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

Game Master nomadicc

Part IV: A History of Ashes


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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 tries to lift and carry his totem.

Strength: 1d20 + 3 ⇒ (17) + 3 = 20


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 will keep hands on hers to stabilize the totem, waiting for Jarha to lift the totems.


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

Assuming there is time to proceed one by one, and seeing Melianthe at the ready stabilizing her totem, Jarha will carefully use telekinetic haul to lift it into the air.


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 will try and push hers over on to the floating disk or perhaps use it to speed up Jarha's process.

(She can take up 2 while Jarha hauls another ... can get three up in a go)

Segang may actually be able to carry his, might do this all in one run.


Sorry for the huge pause!

Straining muscles, Segang lifts his totem out of the stand and braces it against his shoulder. He is able to drag it up the first landing without too much trouble.

Jarha's telekinesis makes lifting the totems simple work, and Seren's magic disc easily carries two more totems up. Altogether, the four of you get your totems up to the landing within a few minutes, without even breaking a sweat.

On the landing, you discover a couple of things. One, the totems have rounded bases, and two, the designated spots on Bolt Rock are just shallow concavities. You get the totems into the spots and upright, but they will require constant supervision to keep them from falling over.

Keeping the totem upright will require a Strength check every 6 hours. Anything else you do during that time, to aid the check or otherwise, is up to you...

If you do nothing else, please make a Str check for the first period!


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

"Jarha, now we need to make our piles of rocks to stabilize these totems," says Melianthe.


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 stabilizes his totem and looks concerned at his friends.

Strength: 1d20 + 3 ⇒ (19) + 3 = 22

If I have to make 7 more of those rolls odds are against me. lol


RE: piles of rocks... Knowledge (engineering) check?


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

"I have a scroll of spider climb and some rope. Think we can use some guide ropes and stakes to make holding these in place a bit easier?"


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

My understanding is that because we got the totems up so quickly, we have a lot of our hour left to make arrangements that might help us without worrying about keeping the totems erect yet. I would also think Jarha can keep his totem erect telekinetically without fail, but he could not help with any of the other three totems while he is doing that.

I don't think anybody has knowledge engineering and technically I don't believe the checks can be made untrained. It seems that with enough rocks one should be able to help hold up a totem even without knowing about engineering, maybe with an INT roll? But it's the GM's call of course.


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

I've only been looking at spells I have memorized. Maybe I can find something to help us after an 8 hour study? Let me check.


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

First rocks - I would think without burying the totem 2' deep the best we could do would be to get an assist. Second, rest - unless someone else can steady both their own and your totem I do not think rest is in the cards for us for a couple days.


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

Yeah, we don't have Kn Eng, but we just need to pile up enough rocks around the totems until they stay there. I can summon earth elementals, but only for 36 seconds, I think. :(

If we levitated, we could hold the totems at the *top* and they would be easy to keep steady. Or if you used Rope Trick and tied them to something immoveable. Anyone have an immoveable rod?

Can we shrink them? :D


Shrinking would be against the rules. =)


Nudge!


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 will use shadow conjuration (disk was evocation apparently) to summon a pair of mounts (communal) -- maybe only one depending on time. She will tie a rope to each of them and direct them in opposite directions and then she will work to keep it up the rest of the time herself with the disk on the opposite side of wherever she is.

How long do we have to keep this up? Number of hours?

Horse Str check: 1d20 + 3 ⇒ (1) + 3 = 4
Horse Aid: 1d20 + 3 ⇒ (10) + 3 = 13
Seren aid: 1d20 ⇒ 7

Well crap ...


2 full days... 48 hours!


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 flies to near the top of her totem, doing her best to keep it steady. Just in case, she hexes herself with good fortune.

"If we tie them together and stake ropes out like the spokes of a wheel...er, more like the legs of a centipede...we may be able to keep them steady."

Strength: 1d20 - 1 ⇒ (12) - 1 = 11
Strength: 1d20 - 1 ⇒ (6) - 1 = 5

She's not very fortunate, though. With luck being at the top of the totem, she has better leverage...


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

Before he attends to his own totem, Jarha helps his companions however he can, by moving rocks, etc.

He then sits cross-legged in front of his totem and wriggles it back and forth to keep it in position by manipulating aetheric forces. He seems perfectly relaxed, in a light trance, while doing so, and he mutters in prayer, although the fatigue starts to show eventually.

"I am sorry I am not able to direct the aetheric forces in more than one direction at once, so that I could help with your totems, my friends."


My bad on the delay. How much rope do you have available among you? How are you going to manage setting up ropes and/or rocks (read: whose totem goes unattended?)

The early morning passes relatively quickly as you scramble to enact your plans and then finally settle in. The sun slowly climbs into the blue sky. At first, its gentle warmth is refreshing after the evening cool, but before long, it becomes oppressive. Although it is not exceptionally hot, the hours of unrelenting sun make you tired and very thirsty.

Segang has no real trouble maintaining his totem's balance, nor Jarha, who remains as immobile in trance as his totem.

Melianthe uses her intrinsic flight to keep a more effective moment on her totem and manages to keep it upright.

Seren enacts a creative plan using conjured horses and ropes to balance their totem, but it proves a bit unwieldy. The horses are strong but slow to react to subtle changes -- a small correction turns into a late overcorrection and weak counter... Seren's totem starts to lean precariously! ** Need a second Str check... **

Moving into Day 1 afternoon... need new checks and/or any change ups?

EDIT: You are able to Take 10 on the Str check.


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

Second strength Check Horse Take 10: 10 + 3 = 13
Horse Aid: 1d20 + 2 ⇒ (10) + 2 = 12
Seren Aid: 1d20 + 2 ⇒ (2) + 2 = 4

Total of 15

Afternoon checks (Horses still around)

Horse Take 10: 10 + 3 = 13
Horse Aid: 1d20 + 2 ⇒ (5) + 2 = 7
Seren Aid: 1d20 + 2 ⇒ (12) + 2 = 14

Total of 15 again


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 has 50 feet of rope

I was using Jarha's assumption of the "first hour is free" ... is that not accurate? If not, I assume she gets the totem stable and then casts the spell, brings the horses in and then slowly sets up the ropes in small bits in between adjustments


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 also has 50' of rope. And he has a grappling hook if that is useful.

Strength Check: 1d20 + 3 ⇒ (19) + 3 = 22


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 tries a new tack.

Keeping one hand on the totem, warily, she casts a spell, summoning an earth elemental.

She speaks to it in the grating tones of Terran.

Terran:

"Hail, dweller of the earth. Can you help me keep this thing upright? Perhaps if you can bring some rocks or earth to stabilize it. We cannot damage it nor the mountain it rests upon."


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

Terran:

"And if you can hold this totem steady, I would be most grateful," continues the elf. "I'll hold it with you, but I need to rest."


Do you have an extended duration or anything? If this is a normal "summon monster" it will only last a minute...


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

Just the standard duration. Yeah, I get 60 seconds with an elemental to move some dirt or something!


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

Hi!


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

It's been a minute! ;)


My apologies. Things were going slow anyway, then my home internet accidently got cut for a week. Using the slow-ass hotspot was too painful. I got that fixed a week ago. No excuse for slacking since then. Let's roll!

Seren's directs the shadow horses and they move rebalance the totem again... but one of them over-corrects again. The totem leans and falls, hitting the ground. It takes 3d6 ⇒ (4, 2, 2) = 8 damage!

The day stretches into the afternoon. As you attend your totems over the long, slow hours, the sun makes a slow track across the sky toward the western horizon. The hours of continuous strain and exposure begin to add up.

Seren gets their totem back upright and finally gets the horses to maintain a balanced position. Segang and Jarha keep their totems up without much trouble.

Melianthe's summoned elemental helps build up some rocks around the base of her totem, temporarily aiding in keeping it balanced. Still need a roll!

Note: the totems have 40 hit points and 6 hardness.


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 winces as Seren's totem falls, but he comments re-assuringly, "At least it looks like the totems are pretty tough and can take a few falls. I wish I could help."


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

Melly Strength or Assist?: 1d20 - 1 ⇒ (8) - 1 = 7

Earth Elemental Strength Check: 1d20 + 4 ⇒ (7) + 4 = 11

Oh yuck.


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's horses disappear by the end of the first day ... so before they disappear, she stakes their ropes into the ground and then holds on to the last one as a guide

Are we still rolling? Any penalties or bonuses?

Seren may Take 10 (base of 12) depending on the answer to the above


You're allowed to Take 10 on the check. You can get the circumstance bonus from the horses/ropes on the 2nd check before they go.

Segang and Jarha keep their totems up as night descends. Meliathe has a good thing going but becomes a little distracted in her success -- a wind gust starts the totem leaning and her elemental is not quick enough to react. The totem crashes down. Taking 3d6 ⇒ (6, 6, 3) = 15 damage!

Roll for Seren or Taking 10?

The wind picks slightly up as the sun sets and the desert transitions from day to night, and the air grows noticeably cooler. About an hour after sunset, the only lights are those of the innumerable stars overhead and the fires from nearby Flameford.

Rolls, Take 10s, or additional actions for the early evening?


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 sits in a trance-like state -- in prayer, in concentration on maintaining the aetheric strands holding up his totem, in communion with the landscape, and conserving energy.


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

Strength Check: 1d20 + 3 ⇒ (19) + 3 = 22 Wow. Not sure I can keep this 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

Melianthe grumbles. "This is ridiculous. If there's any way that I might sleep, I could prepare a mending spell and repair my totem. Jar--ah, he's occupied."

She holds on to her totem, thinking.

When do I have to roll? Mel is going to wait until it's a little colder to do something.


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

Take 10 gives Seren by herself a 12 (unless residual bonus from using ropes anchored to the ground). With the horses, a 17


Melianthe Ssulissien wrote:
When do I have to roll? Mel is going to wait until it's a little colder to do something.

Its not specific. The roll represents the 6-hour time block. I'd consider anything you do during that time to weigh in on the roll/DC.


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 goes for it.

Melianthe first summons a fire beetle, right on the totem.

She then hexes the fire beetle with Ice Tomb.

That should make a chunk of ice around the beetle that lasts for 20 hours and props up the totem as well. The text on Ice Tomb is super vague, but ugh.


I like the creativity, but I'm not seeing how ice tomb will immobilize the totem. The beetle would be paralyzed.


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

If you take it to be a whirling storm, ok, then no, but if you take it to be a chunk of ice--it's called an Ice Tomb, not an Ice Storm--then it should anchor the totem in place.


Right. But how is the paralyzed beetle supposed to keep the totem from moving?


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

You need to target a creature, but then, it's entombed in a block of ice. Which would support the totem.


Alright, with the magical support (aid bonus to your check) and a Take 10, Melianthe keeps the totem upright for the next few hours.

You each get settled in on a plan to keep your totems in place and standing through the long hours of the night. The moon and stars make a lazy track across the sky, the only mark of time passing.

Without sleep or any break from your task, fatigue starts to set in in the wee hours.

You are all fatigued. Factor that in to your next round of checks...


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 remains in a trance-like state. His eyes droop and his joints stiffen, but it does not diminish his control over the aetheric forces supporting the totem. He can be heard to mumble quiet prayers to Khepri, asking for continued strength so that, at the end of this long journey with its many trials, the group can set things right in Korvosa.


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

"...you don't have anything to restore lack of sleep, do you, Jarha?"

Melianthe's eyelids droop.

"I thought I'd never be unhappy to see the night fall."


If you don't roll, I'll assume you're Taking 10 on your check. Also, can I get a Con check for Jarha (like an old Concentration check)?


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

"Well..."

Melianthe gazes at her own hand. Fortune Hex

Strength: 1d20 - 2 ⇒ (2) - 2 = 0
Strength: 1d20 - 2 ⇒ (7) - 2 = 5

"I could use some help over here..." Melianthe struggles with the totem.

YAY


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

Heart of the Fields allows Segang to ignore an effect that would cause him to become fatigued or exhausted once a day.

Segang holds his totem like he is part of the rock he holds. Gonna try take 10 for a 13. Worried that will not be enough but we will see.

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