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26 posts (1,120 including aliases). No reviews. No lists. No wishlists. 6 aliases.

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Rolling Spellcraft for Emma, since she's on mobile.

Vial: 1d20 + 9 ⇒ (16) + 9 = 25
Spoon: 1d20 + 9 ⇒ (20) + 9 = 29
Bar: 1d20 + 9 ⇒ (19) + 9 = 28
Wand: 1d20 + 9 ⇒ (3) + 9 = 12
Robe: 1d20 + 9 ⇒ (5) + 9 = 14
Ring: 1d20 + 9 ⇒ (15) + 9 = 24

Emma recognizes most of the magical items you've found. The vial contains three doses of Dust of Disappearance, the spoon is a Sustaining Spoon, the bar is aTraveler’s Any-Tool, and Vreeg was wearing a Ring of Protection +1.

She is unable to determine the function of the robe and wand.

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Hey everyone, hope you had a great holiday! Just to get everyone up to speed as we trickle back here (probably several pounds heavier), one necrophidius is dead, Emma and Makall are still dazed, and Searok just went, so it's Shaeda's turn. And if it gets back to Searok before New Years, I'll be botting him.

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"Sorry Bob, but it looks like you don't have enough XP to get that promotion yet, and you're only getting 2d6 vacation days this year. But we're upgrading your stapler to +3!"

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"I know Korvosa. If you live in this city, I'll find you."

With that Blackjack is gone.

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The street toughs look like they just discovered a wolf in Grandma's bed. With Grandma. They back away, stammering apologies.

"...So sorry to have...not our intent..."

"...Think I have an appointment I'm late for..."

"...Go about your busn-I mean your transactio-I mean have fun."

They turn tail and flee. As they retreat, you can hear a snippet of their conversation. "All three?" "Guess it's true what they say about dwarfs." "What do they say about dwarfs?"

After they're gone, Trinia can't help but let out an amused snort, which cracks her sour mood for the briefest of seconds.

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"Sounds like I missed quite a story. Promise never to tell it to me."

Field Marshal Kroft tries to take a sip of her coffee, then holds the mug upside down and shakes it for a second before tossing it in the trash.

"Here's the situation. The murderer of King Eodred has been named as one Trinia Sabor, an artist who visited Castle Korvosa several times to paint a portrait of the king not a month before his death. A castle guard has confessed that on her final visit he witnessed Trinia slip a powder into the king's tea, but kept quiet due to his attraction to the artist. I and a few other senior officers were present when the guard repeated this confession. We were promised that we would be allowed to question him ourselves at a later date. He allegedly leaped from a tower that night."

"Queen Ileosa could have quietly had this Trinia Sabor arrested at any time, yet the way in which she revealed the information to the city seems likely to cause more unrest. With the city the way it is, the girl doesn’t stand a chance of a fair trial. They’ll lynch her the moment they catch her. Even if she did kill the king, mob justice isn’t the way. Worse, if she’s innocent, the real killer—if indeed the king was murdered at all in the first place—can use this distraction to throw us off the trail forever."

"Before Trinia is captured and executed, I need to be absolutely sure she’s guilty. And that means we need to catch her before someone else does. I’ve managed to determine her last known address—a flat in Midland at 42 Moon Street—but soon, so will the rest of the Guard, and the mob itself, for that matter. These rumors have riled up the locals something fierce, and there’s even bands of Hellknights of the Order of the Nail patrolling the streets looking for her. On top of all this, word is that Queen Ileosa’s not satisfied with what the Korvosan Guard’s been doing to address the situation, and that she’s preparing to disband the Sable Company and reveal a newly founded order of specialized guards to help bring order to the city. For now, I’ve still got a fair number of Korvosan Guards who are loyal to me, but the problem is that I’ve got them at work keeping things from getting any worse—and if I were to send them into Midland, they’d trigger a riot."

"I’m sure you can see where this is going. I need you to get into Midland, find Trinia, and bring her back to me so we can deliver her, safe and sound, to somewhere she can be interrogated—preferably with magic, so we can be absolutely sure about her role in Eodred II’s death. Get in there, catch her, and get out without letting the mob or the Hellknights or the queen’s guards get their hands on her. I’ll have loyal agents and officers nearby to take her into custody. If you can get her to one of them, we’ll be in the clear. Any questions?"

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Again with Emma's diplomacy rolls sending people directly to Helpful. At this rate she could restore peace to Korvosa by walking up to an angry mob and saying if they quit it she'll be their best friend.

Helvara isn't used to being addressed so politely, seeing as most of the women she converses with on a daily basis tend to be rather...worldly in their outlook, and who pick up a lot of slang from sailors. She gives Emma a sweet smile.

"I'm certain that can be arranged. Does that deadbeat owe you money too? I swear, if anyone owes him a copper he'll be their shadow until he has it, but when he owes you something he'll vanish from the mortal realm entirely."

"Hmmm, perhaps I should have brought a dwarf with a warhammer to our last negotiation. I brought a ledger, and he suddenly turned illiterate."

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You can use it if you want. I'm sure the bouncers keep an eye out for magic use in the games, but this would not be a very common or easily recognized ability, and Spellcraft wouldn't help them spot it as it is not technically a spell.

And I suppose we would treat it as a combat, even though there are other goals. Roll for initiative, CMB if you want to try to shove them off the table, etc.

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Yeah, I figured at least a few people would have trouble posting for the next few days. No worries, enjoy the holiday.

I myself finally finished a work project that was eating up far too many of my nights and weekends, and passed a certification exam that's been hanging over my head for months. Looking forward to some well-deserved merriment. :)

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"Vencarlo here is an old friend. He's been a rather outspoken critic of the government at times, but I know I can trust him to give good advice, and he's excellent at keeping his ear to the ground and understanding the temperament of the populace. Things seem on the surface to have calmed down, but the city is still a powder keg, and he may have just found a spark."

Vencarlo now addresses the group. "The problem is a man named Darvayne Gios Amprei, an ambassador from Cheliax whose disdain for Korvosa is well documented, though he’s taken great pleasure in what our city has to offer. Even before this recent unrest, this man was ready to recommend to his government a sanction on trade, or perhaps even an embargo. I've discovered through my own sources that Ambassador Amprei’s actual goals are to undermine Korvosa’s economy to the point where he can buy up large portions of the city from desperate landholders. He plans to establish himself in a position of power here before advising the end of the sanctions with his allies in Cheliax."

Cressida: "We can’t let his bias or personal plans hurt Korvosa. Yet neither can we take drastic action—not only would killing him be wrong, but it’d simply martyr him in Cheliax’s eyes. Fortunately, the ambassador has his foibles. Vencarlo has learned that Ambassador Amprei has been making fairly regular visits to a place in Old Korvosa called Eel’s End. This den of vice is run by a dangerous man named Devargo Barvasi, better known in Korvosa’s alleys as the King of Spiders. I’d love to put Devargo out of business, but he pays his vice taxes regularly and never causes any problems—in fact, since he keeps his business constrained entirely within the five ships moored at Eel’s End, he’s actually one of the least of my worries. Truth be told, I can’t decide whether Devargo is a stirge or a kraken. He seems like a bloodsucking pest most days, but sometimes I fear just how far his tentacles have wormed their way into our great city. In this case though, his insidious web stretching across Korvosa’s underworld might be to our advantage."

"Devargo would never let someone he recognizes as an agent of the Guard into Eel’s End, but your group’s a different case. I’d like you to pay a visit to Eel’s End and secure an audience with Devargo. Find out what he knows about Amprei, get proof of any illicit goings-on the ambassador might be involved with, and bring that proof to me. I can use it to undermine any forthcoming attempts by him to get Cheliax to cut us off. We're on a time crunch; Like most with any sort of wealth and power, Amprei has spent the last couple of days laying low to avoid the angry mob. Now that things are getting quiet, you can bet he'll be reporting back to Cheliax, and that recent developments in Korvosa won't look good. Devargo might not be willing to part with his information easily. I’ll supply you with some gold to bribe him, and whatever’s left over you can keep for yourself. Remember: Devargo is dangerous, but so are you—if things get violent, I wouldn’t mourn his passing."

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"I could do with a stiff one myself," says Cressida, "but I'm afraid there's no time. Something's come up that needs immediate attention, and since you managed to bring in Verik and his squad without unnecessary bloodshed, I can think of no one better to handle it. I realize this is very short notice. If anyone is in need of recovery I can provide access to our limited magic, but we need to act soon."

Level up time! Everyone hits level 3. If there are any questions about build rules, please let me know.

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Congratulations on getting through it. I get terrible stage fright too.

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Sense Motive: 1d20 ⇒ 5

Lucked out there.

The man behind the counter looks apprehensive, clearly as thrown off by the changing situation as Searok and Girad. "I...think I see. Thought it a bit funny, you lot walking in here with armor and such, hoping to get a few pinches worth of meat. Hoping to join up with the Cow Hammer Boys, eh? Well, that's not my call. But if you sir," and here he addresses Makall, "have the coin, we might be interested in a joint venture. And if the rest of you do well, maybe we could put in a good word for you. But we ain't cheap, takes more than a handful of coin, get me? Fifty for each "problem" we solve, and if that's too sweet for you, then I suggest you take these folks out side and deal with them. Away from our place of business, if you don't mind."

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So, the Harrowing that Zellara performed gives you something called Harrow Points, which can be spent as a free action to gain a boost, and the boost changes with each chapter. Three Keys cars, the suit representing this chapter, appeared in the spread, so our three new characters each have three Harrow Points to spend. At the beginning of each chapter, we can do a new Harrowing.

Effects of Harrow Points this chapter:

Dexterity Rerolls: A PC can spend a Harrow Point to
reroll an initiative check, Reflex save, attack roll modified
by Dexterity, or Dexterity-based check. The PC must abide
by the new result (although if he has additional Harrow
Points, he can use them for additional rerolls).

Dodge Bonus: A PC can spend a Harrow Point to gain a
+1 dodge bonus to his Armor Class for one encounter. He
can spend up to 3 Harrow Points per encounter to increase
his Armor Class in this manner.

Speed Increase: A PC can spend a Harrow Point to
increase his base speed by 10 feet for one encounter.

In Addition: The card you chose from Zellara has a special effect in a specific encounter during this chapter that will affect only you. I won't tell you what these are in advance, to avoid spoilers, but when the encounter starts I'll tell you what your extra bonus is.

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Marvel's experience with the town guard suggests that the group is probably in the clear. There can be little doubt that the activities of Lamm's gang were highly illegal, the children will vouch for the abuses they suffered, and the living members of Lamm's gang will have their best chance of escaping the noose if they cooperate.

On slightly shadier ground, a large portion of the Korvosan guard would be very happy to be rid of Lamm, and aren't too likely to examine the circumstances of his death closely.

In other words, the cops would probably look the other way if you helped yourselves to Lamm's stuff, it's not like they have proof that WAS his stuff your pockets are full of.

Aerel's keen sight finds no shortage of both evidence and other interesting goods in the room.

A ledger on top of the strongbox contains a pretty concise record of Gaedren's transactions, including fenced goods, drug deals, and protection schemes. It's somewhat encoded, but when compared with the records found in Yargin's office, the numbers match and the meaning becomes clear. The guards will be very interested in this.

Gaedren's key opens the strongbox, and inside you find quite a few valuables. While most of the loot he acquired seems to have passed through the organization quickly, the quality of these particular goods suggests that either he collected them for their finery, or liked to keep a stash of especially high value items in case of a cash emergency.

There are:
* A narrow teak cigar case inlaid with tiny bits of jade
* A 2-pound gold ingot bearing the Cheliax coat of arms
* A miniature gold crown
* A fist-sized scrimshaw carving of a kraken with garnets for eyes
* A silver ring bearing the inscription “For Estra—the light in my nights”
* A highly realistic (and scandalous) ivory figurine of two entwined succubi
* 3 masterwork shuriken
* A masterwork dagger with a strange blade shaped almost like a key bearing the inscription: “For an inspiration of a father”
* An abalone-shell holy symbol of Shelyn
* A glass tube containing a silvery liquid that Aerel detects as magical
* An obsidian wand, also magical
* A bejeweled brooch with a broken clasp

Even to an untrained eye, the brooch is obviously the highest value item in the trove. It depicts a house drake batting an imp, with a amethyst for the dragon's eye and an emerald for the imp's. Despite the broken clasp, the piece is well cared for, and even looks freshly polished.

Going to make Knowledge (Local) checks for everyone, and remember that I allow that skill untrained when it pertains to an area you are familiar with

Emma: 1d20 + 7 ⇒ (3) + 7 = 10
Nicholas: 1d20 + 9 ⇒ (14) + 9 = 23
Aerel: 1d20 + 3 ⇒ (7) + 3 = 10
Shaeda: 1d20 + 1 ⇒ (15) + 1 = 16
Marvel: 1d20 + 1 ⇒ (13) + 1 = 14

Nicholas realizes two startling things. The first is that he knows the origin of the brooch; it is the property of Queen Ileosa herself, went missing some months ago, and an reward is offered for its return.

The second is even more surprising; that key-like dagger matches the description of the weapon used by an infamous serial killer, one known only as the "Key-Lock Killer".

But even that pales when compared to the shocking revelation of what's inside the hatbox when Aerel peeks within. A severed head, clearly dead for some weeks, but crudely preserved enough that the features are still recognizable. It is the head of Zellara Esmeranda, who you last saw only hours ago. Also within the box is a deck of Harrow cards, which likewise look incredibly familiar. Several are missing from the deck; the very cards that summoned you to Zellara's home.

Congrats on completing the first leg of the adventure! Everyone please advance your characters to level 2!

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I think we'll just double crits for simplicity's sake.

Emma's blow misses the burning crook, but it gives Nicholas the opening he needs to drive the point of his rapier home. Gaedren looks down to see the blade buried in his chest, almost up to the hilt. He raises his eyes one last time to meet those of his killer.

"Gotten...good, m'boy."

Gaedren falls to the ground, continuing to smoulder.

Fire damage: 1d6 ⇒ 1

Shaeda's spell helps Marvel recover somewhat from the wounds inflicted by Gobblegut, and the beast is currently too befuddled to give him any more.

Stabilization check (basically doomed): 1d20 - 9 - 2 ⇒ (14) - 9 - 2 = 3

Gaedren Lamm, thief, murderer, drug dealer, enslaver of children...performs perhaps the first decent act of his life by expiring.

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Marvel Manyshot wrote:
We should just squeeze or stand on top of each other so everyone can go first! :-D

Gaedren: "I can't believe I fell for Muppet Man!"

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Marvel Manyshot wrote:
So - any bets on what creature Lamm has? I'd go for a half dragon half golem octopus!

It's an Adamantine Beholder with Demiliches instead of eyes on its stalks.

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Emma Holt wrote:
It is honestly a little irritating. I am simply not able to keep up.

We could probably stand to slow down a bit in general. Make sure everyone gets a chance to act before things move on.

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Shaeda Stormborn wrote:
Alter self isn't a warpriest spell.


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Nicholas Sparrow wrote:
Ah! I see where the north door was now. Kind of ascew for me, but it may be my android.

Nicholas misses the door and instead comes crashing through the wall like Kool-Aid Man. The baddies immediately give up. :)

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Here's where we get to play with the APs optional system, the Harrowing.

Each chapter of this AP, you get to perform a Harrowing in which you can get something called Harrow Points, which can be spent for various bonuses throughout the chapter.

Each chapter is associated with one of the "suits" of the Harrow Deck, for this one it's Keys, which represents Dexterity.

Zellara took the 9 Keys cards out of the deck, and you each get one if you want. Then she will do a full Harrowing and interpret them to foresee the future.

You get 1 Harrow Point for taking a card (so everyone is guaranteed at least 1), 1 each for every Keys card that shows up during the Harrowing, and an extra 1 if the card you chose shows up in the Harrowing.

Throughout this chapter, you can spend a Harrow Point to do the following:

Dexterity Rerolls: A PC can spend a Harrow Point to
reroll an initiative check, Reflex save, attack roll modified
by Dexterity, or Dexterity-based check. The PC must abide
by the new result (although if he has additional Harrow
Points, he can use them for additional rerolls).

Dodge Bonus: A PC can spend a Harrow Point to gain a
+1 dodge bonus to his Armor Class for one encounter. He
can spend up to 3 Harrow Points per encounter to increase
his Armor Class in this manner.

Speed Increase: A PC can spend a Harrow Point to
increase his base speed by 10 feet for one encounter.

In Addition: The card you chose from Zellara has a special effect in a specific encounter during this chapter that will affect only you. I won't tell you what these are in advance, to avoid spoilers, but when the encounter starts I'll tell you what your extra bonus is.

As for how we're going to do this, I have an actual Harrow deck to draw from. More practical than using dice, since the first roller would have to roll 1d9, the second 1d8, etc, and that gets confusing. Also, I bought the thing, might as well get some use out of it :). I'll post pics.

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Chapter 1: Edge of Anarchy

Korvosa is troubled.

All cities are. They are curious creatures, with bodies of wood, masonry, and cobblestones, breath that smells of sweat, middens, and fish markets, and blood made of people. You can't have people for blood without developing a bit of anxiety; they are full of stress.

Korvosa's people are especially stressed right now. Unease crackles between them like electricity, making every interaction a bit more agitated. Merchants haggling with their suppliers come to blows when once they settled their affairs over a friendly drink. Marital disagreements become domestic disputes. The city's population of pesky imps hides in the eaves and drains, as if ever their sinister offers were more likely to earn them a thrown mug or boot to the head, it's now.

You could say Korvosa's blood pressure is on the rise.

King Eodred Arabasti II is ill. This is not shocking at his age, but what is disturbing is that he has been ill so long. For several weeks he has not been seen, and rumors fly that clerics from all over Varisia have been summoned, only to leave shaking their heads in confusion. The king's seneschal is said to have vanished, and people mutter about foul play. Queen Iliosa, a beautiful woman a third the king's age, has been taking a more active role in governance, and people mutter about that too; that she is naive and foolish, and no doubt being manipulated by treacherous advisors who caused the king's disease. But most of all they mutter about the Curse of the Crimson Throne.

Since it's inception, the monarchy of Korvosa has never had a ruler who died of natural causes, or left an heir. Revenge, say some, of the Shoanti whose land the city stands upon, and whose spirits will not rest until it is returned. Angry gods, say others, fighting over whose followers should rule. Coincidence, say people who are promptly ignored, because what kind of story would that make?

Regardless of the cause, the Curse seems ready to claim another victim.

But politics couldn't be further from the minds of the five who now gather at 3 Lancet Street, at sunset on a cool autumn evening in the year 4711. One by one they come, some strangers, others acquaintances, but all connected by the appearance of a strange card that bid them to meet here and now, and by their shared hatred of a man who had ruined their lives and so many others.

The interior of this small, humble home consists of a single cozy chamber filled with a fragrant haze of flowers and strong spice. The aroma comes from several sticks of incense smoldering in wall-mounted burners that look like butterfly-winged elves. The smoke gives the room a dreamy feel. The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling human hearts, and another showing a pair of angels dancing atop a snow-blasted mountain. A third tapestry on the far wall depicts a tall, hooded figure shrouded in mist, holding a flaming sword in a skeletal hand. Several brightly colored rugs cover the floor, but the room’s only furnishings are a wooden table covered by a bright red throw cloth and several elegant, tall-backed chairs.

A basket covered by blue cloth sits under the table. Next to it lays a note:

"Thank you for coming. I had to step out for a bit, but shall return shortly. Please, have a seat while you wait. The basket under the table contains bread and drink for you."

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Zahir ibn Mahmoud ibn Jothan wrote:

GM question...

I figure this is a bilateral interview process. Many GMs when looking for players will consider posting history etc. I do the same on GMs.

You have been on the boards for 3.5 years and have only 44 posts.

What assurance do we, the players, have that you have the longevity and will to stick with this over the long haul?

Fair question.

This will be my first PbP game on this forum, but I'm currently running another one on giantITP which has been going since August. I haven't done many PbP games, but I have been doing live games with tools like Roll20 and D20Pro for many years, and my longest was over two and a half years, so I'm pretty able to stick with one for the long haul.

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Just got the CotCT hardcover, and I've always wanted to run this fantastic AP. Anyone out there always want to play it?

What I'm looking for:

* 4-5 players.

* I'm more interested in well-developed backgrounds and personalities than powerful builds. Unique characters are more fun than mighty ones, and it's nice to accommodate different skill levels among the party.

* Reasonably consistent posting - I won't be a total hardass about this, but nobody likes to delay a combat because someone is missing, or have to roleplay a conversation scene alone while the rest of the party stands around jangling the change in their pockets.

* Have fun! If you aren't having fun, if things are too fast or too slow, or if you have a problem with my GMing style or another player, let me know. We'll work something out.

Character creation rules:

* Ability scores - 15 point buy, start at level 1.

* Core races only, please.

* No evil characters.

* 2 traits, one of which must come from the CotCT Player's Guide and be written into your background.

* Starting wealth: max for class, plus 100GP worth of equipment.

* Two Background Skills.

* Official Paizo material only - I don't have access to 3rd party sourcebooks.

* Barbarian, Monk, Rogue, and Summoner use their Unchained versions.


* Leveling will be determined by story progress, not XP, to reduce bookkeeping.

* HP: Max + Con for 1st level, 1/2 HD + 1 + Con for subsequent levels (so d6=4, d8=5, d10=6, d12=7)

* Maps will be hosted on Roll20.net

* I will create a spreadsheet on Google Docs to track party inventory


* Recruitment will close on 1/5/2017.

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I'm currently in a campaign that involves Geb, and one of our main opponents is going to be Arazni. She's out to get us because one of the Bloodstones of Arazni (her lung) recently came into our possession, and we used it without knowing that doing so apparently signals her as to its location.

So an incredibly powerful undead demigod queen is gunning for us so she can have her lung back, and we don't want that to happen. A Legend Lore spell allowed the GM to reveal to us what the drippy thing in the jar actually is and what it does, as well as offer some cryptic hints as to where the others might be found. It's also been very strongly hinted to us that the Bloodstones are collectively Arazni's phylactery (if it's ever been revealed what her phylactery is in the setting I'm unaware of it, but in this campaign at least it's the Bloodstones). So we Gotta Catch 'Em All and destroy the lich queen for good, before she gets her hands on us.

But! While discussing our gameplan between sessions, an interesting idea occurred to us. These organs are still alive; they are specifically described as such in "Artifacts and Legends". This is a piece of Arazni's living body. So...would it work as the material component to a Clone spell?

Our next session is tomorrow, and we're hoping to propose a change of plans to the GM; we'll find all the other Bloodstones alright, but not to destroy them. We're going to use them to grow Arazni a new body and then kill her old one, so instead of regenerating lich-style like she expects, she will wake up as a mortal woman.

After that we're not sure what happens. It's entirely possible that after spending centuries as an undead monstrosity she's irredeemably evil at this point, so we'll just have to kill her again. But at least this time when she dies it will be as a mortal, and she won't come back.

But it's also possible that this will redeem her; unlike most liches, Arazni was transformed against her will, after she had already died. Liches can't help being evil, but returning to life might undo her corruption and gain us a powerful ally, one who knows all of Geb's secrets.

Do any of you know if there's any reason this plan can't work? If there's some aspect of the rules or the canon that we'd be violating? Even if there is, the GM might think this is an awesome enough concept to let us do it, but it's still good to be aware of any potential complications so we can martial our arguments in favor if it.