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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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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

Oh! Sorry, I guess I thought we came out where the avatars are standing (I also thought the light was green, but maybe I just don't remember)

Donnell's eyes follow the slowly rising torch: "Neat! I wonder how it knows whether we want to go up or down?"

He ponders this for a few seconds before shrugging. Pointing at the plug in the wall: "I expect that something terri... er, interesting happens if we pull on that." A gleam appears in the little one's eyes: "So should we do it now or later."


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

"I say do it now. Want me to handle it?"


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

Shrugging: "Works for me." Glancing toward the Shoanti and making an aborted gesture toward the middle of the room, Donnell briefly considers advising them to stand near the blue disc, in case they have to make a quick escape. Instead he frowns at them, squelching the thought: Probably they'd just think I was impugning their bravery.

Turning away, Donnell takes a position near the opposing wall (somewhere that's 20' from the plug), and trains his crossbow on the opening.


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Little Dove pulls an unstrung bow from her quiver - a bow that couldn’t possibly have fit within the container, yet there it is - and strings it. Drawing an arrow from the quiver, she takes up a position similar to Donnell’s.

Her concern for her people is evident as she looks at the Shoanti observers, at the blue disk, and toward the ceiling... but she says nothing aloud.


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

Seeing no disagreement, Thod approaches the plug.

Current saves are +13 Fortitude, +6 Reflex, and +10 Will. Note I get a +2 bonus against Poison, Spells, and Spell-Likes, and +3 bonus on Reflex saves (And AC) against Traps.


.

The plug sits ominously in the wall and Thod gives it his absolute best. First off, it's not like it has a handle, it's a huge rock stuck perfectly into the wall to plug some hole.

He starts yanking at it, and when it becomes there is no trap or funny business, it's just a bunch of rock, he gives it all he's got.

Thod lots of strength checks: 1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (11) + 4 = 15

Eventually he realizes that this plug is likely several tons. Even the world's strongest dwarf would be unable to move it.


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!

After about the fourth pull, Donnell puts a hand on the dwarf's shoulder: "O- Okay Thod. Thod! It's fine - you're going to hurt yourself!"

Seeing the look of stubbornness in his friend's eye, Donnell realizes he'll just have to wait until Thod stops on his own. In the meantime, he'll light his pipe and have another look around the room.

Perception: 1d20 + 19 + 1d6 ⇒ (14) + 19 + (5) = 38


.

The room is unremarkable except for the glowing shaft of floaty light and the gigantic stone plug blocking whatever exit lies east. A hall leads to the north.


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

"UUURRRGGGHHH!"

"NNNNGGGGHHHH!"

"GGGGRRRRRRHHH!"

*Pant, pant, pant*

"Okay, that's... unmoveable. Let's head down... thataways. I'll take the lead... Right after I catch... my breath..."

And Thod takes a sip from a flask to assist in recuperation.


.

Thod strains and heaves at the plug but it is unfortunately just completely beyond the strength of a single dwarf.

With the plug staring belligerently at you, you'll need to find another way to get it out or go through it. Alternately, you can continue down the passage to the north.


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 makes a circuit of the room while Thod struggles, tapping here and there on the walls and floor, but finding nothing of interest. At the end of his loop, Donnell gives the frustrated warrior a pat on the shoulder and, gripping his pipe between his teeth, flips his rope around the stone, ties a quick knot, then tosses the other end into the blue light.

"Alright, then," tapping out his pipe and stowing it yet again, "Let's be off, shall we?"

So saying, Donnell leads the way down the passage to the north.

Perception: 1d20 + 19 + 1d6 ⇒ (7) + 19 + (4) = 30


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

"Yeah... Good... *pant*... Idea..."


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

The tiny human woman watches this with a bemused expression, half expecting the dwarf to actually accomplish the task of moving the massive plug. She's very careful not to react when he surrenders, turning to look at the newly-chosen path.


Male NG Familiar | HP: 31/31 | AC: 23 (20 FF, 14 Tch) | CMB: 2, CMD: 15 | F: +5, R: +7, W: +9 | Init: +3 | Perc: +8, low-light vision | Speed 30’, swim 20' | Active effects: Mage Armor | Special: Improved evasion, Immune to fire, Vulnerability to cold

*sniffsniffsniff*

The rodent huffs, "Squeak!" and climbs up to Little Dove's shoulder.


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Little Dove looks at Ivory, clicks her tongue a few times, and shakes her head. "I'm sure I do not know. We will aid as best we can."


Female NG Catfolk Swashbuckler 10 | HP: 82/82| AC: 23 (14 Tch, 19 Fl) | CMB: +16 CMD: 27 | F: +4, R: +13, W: +4 | Init: +6 | Perc: +14 | Speed 30ft | Panache: 6/6 | Active conditions: None

Daeshna, having remained silent while gleaning a feel for her new companions, finally chuckles a bit as she watches the Dwarf struggle. "Don't be self-conscious Thod, I'm sure it would take a giant to move that thing." She turns to follow Donnell.


.

Unable to help themselves, the Sklar-Quah also give a shot at the plug but it'd be like one person moving a house. The damn thing is just far, far too big.

You head northwards into a vault full of crushed skeletons, which is encouraging.

A jumble of five crushed humanoid skeletons lie in the
southeast corner of this chamber. Stone niches in the southern
wall contain a few pieces of clutter.

A passage through the skeletons and clutter leads eastwards.


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Little Dove keeps an eye on the skeletons for any signs that they might animate. She follows the lead of the others.


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 asks the group to hold back a minute while he checks for traps. He'll search the niches while he's at it.

Perception: 1d20 + 19 + 1d6 + 5 ⇒ (11) + 19 + (3) + 5 = 38


.

Donnell's searching is fruitful as he digs through the clutter, there's actually quite a bit of stuff here. As Little Dove looks to the east, the Sklar-Quah follow her adn just stare with their jaws dropped with no real opinion on the looting the joint.

You find:

- A bottle of air
- A decanter of endless water
- A sustaining spoon (producing a delicious mush I call root marm)
- two scrolls of clairvoyance
- two scrolls of sending
- two scrolls of dimension door
- +1 magical beast-bane dagger
- +3 claok of resistance
- scabbard of keen edges
- a pair of sapphire earings likely worth thousands
- various ancient dinnerware of some value
- a bejeweled holy symbol of Lissala

Added to the spreadsheet.

As Donnell and Thod scoop up the goodies, Little Dove peers eastwards to see what the SHoanti are gawking at in the next room.

The walls, ceiling, and floor of this chamber have been painted to resemble a starry sky, giving the illusion of walking through space. A ten-foot-diameter stone sphere floats five feet above the floor near the room’s southern wall. Three short metal rods protrude from the lower hemisphere, radiating outward like a tripod, only the rods rest on empty air rather than a solid surface. The sphere appears to have been carefully carved with tiny rivers, mountains, oceans, and forests.


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

"Oooooohhhh.... Bet it's a trap."


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

Damn - that's a lot of stuff!
Does anyone want to wear the cloak, even if it's just for now?
Also, the scabbard can cast keen edge 3x/day - should Thod and Daeshna use two of those charges now?

Portioning out the various treasures into packs and Bags of Holding, Donnell glances up to follow the Shoantis' gaze into the next room. He suddenly freezes, his jaw dropping. Shoving the remaining things into his pack with much less ceremony, he scrambles over to the doorway: "L-let me just have a quick look for traps, before..."

He trails off, hardly daring to take his eyes off the sphere as he looks around the room:

Perception (Traps): 1d20 + 19 + 1d6 + 5 ⇒ (10) + 19 + (2) + 5 = 36

Looking closely at the carvings, Donnell wonders if he recognizes anything from the maps he's seen Knowledge (Geography): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (4) = 24; or if he recognizes something about how the sphere itself is constructed/used Knowledge (Arcana): 1d20 + 9 + 1d6 ⇒ (11) + 9 + (5) = 25.

Hey, Donnell - now would be a good time to roll something higher than a 10.
*rolls 11 and 12*
Perfect...


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Benefit of a build at higher levels, I have a cloak +2, so I will pass unless everyone else already has a cloak +3. Can anyone else use scrolls? Otherwise, there's not a lot there that Little Dove has much reason to claim.


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

Usually we wait for some down time to sell and split up the loot, but if there are useful items found along the way, it's best to use them. (BTW, the Loot Tracker is linked at the top of the page - the spreadsheet also has a couple of added pages of notes that I've been keeping about shared loot)

I'm not sure about Daeshna - Thod and Donnell also have +2 cloaks (also, Donnell's not usually on the front lines, so usually pass on these things until the heavies are outfitted)

Donnell has an okay UMD, so he could potentially use the scrolls, though it's more useful if you can use them. He'll definitely turn one of the Sending scrolls into an Alchemist formula, however, if nobody has any use for it ;)


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Little Dove would only be able to use Sending via UMD; the other two are on her spell list, so she would like to feed one clairvoyance to Ivory to gain that. Dimension door is already available to her.

Daeshna's character sheet does not show a cloak of any kind and pretty low Fort and Will compared to the rest of the party, so I nominate our feline friend for the cloak.


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
Little Dove wrote:
so I nominate our feline friend for the cloak.

Sounds good to me!

I'm a little annoyed that clairvoyance isn't on the Alchemist spell list - what better spell could there be for an Investigator?!


.

Donnell's Knowledge Geography: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (6) = 30

Donnell carefully looks over the room and the spinning sphere in the centre. After a short while he realizes this is actually a globe of Golarion. It appears to be a map of the ancient world. However, it is inaccurate. Much of the world appears shadowy and indistinct and Avistan, the continent upon which you stand now, is just wrong. The Inner Sea is entirely missing, and Varisia is mostly landlocked beyond a narrow southern coastline. Other strange differences are everywhere.

There appear to be no traps. Just this strange globe.


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 also rolled a 25 Arcana above - I dunno if that's useful though. OH! Actually, should be a 29 - I forgot that Heightened Awareness and Heroism give Donnell a +4 to Knowledge and Perception checks.

Gonna roll History, but it seems pretty obvious that the globe is from the before-times. I don't know much about the history of Golarion, but I'm sure Donnell does :)

Knowledge (History): 1d20 + 12 + 1d6 ⇒ (19) + 12 + (2) = 33

Donnell frowns at the globe: "Huh - well, I guess it makes sense that an ancient temple would have an ancient map in it. I wonder if I can find where we are..."

Donnell might have to ask Thod for a boost, depending where we are on the globe, but he kinda wants to poke a finger at the location of the Thrallkeepers temple on the globe, or otherwise look for anything interesting.

Perception: 1d20 + 19 + 1d6 ⇒ (2) + 19 + (3) = 24


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 would oblige without complaint or comment.

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