GM Harrow’s Curse of the Crimson Throne - AE

Game Master GM Harrow

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Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Hey guys, might be radio silent for a day or two.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

Yeah, I tried to have Shrike propose an alternate plan from Lina's because I didn't want to split the party. Lina hasn't checked in to respond yes or no yet. For the same reason (and because they were already acting, and she didn't want them to be left out to dry if they immediately got attacked), Shrike followed Garrett and Abella into the first room. We aren't a very coordinated party yet, but that makes sense. These are strangers in a high-stakes situation, not a trained squad of soldiers with one leader.

Have a good holiday, all who are celebrating.


CotCT Battle Map / KM Hex Map / KM Battle Map

I sorta figured things would slow down over the next day or two for the holidays, so that's fine.

I think it's actually really accurate for 6 random people thrown together to be acting like this. It works for me.


Female

Abella opened the door that would most likely lead to Lina exactly so we can get back together. Just need to get Audria next!

And yes, I totally agree it makes sense for 6 people with very intense emotions, all in a rush, to not act the most coherently lol


CotCT Battle Map / KM Hex Map / KM Battle Map

Quick question for the party. I'm using a block initiative structure for my other game, where I take initiative rolls, average the party's and enemy's, and whichever block has a bigger average goes first. I see there's a couple absolutely insane initiative scores in the party, which implies that it's a big part of their characters. Do you want to stick with block initiative, or do something more independent knowing it'll probably be slower in terms of getting combats finished?


Female

I don’t really invest in initiative myself, so I am good as is and you being able to do things faster


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

Re: initiative, it's entirely up to you, GM. I can roll with whatever, so do what makes things easier for you. Shrike has high initiative (and will be pushed higher if she ever has the feat space to take Improved Initiative, lol) because I figured going before enemies in combat, if only to reposition, would often be important for being able to get hidden strike damage. Also it just makes sense for an ambush-predator-themed vigilante. If we average out allies vs. enemies, hopefully it will just contribute to the group going first more often.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Goofed and posted in the wrong thread. Original rolls below.

Audria Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Audria Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Talanaliel Stealth: 1d20 + 18 ⇒ (6) + 18 = 24
Talanaliel Perception: 1d20 + 9 ⇒ (10) + 9 = 19


Female

Wrong thread, dear. This is discussion!


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Just realized that. Fixing it now.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Okay, so rolls aren't the same between threads. Good to know. Below are the original rolls if I remember how this works correctly. That's a nope. See my post above for the original rolls.

Audria Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Audria Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Talanaliel Stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Talanaliel Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Well, after eleven years on this board, I finally figured out how the RNG works. It's tied to your post count in a thread. That's handy.


CotCT Battle Map / KM Hex Map / KM Battle Map

Happy Thanksgiving to those of you celebrating today. Happy November 24th to those who aren't.


Male Human (Varisian) Wizard (Diviner [Foresight]) 1
Character Information:
[HP: 11/11] ; [Armor Class: 12; Touch: 12; Flat Footed: 10 (16/12/14 w Mage Armor or Shield , 20/12/18 w Mage Armor & Shield)]; [BAB: +0; CMB: +2; CMD: 12]; [Saves: Fortitude: +3; Reflex: +2; Will: +3; [Initiative: +12]; [Perception: +4]
Prescience: 7/7: Harrow Points:

For initiative I usually group the results by those with a higher initiative count than the bad guy and those with a lower roll. people can post within their grouping regardless of initiative order and I sort it out in my posts. That way the bad guy gets a chance to react instead of being piledrived by the whole group at once


Male Human (Varisian) Wizard (Diviner [Foresight]) 1
Character Information:
[HP: 11/11] ; [Armor Class: 12; Touch: 12; Flat Footed: 10 (16/12/14 w Mage Armor or Shield , 20/12/18 w Mage Armor & Shield)]; [BAB: +0; CMB: +2; CMD: 12]; [Saves: Fortitude: +3; Reflex: +2; Will: +3; [Initiative: +12]; [Perception: +4]
Prescience: 7/7: Harrow Points:

Happy Thanksgiving (or Happy Thursday) everyone


CotCT Battle Map / KM Hex Map / KM Battle Map

@Nicolai: That's actually better than what I've been doing, so I think I'll steal that. You could also not sort it out and only let the first group respond before the bad guys, because after the first time the bad guy gets to go, it's Everyone => Bad Guys => Everyone for order anyways.


Male Human (Varisian) Wizard (Diviner [Foresight]) 1
Character Information:
[HP: 11/11] ; [Armor Class: 12; Touch: 12; Flat Footed: 10 (16/12/14 w Mage Armor or Shield , 20/12/18 w Mage Armor & Shield)]; [BAB: +0; CMB: +2; CMD: 12]; [Saves: Fortitude: +3; Reflex: +2; Will: +3; [Initiative: +12]; [Perception: +4]
Prescience: 7/7: Harrow Points:

Unless there are multiple bad guys with differing initiative. You could potentially have a Group A, Group B, and a Group C or more.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Initiative is always one of those things that's tricky to handle in PBP no matter what you do.

Anyway, Happy Thanksgiving to my fellow Americans. To everyone else, hop you have a great Thursday!


Skills:
Acrobatics +9, Appraise +7, Bluff +8, Disable Device +9, Escape Artist +9, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +8, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Halfling Rogue 2; Init +4; HP: 16/16; AC 18, Touch 15, FF 14; Fort +2, Ref +8, Will +1; Perception +8; Harrow Points- 5

I think you should do whatever you find makes the game smoother for initiative. Often it ends up party/monster/rest of party in round 1 and then from that point on its basically party/monster from then on.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

Way to make an entrance, Audria!

So, are we still doing block initiative for this combat, like in the surprise round it was Full Party -> Yargin (and then Hookshanks was added to Yargin's block but Yargin was killed before he got to act) and now in Round 1 it's Full Party -> Hookshanks?


CotCT Battle Map / KM Hex Map / KM Battle Map

We are doing block initiative for this fight. I'll switch it up for the next fight, assuming we don't swing right into that one too. Sorry about the surprise round that wasn't a surprise round for some of us. Yeah, Hookshanks shouldn't be able to attack. Fortunately, it missed, so on my end it doesn't impact anything much.


Male Human (Varisian) Wizard (Diviner [Foresight]) 1
Character Information:
[HP: 11/11] ; [Armor Class: 12; Touch: 12; Flat Footed: 10 (16/12/14 w Mage Armor or Shield , 20/12/18 w Mage Armor & Shield)]; [BAB: +0; CMB: +2; CMD: 12]; [Saves: Fortitude: +3; Reflex: +2; Will: +3; [Initiative: +12]; [Perception: +4]
Prescience: 7/7: Harrow Points:

Apologies, I forgot the building is skewed and north is to the left and not the top. So when you said north door I was assuming one of the ones by where Yargin was at.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1
Lania 'Shrike' Fordyce wrote:
Way to make an entrance, Audria!

Thanks. I'm just happy my rolls are good and backed up the scene I had in my head.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

No worries, the game state is preserved. :) I also just realized that Shrike will be flanking with Abella on that attack, if Hookshanks isn't knocked out by the spell and does end up moving into the room.


Female

Hope y’all had a good break, for those of y’all that got one!


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

You too, Abella.


CotCT Battle Map / KM Hex Map / KM Battle Map

So, I apologize for not posting sooner. I actually got messed up on who'd gone and who hadn't, and my count showed 4. I was looking back and trying to figure out who I was missing, and I was also thinking about giving travel time after the holiday weekend for people, so I didn't get a post up yesterday. Sorry.


Female

All good! It happens


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

No worries. It worked out for me.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

No problem, GM. Since we were out of combat I declared a couple rounds' worth of actions, but I don't actually know if I have time to move into the chute room, talk to the kid, and move out again. It's fine if you decide Shrike is still in that room.


Skills:
Acrobatics +9, Appraise +7, Bluff +8, Disable Device +9, Escape Artist +9, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +8, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Halfling Rogue 2; Init +4; HP: 16/16; AC 18, Touch 15, FF 14; Fort +2, Ref +8, Will +1; Perception +8; Harrow Points- 5

So I realized I screwed up my damage on the crit. I am small, so I should have been doing d4 damage instead of d6's. Sorry, I am just too used to thinking d6's for shortbows.

Real damage is: 3d4 ⇒ (4, 4, 2) = 10

So with Sneak I would have actually hit him for 11 damage instead of 14 damage. I am not sure that changes his status, but I though I would post a correction.


CotCT Battle Map / KM Hex Map / KM Battle Map

Thanks for the catch on that, Garrett. I appreciate it.

When we're out of combat, I'm usually fine with your actions taking however long you think is reasonable. In this case, a minute or so would be fine. When you're walking somewhere, you can post for an hour, or even longer. Whatever makes sense, really.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

My opinion on the first round actions: If Garrett didn't get a surprise round, and he goes after the bad guys in initiative while knowing he has been spotted, that probably changes his actions on his turn substantially. He might want to move out of that doorway, for instance, instead of spending his move action to stay in place and "re-hide" when he knows he was never hidden. He might not want to shoot the half-orc at all.

If you want to keep the effects of the rolls, which were already described to have happened before the half-orc is going to react to them in combat, Garrett having acted once before regular initiative (i.e. a surprise round) makes the most sense.

The alternative is that Giggles is actually uninjured as of the start of combat, which likely changes his actions, and that Garrett will use those attack/damage rolls on his turn if he attacks but can otherwise take his turn as normal.

As for Audria, kicking the door open is what triggers initiative, and she outrolled the bad guys, so I feel she should get a full turn. But even if she had succeeded on that Intimidate check I don't think it should be treated as the specific standard action use of Intimidate to Demoralize an Opponent. Unless that was the intention.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

I was trying to get him to surrender, so if that counts as a demoralize, then I'm okay with that being my action.

Another way to look at it is that Audria did get a surprise round that initiates combat and the intimidate was her action.

Now that I'm thinking about it, Intimidate to demoralize as a standard action doesn't make much sense. Talking is a free action, so why would trying to intimidate someone be a standard action? I think it'd make more sense and be more useful (in that it'd actually get used) if it was a swift action, but that's just me.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

I think because -2 to every roll from shaken is a pretty stiff penalty mechanically, especially at low levels, it's fine for Demoralize to default to being expensive in action economy terms. Players would probably not like to have swift-action Demoralize inflicted on them by enemies all the time! As it is, because combats tend to be so short, characters definitely have to build toward using Intimidate regularly, and part of that is various ways of getting to make Demoralize attempts without it costing the standard action.

Of course, in specific circumstances, it's left up to DMs to reward good roleplay regardless of what the mechanics say. And when that happens occasionally it can be very satisfying for players.


Skills:
Acrobatics +9, Appraise +7, Bluff +8, Disable Device +9, Escape Artist +9, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +8, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Halfling Rogue 2; Init +4; HP: 16/16; AC 18, Touch 15, FF 14; Fort +2, Ref +8, Will +1; Perception +8; Harrow Points- 5

I planned on that being my turn. I thought we were still in initiative though. But as far as I am concerned that should be my first turns action.


Female

I would rather not retcon stuff in pbp cause it saps momentum, so I’m happy with how things worked out.

Regarding intimidate, I’ve built a couple characters around it and demoralizing is so f*&%ing easy with very little investment that I think the standard action is totally fair. It scales so well that you can practically guaranteed demoralize people at high levels, and a standard action for a guaranteed debuff to attack rolls, skill checks, and saves is well worth it.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

I should have said that it was from the perspective of time taken, not necessarily gameplay balance. If you can talk and fight, there's not much you can do to make yourself more intimidating that would logically make it take enough time to eat up a standard action.

I'm okay with Audria trying to get Giggles to surrender being my turn. If I still have actions, please let me know and I'll get them posted.


CotCT Battle Map / KM Hex Map / KM Battle Map

I'm cool with Audria taking another action. I think her action of kicking in the door can be considered a surprise round. I'm also fine with Garrett taking another action when it's his turn. Thanks for all your input, guys. I appreciate it.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Woo! Thanks and any time! I'm always ready to ramble.


Female

Who are we waiting on?


CotCT Battle Map / KM Hex Map / KM Battle Map

Me, actually. Work has been crazy, so my multiple checks a day are a lot lower right now. It'll calm down soon, though, so hold on a couple weeks. The time between Thanksgiving and Christmas is nuts in an elementary school.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

Does the catwalk have a railing? I guess it makes sense for it to, but... it would be much more convenient for me if Audria could just move back to a few spaces behind Shrike as Shrike asked, since you can move through allies' spaces without penalty. Her first Acrobatics roll was probably good enough to not provoke when moving out of the threatened square. This also seems like a really dangerous and non-intuitive way for Audria to retreat, since she now has to balance up there and could easily fall the 10+(?) feet to the floor. Or into the fish guts pool.

I wouldn't usually ask someone to change a declared action, but this seems like a tougher fight than the other two and we need to be smart with our tactics. Plus the request was already made in-character. Shrike is using a polearm with a not-very-good to-hit modifier. She doesn't want to move up to engage: she wants to make Giggles come to her and get two attempted attacks instead of one before Giggles can hit her. But Giggles probably won't come to her if he can keep beating on Audria.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Oh, that would make sense. If the GM's okay with it, I'll have Audria move behind Lania/Shrike. I was thinking that Audria could get Giggles in a flank.


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

I am very pro someone getting Giggles in a flank, for the record. It will add both to-hit and damage. Perhaps next round, someone could go through the door with Garrett and Bloo and get behind him on the catwalk? It might require an Acrobatics roll to avoid provoking from Bloo though.

Reach weapon tactics mean that Shrike basically always wants to be backing up and making foes come to her. If she can't do that, she has few good options. Confined spaces like this can also just be tricky in PbP in ways they aren't really at the table because you can communicate before your actions.


CotCT Battle Map / KM Hex Map / KM Battle Map

I'm fine with you moving wherever you need to go. The catwalk isn't described as having a railing, but it totally can as well. I didn't read this until after I posted, though.


Female Human Paladin (Chosen One) 3 HP: 30/32 NL: 0 | AC: 18/12/16 CMD: 18/16| F: +4 R: +4 W: +3 | Init: +2, Per: + 5 | Smite: 1/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 5
Talanaliel:
HP: 16/16| AC: 17/16/15 CMD: 6/4 SR: 7| F: +1 R: +4 W: +7 | Init: +2, Per: +11 (Lowlight) | ToG: 1/1

Oh well, the dangers of PBP. C'est la vie and all that. :P


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

Here's hoping he doesn't have orc ferocity, and Audria and Lina just dropped him...


CG F Half-Elf Vigilante (Double Scion) 3 | HP 17/26 | AC 18 (T 14 FF 14) | CMD 18 | Fort +2 (+7 v. poison) Ref +6 Will +4 (+6 v. enchantment, +5 v. compulsions) | Init +10 | Perc. +5/+7 (dim light/darkness) | Conditions: guidance 1m or until used, antitoxin 1 hour| Harrow Points: 7

Just waiting for Nicolai, right?


CotCT Battle Map / KM Hex Map / KM Battle Map

Sorry I've been a bit disengaged this weekend. I put in my resignation at the school I teach at last week, and there's been a fair amount of stress and stuff associated with that. Plus, extra work taking my stuff out of the classroom and stuff like that. I'm going to try to get back into things on here, but just wanted to let everyone know what's going on in case I'm not consistent for a bit.

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