GM Harrow’s Curse of the Crimson Throne - AE

Game Master GM Harrow

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Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

This occurred to me much later: in case Audria takes the imp into negatives and Shrike's attack actually does hit because it is unconscious/prone, this is her guisarme damage dice.

Damage, guisarme, hidden strike: 2d4 + 3 + 1d8 ⇒ (1, 4) + 3 + (2) = 10 and an additional +1 for Inspire Courage.


Ephemeral GameMaster

Sorry for missing yesterday. I will have more today. Possibly a lot more, if I get my way.


Ephemeral GameMaster

Apparently, I was too hopeful. Work has been non-stop today.


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Ephemeral GameMaster

Important read first:
I feel the time has come to receive your feedback on how I am doing as a GM so far. I do like how things seems to be going, and I would hope I'm meeting your expectations. If most of you do think so, I will formally request the reins to this campaign so I have control over the tabs and such. I understand if you have things you do not want to say in public; my DM are always open for your feedback as to my style and presentation and any grievances you may have.

Regarding Streethole:

Feel free to roleplay the scene and incorporate the NPCs responses as you wish. I'll interject if anything's too out there or your NPC interaction requires GM adjudication. The party will likely want to do a triage of their wounds and how to safely remove them and get them back to the temple or any other final destination. Make any appropriate rolls as you feel are needed and let the results inform your roleplay.

If anyone wishes to return to an alternate location (Shrike, Pippip & Donal in particular) feel free to describe how you do it and any complications you run into along the way short of a combat encounter. Everyone else returning the Temple of Shelyn, go ahead and roleplay it out assuming any further encounters with rioters, guards questioning your presence, or other wandering monsters/bandits are near misses or you found a way to avoid actual confrontation.

Edit: These do not need to be super giant posts. Smaller posts to give others a chance to respond to your actions, please.

I plan to introduce a bonus Harrow point system not present in the actual AP where I reward roleplay. I like to encourage players to interact and build a story together if that's not too onerous for all of you. :)

I'm also considering using the Harrow deck as a more active component, but I haven't worked all of it out yet as I would want to prevent it from becoming too powerful or a constant crutch. More details to come.


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

Amazing job so far. Took my lost boy plot hook and ran with it. I may try to work other hooks into the game, and encourage others to do so.

The party is amazingly diverse and has had some memorable friction with their varying views on violence and morality.

Pip was thinking the temple of Shelyn would be good spot to get the boy to, and returning him to his family would be something the temple could do.

And the imp encounter was very realistic. Imps were very hard as they should be, but they weren't played to fight till the last man and left when it was obvious they could be hurt.


Ephemeral GameMaster

Your hook was relatively important to turn over quickly since your PC is new and doesn't have quite the same motivations others would have. As I mentioned prior we're going to have another little mini-Harrowing from Zellara which will include Pippip Ooray, so he can be Harrowed as well.


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

Pip has met in the past with members of the Bellflower Society, and has taken to wearing a bracelet that is currently empty, but will hold a bead for every slave he manages to free.

Pip is very anti-slavery, so I added the above to his background. He feels freeing child slaves is even better than freeing halfling slaves.


Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

I think you've done a marvelous job. You've certainly breathed life back into this game, and it's been fun so far.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

I agree — I've been very much enjoying your posts, GM Pinvendor. I especially like the effort you put toward description and toward giving even briefly seen NPCs/antagonists personality and dialogue. I hope we can continue settling into our groove as a group, and I would be very happy to have you as our official GM.


Inactive

You've done a fantastic job. You've been creative, communicative, and flexible; all excellent qualities for a GM.


Ephemeral GameMaster

I appreciate the kind words. While this probably seems like an attempt to fish for compliments, I truly wanted to know if you enjoyed my style as it may not be for every gamer type. No need to subject you to the massive amount of exposition of which I am capable if it wasn't the right fit.

I've sent the email off to Paizo staff, so don't be surprised if the campaign name and thread titles suddenly look different in your Focus feeds.

I have some time off from work coming up celebrating my wedding anniversary early next week along with the Easter holiday this weekend, so if my posts are a bit sparse it will mostly be due to that. My wife can be jealous of my attention when I'm at home, both a blessing and a curse, but I will look for moments to sneak a line or two. Don't be afraid to ask questions or engage in brief discussions with NPCs requiring my attention. I request brief only as I may not be able to devote as much time as necessary if you hit the priest with, say, an involved question about religious rituals.

So in the meantime, you have homework: It's time for Level 2!

Please continue to roleplay as much as you'd like with each other and how you get the injured Lambs safely back to the Temple. My next big post will be advancing us to the next day, so you have the (game time) afternoon and night to accomplish any short side goals mentioned via PM or in threads if you wish.

I will also begin with my Eye of the Raven posts to start adding even more flavor and 'state of the city' awareness, so look forward to that.


Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

Oh I will. I'm in a game where the GM does vignettes of other things going on in the world related to our party, as well as adding in some extra flavor. It's a lot of fun and something that I would love to master myself.


Ephemeral GameMaster

Allow me to clarify what I offering and expect from you during this 'downtime' segment. I've found PbPs can slow down a lot if posts require a lot of GM interaction/interference and as a way to prevent GM burnout, I offer some player autonomy when it comes to adjudicating NPC responses.

Generally, I allow you to choose how day-to-day interactions go especially if it's an NPC of your own creation...unless you've specifically asked me to be their voice leaving it to me to define their personality.

Write your posts as if your characters are exactly what they are: fully, functional (young) adults who survived all this time without the need of a GM to determine every aspect of their life. My role as GM is strictly to manage the "adventurous" aspects. Once a character draws the attention of Fate and the gods, that's when you'll need my attention for those interactions.

Hopefully that makes sense and also allows you to stretch your creative wings a bit. Don't be afraid to ask questions regarding what I will allow or if something is too far beyond the normalcy of the scenario. Don't feel constrained to assume some responses from specific NPCs and incorporate them into your posts. I have faith all of you understand when you're reaching the line. If it feels like it might be powergaming, it is. :P


Female

Sorry, this week has been very busy with work! I am also quite happy to have you and think you are doing a lovely job :D

I will be leveling up soon!


Ephemeral GameMaster

I decided on a format change for the Eye of the Raven posts. Going to tie them into the Harrowings that happened/will be happening. Should make the Choosings and Spreads much more significant as we proceed.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

Uh oh, looks like we've made an enemy. :) Hope you have a great holiday and anniversary, GM.

I will try to level and get up a post tomorrow regarding more Shrike activities for the rest of the day.

Before moving to posts like that, though, I would like to know from other players, whether in discussion or in gameplay, whether we're doing any further activities as a group on this day, after (presumably, unless something happens) taking these five children back to the Temple of Shelyn. I don't want to skip ahead to Shrike taking off on her own if we think we have some activities and RP left in the tank for this day; but I know the spellcasters have used up most of their spells, which could affect the decision to go places in the city right now.

Happy to continue any RP conversations that get started on this day in spoilers, as well.


Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

Audria would like to try finding the other kids, I think there's still close to a dozen that are still unaccounted for, but I also think that she needs to process what's happened over the past couple of days.

I'm fine either way, so if someone wants to go about the city, she'd be up to helping out however she can.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

Done leveling Shrike in profile and status line. Two questions that came up during the level:

1) How is HP handled? I'm used to taking the average rounded up (so, 4 on a d6, 5 on a d8, etc.) but if you would prefer for us to roll or use some other method, just let me know and I will make the change.

2) On character creation I took Deft Dodger (flat +1 to Reflex saves) as a second trait for Shrike in exchange for the drawback we were allowed (Empty Mask). This is mechanically good, but it flavorfully conflicts somewhat with her Mismatched half-elf alternate racial trait. Having had more time to think about it now, I'd rather have taken the Armor Expert trait (-1 to armor check penalties), which would have more justification for her. She's never made a Reflex save in-game; would you be okay with me swapping in or retraining Armor Expert for Deft Dodger?

Shrike changes, level 2:
HP +7 (now 17: 5 from half 1d8 round up, 1 Con, 1 favored class)
BAB +1 (now +1)
Will Save +1 (now +3)
Fort Save +0
Ref Save +1 (now +3)
CMB +1 (now +3)
CMD +1 (now 17)
Initiative +0

+1 Vigilante Talent (choosing Elven Weapon Command)

+1 Feat (Weapon Focus: elven branch spear, from Elven Weapon Command)

Skill Upgrades: 8 (6 class, 0 Int, 2 background)
+1 Climb (now +6: 1 rank, 3 class skill, 2 ability score)
+1 Escape Artist (now +8: 1 rank, 3 CS, 4 AS)
+1 Intimidate (now +6: 2 rank, 3 CS, 1 AS)
+2 Knowledge (Local) (now +5: 2 rank, 3 CS, 0 AS)
+1 Sense Motive (now +4: 1 rank, 3 CS, 0 AS)
+1 Stealth (now +9: 2 rank, 3 CS, 4 AS)
+1 Survival (now +4: 1 rank, 3 CS, 0 AS)


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CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

Slang dictionary for purposes of this last post:

Bruiser One fond of fighting; a rowdy, tough, or bully.
Grub Food.
Flappers Ears; in other contexts, hands.
Rum Good, fine, handsome, excellent; in other contexts, different, bad, questionable, odd.
Kinchin mort A little girl, especially an orphan beggar or trained thief.
Swell ken A genteel house or building.
Mug-cheat Mask.
Robin Korvosan Guard; from robin redbreast, for their red insignia.
Beaksman Sable Company hippogriff rider.
Nabbing-culls Law enforcement officers (general.)
Queers me Puzzles me.
Lay Someone's pursuit, scheme, device, job, line of work.
Stubble it Hold one's tongue.
Squeakers Imps.
Downy bird Shrewd person, clever rogue.
Up to the time of day In the know, wary, experienced.


Female

Abella is all leveled! She picked up Evil Eye Hex and some more skills mostly. Evil Eye needs Chant to be at full utility so gotta wait for that, but it’s still a good one to have!


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

Shared over sharted was intended, unless I had bathroom humor on the brain. Sharted should be in that dictionary :-)

Naive spoiled rich boy hobbit and the streetwise vigilante, funny contrast.


Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

Updated to level 2 Full sheet below.

Audria and Talanaliel:

Audria
Female human (Varisian) paladin (chosen one) 2 (Pathfinder Player Companion: Familiar Folio 6, Ultimate Wilderness 210)
LG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 20 (2d10+4)
Fort +4, Ref +3, Will +3
Defensive Abilities share will
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
. . gauntlet (from armor) +5 (1d3+3) or
. . gladius +5 (1d6+3/19-20) or
. . longsword +5 (1d8+3/19-20) or
. . quarterstaff +5 (1d6+4) or
. . unarmed strike +5 (1d3+3 nonlethal)
Ranged composite longbow +4 (1d8+3/×3) or
. . shortbow +4 (1d6/×3)
Special Attacks smite evil 1/day (+1 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 11, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Acrobatic, Alertness, Combat Expertise, Deadly Aim, Power Attack
Traits bandit (river kingdoms), intense artist, tortured
Skills Acrobatics +0 (-4 to jump), Craft (painting) +6, Diplomacy +8, Fly -1, Perception +4, Perform (dance) +6, Perform (sing) +6, Profession (cook) +4, Sense Motive +6, Stealth +3
Languages Celestial, Common, Varisian
SQ doubt, finesse weapon attack attribute, lay on hands 2/day (1d6), lay on paws
Other Gear chainmail, studded leather, arrows (20), composite longbow (+3 Str), dagger, gladius[UC], longsword, quarterstaff, shortbow, artisan's outfit (2), backpack, bedroll, belt pouch, blanket[APG], colored ink, cutting board, wooden (2 lb), explorer's outfit, ink, inkpen, journal[UE], knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], painting tools, pot, seasonings, local (0.5 lb), silver holy symbol of Shelyn, skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tripod, iron (3 lb), waterskin (3), 1 gp, 1 sp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Lay on Hands (1d6 hit points, 2/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +1 to hit, +2 to damage, +1 deflection bonus to AC when used.

--------------------

Talanaliel (Tallyfeather) CR –
Female thrush (Pathfinder RPG Ultimate Magic)
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 10 (1d8-2)
Fort +1, Ref +4, Will +5
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Skill Focus (Perception)
[b]Skills
Acrobatics +6 (-2 to jump), Diplomacy -1, Fly +12, Perception +10, Sense Motive +6, Stealth +19
Languages Common
SQ empathic link, finesse weapon attack attribute, share will
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

How do we want to handle appraising, identifying and selling loot? There are still lots of items from the Fishery besides the brooch, like Lamm's dagger, the coded Varisian ledger, the key dagger, the darkwood coffer, the silversheen, the oil of keen edge, and the wand of magic missile, whose value and/or purpose we don't officially know. If something is a common item from a sourcebook, like a masterwork weapon or potion of cure light wounds, do we just know the value of that? I feel it drags down the game to put every single Appraise or Spellcraft check in gameplay, but that's just me. We need a ruling, anyway.

Also, if anyone wants to claim something (for instance, would Lina like the magic missile wand? It seems perfect for her), please just say so here or in gameplay and mark it for yourself in the loot sheet.


Skills:
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);

I have leveled up. The only real thing of note is that I now can move at full speed while using Stealth and avoid any penalty.


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

Pip is leveled. Added hideous laughter to debuff enemies.

Level 3 is the big one, dex to damage feat. For general info, while Pip is doing bardic inspiration, anyone can stop the bardic inspiration to reroll a failed save with my reaction spell saving finale (if I have the spell slot). Could be useful later.


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

I would suggest moving the acid splash wand to Garrett who can use it for sneak attack damage as Lina already has it as a cantrip. Sometimes the touch roll is much easier.


Inactive

I agree. I could make use of the magic missile wand, and some gold, but otherwise I'm fine, and levelled.


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

Well a wand of CLW for healing and some weapon blanches may be good to add to the shopping list.


Skills:
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);

Garrett would be happy to run around with an acid splash wand. Flat footed touch tends to be pretty easy.

Do we know what the deck of cards does since we were told she was going to aid us?


Ephemeral GameMaster

Hi, everyone. Vacation time ended up being pretty full. I see there are some procedural questions. I will try and get some answers for you soon. Look forward to some more story advancement.


Ephemeral GameMaster
Lania 'Shrike' Fordyce wrote:
How do we want to handle appraising, identifying and selling loot? There are still lots of items from the Fishery besides the brooch, like Lamm's dagger, the coded Varisian ledger, the key dagger, the darkwood coffer, the silversheen, the oil of keen edge, and the wand of magic missile, whose value and/or purpose we don't officially know. If something is a common item from a sourcebook, like a masterwork weapon or potion of cure light wounds, do we just know the value of that? I feel it drags down the game to put every single Appraise or Spellcraft check in gameplay, but that's just me. We need a ruling, anyway.

Let me go find the posts where the previous GM included these, so I can better understand where we are at.


Ephemeral GameMaster
Lania 'Shrike' Fordyce wrote:

Done leveling Shrike in profile and status line. Two questions that came up during the level:

1) How is HP handled? I'm used to taking the average rounded up (so, 4 on a d6, 5 on a d8, etc.) but if you would prefer for us to roll or use some other method, just let me know and I will make the change.

2) On character creation I took Deft Dodger (flat +1 to Reflex saves) as a second trait for Shrike in exchange for the drawback we were allowed (Empty Mask). This is mechanically good, but it flavorfully conflicts somewhat with her Mismatched half-elf alternate racial trait. Having had more time to think about it now, I'd rather have taken the Armor Expert trait (-1 to armor check penalties), which would have more justification for her. She's never made a Reflex save in-game; would you be okay with me swapping in or retraining Armor Expert for Deft Dodger?

1) Max HP on level. I apologize for not mentioning that. I figured you would just read my mind.

2) Go ahead and swap it out


Ephemeral GameMaster

I found most of it I think.

There is the matter of the ledger which requires Linguistics (Varisian) DC 15 and a few hours of deciphering.

Chest Items:

The treasures include a narrow teak cigar case inlaid with tiny bits of jade (worth 25 gp,) a 2-pound gold ingot bearing the Cheliax coat of arms (worth 100 gp), a miniature gold crown (worth 350 gp), a fist-sized scrimshaw carving of a kraken with garnets for eyes (worth 200 gp), a silver ring bearing the inscription “For Emmah—the light in my nights” (worth 150 gp), a highly realistic and highly scandalous ivory figurine of two entwined succubi (worth 450 gp), a masterwork shuriken, an adamantine arrowhead, a masterwork dagger with a strange blade shaped almost like a key bearing the inscription: “For an inspiration of a father” (worth 750 gp), an abalone-shell holy symbol of Shelyn (worth 300 gp), a glass tube containing a dose of oil of keen edge, an obsidian wand of magic missile (23 charges), a crystalline vial (itself worth 50 gp) containing a dose of silversheen, and a bejeweled brooch with a broken clasp.

Given the format, I assume the GM was giving you the values instead of making you appraise everything. So let's go with that the party has notions these are the approximate values.

Items of alchemical and/or magical properties will need successful identification rolls. I believe this includes the oil of keen edge, silversheen, & wand of MM if they haven't already occurred and I overlooked them.

Regarding another in game question I think GM Elfriede overlooked, the key-shaped dagger may have more story to tell. Knowledge (History) or (Local) DC 20 gets you the information.

Did I miss anything?

Edit: I certainly did. The darkwood coffer is valued around 100G and contains 20 doses of the shiver drug. Any of you running the Drug Addict trait? Temptation looms...


Ephemeral GameMaster

I don't see any PMs, so I'm assuming no one had any nighttime activities they wanted to engage. I've seen most people confirm they're leveled to 2 now, but if for any reason you haven't finished, please do so. I will begin checking maths and choices for validity. You'll only hear from me if anything was forgotten or misapplied. Got to keep you players honest. :P

I'm also going to start working on the "That Evening" & "Next Day" posta, so be on the lookout for that soon. I may have some more Harrowed Fate posts coming as well. If any of you have anything you'd like to see or requests for directions to take the Harrow Hand you've been dealt, feel free to drop me a PM to discuss.

@Garrett: I'm still working on the mechanic I'd like to use for Zellara's Harrow Deck. I'll have more on that shortly.


Halfling Bard (Arcane Duelist) 3; 24/24hp; Init +3; AC 17, Touch 14, FF 14; Fort +3, Ref +7, Will +6; +2 fear; Perception +7

keen oil/silversheen spellcraft detect magic: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (7) + 5 = 12

Pip hit the MM wand and missed the rest. The sorceror and I can try once per day I think.

Keeping the brooch and the magic items seems the rest can be sold for 2375gp - 750gp for a CLW wand is 1625gp. Pip is a late comer, so I would think you guys can divide it up and leave him out for now. Pip or the paladin can use the wand unless we want to buy two for some redundancy and double healing in combat emergencies.


Ephemeral GameMaster
Pippip Ooray wrote:
"This is priceless! We could sell this for 2000 gold..."

Lol, I love it.


Ephemeral GameMaster

Ah, yes. Lamm's dagger. I forgot that was also in the mix.

Unless you're metagaming, there's nothing else to say.

So as far as that is concerned: Shrike has a dagger.


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Ephemeral GameMaster

Oh-ho-ho, just saw the next 2E Adventure Path module is all about the Harrow Deck.

I might be have to pick that up just for inspirational purposes.

Looks like the new version of the Harrow Deck is going to be pretty swanky.


Skills:
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);

They made a large number of 1e classes that focus on the Harrow Deck. Someone seems to like the idea.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

Welcome back, GM, and thanks for those answers to the questions. Max HP at every level is generous. I also PMed you. Sorry I wasn't around today, will try to get a post up in gameplay tomorrow.


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Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

Hey all, sorry for being gone the past two days. I had to watch my mom's and sister's doggies Thursday night and didn't get any sleep at all that night. I was just drained Friday.

Edit: Audria's character sheet has been updated so her HP should be correct now. I've also fixed the status bar stuff.


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Ephemeral GameMaster

No worries. I’m the one who should apologize for being so MIA. But! I have good news.

I managed to work it out to acquire a working home computer, so you will no longer be at the mercy of my working hours as my main time to post. I am hoping to be much more regular now on the boards for this and my other two games (as a player).

Again my apologies for being so absent recently. The vacation time was mostly internet free, so not very posting friendly.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

Congrats, GM! That's great.

Re: Lamm's dagger, if it looks and feels like an ordinary dagger (not masterwork or anything) and did not ping on detect magic when the spellcasters detected magic on the Fishery items and used Spellcraft to identify some of the other items' properties, as we know they must have for us to have the information we have, then yes, to us it is an ordinary dagger. Are those things true though?


Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

Glad to hear the computer troubles are almost resolved.


Ephemeral GameMaster

I apologize again as I had some unexpected medical activity yesterday requiring me to take a family member to the hospital. Nothing too serious after evaluation, but still several hours of stress and exhaustion.

Today will be a heavy day at work, but I plan to have something up at least later this afternoon or evening.


Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

Don't push yourself too hard. I don't think any of us would fault you for taking a day to recover from that.


CG F Half-Elf Vigilante (Double Scion) 6 | HP 47/47 | AC 18 (T 14 FF 14) | CMD 19 | Fort +5 (+10 v. disease) Ref +9 Will +8 (+10 v. enchantment, +9 v. compulsions) | Init +10 | Perc. +9/+11 (dim light or darkness) | Conditions: - | Daredevil Boots 7/10 rounds | Harrow Points: 8

Same. That sounds exhausting, GM. Glad your family member isn't in serious condition.


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Ephemeral GameMaster

POW!

Hope it was everything for which you've been waiting . :D


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Female Human Paladin (Chosen One) 3/Fighter (Mobile Fighter) 3 HP: 53/53 NL: 0 | AC: 20/14/17 CMD: 22/19| F: +7 R: +6 W: +4 (+1 vs. paralysis, slow, or entangle) | Init: +3, Per: +8 | Smite: 0/1, LoH (1d6): 2/2 Arrows: 19 Holy Water: 2 Holy Weapon Balm: 2, Harrow Points: 8
Talanaliel:
HP: 26/26| AC: 18/16/16 CMD: 9/7 SR: 10| F: +4 R: +4 W: +8 | Init: +2, Per: +14 (Lowlight) | ToG: 1/1

It has been, and I hope you're ready for some potential shenanigans.

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