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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.


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

That was going to be my next comment, it dawned on me that it would likely move just before I read your post.

Well all, we have come this far and are still in fairly good shape. Shall we see what the level does? Look like it connects to some other part of the dungeon.


Master of Procrastination and Grognardia

DM:

Team (based on Curnach): 1d20 + 8 ⇒ (19) + 8 = 27

Sivit: 1d20 + 3 ⇒ (10) + 3 = 13

Virmanda: 1d20 + 11 ⇒ (12) + 11 = 23

Order:

Team
Virmanda
Sivit

With a pull of the lever there is a churn and the room behind you dissappears as the room you are in turns and you hear very loud creeks and groanings of gears through out the entire area. As you arrive you notice the other room you now look into moved with yours and is now facing you. There is another lever in this room, but also a door to the north.

updated map

People still using detect magic to scan the area I take it? With every step? Just need to know for reference. Going to wait for others to reply as there is more than one choice here as I was pretty certain everyone wanted to activate the lever and move about.


Male Human Wizard (FC) 11 - Enchanter

We should pull our lever again to make sure it returns us to the same part of the dungeon, it wouldn't be good to get lost in this place.
Jerin pulls out a quill, ink, and paper and sketches out what he has seen so far.


Master of Procrastination and Grognardia

stupidly missed something.

Curnach: 1d20 + 5 ⇒ (10) + 5 = 15

Jerin: 1d20 + 2 ⇒ (19) + 2 = 21

Krenn: 1d20 + 3 ⇒ (20) + 3 = 23

Llyra: 1d20 + 8 ⇒ (7) + 8 = 15

From the heavy rocking these areas appear to do from the mechanism you find yourselves trying to keep balanced whilst it moves, which you all appear to do well despite the fact you've never experienced such a strange mechanism before.

At Jerin's suggestion you find the lever you used appears to be stuck in place and doesn't give a inch.


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

Well, looks like we have moved onward. Lets see what is here.

I begin to slowly move forward - assuming that Curnach is keeping a careful eye out for any surprises.


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

Yup. DM, how much time has passed since we first descended and were ambushed?


Master of Procrastination and Grognardia

3 mins I'm gonna say.


Male Human Wizard (FC) 11 - Enchanter

Krenn, the door or the lever?
Looks like there is another lever there.


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

I would prefer making sure there is nothing behind the door that might want to visit us if we pull the lever.


Master of Procrastination and Grognardia

I stated above it is another lever. Looks the same as the other.


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 nods to the door, before stepping up to it and trying it. Shield ready, other hand free to open the door.


Master of Procrastination and Grognardia

The room appears to be empty apart from a mark on the ground you can't make out from where you are. There is a hallway to the north with a small gap like before leading to another turn mechanism and another door further to the right. Apart from the symbol this room is empty.

updated map


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

Detect magic, especially on the mark. Take 10 on perception for 33, 35 with Llyra's assist.


Master of Procrastination and Grognardia

The mark appears to give off a moderate magical glow whilst the lever to the south gives off a strong aura on some magical markings on the handle.

Centre of the room:

Knowledge Arcana DC 20:

The aura appears ot belong to the school of necromancy.

Lever to the south:

Knowledge Arcana DC 23:

The aura appears to belong to the school of enchantment.


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

Center of room: Knowledge(Arcana): 1d20 + 5 ⇒ (17) + 5 = 22
Lever: Knowledge(Arcana): 1d20 + 5 ⇒ (6) + 5 = 11

Without getting too close, I cast Detect Magic and carefully concentrate on the auras surrounding the lever and mark in the middle of the room.

I do not know much about the magic surrounding the lever, but that mark seems to be of some type of necromatic magic.


Male Human Wizard (FC) 11 - Enchanter

Take a 10 on my detect magic and knowledge check.

It's enchantment. Curnach, can you summon in something minor to try and set off what is in the circle?


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

Curnach summoned a Mite and made it walk over and examine the mark.


Female Aasimar Cleric 9/Rogue 2) (HP: 93/93; AC: 25; FF: 21; Touch: 14
Curnach Daveck wrote:
Curnach summoned a Mite and made it walk over and examine the mark.

That Mite not be a good idea, but it Mite be better than using Krenn as the guinea pig.


Master of Procrastination and Grognardia

The mite appears unharmed at first when it steps over to the symbol, it's bulbus eyes look down and read the mark and it screams out as it is assulted by gut-wrenching pain and the mark gives off a powerful glow.

Spellcraft DC 20:

The symbol appears to be a symbol of pain. These things are either made permanent with the permanancy spell or they are written down where they remain for a week. Someone or Something down here makes regular trips to this room.

The spell forces the poor creature that activated it to suffer an unbearable pain for an hour after getting 60ft away from the mark. These marks can be activated many ways but more commonly from touching the mark or reading it and this mite was certainly reading the mark before he convulsed in pain.

Unlike the spell it offshoots from, (Symbol of Death), this one cannot be destroyed and once triggered only last 10 minutes per caster level in which case it then dispersesinto nothing.

The mite remains standing, but tears well up in it's eye from the amount of pain it is suffering from the horrid mark that continues to glow in the centre of the room.


Male Human Wizard (FC) 11 - Enchanter

spellcraft 1d20 + 15 ⇒ (11) + 15 = 26

A symbol of pain. It lasts for some time, we should avoid it for the moment, it will be gone in an hour and a half or so.
I guess the next lever then?


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

Mmm...

If it was under the effects of Permanency, Jerin would detect the spell's aura like any other though right? So we know its not?


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

Llyra continues to look at the marks in the center of the room suspiciously while watching the Mite squirm in agony.

Well, since we seem to be stuck between two levers, I think we should wait here and see what is so important that a very high level spell is used to protect it. I think that we have the time to wait, we could even get some rest and recover any spells cast against those vege-zombies. That would give it more than enough time to dissipate if it is going to.

If we move to the next lever now, we might not be able to get back here afterwards.


Master of Procrastination and Grognardia

Holms my boy, you've done it again :D.

After a minute you hear a click back at the first lever.

If you don't head back to the first room:

an hour the mark has not yet faded, though after another hour it does and you hear some kind of gutteral and feminine scream, mixed with a roar in frustraition and a thumping of something large, though you aren't certain how far away it is nor in what direction. Whatever it was, you've not encountered something that made that noise before and the voice is not enough to figure out what it could be.


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

Knowledge(engineering-untrained): 1d20 + 1 ⇒ (4) + 1 = 5
--> Llyra has no clue what the click was, thus, she continues to wait for the Symbol of Pain.

______

When the Symbol fades and the voice is heard.

Sounds like we found the Rakshasa king's girlfriend. And she sounds really annoyed.

As she says this, Llyra's face breaks out into a big grin. Isn't revenge sweet. They have hurt this town for too long, now it is time to repay the pain. I just wish we could have invited her in here to trigger this trap rather than the mite.


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 looks a little puzzled at the discssion over the symbol, and is visibly relieved when the mite takes the brunt of the smbol's effect.

"So, now what? Is it safe now?"


Master of Procrastination and Grognardia
Krenn Weststone wrote:

Krenn looks a little puzzled at the discssion over the symbol, and is visibly relieved when the mite takes the brunt of the smbol's effect.

"So, now what? Is it safe now?"

the symbol has dissappeared after the full length of it's effect. Origonally it was drawn into the ground but now there is nothing.


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

Unless someone thinks otherwise, lets see what is behind door number 1.


Master of Procrastination and Grognardia

The door is unlocked and untrapped as Krenn demonstraits by opening it.
Inside are three large wodden chests with lids decorated in with carvings of cavorting tigers. All three chests are lined up against one wall with a message carved into each lid, in a language that appears similar to other texts you've seen in the books back in the library.

The opposite wall is carved, depicting hundreds of tigers marching in widening circles around a single green gem the size of a fist, set into the wall itself and carved to resemble a tiger's head. This gem is another bloodstone and gives off a magic aura similar to the other bloodstones you've collected that gave off this aura.

You also notice the hallyway you've past up north leads on, though you aren't sure as to where nor how far.

MAP


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

Seems too easy, probably a trap.

Perception: 1d20 + 15 ⇒ (18) + 15 = 33 <-- +1 trap finding if applicable

Disable Device: 1d20 + 11 ⇒ (11) + 11 = 22 <-- after the others move back out of the room


Master of Procrastination and Grognardia

The first chest you examin furthest to the left, or since the room has been switched, the top chest appears to have the lid coated in some kind of sticky liquid, but you manage to get a bit of cloth from Black Jack's clothing to wipe it off and clean it. You think you've gotten some of it off, but the sticky stuff seems to be really stuck on there.


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

DM has been assuming take 10 perception from Curnach in descriptions, so unless Llyra rolls a 19+ she won't find anything different (Curnach's take 10 gives a 33 anyway). This means its actually better if you just take 10 to assist him, giving us a reliable 35 rather than hoping you'll roll a 20.


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

Sounds good - I will always take 10 from now on.

Curnach or Jerin, do you have any idea what this sticky stuff is? I do not want to get covered in it if I can avoid it. Perhaps we can burn it off.

I look at Curnach as I make this last comment.


Master of Procrastination and Grognardia

The centre chest appears to be untrapped, however the third appears to have a trap that can be sprung merely by touching the chest.


Master of Procrastination and Grognardia

Incase I was unclear, Llyra failed to disable the first trap which is the lid of the chest covered in goo, but she can try again as it wasn't a terrible roll. The centre chest is untrapped and the one to the south is trapped in a way that it goes off merely by touching it. All three have writing on in Vudra's native tongue if you can read it.

Vudra Writing or DC 17 Linguistics:

The top chest says "By gentle caress shall truth be known."

The middle chest says "Life within but Death without"

The final chest at the bottom says "Breathe deep your salvation."


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

Let me try this again. I think that you all should stay outside for a moment. Also, if I can get the first one open, the third appears to be very sensitive.

Cast Guidance:
Disable Device(chest 1): 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31

Cast Guidance:
Linguistics: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Cast Guidance:
Disable Device(chest 3):1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32

And that is actually the order I typed them. Maybe Calistria really has blessed me with luck.


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:

Let me try this again. I think that you all should stay outside for a moment. Also, if I can get the first one open, the third appears to be very sensitive.

Cast Guidance:
Disable Device(chest 1): 1d20+11+1

Cast Guidance:
Linguistics: 1d20+5+1

Cast Guidance:
Disable Device(chest 3):1d20+11+1

And that is actually the order I typed them. Maybe Calistria really has blessed me with luck.

You manage to wipe the last of the poisionous slime on the first chest and you dismantle the gas trap on the third chest. All traps are now untrapped.


Male Human Wizard (FC) 11 - Enchanter

Jerin sweeps the chests with his detect magic one last time before stepping back and letting Krenn open them... :)


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

We open them up. Lets see what is behind door #1, #2 and #3.


Master of Procrastination and Grognardia

The first chest with the touch poison being wiped off contains nothing, however the second when opened has a vicious and angry-looking blood red cobra that attempts to bite Krenn, but fails and Krenn cuts the thing in half with a single swing of the axe, killing it instantly.

attack: 1d20 + 2 ⇒ (7) + 2 = 9

Inside that chest there are six potion bottles and the last one was airtight, but the gas producing trap has been disabled but contains nothing else.


Male Human Wizard (FC) 11 - Enchanter

Jerin can tap identifying items of up to a 13th level caster, 15th with an assist. He will spend 6 rounds to identify the potions.

Let me see those real quick, they might be useful.


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

Take 10 on assists. Alternatively, Curnach cannot fail to identify a potion based on taste using the perception skill.


Master of Procrastination and Grognardia

Three of the potions are of cure serious wounds and the other three are of lesser restoration.


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

All of you take one of the potions each. Don't use the restoration spells unless you have dire need though- I have such a spell prepared today.


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

Well, lets see what lies to the north.

We head up the passage heading north carefully examining for any traps or surprises - should be a Perception of 35 between Curnach and me.

--> If someone else has a different plan, I am open to options, just feel like we need to move on.


Male Human Wizard (FC) 11 - Enchanter

I blame Kreen since he was elected as our "where to go next" decision maker long ago :)


Master of Procrastination and Grognardia

The walls in this oddly shaped hallway are all decorated in a complex mural depicting a jungle brimming with hungry life. Predators of every sort stalk, maim and feed on dozens of hapless men and women. In the canopy above the monkeys, snakes and birds seem to chatter and mock the victims below.

After a few seconds new victims are added to the mural depicting Krenn, Curnach, Llyra and Jerin. The walls glow magical.

Knowledge Arcana 15:

The walls give off a minor illusion effect.

The next room has a door, but before entering this room Llyra stops and points out yet another symbol has been sketched into the floor and to avoid reading it.

1d20 ⇒ 19

Edit: MAP

Knowledge Arcana DC 20:

The aura is a moderate enchantment.


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

Knowledge(arcana): 1d20 + 5 ⇒ (11) + 5 = 16

It is some type of an interesting illusion on these walls. And we have another glyph on the floor, anyone have another monkey or rat to trigger it?


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

No. I suggest we simply pass it by walking around the edges of the room, facing away from it.


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 nods and says "Very well." Based on the guidance of his squishier peers, Krenn leads them around the room, making for the door at the far end.

I'm sorry if the delay was a wait on me to call a direction. I don't mind anyone calling the direction and assuming Krenn takes the lead when it comes to opening the doors and walking first. I've been traveling over the last week, but am home now so I should be more consistent again.


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

I do not think that it was you. I usually check and respond when I see something posted. This one did not have anything posted so I had not checked it. If nobody posts, even if it is just a poke, then nobody can be individually blamed for slowing things down.

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