DM NomadSage's Curse of the Crimson Throne (Inactive)

Game Master nomadicc

Part IV: A History of Ashes


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Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Aid Perception: 1d20 + 12 ⇒ (12) + 12 = 24


Moving together, you walk down the corridor and round the corridor, carefully looking for traps. The opening leads into a square room, of which the walls, floor and ceiling are decorated with a complex mosaic depicting an immense swarm of angry wasps. Subtly worked into the artwork, single doors are set into the northern and southern walls.

Absinthe is alerted to danger, yet does not notice any traps. You enter the room and start to examine the two exits. Just then, Melianthe picks up a low hiss, like the sound of sand through an hourglass, and a *click*.

Just then, long needles extend out from the thousands of wasps, piercing with numbing poison!

Stinging Wasps vs Absinthe: 1d20 + 15 ⇒ (4) + 15 = 19; Damage: 1d6 + 2 ⇒ (3) + 2 = 5 plus 2 Dex damage.
Stinging Wasps vs Jarha: 1d20 + 15 ⇒ (10) + 15 = 25; Damage: 1d6 + 2 ⇒ (2) + 2 = 4 plus 2 Dex damage.
Stinging Wasps vs Melianthe: 1d20 + 15 ⇒ (7) + 15 = 22; Damage: 1d6 + 2 ⇒ (6) + 2 = 8 plus 2 Dex damage.
Stinging Wasps vs Segang: 1d20 + 15 ⇒ (17) + 15 = 32; Damage: 1d6 + 2 ⇒ (6) + 2 = 8 plus 2 Dex damage.
Stinging Wasps vs Seren: 1d20 + 15 ⇒ (18) + 15 = 33; Damage: 1d6 + 2 ⇒ (3) + 2 = 5 plus 2 Dex damage.

All: DC 15 Fort save negates the poison.

The needles retract as quickly as they attack. Melianthe hears the hissing sound start again.

Actions?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Fort Save: 1d20 + 15 ⇒ (20) + 15 = 35


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Fort: 1d20 + 4 ⇒ (6) + 4 = 10

Melianthe Withdraws from the room. "Ok, out!," she yelps.

"It will happen again!"

Once out of the room, Mel will scan the ceiling for magic to see if this can somehow be magically disarmed (?).


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Segang happily follows the witch out of the stabby room.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Fort. 1d20 + 6 ⇒ (7) + 6 = 13. Dammit! I don't need this, Dexterity is my main combat modifier!

Absinthe curses at the sting and the numb feeling that spreads through her body, then hurries ahead of the group.


Need a couple more saves, but nothing stopping you from fleeing the room.

Stung by the wasp trap, you retreat back into the corridor.

Plans?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Standing just outside of the room Segang ponders Now what? Can those stings be disabled? Did we step on some pressure plate?


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"One endeavours to find out," Absinthe growls, as she subjects the room to an intense study.

Take twenty to figure out how the trap works through Perception. After that, Disable device 1d20 + 19 ⇒ (2) + 19 = 21


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"I could try to fly through the room, but there's no guarantee I can find something on the other side of the room to disarm it," says Melianthe. "Labyrinths. So arbitrary."


Absinthe spends several minutes carefully searching the edges of the room, careful not to enter and set off the trap once more. She determines the trap is triggered by a floor weight sensor, but she is unable to disable it at first try.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"That is one word for them, sister Mel," Absinthe says while she continues to try and jam the floor trap.

Disable device 1d20 + 19 ⇒ (10) + 19 = 29


With a little more time and refocused effort, Abisnthe is able to disable the trap's floor sensor.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"On to the next disaster," Absinthe says as she stands up.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"I suppose we aren't in a hurry, so we should take all the time we need to inspect each room--provided there isn't a demon or sphinx waiting," says Melianthe. "Good work, Absinthe."


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21

Seren rubs his arm where he was injected as Absinthe disarms the trap, "That sucked, let's not do that again."


With the wasp trap disabled, you are able to move into the room and safely check the doors to the north and south. Finding no traps, you open them to see what lies beyond.

The north door leads to an octagonal room, empty other than a six-inch-tall bronze dais on the floor that supports a polished column of black marble. The black stone seems to be vibrating softly, filling the air with a faint hum.

The south door opens to a long, narrow hallway. Eight alcoves line the walls. Inside each alcove stands a human-sized, upright iron casket, the image of a sobbing woman decorating its lid. The hallway’s floor gleams bright red, a mosaic of tiny red stones giving the appearance that the hall is awash in blood.

Roll20 map updated. Plans?


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

"What is wrong with these people to voluntarily build this below their home? This goes beyond wealthy crime family, don't you think?" Seren breaks his previous nervous silence with nervous chatter, switching his veil almost unconsciously to another disguise taking on the form of the drunk Watchman, Grau.

He then whispers, "Please, no vampires ... please, no vampires."


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"Let's prepare." Melianthe applies the Ward Hex to Segang. "No falling asleep on the job this time."

She summons a Mount and hops on. "I'll give Jarha the Fortune Hex--I think I've given it to Segang and Abby already. And then, we'll start prying open blood-goddess vampire tombs. You know that's what they are, Seren!"She gives a throaty chuckle.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Fort save: 1d20 + 12 ⇒ (7) + 12 = 19
Jarha is unaffected by the wasp poison. Current HP 88.

Jarha, invisibly, waits for the party to decide how to proceed with this latest bizarre situation.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

If we are determined to search this whole place, lets start with this smaller room with no visible exits. Segang suggests. [b]You search there Ab and I'll take a look down this passage to the south. He moves to the entrance and scans the hall without yet entering it.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Without entering, Jarha scrutinizes the room to the North:

Perception: 1d20 + 12 ⇒ (2) + 12 = 14


Meditation Chamber

Jarha does not pick out any obvious dangers. The soft vibrations coming from the stone are soothing.

*

The Wailing Maidens

To the south, Segang gets a closer look at the grusome 'artwork'. While disturbing, he does not spot a visible trap.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Jarha invisibly stealthes into the room and looks around for exits, traps, or other hidden details.

Stealth: 1d20 + 24 ⇒ (10) + 24 = 34

Perception: 1d20 + 12 ⇒ (6) + 12 = 18


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Absinthe adds her efforts to Jarha's.

Perception, checking for traps: 1d20 + 14 ⇒ (18) + 14 = 32


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe dutifully Detects Magic.


Jarha and Absinthe search the meditation chamber carefully and find no traps or triggers.

Melianthe detects a strong aura of conjuration magic from the humming stone.

Spellcraft DC 25:
Studying the stone more closely, you determine it is a magic item. It fills the surrounding area with a calm emotions effect. Anyone touching the stone will be targeted with restoration and recalls 3 levels of prepared spells or expended spell slots. The stone can be used this way 4 times per month.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Spellcraft: 1d20 + 16 ⇒ (4) + 16 = 20

LOL

"Seren...what's that spell on the stone?"


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren moves over hesitantly to inspect the stone, then gets an interested look on jis face, "Huh, it's some sort of arcane revitalization device. Brings back lost spells, heals drained spirit."

Spellcraft: 1d20 + 17 ⇒ (18) + 17 = 35


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

"Should one of us try it out? I'm not in need, but maybe one of you is."


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I have no need of this device. But if it is a safe room, it is good to know that we have a place we can rest. Should we need to rest that is.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"Abby needs it. And I agree, we should mark this place. Thank you, Seren.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"I'm not too low on spells right now..." says Melianthe, thoughtfully.


No one is going to use the stone?

Plans moving south?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

If the Stone would restore rage rounds I’d be all over it.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"Thank you, sister Mel, one can use this," Abby says -- and touches the stone.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Mel would rather duck back here if and when she's lower on spells, later in the "game day". What time is it anyhow?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

A slot is a slot. If you can benefit from it take it now.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Id wanna keep it for the restoration benefit more than the spell slots, so recommend holding off. Remember vampires!


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

How could I forget? I was so romantic. Or necromantic.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

I think we should see what happens in the other corridor and then decide whether others touch the stone. How should we approach that corridor?


Absinthe touches the stone and feels the effects of the wasp poison fade away. She feels instantly refreshed, rested and invigorated, as if just after a long rest in a comfortable bed.

Per restoration.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

"Shall we proceed, then? Through and to the south or back to spin the wheek?"


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

South. Segang recommends.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"Sounds good to me."


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

"Maybe a scout first, past these wailing maidens," says Melianthe.

Did she Detect Magic down that corridor?"


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"On it," Absinthe says, as she proceeds to move forward -- taking her sweet time.

Take 20 on perception, +3 for finding traps. Stealth 1d20 + 17 ⇒ (18) + 17 = 35


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Jarha will gather energy and wait invisibly at the entrance to the corridor, ready to help Absinthe if needed.


Absinthe leads the way, slow and careful, checking every possible inch before moving forward. The process is laborious, taking a couple minutes for each yard or two of progress. The caution bears fruit, however, as she finds the indications of a pressure plate on the floor between the first set of alcoves.

It appears to be a combination of mechanical and magical trap that tilts the floor towards the space between the statues and then barraging the victim with sonic pulses from the western maiden. While they try to regain balance, the long spears drive out from the eastern maiden to impale any in the alcove.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Surprise! Didn't go on trip due to family emergency :(

"Can you disarm it, Abby?" says Melianthe cautiously. Her ashy face turns towards the sculptures. "At least they aren't vampires."

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