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DM Aron Marczylo's Curse of the Crimson Throne Part 3 (Inactive)

Game Master overfiend_87

Vencarlo is found and the party now know where the Senachal is, but something still lurks in the shadows of the labyrinth, hunting them down relentlessly.


1,251 to 1,300 of 1,743 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

If it will take 3 rounds for it to fly up, I will use a second Channel Energy.

Channel Energy Heal: 4d6 ⇒ (4, 2, 3, 3) = 12


Male Human Wizard (FC) 11 - Enchanter

Jerin sends 5 magic missles into it for 2 rounds to soften it up.

Magic Missles 5d4 + 5 ⇒ (3, 2, 1, 3, 2) + 5 = 16
Magic Missles 5d4 + 5 ⇒ (4, 1, 4, 4, 1) + 5 = 19

After the last one he moves behind the group and out of it's range of attacks.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Krenn moves to K27 and readies an action to attack once it comes within melee range, assuming it survives Jerin's casual assault.


Master of Procrastination and Grognardia

Round 7

Order:

Guarden Guardians (already gone)
Llyra Bjorgan
Jerinthian Kos
Curnach Daveck
Krenn Whetstone

The creature eventualy arrives with it's slow moving levitation and attacks Krenn with a single swing.

attack: 1d20 + 15 ⇒ (19) + 15 = 34

crit threat: 1d20 + 15 ⇒ (9) + 15 = 24

damage: 1d8 + 8 ⇒ (7) + 8 = 15

The first one that fell appears to still be alive, however the plant-life is taking it's time regrowing and attempting to reconstitute itself.

MAP


Male Human Wizard (FC) 11 - Enchanter

Looking over at the one re-forming, Maybe a little dab of fire would finish the creature?
Aaron, couldn't really tell from the knowledge description that they had any kind of fast healing or their DR to counter it?


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I think that was Aron's bad, it apparently doesn't have either and he misread one of their abilities... No fast healing or regen...


Master of Procrastination and Grognardia

yeah I for some reason thought it was so many hp a minute, but it's actually 3 per day so even if it takes you a couple of days to get out of here, it still won't be up.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I attempt to distract the Guardian to assist Krenn.

Attack(assist another): 1d20 + 12 ⇒ (18) + 12 = 30

Sorry, for the short post, no time this morning.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Smiling as he presses his attack, Krenn strikes eagerly, knowing the fight is almost over!

To hit 1d20 + 18 ⇒ (14) + 18 = 32
Damage 1d10 + 16 ⇒ (9) + 16 = 25
To hit 1d20 + 13 ⇒ (16) + 13 = 29
Damage 1d10 + 16 ⇒ (3) + 16 = 19

Heroism, Feather Step, Death Ward, Prayer, Stoneskin (20 prevented).


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Krenn, remember you have Bit of Luck re-rolls.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Thanks Curnach, Krenn should have rerolls on those. Forgot I had done that. I posted the Assist from my phone and had forgotten we were still on the first post levitation round.


Master of Procrastination and Grognardia

since Jerin hasn't replied...

Jerin delays and then Krenn cuts the creature to peices, watching it drop into the ocean in several disjointed parts. Silence falls as all the creatures have been destroyed.


Male Human Wizard (FC) 11 - Enchanter

Sorry, didn't realize it was my turn. That was what I would have done though. Thanks.

Jerin recals both Magic missles with his pearls of power.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Llyra looks over the edge and down into the pit.
Quite a drop. Wonder what other surprises they have for us?

I cast Detect Magic just to see whether there is anything of note here.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

"Why don't we check the rest of this chamber before we look at going down?"

Krenn will walk the room, taking a look for anything of note other than the pit.

Perception 1d20 + 12 ⇒ (8) + 12 = 20


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach stood quietly near Llyra and fed himself 8 goodberries, offering them to Jerin, Llyra and Krenn as well.

Let me know if you use the 8 offered so I can mark them off. HP updated. Curnachs still in a bad way.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Agreed:
Perception: 1d20 + 14 ⇒ (8) + 14 = 22

Don't forget, I popped off two Channel Energy for 17 and 12 hp each - 29 total.

I take the 8 goodberries from Curnach.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Take 10 on perception for 33.

Curnach noted one thing in particular.

Their arms and armour- they appeared to be enchanted. Jerin, could you take a look if Krenn strips the warriors of them?


Master of Procrastination and Grognardia

Loot from the two you managed to keep up are the following:

2x scimitars
2x +1 chainmails
2x spiked +1 light shields

Making your way down, you see the many different fungi that grow here, though none of it appears to be dangerous. As you make your way down to the second level you come across a door and to the right Curnach manages to point out something odd with the wall to the south-east (as does Krenn with his dwarven knowledge of stonework and masonry) and directly south appears to be a large set of double doors which appear to be finely crafted with a image of the Rashaka Bahor, standing tall ontop of Krovosa with depictions of humans bowing down and praising their new master. From the artwork you can tell it depicts him as somekind of deity, which Jerin recalls all Rashakas see themselves as the ones to be woreshipped. In this case he sees himself as the God-ruler of Korvosa.

The water below seeems to end abruptly from what you can see down the tunnel at a large stone wall.

MAP


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

We can salvage the armor from the other one once we get down to it. Unless the water itself is somehow dangerous.

Is the armor and equipment normal sized? Or large?

If there is a trap, I will have the others step back and attempt to disable it.

Disable Device(traps): 1d20 + 11 ⇒ (11) + 11 = 22


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:

We can salvage the armor from the other one once we get down to it. Unless the water itself is somehow dangerous.

Is the armor and equipment normal sized? Or large?

If there is a trap, I will have the others step back and attempt to disable it.

Disable Device(traps): 1d20+11

medium-sized equipment

You don't notice any traps from your searches.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

We'd like to recover the third Guardian's equipment. Also, Llya, I keep dropping hints- Curnach is down a total of 54 HP and i'm very reluctant to use the wand until we have to. Can we get some channels? I don't want us going any further before we have sorted healing out... Told Aron that on steam but apparently he forgot...

Please assume take 10 on perception at the end of the dead end too, etc. BUT ONLY AFTER WE'VE SORTED looting and healing out for petes sake! :)


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Did not realize you were down that far. Skip me using the goodberries as this channel will cover it.

Channel Energy: 4d6 ⇒ (4, 2, 6, 1) = 13 --> Everyone should be up 42 total from the three Channels (make sure you added both the 17 and 12 from before when the vege-skeleton was levitating.
Cast CLW (for Bless) on Curnach--> 1d8 + 5 ⇒ (7) + 5 = 12
Cast CMW (for Pilfering Hand) on Curnach--> 2d8 + 9 ⇒ (5, 7) + 9 = 21


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Just about back to full with Goodberries included.


Master of Procrastination and Grognardia

Anyone else want to heal up a bit or we okey to continue?


Male Human Wizard (FC) 11 - Enchanter

Jerin wasn't hurt in the combat. Good to go.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I think that Krenn is the only one hurt, and he is at 79/83. Not sure whether he used any goodberries. I think we are good to go.


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

I'm okay moving forward down a few points. I don't know if there is anything we can do on the spot for the point of constitution damage, so that may just need to wait. If need be, Krenn has a potion of lesser restoration he can take, but I'm thinking I'll hold off in case of other ability damage later.

Does the fatigued condition last until Krenn rests?


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I did not realize that you were down Con and fatigued. I have 1 Lesser Restoration memorized and can cast it unless someone else thinks we should save it. Lesser Restoration will cure both the con damage and remove the fatigued condition.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I'm just struggling for time to post but actually, Curnach has lesser restoration prepared so go ahead and use one Llyra. Krenn the berries are per day and its better to have you on top form- eat 4 of them to fully heal. Besides, its the only meal your likely to get today.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I cast Lesser Restoration - Restore 1d4 ⇒ 3 of Con damage, removes Fatigue.


Master of Procrastination and Grognardia
Krenn Weststone wrote:

I'm okay moving forward down a few points. I don't know if there is anything we can do on the spot for the point of constitution damage, so that may just need to wait. If need be, Krenn has a potion of lesser restoration he can take, but I'm thinking I'll hold off in case of other ability damage later.

Does the fatigued condition last until Krenn rests?

After taking your time, Krenn continues to caugh up the spores and after a while he appears to have gotten over his fatigue, though the damage the spores did to him inside remain.

Edit: this was before the casting of restoration. The fatigue goes away on it's own.

Llyra's magic removes any harm from the spores and Krenn is perfectly fine once again.


Male Human Wizard (FC) 11 - Enchanter

BTW I am on vacation starting Sat. for a week. I will be sitting around the pool/beach for a week though with wifi so I expect to be able to post a couple of times a days. But just in case I disappear for a day you know why.

Jerin looks to Curnach and Llyra to look at the door and check it for traps before they go in.


Master of Procrastination and Grognardia

You don't find any traps when searching the door to the room closest to you.

Krenn then opens the door and inside you find a beautiful bedroom with many decorately carved figurines and creatures, all quite valuable and skullfully made.

A 1-foot-long blue-coral gecko worth 300 gp, an exquisitely crafted firepelt cougar carved from redwood worth 200 gp, and a gold flame drake with tiny pearls for eyes worth 1,200 gp.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Quietly: Shhh, the gardener must around here somewhere. I gotta assume someone is responsible for this subterranean grotto.

I carefully peer around the room and listen for any noises.

Perception: 1d20 + 14 ⇒ (9) + 14 = 23


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach's declared a take 10 on every room which is currently a 33. Don't think anythings sneaking up on us (especially if Aron remembers Curnach cannot fail the perception check to be aware of an invisible creature this time...). Can we get a map update (preferably with the hidden door Curnach found marked).


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Krenn absentmindly works with his tongue at a seed from the goodberries that lodged between his teeth. After stashing the geck, cougar and drake figures in their bag of holding, Krenn gets his shield at the ready and waits for the nod from the spellcasters that we are ready to move forward.

Do we have an updated map on the area?


Master of Procrastination and Grognardia

The concealed wall appears to fold in, showing a winding passage deeper into these caverns.

MAP


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Krenn will lead the way down the passage, shield ready and the other hand free.


Master of Procrastination and Grognardia

ignoring the two double doors to the south then? Okey. This next map took me a while to make and you'll soon find out why.

As you make your way down you find at a certain area the walls curve up to north, well crafted and clearly man-made in this area. At the North you see a pair of large bronze double doors, each with carvings of tigers chasing other tigers in four adjacent circles whilst in the centre of the tigers is a snarling tiger head leering in your direction.

Continuing east you see a set of steps leading deeper into the cave complex and the walls all well carved and decorative apart from down the east passage.

MAP


Master of Procrastination and Grognardia

umm...hello guys?


Half-Orc Fighter 10/Ranger (Urban) 1 HPs 109/109 AC 30 FF 26 T 17 CMD 32 Fort +17 Ref +12 Will +5 Init +4 Per +14

Glancing at the carvings, Krenn mutters "Tiger themed. Big surprise there. No sense leaving potential enemies at our back more than necessary." Unless someone objects, Krenn will check the door for obvious traps and open it if he finds none.

Perception 1d20 + 12 ⇒ (13) + 12 = 25


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Sorry, been out of town and was letting the rest of the crew make calls.

The doors are good, I also inspect the door for traps:
Perception: 1d20 + 15 ⇒ (4) + 15 = 19

If there are any traps, I try to remove them once the rest of the team has cleared back and out of harms way.

Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23


Master of Procrastination and Grognardia

Neither of you appear to find any traps on the doors. This bronze seems to be well made and carved, you have no idea how long these doors have been here.


Male Human Wizard (FC) 11 - Enchanter

Jerin detects magic on them and if he sees nothing, Let's open and move in.
Taking a 10 on perception? I know Curnach's perception is better so maybe Llyra should assist him, that would be a pretty hefty bonus...


Master of Procrastination and Grognardia

You do not see any items glowing magical and open the doors which appear to be unlocked. You see two statues of Bahor Arkona in his true form, standing in alcoves to either side of the doors. Their arms are wide and their expression welcoming, as if to usher visitors forward into the room beyond.

Curnach's sharp eyes notice that there is a very fine gap in the floor and the walls where the red line is between this other room and the room with the statues. The other room has two alcoves, one with a lever in it, but there appears to be nothing else here.

Continued map


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

I cast Detect Magic, and then carefully examine the red line trying to determine what the trap is.

Perception: 1d20 + 15 ⇒ (19) + 15 = 34


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:

I cast Detect Magic, and then carefully examine the red line trying to determine what the trap is.

Perception: 1d20+15

It's not actually red, it's done on the map as a direction for the DM. It's more like a small gap or crevice like a crack, but it's neatly cut in and meant to be seemless. Like the gap between the door top of the door and the frame.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14

Same thing, I want to carefully examine it to determine what it is.

Might be a good time to summon some small animal. A guinea pig to see what this is.


Master of Procrastination and Grognardia

All you can determin is it appears to be a groove, until Jerin takes a look and with his knowledge of dungeoneering he seems to have sussed it.

Jerin Knowledge Dungeoneering: 1d20 + 11 ⇒ (11) + 11 = 22

It appears that this room is on some kind of moving plate, like a mechanism to move the room, though from the size and deph of the line it covers far more than just this room. The Lever will most likely activate it.

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