GM Peachbottom's Curse of the Crimson Throne (Inactive)

Game Master Peachbottom

Chapter Six: Crown of Fangs
Part Three: Legacy of Blood

Charisma Rerolls: A PC can spend a Harrow Point to reroll a Charisma-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).

Destiny Shall Not Be Denied: A PC can spend a Harrow Point as an immediate action to force the GM to reroll a d20 roll. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to force additional rerolls).

Psychic Wrath: A PC with levels in a class that grants bonus spells based on her Charisma score can spend a Harrow Point to increase the power of a spell from that class’s spell list as she casts it. She increases the spell’s DC by 2 and gains a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on attack rolls for that spell.

Roll Card: Gain a +2 bonus on all Charisma-based checks. In addition, he treats his caster level as if it were 1 higher when casting spells gained from a class that grants bonus spells based on his Charisma score.


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Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro bags the bows, because you never know. "I wonder how long it takes, until we face that crazy orc as an undead again."


Would he then have to kill himself? How is everyone? We have gone through some major battles and should at least rest a bit to heal and plan our next move.

HP totals?


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"The last undead wielding that axe tried to kill us, so I wouldn't bet on your suggested outcome." Tyrandro replies.

Tis but a scratch. Can we simply go to rest and assume that the combined healing of the team is enough to fix us? I'm in no mood to do the math to find the exact numbers.


Ayako still has her wands and potions and Mushu can heal people as well


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

"I'm in need of rest, and Sebastian could use some rest and healing as well."


Once you recover, you return unimpeded back to the hunter's quarters on the second floor of the northern section of the castle. From there you head out the northern door to a balcony overseeing the northern beach. In the northeast is a small room that you check that turns out to be a small smithy.

A long-cold forge sits in the southeast corner of this smithy. Nearby sits an old, dusty anvil, against which leans a plainlooking but remarkably clean blacksmith’s hammer.

The first person to pick up the warhammer can feel a strong magical presence within it and learns its name and powers.

Called Banudor, the hammer functions as a masterwork tool for any Craft check involving smithing, but also functions as a +3 flaming burst warhammer. Additionally, you know this hammer can strike particularly devastating blows against the corrupted monstrosity that owner has become. Used against Anizora, Banudor functions as a ghost touch good-aligned weapon that deals an additional 2d6 points of damage on a successful hit. Unfortunately, you just killed Anizora before finding this, so the addition power has no effect.


Quite the weapon, unfortunately, my arms are too spindley to use it properly.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"There is quite the interesting collection of weapons here. I'm just waiting ti find the undead remains of a follower of Erastil. Maybe that is then accompanied by something useful." Tyrandro comments.

Onwards to Mushu's room?


Onwards!


Where Mushu is is actually not a door, but the parapet wall. But you can still get there.

You backtrack on inspect the western parapet.

The stone floor of this parapet is covered with a pale green lichen that looks eerie but is harmless. The door to the War Tower is of remarkably well-preserved iron and firmly locked.

Hardness 10, hp 60, break DC 28, Disable Device DC 30. If you want to try it. Door was missing from the map I had so I manually added it. I'm using the original maps but the anniversary map seems to have corrected to include it.


Tyrando, do you have skill with opening locks? Best check to see if it is trapped.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana casts detect magic on the door. "Just in case."


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro takes a deep breath, and a close look at the door.
Activate adaption for skill focus perception
Perception: 1d20 + 26 ⇒ (13) + 26 = 39

In case it is trapped without magic:
Disable Device: 1d20 + 21 ⇒ (15) + 21 = 36

The lock itself is no challenge. But Tyrandro waits for Iolana's assessment first.
Take 10 for 31 to unlock.


The door is not trapped and Tyrandro takes his time and manages to open the lock without much effort.

Two flights of stairs, one leading up and the other down, provide exits from this entry room, as do a pair of doors to either side, both of which hang open.

Since the doors are open, you can see into the next rooms too.

To the west...

A stout oak table sits in this room, surrounded by crumbling, rotten chairs. Moldy paintings of battlefield scenes hang on the walls.

The 10 paintings on the walls all depict historic battles, yet each one has diverged from accepted historical lore by placing Kazavon in the role of leadership, be it as a vanguard for dwarves on the Quest for Sky or rallying troops in the Shining Crusade. One painting shows what appears to be Kazavon leading an army of crusaders against a demonic host in a blighted land.

Knowledge (geography) DC 15:
The area depicted is the Worldwound, despite the fact that Kazavon’s time ended long before the Worldwound opened.

The paintings are too ruined to be of any value.

Perception DC 25:
You pick out the artist’s signature, revealing that the same man painted all of these images: Zev Ravenka, bishop of Scarwall.

To the north...

This is a plain, unadorned guard room. There is a closed door on the western wall.


To the west then Ayako has no interest in ruined paintings.[/b]


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"One room is as bad as the other." Tyrandro comments moving into the room to the west.


You enter the final room on this floor of the tower.

This once finely decorated meeting chamber has fallen into disrepair. The padded silk cushions on a high-backed chair built from a tangle of bones are ratty, tattered, and spotted with mold, and the desk that sits before it has collapsed partially along one side, spilling a wealth of art objects and statuettes onto the floor. A black-and-red tapestry hangs in tatters behind the throne.

The tapestry that hangs behind the throne was once an elegant work of art depicting Zon-Kuthon, but little remains of it. A search of the scattered objects fallen from the desk reveals most of them have been broken or decayed, yet two mithral candelabra worth 1,000 gp each remain among the rubble.

Perception Checks:

Ayako: 1d20 + 14 ⇒ (17) + 14 = 31
Iolana Altumas: 1d20 + 8 ⇒ (7) + 8 = 15
Sebastian Merrin: 1d20 + 9 ⇒ (12) + 9 = 21
Tyrando Amprei: 1d20 + 19 ⇒ (17) + 19 = 36

When you are done looking around and go to leave this chamber, Tyrandro hears something unusual—a whisper in his ear, complete with the feel of breath against the cheek, that says, “Slay them all and you shall be rewarded...” When Tyrandro turns around immediately, for a brief instant he sees a faint misty shape seated in the throne, but one blink later the image is gone.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro shoots an arrow at the chair, just in case, watching closely if he hits something.
Bow: 1d20 + 20 ⇒ (17) + 20 = 371d8 + 15 + 1d6 ⇒ (5) + 15 + (1) = 21


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

"Nothing here, but the candlesticks. It's weird nothing tried to kill us in this room."


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"You're sure about that?" Tyrandro asks while watching the room in suspicion.


What just happened? Did that chair try to get up to attack?


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"The one sitting on it." Tyrandro replies, carefully checking the room if the ghostly figure reappears somewhere.

The chair talked back. I only made sure that will not happen again.


It looks like we have most of the castle charted, except for the area to the west where we fought the dragon and that strange chained being


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"So we go check if the chains are all gone, to see if we missed something, or are we double-checking all the rooms in the castle first?" Tyrandro asks.


Nothing else happens when Tyrandro fires an arrow at the chair. The image was merely another disturbing haunt and no ghost appears.

Ayako wrote:
It looks like we have most of the castle charted, except for the area to the west where we fought the dragon and that strange chained being

The tower you are currently in still has another floor above and below your current location.

You also have only found 2 of the 4 chained spirits. You still need to find 2 more. And Ayako is correct, with the exception of a few rooms here and there, the large building to the west is where the majority of what you need to explore is.


Upstairs then


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

"Upstairs is as good as any direction I guess."

She gives Tyrando an odd look when he mentions the being sitting in a chair. "You saw something? In this place, I"m not going to take that lightly. Not in this place."


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"But it seems to be gone." Tyrandro comments. He backs out of the room and walks upstairs.


You head up the stairs to a winding hallway that continues to stairs going further up to the battlements at the top of the tower. There are also two doors along the hallway, one facing north and one facing north-west.

The doors on this floor remain closed and locked (hardness 8, hp 60, break DC 26, Disable Device DC 30).


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"Let's check the top first." Tyrandro continues upstairs.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana nods in agreement. Work our way down so to speak. Not a bad idea." She'll follow the group to the battlements.

She casts Mage Armor and Shield on herself, and gives Stone Skin to everyone including Fluffy.

20 minutes per person, and 30 on Sebastian. 130 HP


The top of this octagonal tower gives a breathtaking view of the crater lake and the stark walls of the volcanic cliffs beyond. A squat stone bunker sits in the southwest portion, while the rest of the area is dominated by three crumbled and ruined siege engines—a pair of catapults and a ballista.

Ayako: 1d20 + 14 ⇒ (4) + 14 = 18
Iolana Altumas: 1d20 + 8 ⇒ (12) + 8 = 20
Sebastian Merrin: 1d20 + 9 ⇒ (15) + 9 = 24
Tyrando Amprei: 1d20 + 19 ⇒ (15) + 19 = 34

You all look around outside for any threats and all four of you easily spot one heading your way.

A beautiful, ghostly elven woman glides through the air from the southeast, her long hair flowing around a face knotted into a mask of rage.

Knowledge (religion) DC 23:
This is a banshee. A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed. Maddened by grief, a banshee visits her vengeance on all living creatures—innocent or guilty—with her fearsome touch and deadly wails.

It is an incorporeal undead that deals negative energy damage and fear with a touch and has a deadly wail attack.

Initiative Rolls:

Ayako: 1d20 + 4 ⇒ (18) + 4 = 22
Iolana Altumas: 1d20 + 9 ⇒ (19) + 9 = 28
Sebastian Merrin: 1d20 + 10 ⇒ (20) + 10 = 30
Tyrandro Amprei: 1d20 + 8 ⇒ (10) + 8 = 18
Sial: 1d20 + 1 ⇒ (12) + 1 = 13
Aerilaya: 1d20 + 15 ⇒ (11) + 15 = 26

Round 1

Active Effects:
Ayako: Stone Skin (130) 20 min.
Iolana: Mage Armor 13 hr., Shield 13 min. Stone Skin (130) 20 min.
Sebastian: Stone Skin (130) 30 min.
Tyrandro: Stone Skin (130) 20 min.
Sial: Endure Elements 24 hr., Fly 11 min., Shield 11 min., Stone Skin (130) 20 min.

Initiative
30 - Sebastian
28 - Iolana
26 - Aerilaya (Banshee) (AC 26, T 26, FF 14)
22 - Ayako
18 - Tyrandro
13 - Sial


Human swashbuckler 15 (Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +10; Senses Perception +11 AC 40, touch 27, flat-footed 28 hp 96/155 Fort +13, Ref +19, Will +10 Defensive Abilities charmed life 6/day, evasion, improved uncanny dodge, nimble +4 SR20

Seb grabs Iolana's crossbow off her belt and fires it at the ghost.

"I need a ghost touch weapon. That would be nice."

+1 Undead Bane Crossbow: 1d20 + 20 ⇒ (5) + 20 = 25
Damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (5, 2) = 9


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana casts Haste on the party.


Know religion: 1d20 + 6 ⇒ (15) + 6 = 21

A ghost or wraith of some kind? Ayako draws her fingers across the sky and sends a lance of bright light at the ghostly woman
Searing Light,Hate,Touch: 1d20 + 10 ⇒ (11) + 10 = 2110d6 ⇒ (6, 3, 3, 3, 5, 2, 4, 2, 2, 4) = 34


Round 1

The banshee narrowly dodges Sebastian's arrow and continues her pursuit. Meanwhile, Iolana casts haste.

Banshee Incorporeal Touch vs. Sebastian's Touch AC 20: 1d20 + 26 ⇒ (11) + 26 = 37
Negative Energy Damage: 14d6 ⇒ (1, 2, 2, 2, 5, 5, 4, 4, 4, 4, 4, 2, 2, 5) = 46

The banshee swoops in and passes her hand through Sebastian. He is weakened by intangible negative energy and filled with overwhelming fear.

Sebastian takes 46 negative energy damage and must make a Will save DC 23 or cower in fear for 1d3 rounds.

Ayako fires a ray of light at the banshee but she is incredibly agile.

Sial-Vicious Spiked Chain vs. Banshee's AC 26: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28
Damage: 2d4 + 1 + 2d6 ⇒ (2, 2) + 1 + (6, 2) = 13
Damage to Sial: 1d6 ⇒ 6
Asyra-Spiked Chain vs. Banshee's AC 26: 1d20 + 18 + 2 + 1 ⇒ (9) + 18 + 2 + 1 = 30
Damage: 2d4 + 11 ⇒ (3, 1) + 11 = 15

Sial and Asyra both move to flank the banshee and assault her with their spiked chains. Both hit and tear away some of the fabric of her reality. Aerilaya takes 13 damage (6+7). And Sial takes 6.

Round 1

Active Effects:
Ayako: Haste 13 rd., Stone Skin (130) 20 min.
Iolana: Haste 13 rd., Mage Armor 13 hr., Shield 13 min. Stone Skin (130) 20 min.
Sebastian: Haste 13 rd., Stone Skin (130) 30 min.
Tyrandro: Haste 13 rd., Stone Skin (130) 20 min.
Sial: Endure Elements 24 hr., Fly 11 min., Haste 13 rd., Shield 11 min., Stone Skin (130) 20 min.

Initiative
30 - Sebastian - X
28 - Iolana - X
26 - Aerilaya (Banshee) (AC 26, T 26, FF 14) - X
22 - Ayako - X
18 - Tyrandro
13 – Sial - X

Tyrandro is up in Round 1.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro sighs and starts shooting again.
Bow: 1d20 + 21 ⇒ (13) + 21 = 342d8 + 34 + 2d6 + 4d6 ⇒ (7, 4) + 34 + (3, 5) + (6, 1, 5, 5) = 70
Bow: 1d20 + 21 ⇒ (2) + 21 = 23
Bow: 1d20 + 21 ⇒ (9) + 21 = 301d8 + 17 + 1d6 + 2d6 ⇒ (4) + 17 + (3) + (3, 3) = 30
Bow: 1d20 + 21 ⇒ (6) + 21 = 271d8 + 12 + 1d6 + 2d6 ⇒ (7) + 12 + (3) + (2, 1) = 25
Bow: 1d20 + 21 ⇒ (7) + 21 = 281d8 + 7 + 1d6 + 2d6 ⇒ (3) + 7 + (3) + (5, 5) = 23

Normal +19 -1level +1haste +2bane=21; sum dmg= 146


My math adds up to 148 instead of 146, but that 1 damage isn't going to make a big difference anyway.

Tyrandro's arrows pass through the banshee's body but he can see that he is still hurting the undead in the process. The banshee takes 74 damage.

Round 2

Active Effects:
Ayako: Haste 12 rd., Stone Skin (130) 20 min.
Iolana: Haste 12 rd., Mage Armor 13 hr., Shield 13 min. Stone Skin (130) 20 min.
Sebastian: Haste 12 rd., Stone Skin (130) 30 min.
Tyrandro: Haste 12 rd., Stone Skin (130) 20 min.
Sial: Endure Elements 24 hr., Fly 11 min., Haste 12 rd., Shield 11 min., Stone Skin (130) 20 min.

Initiative
30 - Sebastian
28 - Iolana
26 - Aerilaya (Banshee) (AC 26, T 26, FF 14)
22 - Ayako
18 - Tyrandro
13 – Sial


Human swashbuckler 15 (Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +10; Senses Perception +11 AC 40, touch 27, flat-footed 28 hp 96/155 Fort +13, Ref +19, Will +10 Defensive Abilities charmed life 6/day, evasion, improved uncanny dodge, nimble +4 SR20

Seb uses his Charmed Life, and tries to save.

Will: 1d20 + 7 + 5 ⇒ (18) + 7 + 5 = 30

Seb grunts, and stabs at the woman with Blackjack's Rapier.

+2 Rapier: 1d20 + 25 ⇒ (5) + 25 = 30
Damage, 13 is Precision: 1d6 + 10 + 13 ⇒ (4) + 10 + 13 = 27
+2 Rapier: 1d20 + 25 ⇒ (17) + 25 = 42
Damage, 13 is Precision: 1d6 + 10 + 13 ⇒ (3) + 10 + 13 = 26
+2 Rapier: 1d20 + 20 ⇒ (10) + 20 = 30
Damage, 13 is Precision: 1d6 + 10 + 13 ⇒ (5) + 10 + 13 = 28
+2 Rapier: 1d20 + 15 ⇒ (15) + 15 = 30
Damage, 13 is Precision: 1d6 + 10 + 13 ⇒ (6) + 10 + 13 = 29


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana casts Magic Circle Against Evil.


Ayako uses her Wand of CCW on Sebastion
CCW: 4d8 + 7 ⇒ (3, 8, 8, 6) + 7 = 32


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro keeps shooting. "Doesn't someone have some magic to make our weapons more effective against such ghosts?"
Bow: 1d20 + 21 ⇒ (7) + 21 = 282d8 + 34 + 2d6 + 4d6 ⇒ (3, 1) + 34 + (6, 1) + (5, 1, 3, 6) = 60
Bow: 1d20 + 21 ⇒ (5) + 21 = 261d8 + 17 + 1d6 + 2d6 ⇒ (4) + 17 + (6) + (6, 4) = 37
Bow: 1d20 + 21 ⇒ (19) + 21 = 401d8 + 17 + 1d6 + 2d6 ⇒ (1) + 17 + (5) + (2, 5) = 30
Bow: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 17 + 1d6 + 2d6 ⇒ (6) + 17 + (1) + (5, 2) = 31
Bow: 1d20 + 11 ⇒ (13) + 11 = 24

Last round I put the -5/-10 for the iteratives on the damage instead of the to hit. The last two arrows didn't really hit. So it's only 100 for 50dmg on the banshee.
This time: 158 for 76. +/-2 ;)


Unfortunately, no.


Round 2

Sebastian forces away the fear and mercilessly stabs at the banshee.
Banshee takes 55 damage.

Iolana casts magic circle against evil.

Then, the banshee who is still alive, lets loose her signature ability and shouts out a terrifying wail. Everyone is within the radius of the wail.

The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect.

I'll roll your Fort saves this time so I can resolve Ayako's and Tyrandro's turns if they survive.

Ayako: Fort save DC 23: 1d20 + 11 ⇒ (18) + 11 = 29 Sickened: 1d6 ⇒ 2
Iolana: Fort save DC 23: 1d20 + 8 ⇒ (20) + 8 = 28 Sickened: 1d6 ⇒ 4
Tyrandro: Fort save DC 23: 1d20 + 13 ⇒ (19) + 13 = 32 Sickened: 1d6 ⇒ 4
Sebastian: Fort save DC 23: 1d20 + 9 ⇒ (1) + 9 = 10
Sial: Fort save DC 23: 1d20 + 8 ⇒ (2) + 8 = 10
Asyra: Fort save DC 23: 1d20 + 10 ⇒ (2) + 10 = 12

Ayako, Iolana, and Tyrandro weather the scream. Sebastian, Sial, and Asyra don't fair as well. Blood oozes out of their eyes and ears and all three drop dead instantly.
Ayako is sickened for 2 rounds. Iolana and Tyrandro are sickened for 4 rounds. Sebastian is at -77 hp. Sial is at -53 hp. And Asyra is at -46 hp but is also banished as she is a summoned creature.

Tyrandro's retaliatory shots are enough to finish off the banshee and she bursts into black fire and vaporizes into the wind. But in the following silence, you are left to clean to the mess...
Banshee takes 75 damage and dies.

Combat over.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana hits her knees next to Seb. She shakes him. "Sebastian? Sebastian! she looks up. Ayako. Do something."


s~!%. There is nothing I can do, I have no magic to bring someone back to life.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"What about our friends who worship Zon Kuthon? They can. Let's get out of here with the bodies before more undead show up." Tyrandro suggests.


Laori can help. plus we can teleport to Kaer Maga if need be. Ayako helps get the bodies up.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana reaches out grabbing everyone, and teleports them to Sial's tower.


Hopefully we can get Sebastion up at least from Laori. Looks like we will be visiting Tyrando's least favorite place for Sial perhaps We probably have a bunch of things to sell.

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