Curse of the Crimson Throne (Inactive)

Game Master DireMerc

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Loot tracker
Google docs


1,701 to 1,750 of 2,122 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>

Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

I suppose so, if that's the one the key will open.


The key opens the door to the next room.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Seeing the key didn't work on any of the other boxes, Crain tries it in the lock of the door. When the group was ready, he turned the key.


Crain opens the door and finds a long hallway. Both walls of this twenty-foot-long, 5 foot wide corridor are decorated with row upon row of tiger heads. Each head appears to be that of an actual, once-living tiger. The heads are remarkably well preserved—their gaping mouths and glaring eyes even appear to be moist. At the end of the 20 foot long hallway is a wooden door.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Anyone else smell a trap waiting to be sprong."


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Perception 1d20 + 16 ⇒ (6) + 16 = 22.

Crain looked around, and decided there was no reason to wait, assuming he didn't see anything strange. He moved toward the door at the end of the hall.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Tha whole place seems tah be a trap."


Pretty much is

As Crain begins to walks across the tiger heads on the wall lash out to bite him.

attack (one attack for multiple heads): 1d20 + 20 ⇒ (9) + 20 = 291d6 + 21 ⇒ (1) + 21 = 22


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain pulls his weapon and slashes at the attacking tiger head'with his adamantine falchion.

Attack. 1d20 + 15 ⇒ (10) + 15 = 25

Damage. 1d10 + 8 ⇒ (6) + 8 = 14


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai childishly adds
"Called it."


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Tha whole place is a trap, wha we need is enough glue tah just gum up all tha traps and triggers an call it a day."

Smashes a tiger head also...
Adamantium morningstar
attack 1d20 + 8 ⇒ (5) + 8 = 131d20 + 3 ⇒ (18) + 3 = 21
damage 1d8 + 2 ⇒ (3) + 2 = 51d8 + 2 ⇒ (1) + 2 = 3


For the purposes of combats all the heads count as a single gargantuan creature with ac 17 and hardness 5


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Drakus marched forward and struck out strongly at the animal heads over Donagars head.
bardiche power attack: 1d20 + 13 - 3 ⇒ (4) + 13 - 3 = 14 for a possible 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16 slashing, silver and magic damage.
bardiche power attack: 1d20 + 8 - 3 ⇒ (8) + 8 - 3 = 13 for a possible 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 slashing, silver and magic damage.


Attack on each person in range.

attack Crain: 1d20 + 20 ⇒ (17) + 20 = 371d6 + 21 ⇒ (6) + 21 = 27

attack drakus: 1d20 + 20 ⇒ (19) + 20 = 391d6 + 21 ⇒ (4) + 21 = 25

attack Donagar: 1d20 + 20 ⇒ (12) + 20 = 321d6 + 21 ⇒ (2) + 21 = 23

Your go again.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Jolted as he is batted around, Drakus howled in rage as he wound up and unleashed a power attack/great cleave against the many heads attacking him.
bardiche power attack: 1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26 for a possible 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack: 1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26 for a possible 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23 for a possible 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack: 1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 22 for a possible 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack: 1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26 for a possible 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24 for a possible 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17 magic, silver and cutting damage.
Will continue until all heads in reach are attacked. Not sure if this applies if the heads all connect to a single creature.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Did Crain's last attacks have any visible effect, DM?


Yes 14 damage on 115hp.

You wouldn't be able to cleave Drakus it is a single creature.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Just those first two attacks then. Second one at -5 to hit, but I think still hits.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Bite me."

Smashes a tiger head again....
Adamantium morningstar
attack 1d20 + 8 ⇒ (3) + 8 = 111d20 + 3 ⇒ (15) + 3 = 18
damage 1d8 + 2 ⇒ (8) + 2 = 101d8 + 2 ⇒ (7) + 2 = 9


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain power attacks with his adamantine falchion.

Attack. 1d20 + 13 ⇒ (3) + 13 = 16

Damage. 1d10 + 14 ⇒ (10) + 14 = 24

Attack Two. 1d20 + 8 ⇒ (19) + 8 = 27

Damage 1d10 + 14 ⇒ (7) + 14 = 21

Possible Crit confirmation

Attack Two. 1d20 + 8 ⇒ (11) + 8 = 19

Damage 1d10 + 14 ⇒ (7) + 14 = 21


It takes some time but you destroy all the lion heads.

The way forward is now clear but while you were destroying the heads it seems you also destroyed the entrance to a hidden passage.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

"Hey! Where does that go?" Drakus asked aloud, seeing the sudden opening.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Hold on, I need some healing before we go anywhere!"


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"It might be best to also check for any poisons or disease having been used with the stone tiger."


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Feeling the sting of his wounds, Drakus looked over his injuries.
"Yeah, come to think of it, I could use a bit of healing myself."


Assume you get some healing from donagar and move into the secret passage.

It leads into a circular room. Four alcoves in the walls of this room contain floating spheres of mist, each floating three feet off the ground. Each sphere is a foot in diameter—one is black, one white, one green, and one gold. Just north of the strange floating spheres, two levers protrude from opposite walls.

One lever is currently raised and looks like it can only go up or down.

and the other is in the center but looks like it can go up, down, left or right.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Clearly, a riddle. Mai, could you just tiptoe through everything and see what the levers do? I suspect me plodding over wouldn't be an overall positive."


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Stepping into the room, Drakus saw the spheres and stopped.
Puzzles; why did it have to be puzzles... He thought, his hand tightening on the haft of his bardiche.
He looked around, hoping to see something he could slash...
Perception: 1d20 - 1 ⇒ (20) - 1 = 19


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Only way to figure out what they do is to pull them, unless we can find something that explains these levelers"


Does someone try something?


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"So do we look for a manual or do we experiment?"


Anyone with ranks in knowledge arcana or spellcraft?


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

I don't think so


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain doesn't and didn't have the acrobatics to get through, best as I can tell.


Well I can give you a hint these orbs teleport you if you touch them.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain is tired if the waiting so he boldly runs into the room, trying to get through. If he doesn't, he will take his chances with the orbs.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

We'll use the orbs


Got a preference?

Each sphere is a foot in diameter—one is black, one white, one green, and one gold.

When you touch it you are teleported. I assume you all use the same one.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Pick: 1d4 ⇒ 2

White it is


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Sgt. Drakus sticks close to Mai, keeping a wary eye on her blind spots.
Just in case.


You are instantly transported to a small round chamber with a single exit the door is closed for the moment.

A six-inch-tall bronze dais on the floor in the middle of this otherwise empty room supports a polished column of black marble. The black stone seems to be vibrating softly, filling the air with a faint hum.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Perception 1d20 + 16 ⇒ (18) + 16 = 34

Crain moves ahead and takes a closer look at the humming stone.


Crain feels a strange sense of peace. The magic of this stone makes it so he cannot summon any rage (cant barbarian rage). his wounds start to heal slowly as well (fast healing 2)


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain stays long enough to heal completely. He demonstrates to the others what the stone was capable of.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

"Hey! Now THAT is handy! Too bad it's too big to take with us..." Commented Drakus.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"If we knew who made it, we could ask if they can make a mini version."


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain goes to check the door after he was completely healed.

Perception 1d20 + 16 ⇒ (4) + 16 = 20


The door appears to be barricaded from your side. You would have no problem opening it from here.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

He opens the door when the others were ready.


It can do other things too. Did anyone have any ability damage?

1,701 to 1,750 of 2,122 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Campaign All Messageboards

Want to post a reply? Sign in.