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Sfounder's Curse of the Crimson Throne PbP

Game Master Chris Marsh

MAP OF SCARWALL - Ground Floor

THE EFFECTS OF SCARWALL:

  • DREAD: The very existence of such supernatural energy is draining. If you try to rest, you must make a Will Save DC 16 or gain no rest and be fatigued.
  • MENACE: Morkeleb has warned you. Trying to detect either undead or evil is likely to overwhelm you. Will DC 25 or be stunned for a round.
  • UNHALLOWED: All denizens are constantly protected from the foul light of good. They receive a +2 Deflection bonus on AC and +2 resistance on saves versus whatever Odric, Sandor, Grym, and Ferox throw at them. Bucho, Gaius, and Morkeleb are unaffected. They receive a +2 on saves regardless of the source against any [compulsion] effects, nor can they touched by any good creatures summoned by you. Finally, invaders (all of you) are dimensionally anchored and may not escape except the traditional way out the door.
  • SOUL TRAPPING: Best not to die here... Things happen if you do.

  • Curse of the Crimson Throne Initiative:


    • [dice=Baddies]d20+[/dice]
    • [dice=Ferox]d20+10[/dice]
    • [dice=Gaius]d20+3[/dice]
    • [dice=Grym*]d20+3[/dice]
    • [dice=Morkeleb]d20+5[/dice]
    • [dice=Odric]d20+4[/dice]
    • [dice=Sandor]d20+4[/dice]


    Curse of the Crimson Throne Perception:


    • [dice=Ferox]d20+18[/dice]
    • [dice=Gaius*]d20+16[/dice]
    • [dice=Grym**]d20+12[/dice]
    • [dice=Morkeleb]d20+0[/dice]
    • [dice=Odric]d20+0[/dice]
    • [dice=Sandor]d20+15[/dice]

    *Does not include Trapspotter.
    **Does not include Favored Enemy, Favored Terrain, or Bucho


    8,101 to 8,132 of 8,132 << first < prev | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 | 162 | 163 | next > last >>

    Male Half-Elf Rogue 4/Cleric 5; Trapspotter 19; Init: 3; AC: 22; T: 15; FF: 22; HP: 56/56
    Morkeleb the Mighty wrote:

    Consecrate will cover only a small fraction of the keep. Perhaps it would be better to save it for a known, imminent threat?

    Morkeleb thinks. We have elixirs of shadewalking, but I doubt they would be much use to us--even if planar travelling was safe here. I don't think we have much else magical that will assist...

    Why didn't I buy a wand of Summon Monster I???

    I'm not trying to get the whole keep. Just enough to get us through this killbox.

    I think entering this passage as it is will kill us. I'm open to trying Consecrate, but aside from that I don't have an idea. My next idea is to pull out of the keep and seek another entrance.


    Male Half-Elf Rogue 4/Cleric 5; Trapspotter 19; Init: 3; AC: 22; T: 15; FF: 22; HP: 56/56
    Sandor Stouthammer wrote:
    ** spoiler omitted **

    Not sure why the spoiler. :) It's a valid point, but nothing in UNHALLOWS listed effects specifically counters CONSECRATE, though it is a more powerful spell. I think it'd be up to Game Master interpretation.


    Male Human Wizard (Enchanter: Controller) 10 Init +5; AC=11; T=11; FF=10; HP 52/66

    lacking anything else useful to contribute...it's definitely the best idea we have!


    Male Human Ranger 10, AC 23, HPs 127/127, Int +3, Fort +13, Ref +11, Will +6 (Bucho AC 25 HPs 111/111, Fort +16, Ref +11, Will +6 +4morale)
    Morkeleb the Mighty wrote:
    lacking anything else useful to contribute...it's definitely the best idea we have!

    Agreed.

    My only other thought was some sort of illusion spell. See if the hordes of undead attack it?


    Someone take an action!


    Male Half-Elf Rogue 4/Cleric 5; Trapspotter 19; Init: 3; AC: 22; T: 15; FF: 22; HP: 56/56

    Gaius focuses on the center of the room, as best he can, and Consecrates the room, spreading the power through the arrow slits into the rooms beyond as best he can.


    The spell is cast, and for the moment, you feel less unwelcomed. Nothing changes within the walls, though that doesn't mean much...


    Male Half-Elf Rogue 4/Cleric 5; Trapspotter 19; Init: 3; AC: 22; T: 15; FF: 22; HP: 56/56

    Feels weird but... Autopilot Odric?

    Gaius nods to Odric The Stout. And Odric The Stout strides forth, his eyes peeled for danger and focusing on defending himself from unexpected foes.

    Grand Lodge

    Male Unknown All

    no problem. I'll post at 5ish

    -Posted with Wayfinder


    Male Dwarf Fighter 8 Urban Ranger 2 AC=28; T=15; FF=25; HP 113/113; Init+4; Per +15; +14F+11R+6W

    Actually the Dwarf strides in cautiously. Keeping his eyes peeled for any traps especially pressure plates. Trusting in his shield and his practiced deflecting techniques. He will also check the tracks from those that just exited to see if they avoided any specific area.

    Passive perception is 25 with taking 10, and if it's stonework it will be 27


    Bolt 1: 1d20 + 9 ⇒ (9) + 9 = 18
    Bolt 2: 1d20 + 9 ⇒ (1) + 9 = 10

    As soon as Sandor enters the room he sees a whirlwind of bones coalesce on the other side of the arrow slits. A pair of minotaurs with crossbows fire. Both bolt clank harmlessly off the dwarf's shield.

    Baddies: 1d20 + 6 ⇒ (1) + 6 = 7
    Ferox: 1d20 + 10 ⇒ (10) + 10 = 20
    Gaius: 1d20 + 3 ⇒ (12) + 3 = 15
    Grym*: 1d20 + 3 ⇒ (3) + 3 = 6
    Morkeleb: 1d20 + 5 ⇒ (15) + 5 = 20
    Odric: 1d20 + 4 ⇒ (14) + 4 = 18
    Sandor: 1d20 + 4 ⇒ (12) + 4 = 16


    Male Human Ranger 10, AC 23, HPs 127/127, Int +3, Fort +13, Ref +11, Will +6 (Bucho AC 25 HPs 111/111, Fort +16, Ref +11, Will +6 +4morale)

    Is there anything to stuff into/cover the arrow slits? Rocks? Pieces of lumber? Shields or pieces of armor from the defeated skellies out on the causeway?

    Figured we could all cross safely then.


    Male Human Wizard (Enchanter: Controller) 10 Init +5; AC=11; T=11; FF=10; HP 52/66

    ROUND 1

    I know, I know, posting out of turn...but I don't see whatever Ferox does changing this relatively awesome idea...

    Morkeleb steps forward, casts a spell, and reaches into the room touching the wall near the arrow slit on the right. The stone seems to turn to a thick gelatinous mass, conforming itself to the wizard's will. The arrow slit widens enough to let a humanoid through and, if DMS allows it, the slit opens all the way up the wall, across the ceiling, and to the other arrow slit, opening that one as well--total of 20 cu ft able to be affected

    Cast Stone Shape to open the arrow slits enough to allow ingress of the good guys

    Go right ahead, Sandor.


    Male Dwarf Fighter 8 Urban Ranger 2 AC=28; T=15; FF=25; HP 113/113; Init+4; Per +15; +14F+11R+6W

    Round 1 After Ferox

    Sandor's eyes open wide at the mystical stone shape that the wizard accomplished. Now that's the way ta do it Morkelb. Now let me show ya me metaphor about takin the bull by the horns.

    He takes a short step to the Minotaur on the right and shows it his dwarven fury.

    MW Axe TWF+PA: 1d20 + 14 ⇒ (14) + 14 = 28
    Dmg: 1d10 + 5 + 6 ⇒ (4) + 5 + 6 = 15
    Shield Bash TWF+PA: 1d20 + 14 - 3 ⇒ (1) + 14 - 3 = 12 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12
    MW Axe TWF+PA (2nd attk): 1d20 + 10 - 3 ⇒ (10) + 10 - 3 = 17
    Dmg: 1d10 + 5 + 6 ⇒ (4) + 5 + 6 = 15
    Shield Bash TWF+PA (2nd attk): 1d20 + 9 - 3 ⇒ (6) + 9 - 3 = 12 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13

    Grand Lodge

    Male Unknown All

    Morkeleb's spell works... but it's twisted. Instead of clean lines of stone, the edges grow and contort to look like the faces of the damned...

    -Posted with Wayfinder


    Male Human Wizard (Enchanter: Controller) 10 Init +5; AC=11; T=11; FF=10; HP 52/66

    The wizard's face is tinged with disgust at the vile energies of necromancy that are polluting his spell.

    that is an AWESOME visual and a very nice touch


    Sandor's first swing chips break bone. Unfortunately much of the force is wasted between ribs...

    Round 1 Update

    Ferox: Go!
    Morkeleb: Stone Shape
    Odric: Go!
    Sandor: Attack!
    Gaius: Go!
    Baddies: TBD
    Grym: TBD

    DM:

    Left: 5
    Right: 0


    Male Human Inquisitor 10 AC=20; T=15; FF=15; HP=82/82

    Round 1

    Active buffs: Heroism, Magic Circle Against Evil

    Ferox hesitates a moment to take stock of what's happening. Delay until just after Morkeleb. :)

    Seeing Morkeleb open up the battlefield, Ferox closes and takes aim at the minotaur on the right and looses an arrow.

    Arrow, blunt: 1d20 + 13 + 1 + 2 + 2 - 3 ⇒ (20) + 13 + 1 + 2 + 2 - 3 = 35
    Damage: 1d8 + 3 + 1 + 6 + 2 + 2d6 ⇒ (2) + 3 + 1 + 6 + 2 + (6, 4) = 24


    Male Human Inquisitor 10 AC=20; T=15; FF=15; HP=82/82

    Confirm Crit: 1d20 + 13 + 1 + 2 + 2 - 3 ⇒ (1) + 13 + 1 + 2 + 2 - 3 = 16
    Damage: 2d8 + 22 + 4d6 ⇒ (2, 1) + 22 + (4, 3, 6, 5) = 43


    Ferox's arrow lands clean on the skeleton's sternum!

    Round 1 Update

    Ferox: Shoot
    Morkeleb: Stone Shape
    Odric: Go!
    Sandor: Attack!
    Gaius: Go!
    Baddies: TBD
    Grym: TBD

    DM:

    Left: 0
    Right: 29


    Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
    The Kegerator:
    Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+19[/dice] for [dice]2d4+11+9[/dice] damage.
    Murder Hobo/10 Initiative:+4 - AC:26, T:15, FF:24 - HP:129/129 - THAC0:10 -
    Crunch:
    Fort: +12, Ref: +8, Will +6/+8 vs. Fear - Perception +0 / Stealth +0 - FAME:29/37

    Round the First

    Odric rolls his eyes as the minotaur skeletons arise, as if to say 'gee, I guess it's gonna be one of those days.'

    He hefts the Earthbreaker and turns it sideways to fit through the newly enlarged arrow slit, then trundles into the fray with the oddly huge hammer in his hands.

    Power Attack (Furious Focus) with Earthbreaker: 1d20 + 16 ⇒ (10) + 16 = 26 for Damage: 2d6 + 9 + 6 ⇒ (5, 5) + 9 + 6 = 25

    He levels the head of the hammer at the Minotaur, and careful to avoid clipping his friend, swings the massive implement of war in a huge circle and crashes it into the undead. With a triumphant grunt, Odric exclaims, "Smashterpiece!" as bone and ancient yellowed sinew flex and crack under the assault.


    The hole made by Morkeleb's spell is still small, and the minotaur skeleton has cover, but nonetheless, Odric will not be denied. He smashes the hammerhead into the abomination. The shattered bones are no longer able to sustain the necromancy keeping him together.

    Round 1 Update

    Ferox: Shoot
    Morkeleb: Stone Shape
    Odric: Smash
    Sandor: Attack!
    Gaius: Go!
    Baddies: TBD
    Grym: TBD

    DM:

    Left: 0


    Male Human Ranger 10, AC 23, HPs 127/127, Int +3, Fort +13, Ref +11, Will +6 (Bucho AC 25 HPs 111/111, Fort +16, Ref +11, Will +6 +4morale)

    Come on Gaius!


    Male Human Inquisitor 10 AC=20; T=15; FF=15; HP=82/82

    Soneone should autopilot Gaius. He's away in Maine and likely not to post 'till Wednesday


    Gaius bot: Seeing the destruction the others bring, Gaius moves to the base of the stairs and listens for reinforcements. Perception: 1d20 + 19 ⇒ (8) + 19 = 27, but doesn't hear anything from above.


    Male Human Inquisitor 10 AC=20; T=15; FF=15; HP=82/82

    Baddies?


    Sorry, didn't have access to the module:

    The remaining skeleton wordlessly takes aim through the arrow slit on his side with a pair of crossbow bolts at Morkeleb! The skeleton's ability to crank back the crossbow so quickly is unnerving at best. Bolt 1: 1d20 + 13 ⇒ (17) + 13 = 30 DMG if hit: 2d6 ⇒ (5, 2) = 7
    Bolt 2: 1d20 + 8 ⇒ (8) + 8 = 16 DMG if hit: 2d6 ⇒ (6, 1) = 7


    Male Human Wizard (Enchanter: Controller) 10 Init +5; AC=11; T=11; FF=10; HP 52/66
    Dungeon Master S wrote:
    The remaining skeleton wordlessly takes aim through the arrow slit on his side with a pair of crossbow bolts at Morkeleb!

    that is a disturbingly clever skeleton

    Grand Lodge

    Male Unknown All
    Morkeleb the Mighty wrote:
    Dungeon Master S wrote: The remaining skeleton wordlessly takes aim through the arrow slit on his side with a pair of crossbow bolts at Morkeleb! that is a disturbingly clever skeleton

    Everything here is disturbing

    -Posted with Wayfinder


    Male Human Ranger 10, AC 23, HPs 127/127, Int +3, Fort +13, Ref +11, Will +6 (Bucho AC 25 HPs 111/111, Fort +16, Ref +11, Will +6 +4morale)

    Round 1 Team Ranger

    The ranger's face blanches for a moment at the strange effect of the wizard's spell. Though often strange, Grym knows Morkeleb wouldnt take the effort to make his spell effect so creepy. Scar Wall is a terrible place indeed.
    With a hardly noticable signal the dog shoots forward to attack. The ranger follows his dagger of undead slaying almost humming with urgency.

    As usual the dog goes low and massive jaws snap at the skeleton crossbowman's leg bones.
    Power bite 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20
    Jaws 1d8 + 12 + 4 ⇒ (1) + 12 + 4 = 17

    Hot on the dog's tail Grym slides forward quick to cut off any attack on the party's vunerable wizard. Trying to destroy the skeleton before it can reload the ranger brings his blade down with brutal speed.

    Attack 1d20 + 15 + 6 ⇒ (20) + 15 + 6 = 41
    sharkslayer 1d4 + 14 + 6 + 2d6 ⇒ (1) + 14 + 6 + (3, 4) = 28


    Male Dwarf Fighter 8 Urban Ranger 2 AC=28; T=15; FF=25; HP 113/113; Init+4; Per +15; +14F+11R+6W

    grym you can crit undead


    Male Human Ranger 10, AC 23, HPs 127/127, Int +3, Fort +13, Ref +11, Will +6 (Bucho AC 25 HPs 111/111, Fort +16, Ref +11, Will +6 +4morale)

    Undead crit confirming

    1d20 + 15 + 6 ⇒ (10) + 15 + 6 = 31

    Crit damage 1d4 + 14 + 6 + 2d6 ⇒ (2) + 14 + 6 + (2, 5) = 29

    8,101 to 8,132 of 8,132 << first < prev | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 | 162 | 163 | next > last >>
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