GM Harrow’s Curse of the Crimson Throne - AE

Game Master GM Harrow

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Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A

First, a reminder that I wrote an entire TACTICAL GUIDE for how we fight most effectively as a team :-)

I'm not a huge fan of splitting the team and sending Audria off alone. She's our main tank and should be front and center to protect the squishier party members. If anyone is going to flank, it should be Shrike or Pava.


Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A
Ethelinda Nepfey Botezatu wrote:
Unfortunately, my work is not calming down as much as I hoped so I need to catch up here. Sorry for the delay.

You still with us, Jeremy? It's been a while since your last post, and I know 50+ posts can be overwhelming to get through and respond to.

You don't have to write a lot, just 1-2 lines to let the rest of us know you're caught up.


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14
Elric wrote:
I'm not a huge fan of splitting the team and sending Audria off alone. She's our main tank and should be front and center to protect the squishier party members. If anyone is going to flank, it should be Shrike or Pava.

I hear you that as the tank, Audria should be front and center. Though Pava and Shrike are pretty high-AC now too. But I would submit that Audria busting through the window and causing a big hullabaloo is an excellent way to draw enemy attention to herself and away from the rest of us as we are coming up the stairs and into the room single file, vulnerable to attack in a constrained space. Also, it's just cool.

Though, if whoever's up there is really determinedly trying to hide, it would be quite anticlimactic to break the window from one side, rush up the stairs from the other, and just end up staring across the empty room at each other.

My one hesitation is that we don't really know if this idea would involve a reasonably low difficulty Climb check. A 'typical building's lower-story wall' is DC 25 to climb straight up from the ground, and Audria's bonus is just +5 according to her profile. (I keep meaning to get Shrike a climbing kit and haven't yet.) So maybe finding a ladder is the first step!


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

Do we have a grappling hook and rope? That'd help. The only question is how do set it without making a ruckus? Ladder would also work. If Galewing's fairly quiet, we could just have him drop Audria off on the roof.

As for Audria being the tank; Shrike has the same AC and only 6 HP less, and Pava's got only one point less in AC and has more HP. I'm also pretty sure that for raw damage output, Shrike beats Audria. About the only thing that Audria has over either of them is that she can heal herself.


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Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A

Audria’s swift action LoH is a big part of why she’s an effective tank, but I don’t want to force anyone into any specific role. Rule of cool beats efficiency anytime.

Elric has a grappling arrow and silk rope, if Audria is serious about pursuing her cat burglar dreams.


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

Sweet!

Okay, that'll help with the climb check.

And yeah, Audria's not your typical Paladin.


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I'd say that the most likely way to effect a sneaky climb is some manner of flight or levitation. A grappling hook is not quiet, and neither is a huge-ass hippogriff. :)

Audria would need to roll a Climb check to see if she makes it up the wall (or down from the roof, whichever you go with), and a Stealth check, and we'll see how things shake up.


Male Tiefling Wizard (Illusionist)-9/HP: 52/52; AC: 16(t14ff14); F: +5,R: +6,W:+8; Init +2, Perc: +3

I'm aware our GM has a no PC death policy, but Shane doesn't know about it :)


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

If Shane uses the 10'-radius-spread glitterdust in here, are we all going to get dusted? Or does the ceiling go up high enough that he can center the effect on the ridge beam, and avoid dusting us down on the floor?


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The ceiling is 14' high.

I started writing the ambush post a while ago and kept getting interrupted, so when I finally submitted it Shrike had already posted, but I don't think Shrike's move into the room changes anything.


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

Yeah, I think we'd have multiple things happening at once here. I don't think Shrike posting really changes anything.

Now, Audria rolling a nat 1 on her will save, That's going to cause problems.


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

Go Elric and Pava! Can Shane or Ethel finish this one off, or un-fascinate Audria so she can do it? Or maybe that was enough HP damage and it won't be necessary to. :)

I just realized Shrike's initiative modifier was not correct in the initiative spoiler. She has gained +1 initiative since the last time we had a battle, due to the Dex belt. So her initiative from now on is +11. Mostly I'm sure it won't matter, though it actually would have mattered this time because she would have acted before the Mantises. (If there is a tie in initiative, the character with the higher total initiative modifier goes first.) No worries about it now, just noting for the future.


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Yes, hello, I would like a refund of my most recent order, ID 89277451103. I ordered two Red Mantis assassins, that's correct, but they did not perform to specifications. Yes, I can give details, they died in the first round of combat. They didn't even manage to get one hit in. I find that very disappointing, considering the price point. Yes, that's fine, you can refund me directly to my SailsPal account, thank you.


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

You're telling me! They even had the drop on the Paladin and had her practically helpless, and they still couldn't scratch her! :P

I'm surprised they didn't refuse the refund under the Act of God clause.


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Male Tiefling Wizard (Illusionist)-9/HP: 52/52; AC: 16(t14ff14); F: +5,R: +6,W:+8; Init +2, Perc: +3

Nobody puts Audria in the corner!

;)


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Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A

*Taps sign*

Management not responsible for Min/Max'ed PCs.

I guess we found Audria's new combat role: Dramatic distraction


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No one expects The Elvish Inquisition!


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CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

They did get the drop on us, but didn't outright attack either of us while flat-footed for some reason. If they had, this could look different.

For some reason I thought Red Mantises had like a disintegration power upon death, but maybe not. It's for the best. If Shrike saw Shane literally turn someone to dust with one spell...


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Male Tiefling Wizard (Illusionist)-9/HP: 52/52; AC: 16(t14ff14); F: +5,R: +6,W:+8; Init +2, Perc: +3
Lania 'Shrike' Fordyce wrote:

They did get the drop on us, but didn't outright attack either of us while flat-footed for some reason. If they had, this could look different.

For some reason I thought Red Mantises had like a disintegration power upon death, but maybe not. It's for the best. If Shrike saw Shane literally turn someone to dust with one spell...

One Day, mwhahaha... One day!

humor aside, the Mantis definitely could have had an earlier drop on us. I suspect our characters weren't the mission but beyond that? *SHrug*


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

I actually think we were, but more in the sense that we were snooping around Vencarlo's place than actual targets.


Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A

Well, thanks to Audria’s quick stabilize, we get a chance to ask them. Probably won’t say much, but we can send the survivor packing in their underwear with a stern “don’t f@#% with us” message for the rest of the bug warriors.


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Lania 'Shrike' Fordyce wrote:
For some reason I thought Red Mantises had like a disintegration power upon death, but maybe not. It's for the best. If Shrike saw Shane literally turn someone to dust with one spell...

Red Shroud (Su) A Red Mantis assassin can create a veil of red mist two times per day as a move action. The red shroud persists for 3 rounds. It grants a +1 dodge bonus to Armor Class and fast healing 2. This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains.

It wasn't active, however.


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

Oh. Yep, that's what I was thinking of.


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Update: I received a message from Jeremy Packer, they are unable to keep up with the game pace and are thus withdrawing.

I'll put out some feelers in my PF Discord server, if you know anyone interested let me know as well. Re-opening the recruitment is also an option.


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Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A
GM Harrow wrote:

Update: I received a message from Jeremy Packer, they are unable to keep up with the game pace and are thus withdrawing.

I'll put out some feelers in my PF Discord server, if you know anyone interested let me know as well. Re-opening the recruitment is also an option.

*Sad panda*

Looks like the real Curse of the Crimson Throne is our inability to keep a divine caster engaged for more than a couple of encounters.

The pace of the game does not feel crazy compared to other PbP campaigns I've been part of, but I suppose that we'de better be up front and adress this specifically when recruiting a new party member.


Male Tiefling Wizard (Illusionist)-9/HP: 52/52; AC: 16(t14ff14); F: +5,R: +6,W:+8; Init +2, Perc: +3

Yeah, I guess we need to forewarn folks that we tend to manage at least one post a day as a generalization


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

That's a shame. I wish him luck and happy gaming.

I can reach out and see if anyone's interested in any of the games I'm in if that's alright.


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

Sad to hear it. I will reach out to my contacts as well. We could open recruitment, but I'd rather have someone who we know personally and isn't in a lot of other games. This game isn't a strict daily posting game, but I do think we should be up front that "check every day and be able to post daily" is the minimum bid. Otherwise posting rates slip to much lower than that, like once a week or less, and it's true that that just isn't enough to keep up.


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

Assuming the lockbox has no traps anyone can detect, Shrike takes 10 on Disable Device with the masterwork thieves' tools but -1 ACP for 23. If this doesn't work, her total modifier is +13; feel free to roll for her until she hits the DC or rolls a 1.

I'm fine with Shane's plan as described, and Shrike is willing to do it; however, it looks like he and Pava actually have the highest Bluff modifiers at +14, while Shrike's is 1 less. So maybe one of you, or both, should wear the Red Mantis outfits or illusory disguises and take point on trying to fool this Red Mantis into revealing something. Then again, I don't know that we have this level of granular knowledge about our own skill modifiers, and Pava and Shrike definitely move the most like the Red Mantises do (since I think they're basically fancy magic rogues.) So I'm open to doing the bluffing if you want.


Male Tiefling Wizard (Illusionist)-9/HP: 52/52; AC: 16(t14ff14); F: +5,R: +6,W:+8; Init +2, Perc: +3

Shane's reason for suggesting Shrike or Pava is perhaps self serving, if the prisoner somehow pulls off a nat 20 on escape artist or some such , he'd really rather not be in arm's reach and thinks Shrike or Pava would be better equipped if it got all handsy. :)


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

Sorry for not posting. Been busy with projects after work. Will try to have one up tonight.


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The GM invited me to post here and introduce myself. I'm in a Tyrant's Grasp game with the GM, and I'm in numerous other games besides. Many of these are basically on life support and move very slowly, so I would assure you that I am not over-committed (it helps that I am retired).

I play a lot of clerics, which I understand you are in need of, and I've really been wanting to play a CG Gorumite. That seemed a bit tricky given this party's inclinations towards stealth and subterfuge, but then I hit upon an idea that seemed to work. A minor noble (with the Practiced Hunter racial trait reflecting an aristocratic hunting background) who then became a hunter of demons as an officer in the Mendevian Crusade. And who then came back to Korvosa when most of his family died of Blood Veil.

I still couldn't fit in Bluff and Disguise; I did think about Inquisitor to get more skill ranks. Haven't ever played one, should give it a try sometime.

If this isn't what you are looking for, no worries. I know you all have other contacts who may be interested and I take no offense.

Agnar Bromathan:

Human Cleric 9
CG Medium Humanoid
Alternate Racial Traits: Focused Study, Practiced Hunter
Deity: Gorum (Duels, Rage)
Init +2; Perception +13 (+9 ranks, +4 Wis)
-----------------
DEFENSE
-----------------
AC 22, touch 12, flatfooted 20 (+10 Armor, +2 Dex)
HP 66 (9d8+18)
Fort +10, Ref +7, Will +12; +3 trait vs charm, compulsion, fear
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Hellbreaker (+1 Furious Adamantine Greatsword) +13/+8 (2d6+8/19-20); raging +17/+12 (2d6+13); PA -2/+6
Ranged Javelin +8 (1d6+5)
-----------------
STATISTICS
-----------------
Str 15 +2 racial +1 level +2 enhancement (20)
Dex 12 +2 enhancement (14)
Con 12 +2 enhancement (14)
Int 12
Wis 15 + 1 level +2 enhancement (18)
Cha 10
BAB +6; CMB +11; CMD 23
Feats Additional Traits (1), Skill Focus (Stealth) (H1), Heavy Armor Proficiency (3), Weapon Focus (5), Ironbound Master (7), Skill Focus (Intimidate) (H8), Vital Strike (9)
Traits Faith Unshakeable and Unassailable (Exemplar Trait, counts as 2), Urban Acolyte, Fate’s Favored, Omen, Vainglory (-1 Bluff, Disguise, Stealth)
FCB Cleric +9 skill points
Skills (4 per level, 36 total)
Perception 9 +13
Intimidate 9 +16; demoralize as swift action 1/day
Stealth 9 +18 (-4 ACP)
Survival 6 +15
Knowledge (Religion) 1 +5
Knowledge (Dungeoneering) 1 +2
Knowledge (Planes) 1 +5
Background Skills
Linguistics 3 +7
Knowledge (History) 3 +7
Knowledge (Nobility) 3 +7
Handle Animal 9 +9
Languages Common, Aklo, Infernal, Abyssal, Celestial
Equipment
+1 Furious Adamantine Greatsword (11,050)
Belt of Physical Perfection +2 (16,000)
MW Fullplate (1,650)
Headband of Wisdom +2 (4,000)
Four-Leaf Clover (3,750)
Boots of Striding and Springing (5,500)
+2 Cloak of Resistance (4,000)
4 javelins (4)
Total: 45,954
Spells (4/6/6/5/4/2)
Guidance, Detect Poison, Mending, Light
Divine Favor, Shield of Faith (2), Remove Fear, Liberating Command, True Strike (D)
Instant Weapon, Instant Armor, Resist Energy, Open Slot, Align Weapon, True Strike (D)
Lead Blades, Invisibility Purge, Prayer, Open Slot, Magic Vestment (D)
Freedom of Movement, Death Ward, Divine Power, Divine Power (D)
Righteous Might, Dance of a Hundred Cuts (D)
Special Channel 5d6 3/day (DC 14), Aura, Spells, Divine Challenge 7/day (swift action, +1 sacred AC, +4 Bluff to feint, 4 rounds), Weapon Master (swift action, 9 rds/day), Rage (9 rds/day), Divine Fighting Technique (1st benefit, gained from giving up 1st-level power of Destruction/Rage domain)
Money 46 GP

Background: The second son of a minor branch of an aristocratic family, Agnar grew up in comfort if not luxury. As is common among the aristocracy, he hunted from an early age. Agnar developed exceptional skills for tracking prey, and, seeking to make a name for himself, brought these skills to the Worldwound six years ago. For five years, he battled demons alongside crusaders of many faiths. He took the faith of Gorum after being saved in a battle by a ferocious charge of the servants of the Lord in Iron. This faith was common in his family, in fact being that of his maternal grandfather, an Ulfen warrior for whom he was named. Over time, he rose to become commander of a small company, the Iron Hope, that tracked down and slew demons.
His company was on a mandated rotation out of the Worldwound last year when word came that his parents (Hortus and Ingrit) and older brother (Sebastian) had all suddenly died of illness. He was granted leave to tend to family affairs. It was generally accepted that most Crusaders should take such leaves, lest the corruption of the Worldwound overwhelm them. Agnar was told that he could return to Mendev in two years’ time should he feel so called.
Agnar helped his older sister Jessifar set the family affairs in order and made it clear that none of the other relations should think to challenge her management of the estate. But he had then felt somewhat adrift, with no business to attend to and no enemies on which to wreak revenge. He wasn't sure how he could fit back into civilian life. So he has approached Commander Kroft to see how he might be of service.

Appearance and Personality: Agnar is a big but plain-looking man, about 6'3” and 200 lbs. He has brown hair, brown eyes, and a number of scars from his time in the Worldwound. He moves surprisingly quickly and quietly despite his bulk and that of his armor. A great deal of rage simmers just under the surface, which can make him brusque, but actual explosions of rage are directed it at deserving targets rather than at the innocent or the merely annoying. He misses his comrades from the Worldwound, and in fact misses the fighting.

Role: Agnar can fight, but he isn’t one-dimensional. He can keep up with the party in Stealth, even in his armor. He can heal damage and remove conditions, but he’s not going to often throw spells directly at opponents; he’ll prefer to mix it up in melee. He has good saves, especially on most Will effects. His AC is lower than I'd like, so I may go for Unhindering Shield next. His War domain ability gives him the ability to pick up combat feats as a swift action for a limited number of rounds per day.

Why Was He Away? Well, a 9th-level PC is nearly legendary. They have done incredible deeds; Agnar can literally raise the dead. The High Priestess of Cayden Cailean in Absalom is 9th level, for comparison. This is not somebody that just turned up on the street corner. Several years in the Worldwound provide a good explanation for “What did he do to earn those levels?”


Male Tiefling Wizard (Illusionist)-9/HP: 52/52; AC: 16(t14ff14); F: +5,R: +6,W:+8; Init +2, Perc: +3

Well, Beggars can't be choosers and as Elric's player has pointed out we seem to be losing our clerics at an alarming rate! so maybe we can't be too picky...

but even if we were, I like a lot of the hooks you brought in. The Blood Veil getting Agnar's parents is a great hook and as our characters helped stop that might open up a friendly start.
The fact your character is a noble of a minor family might allow a hook or tie to this or that party member though as both are shy about their true natures there I'm not sure how much. Still it works.
I know Gorum as a God has some strong warrior ethos and preferences and I wonder how much those might clash but it sounds like you've put thought into that. Heck, you've made sure your character can join in on the sneaky stuff ("Tactical Insertion" to put it another way) and that's a nice touch. Without his invisibility I think Shane is officially the stumblefoot of the team now so the idea of a cleric of Gorum moving lightly ahead of him tickles me.
Don't worry about Bluff or Disguise, we have a lot of professional liars on the team already and at least one NPC contact who does wonders with make up.
I am hoping that Agnar's Worldwound experiences don't have him too hostile on Tieflings, for the very selfish reason I'm playing one. ;)
The fact you as a player have plenty of time on your hands is a (no pun intended) godsend.
Up to the GM and you , obviously, but speaking for myself, I'd say 'Welcome aboard' and follow it with a 'Thank you for giving us a chance' (Then I'd cross my fingers and hope the Cleric Curse is defeated at last!)


Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A

Well met, Aldizog!

Thank you for wanting to join our band of rebellious rabbelrousers. Spending your retirement playing RPGs sounds like every gamers dream.

Agnar sounds like a fun character and you should certainly play whatever you find most appealing.

In the interest of including you in the game asap, I suggest a bit of retcon to say that it was Agnar that Field Marshall Kroft introduced to the group all along.


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

Welcom, Aldizog! I think Agnar is going to fight right in. I agree with Elric that retconning him as the one Kroft sent with us would the quickest way to get him in, and the reason he's been silent is that he was sulking after the fight ended before he could get involved. ;)


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

Welcome, Aldizog. Thanks for giving us a shot. I like Agnar, though DPS is definitely not a problem with this party. One small quibble with the backstory, specifically this part:

Quote:
His company was on a mandated rotation out of the Worldwound last year when word came that his parents (Hortus and Ingrit) and older brother (Sebastian) had all suddenly died of illness.

The blood veil literally just happened in our game. If they died of blood veil, his family members would have died somewhere between ten days and a month ago. Perhaps he was already journeying on a mandated leave to see them, and arrived to find them dead and the city in chaos? Otherwise I don't know how both the news and then Agnar himself traveled across the continent in that short a time.

May I suggest we send Ethel to Kroft with the bodies of these Red Mantises to see if she wants to interrogate them via speak with dead or anything like that, and Agnar can arrive in some other way? E.g., as her replacement because she was needed by Kroft elsewhere. I really don't like to erase history when it comes to PCs.


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Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

That's fair. I mean, Agnar's about as sneaky in his armor as Shrike and Pava. He's definitely sneakier than Audria.

Nat 1's and breaking windows not withstanding


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Lania 'Shrike' Fordyce wrote:

Welcome, Aldizog. Thanks for giving us a shot. I like Agnar, though DPS is definitely not a problem with this party. One small quibble with the backstory, specifically this part:

Quote:
His company was on a mandated rotation out of the Worldwound last year when word came that his parents (Hortus and Ingrit) and older brother (Sebastian) had all suddenly died of illness.
The blood veil literally just happened in our game. If they died of blood veil, his family members would have died somewhere between ten days and a month ago. Perhaps he was already journeying on a mandated leave to see them, and arrived to find them dead and the city in chaos?

Thanks for the clarification and the suggestion. That works! And more tragic.

If everyone is good with it, I'll make a alias and dot into the game until we find time for a proper introduction.


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

I'm good with it! Looking forward to seeing how the first meeting goes.


Nonbinary (They/them) Shoanti Rogue (Unchained, Scout, Thug)/Brawler (Snakebite Striker) 3/6 | HP 81/81 | AC 26, T 17, FF 19 CMD 25 | F +10, R +16, W +7 | Init +8 | Perc +7 | SM +6 | Long-term buffs:

Welcome! I think taking levels away from clericky goodness for a few skill points is probably not worth it - it seems like Agnar's gonna fit in just fine anyways.


M Human Cleric 9 | HP 66/66 | AC 25 (T 12, FF 23, CMD 23) | F +9 R +6 W +11 | Mv 30' | Init +2 | Per +13 Spells 4/6/6/5/4/2 | Channel 5d6 2/3 | Challenge 7/7 | Weapon Master 6/9 | Rage 8/9 | Active: Vestment

Profile made and dotted into Gameplay.

I did swap out a bit of offense for more skills - dropped Vital Strike to pick up Cunning, which allowed me to max out Sense Motive. I figure that Agnar probably did a fair number of interrogations in the Worldwound, and while Intimidate can get you part of the way there, you'll need Sense Motive to back it up. Sense Motive is also a good skill to have in general and should be useful to the party.


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If I may make a hook suggestion - Agnar's parents were among the victims of Jolistina's killing spree at Carowyn Manor, rather than dying of blood veil.

First, most noble were not affected by blood veil as they could quarantine themselves safely and comfortably (barring stupid stunts like the Carowyns' party). Secondly, it would create a more personal stake for Agnar in opposing the person who ultimately ordered that massacre.

Spoiler:
It's Queen Ileosa.

I'd love to have you in the game, and it looks like everyone else is good with it as well. :)


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M Human Cleric 9 | HP 66/66 | AC 25 (T 12, FF 23, CMD 23) | F +9 R +6 W +11 | Mv 30' | Init +2 | Per +13 Spells 4/6/6/5/4/2 | Channel 5d6 2/3 | Challenge 7/7 | Weapon Master 6/9 | Rage 8/9 | Active: Vestment
GM Harrow wrote:

If I may make a hook suggestion - Agnar's parents were among the victims of Jolistina's killing spree at Carowyn Manor, rather than dying of blood veil.

First, most noble were not affected by blood veil as they could quarantine themselves safely and comfortably (barring stupid stunts like the Carowyns' party). Secondly, it would create a more personal stake for Agnar in opposing the person who ultimately ordered that massacre.

Sounds good. I'm assuming that word got out through Ausio Carowyn of what happened, although perhaps a couple of days after the party had left the scene. And "what happened" in this case is just what Ausio Carowyn would know, filtered through the rumor mill, and certainly not the "why".

Such a killing makes it a different situation than his parents dying of the Blood Veil. He'd have to wonder - were they targeted? If so, why? Were the remaining family members still in danger?

So a slight revision, with some potential hooks. His older brother Sebastian (27), the heir apparent, is still alive, as is younger sister Jessifar (22). Neither are great heroes, but they are mid-level Aristocrats, with the full range of social skills on their list including Disguise and Bluff. They are both clever and conniving, generally the opposite of Agnar. In response to the murder, they made some inquiries and were quickly warned to not press the matter. In public they speak of their trust in the Queen and of the regular course of justice. Privately, they want answers, but are wary of becoming loose ends in need of cleaning up. Perhaps they are investigating covertly, or perhaps preparing to leave the city.

Agnar returned a few days ago, and learned of the murders. He realized that, should he himself investigate the murders, he would place his family at risk from whoever was behind the crime. So, at the funeral, he acted distant. He didn't swear any Gorumite oath of blood vengeance. His siblings, between very convincing sobs, told their cousins that Agnar's time in the Worldwound had changed him so much. While one could believe that comfortable nobles could be cowed into dropping the matter of their parents' deaths, one would need a different explanation for the Gorumite soldier. That explanation being that he just didn't care.

Simmering with barely-suppressed rage, Agnar then went to Field Marshal Kroft to see if there was work he might do. Preferably work that involved hitting something.

He's got family in town; he's got a tie to the massacre, but also a reason to not pursue it for now (so he can instead do the party's next mission); and he's got a conversation topic with the party when they hear his last name.


CG F Half-Elf Vigilante (Double Scion) 9 | HP 68/68 | AC 25 (T 16 FF 20) | CMD 23 | Fort +6 Ref +11 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +11 | Perc. +11/+13 (dim light or darkness) | Conditions: armor ointment (8h) | Daredevil Boots 10/10 rounds | Harrow Points: 14

Great hooks, Agnar! Shrike definitely had her own theories about why Carowyn Manor was targeted, but no real way to follow up on them yet.


Male human ranger (ilsurian archer, sable company marine) 9| HP 98/98 | AC 20/13/18, CMD 25 | F +11, R +10, W +10 | Init +2*, Perc. +14* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (20), blunt (20), cold iron (20), ghost salt (10) | Harrow Points: 3 |Status: N/A

I like it. Let's get you into the game asap.


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Kroft would be all too happy to enlist Agnar as another "independent asset", but it would not make sense to send him to Old Korvosa after she just sent a competent team.

However, there is another option. Agnar's reputation precedes him in some of the noble circles, and with the current precarious situation some are increasingly looking for private assistance in solving matters. One of those might be the Jalento family (perhaps they are friendly with the Bromathans, perhaps not), whose only son has gone missing in the beginning of the blood veil epidemic. The last they know of his whereabouts is that he was going to fencing class at the Orsini Academy in Old Korvosa - something he picked up after he almost got killed by a mob after the old king's death.

This would also help move us to the next clue in Orsini's whereabouts. :)


M Human Cleric 9 | HP 66/66 | AC 25 (T 12, FF 23, CMD 23) | F +9 R +6 W +11 | Mv 30' | Init +2 | Per +13 Spells 4/6/6/5/4/2 | Channel 5d6 2/3 | Challenge 7/7 | Weapon Master 6/9 | Rage 8/9 | Active: Vestment

Sounds great. Let's go with that.


Female Human Paladin (Chosen One) 6/Fighter (Mobile Fighter) 3 HP: 74/74 NL: 0 | AC: 25/14/22 CMD: 26/23| F: +10 R: +8 W: +8 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +12 | Smite: 2/2, LoH (3d6): 4/4 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 14
Talanaliel:
HP: 37/37| AC: 19/16/17 CMD: 12/10 SR: 12 | F: +6 R: +5 W: +10 | Init: +2, Per: +17 (Lowlight) | ToG: 1/1

Woo! That'll be a fun callback.


M Human Cleric 9 | HP 66/66 | AC 25 (T 12, FF 23, CMD 23) | F +9 R +6 W +11 | Mv 30' | Init +2 | Per +13 Spells 4/6/6/5/4/2 | Channel 5d6 2/3 | Challenge 7/7 | Weapon Master 6/9 | Rage 8/9 | Active: Vestment

Making a couple of slight changes to Agnar's gear if that is okay.

His greatsword will have the Holy Reliquary property, so he will not have a visible holy symbol.

To afford that, something has to go... Guess he will just have a +1 Cloak for now.


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In case it got missed in my formatting mistake, Amin Jalento gave you the address of Salvator Scream's house - it's on Wave Street, in the Narrows near the Old Dock.

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