GM SpiderBeard's Curse of the Crimson Throne (Inactive)

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

If you have the time, I recommend visiting Salisbury. You can view Stonehenge, the Salisbury Cathedral and Old Sarum. :)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I won't make it to Salisbury this trip, but we are going to spend some time in Bath and take a day trip to Stonehenge. We're also going to Tintagel, which will be pretty awesome.


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Awesome!! Have a blast.


2 people marked this as a favorite.
Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Have fun bud!

(As an side, my little guy - he's 9 - keeps demanding updates about this game. When he heard about the characters, he collectively named the group "19 1/2". When he I asked him why, he counted off the following on his fingers: 7 spawn plus Raven 6 + Thod 6-Picks + 1 halfling equals 19 1/2.)

(Yes. I'm raising him right.)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Tell your kid from me that he's awesome. :D
And I'd love to hear his reply!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

He says thank you, and asked (like Donnell) if there are five previous Ravens. :)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Only for Sevenspawn:
Tell him there are no five previous Ravens, there are at least ninety-four other simultaneous Ravens. :D (She's an Android, after all; her model is mass-produced. Most of the others are dormant, though. ;) )


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Yowch, so several people couldn't connect for a few days. Back and in business and pushing on!


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Waiting on Raven to post and then I'll resolve.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Just a note before I board my flight - Donnell has Survival skill, which might help with your dissection, and will likely be interested in looking for the supposed poison. He'll also refuse to have anything to do with the shiver, whether burning it or taking part in an antidote. If Raven wants some of the vials, she'll have to do it without his knowledge.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

So, to be a bit more thorough on our plans with the warrens:

1) To be safe, we'll grab all the books and easily transportable alchemy equipment we can and move them back to the house, just in case we can't secure it. We may move them back later.

2) Map out/clear side tunnels, if they're relatively unpopulated, or no big threats remain. Keep an eye open for alternate escape routes.

3) Look to hire discreet stonemasons and carpenters to secure the side passageways, perhaps with secret doors (On both sides.)

Oh, and Donnell, in response to:

Donnell wrote:
(mason/carpenter? Unless this sort of thing falls within Thod's skills)

"Thod" and "Skills" don't belong in the same sentence.

More seriously, Thod only has a bit of knowledge on mining, meaning he can widen a tunnel a little, perhaps, but outright stonemasonry and construction is well beyond his skill set.

I believe there may be something listing what it costs to build walls and dungeon doors in some manual somewhere, and by extension on the SRDs. I'll have to check it out this weekend.

Any other additions the rest of us want to make?


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

lol - well, I knew that Thod had a bunch of Profession skills, I just couldn't remember if Stonemason was among them.

I think that all sounds about right, though I'm not sure if the side passages are passable at the moment - GM will have to let us know if those are big enough to let anyone through, or if they lead to the outside. If we want escape holes, they might have to be widened before we can secure them with doors (secret or otherwise). (Or keep a supply of Reduce Person on hand :) )


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Hey guys will post when I can, just a heads-up on delays and exhaustion and whatnot.


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Hey Sevenspawn, something to think about would be Sevenspawn's ancestry as the politics of race become pretty important in this chapter.

http://pathfinder.wikia.com/wiki/Category:Human_ethnicities

In Korvosa, most people are Cheliaxian, Taldan, Varisian, or Shoanti or a mix of the above. Cheliaxians are dominant, wealthiest racial group. Varisians and Shoanti are indigenous peoples who were colonized by Cheliaxians and make up the most of the lower classes.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Cool. But, uhhh... he has seven possible fathers (hence the name) so it could be anything. Gonna give it a read now though, if you need it defined.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell has a scroll of Lesser Restoration as well, but if we are going to be doing this a lot, we should invest in a wand before the plague hits full swing.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Heroism doesn't come cheaply. ^_^;


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Leave it to an Android to decide the best way to fight a plague is to open a factory for mass-producing medicine, right? ^^;


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Love it! :)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

I'm glad. :D
With luck, we could make a real difference in fighting the plague.
And if a unified alchemist organization takes off, it can pay for itself.


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Well that got interesting.

Donnel and Thod - if you guys are splitting you're not going to be present for the temple stuff. Which is fine. Let me know exactly where you're going and what you're doing.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I had thought just a quick detour to see about having a message delivered to the Spider King, but we seem to have gotten away from that. I'm not worried, we can deal with the other thing later if that's what everyone prefers to do.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
GM Spiderbeard wrote:
Donnel and Thod - if you guys are splitting you're not going to be present for the temple stuff. Which is fine. Let me know exactly where you're going and what you're doing.

Man, I really gotta read up better. I had assumed that though Thod voiced he'd rather crack some skulls talk to the Spider, that they'd pop by the the temple first, since that probably wouldn't take too long.

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I have questions as to the feasibility of an alchemical production line. Ignoring all the rules blather I had typed up and deleted for reasons of boring everyone with rules minutae and annoying meta-debates, there's still the underlying issue of each dose costing 25gp in materials to create. Now, that doesn't seem like much to us, but that's still a significant investment, if not life savings, for most peasants in a Medieval Fantasy world.

But, on the other hand, this is certainly a very unique solution to this scenario, and it's up to the DM to decide how it will play out. I'll trust his judgement to make it challenging enough to not be an instant 'win' button, without turning it into Spreadsheets & Shiftwork.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

It is a big investment, indeed, but that's why I want to try to get a loan off the Abadarans.

- It's a good investment because in the initial stage, its purpose will be to save as many people as possible. Without people, money becomes useless.
- If we can break the plague, the facility could be turned to training alchemists and producing all kinds of alchemical items to turn a profit. The Abadarans have a chance to get in on the ground floor.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
Thjodrorir "Thod" Six-Picks wrote:
I had assumed that though Thod voiced he'd rather crack some skulls talk to the Spider, that they'd pop by the the temple first, since that probably wouldn't take too long.

Yeah, I think I just confused things for no reason. Let's just play it that way as it makes the most sense (and it's where we are anyway).

Hopefully, Raven's production line doesn't end up like the one in Master of the Five Magics, where a businessman churns out second-rate product while keeping alchemists as indentured servants :P


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

:p I have one word for anyone who wants to try and turn alchemists into indentured servants, my friends.

BOOM


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Sorry, thought I posted in discussion here.

The idea of a quick detour to Eel's End is impossible - it's a two hour walk that requires going through the district the temple is in to get there. It'd make no sense to stop there first - check the map.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

That's fine - I didn't think any of us should go to Eel's End anyway, at least not in person (walking into the Spider's nest would likely prove fatal). My thought was that Donnell and/or Sevenspawn might have contacts or be able to hire someone who could act as a messenger.

At any rate, that was just an attempt to stave off being stabbed in an alley while we investigate the plague. It looks like we have bigger problems now anyway :P


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Sorry, everyone. I will be camping for the next week and won't have internet access.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Have a great time, man!


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As a note, the link to the online maps has changed. I'm now using google slide, which is a powerpoint knockoff. It should be easier to deal with on tablet, and allows for me to have maps and other information on each slide. We don't have a battle map right now, but maps of Korvosa, its neighborhoods, and images of major NPCs are all in now.


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Hey guys, sorry for not posting for the last couple of days.

I'd like to take a break from PBP GMing for a couple of weeks. (I am NOT quitting). I've been going hard at a number of games for a few years now. I've been short on time, missing posts, and have more players missing posts than usual in most games.

So with that said I will take a summer vacation from PbP game mastering, and return on August 28th. See you guys then! I'll check discussion threads in the meantime and if you're in a situation where you can freely RP with each other, please do so.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Alright, enjoy your rest. ^_^


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I RETUHN.

Post will probably be up this evening but if I can sneak it in earlier I will.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Welcome back. ^_^


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So let me know the plan exactly. A knowledge local check can let you know if you know any Cerulean Society contacts. Otherwise it's a gather information check. A lesser knowledge local (or streetwise) cehck will let you know where the Cerulean Society operates and more info about them.


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I'm traveling for the next week or so, but should (should) have time to post. That said expect no activity over the weekend and next Wednesday at minimum.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

An easy job.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Thanks for the invite. I've thrown my hat in the ring under my Essence alt account. Need to think of who to play in a dying world...


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Thanks!
I like the slow progression idea, but I don't think I'll have time to put a character together. "Being on leave" (from work) apparently doesn't actually mean having a break (from work).


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Alas I am completely tapped out for games. Good luck though!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

How long has it been since we slept? Didn't Graf come to get us in the middle of the night, and have we been on the go ever since?

If I've forgotten about a rest period, Donnell will suggest doing some further investigating, but I don't want us to collapse!


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Well you'll hit fatigue if you go later, and my life is easier if I punt you to the next day.

*punt*

NEXT DAY


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

lol - that's what I thought you'd say :)


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tap tap

This thing on?


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Can you hear us breathing?


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

*BREATHES*


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Sorry, I'll try to keep better track. I've been away to various places over the past week, and for whatever reason, updates to paizo do not seem to show up on my iPad...


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Guys, just to be sure; if the majority is opposed to the factory idea and wants to do something else, I'll drop it. I don't want to dictate to the party.

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