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 |

    This room is dusty and has been abandoned for a while, but it shows an unexpected level of comfort. A large bed sits in a corner, and there are a nice table with two chairs, a desk with a stuffed armchair, a lamp, and a stove. On the northwest wall is a glass showcase full of rare decks of cards. Within the showcase are at least fifty different decks, all displayed with care and competence, usually with several pieces laid face up and with a matching leather, ivory, or wooden case. What looks like a partially melted stone trap door sits in the floor in the northern corner, and a chamber pot sits behind a partially folded screen to the south.


    King of Korvosa

    Odric trusts the others to inspect the rest... he tips over the chamber pot looking for loot!


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

    Detect Magic plz...


    1 person marked this as a favorite.
    King of Korvosa

    No, Odric tipped it over via mundane means.


    King of Korvosa

    Odric currently appears to be a Sasquatch.


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

    As the party breaks the tension, a translucent figure appears for the briefest of moments, "“Bring me my bones… they rot so far below... bring me my bones... I can help you if you bring me my bones...”

    Then, like that, he's gone.


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

    Morkeleb:

    You get a distinct feeling from Zellara.... An urge to help bring the spirit rest.

    Zellara seems to be able to sense the spirit's remains. She can guide you like a divining rod. I've put a star on the map, it's in the basement level.


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

    I was just going to bring Zellara out on this one, and do some knowledge checks but never mind!!

    Morkeleb cocks his head and narrows his eyes, then after a brief pause brings out Zellara's Harrow deck.

    Zellara wishes to help this shade, and she knows--or seems to know--where his bones lie. Assuming this is accurate, I can find them. They are almost directly beneath us, in the basement. I propose that we follow that lead as long as it is fairly convenient and does not interfere with anything else that's happening.

    All of a sudden I can access this site from work!! WFT?!?! I'll enjoy this as long as I can...


    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)

    Grym has no issue w/ that. It seems to be a good deed to allow a shade their final rest.

    The ranger is more interested in the partially melted stone trap floor. Can Grym tell what caused this?

    Knowledge Nature?
    1d20 + 10 ⇒ (13) + 10 = 23

    He pokes Sandor to see if the dwarf has any ideas about the stone. Assuming they both come up short (ha!) they ask the genius wizard.


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

    As Grym examines the floor:

    Grym:

    You have a flash of a mental image, of the wall nearby opening in a secret door...


    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)
    Dungeon Master S wrote:

    As Grym examines the floor:

    ** spoiler omitted **

    The ranger enlists the help of Gaius and they look for a secret door on Grym's weird hunch


    King of Korvosa

    Odric helps using his Scent ability. Not the usual one Sandor gets peeved about, rather his refined Sasquatch olfaction. The intensity of the... colorful? smells he is treated to are amazing, and Odric looks at Bucho with admiring awe that the canine can experience the world like this all the time.


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

    You ever wonder why dogs don't mind such horrible smells even though they have such sensitive senses... Teaching today. Good time to point out how and when to use [ul=http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-]SCENT[/url] (Good for Bucho too)


    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
    Odric the Stout wrote:
    Odric helps using his Scent ability. Not the usual one Sandor gets peeved about, rather his refined Sasquatch olfaction. The intensity of the... colorful? smells he is treated to are amazing, and Odric looks at Bucho with admiring awe that the canine can experience the world like this all the time.

    Asking Calistria for Guidance, Gaius uses Grym's prompts and searches for secrets...

    Perception:1d20 + 21 ⇒ (14) + 21 = 35


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

    Post monster... Dang it.

    The room grows cold for a moment and the spirit manifests again, but fades before it can make any noise. The room itself contains a bed, a large armchair, a one-legged table, and a silver lantern. On the table, near the lantern, sits a dusty harrow deck in an elegant redwood case. The case doesn't seem to be of particular value...

    Gaius finds nothing.


    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)

    Grym search/perception for secret door

    1d20 + 25 ⇒ (17) + 25 = 42


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

    It appears this corner of the attic is clear.


    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)
    Dungeon Master S wrote:
    It appears this corner of the attic is clear.

    hey DM, just want to clarify. I placed us on the map. So we still can't get into that room? on the other side of that wall?


    King of Korvosa

    Odric asks Grym to help keep Bucho from tearing him apart and transforms into a Tiefling. Appearing as a lanky man, Odric grins through fanged teeth sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human. He hopes by appearing diabolical, they might have the element of surprise should they encounter any Devils.

    Ooc- no scent ability in this form. There is a Prehensile tail though! And horns >:)


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

    The secret door in the corner was found and opened. the room was explored, I just didn't mark it.

    -Posted with Wayfinder


    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)
    Dungeon Master S wrote:

    Post monster... Dang it.

    The room grows cold for a moment and the spirit manifests again, but fades before it can make any noise. The room itself contains a bed, a large armchair, a one-legged table, and a silver lantern. On the table, near the lantern, sits a dusty harrow deck in an elegant redwood case. The case doesn't seem to be of particular value...

    Gaius finds nothing.

    Mork casts Detect Magic. He scans everything and gives the harrow deck a close inspection


    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

    Chris, the voice that Ferox heard before entering the room, did it match that of the ghost that spoke to us?


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

    @Ferox, yes it did.

    This Harrow deck is not magical.


    King of Korvosa

    ...so no treasure or tiny Otyughs in the chamber pot?


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

    Negative. Also, the pot is completely dry.


    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

    Let's head down the stairs.


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

    Sure, just tell me where and make the checks.


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

    I can't get to a desktop...can someone else Call plz?


    King of Korvosa

    Door protocol on the SE, then SW doors - looks like closets?

    Followed by the SW stairs.


    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
    Odric the Stout wrote:

    Door protocol on the SE, then SW doors - looks like closets?

    Followed by the SW stairs.

    This is for SE Door

    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (8) + 22 = 30
    Perception, Grym: 1d20 + 25 ⇒ (10) + 25 = 35 (Includes Favored)
    Perception, Bucho: 1d20 + 11 ⇒ (2) + 11 = 13 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (19) + 20 = 39

    _____________________________________________

    SW Door

    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (4) + 22 = 26
    Perception, Grym: 1d20 + 25 ⇒ (12) + 25 = 37 (Includes Favored)
    Perception, Bucho: 1d20 + 11 ⇒ (15) + 11 = 26 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (11) + 20 = 31

    _____________________________________________________

    SW Stairs

    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (12) + 22 = 34
    Perception, Grym: 1d20 + 25 ⇒ (5) + 25 = 30 (Includes Favored)
    Perception, Bucho: 1d20 + 11 ⇒ (1) + 11 = 12 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (12) + 18 = 30
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (9) + 20 = 29


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

    SE Door:

    Half of this room is filled with pigeon cages, empty except for a thick layer of pigeon corpses lining the bottoms.


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

    SW Door:

    This attic contains only a sorghum broomstick, a couple of upturned empty kegs, and a pile of old mattresses infested with lice.


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

    1d20 ⇒ 19

    The door opens to a suspended bridge that leads to a tower. The city of Korvosa is a LONG way down.


    King of Korvosa

    Grym, fly across with a rope. Tie it off. Each person cross one at a time with the rope in hand. If the bridge fails, they dangle from the rope until Grym can save them.

    Odric passes his magic hat to Sandor and teaches him how to transmogrify into a 50 pound Gnome. Grym will pass the hat back to the next man by flying back so that at any one time the only weight on the bridge is 50 lbs.


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

    Also, GM mistake in player favor. Going forward a reminder than any time people open a door, I'll assume the miniatures are where they are. If no one is near the door when someone opens it, I'll place them.

    Odric's plan is viable, just give me a "marching order."


    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)

    nice plan Adam!

    Super happy to actually use the flying power of his armor, the ranger takes to the air. Then realizing he is gettin ahead of himself he gives one end of the rope to Odric then flies across to tie off the rope.
    Odric ties off his end, then he crosses in gnome form with the hat. The ranger flies the hat back and gives it to Gaius.
    Then Morkeleb
    Then Ferox
    Then Sandor
    Lastly the ranger flies back and scoops up Bucho who was beginning to whine at being left alone.


    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

    Thats a fine plan, but Sandor will just be a skinny dwarf. No Gnome form for him. :D


    King of Korvosa

    Assuming we make it without incident...

    Looks like a spiral staircase? If we can go up, do so. I think we are on the top floor though, so heading down.


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

    The only thing is, there IS an incident. When Grym flies across the other side he spends a brief moment prepping the rope.

    The ranger doesn't notice it at first, but when he does, his heart hastens. The sound of the wind vanishes. Indeed, all sound vanishes. The entire tower goes preternaturally silent...

    From across the way, the party sees Grym stop for a moment.

    Then they see the figure fade into sight as the invisibility wears off. The figure of a mantis assassin appears, not as distinct, but covered in a fine mist of red. The mantis weaves his sawtoothed blade in a hypnotic parttern. Will save from Grym.

    Grym's Touch and Flatfooted ACs aren't listed.

    Combat is met!

    Baddies: 1d20 + 4 ⇒ (5) + 4 = 9
    Ferox: 1d20 + 10 ⇒ (20) + 10 = 30
    Gaius: 1d20 + 3 ⇒ (14) + 3 = 17
    Grym*: 1d20 + 13 ⇒ (9) + 13 = 22 (Includes Favored)
    Morkeleb: 1d20 + 5 ⇒ (11) + 5 = 16
    Odric: 1d20 + 4 ⇒ (13) + 4 = 17
    Sandor: 1d20 + 8 ⇒ (8) + 8 = 16


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

    Round 1:
    Ferox: Go
    Grym: Go
    Odric: Go
    Gaius: Go
    Sandor: Go
    Morkeleb: Go

    Assassin: TBD


    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)

    FlatFoot AC 25
    Touch AC 15 Have +1 ring of protection and +2 amulet of nat prot, I did not count these for touch

    Will save 1d20 + 8 ⇒ (8) + 8 = 16


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

    Grym is transfixed by the mantis assassin's movements.... he can't move, he just... watches.

    Religion DC 20:

    A prayers strike, if not disrupted, he could kill Grym with a single perfect stroke.

    -Posted with Wayfinder


    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

    Round 1
    Out of turn, have to work and class tonight

    Sandor moves quickly having witnessed this hypnotic type weaving before, when trying to escape from Old Korvosa. Vindicator appears in his hands, and dropping to one knee the dwarf releases 3 screaming arrows from the claimed crossbow of the Cinderlander. Snap out of it Grym!

    Rep Hvy Crossbow +1 Human Bane: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
    [dice=Damage Screaming Bolt+Bane]1d10+1+2d6[/dice] DC14 Will save to all enemies 20' or become shaken 1 round

    Rep Hvy Crossbow +1 Human Bane: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
    [dice=Damage Screaming Bolt+Bane]1d10+1+2d6[/dice] DC14 Will save to all enemies 20' or become shaken 1 round

    Rep Hvy Crossbow +1 Human Bane: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
    [dice=Damage Screaming Bolt+Bane]1d10+1+2d6[/dice] DC14 Will save to all enemies 20' or become shaken 1 round


    King of Korvosa

    On the heels of Sandor'Strongbellows ranged assault, Odric takes a flying leap across the expanse, although he hovers above the span a few feet from the Red Mantis rather than trusting his weight on it. Boots of Flight

    When he hovers in place, the unfamiliar locomotion sets him off balance at first, but with a wobble and an audible "whoopsie!", Odric is righted enough to swing, and the Kegerator begins to sing it's familiar song...

    Improved Vital Strike Pwr Atk (FF): 1d20 + 29 ⇒ (3) + 29 = 32 for 3d10 + 14 + 9 ⇒ (3, 6, 10) + 14 + 9 = 42 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (4) + 25 = 29.


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

    Winged boots? Hovering requires a Fly check DC 15. The boots give you a +4, add your Dex modifier, subtract your Armor check penalty. If your net mod is +5, then you can "Take 10" and assume it happens. Now that you have the boots, I'll count that as reliable enough to begin putting skill points into the skill.

    Hover: 1d20 + 3 ⇒ (1) + 3 = 4 Odric, still not used to this mode of movement, twists his feet in such a way that he points himself downward. A second whoopsie escapes as his plummeting fall is stopped by the bridge. Any questions as to it's strength are answered as it holds his weight easily.

    From the prone position, the Stout is still dangerous, and his cut nearly severs the assassin's knee! The religious fervor and training keep the assassin from feeling the fear of the warrior's technique, but the wound is severe enough that a change of tactics is needed.

    Sandor sends a trio of bolts towards the fight, but his words never make it, nor do the screams of the magic bolts. Just before they slam into the assassin they go silent!

    Nevertheless, all three find their mark. The assassin wavers, and falls! The corpse instantly discorporates into red mist, leaving behind only the inorganic gear. The party is about to celebrate, when a quick look East shows another assassin on the far bridge making a break for the tower to sound an alarm!!!

    Round 1:
    Ferox: Go
    Grym: Fascinated
    Odric: Floating attack!
    Gaius: Go
    Sandor: Go
    Morkeleb: Go

    Assassin: TBD

    DM:

    Assassin: 93 (Fast Healing 2 through round 3)


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

    Edit, Sandor couldn't have taken a full round of attacks as he was in the hall still, and would need to move. The first bolt is a hit, but the assassin isn't down. I moved Sandor

    Round 1:
    Ferox: Go
    Grym: Fascinated
    Odric: Floating attack!
    Gaius: Go
    Sandor: Go
    Morkeleb: Go

    Assassin: TBD

    DM:

    Assassin: 63 (Fast Healing 2 through round 3)


    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

    Round 1

    Ferox steps behind Sandor and lets off a volley at the Mantis.

    Arrow1: 1d20 + 20 - 5 ⇒ (4) + 20 - 5 = 19
    Damage: 1d8 + 5 + 1 + 6 ⇒ (1) + 5 + 1 + 6 = 13
    Manyshot: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18

    Rapid Shot: 1d20 + 20 - 5 ⇒ (17) + 20 - 5 = 32
    Damage: 1d8 + 5 + 1 + 6 ⇒ (5) + 5 + 1 + 6 = 17

    Arrow2: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29
    Damage: 1d8 + 5 + 1 + 6 ⇒ (5) + 5 + 1 + 6 = 17


    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
    Dungeon Master S wrote:

    Grym is transfixed by the mantis assassin's movements.... he can't move, he just... watches.

    ** spoiler omitted **

    -Posted with Wayfinder

    Religion:1d20 + 6 ⇒ (4) + 6 = 10

    Dagnabbit.


    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 steps out onto the bridge and strikes a sexy time pose.

    Anything to Please

    Lust Domain ability. Mantis must make a will save or try to please me by attacking my enemies for 1 round, giving me their most valuable item or falling to their knees and groveling at my feet for 1d4 rounds. DM picks the most appropriate choice.

    My spell save DC I assume? DC 21 because it's an 8th level ability? Or is it a 4th Level spell effect? I can't find it.

    EDIT: 10+1/2 Cleric Level plus Wis mod? That's the listed for the Trickery Domain power. So DC 18


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

    Ferox too opens up, and a pair of his arrows add to Sandor's bolt. The assassin drops, his body bursting into a crimson mist!

    Gaius tries to warp the mind of his foe with Calistria's gifts: Will: 1d20 + 5 ⇒ (6) + 5 = 11. The assassin is utterly transfixed by Gaius!

    Round 1:

    Ferox: ATK
    Grym: Fascinated
    Odric: Floating attack!
    Gaius: Brown chicken. Brown cow.
    Sandor: ATK
    Morkeleb: Go
    Assassin: TBD

    DM:

    Assassin R:

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