DM Dr Evil's Curse of the Crimson Throne

Game Master DM DoctorEvil

Book 2 Seven Days to the Grave - A mysterious illness threatens peace and stability in Korvosa.

Orc Attack map

Loot Tracker


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Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

Kalvin attacks again.

1d20 + 8 ⇒ (13) + 8 = 21

Damage: 1d8 + 7 ⇒ (4) + 7 = 11


Ossuary - Round 3 - concluded

26 Crux
16 Marnos
14 Owlbear Skeleton (grappled, 26 hp dmg)
13 Kalvin
12 Nyramel
4 Graxton (grappled)

Kalvin, with some aid from Nyramel, is able to connect with the ossified owlbear. His edged blade is less than effective against the skeleton, but the force of the blow still has some results.

Nyramel and Graxton on the clock again. Will DM-PC them tonight if no reply by then.


Sent PM's to the missing players. We'll see if there is any response.


Vital:
HP: 19/21, AC: 17_ T: 10_ FF: 17, Perception +3, Sense Motive +7, Initiative: +0, F: +4 _ R: +1 _ W: +6, CMB: +3, CMD: 13, Speed: 20
Skills:
Acrobatics -4, Appraise +4, Bluff +1, Climb -1, Diplomacy +5, Handle Animal +3, Heal +7, Escape Artist -7, Intimidate+3, K(Nob/Rel/Pla) +4, Linguistics +0, Ride -4, Stealth -7, Spellcraft +4, Survival +3, Swim -1

Graxton hopes that his god will heed his call as he tries to get free from another dreaded monster in his face, "Gorum lend me your strength!"

He then tries to get free of the grapple. CMB: 1d20 + 3 ⇒ (7) + 3 = 10


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

I had forgotten about this.
"Let go of my friend." Cast Grease on Graxton.


Ossuary - Round 3 - concluded

Nyramel still fairly useless against the bony behemoth, instead tries to grab the creatures arms, which are wrapped firmly around Graxton, and aid in his escape from the grapple.

Graxton for his part shouts a prayer to Gorum and kicks for all he's worth against the owlbear which is slowly squeezing his life away. Despite the cleric's size and strength, however, the owlbear has leverage on him, and Graxton cannot free himself, even with Nyramel's assistance.

End of Round 3

CMB check: 1d20 + 3 ⇒ (18) + 3 = 21 Aid to Graxton


Ossuary - Round 4

26 Crux
16 Marnos
14 Owlbear Skeleton (grappled, 26 hp dmg)
13 Kalvin
12 Nyramel
4 Graxton (grappled)

Crux, in a moment of insight, casts his Grease spell on Graxton, making his armor and outer clothing slippery to the touch.

By the spell definition, gives a +10 bonus to Escape Artist, CMB and CMD vs grapple, for the 3 minute duration.

Marnos is up next, then the orc-squeezing owlbear tries to hold the slippery Graxton.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Strange, I posted once. Must have been eaten

Marnos casts Cure light wounds on the skeleton.

Cure light wounds: 1d20 + 4 ⇒ (3) + 4 = 7 Touch attack I believe

Damage if hits: 1d8 + 1 ⇒ (5) + 1 = 6


Ossuary - Round 4 - continued

Marnos casts Cure Light Wounds on the skeleton, but cannot touch him to set off the charge, so it stays charged for now.

The owlbear tries to continue the grapple and injure the now greasy Graxton. It successfully holds him and rips his flesh with its bony beak, knocking the priest unconscious yet again.

Owlbear grapple vs CMD 15, grease: 1d20 + 19 ⇒ (11) + 19 = 30
Grapple dmg: 1d6 + 4 ⇒ (2) + 4 = 6

Kalvin and then Nyramel if he is magically around again. Graxton is unconscious and bleeding, but this may be how we lose the character from the game. I wouldn't strain yourself to rescue him.


Kalvin, you out there? You can go ahead and post if you have an action.


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

Kalvin puts aside his blade and swings his fist (which is covered with a cestus) at the creature.

1d20 + 6 ⇒ (6) + 6 = 12

If that hits Bludgening damage

1d4 + 3 ⇒ (4) + 3 = 7


Ossuary - Round 4 - concluded

Nyramel still dances in and out of the way of the owlbear, hopefully distracting it enough for Kalvin to score a hit.

Given the distraction, Kalvin swings with his bare fist at the bony owlbear, but his fist misses connecting to any part of the target.

End of Round 4

Nyramel aid another: 1d20 + 2 ⇒ (19) + 2 = 21
Graxton DC 10 Con: 1d20 - 3 + 1 ⇒ (13) - 3 + 1 = 11


Ossuary - round 5

26 Crux
16 Marnos
14 Owlbear Skeleton (26 hp dmg)
13 Kalvin
12 Nyramel
4 Graxton (unconscious, stable)

Crux and Marnos up again. Marnos if I understand touch attack spells correctly, you still have the energy of CLW on you, just need a successful touch to deliver it.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Graxton's limp form angers Crux. He screams an incantation and a stream of flame erupts from his outstretched hand towards the hulking undead.

Scorching Ray: RTouch, fire into melee
to hit 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 damage 4d6 ⇒ (3, 1, 1, 6) = 11

Confirm Crit: RTouch, fire into melee
to hit 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 damage 4d6 ⇒ (1, 4, 6, 5) = 16

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

way to go Crux! That should do for it!

Marnos tries once again to deliver the cure spell,

Cure Light Wounds: 1d20 + 4 ⇒ (6) + 4 = 10

Damage if hits: 1d8 + 1 ⇒ (6) + 1 = 7


Ossuary - Round 5 - concluded

Enraged by the injury done to his friend, Crux fires a ray of burning energy at the owlbear skeleton. Empowered by his anger, the ray does extraordinary damage to the osseus creature, exploding it in a shower of bone fragments and splinter, and ending the combat in the ossuary.

End of Combat

If we are to pick up the other players now, you need to make plans to evacuate and see the FM, she will assign the new players to your group and then you can return to this place. The combat vs the 6 skeletons and the owlbear generates 353 xp per player, moving the new total to 3953/6000 or about 24% to level 4.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Dot


After the dust from the explosion settles, it appears Nyramel is no longer with the group. Losing his nerve from the onslaught of the undead, the half-elf has deserted, leaving the others high and dry.

Worse yet, it appears Graxton, the often injured and usually unconscious war-cleric of Gorum, may have fought his last battle. Unconscious again, and stable, it appears the wounds from the owlbear, while likely not mortal, may keep the adventurer from ever raising arms in anger again.

Using some debris in the ossuary to create a litter, the rest of the heroes bear their fallen comrade in silence back to Citadel Volshyenenk where he is left in the care of the healers and physics there.

Field Marshal Croft, a bit cross at the cowardly behavior of her last recruit, offers her condolences for the loss of Graxton. "It is a sad thing to lose a comrade in arms," she says, "but the mission must go on. Finding the body of Gaekhen in the Dead Warrens is more important than ever. The Shoanti tribal leaders have sent the Black Feather to the city leaders which means they are preparing a war party. YOu must get him, and get him back here quickly before things get out of control!"

"I have arranged a two more companions for you," continues the Marshall opening the door to a smaller chamber where two people, who couldn't be more different, await. "I think you will find them suitable, and they should assist your mission in their own ways."

That should be enough introduction for all of you to meet. Take it away with RP, or get ready to go back on the adventure. The action is back in your hands.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

A rather short woman walks through the door. She wears a kerchief over he blonde hair and the smell of chemicals waft from her many pouches and satchels. The vials attached to loops on her armor rattle somewhat ominously but everything looks well maintained.

Hello, my name is Tabitha but feel free to call me Tina. Marshal Croft informed me that you need to some in your endeavors, I have worked extensively in helping those injured in the riots and hope I can be of some help.


"Tina's healing skills are well-known," says Croft, nodding to the young alchemist. "But she is also talented in a fight. She has some explosive concoction that makes quite an impression. If pressed, she can also hold her own in melee. She should make a nice replacement as healer for poor Graxton."


retired

And behind her stands an older, gruff looking bull of a man, his meaty arms crossed impatiently over a worn, heavy leather apron. A greasy rag and heavily used hammer hang from metal loops on his belt and a thin streak of black soot or ash stains his forehead. "An' I'm Travigan. Kroft here tells me you lot are responsible fer savin' me neice from that scum Lamm? I owe ye fer that and I'm willin' ta help, if I might. I was'na exactly expectin' ta march inta Shoanti lands straight away though," he shoots Kroft a look before turning back to the group, "but it should'na take me long ta grab some more 'propriate attire an' something a bit heavier than this." He pats the hammer hanging by his hip. "I jus' need to swing by th' shop on our way out o' town. You all have names though? Kroft's only told me what ye've done, not who ye are."


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"I can also vouch for Tiny Tina. She has aided me with my wrappings on more than one occasion." Crux's respect for the small healer can be heard in his hoarse voice. He looks at Travigan. "Anyone who hates Lamm is good by me. Before we leave town, we have to return to the ossuary to... gather someone."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina nods and smiles at Crux. Yes, we need to help those who have suffered from his actions. Tina adjusts the bandages on Cruxes arm that have started to loosen. I have everything I need to head out.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Marnos nods at the newcomers and says,
"Marnos."
After a moment he adds,
"We need supplies."


Croft turns to Travigan and says, "To be clear, you aren't marching into Shoanti lands. Your mission is to recover the body of a murdered Shoanti youth from the Dead Warrens in the Gray District, right here in Korvosa. If the youth's body is not recovered so he can be given proper burial rites, the Shoanti are promising retribution on the city."

To Marnos: "Time is of the essence, but if you have need of supplies then get them, but be quick and don't waste time."

"That is all." she says simply. "There is a reward waiting if you can avert disaster. Dismissed."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina looks to Marmus as the group heads out. Besides Marshal Croft's briefing, can you tell us anything about you have encountered or the area we are heading into?


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

"Graxton is a proud warrior," Kalvin interjects, glaring at Field Marahall Croft. "Do not cast him aside like some broken toy. Or you will learn why wise men fear a fallen Paladin."

He turns to the others.

"We face the undead and we have no cleric. If you have blunt weapons be prepared to use them."


retired

Travigan nods to Marnos in greeting then blurts, "Undead?!" in response to Kalvin's words. "Tha's almost worse than marchin' ta th' Shoanti! I'll def'nitely want ta stop by me shop then. Shouldn't take but a few minutes." As the group prepares to leave he gives Kroft a knowing nod.

---

When Travigan emerges from his simple smithy, he's outfitted in fine armor and has a rather large mattock slung over his shoulder. "This should do the job on those foul undead, wouldn't ye say? Heh heh. Let's go recover that Shoanti lad's body then, avenge yer fallen friend, and stop this mess from spiralin' any further than it already has."

Status:

HP: 14/14
AC: 18 (11 T / 17 FF)
CMD: 16
F/R/W: +5/+1/+3 (+2 vs enchant, immune sleep)
Rage Rounds used: 0/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]

-Ongoing Effects-


Take some time to purchase any new gear you want for this adventure. The party currently has no items to sell New Players may want to check the loot tracker, the second tab tracks cash expenditures and gains (check that I have your starting gold right). The first tab will be where items the party finds are listed until they are claimed by a player or held for sale. Once claimed, it's your job to track your gear.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

While Travigan visits his forge, Marnos goes to the temple to pick up some supplies.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina is locked and loaded.


retired

Outfitted and as ready for trouble as he can be, Travigan gives those who waited for him a grim nod before turning for the Gray District.


Purchases recorded. On with the show.

Once everyone returns to the Citadel, Marnos has little trouble finding the path through the Grey District and into Potter's Ward. As before, the mausoleum with the fallen gargoyle indicates the path, and the trapdoor down into the Dead Warrens is still in place.

Descending slowly, the group of heroes finds themselves back in the bone chamber. This large room is supported by 4 stone pillars. The ceiling arches to a dome nearly 20' high. The walls are lined with skeletons caked in mud -- human mostly, but here and there smaller bones might be from halflings, or perhaps, children. Fifteen foot square pits sit to the east and west each filled with large heaps of hundreds of bones. To the south, a crude hole has been gouged in the wall providing access to tunnels beyond. The tunnels seem to glow with a pale blue light which is provided by a strange bio-luminescent fungus growing in patches on the walls, ceiling and floors.

While the veterans relate the attack of the team of skeletons and the ossified owlbear, the newcomers only see piles of inanimate bones. None rise to threaten you this time.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina pulls out a flask and uncorks it, sending a pungent smell throughout the room as she quaffs it down.

Dexterity Mutagen +4 Dex -2 Wis +2 Natural AC for 30 minutes


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"My guess would be that we would want to go down that tunnel there." indicating the crude hole.


retired

Travigan nods at Crux's direction, drawing his over-large maul as he steps toward the odd hole. He pokes his head into the corridor beyond and looks either way before striding through the opening, "Any idea how the lad's body came to be here?"

Perception: 1d20 + 7 ⇒ (16) + 7 = 23


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina will take her place in line, warily looking at the shattered bones, not really trusting them to stay still.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"Yes. Delivery of the lad's body to this location was part of the buyer's request. The Marshal has the dim-witted seller in custody already."


retired

"Seller? The lad's body was sold fer coin? Who'd want th' dead body of a Shoanti boy?" Travigan shakes his head in disgust at the thought, then adds, "Are ye thinkin' it's some kind o' deliberate act to incite a war?"


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"It does not matter to me as to why, though that is one possible, probable, reason."


You might remember from your briefing that the necromancer Rolth is known to operate here; he has been a thorn in the side of law and order in Korvosa for some time, and Field Marshal Croft wouldn't mind you taking him out of action if it comes around. Rolth bought the body of the dead Shoanti it is suspected and that's why you are exploring this old mausoleum. It'd be worth yor time to read back through the last few pages of posts (if not the whole thread) to get the idea of what's happening here.

Not long after leaving the ossuary, the narrow tunnel branches, one branch heading west, the other bascially south. Both seem to open into larger chambers.

Which way do you choose?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Let us try west, I can sneak ahead if that is okay.
If acceptable
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

west's as good as any other.


GM Rolls:
3d20 ⇒ (5, 4, 8) = 17

Tiny steps to the fore, and quiet as a mouse, heads west down the cavern hallway. Soon the passage opens into a large chamber, which is rank with the stink of sweat and mud. Four filthy straw pallets and a low table covered with dice and a miniature maze of carved clay are the main features of this room.

As Tiny looks on, a pair of pale blue humanoids with bulging white eyes, wild white hair, and four-fingered hands play dice around the table. They don't seem to notice Tiny's approach as of yet. Each of the humanoids has a strange club with a string attached to a hook on the end. There also appears to be a crossbow for each sitting on the table at the moment.

Check to identify or learn more about these humanoids is DC 13 Know Local. Right now, only Tiny can make the check, if others want to move up to look, they'll need a stealth roll. If no one alerts the creatures by failing stealth, you will get a surprise round advantage if combat breaks out.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Know-Local: 1d20 + 3 ⇒ (4) + 3 = 7

Tina knows nuthink! So she slips back and whispers to the others.There are four small, blue humanoids in there playing dice. They have four fingered hands and bulging white eyes. They have clubs and crossbows. Should we confront them?


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"They may know about our quarry. We could try interrogating them."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

I don't have anything that is good for capturing people, so we'd have tot ry to intimidate them or knock them out and tie them up. We can try.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

knowledge (local): 1d20 + 4 ⇒ (10) + 4 = 14

Pondering for a bit, Marnos tries to recall if he has heard of such creatures...


By the way, there are only two of them. There are four pallets in the room, but only two of the humanoids are present.

Marnos:
Remembering his old wives' tales, Marnos wonders if the creatures might be derro? They are the bogey-men Korvosan mothers scare their misbehaving children with. According to the stories, derro come out at night, and kidnap bad children taking them far underground where they become victims of evil experiments and torture. No one quite believes these stories, but apparently there is some truth to them?

If you choose to try to ambush the humanoids, it will require a stealth check from all participating or you may lose the element of surprise.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

"I have heard tales of a bogey-man that matches the description you have." Marnos says, his brow furrowed.
"They are called 'Derro'. They come out at night, and kidnap bad children taking them far underground where they become victims of evil experiments and torture. No one believes these stories, but they obviously have some truth."

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