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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Ayako pants and slumps down against the stone wall. Is that a spleen?


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 |

"Mushu!! Get out here Mummy needs you!" Iolana cries out and moves over to Ayako. "I hope that stupid stick stays standing."


Mushu wiggles out of the pack and squeals as he sees Ayako and snuffles her face causing Ayako to wake up and hold her hand over her wound.

Cure Critical Wounds: 4d8 + 10 ⇒ (4, 8, 6, 6) + 10 = 34


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 hope that doesn't become a regular occurrence." Tyrandro sighs and checks on the totems, if they are still in place. "Do you have enough healing left on this stick?" he asks Ayako.


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

Fluffy continues to bite the land shark to rip some meat out. As the supply of food he gets from Tyrandro. Well he would share trail rations. But they taste like sawdust and are only minor snacks.


Ayako casts CCW on Tyrando

CCW: 4d8 + 10 ⇒ (8, 8, 6, 8) + 10 = 40


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

"Thank you. Once you found your own Shoanti tribe will you be chief or shaman?" Tyrandro asks Ayako.


Shaman of course, power behind the throne and all that. Mushu, don't eat that.

Mushu looks up guiltily where he has been gnawing on a landshark

I do wonder if Landshark is like real shark. I have heard of shark soup.


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 Iolana is going to be the chief as the one who braved Cindermaw!" Tyrandro states. "I don't think I'm that hungry that I'm willing to try monster-cuisine yet."


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

Fluffy shrugs Tastes like chicken.


You heal up after the fight. The walls of stone hold up the totems for you as long as you need. While the walls offer you a welcome respite, you soon realize that while there is no penalty for using the walls to hold up the totems, per the rules of the trial you will be disqualified for damaging the structure of Bolt Rock and the permanent walls of stone would count as damaging the structure if left in place. So unfortunately, that now leaves you with the unpleasant task to disassembling the stone walls, one piece at a time. Since none of you are particular strong, the work is just as laborious, if not more so, than holding up the totems yourself. By the time you are finished, you are all sweating and panting with exhaustion.

As the sun begins to set, you all notice waves of heat rising from the stones around you. The shimmers cloud your vision, and you see a crystal-clear pool of water has seeped into an empty totem depression. You realize that if you are quick, perhaps you can steal a drink from the pool before returning to your totem.

Everyone except Ayako. Ayako's will be posted lower down.

If you attempt this...:
You see the face of a horned aurochs staring back at you from the water. Make a Wisdom check DC 10.

With a successful DC 10 Wisdom check:
You understand you are the aurochs, primal and proud. No sooner do you appreciate your new sense of self than you catch the scent of your natural enemies: the beasts with claws are nearby. Although you cannot see them, you sense they are moving in unison, seeking to surround you. Yet as your pulse begins to race and you are sure your unseen enemies close in, the sun beams down upon you. As its light hits you, you can attempt a second DC 10 Wisdom check.

With a second successful DC Wisdom check:
You achieve a moment of deep clarity in which you realizes that you are not the prey, but the protector of the Cinderlands. As you feel your enemies begin to quail at your newfound strength, the vision ends.

If you fail on either of the Wisdom checks, your vision ends immediately. (If you fail on the first one, you can't make the second one.) If you succeed on both and complete your vision, you gain a +1 insight bonus on attack rolls and weapon damage rolls against Red Mantis assassins and their minions for the rest of the chapter.

Now for Ayako, see spoiler below.

Ayako:

As exhaustion gets to you, the shimmering heat causes you to swoon and you receive a different vision. Your eyes focus on a patch of the Cinderlands that looks familiar but you can't quite place where since most of the barren plains looks the same. Standing in the center of the field, you see a 30 foot tall tower of bone crowned by a gigantic skull. Then the perky cleric of Zon-Kuthon, Laori, bounces into vision. "Well hello! You don't call or write. Do you even miss me at all? I know you've felt me looking over you during your travels a few times. You didn't think to look into who that might have been? Luckily for you, it was just me being concerned for your well being, but it very well could have been someone much less scrupulous. Anyway, sorry for hijacking your dream but I just wanted to alleviate any concern you might have had. Tata for now. Stay safe."


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 |

"We'll be very close tribes. You can visit us Tyrando. How much longer do we have to hold these things up right here? Those sharks will start to stink soon."


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 |

Wisdom: 1d20 - 1 ⇒ (9) - 1 = 8

Iolana drinks, but her vision ends almost immediately.


Ayako is dirty, thirsty and exhausted as she pushes rocks away, wondering if she had outsmarted herself by using that spell. She uses what is left of her summoning spells to have creatures drag away the rocks and push the corpses off the cliff but her slim form is ill suited to the work and is somewhat delirious when the work nears the end.

SSo whern Laori bounces around before her, Ayako isn't really surprised. Oh that was you? How kind, nice to know someone is looking out for me, hope to see you soon as well. Snuggles.

Ayako decides having a little quality time with the decanter is in order.


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

Wisdom: 1d20 + 1 ⇒ (13) + 1 = 14
Wisdom: 1d20 + 1 ⇒ (4) + 1 = 5
"I'm feeling horny." Tyrandro tells feeling his head with his hands "Eh, strike that, I mean like having horns. Like being a - what do they call the big cows in the prairie?"

"I believe the heat is not good for me."


Sebastian: Wisdom DC 10: 1d20 - 1 ⇒ (11) - 1 = 10
Sebastian: Wisdom DC 10: 1d20 - 1 ⇒ (9) - 1 = 8

Sebastian has a similar vision to Tyrandro. He sees the aurochs reflection in the water and feels its strength but can't make sense of it.

With the third dawn, the Trial of the Totems ends. The Sun Shaman leads the entire tribe from Flameford up to Bolt Rock in the pre-dawn hours, and as the sun rises. All four of your totems still stand unbroken and are greeted with a rousing cheer.

The Sun Shaman speaks, "These totems represent our new brothers and sisters in the Sklar-Quah." This is met by another round of cheers. Before the jubilation gets too out of hand, the Sun Shaman holds his hands high for silence, then personally welcomes each of you into the Sklar-Quah. "Ayako, Iolana, Sebastian, Tyrandro, you are now considered full-blooded members of the Sklar-Quah with all the rights associated with this status. You are likely exhausted after your trial. Why don't you return to the guest yurt in Flameford to rest and recover from your ordeal atop Bolt Rock."

As you return to Flameford with the Sun Shaman, he quietly tells you, "I am nearly ready to speak with you about the information you seek regarding Midnight’s Teeth and the great evil that the Shoanti once guarded long ago. While I am ready to divulge what I know about Kazavon to you, I first wish to seek out the wisdom of my ancestors by traveling to the Kallow Mounds to commune with them. This trip will also bolster my knowledge of the ancient subject. As tradition demands, I will be accompanied on this trip by Chief Ready-Klar and four of the tribe’s thundercallers. The journey will be made via wind walk. I estimate that we will return to Flameford in but a day, and suggest that you take that day to rest, recover, and relax. While we are gone, Krojun will be given command of the tribe."


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

"Seriously? They are cheering? I expected them to boo at us." Tyrandro comments to his companions. During the explanations of the Sun Shaman Tyrandro smiles and nods.

Once on their own again he frowns "Oh the humanity. Did someone read the fine print of this membership? I'm not interested in doing toilet cleaning service at the whim of Krojun. Or whatever the equivalent of that is with the Shoanti." But Tyrandro is too tired to mope longer over that and dozes off.


Ayako stands, a dirty and sweaty mess as the Sun Shaman declares them members of the tribe and gracefully bows her head. Thank you Sun Shaman. I agree that a rest and wash would be most beneficial and will use the time that you are gone to refresh myself,

Mushu oinks in tired agreement, a Shark fin tied to his back for some reason. Perhaps he views himself as a Sharkpig?


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

Sebastian, feeling the cumulative effects of dehydration, sleep deprivation, and the aftermath of the battle with the bulettes, is only too ready to collapse into the guest yurt. "Good travels," he bids the Sun Shaman, looking over his shoulder warily at Krojun. "Well Tyrandro, I don't think they're looking at you in outrage anymore."


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 smiles slightly as they are welcomed to the tribe. "I never thought a Varisian would become a member of a Shaonti Tribe. Let's rest. I'm tired of being tired and hot."

She mutters a little under her breath as she hears Krojun will be in charge. "I hope he feels beter about us now."


You arrive back at the Flameford camp. The Sun Shaman and Chieftain take their leave. After that, for the most part, you are left alone. The Shoanti help provide you with food to eat and water for bathing. The meal of the day (or week) is charred bulette, of course. Unfortunately, none of the Shoanti women are swooning over Sebastian or Tyrandro. But you can walk through the camp without angry glares. Now most concede slight smiles instead.

Eventually, as you knew he would, Krojun comes seek you out. "I can't deny that you did well during your trial, but don't think I don't see right through your act. You have no real desire to become Sklar-Quah any more than I desire to become Korvosan. Don't deny that once the Sun Shaman shares his wisdom with you that you will leave the Cinderlands and not come back. You may have earned the title of Sklar-Quah but you are no Sklar-Quah in my eyes."


Ayako sighs and looks at Krojun calmly. You are not incorrect, I have never considered going for than a few miles from Korsova in my lifetime since I had my family and friends there. Ayako looks at the rising smoke from the fire and glances at Mushu as he gnaws some tasty snack. But events have changed me, I think that if I survive what is to come I will leave Korsova. Perhaps I'll live with the Shoanti for a while or explore Kaer Maga or visit the land where my bloodline started. Ayako pokes at the fire with a stick. For a brief time, or maybe a life-time. It depends on the bonds I form.


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 had quite some prejudice against the Shoanti. Some were just that, others you proved to be true. But it's no better the other way around. We would have been content with talking to your Shaman without joining your tribe. But that was no option. We're going to end our quest to fight the great evil that has befallen Korvosa. Which will for sure add to our fame. If we manage to once again secure the Fangs of Kazavon this will put us in a position that might make a life within the Sklar-Quah an interesting option." Tyrandro replies with a smirk.

"But at the moment I think I'm not in the position to make such a decision, as I didn't have a chance to find out what the Sklar-Quah do for fun. How about you tell us, what you do when you're not busy acting condescending towards tshameks or add to your fame by doing heroic deeds."


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 shruged at his statement. "I like Akram very much. I would like to visit with him more. He was interested in my magic, and we have the start of a friendship. It's true I did not come here to become a member of the Sklar-Quah. I was swallowed by a giant sand worm to earn that honor, and I won't toss it away."

She waves at him to have a seat next to the fire. "Have a drink, and let's toast to differences of opinion."


The Maidens of the Moon are quite intriguing as well, being able to study the stars at the House of the Moon is very appealing Ayako thinks Maybe seek out that strange orb as well, floating above the world was exhilarating


Krojun accepts Iolana's drink and toasts, "Maybe you are gaining an appreciation for the Shoanti after all. You want to see what the Sklar-Quah do for fun? Saddle up. Let's do a burn run."

Let me know if you accept. If so, he's going to find you an emberstorm to outrun.


Wooooooooo! Ayako tells Mushu to stay in the tent while she goes riding.


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 |

"Let's go this sounds fun."


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

Oh my, what have I done. Tyrandro thinks and gets up to ready the horse. ON the way he asks "What is a burn run?"

Hey, I just found out, that Tyrandro has the endurance feat, as a ranger gets that as bonus on 3rd level. I suddenly feel comfortable in the Cinderlands :P


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

Have we had the chance to sleep and recover yet?


I believe so


You didn't rest yet when Krojun speaks with you, but you'll rest the night before going out.

You rest up for the night, and at dawn, Krojun visits you at your tent. "Rise and shine. There's a perfect storm on the horizon. Let's get your ponies and I'll explain along the way."

The four of you and Krojun ride out towards the Emberstorm which only takes a few minutes to reach. (Trinia stays behind again). Krojun explains, "Burn runs are a right of initiation for our Burn Riders but many other Sklar-Quah often participate for fun as well. The concept of a burn run is simple. Outrun the emberstorm and survive. One rides right up to the edge of the storm then runs away on horseback as fast as one cans. Magic is not allowed this time. You must rely solely on your skill. Emberstorms can last for hours, so one typically races to shelter to wait out the rest of the storm, which can be a river, cave, or the like. For our run, we'll be racing towards a narrow canyon that will shelter us once we get inside."

Ok, so I'll outline rules for this. Hopefully, its not too complicated.

It will take 10 rounds to rest the shelter, so you'll need to make rolls for each of the 10 rounds. You will be riding right along the front edge of the storm. You'll need to succeed on a Ride check DC 15 each round to keep ahead of the storm. Each round that you fail, you are engulfed in the storm. But as soon as you succeed on a roll again, you'll spur your mount back out.

Along the edge, you are subjected to strong winds, take a -10 penalty on Perception checks, and gain concealment. (None of these things affect your Ride checks.)

If you fall within the storm, in addition to the effects from the edge, you are subjected to severe winds and take 1d3 non-lethal damage and 1 fire damage each round. You also risk suffocation. Luckily, if you cover your mouth with a scarf or similar garment, you aren't at risk for 10+your Constitution score rounds. If not, you can hold your breath for 2 rounds per point of Constitution.

At the end of the 10th round, you need to spot the crack in the cliff wall to escape into shelter. The Perception DC is only 5. But you'll be at a -10 penalty on Perception from the storm, so it is effectively 15. If you fail, you'll need to keep trying until you find it. If someone is stuck outside, others can attempt to aid with their own Perception check but still at a -10 penalty.

At your level, the challege shouldn't be too dangerous, but it could easily be deadly for a level 1 or 2 barbarian.


Krojun's Rolls:

Krojun's Ride skill is +16 so he can't fail the DC 15 check. But he has 0 Perception.

Perception DC 5: 1d20 - 10 ⇒ (8) - 10 = -2 Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Perception DC 5: 1d20 - 10 ⇒ (10) - 10 = 0 Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Perception DC 5: 1d20 - 10 ⇒ (14) - 10 = 4 Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Perception DC 5: 1d20 - 10 ⇒ (19) - 10 = 9

Krojun easily stays ahead of the storm the entire ride, but once he gets to the canyon, the cloud of sand makes it difficult for him to find the entrance. He is battered by the storm for 3 rounds before finally finding the entrance and escaping to shelter. Krojun takes 6 non-lethal damage and 3 fire damage. A mere scratch for the powerful barbarian. He has no problem holding his breath for the 3 rounds either.


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

Ride: 1d20 + 5 ⇒ (9) + 5 = 14NL: 1d3 ⇒ 1
Ride: 1d20 + 5 ⇒ (10) + 5 = 15
Ride: 1d20 + 5 ⇒ (11) + 5 = 16
Ride: 1d20 + 5 ⇒ (12) + 5 = 17
Ride: 1d20 + 5 ⇒ (7) + 5 = 12NL: 1d3 ⇒ 1
Ride: 1d20 + 5 ⇒ (8) + 5 = 13NL: 1d3 ⇒ 2
Ride: 1d20 + 5 ⇒ (14) + 5 = 19
Ride: 1d20 + 5 ⇒ (4) + 5 = 9NL: 1d3 ⇒ 1
Ride: 1d20 + 5 ⇒ (19) + 5 = 24
Ride: 1d20 + 5 ⇒ (1) + 5 = 6NL: 1d3 ⇒ 2

Perception: 1d20 + 14 ⇒ (11) + 14 = 25

Tyrandro has some issues keeping the horse ahead of the storm, but spots the crack in the cliff immediately and rides in. With less bruises than Krojun. But Tyrandro's horse looks like it will topple over if one puts another straw on its neck.

I don't want to make that more uncomfortable than it has to be, but normal horses are not made for riding through emberstorms


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 |

Ride: 1d20 + 3 ⇒ (9) + 3 = 12 NL: 1d3 ⇒ 1
Ride: 1d20 + 3 ⇒ (19) + 3 = 22
Ride: 1d20 + 3 ⇒ (14) + 3 = 17
Ride: 1d20 + 3 ⇒ (8) + 3 = 11 NL: 1d3 ⇒ 2
Ride: 1d20 + 3 ⇒ (16) + 3 = 19
Ride: 1d20 + 3 ⇒ (1) + 3 = 4 NL: 1d3 ⇒ 2
Ride: 1d20 + 3 ⇒ (12) + 3 = 15
Ride: 1d20 + 3 ⇒ (1) + 3 = 4 NL: 1d3 ⇒ 3
Ride: 1d20 + 3 ⇒ (9) + 3 = 12 NL: 1d3 ⇒ 1
Ride: 1d20 + 3 ⇒ (2) + 3 = 5NL: 1d3 ⇒ 3

Perception: 1d20 + 6 - 10 ⇒ (20) + 6 - 10 = 16

Iolana finds the crack with no issues, but she's burnt and covered in dirt. No magic? That wasn't any fun." She uses prestidigitation to clean herself and her clothing.


Ride 1: 1d20 ⇒ 6 NL: 1d3 ⇒ 3 1 Fire 3 NL 1 Fire[

Ride 2: 1d20 ⇒ 18

Ride 3: 1d20 ⇒ 14 NL: 1d3 ⇒ 2 1 Fire 5 NL 2 Fire

Ride 4: 1d20 ⇒ 8 NL: 1d3 ⇒ 3 1 Fire 8 NL 3 Fire

Ride 5: 1d20 ⇒ 8 NL: 1d3 ⇒ 1 1 Fire 9 NL 4 Fire

At this point, Ayako realizes that she will not be getting out of the storm and so Dismounts and shields herself with her mount as she casts Wall of Stone over both of them, forming a hemisphere to wait out the storm.

Sorry, City girl with 10 Dex/Str just can't get through this


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 the high you get from still being alive is the part you consider fun?" Tyrandro asks Krojun. "But from what I have seen so far from the tribe this 'survival of the fittest' approach leaves only the strongest. Which makes me wonder where our companion with the limp is."


Sebastian's Rolls:

Ride 1: DC 15: 1d20 + 8 ⇒ (9) + 8 = 17
Ride 2: DC 15: 1d20 + 8 ⇒ (7) + 8 = 15
Ride 3: DC 15: 1d20 + 8 ⇒ (16) + 8 = 24
Ride 4: DC 15: 1d20 + 8 ⇒ (1) + 8 = 9Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Ride 5: DC 15: 1d20 + 8 ⇒ (2) + 8 = 10Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Ride 6: DC 15: 1d20 + 8 ⇒ (9) + 8 = 17
Ride 7: DC 15: 1d20 + 8 ⇒ (18) + 8 = 26
Ride 8: DC 15: 1d20 + 8 ⇒ (7) + 8 = 15
Ride 9: DC 15: 1d20 + 8 ⇒ (6) + 8 = 14Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Ride 10: DC 15: 1d20 + 8 ⇒ (2) + 8 = 10Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Perception: DC 5: 1d20 + 7 - 10 ⇒ (19) + 7 - 10 = 16

I forgot about Krojun's DR/- which protects him from the non-lethal damage. So he took 3 fire damage during the ride, and will take 10 more fire damage to get Ayako.

Str check DC 24: 1d20 + 9 ⇒ (16) + 9 = 25

Sebastian does fairly well during the burn run, staying out of the storm more often than not. Altogether he takes 9 non-lethal and 4 fire damage. He finds the canyon immediately and heads right in.

When it becomes apparent that Ayako isn't going to arrive, Krojun speaks. "No one gets left behind. Stay here. I will fetch her."

Krojun heads back out on foot and walks back the way he came until he comes across Ayako's stone igloo. With one single charge, he bursts through the stone wall using just his shoulder. "Come with me. I'll protect you the rest of the way. You disappoint me, Ayako. You always seemed the fiercest of your group." Krojun spreads Shoanti war paint on Ayako's body to protect her from the fire damage and he shields her with his body on the walk back to protect her from the non-lethal damage.

Back in the canyon, Krojun entertains you with Sklar-Quah tribal stories until the storm passes in about an hour. After that, you safely return to Flameford.

"I hope you enjoyed yourselves. The Sun Shaman should be back tomorrow. Then it will be goodbye." The rest of the day passes uneventfully.


My thanks, riding is one thing I never learned since I spent all of my life in narrow city streets.. Ayako heals everyone of their damage while they rest.
Heal: 1d20 + 18 ⇒ (9) + 18 = 27


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

Once the group is on their own again Tyrandro says "I sincerely apologize for asking about having fun. I fear their having fun is not compatible to what I consider as such." But contrary to that, he plans on learning to ride properly to show Krojun the next time.


Maybe learning to ride is something I will have to learn if I survive all of this.


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 never thought learning to ride would be important. I was wrong." She sits down and waits for the shaman to return.


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

"It isn't. Not if you have powerful magic, like you have. Then it is just to show off 'for fun'" Tyrandro objects.


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

Sebastian arrives in the crack, his face streaked with soot. His cape, wrapped around his face, provided protection from the worst of the burning dust, but his clothes are singed in many places. Once they were elegant finery, but constant adventuring without a decent change of clothes has reduced them to expensive rags. But despite it all, the exhilaration makes Sebastian giddy, and he laughs uncontrollably.

"Gods, we certainly don't get to do that in Korvosa! If only Vincent could have been here."

When Ayako returns safe and sound, he claps her on the shoulder. "Billy would be proud!"


Wouldn't want to leave him all alone.


As the sun begins to set and dusk approaches, you hear shouts from the barbarians outside and then the sounds of combat.

Peering out of your tent, you can see dozens of gargoyles swooping through the air and tearing into tents. These gargoyles appear more craggy and weathered than those of their ilk who dwell in more civilized environs. Among the gargoyles are a handful of Red Mantis assassins searching, presumably, for you. So far, it seems they have not spotted you.

One of the assassins, a female, calls out, "Ayako. Iolana. Sebastian. Tyrandro. We know you are here. By taking shelter here, you have consigned these proud Shoanti to death. I have no wish to kill this many, but you leave me no choice." She then directs her voice towards the Shoanti. "Proud Shoanti, I offer you an out. If you agree to turn over outsiders to me, or better, aid me in slaying them, I'll call off my minions and leave the survivors alone."

The Shoanti roar in outrage. "We would never accept your offer! These men and women you seek are outsiders no more. They are Sklar-Quah. And we do not forsake our own."

For the most part, the Shoanti appear to be handling themselves well. But they could certainly use your help.

A new map is up. I am not putting the Shoanti on the map nor the entire enemy force. Much of the fight is in the background, but there are a few enemies for you to engage. You can just assume it is chaos all around. The enemies have not spotted you yet, so you can prepare before engaging if you have anything you wish to do. You also don't see Krojun anywhere yet.

Ayako's harrow card, the Uprising, also begins to glow, granting her the role card bonuses during this encounter.

Gain a +2 bonus on all Strength-based checks and an additional +4 bonus on grapple combat maneuver checks and Strength checks to break objects. Not that useful for Ayako, but she gains them all the same.


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 smacks Sebastian on the shoulder casting Invisibility on him. Ayako do you feel like flying?"


Ayako feels power fill her limbs and she feels like she can take on the world! Rar! Rip and Tear!

Flying sounds interesting! Ayako casts Blessing of Fervor on everyone
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

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.


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 + 20 - 2 - 3 ⇒ (4) + 20 - 2 - 3 = 192d8 + 26 + 2d6 ⇒ (5, 2) + 26 + (3, 3) = 39
Bow: 1d20 + 20 - 2 - 3 ⇒ (13) + 20 - 2 - 3 = 281d8 + 13 + 1d6 ⇒ (2) + 13 + (6) = 21
Bow: 1d20 + 20 - 2 - 3 ⇒ (15) + 20 - 2 - 3 = 301d8 + 13 + 1d6 ⇒ (3) + 13 + (2) = 18
Bow: 1d20 + 15 - 2 - 3 ⇒ (4) + 15 - 2 - 3 = 141d8 + 13 + 1d6 ⇒ (5) + 13 + (1) = 19

"How do they find us all the time?" Tyrandro wonders. [b]"And where do you hire an army of these things? But I for sure have another choice for that puny insect. Dying." As soon as Ayako places the Blessing on him Tyrandro starts shooting at the foul mouthed assassin.


Before combat, Trinia will cast haste on the party. Ayako buffs the party and Iolana casts invisibility on Sebastian. Taking advantage of the invisibility, Sebastian sneaks out behind one of the assassins. Tyrandro fires four arrows from the tent exit and drops one of the assassins in his first volley. However, Tyrandro's attack also reveals your position to the enemy.

Initiative Rolls:

Ayako: 1d20 + 4 ⇒ (14) + 4 = 18
Iolana Altumas: 1d20 + 4 ⇒ (18) + 4 = 22
Sebastian Merrin: 1d20 + 10 ⇒ (2) + 10 = 12
Tyrandro Amprei: 1d20 + 7 ⇒ (11) + 7 = 18
Trinia: 1d20 + 3 ⇒ (10) + 3 = 13
Red Mantis Assassin: 1d20 + 4 ⇒ (16) + 4 = 20
Ashwing Gargoyle: 1d20 + 4 ⇒ (14) + 4 = 18

Round 1
Active Effects: Ayako: Blessing of Fervor 10 rd., Haste 9 rd., Role Card; Iolana: Blessing of Fervor 10 rd., Haste 9 rd., Mage Armor 10 hr.;Tyrandro: Blessing of Fervor 10 rd., Haste 9 rd.; Sebastian: Blessing of Fervor 10 rd., Haste 9 rd. Invisibility 10 min.; Trinia: Blessing of Fervor 10 rd., Haste 9 rd.

Initiative
22 - Iolana
20 - Red Mantis Assassin (1-2) (AC 19, T 15, FF 14)
18 - Tyrandro
18 - Ayako
18 - Ashwing Gargoyle (1-3) (AC 20, T 14, FF 16)
13 - Trinia
12 - Sebastian

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