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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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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

Actually, I think it's a really cool solution to the problem. The GM is making us paranoid that there isn't enough time to see it to fruition, so I guess we're hedging :)


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 |

I think it's a cool idea, too, if we can set it up quick and leave it self-sustaining while we go kill things.


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The factory idea is just REALLY ambitious. Keep in mind you're talking about creating 25 (at cost) gold items that take a week each and then somehow getting them out to a city of 18,000 in the middle of a plague.

However, it's a cool idea and it integrates well with the adventure path. So I can absolutely work with 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

A reasonably skilled Alchemist can accelerate the process to two bottles a week, too.


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 |

Spiderbeard, some questions... I find it a little hard to follow during the passage of written time.

- Does the general population believe the ship to be the cause of the plague?

- Was there any official word on how it was sunk?

- How many days have passed since it was sunk? How many days since the plague started?

- Where on the map did it sink in the river?

If we need to investigate, no problem. I’m wondering if we learned anything about this stuff already.


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You've learned most of it:

- People are blaming -everything- hence the wererat situation. The ship is certainly mentioned.
- It was sunk because it refused to heed warnings from the guards as it approached harbour.
- It's been around five days
- You don't know in game, but since you were asked to do this by Doctor Davaulus, you can probably find everything you need on investigating it with Cressida Croft


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Sorry guys, at a conference and failed to find time today that didn't involve excessive amounts of alcohol.


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Back and in business. Although a shell of a man.


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Okay, so here's the determination on the antiplague and we can say Raven has scratched this out. My note on this plan is that the size of the city and price of antiplague are you two biggest hurdles.

I mean - think of trying to set up something to bake and distribute 18,000 loaves of bread in a pseudo-medieval setting. That's an insane challenge. Now let's make a super-complicated alchemy formula.

--

1. You cannot produce enough antiplague to give to the entire city and 'solve' the plague. Plagues move quickly, it's too expensive, and there are too many people. Antiplague is a rare luxury item. However, you can produce enough to severely mitigate the plague.

2. Each dose will cost 12.5 gold with mass production (1/2 normal price)

3. A big warehouse full of staff can produce 400 antiplague a week (200 every half week).

4. You will need around 2,000 gold to set up a warehouse as a massive alchemy lab. Staff (20 hirelings and 4 trained alchemists) will cost 10 gold a day.

5. This will scale up. If you secure more warehouses, you can reduce the cost of antiplague and make more at once.

To do two weeks of production at this level, you will need around 12,000 gold and you'll get 200 doses every 3.5 days. This will also scale down.


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

Hi, I have 750gp and I'm looking to invest in a local start-up :D

@GM: Thanks for doing the math on this. Also, sorry.


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

Don't worry too much if I seem to be left out of the loop for a while. In PbP, it's not as bad to be left out. Better than sitting at a table while everyone else has fun. Here, it's just checking in every update and seeing if something warrants a response. I get my character isn't very socially minded, especially with organizational stuff like this, so my lack of input is on me for my character choices.


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I absolutely promise we'll get to bashing faces in Thod. There was almost a single-minded need to not chase down plot hooks for a bit but it's coming around now ;)


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

Now we chase down all the plot-hooks all at once?

(anybody remember Dungeon Magazine's "chaotic everything"?)


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And no post today, I'm sick and my brain is mush. Tried to do updates but I can't word goodly.


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

We don't have any form of free movement, so I'm guessing armour is more of a hindrance (?). Donnell has a short sword and a crossbow so he'll forego the spear. I'm welcome to suggestions, but I expect D to be stripped down to:

Short sword
Light Crossbow
Quarrels (normal, and the adamantine/silver blanched varieties - poison's likely useless)
Silver Dagger (magical?)
Wand of CLW
Cloak of Resistance? (is this too hampering)
Thieves' tools
Handy Haversack (as long as it won't be damaged)
Liquid ice

I have a whole host of alchemical goodies, but I expect they're mostly useless underwater - I'm just bringing the liquid ice :)

Also, potentially all of that is too heavy? If so, D doesn't really need a short sword.


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Cloaks are fine. Armour will hamper swim speed which can reduce your ability to move around - but the Thods of the world can just walk along the bottom.

Short sword and crossbow are all good underwater weapons. Less useful would be Sevenspawn's warhammer.


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's an Int/Dex guy so despite Profession: Sailor, he's probably going to have some trouble under water.
(Besides, leather armour would just float anyway)


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 |

I've got Freedom of Movement, but it only affects me - and then only for four rounds overall. I guess I'm leaving my pack on the boat and carrying the crossbow and spear; I'll retain my armour. Wands, knives and other magic stuff will stay with me.


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Okay, back in business.

On flanking tiny-size creatures. I'm going to say that with tiny creatures, each square has multiple 'mini' squares which will be helpful for flanking.

So Raven Sixx and Sevenspawn flank the one on Raven, but not the one on Sevenspawn.


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Also Sevenspawn, the eels are on your square with you. I'm going to use your attack roll for your spear because I don't see any reason you'd use a crossbow.


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 |

Sorry, been on vacation. I’ll be back next week. Carry on without me.


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No problem, thanks for letting us know.


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Post will come tomorrow, bear with please.


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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

The Land of Adventure welcomes visitors.


1 person marked this as a favorite.
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
GM SpiderBeard wrote:
"I LOVE MY DADDY!" burbles the ettercap in a somewhat deranged voice.

This made me feel horribly sad. :( Poor, mad creature.


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Hey guys as we're hitting the holidays you'll notice that my posts are a little irregular. I'm going to just say that I'm on part-time GM duty until the new year - so I'll post, but only when I get around to it ;) Thanks folks, and enjoy the holidays!


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

Happy holidays to all!


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

Merry Christmas, everyone. ^_^


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Okay, so with Devargo's death you guys have now killed the ruler of Eel's End. Eel's End is like a market with several different businesses - a casino, a brothel, and a drug den. These are autonomous properties so you can storm in and kill everyone there, but that doesn't seem hyour style.

Here's Parni's suggestion:

- The Cerulean Society takes over Eel's End as a business, you guys are VIP's for life pretty much
- In exchange for your aiding a peaceful transition of power, they will aid the antiplague effort
- You gain access and control of Devargo's main boat which you can use as a headquarters, or even an additional space for manufacturing antiplague


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By the way... DING welcome to level 5!


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

*DING* LEVEL-UP!

I've decided to take another level in Alchemist; I'm holding off on the next Rogue level and my planned serpent fire-progression until I've gotten a bit more utility out of my bombs. ;)

So now it's Alchemist 4 / Rogue 1. (Please, no Star Wars-jokes. :p)

HP: 4 + 2 Con. +1 favoured class = 7 (37)

Base atk. +1 (+3)

Fort. +1 (+6)
Ref. +1 (+8)

Discovery: Frost bomb.
This little beauty allows me to hamper opponents' movements in addition to blasting them with bombs.

Alchemy: open up 2nd-level extract slots, one slot, one Int. bonus slot, total slots per day becomes 4 / 2.
I'm learning Bull's strength, but I'll be chatting with Donnell about more exchanges. ;) And I'll need to tally my money, after which I may do some formula shopping if we can find the time.

5th-level feat: Extra Discovery.
I am taking the additional discovery Explosive Arrow, from Ultimate Combat. This will allow me to project my bombs' explosive power beyond the 20-ft. limitation of the usual throw, increasing it to a crossbow's reach. A distinct tactical advantage, I hope you'll all agree.

Skills: 4 + 4 Int. (8)
Craft (alchemy) +1 (+14)
Disable device +1 (+9)
Knowledge (arcana) +1 (+12)
Knowledge (history) +1 (+12)
Knowledge (nature) +1 (+9)
Linguistics +1 (+10) - learning Aklo
Perception +1 (+11)
Spellcraft +1 (+11)


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Was about to apologize for no post, but hey, no need! Get your level ups done while we square off eel's end.


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'll try to get my levelling done tomorrow; after which, I'll be away until the 13th. Bot as needed!


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 forget - do we use background skills?


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

Yes, we are using background skills


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

Not a lot of changes at level 5.

HP: +5 + 1 fav cl = 29

Extracts/day: +1 1st (5), +1 2nd level extract (3)

Poison Resistance: +2 (+4)

Extract discovered: Invisibility

Investigator Talent: I'm going to access the Rogue Talent list to gain an extra combat feat.

Feats
Rapid Reload (Light Crossbow): Reload as a free action
Rapid Shot: Extra crossbow attack / round (all at -2 to attack)

Skills (6 + 3 INT + 2 Background)
Craft (Alchemy): +1 (+11)
Craft (Books): +1 (+7)
Craft (Traps): +1 (+7)
Diplomacy: +1 (+10)
Disable Device: +2 (+11, Disarm Traps +13)
Disguise: +1 (+5)
Linguistics: +2 (+11, Goblin, Infernal)
Perception: +1 (+11, Locate Traps +13)
Use Magic Device: +1 (+6)


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

Hey, psst! Weren't you going to use a Rogue talent to take Minor magic and get Detect magic for the identification of magic items and whatnot? ;)


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

Allocating background skill ranks:

+2 Linguistics (taking Dwarven and Infernal)
(This also improves my chances of netting us some good info through automatic writing.)


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

There are so many interesting Talents! Spell Storing is another great one to have.

I think I can get around having to have Detect Magic by using the Identify extract.

Does Raven want to trade extract formulae when we have a bit of down time? Donnell's list currently looks like:

Level 1

Adhesive Spittle: As per tanglefoot bag; range 15', auto-hit
Crafter's Fortune: +5 on next Craft check
Cure Light Wounds: Heals 1d8 +1/level
Detect Undead: Sense the presence, strength, and direction of undead auras.
Disguise Self: Changes appearance (add +10 to Disguise skill)
Enlarge Person: Hgtx2, Wgtx8; +2Str, -2 Dex, -1Att and AC
Expeditious Retreat: Adds 30' to base land speed.
Heightened Awareness: +2 Perception & Knowledge; +4 Initiative
Identify: Per Detect Magic with +10 to Spellcraft checks
Shield: +4 AC & negates magic missile
Stonefist: No AoO for unarmed strike; 1d4 dam
True Strike: +20 attack, negates concealment

Level 2
Vomit Swarm: Vomit forth a swarm of spiders
False Life: Gain temporary hit points = 1d10 + 1/lvl (for 1hr/lvl)
Invisibility: 1 min/lvl; +40 Stealth stationary, +20 moving

Level 3
Fly: Fly at 60, 1min/lvl
Water Breathing: 2hr/lvl


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 can only go up to 2nd right now, but I'd like to offer Donnell access to Bull's strength in trade for Vomit swarm, False life and Invisibility.

If we've got time to shop and the funds, I'd like to at least purchase the formula of Cure moderate wounds; healing backup is always good to have.


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 doesn't have access to 3rd level extracts yet, but he has the formulae thanks to that spellbook we found (hmm... maybe that means he's still researching them...).

Donnell will happily trade for Bull's Strength - he's generally pretty happy to share knowledge - though he does look sidelong at Raven Six, remembering her strict one-for-one policy in the past ;)


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

Ah, I meant Bull's strength is on the table from my side. ^^;
Sorry, I should have been more clear about that...

Hummm. Invisibility isn't top of my list right now, and I have my own brand of area attackswith better frequency of use per day than 2nd-level extracts, so ... How about Bull's strength for False life?


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

Sure thing. I think Donnell would happily teach Raven Six all of his formulae - my feeling is that, in the evenings when Thod is polishing weapons and Sevenspawn is praying, Donnell likely forgets that they aren't listening and just rambles at high speed about any bit of knowledge that is currently of interest to him.


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Annd no post again. I'm feeling like hell but I'll get on top of things as soon as I'm better. thanks for your patience.


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

No worries - have some levelling to do anyway.

Maybe we should divvy up the little bit of loot while we are at it. Let's all just indicate what we would like on the Loot Tracker (including if there's something on the Party Equipment sheet that you would like).

Sevenspawn, I think you mentioned something about the Dust of Disappearance - we currently have 3 doses, so maybe you could all take one. Donnell now has an Invisibility extract, so maybe doesn't need it as much (?).

The only thing that Donnell would be interested in (other than the alchemy lab) is the spider poison. There are four doses and he'll take half if someone (Raven Six?) wants some.


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

Yeah, I'll take two doses of spider poison.
Other than that, I just need money to buy and scribe formulae. ;)


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

Ooh - we have a scroll of Blur that maybe we could turn into an extract formula. Any ideas how this can be done? (Also, I can never remember the costs of transcription - is it (spell level)^2 * 10 gp? If someone could direct me to the page in the rulebook, I'll add it to my bookmarks)

Also, Donnell will have no problem giving up the ship to the Dead Kings (or whomever) following our use of it for antiplague production, but Raven and he would likely want to hang on to the alchemical gear and Zellara's is a small house. I mean, we can certainly just give the whole place over to alchemy, but the others might not want to. I don't really have a problem/solution here, I'm just pointing out possibilities. I mean, we could always keep the lab on the ship, as long as we can access it when needed, but it seems to make more sense to keep all the lab equipment in one spot.

PS: If really nobody is interested in a Ring of Feather Fall, Donnell will take that too - those things are handy! But... it probably make more sense to give it to the guy who jumps into holes without being able to make an Acrobatics check. (looking at you, Thod)


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

Okay, time to stop procrastinating and level up.

LEVEL UP
Barbarian 5

Hit Points: Half+1+Con = 6+1+3 = 10 = 55 HP (70 when raging)

[b]BAB: +1 = +5

Skills: 4(Class) -1(Int) +1(Favoured Class) = 4
+2 Background skills

Acrobatics +1
Perception +1
Intimidate +2

Lore (Korvosan Taverns) +2

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Feat: Quick Draw: Draw weapons as a free action.

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Looking over the loot list, I'm certainly not opposed to taking the Ring of Feather Falling, but at the same time it's not a 'must-have' item for me.

If nobody's interested (And Raven and/or Donnell don't have cool alchemical potion enchancement abilities yet) I can also hold onto the Potion of CMW.

Hmm... I might be able to put those Masterwork Spiked Gauntlets to use. Could be a useful backup weapon.


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

Let's resolve the Party Loot before you all head to the shops.

I currently have:

Thod: Potion CMW, Gauntlets, Ring FF

SS: +1 Shortspear, Wand CMW, Dust of disappearance

Raven/Donnell: Spider venom, Scroll of Blur

Party loot: Potion Invisibility, Elixir of Love, Alchemy lab
(I've been working under the assumption that party items are in the Handy Haversack until needed or sold, does that make sense?)

Items to sell: +1 Studded Armour, assorted loot items


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 |

I'm in Milwaukee this week, because I only tread the most jeweled of thrones under my sandaled feet, and my access is gonna be limited. Carry on without me.

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