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.
Yay. Perhaps precise shot for soon to be magic sling stones and searing lights?
I'm going to try and throw another encounter or two in before you enter the Dead Warrens. I'd like you guys to be 3rd level before that.
Cow breakout! With pig sidekicks!
Everyone gains 600 XP, which is enough to level up to level 3.
New XP total is 5,084 XP. 4th level is at 9,000 XP.
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
Wonderful!
Level +1 Witch (Cartomancer)
Average HP = 4
Favored class bonus: +1 HP
Add two spells to spell deck: create pit, glitterdust
Skills: +1 Know: Arcana, +1 Know: Local, +1 Know: Nature, +1 Know: Planes, +1 Spellcraft, +1 UMD
Feat: Extra Hex: Slumber
Special: Gains ability to use cards from her deck for Deadly Dealer without them being destroyed. Also gains ability to deliver touch spells with thrown cards.
Level +1 Oracle
HP= 4+2=6
Bab +1
Fort/Ref +1
All skills except Profession +1
Revelation:
Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
New Feat:Point Blank Shot
New Spell:Murderous Command
+1 1st level spell/day
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Thinking about dipping 1 level in Swashbuckler Inspired Blade and taking fenscing grace as my feat. I think this will help us in the damage department. GM Peachbottom how do you feel about this?
Col, that sounds fine to me.
Ayako and Nadya got some neat stuff for level 3 too.
Murderous Command for turning a bunch of guards into a 3 Stooges slapfest!
They'll be some good opportunities to use that.
Enemies with high Will saves will be your bane.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
It was a tough call between Combat Expertise and Combat Reflexes, but I opted for Combat Reflexes. More AoO means more Opportune Parry and Riposte and a little bit of some much-needed tankiness. I do hate that Combat Expertise is required before you can take any combat maneuver feats.
The Dead Warrens Map is up. It's your first real dungeon. Tread carefully.
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'll be picking up some scrolls to add more spells to my spell deck and I think a wand of disrupt undead.
Wand of disrupt undead 375 gp
Plus the following scrolls at 150 gp each
Blindness/deafness
Cure moderate wounds
Disfiguring touch
Hold person
Mirror Image
See invisibility
Shadow anchor
Symbol of mirroring
Touch of bloodletting
Touch of idiocy
Vomit swarm
And I'm poor again. 16 gp left.
That works for me. Vomit swarm...eww.
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 know. Maybe a little hard to imagine Nadya choking up a swarm. Might need to work on that roleplay a bit.
You could have a cow!Man.
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 bet the cow has no trouble choking up a swarm :)
I need a battle cow! A fine familiar to serve me.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Any suggestions? I'm terrible at shopping. Maybe some holy water from the church?
I think Ayako's suggestion of clubs or maces are your best bet, honestly.
The skeletons are laughing internally at your puny rapiers.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
It's probably a good idea to have a blunt weapon for patrol as well.
EDIT: I've purchased a light mace for the occasion as well as two flasks each of holy water and alchemist's fire, and a sap for patrol.
When you get a chance, can Nadya and Col update your character sheet headers for level 3? It looks like they still have your level 2 stats.
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
Cowlbear!
Moo! Woot! Growl!
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Sorry been busy, will update and post this evening (e.s.t)
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
updated stayed with Investigator
Ayako wrote: Ayako taps Sebastion with the wand of CLW Sebastian is back to full hit points. Everyone is full hit points.
Yay! Ready to be beat on again!
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Ayako wrote: Time to bump PER up a little. ;) I was planning to leave it low on purpose. Sebastian is brash and not very observant, on top of having a tendency to trust and mistrust the wrong people.
Since the majority of this dungeon is combat, I'm going to be strict on botting a player if they don't post that day just to keep things going. I don't want the fights to bring the campaign to a crawl. Typically right now, during the week, it is easiest for me to post in the morning, so as long as most people have posted something by then, I'm going to post as well.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
That's totally fine, I'm very much in favor of botting.
So, if darkness snuffed out our light, we were in dim light. I need to remember to roll against concealment from now on.
The darkness spell was not cast to not dispel the light spell, so there is still light outside of the darkness circle. However, inside the darkness spell is complete darkness, not dim light. The darkness spell reduces the ambient dim light to darkness and the light spell does not function in the area since it is a lower level spell, so it remains darkness.
If that's confusing, to summarize: Inside the purple circle is darkness. Inside the yellow circle is light. Outside both circles is dim light.
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'm ok with the botting too. Will try to keep up with the combat though.
We need Alter self items so we can all become dwarves for darkvision!
Ayako wrote: Teamwork! Or get something magical that they can't negate. A scroll of daylight is what you'll want. You can cast it on an object and it'll last 50 minutes. It will negate any darkness spells in the area. A 3rd level scroll normally costs 375 gp but Bishop Keppira D'Bear will sell you one at half price for 187.5 gp.
If you decide to leave the Dead Warrens and pick up the scroll, it'll only take you 30 minutes. The Grand Cathedral of Pharasma is not far away. But first you'll need to deal with the two derro you are currently fighting...or just run away. Derro are vulnerable to sunlight and probably won't follow you outside of the crypt. It's currently around 8 am and the sun is rising.
I think Ayako has an unhealthy obsession with cows.
Ayako was scared by a cow as a young girl. Those horns and those eyes that just peer into your soul.
"Come here little girl, want some milk?"
Daylight doesn't sound so bad, Ayako has enough for a scroll.
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 that is probably a good way to go. I can contribute 16 gp. I went through most of it.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
We could also check the other path. Knowing that we'll have to leave and come back, we might as well make sure we won't need to pick up anything else.
So what's your plan to interrogate this derro?
If you don't want to buy the scroll of tongues, you can see if you can find someone in the city who speaks Undercommon or Aklo.
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
If folks want to interrogate him, that would be a good option. I think we'll probably find our guy if we keep exploring the tunnels.
To the academy! We can stash the derro in a dark cell.
Everyone still with us? I know we had a diversion but we should be back on track.
Sorry for such a derail, didn't mean to cramp everyone's style.
Time for a Derro beatdown?
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
It was a good side trek by me Ayako.
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
That said, I think we need to wrap this phase up one way or another. I can't support releasing it. At this point, I think its pretty clear that the derro is unrepentantly evil. It will torture and kill again. I don't see any other options to killing it. We can make it a clean death and not the torture it would visit on any of us in a similar situation.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
I have no problems with the side-trek. Sebastian wouldn't have had much beside grumbling to do, which is really helpful since I hit a wall of work this week. I should be able to get a post up tomorrow. No style has been cramped.
I'm totally with Nadya in the "just kill it" camp. It's definitely good to play with the morality of murderhoboing, but even if Sebastian has qualms against killing people, he has no such compunctions when it comes to monstrous humanoids.
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