[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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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 guess you *could* delay until after Bashiel. Or move up and ready an attack if they move forward. Either way:

Bashiel instinctively delivers a pair of quick, powerful slashes at the blue cultist with his longsword, hoping to clear the way for the rest of the group.

Longsword, PA: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Longsword damage (S): 1d8 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Longsword, PA, -5: 1d20 + 13 - 2 - 5 ⇒ (4) + 13 - 2 - 5 = 10
Longsword damage (S): 1d8 + 8 + 6 ⇒ (3) + 8 + 6 = 17

He steps aside to give the others room to make their own attacks.


Maps | Info | Bashiel's Loot Table

A little late, I know, but each of them is wielding a club. If you want others to delay till after Bashiel, that works just fine.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

If that downs one...

Move in and attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Naturally I would love to take these people.

Varor, not seeing how he could be of any help at the moment, draws his scimitar and stands at the ready.

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

From the back ranks, Ilsa concentrates and opens a black void underneath the remaining cultists. She wills them to fall into it.

Cast grease, DC 16 Refl. It seems a couple of them may be dead. I should be able to position the grease under the remaining two, but will hold off placing a template since I'm not sure which ones are down (assuming they are, at all).


Maps | Info | Bashiel's Loot Table

Not that it matters in this case, Zamanda, but don’t forget to include soft cover penalties in the future.

Varor, not seeing how he could be of any help at the moment, draws his scimitar and stands at the ready.

Zamanda leans to the side of Bashiel, shooting around him into blue. Unfortunately, Bash is just too burly to fire around, and her arrows glance off the doorway.

Bashiel instinctively delivers a pair of quick, powerful slashes at the blue cultist with his longsword, hoping to clear the way for the rest of the group. His first swing leaves a nasty wound across the blue cultist’s chest, but the cultist manages to dodge the paladin’s second swing. He steps aside to give the others room to make their own attacks.

Kalem, having delayed till after Bashiel, moves forward and crushes the blue cultist’s skull. The man crumples to the ground.

Ilsa, from the back ranks, concentrates and opens a black void underneath the remaining cultists. She wills them to fall into it. One of the cultist’s loses his footing and falls prone.
Cultist Reflex Save: 1d20 + 6 ⇒ (4) + 6 = 10Cultist Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24

Blue Cultist is dead.

Red Cultist steps over his companion’s body and swings his club at Kalem. His club bounces harmlessly off the bloodrager’s armor. Red Attack: 1d20 + 5 ⇒ (6) + 5 = 11

Green Cultist and Yellow Cultist, clearly not expecting to have to fight in such close quarters, can only wait for their chance to strike. One of them stands up from where he fell.

Current Status:

Varor
Zamanda
Bashiel
Kalem
Ilsa
Blue Cultist (dead)
Red Cultist
Green Cultist
Yellow Cultist

Everyone can act for round 2!
Ilsa, let me know which two cultists you want to put the grease under. The reflex rolls will be the same regardless, though.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

And do I need a ref save now to move into the room to attack them?


Maps | Info | Bashiel's Loot Table

Technically, I think, but if you just 5 ft step, don't worry about it. If you want to move further, then yes.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

5ft step Hit cultist in front, rage: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 15 ⇒ (4, 2) + 15 = 21

Hit next cultist who is at full health: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 15 ⇒ (6, 6) + 15 = 27

Having killed one Urgathoan, Kalem cautiously stepped onto the slippery ground and continued his assault. Hopefully now Bashiel and Varor would be able to move in as well.

[ooc]AC24[/dice]

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

You would need to roll a check to go through the grease...it does look like it has to cover the entrance. I placed it on the map. However, it does appear there is one standing where you could hit him without a check.

Ilsa's eyes bore into the red-clad enemy. Painful Stare, target has -2 to attack and -2 Will. Will also take 3 dmg once if anyone hurts it.

Without a way to reach the bottled-up enemy, she slings a stone past Kalem's head. targeting red

sling (fire into melee): 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 131d4 + 2 ⇒ (3) + 2 = 5


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Ref: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Maybe my Iterative Hit If the enemy failed his ref save and was prone. If any were prone Kalem’s second attack would target them


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
GM.Zek wrote:
Not that it matters in this case, Zamanda, but don’t forget to include soft cover penalties in the future.

In this case there is no penalty because I have this trait: Deadeye Bowman (religion) [When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.] (Best archery trait ever.)

Zamanda shoots again, at red this time.

Attack 1: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10 (point-blank, rapid shot)
Attack 2: 1d20 + 8 + 1 - 2 ⇒ (1) + 8 + 1 - 2 = 8

Damage 1: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage 2: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

However, again, she utterly fails.


Maps | Info | Bashiel's Loot Table

Kalem, the fallen cultist stood up, so none of them would be prone when you attacked.

Ah, gotcha, Zamanda. That is a really good trait.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Believe that 2 were within reach, and getting up provokes. Does Kalem get an AOO?

If So:

Hit: 1d20 + 12 ⇒ (5) + 12 = 17
2d6 + 18 ⇒ (5, 4) + 18 = 27


Maps | Info | Bashiel's Loot Table

Yes, but since that was a door to a room (thus a hard corner), they would have soft cover from where they were standing, so your AoO will miss. Sorry. : /


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

T’was fate


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), <>

The map is really muddled right now. Did Kalem move into the room, or is Red in that location?

If Kalem downed Red and now stands on the south side of the doorway:
Bashiel steps back over as Kalem advances. Considering the tight quarters for a moment, he thrusts his longsword between Kalem and the door frame to strike at the the green cultist.

Longsword, PA, vs. enemy with cover: 1d20 + 13 - 2 - 4 ⇒ (1) + 13 - 2 - 4 = 8
Longsword damage (S): 1d8 + 8 + 6 ⇒ (3) + 8 + 6 = 17

Longsword, PA, -5, vs. enemy with cover: 1d20 + 13 - 2 - 4 ⇒ (16) + 13 - 2 - 4 = 23
Longsword damage (S): 1d8 + 8 + 6 ⇒ (7) + 8 + 6 = 21

Otherwise, put Bashiel one square west of where I've left him on the map and resolve these attacks against the still-alive red cultist.


Maps | Info | Bashiel's Loot Table

Red Cultist stepped into the square where blue cultist’s body fell, so Kalem wouldn’t be able to advance. Bashiel can still attack from beside Kalem, though, just with the soft cover penalty (which he included in his post).
I’ll also have Ilsa act before Bashiel to make the most of y’all’s actions.

Varor casts Guidance on Zamanda.

Zamanda shoots again, at red this time. However, again, she utterly fails.

Ilsa's eyes bore into the red-clad enemy. Without a way to reach the bottled-up enemy, she slings a stone past Kalem's head. The man looks disturbed by Ilsa’s gaze, but her sling shot bounces harmlessly off his armor.

Bashiel steps back over as Kalem advances. Considering the tight quarters for a moment, he thrusts his longsword between Kalem and the door frame to strike at the the red cultist. His first blow misses the cultist entirely, but his second lands a solid strike. The cultist looks badly injured… then he clutches his chest, falling over dead, Ilsa’s gaze having ended his life without a touch.

Kalem, having killed one Urgathoan, continued his assault. Hopefully now Bashiel and Varor would be able to move in as well. His first strike lands, crushing the green cultist’s rib cage and badly wounding him. The man narrowly avoids being hit by Kalem’s second attack.

Red Cultist is dead.

Green Cultist swings his club desperately at Kalem but misses. Green Attack: 1d20 + 5 ⇒ (12) + 5 = 17

Yellow Cultist also swings his club at Kalem, but the bloodrager's magical protection wards off the blow. Yellow Attack: 1d20 + 5 ⇒ (16) + 5 = 21

Current Status:

Varor
Zamanda
Ilsa
Bashiel
Kalem
Red Cultist (dead)
Green Cultist (-21 hp)
Yellow Cultist

Everyone can act for round 3!
Red Cultist is dead, so if you want to say you 5 ft step into the room last round, Kalem, you can still do so.

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, seeing things going well, dismisses her spell to clear the way for her allies.

Standard action


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 starts singing an upbeat song while she shoots at yellow.

Attack 1: 1d20 + 8 + 1 + 2 - 2 ⇒ (17) + 8 + 1 + 2 - 2 = 26 (point-blank, inspire courage, rapid shot)
Attack 2: 1d20 + 8 + 1 + 2 - 2 ⇒ (8) + 8 + 1 + 2 - 2 = 17

Damage 1: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Damage 2: 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Starts Inspire Courage as a swift action before attacking. Gives +2 to saving throws against charm and fear effects and +2 on attack and weapon damage rolls (for all allies that can see and hear her I believe)


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor, seeing another cultist go down, spots the open and charges in, switching his hold on his scimitar as he passes Kalem to attack with the blunt side.

Non-lethal scimitar vs green cultist: 1d20 + 7 - 4 + 2 ⇒ (15) + 7 - 4 + 2 = 201d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Unable to get into the room anymore, Kalem took a step back. He couldn’t reach the foes, and there was no point using up any more of his power than he had to. He let the rage fade, trusting his comrades to handle the rest. He moved to the back, to watch the doors should the conflict bring any foes from behind.

Cant get into the room anymore to attack. Fatigued for 2 rounds, as I almost ran out of rage in the manor I’ll need to hold onto the rounds I have left. Will be looking into a solution to this fatigue issue


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've moved the dead red and blue off to the side. Hope you don't mind Zek.

Bashiel steps in to support Varor, dropping his longsword for a moment to draw his bardiche and stab at the yellow cultist over the cleric's shoulder.

Bardiche, PA, inc. cover: 1d20 + 11 - 2 - 4 ⇒ (16) + 11 - 2 - 4 = 21
Bardiche damage (s): 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18


Maps | Info | Bashiel's Loot Table

Yep, that’s fine Bashiel. I normally leave dead enemies with an X on them, but if deleting them off the map provides more clarity, I can do that instead.

Varor, seeing another cultist go down, spots the open and charges in, switching his hold on his scimitar as he passes Kalem to attack with the blunt side. He strikes the cultist, bruising him on his shoulder.

Zamanda starts singing an upbeat song while she shoots at yellow. Both arrows find their mark, piercing the yellow cultist in a leg and an arm.

Ilsa, seeing things going well, dismisses her spell to clear the way for her allies.

Bashiel steps in to support Varor, dropping his longsword for a moment to draw his bardiche and stab at the yellow cultist over the cleric's shoulder. The paladin finishes what Zamanda started and slays the cultist.

Kalem, unable to get into the room anymore, took a step back. He couldn’t reach the foes, and there was no point using up any more of his power than he had to. He let the rage fade, trusting his comrades to handle the rest. He moved to the back, to watch the doors should the conflict bring any foes from behind.

Green Cultist swings his club at the newly arrived Varor, but misses. Green Attack: 1d20 + 5 ⇒ (5) + 5 = 10

Yellow Cultist is dead.

Current Status:

Varor
Zamanda
Ilsa
Bashiel
Kalem
Green Cultist (-21 hp, -4 non-lethal)
Yellow Cultist (dead)

We’ll go ahead and end combat there. You’ll still need to decide what to do with the green cultist, though. (Kill, capture, etc.)

As you finally get a chance to look more closely at this side room, you see that a number of crates line its perimeter. A particularly large one has been dragged to one side of the room, around which stand four mismatched chairs and stools.


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's vote is to keep killing him and not end combat. Urgathoans are destroying the city, murdering the populace. If we end combat then she will feel conflicted and like she shouldn't kill him... if it feels like we're still in battle, she'd be happy to shoot him. However, if combat is really over, then she won't shoot. Nor will she object if someone else does though.

Zamanda examines the crates, wondering what is inside, if anything.

Perception: 1d20 + 14 ⇒ (12) + 14 = 26


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

We all know my vote.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem isn’t in the room, he has no idea what is going on.

”You all done playing? We need these doors open before the doctor escapes. I have, well, opened my eyes, so to speak. If he is invisible I should be able to see him. But I can’t keep this up indefinitely, so we need to keep moving.”

Dark Archive

1 person marked this as a favorite.
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

Yeah, if we're 'hand-waving' the rest of the combat just to say that the one lone cultist ends up overwhelmed by the party and dies, I'm good with that. If he surrendered, that's a different matter. However, in either case my vote is to not take any evil irredeemable Urgathoan prisoners.

Ilsa agrees with Kalem. "We shouldn't let him get out behind us. Let's just make sure there's nothing important in this crate, then get back to one of the other doors."

I'll detect magic on the contents of the crate after Zamanda opens it.


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), <>

Two votes for kill, one abstain, one take prisoner. Considering the evil wrought by these guys, Bashiel's for killing them - but OOC we still may want to keep one or more to be interrogated by the Guard. I mean, this place is an obvious cultist hideout, but testimony won't hurt our case.

Bashiel quickly checks over the cultists, removing any holy symbols so they can be destroyed. He also inspects them for any items or information on bypassing the traps outside - clearly they have to have had a way to get around them.

He also spot checks a few more of the crates while Zamanda and Ilsa search the main one, just in case there's something important stored within.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Maps | Info | Bashiel's Loot Table

The cultist looks like he’s planning on fighting to the death, so I’ll assume you kill him based on what has been said.

Zamanda examines the crates and finds that they are all empty.

Bashiel finds that all four cultists have the same items: leather armor, a masterwork club, their distinctive mask, and a healer’s kit. The paladin doesn’t find any holy symbols on these cultists, nor does he find anything to indicate how the cultists bypass the traps.

Do you want to check out the north door or the eastern doors next? Upon inspection, both sets seem to be unlocked, albeit trapped. For this, I’m assuming you’ll stand back and have Zamanda open them with Open/Close, I just need to know which you want to open first. Also, please place your character token on the map to indicate where you want to be standing when Zamanda casts her spell.


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

Same bird masks? We know what those do already, right?

Zamanda suggests that everyone else get into the crate room. She either stands at the door (where Varor currently is, if he is willing to move), or where she is now, so she can see the doors in order to cast the spell.

Not feeling far enough away from the eastern doors (based on current position), she decides to cast Open on the north door first.


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Maps | Info | Loot | Talia's Journal

Zamanda, I don’t believe anyone has actually tried to identify the masks. You just know they’re magical. But yes, they appear to be the same as the ones you’ve seen before.

Dark Archive

1 person marked this as a favorite.
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 stands back far from the door.

"You got this, Zamanda," Ilsa says. She picks up one of the masks and examines it.

"I wonder if we should disguise ourselves..."

spellcraft to ID mask: 1d20 + 3 ⇒ (20) + 3 = 23 Hey, skills you're lousy with can do something sometimes!


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 retrieves his longsword and stows his bardiche, keeping the shorter weapon at the ready. Fully expecting more enemies, he also pulls out his heavy shield and holds it at the ready.

Despite the potential danger of the magical trap, Bashiel steps forward to serve as the first line of defense against any foes that might come through after the door opens.

Very curious what these masks might be. Maybe misdirection in a magic item?


Maps | Info | Bashiel's Loot Table

Ilsa is able to identify the masks. Each one is a Plaguebringer’s Mask. These magical masks grant a +2 resistance bonus on saving throws against nauseating scents and immunity to one specific disease. The masks also veil the wearers’ alignment(s), making their aura register as neutral to alignment-detecting effects. Each one appears to be worth 2,000 gp.

Everyone gathers in the side room before Zamanda casts her spell. The bard works her magic on the north door and it opens. And… nothing else happens. It’s hard to tell what’s inside without moving closer.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem took a deep breath. His role here was to be the first through the breach. This was part of the job. Steeling himself, he walked in.


Maps | Info | Bashiel's Loot Table

Cabinets and low benches fill the chamber that Kalem enters. From pegs on the opposite side of the room, the empty black eyes of two beaked plague masks glare soulless, unblinking stares. Dark leather robes, high boots, wide-brimmed hats, and solid canes fill most of the cabinets. A closed door leads out of the room to the east.

The glass-paned doors of one large cabinet against the west wall reveal glass shelves covered in a variety of delicate doctors’ instruments, including containers of unguents, syringes, magnifying lenses, and the like, plus a medicine jar full of black onyx gems. A small brass lock keeps these doors firmly shut.

There are enough Queen’s Physician robes and other accouterments in this room to outfit 20 doctors. Each set is well made and only slightly used, so each is worth 5 gp. There are also the two Plaguebringer Masks on the far wall.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Breathing a sigh of relief Kalem waved the party in. ”Could put these on, but I’d prefer to just keep killing them.”


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 attempts to unlock the small brass lock.

Disable Device: 1d20 + 13 ⇒ (7) + 13 = 20


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 wish Paladins had orisons for detect magic at least. Now that we saw those two magic traps (probably alarm spells?) on the entrance doors, I'm expecting more magic all over this place.

While Zamanda tackles the cabinet's lock, Bashiel moves to the eastern side of the room in case anything suddenly comes through the door. "We've already raised the alarm here, so I doubt disguising ourselves would do much good. Plus..." He looks at the robes with distaste "The thought of looking like them turns my stomach."

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 agrees with Bashiel and Kalem.

"We should take anything of value, but I don't want to wear those. I think I'm claustrophobic, anyway," she laments.

She does search around for anything magical or of psychic significance.

I'll search the room with both detect magic and detect psychic significance, focusing especially on the large cabinet.

take 20 cabinet: 20 + 10 = 30


Maps | Info | Bashiel's Loot Table

Zamanda finds the lock to be stubborn on her first attempt, but a few tries later she hears a satisfying click and the lock opens.

Inside the newly-opened cabinet, in addition to the various pieces of doctors’ equipment, Zamanda and Ilsa find four healer’s kits and 23 black onyx gems worth 50 gp each. At the back of the cabinet are four identical flasks, which Ilsa recognizes as magical.

Ilsa’s Detect Psychic Significance spell gives her a brief spark regarding one of the flasks and its contents, but nothing else stands out.

Door to the east next or the double doors back in the entry room?


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 gives the area around the eastern door a quick once-over for any traps.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25

~սեւ օնիքս Զգուշացեք երիտասարդից, դա խոսում է այն նեկրոմանտային կախարդության մասին, որ այդ վարդապետությունները օգտագործում են:~

Almost unconsciously, Bashiel opens his mouth and directly echoes the words Harize speaks in his mind. "Black onyx. Those are for necromantic magic, are they not?" He blinks to himself for a moment, separating his thoughts from those of his ancestor "They are, right?"


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor thinks about what Bashiel says before shrugging. “Lots of spells require materials in the forms of gold and jewels in order to function. Or it could just be symbolic.”


Maps | Info | Bashiel's Loot Table

Door-opening protocol:

Perception (Ilsa): 1d20 + 10 ⇒ (3) + 10 = 13
Perception (Kalem): 1d20 + 8 ⇒ (10) + 8 = 18
Perception (Varor): 1d20 + 4 ⇒ (2) + 4 = 6
Perception (Zamanda): 1d20 + 14 ⇒ (7) + 14 = 21

Detect Magic

Bashiel doesn't notice any traps on the eastern door and no one detects magic on it either.


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 casts Open on the eastern door.


Maps | Info | Bashiel's Loot Table

The door opens easily for Zamanda to reveal a larger room beyond.

Black-sheeted cots fill this room; their satin coverings and overstuffed pillows seem more akin to funerary trappings than the resting places of the living. Numerous skulls are set evenly within the room's stone walls. Candles inside them cause them to glow like morbid jack-o'-lanterns and cast dim light across the room. Two doors lead out of the room to the south.

The sheets and pillows have been haphazardly thrown halfway off the cots, and a few pillows lie on the ground. It seems whoever was in here left in a hurry.

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 frowns as they enter the room. "Is this where they all slept?" she wonders. "They were certainly brazen to keep all of this down here. They must have had great confidence no one would investigate..." she muses.

She looks around quickly. Also, detect magic.

perception: 1d20 + 10 ⇒ (20) + 10 = 30

"We should hurry through here before any escape."


Maps | Info | Bashiel's Loot Table

Ilsa’s keen gaze spies several noteworthy items. She notices 12 bottles of midnight wine worth 15 gp each, a magical robe bearing a human skeleton and a wolf skeleton, and a rune-etched onyx sculpture of a skull worth 40 gp. Within the various footlockers near each cot, you find a total of 150 gp.


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 putting all these things in the loot log, but I'm assuming we're not taking the time right now to strip the room bare. Once we're not on the clock with buffs we can get back to it.

Bashiel scans the room and adds "Brazen is right Ilsa. This isn't another lab, this is a whole barracks, or temple. And you're right, lets keep up the pace. We should probably leave all the doors open, so we can hear if they try to reach the elevator." He heads to the first of the two southern doors. Considering the lack of resistance thus far, he expects the Urgathoans must be mustering their strength somewhere. And the room beyond may very well be a choke point.

He listens at the door to see if he can hear any of the preparations he suspects on the other side. If he hears something, he gestures for the others to come together and get ready, then opens the door.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

This is after our normal trap checking, of course.

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