The Dying City: DM Norv's "Curse of the Crimson Throne"

Game Master The Norv

The classic story of intrigue, magic, and strife in Korvosa, and of five figures caught in the balance of greater forces than they know.

Current Date: Starday, 10th of Lamashan, 4708

Current Map | Flex Time | Loot Tracker | Floorplan for the Rosa in Fiore

Harrow Points and Uses:

Current Harrow Points:
Callie: 3
Korriban: 2
Lantressa: 4
Matoska: 2
Teodor: 3

Flash of Insight: You can spend a Harrow point to attempt a skill check that normally requires training for a skill in which you have no ranks. You gain a one-time +5 bonus to that skill check.

Intelligence Rerolls: You can spend a Harrow point to reroll any one Intelligence-based check. You must abide by the new result, even if it's lower (but you can spend more Harrow points to reroll again if you want to).

Focused Thought: You can reattempt a Knowledge check that you have previously failed. On this attempt, you gain a +10 bonus on the check.


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M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Cool. There are ways to assist my rumor rolls too.


Male

Definitely seems like there could be some stuff in the Intrigue books for this campaign...Teodor, what's the Player Companion book?

Also: thanks for giving me a chance excuse to really chew the scenery with Girrigz! Did I make him odious enough? :P


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Inner Sea Intrigue. And this dude is officially a vile villain.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Yeah. Girrigz is coming off like a good villain. I like that there's some form of cult going on here and the misogyny is a nice touch. All he needs is some type of mustache to twirl.

I'm thinking that I should look into both Ultimate Intrigue and Inner Sea Intrigue. Which one that I should look at first is the question.


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

He doesn't need a mustache, he can just twirl his whiskers.


Male

Inner Sea Intrigue! I should've guessed. I was betting on "Heroes of Intrigue." :P

Also: I'm going to a wedding in a few hours and will be traveling there or there pretty much all weekend, so posting may be sparse! Hope everyone has a good weekend!


Male

Also also: for more info on Murnath, try Knowledge (Religion) or (Planes) rolls. ;)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Forgot to put this in. I'm moving to the space diagonally left of Girrigz. Also, I don't know if I get sneak attack due to the other wererat probably not going to be friendly with his boss right now.


Male

Sadly, no sneak attack/flanking; someone being an enemy of A doesn't automatically make them an ally of B (especially because that wererat is only trying to flee, not fight).

We're back! Thanks for your patience.


Male

That was an incredible end to the Girrigz fight, and not at all what I expected, considering he was CR freakin' 7. Great teamwork, gang--from the flank between Selawyn and Korriban to the grease and the hold person, every single one of those was a major contributing factor.

Also: Welcome to fifth level! Please level up your characters when you get a chance and let me know what you've added. :D


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Woohoo!


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Awesome!


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Nice!


Female Human (Chelaxian) Fighter 4 (Polearm Master) | HP (0 nonlethal) 41/44 | AC 20 [22 Combat Expertise] | FF 19 | T 11 (13 Combat Expertise) | CMD 20 (22 versus trip) | Fort +5 | Ref +3 | Will +1 | Init +2 | Perc +4

Yay!


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Lantressa Level Up

Level 5
HP +6
Bab -
F -
R -
W -

Skills
bluff +6=5+1 (+4 if lying)
diplomacy +10=5+5 +1 pt
knowledge (arcana) +5=1+1+3
knowledge (local)+4=1+3
perform (sing) +14=5+5+3 +1 pt
perform (dance) +9=+5+1+3 +1 pt
profession (Courtesan) +8=0+5+3 +1 pt

Feats
silent spell

Spells +1 2nd per day
bloodline spell 2nd hideous laughter
+1 1st known
+1 2nd known blur


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Teodor:
hp: 1d8 + 2 ⇒ (4) + 2 = 6
Feat: Deific Obedience
Level in: Evangelist prestige class
+1 Reflex
+1 Skills: bluff, diplomacy, sense motive, survival, knowledge religion, heal, perception
Obedience: +1 to will


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Level Up!

Fighter (Lore Warden) 1!

HP: 1d10 + 2 ⇒ (6) + 2 = 8

BAB: +1! Now at +4!
CMB: Now at +5!
CMD: Now at 18!

Fortitude: +2! Now at +4!

No FCB!

+3 bonus to fighter class skills with ranks in them (note: lore wardens have all INT skills as class skills)

Climb at +10!
Intimidate at +9!
Knowledge (history) at +9!
Knowledge (local) at +11!
Linguistics at +8!

5 skill points (2 class + 1 INT + 2 Scholastic (have to be INT))!
+1 Diplomacy (Now at +13)!
+1 Perception (Now at +8 (+10 to locate traps)!
+1 Perform (sing) (Now at +8)!
+1 Knowledge (nobility) (Now at +5)!
+1 Knowledge (religion) (Now at +5)!

1 Bonus Feat!
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (AC now at 18 (19 v traps)!)

New Class Features!

Scholastic Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Fighter Bonus Feat!
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. (AC now 22 v AoOs!)


Male

Just a reminder to you all that you can take half-hit-die +1 on hit points instead of rolling for them, if you want (though Korriban got that anyway).

Also, look at all that multiclassing goodness! ;)


Female Human (Chelaxian) Fighter 4 (Polearm Master) | HP (0 nonlethal) 41/44 | AC 20 [22 Combat Expertise] | FF 19 | T 11 (13 Combat Expertise) | CMD 20 (22 versus trip) | Fort +5 | Ref +3 | Will +1 | Init +2 | Perc +4

Level 5 fighter
HP +6
Polearm Training
Feat: Furious Focus
Bab +1
Favored class +1 skill point and +1 HP
Skills
+2 Intimidate
+1 Perception
+1 K. planes
+1 Survival


Male

Huzzah for all leveling up! Sorry for the posting delay, had an out-of-town friend over last night, and that ate up more time than expected. :)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I don't know if it's the same dagger. I mean Norv's description of it tells me one thing. But, then there's the fact that it's masterwork. Maybe it's just a masterwork silver dagger that looks like the other one. But, then again, there's the statement in the spoiler for me.


Male

Just wanted to let you guys know that I'm going to be traveling between now and this coming Wednesday, and Internet is not guaranteed. I'll check in and update as much as I can, but please bear with me if I'm not able to for a day or two! :)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Oh, man. I've been looking over some of the equipment we can buy and I found some interesting things.

Acid - Of course this would be a good choice. I mean, acid has done me well in the past.

Bottled lightning - Now this is an interesting tool. And, since it's not a splash weapon, I could (in theory) use this as a sneak attack.

Burst jar - A nice type of bomb to use to help clear out rooms.

Fuse Grenade - A really good grenade weapon.

Liquid ice - Good to cover people in ice or create slippery conditions on the floor.

Pellet grenade - Nice explosive type weapon! Does 1d6 damage in bludgeoning, piercing, and fire damage! And, if I were to pay more, I could get bypassing on DR. Again, good for clearing out rooms.

Flash powder - Use this to blind enemies and attack them or move around to a different spot (kind of like Batman).

Tangleburn bag - A tanglefoot bag that sets people on fire. Nice.

Tanglefoot bag - Another natural choice.

Thunderstone - Naturally. Again, has done me well in the past.

Dust Knuckles - These things. Oh, boy. These things. They are ripe with so much potential for me. However, I have so many questions; some popped up while doing research on these. First, if I wear these, am I considered armed? Second, if I get the regular vials and fill them with glass, what exactly happens if I punch someone and they get the ground glass in their face and eyes? I know the diamond dust can temporarily blind them and the poison would poison them. But, what does regular glass do? Finally, I'm assuming that I would need to buy new vials every time I use them (including during the initial purchase). Also, could I still use my weapons with them? I'm assuming yes, but I'd like another opinion.

Lamp oil - Would be used to create fire traps and make choke points to herd the bad guys to where we want them.

Alchemical grease - This might be an option for me since I don't have a good Escape Artist modifier.

Antiplague - Since we are dealing with a disease, a few of these might be useful, like Selawyn has.

More Smoke pellets (maybe pepper ones) - I already have some smoke pellets. But the pepper ones seem to have potential.

Tar bombs - Another good type of bomb.

Grease ooze - Like alchemical grease, but this one has some drawbacks to it.

Tindertwigs - Would be used to light fires and start bombs more quickly.

One of the things I definitely want are spring loaded wrist sheathes. They are so cool and I can really get some use out of them. Maybe even combat scabbards, false bottom scabbards, and hollow pommels.

There are so many choices but I don't have enough money for all of them at once.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Okay. So after some thought, I think I'll get my share of the coin from all of the loot and selling my masterwork rapier and with that coin, I'll start off by buying 2 spring loaded wrist sheathes, an iron pellet grenade, a combat scabbard for my rapier, flash powder, a tar bomb, and 5 tindertwigs for 131 gp. After that, I'll look into how much it would cost to get that silver dagger looked over by a professional. I also would like to donate some money to the Rosa and have money to pay Pash for the next month. As I've said before, I believe the non-Chelish coins from the lockbox are fine. I also want to cure Falko using Teodor's wand of cure disease.


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Teodor has some selling to do as well. He's gonna sell his new magic armor, I think.


Male

SO sorry for the long break, guys. The end of this week kicked my but in ways I absolutely did not anticipate. But I'm back now!


Male

Also, Korriban: most alchemical weapons, etc., can be found in Korvosa with a little digging. :)

At least in normal times...


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban is updated. Just waiting on some other things.


Male

Cool beans. I'm going to give people another day or two to post, since it's a holiday weekend here in the US. ;)

Also, sorry I missed the question about dust knuckles, earlier--yes, you would have to buy new vials each time you used them. Yes, I would consider you "armed" when the dust knuckles were "loaded." As for ground glass...I'm not sure, but I'm going to say that they'd probably do some light slashing damage and force a Reflex save or be blinded? It would be a lower Reflex save than the one for diamond dust, though.

I've made us all a new loot tracker! Sorry, I've been bad about that...thanks for keeping track in the meantime, Korriban! Things that I think the party might want to keep (combat items, basically) are highlighted with red text. You should be able to edit it, so if you want to claim anything, just write your name in! The loot tracker's also linked in the campaign header at the top of the page.


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

I'll certainly take the bracers, they're not great now but once enchanted up it saves me 1-2 spells per day.

Also, not sure how much money we each should have right now, I don't know that I've gotten it all added to my sheet yet.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Happy American Independence Day! Thank you for doing that, Norv! I think I'll make some edits to the loot tracker for other things that we have found. But, I'll edit it later. I'm on my phone right now.

So, I'll just go ahead and sell the jewelry for the 50gp. Again, 12 gp 5sp for each of us. I'm also thinking about taking 3 of those flasks of alchemist's fire. I won't take anymore daggers since I'm good on those. We also need to identify some of those things we found.

Finally, I forgot to ask this. What are the stats for the combat scabbard? There's stats for a sharpened combat scabbard that costs 9 gold more. But, there's nothing on the regular one. Am I allowed to change my purchase to the sharpened combat scabbard for convenience? Also, am I able to get this as a masterwork weapon?


Male

Happy Independence Day indeed, any other US players on the thread! (Happy Tuesday to anyone else!)

Korriban, I don't blame you for the confusion on the combat scabbard rules; I was confused as well until I found this thread which quotes what I'm guessing is an update to the Adventurer's Armory original text. It looks like the difference between the unsharpened and sharpened scabbard is that the unsharpened one is an improvised weapon, so it imposes a -4 penalty on attack rolls.

Also, since you're a rogue, both of them are martial weapons, so you'd need a feat to NEVERMIND, I forgot about that Lore Warden level! Yes, feel free to swap the "regular" combat scabbard for a sharpened one at the price of 9 more gold.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Thank you, Norv!

EDIT: Also, sorry for being delayed. I'll get a post in the morning.


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Teo actually sold his new magic armor, as he's saving up for a big project. He'd like 3 alchemists' fire as well.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

A big project? You now have my curiosity. I do have some plans for Korriban as well.


Male

I'm intrigued as well... I'll update the loot tracker once we've heard from all and sundry.

Selawyn, you still with us?


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Okay, so selling the daggers, shortswords, crossbows, and chain shirts would equal 334 gp 5 sp. Dividing that by 4 is 83.625. Rounding up, that equals 83 gp 63 sp. Does that work for everyone?

Also, there's still Korriban wanting to identify the unknown magic items, the silver dagger, and curing Falko? Are we just handwaving these events? Just curious is all.


Male

Well, we can brush over some of that relatively quickly...but I do need to know how you're going about identifying things, especially the silver dagger (since you know that Zellara doesn't seem to be able to swing it). :)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Well, I'm wondering if we can find someone with knowledge in magic to help identify them. Maybe we can visit Imperia and she can help us out. Maybe get us entry into the Acadamae and talk to the teachers.

I'm thinking that idea for the silver dagger. Since Zellara can't identify it, maybe someone who has much more knowledge on magic and magic items can.


Male

Such a thing is definitely possible, it just might mean an expenditure of resources--so I'm inclined to play it out, even if no one else decides to come with and we hide it in spoilers/Flex Time. :)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

That sounds good, Norv.


Male

So, couple of things:

1) I don't want to interrupt the great role playing, but in the interests of moving us forward I do want to ask, what exactly do you guys intend to get/do for your excursion? It sounds like you're planning to swim tomorrow morning, which means you basically have a day to prepare. I'm open to anything, but at the moment no one's made a move to leave the house! :P

2) Has anyone heard from Selawyn? It's been a couple weeks. I PM'd her a few days ago but haven't gotten a response...

Hope everyone's well!


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I just made a post with some suggestions. Also, I haven't heard from Selawyn. I just realized that she's also in a Jade Regent game that I'm in. Small world.


Male

Hope she's ok! I'll wait for people to respond to your suggestions before moving forward. Sorry for the slow response--just opened a show at the theater I work at yesterday, so it's been a crazy week. :)


Male

Are people still with us?


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Yep, still here, just had a rough-ish weekend at work, I actually had to do something besides be a warm body. It was...strange.


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

I'm here and done with travels for the time being. Partially nocturnal, but here.


Male

Excellent! Just wanted to make sure. If you're all set to go make purchases momentarily, hoping to move things that way!


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I'm ready!


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Before I put my post up, I just realized that I'm about 75 gp short. And we've sold what we can. I think we can go into the toymaker's safe box because the disease doesn't appear to have spread to the other items. But that won't be enough. The only way that I could get that money is either retcon buying some items or sell the ring of jumping for 312 gp 5 so for each of us. But I'm wary because what if someone else needs it?

Also, the identifying of the magic items; I'll put those in spoilers with my post.

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