Megan's Curse of the Crimson Throne (Inactive)

Game Master Megan Robertson

Paizo's Curse of the Crimson Throne AP, running under the Pathfinder ruleset.


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Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5
HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3
Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

"Aye.. I gots me a backup skullcleaver.. Now what are we gonna do about the traps.." He'll quickly search the room for any secret passageways..

Just a heads up Megan, if a dwarf comes within 10' of a concealed door made from stone he gets a free perc check at +2(+19 total) to detect it..


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)
Asherick Whiteplume wrote:
Ashe ... proposes, "...I know you may find it... distasteful in the extreme... but all of these physician's masks are just magical items... they do protect from contracting 'Blood Veil'... you may all wish to consider wearing one like I do the magic still works even if the mask is not concealing one's face. We ARE going into where they produce the plague... it could be very infectious inside the temple."

Damoc looks critically at the mask before slowly extending his hand to accept it. "You are right. Quite distasteful, but logical. Can we cast in them?" Damoc begins a prestidigitation to clean the mask, but halts mid-spell as Ashe continues.

Asherick Whiteplume wrote:
"Also, Damoc... you are proficient in martial weapons? Davaulus' Rapier is effectively more powerful... in this instance since most likely the cultists we face here will be in general humans... it would be more effective than your longsword for you to bear and use it for the meantime. Just a suggestion. I know getting into melee is not your first choice... but the physician's weapons and magical items are just magic... none of them radiate evil even though their previous owners were dark of heart. I leave it up to you all. I'm just proposing a practical use of items that may...

"In this company I would not dare to call myself proficient, but in younger days I wanted to be a swordsman. I know which end to hold and can defend myself against the most determined of street beggars." He smiles faintly at the joke.

"I will take it gladly IF none of you can put it to better use."

After its decided, Damoc will finish his magical cleaning of the mask. If anyone else seems to be reluctant to don a mask, he will offer the clean one and take and clean theirs.

Once he puts the mask on, he practices a few cantrips to make sure it does not hinder casting.

True statement. If any of you more combative types think it's a good weapon for you, I'd say you get dibs over Damoc.


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Ashe ponders something with a great deal of... trepidation... but decides its best to put it to the party's choice.

"It has... occurred to me that perhaps the reason all these physicians bear a holy symbols to Urgathoa is because they are the way to bypass the traps of the Temple.. a spell-trigger key... sort of. As if I were part of a secret cult I did not want discovered...why bear any incriminating evidence that might point to such a cult? I could not understand why they would risk their discover in such a fashion... until just now. I hate to even suggest this... but perhaps each of us bearing one would protect us from the magical wards. I would Certainly not suggest you wear them... just keep them on your person. Perhaps hang it on your elbow, as I do know from training with the temple of Iomedae that Warding Glyphs can be set to audio or visual triggers or bypasses."

"What do you all think?"

"Are you capable or willing to summon a creature to force the door and brave the trap Master Damoc? If not I'll try the door and trust to the Goddesses grace..."


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)

"If there's no magic and no evil laid on them, I think it's unlikely they would have any warding power. But, I started with the mask; I'm willing to wear an offensive bit of wood if it might keep me whole."


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

"a Glyph of Warding can be set to visual and audio triggers or bypasses, Master Damoc. It could be a simple as... 'let pass anyone bearing a holy symbol of Urgathoa... but trigger on the approach of any creature.' Or a favorite of Iomadae, trigger on approach of anyone evil, or let pass anyone of the Faith of Iomedae, or do not trigger when a certain phrase is spoken. Understand my meaning? The trigger or by pass need not be something magical in itself... just the proper pass or trigger to set off or deter the glyph from activating. I have even heard of some cleric putting glyphs on rolls of cloth to carry with them to set up barriers as protections for a locale...!"


Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5
HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3
Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

"Sounds like solid thinking.. Lets try it out.."


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Deriven waves off a mask. "I will not wear a symbol or mask of Urgathoa. A holy symbol does not usually fool a glyph unless the cleric is a fool. It is easy to find, make, or steal a holy symbol. And as we have done, easy to kill some followers and steal theirs."

"Damoc, if you wish to use a summon to open the door, that should be as effective as Ashe opening it. If you feel you will need the magic for battle later, I will heal Ashe if he is harmed. Though it does appear as though the guardians of this place are lacking vigilance. No response and we have defeated their entire contingent above and four below. Then again Urgathoans have never been particularly renowned for their disciplined warriors."


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

Varrel, being a former slave knew to take what he could get. If the mask was a ward against the disease, he would use it.
The long nose section, while imminently useful in a mundane mask, served no purpose in the magic.
He had an idea, drew his dagger and neatly cut away the lower half of the mask from the nose down.
It looked like a masquerade mask now.
Covering his upper face only.

I would not associate my look with these physician's. This will perserve my identity on these missions and still ward the plague. Now, if Sir Asherik would try the door as offered, we can see what is on the other side. Perhaps sundering it with his Glaive?


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Ashe will warn Varrel before he destroys the mask, "...Varrel, Stop! Magus, remember, its a magical item... it is not a mundane item... if you physically change or damage the mask from its original construction, at the time of its enchantment, it no longer is of the exquisite quality needed to hold the enchantment. You will ruin its magic and it will offer no protection!"

Ashe pondered in silence {Damoc has already been asked multiple times to summon a creature to open the door and has either ignored my request or defected the request by changing the subject... 'discussing the properties of Glyphs of Warding'. Clearly he is not going to cooperate in this effort so I won't ask anymore. I don't think he understands how dangerous a glyph of warding can be...!}

Ashe lowers his visor and approaches the door to the north commenting back to Varrel, "Using a Glaive would make no difference Varrel. A Glyph of Warding spell is area of effect and the minimum area even at first availability still encompasses within the reach of my Glaive. I'd rather have my sword and shield in hand for immediate threat... assuming I survive the glyph. Here goes..."

Ashe will not wear a holy symbol of Urgathoa... but he will hold it in his shield hand... clearly visible as he uses Dauntless Heart's pommel to grip the door handle.. to open it.

Save: 1d20 ⇒ 3
Fort/Ref/Will: +10 {13} / +7 {10} / +10 {+11 charms or compulsions} {13 '14'}

OOC: Yep... this is why I did not want to do this...


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Let's hope it isn't a death spell. Anything else and you'll be ok. In my current group we us a paladin as a trap trigger since our ninja gave up trapfinding to be a knifemaster. The Paladin excels in that role. High saves. Can heal himself. And auras to resist certain effects.


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging
Asherick Whiteplume wrote:

Ashe will warn Varrel before he destroys the mask, "...Varrel, Stop! Magus, remember, its a magical item... it is not a mundane item... if you physically change or damage the mask from its original construction, at the time of its enchantment, it no longer is of the exquisite quality needed to hold the enchantment. You will ruin its magic and it will offer no protection!"

Ashe pondered in silence {Damoc has already been asked multiple times to summon a creature to open the door and has either ignored my request or defected the request by changing the subject... 'discussing the properties of Glyphs of Warding'. Clearly he is not going to cooperate in this effort so I won't ask anymore. I don't think he understands how dangerous a glyph of warding can be...!}

Ashe lowers his visor and approaches the door to the north commenting back to Varrel, "Using a Glaive would make no difference Varrel. A Glyph of Warding spell is area of effect and the minimum area even at first availability still encompasses within the reach of my Glaive. I'd rather have my sword and shield in hand for immediate threat... assuming I survive the glyph. Here goes..."

Varrel ignores the Paladin’s chiding and places the mask behind his head.

Ignoring the fact ASHE, is constantly making very well trained deductions about MAGIC ITEMS AND GLYPHS when his char sheet shows 0 ranks in Arcana or Spellcraft. I know your fluff is Ashe is an experienced pathfinder but he does not have the ranks to show so much player knowledge. This is not the first time and is something Una and our former Wizard had a huge issue with, if you remember. Your 'Bardic' training has been represented in Perform and the Alchemy ranks are there. No arcana or spellcraft though. If you want to play a sage on all subjects, invest in the ranks to do it, please.

Go ahead, Asherik. Your point on a Glyph not withstanding. There might also be a mundane trap we simply have not discovered on it. Reach might help if there is a hidden blade or somesuch. The Inheritor will protect her servant no doubt

Liberty's Edge

Female Depemds on the game system (human in the real world)

On hold until you resolve matters OOC, please.


Animal Familiar Perception +13, HP 29/29, AC 24/15/20, Saves F5/R9/W7, Bite Attack +7, 1d3-2 damage, doesn't provoke when charging

Silf screeches in the paladin’s direction as if ready to bite,

Secret familiar language:
★The one who looks like a turtle angers you, Master. Want me to take his eyes?★

Varrel's response:
☆I am not angry Silf, disappointed. He is a friend but he could be more than what he is☆


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Ashe almost hesitated but it was too late, "Eh... good point Varrel.. but the die is cast..."

@ Deriven - You are correct Deriven. All the classes after the core rules that can 'enchant' a bonded weapon can all do so in a superior fashion to the paladin nowadays. Free action, non-consecutive rounds at will, or so many times a battle for every battle that day like the Inquisitor. Power creep... ah well. Yes, this was an oversight on my part.

@ Megan - How would you like to do this Megan? Can a paladin break up the rounds of their bonded weapon? As it stands its not really a useful power - takes a standard action to bring up can only be used a number of times a day even though it has a moderate duration. Can I change the enhancement as desired? The inquisitor can.. but a paladin is not an inquisitor and obviously inferior in that respect. The ability is somewhat vaguely worded. I'll go with whatever you rule on the matter.


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Also just for clarification Ashe is opening the Northern door.. NOT the double doors to the east. Ashe wants to clear what is behind us first.


Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5
HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3
Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

Man when did they change that? It used to be a swift action to activate.. The enhancment is selected when you use the bond.. I always like keen personally.. Its duration makes it pretty good imo.. Sucks its not a swift action anymore.. I would still rule it was if i was GM.. I still play it as one on my paladin and wouldnt have even known it was changed until you said something..


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Actually, I have a first printing of the Core Pathfinder rules... its always been a standard action. All the new classes got swift actions for their 'weapon abilities'. We have always played that the duration of the bond could be split up... and the enhancement changed... to keep the paladin in step with the new classes. but the power is worded vaguely if this is allowed.


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

I'm not sure when they changed it. Bonded Weapon isn't too useful until much higher level when you have a few uses. The duration is nice. But as we all know combats usually last a few rounds, not minutes. By the time you do all the searching and moving at a careful pace through a dungeon, 1 minute durations don't provide much. A few battles usually unless you're very high level, then maybe you get three or four if you move quickly.

It's clearly times per day for the Bonded Item. No wording saying "these minutes do not need to be consecutive". Using it in increments would be a house rule. Otherwise a paladin would eventually have a 100 or 120 minutes per day if you multipled times per day by minute durations.


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

It's not meant to be used every fight. Paladin's are a full bab class already. I am playing a level 10 pally in COT and have solo'd more than a few of the heavy hitters because of smite. Since most significant enemies are evil it almost always works. Think of the bond as your weapon for larger mook battles which feature lots of creatures. Those other classes you mention all have less BAB/hp and use judgement/arcane pool to come up to full BAB. A pally blows past it.


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)

No objections -- Damoc will score Davaulus' rapier, at least til we divvy the loot for good. He transfers his own sword to his back pack.

Damoc's brows knit as Ashe opens the door. Hasty young man!

"Ashe, wait -- "


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

KABOOM!

Liberty's Edge

Female Depemds on the game system (human in the real world)

We can now resume...

OK. In G2 we have 4 snoozing Physicians - remind me what you have done with them (dead, tied up, robbed?). There isn't anything else in here apart from the boxes they were sitting on and some dice. They were keeping score in their game with beans...

In G1, are you now going for the north (top of page) door? Who is going to try the doorknob? Are you going to try holding/wearing a Urgathoan symbol whilst doing so?


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

Ashe is holding an Urgothan symbol I believe. So is Varrel and Damoc. I am not sure about the the others


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Yeah, Ashe opened the door to the North holding an Urgathoan symbol in his shield hand... shield still in hand as well. I'll update the loot list and post an update NPC's in the discussion thread.


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Deriven has no Urgathoan symbol or mask.

Deriven awaits the results of Ashe opening the door prepared to swoop in with healing if he is harmed.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Urgothan symbol in hand, Ashe opens the north door... and the skeletons painted on the wall surrounding the door breathe forth poisonous gas and their scythe-wielding arms animate to strike from the painting as if they were real!

A Fortitude save (DC 15, or 1d4 Wisdom damage) please...

Ashe, two scythes (one from each side) strike at you!

Scythe #1: 1d20 + 14 ⇒ (20) + 14 = 34, damage 2d4 + 9 ⇒ (2, 4) + 9 = 15

Scythe #2: 1d20 + 14 ⇒ (7) + 14 = 21, damage 2d4 + 9 ⇒ (3, 2) + 9 = 14


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Ouch. Damn, Megan you may have crit Ashe with a trap. And a scythe crit at that. That's not good.


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Opps! Hmmm... I forgot that the painted scythe weilding skeletons from Megan's description... back on page 95 were also around the simple wooden door to the north as well. I thought they were only around the sizable set of large double doors to the East.. Ah well! Ashe will likely be dead if Megan confirms that Scythe Crit... x4 damage!

Room Description, p 95:

The lift makes its way slowly downwards... and downwards... it has descended a full forty feet or more below the ground floor of the warehouse before it comes to a halt, revealing a large chamber.

The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north, south, and west, each bearing a painting of a scythe-wielding skeleton. A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa. Two more scythe-wielding skeletons decorate these large doors.

The room is empty.

Technically Megan I have already rolled my saves... several posts before... did you miss them? Ashe has an AC of 25, you need to roll to see if you confirm that critical hit Megan to see if Ashe is dead.


Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5
HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3
Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

Fort vs Poison: 1d20 + 13 ⇒ (16) + 13 = 29

And i wouldnt worry, first she needs a 16 or better to confirm, second she would have to roll close to max damage to neg you out..


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Doubtful she rolls max damage even if she confirms. It would take a good chunk of hit points. That will get healed up quickly. Wow. She only needs to roll an 11 to confirm. +14 to hit is a nasty trap. I don't think I've seen a trap that nasty at this level in a while.


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)

If the poison Fort save is required by everyone. 1d20 + 4 ⇒ (10) + 4 = 14 ... Wis damage, if applicable 1d4 ⇒ 1

As the gas erupts Damoc tries to shut his mouth, but ends up inhaling some anyway. He coughs and splutters.

And that should help overcome his reluctance to summon trap triggers.


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

fort: 1d20 + 7 ⇒ (14) + 7 = 21
success

fort:Silf: 1d20 + 5 ⇒ (3) + 5 = 8
Poor Silf
Wis damage: 1d4 ⇒ 2

Varrel inhales but his constitution is up to the task of fighting the gas. His familiar unfortunately is not so sturdy.

Silf speak:
★Master, Silf's head hurts.★

The familiar takes wing and flaps up to the ceiling for fresh air.


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Did the gas fill the room? Or just the area in front of the door?

Fort save:1d20 + 8 ⇒ (3) + 8 = 11

Wis damage1d4 ⇒ 2


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)

It wasn't clear. I figured rolling the save was speediest in terms of game play.

"Noxious gas. How fitting for the goddess of decay. What other charming themes shall we experience today?"


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

"Many dark and vile ones, Damoc. The vile b@$~# is little better than Rovagug. She would love nothing more than to see us all dead and have her 'children'," Deriven says with disgust, " feed on us."


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)

"Then my heart flutters with anticipation, " Damoc replies with deliberate dryness.

The north door doesn't happen to be green, does it?

Damoc is also packing a CLW wand, if it's needed.


Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5
HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3
Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

After the gas clears.. "Feel free to use that wand i gave you Deriven if the gas affected yall.." Moving over to the door Graxer will take a peek..

Perc.: 1d20 + 17 ⇒ (11) + 17 = 28 Darkvision 60', See Invis.

Liberty's Edge

Female Depemds on the game system (human in the real world)

OK.

Everyone in G1 is potentially affected by the poison gas...

Saved: Graxer, Varrel.
Didn't save: Silf, Damoc, Deriven.

Now, those sythes...

Scythe #1 crit re-roll: 1d20 + 14 ⇒ (11) + 14 = 25

Sorry about that, Ashe, it is indeed a nasty trap, set at CR 8!


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Megan, what about the additional crit damage? Is it x4 like a scythe or x2 like a magical trap? What is the number?

Liberty's Edge

Female Depemds on the game system (human in the real world)

x2... not going to carve Ashe into shark bait just yet...


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Ashe is not caught off-guard by the trap he knew it was there... but when the right-hand scythe animated and struck it slammed into his shield with such force it spun him out of position and off balance - right into the second animated scythe! His parry with his longsword was late as the scythe stabbed under the plates at his waist cutting deep past the mail underneath.

Then the skeletal figures open their mouths and a gout of greenish glowing poisonous mist ... engulfing Ashe as he gulps it down out of reaction to being wounded so grievously...

"AhwaaAaah!!!" ~'couch-couch-COUGH!!! {Gasp}... couch!!!

Ashe was impaled on the blade and slumped off the blade a full 8 inches of it coated in his dark blood in the dim light... and rapidly his armored flank become stained with heavy bleeding.

Head reeling from the poison and pain Ashe falls to one knee... gasping and splattering blood on the floor stones...

{Fort Save 13 - failed!}Wis Damage: 1d4 ⇒ 4
Total Critical Damage: 30 = 30

Ashe's actions are slow and fumbling. Setting his shield and sword down Ashe begins fumbling into her belt pouch and gear... retrieving his Healer's kit with its many vials.

One hand tries to staunch the wound but her abandons that reflexive action when the pain increases... Focused on fumbling with the labeled and color coded vials Ashe finds the pair he's looking for and with bloody hand unstoppers the vials and drinks contents of one and carefully a sip from the other.

Move Action: {Retrieve Items from pack}
Standard Action - Heal:{Treat Poison & Drink Alchemical Anti-Toxion, Use Alchemical Body Balm} 1d20 + 15 ⇒ (16) + 15 = 31

* With all the prepared gear Ashe has and his knowldge of healing he is very prepared to deal with poisons... with his quick action I don't know if Megan will grant him a second save to resist the poison to negate its effects before they truly take effect. If so.. here is his second modified save.

Fort Save: 1d20 + 10 + 4 + 5 ⇒ (7) + 10 + 4 + 5 = 26
* Modifiers: +4{Treat Poison}, +5 {Anti-Toxin} - 1 Use of Healer's Kit

Not finished Ashe begins to unstrap the plates of his Full Plate chest-piece so he can get to the wound in his side... easier.

Heal: {Treat Deadly Wounds} 1d20 + 15 ⇒ (5) + 15 = 20
* Modifiers: +5 {Blood Block} - 2 Uses of Healer's Kit

Success - Treat Deadly Wounds: Heals 6 = 6

His voice labored and gruff watery as if he had swallowed a lot of water {or a lung had been pierced and was internally bleeding}, "Who else has been poisoned? Come over to me - I have alchemical supplies that may help..."

Ashe is shaking his head slightly trembling as his body tries to counteract the toxin his has inhaled.

Looking around blearily Ashe seizes some of the Physician's Healer's kits and begins raiding them for supplies to refresh his healer's kit supplies...


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

It takes an hour to treat deadly wounds. A second save versus poison is not normally granted to prevent the effects of a failed save from taking place. Your asking for Megan to change the rules I guess. We'll see what she decides.

Deriven moves up to Ashe, "Cowardly Urgathoans."
He will lay his hand on Ashe's shoulder...Graxer interrupts. "You are very prepared, Graxer. Thank you again. He lets the dwarf go to work with his wand.

Deriven pulls out the restoration wand, "This is going to be useful, Graxer. We thank you for it. Who is feeling light-headed from the gas? He touches the wand to himself stating a short prayer.

Lesser restoration1d4 ⇒ 2


Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5
HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3
Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

Graxer pulls a wand from his belt.. Stopping Deriven as he begins to chant.. "I have a cure wand as well.. Save your more powerful spells.."

CLW Wand: 6d8 + 6 ⇒ (6, 3, 4, 3, 2, 8) + 6 = 32

That should put you 2 from max Ashe.. That also gives you time to use the lesser resto wand twice Deriven.. We can wait if more resto is needed.. Remember each charge takes 3 rounds to use..


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Damoc, due to the way ability damage works, I'm not going to spend a charge to cure you yet. You don't take a penalty until you take 2 points of ability damage even if it appears to lower your stat. We had a discussion on ability damage a while back. I found out to my own surprise that the rule is 2 points of ability damage per -1 penalty. You don't even necessarily need to track the stat. Just add up the damage, it if exceeds your stat then you go unconcious, die, or go crazy. Now ability drain still works the old way where you have to track the stat for each point drained. But damage no longer works the intuitive way. So until you take 2 full points of damage, you're ok.


Male
AC/Abilities:
AC 19 Touch 10 FF: 19 HP 42/42 Channel: 5/6 Touch of Good: 7/8
Spells/Abilities Active:
None

Deriven touches Ashe with the wand finishing the necessary prayer to activate it.

I'm assuming divine items work with an "insert deity's name" into the prayer.

Lesser restoration1d4 ⇒ 2
Lesser restoration1d4 ⇒ 4

"Hopefully that will get us healthy, he pats Ashe on the shoulder, "You are a strong one, Ashe. That scythe blow alone would have killed most men. And gas along with it...very deadly.


Male
Usable:
Smite Evil: 4 / 4; Lay On Hands[Channel: PE]: 7[11 c:pe] / 7 [11], Bardic Performance: 8rds
Human Paladin 6 / Bard 1 / Holy Vindicator 2 | AC 24{28 ‘32’} [se: 28{32 ‘36’}] T 12 ‘16’ [se: 15 ‘21’] FF 23{27 ‘31’} [se: 27{31 ‘35’}] | HP 75/75 | F +13 R +12 W +15{+16enh} | Init +1{+2} | Perc {+9}
Common Skills:
Bluff +9, Diplomacy +10(+11K), Heal +15, Kno {Religion} +10, Perform {Sing} +8, Sense Motive +6, Spellcraft +5, Use Magic Dev +8

Ashe puts all his mundane healing tools away refilling the supplies he ... mostly used ineffectively from the Physician healer's kits.

Gathering Dauntless Heart and his sanctified Heavy Shield he stands.

His tone somewhat embarrased, "My thanks Deriven, Inquisitor Graxer.. I was careless... 'eagarness is hand in hand with foolhardiness...', I'll be more patient next time and let Damoc summon creatures for testing traps."

Straightening his shoulders as Majenko swoops down from above his tail trashing agitatedly and nuzzles Ashe's blood-spattered cheek affectionately.

Thinking at him as he scratches the tiny dragon between the wings,{I'm ok my friend.. fear not. We have powerful friends with us.}

But to everyone he says plainly, "Let us be about this and root these wicked hearts out!"

Ashe moves to enter the recently opened door.. then pauses first... waiting to see if anyone else would prefer to enter before him... not out of fear but out of a desire not to repeat a bold mistake least someone has a more tactical approach.

If not Ashe enters the room and immediately moves to the side of the door allowing Graxer to enter to sweep the room for hostiles..

Majenko flutters into flight moving to the ceiling shadows hiding in the rafters...

Stealth: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31
Move: 'fly' 55'ft


Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

Varrel pats Silf to comfort the jittery familiar. His empathic link meant he felt the sluggishness affecting the little dinosaur's brain.
Silf would appreciate a charge from the lessor restoration wand. Though I can understand if you prefer a frugal approach with it. The mental damage is not crippling for him and he is possessed of a will stronger than the average humanoid.

Varrel then falls into the throws of casting while Deriven patches up the nearly dead Paladin. BLEND. Immediately a chameleon like array of color washes over him and the patterns and lines and color shifts so it became very difficult to maintain a steady eye on the Magus.
Damoc, Graxer step forward.

The elf pulls two scrolls from his pack.
INVISIBILITY was cast from the parchments on both of them.
As the dwarf and Wizard both dissappear from sight the elf turns to the Paladin and cleric.
They have 3 minutes. Please, enter openly and with authority as your beliefs dictate. When they are needed Graxer and Damoc will be......decisive.

He then casts SHOCKING GRASP and transfers the magic to Silf. The familiar thrilled at the arcane power he was holding.

Varrel chitters:
★Do not release the magic until I tell you friend★

The elf finally taps himself with his wand of SHIELD and DOES move in the room first. Moving at 1/2 speed and staying along the left hamd wall to maintain his Concealment in plain sight.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Stealth, Blend: 1d20 + 8 - 1 + 4 ⇒ (15) + 8 - 1 + 4 = 26


Animal Familiar Perception +13, HP 29/29, AC 24/15/20, Saves F5/R9/W7, Bite Attack +7, 1d3-2 damage, doesn't provoke when charging

Silf lauches up into the rafters after Majenko. His keen eyes checking for enemies to swoop.
Perception: 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
Stealth: 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26


Male Human HP 35 of 35 (+11 with false life), AC 15 t 12 ff 13 , SAVES F +4 R +5 W +4 (Protect from Evil +2 AC +2 saves)

Now invisible, Damoc slips into the room, tapping Ahse on the should as he goes.

My laptop has crashed badly. It may be next week before I can post regularly. I will post as opportunity arises, but please DM-PC Damoc if waiting for me would hold up the game.

Deriven, agreed it makes sense to not to restore Damoc given the rule. Good catch.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Glad I haven't killed Ashe off yet...

OK, once everyone is sorted out and feeling a bit better, you turn your attentions to the northern door again. The door opens without any further untoward incident. Cabinets and low benches fill this chamber. From pegs on the opposite side of the room, the empty black eyes of several beaked plague masks glare with soulless, unblinking stares. There is nobody here.

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