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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"We don't have the authority to make that decision, but our guess is the Queen will want her tried quickly. It could be as soon as tomorrow." says a guard.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

knowledge (Local) DC10: 1d20 + 8 ⇒ (14) + 8 = 22
knowledge (Local) DC10: 1d20 + 8 ⇒ (2) + 8 = 10

Col admonishes the guards, "Make sure no harm comes to her. looking them in the eye he asks, "Where is Kroft?"


"She's in her office with the Shoanti."


Whoops,a bit late

Ayako hurries to see Croft after she arrives and knocks on the door. She hope she can get the girl hustled in safely without a pig and cow show going on.

MOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Ayako sees an accusing pair of big brown eyes glaring at her.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"We brought her in because it was our responsibility. She's no witch though. Pray she gets a fair trial." Nadya continues with her companions to bring Trinia in to the Commander.
Knowledge (local) on Shoanti: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge (local) on Longacre: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (local) on Zenobia: 1d20 + 6 ⇒ (3) + 6 = 9
Wow! There's a terrible run of rolls!


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Satisfied with this answer, he turns back to Trinia. "If you are innocent, as you swear, you have nothing to fear. The church of Abadar will see to the truth of the matter. Take heart." He gives the poor woman a gentle smile as he joins the others in the Commander's office. Poor, doomed thing. Such a waste, it is. But there's nothing for it, we simply can't stand for king-killing.


Citadel Volshyenek
2:20 pm – 22 Neth 4708 AR

Cressida Kroft isn't alone when you arrive at her office—with her is a tall, rail-thin Shoanti man of 60 winters. He leans heavily on a walking stick, the polished femur of some giant beast crowned with a firepelt cougar's skull. He wears a shirt decorated with countless jangling animal bones, many painstakingly scrawled with dozens of tiny symbols and glyphs. A bearskin cloak is draped about his bony shoulders, and warpaint in the shape of a skull decorates his face. The Shoanti's eyes are milky as if he were blind. His familiar, a regal red-feathered razor crow sits on his shoulder. He regards you impassively while Cressida introduces him.

"Welcome back. I hope things went well with finding Trinia. You can fill me in after I explain the current situation. Please sit." Cressida motions towards the seats in front of her.

"This is Thousand Bones, a Way-Keeper for the Skoan-Quah, the Clan of the Skull. This visionary shaman has been leading a large group of Shoanti in talks with the Korvosan government for years now, hoping to find a way their two people can coexist in peace. However, Thousand Bones's mission is anything but easy. A large number of Korvosa's citizens are prejudiced against the Shoanti and see them as little more than violent barbarians. Curbing and moderating the violence between these racists and the quick-to-anger Shoanti who dwell in and near Korvosa is a constant battle for the ancient shaman. Unfortunately one of Thousand Bones's grandsons, a young warrior named Gaekhen, was murdered by a mob that used the unrest in Korvosa as a feeble excuse for misplaced vigilantism and his patience has reached its limit. You may explain further, Thousand Bones." Cressida turns the floor over to the shaman.

The old shaman speaks with a deep voice, his words carefully chosen but delivered with a barely restrained anger.

"My people have worked hard to understand yours, yet it seems each day we see new examples of how your people work just as hard to foster old hatreds. My grandson is dead, beaten to death by cowards in your city street. I do not blame you, yet still Gaekhen is dead, and my son and his kin are not so forgiving as I. They wish to return to the Skoan-Quah in the Cinderlands, to join with the Sklar-Quah and rally to war against Korvosa. This would be disastrous, for both our peoples. Amends must be made."

"Our ways are not as yours. If a body does not go whole to the fires of the gods, the smoke of a warrior’s spirit cannot rise to the Great Sky. If I could send Gaekhen's body to the Great Sky with honor and dignity, his father and brothers would listen to me and stay their wrath—the talks of peace between my people and yours can continue. But he was not just murdered. His body was taken from the scene of his death, sold by a peddler of corpses to a necromancer named Rolth, a criminal to both our people. I have spoken with the spirits, and they have revealed to me that Gaekhen's body has been taken to a place below your boneyard, a place the spirits call the Dead Warrens."

"With this knowledge, I could surely lead a group of my finest warriors into your boneyard to retrieve Gaekhen's body, but this would be seen as an act of aggression by your people. No, it falls to you to make amends for what has been done. You must bring me Gaekhen's body, lest we be forced to recover him ourselves. And although it pains my heart to say it—we will not be gentle if it comes to this."

Thousand Bones then rises, nods curtly to Cressida, and leaves the room to return to his people to await the delivery of his grandson's body.

Field Marshal Kroft apologizes, "I apologizes for Thousand Bone's behavior, but to a great extent I agree with his assessment. Someone tied to Korvosa needs to find the dead Shoanti's body and return it to his people as a gesture of good will, or things will quickly go from bad to worse. Normally, I would contact the Church of Pharasma to organize an expedition into one of the warrens under the city graveyard, but you have proven capable, and you are my first nomination for the problem. If you can help me, there's also another 1,000 gp reward in it for you. I would like you to begin immediately, but you should probably wait until tomorrow. You don't want to be caught in the Gray after sundown. In the meantime I can certainly answer a few questions you are likely to have and I'd also like you to debrief me on your mission in the Shingles."

Skoan-Quah - Knowledge (Local or History) DC 15:

All six of the other quahs still shudder on occasion when they deal with the enigmatic Skull Clan and its impenetrable skull shamans. Warriors of the Skoan-Quah cake their bodies with a mixture of mud and ash, making their skin smoky white. This ritual is said to give them protection against the walking dead, whom they are sworn to destroy.

The Skull Clan is zealous in its protection and honoring of the dead. Many Skull Clan tribes sojourn far to consecrate the burial sites of their fellow Shoanti. This service is grudgingly appreciated by the other clans, who respect the power of the Skull Clan and their totems, even if their morbid shamans quietly unnerve them. The most honored dead of each tribe are entrusted into the Skull Clan's care, leaving the guardians of the dead to transport such heroes to the Shoanti's most honored burial grounds—the Kallow Mounds to the east and the Life Falls to the west. The Skoan-Quah also shoulders the duty of acting as the historians of the Shoanti as a whole. In this way, the memories of many Shoanti live on with the Skoan-Quah, long after their own quah might have forgotten.

Sklar-Quah - Knowledge (Local or History) DC 15:

More so than any other clan in recent memory, the Sklar-Quah find themselves embattled by their foes. Since its retreat over the Storval Rise from southern Varisia, the Sun Clan has found itself in a vise between orc marauders from the Hold of Belkzen and foreign invaders. The Sklar-Quah now acts as an unwitting buffer, protecting its two enemies from one another, a reality that has cost the blood of countless sons and daughters.

Sun Clan youth are taught to hate tshamek (non-Shoanti) at an early age. Their day-to-day prejudice is viewed as a necessary component of their well-honed survival instincts. Indeed, the xenophobia is clan-deep; the Sklar-Quah's shamans are the most warlike among the shaman of any quah.

Many Sklar-Quah warriors aspire to join the ranks of the Sklar-Quah's famed burn riders, their elite mounted cavalry who are able to coax their horses to race through the flames and wildfires of the Cinderlands. Burn riders frequently shave much more than just their heads to protect themselves from the flames, and tend to wear minimal armor and clothing.

The quah's oral history claims that its ancestors once inhabited the fertile lands east of the Fenwall Mountains, and honored their totems from a sacred site upon a massive pyramid (now the site of the city-state of Korvosa) but that they were driven into the Cinderlands by Chelish colonists after decades of battle.

The Cinderlands - Knowledge (Geography) DC 10:

The burning plains of the Storval Plateau are perhaps the most inhospitable locations in all of Varisia. This wasteland of ash and sand seems an unlikely place to find any life, but it is home to a number of peoples and creatures who brave the emberstorms and heat.


Know-Geography: 1d20 ⇒ 4

Ayako zones out again, moos fill her head.

We located Trinia at her apartment and there was a brief chase before we captured her. She denies killing the king, but unless we use magical means I doubt we will really find out what happened. We managed to evade the angry crows and bring her here.


"Good. I'm uncertain of her guilt myself. I will speak to her myself but afterwards law dictates that the Queen must be informed that we have recovered her. No matter what we believe, once accused, her guilt or innocence will need to be proven in court."


Ayako turns to the others. How long before the trial? I suppose we can head into the Grey in the morning to try to recover the body.


"I don't decide when the trial will be. I'll let you know as soon as I find out."


After everyone is done questioning, Ayako will purchase 4 vials of holy water from the Pharesma church in preparation for their journey


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Knowledge (Local) DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (Local) DC 15: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (Geography) DC 10: 1d20 + 3 ⇒ (17) + 3 = 20

Col asks Kroft, "Is there anything you can give us to help against undead we might encounter?"

Sorry busy Monday


"I'm sorry, Citadal Volshynek is not equipped to deal with undead. However, the Grand Cathedral of Pharasma should have whatever you might need. I know you are already familiar with Bishop Keppira D'Bear but I'll give you a writ to present to her for a discount."

Any potions, scrolls, or other minor items you wish to purchase from the church will be at half price. That includes the 4 vials of holy water Ayako wants to purchase. This is a one-time deal for this portion of the adventure.

"Do you have any other questions you wish to ask? I can give you more information on Rolth, the Dead Warrens, or Gaekhen if you need it."


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Knowledge (local): 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge (local): 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge (geography): 1d20 + 4 ⇒ (7) + 4 = 11
"If you have any more information on Gaekhen that will help us recover his remains, we will of course take it. But, I am most interested in the Dead Warrens and this Rolph." Nadya virtually spits as she says the name. "How many entrances are there to the Dead Warrens and what do you know of what Rolph can do?"


I will ask the Bishop if he knows what particular undead have been sited so we have better information on how to fight them.


Citadel Volshyenek
2:30 pm – 22 Neth 4708 AR

"Rolth has long been a thorn in my side. A failed Academae student, Rolth's a monster of a man who was expelled after the true nature of his experiments were revealed. He was butchering vagrants, stray animals, and anything else he could get his hands on to try to build some sort of golem from their collected parts. The Academae didn't press charges because it didn't want to cause a scene—it just quietly expelled him and the man's been trouble ever since. We suspect he's responsible for nearly a dozen slayings, each involving mutilation to the body, but to date we haven't been able to find him or locate his lair. He might or might not be in the Dead Warrens, but anything you can find there that could lead to his arrest would be greatly appreciated."

"Korvosa's Gray District is riddled with underground chambers, some of them burrowed by ghouls or other monsters, others remnants of ancient Shoanti burial grounds. Some of these warrens are patrolled and kept clear of monsters by the church of Pharasma, yet the Gray District is a large place and the tunnels below are vast and tangled. The Pharasmen focus on containing the problems with undead and necromancers, but as soon as they wipe out one, it seems as if two are ready to spring up in its place. The problem's particularly vexing in Potter's Ward, where the bodies of the poor and homeless are buried. According to Thousand Bones, the Dead Warrens were one of his people's burial vaults, chambers that lie under Potter's Ward."

"We have the man who sold Gaekhen's body to Rolth in custody: a simpleton named Elkaris. He spilled everything when we told him what was going on and how much trouble he was in—in any event, Elkaris says he delivered the body via wheelbarrow to a partially collapsed mausoleum deep in Potter's Ward, near the southern edge. A toppled and headless statue of a sword-wielding gargoyle lay in the dirt near the mausoleum's entrance—he was told to leave the body behind the gargoyle. This location matches where Thousand Bones believes the Shoanti burial grounds called the Dead Warrens used to be located, so that's the best place to start the search."

"Thousand Bones described Gaekhen as about 18 years old with short brown hair and a distinctive scar from a firepelt's claw on his left cheek. Furthermore, Gaekhen had several large and distinctive Shoanti tribal tattoos on his arms and torso—it's unlikely that any other freshly-killed Shoanti are in the Dead Warrens today, so that should be a dead giveaway."

"Well, that's all I have for you. I wish you luck and swift journeys. If that boy's body isn't returned quickly, we'll have a barbarian invasion to deal with on top of Korvosa's other problems. I'll also keep you informed of any developments with Trinia. Feel free to utilize the barracks here tonight or your rooms at the inn. Either way, I know how to find you."

After that, Cressida Kroft dismisses you.

Grand Temple of Pharasma
3:30 pm – 22 Neth 4708 AR

Afterwards, you head to the Grand Temple of Pharasma in the Gray District to speak with Biship Keppira D'Bear.

"Welcome back, my friends." Keppira's mood is noticeably somber. "So you are investigating the Dead Warrens for a Shoanti boy's body that was sold to the necromancer, Rolth? Please, I need your help. More acolytes have gone missing, including the three orphan children you left in my care. I'm so sorry that I failed you. I promised that I'd keep them safe but the situation has gotten out of hand. Our acolytes are equipped to deal with the typical undead that are occasionally encountered here; skeletons, zombies, ghouls, and the like. But I believe that these abductions are the work of something else. Although we were not able to track them to their source, we've spotted many tiny footprints throughout the Gray. I believe it is the work of derro; foul, insane creatures from the underdark. Gods, if they are abducting people for this necromancer... I just hope they are still alive. I bet the mausoleum in the Potter's District that Field Marshall Croft described is where they are coming from. If you find any of them down there, please bring them home."

The bishop can give you full details (everything listed in the monster manual) on zombies, skeletons, ghouls, and derro.


Ayako tenses at Keppira's wrds. Did we bring them into danger? We thought them safe but we brought them where they would be violated? Ayako looks rather paler than usual. We..we'll get to work on this right away. Thank you for bringing this to our notice.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Nadya immediately begins considering which spells might be of most use below Potter's Ward, "Doesn't sound like it will be too hard to find, but I'd imagine the Bishop can make sure we get to the right place and let us know if they know of any entrances to the Dead Warrens in that area. I'm going to get some rest and prepare spells that might help with a necromancer and his unholy pets. Rolth is human, right?"

After resting and communing with her deck, Nadya joins the others for the return to the Gray District. The Bishop's words send her reeling, "The three orphans and how many acolytes Bishop? This sounds like a nightmare. Please, tell us all about these undead and anything you know about derro. Do you know anything else about this area around the mausoleum that might be helpful to us?"
You can handwave the details, but figured it would be good to have one of us ask about the undead and derro.
Nadya will prepare: detect magic, light, read magic, stabilize, mage armor, ill omen, and sleep. She will cast mage armor as soon as we leave the Bishop. She will cast deathwatch as soon as we enter the Dead Warrens.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Dark business, Col thinks as he listens to his companions questions. As he listens to Keppira share her knowledge he considers ways he might be useful in the Warrens.


Ayako takes in the information provided about the undead. We'll need clubs are mace if there are skeletons and slashing weapons for zombies. As for Derro, protecting ourselves against poison with antidotes would be wise.


Citadel Volshyenek
5:00 pm – 22 Neth 4708 AR

The party leaves the temple to finish preparations and is immediately caught up in a large mob of angry citizens storming towards the citadel. Cries for Trinia's head flood the streets.

The citadel doors hold fast but the Korvosan Guard is vastly outnumbered and remains behind the wall. Due to the roar of the mob, you don't hear a hell knight approach you from behind.

"Halt! I'll teach you to disturb the peace! Feel free to resist. I'll enjoy it more."

The hell knight wears typically black fullplate and is armed with a guisarme and a net. He moves to attack.

Initiative Rolls
Ayako: 1d20 + 4 ⇒ (7) + 4 = 11
Col Avertin: 1d20 + 4 ⇒ (13) + 4 = 17
Nadya Dimineata: 1d20 + 3 ⇒ (5) + 3 = 8
Sebastian Merrin: 1d20 + 5 ⇒ (7) + 5 = 12
Hell Knight: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1
Lighting: Normal

Initiative
17 - Col
12 - Sebastian
11 - Ayako
8 - Nadya
5 - Hell Knight

The temple does not have weapons or antitoxin on hand. Those items will need to be purchased at full price.


Ayako looks to the others. We have no quarrel with the Hellknights, we should leave quickly!


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

"Nonsense! I've been watching these damn devil knights overstep their bounds for years. If this one wants a fight, I say we give it to him."


Sensing your hesitation and still mistaking you for rioters, the hell knight goads you on further as he prepares to attack. "You think you can just break the law and get away with it? I am the law! And I am going to break you!"


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Out of the way fool or it will be you who gets broken," Col warns the impertinent knight as he shows the man his pseudodragon's mark.

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15 not very diplomatic, total defense


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"Seriously? We're not disturbing anything. Go corral some real threats to the peace like that mob going on about Trinia."
Diplomacy to assist: 1d20 + 1 ⇒ (10) + 1 = 11


Ayako shows her medal as well. We were granted these by Cressida Kroft for our services to this city! We Returned the Queen's stolen goods and aided in locating Triania and rousted a band of thugs from the meat shop All the World's Meat. We are now on a mission at Cressida's request to hunt down a necromancer who has stolen corpses.
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27


"Um, yes...well... I know what that is!" The hell knight appears flustered by Ayako's words. The hell knight actually starts to back down but then a rumble issues from below, and a moment later the city street cracks apart, long fissures running across the bricks. The road bursts upward, casting chunks of rock into the air and raining bricks on the surrounding area. The stench of sewer filth and garbage belches forth, heralding the approach of a loud and hungry otyugh, drawn by the chaos and noise of the world above.

"Rwaarrg!

Initiative: 1d20 ⇒ 2
Grapple: 1d20 + 13 ⇒ (11) + 13 = 24
Constrict: 1d6 + 2 ⇒ (1) + 2 = 3

This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. It wraps its tentacles around the hell knight, lifting him up into the air and squeezing. "Everyone is too loud!" the beast yells.

"Help me!" screams the hell knight.

Round 1

Initiative
17 - Col
12 - Sebastian
11 - Ayako
8 - Nadya
5 - Hell Knight (grappled)
2- Otyugh (grappling)


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"Somehow that seems deliciously ironic. I wonder if my hexes will work on it?" Nadya makes sure she is a safe distance from the otyugh and fixes a black stare on the creature.
Evil eye to reduce its AC by -2. DC 15 Will save to keep it to 1 round instead of 7.


Ayakospeaks a word and helps the Hellknight's limbs escape
Liberating command, may make Escape attempt with +4 bonus.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian laughs at the plight of the helpless Hellknight, but stops when he sees the girls spring into action. "Wait, are we really going to help him?"


We can't have this beast running around the streets!


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Heeding Ayako's words Col reaches into his belt pouch and quickly removes and drinks an extract. Drawing his rapier as he moves forward he yells to ht Hell Knight. "Look out behind you."

Long arm


Round 1

Hell Knight's Escape Artist roll: 1d20 ⇒ 19

With Ayako's magical assistance the hell knight slips free of the otyugh's tentacles and falls to the ground with a loud clang.

Evil eye will work on the otyugh.

Otyugh's Will Save vs. Evil Eye DC 15: 1d20 + 6 ⇒ (7) + 6 = 13

The otyugh's defenses lower under Nadya's stare.

The hell knight gets his bearings and swings his guisarme at the otyugh drawing a long gash in its side.

Guisarme: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d4 + 5 ⇒ (1, 2) + 5 = 8

"Drive it back into the sewers!" he directs.

"Where are you going? Get in my belly!" the otyugh rages.

The creature flails widely, landing a tentacle slap again the knight but failing to grab hold.

Bite: 1d20 + 7 ⇒ (1) + 7 = 8

Tentacle: 1d20 + 3 ⇒ (17) + 3 = 20
Tentacle Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Plus Grab
CMB to Grapple: 1d20 + 13 ⇒ (4) + 13 = 17

Tentacle: 1d20 + 3 ⇒ (16) + 3 = 19

Any nearby civilians or rioters all flee in panic as the fight ensues.

Round 2
Active Effects: Col: Long Arm 20 rds.; Otyugh: Evil Eye -2 AC 7 rds.

Initiative
17 - Col
12 - Sebastian
11 - Ayako
8 - Nadya
5 - Hell Knight (Injured)
2- Otyugh (Injured; -2 AC)


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col stabs his rapier at the vile creature.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 1


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

That's a crit threat isn't it Col?
"It did work. Nice spell to get the hellknight free Ayako." Nadya keeps concentrating on debilitating the otyugh, steeling her look at it once more.
Evil eye to reduce its attacks by -2. DC 15 Will save to keep it to 1 round instead of 7.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian sighs, exasperated that they are, in fact, aiding the Hellknight. "I suppose I can't let Col have all the fun." Stepping up alongside Col, he jabs at the otyugh with his sword. "Back to the sewers with you!"

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Whoops, it is a crit.
Crit.: 1d20 + 6 ⇒ (8) + 6 = 14
Dmg: 1d6 ⇒ 5


Ayako taps the hellknight with her healing wand so their strongest meatsh...warrior won't fall.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Round 2

Col stabs at the otyugh's eye or at least what he thinks is one. The crit does not confirm. =(

Sebastian's strike lands true.

After Ayako heals the hell knight, he slaps away her wand. "I don't need your healing, girl."

Otyugh's Will Save vs. Evil Eye DC 15: 1d20 + 6 ⇒ (16) + 6 = 22

The otyugh fights off Nadya's stare this round. "I'm not going back. I'm finally free!" it shouts.

Guisarme vs. Otyugh: 1d20 + 9 ⇒ (1) + 9 = 10

"Damn! You are distracting me." the hell knight curses as his attack misses.

Bite vs. Sebastian's AC 17: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Tentacle vs. Col's AC 17: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Tentacle vs. Hell Knight: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6

The otyugh flails wildly but Nadya's curse keeps it from hitting anything.

Round 3
Active Effects: Col: Long Arm 19 rds.; Otyugh: Evil Eye -2 AC 6 rds., -2 attacks 1 rd.

Initiative
17 - Col
12 - Sebastian
11 - Ayako
8 - Nadya
5 - Hell Knight (Injured)
2- Otyugh (Injured; -2 AC, -2 attacks)


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"It can talk," Col says surprised as he thrusts his rapier at the beast again.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 ⇒ 3


Ayako moves over so she can start to set up a flank for the othersDone


I'll keep this moving. This fight isn't meant to take long.

Round 3

The otyugh dances away from Col's strike and into Sebastians'.

Rapier: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Nadya uses evil eye to reduce its attacks by -2 again. DC 15 Will save to keep it to 1 round instead of 7.

Otyugh's Will Save vs. Evil Eye DC 15: 1d20 + 6 ⇒ (15) + 6 = 21

The hell knight attacks again but misses.

Guisarme: 1d20 + 9 ⇒ (3) + 9 = 12

The otyugh continues to flail ineffectively.

Bite vs. Sebastian's AC 17: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Tentacle vs. Col's AC 17: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Tentacle vs. Hell Knight: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Round 4
Active Effects: Col: Long Arm 18 rds.; Otyugh: Evil Eye -2 AC 5 rds., -2 attacks 1 rd.

Initiative
17 - Col
12 - Sebastian
11 - Ayako
8 - Nadya
5 - Hell Knight (Injured)
2- Otyugh (Injured; -2 AC, -2 attacks)


Ayako hustle sup and then slashes with her sickle.
Sickle,Flank: 1d20 + 1 ⇒ (14) + 1 = 151d6 ⇒ 5


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Nadya tries once again to fix the creature with her evil eye and keep it from harming anyone else.
Ok, evil eye again to try to affect attacks. -2 for 1 round and 7 if it doesn't make the DC 15 Will save.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"Back to the pit you crawled out of," Col yells as he lunges again at he creature.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d6 ⇒ 1


Round 4
After his initial success, Col continues to struggle to land another hit.

Sebastian has equally bad luck but steps into a position to flank with Ayako.
Sebastian's Rapier: 1d20 + 6 ⇒ (1) + 6 = 7

Ayako enters into combat with the otyugh and learns that the creature has surprisingly long reach with its tentacles but ducks underneath the swing and successfully slashs it along its flank.
Otyugh's Attack of Opportunity vs. Ayako AC 17: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7

On Nadya's third attempt, the otyugh succumbs to her attack weakening gaze.
Otyugh's Will Save vs. Evil Eye DC 15: 1d20 + 6 ⇒ (5) + 6 = 11

The hellknight swings again, this time landing a powerful blow.
Guisarme: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d4 + 5 ⇒ (1, 4) + 5 = 10

"Go back to where you below, you foul beast!" shouts the hellknight.

The now haggard looking otyugh stops flailing and its tentacles slump to its sides. "Fine." It sighs. "I go." The otyugh withdraws and leaps back down through the gaping hole in the street into the sewers below. "You keep quiet up there or I'll be back."

"I've got to report this." The hellknight says to you. "Get lost. I'm too busy to deal with you any more." He then walks off without so much as a thank you.

Combat over.

Citadel Volshyenek
2:30 pm – 22 Neth 4708 AR

It takes you a few more minutes to head back to the Citadel and when you arrive, you see the crowd is slowly parting, not for you, but for a contingent of royal knights led by the Queen's bodyguard, Sabina Merrin herself. A few dissenters curse and hurl rotten fruit. Those people are quickly and embarrassingly dealt with which causes the rest of the mob to shut up or disperse.

"People of Korvosa!" Sabina announces. "You have proven through your actions that a fair and public trial is not possible for the accused Trinia Sabor. She is to be escorted to the castle for a private and unbiased trial there. The outcome shall be announced publicly tomorrow afternoon. Now go back to your homes and disturb the peace no longer."

"Guards of Citadel Volshyenek, open the gates and prepare the prisoner for transport."

The crowd departs and the gates of the citadel open. Sabina and the knights enter to retrieve Trinia.


Oh dear, well this seals her fate no doubt. Unless we cna get in there and get her out like right now things are dire.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Nadya looks angry, "Not a public trial?!? You're right Ayako. I don't know if we can get to her soon enough, but I think we'd better try. Maybe we can slow them down and buy time to get her out with help from the Field Commander or on our own. We'd better hurry though."

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Iolana's gotten into my head. I've updated her background with some additional details.

Updated Background:
Like many people born in Korvosa, Iolana Markus is a mix of Varisian and Chelaxian heritages. She inherited the slightness of her Varisian mother, and the coloring of her Chelaxian father. She is so small people who see her from a distance they assume she's a child. She's 26.

To honor her mother's heritage she has a couple of Varisian tattoos in swirling patterns on her arms. She allows her dark black hair to swing free. Iolana doesn't wear armor. That doesn't mean she's helpless. More than one street thug has learned that the hard way. She carries a knapsack everywhere she goes. “You never know when you might need something out of it.” Her clothing is the dark clothing of mourning. It also makes moving around the city unseen easier.

Five years ago her husband was murdered. His body was found in an alley, and his ring was missing. It was a family heirloom. She's been searching for who has it for since. Her husband's family never accepted her, and say the ring is now their family heirloom. She gave it to Manius at their wedding which, they assert, transferred ownership to the Altumas family.

Iolana has taken to adventuring to make money. She doesn’t have other training. When Iolana was a teenager, her family couldn't find anyone who would apprentice a sorcerer. Her powers weren’t under control when she was the age apprentices start their training.

She’s tried to stay clear of the local Sczarni gangs while adventuring. Her “Uncle” is a Sczarni thug. Her mother wants her to stay away from him. She’s worked for the underground, but tries to avoid it if possible.

She’s managed to keep her roof over her head and food in her belly from the small jobs she’s done for the last five years. She has a small apartment suite in the Ridgefield district. It’s small, but comfortable. That’s where she keeps her prized tea set.

She does her best to follow Korvosa's laws. Except when they get in the way of doing what’s right. She doesn’t see the bright side of things. She expects the worst to happen in any situation and tries to prepare for it.

Scarab Sages

GM Peachbottom wrote:

Everyone's characters look good. I'll definitely be able to make a decision soon.

If anyone else wants to submit a character, don't wait to long.

Selecting players is the hardest part of PbP i think. I hate having to tell people I didn't pick them.

Its why I asked how many you were planning to take, so many good entrants already i wont make your decision harder best of luck to all!


I'm going to throw my hat in the ring here as well.

Halfelf M NG Alchemist 3/Vigilante 1

I am new to PbP but I am an experienced player. If you like Malcolm here I will flush him out further. I think it will be fun to play back and forth between his alter ego Greymane. The alter ego is a feature from the Vigilante class.

I am east coast and have no problem posting at least once a day including weekends.

Thanks for your consideration.


Regrettably, I'm going to withdraw from the running. I'm just having a hard time coming up with inspiration to fill the arcane role you need in an effective and interesting way. Looks like an awesome campaign you've got going here, though, and I'll definitely step up if you happen to start another campaign anytime soon!

Thanks!


I'm sorry, but I got quite carried away writing Neziana's background... Hopefully it's not way too long, though I could write a sumary/shorter version if you don't want to read all of it. At least the fluff should be fleshed out now. It's all up in the profile.

If either you or the players have any questions about her that you want answered or things you would like me to change I would be happy to do so.


Looks good Oyzar. I was wondering why your tielfling looked like a cat, but the idea of being a spawn of the Arkonas is an interesting twist.


Oh yeah, I forgot to mention the part about the familiar... The idea would be that his deceased familiar would reappear as a figment of his imagination. Though it could also have been a figment of her imagination all along. It's sometimes hard to tell with magical beings...


Ive updated some of the info. Still not completely flushed out but I think the character could fit into the campaign well. The backstory and race fits well with the city from what I've read in the players guide and I don't think I've min maxed him too much.

I've still got some gold left to spend that could go toward more consumables or toward a hidden alchemy lab in my characters home.

Again since I'm new to Pbp I'm open to feedback or advice on making him a better fit to campaign. Thanks.


No familiar with the Vigilante, but you look good.


Thanks for all the submissions. I'm discussing the entries with the current group and we'll make a decision soon.


Looking forward to it with eager anticipation :). As mentioned, if either you or any of the players feel like I should change something about Neziana, I would be happy to do so.


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We've decided that we'd like CariMac's character Iolana to join us.

Thank you, everyone who applied. There were a lot of good characters to choose from.

CariMac, you can join us in the discussion forum and we can figure out what you character might be doing currently and how we can have you meet up with the party.


Thanks for the consideration. Perhaps another game or another time.


Good luck everyone.


Hi there. Ayako told me you are looking for a new player.

I took a look at the characters that are left and read a few pages to get an idea of the game. So you have an elemental sorcerer, an oracle and a swashbuckler. So the group seems to be a bit lacking in the front line and on the skill monkey role.

But you know best what you would need so would you tell me?

Background and motivation I thought a spy from Cheliax would be nice. Helping to bring down the queen to maybe open a possibility for the rightful rulers of Korvosa to regain control. Which would exclude the LG paladin as an option.

Your thoughts?


Hi Foxy. It seems you did get a good idea of where we are. Front line or skill monkey would be beneficial to this group. A spy from Cheliax is an interesting idea but yes I agree a paladin wouldn't make a lot of sense in that role. We are very close to finishing book 2. It would probably be easiest to introduce a new player at the end of the book/begin of the next book.

• You can create a character at level 6
• 15 point buy
• 2 traits
• Max hp at 1st level and average hp each level after that
• 16,000 gp worth of items, no more than half that amount on a single item

Let me know if you need any other information. I can look over your character if you make one.


Hi. Here I am.
For details check my profile please.

The equipment is only the big parts. I'll have to complete that later if you're interested in playing with Tyrandro.

Infiltator is from the APG, Divine Marksman from Pathfinder Player Companion: Weapon Master’s Handbook which can be found in the d20pfsrd.

Just in case someone thinks 'Oh, no! He will betray us!'. It's mostly for flavour. The only thing he would do that you might disapprove of is steal the blackmail material if there will be the chance. But as far as I know the visits with the Field marshal are done for a while once book three starts.

I read Megan's CotCT for a while so I've got an idea what happened in town so far.


I like it. The son of the Ambassador is an interesting tie in. I think it could play out well. Ayako, Iolana, Sebastian, what do you think?


One more thing up front. I'm in the CET timezone. I post more or less all day. But as I have seen in your gameplay posts you have heavy activity in your game at times that start at 1am my time. Which is while I'm sound asleep for four and a half more hours.

This might not be an issue if everyone throws in a post every other hour or so. But as I noticed I wanted to tell you up front.


Time zone doesn't matter to me.


Time zone shouldn't really be an issue.

Sebastian has played at running in noble circles; maybe he and Tyrando have met?


Hopefully not! Or my sinister plan is revealed instantly! ;)


I... huh? I guess I'm missing something. Tyrando Amprei is a Chelaxian spy, son of the Chelaxian ambassador. Will he be presenting himself as someone else? Does his plot hinge on us not knowing he's related to the ambassador?


Oh, my bad. I forgot to update my profile to include the cover up backstory. Updated now. One as Tyrando Amprei and one as Tyrando Pompio son of a Chelaxian merchant.

When going around searching for a group to throw over the queen he is of course not giving his real name.


He looks good, I have insomnia so I am up all night


What kind of 'looks good' do you mean? Because you definitely look good yourself.

You even stated it explicitly in your backstory :)


As for the ambassador. If you knew who I am you probably wouldn't welcome me to your group. After all it was you who brought my father in this unpleasant situation by getting the blackmail material.

Which I don't know. As only the Field Marshal contacted my father about that. But it's a nice twist with potential for drama. If such is desired. Also I assume, that you are native to Korvosa and like your city to stay independent. I'm not interested in backstabbing games. But our goal overlap as far as the goal of the AP is concerned but role play wise I would like to see another ruler installed than you once the queen is removed.


Ah. See, I totally forgot about that part. The blackmail material was recovered from Darvago, right? It's been awhile.


I've seen players channel to heal while standing on the battleground with the unconscious enemies lying around. So I can relate to forgetting stuff from the last book.

Like the guy's name you got the material from.


Looks good as in you have good skills to bring to the group


Everything looks good to me. As long as Ayako, Sebastian, and Iolana have no problem, I think we can have Tyrando join us. It just might be a little bit longer while we wrap up the temple.

I know I need to put together a post. I've just been out of the house all day. I'll get one up as soon as I can. It'll probably be tomorrow.


So I am planning on going the Familiar-Improved Familiar route. Piggy named Mu Shu that has a special haversack filled with healing potions and runs around letting people drink as needed. :)


Now that you mention a piggy - my build is one animal companion short. But as I tend to forget that animal during gameplay most of the time and it would be only a 3HD critter anyway I'd leave that out if you don't see a need for it.


Get Hunter's Bond-companions?


And become the bard of the group inspiring all of you for the right foes? Fun times. Will take that.


As far as I'm concerned welcome to the group.

The way I read your build it's a ranged build. Am I missing something? I'd hate to leave Seb without a flanking partner. He doesn't like getting hurt, and really doesn't like Ayako's healing. ;)


Sebastion needs to stop being such a baby when he needs healing. ;)


So welcome aboard then, Tyrando. Now we just need to figure out how to get you introduced. Like I mentioned, we're wrapping up the Temple of Urgathoa. I'd probably be easiest to have you join up once they come back out, but if you want to get involved sooner, let me know and we can see if we can work something out.


Thank you very much. I took a look myself where this would make sense. As someone who wants to oppose the Queen I could have heard a rumor who Blackjack is and wait in hiding at Vencarlo's house.

The build is ranged, but I have the two handed great sword and the power attack feat so I can also fight in melee. AC and hit points allow me to be in the front line too. And as there is no one to hide behind, I'll drop the bow as soon as the enemies come close.

It's just that being able to do ranged attacks takes a lot more feats than a melee character. The only thing I'm really missing so far for my melee attacks would be furious focus.

But what's not to like with the healing of an oracle?


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Not sure if anyone is interested. We are about halfway through book 3 of Curse of the Crimson throne and need a replacement 4th player. We currently have a sorcerer, oracle, and ranger.

• You can create a character at level 7
• 15 point buy
• 2 traits
• Max hp at 1st level and average hp each level after that
• 23,500 gp worth of items, no more than half that amount on a single item

Let me know if you need any other information. I can look over your character if you make one.

I'm thinking introducing the character within the Vivified Labyrinth and can provide some information on it as needed.


Hello GM, here is Lashanna, elven fighter/duelist for your group, if interested. She is a graceful warrior with a rapier inspired by Blackjack to help out the city in its time of need and who can achieve high AC when fighting defensively and do decent melee damage with Piranha Strike.

Lashanna:

Lashanna Windsong
Female elf duelist 1/fighter 6
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 17 (+7 armor, +5 Dex, +2 dodge)
hp 59 (7d10+13)
Fort +7, Ref +9, Will +7 (+3 vs. fear); +2 vs. enchantments
Defensive Abilities canny defense; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile rapier +14/+9 (1d6+8/18-20) or
. . unarmed strike +12/+7 (1d3-1)
Special Attacks precise strike, weapon training (light blades +1)
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 12, Int 16, Wis 10, Cha 10
Base Atk +7; CMB +6; CMD 23
Feats Advanced Weapon Training, Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, Mobility, Piranha Strike, Run, Weapon Finesse
Traits aldori caution, indomitable faith
Skills Acrobatics +15 (+19 to jump with a running start), Intimidate +10, Knowledge (dungeoneering) +13, Perception +10, Perform (dance) +5, Survival +10; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Orc, Sylvan
SQ armor training 2, elven magic
Combat Gear oil of bless weapon (5), potion of cure light wounds (7), potion of invisibility; Other Gear +1 mithral breastplate, +1 agile rapier, belt of incredible dexterity +2, cloak of resistance +1, sash of the war champion, canteen, elven trail rations (4), masterwork backpack[APG], 20 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+3/+6) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Precise Strike (Ex) +1 Extra damage when using light / 1-handed Piercing weapons.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades


Oracle here, another swashbuckly type would be a good replacement for our long running Swashbuckler who had RL interfere.


Dotting. I'm leaning toward a bard who is looking into high society in Korvosa as inspiration for his picaresque serial novels.


Ooh, a buckler of swash. Lemme put something together for ya'll.


So, for backstory: What is the vivified labyrinth and what sort of people would be most likely to be there and also be an ally of the party?


Thanks for the interest guys. However, it seems we may not be needing a replacement yet. I'll be holding off recruitment at this time but I will keep you in mind if anything changes.

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