GM SpiderBeard's Curse of the Crimson Throne

Game Master Barvo Delancy

Chapter 3: Escape from Old Korvosa

Online Maps | Party Loot Tracker | Party Assets


601 to 635 of 635 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

I figured as much :)

Let’s indicate indicate Dead Kings on the loot sheet for items or cash we think can be donated.


Male CG Human Cleric 10 HP: 72/72 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 |

What was the gold haul for this arc? Whatever it is, SS will keep 10% and "kick up" the other 90% to the Broken Crown as tribute and help pay for their support ahead.


.

You guys don't really have a good place to offload magical equipment right now. So although there's a lot of value there, it's hard to realize unless you get back to the mainland or can find someone with the money to buy a bunch of magic items.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

sorry gang - I am back from vacation but am currently slogging through endless emails (etc). I'll try to catch up and post later today.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

If we have the opportunity, Raven Six would like to try reading lord Arcona's aura.
If she gets a circumstance bonus due to what looks like a human woman casually stripping down and getting in the bath with him, that's fine. ;)


.

@Raven - go ahead!

Okay guys so this is... weird, but with the route you've chosen in the book, and the fact I forgot to level you up right after Pilts has me in a strange situation because of how the milestone xp works and the challenges you may end up facing.

Short version is DING! Welcome to level ten - I'm going to level you guys up twice.


NG Male Dwarven Barbarian 10 | HP 115/115 {145/145} | 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: 25/25 | DR 2/- | Active conditions: N/A

Damn, that was one hell of a bath!

And now you've got me wondering what other routes were available.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

Read aura: 1d20 + 6 ⇒ (15) + 6 = 21


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

*DING* LEVEL-UP!

As we're going from level 8 straight to level 10, I'll just be adding two levels of Alchemist here. ^_^

HP: 8 + 4 Con. +1 favoured class = 13 (70)

Base Atk. + 2 (+7/+2)

Fort. + 1 (+8)
Ref. + 1 (+11)

Class features:
Bomb goes to 4d6 damage
Discovery: Precise bombs
Poison resistance goes to +6

Extracts/day becomes 6 / 5 / 3
New formulae: Cure serious wounds, Displacement

Feat: Point-blank shot

Skill ranks: 8 + 8 Int. + 1 favoured class = 17
Craft (alchemy) + 2 (+20)
Disable device + 2 (+13)
Heal + 2 (+10)
Knowledge (arcana) + 2 (+18)
Knowledge (dungeoneering) + 1 (+10)
Linguistics + 2 (+18) - selecting Vudrani and Sign language
Perception + 2 (+16)
Sense motive + 2 (+8)
Spellcraft + 2 (+17)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4
Thjodrorir "Thod" Six-Picks wrote:

Damn, that was one hell of a bath!

And now you've got me wondering what other routes were available.

Well, the other group I ran through the scenario with decided to go along with the madness and wound up playing a game of Blood Pig. Of course, they were cool with dealing with the Kuthite Elf, too, so she tagged along with us… and we wound up sneaking the painter out, instead of busting him out.


All in all, I like the way we did it here better. :D


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

Ack!

I was reading back our previous adventures, and something just clicked!
I think I know why the nosferatu wanted that coffer!
Nosferatu are incapable of creating more of their kind, but vampirism is like a supernatural disease. The skull-coffer might enable nosferatu to transmit their strain of vampirism to fresh victims.
o_o


NG Male Dwarven Barbarian 10 | HP 115/115 {145/145} | 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: 25/25 | DR 2/- | Active conditions: N/A

@Raven: Play that as a sudden realization, then, with Raven only recently coming to that conclusion.

Also, I'm curious: What IS Blood Pig? And I'm assuming the 'Tall Knife' was just a guillotine? We kind of smashed things up before anything could be described.

General question: This double level-up at once, does that mean we were already fighting challenges a bit above our level? Especially considering several times now it feels like we've been acing challenges that other groups have struggled with. The wererats, Pilts, and several others.

Will level up sometime this week.


.

@Thod - no you've been fighting challenges at level.

Here's the weirdness. The last third of this AP levels you up very quickly.

You defeat Pilts, that's level 9.

You then go to area A, which you bypassed (and frankly I feel 90% of groups would). Area A gives you enough xp for level 10.

After area A is area B. Area B is infamous as a ballbuster, particularly with your party composition. As such, I felt uncomfortable sending you in under-level.

----

Blood pig was an awesome game I'm sad you didn't play. Basically a freaked out piglet is dropped onto a football field (rooftop), and you need to throw, kick, or drop the pig into the opposing team's pit which contains a wolverine with a gland problem. More piglets are raised onto the roof after every goal.

Basically it's football with no rules using a piglet as the football.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

And you're not allowed to use magic or weapons.


.

Well yeah. there are other rules details that are a moot point lol


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

Wow - Blood Pig is not a bit what I expected, and yet it is somehow more gross!

**Ding! Ding!**

Investigator 10

HP (+12) = 57
BAB (+1/+1) = +7/+2
Fortitude (+1) = 7
Reflex (+1) = 12
Will (+1) = 10

FavClass bonus = +2 extract formulae
Feat = Improved Initiative (+4)

Investigator Talent = Rogue Talent - Terrain Mastery (Urban: buildings, streets, and sewers): +2 Initiative, Knowledge (Geography), Perception, Stealth, and Survival in this terrain. Leaves no trail and cannot be tracked.

Inspiration (+1) = 8/day
Locate/Disable Traps (+1) = +20
Trap Sense (+1) = +3
Ranged Study (+1) = +5 hit, +5 damage
Studied Strike (+1d6) = +4d6 damage

Extracts (+1 1st, +1 3rd, +1 4th) = 6/5/4/1 /day
Extract formulae = Alchemical Allocation (2nd); Channel Vigour, Heroism (3rd); Freedom of Movement (4th)

Skills (+22):
Disable Device (+2) = 15
Heal (+4) = 9
Knowledge (Religion) (+2) = 9
Linguistics (+3) = 16 (Necril, Orcish, Varisian)
Perception (+2) = 15
Sense Motive (+2) = 9
Sleight of Hand (+2) = 11
Spellcraft (+2) = 11
Stealth (+3) = 15


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

How are we all doing for magic items? There are a number of pretties in the Party Loot - Donnell would particularly like that Ring of Chameleon Power. Other items that would be useful to just about anyone: Cloak of Resistance +2, Amulet Natural Armour +1, Ring of Evasion (probably?), and some STR, WIS, and CHR boosters.


.

I will confirm in advance of identification that if you accept the gift, it is 100% a ring of evasion. Take 0 damage on a successful reflex save.

Sevenspawn could probably use both the cloak and the amulet, I say from helping him with his level up lol


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

Sounds fine to me - Donnell's AC is decent (19) since the armour upgrade from the armoury, and he's not usually a melee fighter anyway (though he's gotten braver since acquiring that sweet rapier). And, on the whole, I think his saves are better than the others.

Maybe Sevenspawn or Thod should take the Ring of Evasion (seems like their Reflex saves are pretty low...).


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

I certainly don't need the ring.
Reflex is my best save and I already have Evasion as a class feature. ^_^;


NG Male Dwarven Barbarian 10 | HP 115/115 {145/145} | 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: 25/25 | DR 2/- | Active conditions: N/A

The Ring of Evasion would actually go better on somebody with good Reflex saves, but no Evasion as a class feature. It doesn't actually give any bonus to Reflex saves, only improves the quality of a successful one.

If I'm reading your character sheet right, Donnell, it seems you don't have Evasion, in which case I think it could really help you. I can wear it and put it to use, but Reflex is my worst save, so it wouldn't come into effect as often.

Went over the magic items again. Already have a Cloak, and I prefer to boost my Constitution over my Strength. I already do a lot of damage, so better to up my resistance to stay in the fight longer.

Reminder to self: LEVEL UP THIS WEEKEND!


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

Oh! I though that it also granted half-damage on a successful save, which is why I suggested Thod take it. Sure, Donnell can take it.

Out of curiosity, can you just keep wearing rings until you run out of fingers? I've been playing more 5e lately, and the max there is 3 (well, three items that have to be attuned, which is true for almost all rings...)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

I think it's still a maximum of two in PF.
Well, unless you decide to wear a hand of glory, which...
Well.
Ick.


.

Yeah two unless you're a weirdo.


NG Male Dwarven Barbarian 10 | HP 115/115 {145/145} | 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: 25/25 | DR 2/- | Active conditions: N/A

LEVEL UP *2
Barbarian 10

HP: (Half+1+Con) = 115 (145 when raging)
BAB: +10/+5
Saves: +1 All (Fort +7, Ref +3, Wil +4)

Skills: 4(Class) -1(Int) +1(Favoured Class) = 4 (*2 = 8)
+4 Background skills

Acrobatics +2
Climb +1
Intimidate +2
Perception +2
Swim +1

Background Skills:
Craft (Blacksmithing) +1
Lore (Korvosan Sewers) +2
Lore (Korvosan Bars) +1

Feat:
Iron Will: +2 Will saves

Trap Sense: +3
Damage Reduction: 2/-
Rage Power:
Unexpected Strike (Ex): Make attacks of opportunity against a foe that moves into a threatened square. Usable once/rage.


.

This weekend is madness. Updates will come Sunday/Monday. Thanks for your patience!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

Hang in there...!


Male CG Human Cleric 10 HP: 72/72 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 a bit behind. Have I got the action from last round and this as well?


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

Round 1: Channel Energy (no effect)
Round 2: CMW potion (heal for 10)
Round 3: ?
Round 4: ?


NG Male Dwarven Barbarian 10 | HP 115/115 {145/145} | 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: 25/25 | DR 2/- | Active conditions: N/A

Spiderbeard, I need some clarification on the damage I took.

In this post, you say I took 37 damage. The dice rolls seem to say I only took 26 (11+7+8) damage. Was there another source I don't know about? And, presumably, this came from two different attacks? Or was Donnell correct and you added my damage from last round as well?

I need to know how many attacks, so I can properly apply my Damage Reduction to it.

Similarly, in the next round, if I'm reading this right, I took 10+10 damage, but was healed for 22.

From what I've seen, I've taken:
11+7 damage (Crit) (-2) = 16
8 damage (-2) = 6
10 damage (-2) = 8
10 damage (-2) = 8
Total: 38 damage
-22 Healing
= 16 DAMAGE overall.


.

Thod that looks right to me, thanks! Stupid damage reduction always throws me off. :D


Female Homunculus Init +2; darkvision 60 ft., low-light vision; Perception +3; AC 14 (touch 14, flat-footed 12 (+2 Dex, +2 size)); hp 11; Fort +0, Ref +4, Will +1

Inktober is over, and Sarcantasy is back in business! ^_^


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)

Hey gang, I'm going to be away until Friday. Wifi/mobile service will likely be spotty at best, so please 'bot as needed.


.

Sick as hell, will post when my brain is braining again. Please bear with!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +16; AC 16 (+2 Dex., +4 armour); hp 70/70; Fort +8; Ref +11; Will +4

Oh, dear... I hope you'll feel better soon!

601 to 635 of 635 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM SpiderBeard's Curse of the Crimson Throne (closed group) Discussion All Messageboards

Want to post a reply? Sign in.