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

Game Master Chris Marsh

Completed Final Post

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


  • 2,601 to 2,650 of 13,019 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>

    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

    Already posted my assist action above. Morkelb's turn and Ferox has a delayed action. If not then Round 6


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

    Ferox is now or never.


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

    ROUND 5

    Pull out wand of Magic Missiles and fire!

    1d4 + 1 ⇒ (1) + 1 = 2 <--underwhealming!!


    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

    Everything seems well in hand. I'll just hold until my normal initiative in the next round.


    King of Korvosa

    Initiative Repost:

    Gaius: 1d20 + 3 ⇒ (13) + 3 = 16
    Ferox: 1d20 + 7 ⇒ (5) + 7 = 12
    Baddies: 1d20 + 1 ⇒ (9) + 1 = 10
    Grym: 1d20 + 2 ⇒ (5) + 2 = 7
    Odric: 1d20 + 4 ⇒ (1) + 4 = 5
    Sandor: 1d20 + 2 ⇒ (3) + 2 = 5
    Morkeleb: 1d20 + 1 ⇒ (1) + 1 = 2


    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

    What the f!~@ happened? The Map makes no sense. It's way different from when I last looked and I don't see the moves to account for it all.

    Hell with it.

    Channel Positive Energy to heal The Living. 1d6 ⇒ 4


    King of Korvosa
    Gaius Lirsiiv wrote:

    What the f++~ happened? The Map makes no sense. It's way different from when I last looked and I don't see the moves to account for it all.

    The drastic change came when Grym grappled the vampire. When he did so he was able to move half his move (15' towards the door) and also reposition the baddie into any adjacent square. That put the baddie north of Grym rather than south of him where it was when the turn started. Bucho and Sandor followed, and Odric met the group halfway.


    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 moves to the southern door and takes a look into the room, to make sure nothing is hiding out or whatnot.


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

    The spawn makes an attempt at breaking free of the ranger's grip: CMB: 1d20 + 4 ⇒ (18) + 4 = 22 and tears himself free. Backed into the doorway, he simply drops to a fetal position. Kill me not! I will be good. Only pigs and steer for meals!


    King of Korvosa

    Die fiend!
    Power Attack (Furious Focus) with Falchion: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 for 2d4 + 4 + 2 ⇒ (4, 3) + 4 + 2 = 13 damage.
    Confirm: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 for an additional 2d4 + 4 + 2 ⇒ (2, 4) + 4 + 2 = 12 damage.


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

    ODRIC, wait! it might know something!!


    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:

    Die fiend!

    Power Attack (Furious Focus) with Falchion: 1d20+6+2 for 2d4+4+2 damage.
    Confirm: 1d20+6+2 for an additional 2d4+4+2 damage.

    Hey wait your turn!

    Round 6?

    With the spawn just broken free from Grym's hold, the ranger starts to try to tie him up again. Then seeing Odric wind up for a massive swing, the ranger pauses and lets the Stout land the powerful blow first. As soon as the blade clears Grym shoots in to tie up the spawn again and press him out into the sunlight.
    grapple 1d20 + 5 ⇒ (1) + 5 = 6

    The ranger obviously slips in the copious amounts of blood spilled by Odric's blade...

    Grym's dog follows a second after trying to bite the spawns leg off.
    bite 1d20 + 3 ⇒ (6) + 3 = 9 for 1d4 + 1 ⇒ (3) + 1 = 4 damage


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    King of Korvosa

    Unfortunately, Odric has heard tales of undead promising to be helpful, then attacking as soon as a party tried to explore a ruin. He heard a Bard's tale about it 2 weeks ago.

    His butchery continues unabated...

    Seriously? You want to question this thing? If it lives, I'll hold off and perhaps grapple it under threat of running outside if it resists or attacks or fails to cooperate. Good enough?


    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)

    Is Sandor up?


    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

    Waiting for gm resolution to see if the vampy fell. But I will say lads kill him or question him I am fine with either. Vamps are what we found, but they are not our problem Blood Veil is


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

    Odric's swing lands with tremendous force. The spawn drops to the ground. The burning flesh not only doesn't stitch itself back together, the flame accelrates. And after nearly a full mimute of terror, combat is finally over


    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

    Sandor watches the burning corpse then as he retrieves and cleanes both his weapons says in a low voice almost a whisper I know the pain of fire, and I hope that we never use it on the living Then proceeds search both rooms for treasures and information.

    Search: 1d20 + 6 ⇒ (10) + 6 = 16
    1d20 + 6 ⇒ (6) + 6 = 12


    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 pitches into helping with the search.

    Perception 1d20 + 8 ⇒ (18) + 8 = 26


    King of Korvosa

    Odric searches the pile of bodies in the alley. 1d20 ⇒ 18


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

    Searching the bodies is dirty work, and your Inquisitor knows that you increase your risk of getting the Blood Veil by doing so... Do you still want to?

    In the back room dozens of crooked glass eyes—hollow and crazed—glare from
    the heads of malformed and half-carved dolls lining skewed workroom shelves. Rat-gnawed stuffed aurochs, disembodied doll limbs, miniature rolling elephants, unseaworthy wooden ships, and crooked blocks illustrated with deformed or poorly painted animals fill bins and racks about the room. A cracked wooden door leads to the north, while a rickety trap door breaks the sawdust-covered floor to the east. In one corner lies the drying corpse of an old bald man amid the wood chips, rusty tools, and oily rags of a scored workbench. Sandor doesn't notice anything out of the ordinary, but Grym thinks to look closely at the corpse. He's got 4 pairs of bite marks on him. On his belt is a ring of keys.


    King of Korvosa

    Odric confines his search to a superficial examination. The toe of his boot may get some gore upon it as he nudges the odd limb for a better look, but the warrior exercises prudence as he searches.

    Once complete, he urges the group to explore further.

    Does anyone know where is the nearest supplier of holy water?


    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

    I will check out the cracked wooden door. I am sure anything that might be in there has heard the sounds of battle and death. I sling my regular axe, and keep the silver one out.


    King of Korvosa

    Odric stands ready with his falchion in hand. As he waits for more action, he begins groaning softly. THe groaning begins to bear some resemblance to a pattern, which soon transforms into a chant. The words are obscured and unintelligible, but the chant provides an accompaniment to a rather physical warm up routine. Odric's gyrations and chanting increase in intensity until he is leaping into the air, arms, legs and weapons flailing while issuing a curious roaring mumble-chant at top volume.

    Before long, his warm up begins to look more subdued. Unfortunately, the reduction in leaping leads to the introduction of a series of tumbles. Odric's vigorous rolls describe a rough circle of about 10 feet diameter while he limbers up.

    Suddenly he stops. He appears steady on his feet, but his eyes are slightly crossed as he tries hard to appear balanced and ready. While the room slows its orbit, Odric smiles, nods to both Sandors before him and signals he is ready to proceed.

    In a stage whisper, he wonders why no one else is warming up...


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

    All these apparently poor-quality toys . . . is this what might be expected in an establishment such as this, in this part of the city? Or was this some sort of cover for a different operation??


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

    Also while searching, you come across a small rusty lockbox, it's contents jingle rather pathetically. Sandor looks through the door only to find a quartet of coffins and a child's toy chest.


    King of Korvosa

    Trap door!


    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

    coffins hmmm lets get rid of those seems teh dead like to rise out of those particular ones, someone else can search the chest. Maybe the keys fit the lockbox


    King of Korvosa
    Sandor Stouthammer wrote:
    coffins hmmm lets get rid of those seems teh dead like to rise out of those particular ones, someone else can search the chest. Maybe the keys fit the lockbox

    garr, maybe thee chest holds some yum yum beans!


    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)

    Lets check the coffins and the chest first before we explore the trap door.


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

    The coffins and chest are what Sandor sees IN the trap door.


    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 coffins and chest are what Sandor sees IN the trap door.

    Grym hops down through the trap door. (He leaves Bucho upstairs.)

    The ranger searches around...
    Perception 1d20 + 8 ⇒ (11) + 8 = 19


    King of Korvosa

    Am I to understand we have explored everything in this building? If that is the case, I think we ought to canvas the neighborhood for clues regarding this alley and the Blood Veil.

    [b]At the very least we might get some information, but more importantly we could uncover more vampire spawn and maybe even the daddy vampire.

    We should be on the lookout for any other undead, which I think is a greater danger than the plague by far.


    King of Korvosa

    Admin note: It is still 6 Desnus, but what time of day is it? Also do you want to settle XP from that fight?


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

    Grym finds several items amid the soil filling the four vampire spawns’ coffins and the toy chest. Three leather pouches hold a combined 300 gp and 15 pp, all of Ustalavic minting, a ring sculpted to look like intertwined brass spider legs, and a set of bone pan pipes.


    King of Korvosa

    Nice work Grym! Odric begins making change for everyone using the platinum pieces and his stash of gold. The total is 75 gold sail each.

    What time is it?


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

    Early afternoon.


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

    Detect Magic on the ring . . .


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

    XP: 800 Each

    Morkeleb:
    The ring radiates a faint aura of Transmutation. Your peripheral vision notices a second aura. The pipes, which radiate faint necromancy


    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

    Ustalav coins. I've heard bedtime stories of creatures from Ustalav. They say the dead walk there, and feed upon the living. Are we being invaded?

    Let's get our new toys identified and distributed, canvas the immediate area to see if anyone's seen anything, and report back to The Field Marshall.


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

    Morkeleb looks up from the ring, and directly at the bone pan pipes. He brings the ring over to them, and pulls out Zaralla's Harow Deck. A quick shuffle, passing the deck itself over each of the items, reveals . . .

    Spellcraft: 1d20 + 21 ⇒ (20) + 21 = 41 <-- subtract 5 from this result for identifying the pipes


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

    Morkeleb:
    Pipes of Haunting


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

    Heh, I thought one roll for both woudl do it.

    Ring--Spellcraft 1d20 + 21 ⇒ (18) + 21 = 39


    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

    Do the keys open anything?


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

    Morkeleb:
    Ring of Jumping


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

    Morkeleb puts the deck away. He holds up the spider-motif ring.

    This will give the wearer greater jumping ability.

    He then holds up the flute.

    And this will frighten weak-minded creatures who hear its tune--if it's played skillfully enough.

    Ring of Jumping, and Pipes of Haunting


    King of Korvosa

    I took the last magic ring we found, and I already frighten weak-minded creatures. Whether it is my fearsome odor or my fearsome pectoral muscles that frightens them, you be the judge.

    Odric steps forward into a low stance with one foot far forward of the other. He flexes his chest and arms to the point where a few links of his chain mail whizz off into the corners of the room. While doing so, a horribly loud and juicy fart rumbles out from beneath his war kilt. The palpable intimidation wafts through the room slowly, lingering for far too long.

    All weak-minded creatures within 15' must save vs. Odric or be frightened for 1d4 rounds.


    King of Korvosa

    So now, the group can exit this toy shop and cross the alley to start canvassing the area. The first place I'd like to check is the door across the alley from here. You can see it on this makeshift map I drew.


    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

    Grym do the keys your holding look like they open just the doors and stuff around here, or are their any that are for somewhere that isn't here?

    This 'evy armor don't lend itself well ta jumpin, 'n I don't need ta be hauntin anymore than I already does. So we can be sellin 'em if nobody wants em

    Sandor sniffs the air give a little nod yup lad I think those yum yum beans musta been pretty damn good, would have been fabulous with a good dwarven stout


    King of Korvosa
    Sandor Stouthammer wrote:
    Sandor sniffs the air give a little nod yup lad I think those yum yum beans musta been pretty damn good, would have been fabulous with a good dwarven stout

    Yeah my wife found it impossible to resist posting when I left the computer. Apparently she thinks Odric has a pirate accent.


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

    If these mods are wrong, please let me know. I'm just doing a copy paste:

    Ferox: 1d20 + 7 ⇒ (5) + 7 = 12
    Odric: 1d20 ⇒ 8
    Grym: 1d20 + 7 ⇒ (18) + 7 = 25
    Gaius: 1d20 + 9 ⇒ (15) + 9 = 24
    Morkeleb: 1d20 ⇒ 13
    Sandor: 1d20 + 1 ⇒ (10) + 1 = 11

    Even with sharp eyes and a nose for detail, you don't find anything else of note, be it vampire sign, additional plague anomalies, or anything conspicuous.

    The keys look like normal padlock keys.

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