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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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 |

Seb 96/155 Iolana is good.


Ayako drinks a potion of CMW
CMW: 2d8 + 3 ⇒ (2, 6) + 3 = 11


Round 4

It only takes one more hit from Sebastian's sword and the ooze looses form and sloshes back down into the pool of blood below. At the same time the remaining wasp swarm reverts to droplets of blood and a brief shower splatters onto the sloped floor.

Combat over.

Ayako wrote:
HP levels please so I know who to heal.

.

My records show that following (after Ayako's CMW):
Ayako 95/95
Iolana 56/85
Sebastian 94/125 (Iolana said above Sebastian's total is 155? Is that a typo or am I missing something?)
Tyrandro 95/132 (117 temp. max with his -1 Con damage)
Laori 82/108
The Morrigna regenerates so she doesn't need to be healed.
I try to be as accurate as possible, but if you think I made a mistake somewhere, I can correct.

Only the 4th and final floor remains and likely Queen Ileosa. Might as well heal 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 taps herself and taps Seb with her wand of cure mod wounds.

CMW 3 Uses Iolana: 6d8 + 6 ⇒ (7, 1, 5, 1, 6, 4) + 6 = 30
CMW 3 Uses Seb: 6d8 + 6 ⇒ (4, 7, 8, 7, 8, 8) + 6 = 48


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 enemies here are no fun." Tyrandro complains. "I'd take some healing too."


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

"They are something new! And that swarms... " Laori shakes as a frisson of excitement runs down her spine. "So intense."


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 raises a brow at Laori. "She'd take healing for body and mind."


Ayako casts Lesser Restoration on Tyrando and then taps him with the
CCW wand
CCWx2: 8d8 + 14 ⇒ (2, 4, 4, 5, 8, 2, 2, 1) + 14 = 42

and Laori
CCWx2: 8d8 + 14 ⇒ (8, 4, 1, 6, 5, 5, 1, 5) + 14 = 49


Ayako uses her five Freedom of Movement scrolls on
herself,Iolana,Sebastion,Tyrando and Laori
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

These will last long enough I suppose 80 minutes?


Ayako will also cast Remove Fear on all mortal members, using two spells
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. 10 minutes

Plus Death Ward on Sebastion and Iolana
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal. 15 minutes

Before we head up, I can also recast the Protection from Evil spell


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

"Did you now want to shoot a whole in that pool?" Tyrandro asks.


Thank you for reminding me. Before Ayako prepares the group for battle, she uses her scroll of maximized shatter on the pool being sure to float above any blood.


Ayako shatters the tub and the remaining blood flows out onto the floor. Whatever the tubes are for, they won't be using any of the blood here.


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

Once all are ready Laori casts a summoning spell and suddenly she casts four shadows instead of one, that follow her along.
Shadows: 1d3 ⇒ 3


Ayako preps everyone with her spells. Might send the shadows ahead to draw attacks.


Once prepared, you float up to shaft to the fourth floor to face your destiny.

This huge, lofty chamber is illuminated by braziers at the four corners. A soft light also filters from two very high oval windows on the southwestern wall. The twin windows are fitted with panes of blue crystal that filter in some light from outside. Below these crystal “eyes,” a band of mosaics on the south wall forms a huge map of an ancient, unknown land. The map features a river valley with many villages, each one labeled in a strange language. To the northeast, a shaft drops away in the floor. Yet the most unusual feature of the room floats and undulates at its center—an amorphous blob of blood, over thirty feet wide, hovers and ripples in the air. Shapes periodically form on its turbulent surface: faces, hands, buildings, and figures that last only long enough to melt back into the horrific mass. Dozens of thin crystal tubes extend from the upper walls of the room to a point just above the shifting mass of blood.

The oval windows in the wall correspond to the eyes of the carving of Sorshen on the face of the Sunken Queen outside. While from the outside her eyes are opaque, they serve as windows here, allowing those within to look out over the swamp.

The floating mass of blood is the Everdawn Pool, one of Runelord Sorshen’s greatest discoveries. Fully glutted on the blood of thousands of unknowing donors and by Ileosa’s regular blood offerings.

Ileosa is here, suspended at the heart of the Everdawn Pool in a state of semi-trance. When you enter this room, Ileosa takes note immediately. Once she notices you, the Everdawn Pool shakes and rumbles. It ripples briefly into a familiar shape—the Korvosa skyline—only to crumble as if during an immense earthquake. A moment later, Ileosa’s beautiful but furious face appears in the blood as she shrieks in rage at the interruption—she has no speech prepared for you at this point, only fury.

Unfortunately for you, Ileosa isn’t the only creature in the Everdawn Pool. She already used it to create six additional simulacrums of herself, and keeps them stored in the pool until she needs them. As her face shrieks at you, she unleashes the simulacrums against you.

Yet Ileosa’s most dangerous guardian is the spirit of Kazavon itself. As the battle begins, the blood of the Everdawn Pool explodes as it gives body to an enormous, diseased, serpentine dragon—a physical manifestation of Kazavon infused with the source of the greatest pain and blight the queen inflicted on the city: blood veil.


Initiative:

Ayako: 1d20 + 4 ⇒ (14) + 4 = 18
Iolana Altumas: 1d20 + 9 ⇒ (9) + 9 = 18
Sebastian Merrin: 1d20 + 10 ⇒ (14) + 10 = 24
Tyrandro Amprei: 1d20 + 8 ⇒ (18) + 8 = 26
Laori: 1d20 + 2 ⇒ (1) + 2 = 3
False Ileosas: 1d20 + 3 ⇒ (17) + 3 = 20
Queen Ileosa: 1d20 + 10 ⇒ (17) + 10 = 27
Taniniver: 1d20 + 4 ⇒ (8) + 4 = 12

Round 1
Active Effects:
Ayako: Freedom of Movement 70 min., Overland Flight 9 hr., Protection from Evil 5 min., Remove Fear 10 min.;
Iolana: Death Ward 15 min., Freedom of Movement 70 min., Mage Armor 15 hr., Overland Flight 9 hr., Protection from Evil 1 min., Remove Fear 10 min.;
Sebastian: Death Ward 15 min., Freedom of Movement 118 min., Overland Flight 9 hr., Protection from Evil 1 min., Remove Fear 10 min.;
Tyrandro: Freedom of Movement 70 min., Overland Flight 9 hr., Protection from Evil 5 min., Remove Fear 10 min.;
Laori: Freedom of Movement 70 min., Overland Flight 9 hr., Protection from Evil 5 min., Remove Fear 10 min.

Initiative
27 - Queen Ileosa (AC 43, T 26, FF 34; SR 22)
26 – Tyrandro
24 – Sebastian
20 - False Ileosas (AC 28, T 23, FF 25)
18 – Ayako
18 – Iolana
12 - Taniniver (AC 33, T 8, FF 33; SR 29)
3 - Laori

When combat starts, Ileosa activates her inspire courage +4 bardic performance and casts project image to create a duplicate of herself amid you while she flies out of melee range. She uses her eyes of charming through the image although since you are all protected with protection from evil no one is able to be affected. The Crown of Fangs casts mirror image on her.

Mirror Images: 1d4 + 8 ⇒ (1) + 8 = 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 |

Before the battle Iolana uses her wands to give everyone See Invisibility on everyone, Cats Grace on Seb and Tyrando, and Shield on herself. She casts Fly on herself, and Haste right before we enter the room.


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 turns and stabs at the "queen right next to the group. "You are finished."

Serithtial, Follower of Zon Kuthon: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 48
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (4) + 13 + 30 + (3, 5) = 55

Serithtial, Follower of Zon Kuthon: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 48
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (6) + 13 + 30 + (1, 5) = 55

Serithtial, Follower of Zon Kuthon: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (2) + 13 + 30 + (6, 2) = 53

Serithtial, Follower of Zon Kuthon: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (3) + 13 + 30 + (5, 1) = 52

Serithtial, Follower of Zon Kuthon Crit Confirm: 1d20 + 27 + 2 ⇒ (20) + 27 + 2 = 49
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (4) + 13 + 30 + (2, 4) = 53

Serithtial, Follower of Zon Kuthon Crit Confirm: 1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (6) + 13 + 30 + (3, 2) = 54


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 flies up above her allies heads, and casts Pismatic Spray at the enemy party.

SR: 1d20 + 17 ⇒ (14) + 17 = 31
DC 23 See Text for the Fiddly Bits. It's a 60 Foot Cone.

The Fiddly Bits:
This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5 Blue Flesh to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays Roll twice more, ignoring any “8” results


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

+1 haste, +4 from greater magic weapon, 1d6 Acid, 2d6 Holy
Bow: 1d20 + 29 ⇒ (8) + 29 = 372d8 + 40 + 2d6 + 4d6 ⇒ (2, 6) + 40 + (3, 4) + (5, 2, 5, 6) = 73
Bow: 1d20 + 29 ⇒ (4) + 29 = 331d8 + 20 + 1d6 + 2d6 ⇒ (6) + 20 + (3) + (1, 6) = 36
Bow: 1d20 + 29 ⇒ (16) + 29 = 451d8 + 20 + 1d6 + 2d6 ⇒ (5) + 20 + (5) + (3, 6) = 39
Bow: 1d20 + 25 ⇒ (18) + 25 = 431d8 + 20 + 1d6 + 2d6 ⇒ (4) + 20 + (6) + (6, 6) = 42
Bow: 1d20 + 19 ⇒ (10) + 19 = 291d8 + 20 + 1d6 + 2d6 ⇒ (6) + 20 + (2) + (6, 1) = 35

Tyrandro doesn't like the look of that dragon and peppers it with arrows.


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

The shadows hush over the floor up to the dragon touching it with their long incorporeal fingers.
Touch/Str Dmg: 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 6
Touch/Str Dmg: 1d20 + 3 ⇒ (11) + 3 = 141d6 ⇒ 3
Touch/Str Dmg: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 3

Laori calls upon the powers of Zon Kuthon to call forth a barrier of blades.
Blade Barrier DC19: 11d6 ⇒ (2, 1, 5, 3, 5, 3, 6, 5, 6, 1, 4) = 41


Round 1

I'll update the active spells with those Iolana cast.

Tyrandro targets the huge dragon. He manages to hit it fairly well. The acid does not hurt the dragon at all and its scales resist the arrows damage. The taniniver takes 154 damage (after subtracting the acid damage and its DR 15 [applied only once because of clustered shots])

Sebastian holds for Iolana.

The six simulacrums have little in the way of offense but do their best to hamper your progress. [One] casts slow over the party automatically dispelling your haste. [Two] casts slow again to try to slow your movements further. [Three] casts slow a third time in case anyone passes the save the first time. [Four] uses inspire greatness on the taniniver. [Five] usesinspire greatness on Queen Ileosa. [Six] begins a dirge of doom that causes you all to be shaken (no save).

Everyone make two Will DC 18 vs. slow.

Ayako was waiting to state her action.

Iolana casts a prismatic spray that hits all the enemies in the room.

Prismatic Spray Rolls:

False Ileosa 1: 1d8 ⇒ 3 80 electricity
False Ileosa 1: Reflex save DC 23: 1d20 + 9 ⇒ (9) + 9 = 18

False Ileosa 2: 1d8 ⇒ 8 Hit with 2 rays
False Ileosa 2: 1d8 ⇒ 3 80 electricity
False Ileosa 2: Reflex save DC 23: 1d20 + 9 ⇒ (16) + 9 = 25
False Ileosa 2: 1d8 ⇒ 1 20 fire
False Ileosa 2: Reflex save DC 23: 1d20 + 9 ⇒ (5) + 9 = 14

False Ileosa 3: 1d8 ⇒ 4 Poison
False Ileosa 3: Fort save DC 23: 1d20 + 6 ⇒ (18) + 6 = 24

False Ileosa 4: 1d8 ⇒ 6 Insane
False Ileosa 4: Will save DC 23: 1d20 + 6 ⇒ (15) + 6 = 21

False Ileosa 5: 1d8 ⇒ 2 40 acid
False Ileosa 5: Reflex save DC 23: 1d20 + 9 ⇒ (8) + 9 = 17

False Ileosa 6: 1d8 ⇒ 7 Sent to another plane
False Ileosa 6: Will save DC 23: 1d20 + 6 ⇒ (19) + 6 = 25

Queen Ileosa: 1d8 ⇒ 3 80 electricity
Queen Ileosa: Reflex save DC 23: 1d20 + 28 ⇒ (19) + 28 = 47

Taniniver: 1d8 ⇒ 8 Hit with 2 rays
Taniniver: 1d8 ⇒ 6 Insane
Taniniver: Will save DC 23: 1d20 + 15 ⇒ (20) + 15 = 35
Taniniver: 1d8 ⇒ 5 Turn to stone
Taniniver: Fort save DC 23: 1d20 + 21 ⇒ (18) + 21 = 39

False Ileosa [1] takes 80 electricity damage. False Ileosa [2] takes 40 electricity damage and 20 fire damage. False Ileosa [3] is hit with poison but resists. False Ileosa [4] goes insane. False Ileosa [5] takes 40 acid damage. False Ileosa [6] is hit with the violet ray but saves against being sent to another plane. The real Queen Ileosa takes 40 electricity damage. The taniniver is struck with two rays but saves against both insanity and being turned to stone.

I'll use Sebastian's roll from above.
Sebastian cleaves into the taniniver and his sword penetrates its scales with ease. Taniniver takes 55 damage. His attack bypasses the DR 15/good and magic.

The taniniver breaths a hideous gray cloud of disease particles that hits the entire party then steps up 5 feet.
Recharge: 1d4 ⇒ 2
Everyone needs to make a Fortitude save DC 27 to negative. On a failed save, you are afflicted with instantaneous mummy rot with additional Strength damage (1d6 Str, 1d6 Con, and 1d6 Cha damage). The shadows and morrigna are immune.
In addition frightful presence now affects you. Will save DC 25 or become shaken. This doesn't stack with dirge of doom but will persist if the dirge ends.

Laori's shadows, although weak, are able to touch the huge dragon with ease. Two shadows hit and deal 9 Strength damage to the dragon.

Then Laori drops a blade barrier that encompasses all but two of the queens.

Blade Barrier Rolls:

False Ileosa 1: Reflex save DC 19: 1d20 + 9 ⇒ (4) + 9 = 13
False Ileosa 2: Reflex save DC 19: 1d20 + 9 ⇒ (19) + 9 = 28
False Ileosa 3: Reflex save DC 19: 1d20 + 9 ⇒ (10) + 9 = 19
False Ileosa 6: Reflex save DC 19: 1d20 + 9 ⇒ (14) + 9 = 23
Laori: SR check DC 22: 1d20 + 11 ⇒ (7) + 11 = 18
Laori: SR check DC 29: 1d20 + 11 ⇒ (14) + 11 = 25

False Ileosa [1] takes 41 damage and dies. False Ileosa [2], [3], and [6] take 20 damage each and step to the outside of the circle. Laori is unable to penetrate either Queen Ileosa's or the taniniver's SR.

I'll post Queen Ileosa's Round 2 action in a separate post.


Will save vs. Slow: 1d20 + 19 ⇒ (10) + 19 = 29
Will save vs. Slow: 1d20 + 19 ⇒ (7) + 19 = 26

Free action, speak

Wall of Stone dragon or grapple them all with tentacles?


Round 2

Queen Ileosa casts a quickened area greater dispel magic targeting each of your protection from evil spells and also hits the morrigna, three shadows and blade barrier.

Dispel CL check: 1d20 + 18 ⇒ (15) + 18 = 33

Your protection from evil spells all vanish and so do all the summoned creatures and blade barrier. Then the Queen summons an Ice Devil (with an ability that summons as a standard, not Summon Monster). The ice devil then immediately unleashes a cone of cold over the group.

Ice Devil: SR check DC 18: 1d20 + 13 ⇒ (7) + 13 = 20
Ice Storm Damage: 3d6 + 2d6 ⇒ (6, 3, 6) + (2, 6) = 23
Everyone takes 15 bludgeoning and 8 cold damage (23 total). I don't think anyone is resistance to bludgeoning or cold, but if so, let me know. The additional effects of the ice storm apply (penalty to Perception and difficult terrain). The area that is a pit isn't difficult terrain, obviously but the right side floor is. But you are all currently flying anyway.

I'm removing the durations from the active effects list to save time and space and also because it doesn't much matter after this.

Round 2
Active Effects:
Ayako: Dirge of Doom (shaken, from [6]), Freedom of Movement, Overland Flight, Remove Fear, See Invisibility;
Iolana: Death Ward, Dirge of Doom (shaken, from [6]), Fly, Freedom of Movement, Mage Armor, Overland Flight, Remove Fear, See Invisibility, Shield;
Sebastian: Cat’s Grace, Death Ward, Dirge of Doom (shaken, from [6]), Freedom of Movement, Overland Flight, Remove Fear, See Invisibility;
Tyrandro: Cat’s Grace, Dirge of Doom (shaken, from [6]), Freedom of Movement, Overland Flight, Remove Fear, See Invisibility;
Laori: Dirge of Doom (shaken, from [6]), Freedom of Movement, Overland Flight, Remove Fear, See Invisibility;
Queen Ileosa: Project Image, Inspire Courge +4, Inspire Greatness (from [5]), + others;
False Ileosa [4]: Insanity, Inspire Courge +4;
Taniniver: Inspire Courge +4, Inspire Greatness (from [4]), -9 Str

Initiative
27 - Queen Ileosa (AC 43, T 26, FF 34; SR 22)
27 – Ice Devil (AC 32, T 14, FF 27; SR 24)
26 – Tyrandro
24 – Sebastian
20 - False Ileosas (AC 28, T 23, FF 25)
18 – Ayako
18 – Iolana
12 - Taniniver (AC 33, T 8, FF 33; SR 29)
3 - Laori

Summary of saves needed:
Will DC 18 vs. slow
Will DC 18 vs. slow (second spell)
Fort DC 27 vs. taniniver's breath
Will DC 25 vs. taniniver's frightful presence
Factor in shaken from the dirge of doom plus any bonuses you may have

I forgot the spell resistance checks for the slows on Iolana. Rolling them now.

False Ileosa 2: SR check 18: 1d20 + 9 ⇒ (20) + 9 = 29
False Ileosa 3: SR check 18: 1d20 + 9 ⇒ (1) + 9 = 10 Iolana doesn't need to make the 2nd save against slow.

If Ayako's action in Round 1 affects any of the actions posted, I'll adjust as necessary. The morrigna gets an action in Round 1 before being dispelled in Round 2.


Ok.

Seeing the huge form of the dragon looming over them, and remembering the dragon that ravaged the group in Scarwall, Ayako casts Wall of Stone after the Morrigana acts and a protective barrier springs up before Sebastion and Tyrando.

I am sorry, but I didn't want us to risk getting breathed on

The Morrigana sees that it's time might be limited and attempts to send some of it's pets after the false queens
-Summon Giant Tarantulas 75% chance: 1d100 ⇒ 2
Number appearing: 1d4 ⇒ 2

Two very large and hungry spiders appear at the back of the room, on the ceilings and start and start assaulting False Queens 3 and 5
Spider stats

Bite on 3: 1d20 + 15 ⇒ (18) + 15 = 333d8 + 18 ⇒ (3, 5, 3) + 18 = 29
Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
Bite on 3: 1d20 + 15 ⇒ (16) + 15 = 313d8 + 18 ⇒ (5, 2, 3) + 18 = 28
Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.


If you half the thickness, you can get (30) 5 ft. squares of wall, so you can make a 15 ft. tall wall 50 ft. wide.

False Ileosa 3: Fort save DC 24: 1d20 + 6 ⇒ (6) + 6 = 12
Str Damage: 1d6 ⇒ 6
False Ileosa 5: Fort save DC 24: 1d20 + 6 ⇒ (10) + 6 = 16
Str Damage: 1d6 ⇒ 1

The two summoned spiders bite and poison the simulacrums. False Ileosa 3 takes 29 damage and 6 Str damage. False Ileosa 5 takes 28 damage and 1 Str damage. They are not immune to poison.

Also, the spiders are size Gargantuan so I increased their size on the map. Although, would they vanish when the morrigna is dispelled? And to note, the ceiling is 50 ft. high.

Instead of breathing, the taniniver throws its full weight into the wall of stone and smashing a taniniver sized hole in the center of it.

Str check DC 23: 1d20 + 11 ⇒ (13) + 11 = 24 Str DC is 20 + 2/per inch of thickness. A half thick wall is 1.5 in. thick.

So no one needs to make the Fort save against the breath weapon but you still all need to make the save against the frightful presence.


Ok. Halving the thickness sounds good.

I suppose they would since The Queen is dropping a Greater Dispel

Will save frightful presence,shaken: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24

If Remove Fear is included, add +4 to roll


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 Save DC18: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Will Save DC18: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Will Save DC25: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
If we're already shaken, frightful presence has no further effect.
The holy bow counts as magic and good. Should pass the tanniver's DR.
Left out the acid damage this time.

As the dragon shows it's ugly face again Tyrandro waits for Sebastian if he finishes the critter and then adds what is necessary to bring it down. keeps shooting it. One eye he has on that bunch of false Ileosa's who will be next.

Bow: 1d20 + 29 - 2 ⇒ (12) + 29 - 2 = 392d8 + 40 + 4d6 ⇒ (3, 2) + 40 + (2, 5, 1, 6) = 59
Bow: 1d20 + 29 - 2 ⇒ (1) + 29 - 2 = 28
Bow: 1d20 + 29 - 2 ⇒ (10) + 29 - 2 = 371d8 + 20 + 2d6 ⇒ (2) + 20 + (4, 6) = 32
Bow: 1d20 + 24 - 2 ⇒ (20) + 24 - 2 = 421d8 + 20 + 2d6 ⇒ (4) + 20 + (6, 6) = 36
Bow: 1d20 + 19 - 2 ⇒ (8) + 19 - 2 = 251d8 + 20 + 2d6 ⇒ (1) + 20 + (3, 3) = 27

Confirm: 1d20 + 24 - 2 ⇒ (16) + 24 - 2 = 382d8 + 40 ⇒ (1, 3) + 40 = 44


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

Will DC18: 1d20 + 10 ⇒ (1) + 10 = 11
Will DC18: 1d20 + 10 ⇒ (14) + 10 = 24
Will DC25: 1d20 + 10 ⇒ (15) + 10 = 25

Laori suddenly becomes very slow. But that doesn't hinder her to cast a spell and putting almost all enemy creatures into a stinking cloud.

Shadow conjuration DC17 Will/Fort


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 |

Summary of saves needed:
Will DC 18 vs. slow Will: 1d20 + 14 - 2 - 5 ⇒ (17) + 14 - 2 - 5 = 24
Will DC 25 vs. taniniver's frightful presence Will: 1d20 + 14 - 2 - 5 ⇒ (15) + 14 - 2 - 5 = 22

Iolana drops casts Forcecage on the area around the Queen.

Reflex 23 to avoid it. No SR. I'm choosing Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides. 15 rounds.

I have resist cold 20


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

Summary of saves needed:
Will DC 18 vs. slow Will: 1d20 - 2 + 10 ⇒ (8) - 2 + 10 = 16
Will DC 18 vs. slow (second spell) Will: 1d20 - 2 + 10 ⇒ (15) - 2 + 10 = 23
Will DC 25 vs. taniniver's frightful presence Will: 1d20 - 2 + 10 ⇒ (11) - 2 + 10 = 19
Factor in shaken from the dirge of doom plus any bonuses you may have

Seb's will isn't quite what is should be, but the spell cast on him allowing him to have freedom of movement allows him to attack the dragon.

Serithial: 1d20 + 26 + 2 ⇒ (9) + 26 + 2 = 37
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (6) + 13 + 30 + (1, 4) = 54

Serithial: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (1) + 13 + 30 + (1, 4) = 49

Serithial: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (2) + 13 + 30 + (2, 6) = 53

Serithial Crit confirm: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (1) + 13 + 30 + (5, 1) = 50


Round 2

Sebastian slays the huge dragon and it reverts back into formless blood that cascades over the lip of the shaft like a grisly waterfall. Taniniver takes 153 damage and dies.

With the dragon dead, Tyrandro begins targeting the simulacrums. In no particular order, saving the insane one for last.

Acid Damage: 1d6 ⇒ 3
Acid Damage: 1d6 ⇒ 6
Acid Damage: 1d6 ⇒ 1
Acid Damage: 1d6 ⇒ 3

Ileosa [2] takes 62 damage and dies. Ileosa [3] takes 38 damage and dies. Ileosa [6] takes 81 damage and dies. Ileosa [5] takes 30 damage and dies.

The simulacrums, like the dragon, burst into pools of blood as they are destroyed.

False Ileosa: Insanity: 1d100 ⇒ 71
Damage: 1d8 ⇒ 8

The one remaining clone, insane from the prismatic spray, punches herself in the face. False Ileosa [4] takes 8 damage.

Ayako can decide her next action.

Queen Ileosa: Force Cage Reflex DC 23: 1d20 + 28 ⇒ (5) + 28 = 33

Iolana attempts to capture the Queen in a force cage, however, her reflexes are unnaturally enhanced and she zips out of the way with ease.

Laori SR check DC 22: 1d20 + 11 ⇒ (4) + 11 = 15

Laori conjures a stinking cloud of shadows that engulfs the Everdawn Pool and the remaining enemies. The Queen's spell resistance prevents the cloud from affecting her, and the simulacrum is immune to illusions so she is also unaffected. However, the black cloud does obscure vision within the area. Allies can make the Will DC 17 to disbelieve and then see through the cloud as it becomes transparent.

I'll give Ayako a chance to post her action before I do the Queen's action in Round 3.


Will save vs. fog: 1d20 + 19 ⇒ (11) + 19 = 30

Ayako's hands dart out and tap her allies, renewing their Protection from Evil enchantments and guarding their minds.

Communal Protection from Evil on everyone in reach, drifting towards Sebastion to reach him


Round 3

"Alright keep your secrets!" the Queen shouts when Ayako casts protection from evil again. 90% of her spells are mind-affecting. It's silly that a 1st level spell completely shuts them all down. "You won't be able to cast when you are dead!"

The Everdawn Portal bulges and another taniniver bursts out to replace the slain one. Then it bulges again and a third appears.

Taniniver: Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Ice Devil: Cone of Cold Damage: 13d6 ⇒ (3, 5, 6, 6, 1, 5, 5, 1, 2, 1, 3, 5, 3) = 46

The ice devil unleashes a cone of cold that washes over your entire group. Everyone takes 44 cold damage, Reflex save DC 20 for half.

Queen: Dispel CL check: 1d20 + 18 ⇒ (12) + 18 = 30

Queen Ileosa casts a quickened displacement on herself. Then to be a b&@~+, she casts another area greater dispel magic targeting your protection from evil again. The spell also dispels the lingering effects of the ice storm.

Round 3
Active Effects:
Ayako: Freedom of Movement, Overland Flight, Remove Fear, See Invisibility;
Iolana: Death Ward, Fly, Freedom of Movement, Mage Armor, Overland Flight, Remove Fear, See Invisibility, Shield;
Sebastian: Cat’s Grace, Death Ward, Freedom of Movement, Overland Flight, Remove Fear, See Invisibility, Slow;
Tyrandro: Cat’s Grace, Freedom of Movement, Overland Flight, Remove Fear, See Invisibility, Slow;
Laori: Freedom of Movement, Overland Flight, Remove Fear, See Invisibility, Slow;
Queen Ileosa: Displacement, Mirror Image (9 images), Project Image, Inspire Courge +4, + others;
False Ileosa [4]: Insanity, Inspire Courage +4;

Initiative
27 - Queen Ileosa (AC 43, T 26, FF 34; SR 22) - X
27 – Ice Devil (AC 32, T 14, FF 27; SR 24) - X
24 – Sebastian
24 – Tyrandro
20 - False Ileosas (AC 28, T 23, FF 25)
18 – Ayako
18 – Iolana
14 - Taniniver (AC 33, T 8, FF 33; SR 29)
3 - Laori


Reflex: 1d20 + 11 ⇒ (11) + 11 = 22

Ayako's investment in the Ring of Evasion was a wise choice as she manages to twist out of the way of the deadly cold spell
Everyone, we might need to retreat. Ayako eyes both of the deadly dragons

This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.


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 Save: 1d20 + 22 ⇒ (5) + 22 = 27
Bow: 1d20 + 29 - 2 ⇒ (9) + 29 - 2 = 362d8 + 40 + 4d6 ⇒ (5, 8) + 40 + (5, 3, 2, 5) = 68
Bow: 1d20 + 29 - 2 ⇒ (7) + 29 - 2 = 341d8 + 20 + 2d6 ⇒ (5) + 20 + (2, 5) = 32
Bow: 1d20 + 29 - 2 ⇒ (19) + 29 - 2 = 461d8 + 20 + 2d6 ⇒ (3) + 20 + (3, 4) = 30
Bow: 1d20 + 24 - 2 ⇒ (17) + 24 - 2 = 391d8 + 20 + 2d6 ⇒ (2) + 20 + (6, 3) = 31
Bow: 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 321d8 + 20 + 2d6 ⇒ (6) + 20 + (6, 3) = 35

Confirm: 1d20 + 29 - 2 ⇒ (14) + 29 - 2 = 412d8 + 40 ⇒ (3, 6) + 40 = 49
Tanniniver takes 210 damage. :P It's a pity the shaken prevents another hit.

Tyrandro dodges the ice from that annoying devil. "What do you think? How many of those things can that bloody well produce? Because I think these two won't last long."


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
"That is really cold." Laori tells with clattering teeth. She drops the acid cloud and casts silence in the same area.


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

Reflex: 1d20 + 19 ⇒ (14) + 19 = 33

Seb avoids all the damage and gets busy stabbing the dragon in front of him.

Serithial: 1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (4) + 13 + 30 + (3, 2) = 52

Serithial: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (5) + 13 + 30 + (1, 2) = 51

Serithial: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (3) + 13 + 30 + (5, 2) = 53

Serithial Crit Confrim: 1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (2) + 13 + 30 + (4, 6) = 55

Serithial Crit Confirm: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (5) + 13 + 30 + (1, 3) = 52


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 |

Reflex: 1d20 + 13 ⇒ (2) + 13 = 15
2 DMG

Iolana doesn't avoid the cold, but she doesn't care since that's her element.

She casts Disintegrate on the Ice Devil. She curses as her spell fails.

SR: 1d20 + 17 ⇒ (1) + 17 = 18


Round 3

Sebastian nearly kills the new taniviver almost as quickly as it appeared. The menacing dragon's might is no threat to this group's determination. Taniniver takes 263 damage.

Tyrandro: Will DC 17: 1d20 + 13 ⇒ (10) + 13 = 23

Tyrandro kills the taniniver in the center of the room with his first arrow. He then turns to attack the taniniver to his left. When his arrow passes right through the beast, he sees the illusion for what it is and it fades from view. His next target is the ice devil who he badly wounds. Taniniver takes 68 damage and dies. Ice devil takes 145 damage.

False Ileosa: Insanity: 1d100 ⇒ 71
Damage: 1d8 ⇒ 6

The insane clone continues to bash herself in the face. False Ileosa takes 6 damage.

Iolana tries to finish off the ice devil with a disintegrate, but the spell doesn't penetrate its spell resistance.

Laori fills her stinking cloud with a silence spell. Now it is silent but deadly.

Need Ayako's action for the round, then I'll post then Queen's next turn.


Ayako recasts Protection from (Wev)Evil-Communal on everyone again, using Reach spell as needed


Round 4

Greater Shout Damage: 10d6 ⇒ (4, 1, 4, 2, 1, 6, 1, 1, 4, 1) = 25
SR 18 check against Iolana: 1d20 + 18 ⇒ (8) + 18 = 26

The Queen flies down out of the silence and lands near your group. She is wielding an exquisite rapier that shimmers with frost. She then vents her anger in the form of a deafening shout. Even clapping your hands to your ears does not stop them from bleeding. Greater Shout

Everyone takes 25 sonic damage, is stunned for 1 round, and deafened for 4d6 rounds. A successful Fort save DC 29 halves the damage, negates the stun, and halves the number of rounds deafened.

Deafened: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components.

The ice devil conjures a flat wall of ice that seals off the shaft down. It is 13 in. thick with 39 hp/10 ft. square. If you pass through a breach, you take 1d6+13 cold damage, no save.

"You may have defeated my minions, but now you are trapped here with me!" Her taunt falls on deaf ears.

The Everdawn Pool does not seem to be able to produce any more creatures.

Round 4
Active Effects:
Ayako: Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility;
Iolana: Death Ward, Fly, Freedom of Movement, Mage Armor, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Shield;
Sebastian: Cat’s Grace, Death Ward, Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Slow;
Tyrandro: Cat’s Grace, Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Slow;
Laori: Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Slow;
Queen Ileosa: Displacement, Mirror Image (9 images), Project Image, Inspire Courge +4, + others;
False Ileosa [4]: Insanity, Inspire Courage +4;

Initiative
27 - Queen Ileosa (AC 43, T 26, FF 34; SR 22) - X
27 – Ice Devil (AC 32, T 14, FF 27; SR 24) - X
24 – Sebastian
24 – Tyrandro
20 - False Ileosas (AC 28, T 23, FF 25)
18 – Ayako
18 – Iolana
3 - Laori


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

Fort Save: 1d20 + 11 ⇒ (6) + 11 = 17
Laori is again fully hit by the magic directed at the group. She would have fled, but even that is denied to her by the thick ice below.
Down to 14/108HP


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

Fort save: 1d20 + 16 ⇒ (10) + 16 = 26
Tyrandro is caught by surprise. He ducks away expecting a spell he could easily evade, but there is no hiding from that. He stops mid motion and drops everything, glaring into the void.


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

Fort Save: 1d20 + 13 ⇒ (10) + 13 = 23

Seb drops the sword and stands stunned.


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 |

Fort Save: 1d20 + 12 + 5 ⇒ (16) + 12 + 5 = 33
Deafened: 4d6 ⇒ (2, 5, 6, 1) = 14 7 Rounds

"You a are stupid puppet of a cow." Iolana yells loudly at the "Queen". She casts Prismatic Spray at the queen and the demon.

Spell Failure 20%: 1d100 ⇒ 37

SR: 1d20 + 17 + 2 + 1 ⇒ (5) + 17 + 2 + 1 = 25
I'm using my last Roll Card to give myself a +2 on that SR check, and the 1 Caster Level Higher
DC24 Reflex to miss the rays. I'm really hoping that the Mirror Images count as a "creature" for my 8 rays.


Fort: 1d20 + 13 ⇒ (7) + 13 = 20

Ayako is stunned
Deafened: 4d6 ⇒ (1, 3, 6, 6) = 16


Round 4

False Ileosa: Insanity: 1d100 ⇒ 97
False Ileosa: Dagger vs. Queen Ileosa AC 43: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27

The insane simulacrum, this time, stops hitting herself and charges at the real Ileosa with dagger in hand. The copy is no comparison to the original and has no chance of success.

Iolana wrote:
I'm really hoping that the Mirror Images count as a "creature" for my 8 rays.

It probably shouldn't, but I'll compromise. I'll roll for each image and if it is a damage ray, I'll let it hit.

Prismatic Spray Rolls:

Ileosa: 1d8 ⇒ 7 Sent to another plane
Will DC 24: 1d20 + 22 ⇒ (2) + 22 = 24 So close
Image 1: 1d8 ⇒ 7 Sent to another plane
Image 2: 1d8 ⇒ 1 Fire Damage
Image 3: 1d8 ⇒ 3 Electricity Damage
Image 4: 1d8 ⇒ 4 Poison
Image 5: 1d8 ⇒ 3 Electricity Damage
Image 6: 1d8 ⇒ 3 Electricity Damage
Image 7: 1d8 ⇒ 5 Flesh to Stone
Image 8: 1d8 ⇒ 4 Poison
Image 9: 1d8 ⇒ 4 Poison
Ice Devil: 1d8 ⇒ 7
Will DC 24: 1d20 + 12 ⇒ (4) + 12 = 16

Iolana's prismatic spray nearly banishes the Queen. (Not sure what would happen if she failed) But it does banish the ice devil and it destroys 4 of her images.

Round 5

Ileosa: Rapier vs. False Ileosa AC 28: 1d20 + 22 + 4 + 2 ⇒ (17) + 22 + 4 + 2 = 45
Damage: 1d6 + 21 + 2d6 + 1d6 ⇒ (1) + 21 + (3, 2) + (4) = 31

Ileosa: Rapier vs. False Ileosa AC 28: 1d20 + 27 + 4 + 2 ⇒ (15) + 27 + 4 + 2 = 48
Damage: 1d6 + 21 + 2d6 + 1d6 ⇒ (4) + 21 + (5, 6) + (5) = 41

Ileosa: Rapier vs. Tyrandro's AC 30: 1d20 + 32 + 4 + 2 ⇒ (7) + 32 + 4 + 2 = 45
Crit Confirmation: 1d20 + 32 + 4 + 2 ⇒ (3) + 32 + 4 + 2 = 41
Damage: 2d6 + 42 + 2d6 + 1d6 + 1d10 ⇒ (5, 5) + 42 + (6, 2) + (4) + (7) = 71

Ileosa: Rapier vs. Ayako's AC 23: 1d20 + 27 + 4 + 2 ⇒ (3) + 27 + 4 + 2 = 36
Damage: 1d6 + 21 + 2d6 + 1d6 ⇒ (2) + 21 + (2, 2) + (2) = 29

Ileosa refuses to tolerate her clone's incompetence and quickly and brutally ends her. She then steps up and stabs at Tyrandro and Ayako. Tyrandro receives a particularly brutal hit. In addition, arcane energy bursts from her rapier with each strike, splashing onto those nearby.
Ileosa is wearing Gloves of Arcane Striking. When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer’s Arcane Strike damage bonus. This damage is of the same type as the weapon’s damage (bludgeoning, piercing, and so on). Her Arcane Strike damage bonus is +5. The Ileosa clone takes 72 damage and dies. Tyrandro takes 71 damage (11 of it is cold damage). Ayako takes 29 damage (2 of it is cold damage). In addition, Laori, Ayako, Tyrandro, and Iolana take 5 splash damage (piercing).

Round 5
Active Effects:
Ayako: Deafened, Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility;
Iolana: Death Ward, Deafened, Fly, Freedom of Movement, Mage Armor, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Shield;
Sebastian: Cat’s Grace, Death Ward, Deafened, Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Slow;
Tyrandro: Cat’s Grace, Deafened, Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Slow;
Laori: Deafened, Freedom of Movement, Overland Flight, Protection from Evil, Remove Fear, See Invisibility, Slow;
Queen Ileosa: Displacement, Mirror Image (5 images), Project Image, Inspire Courge +4, + others;
False Ileosa [4]: Insanity, Inspire Courage +4;

Initiative
27 - Queen Ileosa (AC 43, T 26, FF 34; SR 22) - X
24 – Sebastian
24 – Tyrandro
18 – Ayako
18 – Iolana
3 - Laori


Ayako floats backwards and uses Reach spell to cast Heal on Tyrando
Spell failure 20%: 1d100 ⇒ 25 150 healed I believe

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Korvosa, the Jewel of Varisia, has long sparkled on Varisia’s southern shore. Established 300 years ago by Cheliax at the height of that empire’s expansion, the city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat power—the Crimson Throne. Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished. Yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won—it is a curse. No monarch of Korvosa has died of old age, and none have produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call the Curse of the Crimson Throne.

I’m looking to run the Curse of the Crimson Throne campaign with 4 mature players.
• Start at level 1
• 15 point buy
• 2 traits. 1 must be a campaign trait.
• Max hp at 1st level and average hp each level after that
• Average starting wealth
• Source material can be selected from the Core Rulebook, Advanced Class Guide, Advanced Players Guide, Advanced Race Guide, Ultimate Combat, Ultimate Equipment, and Ultimate Magic. Other sources will be allowed on a case-by-case basic but I prefer everyone not have any abilities that I not familiar with or don’t have the book to reference.

I just successfully finished running an in-person Curse of the Crimson Throne campaign and I want to run it again in a play-by-post format. I’ve played or ran multiple Paizo-published adventures and have found that they are written well enough that they can be as light-hearted or as dark as the DM runs it. I plan to run the adventure as a horror-themed campaign rather than a heroic campaign. The campaign will be run as printed but I will make it dark and gritty. I will get very descriptive of the depravity and danger the players will face around every corner. I’m looking for players who also interested in this concept and can role-play the desperation and fear that their characters will be experiencing. I hope to make the campaign challenging and won’t be throwing any punches. Being prepared will be necessary. But I also believe in Rule 0: Have Fun and I am an experienced enough GM to know how to make an enjoyable game for everyone involved.

I’ve role-played for the last 15 years but this will be my first play-by-post campaign run on the paizo.com website so I may need to figure out the working in the beginning but I’m currently playing in some play-by-post campaigns so I know the formatting. I’m planning on using either Google Drawings or roll20.net for the maps. I’ll see which the players I select prefer.

I’m looking for players who can post at least once a day if not more. I am EST time zone and would prefer players close to that as well. If we are running a combat, I will bot any player who doesn’t post within a day to keep things moving. You can jump back in with your next turn as soon as you are able to. I am also able to post on weekends.

If you are not familiar with the campaign, please read the Curse of the Crimson Throne Player’s Guide and tie your backstory to your campaign trait and your relation with Gaedren Lamm.

THE TIE THAT BINDS

Korvosa, like any city, has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled Shingles above. The Korvosan Guard does what it can to keep the city’s criminals from causing too much harm, but the cold reality is that they will always outnumber the law. And that means some crimes go unpunished and some criminals see great success.

Worst of these, perhaps, are the city’s crimelords. Dozens of them operate in Korvosa at any one time, from the sinister leader of the Red Mantis assassins all the way down to the Varisian Sczarni thugs who preside over a gang of a half-dozen friends and cousins. These minor crimelords are often, ironically, the ones who do the most damage to Korvosa’s law-abiding citizens, as larger organizations have little need to bother commoners. One such undesirable is Gaedren Lamm, a despicable low-life who missed his chance at being somebody big in Korvosa’s murky underworld. Well past his prime, the decrepit thief abducts orphans and forces them to support his despicable lifestyle with petty crime. Many of Korvosa’s lower class have had dealings with Lamm, and even a few of the city’s middle class and nobility have had their lives complicated by this foul old man. Yet no matter what he does, he always seems to slip away from the guards and avoid answering for his crimes.

Gaedren Lamm’s luck is about to change, though. For among those his actions have recently touched are several men and women destined to become some of Korvosa’s greatest heroes. And one of those heroes is you.

I’ll leave it open until Friday 8/21 and will pick 4 players who I think will fit best. You don’t need to make a new alias until you are picked (unless you want to). I look forward to seeing your submissions.


DOT


Interested!


Pathfinder Adventure Path Subscriber

Dotting for interest! Never played this AP before!


ohhh... Interested....

Sczarni

I have never played it either. Would the new occult adventure classes be allowed? They are up here http://www.d20pfsrd.com/classes/occult-classes


Would this Archetype for the wizard be allowed?


Wondering_Monster wrote:
I have never played it either. Would the new occult adventure classes be allowed? They are up here http://www.d20pfsrd.com/classes/occult-classes

I think the occult classes would be a good fit for the feel of the campaign, but since they are so new, I don't know much about them yet. However, you can submit the character idea and I'll consider it.


Korak wrote:
Would this Archetype for the wizard be allowed?

That looks like a cool archetype but I'd rather you didn't use it in this campaign because I want to keep the number of PCs at 4. I know its a cohort but there are parts of the adventure where NPCs will be accompanying you and it might get too crowded.

Classes with animal companions or familiars are fine, but I'm not a fan of the Leadership feat and gaining extra cohorts and followers.

Silver Crusade

Would you allow this Occult class? It looks like a lot of fun


rorek55 wrote:
Would you allow this Occult class? It looks like a lot of fun

You can submit it. I'm just letting everyone know, I'm more likely going to pick non-occult classes if there are enough submissions.


GM Peachbottom, I wish to introduce you to Pavo Grimalus, a young cleric of Pharasma who wishes vengeance against Gaedren Lamm.
This character was created in a failed attempt to join another CotCT pbp game. I believe he was created using a 20-pt. buy system. I will make adjustments if chosen. But other than that, he's ready to go!


GM Peachbottom, how would you feel about the cartomancer archetype for a witch submission?

Sczarni

15 point buy is rough.

Shadow Lodge

Dot. No idea what I want to play here. I've got a character in another CotCT game that's on hiatus, but I don't want to use him in case it comes back. But I'm sure some inspiration will strike before the 21st.


Creating a Slayer from the Advanced Class Guide. Pretty much got the crunchy part done, and have some ideas rolling around in the back of my head for the fluff but I have to think about it more and I am leaving in a few minutes with my wife for an evening out, so I will have something up by Tuesday.

-- david

Shadow Lodge

Well, I've had a pretty thought involving an aasimar cleric or possibly mystic theurge, but for it to be complete, I'd really like one of these beauties as an improved familiar. Two problems. First, Inner Sea Gods doesn't appear in your list of sources. But this shouldn't be an insurmountable problem. I have an Inner Sea Gods .pdf, so if you don't trust the online source I can get you a screenshot. Second, it doesn't appear on the list of improved familiars. It's about on par with (or a little stronger than) the improved familiars a character can get at level 7, though, so I don't think it's an unreasonable ask.


DM Peachbottom my next post will have the PC I will be submitting for this adventure. He is an investigator (I thought well suited for a horror setting). Anyway here he is Col Avertin.


Col was originally going to be used in a RoRL campaign but I withdrew him from consideration to submit him in this one (really liked the horror idea). I changed his background to reflect this and may still need to tweak things and buy equipment.

Shadow Lodge

Hello again. We've got to stop bumping into each other like this.


zimmerwald1915 wrote:
Hello again. We've got to stop bumping into each other like this.

It is a small world

Zimmerwald1915:
by the way I just looked at your profile and I am originally from New York too, although now in Indiana! Good luck!


dot

Shadow Lodge

Gaming Ranger wrote:
zimmerwald1915 wrote:
Hello again. We've got to stop bumping into each other like this.
It is a small world

Indeed. Case in point:

Azule son of Abendago wrote:
dot
Gaming Ranger wrote:
** spoiler omitted **

Gaming Ranger:
Been meaning to get out there one of these days. Break a leg!

TheWaskally wrote:
GM Peachbottom, I wish to introduce you to Pavo Grimalus, a young cleric of Pharasma who wishes vengeance against Gaedren Lamm.

Looks good.


Nadya wrote:
GM Peachbottom, how would you feel about the cartomancer archetype for a witch submission?

Cartomancer is fine. It fits well into this campaign.


zimmerwald1915 wrote:
Well, I've had a pretty thought involving an aasimar cleric or possibly mystic theurge, but for it to be complete, I'd really like one of these beauties as an improved familiar. Two problems. First, Inner Sea Gods doesn't appear in your list of sources. But this shouldn't be an insurmountable problem. I have an Inner Sea Gods .pdf, so if you don't trust the online source I can get you a screenshot. Second, it doesn't appear on the list of improved familiars. It's about on par with (or a little stronger than) the improved familiars a character can get at level 7, though, so I don't think it's an unreasonable ask.

A yhohm improved familiar looks fine.


Col Avertin, your character looks good. I like the investigator and his background. His stats are a 30 pt. buy. It would need to be adjusted to 15 pt. but other than that, it looks good.

Silver Crusade

I think I will make a ranger. Either that, or an alchemist. The PT buy is too low to monk a monk for my taste. :(

Silver Crusade

GM Peachbottom wrote:
A yhohm improved familiar looks fine.

Thanks be to your kindness. My statistics are in my profile, though I have not yet completed my purchases.

I have also yet to compose my background. I will let you know when it is done.


Would Young Characters be allowed? It's the perfect way to start such a character, giving some of the traits. If only you weren't gimped so much. That dumb lying blog...


GM Peachbottom wrote:
Col Avertin, your character looks good. I like the investigator and his background. His stats are a 30 pt. buy. It would need to be adjusted to 15 pt. but other than that, it looks good.

I think it is a 15 point buy, I took the alternate race trait that gives you +2 to a second stat (swaps out for the bonus feat and extra skill point- advanced race guide). So before racial it is:

S: 10 (0 points) D: 16 (10 points) C: 12 (2 points) I:15 (7 points) W: 10 (0 points) Ch: 7 (-4 points), 0+10+2+7+0=19-4 from dumping charisma = 15, I admit after the two racial bumps it looks out of whack to have an 18 and a 17 in a 15 point buy. I think my math is righ, but I've been in front of a computer all day and could be a little batty, could you double check my numbers?


Col Avertin, you are correct. With the dual talent racial trait, that is a 15 point buy.


Col, your math is good. I didn't realize you took the alternate race ability (which is fine). Everything looks good. Thanks for clarifying.


Azten wrote:
Would Young Characters be allowed? It's the perfect way to start such a character, giving some of the traits. If only you weren't gimped so much. That dumb lying blog...

You can roleplay a younger or older character but no ability score adjustments.

Silver Crusade

Well, I talked myself into trying the unchained monk anyway. SO here is a rough draft of him. Background is in progress. That said, the hippogriff riding ranger is calling me.... Would you allow a PC to join the Sable Riders?

Ryuu:

Race: Human
Alignment: Lawful Neutral
Alternate Racial: Dual talented
Class: Monk (Unchained)
FCB: +1/4 ki points
Traits: Iron Fist, Missing Child (not his, daughter of his Orders Master)
Ability Scores:
Str: 16
Dex: 14
Con: 12
Int: 10
Wis: 16
Cha: 08

Vitals:
HP: 11
AC: 15 T:15 FF: 13
Saves:
Fort: +3
Ref: +4
Will: +4

Offense:
Unarmed Strike: +5
Damage: 1d6+4

QuarterStaff: +4
Damage: 1d6+5

Feats:
1- Improved Unarmed Strike, Stunning Fist, Weapon focus (Unarmed), Dodge

Skills:
Acrobatics: 1
Perception: 1
Sense Motive: 1
Climb: 1

Gear: to be decided.


GM Peachbottom wrote:
Col, your math is good. I didn't realize you took the alternate race ability (which is fine). Everything looks good. Thanks for clarifying.

Thanks, that is my bad. I usually put that information in a spoiler when I post the PC and didn't this time. There is no way you could have known what I did with switching racial traits.


rorek55 wrote:
That said, the hippogriff riding ranger is calling me.... Would you allow a PC to join the Sable Riders?

Yes. You can make a ranger who is a member of the Sable Company.

Silver Crusade

GM Peachbottom wrote:
rorek55 wrote:
That said, the hippogriff riding ranger is calling me.... Would you allow a PC to join the Sable Riders?
Yes. You can make a ranger who is a member of the Sable Company.

Sold, FULL STOP on monk. Lets make a ranger. Oh, btw, would you perhaps consider a Griffon mount in place of a hippogriff? :D if you feel charitable.


Welp I'm out. No offense, but the character I have designed for Crimson is that archetype with his apprentice having been kidnapped by what's his name. Have a good game everybody!


I'd like to submit Giorgio Karakios. He's a half-elf inquisitor of Saranrae who's been part of a different CotCT campaign that just fell apart on our way to The Eel's End. He's a 15 point buy, and I'll have to revert him back to level 1, but he's good to go aside from that.


rorek55 wrote:
Sold, FULL STOP on monk. Lets make a ranger. Oh, btw, would you perhaps consider a Griffon mount in place of a hippogriff? :D if you feel charitable.

If you are going that route, you can take the Sable Company Marine feat from the Curse of the Crimson Throne Player's Guide which gives a hippogriff. No griffon unless you have another way of getting one.

SABLE COMPANY MARINE
You graduated from the elite hippogriff-riding school of the Endrin Military Academy. Not only can you ride a hippogriff with great skill, but you may also bond with one.
Prerequisite: Ranger level 4th.
Benefit: You gain a hippogriff as your animal companion. You gain a +2 bonus on Ride checks made while riding your hippogriff animal companion. Whenever you are within 20 feet of your hippogriff, it gains a +2 bonus on saving throws made against fear effects.

Dark Archive

Dot

Dark Archive

I'm thinking of building a knife master rouge who was one of Gaedren's little Lamms, that escapes, and wants a chance to get back at the man who ruined her childhood.

Silver Crusade

That is what I had intended to do.

Dark Archive

You said your making a ranger?

Shadow Lodge

Sorry, but I'm dropping out. As of a few minutes ago I'm in two PbPs now, and I can'g really handle a third. Be excellent.


I think I updated the stats and everything.

I submit Lily Charis of the Kobolds.


I tried to get into a CotCT before and I still love the idea of the AP. I'm thinking about playing off on the Dockside Avenger trait. I'll get something together soon. Maybe something worth a whip?


Unfortunately I have to withdraw. Good luck and good gaming to all.

-- david


Dotting with him, made him for a other CotCT that fell through. Just need to restat him for 15pt buy

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