GM SpiderBeard's Curse of the Crimson Throne (Inactive)

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Thod is about to say something, until Raven Six interrupts with her own post-mortem thoughts. He raises his finger, his mouth opens as if trying to say something, but he only stands there, glancing over at Raven for a moment, before giving up.

"Uhh, yeah. Check for loot. Quickly. And then burn this whole damn room. I'm getting a bit queasy just standing here, and I'm a dang dwarf. Almost too gross to have a celebratory drink."

"Almost."

*Pop* *Glug, glug, glug*

"What Donnell said, Sweep, take out anybody remaining, free the patients."

"You're getting a bit of a mouth for trash talking, there, Raven. Didn't think you had it in you."


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven Six cocks her head, puzzled.

"Trash talking...? I do not think trash is capable of verbal communication, friend Thod."

It is probably a trick of the light, but for a moment her eyes seem to glimmer blue. "But yeah, there's lots of interesting stuff in here. Lots."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"Okay, so what do you call it when you insult and, uhh... what do you smart people say... Verrrbally abuuuse the guy you're fighting like you were doing? You were tossing out insults like it was debate night at the Oaken Cask back at Janderhoff."


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Ah. That would be 'lambasting', 'agitating' and the like. I do not believe I have the 'knack' for it, but Self-a seems to find it enjoyable."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"Who'se 'Selfae?'"


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"My self-examination and meditations indicate that certain dormant aspects of my personality become ascendant when I mutate, while those normally dominant are... lulled to sleep. To summarize, I do not become a wholly different individual when I mutate, but I do become an alternative composition of myself. Self-a. It explains my memory dissociation after mutations to date. With practice, I may be able to foster a true second personality. It should make for fascinating research."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

*Blink, blink*

"Well, that's the Raven I know, at least... Donnel, what did she say?"


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Chuckling to himself as the conversation continues, Donnell waits for a chance to murmur quickly to Thod in Dwarven: "Y'know how some humans change into a real bastards halfway through an evening of drinks? Raven's potion does that, 'cept it works extra quick and only lasts a few minutes."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"Oooooohhhhh!"

It appears that alcoholic metaphors are quite an easy way to explain things to Thod. He looks wide-eyed in enlightenment.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"..."

Raven Six sighs lightly, then makes a fatalistic gesture.

"Sure. Let's go with that. Now, then. I believe we were about to scout out the rest of the building and release the captives…?"

Donnell "The Fox" wrote:
Chuckling to himself as the conversation continues, Donnell waits for a chance to murmur quickly to Thod in Dwarven: "Y'know how some humans change into a real bastards halfway through an evening of drinks? Raven's potion does that, 'cept it works extra quick and only lasts a few minutes."

I speak Dwarven and have the highest Perception modifier in the party... :p


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

lol - well, it wasn't so much to keep it from Raven Six as it was to say it in a way Thod would appreciate ;)


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn missed most of the banter, as he had dropped to his knees to give thanks in his weariness to Milani. His prayer completed, he lifts his head to see Thod's enlightenment and raven Six's return to her regular state.

"We can't burn the room," he says at last, checking the others over slowly for wounds. "We'll need Cressida to see it as it is. Let's pick up what we need and get her over here."

I believe SS has one more Channel Energy he can spend, so he'll do so now in case there's something else happening. Let me know if I need to roll.


.

Gonna fast forward to the last encounter of note in this area.

You take a moment to go through the discarded equipment on the ground, gross as it is. There is a great deal of value here:

- +2 breastplate
- +2 vicious scythe
- +2 belt of mighty constitution
- +2 cloak of resistance
- +2 headband of inspired wisdom
- an onyx holy symbol of Urgathoa worth 200 gold
- 27.33 gold
- a potion of barkskin +4

Gathering the equipment, you set to work exploring the remaining halls. Although there is a lot left of the place to explore, it turns out the entire temple was mobilized against you and aside from a few zombies wandering around you easily dispatch, there is only one creature of note you encounter.

Donnell Perceptoin: 1d20 + 13 ⇒ (16) + 13 = 29

Donnell finds a well-concealed compartment at the base of the Urgathoan statue and he finds much more of interest:

- two candelabras made from human hands encased in silver (150 gp)
- a bundle of incense (450 gp)
- a wand of cure serious wounds (37 charges)
- a wand of remove disease (8 charges)
- a scroll of restoration
- a scroll of raise dead
- three blocks of incense of meditation

Finally there is a small coffer covered in skulls which radiates faint necromancy.

With your loot gathered, you continue on to explore the temple:

Area G2

This is a simple guard post.

Area G3

This appears to be the armory for the Queen's Physicians. There are enough robes here to outfit 20 doctors and there are a number of valuable tools for surgery here. A key from Dauvaulus opens a display cabinet netting you:

- Four healer's kits
- 23 black onyx gems (50 gp each)
- Four potions of cure light wounds

Area G5

This is an operating room which you find is filled with patients in various states of life and death, moaning and murmuring. Only two appear to still be alive and will require substantive medical attention, much like the patients you saw in Dauvalus' study.

Area G6

These are the patient cells where you see five Varisian men and women from various ages and walks of life. You manage to get more of a story out of them.

- They've been here for approximately a week
- They are test subjects for a disease created in the laboratory in the eastern part of the complex
- The area was run by the high priestess Andaisin and Rolth, who was obsessed with his own intelligence and berated the physicians constantly
- The Varisians were all selected because of their immunity to blood veil
- A newer strain of the disease had created the zombies you'd been encountering

Needless to say they are very happy to be rescued.

The final room to explore is north from the huge battle scene you had with Rolth. Listening at the door, you hear the sound of bubble alchemical equipment and someone humming to himself.

Lot to catch up on. Short is a lot more loot, a weird coffer to identify, and you found prisoners who were experimented on. One place left to go, and there's someone in there.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Before they continue into the last room, Donnell will make sure that Rolth is still quite unconscious, bound, and gagged.

In a hushed voice, following along with his fingers to practice the silent language they've been working on, Donnell whispers: "Right, this place - I'm hoping we'll find yet another alchemy lab in here, so let's try not to bust the place up too badly." Turning to wink at Raven Six: "No bombs, please."

Hesitating, Donnell adds: "If everyone else down here was sent out against us, is it possible whoever's behind this door is a captive, or is an unwilling participant? I'm just wondering if we should attempt to parley ...?"

I added everything to the loot tracker. I think the only thing we'll be fighting over is that +2 cloak of resistance.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"My bombs and mutagen are all spent. I hope your diplomatic charms will win the day."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"Parley, demand his surrender, either way. Sounds too happy to be coerced."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell will quickly check the door for traps, and make sure it is unlocked/traps disabled.

Locate Traps: 1d20 + 17 + 1d6 ⇒ (7) + 17 + (1) = 25
Disable Device: 1d20 + 19 + 1d6 ⇒ (19) + 19 + (6) = 44

Standing back, readying his crossbow, Donnell will signal to Thod to quickly open the door: "Surrender or suffer your masters' fate!"

Intimidate: 1d20 + 4 + 1d6 ⇒ (7) + 4 + (4) = 15

Unfortunately, being yelled at by an emaciated 6-year-old isn't all that intimidating...


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"WHAT HE SAID! GIVE UP NOW!"
Intimidate: 1d20 + 11 ⇒ (14) + 11 = 25

How about a heavily armed and moderately armoured dwarf?


.

"I don't think that's particularly wise," comes a dry, raspy voice from behind the door. Thod boots the door open to reveal the final room of the temple.

An elegant operating table dominates the center of this grim laboratory. Crossed with iron restraints and encircled by a gore-encrusted gutter, the macabre device sports various cranks and levers, and is large enough to accommodate an ogre. Along the walls stand several tables strewn with all manner of alchemical accouterments. Their contents appear extremely old: rusted iron tools, beakers of purpled glass, and deep pools of wax from countless melted candles.

Strapped to the operating table is a man who immedaitely matches your description - this is Ruan Mirukova, the missing Varisian ocarinist you had been looking for. Levers are attached to the straps which hold him down very tightly. He is, however, alive.

Standing over Ruan is a stooped, white-skinned creature with ears like an elf but exaggerated, almost feral features. He holds a beaker in his hand as he turns to regard you, utterly ignoring Thod's threats.

"I have heard the fighting, and chose not to interfere. You appears to be people of reason. Let us speak."

Knowledge Religion DC 19:

This is nosferatu, the savage undead which are the progenitor of the more refined vampires. The curse of the nosferatu lacks the elegance and romance of its modern form, harkening to a forgotten age of verminous hunger and eerie powers. Granted immortal life but not immortal youth, nosferatu are withered, embittered creatures unable to create others of their kind, as they somehow lost that ability long ago.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Reason?" Raven Six repeats, as her pupils expand and contract ... expand and contract ... expand ... and remain enlarged. "Very well. Datum: this individual, Ruan Mirukova, is under our protection from this moment onward. Datum: the Urgathoan priestess, the Lamm-blooded Necromancer and their lackeys living and undead have been neutralised. Speculation: you do not seem to be invested in their cause. Datum: the cause, such as it is, has been... neutered. Suggested course of action: peacefully release this individual, Ruan Mirukova, to our care and stand down. You will not be harmed."


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

As mentioned before, I believe I have one remaining Channel Energy left - but suggest that Thod be given the opportunity to use potions instead as he's generally the only one significantly down in HP. I have a CLW and CMW I'll give up to him now before this scene comes up, and will use the Wand of CLW in the time before this if that's alright.

Wand of CLW for Thod: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW for Thod: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW for Thod: 1d8 + 1 ⇒ (8) + 1 = 9

The Wand of Cure Light Wounds has used 15 charges now. I believe it gets a saving throw or something now, Spiderbeard...?

Sevenspawn inspects the room, stepping in slowly with his hands up defensively.

Religion: 1d20 + 8 ⇒ (7) + 8 = 15

"Indeed," the priest says quietly after Raven Six. "There is no need for further bloodshed today. Let us talk."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Knowledge: Religion: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (3) = 28

Donnell quirks an eyebrow, but does not lower his crossbow: "Fascinating!"

Then: "Of all the things I expected in this laboratory/temple, I had not anticipated crossing paths with one of your kind, nosferatu. Why don't you put down that beaker and explain your role in all of this. And, please, explain why we should not fill you with holes before placing on a pyre."

Quickly murmuring to the others: "These... things... are like vampires, but ancient, aging, and unable to create vampires themselves."

As the others speak, Donnell's eyes flit across the shelves, looking to find anything that's particularly explosive or otherwise of interest.
Perception: 1d20 + 13 + 1d6 ⇒ (7) + 13 + (2) = 22
Or just +13, if Craft(Alchemy) is the better choice here


.

The nosferatu smiles, showing jagged yellow teeth before he sets down the beaker. "Rest assured a conflict is in none of our best interests. I am older than memory and have slain too many to have an interest in adding your sorry bodies to my pile. Be sure I will defend myself and you will die, but it need not be that way. I have been charged in determining why blood veil does not work on this young man here, but there may be a way for me out of this rather interminable job."

He looks at all of you keenly. "But I have no particular interest in this disease or this city. I propose a trade of two things for my one - this Varisian you claim to protect. The first is the death of the High Priestess of Urgathoa, Andaisin. You've probably come to kill her anyways, or may have done so. The second is the acquisition of one of her death's head coffers. Small box, covered in skulls. Valuable to my research, quite useless for you lot. Bring me this coffer, and I will leave peacefully."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell lowers the tip of his crossbow a couple of inches. "It sounds like you get a life and a treasure, and all we get in return is a life. I have a counter-offer: in exchange for the coffer, we require information."

Donnell has a list of questions, if the nosferatu agrees. Feel free to suggest your own.
- Who tasked him with studying the blood veil?
- Where did the plague come from?
- How can we stop it?
- What's in the coffer?
- What is his name?
- Is the Queen involved in all of this, and how?


.

I wrote such a long response to this I apparently deleted or didn't post.

The nosferatu smiles as you engage, showing horrific jagged yellow teeth.

"My name is Ramoska Arkminos - I hail from Ustalav. My Master sent me on this particular errand. The Red Mantis had been commissioned by the Doctor Davaulus, along with the Urgathoans to modify an interesting pathogen called Vorel's phage. Working with that ghastly Andaisin, we managed to create something quite deadly and potent. The blood veil was spread throughout the poorer sections of Korvosa, and the Bank of Abadar. I will admit a stroke of genius on the part of Andaisin. Cripple those who are the frontline of the healing. The Abadarians are too selfish to use their powers on others when they themselves are sick."

He peaks his long-nailed fingers. "The plague will run its course, but my notes are exquisite. I imagine you are the ones who were working on the antiplague production - don't think that escaped Davaulus. From my notes, you can use your resources to manufacture a cure I believe. You seem to be competent alchemists. As for the death's head coffers, they have the marvelous property of transferring a disease from one item to many others. They were used to infect vast amounts of silver with the blood veil. As for the Queen, well yes. She commissioned the plague with explicit instructions to target the poorest of the city. The immunity of some Varisians, such as our friend Ruan here is of great interest because of that very order."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell hesitates, his eyes sliding over to meet Sevenspawn's. Not having expected so much useful information to come so easily, he raises an eyebrow: "And what exactly do you need the coffer for? And who is the Red Mantis? And why didn't you just kill Andaisin yourself?"

Donnell will likely continue to rattle off questions all day - does anyone else have something they want to ask before this creature gets tired of us?

If not, and assuming the nosferatu eventually stops answering, Donnell will try to lie about having the coffer to give us some time to confer before just handing the evil monster the powerful evil artifact.

"Alright, we'll just go looking for that coffer, then."
Bluff: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (4) = 16


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Query: Is it your intention to unleash further pestilence upon this world?" Raven Six asks.


.

Note the death's head coffer is not a powerful artifact. It's a single use item, just unusual and rare. You saw evidence they went through a ton of these like juice boxes of murder.

"Research, my intention is not to go release plagues upon the world unless commanded to do so. But I have no scheme I am waiting to unfurl. I want to go home and study disease. The death's head coffer is an intriguing magical item to me, and I was not permitted the opportunity to study one. As for the Red Mantis - well, a learned man such as yourself should know of them. They are the foremost assassins in Avistan. Near-unstoppable, and only accessible to those of great wealth."

Sense Motive: 1d20 + 20 ⇒ (5) + 20 = 25

He looks keenly at Donnell. "Let's not play games, shall we? You want this man alive, and I can give him to you and just... leave. I will go to Ustalav and tinker in my laboratory. Nobody else need die today. The death's head coffer is not so valuable as to risk your lives over."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Ah okay, good to know. And, sorry, I misunderstood earlier - I thought he said that Red Mantis was his master, so I took that to be the name of an individual, not group.

Grimacing at having been caught in a lie, Donnell hands over the coffer, while keeping as far away from the creature as possible.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"The queen isn't just taking advantage of this plague, she's the one commissioning it? To get rid of poor people? Don't suppose you got any... What's it called? Hard evidence? Documents or something like that?"


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn had met Donnell's eyes, the priest responding with a slight nod of agreement. After Thod speaks, he follows.

"Yes, we should like these notes that you have, Arkminos. I should like to ask as well: who is this master you serve? We have learned much of disease and will know even more soon, I think. I would share this information with you once you have returned home to help you in your own work... but we must know who you serve first."

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"With the understanding that we are unlikely to ever be in a position to trouble your mystery master," Raven Six notes as she approaches the table.

"This individual is ours now," she says, almost casually, as she lays her hand on the restraints. "Your documentation would be appreciated. The coffer is yours. Andaisin is dead and failed her rotting patron twice in a row, so I suspect she is dead enough for your purposes."

Diplomacy 1d20 + 8 ⇒ (19) + 8 = 27


.

Ramoska smirks. "I am forbidden to reveal my master's true name, but suffice it to say he is of great political importance in Ustalav. I am here because he owed the Red Mantis a favour - he has no particular interest in Korvosa. You will not be seeing me again. As for my notes, they are here. I believe I will be leaving this place now. Thank you for the coffer."

With that, Ramoska steps back and utters a word of power before vanishing with a bamf!.

Ruan groans slightly - he is unconscious but very much alive. You take a look around the room and find a wealth of high-quality alchemical equipment and several vials containing pathogens marked as 'blood veil' 'filth fever' and 'red ache'. Various notebooks fill the room, all containing notes on the development of the blood veil.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven Six proceeds to undo Ruan's restraints and gently feeds him her last extract of Cure light wounds if she judges he needs it.

"Be at ease, be at ease," she reassures the young Varisian. "Your sister sent us."

Heal check 1d20 + 8 ⇒ (2) + 8 = 10. CLW 1d8 + 5 ⇒ (4) + 5 = 9


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell will gently pour an elixir into Ruan's mouth, before gleefully examining the room in great detail: " I don't think I'd want to use this place as yet another lair, but I do hope we can acquire some of this equipment!"

Cure Light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9

Perception: 1d20 + 13 + 1d6 ⇒ (2) + 13 + (2) = 17
umm... or maybe I can Take 20 on Perception?


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn remains interested in the notes about the Blood Veil and those behind it, and takes time to secure them for the Field Marshall.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"We should make copies," Raven Six says, noticing what Sevenspawn is doing.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

"Yes," the priest agrees, offering to hand them over with an outstretched hand if she wishes to hold on to them. "Or retain one book ourselves. That way if Cressida is somehow shut down by the Queen, we still have something."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Nothing to add. Thod assists with lugging and hauling.


.

Fast-forward time!

Gathering up dozens upon dozens of books, a ton of alchemical equipment, and several freed prisoners to help you with it, you make your way out of the foul temple of Urgathoa. The Cult is vanquished, and there are a variety of useful notes that can be used towards studying for a cure.

Donnell's Alchemy: 1d20 + 13 + 1d6 ⇒ (18) + 13 + (5) = 36
Raven Six's Alhemy: 1d20 + 18 ⇒ (10) + 18 = 28

You are now upstairs with several sets of notes and multiple prisoners and 'patients' of the Cult's fake hospice. However as you return to the upper level of the hospice you discover to your horror that the bounds which kept Dauvaulus lie cut on the floor, and the good doctor who you left drugged and unconscious is now gone.

You take a moment to take stock of what you have.

Around twenty victims of experimentation, almost all of which are comatose are barely able to walk are in the main hospice with you. The Gray Maidens, plague doctors, and cultists you met here are all dead.

Donnell and Raven Six split up the notes, reading through them while Sevenspawn and Thod figure out the next steps for the group. GOing through the notes is extremely encouraging - the supernatural origin of the plague appears to be its undoing. WIth some more study, a cure could be produced and manufactured through the industrial alchemy labs the group was halfway through setting up.

We're in the denoument for this chapter but I'll need to know what your next steps are with all the prisoners, the notes, and the very dangerous new info you have about the origin of the plague (whichi s not explicitly stated in the ntoes).


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

@GM: Was Rolth still tied and gagged where we left him? We hid him amongst bodies in the room where we encountered him, and Donnell checked on him before we went into the room with the nosferatu

Donnell will try to identify which of the prisoners/patients are plagued, and ask those to remain in the hospital for now. He and Raven can provide antiplague or remove disease to a few of the worst cases.

Heal: 1d20 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16

With all of the 'patients' gathered in one room, Donnell will stand on a table to address them all: "Friends, I know many of you are ill, weak, or injured. I would like to enlist a few of you to help us move some of the equipment to our home, so we can work on an actual cure to the plague. I know that you would all like to return to your families as soon as possible, but if a few of you could come with us to report to Field Marshall Kroft, it would be much appreciated, and we can compensate you for your time. My friend and I will also come 'round and ask for your information so that we can find you again, if need be; or to track down your next of kin, if you need help getting home."

Ok, so in point form:
1) Heal those in worst condition
2) Insist those with plague stay put, so as not to spread disease
3) Ask for name, address, next of kin
4) Get help moving supplies to Zellara's
5) Report to Kroft

When we report to the Field Marshall, I suggest we explain:
1) Davaulus and the plague doctors were experimenting on plague victims
2) They were in league with the Urgathoans, whose temple is under the hospital
3) The patients/prisoners corroborate our story
4) We found notes identifying the origin of the plague and we think we can provide a cure. I don't think we should turn over the original notes until we've gleaned all we can from them.
5) Relay the information revealed by Arkminos, the nosferatu, but leave out the Queen's involvement (we know that Kroft is worried about spies).
6) Invite Grau and Kroft to our house so we can reveal the more delicate information?


.

Rolth is tied and gagged. Davaulus is missing but Rolth is in one piece. I'll let the rest post before I respond in full.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"We might want to move more expediently," Raven Six suggests, tactfully. "Davaulus has escaped, and he has the Queen's ear. It might be wise to move everyone who still requires treatment to one of our more out-of-the-way bases. I am prepared to volunteer to guide them there; I am … more robust against disease than most. Feel free to chalk it up to regular exposure to alchemical substances."

If the party and DM agree, I'd like to start work on my first construct; a homunculus. Those little guys can be seriously useful for any number of tasks.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Without a lot more healing magic, we just aren't going to be able to move people - some are comatose; others are conscious but unable to walk


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Might have to clear out the corpses and set up temporary shop in the hospice until we can get these people moving, then. And there's a fully-stocked lab in the basement to do the research on. Thod can guard or be a runner, whatever is deemed necessary.


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Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I didn't think of it, but Raven Six is right - if Davaulus has gone to the Queen, they might just show up with an army of Grey Maidens. I think it might be safer to go find the Field Marshall, who at least won't frame us for starting the plague.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

I agree with Donnell's last post. SS will want Kroft to come here and look around ASAP.


.

It's an exhausting, miserable task documenting what you can of the plague victims and survivors. Thankfully there's enough magical healing left to get everyone on their feet, and keeping the plague victims in the hospice you let the survivors go. Ruan is particularly thankful, promising his expertise as a bard if you ever so need to call on him.

---

You make your way to Citadel Volshyenek where you find Cressida miserable as always in her office. The Queen's consolidation of power is obvious at this point, and the mighty Citadel appears to be grievously underpopulated. She takes you in and listens to your entire tale, the colour draining from her face.

She looks over your notes and nods once.

"Get these to the Church of Abadar and work with them on a cure. Davaulus escaping is very bad news, but if we can get word out that you have found a cure that will grant you a certain political immunity to any sort of retaliation. I hope. You have done this city a great service. The Queen's involvement is... unprovable at this point. Even proof may not work, her power is so great. I advise you continue your work and remain silent, on this point. She will be forced to disown the cult if what you say is true."

---

You work to clearing out the useful equipment from the hospice before the city guard, several bankers, and Pharasmans arrive. The horrific Temple of Urgathoa and foul humours used to manufacture the plague, along with the notes you've procured are enough to make it abundantly clear that Doctor Davaulus is at fault. Rolth is carted off to jail to await trial and execution, and with your note sin the right hands, Raven Six and Donnell can get to work working on a cure.

Days pass as you recover from your ordeal, and quickly enough Raven Six and Donnell find an inexpensive way to produce a cure. Using the facilities and connections you've put together, you begin producing an inexpensive cure the same day. Best of all, it spreads like a plague.

The knowledge that Doctor Davaulus was behind the plague spreads through the city like a lightning bolt and soon counter-rumours are circulating that the Doctor duped the Queen, and the Gray Maidens at the hospice knew nothing of what lay below. Plausible deniability is enough, but it is clear the damage done to the Queens' reputation from this.

Meanwhile, you are city saviors. Notoriety is a sudden blessing and curse as you are invited in for dinner where you go and doors open that were closed to you before. Rewards begin piling in.

First, you are invited to the Soldado family as you are treated to the greatest feast the Varisians can offer. You are brought a variety of Varisian objects of art and gifts such as scarves, jewelry, and fine clothing.

Local artisans show their favour to you and offers for free commissions pile in as well, and it becomes clear soon enough you have a favour waiting for you in every neighbourhood.

Finally, you are brought forth to the city square and formally thanked in front of a cheering crowd by Field Marshal Kroft. You are officially deputized as members of the Korvosan Guard, and the armory of Citadel Volshyenek is opened to you which contains a variety of expensive, even magical equipment.

While you are the toast of town however, unrest grows. Rumors of the Queens' involvement spread as quickly as she gains power. The Gray Maidens become even more prominent on the streeits and oppressive laws and edicts start to appear. As soon as your open welcomes on the street begin, they end. Although it s clear you have many friends, few greet you openly, and never in the sight of one of the Maidens. The full force of a police state begins to come into place. Korvosa's worst days are surely ahead.

End of Chapter Two


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

I'll level up this weekend.

Sevenspawn has found it difficult to brood over his murder of his own father-figure some days earlier. The city's freedom from the plague, the growing celebrations and the friendliness of the Grau family have had him smiling for the first time in many long weeks. To see his city rise from under the cloak of despair takes a great burden off his heart.

He declines any offerings of gold and valuables from the populace, asking them to donate to restoration of the city instead if they wish to contribute. Half of his own newfound funds is dutifully given to the Dead Kings, and he splits his time between assisting Donnell and Raven Six as a labourer in their anti-plague venture and wandering the streets in late afternoons, healing the sick with Milani's magic and spreading the word of the Everbloom. Now is the time to wait, he tells potential converts, until the righteous path is revealed before them; they will know it when it comes, and should .

The street priest is saddened when the populace shuts their doors to him and his friends, but he is understanding. Rather than brood upon it, he steels himself against the tide they can all feel coming with renewed vigour and greater faith.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Anyone who wants to come along for these two visits, please feel free! It could be fun. ^_^

In the days after the grand acclaim and celebration, after doors have started slamming shut in public, Raven Six pays a personal visit to Citadel Volshyenek and asks to speak to Marshall Cressida Kroft.

"It is clear to me," she says without delay, "that your troops are insufficient in number. I cannot provide you with troops, but I can help you construct a superior information network. I can give you stealthy scouts, capable of moving at speed through the city regardless of traffic. They will not require food, nor water, nor sleep. Poison and disease will not affect them in any way. Physical violence is still an issue, but the good news is, they can be easily recreated."

Raven Six unrolls a scroll in front of the beleaguered Marshall, a scroll that contains a plan for a laboratory and a list of ingredients.

"Provide me with the space and some minor ingredients, and I can arrange the particulars. Anyone you trust, need only come to me and donate an amount of blood. You can have completely uncorruptible assistants, Marshall Kroft. In the current environment, that should be quite valuable. Not to mention, I can give them such forms as you prefer."

Translation: if the Marshall gives me a space, I'll donate 1,050gp from my share of the swag to set up the laboratory and craft the first one for her, before I do my own. I can crank out a bog-standard specimen in two days, and I'll craft at cost for Cressida and anyone she brings to me -- and for party members.

And yes, I know we have several other places I could set up the lab, but my paranoia sense is tingling; we just put a big, fat thumb in the Queen's eye, and it might be best to keep our assets spread out over the city…

----------------------

After her business at the Citadel is concluded, Raven Six tries to get an audience with the Archbanker at the Bank of Abadar.

"We shall keep this matter brief, as I know you are a busy man," she says, with cool, polite professionalism. "The plague is receding, the medicine we have developed is taking off like wildfire -- all to the good.

In accordance with the terms of our agreement, it now becomes necessary to see our venture, the alchemical production facility, make a profit. I will pay a visit to the facility myself shortly to apprise the staff and see how many of them are willing to stay on.

As you recall, milord archbanker, we agreed to reserve ten percent of stock for sale; I believe now, when the facility has helped to quell the blood veil, is an ideal time to present the stock as being for sale to the more affluent citizens, and I assume you would know the best people to approach and how to do so. We can use the money we make from these sales to upgrade the facility and start production of consumer-friendly products. Sunrods, antitoxins, alchemist's kindness and the like.
We might want to reserve some money for an advertisement campaign, making it known to the public that we will be in a position to provide the city with all manner of alchemical helpmeets. In order for this to be most effective, it would probably be wise to give the facility a proper name, something other than 'alchemical mass-production facility'... Hmm. How about… 'the Factorium'?

There is one limitation I would like to suggest when it comes to selling our stock, however. Given recent discoveries, I would like to exclude the Queen from those who should be allowed to buy into the facility. Would you concur? Her Majesty has... shown some flaws in her procedure, to put it mildly. In fact, we might be well-advised to set up a formal series of rules and litigations for management and ownership of the facility from here on in, as we are about to evolve from an emergency anti-plague measure to a proper business."

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