but I should be able to post tomorrow.

Yes Sebastian, you can purchase stuff from Caer Maga from your last visit. I don’t mind.

You guys aren’t on any time limit so you can return to Caer Maga if you need to, but I don’t think you really need to yet.


I doubt the Truthspeaker would like it. ;)

I wonder if there are any Swashbuckler items. Might check the class faqs for suggestions


Ayako wrote:
If we could locate Krojun we might be able to convince him. Gaining the prestige of completing such a task might be very appealing to him.

Krojun can't do it. One of you four has to.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28
Ayako wrote:
Very well I will make the attempt ...

I think of this as really cool role play wise. But I checked with the purple worm. And it's probably not even the regular one. Tyrandro would try, but not without resisting first.


Fire elemental+Geyser function of Decanter of Endless water=Vomit or explode?


Fire creatures aren't necessarily hurt by water but they are usually vulnerable to cold. However, I support creative solutions.


Hmm..Iolana with the Decanter and using Her ice rays to turn the water to ice?

Or summon an Ice Elemental and it uses the decanter to shoot cold water.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana have the spell elemental body, and can basically turn into a water elemental at this level.


I owe you guys some experience from the House of the Moon. Including the random encounters just now, you each gain 12,850 XP. You all level up to 10. Your current experience total is 112,992.5 XP. 11th level is at 155,000 XP.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Woot level 10. Wow.

Teleport for my level 5 spell? Or other suggestions are welcome.


Considering one of us is going into the Belly of the Beast, that sounds good. Will level when able


Although the message Ayako received said urgent, you don't need to abandon your Cindermaw hunt. You can complete that first. Keppira knows it is a long journey back for you. Although if Iolana takes teleport, you can be there and back in no time.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Level 10
Got "shot on the run".
some HP, some save improvement, some BAB, some skillpoints
and the 3rd favoured enemy. Magical Beast.


Level 10

HP 4+2=6
Bab +1
Will +1
Mystery Spell:Feeblemind
4 5th level spells a day
New 5th Level spell : Wall of Stone
Skillpoints +1 Spellcraft,Know Planes,Perception,Diplomacy,Intimidate,Stealth


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Teleport it is.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

I'm a friend of math. Because it is a hard science and can tell you interesting things.

Like the average damage you take when being swallowed by a purple worm:
First it will bite you: 4d8+12
No matter your AC because as long as you don't get bitten, you don't get swallowed.
Then you take every round you're inside the beast
4d8+12 bludgeoning damage
without a need to roll.
So once you're in you've taken 16-44 Damage. And then you take another 16-44 damage. The average being 30. And that is before any extra damage, because that beast is Cindermaw and deals fire damage in addition.

With Trinia's help you have 46+16=62HP

One could say: At least you'll survive with a high probability the first round getting bitten.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Yay! I was worried she'd die the first round and Ayako would have to get eaten anyway.


Herd of chickens summoned and Iolana can jump in with them.

Wall of Stone in it's mouth to force it open? Jump in and run out


When you guys get a chance, update your character sheets online so I can reference them if needed.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Was already updated. Just forgot to increase the (number of levels)


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

My sheet is updated. It's currently the Cindermaw buffed to the heavens version. Once we're done or Iolana dies, I'll update it with the regular information.


Tyrandro wrote:
That corrosive stuff is really no good for a bow. But even if you only take the first dice of the acid damage of the first and last dice row it's 80 piercing+5 acid. Because it's (2d8+14)x3

Manyshot: Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

The two arrows are still separate. They don’t combine into one damage total. You only apply the crit to one of them. It would be ((1d8+7) x 3)+1d6 acid + (1d8+7)+1d6 acid.

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