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

Figured DM would account for it... Plus I hit on an 11 anyway.


Master of Gaming and Grognardia Current map

Was the Wererats who were surrendering and Krenn's hit knocked Girrigz into unconciousness, but if you want Curnach could still use the stab to finish him off.


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

*stab*. I'm well aware it was the wererats who were surrendering...


Link: Curnach Bitterleaf.


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

Heh... Curnach just doesn't like the idea of easily led miscreants being suspectible to being led against the city again. Hes more St. Cuthbert than Bitterleaf ;).


Male Human Wizard (FC) 13 - Enchanter

After Curnach finishes Girrigz, I think that should teach them a lesson. What should we do with the others? Not sure I like the idea of cutting them down where they stand...unarmed.


Female Human (Varisian) Bard / 6

With Girrigz defeated, Arianna will go around gathering the weapons of the Wererats and checking for signs of life in any of the fallen. If any of them are still alive she will use her wand of CLW to stabilize them.


Perhaps we should check with... glancing at the captives, Krenn bites his tongue before sharing a name. ...our benefactor to see if they are willing to take responsibility for this crew.

Krenn will silence the shrieker. I'm assuming some axe hits will take care of it. If it is not defenseless, let me know.

Once the captives are seen to, Krenn will start checking the network of caves for any more foes or anything of value. He'll check for traps dwarven style.

If he can take 20 on the search, it would be a 27 perception. If you need it rolled, 1d20 + 7 ⇒ (8) + 7 = 15


Master of Gaming and Grognardia Current map

The surviving wererats point out that there is a Otyogh if you follow the steam it leads into a tunnel. The creature has been starved and it's very hungry so of course you avoid going down there. No other traps appear to be in the area, but through your perception fo the entire caves you find:

A pile of crude items in the communal den, a place you assume they were all sleeping and a few other items: 3 smokesticks, a tanglefoot bag, 20 tinderwigs, a bent copper trumpet bearing a pennant with the city’s coat of armsand and a complete set of carpenter’s masterwork artisan’s tools.

The final room is fillmed with several crates, mismated boxes and poorly kept weapons all over this chamber. Pinned to the side of one stack is a crudely sketched map of Korvosa. A large rat's nest, strewn with moldy pillows, fills an elecated hollow in the south wall. You can assume this was Girriz's sleeping area:

Searching the room there are 22 daggers, 12 short swords, 3 light crossbows, 60 black metal bolts, 4 chain shirts, 12 flasks of alchemist's fire, a masterwork longsword and a masterwork suit of chainmail.

Girrigz’s nest also turns up four potions of something, a masterwork silver dagger, and an eversmoking bottle.


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

For simplicity please assume we always detect magic and take 20 on searching the area unless under some kind of time pressure.


Male Human Wizard (FC) 13 - Enchanter

You guys want to kill off the Otyugh? I don't like the idea of leaving a dangerous beast down here to wonder around. I still have a daze monster and a magic missle to cast for the day as well as more bolt charges...
Can Jerin figure out if this is one of the cities garabage disposals or a random one? knowledge engineering 1d20 + 10 ⇒ (18) + 10 = 28


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:
For simplicity please assume we always detect magic and take 20 on searching the area unless under some kind of time pressure.

okey..the potions are magical. They are potions of Cure Moderate Wounds.

The bent brass trumphet is worth 200 gold from what Curnach can find out through appraisal.

DM:

Jerin Spellcraft 1d20 + 13 ⇒ (15) + 13 = 28
Curnach Appraise 1d20 + 0 ⇒ (19) + 0 = 19


Master of Gaming and Grognardia Current map
Jerin wrote:

You guys want to kill off the Otyugh? I don't like the idea of leaving a dangerous beast down here to wonder around. I still have a daze monster and a magic missle to cast for the day as well as more bolt charges...

Can Jerin figure out if this is one of the cities garabage disposals or a random one? knowledge engineering 1d20+10

Since it's inside the city you can assume it's one of the city's. It's most likely very hungry and will be hard to reason with.

@Arianna You get to use 4 charges of your wand as all the other wererats are beyond saving. You manage to save 2 of them.


Male Human Wizard (FC) 13 - Enchanter

Jerin suggests feeding it the dire rats and the dead wererats...at least it would clean up the area....lol's


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

The depths of the city will always be dangerous Jerin. We've cut off the head of the threat to the surface, our work is done. As for our 'benefactor' looking after these wererats... The idea is disastrous. They cannot easily function topside, and we're in no position to pay for a hostel or the like for them. Let them live down here as they always have; and remember that if they leave us alone, we'll leave them alone...


To Arianna

Spoiler:
Krenn pulls her aside and says I've seen the way you have with people. Do you think you could pull a fast one on these ratties? Tell you what. If you think it will work, I'll go over and give them both a big sniff, like some kind of hound, then walk away. Then maybe you could convince them that if they cause trouble, I'll sniff them out, even here in the sewers, and finish the job. Do you think that's necessary, or just leave it as things stand now?


Female Human (Varisian) Bard / 6

Krenn:

I'll talk to them, but I don't think that threatening them will be necessary.

Once all the surviving wererats are gathered around Arianna will jump up on one of the crates and address them. "Listen, my friends. For you are indeed friends. We were asked to come here by someone who cares about your well-being and was concerned about how much Girrigz had managed to poison your minds in his crusade against the surface dwellers." She looks at each one in the eye "We meant you no harm, as evidenced by our attempts to heal those fallen, but had to respond to defend ourselves against attacks. We regret these unfortunate deaths, which could have been prevented had you not listened to the vitriol being spewed by someone with a grudge to fill. I implore you not to follow Girrigz foolhardy plans, as that could only result in one thing, the exctinction of your race." As she says these final words, Arianna bows her head "Please, my friends, return to what you were doing before falling under a madman's spell, return to your families and loved ones and hug them close. Please take this chance to live out long fruitful lives."
She jumps down off the crate and walks among the lycanthropes, laying her hand on each of thier shoulders and smiles at them in turn.

Diplomacy check: 1d20 + 8 ⇒ (14) + 8 = 22
Not sure if the Charming trait will work the wererats, but if so add +1 to the result


Male Human Wizard (FC) 13 - Enchanter

Yeah, you really don't want to end up like Girrigz’s or make us have to come back down here, you leave us alone and we will do the same!
Assist roll: diplomacy 1d20 + 4 ⇒ (9) + 4 = 13


Master of Gaming and Grognardia Current map
Arianna Rothschild wrote:
Not sure if the Charming trait will work the wererats, but if so add +1 to the result

Hey, how do you think the race continues outside of giving someone else the curse? ;)


Master of Gaming and Grognardia Current map
Jerin wrote:

Yeah, you really don't want to end up like Girrigz’s or make us have to come back down here, you leave us alone and we will do the same!

Assist roll: diplomacy 1d20+4

"We didn't want this to start with but, he was so strong we thought he might have something, but the elder were right. We have a better life here underground and cause little trouble. We work for the theives guild too." one of them says pretty warn out whilst the other continues to eye Arianna.

"Girrigz was a fool. He was always more vicious and more...violent than the others. He's a second generation wererat like most of us, but we listen to our elders. We will tell others what will happen if they believe Girrigz was right." He smiles back at you Arianna as you smile at him. The others appear nervous, but glad they can leave.

Oh, and most the equipment the dead wererats had were basic shortswords and masterworked studded leather. Girrigz has his mithral +1 rapier and +1 breastplate as I assume you do detect magic and spellcraft to check the equipment, taking your time. Also a pouch with 30 gold peices.


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

Can you post one clarified loot list please, its bit and pieces everywhere.

Curnach snorts in contempt as Arianna calls the wererats friend, but does not interfere or take further action as she appears to be getting somewhere.


Master of Gaming and Grognardia Current map

loot:

3 smokesticks
a tanglefoot bag
20 tinderwigs
a bent copper trumpet bearing a pennant with the city’s coat of arms worth 200 gp
a complete set of carpenter’s masterwork artisan’s tools
22 daggers
14 short swords
3 light crossbows
60 black metal bolts
4 chain shirts
12 flasks of alchemist's fire
a masterwork longsword
a masterwork suit of chainmail
eversmoking bottle
1 raiper
3 masterwork studded leather armour
+1 mithral rapier
+1 breastplate
30 gp


With a sigh, Krenn lowers his pack to the ground and gets out his rope. If no one claims an item right away, he'll start stuffing smaller items into his pack or hanging it on loops, and bundling larger items with rope to make them easier for him to carry out.

Krenn can carry 350# without slowing, so I believe he can pull that off.


Male Human Wizard (FC) 13 - Enchanter

oooh, look at this! he uncorks the eversmoking bottle and the room fills with smoke....cough, cough, after a good yelling at by the rest of the party...Maybe that wasn't such a good idea... it taks a few minutes for the smoke to clear before we can continue to remove the loot...


Female Human (Varisian) Bard / 6

"No need to play the packmule, Krenn. We can divvy up the spoils for each of us. But of course if you want to take the lion's share I wont stop you."


Master of Gaming and Grognardia Current map

I assume you all decide to leave. The majority seems in favour of letting the wererats leave.

The wererats head down into the sewers, leaving the area and not wanting to look back and going to whatever other nests there are in this huge networks of tunnels.

The Fishmonger, Eries Yelloweyes approches you just as you all arrive at the Three Rings Tavern.
"I saw those you let go. I'm glad you could spare a few lives. You have saved many lives in this city. I doupt Girrigz would've caused mass destruction, but he would've killed many innocent people." she bows, thanking you all for the help you have done. "Fortune has it, several sever tunnels empty into the Jaggar River below the Wall of Eodred. The night that the ship sank several of my brethren were watching. They saw nothing on the ship ecept for a yellow light, but once it sand, strange debris drifted from it's hull. They tracked some of the floating boxes filled with dead rats and a few pouches of silver coins, but they suspected there some something wrong, scenting something foul and kicked the debris back into the river. I don't know know if this is linked to the disease, but I don't believe it to be a coincidence. If you wish to explore the sunken vessel, I can point out where it sank. I also know an alchemist's shop with a hidden tunnel in the basement, which my people often pilfer for medicine and supplies. We take no more than what we need, but I mention this because my children can fetch you all potions of water breathing for half the price, but we will have to get them tonight so you can all get a well deserved rest." she looks over you all, twitchy, but also wanting your answer as she hopes to serve you all.


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

Curnach bows stiffly a little unsure what the correct protocol is here.

Yes... We had already established a link between the ship and the disease; but it would be good to explore it. Requisition us four of these potions and we shall pay you half their worth, as agreed. We'll meet you back here tomorrow afternoon to pick them up...

They last ten hours each, we shouldn't need more than one. That said- onto my next cunning plan...

Once the meeting with the fishmonger is finished, Curnach makes a suggestion-

In addition to the reward for our work with the wererats, do you think you could negotiate an extra 3,000 gold pieces to cover the cost of the potions Arianna? We'll be undertaking a dangerous task on behalf of the city after all...

Loot added to group loot spoiler. Please make any claims for anything you want, the rest will be sold. Curnach has no interest in any of it.


Female Human (Varisian) Bard / 6

"Thank you, madame. Your people just fell under the sway of a madman who used their hopes and dreams to further his own desires. I'm glad we could be of service to avoid further bloodshed." After listening to the wererats story, Arianna says "That would be most generous and we can certainly use the potions to search the wreckage."

Later to Curnach "I don't see why not. The worst Commander Koft can do is say 'no', and we are out the costs of the potions."

The only things Arianna would be interested in would be some of the Alchemist's Fire and Smokesticks, the Tanglefoot Bag, and the magic rapier.


Is thre anything special about the black metal bolts? That seems like an odd detail. Other than that, Krenn doesn't need any of the loot.

Perhaps we should get an extra potion or two. In case something disrupts the magic for us and we have to do it again. Krenn seems a bit nervous about the whole proposition, but supportive of going with the others.


Male Human Wizard (FC) 13 - Enchanter

Nothing catches Jerin's eye, sell it all...
Hmmm, watery exploration, not exactly my specialty....


Jerin wrote:

Nothing catches Jerin's eye, sell it all...

Hmmm, watery exploration, not exactly my specialty....

Krenn nods in agreement. I understand it is important, but I'm not looking forward to it. I'll have to cull through my gear carefully to make sure I take nothing that would be ruined.


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

The potions are a hefty 375 a pop. I'll buy one for all of us out of party money... but if you want an extra buy it out of your share. Don't think two will be necessary, and Curnach will prepare aquatic spells just in case they prove necessary.


Curnach Daveck wrote:
Curnach will prepare aquatic spells just in case they prove necessary.

Then that will be good enough for Krenn.


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

The potions are 750, i'd already accounted for their half price cost... Although i'm hoping Cressida will reimburse them at full cost ;).


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:
The potions are 750, i'd already accounted for their half price cost... Although i'm hoping Cressida will reimburse them at full cost ;).

Didn't know prices had changed in 3.5...huh. Well yeah...ouch. Mass selling perhaps? Let's see what happens if everyone is confident in talking with her.


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:

Is thre anything special about the black metal bolts? That seems like an odd detail. Other than that, Krenn doesn't need any of the loot.

Perhaps we should get an extra potion or two. In case something disrupts the magic for us and we have to do it again. Krenn seems a bit nervous about the whole proposition, but supportive of going with the others.

At first I thought it was simple mundane bolts, but I had to think that they wouldnt' simply be called "black metal" bolts if they weren't somewhat of interest so looking on D&D 3.5 SRD I found THEM it seems to be something I've not come across and as Curnach would've taken time with looking at the items for appraisal I'll say he sees these and notices that the metal is a strange type of metal grown near sources of negative energy, giving a 1d6 negative energy damage with each shot, though you do feel weaker by holding these bolts.


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

Is thre anything special about the black metal bolts? That seems like an odd detail. Other than that, Krenn doesn't need any of the loot.

Perhaps we should get an extra potion or two. In case something disrupts the magic for us and we have to do it again. Krenn seems a bit nervous about the whole proposition, but supportive of going with the others.

At first I thought it was simple mundane bolts, but I had to think that they wouldnt' simply be called "black metal" bolts if they weren't somewhat of interest so looking on D&D 3.5 SRD I found THEM it seems to be something I've not come across and as Curnach would've taken time with looking at the items for appraisal I'll say he sees these and notices that the metal is a strange type of metal grown near sources of negative energy, giving a 1d6 negative energy damage with each shot, though you do feel weaker by holding these bolts.

Actually, just f&&$ it, let's say they're mundane. They're just coloured black.


According to the PDF you guys should be 5th level. So level in OOC, standard things like either rolling or average for hitpoints.

On your way to the citadel more people appear to be contracting the plague, growing rashes and pustuels. Some men in the guard appear to have them too.

As you arrive at the Citadel, you find the Queen's new Gray Maidens are growing in number and many of the guard appear unhappy under their command. A group walked past and even though the greet you, the gray maiden turns her head and starts barking orders at them to stay in marching formation.

As you arrive into Cressida's office you find the entire barracks are still catering to the Doctors who are examining some of the guardsmen who are having their pustiels examined with strange looking sticks they that open sours with to examin the body, giving silent hang signals to other doctors as their silent way to communicate.

Cressida welcomes you, though looks about as she sees the Doctors are still nearby.
"I'm surprised you have arrived. I have not asked for your help, but I've heard you healed one of my men earlier. I've been sending people out to get these boxes, but none appear to be left behind as I'm sure many people have taken them already not knowing their danger, but we know that they are a small black boxs. Do you have any news on this epidemic?


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

Curnach explains the incident with the wererats, explaining and emphasising how a great threat to the city was shattered by the group. He asks for funds to purchase the potions of water breathing and mentions that after investigation, they are being sold for 750GP each...

Hoping Arianna will chime in and make the diplomacy roll to have her reward us for the wererat problem/fund our potions. Heres my roll-1d20 + 5 ⇒ (19) + 5 = 24.


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

Group Loot Sold Breakdown:

2 sets of leather armour- 10GP
2 Aklys- 0.5GP
2 repeating crossbows- 400GP
a potion (1st level)- 25GP
set of masterwork thieves tools- 50GP
3 smokesticks- 30GP
a tanglefoot bag- 25GP
20 tinderwigs- 10GP
trumpet- 200 gp
masterwork carpenter tools- 28GP
22 daggers- 22GP
14 short swords- 70GP
3 light crossbows- 55GP
60 black metal bolts- 3GP
4 chain shirts- 200GP
12 flasks of alchemist's fire- 120GP
a masterwork longsword- 157.5GP
a masterwork suit of chainmail- 150GP
eversmoking bottle- 2,700GP
1 rapier- 10GP
3 masterwork studded leather armour- 262.5GP
+1 mithral rapier- 1,660GP
+1 breastplate- 650GP
30 gp

1,717 gold, 2 silver and 5 copper each after items sold. Suggest levelling and a shop tomorrow before picking up the potions and descending. I'll let you know when to deduct the cost of the water breathing potions.


Female Human (Varisian) Bard / 6

Unless anybody objects Arianna woud like the +1 Rapier, 3 of the Alchemist's Fire, 5 of the Tindertwigs, and the Tanglefoot Bag.

Taking Curnach's lead, Arianna continues "My good Captain, although you haven't summoned us does not mean that we have given up on helping this city and her citizens. We have come across some information regarding the ship sunk by our guardsmen and wish to explore it's possible connection to this plague. In order to do so we must procure methods of staying underwater longer than normal. These potions will allow us to do just that. All we ask for is reasonable compensation for our expenditure. It's a small price to pay for a possible way to cure this scourge."

Diplomacy check: 1d20 + 8 ⇒ (7) + 8 = 15

The Dicebot has been a fickle Mistress to me these past couple of days.


Arianna Rothschild wrote:
Unless anybody objects Arianna woud like the +1 Rapier, 3 of the Alchemist's Fire, 5 of the Tindertwigs, and the Tanglefoot Bag.

No objection here. AK, did you take this into account when you ran the numbers for us?


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

Drat yer Arianna, I asked if anyone was taking anything days ago and u posted after me! No it was not taken into account because my accounting predates Arianna's request. *grumbles*. Arianna remember the rapier is mithril. Arianna's take out of the group loot comes to 3 gold pieces over her share, so Arianna's share is pure items- Arianna just deduct 3GP from your own funds and everyone else is ok.


Arianna Rothschild wrote:
The Dicebot has been a fickle Mistress to me these past couple of days.

Nothing fickle about her treatment of Krenn... Ugh. And if Arianna needs any cash after taking those items, Krenn would be willing to loan some.


She takes this argument into consideration and sighs as she appears to be in deep thought for a second.
"What you ask is difficult. I have been using my own money to by potions to remove the affliction I have caught once already, but I can dip into the funds. Less guards have been showing up due to catching the blood veil so funds have loosened. I hope that you can shed some new light on this epidemic and find out who is behind this." she rises back from her desk "Wait here. I'll head to the treasury and see what there is." she heads off and leaves you all alone for a little while. You notice that the doctors appear to take interest in you all and there is a air of creepyness as they stare at you through those break-shaped masks.

Doctors

Cressida returns with the fonds, handing them to the group.
"I know this will be worth the cost as you have all proven yourselves loyal to this city and to helping the guard bring those to justice." she smiles softly to the group "I am very glad you avoided the deaths of many innocents. Even though my job is the protection of those above the surface, I have no hate for those who live in the sewers. Please bring me back any details and evidence you find down there."


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

Excellent- everyone gains 750GP each. Potions of water breathing are 375GP from the wererats- I recommend you buy only one as they last an epic ten hours. I could prepare water breathing but i'd rather leave my limited number of 3rd level spell slots open.


Before you all leave, Ishani approches you all. He appears ot have been working hard but happy.

"Ah, friends! I have been working hard and hearing tales of what you did in the past. he pauses for a moment as he strokes the golden eye hanging around his neck. "I have a favour to ask. I have heard of a woman named Vendra who claims to have the cure for blood veil. This would be great news, but she charges a high price and I have heard her cure may not work. I wish to know if it does and if you do this for me I am willing to pay you one thousand gold for a full report. Her perfume boutique is in Summoning Street."

Knowledge Local DC 15:

Owned by an opportunistic Chelaxian woman named Vendra Loaggri, the perfumery has always had a reputation for avant garde creations and brazen promotions—infamous memories of the “Free Imp with Every Purchase” stunt still linger among residents of the Heights. Vendra had named this store, Lavender and has purple silk curtains, showing off the shop and making sure it gets noticed.


Male Human Wizard (FC) 13 - Enchanter

Jerin takes a 10 on knowledge local which gives him a 20, feel free to read the spoiler as he communicates what he knows to the rest of the group.
Maybe we should check out our most important business first before we look into this matter? We can lok into Vendra after this.


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

I agree. Ishani, we'll look into this tomorrow for you- we have a shipwreck to explore first...

Curnach shops for-

Potion of water breathing from wererats- 375GP.
Pearl of Power Level 1 (Jerin can craft)- 500GP

Goodberry Rolls-4d4 ⇒ (3, 2, 1, 2) = 8

Ready to proceed... Please feel free to review Curnach's spell list. Touch of the sea grants a swim speed which i'll use once we enter the wreck-


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

I agree. Ishani, we'll look into this tomorrow for you- we have a shipwreck to explore first...

Curnach shops for-

Potion of water breathing from wererats- 375GP.
Pearl of Power Level 1 (Jerin can craft)- 500GP

Goodberry Rolls-4d4

Ready to proceed... Please feel free to review Curnach's spell list. Touch of the sea grants a swim speed which i'll use once we enter the wreck-

The pearl probably wouldn't be completed until I have a full day to work on it after we search the ship though...

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