DM Aron Marczylo's Curse of the Crimson Throne Part 1 (Inactive)

Game Master overfiend_87


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Master of Gaming and Grognardia Current map

2 Stirges on body 1d20 + 4 ⇒ (16) + 4 = 20

Both get caught slightly and appear very weakened, yet continue to drain.

Derro 1d20 + 3 ⇒ (8) + 3 = 11 Derro looks absolutely haggered from the firey attack, but continues to remain standing only just.

2 Stirges in hutch 1d20 + 6 ⇒ (15) + 6 = 21

Round 2

Order:

Stirges from hutch
Krenn Whetstone
Derro
Arianna Rothschild
Jerinthian Kos
Curnach Daveck

The two Stirges come flying out of the burning hutch, haggered but still alive and two of them provoking AoOs from Krenn as he's the nearest blood bag they can see.
if miss the first attack happens, but if it's hit then it's dead.
first: touch 1d20 + 7 ⇒ (7) + 7 = 14
second: touch 1d20 + 7 ⇒ (18) + 7 = 25

They both grapple Krenn and began to drain each one taking 1 con point off of Krenn each, 2 total.

Only one point if Krenn hits the first one. They have the grappled condition and you can either grapple them, use escape artist bash them off with a weapon it says here. I think it's only the Stirge that has the grappled condition according to the entray on this ability.

Edit: MAP


AoO:
To hit 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d10 + 7 ⇒ (6) + 7 = 13

Con is now 15, max hit points 27.

Krenn will try to break the grapple.
1d20 + 6 ⇒ (15) + 6 = 21

If that breaks the grapple, he'll swing his axe at it.
To hit1d20 + 7 ⇒ (20) + 7 = 27
Damage 1d10 + 7 ⇒ (2) + 7 = 9

Well, I guess I'll roll to confirm...
1d20 + 7 ⇒ (11) + 7 = 18

Not sure if that does it.


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:

AoO:

To hit 1d20+7
Damage 1d10+7

Con is now 15, max hit points 27.

Krenn will try to break the grapple.
1d20+6

If that breaks the grapple, he'll swing his axe at it.
To hit1d20+7
Damage 1d10+7

Well, I guess I'll roll to confirm...
1d20+7

Not sure if that does it.

They were both on one hitpoint so the second one you just turned to multch with the crit...

First Stirge when down when charging at you and the second one was torn from your body before you sliced and diced it on the spot.

caster level vs. SR 141d20 + 3 ⇒ (14) + 3 = 17

will save 1d20 + 6 ⇒ (20) + 6 = 26

Since I forgot last round that Jerin cast Daze, but appears that it didn't effect the Derro.

The Derro steps back and casts a spell and a large booming sound filled the area dealing 1d8 ⇒ 7 points of sonic damage to everyone plus a DC 15 fortitude save or be stunned for a round, which is pointless as after he casts the spell he falls to the floor and starts bleeding out and the spell covered the 4 stirges on the dead body and killing them instantly.

DC 17 spellcraft:

You're pretty certain that the spell was sound burst.

MAP

Jerin, you can tell this room is what they call a Exsanguination Chamber where they drain the fluids of the body before they can be used for what-ever experiments Rolth wants to do with them. The tunnel North you can tell leads back to the entrance, but there are two more ways one going east up some stairs and the other going west into someplace dark.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Handing out goodberries to Jerin and Arianna, and eating seven himself, Curnach allows the magic of the berries to heal the group's wounds.

Down 21 berries, but Arianna, Curnach and Jerin are fully healed.

Krenn, I can spend some time patching up your wounds or I can use my magic- do you think we'd be safe enough for an hour here?


Male Human Wizard (FC) 13 - Enchanter

Fortitude Save 1d20 + 1 ⇒ (10) + 1 = 11
spellcraft 1d20 + 11 ⇒ (1) + 11 = 12

Do you have any potions of healing or maybe a wand or something? If Rolth is around he now knows we are here after that sonic blast! We need to move quickly now since we have lost the element of surprise.
If we move through the main chambers Jerin will cast another spell, mirror image.
Lasts 3 minutes: mirror images1d4 + 1 ⇒ (4) + 1 = 5


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

As I said, I can heal you with magic Krenn, but I would rather save it for when we truly need it. We can retreat back to the entrance and heal you there.


Male Human Wizard (FC) 13 - Enchanter

Here, drink this it will make you feel better. We don't want to give Rolth too much time to prepare for us.
Jerin gives Krenn one of his potions of cure light wounds
CLW 1d8 + 1 ⇒ (7) + 1 = 8


Thanks Jerin. I am okay pushing on for now. We may have tipped our hand here and we need to act fast if we can.


Master of Gaming and Grognardia Current map

As I've said and shown on the map there's a path leading up some stairs on the right (east), south west (bottom left) leads into a dark area but you can't see that much from here, north west (top left) is a tunnel which appears to lead back to the first chamber you entered and then of course behind you is the crawlspace you have all been using to go from room-to-room so far.


Male Human Wizard (FC) 13 - Enchanter

Krenn, lead the way, you seem to have a nose for this!


Let's try the passage to the southwest, toward the mysterious dark area.


Master of Gaming and Grognardia Current map

As you step into this darkness the rank smell assults your senses. The majority of this room contains a nasty-looking streach of mud and a partially collapsed sinkhole, kept damp by rivulets of water seeping from the walls. There is a part of solid ground that Krenn walks across, just so there there is room for you all to move in. In the centre is a heap of reeking pile of body parts where nearby you notice a large image moving into view, fiesting on the crap and dirt.

As you see this thing and it's eyes on the tenticle leer at you it screams out in hunger.
"WARM FOOD" moving in as it thinks you are next on it's meal course and now filling the air with the smell of sour apples. You recognise it from earlier in your adventure as a Otyugh.

Group Initiative:

Curnach Daveck: 1d20 + 8 ⇒ (20) + 8 = 28
Jerinthian Kos: 1d20 + 4 ⇒ (12) + 4 = 16
Arianna Rothschild: 1d20 + 1 ⇒ (7) + 1 = 8
Krenn Whetstone: 1d20 + 2 ⇒ (10) + 2 = 12

Otyugh: 1d20 + 0 ⇒ (10) + 0 = 10

Otyugh

Order:

Curnach Daveck
Jerinthian Kos
Krenn Whetstone
Otyugh
Arianna Rothschild

DC 16 Dungeonerring:

What you see before you is a filth eater called a Otyugh. It eats anything organic or innorganic and because of this it is immune to disease and it can infect people with filth feaver through all the filth and dead flesh it eats. Most people try to avoid these things, however desperate treasure seekers know these things keep small hordes of trinkets buried beneith the filth but in most cases it's just junk. You know these things are common in Korvosa as a way to clear the sewers as they are more than happy to eat the filth.

MAP


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach swiftly readies his shield and conjures a roaring ball of flame atop the beast.

Flaming Sphere, square AE14. reflex save DC18 or take-

3d6 ⇒ (2, 3, 3) = 8 Damage


Krenn steps up to the beast warily, watching for his opening to strike, and taking it when it comes.

Two handed power attack with Axe.
To hit 1d20 + 7 ⇒ (12) + 7 = 19
Damage 1d20 + 7 ⇒ (5) + 7 = 12


Male Human Wizard (FC) 13 - Enchanter

Ech, lets see how it likes this!
Jerin moves to AA 14 and lets loose a lightning bolt DC 14 reflex save 5d6 ⇒ (5, 4, 6, 5, 1) = 21


Female Human (Varisian) Bard / 6

Arianna will move 15' diagonally to square AD-13 pulling her rapier as she goes. Once next to the creature she lunges forward with her blade extended.
Attack roll: 1d20 + 5 ⇒ (5) + 5 = 10


Master of Gaming and Grognardia Current map

To avoid the ball of fire: 1d20 + 2 ⇒ (16) + 2 = 18

The Otyugh manages to avoid the ball of fire as Curnach attacks with the flaming sphere.

lightning bolt: 1d20 + 2 ⇒ (11) + 2 = 13

The bolt of lightning hits the large target with ease, pericing it and even slightly burning it with the bolt of lightning.

It appears to recover but the bolt harmed it hidiously and now comes the Dwarf bringing down his greataxe and hacking off a huge part of this creature, spirting blood and gore, get it still remains standing and screaming in pain.

"Food will die!" it cries out loud before attacking Krenn with it's bite and tenticles.

bite: 1d20 + 7 ⇒ (18) + 7 = 25

damage: 1d8 + 4 ⇒ (7) + 4 = 11

tenticle 1:1d20 ⇒ 12

tenticle 2:1d20 ⇒ 17

AoO for Arianna walking through threatened square: tennticle 1d20 + 3 ⇒ (4) + 3 = 7

DM:

Fort save against filth fever.
1d20 + 8 ⇒ (10) + 8 = 18 vs. DC 14
success.

Round 2

Order:

Curnach Daveck
Jerinthian Kos
Krenn Whetstone
Otyugh
Arianna Rothschild

MAP


Round 2
Note: Krenn's AC is only 19 at the moment; he is using his axe two handed so he doesn't have the shield bonus.

Current hit points: 16/27.

Krenn will heave forward, swing with all of his might to try and put an end to this monstrosity before it can get past him and at his charges.

Two handed power attack with Axe.
To hit 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1d10 + 7 ⇒ (4) + 7 = 11


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Round 2 Action-

Reflex save DC18 or take-

3d6 ⇒ (2, 1, 6) = 9 fire damage.

Curnach stands his ground and hurls a fire bolt at the disgusting creature.

1d20 - 1 ⇒ (14) - 1 = 13 VS Touch AC.
1d6 + 1 ⇒ (6) + 1 = 7


Male Human Wizard (FC) 13 - Enchanter

If the creature is still alive after Curnach's attack, Jerin will delay until just after Krenn's attack as well. If the creature still stands he slams 2 magic missles into the beast.
magic missle no save 2d4 + 2 ⇒ (1, 4) + 2 = 7


Master of Gaming and Grognardia Current map

reflex: 1d20 + 2 ⇒ (19) + 2 = 21

Once again it manages to duck away from the firey ball however Curnach's firebolt ends the creature's life and it falls into a silent heap on all the dirt and mess. You now notice on top of the pile is a pair of legs with a broken hip still attached. The legs appear to have shoantian tatoos. The muddy filth Krenn and Arianna stand in is also a few inches deep too.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach spends the last six seconds of his evocation spell dancing the flaming sphere around the room before it dissipates.

I think we found our Shoanti... he whispers.


Let's check the area thoroughly. Maybe we can find clues as to whether this is the Shoanti we came for, or if it is another that came after him and found this instead.

Krenn will start checking the room carefully.

Perception 1d20 + 6 ⇒ (11) + 6 = 17


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Very well.

1d20 + 13 ⇒ (20) + 13 = 33


Master of Gaming and Grognardia Current map

Curnach managed to find with ease the left over treasures of the creatures that get dumped here. You find a amber necklace, silver dagger and a wax-sealed metal flask with some kind of liquid in it.

You also notice a hidden crawlspace like the one found back at the entrance.

MAP so far


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Detect magic.

1d20 + 6 ⇒ (12) + 6 = 18 Spellcraft to assist Jerin's spellcraft (success, +2).

1d20 + 1 ⇒ (20) + 1 = 21 Appraise


Master of Gaming and Grognardia Current map

The amber necklace is worth 350 gold coins. The dagger appears to be just a simple silver dagger so it's worth 22 gold. You can also tell the liquid in the flask is magical which you already know from it glowing with detect magic.


Male Human Wizard (FC) 13 - Enchanter

Jerin spends a few seconds looking at the potion with Curnach to determine its nature. Spellcraft take a 10 + 11= 21+2 for Curnach. Identify a potion up to a 8th level caster.

How are we uhhh...going to carry the body out of here in this condition? I guess we need to find a pallet to put it on, maybe from one of the Derro?


I'm thinking for now I'll but the remains in my bedroll and strap it to my pack. I don't mean to be disrepectful, but in these tight spaces I'm not sure we could manuever a pallet.

Does anyone have some bandages for this bite?

I think we need to keep exploring here. I don't think we can be sure that this is the Shoanti that we came for, and I think if we are going to bring the remains back, we should be able to say justice has been carried out as well.


Male Human Wizard (FC) 13 - Enchanter

Krenn, take this potion of healing, but be careful as it is my last one. After we are done here we should all pitch in for a wand to replicate these potions and Curnach's spells. You might want to put that shield back on since we are now wondering the halls of this place.
potion of CLW 1d8 + 1 ⇒ (5) + 1 = 6


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Jerin I have cure light wounds prepared and can do treat deadly wounds, its not necessary for you to keep giving up potions.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach holds up a hand to stop Jerin giving Krenn the potion, healing the Dwarf with his own magic.

Save your potions.

1d8 + 3 ⇒ (8) + 3 = 11


Male Human Wizard (FC) 13 - Enchanter

Good idead Curnach, Krenn why don't you hold onto the potion for now. If you get into trouble don't hesitate to use it. I seem to be doing a pretty good job staying out of the way of these creatures.


Female Human (Varisian) Bard / 6

Arianna lifts her leg to display a flash of thigh, strapped to her leg is an ivory wand. "Curnach, I have a Wand of Cure Light Wounds if push comes to shove."


Krenn is now at full hit points.

Thank you. Thank you all. Krenn tucks the potion into one of his many pouches.

So, are we agreed that we need to push on, or do we want to get out of here with what we've found so far...? Krenn asks, gesturing to the remains in the bedroll now strapped to his back.

And I'll just remind you all, that this pouch here has healing supplies if you should need them and I can't answer for you. He tilts the pouch so the others can see what's in it.

Spoiler:
Antitoxin
Ptn. Cure Light Wounds from Jerin.
Healing Kit, 1#
Antiplague
Bloodblock
Smelling Salts

If everyone is in agreement on pressing on, Krenn will lead them back to the room where we slayed the stirges and then down the passage on the east wall. Y24 on the most recent map.


Male Human Wizard (FC) 13 - Enchanter

Press on, I am not sure if what we have recovered so far would be considered recovering the body. We might be able to find other parts, particularly the head. he say a little uncomfortably...

Aron, should I assume my shield spell has expired?
I just cast my mirror image before this combat so it should still be functioning? Thx. I will draw out another scroll of shield, bt not cast it.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Krenn I added the healing kit to Curnach's profile simply because i'll be the one who tracks how many uses of it I have. I have a couple of Curnach's own anyway.

We need to explore this place thoroughly. We can't guarantee that this Shoanti is the right one; there are many in Korvosa.

I've been holding back my summon natures 2 anyway, got plenty of juice left.


Master of Gaming and Grognardia Current map

You all are happy to leave the room as it was disgusting the things in the room which Curnach can attest to with his now incredibly filthy hands. You walk about through the Exhanguation chamber and head up the stairs approching deeper into the dead warrens.

You arrive at a long corridor with the walls lines with skulls, all with they're mouths open as they appear to stare at you out from their empty sockets. The skulls all appear to be human or humanoid and a few fanged too.

There appears to be a door at the end and you can assume the other area the secret door would lead you to here but at the other end there the other door is to the east which possible leads deeper into the warrens.

Perception DC 25:

You just realise that stepping in here wil activated a trap, but it appears to be proximity based so there was no way to walk through here without activating it, but you see the device and can deactivate it if you have the skills. It's based on the skulls so if you have the skill to disarm you might be able to stop the trap before it goes off.

Everyone remaining in the order I've placed you? Krenn, Arianna, Jerin and Curnach. First to last?

MAP


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

1d20 + 12 ⇒ (13) + 12 = 25

Stop- Theres a trap in this room... Back, back, I think its been triggered!

Any more info please DM? The spoiler was kind of vague...


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:

1d20+12

Stop- Theres a trap in this room... Back, back, I think its been triggered!

Any more info please DM? The spoiler was kind of vague...

Curnach:

Wasn't sure how vague to be or not. Well I made an ammend saying that it is linked to all the skulls on the wall and it's proximity, but on a delay. If anyone came through here they would have to have moved very fast. The trap goes off 12 seconds (2 rounds) after being activated and then it appears that it automatically resets.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Back Krenn!


Perception 1d20 + 6 ⇒ (10) + 6 = 16

Krenn does back up, but at the same time blocks as much of the passage as possible with his body, hoping to shield his allies if he reacted too late.


Master of Gaming and Grognardia Current map

After a few seconds nothing appears to happen, but then the skulls across the wall begin to spit acid and as Krenn is standing in the passage a skull aims for him to spit at him.

1d20 + 5 ⇒ (1) + 5 = 6 vs touch

damage 1d3 ⇒ 1

1d20 + 5 ⇒ (15) + 5 = 20 vs touch

damage 1d3 ⇒ 3

Only one of the spits of acid manages to hit you whilst the rest aimed at others just merely hit the walls due to being unable to aim at anyone else at the side of the walls.

At first it remains silent but you then hear the rattling of bones in the hallway as you see one of the skulls emerge from the wall, slithering out with a long skeleital body of a snake. The skull is humanoid though with two pointed fangs that appear nasty. You can hear more rattling as there are possible 2 more appearing.

Knowledge Arcana DC 14:

These appear to be constructs known as Necrophidius, but appear to be a lesser and smaller version of the origonal. It's very dexterous but not very strong and due to being made of bone they have damage reduction, however bludgeoning will be far more effective.

It's bite contains a paralictic poison and is known to do a strange dance which can daze victims. The tactic is to stun the enemy either with the dance or poison and then constrict around them, biting until death.

Round 1

Group Initiative:

Curnach Daveck: 1d20 + 8 ⇒ (5) + 8 = 13
Jerinthian Kos: 1d20 + 4 ⇒ (14) + 4 = 18
Arianna Rothschild: 1d20 + 1 ⇒ (12) + 1 = 13
Krenn Whetstone: 1d20 + 2 ⇒ (3) + 2 = 5

???: 1d20 + 2 ⇒ (5) + 2 = 7

Order:

Jerinthian Kos
Curnach Daveck
Arianna Rothschild
???
Krenn Whetstone

MAP


Female Human (Varisian) Bard / 6

Arianna calls out "Back up! let them come at us one at a time through the opening."


Male Human Wizard (FC) 13 - Enchanter

Jerin will start delaying, looking to see what the other party member do, either move back into the room they are in now or move forward.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Round 1-

Curnach hurls a fire bolt at the closest undead.

1d20 + 3 ⇒ (13) + 3 = 16 VS Touch
1d6 + 1 ⇒ (6) + 1 = 7


Master of Gaming and Grognardia Current map

Jerin you kinda glossed over the knowledge arcana check required and anyone else who has knowledge arcana

The creatures move to the nearest one who is currently Krenn. One of them begins a strange ratteling dance.

DC 11 will save for everyone to make.

Then moves in with the other two, but is unable to attack.

1d20 + 2 ⇒ (15) + 2 = 17

1d20 + 2 ⇒ (14) + 2 = 16

Both bites from the other two clash against Krenn's armour as neither attack lands.


Round 1
Will save 1d20 + 2 ⇒ (7) + 2 = 9. Add 1 to this if it is a fear effect, and another +2 if it is a spell like ability.

Krenn readies his shield, bring his armor class up to 22. He swings his axe on one of the closer snakes.
Power attack, one handed. To hit 1d20 + 7 ⇒ (4) + 7 = 11
Damage 1d10 + 5 ⇒ (3) + 5 = 8


Male Human Wizard (FC) 13 - Enchanter

knowledge arcana 1d20 + 11 ⇒ (4) + 11 = 15
Willpower Save 1d20 + 4 ⇒ (7) + 4 = 11
Jerin speaks out of turn as soon as he sees the first one, They are constructs immune to mind magic hurt more easily by blunt weapons. Bite and dance can daze you! he rattles off quickly.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Will Save-

1d20 + 9 ⇒ (16) + 9 = 25

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