Curse of the Crimson Throne (Inactive)

Game Master DireMerc

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Loot tracker
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Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

With the statue dealt with, Drakus will help Donagar with the door.
1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 slashing damage.
1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14 slashing damage.
1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20 slashing damage.
1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22 slashing damage.
1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 slashing damage.
1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 slashing damage.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

You got a healing spell to burn for me, Donager? Crain is down 30.


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Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6
Crain Tresselmore wrote:
You got a healing spell to burn for me, Donager? Crain is down 30.

"Boyo yer too tall, keep yer head down like a dwarf."

spontaneous cure critical 4d8 + 8 ⇒ (6, 5, 1, 4) + 8 = 24


You destroy the gate and press on to the next chamber but in the hallway you see an indent in the ceiling and written there is a riddle.

Altar of the lupine lords, Jewel on black velvet, pearl in the sea,
Unchanged but e’erchanging, eternally.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

DM How do you want to handle riddles?....my idea is usually to discuss in character rather than blurting out the answer....

"We got a riddle here. Sounds like one I heard before, but not quite. "

The one Donagar remembers....
"In my mind's eyes, I see three circles joined in priceless, graceful harmony.
Two full as the moon, one hollow as a crown.
Two from the sea, five fathoms down.
One from the earth, deep under the ground.
The whole, a mark of high renown.
Tell me, what can it be?"

"A ring. Two perfect pearls and a circle of gold - the ring of the Lord of the Marsh, Calibos - a gift from his mother, the goddess Thetis."


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

I think I know the answer to this one. I'll wait to see what the DM says to Donager first.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

You know you want to discuss it in character before we "solve" it...


Your supposes to say the answer and move forward if you got it wrong you will know. Otherwise nothing will happen. Nothing happens if you just say something out loud even if it's the correct answer.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Scowling, Drakus thought hard.
"'Altar of the Lupine Lords? Unchanged but ever changing?'
"Well, I ain't no kinda poet, but that one's gotta be the Moon."
He said, then strode forward confidently.


Drakus crosses the area and nothing happens. He sees a glowing circle of magic runes in the indented area in the ceiling.

Spellcraft dc 20:

A symbol of Pain.

If triggered each creature within the radius of a symbol of pain suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Peering upward, Drakus tipped his helm back to look at the glowing writing on the ceiling.
"OK, what the hell is that?" He asked, worried now.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"No idea. At least you seem to have gotten the riddle answer right. Nothing bad seems to happen, did it? Let's get on with it."


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Spell craft 1d20 + 7 ⇒ (15) + 7 = 22

"A magical rune err glyph....ken do all sort o tings...keep a look out fer more o em....this one will wrack us wit pain tha likes yah would not soon ferget."


You enter the next room.

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

Each chest has something engraved on it.
The left chest says, “By gentle caress shall truth be
known.” The right chest says, “Breathe deep your salvation.”
The middle chest says, “Life within but Death without.”

There is also an exit on the other side of the room but the door is closed and locked.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Are those crazy tiger chests suggesting we breathe on them? Sorry gents and lady, I'm going to let you all do the heavy breathing for me. Unless you have a better idea?"


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Whoever designed tha place is madder tha a hatter! An what tha blazes is wit tha tigers?"


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai checks them.
Perception: 1d20 + 15 ⇒ (16) + 15 = 31


Mai finds that the left chest is covered in a translucent nearly invisible fluid. The right chest shows no signs of traps and the middle chest as tiny magical glyphs on it.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"More riddles is it?"


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

No traps, left one has poison on it, the middle one liekly has a magic trap set. The right one seems the most harmless.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Casts detect magic on the three chests.

"Maybe magic will reveal sumtin."


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Anyone feeling lucky? I've got a feeling it'll come down to me trying to open these no good things unless anyone else wants to volunteer!"


The middle one radiates conjuration magic the other two do not radiate anything.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Middle ones some sort o conjuration magic, so tha whole clues sounds like air tah me, so maybe a gust of wind tah blow round tha poison err some such."


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Drakus arched an eyebrow.
"Well, don't look at me for that."


Anyone opening a chest or do you try to move on or go back?


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Let me see bout dis."

Donagar lays his gloves of reconnaissance on the right chest to see what is in it...


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Sorry I was waiting on Mai to give it a try as I think she's a trap finder and disabler. If not, I could always give it a try.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Can't disable magic traps like a rogue

"Best to not set off the magic one since it could be something your not thinking of."


Donagar can see that the right chest is filled with somekind of smoke.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Ah, I see now.

"Well, are we going to leave the chests alone, then? If none of us can deal with it safely, let's just pass it by."


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"This chest is full o smoke.....err we could leave em be."


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

"Yeah, no arguement from me." Drakus agreed.


If Donagar checks the center chest with his gloves he sees it contains several potions and a key.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6
DireMerc wrote:
If Donagar checks the center chest with his gloves he sees it contains several potions and a key.

"Not wanting tah touch tha poison one, but this ones got a key in it."


There could be something in the other one as well you just wouldn't see it cause of the smoke


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain opens the case that Donager indicates has the key in it.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Let's just hope that when these chests get opened that it does not call every monster down here to us?"


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Donagar shrugs when Crain decides to open a chest..


When Crain opens the chest hundreds of vipers leap out the chest biting everyone in the area before dissipating into smoke.

(summons a swarm of vipers which vanishes after 1 round)

automatic swarm damage to anyone within 10 feet of the chest
3d6 ⇒ (2, 1, 1) = 4

fort save vs poison dc 15 if bitten.

You can then pick up the key.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Fort 1d20 + 14 ⇒ (8) + 14 = 22

"Ugh, why does it always have to be snakes?!"


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Fort save 1d20 + 6 ⇒ (19) + 6 = 25

"Snake in a box!....two more tah go!"


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Smoke did not come out of that box, Donagar."

fort: 1d20 + 6 ⇒ (20) + 6 = 26


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Bah! tha smoke must ave scared tha snakes, an they ran soon as tha lid was lifted!"


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Fort save: 1d20 + 11 ⇒ (17) + 11 = 28
"Ow! Dammit! I do not like snakes at all!"


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Which one should I open next?"


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Well, since we have a key, we could try the one without the poison on it."


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Sounds as reasonable as any guess I could make. Stand back, and I'll give it a go.". Crain takes the key and tries the unpoisoned box.


Sorry for my absence my recent addiction to pokemon go has had me going outside lately. Haven't been on the computer as much. I swear I probably got more exercise this week than in the last ten years put together.

everyone made the save vs snakes so no issue there other than a bit of damage.

You mean you open the one filled with smoke?

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