DM Aron Marczylo's Curse of the Crimson Throne Part 4 (Inactive)

Game Master overfiend_87


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Male Human Wizard (FC) 13 - Enchanter

It's hard to fail a knowledge check that low. Can our guides lead us there? If so we make haste.

1d20 + 12 ⇒ (7) + 12 = 19

Regarding Sial...not a big fan...but will go with the group if they want to have a loose alliance with him. What does he want in return or out of the alliance? Sense Motive time

When we stop each night I will be crafting a scroll.


As stated he merely wants to observe you as he believes you're quest will end up helping his church in the end and so wishes to aid you all.


Unless the other two have a reason to reject him, I say let him tag along. Better to keep him close than have him try to set up another rival group.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra is not a big fan of Sial or his faith, but will not reject his assistance. After all, keep your friends close, and your enemies closer.


Curnach has no problem with letting him tag along and neither does Trinia, who often spends all her time with him as they see this as a way to take a break, go shopping and have a meal.

Will you teleport back to the temple or somewhere else? Where is Sial supposed to wait for you?


Male Human Wizard (FC) 13 - Enchanter

Not sure what you are referring too, our Shoanti guides were going to bring us to the temple via horseback right?
Sial isn't waiting for us, since he is with us traveling we would take advantage of the bone house at night to avoid encounters.


Master of Gaming and Grognardia Current map

alright, wasn't sure he and his Kyton companion was with you.


Male Human Wizard (FC) 13 - Enchanter

We travel there as quickly as possible.


Master of Gaming and Grognardia Current map

Again, I apologise for the delay.

Jerin brings the group back to near the Acropolis as a bearing in the desert before attempting to travel to the House of the Moon. Before arriving you all get to spend time at his bone house. This item starts out as a small Skull ending in a cube under it, but after he hurls it out, it transforms into a impressive fortress made from Bone with a giant skull being where the entrance to the fortress.

Think Castle Greyskull

As Sial opens the doors four rotting creatures are there to greet you all at the entrance, but Sial holds out his hand to halt the creature's advancement.

Knowledge Religion DC 10:

The creatures you recognise as the undead known as Mummies. They are mummified creatures, originating from Ancient Osaria. These ones appear to be altered via magical means.

"Do not worry about the guards. They won't cause you any harm." Sial states as the creatures slink back inside the fortress, doing their rounds and patrolling the area. "You can have whatever room you desire." he states as he waits by the entrance for you all.

Assuming no one is going to be ojecting to the Mummies moving around.

As you approch the House of the Moon you are all suddenly surrounded by Shanti. These ones all wield Star Knives, a favoured weapon of Desna.
"Who are you, Tshamek?" she states, leering more towards Sial and his unnatural companion, but staring right at Krenn.


Male Human Wizard (FC) 13 - Enchanter

In Shoanti, I bear the mark of Desna! Jerin shows the mark he has, We wish to speak your leader.


Master of Gaming and Grognardia Current map

The woman, upon seeing the mark puts away her weapon immediatly and the others do the same.
"I apologise. We did not know you were followers of our Lady of the moon." she states as she looks over the group and offers out her hand to Jerin to greet him. "My name is Tekra'Kai and I am the leader of this group."

She looks back to where she emerged from.
"Follow me, we could use a loyal follower to help us in our endevor." she states as you all make your way following her direction. "Our temple is often left empty for many moons and scavengers or creatures of all types use it for shelter so we need to clear it before the rest of our tribe arrives, but a monster is there and we have lost a few of our warriors fighting the giant, red ape monster." she continues to describe the creature in detail, in hopes you may know what it is. "Also, may I ask why you came?"

Knowledge Arcana DC 23:

The creature she has described is a Red Reever. These creatures are known for acting as guardians of ancient sights, though they have very limited intelligence and cannot be reasoned with. It will go into a rage if the object or location is destroyed and will continue to fight until it's killed it's target. It has a weakness for beautiful sites and it is possible for a skills person of the arts to distract the creature with their performance in which state it stops whatever it's doing just to enjoy the scene, but attacking it again will cause it to fight again.

It has a decent sight in the darkness just like any creature akin to darkness such as Dwarves, Half-orcs or others. The creature attacks with both it's maw to bite and it's massive claws.

Knowledge Arcana DC 28:

Red reavers are omnivorous. They spend days at a time hunting along rivers and secluded shorelines for fish and larger creatures that come to the water to drink. While red reavers often seek out caves in foul weather, most of the time these brutes merely collapse where they stand
when overcome by slumber.

Simple in both heart and mind, red reavers are often transfixed by the natural beauty of random curiosities. On occasion, red reavers have been spotted standing as still as statues watching multi-colored sunsets. Others might be beguiled for hours when they spy their own reflection in a clear pool of water. Tales are told of red reavers drawn to traveling bards, the reaver listening to the minstrel’s music with fascination but then unintentionally tearing the hapless performer to shreds after the exhausted bard at last puts down his instrument.

The creature's wings, though small have a little affect and can fly due to partial supernatural ability, but it doesn't last long as it only goes short distances and if it doesn't land soon, it will fall instead.

It's hide is far thicker than most creatures and even though it is slow and lumbering, it's hide makes up for it. It also only understands a few words of Giant.

Knowledge Arcana DC 33:

Red reavers prefer to live among mountain ranges, particularly those with an abundance of rivers and streams or near the sea. The massive brawlers are almost always solitary, save for a brief frenetic mating season every 6 years. Following its live birth, a reaver infant grows swiftly and leaves home within months, eager to claim its own territory.

Red reavers do not get along with gray renders. A chance passing between the two invariably results in an immediate brawl. Each brute clamps its jaws on the other’s neck and the pair rolls around on the ground as each tears away at its opponent’s flesh, completely oblivious to its surrounding environment. Although these battles are often long and vicious, they are rarely fought to the death.

These creatures are normally in the middle of alignments as they merely guard things that are beautiful and not out of any selfish reason beyond just watching over it.

They're claws are extra sharp and like trolls, they enjoy grasping a target and rending it to pieces until there's nothing left but chunks.

Red Reevers can also emit a Roar that can terrify those who hear it and shrink from it. It is limited to how often it can roar to mere seconds, but if you were to shake it off, it would not scare you again.

Knowledge Arcana DC 38:

Other Red Reavers:

Although red reavers in Golarion are rare overall, their savagery is usually sufficient to leave a lasting impression.

Auger: The sleepy village of Caldamin, along Andoran’s Verduan Forest, has long enjoyed the protection of an old gray render called Shepherd Graygulp, a name chosen for the beast’s habit of adopting lambs within Caldamin’s herds as its bonded companions. Within the same territory is a wild red reaver known to the Caldaminians as Auger, who occasionally comes to feed upon the sheep under Graygulp’s protection. The titanic battles that ensue when these monstrous brutes encounter one another is the stuff of legend. As such, much to Caldamin’s dismay, the village has now begun to attract foreigners known as “Auger Watchers,” who make the trip to Caldamin in hopes of witnessing or, in a recent unfortunate case, eliciting the famous brawl.

The Ripper: On a journey 3 years ago, Free Captain Kelsin Southmoore, in command of the frigate Hurassa III, captured a slumbering red reaver from the West Bandu Hills of Sargava on the beach of Desperation Bay. After his men amputated the creature’s wings, he entered it in the infamous Viper Cage, Ilizmagorti’s bestial pitfighting
competition. The enraged reaver, nicknamed “The Ripper,” was the first beast to ever survive and go on to win two consecutive tournaments and has been a local favorite ever since.

The Red Warden: The Lastwall village of Roslar’s Coffer, just east of the Mindspin Mountains, was overrun by orc raiders several seasons ago, driving off the local residents. Although the rampaging orcs were eventually put to the sword, in the survivors’ absence a red reaver wandered into the area and become infatuated with the striking façade of the village’s burnt shrine of Sarenrae. The villagers have tried to return to their homes, but every time anyone gets too close, the reaver chases them off.


Seeing Jerin readily accepted by the woman once he proclaims his mark, Krenn falls in behind him in a protective stance.

Since Krenn's appearance was initially offputting, he wants to appear as Jerin's soldier. And in case there is a threat to him for bearing the mark of Desna, he wants to be ready to intercept attacks.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Knowledge(arcana)(aid another for Jerin): 1d20 + 5 ⇒ (15) + 5 = 20


Male Human Wizard (FC) 13 - Enchanter

Sorry I meant to do this like two weeks ago...

Knowledge Arcana 1d20 + 20 ⇒ (19) + 20 = 39 That's a 41...Jerin knows all there is to know about them and happened to have studied them for several days one week in the academy..his ears pick up!

A Red Reaver eh! An incredible find! Jerin describes what you find in the spoilers...

I will make this creature mine! Follow me to the entrance but do not enter until I can make the creature mine, we don't want to hurt it or injure it unless we have to. It isn't evil in nature just a wild brute.

In Shoanti, I will speak with the Reaver and befriend him. I should be able to get it to leave your building. If it won't leave we will remove it for you. Tekra'Kai, we wish to speak with your Truthspeaker. Will you grant us this honor if we help you?

Jerin will advance with the group then cast several defensive spells outside:
Mage Armor
Shield
Mirror image
Greater Inviso

Then walk in and hit it with Aura of Despair (Su):10(r)/Day emit a 30 aura that gives all enemies -2 on ability checks, attack, damage, saving throws, and skill checks followed by a heightened charm monster (two charm monsters if the first one doesn't succeed from my bonded item.)

The DC is 25 for the first and 24 for the second. It will have -2 on it's save vs. this so 27/26.

Let me know the results please.


When everyone is ready (talking with the woman and making their preparations), with shield and axe at the ready, Krenn will lead them in. He will stay close and listen closely in case any of the other three indicate they need cover while casting.


Male Human Wizard (FC) 13 - Enchanter

Jerin wants to go in alone, with greater inviso I should be able to get the jump on the creature easily...I am going to throw fly into the spells as well so I stay out of its reach...for the most part :].

You guys would be waiting at the entrance in case anything goes wrong and I have to dimension door out. If it sees you it will attack immediately.


Krenn would be reluctant to let the wizard go alone, but grudgingly agrees. He'll ready his bow instead, and list for a signal from Jerin that he needs assistance.


Male Human Wizard (FC) 13 - Enchanter

Thank you for your concern Krenn, perhaps if Llyra has Freedom of movement so it can't grab me would be useful in case something goes badly wrong. Then I can Dimension Door back to you.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra will cast Freedom of Movement on Jerin.

That should make you very hard to grab. Be careful though, it will not stop you from getting hit or hurt.


Master of Gaming and Grognardia Current map

1d20 + 8 ⇒ (7) + 8 = 15

The creature regards you once you become visible, however it doesn't move from it's space. It just looks over at you and merely states.
"Beauty...protected. Smash intruders?" it says in Giant over at Jerin. The creature appears to be wounded, with a few discarded star knives on the floor that must have been used and dead moon clan Shoanti.

if anyone else move into view, they aren't considered friends.


Master of Gaming and Grognardia Current map

Also....

To get to the creature you find you have to travel up this temples steps, going through many amazing rooms. The entrance room has the ability to create a magical shelter to those who stare up and concentrait on the image of a moon obscured by clouds.

The room the creature is inside has walls painted with symbols and imagery sacred to Desna. A massive starknife is affixed to the ceiling above. Each blade on it, represents the four seasons and is able to move if pushed. This way any visitor can tell how long it has been since a woreshipper besides themselves had arrived. There are also stacks of animal carcasses, possibly for this beast's basic feeding and all the dead moon maidens' equipment is with their bodies, all stacked in a opposing corner so as to not spoil the markings on the walls.


Male Human Wizard (FC) 13 - Enchanter

Jerin impresses his will on the creature, in Giant, No, me show you new friends and things to smash. Come with me, I will give you food and show you beauty as well! he casts Prestidigitation and causes a series of pretty light to appear near the entrance including a glowing starknife.

Opposed Charisma check any bonus for the pretty lights? 1d20 + 4 ⇒ (10) + 4 = 14 bah! :] we may be slaughtering this thing.


Krenn stands poised like a statue, but coiled up and ready to bolt in. However, until he gets word from Jerin, he makes no movement and no sound.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Knowing that her whip is likely to be useless, Llyra holds her rapier in one hand, shield on the other, and waits for any calls from Jerin.


Master of Gaming and Grognardia Current map

The creature just appears insulted and decides to stare at back at the art on the wall. It isn't the fact it's Desnan, it's the fact it's beautiful, but it needs to be removed as the shoanti of Desna need to attend to services here and most likely the Truth Speaker will join later.


Male Human Wizard (FC) 13 - Enchanter

I am guessing it made its opposed charisma check?

If so Jerin exits, Oh well the creature can not be persuaded to be my pet, therefore it should die. Here...

Casts the following on Krenn.
Grease
Heroism
Displacement just as we are about to enter the room,
Vanish on myself.

Let's go. This should be short and sweet, but at least we should gain their favor.

In Shoanti, The beast will not join our cause. Now it will suffer our wrath. Unfortunately we must kill the beast. You should be able to return shortly.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra looks over at Krenn:
I shall call upon Calistria to aid us. You have seen her image fighting for us before. The spiritual ally should be able to flank with you. I will join you, but fight defensively and attempt to distract the creature with my whip to make it easier to hit.

Plan is to cast Spiritual Ally in the surprise round, Blessing of Fervor in Round 1, and then join the fight in Round 2 fighting defensively and using Aid Another to increase Krenn's attack.


Male Human Wizard (FC) 13 - Enchanter

Jerin is just going to hold monster then let you Coup de Grace it while hiding in the back...could be a very short combat...lol


If all goes to plan, it could be glorious and quick. If not, I don't mind a few cautionary spells... Is Curnach still with us?

Sovereign Court

Yup, all but assumed the game was dead tbh. I'll work out my preparations later this evening. Aron not sure you looked at Charm Monster carefully, Jerin can attempt to give direct orders with an opposed charisma check (which he rolled).


Master of Gaming and Grognardia Current map
Alexander Kilcoyne wrote:
Yup, all but assumed the game was dead tbh. I'll work out my preparations later this evening. Aron not sure you looked at Charm Monster carefully, Jerin can attempt to give direct orders with an opposed charisma check (which he rolled).

must have missed that. I read that charm monster means it reguards you as a friend, unless I'm missing something, which is more than likly. If that is the case I'll roll the opposed check, but this beast is very strong feelings for this place as that's something with all these creatures. I'm working at the moment so I'll reply in the morning and I apologise for the slow and almost non-exsistant replies, but there has been stuff going down my end, but now I'm attempting to straighten things out and get on the PC more when Chris is over.

Sovereign Court

You've got the jist of it but you've missed the fine print. Look at ALL the text on charm person (which Charm Monster works off).

Quote:
"You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing."


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

The only problem with charm person/monster is that it is limited duration. Once it wears off, the Red Reaver will just return. Or am I missing something?


Male Human Wizard (FC) 13 - Enchanter

Then Jerin casts it again :].


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

Will wait for resolution of Jerin's stuff.


Master of Gaming and Grognardia Current map

1d20 + 1 ⇒ (10) + 1 = 11

the creature, though not too sure, decides to follow Jerin on the way he wishes to take him.

just read it recently. Didn't realise you could do that with an opposed Charisma check. Will need to keep that in mind for my pfs Bard.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Yeh, the goal with Charm Person/Monster is that you have to make the purpose somewhat reasonable and not unnecessarily dangerous to the charmed person/creature.


Male Human Wizard (FC) 13 - Enchanter

Outside are friends....do not attack them and you will be fed well and see many pretty things. You will then be rewarded again by being allowed to tear some things apart and show us how powerful you are!

Jerin walks out with the Huge Red Reaver in tow, My friends, meet our new friend! We will just need to keep him well fed. he grins.

In giant, What is your name my powerful friend, I can't just call you Reaver, I am Jerin.


Male Human Wizard (FC) 13 - Enchanter

In Shoanti to the tribe, The Reaver was mistakenly defending what it thought was its home. I have convinced it to leave with us and become part of our cause for now. It will not bother you again. We will deal with it but we will need to find it food. Can we purchase a few horses from you?
Will you take us to your Truthspeaker?


Master of Gaming and Grognardia Current map

Tekra’Kai is surprised by seeing this beast up close and she obviously harbors much anger against the beast with her sisters, but she gives a shy and a nod.

"He will arrived tomorrow with the rest of the tribe. You can all stay with us tonight, but first we wish to retrieve our sisters and pay them last rights." she states as they head in to clear the place out. Sial declines the invitation, going to his bone house somewhere out of the way and the guides, as tribes of the Skoan-quah, also avoid much speaking with the Lyrune-quah, but that isn't unusual as all the tribes follow different paths.

Assuming you want to eat with them.
Tekra'Kai decides to suddenly ask
"Why do you wish to visit Truthspeaker Akram?" she asks as she seems genuinely interested in what has been going on.


Male Human Wizard (FC) 13 - Enchanter

We seek Truthspeaker Akram so that he will accompany us to witness our journey to the Feeding Grounds of the Quah-Kael, where Cindermaw lives. There we will face him and live to speak of it. I am going to become a Shoanti...a brother to you all.


Master of Gaming and Grognardia Current map

The Shanti whisper among themselves with the mention of this great task and Tekra'Kai looks equally worried, but also impressed.
"What you speak of is a great task that only one has ever accomplished. We cannot speak for the Truthspeaker, but you have a noble cause. He shall arrive in the morning." she states as the group continues to spend their night sanctifying the temple.

Next day, about noon, the Truthspeaker arrives to the camp. He is a very elderly man with little hair, but what remains is white as snow.

Akram The Truthspeaker


Male Human Wizard (FC) 13 - Enchanter

In Shoanti and then in Common, Truthspeaker Akram, we are honored to meet your and your Quah. May Desna guide you and embrace you!
These are my friends and champions; Curnach, warrior of nature. Krenn, blade and protector. Llyra, our spiritual warrior.
Together we seek to bond with the Shoanti and forge a peace between them and Korvosa. We also seek to remove its queen and restore the city to the people.
To do this we want to join the Quah and become a Shoanti.

After some additional smalltalk, Truthspeaker Akram, we ask that you accompany us on a sacred mission. I wish you to accompany us to witness our journey to the Feeding Grounds of the Quah-Kael, where Cindermaw lives. There we will face him and live to speak of it. I am going to become a Shoanti...a brother to you all...


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

Warrior of Korvosa... Curnach muttered under his breath.

Jerin- what do we actually know of this Cindermaw? I would appreciate the opportunity to prepare myself accordingly.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra nods in agreement with Curnach's inquiry.


Male Human Wizard (FC) 13 - Enchanter

Aron, what do we know? I think it is some monster that swallowed some guy years ago and he cut his way out right and became a Shoanti right?
I had some ideas of how Jerin would accompish this easily through magic but I am not sure what it is or the rules of this :].


Master of Gaming and Grognardia Current map

the story was that was how one became a Shoanti, but it was more due to the fact he survived the encounter so you don't need to tear yourself out of the creature, but you need to atleast survive the encounter. Most of what you know is tales of the creature. An enormous worm with crimson skin that radiates heat and breaths fire out of it's many toothed maw that has been known to swallow entire tribes. It does not attack like a simple beast and it's attacks seem more directed. The creature is also bigger than life. Give me a knowledge Arcane and I'll see how much you might know about this beast.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Aid another-Know(arcane): 1d20 + 5 ⇒ (20) + 5 = 25 <-- maybe I know something to be of aid?


Master of Gaming and Grognardia Current map

Lol, more than enough. Was waiting for Jerin for his roll, but with an aid it'd be more than enough even on an average roll.

Cindermaw's abilities and the type of creature it is comes from is hard to pin down as it sounds like a multitude of different creatures, but you manage to discern that the creature was once a Purple Worm, however it has been altered by, some unknown element, into a creature that sounds like it's infused with fire and able to breath pure fire and somehow radiate heat to such a degree that it can burn enemies with it's touch.

It also appears to be a much bulkier and more powerful than a normal purple worm and whatever has altered this creature has changed it to being as intelligent as a average human being so it's weaknesses, if any, are possibly different from it's base creature.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra looks to her companions and explains what little she has heard about this creature:
I can provide us with some resistance to fire which should help.

Will memorize Resist Energy(communal) and Protection from Energy(communal) when we are ready to go in. I can also memorize multiple normal spells. Pretty sure that Curnach and Jerin can as well.

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