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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Bit hard to visualize stuff, the perils of 3-d combat

Ayako hover sup and her mouth opens wide, a pit of nothingness from which insane whispers flow out and form black lines that strike at the Ashbringer
Cast Feeblemind
Target creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence– or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Spellresistance: 1d20 + 13 ⇒ (10) + 13 = 23


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

With another target visible Tyrandro starts shooting again.
Bow: 1d20 + 22 ⇒ (8) + 22 = 302d8 + 36 + 2d6 ⇒ (1, 7) + 36 + (2, 2) = 48
Bow: 1d20 + 22 ⇒ (10) + 22 = 321d8 + 18 + 1d6 ⇒ (2) + 18 + (5) = 25
Bow: 1d20 + 22 ⇒ (9) + 22 = 311d8 + 18 + 1d6 ⇒ (3) + 18 + (5) = 26
Bow: 1d20 + 17 ⇒ (9) + 17 = 261d8 + 18 + 1d6 ⇒ (5) + 18 + (1) = 24
Bow: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 18 + 1d6 ⇒ (6) + 18 + (6) = 30

If there is no line of sight, then some flying first and only the forst shot, with attack +2 and half damage.


Round 4

Tyrandro wrote:
If there is no line of sight, then some flying first and only the forst shot, with attack +2 and half damage.

Yes, since Tyrandro moved to a position out of sight last round, he needs to move to see the devil. It is up in that "C" shaped path of the top of the tower so Tyrandro would need to fly up 20 ft and then over to the east side by Iolana to shoot into the one opening. Also since Tyrandro is attacking after Iolana uses glitterdust, I'll adjust him down in initiative for him holding action.

The lurking bone devil teleports again, still invisible.

Ayako wrote:
Bit hard to visualize stuff, the perils of 3-d combat

Yes, sorry. Trying to make as clear as possible. If you need any clarification, let me know and I'll try to be clearer. I moved Ayako around to the east side of the tower so she can see into the tower too. I will also drop her down after Iolana casting glitterdust.

Nihil: Will save DC 17: 1d20 + 11 ⇒ (5) + 11 = 16 Fail

Iolana casts glitterdust into the tower, highlighting the devil and with the added bonus of temporarily blinding it. "My eyes! You got glitter in my eyes!" It shouts, "You've just made yourself a target, she-b&$+#!"

Tyrandro flies up and draws first blood on the ashmede devil finally. Nihil takes 48 damage.

Sebastian also moves within range and gets in his own hit. Nihil takes 41 damage.

Ayako utters insane whispers that are horrifying to see but has no effect on the devil. So close...

Erinyes: Longsword vs. Nihil AC 25 (with blindness): 1d20 + 15 ⇒ (4) + 15 = 19

The erinyes discards her shattered bow and draws a longsword instead. She attacks once, but even though blinded, the ashmede devil's natural armor deflects the sword. Sial stands patiently in the base of the tower.

Round 5

Nihil: Unholy Scythe vs. Sebastian's AC 33: 1d20 + 21 ⇒ (5) + 21 = 26
Nihil: Unholy Scythe vs. Sebastian's AC 33: 1d20 + 16 ⇒ (17) + 16 = 33 50% Miss Chance: 1d100 ⇒ 22
Nihil: Unholy Scythe vs. Erinyes' AC 23: 1d20 + 21 ⇒ (5) + 21 = 26 50% Miss Chance: 1d100 ⇒ 13
Nihil: Wing vs. Sebastian's AC 33: 1d20 + 14 ⇒ (10) + 14 = 24
Nihil: Wing vs. Erinyes' AC 23: 1d20 + 14 ⇒ (15) + 14 = 29 50% Miss Chance: 1d100 ⇒ 53
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Will save DC 17: 1d20 + 11 ⇒ (18) + 11 = 29

The ashmede devil lashes out blindly at the two foes attacking her within reach. Unable to see, her attacks fall short but one wing clips the erinyes for a minor scratch. Erinyes takes 3 damage.

Afterwards, the ashmede devil rubs at its eyes and succeeds at clearing the blindness and stares directly in Iolana's direction full of hate.

Also, the devil has a fear aura (30 ft. radius) that you all are now within range. Will save DC 19 or cower in fear for 1 round. (The erinyes, already saved against this effect so does not need to roll again, but Tyrandro, Sebastian, Iolana, and Ayako do.)

Finally, although difficult to see since the devil is still invisible (although outlined) some if its wounds heal as if it has some form of fast healing or regeneration.

Bone Devil: Bite vs. Iolana's AC 19: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Bone Devil: Claw vs. Iolana's AC 19: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Bone Devil: Claw vs. Iolana's AC 19: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Bone Devil: Sting vs. Iolana's AC 19: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 3d4 + 5 ⇒ (4, 3, 4) + 5 = 16

Then, the bone devil appears next to Iolana. Hovering impossibly in the air on fleshless wings that should not support its flight it attacks. Iolana's stoneskin likely saved her life, but she feels insidious poison flowing into her from the tip of the devil's scorpion-like tail and fear wells up in her.
Iolana takes 10 damage. Her stoneskin takes 39 damage. And she needs to make a Fort save DC 20 vs. the poison or take 1d3 Str damage. Also, she is within the bone devil's fear aura (radius 5 ft.) and needs to make a Will save DC 19 or be be panicked for 1d6 rounds.

Round 5

Active Effects:
Ayako: Haste 3 rd., Resist Energy (Fire 30) 20 min., Stone Skin (130) 16 min.
Iolana: Circle of Protection Against Evil 126 min., Haste 3 rd., Mage Armor 13 hr., Resist Energy (Fire 30) 20 min., Stone Skin (91) 16 min.
Sebastian: Align Weapon (Good) 9 min., Fly 12 min., Haste 3 rd., Remove Fear 9 min., Resist Energy (Fire 30) 20 min., Stone Skin (100) 16 min.
Tyrandro: Align Weapon (Good) 9 min., Greater Invisibility 10 rd., Haste 3 rd., Resist Energy (Fire 30) 20 min., Stone Skin (130) 16 min.
Sial: Endure Elements 24 hr., Fly 7 min., Haste 3 rd., Resist Energy (Fire 30) 20 min., Shield 7 min., Stone Skin (130) 16 min., Summon Monster VI (Erinyes) 12 min.
Nihil: Glitterdust 12 rd., Greater Invisibility 7 rd.

Initiative
26 - Nihil the Ashbringer (AC 30, T 14, FF 27; SR 24) - X
16 - Bone Devil (AC 25, T 14, FF 20; SR 20) - X
11 – Iolana
24 - Tyrandro
14 - Ayako
12 – Sebastian
2 – Sial/Erinyes

Everyone is up. Don't forget whatever saves you need to make.


Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)

Fluffy scratches his ear.

Is Fluffy flying? He is placed over the sea on the map.


Will save: 1d20 + 14 ⇒ (6) + 14 = 20


Remember you can spend Harrow points to improve will saves

Ayako moves behind Iolana and casts Anti-Life Shell, hopefully hedging out the Bone Devil and saving Iolana's hide
Spell Resistance check: 1d20 + 13 ⇒ (4) + 13 = 17

Oh firp ding blast


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 |

Will: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Fort: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Will: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Strength: 1d3 ⇒ 2

She is frightened by the Nihil, and her strength is sapped by the Bone Devil. She's not frightened of him though, and just laughs. She shifts away and cast Glitterdust on the Bone Devil.

"No going poof for you. Sial!! Get up here if you can or at least send something to help."

DC 17 or they are Blind.


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

Will: 1d20 + 7 ⇒ (6) + 7 = 13

Seb cowers in fear for the moment.


Well this is awkward. So long kidneys


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

Will: 1d20 + 11 ⇒ (9) + 11 = 20
Resisting the urge to stick his head in the sand, Tyrandro turns to save Iolana from that ugly bone devil instead of shooting that other devil again.
Bow: 1d20 + 22 ⇒ (7) + 22 = 292d8 + 36 + 1d6 ⇒ (4, 8) + 36 + (2) = 50
Bow: 1d20 + 22 ⇒ (8) + 22 = 301d8 + 18 + 1d6 ⇒ (2) + 18 + (4) = 24
Bow: 1d20 + 22 ⇒ (15) + 22 = 371d8 + 18 + 1d6 ⇒ (2) + 18 + (3) = 23
Bow: 1d20 + 17 ⇒ (18) + 17 = 351d8 + 18 + 1d6 ⇒ (7) + 18 + (3) = 28
Bow: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 18 + 1d6 ⇒ (6) + 18 + (6) = 30


Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)

Fluffy stands with Mushu in the corridor, increasingly unhappy about the situation. Receiving not so happy feelings from Tyrandro and being cut off by a wall of ice.

Fluffy throws himself at the wall of ice.
Str: 1d20 + 9 ⇒ (4) + 9 = 13


Round 5

Unfortunately, failing against Nihil's fear effect causes you to cower in fear for 1 round, so Iolana cannot cast glitterdust until next round.

Tyrandro turns his attention to the second bone devil and unleashes a full volley of arrow. The bone devil falls from the sky, bounces off the roof below and then splatters on the stone courtyard in a gory mess. Bone devil takes 125 damage and dies.

Ayako casts an anti-life shell. Hey, you get another SR chance against the ashmede devil if it comes within range.

Sebastian cowers in fear along with Iolana.

# of Lantern Archons: 1d4 + 1 ⇒ (4) + 1 = 5

Sial dismisses the erinyes. "Begone servant of the Dark Prince! You usefulness has come to an end." The erinyes fades to nothingness before it can protest its dismissal. Sial then begins a new summoning to call forth a swarm of lantern archons. Which will appear next round, if Nihil lasts that long.

Round 6

"Enough of this! You will not defeat me! My thirst for vengeance is not yet sated!" screams Nihil.

The ashmede devil creates an invisible cube of force around Ayako, Iolana, and Tyrandro, hoping to trap them all within.

Force Cage. Reflex DC 20 to reflex out of the area. Otherwise, the walls are Hardness 30, 240 hp. Teleporting and disintegrate also work.

Round 6

Active Effects:
Ayako: Haste 2 rd., Resist Energy (Fire 30) 20 min., Stone Skin (130) 16 min.
Iolana: Bone Devil Poison 5 rd., Circle of Protection Against Evil 126 min., Haste 2 rd., Mage Armor 13 hr., Resist Energy (Fire 30) 20 min., Stone Skin (91) 16 min.
Sebastian: Align Weapon (Good) 9 min., Fly 12 min., Haste 2 rd., Remove Fear 9 min., Resist Energy (Fire 30) 20 min., Stone Skin (100) 16 min.
Tyrandro: Align Weapon (Good) 9 min., Greater Invisibility 9 rd., Haste 2 rd., Resist Energy (Fire 30) 20 min., Stone Skin (130) 16 min.
Sial: Endure Elements 24 hr., Fly 7 min., Haste 2 rd., Resist Energy (Fire 30) 20 min., Shield 7 min., Stone Skin (130) 16 min.
Nihil: Force Cage 12 rd., Glitterdust 11 rd., Greater Invisibility 6 rd.

Initiative
26 - Nihil the Ashbringer (AC 30, T 14, FF 27; SR 24) - X
11 – Iolana (-2 Str)
24 - Tyrandro
14 - Ayako
12 – Sebastian
2 – Sial/Erinyes

Everyone is back up. Nihil's fear effect was only 1 round. Sebastian and Iolana can act again. Iolana also needs to continue Fort saves against the poison until cured.
Bone Devil Poison: Fort save DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves


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

Reflex: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
Tyrandro air-steps to the side, being a bit disappointed, that the devil can obviously see him despite the invisibility effect. But now that Ayako and Iolana are safe within the cube he can concentrate on taking that nuissance out.
Bow: 1d20 + 22 ⇒ (1) + 22 = 23
Bow: 1d20 + 22 ⇒ (10) + 22 = 321d8 + 18 + 1d6 ⇒ (7) + 18 + (6) = 31
Bow: 1d20 + 22 ⇒ (17) + 22 = 391d8 + 18 + 1d6 ⇒ (8) + 18 + (6) = 32
Bow: 1d20 + 22 ⇒ (1) + 22 = 23
Bow: 1d20 + 22 ⇒ (17) + 22 = 391d8 + 18 + 1d6 ⇒ (3) + 18 + (5) = 26

Clustered shot, just to be sure.
Summoners tend to summon as standard action normally, if it's his ability and not a spell - which dismissing the Erinyes first suggests.


Ayako casts one of her dwindling powerful magics on Iolana in order to heal and purge the infernal poison from her.

Heal spell. Gets rid of the poison and tops up your hp

Mushu stomps and oinks in indignation


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 |

Thank you Ayako." She grabs her by the arm and teleports to the other side of the tower.

"Let's see what the boys can do before we get back in the fight."


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 no longer cowering attacks.

+2 Rapier, good, Haste: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 1d6 + 10 + 26 ⇒ (1) + 10 + 26 = 37
+2 Rapier, good, Haste: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d6 + 10 + 26 ⇒ (6) + 10 + 26 = 42
+2 Rapier, good, Haste: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d6 + 10 + 26 ⇒ (6) + 10 + 26 = 42
+2 Rapier, good, Haste: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d6 + 10 + 26 ⇒ (6) + 10 + 26 = 42

+2 Rapier, good, Haste Crit Confirm: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 1d6 + 10 + 26 ⇒ (5) + 10 + 26 = 41
+2 Rapier, good, Haste Crit confirm: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d6 + 10 + 26 ⇒ (3) + 10 + 26 = 39


Round 5 Edit

Lantern Archon Attacks:

Lantern Archon (1): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (3) + 3 = 6
Lantern Archon (1): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 ⇒ 5

Lantern Archon (2): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (7) + 3 = 10
Lantern Archon (2): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 ⇒ 4

Lantern Archon (3): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (2) + 3 = 5
Lantern Archon (3): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 1

Lantern Archon (4): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (3) + 3 = 6
Lantern Archon (4): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (7) + 3 = 10

Lantern Archon (5): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 ⇒ 4
Lantern Archon (5): Light Ray vs. Nihil's Touch AC 14: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 6

Sial summons five lantern archons around the ashmede devil. They fire a barrage of light rays at it that bypass its defenses and sear its flesh. Nihil takes 20 damage.

Round 6

Tyrandro dodges out of the forcecage and responds with a counter attack of more arrows. Finally, the devil can take no more. Tyrandro lands the killing shot. Its invisibility dispels and it falls straight down through the center of the tower. Only Ayako's wall of stone keeps the corpse from landing on top of Sial's head.
Nihil takes 89 damage and dies. Too bad Sebastian's attacks were not needed. Those were nice rolls.

Combat over.

With the devil's death, you all feel the evil encompassing the castle fade a little bit more.


With the enemies defeated, you are free to explore the tower that they vacated.

This vast hollow tower served the warlord Kazavon as home. Only his most trusted subjects knew that he was actually a blue dragon, as a consuming madness resulted in him preferring the human form over a draconic one. As a result, his lair is outfitted to accommodate a human as well as provide the space necessary to stretch out a bit away from prying eyes. A search of the room turns up a few large scales of deep indigo color pushed into out-of-the-way corners, remnants of the chamber’s former occupant and identifiable as having once belonged to a blue dragon. Despite Kazavon’s long absence, the room reeks with the evil presence of the former lord of the castle. Most of the room’s furnishings have been ruined by long exposure to the elements—Kazavon insisted on having a skylight accessing the tower top from which he could fly in dragon form—but some of his treasures have survived.

Kazavon could not completely abandon his kind’s innate need to stockpile wealth. Instead of keeping a vast treasury, he compromised by building his hoard into this very chamber, where he could enjoy it without others discovering what it was.

The gilt throne in this room is embedded with dozens upon dozens of gemstones, 200 in all, worth a total of 20,000 gp. The gold that covers his throne is worth an additional 2,500 gp if it is melted or scraped away. Though the many fine furs and fabrics that graced his bed have decayed over the years, the bed is not without value. Even in human form Kazavon could not resist the feel of coins beneath him as he slept. As such, what appears to be a down-stuffed mattress is actually filled with coins (readily apparent to the touch). In total, the mattress holds 460 pp, 15,500 gp, 24,200 sp, and 796,800 cp. The rest of his wealth is represented by the art objects in the alcoves. There are a total of 80 such alcoves, 34 of which hold polished (and now very brittle) skulls. Another 41 hold statues, jewelry, paintings, and other valuables worth a total of 15,300 gp. The remaining five hold magic items: a bejeweled +2 icy burst light mace; a rod of splendor; a scarab of protection (fully charged); a gold-and-ivory, gem-studded lantern of revealing; and a golden circlet. This circlet contains the soul of the skeleton warrior Castothrane. Worth 2,500 gp, the circlet allows any who wear it to look through Castothrane’s eyes. However, since you've already defeated Castothrane, that ability no longer functions.

Despite all this material wealth, Kazavon’s favored treasures were the skulls—trophies claimed from various foes he defeated in battle during his initial conquests as well as while defending his reign at Scarwall. Each skull has been granted a permanent magic mouth that states its name when anyone touches it. Many of the names are those of persons of fame or importance in this region nearly a millennia ago. Notably, one skull says, “Andachi of Tamrivena.” Each of the 34 skulls is worth 100 gp to a collector of the grim and grisly.

Knowledge (History) DC 20:
More than 800 years ago, as the nation of Ustalav was recovering from the rule of the Whispering Tyrant, orc invasions from the neighboring Hold of Belkzen became a constant threat. For generations, the county of Tamrivena (known as Canterwall in modern Ustalav) held strong against Belkzen. When command of Tamrivena fell to Count Andachi, it quickly became apparent that he had not inherited his predecessors’ gifts of strategy or eloquence. Mile by mile, the orcs pressed into Ustalav through Tamrivena, and Count Andachi grew desperate. His pleas to the government of Ustalav for reinforcements were mired in bureaucracy. Even his prayers to Desna seemed to fall upon deaf ears. With a desperation born of fear, he fell back upon his ancestors’ onetime patron—Zon-Kuthon, god of pain and darkness. In short order, the count’s prayers were answered in the form of a powerful and gifted mercenary named Kazavon.

This charismatic general took control of Tamrivena’s army and whipped it into shape with his brutal discipline and knowledge of battle tactics. When the army marched into Belkzen, the orcs fell in waves, and by the spring of 4043 ar, the orcs had been driven into the Kodar Mountains, leaving much of central Belkzen abandoned.

His task complete, Kazavon did not return to Ustalav. Instead, he set his forces to the construction of Castle Scarwall, from which he could remain vigilant over the surrounding lowlands. In a short time, Kazavon’s true goals became horrifically clear. Diplomats from southern Lastwall traveled to Scarwall, but their overtures of peace were met with violence as General Kazavon flayed the diplomats alive, then had their skins stretched over frames; he painted these skins with his new coat of arms: a fanged skull. The skinless dead were then animated and sent back south into Lastwall beneath these grisly banners with a demand to fall under Kazavon’s heel or be butchered.

Aghast at this turn of events, Count Andachi at last found his courage. He raised a new army from the remnants of his people and marched west to face his former general. In a bold offensive, he laid siege to Castle Scarwall. Yet, with the next dawn, he met defeat before Kazavon’s forces. Andachi was captured, publicly tortured and degraded, and ultimately executed.


This is quite the find. That lantern would have been of great use, but what is done is done.


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 think someone would come here if we do a yard sale? Or do we have to drag all of that to the unspeakable city again?" Tyrandro asks no one in particular.


Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)

Str: 1d20 + 9 ⇒ (10) + 9 = 19
Str: 1d20 + 9 ⇒ (19) + 9 = 28

Fluffy keeps throwing himself at the wall of ice until it breaks to make way for him and Mushu to get back to the group.


Mushu is glad to have such a big strong and pliable friend. Fluffy will be his right hood wolf when he rules the Cinderlands from this castle.


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 can't imagine many people would make it in for the yard sale. I think we're going to have to drag this stuff back to your favorite town."

"Those skulls will be of interest to our good friend Laori. I'm not interested in taking them to a collector. It's too gruesome.

We could certainly make an entrance with that rod. Pavilions and fancy clothes. If I could keep them maybe it would be more fun, but they disappear after just a little while."


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

"We should make a trip to Magnimar. To get somewhere else we can jump to for business." Tyrandro suggests.


Perhaps we could buy a big chunk of Kaer Maga and you could reshape it as you see fit. No undead wandering the streets. Have Fluffy and his puppies patrol.


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

"I guess greater forces than us have tried and failed to beat some sense into that city."


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 |

"As long as we won't be arrested. I don't care which city."


I have never been to Magnimar, so whichever city is more familiar. We should give shares to Sial and Laori after all their sacrifices.


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 are into pain, aren't you?" Tyrandro asks Sial. "So you won't mind getting your share in copper and silver?"


You collect all the treasure you can carry and make your way out of the castle for a brief recuperation.

Laori literally orgasms upon receiving the skulls. "Like, omygosh! You know me so well."

Sial responds, "We have no need of your treasure. The only item we seek is the Fangs of Kazavon. Keep all the other trinkets for yourselves."

You then make your way to Magnimar to sell and prepare for the final spirit anchor, the demilich.


I am very wary of this creature. I don't have much to fight a demilich beyond summons. We need to do some research.


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

"Demilich is a caster of sorts, right? Summon a grappling monster or five. The rest is just a question of the number of arrows I need to put into it before it scrumbles to dust." Tyrandro suggests.


A flying skull I believe. I wouldn't be surprised if it can teleport out of hugs


In Magnamar, you seek out the Founder's Archive, the city's most well-stocked library. Possibly rivaled only by the archives in the city's Pathfinder Society. The Founder's Archive is open to the public except for its locked away Forbidden Collection. Luckily, you are able to find the information you are looking for without needed to seek out forbidden lore.

A demilich has a number of powerful defenses to overcome. It is extremely resistant to damage (DR 20/-), and immune to acid, cold, electricity, magic that allows spell resistance, and polymorph-effects. It is also resistant to channel energy (channel resistance +5). It has true seeing so it won't be fooled by any illusions or disguises.

In combat, a demilich is likely to begin with a telekinetic storm which churns up its treasure, dust, bones, and other loose debris in the area into a whirling storm around it. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich’s skull. Creatures within the storm take damage each round (12d6) (Reflex for half damage). The demilich can maintain the storm indefinitely. If you want to be able to target the demilich with any spell or ranged attack, you'll need a way to deal with the telekinetic storm first.

After that, the demilich has a number of offensive abilities to choose from. Its most dangerous attack is the ability to devour souls.
Within a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich’s skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature’s soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it, at which point only miracle or wish can restore the dead creature to life. There is no limit to the amount of times it can use this ability to be prepared to deal with it continuously.

In addition, the demilich can use the following spells at will:

Greater Bestow Curse which can reduce one ability score by -12, give a -8 penalty on attack rolls, saves, and checks, or limit the ability to act normally to 25%.

Wail of the Banshee which is confined to a 20 ft. radius surrounding the skull but cast as a 20th level caster (doing 200 damage) and likely killing all in the area unless protected.

And finally, it can use telekinesis which is of little concern compared to its other abilities.

However, a demilich does have a number of weaknesses that you can exploit.

Vorpal weapons can bypass its damage reduction completely. But there may by cheaper options.

A dispel evil spell deals 2d6 points of damage, with no saving throw.

Holy smite affects a demilich normally.

A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save.

A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw. This may be your best choice. It can be cast by both arcane and divine casters and bypasses all of its defenses. Maximized scrolls of shatter would do 60 points each.

Another quirk that you can take advantage of is, unlike most opponents that would attack on sight, a demilich lays in a state of torpor and takes no actions against intruders unless its remains or treasure are disturbed. Unless you accidentally disturb it, you should be able to get the first attack on it.

Finally, a destroyed demilich reforms in 2d6 days. To permanently destroy a demilich, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, holy word or dispel evil must be cast. If the caster succeeds at a caster level check with a DC equal to 10 + the demilich’s Hit Dice, the demilich is permanently destroyed. A standard demilich has 15 HD so the DC would be 25. You should be sure to bring scrolls of these required spells to complete its destruction. You may even want a backup scroll or two in case you fail the caster level check.


This thing is ridiculous! Do we really need to destroy this thing?


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 starts making shopping lists.

"It's horrible. Maybe we can rent a bunch of clerics with the proceeds of our selling spree."


Protecting our souls with Death Ward is a must. I have Ambrosia that we can ingest to help. Hmm.. An elemental might help disperse the telekinetic storm. The pages of spell knowledge with Shatter and Holy Smite could be useful. I must use the incense of Meditation to strengthen my magic. Ayako starts muttering.

Her head suddenly perks up. Here is an idea, I cannot cast the spell on my own but with one of those Pages of Spell Knowledge I can cast a spell of Silence. If cast on a coin, it can be flicked near the demilich and if it uses it's telekinetic storm, it will be enwrapped in silence and it may very well silence it's ability to use it's Wail. With this, and an Air Elemental countering it's whirlwind, it will be forced to drop the whirlwind or be trapped in silence. I hope


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 stuff the ladies are talking about cause Tyrandro a headache.


Your skills will be invaluable Tyrando, but somewhat to protect your soul and harm it is a must. Divine arrows against the undead? Keeping away from it's ability to eat your soul is vital.


Perhaps we could hire a bard to stand in the back and sing songs of valor to protect us.

Heroism for morale bonuses to saving throws. Bard would be there just for buffs and if things go to TPK, they teleport out.


Laori and Sial inform you that if you are going into the Chapel to Zon-Kuthon, they will both accompany you. There is no way they are letting one explore that without the other. Their trust only goes so far.

If you are serious about the bard, you could seek out Trinia...


What do you think Iolana, Tyrando? We would be exposing Triana to deadly peril, but her magic could help save our lives.


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 |

If she stays far enough back she should be safe enough. Well safe enough for being in a horrible place with a demilich. We'll be sure to ward her soul, and wrap her in all the protections we can."


My spell of Death Ward takes energy from my ability to cast a Blessing of Fervor. I can muster seven casting of that strength


While you shop and prepare in Magnimar, you hear rumors on the street that word of the Korvosa's plight has reached Magnimar's Lord-Mayor's ear and that he is preparing an intervention to end the madness. How far off such an intervention will take to materialize is left to hearsay.

After your preparations are complete, Iolana teleports you all back to the Grand Cathedral of Pharasma in Korvosa. There, you learn that the Queen has not been idle while you have been away. While you may have struck a blow against the Red Mantis and the Gray Maidens that was powerful enough to force Queen Ileosa to back off from keeping Korvosa under oppressive martial law, her presence continues to cast its long shadow over the city nevertheless.

Great new statues of the city’s vain queen are being raised in her honor via the sweat and blood of an enslaved populace using the deconstructed stones of the Great Tower, former home of the now disbanded Sable Company.

While the Gray Maidens no longer patrol the streets in as much force as before the raid on Deathhead Vault, those patrols have grown more violent in nature and devils have joined their ranks. Overhead, a black dragon circles the sky. No one walks the streets anymore unless they absolutely have to. What little resistance remains is bottled up below Gray District, nervously awaiting your return with the means to rescue them all.

Among the resistance, you find Trinia, who has been aiding Kepirra, Vencarlo, and others however she can.

"You're back! But your quest is not quite complete is it? And you want me to come with you? Absolutely! I'm ready. You can count on me. I've been training hard to be a hero of Korvosa too. If this is how I can help, I'm there." says Trinia.

Trinia is a 9th level bard.

Back to Castle Scarwall?


Ayako spends her time in Magnimar haggling for valuable scrolls and improving her gear. She is tense, the research on the Demi-lich has filled her with dread and she frets and fidgets over scrolls and lists of items to give her even a scrap of help. Her diving formulas that twist in her head seem to be nothing but shadows against such a creature and black tears dribble from her eyes and ears as she seems to be some wan being crouched in the shadows.

But with time and perhaps some familiar sarcasm from Tyrando, she stops dragging her feet and makes some purchases, plenty of Ambrosia to bolster their souls, plus guarding them with a few extra scrolls.

After being swept away back to Korsova, Ayako is shocked at the transformation into a tyrant's heaven.

Descending into the Gray District, Ayako reacquaints herself with old faces and greets Triana before explaining their mission.

Your help will be very valuable. But I must caution you, we will be going deep into the Cinderlands and into a castle filled with undead and be very close to a extremely dangerous undead. If the worse happens, you need to escape the castle and ride away and never look back. Far better you find a way to the Shoanti rather than be forever bound to Scarwall.

After speaking with Triana and making final preparations, Ayako moves like a dappled shadow to the small gravesite near the Cathedral. Kneeling at a small headstone, Ayako brushes her hand over it and wipes away any mess and weeds. Hello, mother. I am sorry that I have been away for so long, things have been so very difficult. Ayako presses her forehead to the stone and breathes a prayers. This might be the last time I can come, but you will always be with me. Ayako then slips back into the night to rejoin the others.


You gather up all your allies and you teleport back to Castle Scarwall. You head straight through to the double doors leading to the so-far unexplored donjon and chapel in the western portion of the castle.

This bronze double door is so tarnished that it appears almost black. Gruesome images of devils and priests cavorting among the corpses and tortured souls of the damned are cast in bas-relief on its exterior. A skull and spiked chain overlook the entire scene from the center of the doors. A heavy wheel is set into the center of each door.

Perception DC 15:

In Kazavon’s day, these doors could be opened only by bypassing an intricate lock and then turning the wheels. However, scrutiny of the doors reveals that the stone door jamb has been magically altered (via stone shape) to form a seal around the edges of the doors. The central seam has likewise been sealed with lead. The doors can now be opened only by breaking through them (hardness 8, hp 150, break DC 34).


Time for whacking with that Adamantine axe


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

"It seems so." Tyrandro replies and takes out the mentioned tool. After a few swings he pauses and says "Whatever is in there - this will be no surprise attack."


It doesn't take Tyrandro long to destroy the door with the adamantine axe. Once one door has fallen from its hinges you can see inside.

The floor of this foyer is tiled in blood-red marble. An altar resembling a skull, its lower section wrapped in iron chains and its top cut off flat to form a level surface, stands in an alcove to the north. A ten-foot-diameter pool of what appears to be stagnant water, its rim fashioned of white marble, sits in the southern alcove opposite the altar.

I don't remember if I mentioned this before or not, but for some odd reason, North on this map is not the same from the original edition and the anniversary edition. Since I'm using the original maps and the anniversary descriptive text, I'm constantly needing to revise any mention of a cardinal direction so that it lines up properly with the map you see. It's a pain in the ass.

Tyrandro then moves to step through the doorway into the room but is stopped as if walking into a solid wall. His face throbs while he regains his senses.

Count Sial spends a minute pondering the doorway and says, "Very interesting. It would appear that the chapel is warded by an effect similar to a combination of a forbiddance and a repulsion spell. The effect is keyed to allow only those of lawful evil alignment through. Observe. I can pass through freely." Sial demonstrates by walking through the doorway into the room without issue. "If I am correct, my passing through will cause the wards to falter briefly allowing you all to enter if you follow immediately after. However, if you are not quick, the wards will reactivate. You could also attempt to force your way in through force of will, but I don't recommend it. Even if you do push through, the expenditure will be quite painful. Now, let me just step back out and you can come in with me." When Sial, attempts to step back out to the courtyard, he similarly walks into an invisible wall as did Tyrandro. "Curses! Oh, this is insidious. While, I can enter, someone else warded the area from the outside preventing me from leaving. Since these effects are keyed to alignment, likely, someone of good alignment would be able to leave freely. Apparently, we have a mutual need for cooperation for at least a little longer to traverse this area."

While Count Sial is talking, the water in the marble pool to the south begins to churn and trash. Sial glances over and says, "Oh yes, before we resume, please excuse me before Zon-Kuthon is angered." Sial walks over to the pool and slices his wrist with a knife and allows the blood to drip into the bubbling water. This causes the churning to stop and the water calms. Sial then disrobes, unconcerned with modesty, and steps in the 5 feet deep pool to bathe. His wrinkled and aged body is unpleasant to look upon to say the least. Trinia averts her eyes. He remains only a minute before climbing out and dressing. The blood that mixed with the water magically dissolves until the water is clear and pure again. "It is a common Kuthite ritual for a priest to bathe in the holy water in a church foyer to cleanse himself of the “impurities” of the outer world before returning to the sacred chambers within. I was so enthralled by the magic on the doorway that I nearly caused disaster by disrespecting procedure. Something nasty likely would have emerged from the water if I delayed any longer. If we leave the church and return, this ritual will need to be observed again. You all are not required to follow suite. One person cleansing himself should allow for the rest to pass but feel free to bathe if you are so inclined. I'm sure Zon-Kuthon would look favorably upon those that do. Now, since I am trapped here for the moment, Laori, make yourself useful for once and would you be so kind as to escort the rest of the group through."

"Okay everyone! Follow me. Make sure you get close. We don't want anyone getting stuck outside. Go ahead, press right up against me. Don't be shy of my supple flesh, or my sharp spikes. You aren't close enough unless my armor draws blood. Just kidding! But walk fast, you heard Old Gray Balls." says Laori. Sial spurns her with a hateful glare.

Laori hops through into the foyer and you all quickly follow suite and find that the wall that originally prevented your entrance has temporarily disappeared as Sial said it would. Laori also cuts herself and unabashedly strips down and bathes in front of you in the southern pool. Perhaps, unexpected, but likely not wholly unsurprising with knowledge about Kuthites, unlike Laori's pristine face, the rest of her body is marred with hundreds of criss-crossing and painful looking scars. Once done she asks, "Can someone please help me get this back on? The chainmail is skin-tight and I always wind up cutting myself trying to pull it up over my curves." Laori makes a scowling face back at Sial.

After Laori is dressed, you are presented with two doorway options both on the western wall. Both the left and right doors are nondescript wood with bronze handles.

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