JZ's Carrion Crown - COMPLETE!
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Game Master
JamZilla
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Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
Just wanted to wish everyone a happy new year. Loving the campaign J. In it to the bitter end!
With all the grim stuff that keeps happening it might be bitter too...
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
J. Any campaign info on this town?
What do you want to know? A knowledge local will tell you basically what I said in the description - that it's a university town, also famous for its standing stones etc. As you discover areas I'll also place them on the map and update the campaign tab with notable NPCs
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
Was just wondering if there was standard info like you had on Ravengro. No probs dude. We'll find out what we need to as we go.
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HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
I would like to apologise for my lack of posting recently it's been a mix of illness lack of internet and laziness I shall up my game from now on sorry guys
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
So J. The beast has stolen a statue of Cthulu?
......I don't know what a statue of a scary tentacle monster from beyond the stars makes you think of cthulu.
Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21
I've added the money to your loot, if you see anything I've missed let me know/ update me with what you buy.
Time to get your deerstalker caps on guys, there's detective work to be done!
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Can we get a link to the loot please markus
Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21
Whoops sorry thought i had linked it, but her you go.
Loot Link.
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
You haven't added and taken off the master work full plate I bought before we left Markus just so you know
Morast is about 8 miles or two and a half hours away by foot. Less if you decide to hustle and risk fatigue or take horses.
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Well it looks like we may have to buy a horse probably a wise investment since the next few days we will be all over the place
As well as investigating the three crimes you may want to look into the break in at the university also - but that's up to you.
Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21
Ok, to make things easier what have we all decided about staying and going? I'm not sure why we should split up we'll get to Morast about 6 PM i see us only taking 20 minutes makes with the beast. We may have to split up in the next few days as our time begins to run out thought.
So to make this easier and quick on Jam what do people vote? since we're 2 for 2 against staying and not staying.
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
My vote is not to split up everyone has different knowledges and skills and we may need them all to get all the clues we need. Though I suppose only one of us can speak in court so who ever that is may have to be apart from us. How does the court system work jam?
Basically it's a diplomacy check to presentevidence or rebutt evidence the prosecution present. What you say and the evidence you have grants you modifiers. So no, not everyone is well suited to it
|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12
Sorry for the absent posting guys - today and tomorrow will be complicated for me to participate much - got an upcoming Accountings Exam... Gotta love it :/
Will try to update later today.
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
I'll be honest. My diplomacy sucks so I won't be the best to stand up in court. That should be our top diplomat which is probably Markus or Cara I assume. There's too much info gathering to be done to all move as one. We need two groups so that's my vote.
No worries Cara, good luck with your exam!
Guys, before I move on I need a definite answer to the following questions;
Are you splitting up?
If yes, who is staying and who is going?
Thanks
So if I'm understanding this correctly, Seb and Jon are getting horses whilst the others talk to the Beast but then everyone is going to Morast.
Can someone just confirm if that's right?
|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12
Going through Gameplay right now - updates in a few, but you guys know me - I am always in favour we sticking together, not only because we are tough as nails as a group [:D], but also for game terms - splitting up is dodgy.
Though in this case it may be useful - I am finishing my read.
|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12
Boys, boys, boys... The lady goes out of the room for TWO minutes, and you are already getting yourselves into trouble, and causing a ruckus... :D
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Wouldn't it be easier for us all to go to the stable after talking to the beast rather than Jon bringing them all the way through town since I'm assuming the stables are on the out skirts of town if there is any common sense in the building of the the town so people aren't always bring horses through the streets. Plus arguing is good role playing lol
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
Yeah. Thats right j. We'll all go to morast together once Jon and I have got the horses. My gather info and diplomacy is poor so in this scenario I'll not be much use. So i'm Concentrating on the practicalities to save time instead.
Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15
I would imagine we can bring horses through the city to the courthouse , we will leave from there saves going back.
The beast looks bad ass by the way no wonder they want to burn his ass.
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Bribery is an act of giving money or gift giving that alters the behavior of the recipient. I would say that would including changing someones attitude to give you information and yes sometimes they do give rewards for information in cases but that is all gotta be aprroved by judges and courts and done legally not just on the fly by someone helping the defense that would be my argument to why I am against it in game
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
The dwarven bonus of +4 dodge bonus to AC against giants I'm guessing is just against giants not those of the giant sub-type
Yes its against humanoid(giant) so includes trolls, ogres, ettins. Etc
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
That is cool I will have to remember that
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
Think all we can do here is play a waiting game. Hit cover and wait for it to come out of that cloud. When it does we need to hit it with every ranged attack we have.
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
J. How tall are these trees?
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Levelled up! Took point blank shot as a feat because you need it for precise shot. Thanks god I get a feat every level.
Also can I use 2pps to get 3 skill points?
Court Rules
I will also post this in campaign info tab.
Any evidence collected must be submitted to the Clerk of the Court by 9am on the morning it is due to be presented at trial.
Once the evidence is submitted, the group will be held in the Defense Chamber until called to the stand where you will be questioned and dismissed.
While multiple members of the group can be called to the stand, only one PC can present each piece of evidence.
Only one PC can make the check for a specific piece of evidence and only one check can be made for each piece.
The trial works as a series of Diplomacy checks made by the PC presenting the evidence to the court in response to Kaple's questions and the prosecution's cross-examination. The diplomacy check is modified both by the quality of evidence and the quality of roleplaying to deliver it.
Proceedings take place between 10:00am and 14:00pm for the next three days.
Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15
Bring it ON! I've been watching ally mcbeal religiously in preparation for this! I am so ready lol ;)
Prosecutor Otto Heigel is gonna tear you apart on the stand, Jon.
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
Wow. Lvl 5 came quick! Will lvl up kater j.
|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12
Wohoo! Level 5 :D
Caradwen is updated
Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.
Levelled up j. Got lazy and took average HP.
At some point someone might want to keep an evidence log on their character sheet
Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21
Ok, what's the plan? Who going to stay in court and who's going out to investigate [the university and find out about the tools] we'll all head out to hergstag to investigate? Get your votes in.
Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf
I'll look into tools and the uni I'll be no good in a court room
HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
What time does the trial finish jam? Im just wondering if we all go investigate after the trial will we be fatigued the next day? Also will witnesses be in town now the trial has started or in their villages?
Finishes about 2pm and as for the witnesses, they are in their villages. Only Karl, the assistant from the sanctuary fire lives in town.
Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21
|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12
Telegraphic post from my phone, more in a few: perhaps we should not gather all the 'diplomats' in court - we may need such skills also to investigate the University?

|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12
So... Now I am in front of my PC :D
What I meant to say was that, if we decide upon how many evidence we would like to present - I guess in this case the two that offer us any bonuses would be the most appropriate - this means that we should only need two people at court, right? One for each piece of evidence.
Or are we forced to present all that pertains to these particular events in and around Morast on the same court session?
I was also reading back our conversation with Hugo, and noticed there was a tidbit here about his friend, that we actually didn't investigate further I believe...
That being said, and if we do not have to present all the evidence regarding Morast today, I would bet on a group with two 'diplomats' in court, and another with one 'diplomat' investigating the University in the morning. What do you say?
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