Silver Rose Sidequests

Game Master Patrick Curtin

This thread is to explore the individual stories of the PCs of the Silver Rose game. There are a lot of plot threads, side quests, interactions that get skipped because of time Or bogging down concerns. Here we can explore these individual ‘adventures’ freely without time constraints.


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Human Wiz 12 (Evocation)

Justin shivers in his now-winter coat, despite the effort of hiking through the eternal blizzard making him sweat.

"Q-Quick peek inside? I d-don't wanna be c-climbing up and d-down this-s b-blasted mountain t-time and again b-because we m-missed an entrance."

"I'm B-betting it's up t-top. In a b-big structure. B-but you c-can n-never ac-count for the whims of R-royalt-ty." The wizard shrugs, but you can hardly tell between his now-heavy coat and his shivering.


female Tiefling 12th level Duskblade
Alessia of Keoland wrote:
Justin Case wrote:

He stands, brushing the snow off, and grins until the first breeze hits him.

"OH. That is,... COLD!" He huffs in a cloud of frozen breath.

Alessia slowly turns her head in Justin's direction.

"Is it? I did not notice," she replies, sounding more like she's making an observation rather than being sarcastic.

"Humans are highly susceptible to things like heat and cold, and even little things like sparks, like you know when it's really dry out and you rub your feet on a carpet and then touch something metal or another person? That actually hurts humans if you can believe it."

Karrin likes her cold/electrical/fire resistance /5


Human Wiz 12 (Evocation)

LOL, Ok. NOW Karrin is just braggin' ;P


Male Fort 9 Ref 7 Will 9 10 Inquisitor

Avrahim looks frigid

“Whatever we do, I suggest we do it s-s-soon”


female human wight fighter (armor master) 8 / furious guardian 2

"Perhaps the cave mouth could provide shelter to the weaker members of our party while we decide on a course of action."


Human Wiz 12 (Evocation)

"Agreed!" Justin chatters as he does a hasty, rolling, shuffling gait through the snow towards the cave mouth. He chatters a Detect Magic charm as he approaches, trying to make sure he is not caught off-guard by any overtly magical defenses.

Detect Magic, go to cave mouth, Per roll: 1d20 + 11 ⇒ (3) + 11 = 14


Bribes always welcome

The cave doesn’t radiate any particular magic, but this mountain, especially the snow is inherently magical. There’s a lot of ‘static’


Human Wiz 12 (Evocation)

Justin shakes his head to clear his vision, (both mystical and mundane).

"Whelp. Any cave in a snowstorm, right?" he asks, plowing his way through the snow towards the cave.


Bribes always welcome

[i]The snow is piled deep, and the lanky wizard gets a substantial chunk drifting down on his head, making his neck cold. He manages to battle his way into the cave after a bit of huffing and puffing

Inside is a wide space. Justin realizes that the cave, indeed the whole mountain is made of ice. The bluish glacial ice has been scoured to an almost mirror Polish by aeons of snow flying by. Justin can see himself reflected in it in multiple locations. The howling wind fades to a murmur as little gusts of snow pass him. The cave is enormous, and its roof is perhaps a hundred feet above.

There is a ledge of this ice that Justin stands on, about 20 feet wide. Beyond this clear area is a large expanse of fine bluish snow, stretching into the darkness beyond. There is a slight whistling sound from within, and Justin thinks he can see some deeper tunnel mouths in the distance. The 20’ lip goes around the edge of the massive cave, mostly clear of snow, but very difficult to walk on because of its slipperiness.


Human Wiz 12 (Evocation)

"Pretty. FREEZING, but beautiful. Don't think I've ever seen a chunk of ice the size of a mountain before." The wizard manages to get out without stuttering, now that they are out of the wind.

"Looks like there might be some other tunnels to explore in here. What do you all think? Some of you are FAR more experienced with this sort of thing than I am. What are the odds that the Tomb is hidden at the bottom of this giant ice cube as opposed to the tip-top of said ice cube?"

Justin shrugs. "Otherwise, I guess we can just toss a copper piece. 'Heads we dive, tails we climb'?"


Male Fort 9 Ref 7 Will 9 10 Inquisitor

“The wind is stilled here. It is worth a look I think”


Martin takes out a baton from his haversack and telescopes it to a 10-foot length. He pokes at the snow beyond the ice ledge. The pole sinks in to its entire length

“I thought as much. This snow is very deep. We need to be careful. It is extremely fine, I would hazard one could sink in a great distance before stopping, and there is no way to plumb its depth”


Human Wiz 12 (Evocation)
Avrahim Nas Finjaani wrote:
“The wind is stilled here. It is worth a look I think”

"Great minds think alike!" Justin agrees cheerfully. His smile fades as he watches his friend try to measure the snow and almost lose his 10' pole in the process.

Martin wrote:
“I thought as much. This snow is very deep. We need to be careful. It is extremely fine, I would hazard one could sink in a great distance before stopping, and there is no way to plumb its depth.”

"Quick-snow. Watch your step. Got it. Thanks for the safety tip Martin." Justin says dryly, but with sincere look of thanks to his friend.


Human Wiz 12 (Evocation)

Justin raises his right arm, and makes a gesture. A glow is briefly visible from under his coat sleeve, and four small glowing spheres of colored light appear. He points and they begin drifting lazily forward, adding illumination to crystalline ice cave.

From his quiver he draws out his staff once more. He holds it in the ready position and nods to the others.

He used his 'Dancing Lights' ability from his Magic tattoo. :)


Female Shadow Fey Sorc/6

The magical lights dance and reflect off the many icy facets of the cave. The party begins to gingerly make their way to the back of the cave. Sarastra suddenly points to the snow pool

“Something moves beneath! Ware!”


Human Wiz 12 (Evocation)

"Of course there's something IN the snow." Justin rolls his eyes.

"You shouldn't have poked it with a stick Martin!" Justin tells his large, armored friend snarkily.

"You KNOW that annoying the monsters and things is supposed to be MY job!"
He smirks.

"Heck with this 'don't use a spell if you don't need to, save it for later' stuff. Go big or go home!" The wizard grumbles. He casts a spell on himself, and rises into the air.

Overland Flight, FLY speed 40', lasts 11 hours.

"EVERYONE MOVE! We don't have to kill,... whatever it is. We just have to get past it!" Justin calls to the others a she conjures a ball of flame on the end of his staff and holds it over his shoulder, looking for a target,...

Using my long-ignored 'Fire Burst' feat/power. A reusable, 6d6 10' radius fireball waiting for something to stick it's head up. :)


Bribes always welcome

The snow heaves, as a colossal shapr emerges from the snow. It looks like an enormous turtle, but carved from ice. Bright blue eyes burn in its sockets. It roars and surges towards the ledge


new map!

roll initiative


female Tiefling 12th level Duskblade

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22


female human wight fighter (armor master) 8 / furious guardian 2

Initiative: 1d20 + 5 ⇒ (14) + 5 = 19


Human Wiz 12 (Evocation)

Nice map. and <ahem, pardon the pun> 'Cool' turtle! ;P Are we running North or South to go into the cavern depths?

Init: 1d20 + 3 ⇒ (4) + 3 = 7

LOL! I was gonna ask if I can go, since I had a flame ready, but nevermind! :P

"Whoa. BIG turtle. Made of ice. You don't see that every day!"

Justin grins. Hugely. It's kinda creepy.

"Oh my. A creature that DOESN'T like fire. What's a wizard to do?!?"


Bribes always welcome

Turtle turtle!!

Karrin 22
Alessia 19
Martin 17
Avrahim 14
Sarastra 14
Turtle 13
Merle12
Justin 7

OK, I believe Merle has said she will be not participating anymore in this story because of time constraints. So we have the Initiatives set.

The ice terrapin cranes a long neck towards the party. They begin to move along the ice as best they can

The footing is very treacherous, you can either move half speed or take acrobatic checks. >rules<


female Tiefling 12th level Duskblade

Karrin will use her swift flight to get GHI side of the turtle, as close to the head as she can, so Alessia can flank on her side, and Justin and Merle can blast this thing's butt without worry of getting Alessia and Karrin in the blast radius.

attack: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (12) + 8 + (6) + (6, 1) = 33
6 cold damage probably isn't going to count, neither is 7 vs evil, so if that hits it's only 20 damage


Bribes always welcome

Turtle turtle!!

Karrin 22 [miss]
Alessia 19
Martin 17
Avrahim 14
Sarastra 14
Turtle 13
Merle12
Justin 7
Mel 5

Mel rushes to the edge of the snow pool and slashes the beast with Trueheart.

1st: 1d20 + 20 ⇒ (16) + 20 = 362d6 + 11 ⇒ (5, 1) + 11 = 17
2nd: 1d20 + 15 ⇒ (14) + 15 = 292d6 + 11 ⇒ (1, 3) + 11 = 15


Male Fort 9 Ref 7 Will 9 10 Inquisitor

Avrahim unlimbers his crossbow and sends some bolts towards the creature
Attack 1: 1d20 + 7 ⇒ (2) + 7 = 91d10 + 5 ⇒ (7) + 5 = 12Add +1 if within 30'
Attack 2: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 5 ⇒ (9) + 5 = 14Add +1 if within 30'


Female Shadow Fey Sorc/6

Sarastra chants some liquid syllables and purple lightning lances out

Lighning Bolt: 6d6 ⇒ (1, 6, 3, 6, 6, 6) = 28

save DC21: 1d20 + 8 ⇒ (4) + 8 = 12


Bribes always welcome

Merle casts haste on the group


AC: 28 INIT: +4 F:7 R:3 W:7 Perception +17 hP 76 [28] Human (Oerthian-Suel) Cleric 10

Mel starts up his Spiritual Weapon

Spiritual Weapon: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 3 ⇒ (2) + 3 = 5
Spiritual Weapon: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 3 ⇒ (7) + 3 = 10.


Bribes always welcome

The ice turtle roars and a spreading cloud of blue vapor engulfs the party.

Everyone left on the ledge has to make a DC 23 Fort save


Human Wiz 12 (Evocation)

It's an ICE DRAGON TURTLE?!? Now I've seen everything. :P

I presume I'm still considered 'on the ledge' even though flying? Since I havent moved yet? :)

FORT save: 1d20 + 6 ⇒ (15) + 6 = 21

Ooooooh! SO close! (For a Wizard) ;P


Bribes always welcome

Martin, not Mel.. my bad

Sarastra fort: 1d20 + 14 ⇒ (9) + 14 = 23
Martin fort: 1d20 + 11 ⇒ (7) + 11 = 18
Mel Fort: 1d20 + 9 ⇒ (14) + 9 = 23
Avrahim Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Merle fort: 1d20 + 5 ⇒ (4) + 5 = 9


Bribes always welcome

freeze mist: 10d6 ⇒ (2, 5, 5, 3, 5, 3, 6, 2, 2, 4) = 37 -save means 1/2 dam dodging bonuses apply

The mist slithers out and envelops the party Sarastra manages to glide from under it completely, but others aren’t so lucky. The mist acts like a quick freeze, encasing everyone struck by it in a bluish coat of ice. Some crack the ice film easily, for others it is more difficult

If you made the save you are entangled for one round. If you failed you are entangled until you break free with a DC 23 Str/escape artist check. This entanglement freezes you to the ice, so unlike other entanglement you cannot move until you free yourself


female human wight fighter (armor master) 8 / furious guardian 2
Dungeon Monkey wrote:

The ice turtle roars and a spreading cloud of blue vapor engulfs the party.

Everyone left on the ledge has to make a DC 23 Fort save

There's a chance that Alessia might be immune to this--not quite sure how the effect works

Fortitude (if needed): 1d20 + 12 ⇒ (16) + 12 = 28

Strength (if needed): 1d20 + 5 ⇒ (12) + 5 = 17


Bribes always welcome
Alessia of Keoland wrote:
Dungeon Monkey wrote:

The ice turtle roars and a spreading cloud of blue vapor engulfs the party.

Everyone left on the ledge has to make a DC 23 Fort save

There's a chance that Alessia might be immune to this--not quite sure how the effect works

[dice="Fortitude (if needed)]1d20+12

[dice="Strength (if needed)]1d20+5

Its cold damage, so if you are immune you don’t take any damage. You could still be entangled/frozen


Female catfolk sorceror 11

I think my work situation has now stabalised enough that I can start focusing on this again if thats okay? Assuming it is and just to check are we just stopped from walking like regular entangles so can still cast spells or are we more frozen solid?


Bribes always welcome

Cool! Welcome back. If you want to roll your own save go for it. This freeze makes you unable to move, but you can cast spells, there is a concentration check involved (check rules linked above)


Female catfolk sorceror 11

Fort save

1d20 + 5 ⇒ (4) + 5 = 9

Merle attempts to dimension door out of the ice

Concentration dc 19

1d20 + 16 ⇒ (5) + 16 = 21

move to A 34

"T-that w-was r-really c-c-cold you Jerk!!!"

She unleashes a quickend magic missile at it

5d4 + 5 ⇒ (1, 3, 4, 2, 1) + 5 = 16

Sovereign Court

Male hu-man Paladin
Alessia of Keoland wrote:
Dungeon Monkey wrote:

The ice turtle roars and a spreading cloud of blue vapor engulfs the party.

Everyone left on the ledge has to make a DC 23 Fort save

There's a chance that Alessia might be immune to this--not quite sure how the effect works

[dice="Fortitude (if needed)]1d20+12

[dice="Strength (if needed)]1d20+5

Alessia goes before the turtle, if you stay on the ledge you're hit, if you moved off the ledge to fight you're not even targeted


Human Wiz 12 (Evocation)

Just to clarify? Am I out of the blast since I was flying? or am I still in the blast, damaged and entangled, but since I'm flying not actually stuck to anything?


Bribes always welcome
Justin Case wrote:
Just to clarify? Am I out of the blast since I was flying? or am I still in the blast, damaged and entangled, but since I'm flying not actually stuck to anything?

According to the initiative turn, you would have been hit prior to being able to fly off the ledge. So you are stuck


Dungeon Monkey wrote:
Justin Case wrote:
Just to clarify? Am I out of the blast since I was flying? or am I still in the blast, damaged and entangled, but since I'm flying not actually stuck to anything?
According to the initiative turn, you would have been hit prior to being able to fly off the ledge. So you are stuck

AND in pain! ;P

So casting the fly spell WAS my declared action, but it has been pre-empted by Master McFreezy. So I can either try to cast it now, or try something else to get me out of this entangling ice first?


Bribes always welcome

Correct


Human Wiz 12 (Evocation)

Thenk yew! ;)

Merle wrote:

"T-that w-was r-really c-c-cold you Jerk!!!"

She unleashes a quickend magic missile at it

"Y-y-yes it-it-it-is!" Justin agrees through chattering teeth, wishing he also had a nifty dimension walk power at that particular moment.

The wizards mind moves at a blur, even as his hand moves EVER so slowly to one of his spell-component pockets,...

JUST a reminder to Merle, Since she cast a QUICKENED Magic missile, she can also do something else, including cast another spell, this same round! (Justin recommends Fire. Lots and LOTS of fire!) ;P

Sent Pat a PM, waiting on rules question before writing (too much) again. :)


Female catfolk sorceror 11
Justin Case wrote:


JUST a reminder to Merle, Since she cast a QUICKENED Magic missile, she can also do something else, including cast another spell, this same round! (Justin recommends Fire. Lots and LOTS of fire!) ;P

The quikend magic missile was as well as the dimension door spell


Human Wiz 12 (Evocation)
Merle Barer wrote:
Justin Case wrote:


JUST a reminder to Merle, Since she cast a QUICKENED Magic missile, she can also do something else, including cast another spell, this same round! (Justin recommends Fire. Lots and LOTS of fire!) ;P

The quikend magic missile was as well as the dimension door spell

DOH! You used a D-Door spell! For some reason I thought you were using a D-door bloodline ability similar to a Wiz (Conjuration/Teleportation) specialist. (I MAY have been reading a FEW too many wiz build guides lately?) :P

Yeah,... Um, sorry! :) Nevermind what I said! Ignore the aging wizzie behind the curtain! (everyone else does) ;P


Human Wiz 12 (Evocation)

'GottaGetOuttaThisFriggin'Ice!' Justin's mind races.

His hand pauses in it's trek towards a pocket, and raises upwards instead.

"Ev-ev-everbod-d-dy c-c-clear a p-p-path. Wall of F-f-fire c-c-coming through!"

Justin waits for his friends to shift, if they can, and picks his angle of attack just as his hand reaches his amulet.

A Wall of Fire forms, starting near Justin and running straight towards, through, and past the massive ice turtle of doom. One side of the wall radiates heat like a bonfire, causing the ice to steam where it hits it.

"OH, that feels good." Justin sighs as the layers of frosty ice enveloping him begin to melt.

OW!NevermindThat'sHot!" Justin blurts as the fire gets a LITTLE too warm, even in this situation. He scrambles towards the majority of the party.

OK,... Please don't hate me?!? :) Elemental Wall Wiz Power As Wall of Fire,

IF I read right, MOST of the team has moved from their original positions. If I begin the Wall about where Merle WAS standing, (corner of N33) and draw (as straight as possible) a line all the way to about I18, or J17, (I cannot draw straight lines on the angles!) with the with the 'hot' side burning North.

Avrahim should be nose to the 'cool side',no dmg, Justin should be approx 15' away, taking 1d4 dmg, (enough to melt the entangle?) :) And the only one for-sure close enough to take 2d4 dmg (unless she moved?)is Sarastra. (SORRY!!!) Everyone else North of the wall should only take 1d4dmg at most IF in 20', 2d4 if closer than 10' to it. :(

The Turtle, on the other hand, since the wall formed on top of it, counts as passing through the wall, and takes 2d6+11+6(intense spells power) The spell does Not specify what happens if a creature is large enough to 'pass through' several sections of the wall at once. :)

Turtle Fire Dmg: (one section) 2d6 + 17 ⇒ (2, 6) + 17 = 25

Justin Fire Dmg: 1d4 ⇒ 2

yeah,... The wiz is down to almost half HP. Again. :P

SORRY for singing the toes! I couldn't think of any other way to get out of it! (No way Wimpy McWizzie was ever gonna break a DC:25 Str entangle!) ;P

EDIT- OH, and after he's free of the entangle he moves a half-move North, away from the fire! So H34


Bribes always welcome

That works-so you burned Sarastra for 2d4 and Everyone North of the fire line takes 1d4. I will rule that if someone took fire damage, the entangle will be broken...however..

The soaring arc of fire springs up at Justin's command, drawing cries of surprise from several of his party members. When the fire hits the behemoth, it roars, and suddenly a cloud of steam envelops the party. The steam is scalding, and lashes the entire area. It also cloaks the area in a dense fog, causing everyone to be blinded

Anyone within 60 feet of the turtle takes 12 points of scalding damage, and everyone within is now basically concealed for purposes of attack


New Map


Female catfolk sorceror 11

I may be wrong but being her familiar and being in touch distance I think Merle could bring Seph with her?


Bribes always welcome
Merle Barer wrote:
I may be wrong but being her familiar and being in touch distance I think Merle could bring Seph with her?

Ill allow it

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