Luke's Crimson Throne Campaign

Game Master GM Crimson

The campaign site is here.

The current Battlemap is here.


CAMPAIGN LOOT LIST:

Post #5960: magical pearl (not IDed), 100 gp in Varisian jewelry
Post #5968: magical amulet (not IDed)
Post #6078: +1 glamered studded leather; masterwork dagger; masterwork hand crossbow with 17 bolts and 3 screaming bolts; potion of invisibility; potion of remove disease; wand of animate dead (4 charges); wand of cat’s grace (11 charges); wand of sculpt corpse (5 charges); alchemist’s fire (4); smoke bombs (4); flint and steel; masterwork thieves’ tools; masterwork manacles; pesh (3 doses); sealing wax; 2 belt pouches containing assorted (stolen?) jewelry worth 8 pp, 150 gp, 54 sp
Post #6148: 15 pp, 302 gp, 8 sp, 22 cp, silver tooth worth 1 gp, ring of jumping, pipes of haunting
Post #6152: 68 gp, a set of masterwork thieves’ tools, a pair of boots of striding and springing

LUKE'S STUFF ==========================================================
The campaign site is here.

My table rules are very simple. All the rules in any of the books that are on my shelf are fair game and in-play. Anything else will be considered with reservations.

The books on my shelf are:
Core Rulebook
Advanced Player's Guide
Advanced Class Guide
Advanced Race Guid
Game Mastery Guide
Ultimate Combat
Ultimate Magic
Ultimate Intrigue
Ultimate Campaign
Ultimate Equipment
Bestiary 1-5
NPC Codex
Montser Codex
Villain Codex
Occult Adventures
Horror Adventures
Mythic Adventures
Pathfinder Unchained
Strategy Guide

I'm also willing to leverage the Critical Deck and draw a random card for a critical doer in-lieu of extra damage, if anyone wants to use that rule.

One departure from the rules cannon concerns experience. I'll let the party know when it's time to advance levels - experience points will not be tracked (at least not by me). Level advancement is keyed to progress through the AP story-line.

Another departure concerns declaring the target of area-of-effect spells. Area of Effect Example.

The pace of this style of game is very slow and I'm not into false promises. It will take time for the team to advance levels, so you should avoid basing all your enthusiasm for a character on a future feat or class feature as it may take a really long time to get there.

Of course I reserve the right to use Rule Zero, but I promise to keep that kind of thing to a bare minimum. There's generally enough time to get the right ruling in this format, so if you spot me missing something please call me out in the Discussion thread! I'm always looking for things I'm doing wrong in refereeing this game.

When it comes to rolling, players use the built in dice roller in the in-character thread. I will likely only use the dice roller if I'm DMPCing one of the players for some reason. It's the same thing as rolling behind the screen to me - and is used for the same purpose. And also I'll never give up my dice.

Players are encouraged to read the Player's Guide for the AP. In general I will try not to duplicate stuff here that you can find there. Campaign traits are being revised in the reprinted AP, so more on that as soon as I have it in my hands...

Also, this cat has some great pointers for all posters - not that I'll always remember to follow some of them, but it's definitely worth a quick read.

Initiative Macro:

[dice=Emileva]1d20 + 3[/dice]
[dice=Kayleigh]1d20 + 4[/dice]
[dice=Nebbin]1d20 + 2[/dice]
[dice=Neziana]1d20 + 4[/dice]
[dice=Tassira]1d20 + 1[/dice]