The Beast & the Harlot: Dragoncat's Curse of the Crimson Throne (Inactive)

Game Master Dragoncat

Current Date: Oathday, 30th of Pharast, 4711 AR

Current Chapter: Escape from Old Korvosa

One would think that having ended the Urgathoan threat to the city, our heroes would be granted more time to rest. But alas, that is not the case. For Queen Ileosa herself has condemned Old Korvosa to a slow death, and is forcing the Korvosan Guard and Sable Company out in favour of a military force loyal to her alone--her Grey Maidens.

She must be removed from the throne, and the man who has the authority to unite the Peerage in doing so is trapped somewhere in Old Korvosa.

Map of Korvosa

Arkona Manor

The Vivified Labyrinth


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Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

Yup


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Yea


Dwarven Druid (Urban) 8 - HP: 71/73 - AC 17/T:11/FF:16 Fort: +10, Reflex: +5, Will: +11; Perception: +9

I'd like to make sure that Hartleby makes it back to the Forgottenfolk, but that's easily handwaved.


Character Sheet

We can handwave the rest of Marissel's stuff. Yeah. I can move on. Sorry about the slow posting the last couple days. Really busy at home.


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

Ready! Assuming we have covered the bear necessities...


Halfling Alchemist 7/Swashbuckler 1 / HP 56 of 56 / F+6 R+13 W+2 / AC 21.17.15 (-1 AC vs. same size or smaller)/ Init. +3 / Perc +14

Let's go!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

And, before I forget...

Gain 200 XP each: Good roleplaying!


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

Randomest thought ever. Part 3 of this is Escape From Old Korvosa (levels 7-10) which I assume means that we'll be in/around Korvosa until then.

I was trying to post in gameplay and thinking about the kids, and the way they've (so far) been incorporated into the story. Then I thought, at 7th level, I could take Leadership and gain Hannah as a cohort, right as we're escaping. I'm reasonably sure it's a bad idea, but I wanted to float it, just to see if it would be allowed at all, and if anyone else had any thoughts.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

I'd allow Leadership.

Just pondering how, if you really wanted Hannah for a cohort, I'd stat her up...


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

I was wondering about that as well.

Human (obviously) maybe with the young template? A rogue seems most likely, given her story, though 5th level (as my cohort would be at that point) at her age seems a bit much. It could be fluffed as her natural talent for trouble, or it could just be subject to the whole "Sorry, why are you getting hung up on realism in a fantasy roleplaying game again?" argument.

Or it could be that during the time we're all having adventures and gaining levels, so is she, off-camera somewhere. She could be a recyclable plot hook until Jakob finally decides not to let her out of his sight.

Alternately, she could have magic powers unbeknownst to Jakob and be a sorceress. Anyway, 7th level is a long way off and who knows but I might want a different feat at that point?


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

While I am leery (in general) of Leadership (for it's penchant for abuse), Hannah the sidekick is a great idea :) *applause* Rogue seems most obvious, but Sorc is not a bad second. How serious are you about it? Would you like to see her discovering her magic with Karri as a tutor of sorts?


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Yea I don't think I'd want to send my daughter back into danger as a cohort. I was wondering though about what to do with the children for if/when we'd have to leave Korvosa. We can't have Zellara watch them forever.

And kids make natural rogues. What with being small and prone to shenanigans. As far as leveling up quickly goes, the training montage exists for a reason.


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

...did you say we need a montage?


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

I meant that would explain Hannah being level 5 if/when Jakob makes her a cohort.


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

How serious am I?

I'm seriously thinking about it. I've never gone the leadership route because I've never much wanted a sidekick, but so far, Jakob's main personality trait is looking out for his sister, and it would be a way to continue that. I'd probably go rogue with her, simply because it IS the most obvious choice, but having her as Karri's student is an interesting option as well.

A third possibility would be a bard of some sort, if we say that she's always had a gift for music or some such, and her time with Lamm derailed her training. It also makes her less of a front-line character, which would increase her chances of survival.


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

Bard/Rogue hybrid?


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

You could make her an thrower or an archer.


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

Alchemist? lol Two grenade pitching mad women could be funny :)


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

You mean 2 small grenade throwing females.


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

both are true ;)


Dwarven Druid (Urban) 8 - HP: 71/73 - AC 17/T:11/FF:16 Fort: +10, Reflex: +5, Will: +11; Perception: +9

Except one of them grows out of her small stature.


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

Alchemist - Partly no because I figured I'd try not to step on any toes by duplicating, and partly because it seems like such specialized knowledge, where would she learn it? A second sorcerer doesn't really feel like stepping on toes because the sorcerer's spell list is so immense she wouldn't be overlapping much with Karri.

A rogue/bard MC might be the way to go. A thrower would seem to fit the feel of a street kid better than an archer, though I'm less sure how to build a good one.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Well if she does take up a class one of us has, then that party member could be the one to teach her. For a thrower I would go more bard since sneak attacking as ranged is fairly difficult so she'd rely on inspire courage and spells to buff her damage. Her feats are pretty much the same as an archer's would be. Point Blank, Precise, Rapid, etc... That and Quick Draw. I agree that a thrower would fit a street urchin better.


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

OK.
Worst idea yet.
A barbarian. Like big brother. Though with Urban Barb she can rage her Dex into the stratosphere and hit everything she throws at.

I've roughed out builds as rogue, bard, rogue/sorcerer and (randomly) witch. It also just occurred to me to try Druid, because she thinks Ortik is cute. Alchemist is also growing on me, but Lyla would need to be cool with it.

Also, having so much engagement with the idea, I'm pretty committed to having her as a cohort should the campaign reach that point.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Urban barbarian is also good for that. Though if/when we get to that point, Demitri will have a stern lecture about how this is a bad idea.


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

It's a terrible idea, but you can't seriously expect me to leave her in the handbasket Korvosa has become, can you?


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Well she has your parents to take care of her. And putting her directly in harms way won't be better. And also I'd rather reserve this conversation for later.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

I'll have to admit, this conversation has got me wondering whether Jakob's last name is Stark...


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

Has my decency and kindness gotten anyone killed yet?

I rest my case.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Well, I just realized I've been really lax on the soundtrack for the campaign. So... without further ado:

-Meeting the Queen: The Lady's House (Baldur's Gate OST)

-Deredel's Confession: A Chance Meeting (The Elder Scrolls V: Skyrim OST)

-Korvosa by Night: The Beregost Night (Baldur's Gate OST)

-The Old Man: Streets of the City (Baldur's Gate OST)

-A Break-In!: Before the Storm (Hitman: Blood Money OST)

-Field Marshal Cressida Kroft: Track 2 (Rainbow Six OST)

-Citadel Volshyenek: Candlekeep (Baldur's Gate OST)


Dwarven Druid (Urban) 8 - HP: 71/73 - AC 17/T:11/FF:16 Fort: +10, Reflex: +5, Will: +11; Perception: +9
Dragoncat wrote:
-Citadel Volshyenek: Candlekeep (Baldur's Gate OST)

./' So sayeth the wise Alaundo... ./'


Init +2; Perception +4 AC 15, t 12, ff 13 hp 12/25 (1d12+3) Fort +3, Ref +2, Will +3

I seldom think about soundtracks in games, but these are some really nice selections. Cheers Dragoncat!


Dwarven Druid (Urban) 8 - HP: 71/73 - AC 17/T:11/FF:16 Fort: +10, Reflex: +5, Will: +11; Perception: +9

Aaaaaand with Verik, I've collected all four of the Vancaskerkin family. Hooray for me!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Busy weekend coming up, eh?


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

yes? and I will be in the field for the first two weeks of March... I will have my phone and intermittent connectivity


Halfling Alchemist 7/Swashbuckler 1 / HP 56 of 56 / F+6 R+13 W+2 / AC 21.17.15 (-1 AC vs. same size or smaller)/ Init. +3 / Perc +14

Good time to split the loot?


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

You know what? It does sound like a good time to do so.

Here's a recap of what you've looted so far:

-1 vial of acid
-3 tanglefoot bags
-3 thunderstones
-A slender wand made of ash wood (Wand of Acid Splash; 28 charges left)
-A garnet amulet worth about 100 gp
-A recently used Disguise Kit (9 uses remaining)
-2 pouches containing 24 gp each
-2 coin pouches containing 48 gp each
-2 potion bottles containing a pale blue liquid (Potions of Cure Light Wounds; Heal 1d8+3)
-A masterwork dagger
-A masterwork hand crossbow with 10 bolts
-a narrow teak cigar case inlaid with bits of jade (25 gp)
-a 2-pound gold ingot bearing the Cheliax coat of arms (100 gp)
-a miniature gold crown (350 gp)
-a fist-sized scrimshaw carving of a kraken with garnets for eyes (200 gp)
-a silver ring bearing the inscription 'For Emmah, the light in my nights.' (150 gp)
-a highly realistic & highly scandalous figurine of two entwined succubi (450 gp)
-a masterwork shuriken
-an adamantine arrowhead
-an abalone-shell holy symbol of Shelyn (300 gp)
-a tiny glass tube containing a dose of oil of keen edge
-an obsidian wand (Wand of Magic Missiles; 23 charges left)
-a crystalline vial containing a dose of silversheen (Vial is worth 50 gp)
-Zellara's Harrow Deck (Intelligent Item (CG); Identify 3/day, Major Image 1/day)
-Silver coffer (50 gp) with 12 gold ingots (100 gp each)

TOTAL GOLD PIECES: 3069 gp -90 for kids meals= 2979 gp


Halfling Alchemist 7/Swashbuckler 1 / HP 56 of 56 / F+6 R+13 W+2 / AC 21.17.15 (-1 AC vs. same size or smaller)/ Init. +3 / Perc +14

Lyla already used 1 tanglefoot bag and 1 vial of acid against the spider swarm, so that should be crossed off the list. ;)


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Which I did.

Demitri used 1 acid flask, you used another, there was 1 tanglefoot bag used and 2 more that you looted from Lamm's goons.


Halfling Alchemist 7/Swashbuckler 1 / HP 56 of 56 / F+6 R+13 W+2 / AC 21.17.15 (-1 AC vs. same size or smaller)/ Init. +3 / Perc +14

Ok! Here's my suggestion, then:

----------------------------------------
KEEP AND SPLIT

Potions
2 potions of cure light wounds (CL 3)

Magic Items
wand of acid splash (28 charges)
wand of magic missile (23 charges)
Zellara's harrow deck
oil of keen edge
silversheen

Weapons
mwk hand crossbow

Ammunition
10 crossbow bolts

Alchemical items
1 vial of acid
3 tanglefoot bags
3 thunderstones

Mundane items
disguise kit (9 uses)

Money
144 gp (divided by 6 = 24 gp each)

----------------------------------------
SELL

Weapons
mwk dagger (302 gp, can be sold for 151 gp)
mwk shuriken (6gp, 2sp, can be sold for 3gp, 1sp)
adamatine arrowhead (60gp, can be sold for 30 gp)

Treasure
amulet = 100 gp
cigar case = 25 gp
gold ingots = 1,300 gp
miniature gold crown = 350 gp
kraken figurine = 200 gp
silver ring = 150 gp
succubi figurine = 450 gp
holy symbol of Shelyn = 300 gp
silver coffer = 50 gp
kid's meals = -90 gp

TOTAL 3,019 gp 1 sp (divided by 6 = 503 gp; 3 sp; 3 cp each)
----------------------------------------

That leaves each character with 527 gp, 3 sp, 3 cp (plus the items).

Lyla is the only CG in the group, and thus the only one that can carry Zellara's deck without gaining negative levels. I'd say she would benefit most from the alchemical items, since she is a thrower. I would like to keep one of each type and give the rest to anyone with a good ranged attack (Marissel could keep some). If anyone else wants them, though, just say it. We could sell the alchemical items, that would be fine by me.

Demitri should keep the mwk hand crossbow and the bolts. He is the only one that can use it, anyway. ;)

Go ahead and split the wands, silversheen and oil (I guess these two could go to Jakob).

I'd say the potions should be split between Karri, Demitri, Marissel and Jakob. Ortik and Lyla can heal themselves and others with their spells/extracts.

I think we could sell the mwk dagger, since nobody uses it as a primary weapon (except Karri, but it wouldn't help her much either).

The disguise kit is mainly "party resource", so I guess anyone can carry it and we use it as needed.

@Dragoncat - Do we need to sell the items in game?

What do you guys think?


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

That sounds good to me with one exception. I don't need the potions as much because you know, divine spells. But good work.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

@Lyla
I'd really appreciate it... *innocent kitty eyes*


Dwarven Druid (Urban) 8 - HP: 71/73 - AC 17/T:11/FF:16 Fort: +10, Reflex: +5, Will: +11; Perception: +9

I see no fault in your split, Lyla. Thunderstones are OK, but tanglefoot bags are great against those bad guys that like to flee. "Just where do you think you're going?"


Female Human Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

I have a Field Excercise for the next two weeks. Posting may be slow. Please don't allow me to hold up progress!


Halfling Alchemist 7/Swashbuckler 1 / HP 56 of 56 / F+6 R+13 W+2 / AC 21.17.15 (-1 AC vs. same size or smaller)/ Init. +3 / Perc +14

We're ready to talk to the goldsmith when you want, Dragoncat. :)


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Slow posting going, eh?

No worries. I can wait.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Mental note: Need a babysitter that isn't incorporeal.


Character Sheet

I'm still around, but Lyla is spearheading this fooling of the goldsmith, so I'm gonna wait a little bit before doing anything with it.


Halfling Alchemist 7/Swashbuckler 1 / HP 56 of 56 / F+6 R+13 W+2 / AC 21.17.15 (-1 AC vs. same size or smaller)/ Init. +3 / Perc +14

Although selling loot is part of adventuring, I'm thinking in the future we might consider handwaving it a bit, since it takes a long time to play it out in a PbP.

What do you guys think?


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Agreed. Sure.

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