DM Aron Marczylo's Curse of the Crimson Throne Part 4 (Inactive)

Game Master overfiend_87


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Male Human Wizard (FC) 13 - Enchanter

Don't worry about it...I am bad about typo's myself.

A Truthspeaker you say...so we must convince one of them to accompany us to be eaten by Cindermaw...doesn't sound an easy task. Do you think we could convince one them to do it?
If so where can we find one and what can you tell us about that Truthspeaker as well as this Cindermaw creature that might help our chances of success?


"I know little of Cindermaw. It is a legend made of flesh and blood. Cindermaw dwells on the northernmost edge of the Shoanti lands, in the place where Shoanti and orc and giant vie for life and water. His hunting grounds are known as the Feeding Grounds of the Quah-Keal, the land of the Clan Eater. The orcs of Urglin avoid this region, as do the giants of the north who only hunt the edges. Few have ever returned and those who do speak of a mountain that crawls and fire that roars. Some even whisper it controls the emberstorms as others claim it to be a creature, born of those who died of fire and are reborn as this beast. I do not know what is true, but I know it is something people have never seen and is feared by the orcs and giants who, like us, have lost many believeing themselves to be mighty enough to defeat it." he pauses for a moment to think on it. "Your scholars said once it may have been created by the ancient ones. Those who carried the seven-pointed star."

He takes a moment of thought as he wishes to try and explain who or what a Truthspeaker is.
"There are those among our people who, after living lives without lie and never speaking falsehood, have earned the title of Truthspeaker. It is a rare honor, one that requires many years of chastity, of self-control and of introspection. There are Truthspeakers among the Sklar-Quah, yet that does not help you. Were that the Skoan-Wuah had one. Yet the Skoan-Quah and the Sklar-Quah are not the only Shoanti in the Cinderlands. I have heard the Lyrune-Quah, who dwell in the shadow of the Wyvern Mountains far to the northwest have Truthspeakers among them. If you could perform the ritual of rebirth at the Feeding Grounds of the Quah-Kael in the presence of a Truthspeaker, his words would be all the proof you need to secure an audience with the Sklar-Quah." he pauses for a moment, looking out over the sands. "I believe this time of year the Lyrune-Quah gather at a place sacred to them, a place called the House of the moon at the North-easternmost edge of the Wyvern Mountains. Yet I fear they will distrust you uas tshamek as well, unless you bring them proof of your honest and need. They are unusual among the Shoanti for they do not seek enlightenment through our ancestors, but from the Song of Spheres. They are devotees of Desna and they trust those who worship her, yet that trust is, alone, not enough to earn the aid of a Truthspeaker to be witness to your heroics against the Cindermaw."

"The Faithful of Desna have a tradition of exploring distant and dangerous places as a way to honor their deity, who watches over all who travel. When they reach the doal of their pilgrimage, a priest leaves a found-mark to honor his jurney. one of the Lyrune-Quah's greatest ancestors was a priest of Desna named Tanjah. Their legens speak of her pilgrimage into an ancient ruin and her discovery of a potent relic sacred to Desna, a stone globe held deep within a place called the Acropolis of the Thrallkeepers. Those who fallow Tanjah's footsteps and seek her found-mark upon this globe are said to be given the Spherewalker's Mark and with this mark, the Lyrune-Quah would welcome into their camp even the most bitter of rivals."


Male Human Wizard (FC) 13 - Enchanter

Hmmmm, goals within goals.
Sounds like we may need to start with this "Acropolis of the Thrallkeepers" to get this mark. Does anyone in the tribe know where it might be located?


"The ruin is easy to recognise from the Sihedron, the secen-pointed star. I know now what perils await you within, but it's location is not known to the Skoan-Quah. When you are ready to leave we will send with you four boneslayers to lead you there." he mentions as he looks over the group. "Prepare for tomorrow. I feel that you will face conflicts in your time in these lands. Both new and familiar."


Male Human Wizard (FC) 13 - Enchanter

Maybe Krojun or one of the other tribes might know of its location or have heard rumors of it?
If not I may have to teleport to Korvosa to see if I can figure out more. I don't think we would know where to even start to go, the Cinderlands are a big place to just start searching...


"Tomorrow, then. We can leave. Jerin's magic may speed the journey, but perhaps by traveling through mundane means we may be able to learn more along the way."


We know where the place is. I shall send four Skoan-Quah with you to guide you on your jurney." he states with a smile. "I do not know what you might face, but best be prepared for anything."


Male Human Wizard (FC) 13 - Enchanter

Okay, ready to go. Was confused as your post above said they didn't know where it was.

Yes a good nights rest and let's get at it!


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Agreed - just following the discussion at this point.


Jerin wrote:

Okay, ready to go. Was confused as your post above said they didn't know where it was.

Yes a good nights rest and let's get at it!

It's either a typo, but the PDF puts it as "The place is not unknown to us" so it's a double negative meaning they do.

Next morning starts afresh with everyone getting used to the heroes and some still viewing the group with suspecion, but is open to conversation. Before leaving you are introduced to a group of four warriors who will be your escort. Thousand bones also offers you gifts for your jurney:

five potions of cure serious wounds
a wand of create water (44 charges)
a wand of endure elements (23 charges)
five pots of Shoanti war paint (three red and two silver)

"I hope these are valuable to you. You can buy other paint from us if you wish." he explains how the paint works as it works just as you'd assume it would, by drawing it on your face or any other part of your body that is exposed. It doesn't interfere with other magic items, however you cannot put more than one paint on at a time. in the case of the deflection bonus, it of course does not stack. "I wish you luck on your jurney. I foresee a dark reunion in your future, but it may be benefical. The ancestors shall watch over you."


Male Human Wizard (FC) 13 - Enchanter

Thank you Thousand Bones, you do much honor to your people and we will try our best to forestall a war between our people's.

In Shoanti to the warriors, Greetings warriors and much honor to you. We thank you for your service to your people in guiding we Tshamek across your lands. We will try not to make any trouble for you and honor your ways. Please lead us a hard as you can towards our destination

With that he hops on his horse and nods to the rest. Deep down he is dreading this incredibly long ride and time away from his comforts, but he won't let the others see it...


Krenn mounts his horse as well, grateful to be away from the city for a while. He looks to their new guides to lead the way and keeps a close watch as they set forth.


Master of Gaming and Grognardia Current map

The warriors greet you with a nod. They mount up once they see everyone is ready. They are at first a little distant, but soon open up and speak about how they are surprised you are not like the others and have no caused any trouble.

Also they congradulate Krenn on his battle against Krojun. His is the mightest warrior in these lands and being able to beat him in fair competition is no small feat.

DM:

curnach: 1d20 + 22 ⇒ (16) + 22 = 38
Llyra: 1d20 + 17 ⇒ (7) + 17 = 24
Jerin: 1d20 + 9 ⇒ (14) + 9 = 23
Krenn: 1d20 + 10 ⇒ (9) + 10 = 19

Curnach:

You notice a while back a group appears to be following you, keeping their distance and mirroring your movements. The head of the group appears to be Krojun.


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

Curnach gathered the others to himself and had a quiet conversation with them.

Your friend from the bout is following us, Krenn. I intend to turn into one of my animal forms and listen in on their conversations; perhaps I can divine their intentions. Please play along and continue as though unaware while I am gone.

Assuming the party don't make objections or changes, Curnach will change into the form of an Eagle and make frequent passes over Krojun's party. With his massive +24 perception he should be able to keep his distance and avoid too much notice while still eavesdropping. Take 10 on perception for 34 during the endeavour. Stealth roll (if needed, remember to modify for distance of probably 100 feet or more (this will be roughly the distance which Curnach will be trying to maintain)- Stealth: 1d20 + 5 + 1 + 4 ⇒ (9) + 5 + 1 + 4 = 19

[ooc]Curnach will invest two hours of wild shape into this task.


"Did I embarrass him, maybe? Do you think he's out for revenge?"


Master of Gaming and Grognardia Current map

Can Curnach understand Shoanti?


Male Human Wizard (FC) 13 - Enchanter

Maybe we should stop and ask him? He is a recognized warrior of the Shoanti and it would be best if we didn't make enemies of him. Let's see if Curnach learns anything and if not we can look at other options.


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

No, Curnach doesn't know their tongue and will realise that too late. He'll instead be watching them and trying to understand their intent from what they do, how well armed they are, etc.


Master of Gaming and Grognardia Current map

Fair enough. What form shall you take?


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

Eagle, stated in post above.


Master of Gaming and Grognardia Current map

kk

Curnach:

You fly over the group and though a few of the shoanti appear to have noticed you, they think nothing of it. They are all armed, but none of them have their weapons drawn apart from Krojun who only has his Klar out.

The men with Krojun weild long spears with ornate-looking blades at the end, known at totem spears. These weapons are currently strapped to their back and they begin to talk to eachother.

You can't understand what they are saying, but they appear to be just talking amungst themselves, one raises his voice at Krojun, who turns around and gives him a dark leer, raising his own voice and turning back to the group with a smile as he continues whatever he was saying.


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

Party please feel free to read the last spoiler, as Curnach will detail his scout in detail.

Curnach returned after two hours and reported to his allies, quietly.

Suggestions? It seems they are prepared for a fight...


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra looks to the others: Well, we seem to have three choices. One, turn around and ask why they are following us. Two, keep on proceeding as we are and see if they do anything except follow. Or, three, attempt to lose them.


"I would say we confront them! Perhaps they mean to aid us. If they don't, I'd prefer to face them on our terms rather than wait until a time when we are otherwise occupied."


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

Curnach nodded in agreement with Krenn, looking to Jerin for his opinion.


Male Human Wizard (FC) 13 - Enchanter

Confront seems a bit aggressive...let's see what they want and if they would like to join us.
You want me to Dimension door us over there and we can ask them if they need anything?
Jerin says with a mischievous grin on his face...


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Save your spells. Lets wait until we round the next bend where we are out of sight of them and then stop, as though making camp. That way they will come upon us unexpectedly, but we will not be in a threatening posture.


Master of Gaming and Grognardia Current map

Not sure what bends there could be. There are rocky outcrops though if you wish to take them. This place is less desert and more planes, but with burnt vegitation.


Perhaps a bend around a rocky outcrop. Or if the road goes up over a gradual hill, stop on the other side of it after we drop below their line of sight. I don't think we necessarily need to be able to ambush them at combat range, just close enough that when they come into view it is obvious we know they are there and we are within range to call out to each other.


Master of Gaming and Grognardia Current map

Alright

1d20 ⇒ 2

After sometime you notice a rocky outcropping that you manage to make your way to, rounding around the corner and awaiting for the Shoanti. It takes about half an hour, but they too eventually round the corner and come within sight. They crouch low, attempting to remain hidden.


Male Human Wizard (FC) 13 - Enchanter

Jerin yells out in Shoanti, Hey Krojun it's the tshamek! Is everything okay? We saw you back there and figured you might want to talk so we slowed down...
playing nice and innocent...


Krojun, seeing that the situation is up smiles and walks up to the group alone.
"We were tracking you, making sure you were okey. The Cinderlands are dangerous. I owe a debt to protect such worthy tshamek." he gives a nod to Krenn before looking back Jerin. "These lands are dangerous if you do not respect them."

Suddenly one of the group's escorts screams
"Tshamek Devil!" and Krojun looks away to the group and quickly grasps his earthbreaker and charges off to where the voice came from.

You find that the escort had found a small outcropping with heads put on display and two bright red bolts driven into the eyes of each of the heads. Most of the flesh has rotten away due to carrion, scavengers and the elements suggesting these skulls have been here for quite sometime. Krojun shakes his head at the sight of this and turns back to the group.
"The man who did this...if he is a man...was a tshamek and hunts us down like animals and decorating these lands with our heads, making sure they do not reach our ancestral lands." he explains and you notice that the bolts came from a heavy repeater crossbow due to their design. "He said said to attack lone warriors from the shadows like a coward with a sideways screaming bow."


Male Human Wizard (FC) 13 - Enchanter

Jerin bows his head slightly, Thank you for your concern but there is really no need. Trust me we can take care of ourselves. If you would rather try to track this killer feel free otherwise you should join us?

Continue to drive hard towards our next goal...
Don't forget to add the items that Thousand Bones gave us to our items. Jerin will take a Potion. Can't read the SRD from work but will look at the paints later to see if there are any worth Jerin taking or if the more warrior types in the group should keep them.


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

I won't be taking any of those items so please divide them to the rest of the group.


Tribal War Paint: applying is a full round action. Red gives fire resistance 10, silver gives +3 deflection bonus to AC. Lasts 24 hours. If a second is applied, its effect replaces the first.

Krenn will take two potions, 1 red paint and 1 silver paint. He is willing to carry more of them if others don’t want to. I think the wands should probably go to Llyra.

"We will be watchful for this coward, but we must forge on. We would welcome your prowess with us as we journey, but we understand if you must hunt instead.”


Male Human Wizard (FC) 13 - Enchanter

Jerin will pass on the paints for the moment.


Krojun nods at Krenn's words.
"If you bring me his head, you will be a hero to all the tribes of this land. He is a vile creature that must be killed." he states with a obvious look of bitterment in his eyes. "Continue your jurney, we do not wish to distract you."


Krojun Eats-What-He-Kills AKADM wrote:
"Continue your jurney, we do not wish to distract you."

"I will be vigilant. These remains have been here too long for there to be good tracks to follow. I will watch for signs more recent and, should we find them, give pursuit. I wish you safe travels and bountiful hunting, Krojun."


Krojun nods, wishing Krenn and all of you a safe jurney onwards.

will get back to you all in the morning, sorry about this delay.


Master of Gaming and Grognardia Current map

As you travel through these lands you find you are getting close to the acropolis and the sky begins to darken at an alarming rate.

1d20 + 15 ⇒ (20) + 15 = 35

Curnach takes one look at the sky and instantly can tell what is happening. He informs the group that an emberstorm is building up and approching. Emberstorms are powerful duststorms filled with blasts of burning ash and cinders. These devastating storms are feared by Shoanti for their swift speed and terrible fury as seen by your guids. They are also known at Black Blizzards by these people and the advent of one is considered a bad omen. You will need to find shelter quickly and the only shelter appears to be the acropolis.

What's your plans for getting there fast?


Krenn is ready to spur his horse into a gallop, but hesitates for a glance at the other three in case they offer or execute a solution from their vast collective knowledge and power.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Cleric spells other than energy resistance are pretty useless in this situation.


Male Human Wizard (FC) 13 - Enchanter

I describe the spell tiny hut to Curnach, does he believe it can withstand the Emberstorm?

If not we rush the acropolis. Do we think we can make it? If not I cast Haste from a scroll on the horses and we go at lightning speed to the acropolis.


Master of Gaming and Grognardia Current map

Emberstorms are unique to the region and are known to be as deadly or perhaps more than sandstorms. The spell will protect you, but how long the storm lasts, who can say? Like real sandstorms they can last either a few hours or even days depending on how sevear. It is impossible to tell just from looking at an approching one how long it'll last.


Male Human Wizard (FC) 13 - Enchanter

We want to go the acropolis anyways, let's go! No point in sitting in my magic tent and losing several days. he charges off, keeping an eye on the storm...


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

Curnach shrugged and motioned to follow Jerin.

I have magic that would make dealing with this weather mere child's play... But I see no reason to disrupt the balance of things when shelter is so easily available.


Master of Gaming and Grognardia Current map

so the end decision? Ember storm is running it and could last for sometime and you have no idea when the Shoanti might attack Korvosa.


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

I think we have consensus. Besides we can always teleport out its not as though we're going to be stuck...


Master of Gaming and Grognardia Current map

hence why want to know if you rush, but I assume you do anyway.


Male Human Wizard (FC) 13 - Enchanter

BTW I will be on vacation next week. I can't stay away from the PBP's so I will be checking in at least once a day but won't be posting quite as much as I normally do.

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