DM Aron Marczylo's Curse of the Crimson Throne Part 2 (Inactive)

Game Master overfiend_87

This is the second part to Curse of the Crimson throne where a devastating new plague enters the city and claims the lives of innocents. Can our heroes save this city?


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Female Human (Varisian) Bard / 6

Arianna will lash out again with her scarf, attempting to trip the Physician at -A-11.
CMB(trip): 1d20 + 10 ⇒ (8) + 10 = 18


Male Human Wizard (FC) 13 - Enchanter

Deep slumber will then go off centered at A,B 11,12 Krenn's SE corner.
Affects 10HD of creatures, lowest HD first and should catch all of them and not affect Krenn unless they are 6HD or above.

I will then hit any of them that don't drop asleep with a Lightning Bolt
lightning bolt DC 14 reflex save 5d6 ⇒ (4, 1, 2, 4, 4) = 15


Master of Gaming and Grognardia Current map

Arianna's scarf accurately wraps around the physicians' legs, pulling hard and having him fall to the floor, groaning as he hit the ground hard.

Jerin's spell goes off effecting three of the assailents on Krenn, knocking three of them unconcious.

Looking up profile DC 21

Grey Maiden 1: 1d20 + 2 ⇒ (7) + 2 = 9 zzzzz...

Grey Maiden 2: 1d20 + 2 ⇒ (15) + 2 = 17 zzzzz...

prone Physician: 1d20 + 3 ⇒ (11) + 3 = 14 zzzzz...

They are all helpless, however there are still a few standing who are still a threat.


DM, could I trouble you for an updated map, or maybe just a post that indicates which are dozing and which are about to eat fine dwarven axe?


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:
DM, could I trouble you for an updated map, or maybe just a post that indicates which are dozing and which are about to eat fine dwarven axe?

at my group at the oment. The only ones standing is the physician to your east on the map and the nurse, both of which you can reach and the blinded physician is in the far corner.


DM Aron Marczylo wrote:
at my group at the oment. The only ones standing is the physician to your east on the map and the nurse, both of which you can reach and the blinded physician is in the far corner.

Thanks! That's plenty of info for me to post my action on!

Krenn (careful not to jostle the sleepers) turns on the nurse, intent on ending her threat. Single handed power full attack. Favored enemy bonus included, assuming that she is human.

To hit 1d20 + 14 ⇒ (14) + 14 = 28
Damage 1d10 + 13 ⇒ (1) + 13 = 14
To hit 1d20 + 9 ⇒ (16) + 9 = 25
Damage 1d20 + 13 ⇒ (7) + 13 = 20


Male Human Wizard (FC) 13 - Enchanter
Krenn Weststone wrote:
DM Aron Marczylo wrote:
at my group at the oment. The only ones standing is the physician to your east on the map and the nurse, both of which you can reach and the blinded physician is in the far corner.

Thanks! That's plenty of info for me to post my action on!

Krenn (careful not to jostle the sleepers) turns on the nurse, intent on ending her threat. Single handed power full attack. Favored enemy bonus included, assuming that she is human.

To hit 1d20+14
Damage 1d10+13
To hit 1d20+9
Damage 1d20+13

Aron, the nurse would have also been the target of the lightning bolt from my action this turn as well so add 15 damage or 7 if she makes her save.


Master of Gaming and Grognardia Current map

1d20 + 2 ⇒ (6) + 2 = 8

Krenn your first attack knocks the nurse down to the floor, so I assume you use the second attack on the physician, knocking them both to the floor and bleeding out.

Lightning bolt goes straight through the half-orc nurse, falling after Krenn smacks her down with his axe and then swings and hits the next physician, slamming the blade deep into his stomach and disembowling the man, killing him instantly.

Round 4

Order:

Queen's Physicians
Bhrunhilda Torthus (nurse)
Curnach Daveck
Grey Maidens
Ariana Rothschild
Jerinthian Kos
Krenn Whetstone

MAP

the reminaing queen's Physician tries to rub the glitter dust out of his eyes, however he fails.

1d20 + 3 ⇒ (9) + 3 = 12

Last surviving guy is blind...I wouldn't wish this on my worse enemy. Go to town on him guys. AC 15, Touch 13, Flatfooted 12, HP 22


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

Curnach begins to make his way downstairs.


DM Aron Marczylo wrote:

1d20+2

Krenn your first attack knocks the nurse down to the floor, so I assume you use the second attack on the physician, knocking them both to the floor and bleeding out.

Last surviving guy is blind...I wouldn't wish this on my worse enemy. Go to town on him guys. AC 15, Touch 13, Flatfooted 12, HP 22

Thank you, yes. Second attack to the physician.

Seizing the opportunity, Krenn drops his shield and runs at the remaining physician, taking up his axe in both hands.

To hit 1d20 + 14 ⇒ (19) + 14 = 33
Damage 1d10 + 17 ⇒ (8) + 17 = 25

Why feel sorry for him? I tried to make it quick...


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:
DM Aron Marczylo wrote:

1d20+2

Krenn your first attack knocks the nurse down to the floor, so I assume you use the second attack on the physician, knocking them both to the floor and bleeding out.

Last surviving guy is blind...I wouldn't wish this on my worse enemy. Go to town on him guys. AC 15, Touch 13, Flatfooted 12, HP 22

Thank you, yes. Second attack to the physician.

Seizing the opportunity, Krenn drops his shield and runs at the remaining physician, taking up his axe in both hands.

To hit 1d20+14
Damage 1d10+17

Why feel sorry for him? I tried to make it quick...

I assume Jerin and Arianna drop out of combat for Krenn to finish off that final queen's physician.

As you take off one of the Grey Maiden's faces you see benieth it the face of a once beautiful woman, however their faces appear to be mutilated in some fashion, self inflicted from what you can tell. It's strange because all the grey maidens you find have scarred their faces and cut their hair short as if defacing their own beauty, but you don't know why. The marks are differend suggesting that each one did the self mutilation themselves and that it was not uniform.

Even if one of you decides to step in or do somehting, this is something I should've revealed earlier when you first took them down on the first floor. There are also a bunch of crates on this floor if anyone wants to have a look through them. They're in the loading bay.


Male Human Wizard (FC) 13 - Enchanter

Have we completed searching out this building other than the lift going down? If so the plan was to get Croft and help get the people out of here.


Once the danger has passed, Krenn will indeed break out his crowbar and go through the crates. He'll also check the fallen for more clues as to the operations here, and while engaged in that he'll collect any valuables they happen to have for later purusal by the team. Any keys or documents he finds, he'll bring to the attention of the others.


Master of Gaming and Grognardia Current map

The only thing left is the loading bay, then that'll be it besides where the elevator goes. I'll write out the loading bay now.

When you enter the area there is a unique scent of exotic wood and sawfust filling the area near the crates. A spider web of ropes and pulleys crisscrosses the ceiling with a single thick cable suspending a net of barrels nearly twenty feet from the splinter-scattered floor below. The areas have thick leather flaps you push aside when you entered and there are three great wooden doors here, chained so that access from outside is impossible, not to mention the hinges look rusted and would've caused a lot of noise when opened.

The crates still have the address for this building as Arkona Imports, suggesting these are what's left of whatever else was being stored in this warehouse before the physicians took over. The containers all appear to be empty, most likely moved to a new location.

At the south west there are empty cages and crates for transporting animals, many bearing the names and origons of exotic creatures once held within. Some as follows:

Three Breaths Viper-Mwangi
Emperor Cobra (Eggs)-Vudra
Rat Money-S. Island

You all take your time to do some searching through the crates and Curnach finds a crate of elegant silk Vudran cloths-robes, saris, turbans and the like. One of the saris is bloodstained and marred by a jagged gash. Aside from this damage, the brightly patterned and exotic garb is collectively worth 300 gp.

DM:

1d20 + 15 ⇒ (6) + 15 = 21


Krenn will lay out his findings to make it easier for the others to scan for anything meaningful to them. As they look them over, he'll note the cages saying We need to be careful that we watch for any of these critters. I suspect they are poisonous. Once everyone has seen what is there, Krenn will collect the valuable items and put them in his pack or strap them on, depending on volume.

Krenn is at 20 of 53 hit points. If anyone can help with that, it would be appreciated. :)


Master of Gaming and Grognardia Current map

I assume you want a list of all the stuff people had both upstairs and downstairs or just what the people down here had.


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

A list of all loot found both on the bodies and in the crates searched etc. would be best- get it all down in one place.


Male Human Wizard (FC) 13 - Enchanter

Jerin will take 10's on the spellcraft check to identify the magic items. With a Guidance and an assist from Curnach that makes me able to determine up to 13th level castor without rolling.

Jerin's time in the library and acadamae serve him well when cataloging the items.


Master of Gaming and Grognardia Current map

I assume you take your time anyway.

Magic:
Amulet of Natural Armor +1
Cloak of Resistance +1
Flask of Curses (marked as "Elixir of True Healing" is possibly a prepathfinder item. Description in herolab says when opened everyone in 30 feet must make a DC 17 will power save or be cursed with -2 to attack rolls, saving throws and skill checks unless treated with remove curse.)
+1 Mithral Shirt
7x Plaguebringer's masks
Potion of Remove Disease
+1 Human Bane Rapier

Mundane:
Chainmail
7x Leather Armor
6x Masterwork Full Plate
6x Heavy Steel Shield
7x Masterwork Club
6x Composite longbow (Str +3) with 120 arrows
6x Masterwork Longsword
Masterwork Sap
7x Healer's Kit
1 dos of Lavender's Luxuriant Liniment
Crate of Elegant Silk Vudran Cloths (Adhocing. Worth 100 gp. Tell me if it's over generous or not.)
Beautiful exotic saris (Though damaged and bloodstained, worth 300 gp)
Dr. Davalous' notes on some Varisian's immunity to blood veil.
20 gp


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

Curnach asks the others to keep the building secure while he reports to Kroft. Once he gains an audience with her he explains what happened and says-

The main levels of the building are secure. We rest before we descend into the depths. They are not aware of us, we kept it quick and clean and triggered no alarms. No civilian casualties. Lots of plague victims in there though; we'll need help for dozens of them so inform the temples too. I think that priest of Abadar owes us a favour so call it in. Only once the building is secure and the citizens safe, will we descend.


Male Human Wizard (FC) 13 - Enchanter
Curnach Daveck wrote:

Curnach asks the others to keep the building secure while he reports to Kroft. Once he gains an audience with her he explains what happened and says-

The main levels of the building are secure. We rest before we descend into the depths. They are not aware of us, we kept it quick and clean and triggered no alarms. No civilian casualties. Lots of plague victims in there though; we'll need help for dozens of them so inform the temples too. I think that priest of Abadar owes us a favour so call it in. Only once the building is secure and the citizens safe, will we descend.

Are we thinking we will rest overnight and then go down?


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

Yup. I want us all rested up before we enter, as well as giving the watch time to get the civilians out. They won't be aware of us being up here as we didn't alert them and we'll take shifts to watch the elevator.


Male Human Wizard (FC) 13 - Enchanter

Maybe once we get down the lift I should make Majenko invisible and let him scout it out? With his telepathy he should be able to tell us what is around without being detected.


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

If we are not immediately met with hostility that would be wise.


Krenn will gladly keep watch while Curnach is reporting. Not long after he leaves, however, Krenn finds himself providing water to the ill, and perhaps soup (if he finds some around) for those able to take it and keep it down. Once the watch arrives to take over, he'll return to his companions.

Jerin, can you ask Majenko to keep watch on the lift for us while we are away? Would he be able to tell you in anyone comes or goes until we get back?


Curnach Daveck wrote:

Curnach asks the others to keep the building secure while he reports to Kroft. Once he gains an audience with her he explains what happened and says-

The main levels of the building are secure. We rest before we descend into the depths. They are not aware of us, we kept it quick and clean and triggered no alarms. No civilian casualties. Lots of plague victims in there though; we'll need help for dozens of them so inform the temples too. I think that priest of Abadar owes us a favour so call it in. Only once the building is secure and the citizens safe, will we descend.

Cressida is shocked from what you revealed, especially at how the Doctor admitted how he wanted to continue the spread of the disease and how it was meant to be balance, weeding out the weak from the strong.

"This is most distressing and even though there is no evidence to suggest the queen's involvement. He could've been acting out alone with whatever group he works under." she thinks over for a moment and looks back ot Curnach. "Wouldn't it be best to go down there now? Whoever or whatever is down there might be alarmed if no one has gone down the entire day."

She gets Ishani to the office, relaying everthing discussed and then sending him to gather all the clerics he managed to, following Curnach back to the warehouse. You notice that it is not only clerics of Abadar like Ishani but holymen with flowing black robes and a red trim and wearing the unholy symbol of Asmodeus with the followers of both religions looking at each other with dagger-like expressions, but Ishani's temple needs the extra manpower and Ishani explains that they have signed a contract for the followers of their god of contracts giving them payment in coin and a agreement Ishani does not know of.

The priests go around, helping lift the poorly civilians and getting them real help and taking care. Even though the faithful of Asmodeus don't appear too interested in healing the suffering of others, they find converting those whose lives have been saved by them to be easy, however all the civilians are still too weak from the disease weakening their bodies and are either carried or helped in walking towards the nearest available temple to continue the curative work and making sure to see to the varisians upstairs, one of the clerics of Abadar becoming physically sick at the sight of all this unnessacery surgury. It doesn't take long for the mess to be cleaned up and the wounded, but healthy Varisians to be healed up and escorted out, told to report back to the temples if they are still in pain, however the combination of channeling energy should be enough. After this you are all alone and the elevator hasn't moved at all in that time.

When you all decide to go down, make sure to place the button in the inset to gain access to the hidden area.


Male Human Wizard (FC) 13 - Enchanter

Okay, does Curnach report what Croft says back to the group? Otherwise we will be sticking with the plan to watch the lift and ambush anything that comes out and go down the next morning.
If he does we still need to make a call on whether of not we go down in our current state.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11
Cressida Kroft AKA DM wrote:

"Wouldn't it be best to go down there now? Whoever or whatever is down there might be alarmed if no one has gone down the entire day."

.

Davaulus held the only means to get to the lower level which suggests that its very seldom that anyone goes down there. We'll watch for anyone coming up the lift as we rest, but I have no reason to believe they are aware of our presence. In addition, if we were to go down there before the civilians are taken out we would risk their lives. No Kroft, I am certain I have made the right call. Please trust my judgement.

Curnach accompanies the clerics back to the warehouse, nodding curtly to the priests of Asmodeus and assisting with the efforts.

Take 10 on heal for 26 with Guidance, and cast Remove Disease on the plague victim Curnach deems to be worst off.

Addressing Arianna between healing work, he asks her-

Could you oversee getting our gains from this fight sold? he asks, gesturing at the pile of armour, weapons and silks taken from the scene.

We'll go down after resting for the night, can use the pseudodragon and take watches on the lift. Any loot claims? If Krenn can carry the additional healers kits that would be useful in the long run. Price on the liniment DM?

After helping with the citizens, Curnach offers his skill in healing to the group, preferring not to use magic unless absolutely necesary.

Krenn, Arianna, how are you for HP?


Krenn is at 20 of 53 hit points. And he'll take the seven healer's kits and put them in his pack.


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

Thanks I couldn't find current HP on your charsheet.

Curnach feeds Krenn eight goodberries +8HP, applies bandages and poultices to his wounds in an hour's careful work +12HP, -2 healers kit uses (marked off Curnach's carried kits), applies long term care to Krenn overnight +12HP and gives him a single goodberry for breakfast +1HP- 53/53 the next day after preparing his spells.


Male Human Wizard (FC) 13 - Enchanter
Curnach Daveck wrote:


We'll go down after resting for the night, can use the pseudodragon and take watches on the lift. Any loot claims? If Krenn can carry the additional healers kits that would be useful in the long run. Price on the liniment DM?

Jerin is using the amulet and the cloak...I think he will probably end up claiming both.


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

Thats fine, it will come out of your share as usual. I'm hoping Arianna will do the loot split it takes me forever and makes me rage... That and it makes more sense to send our savvy, charismatic Bard to barter than our dour Druid.


Master of Gaming and Grognardia Current map

Michael hasn't replied online on here nor the KM campaign he's running that I'm in and I havn't seen him on hotmail. I'll assume for now something happened and bot him for now. I don't believe Arianna was harmed and if she was, not by much which should heal over night. The priests will also heal anyone who needs it as the plague victims wouldn't recover from healing due to CON score being so low. I'll move to the next morning, everyone declare spells before going down what you want activated on your characters like mage armor and so on.

Edit: just checked OOC, let's go along with as I said.

The night goes uneventful, though the area appears to be very silent now that it's mostly empty. The night passes uneventfully.


Krenn will be ready with just putting on his shield and hefting his axe.

Let's say Arianna takes the human bane rapier for the extent of going down the lift. We can divvy up the stuff and sell it when we come back up from the lift.


Male Human Wizard (FC) 13 - Enchanter

Jerin will cast an extended shield on himself. Duration 11 minutes 8 rounds.
Protection from evil on himself. Duration 5 minutes 9 rounds.
Protection from evil on Krenn. Duration 6 minutes.
Invisibility on Majenko. Duration 6 minutes.
Mage Armor from scroll. Duration 59 minutes. Done.


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

Ready to go down the lift. Just before we insert the button Curnach casts the following-

1. Bears Endurance on Krenn- +4 con (+12 max and current HP, +2 fort saves). Duration 5 minutes 6 rounds
2. Barkskin on Krenn- (+3 natural armour to AC). Duration 5 minutes 7 rounds
3. Longstrider on Krenn (+10 speed). Duration just under six hours.
4. Feather Step on Krenn (ignores difficult terrain). Duration just under one hour.
5. Keen Senses on Curnach (+2 on perception and gains low-light vision). Duration 6 minutes.

As the lift descends, Curnach's form shifts until he looks similar to Krenn- a black bearded dwarf that looks nothing like his original form.

DM- I have low-light and darkvision as well as +2 to perception checks now on top of my normal profile. Amusingly I just got stronger too from alter self- strength 9.


Master of Gaming and Grognardia Current map

As you all decend you find that the leaver is in often use. Decending down you all have a feeling of foreboding and darkness, however as the doors are opened you notice the underground area appears to be very well lit and krenn notices that the walls are not the bare stone, but have recently been plastered over and now decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north, south and west, each bearing a painting of a scythe-weilding skeleton.

A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa with two more scythe-weilding skeletons decorating these large doors.

MAP


Male Human Wizard (FC) 13 - Enchanter

Jerin has his wand of lightning bolts out, looking at the walls,
Ugh, undead...I hope this place isn't filled with them. I only have a few spells capable of working on them.
Which door first Krenn?

Actualy, hold off one second...
Cast False Life from a scroll on himself.
1d10 + 3 ⇒ (8) + 3 = 11 Temp hit points.


Krenn will go to the door AF-AG4 and glance at the others. When they are ready, he'll try to open it. If it is locked or barred, he'll try another door before using force on this one.


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

Curnach the Dwarf casts light on Krenn's axe so Arianna and Jerin can see.


Oh, that's right. Humans. Sometimes I forget...


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

I know right... Us Dwarves are so much damn cooler.


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:
Curnach the Dwarf casts light on Krenn's axe so Arianna and Jerin can see.

all can see. The area is well lit with torches, sorry if I wasn't clear. Meant krenn notices that these walls were plastered over and recently at that.


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

I'm still putting light on his weapon. It costs me nothing and isn't blown out by a gust of wind. Krenn you also get guidance if you need it for door bashing.


So Krenn will start with the door at AG4. If it is locked, he'll move on to the doors at AH7/AI7. If those are locked, he'll try the one at AN6. He's moving quickly knowing that the hourglass is draining sand quickly on the spells that have been cast. If all three are locked, he'll try to force the door at AN6.


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:
So Krenn will start with the door at AG4. If it is locked, he'll move on to the doors at AH7/AI7. If those are locked, he'll try the one at AN6. He's moving quickly knowing that the hourglass is draining sand quickly on the spells that have been cast. If all three are locked, he'll try to force the door at AN6.

if everyone is okey with these actions i'll reply once i'm back on my laptop.


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

Please just assume we're ok with what Krenn does unless we say otherwise, hes point man. PbP is slow enough without having to post 'i approve' or 'i agree' at every decision.


Master of Gaming and Grognardia Current map

Oh well, tried to warn ya.

As Krenn walks over to the door he doesn't realise this, but as he touches the door one of the skeletons slashes out with a Scythe, however the blade bounces off his armor and another scythe comes out, but as neither of you were close ot him when opening the door this one just swings into thing air.

Next the skeleton then breaths out a filthy looking smog in Krenn's direction, but he manages to hold his breath in time and appears uneffected by the poisonous gas. The Skeletons return to being simple ornements now and Krenn gets to find out that the door was unlocked.

attack: 1d20 + 14 ⇒ (3) + 14 = 17

damage: 2d4 + 9 ⇒ (1, 1) + 9 = 11

DM:

Fort Dc 15: 1d20 + 12 ⇒ (16) + 12 = 28


Halflings take note: that's how a dwarf detects and disarms traps. Krenn will go ahead and open the door, axe at the ready.


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

We Dwarves are so awesome.

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