GM Lorenzo's Curse of the Crimson Throne Adventure Path

Game Master Lawrence Smith 2

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Grand Lodge

Curse of the Crimson Throne | Loot

Folks, I placed your PCs' icons on the map of the old fishery. Please place them on the map.

It would also help for the team to select a standard single-file and column-of-two march order on Slide 1.

I also need each of you to enter your Perception and Initiative modifiers on Slide 2.

Finally, please make sure your Sense Motive modifier is included in your tagline.

Thanks.


AC:14 (T:11) (FF:13) | F:5 R:1 W:0 |HP:11(NL)/23 | Per. +5 |Sen. Mo. +0|Init.: +1|Rage (9)14/day|CN| Human Male Shoanti Barbarian 2

Done, done, done, and done!

Dark Archive

N Human: Init +2; Senses Perception +8 Bard (Archaeologist)-2: AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +3. Archaeologist's Luck (+2) 6/6. Spells 3/3 (1st level).

Done.

Dark Archive

N Human: Init +2; Senses Perception +8 Bard (Archaeologist)-2: AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +3. Archaeologist's Luck (+2) 6/6. Spells 3/3 (1st level).

I really need to stop posting via my phone. Sorry for all of the typos in my last post.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

Done; apologies for the delay!


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

Full steam ahead.

I usually play a fairly head strong type of character that leads by example, however, Kradel is not one of those types, especially in 'dangerous' situations.

He's very much a support character.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

Korinne sorta is too; she can get into melee if need be but her primary focus is on ranged attacking.


Male CG halfling fighter (Ustalavic duelist) 2 | HP 19/19 | AC 18/19 , T 15, FF 14 | F: +5, R: +4, W: +2 | CMD 16 | Perc. +4 | SM +0 |Init. +3

Done GM Lorenzo.

Gerry is more of a secondary melee character, due to his Small size, but he can hold his own.

Dark Archive

N Human: Init +2; Senses Perception +8 Bard (Archaeologist)-2: AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +3. Archaeologist's Luck (+2) 6/6. Spells 3/3 (1st level).

Just a little bit of clarification. Wouldn't Hookshanks be blind until he acted again? Since the kids blinded him after Viggo had gone wouldn't he be blind until a next time the kids acted (after Viggo in round 3)?

Grand Lodge

Curse of the Crimson Throne | Loot

Yes, you're right. No AoO from Hookshanks, then. I'll make the adjustment when I update the Gameplay thread.

Grand Lodge

Curse of the Crimson Throne | Loot

Since we're still in early days, I don't want to presume your PCs' motivations/actions too much, so I'm hesitant to bot Viggo. He searched Hookshanks and found some stuff.

Viggo:
What do you want to do with the key you found on the slain gnome?

Let's be patient a while longer.

Grand Lodge

Male CG Ifrit Gunslinger (Mysterious Stranger) 1 | HP: 10/10 | AC: 18 (14 Tch, 14 Fl) | CMB: +1, CMD: 15 | F: +2, R: +6, W: -1 | Init: +10 | Perc: -1, Intimidate: +9 | Speed 30ft | Grit: 3/3 | Bullets: 29/30 | Active conditions: None.

Haven't I already gone with the Ready an action to intimidate who ever comes through the unopened door?


Female CG Human (Varisian) Witch (Cartomancer, Hedge Witch) 2 | HP 14/14 | AC 13 T 13 FF 10 | CMB 0, CMD 13 | F: +1, R: +4, W: +3 | Init: +4 | Perception: +6, SM: +0 | Speed 30ft | Spells: 1st 2/3 | Active conditions: None

I don't see the AC penalty Sora inflicted in the tracker, and wanted to ensure its effect was taken into account when resolving the last few attacks.


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

Oooo the evil eye! Hexes are such nice reusable abilities. Except that sleep one.. that thing is OP!

I apologize for Kradel, he's got one thing on his mind at the moment, not to mention he'll need to throttle his spells at level 1.


Female CG Human (Varisian) Witch (Cartomancer, Hedge Witch) 2 | HP 14/14 | AC 13 T 13 FF 10 | CMB 0, CMD 13 | F: +1, R: +4, W: +3 | Init: +4 | Perception: +6, SM: +0 | Speed 30ft | Spells: 1st 2/3 | Active conditions: None

Yeah, I opted to not get Slumber hex because I agree it can be OP... Plus Soothsayer fits this character so much better.


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

Huh, definitely a hex I haven't seen before.

Did you change your character's last name?


Female CG Human (Varisian) Witch (Cartomancer, Hedge Witch) 2 | HP 14/14 | AC 13 T 13 FF 10 | CMB 0, CMD 13 | F: +1, R: +4, W: +3 | Init: +4 | Perception: +6, SM: +0 | Speed 30ft | Spells: 1st 2/3 | Active conditions: None

I don't think so...? Why do you ask?


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

I don't remember seeing that last name, I must have just not really paid much attention to it.

Grand Lodge

Curse of the Crimson Throne | Loot

Sora, sorry I forgot about the debuff to Giggles' AC. I'll correct the mistake in the gameplay thread.

As far as the Slumber hex goes, I don't think it's any more overpowered than a Barbarian's raging power attack or a wizard's meta-magicked fireball. If you're concerned just save it for when you think the party's desperate.

I've been on adventures with my witch where almost everything was immune to mind-affecting effects or the bad guy makes his save and your turn was wasted. Or someone needs a guard taken out, but needs to be avoid leaving a trail of blood. Slumber's a great go-to option, sometimes, but not all the time. Just my two cents.

Be the badass witch, if you want, embrace your power! Or not. Your call.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

Still here, still alive, apologies for the silence.

Working on getting caught up now.

Grand Lodge

Curse of the Crimson Throne | Loot

It's the quiet girls that scare me...


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:
GM Lorenzo wrote:
It's the quiet girls that scare me...

I feel compelled to respond with George Carlin's thoughts on the matter.

(Language warning, because George Carlin.)


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

Oh! Caught up just in time for it to not be my turn in combat, haha. That's okay though. I'll try and do better at tracking things going forward.

Dark Archive

N Human: Init +2; Senses Perception +8 Bard (Archaeologist)-2: AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +3. Archaeologist's Luck (+2) 6/6. Spells 3/3 (1st level).

@GM Lorenzo- are we considered going up and down stairs and regular movement? Just trying to keep things straight. Paid the double movement penalty on the floor, but didn't see any notes on movement on the stairs or catwalk.

Grand Lodge

Curse of the Crimson Throne | Loot

You were out of combat, so I waived the requirement of those checks. Combat rounds resumed when Gerry opened the door in the upper workroom. Now, you'd need an Acrobatics check to move more than half-speed across the slippery floor, and movement up the stairs would be half-speed on difficult terrain.

Grand Lodge

Curse of the Crimson Throne | Loot

Let's give Dragas a chance to chime in before we move on.

Grand Lodge

Curse of the Crimson Throne | Loot
Kradel wrote:
GM: Could you mark those doors on the map? Hard to tell just where they are.

The doors are the solid white rectangles on the map. In addition to describing their location in the text, I've placed a yellow circle around the ones of immediate concern.

Grand Lodge

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Curse of the Crimson Throne | Loot

Just checking in, folks. I'm still here. We'll give Donkere till this evening to post. If necessary, I'll place him in Delayed status and move things along.


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

Sounds good.

Grand Lodge

Male CG Ifrit Gunslinger (Mysterious Stranger) 1 | HP: 10/10 | AC: 18 (14 Tch, 14 Fl) | CMB: +1, CMD: 15 | F: +2, R: +6, W: -1 | Init: +10 | Perc: -1, Intimidate: +9 | Speed 30ft | Grit: 3/3 | Bullets: 29/30 | Active conditions: None.

I am so sorry. Working from home and managing my local lodges games has been taking a toll. I will post when I reread the current situation. Now, was I supposed to guard the back? My memory isn't that good as well.

Grand Lodge

Curse of the Crimson Throne | Loot

Once the lock was picked on the exterior door of Yargin's office, Donkere had elected to go with the rest of the team toward the Kraken's Folly.

Grand Lodge

Curse of the Crimson Throne | Loot

Folks, I'm trying to reconcile your posted actions (sometimes only conversational observations or suggestions) with your icons' positions on the map.

I'm checking in throughout the day ready to update the Gameplay thread when an action calls for it.

No rush. Just want to let you know I'm not ignoring our adventure path.

Grand Lodge

Curse of the Crimson Throne | Loot

This short clip from my daughter-in-law Beate really made my day: Why is that person running?

I'd really like to be both of those people.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

Hah! That'd probably be my reaction, too.


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

Ya sorry for the lack of action on my part. Normally I'd be leading the charge, but with the non combat character, and the difficult/rotting wood everywhere, its difficult to get anything done personally.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

Yeah, I'm still trying to get a feel for Korinne's character and how bold she is (or isn't) but I'll try and start doing better about pushing things along.

Grand Lodge

Curse of the Crimson Throne | Loot

Had a little trouble editing my previous post to indicate to Gerry what he sees when he opens the small door.

Don't think that would have changed Kradel's actions.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

*nudge*

I think we're waiting on you, GM. That said I know you've been busy with the Siege of Gallowspire special!

Grand Lodge

Curse of the Crimson Throne | Loot

Thanks for the nudge, Korinne.

Grand Lodge

Curse of the Crimson Throne | Loot

Dragas, I applied your save to the red spider's first bite, ending its poisonous effects.

However, it bit you again, so we need another Fortitude D10 save vs second dose of its poison.

Grand Lodge

Curse of the Crimson Throne | Loot

It's been a while since I last dealt with this aspect of poison mechanics, so I had to look it up. The first save on Dragas' turn this round attempts to deal with the poison already in his system. Success cured him of continuing effects and avoided the poison 'stacking' - increasing duration and DC - with a second bite.

All that's needed this round is a new save vs the new bite, at the original DC10 and with same duration (1d4 rounds) - if he fails the save.

I think we got it right.

Multiple Doses of Poison

Details for your Edification:
Unlike other afflictions, multiple doses of the same poison "stack," meaning that successive doses combine to increase the poison's DC and duration.

Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison's duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.

Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.

Increased DC: Increase the poison's duration by +2.

These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison.

Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison.

Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once.

Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack—the effects of each are tracked separately.

Example: A fighter is facing three Medium spiders (which inject Medium spider venom on a successful bite). Medium spider venom normally has a frequency of 4 rounds and a DC of 14. On the first round, all three spiders bite him and he fails all three saves. The second and third doses each increase the total duration by 2 rounds (half of the 4 round frequency) and the save DC by +2, for a total duration of 8 rounds (4 + 2 + 2) and DC 18 (14 + 2 + 2). Fortunately, Medium spider venom is cured after just one successful save, even though the fighter is battling three doses at once.

Example: This time, the fighter makes two of his initial saves against the spider venom, so he only has one dose active in his body. He fails his save on his turn. On the spiders's turn, two of them bite him, and he fails both saves, which increases the duration to 8 rounds and the DC to 18, just as if he had failed all three saves in the same round.

Grand Lodge

Curse of the Crimson Throne | Loot

Finished with the Special #10-98 Siege of Gallowspire, reported, Chronicles issued. Everyone seemed pleased.

Now I can devote more attention and energy to our Adventure Path. Ready when you are.


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

Awesome. We're just waiting on the wrap up of our Siege table.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

It's all good, GM. My own (player) game load just lightened a bit with the conclusion of Siege of Gallowspire (I was at the same table as Kradel) as well as a Mummy's Mask AP (3 years & 4 months from start to finish).

So anyhoo, ready to roll :)

Grand Lodge

Curse of the Crimson Throne | Loot
GM wrote:
Gaedran Lamm (Evil Eye -2 AC for 7 rounds)

Understand that with Soothsayer, the clock starts when someone attacks Lamm.


Female CG Human (Varisian) Witch (Cartomancer, Hedge Witch) 2 | HP 14/14 | AC 13 T 13 FF 10 | CMB 0, CMD 13 | F: +1, R: +4, W: +3 | Init: +4 | Perception: +6, SM: +0 | Speed 30ft | Spells: 1st 2/3 | Active conditions: None

That's right.

Grand Lodge

Curse of the Crimson Throne | Loot

Folks, we're still in the early days of what will be a long campaign.

If the spirit isn't moving you to stick with this sort of commitment, there's no shame in walking away. Our participation in PbP Cons like OUTPOST is always a bit distracting, usually in a good way.

I confess my own lack of enthusiasm for this campaign right now. I enjoy a brisk pace with lots of fun role-play and action. I feel like this is more like watching ice melt. Picking up the pace would help keep me motivated, personally.

Please take a moment to reflect, and let me know. If no one's heart is in it, let me put a bullet in the campaign's brain now.

Or we could let some folks go with our blessing and look for other recruits.


AC:14 (T:11) (FF:13) | F:5 R:1 W:0 |HP:11(NL)/23 | Per. +5 |Sen. Mo. +0|Init.: +1|Rage (9)14/day|CN| Human Male Shoanti Barbarian 2

I'm only in three PbP games, all of which are long term campaigns, including this one, so I'm not planning on dropping out of this one as long as you want to keep running it.

With that said, I'm a casual poster and I usually don't try to overpad on posts, especially during combat encounters. I've gotten a good feel for your posting style after playing in your Gallows of Madness game and it was something I had to adjust to in terms of checking the gameplay more than usual, but I adjusted and adapted.

Ultimately, it's your call. I want to keep playing and I'll play until we finish Book 6 of the AP or until no one wants to play/run anymore, whichever comes first.


Cleric (Herald Caller) 2 | LG | HP: 19/19 | AC: 16 FF:14 T:12 | SM: +7 | Perc: +3 | F:+7 R:+2 W:+7 Remaining: Channel: 4/4 Acid Dart: 6/6 Effects:

I'm looking forward to continuing, and building the mystery that is Kradel. My posts will range 1-2 per day.

When it comes to combat, same as you Dragas, I'm usually pretty brief. The way I see it is a combat post is about 6 seconds of action. A regular post could cover minutes, hours, or sometimes even summarize your actions for days. Those are much easier and appropriate for more in-depth interaction.


HP: 20/20 l AC: 16, T 12, FF 14 l CMD 14 l F +5, R +2, W +2 l LoH (4/4), Stigmata (8/8) l Init +2 l Senses: Perception -1, Sense Motive -1
Skills:
Diplomacy +8, Heal +4, Kn. Local/Nobility +7, Kn. Religion +6
LG Female Human Paladin (Martyr/Oath of Charity) 2 | Active Conditions:

I'm in it for the long haul *but* you definitely gotta do what works best for you as a GM - and if you're just not feeling the game then I understand if you'd rather shelve it sooner rather than drag things out.

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