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About This Game

Curse of the Crimson Throne

Game System

Pathfinder 1e

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04/30/2024

Detailed Description

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Welcome to Korvosa, a city that pulses with the echoes of ancient conflicts, its streets a living testament to the weight of destiny. Perched on the edge of a wild frontier, this city has withstood the tempests of history, its foundations forged in the crucible of fire and blood. It stands as a beacon of civilization in a realm of chaos, a place where the past and the present intertwine in a dance of intrigue and adventure.


Today, Korvosa stands starkly divided, a city of stark contrasts and glaring contradictions. In the affluent wards, ostentatious displays of wealth and power reign supreme, while in the crowded streets of Old Korvosa, poverty and desperation lurk in the shadows. The vast gulf between the haves and the have-nots, a chasm of inequality, colors every aspect of city life, shaping its culture, politics, and soul.


But amidst the turmoil and uncertainty, there is a beacon of hope. A band of heroes, their hearts filled with courage and determination, gather to confront a familiar foe and save the city from ruin. With strange magic and prophetic visions guiding their path, they embark on a journey that tests their courage, strength, and resolve.
In the face of anarchy and chaos, the fate of Korvosa teeters on a knife's edge. Will the rule of a new monarch bring about a new age of glory, or will it unleash a reign of terror and despair? The city stands on the precipice of disaster, waiting with bated breath for heroes to rise and legends to be born, the outcome uncertain and full of anticipation.


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  1. What's new in this game
  2. You realize the address is just a block over from the way you take to the Bookmaker, you guys probably won't seem too out of place if you walk by. All you remember in the area is run down fishing buildings. It being just after sunset it shouldn't be too bad with drunk sailors yet, the pick pockets should be gone and the muggers wait till the drunks are swaying back. Bookmaker (Midland): Korvosa’s largest bookstore, this site also publishes its own small-press tomes on a wide range of specialized subjects written by local scholars. Ears of the City?
  3. I'm done too. Happy to led someone else take point (or face). Did you want us to roll in-game or here?
  4. I'm done with my sheet. I had to change some things around.. not having knock down magic missiles was one of them. I thought opposition school research (to get evocation back) was 5th. It's 9th. :(
  5. bold=speech/normal=whisper/italics=thoughts AC 12/( ) HP 8/8 Init 2 Fort 4 Ref 4 Will 6 Female LN Aasimar Wizard - Conjurer - Chronomancer, Level 1 Init 2 HP 8/8 Speed 30' AC 12 Touch 12 F-F 10 CMD 11 Fort 4 Ref 4 Will 6 CMB -1 BAB 0 Special DR5 Cold, Electricity and Acid *Dagger -1 (1d4-1, 19-20/x2) (+2 Dex) Str 8 Dex 14 Con 12 Int 20 Wis 14 Cha 16 Arcane Duelist 5/5 +1 to DC or +2 vs SR or +2 to hit Shift 8/8 (Swift Action no AOO) 5' Dimension Door Temporal Pool 6/6pts * Forewarned: 1 pt Add 1d4 to initiative (self or 30' ally) * Rewind: Immediate Action unsuccessful spell from failed concentration, successful save, failed SR contest etc spend 1/2 spell level in pts to regain spell in memory (not components or action).. Spells 0 (All) currently in memory Detect Magic, Acid Splash, Dancing Lights. 1st (4) Color Spray 2, Crafter's Fortune, Ears of the City, Feather Fall, Grease, Mage Armor, Vanish, Secluded Grimoire Alchemical Items Acid Flask (1) = Alchemical Focus Alchemist's Fire (4/4) Weapon Blanch (Silver) (2/2) Weapon Blanch (Cold Iron) (1) Condition None I expect I'll know it when I smell it., thinks Stella, somewhat queazy at the thought of the verminous life likely in occupancy in such a place. If there was one thing that turned her stomach, made her hair stand on end, it was masses of bugs and rats. She didn't carry alchemical fire for nothing. She shrugs, trying to shake the revulsion off, but still looking a little green around the gills after their employer's description. "I'm sure I've walked past the place many times, but I don't recall a single thing about it.", she remarks, her voice low and appealing, mellifluous even.
  6. anyone still mucking with their sheet? you seem to have the most "face" energy with having best cha and diplomacy so dont be shy about using mama bear energy to lead. plan wise, some knowledge local rolls will give the most
  7. Thanks! Also There is a place to add it to game in "Character Sheets" above
  8. Velka HP:11/11 "Well as fur as abilities, As I said I'm good as not being seen and climbing, swimming jumping, getting places I don't belong, opening locks an' hurtin' people. I'd love to have a fancier resume but I don't... I suppose I'm a good at susing out dangers also... And I'm a good liar, not about this tho'" She thought about the location. "Ya I kind of know that area, don't go around it much however."
  9. In-Character Upon hearing Zellara’s revelations about Gaedren's hideout being the old fishery, a subtle mix of surprise and frustration crosses Derek's features. He had scoured areas perilously close to that location during his searches, yet the crucial hideout had eluded him. The realization that he had been so near yet so far adds a sharp sting to his ongoing quest. "I've combed the sectors around there," Derek mutters, more to himself than to the group, his voice tinged with disbelief. "To think that the answer might have been right under my nose..." His hand twitched slightly. Despite this, a renewed spark of hope ignites within him. The proximity of his previous searches to Gaedren's current stronghold rekindles the possibility that Mira might still be found. "This could mean she’s still within reach, that she might still be out there," he shares, allowing a cautious optimism to seep into his tone. This potential breakthrough recharges his resolve, as he looks around at his newfound allies with a renewed sense of purpose. "If Gaedren is there, we have a real chance now to uncover the truth and bring him to justice," Derek adds, his determination palpable in the dimly lit room. His readiness to act not only underscores his commitment to Korvosa but also his personal vow to resolve the haunting disappearance of his niece. He then stands confidently, his posture bearing the mark of his rigorous training with the Sable Company Marines, his hand makes an unexpected gesture, sweeping dramatically as if emphasizing his next words, even though he seems oblivious to the motion. "As a member of the Sable Company Marines, I've undergone training in various combat techniques," Derek starts, "My training also covers a little scouting that might come in handy for navigating and striking at Gaedren's lair." He then shifts slightly to demonstrate the ease with which he carries his equipment. "I'm equipped for both close encounters and ranged engagements," he continues, "This versatility allows me to adapt to changing battle conditions, providing both offense and defense as needed." Derek’s gaze sweeps over the gathered allies, his eyes firm with resolve. "My commitment to Korvosa is not just about duty; it's personal. Everything I do, every skill I apply, is towards the safety and integrity of our city," he asserts, his tone underscoring his deep personal investment in their cause. "I'm also trained in handling animals, which will be essential once I earn my right to partner with a hippogriff. Until then, my focus remains on ground-based tactics and finding strategic advantages in urban environments," he explains, alluding to his ultimate goal of flying with the Marines. "As we plan our approach to Gaedren's fishery, know that my training has prepared me to face humans, often the most cunning and dangerous of foes," Derek concludes, his hand giving a firm, albeit involuntary, clap that seems to punctuate his resolve. His detailed account reassures his peers of his capabilities and commitment, making it clear that he is a valuable asset to the mission not only because of his skills but also because of his unwavering resolve to uncover the truth and protect the city he calls home. Character Details Character Stats [URL=/sheets/?id=2902195][B][SIZE=+1]Derek Steelwind[/SIZE][/B][/URL] Male CG Human Ranger (Sable Company Marine / Urban Ranger), [B]Level[/B] 1, [B]Init[/B] 2, [B]HP[/B] 12/12, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 12, [B]Flat-footed[/B] 16, [B]CMD[/b] 17, [B]Fort[/B] 4, [B]Ref[/B] 4, [B]Will[/B] 3, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 1, [B]Action Points[/B] 1 [B] Kukri [/B] +5 (1d4+4, 18-20/x2) [B] Bash (Heavy Shield) [/B] +5 (1d4+4, x2) [B] Javelin x3 [/B] +5 (1d6+3, x2) [B] Lamellar (Leather) Armor[/B], [B] Heavy Shield (Wooden)[/B] (+4 Armor, +2 Shield, +2 Dex) [B]Abilities[/B] Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8 [B]Condition[/B] ---- Track +1 Wild Empathy +1 Favored Enemy (Human) +2 Male CG Human Ranger (Sable Company Marine / Urban Ranger), Level 1, Init 2, HP 12/12, Speed 30 AC 18, Touch 12, Flat-footed 16, CMD 17, Fort 4, Ref 4, Will 3, CMB +5, Base Attack Bonus 1, Action Points 1 Kukri +5 (1d4+4, 18-20/x2) Bash (Heavy Shield) +5 (1d4+4, x2) Javelin x3 +5 (1d6+3, x2) Lamellar (Leather) Armor, Heavy Shield (Wooden) (+4 Armor, +2 Shield, +2 Dex) Abilities Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8 Condition ---- Track +1 Wild Empathy +1 Favored Enemy (Human) +2
  10. i am lax about speed on making alchemy too, can use magic item crafting speed
  11. very similar to hero points except received from harrow deck. use that spot on sheet. And they get extra benefits just for the chapter.
  12. bold=speech/normal=whisper/italics=thoughts AC 12/( ) HP 8/8 Init 2 Fort 4 Ref 4 Will 6 Female LN Aasimar Wizard - Conjurer - Chronomancer, Level 1 Init 2 HP 8/8 Speed 30' AC 12 Touch 12 F-F 10 CMD 11 Fort 4 Ref 4 Will 6 CMB -1 BAB 0 Special DR5 Cold, Electricity and Acid *Dagger -1 (1d4-1, 19-20/x2) (+2 Dex) Str 8 Dex 14 Con 12 Int 20 Wis 14 Cha 16 Arcane Duelist 5/5 +1 to DC or +2 vs SR or +2 to hit Shift 8/8 (Swift Action no AOO) 5' Dimension Door Temporal Pool 6/6pts * Forewarned: 1 pt Add 1d4 to initiative (self or 30' ally) * Rewind: Immediate Action unsuccessful spell from failed concentration, successful save, failed SR contest etc spend 1/2 spell level in pts to regain spell in memory (not components or action).. Spells 0 (All) currently in memory Detect Magic, Acid Splash, Dancing Lights. 1st (4) Color Spray 2, Crafter's Fortune, Ears of the City, Feather Fall, Grease, Mage Armor, Vanish, Secluded Grimoire Alchemical Items Acid Flask (1) = Alchemical Focus Alchemist's Fire (4/4) Weapon Blanch (Silver) (2/2) Weapon Blanch (Cold Iron) (1) Condition None Stella nods at their hostess, who had asked them to work up a plan. She took this to mean that one's resources and tools needed to be listed for one's comrades.. "I suppose I should lay out my abilities..", she begins. "Well in a long fight, I fling acid, good against enemies and won't burn the place down, but it's short range." "I can create a 15' long fan of brilliant light which can knock multiple enemies unconscious, providing they are within the fan and looking my way.. some folk get lucky though.", she declares, shrugging at the role of luck in these matters in an 'it is what it is' gesture. "I can prevent people coming through a doorway, or charging at us by placing a mat of slippery grease on the ground. It's in the form of a 10' by 10' square. I've seen enemies flail about in them over and over. It's useful when we're being threatened with a fight on two fronts simultaneously." She pauses for a moment and grins a little cheekily.."Now, if these spells are ineffective, I do not forget them but can cast them again.. I skip back to when I still had the spells and so do not lose them. This gives me somewhat more endurance in a fight than a wizard of my rank. This was a choice I made such that I can never have a familiar." Gesturing to her gown.. "I can cover myself in magical armor. I can move from one place to another with a thought, it's just a 5' jump, but it allows me to move back into the cover I've just stepped out of to cast a spell. I can do this several times a day." This explanation, skirting the line between explanation and boasting comes to an end with a grimace.. "My weakness is my melee skills are atrocious and even if I were, by some miracle, to make contact, I'd inflict little more than a scratch. I do not have a crossbow, more's the pity. I never really needed one until now and now don't have the cash to buy one. That means I can't attack from a distance greater than say 30' or so." She opens the cover of a satchel on her shoulder. This reveals a small collection of alchemical vials.. "I know alchemy, but am no bomb lobbing alchemist. This means I come with alchemist's fire, which I, or anyone else, can use if things get desperate. Should we come across something that needs silver to wound, I can also assist." "I am reasonably stealthy, reasonably perceptive but can see in total darkness. I don't feel cold, which accounts for the light dress I currently wear as well as my previous survival in a frozen gutter in winter... I also shake off acid and electricity. This I know from my alchemical endeavors." Half smiling, she concludes with.. "If we continue as a company, I will be the company's source for alchemical weapons. When I've honed my skills but a little I will be able to produce alchemical weapons and medicines for next to nothing. Also, when I was in Absalom for my training I learned how to bend the items of other disciplines to my will. I am no master at this, but it is just a question of time.. and survival, until I am. Seeing to the central truth of things, Magdh's gift to her students, will aid me in this, in the future."
  13. Do you mind if i tweak some mechanics (feats, attributes) now that we know who the other party members are? With Velka being more Dex-focused, I feel that Derek would be better off with more Str.
  14. It seemed a conspiratorial question. But then, this meeting had a whiff of conspiracy about it. Some, murderous intent dripping from their lips before being gentle ushered out. Velka. Derek. Stella. These were not ones who drank a toast to blood not yet upon their hands. But it was clear enough this fortune-teller wished to goad them on, to make the turning of the hour nip at their heels as a cutthroat might a mark. She didn't answer Stella immediately. Her eyes closed in thought, left hand clasped over right, as she listened. Listened. The moment lingered. A moment of blessed peace before the confrontation. "...I am with you." Her hands unwound from themselves, slowly, like vines releasing a trellis. "I'm... not very noticeable, if one of us needed to be chosen to scout ahead."
  15. in loot game thread, going to keep things there for all bookkeeping
  16. bold=speech/normal=whisper/italics=thoughts AC 12/( ) HP 8/8 Init 2 Fort 4 Ref 4 Will 6 Female LN Aasimar Wizard - Conjurer - Chronomancer, Level 1 Init 2 HP 8/8 Speed 30' AC 12 Touch 12 F-F 10 CMD 11 Fort 4 Ref 4 Will 6 CMB -1 BAB 0 Special DR5 Cold, Electricity and Acid *Dagger -1 (1d4-1, 19-20/x2) (+2 Dex) Str 8 Dex 14 Con 12 Int 20 Wis 14 Cha 16 Arcane Duelist 5/5 +1 to DC or +2 vs SR or +2 to hit Shift 8/8 (Swift Action no AOO) 5' Dimension Door Temporal Pool 6/6pts * Forewarned: 1 pt Add 1d4 to initiative (self or 30' ally) * Rewind: Immediate Action unsuccessful spell from failed concentration, successful save, failed SR contest etc spend 1/2 spell level in pts to regain spell in memory (not components or action).. Spells 0 (All) currently in memory Detect Magic, Acid Splash, Dancing Lights. 1st (4) Color Spray 2, Crafter's Fortune, Ears of the City, Feather Fall, Grease, Mage Armor, Magic Missile [opposition], Secluded Grimoire, Alchemical Items Acid Flask (1) = Alchemical Focus Alchemist's Fire (4/4) Weapon Blanch (Silver) (2/2) Weapon Blanch (Cold Iron) (1) Condition None Gaedran was close by.. almost spitting distance, and if there was ever anyone who deserved to be spat on.., she thought to herself. Stella then purses her lips.. "So Emmelyn, are you in or are you out?", she asks mildly. "We need to know before we can get started on this."
  17. That would've been cool - would have helped our relative fragility in these early levels :P
  18.  
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