Dungeon Master S's "Curse of the Crimson Throne" (Inactive)

Game Master Chris Marsh

Completed Final Post

  • Grym
  • Sandor
  • Morkeleb
  • Gaius
  • Ferox
  • Odric


  • 6,151 to 6,200 of 13,019 << first < prev | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | next > last >>

    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Morkeleb the Mighty wrote:

    How about...

    Spellcraft check of 30

    Can I use this resutl for a "determine function," or would you like a new check?


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The pillar looks like it will deliver a spell to anyone who touches it. You'll likely know what your choices are... when you touch it.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Gaius is bored. He touches the pillar. Unless Master Ferox beats me to it.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Apparently not. :) Ferox stands ready to heal Gaius.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Gaius approaches the pillar. As he gets within 5' of it, a calmness washes over him (you are under the effects of a calm emotions spell.)

    Then he touches the pillar.

    Gaius:

    A voice with a distinctly Vudrani accent speaks directly to your mind, "Choose thy succor and receive." You are targeted with a Restoration spell. Furthermore you receive 3 levels worth of expended spells BACK (so regain 3 1st, a first and 2nd, or 1 3rd level spell you've cast.)

    1d4 ⇒ 1


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    I feel... Nice.

    Gaius looks around at his companions.

    I wonder if the effects of the pillar change when the lever is used.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Spellcraft to determine what effect is on Gaius: 1d20 + 15 ⇒ (1) + 15 = 16

    Morkeleb's eyes narrow as he observes Gaius. Nice? Can you be any more specific?


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Hoping that Bucho's earlier excitement indicates that they are on the right track to find Vencarlo, Ferox hustles everyone into the small room and pulls the lever.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Map update later tonight

    Ferox throws the lever and the room spins. Everyone is moved a bit, feels like about 90 degrees. The room you're in now leads into a new room.
    Four alcoves in the walls of this room contain floating spheres of mist, each floating three feet off the ground. Each sphere is a foot in diameter—one is black, one white, one green, and one gold. Just north of the strange floating spheres, two levers protrude from opposite walls.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Ferox casts Detect Magic, focusing in turn on each of the spheres.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Conjuration (teleportation) and strong at that.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Gaius:
    so, are you going to tell us what goodies you got from touching the pillar?? :-)


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Grym and Bucho enter the new room and look around searching. But they dont toich the spheres.

    Perception 1d20 + 12 ⇒ (7) + 12 = 19

    Bucho sniffs around 1d20 + 16 ⇒ (18) + 16 = 34


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Bucho sniffs around and finds a few different scents, but they vanish at each of the spheres. The spheres themselves look to the ranger as a the crystal balls do in lower end seer tents that the wandering Varisians bring. Instead of being clear glass, these appear to be filled with whirling smoke.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Magic is not the ranger's strong suite. Trying to find the inner concentration he takes a few deep breathes. He focuses on doing a perfect lunge, a beautiful attack. His mind and spirit in the right place he now calls over his dog. Watching the rippling muscle just under the brindle coat unlocks the spell.
    Grym casts Speak w/ Animals.
    He asks Bucho if he can smell the fencing master's scent? Does the scent lead up to one of the strange spheres?
    If its not in this room. Grym wants Bucho to lead him back to the last place he found it.

    Bucho's scent perception 1d20 + 16 ⇒ (16) + 16 = 32

    Not sure if its needed but animal handling 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11
    Morkeleb the Mighty wrote:
    ** spoiler omitted **

    Morkeleb:
    That information costs 50 Sails.

    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Grym:

    Not here. Lots of men here. Not him. Room changed and I lost the smell. Also, I don't like Donkeyhorse.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    The ranger tells the party that Bucho cant smell the fencing master anymore and lots of people smells have come through here.

    Grym turns back to his dog and gives him a piece of jerky. Then asks another question. "Which sphere has the most people scent on it or leading to it?"


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    "They are.... all the same. But I've smelled these before in other places. Here. Other rooms. Some trails start here too.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)
    Dungeon Master S wrote:
    "They are.... all the same. But I've smelled these before in other places. Here. Other rooms. Some trails start here too.

    Grym asks the dog which leads to new places.

    Unless anybody wants to try something else the ranger thinks the party should go somewhere new.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    "Hard to tell, it's really confusing in here."


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Hmmm, there's no way I know of to tell where these spheres would take us--if indeed they're teleportation devices. But I can always try...

    Morkeleb studies the area carefully, not touching any spheres but trying to find some clue as to their *exact* function.

    Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16

    Gaius:
    bi0tch


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Nope, no can do Morkeleb.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    I wonder if the previous room would rotate another 90 degrees.

    I'd bet this is some sort of... Transfer station. Morkeleb, how far could a Strong Teleportation spell transport someone?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    A "typical" Teleport spell can transport hundreds of miles-thousands if the caster is highly skilled. But there is also the possibility of a Plane Shift spell which, while it still registers as a teleportation spell, can transport the targets to another plane. I'm sure I needn't expound on the dangers of THAT possibility, apart from simply getting back to the Prime Material...


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    My new theory then is that this is where the denizens of this labyrinth originate. The Arkonas have to keep populating their little dungeon with beasties. The Tiger Man, for example... Definitely not from around here. My suggestion is that we move on and look elsewhere before something comes out of these orbs and tries to eat us.

    Annnnnd... I had Chris a fantastic straight line.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Say what now Tony?

    will update ASAP. Sorry the map is now out of date...


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Map is messy, but up to date.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Knowledge Engineering check to determine if these levers spin the room any. Also to determine if the one we were in before is the only one that spins or if this is a second one.

    Ohhh and has our depth below ground changed any?

    Engineering: 1d20 + 7 ⇒ (11) + 7 = 18


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    No, no change in depth...


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Ferox ushers everyone into the room again. Touching strange magical orbs is outside his bailiwick. He goes and pulls the right/eastern lever once every is in the room.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Messy map is up to date. Man, if I did this at the table, I'd have used cardboard and tacks to make a lazy Susan out of the map so that it really rotated...

    Ferox throws the swotch again, and the room moves another quarter turn. It reveals an uninteresting room. The floor of this chamber is covered by a thick layer of rubble, bones, and other debris.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Staying close enough that Gaius can warn of a trap, the ranger and his dog move into the room and begin searching/exploring.

    Perception 1d20 + 12 ⇒ (11) + 12 = 23

    Bucho's scent perception 1d20 + 16 ⇒ (17) + 16 = 33


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Bucho's huff of disgust is clear as day. Even the untrained can tell. This is a charnel house chamber. It's completely devoid of anything.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Detect Magic


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Using a different symbol, Sandor marks this one with chalk like the we did the first rotating rooms.

    Hey lets all keep pulling levers and check for chalk marks.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Nothing Morkeleb, and duly noted Sandor.


    King of Korvosa

    "Hehe... pull my finger."

    Odric points at Sandor


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Once everyone is back in the room, Ferox pulls the same lever as he had before to rotate the room.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    ferox pulls the lever. The room rotates back to its original orientation...


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Interesting. Well, it looks like there's a section to the NW that we can only get to via the original lever room. It looks like there's a second lever in that middle room. Did we ever pull that? Do we head back to the first area?


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    This could be a result of my poor map skills. There's one lever per, but yes, you suspect there might be something you missed on the first room.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)
    Dungeon Master S wrote:
    This could be a result of my poor map skills. There's one lever per, but yes, you suspect there might be something you missed on the first room.

    Grym nods at Ferox's wise suggestion that we may have missed something in the first room. The party goes back there.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Agree.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Ferox leads the party to the first lever. Chris, I've placed Ferox so there isn't any ambiguity.

    Once everyone has collected into the room, Ferox pulls the lever.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Ferox is committed. Everyone else has til 8:00 tonight to tell me if they're staying behind. Otherwise I'll assume you're with him :-)


    King of Korvosa

    "I'm in."


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    The ranger and dog are in.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Me too


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The trip is...safe. The party spins the room, and sets off another Symbol. Some of you are stunned for a bit, but as you have already taken care of the other threat in the area, there's no reason to roll for saves. There's a door to the north from here.

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