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

Game Master Chris Marsh

Completed Final Post

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


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    King of Korvosa

    Nothing seems to work. Odric looks questioningly to Morkeleb, wondering if perhaps there is an arcane explanation or solution.


    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 is only half paying attention to the lads having trouble w/ the door since he is trying to keep alert, especially now that the party is making quite a ruckus. He has Bucho occasionally sniffing around to make sure those invisible Mantis dicks aren't sneaking up on us.

    Grym softly calls up to the group Can we simply disassemble the pieces of the door? Where are the hinges? Could it be a false door? Have Mork check to see if its magic, maybe it needs something special to open.


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

    Morkeleb cogtitates for a bit before saying, "The door appears to be Arcane Locked."


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

    ...which means that an arcane caster wishes the area not to be disturbed. Which further means, we should disturb it--but with caution.

    Unfortunately, I don't have Knock. But I *do* have Dispel Magic...

    Dispel Magic: 1d20 + 14 ⇒ (19) + 14 = 33 <--BOOOM

    Once the spell is done. Morkeleb holds out his staff across the opening. I find it HIGHLY likely this will also be trapped.


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

    Morkeleb's spell undoes the added protection, and Odric sets to throwing the ram upwards until the door breaks (or Gaius tries the subtle approach.)

    The top of the Epochal Tower is a massive, unfinished space built by Eodred II to accommodate a new, more grandiose clock for the castle—a project that may likely never see completion now. This huge place is almost completely bare. The walls are partially fitted with wooden scaffolds and the floor is littered with construction materials and tools. It looks more like this was locked to prevent ingress rather than egress.

    Where to?


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

    Well that was as anticlimactic as the ending of Highlander...


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    King of Korvosa

    Odric thinks the group should finish the clock after this business is done. He suggests it to the team.


    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

    We ain't got time fer dat yo!

    See what I did there?


    King of Korvosa

    After this business is done.

    The team heads down the stairs to the next floor. Odric is about 5 stairs ahead in Tiefling form, walking along like he belongs.


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

    To where?


    King of Korvosa

    The team hides up the stairs and around the corner. Odric acts diabolical in Tiefling form to keep a sharp lookout into the open portion of the floor. Gaius does his door thing on the door, checking for traps & locks, and removing both if necessary. If and when it is ok to open, Odric and the group will stack up on the door and 'Spanish Inquisition' whatever is inside.

    Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (19) + 20 = 39

    Odric Intimidate Diabolically Glower: 1d20 + 25 ⇒ (6) + 25 = 31


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

    Odric intimidates an empty balcony... This balcony lies atop the castle’s garderobe shaft. A trapdoor in the middle of the floor allows waste to be dropped down the shaft. One of the light catapults of the castle is positioned here.

    Ominous: 1d100 ⇒ 56


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

    Odric et al. look west into the main room before heading to the balcony. The wooden floor, walls, and ceiling of this large hall present a rich and harmonic scheme of decorations. The twenty-five foot high ceiling is supported by pillars inlaid with ivory and partially hidden by a hanging forest of silk draperies in the colors of autumn. Near the walls, these draperies reach down to the floor in cascades of deep red and yellowish-orange silk. Circular crimson couches sit around the base of the pillars, with matching stuffed stools and low ebony tea tables with stained-glass tops. In the middle of the hall are an empty space that serves as a dance floor and a balustrade opening to the stage hall below.


    King of Korvosa

    Odric opines, "This thing will only be used to attack Korvosans at this point"

    The others agree or not? and a decision is made to disable it.

    Gaius takes 10 to disable the catapult semi-permanently= 29

    edit: added door protocol
    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (2) + 22 = 24
    Perception, Grym: 1d20 + 25 ⇒ (12) + 25 = 37 (Includes Favored)
    Perception, Bucho: 1d20 + 11 ⇒ (18) + 11 = 29 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (13) + 18 = 31
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (18) + 20 = 38


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

    With the siege weapon dissassembled, the party clears the door to the west. The walls beyond are covered by dozens of trophies ranging from deer and elk to aurochs and wyvern heads.


    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 tries not to show it but is slightly freaked out everytime he turns around and a Tiefling is there. Bucho too is a little confused. The first time he growled and started to pounce. Only when he was almost on top of Tiefling Odric did the dog stop, look somewhat confused and give Odric some serious sniffs. Then looked back to Grym for confirmation on attacking. Then decided he was okay, gave him a few super gross licks and went back to business.


    King of Korvosa

    Odric once again watches and blocks to the west while the party works the first door to the right.

    Ferox, Grym, Gaius, and Bucho listen
    Perception, Grym: 1d20 + 25 ⇒ (8) + 25 = 33 (Includes Favored)
    Perception, Bucho: 1d20 + 11 ⇒ (1) + 11 = 12 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (4) + 18 = 22
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (17) + 20 = 37


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

    This polygonal room is illuminated by three windows set in deep, tall niches. To either side of each niche are two white marble statues on high pedestals. Each of the six three-foot tall statues depicts a woman in the same pose, hands high above her head and clutching an object. The statue on the left of the northwest niche grasps a large key, while the one to the right holds an open book. Proceeding clockwise through the room, the statues near to the northeast niche hold a shield and a star, and the ones near the southeast niche hold a hammer and a crown. In the middle of the room is a round table with six chairs. A small wooden case sits on the table.


    King of Korvosa

    I'll pause here for the others to provide input since this seems interesting and/or potentially dangerous.


    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

    Hmmmm... key, book, shield, star, hammer, crown... That's obviously significant. Those seem familiar. Morkeleb, do those ring any bells?


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

    Common knowledge to anyone in Korvosa (Or Varisia for that matter) is that those are the suits of the Harrow deck.


    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 will Detect Magic. Then, he'll approach the table, and if nothing is amiss, he'll open the case on the table.


    King of Korvosa

    Odric asks quietly, "Morkeleb, do you think summoning Zellara's sister would be useful in this case? Do you think there would be any unintended consequences?"

    Pending the wizard's reply, Odric looks around curiously at the statues until he notices there is another room adjacent with no door separating them. He signals to the others to prepare for the worst, and peeks into the room to the west.


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

    I would think that an expert in the Harrowing would have a far more educated opinion on this room and its setup than a non-expert. As for unintended consequences...that is an excellent question, to which the only reasonable answer is "maybe."

    Morkeleb brings out Zellara's Deck, holds it out...and makes eye contact with each of the group before the summoning, insuring everyone's on board.


    King of Korvosa

    "Do it, but only after we see if there is anything hostile right next door here," Odric whispers and points to the open passageway.


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

    Odric looks out onto the balcony. This large balcony overlooks the stairs to the gate and the northeast side of the Grand Mastaba. Several large gargoyles crouch on the battlements, looking down the walls like watchful sentinels. A catapult sits near the battlement edge to the northeast.

    Ominous: 1d100 ⇒ 21

    Morkeleb then calls Zellara out. She smiles, albeit weakly. She even seems more translucent than normal. She looks around and her smile grows a bit, but the edges of her ghostly mouth turn down just a bit. "This is a simple room for playing cards. The trappings are steeped in the Harrow, but not for its fortune telling use, only it's use as a game. Still, I rather like this. Alas my friends, there is little here of interest to your quest."


    King of Korvosa

    Keeping away from the balcony edge, the party makes its way out into the room. Odric uses his small steel mirror to look over the edge without being seen. If it looks like all is quiet, he nods to Gaius to disable the catapult. The fighters each flank the gargoyles, ready for them to spring to life and attack.

    Gaius take 10 is 29


    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)

    Yes, obviously we watch the gargolyes ready for them to spring to life.

    The party heads into the long hallway that has the southern door that enters into the large room. Grym and Bucho move up and check around the corner fulling clearing the hallway before the party turns its attention to the southern door into the large room.

    sorry posting from my phone. I can see the map but cant move on it


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

    The gargoyles here are just statues, and the team disassembles the siege weapon easily.

    Will wait for someone to update the map.


    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)

    Going back to the harrowing room w/ the statues. What was in the case? Just harrow cards? Or some awesome treasure?


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

    Regular Harrow cards.


    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:


    Will wait for someone to update the map.

    map updated, I moved everybody's guy. Please readjust as you see fit.

    Team Ranger quickly finishes clearing the rest of the hallway. The big dog trots easy, stopping to sniff the air occasionally. Grym follows a few steps behind eyes scanning for anything the dog might miss.

    Assuming that is clear, we then check the door that Gaius is standing next to.


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

    If I may suggest that we try to get to the basement as quickly as we can...i have a feeling that finding & returning those bones of the ghost in the attic will benefit us.


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

    The party looks down the end of this massive hall. This long hall seems to have once been used as an armory, for several empty weapon racks still stand along its walls in places. However, a huge, fetid heap of rags, marsh grass, and partially eaten bodies fills the far end of the room, and deep scratches mar the walls. A large section of ceiling over the heap has been ripped open.


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

    The door to the south gives no clues as to what to expect beyond, but Odric has looked into the room.

    Opened up the map for it, but it's unexplored.


    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:
    The party looks down the end of this massive hall. This long hall seems to have once been used as an armory, for several empty weapon racks still stand along its walls in places. However, a huge, fetid heap of rags, marsh grass, and partially eaten bodies fills the far end of the room, and deep scratches mar the walls. A large section of ceiling over the heap has been ripped open.

    The lair of the dragon we slew?

    Two minutes to search for loot?


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

    Dollars to donuts this is the dragon's lair. Detect magic with extreme prejudice


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

    Unfortunately, there seems to be nothing.

    -Posted with Wayfinder


    King of Korvosa

    Grym directs Bucho to guard the door to the west while the party checks the center room - using the door at 12 o'clock.

    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (14) + 22 = 36
    Perception, Grym: 1d20 + 25 ⇒ (4) + 25 = 29 (Includes Favored)
    Perception, Bucho: 1d20 + 11 ⇒ (14) + 11 = 25 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (3) + 20 = 23


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

    Morkeleb leaves off his concentration after coming up dry on the Detect Magic, frowning slightly.

    I suppose it makes sense that the dragon, being more of a servant and mount than an independent beast, would not have its treasure trove in the same location as its aerie. We should have asked Sabina if the dragon has any treasure, and if so where it's located. Probably in the Queen's personal stores...


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

    Not entirely sure where you directed Grym. I don't think the map is updated.


    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)
    Odric the Stout wrote:

    Grym directs Bucho to guard the door to the west while the party checks the center room - using the door at 12 o'clock.

    Ferox, Grym, Gaius, and Bucho listen
    [dice=Perception, Ferox]d20+22
    [dice=Perception, Grym]d20+25 (Includes Favored)
    [dice=Perception, Bucho]d20+11 Add Favored Enemies
    [dice=Perception, Gaius]d20+18
    Gaius then checks for traps
    [dice=Perception, Traps]d20+20

    Adam go ahead and place guys on the map if you have time.

    Im a little busy cooking.


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

    A reminder of this room: The wooden floor, walls, and ceiling of this large hall present a rich and harmonic scheme of decorations. The twenty-five foot high ceiling is supported by pillars inlaid with ivory and partially hidden by a hanging forest of silk draperies in the colors of autumn. Near the walls, these draperies reach down to the floor in cascades of deep red and yellowish-orange silk. Circular crimson couches sit around the base of the pillars, with matching stuffed stools and low ebony tea tables with stained-glass tops. In the middle of the hall are an empty space that serves as a dance floor and a balustrade opening to the stage hall below.

    As the party explores and prepares:
    DC: 1d20 + 25 ⇒ (19) + 25 = 44

    Ferox: 1d20 + 25 ⇒ (7) + 25 = 32 (Traps +2)
    Gaius*: 1d20 + 16 ⇒ (20) + 16 = 36
    Grym**: 1d20 + 25 ⇒ (2) + 25 = 27 (Includes Favored)
    Morkeleb: 1d20 + 0 ⇒ (19) + 0 = 19
    Odric: 1d20 + 0 ⇒ (19) + 0 = 19
    Sandor: 1d20 + 19 ⇒ (16) + 19 = 35 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)


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

    A pentad of mantis assassins drop from the silks in the ceiling, catching the party unawares. They lead with their sabre-toothed blades! They're already covered in the red mist that makes their outlines indistinct.

    Sneak Attack Charge!
    v. Odric: 1d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
    v. Morkeleb: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
    v. Gaius: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
    v. Ferox: 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17
    v. Grym: 1d20 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16

    Thankfully their attacks are embarrassingly bad.

    To make matters worse though, a 6th, invisible, assassin casts Haste on their party.

    Baddies: 1d20 + 4 ⇒ (17) + 4 = 21
    Ferox: 1d20 + 10 ⇒ (20) + 10 = 30
    Gaius: 1d20 + 3 ⇒ (11) + 3 = 14
    Grym*: 1d20 + 13 ⇒ (12) + 13 = 25 (Includes Favored)
    Morkeleb: 1d20 + 5 ⇒ (2) + 5 = 7
    Odric: 1d20 + 4 ⇒ (14) + 4 = 18
    Sandor: 1d20 + 8 ⇒ (20) + 8 = 28


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

    Round 1:

    Ferox: Go
    Sandor: Go
    Grym: Go

    Baddies: TBD
    Odric: TBD
    Gaius: TBD
    Morkeleb: TBD


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

    Sneak Attack Charge!

    dice=v. Morkeleb]d20+11+2+2 = 18

    Thankfully their attacks are embarrassingly bad.

    my AC is embarrassingly worse--this is a hit.


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

    Ouch....

    The mantis assassin carves a long line of pain down the Enchaner's back:

    DMG: 1d8 + 8 + 3d6 ⇒ (6) + 8 + (1, 2, 2) = 19

    Round 1:

    Ferox: Go
    Sandor: Go
    Grym: Go

    Baddies: TBD
    Odric: TBD
    Gaius: TBD
    Morkeleb: TBD


    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)

    Round 1 Team Ranger

    Though the party is alert, they are perhaps somewhat offguard while starting to search the rich, lavishly decorated room. In a heartbeat there are suddenly Mantis warriors dropping down out of nowhere. Grym is bringing SharkSlayer to parry a sabre cut even as the ranger draws Serenthial.
    Even in the heat of battle Grym is able to hear a small cry as the wizard is attacked by another Mantis warrior. Bucho! Guard Morkeleb!
    Without hesitation the big dog breaks off and runs just north of Ferox and makes his way to plow into the man attacking one of his pack members. The brindle canine bites hard at the man's thigh. Perhaps he will carry it along as a chew toy after the battle.

    Doing as much as he can for Mork at the moment, the ranger now turns his focus on the Mantis warrior. Grym's normally cool demeanor during battle now turns icy cold. These Mantis are among the ranger's favored enemies. Teeth baring in a mean looking grin the ranger's blades blur as attacks a blindly fast high low high sequence.

    Bucho attack! 1d20 + 18 + 6 ⇒ (16) + 18 + 6 = 40
    power bite 1d8 + 15 + 6 ⇒ (3) + 15 + 6 = 24

    Grym main attack 1d20 + 21 + 6 ⇒ (20) + 21 + 6 = 47
    Serenthial 1d8 + 15 + 2d6 + 6 ⇒ (1) + 15 + (6, 4) + 6 = 32

    offhand 1d20 + 18 + 6 ⇒ (7) + 18 + 6 = 31
    SharkSlayer 1d4 + 13 + 6 ⇒ (2) + 13 + 6 = 21

    2nd main 1d20 + 16 + 6 ⇒ (7) + 16 + 6 = 29
    Serenthial 1d8 + 15 + 2d6 + 6 ⇒ (2) + 15 + (4, 5) + 6 = 32

    2nd offhand 1d20 + 13 + 6 ⇒ (7) + 13 + 6 = 26
    SharkSlayer 1d4 + 13 + 6 ⇒ (4) + 13 + 6 = 23

    Grym's first attack threatening crit!
    attack 1d20 + 21 + 6 ⇒ (17) + 21 + 6 = 44
    extra crit damage 1d8 + 15 + 6 ⇒ (4) + 15 + 6 = 25


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

    For the record Grym, it's easier to assume they're all targets.of Seri Serithiel

    -Posted with Wayfinder


    King of Korvosa

    11k what?

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