GM Peachbottom's War for the Crown

Game Master Peachbottom

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Treasure
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Book 4 Maps

Hero Points:
Henrika: 1 | Icabhod: 2 | Trevor: 2 | Tychus: 2 | Xallis: 2


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LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 31/35| AC 22 (15 touch/17 FF | Fort +2, Ref +6, Will +-1 | Perception +5

I’m okay with Lir being in the somewhat front line. She has 17 AC and a respectable Con score, so secondary frontliner is fine with me. Plus, that means more time spent with Navia! wink

Apologies, most of my posts will be around this time in the evening. I work during the day, and am away from any PC during that time. Can post on phone sometimes, but usually wait until I’m home. Hope that’s okay!


Liraela wrote:
Apologies, most of my posts will be around this time in the evening. I work during the day, and am away from any PC during that time. Can post on phone sometimes, but usually wait until I’m home. Hope that’s okay!

That's not a problem.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

My post today will be delayed until later tonight.


F NG human mesmerist 10 | HP 93+17/93 | AC23* T12* FF22* | CMB+12 CMD24* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+15* SM+15 | hero 0 tricks 9/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions none

I’m getting on a plane, so I probably won’t be able to post until this evening.


Ok


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

Does the background colour of the rooms in the Google Docs represent the light levels of each room?


Yes. The white rooms are currently light. And the black rooms are currently dark.

I could also clarify in my posts which rooms are lit if that will be helpful.

Since you have your own light sources, the light in the rooms doesn't affect your searches. But which rooms are lit up does matter for something, but I cannot tell you more without spoilers. You'll have to discover the significance on your own.


Henrika and Tychus use longswords. Did either of you want to claim the masterwork longsword you found?


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

I'm mostly at range, but I certainly won't say no if no one else wants it.


F NG human mesmerist 10 | HP 93+17/93 | AC23* T12* FF22* | CMB+12 CMD24* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+15* SM+15 | hero 0 tricks 9/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions none

Henrika will claim it, as she’s primarily melee. :)


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

Out of curiosity, would the hand-mirror be roughly the same size as the coin-shaped slot?


No, the mirror is too big. You are looking for an actual coin.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

Sorry for asking so many questions. Would our Senate badges be of the same dimensions?


Nope. The badges also won't fit. But that's a good idea.

The object that goes in the slot is not anything you have found yet. You need to keep searching.


You all are making good progress.

But if you get to a point where you feel like you are stuck, let me know, and I can give a hint.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 31/35| AC 22 (15 touch/17 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Sorry, was struggling to understand what was going on map wise, but then I found the safe house map was in a second file not the main maps one.

Getting caught back up and then posting!


So out of curiosity, I was looking at everyone's skill lists and I noticed that the party has a complete lack of knowledge of the outdoors. Which makes sense for mostly being nobles in a big city. It'll be amusing once you leave the city for the first time.

No one has Handle Animal, K. Dungeoneering, K. Geography, or K. Nature.

Just an interesting observation.


Xallis wrote:
Yes, he would leaving them on. Easier for everyone that way.

Try them again now.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

Yea, I figured it wouldn't make much sense for me to have lots of nature related skills. I don't mind picking some up as we go to demonstrate his growth.


AC 19+4, T 13, FF 18+4 | CMB 6, CMD 17 | HP 82/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: mage armor, overland flight
Eidolon stats:
AC 27+8, T 13, FF 25+8 | CMB +10, CMD 22 |HP 75/76 | Fort +9, Ref +3, Will +5 | Init +2 | Perception +20, darkvision 30 ft | Conditions: mage armor, shield

Xallis is dipping into Handle Animal to give more options with his animao summons. In my decade of 1st edition Society play I could count the fingers of a retired tiger handler the number of times that Kn Geography was important for progression so it really feels like the "hope someone is playing a Bard" tier.

Dungeoneering seemed fun considering Navia's abberation undertones, but I still felt beholden to the must-haves. Even with your generous house rules. Also, I feel bad about investing finite, permenant skill points into something that I'm not sure I'll ever roll in a specific campaign.


Yeah, Knowledge (geography) is probably the least useful. Dungeoneering and Nature are useful for learning monster information.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 31/35| AC 22 (15 touch/17 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Liraela hasn’t spent much time outside of a town (basically only the trip to and from Vudra), and certainly doesn’t like it very much. Much more of a street, er, snake. I doubt she’ll spend many points at all on such frivolous skills as those relating to the wilds.


Human Investigator 10|HP 75/75|AC21T16FF18|F9R12W11|Per11 Insp8/8 Hero pt 1/3

Icabhod is also a homebody.


F NG human mesmerist 10 | HP 93+17/93 | AC23* T12* FF22* | CMB+12 CMD24* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+15* SM+15 | hero 0 tricks 9/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions none
GM Peachbottom wrote:
No one has Handle Animal, K. Dungeoneering, K. Geography, or K. Nature.

Does that mean someone has Survival? That's kind of outdoorsy. ;)

As a mesmerist, Henrika has bard-like class skills, but I figure in her case maxing social skills is more important than having a variety of knowledges.

According to the player guide, the most common enemies we are likely to face are "rival humanoids--especially humans", followed by "animals, magical beasts, and evil outsiders."


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Henrika wrote:
According to the player guide, the most common enemies we are likely to face are "rival humanoids--especially humans", followed by "animals, magical beasts, and evil outsiders."

That sounds about right.

On that subject, when you encounter monsters, which you will coming up, I'm going to include spoiler tags with DCs for knowledge rolls on the monster; typically in increments of 5. (ex. 5, 10, 15). If you have the appropriate knowledge skill, you can make one roll and read the spoilers up to as high as you roll exceeds. You don't have to make multiple rolls.

Also, if a monster has specific traits for its type, such as undead or construct traits. I plan to include that information for your reference as well. You don't need to make a separate roll for this either. Your one knowledge roll will cover it.

Lastly, if the DC is 10 or less, you can roll that knowledge untrained. If the DC is greater than 10, you cannot.

On a separate topic, when you take your turns in combat, when you move your character, can you draw an arrow showing the path that you moved? I'm not going to be able to remember where everyone was standing and I may need to know how you moved for the sake of attacks of opportunity or other effects.


With Christmas coming up, I don't have any expectations for posting this weekend or Monday. I'll be spending those days with my family too. People are welcome to post if they have time, but I'm expecting it to be slow until after Christmas is over.


If you fail to identify any magic items when you find them, you can take 20 to identify them when you rest.


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Merry Christmas!


Human Investigator 10|HP 75/75|AC21T16FF18|F9R12W11|Per11 Insp8/8 Hero pt 1/3

Artifacts for everyone!


Icabhod wrote:
Artifacts for everyone!

Truth be told, this campaign does introduce magic items called Relics, which are artifact-like items that grow in power as the campaign progresses. And there might just be one of them somewhere in this first dungeon.


I put a light source on Henrika and Tychus because I believe they currently both have one active. The hallway is otherwise darkness. The brighter yellow is normal light and the darker yellow is dim light.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.

But if it gets too distracting let me know, and I'll take them off and try something else.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 31/35| AC 22 (15 touch/17 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Apologies for the delay, holidays are busy. Hope everyone had a great Christmas!


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4

Apologies, finally back from the holidays.


AC 19+4, T 13, FF 18+4 | CMB 6, CMD 17 | HP 82/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: mage armor, overland flight
Eidolon stats:
AC 27+8, T 13, FF 25+8 | CMB +10, CMD 22 |HP 75/76 | Fort +9, Ref +3, Will +5 | Init +2 | Perception +20, darkvision 30 ft | Conditions: mage armor, shield
GM Peachbottom wrote:
I like how Navia attacks with her feet. =)

I like kicks :)


Does anyone have a preference if I show damage taken as:
1) -3 hp or
2) 16/19 hp?

Which is clearer/more helpful?


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 31/35| AC 22 (15 touch/17 FF | Fort +2, Ref +6, Will +-1 | Perception +5

I think 2 is more clear, the -X hp made me think someone had been downed for a second before I realized.

Unless you meant specifically for monsters, where -X hp would be better to just tally how much damage we had done to it so far. Wouldn't expect you to tell us how much health something has.


F NG human mesmerist 10 | HP 93+17/93 | AC23* T12* FF22* | CMB+12 CMD24* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+15* SM+15 | hero 0 tricks 9/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions none
GM Peachbottom wrote:
I'll assume Henrika wants to use Mesmeric Mirror again. If not, she can choose to save her use of the ability and take the damage. Let me know.

Alas for Henrika, implanting a mesmerist trick currently requires her to spend a standard action, so she can't activate it again until she takes the time to do it. I'll likely do it once combat is over, to prepare for the next one.

GM Peachbottom wrote:

Does anyone have a preference if I show damage taken as:

1) -3 hp or
2) 16/19 hp?

Which is clearer/more helpful?

I agree with Liraela that option #2 is clearer, because it looks like the person is at negative hp. If you're listing how much damage an opponent has taken, can I suggest leaving off the minus sign? Or something like "3 damage"?


Henrika wrote:
Alas for Henrika, implanting a mesmerist trick currently requires her to spend a standard action, so she can't activate it again until she takes the time to do it. I'll likely do it once combat is over, to prepare for the next one.

Ah. Ok. Mesmerist is a class I'm not that familiar with. I'll adjust that damage next time I post.

Oh, Henrika. I forgot to ask. Are you applying your stare?

Henrika wrote:
I agree with Liraela that option #2 is clearer, because it looks like the person is at negative hp. If you're listing how much damage an opponent has taken, can I suggest leaving off the minus sign? Or something like "3 damage"?

Ok.

And listing the damage on the enemies is more for me, as much as it is for you. I'm not tracking it anywhere else.


F NG human mesmerist 10 | HP 93+17/93 | AC23* T12* FF22* | CMB+12 CMD24* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+15* SM+15 | hero 0 tricks 9/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions none
GM Peachbottom wrote:

Ah. Ok. Mesmerist is a class I'm not that familiar with. I'll adjust that damage next time I post.

Oh, Henrika. I forgot to ask. Are you applying your stare?

I figure one of the more knowledgeable characters mentioned that these are undead, who are immune to mind-affecting abilities like hypnotic stare. But if she doesn't realize that's the case, I haven't been using her swift action, so she could attempt to mesmerize them if that sounds fun! :)

I'm trying to make clear everything I do so that you don't have to look up all the weird mesmerist rules until we get used to how they work. But please let me know if I do something confusing or incorrect!


AC 19+4, T 13, FF 18+4 | CMB 6, CMD 17 | HP 82/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: mage armor, overland flight
Eidolon stats:
AC 27+8, T 13, FF 25+8 | CMB +10, CMD 22 |HP 75/76 | Fort +9, Ref +3, Will +5 | Init +2 | Perception +20, darkvision 30 ft | Conditions: mage armor, shield
GM Peachbottom wrote:

Does anyone have a preference if I show damage taken as:

1) -3 hp or
2) 16/19 hp?

Which is clearer/more helpful?

I'm certainly a fan having a total for PCs and a negative "damage dealt" for monsters. Plus, it helps differentiate them at a glance.

Also, don't forget that Navia is still technically missing 2 HP from the very first encounter, since eidolons don't naturally heal.


Henrika wrote:
I figure one of the more knowledgeable characters mentioned that these are undead, who are immune to mind-affecting abilities like hypnotic stare. But if she doesn't realize that's the case, I haven't been using her swift action, so she could attempt to mesmerize them if that sounds fun! :)

Nope. You're right. They are immune to mind-affecting. Never mind.

Xallis wrote:
Also, don't forget that Navia is still technically missing 2 HP from the very first encounter, since eidolons don't naturally heal.

Oh. I'll correct that too. Thanks.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4
GM Peachbottom wrote:
(It doesn’t look like anyone has read magic memorized, so you’ll have to identify the scrolls.)

I have Read Magic prepared.


Tychus wrote:
I have Read Magic prepared.

Works for me. I must have missed it. No Spellcraft roll needed for scrolls if you use read magic.

The other (3) scrolls are:
Breath of Life
Invisibility
Summon Monster II

They are on your treasure sheet.


Ok, relics.

This campaign introduces a type of magic item they call Relics.

I've added a new link for Relics here.

Relics are magic items that grow in power the more they are used in the pursuit of a specific cause. Each relic was once a typical magic item that played a central role in a massively important event, increasing dramatically in potency as it drew power from its shaping of fate.

In addition to the items initial powers, at certain points in the adventure, the campaign instructs that the relics gain "triumphs". Typically, after achieving a great victory. Each time a relic gains a triumph, it grows in power.

For example, Dignity's Barb. It is initially a masterwork darkwood light crossbow that reduces any miss chance from concealment by 5%.

After it gains its first triumph, it becomes a +1 darkwood light crossbow and reduces miss chances from concealment by 10%. In addition, once per day when the weapon threatens a critical hit, the wielder can roll twice to confirm the critical and take the better result.

And each triumph afterwards, it continues to get stronger.

There are eight relics throughout the campaign, so each of you should be able to get at least one. In addition, since these items are meant to be used, I'll allow slight modifications to fit your characters' preferences. For example, since Tychus is a crossbow specialist, it makes sense for Dignity's Barb to go to him. But if his preference is a repeating crossbow, I'll allow Tychus to modify the light crossbow into a repeating crossbow when he gets a chance to do so; not in the middle of the dungeon, but in town, you could have a crafter assist with it.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +10 | Perception +21 | Grit: 4/4
GM Peachbottom wrote:

Ok, relics.

This campaign introduces a type of magic item they call Relics.

I've added a new link for Relics here.

Relics are magic items that grow in power the more they are used in the pursuit of a specific cause. Each relic was once a typical magic item that played a central role in a massively important event, increasing dramatically in potency as it drew power from its shaping of fate.

In addition to the items initial powers, at certain points in the adventure, the campaign instructs that the relics gain "triumphs". Typically, after achieving a great victory. Each time a relic gains a triumph, it grows in power.

For example, Dignity's Barb. It is initially a masterwork darkwood light crossbow that reduces any miss chance from concealment by 5%.

After it gains its first triumph, it becomes a +1 darkwood light crossbow and reduces miss chances from concealment by 10%. In addition, once per day when the weapon threatens a critical hit, the wielder can roll twice to confirm the critical and take the better result.

And each triumph afterwards, it continues to get stronger.

That's really cool!

GM Peachbottom wrote:
There are eight relics throughout the campaign, so each of you should be able to get at least one. In addition, since these items are meant to be used, I'll allow slight modifications to fit your characters' preferences. For example, since Tychus is a crossbow specialist, it makes sense for Dignity's Barb to go to him. But if his preference is a repeating crossbow, I'll allow Tychus to modify the light crossbow into a repeating crossbow when he gets a chance to do so; not in the middle of the dungeon, but in town, you could have a crafter assist with it.

<3


AC 19+4, T 13, FF 18+4 | CMB 6, CMD 17 | HP 82/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: mage armor, overland flight
Eidolon stats:
AC 27+8, T 13, FF 25+8 | CMB +10, CMD 22 |HP 75/76 | Fort +9, Ref +3, Will +5 | Init +2 | Perception +20, darkvision 30 ft | Conditions: mage armor, shield

Sorry about the slow posting lately. A combination of a cold I hope it's just a cold and a busy work schedule has saped my energy.

I'll try to get back in the saddle tonight.

GM Peachbottom wrote:

Ok, relics.

This campaign introduces a type of magic item they call Relics.

I've added a new link for Relics here.

Relics are magic items that grow in power the more they are used in the pursuit of a specific cause. Each relic was once a typical magic item that played a central role in a massively important event, increasing dramatically in potency as it drew power from its shaping of fate.

Oh cool, everybody gets to be a Black Blade Magus kind of.


Happy New Year!


Human Investigator 10|HP 75/75|AC21T16FF18|F9R12W11|Per11 Insp8/8 Hero pt 1/3

The maps load very slow on my pc due to slow connection.


Icabhod wrote:
The maps load very slow on my pc due to slow connection.

Is there anything I can do to help with that?

Henrika wrote:
Knowledge (nobility), heightened awareness:

Is this the same casting of Heightened Awareness from when you were searching in the escape room? Or is this a new casting? I like to try to keep track of active spells. At 2nd level, the spell lasts 20 minutes. I'm going to approximate, between fighting and searching, etc. each room probably takes around 5 minutes to go through. If it's your first casting, its about expired now. I'll let it last until the end of the room.


F NG human mesmerist 10 | HP 93+17/93 | AC23* T12* FF22* | CMB+12 CMD24* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+15* SM+15 | hero 0 tricks 9/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions none
GM Peachbottom wrote:
Henrika wrote:
Knowledge (nobility), heightened awareness:
If it's your first casting, its about expired now. I'll let it last until the end of the room.

Sounds good! I've been deducting minutes from my status bar, but I didn't know how many had passed.

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