Curse of the Crimson Throne

Game Master Something Wicked

Oftentimes, to win us to our harm, the instruments of darkness tell us truths, win us with honest trifles, to betray's in deepest consequence.

Respect Points: 2

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"I agree," Neolandus says with a frown. "We should prioritize finding Vencarlo and escaping the dungeon. Everything else, including its destruction, is secondary."

Talfryn:

Other than the necromantic rajambari (which seem indifferent to your presence for the time being), you find no other magical auras, items, or enemies.

The party, deciding to hold off on tampering with the dungeon’s apparent “engine”, returns back up the stone stairwell, Neolandus in tow. You find yourselves again before the large bronze doors engraved with tigers. These lead into an alcove with two statues, each depicting a tiger-headed man, set back in alcoves to either side of the doors. Their arms are wide, as if to usher visitors forward into the space beyond.

Li again inspects for traps. Finding none, the party steps over the gap in the floor and wall. Two alcoves open on either side of an otherwise empty room. In one alcove, a long lever with an ebony handle protrudes from the wall.

Roll20 updated. Actions?


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Curiosity takes over as Li spies the lever with the ebony handle. She moves towards it wondering what would happen if she pulls it. Of course, her years on the streets made her self-preservation instincts stronger than her curiosity so she looks for traps before pulling anything.

perception: 1d20 + 15 ⇒ (17) + 15 = 32

Can she tell at all what the lever will do if pulled?


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Li finds no traps, but recalls Glorio's words.

Glorio Arkona wrote:
"The dungeon is actually a labyrinth, its tunnels and rooms shifting on a mechanical chassis. The labyrinth can be controlled and adjusted by pulling key levers that rotate its four sections."


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Pull the lever then. Ha!


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

"We cannot trust anything that the pompous slime told us, but I don't see that we have much choice." Yaziyah sighs, nodding at Li to pull the lever. "Be prepared."

Cast another Bless on the party.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li reaches for the lever, "I don't be seein' any other way outta tha room so I be thinkin' tha pullin' tha lever be tha only way."

She pauses, "But mebbe ya be movin' close together so ya don't be gettin' separat'd."

Once everyone is in place, Li grasps the ebony handle and pulls.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Mouse heeds Li's wisdom and draws close, setting one hand on Li's shoulder and one on Yazi's as the ebony handle is drawn.


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Buffs:

Garvid:
Kynes:
Li:
Mouse:
Talfryn:
Yazi:

Conditions:

With a hard pull the lever gives, cranking down with a groan. The sound of pulling chains and ratcheting gears fills the entire dungeon, and the floor jerks hard to the right as the entire room begins to turn. Neolandus stumbles and narrowly avoids being crushed as the walls meet. The chamber to your back disappears behind the emerging wall. But after a few seconds, the spinning stops and a second chamber appears before you. This chamber is barren save for another lever to the southeast. In the northeast corner there is a closed door.

Searching for traps:
You find no traps on the lever or the door.

Actions? We are in initiative. Please check your token’s positioning for marching order.
__________________________

Initiative (bold may act):
PCs

Status and Debuffs:

Garvid:
Kynes:
Li:
Mouse:
Talfryn:
Yazi:

GM Screen:

Garvid Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Kynes Initiative: 1d20 + 5 + 1d6 ⇒ (17) + 5 + (4) = 26
Li initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Mouse initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Talfryn initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Yaziyah initiative: 1d20 + 7 ⇒ (16) + 7 = 23
V init: 1d20 + 11 ⇒ (1) + 11 = 12


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li has no idea what to expect as the floor moves and spins but an empty room was not it. Before moving, she takes out a piece of chalk and makes a mark on the wall of the niche they start in by the lever. Then, expecting the worst, Li cautiously moves forward until she spots another lever and goes to inspect it all the while looking for danger. She sees a door to her left but goes for the lever first.

perception for traps: 1d20 + 18 ⇒ (1) + 18 = 19

Focusing on the lever, Li first inspects the lever and then the door for traps. "Both tha lever an' tha door be safe ta touch. Mebbe we should be lookin' in tha room before we be movin' tha floor ag'n." She listens carefully at the door.

perception for listening at door: 1d20 + 15 ⇒ (19) + 15 = 34

I moved Li to the door because that is where she'll end up but she does inspect the lever first if they're attacked before she can get to the door


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Li hears nothing behind the door.

We'll call that a double move to inspect both lever and door.


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

"As wise a decision as any," says Lord Talfryn, moving to join Li by the door. "I am ready when you are."

Casting Detect Magic around the room and on the door.


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

I believe that Yazi still has False Life active (5 HP) and she did cast a Bless before Li pulled the lever.

"Does that lever look the same as the one you just pulled, Li? Or would it be too much to hope for colour-coded hints in this place?" Yaziyah asks as she tests the wall she is closest to, not trusting anything in this dungeon.

Perception to look for hidden doors or niches: 1d20 + 12 ⇒ (17) + 12 = 29


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Kynes keeps an eye (literally one eye) on everything.

Perception Traps: 1d20 + 18 ⇒ (7) + 18 = 25
Perception General: 1d20 + 13 ⇒ (15) + 13 = 28


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The lever is substantially similar to the first (didn't someone mention chalk earlier?). Neither Yazi nor Kynes find anything else of interest (move actions, you still have a standard each).

Talfryn notes the presence of a magical aura coming from behind the door. 1st round - presence or absence of auras.

Bless and False Life noted for next post. Mouse and Garvid are up.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li mentioned using chalk to mark the first lever. She'll continue to mark the levers using the tally system of marking in groups of five slashes. It's the whole niche that moves, correct? I thought it best to mark the niche and not the lever directly - but whatever works.


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Kynes slips an extract of heightened awareness into his jaws.


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

"Magic aura behind the door," mutters Lord Talfryn. "If you can give me a moment, I'll tell you more."

Knowledge Arcana to identify aura or spell effect if needed: 1d20 + 18 ⇒ (12) + 18 = 30


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Mouse steps forward into the room behind Li and stands at the ready, letting her allies play to their strengths and waiting for a fight where she could play to hers.


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Buffs:

Garvid: bless
Kynes: bless, heightened awareness
Li: bless
Mouse: bless
Talfryn: bless, false life
Yazi: bless

Conditions:

Li makes a distinctive mark on the wall near the lever while Kynes sips an extract of heightened awareness.

Talfryn detects a single, moderate aura from behind the door. You’ll need to open the door, creating line of sight, in order to make the check to identify the aura’s properties. This requires a third round of concentration.

Actions? We are in initiative. Please check your token’s positioning for marching order.
__________________________

Initiative (bold may act):
PCs

Status and Debuffs:

Garvid:
Kynes:
Li:
Mouse:
Talfryn:
Yazi:

GM Screen:

2d12 ⇒ (6, 6) = 12
1d100 ⇒ 11


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

"We'll need to open the door for me to get a better sense of what lies beyond. Or perhaps I can try a more subtle approach."

Lord Talfryn then proceeds to cast gaseous form so as to slide under the door and peer into the next room, allowing him to determine the nature of the aura and what lies beyond.


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Talfryn:
The room beyond is bare, with a hall stretching away north and another closed door to the east. There is no time to investigate, for your eyes are immediately drawn to a large, sprawling rune drawn upon the ground. Its cryptic symbols glow an angry crimson, and the color quickly grows brighter, hotter, until it seems to consume the entire chamber.

Please make a DC 22 Fort Save or suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

DM:
Fort: 1d20 + 8 ⇒ (3) + 8 = 11

Can I return to the previous room, or am I paralyzed? Can I also identify the rune with my previous roll?


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Talfryn:
You can identify the rune as a symbol of pain. You aren't paralyzed and can return to the group.


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

Talfryn flows back into the room with his companions, but even in his gaseous form they can tell he is wracked by agony, his body contorted, his eyes squeezed almost short.

"A symbol of pain," he gasps, "Inscribed on the floor. A hallway beyond, nothing else, leading to another - ah! Another... another doorway."

What can cancel out such a symbol?

Kn. Arc: 1d20 + 18 ⇒ (11) + 18 = 29


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Talfryn understands that one able to disarm magical traps, such as Li, could negate the rune, though this would require that Li be exposed to its effects.


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Anyone capable of summoning an extraplanar thief? While both he and Li could potentially disarm that trap, it certainly didn't seem like a fun idea.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

I'm assuming Talfryn shares that info with them

Li looks hesitant, "I be thinkin' I c'n be tryin' ta disable tha symbol on tha floor. I ain't goin' back wit'out Vencarlo an' this be tha only way forward unless we be pullin' tha other lever."

So Fort Save first and if she fails then she's at a -4 for the disable device check? Is that right? How long does the -4 penalty last?


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Fort,DC22: 1d20 + 5 ⇒ (6) + 5 = 11 (Kind of expected as much, sigh)

Li thinks she's braced herself enough as she opens the door but the moment she comes into contact with the symbol, she experiences a wave of pain that is intense. She may have survived a beating that nearly killed her but it felt like every bone in her body was being broken simultaneously as the pain engulfed her.

She sways momentarily on her feet but growing up as one of the Little Lamms had made her stronger than she looked. Gritting her teeth against the pain, she gets to work with disarming the rune so that the others can pass this way.

disable device: 1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30


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Buffs:

Garvid: bless
Kynes: bless, heightened awareness
Li: bless
Mouse: bless
Talfryn: bless, false life
Yazi: bless

Conditions:

Gaedren’s lessons in pain were not without their uses. Li is able to withstand the magical assault and manages to disable the insidious rune.

A hall branches north and west. Another closed door lies to the east. There are also two available levers.

Actions? We are in initiative. Please check your token’s positioning for marching order.
__________________________

Initiative (bold may act):
PCs

Status and Debuffs:

Garvid:
Kynes:
Li: symbol of pain (-4 attacks, skill checks, and ability checks)
Mouse:
Talfryn: symbol of pain (-4 attacks, skill checks, and ability checks)
Yazi:

GM Screen:

2d12 ⇒ (3, 3) = 6
3d6 ⇒ (3, 6, 3) = 12


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

When you say available levers, are these new ones or the previous two? Just asking because I don't see any new levers in the new space

Li manages to disable the symbol of pain but she can still feel the after-effects. She goes back to the door and lets them know. "It be safe..." another wave of pain washes over her and she doubles over and has to brace herself with an arm on the wall, "...now."

Now that the rogue doesn't have a trap to focus on, the pain seems more intense. She groans, "There be a door. I be checkin' it shortly, I just be needin' a minute."


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

Lord Talfryn palely loiters at the back of the group, but with Li's declaration he ghosts forward to peer under the closed door to the east.

Perception-Pain: 1d20 + 1 ⇒ (17) + 1 = 18


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Li detects no traps on the eastern door. Talfryn hears no sounds, nor does he detect any movement.

Looks like three possible courses of action: pull a lever, investigate north, or investigate through the closed doors. Any proposals?


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

Talfryn is peering under the eastern door in gaseous form.


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Talfryn notices no movement peering under the door. Do you want to enter the room?


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

Gaseous Form for the win! Sure. What are the odds there's another symbol of pain? I guess the rules prevent me from simply peeking from under the door without entering?


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

As Li doubles over, Mouse rushes forward, getting an arm around Li's chest to support her. Everyone here had signed up for the danger, she knew that...but that didn't make it any easier to see a friend suffering. "Take that minute," she answers reassuringly. "I got ya. I really should 'ave ya show me a bit o' pickin' locks someday - ain't righ' for y' t' 'ave all th' fun." While she tries to lighten the mood, it's abundantly clear that her attention is still on the imagined dangers lurking around every corner of this hell hole. Her head swivels back and forth wildly, and the hand that isn't supporting Li is balled up into a fist, her silvery gauntlet sparkling in the pale light.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li leans heavily on Mouse drawing from her strength and trusting her to hold her up. The rogue shakes her head and grins, "I be too selfish fer that. All tha fun, all tha glory, all fer me. Now ya be ready ta be punchin' whatever be behind tha door, unless it be Vencarlo."

She moves slowly towards the door with Mouse's help. Then Li realizes that she needs to settle into the pain if she's going to be any use to the others. Separating from Mouse she checks the door and signals it as safe to open.

Li would vote to check the door so that nothing can sneak up behind them when they eventually investigate north. But she's also ok with investigating north. Pulling a lever would be her third choice because who knows if they'd get back here again


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Yaziyah follows the other two women, also settling a hand on Li's shoulder. "You got this, girl."

Casting Guidance on Li. Agree on the door > north > lever priorities.


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Buffs:

Garvid: bless
Kynes: bless, heightened awareness
Li: bless, guidance
Mouse: bless
Talfryn: bless, false life
Yazi: bless

Conditions:

Talfryn slips under the doors. This time, there is no immediate threat, and he reports his findings to the group. Li double checks the doors for traps, finding none, and pushes them open...

Three large wooden chests, their lids decorated with carvings of cavorting tigers, sit against one wall of the room. Some sort of message seems to be carved on each lid (written in Vudrani). Colorful frescoes on the wall opposite the chests depict hundreds of tigers marching in widening circles around a single green gem the size of a fist, set in the wall and carved to resemble a tiger’s head.

Actions? We are in initiative. Please check your token’s positioning for marching order.
__________________________

Initiative (bold may act):
PCs

Status and Debuffs:

Garvid:
Kynes:
Li: symbol of pain (-4 attacks, skill checks, and ability checks)
Mouse:
Talfryn: symbol of pain (-4 attacks, skill checks, and ability checks)
Yazi:

GM Screen:


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Yaziyah watches through Talfryn and over Li's shoulder, scoffing at the sight of the chests. "Unless Vencarlo is suddenly a mimic, there is nothing here for us. Even if those chests hold treasure, we do not have the time for it."

Perception: 1d20 + 12 ⇒ (6) + 12 = 18


Male Human HP 87/92 | AC 18/ FF 12/ T 16 | Per +7 | F: 8/ R: 7/ W: 10 | Init +5 | Active Conditions: Mage Armor, Overland Flight

Lord Talfryn harrumphs in agreement with Yazi, but still casts a reflexive detect magic on the chests.

Linguistics check: 1d20 + 10 ⇒ (3) + 10 = 13


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Talfryn finds that the middle chest exudes six weak auras of conjuration. The green gem in the wall radiates one of moderate divination.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Mouse leaves examining the chests to Talfryn, staying close to Li and Yazi and remaining alert for any surprises. They were bound to arise, in a place like this.

Perception: 1d20 + 14 ⇒ (10) + 14 = 24


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Kynes looks around intently.
Perception Traps: 1d20 + 18 ⇒ (6) + 18 = 24'
Perception: 1d20 + 13 ⇒ (5) + 13 = 18


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li takes in the contents of the room. She hears Yazi's words and nods absentmindedly in agreement but her eyes keep drifting over to the chests and the green gem on the wall.

"It be a shame ta be leavin' such pretty thin's behind but Vencarlo be our priority. It be helpin' if we be knowin' what tha carved words be sayin' but it probably be safer ta keep goin'."

Li will take a look for traps and try to disable if the group wants. Would you want individual rolls for the chests and the gem?


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Buffs:

Garvid: bless
Kynes: bless, heightened awareness
Li: bless, guidance
Mouse: bless
Talfryn: bless, false life
Yazi: bless

Conditions:

Li carefully inspects the chests with their exotic script. The left and middle chest don’t seem to be rigged, but she notices a strange mechanism on the right chest’s back hinges...

Meanwhile, Kynes makes a masterful effort at translating the Vudrani.

”The left chest says, ‘By gentle caress shall truth be known’.”
”The middle chest says, ‘Life within but death without’.”
”The right chest says, ‘Breathe deep your salvation’.”

Li manages to disable the right chest’s mechanism and opens the chest. The cavity exhales as the air-tight hinges are separated…

...revealing nothing. Except an air bladder, likely filled with poisonous gas that would have filled the room but for Li’s skills.

Actions? We are in initiative. Please check your token’s positioning for marching order.
__________________________

Initiative (bold may act):
PCs

Status and Debuffs:

Garvid:
Kynes:
Li: symbol of pain (-4 attacks, skill checks, and ability checks)
Mouse:
Talfryn: symbol of pain (-4 attacks, skill checks, and ability checks)
Yazi:

GM Screen:

Li perception for traps left chest, symbol of pain, guidance: 1d20 + 18 - 4 + 1 ⇒ (9) + 18 - 4 + 1 = 24
Li perception for traps middle chest, symbol of pain, guidance: 1d20 + 18 - 4 + 1 ⇒ (9) + 18 - 4 + 1 = 24
Li perception for traps right chest, symbol of pain, guidance: 1d20 + 18 - 4 + 1 ⇒ (14) + 18 - 4 + 1 = 29
Kynes Linguistics to translate: 1d20 + 12 + 1d6 ⇒ (20) + 12 + (5) = 37
Li disable device right chest, symbol of pain, guidance: 1d20 + 20 - 4 + 1 ⇒ (18) + 20 - 4 + 1 = 35


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Garvid, snapping his head at every odd sound and clink from the mysterious mechanisms, grunts quietly with approval with Li's masterful sleight of hand. "Can't say I like all those mechanical mysteries...", he mutters quietly. "It's been too quiet for too long, weird magic on the ground... This is enemy territory, I wouldn't be surprised if there's someone's stalking us at every step." I'd take a damn six armed b*%~* every day..., he starts saying, but a glance at Mouse makes him hold his words, and he instead sits at the ready, halberd raised to stab at any unknown threat.


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Buffs:

Garvid: bless
Kynes: bless, heightened awareness
Li: bless
Mouse: bless
Talfryn: bless, false life
Yazi: bless

Conditions:

Li is able to pry the green gemstone off of the wall using a dagger.

Spellcraft DC 26:
The gem is a third eye bloodstone.

You recall Dhirtarashtra Gulati’s esteemed treatise, Wayward Spirit: the Mysticism and Illuminism of the Vudrani, which explains the practice thusly:

As part of the process of crafting a third eye, the creator grafts an actual eye into the palm of the recipient’s hand. Once an eye is grafted into a palm, it is undetectable while closed and doesn’t hinder the user’s manual dexterity in the slightest. When in use, the eye opens.

The owner of a third eye can use it to see through the donor creature’s remaining eye. The third eye can also be attuned to specially prepared bloodstones, allowing the user to observe things in each bloodstone’s vicinity as if the bloodstone were an eye as well. Preparing a bloodstone in this manner requires soaking it in a potion of clairvoyance/clairaudience for a week, at the end of which the owner drinks the potion and spits the bloodstone into the hand bearing the third eye. These bloodstones are often incorporated into magic items like phylacteries, rings, and amulets, allowing the user to gift such items to other creatures and thus gain a new viewpoint. This remote viewing ability functions at any range as long as the owner is on the same plane at the bloodstone. It also allows the owner to cast clairaudience/clairvoyance up to three times per day.

As long as the third eye is open in a hand that isn’t holding an object, the owner has all-round vision, gaining a +4 bonus on Perception checks and making it impossible to flank the owner.

A third eye cannot be transferred between creatures—if removed from the owner’s body, a third eye is destroyed. A third eye that remains in the owner’s palm but is damaged or otherwise permanently blinded becomes useless until a remove blindness spell is cast upon it.

Loot updated
Actions? We are in initiative. Please check your token’s positioning for marching order.
__________________________

Initiative (bold may act):
PCs

Status and Debuffs:

Garvid:
Kynes:
Li: symbol of pain (-4 attacks, skill checks, and ability checks)
Mouse:
Talfryn: symbol of pain (-4 attacks, skill checks, and ability checks)
Yazi:

GM Screen:


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Spellcraft: 1d20 + 15 ⇒ (20) + 15 = 35

"A pretty bauble, and dangerous. It's a third eye stone, something that allows the owner to see and hear through it. I don't think we should take it with us."

She crosses her arms in impatience.

Can Yazi tell who the "owner" would be in this case?


Lamplighter 11| HP:31/80 curr AC 18, T:11 FF:14 |( Init +5+1d6 ) Perception +14 (+19 traps)| F+7 R+11 W+10|

Leah stares with a single orb into the third eye, then lets out a raspy laugh. Carry it with us so that they may witness the destruction of all their machinations.

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