[AP] Curse of the Crimson Throne by GMs Rutseg, Zek and Snowheart (Inactive)

Game Master Balacertar

COMPLETED

Maps
Info
Bashiel's Loot Table
Commanded creatures


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[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem would be down for R&R and helping Zamanda with said hunting

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa would like to rest. Maybe the hunting could be off-screen? Ilsa would help.


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen would like take the opportunity and new-found relationship with the Shoanti to start witnessing to the faithless savages and bring them into the fold of Pharasma. :p


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ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

I'm in for an offscreen hunt, but otherwise don't have any other things I want to handle before the Shaman returns.


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Maps | Info | Bashiel's Loot Table

In addition to just resting a bit, Zamanda and a few others also go sand shark hunting to help Zamanda fulfill her vow. With the help of a bit of divination magic, you’re able to find the shark’s location.

The operation isn’t without peril, though, as you come upon the shark in question along with a few of its friends. Still, fresh off your battle with the Cinderlander, dispatching the land sharks is a fairly trivial task. Zamanda feels that her oath is fulfilled once the deed is done.

At the appointed time, the Sun Shaman and Sklar-Quah chieftain return.

The Sun Shaman invites you into his personal tent. Once inside, he says, “I must again congratulate you on shedding your outlander status and becoming Sklar-Quah. As one of the few Shoanti to retain knowledge of Midnight’s Teeth, I believe what I have to say will be of utmost importance to you.

“Many hundreds of years ago, a man named Mandraivus gathered a small group of heroes to fight a despotic blue dragon named Kazavon, and my ancestor was one who joined this crusade. This ancestor, a shaman named Amarund, was gone for months. When she finally returned she was not the same woman—her hands shook, her eyes carried a haunted stare, and she cried out in fear at night. She spoke little of what she had experienced while fighting at Mandraivus’s side, but did say that they were successful in defeating Kazavon and that the dragon’s fortress of Scarwall in Belkzen was now under Mandraivus’s control.

“While Kazavon had been defeated, his will to live was so immense that even the remains of his body twitched. The heroes attempted to destroy the remains, but key fragments of the dragon’s skeleton resisted even their most destructive spells. Mandraivus tasked the seven surviving heroes, among them Amarund, with each claiming one of the bony relics of Kazavon’s body and taking them far from Scarwall. None of the seven would communicate where they were going to the others or to Mandraivus in hopes of ensuring that their chosen relics would remain hidden and guarded for all time in order to prevent the dragon from returning to life.

“Amarund told this story to her fellow shamans and revealed that her selected relics were the dragon’s fangs, which she called Midnight’s Teeth. She and the other shamans chose the ancient pyramid on the shores of Conqueror’s Bay as the fangs’ reliquary. After hiding them in a secret room deep inside the pyramid, Amarund and her descendants swore to ensure the fangs would remain safe. For generations, they maintained their task—until Cheliax invaded and drove us off.

“The few survivors who knew the secret of the fangs were forced to flee with their kin into the Cinderlands. For the next three centuries the knowledge was passed from Sun Shaman to Sun Shaman, and we have watched with fearful eyes as the city of Korvosa has grown up around our ancient reliquary.

“The fragments of Kazavon’s soul are like seeds - once they find soil in which to grow, they can bloom into a mighty tree. This is the case with Ileosa, and her own cruelty and strength have been enhanced greatly by the fangs. Worse, she now possesses two souls: her own, and one grown from the fragment of Kazavon’s. Having two souls in one body grants her incredible power over her own mortality.”

The Sun Shaman pauses for a moment to catch his breath before saying, “I suggest we take part in a ritual called the Blessing of the Ancestors. It may provide clarity on what path you should next take. Is there a specific spirit or ancestor with whom you have a particularly strong link?”


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Thanks for the Shark-hunting. Zamanda is a lot more cheerful now, and her bow seems to work correctly again. :)

I think Bashiel is close to a lot of spirits, but if you mean the whole group... maybe Zellara? She kind of lives in this Harrow deck we have...

Feel free to chip in if there are other ideas... is the group linked to any other dead past member of the group maybe? I'm guessing we're not counting people we killed. They aren't probably going to be a good conduit. :)

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa is surprised to hear what has happened to Ileosa. "It makes sense, I guess. That could explain a lot. This artifact sounds like a powerful thing. We must take great care."

When Zamanda mentions channeling Zellara, she has to agree. "I don't have too many ancestors I knew well. Unless you count my sister who passed away at the start of all this mess."

Her mind turns to her niece Briget, who she had helped to raise, and hoped she was doing well.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem kept his mouth shut. All he could think about was the visions he had been having of his internal ancestor. It was an answer he was sure that nobody wanted to hear.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

OK! Loot log has been updated. Since we have some extra days, could you guys roll some more Spellcrafts against the items we haven't ID'd yet? There's a couple even from back when we found Bahor's cache under the tree.

Bashiel listens with rapt attention as the story of Kazavon's destruction and scattering plays out. Considering what little they had heard of the relics from the Seneschal, he'd assumed that Ileosa had sought the relic out. Instead, it had been right under the city the whole time...

"So Ileosa found the secret resting place of the fangs and claimed them. Maybe its a mercy that until now no one had been able to, that for so many years the city was able to grow in peace. And now we're in a position to try to stop her." He looks visibly uncomfortable at the idea, having heard the story of the dragon's seeming immortality. "Seems like we need to separate her from the fangs. If we can, she would be limited to her considerable powers as the leader of Korvosa, rather than those of this dragon as well."

At the mention of a ritual to contact spirits from the past, Bashiel hesitates to say anything until Zamanda mentions his own connection. "That's, ah, right." He clears his throat. "I carry with me my own ancestors, going back far into the past, to the age of Ancient Osirion. I'm not sure what the intention of this ritual is, but if it would help, I can conduct a seance and grant one of my ancestors the ability to speak through me."

Internally, he asks ~"Who would be willing to speak for this ritual?"~

Not sure if the idea here is that Zellara has some super neat extra information, or if it could be something that one of Bashiel's (maybe long forgotten) ancestors could suppply.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda looks through the items that they have collected to see which ones they still haven't identified, and takes a look.

Spellcraft (magic jar, Scream): 1d20 + 10 ⇒ (3) + 10 = 13
Spellcraft (rapier, Bahor): 1d20 + 10 ⇒ (9) + 10 = 19
Spellcraft (Scrolls, Thrallkeeper): 1d20 + 10 ⇒ (8) + 10 = 18
Spellcraft (Potion, Cinderlander): 1d20 + 10 ⇒ (15) + 10 = 25

She also tells the group that she is going to take the decanter of endless water and the sustaining spoon because she thinks that they should go to an orphanage in Korvosa rather than being sold, if they are okay with that.


Maps | Info | Bashiel's Loot Table

The Sun Shaman seems surprised that you might have a strong connection with multiple spirits. Eventually he says, "For this ritual to be successful, you must all come to a consensus on which spirit you wish to invoke. Please, take the time you need to decide."

Loot:

Still unidentified jar
+1 Rapier (which you realize [already?] belongs to Vencarlo)
Still unidentified scrolls
Potion of haste

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa tries to help Zamanda identify anything they haven't already figured out. She's pretty confident she knows at least what the scrolls are.

spellcraft jar: 1d20 + 8 ⇒ (7) + 8 = 15
spellcraft scrolls: 1d20 + 8 ⇒ (20) + 8 = 28

I'm fine with either Bash's spirit, or Zellara. Zellara might give us some good insights again, though.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

I vote Zellara, but I'm really okay either way. I just think Zellara because she has some kind of link with the whole group, not just Bash.

Attempt on the second day:

Spellcraft (jar): 1d20 + 10 ⇒ (14) + 10 = 24


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Alright, lets rely on Zellara.

Bashiel looks to the others. "Zellara then, I suppose. She has the greatest history with all of us. And maybe this purpose will finally allow her to move on to the afterlife."


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Zellara seems like the obvious choice, I agree.

Malen remained quiet throughout the Sun Shaman's tale, though he possibly turned a shade more pale. As the story of the blue dragon Kazavon and it's undying spirit was relayed, the priest's mind returned to his dream and the painting of the late Salvatore Scream. The dots were starting to get connected now, and the picture that was emerging was terrifying indeed.

When the group was asked to volunteer a spirit or ancestor, the priest remained silent. His very faith championed the idea that one's ancestors moved on to their soul's next phase of life, so there was little contact done with the souls of the departed once they had shed their mortal coil and moved on to the Boneyard. The cleric was rather curious about this Blessing, though, and what it entailed.


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[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem only began to worry when he saw Malen go pale. If a priest of Pharasma was concerned about this, then the tale of the undying spirit was perhaps something to take serious.


Maps | Info | Bashiel's Loot Table

Loot:

Scroll of Sending x2
Jar of marvelous pigments

With your decision made, the Sun Shaman begins the ritual known as the Blessing of the Ancestors. He has you all sit in a circle around the small fire in his tent.

He explains, “The Blessing of the Ancestors is a ritual conducted by Sun Shamans to seek advice concerning a current quandary or event. The information isn’t imparted by the contacted spirit, but rather by the realm of spirits, with the spirit contacted serving as a conduit for the information.”

Then, he begins chanting rhythmically. From casual observation, it just seems like he’s droning on about nothing and yet there still seems to be a purposefulness to what he does. The Sun Shaman’s chanting continues for what you estimate to be two hours. At the end of which time, he slumps and Zellara rises from the fire with a smile on her face.

Zellara nods to each of you in turn saying, “Bashiel… Ilsa… Kalem… Malen… Zamanda. It is good to see you all once more.”

Clearly tired from the effort, the Sun Shaman manages to ask Zellara, “What advice can you give as to how this group might defeat Ileosa and Kazavon’s spirit?”

At the Sun Shaman’s question, Zellara begins to sing in a clear, haunting voice.

”Fate of steel—Serithtial
Her cage for years sustained.
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;
A second foe, infernal soul
Waits high in tower cold.
In kennel’s grime, third bides his time
Then vents his killing breath.
And on a stone ’mid ash and bone,
The final dreams of death.
The spirits worn and battle torn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and death of the dead,
Keys to Kazavon humbled.”

As the spirit finishes the song, you each feel an upsurge in your souls as the spirits of the dead infuse you with energy to aid you. You sense it has given you two specific boons.

Boons:

Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each PC (PC’s choice, and the item in question need not be present at the blessing). If the PC chooses a weapon, it gains the undead-bane weapon special ability. If the PC chooses armor or a shield, the item gains the ghost touch armor special ability. This effect functions only in Scarwall.

Infused Soul: The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Scarwall).

The Sun Shaman says, ““Truly you are Friends of the Sun and are blessed by the ancestors. You walk with the spirits and bear the spirits’ mark. You honor us with your presence and friendship. As you go forth to battle the evil that has plagued these lands of ash for many-score generations, you go with the power of the Sklar-Quah. You shall go forth with the power of Father Sun in your hands.”


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

After taking time to understand what has just happened to all of them, Zamanda tries to puzzle out the information they were given in verse.

So, I think... Serithtial is a blade that we are supposed to go to Scarwall to get, but we have to defeat 4 scary undead things that are guarding it first. Does that sound right to you guys?

To the Sun Shaman she says

Do you happen to know where this Scarwall place is?


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem smiled as he felt his war-scythe become infused with the power to destroy the unliving.

”Pharasma smiles on us.” Kalem said, elbowing Malen.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa nods as Zamanda mentions a blade, but isn't sure she understood much.

"What about this chained one's hold growing old? What could that mean?" she wonders.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

The first four lines talk about Serithtial's cage and four undead keeping her chained, so I think later when it says the chained one's hold, I was thinking "hold" as in fortress, and it gets old and a couple lines later it crumbles, meaning that Serithtial (the blade?) is free. Maybe?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

"So Serithial is the 'chained one' in that case? I think you're right about four undead chaining it." His brow furrows. "If this Serithial is a blade for "humbling" the keys to Kazavon, which must be the teeth and the other artifacts, why would it have been sealed in some place and guarded by undead? Or maybe..."

"Maybe those on Kazavon's side are the ones who locked it away? The undead certainly make dedicated guardians."

KN Religion; Does Scarwall have any religious significance?: 1d20 + 16 ⇒ (7) + 16 = 23
KN Nobility; Does Serithial or Scarwall right any bells as famous places or people associated with nobility?: 1d20 + 6 ⇒ (18) + 6 = 24

"A blade that could destroy or stop one of Kazavon's relics is certainly worth pursuing." He turns to the Sun Shaman "Do these names mean anything to you?"


Maps | Info | Bashiel's Loot Table

The Sun Shaman replies to Zamanda’s question, “I only know that it lies in the mountains northeast of here. Near the border between Varisia and the Hold of Belkzen.”

To Bashiel, the Sun Shaman says, “This is the first time I’ve heard of Serithtial. Kazavon is of course known to me, but only in so much detail as I have already told you.”

Bashiel only knows that Castle Scarwall was once commanded by Kazavon who was, at one time, one of Zon-Kuthon’s most powerful minions.

You’re looking for Knowledge (history) for details about Scarwall (and Kazavon). Knowledge (geography) would also help about Scarwall and its exact location.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda thinks about what she knows about the area that the Sun Shaman has mentioned, or if there is anything that she can remember learning about Scarwall or Kazavon.

Knowledge History: 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge Geography: 1d20 + 6 ⇒ (20) + 6 = 26

Low bonuses, but figured I would try... might have lucked out on that last one. Guess she stayed awake in some of her classes. :)


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel catches a comment from one of his ancestors and voices it out loud "Ah, Scarwall was the seat of Kazavon's power... in that case Serithial must have been captured and sealed away because it was one of the only things that threatened him. And it's guarded by Kazavon's remaining servants." He grins slightly. "Even if this wasn't key to stopping Ileosa, I would be happy to go to Scarwall and destroy some of these undead."

"Before we go to Scarwall, we should check in with the Pharasmites. If the message was true, striking back at the Maidens, Mantis and Ileosa could give Korvosa some breathing room. Enough breathing room for us to travel to Scarwall without Ileosa crushing the city entirely."


Maps | Info | Bashiel's Loot Table

While Zamanda isn’t any more familiar with Kazavon or his history than the rest of the group... it’s apparently pretty obscure... she is confident she could get the group to Scarwall. She knows the journey will be dangerous, however, as part of the path to Scarwall will take the group through territory controlled by the orcs of the Hold of Belkzen.

Any other questions or discussion you want to have with the Sun Shaman? I don’t mean to rush you, just want to keep things moving. As Bashiel mentioned, it would be good to reach a consensus on your next course of action as well.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

When we're ready, I'm sure that I can get us to Scarwall. Unfortunately, it will take us through territory controlled by the orcs of the Hold of Belkzen though, so it's going to be dangerous.

Fine with doing a Korvosa run before heading to Scarwall.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa nods at Bashiel. "If we want to check with the Pharasmites, we do have several sending scrolls. We could see if they have any urgent needs that might hold Ileosa at bay a little longer."


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel nods to Zamanda "We've done dangerous before. And with Malen's new wind magic, any land-bound orcs are going to have a lot of trouble catching us. So long as you know where we're going, we should be able to get there without too much difficulty."

And at Ilsa's comment he adds "Not sure how much a sending would confirm. The last message we got said they had a way of striking back, and that we just needed to join them. My only fear is that this is some kind of elaborate trap."


Maps | Info | Bashiel's Loot Table

So heading back to Korvosa? Are you sending a message before you go? And going via teleport?

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

I think we do a Sending before to see if there's anything we even need to do there, then wait for a response.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Sure lets start with a sending. It looked pretty clear cut to me that we were needed back there. But it really can't hurt to try and we have tons of group resources.

"Malen, do you want to do the honors?" Bashiel takes out the wand of sending and passes it to Malen. "I'm still a little concerned with the way the message from the priestess came to me, rather than to you. It still seems strange."


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen, silent through it all as he digested the information, nodded at Bashiel as he accepted the wand. "Perhaps this opportunity still exists..." The priest thought it was a ruse, but maybe he should try some positive thinking.

His thoughts wandering to his Pharasman brethren, he sent a message to the Keppira, "En route, will meet at the rendezvous upon arrival." The cleric allowed a small amount of worry for his fellows to invade his mind for a moment, but duty ultimately called. When the group was ready, Malen made ready the powerful blessing that would whisk them back to Korvosa in a fraction of the time it took them to get to the Cinderlands.


Maps | Info | Bashiel's Loot Table

Keppira responds to Malen’s message. Good to hear from you. Please come posthaste. I don’t know how much longer this opportunity will last.

Before you leave, the Sun Shaman whispers loudly to Ilsa, “Please return before your journey to Scarwall. I still have insight to share about your unique… circumstances. I think it will be quite helpful for you.”

Heading to Korvosa now?


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Having heard the loud whisper, Zamanda says to Ilsa

I'm sure we can wait while you have a conversation with the Shaman, if you like.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Seconded, though I'm ready to head to Korvosa (we should be able to teleport with a scroll to get there even faster) right afterward.

Bashiel nods to Zamanda's suggestion and turns to Ilsa. "We're here now, and if there's a way to help you with your... situation, we can absolutely wait a bit." He grins. "Just a bit mind you. I'm sure the Sun Shaman can smash those nightmares haunting you in a flash."


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

After hearing the response from Keppira, Malen nodded, then realized he likely looked a fool nodding at nothing. To the others he said, ”Keppira is doing well, but bids us to move hastily lest the opportunity she spoke of slip by.”

When they started discussing the Sun Shaman and Ilsa’s conversation, the priest shrugged. ”We’ve been gone for days...I feel we can wait for your meeting, especially if it gives you new insight into your abilities.”


Maps | Info | Bashiel's Loot Table

The Sun Shaman seems surprised at your willingness to wait, but nods after a moment and takes Ilsa to one side.

DC 30 Perception to hear except Ilsa:

Ilsa:

The Sun Shaman gives you a kindly smile and says, “Shadows plague you at the edges of your vision, yes? You fear something might be inside you, or even controlling you at times? While I can’t take away the shadows, I hope what I have to say will bring you some comfort, or at least the opportunity to - with time - accept your circumstances.

“Your connection to spirits, or the undead, is no ill fate. To the contrary, it is a blessing. You are able to turn what is inherently evil towards a good purpose, or at least to end the undead’s evil purpose. Very few have such a gift. I have only heard of it from stories passed down. So rare, in fact, that no Shoanti living today has such an ability.

“After communing with my ancestors about the Midnight’s teeth, I also asked them about you and your shadows. The truth, I learned, is that you and your shadows are one and the same. You are the shadows. They are an extension of your very being. While others might have reason to fear them, you have nothing to be afraid of. You should embrace them. In doing so, you shall make yourself stronger.

“I don’t expect you to accept such things immediately. But watch. Listen. Study. In time, you will find what I have said to be true. The shadows are your weapons to use. They can’t hurt you. And they will only be a hindrance if you let them. The nightmares, the darkness, they are not evil. Not in and of themselves. They are tools. Perhaps in another’s hands they would produce great evil, but I believe in yours they can do great good. If only you let them.”

“Anyway,” the Sun Shaman says, raising his voice so that everyone can hear him, “Thank you for taking the time to speak with me, Ilsa. I trust you’ll put what I’ve told you to good use. You know where to find me if you have questions. You are Sklar-Quah now. My tent will always be open.”


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Perception: 1d20 + 23 ⇒ (12) + 23 = 35

Zamanda hears what the Sun Shaman says to Ilsa, and hopes that it will help her, but she doesn't tell anyone what was said, or let on that she heard.

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa is initially surprised that the shaman has insights into the nightmares and fear that have plagued her. She nods reluctantly as he speaks, but feels a deathly grip on her heart as this Thing that has plagued her is just at the edge of her vision.

Ilsa had never been able to see it before--just dark images, or feeling its cold breath on her neck, or a grasping claw. But as the shaman speaks, it's almost as if she's given power to look at it for the first time.

She turns her gaze at this being that has tormented her with fear, sleepless nights, and anxiety since they first began this journey. It is a powerful, dark creature. Shadows cling to it, and it has rotting claws like a ghoul. Fear emanates from it, almost in waves.

Once power is given her to look, despite her fear, Ilsa sees it has black hair, and a streak of white hair as if from a traumatic experience. It holds a ghoulish finger up to its lips.

"Shhhh," it whispers.

The sudden realization Ilsa experiences is shocking and her jaw drops open. She's looking at herself.


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen spent the next few minutes praying to Pharasma, leaving Ilsa to her conversation with the Sun Shaman. The priest went over the blessings his Lady had granted him for the day, hoping the group was not walking into an immediate fight upon their return to Korvosa but accepting it was likely inevitable. Opportunities lately typically were of the violent sort.


Maps | Info | Bashiel's Loot Table

Feel free to discuss the recent conversation (if Ilsa's up for it!) or let me know when you're ready to move forward.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

If Ilsa wants to talk about it, she needs to say something out loud so we know what is going on... otherwise I am assuming that she is dealing with it internally, and Zamanda isn't going to share her private conversation without knowing whether Ilsa is okay with it.

Zamanda looks over at Ilsa to see if she is done and ready to go. If so, she asks

So, how are we traveling? Wind, teleport, magical carriage... ?

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

I actually think I'm going to keep it to myself for now. Everyone's welcome to read it, but I think I'll RP this out later.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

"My vote's on using a teleport scroll to get straight into Korvosa undetected. Maybe even directly into some safe place we know. Some place that's not likely to have changed in our absence. I don't quite have the skills to coax one to work, but maybe one of you does?" Needs +9 UMD at least. Bashiel extends a teleport scroll to someone who has the intuition needed.

"We could turn to wind as well, but it would take some time to make the journey that way." He shrugs "Though that may be fine as well."


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

”Which is more likely to be undetected? Would the queen have a way of monitoring if anyone teleports into the city?”


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Spellcraft to decipher Scroll: 1d20 + 10 ⇒ (18) + 10 = 28

Zamanda reads over the scroll to see if she can pull it off.

I could probably get this to work, but if I do it, it won't teleport all of us. Looks like I could only teleport 3 other people, so 4 including me. Ilsa might be able to get it to work for 5. What do you think, Ilsa?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel runs a hand through his hair, a little embarrassed "It can't teleport all of us? I, uh, I guess we'll be trusting ourselves to the wind in that case."

Oops, misread how the number of targets scales vs. caster level. Since these can't be used to teleport the whole group, maybe we should just sell them. I can't think of many situations where we want to leave someone behind as we go 100s of miles.

Anyway, go go Wind Walk!


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

I just meant that I can't... Ilsa should be able to. I lost a caster level as part of Arcane Archer, so I can only take 3 people along. If Ilsa has a full 12 caster levels, she could take 4. She has a much higher UMD bonus than I do as well.


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

I'm happy to cast Wind Walk, pending Ilsa's input.

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