Dungeon Master S's "Curse of the Crimson Throne" (Inactive)

Game Master Chris Marsh

Completed Final Post

  • Grym
  • Sandor
  • Morkeleb
  • Gaius
  • Ferox
  • Odric


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    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Ferox drives arrow after arrow into the devil woman. The mystical chains about her shudder and flicker. The final arrow acts as a coffin nail. Her form glows a deep indigo before melting into the ether.

    The castle shudders.

    A scream splits the air within the castle.

    The castle shudders again.

    A laugh, terrible and maniacal follows.

    While the anchor here is destroyed, another is reformed....

    -Posted with Wayfinder


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    out until this afternoon. Will update then.

    Out of combat.

    "XP: 4,267 each."

    -Posted with Wayfinder


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Ugh. Groan.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    So my new plan for the Demilich is a Silenced burlap bag and a hammer. Cool?


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Now that I am back to the module, I need to retcon. The castle does NOT recover. You do, in fact, destroy another anchor without the demilich reforming.

    Morkeleb's eyes close as he senses the threads of horror spanning the castle like a spider's web. They loosen, and they weaken. You think the power of the castle has weakened enough that you can now teleport within the castle...

    What now heroes?


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    And we're 12th level!


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Still one more anchor to go. Any thoughts on where it might be?


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Looks like there are still sections of the third floor unexplored. Not sure how to get to them, though.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    There are stairs on the second level you haven't taken. (and on the first)


    1 person marked this as a favorite.
    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    while I certainly don't disagree, it's always frustrating to have made the right call, and failed anyway. Put another way, "nor are heroic tales based on when the villain is luckier than the hero"


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Make the call caller. The sands are still trickling from the hourglass, and we have another anchor to sever


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The second floor map points out stairs you haven't taken.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Let's go back to the first floor and take that circular stair up.

    South end of the map. That tower stairs go up, yeah?


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    That's totally an option.

    You do it?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Good call. Go--but check the room with the newly-fallen anchor first!!


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Oh, right... We didn't search this room, did we?

    Let's search, then head to that tower on Floor 1.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    A reminder of the room you're in:

    The interior of this tall, hollow tower is silent and menacing. High overhead, an opening at the tower’s peak lets in light, as do the arrow slits set into the walls, yet nothing seems capable of dispelling the gloom of ancient evil that looms here. A shallow pool of stagnant water from past rains has formed in the center of a floor that is largely empty of furnishings. Near the far wall slumps a wide bed, swathed in rotten and moldy bedclothes. The bed itself hangs a few feet off the floor, supported at its corners by chains hanging from a series of iron support beams above. To the side a large gilt throne stands upon a short dais before a series of manacles inset into the floor. A nearby fire grate, long cold, holds a collection of branding irons and other torturer’s tools. A series of alcoves climbs the walls of this tower in an ascending spiral. Within each stands a statuette, art object, or polished skull.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The party finally calms down from the fight to survey the room they're in.

    It takes a few moments for it to sink in.

    But when it does, jaws drop.

    Sorry for the tease, have to go AFK. Will post when I can.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    I'm posting the treasure here, but anything other than the items will take a LONG time to get. Keep in mind that coins are 50/lb.

    The Treasure of Kazavon:

    The gilded throne in this room is embedded with dozens and dozens of gemstones, 200 in all, worth a total of 20,000 gp. The gold that gilds the throne is worth an additional 2,500 gp if you scrape it away. Though the many fine furs and fabrics that graced his bed have decayed over the years, his bed is not without value. What appears to be a down-stuffed mattress is readily apparent to the touch to be filled with coins. In total, the mattress holds 796,800 cp, 24,200 sp, 15,500 gp, and 460 pp. That's right, his mattress weighs in at 16,739.2 lb. The rest of his wealth is represented by the art objects in the alcoves. There are a total of 80 such alcoves, 34 of which hold polished (and now very brittle) skulls. Another 41 hold statues, jewelry, paintings, and other valuables worth a total of 15,300 gp. The remaining five hold items of legendary craftsmenship: a light mace encrusted with icy blue sapphires, a scarab of gold, a gold and ivory gem-studded lantern, and a simple golden circlet.

    I'll let you guys digest before posting about the trip to the other end of the second floor.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Treasures untold!! Gather the finest items together and we shall see if they are even more valuable than meets the eye!

    Detect magic. Scan the room. Hand me a Kleenex. 3/4 of a million cp??


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Only a few things register as magical. Morkeleb works his magic:

    The mace is a +2 icy burst light mace.

    The broach is a fully charged broach of shielding

    The lantern is a lantern of revealing

    The circlet.... is ...tricky. It's a skeleton warrior's circlet. You know they're supposed to grant control over a skeleton warrior and to let you look through their eyes, but Scarwall is a strange and evil place. The question is, do you want to see if the castle has... affected it?


    King of Korvosa

    If and only if we will take an hour here, Odric let's the group puzzle over the treasures and finds a corner to practice some moves he has been noodling over. Specifically, Odric works on a way to sicken his opponents by assaulting specific nerve centers in the body.

    Bucho watches with canine interest, head cocked to one side as Odric practices a strike, then assaults himself with knuckle strikes to sensitive areas. Following each strike and the predictable reaching and convulsions Odric tries his sword strike again. The process continues for about an hour. Bucho eventually bores of his pack-mate's antics and lays down facing the door.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Well we have that chained thing back there that we weren't able to damage. It had spectre's with it, and it's chains did a horrible CHA drain. Mithrodar was it's name check out page 188.

    DM is that the last remaining anchor, or is there one more?

    While I can fly, I will get the art down from above


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Level up requires a night's rest. Reread the description of Mithrodar and compare it to your past history with chained spirits.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    One anchor remains, and remains as yet unfound. Mithrodar, the spirit that holds the entire Scarwall Haunt, will then be vulnerable for permanent destruction.

    Did I get that right??

    On handling the circlet, Morkeleb's brow creases. I opine we should simply take this item for further study, and not try it here. I would take the scarab, and let another take the partially spent one I'm currently wearing, unless someone objects. This mace is very potent! the lantern is quite useful as well.

    Looking about at the remaining treasures, the wizard muses aloud. Maybe we should leave the rest of the monetary treasure here, to be taken out at our leisure once we defeat this place for good.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Well if the smartest one among us says so, and it makes sense I say go with that plan.


    King of Korvosa

    Level up yo. Rest the night men. Practice sickening crit again in the morning; Odric takes last watch.

    1d10 + 3 + 1 ⇒ (10) + 3 + 1 = 14
    Next feat Cornugon Smash
    Skillz: Intimidate
    Acrobatics


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    if you rest, you've got 48 hours left...

    -Posted with Wayfinder


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    We just woke up. Leveling up is great, but is that something we need to do now?


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Yeah, we're still pretty fresh and the clock is ticking. We have a Demilich that may wake up any day. We should press on.

    On to the tower. Those be some sweet items.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The party makes their way back down to the first floor, down the hall, and finally arrives at the statue, still with a bag over its head.

    Free from the gaze, you can climb up without compulsion. This small chamber is nondescript save for two trap doors— one in the floor (where you stand), another in the ceiling fifteen feet above. Four narrow windows look out over the castle rooftops. The room’s only feature is a single shriveled dwarven corpse huddled at the base of the west wall, its bony arms locked firmly around its bent knees, its parchment-thin skin dried and cracked in places, revealing the bones beneath. A bushy, gray beard still covers much of its skull-like jaw line, though portions have fallen out into its lap. Next to it is a small coil of string and a pile of tiny bones with a few black feathers interspersed among them.
    [dice=Heal DC 30]
    The corpses is between 500 and 600 years old.
    [/spoiler]

    The corpse holds nothing of value. Moving on, you opt to check the door above. It's a small minaret, and it appears the area is the station for a gargoyle, but there is no sign of it here. Looking yonder, you see the ledge from which Odric tumbled. Perhaps that was him.

    For clearing floor 2: 2,500 XP each

    Maps are updated.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    I think we need to move to the first floor and move up from there to the unseen parts of 3. But I'm lost--which stairs have we not taken?

    I think the arrows were somehow moved.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Level 2 map is up to date and the arrows are accurate. Minis look good too if you want to do a "door protocol" for the stairs.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    On general principle Grym shovels a few handfuls of the platinum coins and/or the gems if they are easy to pry loose into his Heward's.
    Then he is happy to move along.

    Hey, someone should be taking that magical mace. Sandor? Its a light mace, I believe Grym could use it as his offhand weapon, though he already has SharkSlayer that is undead bane.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    If absolutely no one else wants the mace, Ferox will take it. He doesn't have much for a melee weapon. Not that he engages in melee much. Still, if it came to it, he'd be happy to have something better. Only if no one else wants it.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    that's a better choice than me (who could, in theory, also use it, but never actually would...)


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    if nobody else wants it Grym would use it just for the rest of ScarWall as a secondary offhand weapon, when NOT fighting undead.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    STAIRS!
    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (19) + 22 = 41
    Perception, Grym: 1d20 + 15 ⇒ (17) + 15 = 32 +2 underground, +4 urban
    Perception, Bucho: 1d20 + 11 ⇒ (15) + 11 = 26 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (1) + 18 = 19
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (20) + 20 = 40


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11
    Thorgrym the Tracker wrote:
    if nobody else wants it Grym would use it just for the rest of ScarWall as a secondary offhand weapon, when NOT fighting undead.

    +2 Icy Burst is effing nice! Gaius wants it. Especially if it's a, "Light", weapon.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    I know that no one is WEARING the circlet, but I do need to know who is holding it before you get the description of above - for spoiler purposes.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    I'll hold it. I'm tainted neither by the light of good nor the dark of evil.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W
    Gaius Lirsiiv wrote:
    I'll hold it. I'm tainted neither by the light of good nor the dark of evil.

    And we're still trying to figure out what bathroom Gaius is supposed to use. :D. But the ominous drums of beating where heard in the background when the DM asked that question. I'm cool with Gaius holding it. Would look silly on Sandor's helm anyway.


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    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Gaius strives for a fantasy world where anyone, of any alignment, can use any restroom.

    Important to note that Gaius is CARRYING, not WEARING.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Ominous, but not as bad as it would have been earlier...

    This long chamber has inward-slanting walls, like an attic. Many old barrels and boxes, broken and empty, are stacked at the base of the walls. Stairs descend to the north, near two small alcoves with conical roofs.

    Before you stands a skeletal warrior in wicked looking full plate armor. At his side is a serrated battle axe. He seems unsurprised at your arrival. He addresses the party "Calistrite, you have what is mine."

    It is then that you see the psychic chains binding him to this room.

    Merely an hour after finishing one anchor, you find yourself face to face with the last!

    Before you can move to fight, a pair of whispering voices come from the floor as a pair of shadows emerge "What is his. What is his. What is his."

    Baddies: 1d20 + 5 ⇒ (9) + 5 = 14
    Ferox: 1d20 + 10 ⇒ (5) + 10 = 15
    Gaius: 1d20 + 3 ⇒ (16) + 3 = 19
    Grym*: 1d20 + 7 ⇒ (2) + 7 = 9
    Morkeleb: 1d20 + 5 ⇒ (4) + 5 = 9
    Odric: 1d20 + 4 ⇒ (2) + 4 = 6
    Sandor: 1d20 + 4 ⇒ (19) + 4 = 23


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Round 1:

    Sandor: Go
    Gaius: Go
    Ferox: Go

    Baddies: TBD
    Grym: TBD
    Morkeleb: TBD
    Odric: TBD


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    You mean this? You want it? It's quite garish.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Gaius opens with readying a spell. Cast when/if the Skeleton Warrior comes within 20' of Gaius.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    It looks like he's going to take the bait.

    Round 1:

    Sandor: Go
    Gaius: HOLD!!!!!!
    Ferox: Go
    Baddies: TBD
    Grym: TBD
    Morkeleb: TBD
    Odric: TBD


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Readied Action:
    Holy Smite. SR Check:1d20 + 7 ⇒ (19) + 7 = 26, 3d8 ⇒ (7, 4, 7) = 18Holy Damage in a 20' Burst and blinded for 1 round. DC 17 Will Save for half damage and no blinding.
    Gaius grits his teeth at the forthcoming queezy feeling so much positive energy gives him, and yells and punches the ground. Ironman Style!


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Knowledge, Religion (to identify shadows): 1d20 + 18 ⇒ (14) + 18 = 32

    any special check/roll for the skeletal warrior? Typically skeletons don't talk, unless there's a Magic Mouth on 'em...and one would typically not be able to identify the religion of a cleric!

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