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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    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 then feels Sandor is the next most hurt looking person. Sensing the CLWs Wand is getting down to its last charges he goes for broke. Lightning fast thrusts and smacks and in seconds the magic wand snaps into smoking pieces...

    CLWs on Sandor
    1d8 + 2 ⇒ (8) + 2 = 10
    1d8 + 2 ⇒ (6) + 2 = 8
    1d8 + 2 ⇒ (1) + 2 = 3
    1d8 + 2 ⇒ (2) + 2 = 4
    1d8 + 2 ⇒ (4) + 2 = 6
    1d8 + 2 ⇒ (6) + 2 = 8
    1d8 + 2 ⇒ (3) + 2 = 5

    48 hps healed to Sandor. 154 total.


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

    Since I know the Spellcraft checks are easy...

    Taken from Leader:

    necklace of fireballs (type II), potions of cure serious wounds (2), +1 trident, amulet of natural armor +1, bracers of armor +3, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, wooden unholy symbol of Dagon

    The other giants have nothing of note.


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

    If (and only if) there aren't other takers, I'd take (in order of preference)

    ring prot +2
    belt dex +2
    amu nat armor +1

    I'd also take one of the potions, as CSW is a greater % of healing for me, than for anyone else!

    Question: is the Necklace of Fireballs "full?"


    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

    So you're tellin me this will make me wiser if I put on this lil cloth? If'n so I wouldn't mind wearing it


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

    The headband is markedly more impressive than cloth. It is made from bronze and decorated with an intricate pattern of fine green etchings.


    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
    Sandor Stouthammer wrote:
    So you're tellin me this will make me wiser if I put on this lil cloth? If'n so I wouldn't mind wearing it

    Gaius coughs a little and waves at Sandor.


    male Human Rogue 9 HPs 69/69, AC 24, FF17 Touch19), Init +6, (fort +5, ref +13, wil +5), Trap Spotter +20
    Gaius Lirsiiv wrote:
    Sandor Stouthammer wrote:
    So you're tellin me this will make me wiser if I put on this lil cloth? If'n so I wouldn't mind wearing it
    Gaius coughs a little and waves at Sandor.

    The wisdom based caster probably should get dibs on this


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

    Just a heads up that you won't see new posts.


    King of Korvosa

    Odric could use some AC... anyone object to him taking the bracers and the ring if he gives up his +1 Ring? I also don't know what does or doesn't stack, so help a brutha out.


    King of Korvosa

    Odric tosses his well-worn steel ring onto the table next to the silver ring for Morkeleb to compare. When the wizard indicates the silver ring has about double the protective magicks wrought into it, Odric's eyes light up.

    "I'll gladly offer up this ring if I could take the newer one..."

    of course, whatever works best for the group.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Odric the Stout wrote:
    Odric could use some AC... anyone object to him taking the bracers and the ring if he gives up his +1 Ring? I also don't know what does or doesn't stack, so help a brutha out.

    Bracers are an "armor" bonus so they won't help you (to be pedantic, their armor bonus DOES work vs. incorporeal, so they'll help you a LITTLE. If you don't already have bracers, it won't hurt nuffin to wear 'em. I've got +4 already, so I don't care!)

    Ring is "deflection." Take the +2, and if everyone else already has a +1 I'll take your old one. My AC is the last priority in the group.

    Amulet is "natural armor". Unless you're already wearing an amulet, this will almost certainly help you.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
    Odric the Stout wrote:
    Odric tosses his well-worn steel ring onto the table next to the silver ring for Morkeleb to compare.

    Table? You mean swamp ground?


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

    maybe he means dead giant belly


    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
    Dungeon Master S wrote:
    Odric the Stout wrote:
    Odric tosses his well-worn steel ring onto the table next to the silver ring for Morkeleb to compare.
    Table? You mean swamp ground?

    Actually I could picture Gaius' healing procedures of him whipping out a "massage" table and giving a good body to body rub down.


    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)

    I believe Bucho could benefit from the Bracers if Mork already equal or better.


    King of Korvosa

    Odric is a bit flustered by Morkeleb's arcane description of magical laws, but trusts his friend nonetheless. With a slight shake of his head added to his widened eyes and baffled expression, Odric earns a silent guffaw from Sandor and an incredible thump downward onto his pauldron. The giant Dwarf's outsized strength makes a massive noise and is quite painful.

    Odric takes the new ring unless someone else speaks up.


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

    The party continues to push their way through the Mushfens. Thankfully the way forward is far less dangerous.

    As Sandor leads you, it begins to settle into your minds that the "Sunken Queen" isn't likely a ship. You're mile and miles from open water, with nary a river in sight. The fen is extremely depressing, and the very air is oppressive.

    When you finally lay your eyes upon the Sunken Queen, you realize your mission is FAR from over.

    Surrounded by a grove of primeval mangroves and draped in sheets of moss and vines, the immense horns that top the Sunken Queen seem to claw at the sky like the talons of an gargantuan monster drowned in an abyss of mud. On the east side of the pyramid, which leans heavily into the marshy slough, one of the three original horns has collapsed, leaving a jagged, metallic stump. On the south side, barely dented by the elements and millennia of neglect, is a giant relief of a standing, naked woman, her lean, idealized figure immersed in murky water up to the knees.

    Knowledge Arcana or History DC 30:

    The relief is that of Shorsen, the Runelord of Lust! This must be related to her realm! This is the most shocking thing you've ever seen. Runelords have been dead for nearly 10,000 years! Rumors coming out of western Varisia say that a group came across Karzoug, Runelord of Greed. If those rumors are true, this is the second Runelord connection in 2 years!

    This is bad. VERY bad.

    Knowledge Engineering DC 15:

    Given the tilt of the pyramid, the sunken parts of the structure are likely under 40' of water.

    Knowledge Engineering DC 20:

    With a 20' tilt to the place, walking is going to be hard. You know that walking on the floor will be tricky. Anyone walking is automatically flatfooted, and requires a DC 15 Acrobatics check to even move without falling and sliding.

    You are currently about a quarter mile from the structure.


    King of Korvosa

    Odric whips out a charcoal and piece of paper and quickly sketches a MORE idealized version. His picture is about as artful as one might expect, given his complete lack of training, but it clearly betrays a passion for the subject matter.

    The fighter tucks the sketch away suspiciously close to his scroll of TP. He looks around innocently to make sure Gaius didn't make note of his clandestine activity.


    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

    Know Engineering: 1d20 + 9 ⇒ (13) + 9 = 22

    Sandor shares the spoilers above, adding dang spider climb potions would have been nice. Now do we enter from above like we did in the castle?


    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)

    rolling for Mork

    Knowledge Arcana 1d20 + 25 ⇒ (8) + 25 = 33

    The wizard gives a short history lesson about the RuneLords and a warning of the danger we likely face.


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

    Since no one objected, I'm taking Odric's old RoP and the belt of dex. I changed my mind on the amu of nat armor; I'm wearing a Scarab of Shielding and I know as soon as I take it off the magic missiles are gonna fly at me...

    SOMEone take the Necklace of Fireballs. If no one does, then I will.

    I have prepared enough Water Breathing spells that we should be able to enter this place from beneath the surface--the Hidden Truth seems to have the right of it so far. the fact that the Queen is surrounding herself with the trappings of a Runelord is...disturbing. Each of the Runelords were power-hungry arcanists of great strength. They were bent on individual domination. Fitting, perhaps, that "Our Queen" seeks out one such as that.

    the wizard brandishes his staff, ready to cast Water Breathing on the group, unless someone else comes up with a different suggestion.


    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

    So was it the Runelords that used blood magic? Could a spell from one of them be what requires so much blood


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

    Know (arcana): 1d20 + 25 ⇒ (14) + 25 = 39 <--were any Runelords known, or rumored, to use Blood Magic similar to what Ileosa was gonna try?


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

    Morkeleb:

    It is said that Shosen used to bath in the blood of virgins to maintain her looks. Given that she was the Runelord of Enchantment magic, she is more than likely to have found a way to empower spells with blood.


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

    Yes, Sandor--a good insight. This Runelord supposedly bathed in the blood of virgins. It's likely that Ileosa is leaning upon her power somehow, and that is where she learned of the blood ritual.


    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)
    Morkeleb the Mighty wrote:

    Since no one objected, I'm taking Odric's old RoP and the belt of dex. I changed my mind on the amu of nat armor; I'm wearing a Scarab of Shielding and I know as soon as I take it off the magic missiles are gonna fly at me...

    SOMEone take the Necklace of Fireballs. If no one does, then I will.

    I have prepared enough Water Breathing spells that we should be able to enter this place from beneath the surface--the Hidden Truth seems to have the right of it so far. the fact that the Queen is surrounding herself with the trappings of a Runelord is...disturbing. Each of the Runelords were power-hungry arcanists of great strength. They were bent on individual domination. Fitting, perhaps, that "Our Queen" seeks out one such as that.

    the wizard brandishes his staff, ready to cast Water Breathing on the group, unless someone else comes up with a different suggestion.

    Save one of your spell slots. Grym has been carrying two potions of water breathing around since 5-6th level


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

    Is the plan to cast spells and swim towards a likely opening?

    -Posted with Wayfinder


    King of Korvosa

    gents, if we swim towards the opening and something under the water objects, we may wish we had the ability to breathe underwater... on the other hand, perhaps flying to the portion above the waterline to explore that part first is a better idea.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Odric the Stout wrote:
    gents, if we swim towards the opening and something under the water objects, we may wish we had the ability to breathe underwater... on the other hand, perhaps flying to the portion above the waterline to explore that part first is a better idea.

    Morkeleb stops waving his staff, and looks at Odric. And blinks. And blinks.

    Odric...I *just said* I have spells for water breathing prepared. I believe I was speaking in Taldane, but if I'd slipped into Draconic I apologize.


    King of Korvosa

    "Yeah but they wear off right? So let's explore the not underwater part first"

    "And don't get lippy with me, wizard"


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

    I have two spells, each of which will last each of us 2 hours underwater. If we run out...we have bigger problems.

    Since the Hidden Truth was clear--we WILL fight underwater--I'm confident that the entrance will be found underwater. But a look around on the dry spots won't hurt. Lead on.


    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

    The dwarf reacts positive about staying out of the water, and sullen when being told that there will be underwater fighting.


    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)

    Question for the DM! Is Grym's flight enchantment still in effect from the giant fight? He could quickly flit over and give a quick scan of any above water entrances.

    nevermind, the spell last only minutes...

    However, the ranger brings up that he has one final flight enchantment. If the group thinks it a good use, he can quickly scout what he can see from above the water. Grym is also a little nervous about using their underwater magic too soon.

    Though if Mork assures him, Grym will put his trust in him. He is quite certain the wizard is the smartest person alive. (you know, he was only dead like half a day...)


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

    Tis a smart man indeed who surrounds himself with stout allies!!

    Morkeleb pulls out a scroll, and casts its enchantment. He touches Grym.

    There--keep your armor's flight, I've cast it on you. Go have a look around!


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

    Grym make three checks for me:

    Fly:
    Stealth:
    Perception:


    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 smiles at the wizard's spell. The mucky swamps are not his preferred terrain, a few too many times he stepped where he thought he would have fairly dry footing his boot instantly sunk several inches into sticky mud AND the hole filled with tepid water.
    It is a joy to float above the wet ground and even flit up into the clouds if he wished.
    But this is not the time for exuberance for the sheer joy of it. The Sunken Queen lies before with who knows what sort of ridiculous danger. First Thorgrym gives Bucho a handsign to go guard Morkeleb. The big dog doesn't seem to mind the mucky footing at all and bounds over to the wizard's side only splashing him slightly.
    Then the ranger is off, he stays fairly close to the ground and able to duck down into the mangrove trees to stay hidden if needed. But he gives a quick circle of the pyramid and if nothing appears dangerous, he will go in for a closer look to see if he can find a point of egrets above the water line.

    Fly 1d20 + 6 ⇒ (3) + 6 = 9
    Stealth 1d20 + 21 ⇒ (2) + 21 = 23
    Perception 1d20 + 19 ⇒ (17) + 19 = 36


    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 point, your Highnessness. Unfortunately, you might be the only person able to fly there. If you're willing to scout ahead for us, please do.


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

    Grym:

    You fly your way around the Sunken Queen about as gracefully as the Greatest American Hero It looks like someone or something has cleared away much of the undergrowth, mud, and debris surrounding it. Indeed, as you look round for another entrance you see that the very brick itself is newer than it should be, like something is piecing the structure back together.

    As you fly back to the group, your insanely well trained eyes detect a hint of light in the dark water. You investigate a bit without submerging. You're now confident that it's the entrance to the pyramid...


    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)

    Believe it or not Im walking on air,
    I never thought I could feel so free-ee-ee.
    Flying away on a wing and a prayer,
    Who could it be...
    Believe it or not its just Thorgrym

    The ranger quickly and clumsily flies back to the party and gives his report.
    Grym tries to get the party as close as possible to the entry point he found before they have to use their magics to go underwater.
    The ranger reaches back and sure enough his two potions of waterbreathing are right on top ready to grab out of his Heward's Haversack.


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

    Once someone enumerates all the items and spells used before taking the dive, we can advance!


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

    Morkeleb begins casting his spell. His magicks infuse everyone in the group...Water Breathing for everyone, for 2 hours

    please note teh following "general use" items we still have:

    AND TREASURE!!:
    Dust of disappearance (4 doses remaining)
    Potion, Cat's Grace X 6
    Potion, Bulls' Str
    Potion, CSW
    Potion, Resist Fire X 5
    Potion, Haste
    Elixir, Shadewalking x 2
    Potion, Expeditious Retreat
    Potion, Spider Climb
    Potion of Protection from Law
    Oil of Align Weapon Chaos

    I don't have any more spells to use at this time. However, since no one was wearing the ring of minor cold resistance, I put that on. :-)


    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)
    Morkeleb the Mighty wrote:

    Morkeleb begins casting his spell. His magicks infuse everyone in the group...Water Breathing for everyone, for 2 hours

    please note teh following "general use" items we still have:
    ** spoiler omitted **

    I don't have any more spells to use at this time. However, since no one was wearing the ring of minor cold resistance, I put that on. :-)

    I have been carrying around these potions for 8+ levels. I mean to finally use them. Will your spell last longer for the rest of the party if Grym and Bucho use their potions?

    The ranger pulls two potions out. He has a little bit of trouble but manages to pour it down Bucho's huge gaping maw. The dog only coughs a little. Then Grym downs the other.
    Via Criktik, the ranger also lets the others know he has one spell that he hopes to use under water. Should help the recipient a fair amount. He eyes Odric as if that may be the intended target. Freedom of Movement.


    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

    Impressed at the "spread" of loot that he forgot that the Upturned Cup had access to, Sandor picks up to 2 of the potions of cats grace, and one of the resist fire potions. He waits for a nod from the rest of the upturned cup so that he can claim them.

    Each of you can tell that he is agitated, he really really hates water that is above his knees, and drowning is a real fear for most dwarves. Nervously checking and rechecking his gear between pacing back and forth and inaudible sigh's some of his thoughts leak through to Cricktik.

    The two have a short conversation, then Cricktik relays that Sandor finds it hard to believe that the "Queen" would subject herself to swimming in and out of this place, there should be a different way. Morkelb could you use your stoneshape to make a hole in the side of this thing like you did at Scarwall?

    Cricktik also relays that the dwarf is reaching for any reason not to have to go "Swimming"


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

    That would only work if I knew there was a passage on the other side, Sandor. Besides, the Runelords were the greatest wizards who ever lived; it's entirely possible that one could not use magic to enter the place.


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    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 nods at Mork's words. I"m sorry Sandor, but look on the bright side. There will be no fire under the water.

    With that the ranger goes beneath the waves, SharkSlayer in his teeth.


    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

    With that last objection being met Sandor nods his head, and reaches into his haversack and pulls out a contraption that he's been working on ever since exiting the water after Grym's dagger killed the shark.

    He hooks it to his helmet and fills it with his good dwarven stout mixed with Odric's special blend. Look if'n Ima gonna have ta breath a liquid it t'aint gonna be water. He seals the two hooks up the hoses n fixes em over his nose and mouth.

    He then follows his fellow ranger under the water.


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

    No one has the heart to tell Sandor it's the magic that's working for him, but ignorance is bliss for the dwarf.

    The party then walks into the water and begins the short swim into the water. By the time you approach the ancient entrance the light is all but denied, and it's extremely dark.

    Entering the ruin you feel more than hear strange music.

    A set of stairs descends to a submerged hall. Near the bottom, the tilted stairway drops into a horizontal layer of silt. The walls and the four massive pillars supporting the ceiling are decorated with hundreds of stylized images of the same beautiful woman carved onto the pyramid’s face.

    Tactical Map is updated, but there is no light here...


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

    Cast Light. Put it on...um...Odric's helmet (unless he objects)


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

    Well Heroes of Korvosa, marching order and direction? and place place your marching order on the map.


    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

    Was my darkvision working before light was cast? I also will go first if nobody objects

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