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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Tyrandro wrote:
Evasion

Yes, Tyrandro takes no damage.

The acid damage does not multiply on a crit. Crit damage also only applies once with many shot. So damage on the many shot crit would be 3d8+21+1d6 acid (crit arrow) + 1d8+7+1d6 acid (second arrow). Total is 64 damage, which is still very good. Cindermaw is not resistant acid.

Tyrandro fires two arrows directly into Cindermaw's mouth. It reels back it pain and lets loose a horrid shriek. Cindermaw takes 64 damage (58 piercing and 6 acid)

Sebastian will use blessing of fervor for the attack roll, dodge, and Reflex save bonus.

Sebastian's Acrobatics vs. Cindermaw's CMD 44: 1d20 + 15 ⇒ (20) + 15 = 35

Sting vs. Sebastian's AC 28: 1d20 + 26 ⇒ (14) + 26 = 40
Damage: 2d8 + 13 + 1d6 ⇒ (2, 6) + 13 + (5) = 26

Sebastian attempts to use his acrobatics to avoid Cindermaw's attack when he approaches but Cindermaw is too powerful for that tactic. Cindermaw's fiery tail bursts out of the ground and bashes Sebastian. Sebastian also finds out that the worm's skin burns on contact. Sebastian takes 26 damage (21 piercing and 5 fire)

Sebastian's Rapier vs. Cindermaw's AC 31: 1d20 + 17 + 3 ⇒ (9) + 17 + 3 = 29

After getting hit, Sebastian manages to continue forward and get right up to Cindermaw. He thrusts once with his rapier but cannot puncture its rock-hard body.

Cindermaw's Fort save DC 19 vs. Interstellar Void: 1d20 + 18 ⇒ (8) + 18 = 26

Ayako blasts Cindermaw with a wave of freezing interstellar air. Its hearty constitution insulates it from the full force of the cold but it is vulnerable to the cold that it can't resist. Cindermaw takes 27 damage.

Cindermaw's Reflex save DC 20 vs. Elemental Blast: 1d20 + 11 ⇒ (1) + 11 = 12

Iolana blasts Cindermaw with another cold spell. This one, Cindermaw is unable to dodge and takes the full effect and then some. Cindermaw takes 54 damage. It is already vulnerable to cold. It can't gain the same vulnerability twice but it remains vulnerable to cold.

Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7

Trinia maintains her inspire greatness and then starts to patch her allies up. She moves up to Ayako and heals her with a sonorous touch. Ayako heals 7 damage.

The Boneslayers regain their composure and hold their arrows for now.

Cindermaw is badly wounded from your cold attacks and has had enough. It retreats back into the ground and burrows away to recover. The sandy ground collapses behind it, sealing its burrow hole and preventing you from following underground.

Combat over. You gain 9600 XP each for defeating it but you'll need to try agan.


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 |

"That didn't go as planned. I wonder if he'll let us just do what we want next time we meet." Iolana muses. "Maybe we shouldn't all out hit it, and give more of our team fire resistance."


Ayako sighs. I can protect us better but I think Cindermaw will be gone for quite some time.

Ayako casts Cure Critic Wounds on Sebastion
CCW: 4d8 + 10 ⇒ (2, 7, 8, 1) + 10 = 28


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

Ok, my bad. That corrosive stuff is really no good for a bow. But even if you only take the first dice of the acid damage of the first and last dice row it's 80 piercing+5 acid. Because it's (2d8+14)x3

"At least it went better than I feared. Besides Sebastian who has a talent for standing in the way of large beasts recently, no one seems really hurt." Tyrandro comments.


Akram says, ”Cindermaw is a being of fire and can heal itself with the element. It only needs to find an emberstorm, volcano, or other source of heat and once it does, it will be back and it will be angry. Unlike a normal beast that would take days to heal from the wounds you inflicted, Cindermaw can heal in hours. If you wish to fight it again today, you need only to wait, but if you don’t, I suggest moving far away until you are ready.”


Perhaps we can try trickery? Iolana, so you know any illusions to perhaps disguise one of us as a tasty animal?


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

"This is getting more stupid by the hour." Tyrandro sighs.


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

"I can use Zellara's harrow deck to create an image. I'm not sure that's the best idea. I'm all for waiting and trying again. What do you all think? I'll try to make him angry with less damage."


Who here is injured so I can fix people up? Ayako taps herself with the almost empty CLW wand

CLW: 2d8 + 2 ⇒ (3, 5) + 2 = 10

I can try restraining it with a spell that causes tendrils to emerge from the ground, but it is so big that will be difficult to pull off


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

"I'm fine, thank you." Tyrandro replies. "But a game of cards would be nice to pass the time until Cindermaw can make time to receive us again."


Then let us try to make our plan. I can protect everyone from fire enough to shield from it's breath and can still speed our movement, plus use shadoy tendrils to try to hamper it. Worst comes to worst, I can try to steal it's mind away, but that is permanent.


Sebastian is down 37 hp.

You heal up and wait around in the same area for Cindermaw to return. After about two hours, the ground rumbles and shakes heralding Cindermaw's approach. The warning gives you enough time to cast any spells you wish to before it appears.

Trinia uses inspire greatness on Iolana again.

You dress Iolana up as a hunk of meat and she floats up into the air with fly.

Initiative Rolls:

Ayako: 1d20 + 4 ⇒ (6) + 4 = 10
Iolana Altumas: 1d20 + 4 ⇒ (1) + 4 = 5
Sebastian Merrin: 1d20 + 10 ⇒ (3) + 10 = 13
Tyrandro Amprei: 1d20 + 7 ⇒ (6) + 7 = 13
Trinia: 1d20 + 3 ⇒ (8) + 3 = 11
Cindermaw: 1d20 + 1 ⇒ (7) + 1 = 8

The Boneslayers weren't very effective last time, so they will sit this fight out unless needed.

Surprise Round
Active Effects:
Iolana: Inspire Greatness, Mage Armor 8 hr

I'll add additional spells to the active effects if you say you cast them.

Initiative:
13 - Sebastian
13 - Tyrandro
11 - Trinia
10 - Ayako
8 - Cindermaw
5 -Iolana

Cindermaw's Bite vs. Iolana's AC 20: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 4d8 + 13 + 1d6 ⇒ (4, 8, 1, 3) + 13 + (3) = 32
Grab vs. Iolana's CMD 23: 1d20 + 37 - 20 ⇒ (11) + 37 - 20 = 28

Unlike last time, Cindermaw does not appear in front of you. Instead, it bursts up from underneath you like a great shark. It catches Iolana in its mouth and prepares to swallow her whole.

Cindermaw gets a surprise round attack on you because you can't see him until he bursts out of the sand.

Iolana takes 32 damage (29 piercing and 3 fire) and is grappled. Due to size of Cindermaw, Iolana is held 20 ft. off the ground.

Round 1


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 |

"Ouch. I guess that worked! I hope he swallows soon. Iolana pulls out a potion of Cure Serious Wounds from her Handy Haversack, and drinks it down.

CSW: 3d8 + 5 ⇒ (7, 1, 2) + 5 = 15
I would have had protection from elements up, and not taken the fire damage.


Ayako takes the time beforehand and stitches Sebastion up wth some anti-burn cream
Heal wounds: 1d20 + 18 ⇒ (6) + 18 = 24 10 hits points healed on Sebastion

Ayako then feeds him a potion of CSW
CSW: 3d8 + 5 ⇒ (4, 6, 6) + 5 = 21

Ayako will cast Resist Energy-Communal on herself,Tyrando,Sebastion,Iolana. and Fluffy, Mushu shares Ayako's Resist spell with her. (20 points protection,20 minutes[/ooc]

When Cindermaw appears, Ayako cats Blessing of Fervor again.

Effects for 10 rounds:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Ayako also cast CLW on herself before the fight
CLW: 1d8 + 5 ⇒ (4) + 5 = 9


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

"Who's going to speak the blessing for the meal?" Tyrandro asks watching as their plan comes to pass.

"I guess we're going to wound it again, so it leaves once Iolana is out again, yes?"

Bow: 1d20 + 17 ⇒ (2) + 17 = 19
Bow: 1d20 + 17 ⇒ (7) + 17 = 24
Bow: 1d20 + 12 ⇒ (12) + 12 = 24
But his arrows deflect at the beast.


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

I had taken 37, but Ayako used a CSW for 28 and another unclaimed CLW for 10, so that should do it without needing to spend a potion. Thanks!

This time Cindermaw has the kindness to burst out of the ground right in front of him, instead of forcing Sebastian to move up to it. He manages to keep his footing despite the ground's attempts to throw him to the air like so much rubble. He stabs repeatedly at the creature, but only once does his sword find a weak point in its carapace. "Save the blessings for when it's over!"

Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d6 + 16 ⇒ (4) + 16 = 20

Attack: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d6 + 16 ⇒ (3) + 16 = 19

Attack: 1d20 + 12 ⇒ (15) + 12 = 27 Critical threat
Damage: 1d6 + 16 ⇒ (6) + 16 = 22

Attack: 1d20 + 12 ⇒ (4) + 12 = 16 Not confirmed
Damage: 1d6 + 16 ⇒ (5) + 16 = 21


Round 1

Sebastian wrote:
He stabs repeatedly at the creature, but only once does his sword find a weak point in its carapace.

I don't think any of Sebastian's attacks hit. Cindermaw's AC is 31. Sebastian's highest attack roll was a 27. Critical threats are not automatic hits. Only natural 20s are.

Sebastian and Tyrandro both attack Cindermaw but neither can penetrate its thick armored hide.

Trinia switches songs and plays an epic melody to inspire courage on her flute.

Ayako casts blessing of fervor.

Swallow Whole vs. Iolana's CMD 23: 1d20 + 37 ⇒ (9) + 37 = 46
Damage: 4d8 + 13 + 1d6 ⇒ (4, 8, 8, 7) + 13 + (3) = 43

Cindermaw tosses back its head and Iolana slides down its gullet. Cindermaw's hundreds of razor-like teeth slash her on the way down.

Iolana takes 40 damage. The 3 fire damage is prevented by the resist energy.

Regarding Iolana's escape, she has a few options:
1) A successful grapple check DC 44
2) Cut her way out. Cindermaw's stomach is AC 22, 21 hp.
3) Cast a spell to get out. Iolana is still grappled in the stomach so she needs to succeed on a concentration check DC 47+spell level.
4) Or a potion or wand can be used without a concentration check.

Akram shouts, "Cindermaw has swallowed her. Will she succeed at recreated the legend of Skurak?"

Iolana is up in Round 1, then it is Round 2.

Round 2
Active Effects:
Ayako: Blessing of Fervor 10 rd, Inspire Courage +2, Resist Energy (Fire 20) 20 min
Iolana: Blessing of Fervor 10 rd, Inspire Courage +2, Mage Armor 8 hr, Resist Energy (Fire 20) 20 min
Sebastian: Blessing of Fervor 10 rd, Inspire Courage +2, Resist Energy (Fire 20) 20 min
Tyrandro: Blessing of Fervor 10 rd, Inspire Courage +2, Resist Energy (Fire 20) 20 min

Initiative:
13 - Sebastian
13 - Tyrandro
11 - Trinia
10 - Ayako
8 - Cindermaw (AC 31, T 7, FF 30 / Stomach AC 22, 21 hp)
5 -Iolana


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

Bow: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 322d8 + 14 + 2d6 + 2 ⇒ (5, 6) + 14 + (6, 5) + 2 = 38
Bow: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Bow: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
Bow: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Tyrandro shoots another set of arrows (+1 attack from BoF). "That worms is a pain in the ass to hit."


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 screams as she is swallowed whole. I decided to do this why?

Coming to her senses she fishes at her efficient quiver, and pulls out the wand of dimension door. She taps herself with it.

If the spell works:
She appears on her hands and knees next to Akram. She's cut up and bleeding covered in bile, but still barely alive.


Mushu will tap Iolana with the CSW wand
CSW: 3d8 + 5 ⇒ (7, 4, 6) + 5 = 22


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

Though Trinia's song is invigorating, it does little to make the slabs of armor-like plates along Cindermaw's body any easier to penetrate. As it rears up, presumably swallowing Iolana, it exposes just a bit of less well-armored flesh. "I'm more worried about it killing us," he agrees with Tyrandro.

Attack: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Damage: 1d6 + 16 ⇒ (2) + 16 = 18

Attack: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38 Critical threat
Damage: 1d6 + 16 ⇒ (3) + 16 = 19

Attack: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 Not confirmed
Damage: 1d6 + 16 ⇒ (3) + 16 = 19

Attack: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Damage: 1d6 + 16 ⇒ (2) + 16 = 18


Ayako 5' back and casts Black Tentacles on the Wyrm, making sure to keep Sebastion and Tyrando out of the area of effect

Black Tentacles:
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.


Black tentacle attack: 1d20 + 15 ⇒ (1) + 15 = 16


Round 1

Iolana dimension doors out of Cindermaw and appears next to Akram.

"She's done it!" exclaims Akram. "Never did I think I would witness this event in my lifetime. I was impressed with you before, Iolana, but you've truly proven yourself to be exceptional now. You've escaped Cindermaw's cleansing fire and have been reborn. I shall speak of this deed to the Sklar-Quah on your behalf. Now, we just need to escape here alive."

Round 2

Sebastian continues stabbing at Cindermaw multiple times. He punctures Cindermaw once with his rapier. Cindermaw takes 19 damage.

Tyrandro also manages to pierce Cindermaw with one of his arrows. Cindermaw takes 38 damage.

Cure Moderate Wounds: 2d8 + 9 ⇒ (6, 6) + 9 = 21

Trinia maintains her song and moves over to heal Iolana. Mushu also helps with his wand. Altogether, Iolana heals 43 damage.

Ayako attempts to grapple Cindermaw with her black tentacles but it has little chance of succeeding against such a gargantuan creature. Cindermaws CMD is 44.

Fire Breath Damage: 8d6 ⇒ (6, 2, 4, 5, 5, 5, 4, 3) = 34
Recharge: 1d4 ⇒ 3

Reflex Saves DC 26:

Ayako: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Tyrandro: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 22
Tunstall: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21

Cindermaw shifts slightly and lets loose another torrent of fire from its mouth that washes over Ayako, Tyrandro, and Tunstall. This time, none of them are able to dodge out of the way, but Ayako's spell protects them from the full force. Ayako, Tyrandro, and Tunstall take 14 damage. (34 - 20 resist)

Everyone is back up. Cindermaw has not retreated yet.

Round 2

Iolana's Turn

Round 3
Active Effects:
Ayako: Blessing of Fervor 9 rd, Inspire Courage +2, Resist Energy (Fire 20) 20 min
Iolana: Blessing of Fervor 9 rd, Inspire Courage +2, Mage Armor 8 hr, Resist Energy (Fire 20) 20 min
Sebastian: Blessing of Fervor 9 rd, Inspire Courage +2, Resist Energy (Fire 20) 20 min
Tyrandro: Blessing of Fervor 9 rd, Inspire Courage +2, Resist Energy (Fire 20) 20 min

Initiative:
13 - Sebastian
13 - Tyrandro
11 - Trinia
10 - Ayako
8 - Cindermaw (AC 31, T 7, FF 30 / Stomach AC 22, 21 hp)
5 -Iolana


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 is glad Iolana took on the challenge. All that doesn't look healthy and it is disgusting. But magical cleaning has no priority now. He keeps shooting.
Bow: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Bow: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Bow: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
Bow: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 341d8 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (3) = 15

Confirm Critical: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17


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

"Oh, yes, just escape. I'm so glad the hard part is over!" Tyrandro has been rubbing off on Sebastian. He would revel in crossing steel with a worthy opponent, but fighting giant beasts is hardly what he considers sporting.

Rapier: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36 Critical threat
Damage: 1d6 + 16 ⇒ (4) + 16 = 20

Rapier: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30 Not confirmed
Damage: 1d6 + 16 ⇒ (3) + 16 = 19

Rapier: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24
Damage: 1d6 + 16 ⇒ (1) + 16 = 17

Rapier: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Damage: 1d6 + 16 ⇒ (5) + 16 = 21


Ayako tries using Gift of Madness on Cindermaw again while continuing to shuffle backwards.

Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 8/Day DC 19


Round 2

Ranged Touch vs. Cindermaw's Touch AC 7: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
Cold Damage: 4d6 ⇒ (3, 6, 1, 4) = 14
Ranged Touch vs. Cindermaw's Touch AC 7: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30
Cold Damage: 4d6 ⇒ (2, 5, 4, 2) = 13

Drenched with worm slime and still bleeding from a dozen cuts, Iolana points her finger at Cindermaw and fires two rays of ice that slam into its body.

Cindermaw takes 40 cold damage. (27 x 1.5)

Round 3

Sebastian and Tyrandro each get one more hit on Cindermaw.

Cindermaw takes 35 damage. (20+15)

It looks like you are backing Cindermaw into a corner again, so Trinia conserves her resources and just maintains her bardic performance.

Cindermaw's Will save DC 19 vs. Gift of Madness: 1d20 + 6 ⇒ (19) + 6 = 25

Ayako tries to muddle Cindermaw's mind with madness. However, again, Cindermaw's relatively simple mind resists.

Luckily, Cindermaw has had enough. It rises higher into the air and arches over Sebastian forming a great 'worm rainbow' before plunging down into the ground and burrows away.

Sebastian could take an attack of opportunity, but you aren't trying to kill it.

Combat over.


Well thank the gods we don't have to do that again, I don't think Iolana would survive. Who here is damaged?


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 checks hinself. "Nothing a good night of sleep wouldn't fix." he replies.

14 Damage


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

Fluffy sits down in front of Ayako as if awaiting a treat.

Also 14 Damage


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 |

My post got eaten. It was an epic post of my flying up and freezing Cindermaw in his tracks.

"I'm still a little injured, and I'm filthy." She begins to cast Prestidigitation on herself as she shudders at the memory of being swallowed. "I think I'm going to have nightmares from that."


Let us move out of the area while we heal. Ayako helps both Tyrando and Fluffy

CMW Tyrando: 2d8 + 10 ⇒ (6, 3) + 10 = 19
CMW Fluffy: 2d8 + 10 ⇒ (1, 7) + 10 = 18

Shadowy needles stitch cuts together and a black ooze soothes burns.


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

"So we're going to bring some distance between us and Cindermaw's home turf?" Tyrandro asks.

The horses stood still all this time watching the spectacle?


Presumably, you left the horses a little ways away from the fight. Worst case, they ran off a bit and you chased them down. No loss.

Now, you should have sufficiently proven yourselves to talk with the Sklar-Quah, but you also received the message from Keppira D'Bear to return to help them in Korvosa. Let me know which way you want to head next.


We can proceed with the talks or return to Korsova, now that we have delt with Cindermaw, there are no significant threats and perhaps we can head back with Iolana's magic, although I don't know how long the Sklar-Quah will be willing to wait.


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 |

"Akram where can we find the Sklar-Quah who might have the information about the fangs? We have received a message that will help both our peoples to damage the enemy. We should follow up on that soon. If we are close to learning what we seek from your people I'd like to continue that."


Akram says, "The Sklar-Quah are currently gathered at a camp called Flameford. The Sklar-Quah favor the camp location since it is in a very defensible spot, nestled in the middle of a field of razor-sharp slash rock at the edge of an 80-foot-high cliff. The Sklar-Quah's chief is Chief Ready-Klar. He is the aging and well-respected uncle of the tribe’s greatest living hero, Krojun Eats-What-He-Kills. The Sun Shaman you seek is the clan's venerable spiritual leader. When a Sklar-Quah shaman has seen sufficient winters, he is invited to abandon his name and take on the mantle of a Sun Shaman. Hence, “Sun Shaman” is both his name and a title. Flameford is two days east of here. The Sklar-Quah are notable hot-heads but my presence should be enough to assuage their tempers and gain you passage."


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

"Hey, we get to see out old friend Krojun again!" Tyrandro rejoices.
Do the shoanti know the concept of irony?


We should probably introduce ourselves at least. Akram is here and going back to the city and then trying to track down Akram again is impractical.


Random Encounters:

Day 1: 1d100 ⇒ 82
Night 1: 1d100 ⇒ 94
Day 2: 1d100 ⇒ 18Encounter: 1d100 ⇒ 55#: 2d6 ⇒ (6, 5) = 11

You head out east towards Flameford. The trip is relatively uneventful. The only creatures you see is a herd of aurochs grazing near the Sklar-Quah camp. The creatures are peaceful and don't bother you but would make for good hunting.

You still get 1650 XP each for the encounter.

Like ever other encounter you've had with the Shoanti, as you approach the camp, you are intercepted by a patrol of six mounted Sklar-Quah burn riders.

With weapons drawn, one rider shouts, "Stop right there, tshamek!"

Akram steps forward, "Enough of this nonsense. Can't you see there are representatives of the Skoan-Quah and Lyrune-Quah with them. Take us to the camp so we can speak with the chief."

"Very well. Follow us." The burn riders grow serious and agree to escort you to the camp.

Flameford consists of 17 yurts, two larger tents, and a yard for the tribe's horses. As you approach the camp that sits on the edge of a cliff, one of the burn riders says, "Dismount and follow directly behind me. The path to Flameford is protected by a field of undetectable spike stones and only members of the clan know the safe route through them."

You make your way through the winding maze and into the camp. You note that the path is very confusing and doesn't just protect against outsiders coming in, but also, effectively traps you inside unless you risk stepping on the jagged stones on your way out. All of the Sklar-Quah eye you and make no attempt to hide their contempt. Your escort takes you to a guest yurt and motions for you to go inside. "You must wait here. You can address the chieftain at the council fire tonight." Apart from a few furs and a single small fire pit, the yurt contains no furnishings at all.

Once inside, while you are waiting around, Akram informs you, "I will speak for your deeds as is my duty, but when the chief addresses you, you must first speak for yourselves. He must hear from your own lips why you have come here."


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

"I guess with the Sklar-Quah the buffet in the guest tent is axed." Tyrandro comments and fishes for some trail ration in his backpack. "I suggest the ladies do the talking, if we are addressed."


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

"I'll do my best not to trip over my words. Did you choose your future wife on the way in?" she jokes.

"I wonder if Krojun will be here tonight? I don't think we've impressed him enough to give us a good recommendation." She sits down and starts to hum to herself.


Ayako tends to Sebastion's wounds again while they travel, slathering on the burn cream
Heal,Deadly wounds: 1d20 + 18 ⇒ (18) + 18 = 36
12 hp healed

Well we best make ourselves presentable. Ayako dusts herself off and pours water for everyone, Mushu flops into the dirt and rolls around on his back.

So asking about knowledge of the Crown of Fangs and Karzovan are the big questions, I wonder if we will have to do another trial. Hopefully one not involving tentacles.


Night approaches and finally, someone comes to escort you to the Council Fire.

The fire is large and a dozen Shoanti sit around it, including who must be the Chief and the Sun Shaman. Unsurprisingly, Krojun is also in attendance. He sits quietly, looking at you with a big stupid grin on his face. Your escort motions for you to sit then also takes a seat around the fire.

Once everyone is seated, the Chief cuts right to the chase. He speaks loudly, "I am Chief Ready-Klar. Tell me why you have dared to enter Sklar-Quah lands."

The other Shoanti sits tensely, waiting for your reply.

Include a Diplomacy roll with your response.


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Greetings Chief Ready-Klar, we have come from the City of Korsova in order to find a way to defeat the Queen who has made a crown made of the teeth of Karzovan, a mighty servant of the god Zon-Kuthon and has unleashed death upon the city for her ends. We have been told that the knowledge of Karzovan and his teeth lie with your tribe and we hope to find a way to stop her from causing the people of Korsova more misery. Please, we ask that you tell us more about these teeth and how we might be able to stop her

Diplomacy: 1d20 + 20 ⇒ (3) + 20 = 23

Mushu nods and also speaks, even though he was with the group a short time in the city he knows that their quest is just and truthful. He has seen the streets fill with corpses and diseased trash. How animals and House Drakes suffer along with the humans(Except for the Imps, nobody likes them) He recounts the trials the party has endured and how completing them shows how determined the group is to prove themselves worthy. Would the chieften please help them?

Oink

Diplomacy aid another: 1d20 + 5 ⇒ (16) + 5 = 21


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

Iolana stands tall next to Ayako. She gives Krojun a quick glance before she begins talking.

Thank you for seeing us. As my companion said, we are looking for information on the Fangs of Kazavon. We understand that your people were to guard this great evil before the city was built on top of their resting place. We believe the current Queen has created a crown of these fangs. It may be corrupting her. I do not know, but I do know she is causing a great deal of evil and misery in the city. If she gets what she wants, I'm sure her eyes will turn to your people in the Cinderlands. We see your assistance to learn what we can about the Fangs of Kazavon. Specifically how we might destroy this crown."

Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14


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 smiles at Krojun. He is excited about being able to annoy Krojun even on his home turf.


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Chief Ready-Klar seems to be mollified by your request and takes a less harsh tone. "Our Sun Shaman may indeed have the information you seek. I am not unsympathetic to your cause, but unfortunately you are still tshamek and do not deserve the Sun Shaman's advise."

"Wait!" Akram stands up. First he recites the Ritual of Cycles—a long, convoluted story of the never-ending relationship between the sun and the moon. Once tradition has been appeased he boldly announces, "I am a Truthspeaker. If anyone challenges my standing, speak up now."

A lengthy period of uncomfortable silence hangs in the air. Krojun seems to be thinking long and hard as to whether to speak, but in the end he does not. The silence is eventually followed by a patient nod of approval from the Sun Shaman.

Akram then breaks into a tale of yours recent deeds, tying them to the legend of Skurak. He includes a description of Iolana being swallowed by Cindermaw and escaping out alive. Krojun and a few others make guffawing noises in disbelief, but they are silenced by a glare from the Sun Shaman.

After Akram’s tale is complete, he says "I formally requests that the Sklar-Quah accept these people as Shoanti with full entitlement to walk the Cinderlands."

The Sun Shaman silently retreats to his tent with Chief Ready-Klar to further discuss the implications of what you seek in private. An uncomfortable silence looms while the crowd waits. Krojun crosses his arms and stares at Ayako. Akram quietly explains to you, "If the Sun Shaman rejects my petition and decides you are still tshamek, you and I will be disemboweled for trespassing on Sklar-Quah land."

An hour later, the shaman and chieftain return to the fire. Chief Ready-Klar stands and addresses each of you, "Stand before me and speak your names." Once you do so, the Sun Shaman repeats your names in sequence. "Ayako. Iolana. Sebastian. Tyrandro. Henceforth, you are tshamek no more. You are free to come and go among the lands of the Sklar-Quah as long as you maintain peace and honor and respect Sklar-Quah tradition." Many of the Shoanti, Krojun included, struggle to contain their fury but none openly reject the Sun Shaman’s proclamation.

The Sun Shaman speaks, "You seek information on the Fangs of Kazavon." He shakes his head. "While you are no longer tshamek, neither are you Sklar-Quah, and this deep history of my people is not for other tribes to know."

Akram suggests on your behalf, "Then I petition for these four to join the Sklar-Quah. After all, now that they are no longer tshamek, there is no reason why they can’t." All of the Sklar-Quah gasp at this proclamation. The initial shock that you have become Shoanti is replaced by this new scandal. Only the great respect the Sklar-Quah have for the Sun Shaman prevents an uprising.

A look of amusement crosses the Sun Shaman’s face. In his ever-patient voice, he explains, "If you can pass the Trial of the Totem, you can be acknowledged as honorary members of the Sklar-Quah, but that is the best I can offer you. If you pass the trial, I can speak to you of the tribe’s past."

At the mention of the trial, Krojun can take no more. He shouts in protest and then storms off with several burn riders to take a long ride through the Cinderlands to cool off, much to the Sun Shaman’s apparent amusement and the chieftain’s shock and anger.

The Sun Shaman advises, "The Trial begins after dawn." and motions for everyone to disperse from the council fire.

For his part, Akram explains, "My traditions preclude me from sharing a sunrise with the Sklar-Quah and so I intend to depart before dawn." The four boneslayers accompanying you volunteer to escort the old Truthspeaker back to the Lyrune-Quah. "Good luck in your trial. Let me offer one final bit of advice before I leave. Krojun is an important member of the tribe. Anything you can do to win his respect can only help you."

You gain 2 respect points for your successful Diplomacy.


Ayako listens to Akram recount the tale and calmly returns Krojun's stare, when Akram drops the little surprise, Ayako is annoyed. It might have been best to tell us that beforehand.

Ayako breathes a sigh of relief as the Sun Shaman declares them kin and their insides will stay on the inside. The discontent among the tribe does worry her and the upcoming trial makes her sigh. Yet another labor. If I ever become head of a community, I think something less tiresome would be the requirement of joining.


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 thanks Akram for standing up for them. "Courage and physical might are impressive and go a long way. But forcing your adversaries to give in with wisdom in the face of superior martial forces is superior to that in every way."

"I've seen the display of might from Krojun. And I've seen the intrigues played by my people to win with wisdom and deceit. But never have I seen someone go with wisdom such a straight way putting his life at stake to earn such a triumph. You totally changed my view on the Shoanti as a whole and I'm honoured to be counted among them now."

Once Akram is gone and the group is alone in the guest tent again Tyrandro tells Ayako "You know - we're Shoanti now. If we don't get accepted with the Sklar-Quah you can always found your own tribe, the Ayako-Quah. And I think the void isn't yet occupied as an identifying item of any of the tribes."

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