Dungeon Master S's "Curse of the Crimson Throne" (Inactive)

Game Master Chris Marsh

Completed Final Post

  • Grym
  • Sandor
  • Morkeleb
  • Gaius
  • Ferox
  • Odric


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    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Haste was the last thing before opening the door

    -Posted with Wayfinder


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    In that case...BOLT I MUTHA FUGGA!!!

    Magic Missile!!

    Magic Missile!!: 5d4 + 5 ⇒ (4, 2, 1, 1, 1) + 5 = 14

    Spell Penetration, if necessary: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Odric bursts through the door as spell and arrow follow.

    Ferox's arrows strike as if guided by the steady Hand of Abadar himself. They pass through the ghostly figure in a tight cluster, tearing ectoplasm and hatred with them as they pass.

    Gaius follows up, striking Mithrodar in the face with a searing beam of holy light.

    Finally the flurry of Morkeleb's bolts strike. Even here, even now though, the castle warps them to appear as a sickly green light.

    The chained spirit counters, but the chains he attacked you with last time fade even to the undead! He's left with but one attack, his deathly touch.

    He flies like a zephyr over the heads of the party to go after Ferox, "I'll be reborn through the nourishment your soul brings!"

    Touch: 1d20 + 11 ⇒ (12) + 11 = 23 The ghost swipes through the inquisitor's heart, leaving a burn mark and weakened man DMG: 1d4 ⇒ 2 and CHA DRAIN: 1d6 ⇒ 4.

    This draws from Gaius. IF Sandor and Bucho have the Combat Reflexes feat, it draws from them too.

    Round 1:

    Ferox: HITS!
    Morkeleb: Go
    Odric: Move
    Gaius: Searing Light
    Baddies: ATK
    Grym: Go
    Sandor: Go

    DM:

    Mithrodar: 102


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    DM I do have combat reflexes. Now if my shield bash works and pushes him back, will it stop the attack from happening?

    Shield Bash PA+FF+Haste+Bulls Str: 1d20 + 19 + 1 + 2 ⇒ (7) + 19 + 1 + 2 = 29 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg+Bulls Str: 1d8 + 7 + 6 + 2 ⇒ (7) + 7 + 6 + 2 = 22


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    It would, but the incorporeal can't be bull rushed.

    -Posted with Wayfinder


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Attack of Opportunity:1d20 + 14 ⇒ (20) + 14 = 34
    Confirm:1d20 + 14 ⇒ (14) + 14 = 28

    Damage:1d6 + 1 ⇒ (6) + 1 = 7
    Bane Damage:2d6 ⇒ (1, 5) = 6
    Critical Damage:1d6 + 1 ⇒ (6) + 1 = 7

    Is bane Damage doubled and can I swift action before an AoO to add a channel smite?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    butting in!:
    Gaius Lirsiiv wrote:

    Attack of Opportunity

    Is bane Damage doubled

    no--HOWEVER a Bane weapon does an additional +2 to the bane target (which IS doubled). So your net is +4 damage yo.

    Quote:
    and can I swift action before an AoO to add a channel smite?

    I wish...but I believe the rules are such that an immediate action can be used NOT on your turn, but a swift action is something that MUST be on your turn.

    nice time for a crit though, bro!!


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    No, Bucho doesn't have combat reflexes.

    Looking at the map. So everyone is in the hall? Except Odric?

    stupid question: is this guy considered undead? I diddn't add any of my undead bonuses

    Round 1

    The final moment is upon the group. Grym breathes slow and steady to calm his beating heart, he would be a little nervous anyway but the Haste spell brings it to a new level. A smile comes to his face as he glances down to Bucho at his side. The big dog is shaking w/ anticipation, just like always. Haste magic or not before battle.
    The door opens and it is a storm of arrows, magic missles, flying Odrics, and Searing Light. Then in surprise the ghostly Mithrodor flies over the heads of the party to attack the Inquisitor.
    Now is his element w/ blades in hand, the ranger slices into ectoplasm...

    Main attack 1d20 + 15 ⇒ (3) + 15 = 18
    cold iron holy sword 1d8 + 12 + 2d6 ⇒ (6) + 12 + (3, 4) = 25

    offhand attack 1d20 + 16 ⇒ (16) + 16 = 32
    sharkslayer 1d4 + 13 ⇒ (3) + 13 = 16

    hasted attack 1d20 + 15 ⇒ (15) + 15 = 30
    cold iron holy sword 1d8 + 12 + 2d6 ⇒ (6) + 12 + (4, 3) = 25

    2nd attack 1d20 + 10 ⇒ (11) + 10 = 21
    cold iron holy 1d8 + 12 + 2d6 ⇒ (5) + 12 + (6, 3) = 26

    2nd offhand 1d20 + 11 ⇒ (19) + 11 = 30
    sharkslayer 1d4 + 13 ⇒ (3) + 13 = 16

    two weapon rend: if both sword and dagger hit than additional damage
    Rend damage 1d10 + 6 ⇒ (7) + 6 = 13

    The big dog crouches on his thickly muscled legs, then he springs snapping at the ghostly prey

    main attack 1d20 + 15 ⇒ (19) + 15 = 34
    enhanced bite 1d8 + 15 ⇒ (5) + 15 = 20

    hasted attack 1d20 + 15 ⇒ (19) + 15 = 34
    enhanced bite 1d8 + 15 ⇒ (4) + 15 = 19

    second attack 1d20 + 10 ⇒ (5) + 10 = 15
    enhanced bite 1d8 + 15 ⇒ (8) + 15 = 23


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Effing go Team Ranger!!!


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Round 1

    With his shield connecting and yet failing to stop the ectopwhatyamacallit evil being Sandor joins Team Bucho in unleashing ectostuff splatter.

    Dwarven Waraxe +1 TWF+PA+FF+haste+Bulls Str: 1d20 + 17 + 1 + 2 ⇒ (3) + 17 + 1 + 2 = 23
    Dmg: 1d10 + 6 + 6 + 2 ⇒ (10) + 6 + 6 + 2 = 24
    Shield Bash TWF+PA: 1d20 + 19 - 3 + 1 + 2 ⇒ (12) + 19 - 3 + 1 + 2 = 31 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d8 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23
    Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 12 - 3 + 1 + 2 ⇒ (2) + 12 - 3 + 1 + 2 = 14
    Dmg: 1d10 + 6 + 6 + 2 ⇒ (2) + 6 + 6 + 2 = 16
    Shield Bash TWF+PA (2nd attk): 1d20 + 14 - 3 + 1 + 2 ⇒ (14) + 14 - 3 + 1 + 2 = 28 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d8 + 7 + 6 + 2 ⇒ (6) + 7 + 6 + 2 = 21
    Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 7 - 3 + 1 + 2 ⇒ (6) + 7 - 3 + 1 + 2 = 13
    Dmg: 1d10 + 6 + 6 + 2 ⇒ (9) + 6 + 6 + 2 = 23
    Shield Bash TWF+PA (3rd attk): 1d20 + 9 - 3 + 1 + 2 ⇒ (17) + 9 - 3 + 1 + 2 = 26 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21

    Haste attk Dwarven Waraxe +1 TWF+PA+FF+haste+Bulls Str: 1d20 + 17 + 1 + 2 ⇒ (6) + 17 + 1 + 2 = 26
    Dmg: 1d10 + 6 + 6 + 2 ⇒ (1) + 6 + 6 + 2 = 15


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    yes undead. What does that do to your numbers Grym?

    -Posted with Wayfinder


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)
    Dungeon Master S wrote:

    yes undead. What does that do to your numbers Grym?

    -Posted with Wayfinder

    ahh crap sorry

    There is an extra +4 to hit and damage for each attack for favored enemy.

    Also SharkSlayer is undead bane, so an extra +2 damage and 2d6 damage.


    King of Korvosa

    Next round, Odric will fly to the enemy and attack.

    Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 + 4 + 2 + 2 ⇒ (7) + 19 + 4 + 2 + 2 = 34 for 2d4 + 11 + 9 + 2d6 + 2 ⇒ (2, 4) + 11 + 9 + (3, 2) + 2 = 33 damage. <-Bah


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    ROUND 2 since it's essentially "bad guy/good guys " now

    Many thoughts surge in Morkeleb's mind as the battle rages quickly. Pride at the alacrity of application of violence; awe at the verve and courage of the gang; fear and anger at Ferox being injured: elation at the likelihood that this is the last battle to completely win Scarwall

    But the thought that rises to the surface is that he will not end this fight with his most powerful spells uncast.

    His staff whirls about his head in a surprisingly graceful spin, and an intense green Ray fires off at the ghostly figure. I abjure thee, foul spirit! We will DESTROY YOU!!

    ranged touch:Disintegrate: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
    full damage: 24d6 ⇒ (2, 1, 6, 6, 2, 5, 2, 4, 4, 4, 6, 1, 3, 2, 6, 6, 6, 2, 1, 4, 3, 5, 6, 3) = 90
    Fort save DC 24: 5d6 ⇒ (6, 3, 4, 2, 5) = 20


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Sandor tries to aim his shield, but can't quite connect. Gaius, however, lands right on target.

    Grym goes completely crazy with his blades, tearing through the ghost as best he can (Extra: 4d6 + 4 ⇒ (1, 3, 6, 5) + 4 = 19).

    Sandor tries the same, but he can't quite get the rhythm down, and can't connect with any of his attacks.

    Odric comes flying in and scores another hit, but still the horror still fights on.

    Through the action though, Morkeleb's ray flies forth and hots the wall! The stone burns away under the spell leaving twisted faces and damned visages.

    Round 2:

    Ferox: Go
    Morkeleb: Miss
    Odric: Go
    Gaius: Go

    Baddies: TBD
    Grym: TBD
    Sandor: TBD

    DM:

    Mithrodar: 186


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Round 2

    Feeling way more surly than a few moments before, Ferox lets loose a litany of foul language at the spectre as well as another volley of arrows.

    Arrow1, blunt: 1d20 + 16 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 ⇒ (20) + 16 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 = 44
    Damage: 1d8 + 3 + 4 + 6 + 3 + 2 + 2d6 ⇒ (4) + 3 + 4 + 6 + 3 + 2 + (4, 6) = 32
    Manyshot: 1d8 + 3 + 4 + 6 + 3 + 2 + 2d6 ⇒ (2) + 3 + 4 + 6 + 3 + 2 + (2, 5) = 27

    Arrow1, Confirm Crit: 1d20 + 16 + 1 + 1 + 1 + 2 + 6 + 2 + 3 - 2 - 3 ⇒ (14) + 16 + 1 + 1 + 1 + 2 + 6 + 2 + 3 - 2 - 3 = 41
    Crit Damage: 2d8 + 36 ⇒ (2, 8) + 36 = 46

    Haste, blunt: 1d20 + 16 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 ⇒ (11) + 16 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 = 35
    Damage: 1d8 + 3 + 4 + 6 + 3 + 2 + 2d6 ⇒ (3) + 3 + 4 + 6 + 3 + 2 + (1, 3) = 25

    Rapid Shot, blunt, blunt: 1d20 + 16 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 ⇒ (8) + 16 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 = 32
    Damage: 1d8 + 3 + 4 + 6 + 3 + 2 + 2d6 ⇒ (4) + 3 + 4 + 6 + 3 + 2 + (4, 4) = 30

    Arrow2, blunt: 1d20 + 11 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 ⇒ (17) + 11 + 1 + 1 + 1 + 2 + 3 + 2 + 3 - 2 - 3 = 36
    Damage: 1d8 + 3 + 4 + 6 + 3 + 2 + 2d6 ⇒ (2) + 3 + 4 + 6 + 3 + 2 + (6, 3) = 29


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Ferox's arrows blast through the chained spirit. The storm of arrows finish it off, tearing it into psychic pieces no bigger than a kerchief.

    The entire castle groans. The walls bleed every more, but soon the blood stops. The windows begin to clear and you realize that the sun has been muted.

    Morkeleb:

    You sense a sigh of relief from the Harrow Deck[/ooc]

    A few moments later, a small luminescence forms before you. It rapidly increases in brightness until a figure manifests.. The figure is that of a confusedlooking human male in early adulthood. He wears finely cut, if long-out-of-style clothing and is clearly a nobleman of some sort.

    DC 30 Knowledge (history or nobility):
    His attire is Ustalavic, but from a period of time several hundred years ago.

    As the ghostly figure looks around and notices you, his ghostly flesh strips away, revealing raw muscle and bone below as if he were being flayed by invisible knives. However, after being reduced in such a horrible fashion, his skin reappears a moment later only to start the process all over again. To his credit, the ghost seems to hardly notice his continuing mutilation, with only the occasional flinch as a particularly tender bit of skin is tugged away. When he speaks, his accent is distinctly Ustalavic and archaic, yet his words are clear, manifesting as sounds as much as they do telepathic thoughts.

    “You. You have done a great thing today. You have accomplished the conclusion of legend. What has festered here in Scarwall is no more, and in saving us all, you have returned honor to Tamrivena after these long years of shame—a shame I created, and a shame I was unable to lift. I sent Kazavon into Belkzen, so many ages ago. Eventually, when even my coward’s soul could no longer bear to hear tell of his cruelties, I came here to Scarwall to attempt to undo what I had done in asking for the Midnight Lord’s aid in defending Tamrivena. Yet again I failed—my general, Kazavon, had me skinned alive and ate the strips raw before my dying gaze. And when I did die, my soul remained, trapped here as surely as any prisoner."

    “There came a time soon thereafter when Kazavon was finally slain, laid low, as with many of his cruel minions, by a powerful blade borne by a hero named Mandraivus. His blade Serithtial brought an end to Kazavon’s rule, yet could not quench his spirit, for Kazavon was one of the Midnight Lord’s chosen. Mandraivus wisely ordered the dragon’s relics taken away, and remained behind to watch over the castle. The presence of his faith, his strength of will, and most of all, his blade Serithtial kept the spirits of the dead quiet, yet these did nothing to protect him from a baser threat. The orcs came down and murdered him. As he fell, his soul became trapped in these cursed walls. Without his presence, the light of Serithtial went dark, and the spirits of Kazavon’s legacy took hold. This is the blasphemy you have righted today, and now, Scarwall will be left to crumble to dust as the ages march on."

    "Yet I sense in you that your quest is only partially done. I have dwelt in Kazavon’s echo for too long not to feel his strength, his influence, take seed in your queen, so far away. Strange names that I do not know are in my head. Korvosa. Ileosa. Your own. Kazavon quickens in your home, and you must recover Serithtial if you are to cast him down as surely as you have cast down his presence here. Yet the agents of the Midnight Lord know of the threat Serithtial poses to his child. While they cannot destroy the sacred blade, nor even take it far from this place without invoking the wrath of Iomedae… they can hide it."

    “I can still feel a presence in this place, a power linked to the Midnight Lord. It remains in the Star Tower, once Kazavon’s inner sanctum. I see that here, in the deepest heart of Scarwall, your goal lies hidden. A fragment of Scarwall’s curse lingers there, lodged and stubborn. When the curse held sway, this way was blocked to you. Now, seek it out, and it shall lead you to your goal. And now, with my time here at an end, your time shall at last begin….”

    The end of his speech coincides with the completion of one of his ghostly mutilations, except this time his form does not rejuvenate. Instead it crumples and slowly fades from view. The House of Tamrivena is at last no more.

    XP Each: 12,800


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    The dwarf stands in silence watching and listening to the ghostly apparition. Unconsciously he removes his helm and gauntlet feeling the mutilating scars on his face as he watches the skin being flayed from the apparition.

    I don't think I can ever imaging being so cruel to anyone, but here it is before me.

    The dwarf takes a contempative knee while turning to look at the rest of his friends. I dunno know 'bout the rest of ya, But I'm mostly a proud dwarf taday. He looks up and towards the windows that for the first time in centuries have sun shining through them. i'll be honest wit ya, I was gettin a bit worried that we would make it outa here. The sun renews my hope, and by Torag, Abadar, and Calistria I say we finish getting the sword and get Korvosa free.

    He looks back down at his brothers in arms. So he said in the depths of the star tower, guess we need to jump through those mists again. Do ya have that feather fall prepared Mighty Morkelb?


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    As the battle's cold fury leaks from his limbs, the ranger sheathes his sword, (though keeps Sharkslayer bared as has been his habit ever in the place, even in sleep). Grym watches with a combination of mute fascination, horror, and maybe even a sense of justice over the strange and horrible mutilation of the ghost. Perhaps, he has earned it for the aweful things he has unleashed. But surely he has paid for his sins and now he can be laid to rest.

    The ranger is still unsure of such things but he decides it doesn't really matter as he strokes Bucho's wide flat skull. The only important thing is they have overcome. They will retrieve the blade Serithial and bring an end to the Queen's tyranny.

    Perhaps beyond words, Thorgrym gives everyone in the party a nod of accomplishment in their deeds. He gives Bucho another good scratch and a piece of jerky. Then with the barest hint of a smile on his face he quickly snaps another piece of jerky toward The Stout. As he thought, Odric was paying attention and with graceful move of his massively muscled arm he snatches the meat from the air and pops it into his mouth to chew on.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Zellara?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Morkeleb brings out Zellara's Harrow deck, a small smile on his face. I sensed her return to the Deck, but to be sure...Come forth, Zellara, that we may greet you


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    And indeed she does.

    "Desna smiles! THANK YOU. Please, please let us be done with this place. Once we are far from Scarwall, I shall see what the future holds. While my spirit is my own, I hate the very feel of this place, even now. "

    -Posted with Wayfinder


    1 person marked this as a favorite.
    King of Korvosa

    Odric nods to Zellara's sister, then addresses the group. "Loot first. And first thing to do is teleported to buy bags of holding. Take everything."


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Odric, you certainly say true. However, we should first complete our main objective--get that sword. Let us away to the inner sanctum. I have Featherfall prepared, we shall be safe. Let's finish this!!


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Grym nods at the wizard's wise words. The ranger and dog take point leading the group to the star tower and the "leap of faith". Though the castle is defeated, Grym keeps Sharslayer bared for any threats.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    will update later. You can travel to the barred door, which is longer barred. Cast what ye will, then execute the door protocol when ready.

    -Posted with Wayfinder


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    I'm not planning anything other than Feather Fall to make the mystery well safe...


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Seeing as no one else has posted otherwise...

    At the door no longer barred:

    Ferox, Grym, Gaius, and Bucho listen
    Perception, Ferox: 1d20 + 22 ⇒ (15) + 22 = 37
    Perception, Grym: 1d20 + 15 ⇒ (18) + 15 = 33 +2 underground, +4 urban
    Perception, Bucho: 1d20 + 11 ⇒ (9) + 11 = 20 Add Favored Enemies
    Perception, Gaius: 1d20 + 18 ⇒ (13) + 18 = 31
    Gaius then checks for traps
    Perception, Traps: 1d20 + 20 ⇒ (14) + 20 = 34


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The party, thanks to Morkeleb's magic, jumps into the fog. It takes some longer than others, but soon all emerge from the mist to the cavern below the castle.

    The door possesses no mystical bars. Ferox detects the smell of stagnant water, but no one has any hint or preview for the area beyond.

    There is no light here, and the assumption is that someone sheds some. I need to know how and who.

    Gaius declares the door safe, and opens it. Rather, he tries to. It takes the combined effort of the party to push the massive door open. The rush of cool air in your room mixes with the humid atmosphere of the tunnel beyond. The walls of this cave look moist, yet are strangely dry to the touch, covered with a sheen of glittering mineral deposits. The ceiling averages fifteen feet in height.

    1d100 ⇒ 14

    The party advances, slowly, into the tunnel. Soon it turns to the right. That's when you see a creature unlike anything you've ever seen before. Shaggy, black fur matted with filth and debris covers this deformed giant. Its arms split into two forearms at both elbows, each ending in a massive four-fingered claw. Its head is a travesty of nature with a vertical, fang-filled maw splitting it from what would be crown to chin on any normal creature. Bony protuberances jut from the sides of its head, each sheltering a baleful eye—pink and bloodshot. Its horrid appearance is matched only by its stench, a rancid combination of wet fur and decay.

    It seems as shocked by you, as you it. The surprise doesn't last, and the creatures intentions are clear as steel colored claws emerge.

    Arcana DC 25:

    A gug! A real, actual gug! These creatures are legendary. Viscious monsters, evil aberrations through and through who delight in eating the still living dismembered creatures who are unlucky enough to meet one. +1 for every 5 over.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Baddies: 1d20 + 1 ⇒ (14) + 1 = 15
    Ferox: 1d20 + 10 ⇒ (16) + 10 = 26
    Gaius: 1d20 + 3 ⇒ (15) + 3 = 18
    Grym*: 1d20 + 7 ⇒ (16) + 7 = 23
    Morkeleb: 1d20 + 5 ⇒ (13) + 5 = 18
    Odric: 1d20 + 4 ⇒ (13) + 4 = 17
    Sandor: 1d20 + 4 ⇒ (6) + 4 = 10


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Round 1:

    Ferox: Go
    Grym: Go
    Morkeleb: Go
    Gaius: Go
    Odric: Go

    Baddies: TBD
    Sandor: TBD


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    know(arcana): 1d20 + 23 ⇒ (4) + 23 = 27

    I am agog; it is a gug! Wholely evil...

    DISINTEGRATE!!!

    ranged touch: 1d20 + 6 ⇒ (8) + 6 = 14 <--ooff...
    damage: 24d6 ⇒ (6, 4, 6, 2, 3, 6, 3, 6, 2, 1, 3, 6, 4, 6, 5, 4, 3, 1, 3, 1, 6, 6, 1, 6) = 94
    damage on Fort DC 24: 5d6 ⇒ (5, 6, 1, 5, 2) = 19


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Morkeleb uses action instead of words to inform the party. His ray of disintegration slams into the creature, FORT: 1d20 + 9 ⇒ (13) + 9 = 22 blasting a massive crater in the things chest, but it doesn't go down!

    The creature looks horribly injured, but it's tough to tell its intent without a head on the best of days.

    Round 1:

    Ferox: Go
    Grym: Go

    Morkeleb: Disintegrate
    Gaius: Go
    Odric: Go

    Baddies: TBD
    Sandor: TBD

    DM:

    Gug: 94


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Round 1

    Bucho alerted quickly w/ a low growl a moment before the rest of the party smelled the foul creature. Already starting to move forward and drawing his sword, Grym is only beaten by Ferox's alacrity to act.
    Dog and ranger rush forward already starting to split side to side, (they should be flanking next round), and leaving a nice gap that another warrior could fill with violence.
    Bucho moves in for a snap at the flanks while Grym extends and thrusts w/ his long sword as he tries to duck the horrid (and crazy dangerous) looking claws.

    Grym attack 1d20 + 14 ⇒ (11) + 14 = 25
    cold iron holy long sword 1d8 + 12 + 2d6 ⇒ (2) + 12 + (2, 2) = 18

    Bucho attack 1d20 + 14 ⇒ (8) + 14 = 22
    enhanced bite 1d8 + 14 ⇒ (5) + 14 = 19


    King of Korvosa

    Odric runs forward into the gap left by Grym and Bucho. He can see the glistening walls through the hole Morkeleb's sorcery carved in the strange creature and as the things innards start to fill the void Odric tried to split the thing lengthwise along the mouth.

    Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 ⇒ (15) + 19 = 34 for 2d4 + 11 + 9 ⇒ (1, 2) + 11 + 9 = 23 damage.

    Confirm - Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 ⇒ (20) + 19 = 39 for 2d4 + 11 + 9 ⇒ (1, 1) + 11 + 9 = 22 damage.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    On the heels of the wizards spell, the Warriors finish the job before the gug even had chance to react.

    "xp: 1,600 each"

    Out of combat

    -Posted with Wayfinder


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    The ranger cleans the blood from his blade and gives Bucho a drink from the watered wine skin to clean the foulness from his jaws (though the dog didnt seem to mind).
    Grym muses for a moment about the massive damage they inflicted in short order. Odric's Kegerator as always could leave absolutly devastating wounds. The wizard too had recently learned powerful magic.
    The ranger placed Bucho on point to guard the unexplored end of the tunnel while he bent down to examine the strange creature. He asked Morkeleb several questions about the odd physiology of the gug.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    to answer your earlier question, Morkeleb will have Light cast from his staff, and on anything else y'all want.

    I don't know why such a beast would be here. Perhaps it burrowed to these tunnels, attracted by Scarwall's erstwhile evil aura.

    Any other speculation, S??

    I'm unsure whether the prevailing wisdom should be "where there's one there may be more," or "no other creature would lair near a beast like this." The safest course is the former, so stay alert!


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Gugs are underdark denizens. The evil of the castle may have drawn them here.

    Marching order and perception checks!


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    The party advances warily forward, senses pealed for danger, taking the left branch ahead towards that underground lake.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Ferox: 1d20 + 22 ⇒ (19) + 22 = 41
    Gaius*: 1d20 + 16 ⇒ (15) + 16 = 31
    Grym**: 1d20 + 13 ⇒ (18) + 13 = 31
    Morkeleb: 1d20 + 0 ⇒ (7) + 0 = 7
    Odric: 1d20 + 0 ⇒ (10) + 0 = 10
    Sandor: 1d20 + 15 ⇒ (20) + 15 = 35


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Marching order:

    Gaius scouting up front, followed by Sandor and Odric. Ferox and Morkeleb next. Grym and Bucho as rear guard.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Gaius leads the party through tunnels for a short way before arriving at something of interest. This corridor ends at a fifteen-foot-wide shaft that plummets into the darkness. A faint warm breeze flows up from the pit, carrying with it strange mineral scents. What appear to be a series of three-foot-wide handholds run down along the closest side of the shaft—a crude, primitive ladder, perhaps, but judging by the length between holds, one sized for a creature almost three times the size of a man.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    I guess we went right.

    I say we avoid going down any shafts for the moment and check out the other branch.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Remember Sandor has Darkvision 60'. Also DM using the perception check above if that's ok how far are we underground, and are any of these smells familiar?

    Before we set out after killing the Gug. Sandor asks his friends. If we are closer to the surface than the underdark, what would Gugs be doing up here? Also, what have they been eating if this place was sealed up tight? Even though he has recently had a good piece of jerky Odric's belly rumbles at the mention of food, and Bucho cocks his head at the rumble thinking dinner time is near.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    When Sandor approaches the hole, he smells the Underdark. It goes down a LONG way.

    -Posted with Wayfinder


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The party passes the hole to realms below and opts to stay on the mission. The cave continues to wind about before things change.

    And they change rapidly for the worse. The rank odor of decay, filth, and wet fur clings to this cool chamber with a palpable tenacity. The chamber itself is an immense, twenty-foot-high cavern that fades into the dark to the north. A wide rocky shelf sits in the southern portion of the cavern, and upon this shelf are four crude, domed hovels, each nearly twenty feet tall and built from crude stone blocks mortared together with a nasty mix of mud, hair, and other assorted debris. Each stone igloo has a large arched opening into its darkened interior. To the north, a silent lake of black waters stretches into the distance. Very few ripples disturb its surface, giving it the appearance at times of a massive sheet of polished obsidian. Far out in the water to the northwest, a single point of light glows just above the surface, a bright star whose radiance illuminates a few stony islands about seventy feet out in the lake, though the source of the glow is not discernible from shore...


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Map is updated, you can place your minis anywhere you'd like as you explore the area.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Sandor:

    You have a flash of memory. It seems like a lifetime ago, but it was just a few short days ago. The memory burns like a vision. Your mind's eye focuses on THE LOST. Suddenly Fate seems less fickle. It's almost as if you can see the lines of each person's path in life. So long as you can see this lake you have a +2 on all rolls modified by your wisdom score.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Holy crap! We made it to 10,000 posts. That's a long time, 1,643 days to be exact. I know my life is completely different than it was then. We average ~6.1 posts per day. As of this post we are the 24th longest running campaign on the Paizo site. There are 6,863 campaigns on the site (current and past) That puts us in the 0.35% as far as post quantity. For comparison, the current champ is Tales of Agartha: the Avalon Chronicles at 74,116 posts.

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