Curse of the Crimson Throne

Game Master Whack-a-Rogue

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At the Bone Council Fire, most of the tribe retires to their tents out of respect for the shaman. After sprinkling the fire with a greenish-brown herbal dust from a weathered pouch (creating a smoke that slightly blurs the vision and creates a feeling of ease), he speaks. "You have already done my people a great favor by returning the body of one of our warriors. I sense now you come to me to ask something in return, yet know that by asking for this, you are helping us all. The Skoan-Quah are a peaceful people, yet we are also all but shunned by our kin. Our willingness to mix with tshamek shames many of my brothers and sisters in the other quahs. Only their respect for our tradition of guarding and protecting the dead of all Shoanti keeps them from open hostility against us. My words do not reach their ears when I warn them of Queen Ileosa and her rise in power. They hear tales of the city in flames, of its king dead, of disease ravaging its people, and they see this as a just punishment for a hated enemy. My people do not see that a greater threat is growing in this turmoil. And now, you come to me with concerns, seeking the aid of my people. Speak of what you wish of the Shoanti, and perhaps we may find our needs are the same."


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Influence: 1d20 + 18 ⇒ (14) + 18 = 32

"Aye, all that makes sense to me. Me people are much the same." Torsten said. He rubbed his neck and said "But how many sky cities have the dwarves lost? How much of yer land has been taken? It seems to me that it be folly to let pure stubborness stand in the way of giving a throat punch to someone who deserves it. And right now, it be the Queen." He continued "She took a crossbow bolt to the throat at an arm's length. Pulled it right out, lifted her attacker up and smiled. 'aint natural. We did some pokin' around, seems that she has a crown made from something called Midnight's Teeth. Heard that yer people might know something about that."

He paused, and looked around at those present. "Queen illeosa isn't human anymore, that's for certain. And she deserves to die. We'd be the ones to do it, but ye have come for your wisdom before we make a move."


Thousand Bones listens somberly but grows visibly distraught when you mention Midnight's Teeth. Once you've concluded, his brow furrows a moment before he answers.

"Many of our lore keepers were slain when Cheliax drove us to the Cinderlands so many years ago. I do recognize the name 'Midnight's Teeth.' It's associated with a great and ancient evil, and many Shoanti believe to repeat such a name aloud is to preserve the evil. While that is the extent of my knowledge on the subject, I believe the Sun Shamans of the Sklar-Quah may know more. Where my tribe tends to the dead, they are responsible for preserving our history. They do not readily share this with tshamek, though - or fellow Shoanti, for that matter."

The shaman thinks for a few seconds. "Krojun, the warrior you competed against earlier, is one of the Sklar-Quah's great heroes. You comported yourself well during the game, and it's possible that such action has already planted a seed of respect. If that seed can be grown into a tall tree, perhaps a Sun Shaman will agree to provide the knowledge you desire."


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

”Aye? And what would it take for such respect to be made? I don’t think that we have time for a seed to grow into a tree.” He responded.


Thousand Bones thinks for a time before giving a few suggestions.

Acquire the Thrallkeeper's Mark
In ancient times, a caste of spellcasters known as the "Thrallkeepers" kept Shoanti as slaves. While the Thrallkeepers are now gone, some of their buildings remain. One such building, a dangerous acropolis, may be found in the Cinderlands. Many Shoanti travel there, seeking to earn the Thrallkeeper's Mark as a way to prove their bravery. Some never return, but those who succeed are known to be powerful, lucky, or both.

Recreate a Legendary Hero's Accomplishment
"Skurak was a great warrior and greater traitor to the Sklar-Quah. He slew his brother, a man of even greater courage. To the Sklar-Quah, family is purity - crimes against family are the greatest one can commit. Although Skurak claimed the death was an accident that occurred while he and his brother were hunting, others spoke of murder spawned of jealous rage. Skurak was declared a tshamek by the Sun Shaman and cast out. But before Skurak left, he said he would be born again and return to his tribe. This he did.

He went to the killing grounds of great Cindermaw the Clan-Eater. Skurak walked up to the beast carrying only his dagger. Without fear, he dove into the beast's mouth and cut his way out. He returned to the clan and declared he had been reborn and had left his misdeeds behind in the cleansing fire of Cindermaw's belly. The legend says the Sun Shaman accepted this, and Skurak's time as a tshamek was spoken of no more."

Secure a Truthspeaker's Endorsement
A truthspeaker is one who has lived many lives without lie and achieves the gift of speaking only truth after decades spent in chastity, self-control, and introspection. They are born, not made, and sometimes generations pass without the Shoanti counting a truthspeaker among them. There is only one living truthspeaker in the Cinderlands today, a man named Akram who lives among the Lyrune-Quah.

Survive the Trial of the Totem
While the Sklar-Quah is extremely intolerant of outsiders, if you can earn their permission to attempt the Trial of the Totem and survive it, you'll be initiated into their tribe. If you cannot secure their permission, however, you'll be executed for trespassing upon their lands.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten thought about it. After speaking with Ril, it was decided that they would hedge their bets. Ril would go to secure a Truthspeaker's endorsement, while Torsten would survive the Trial of the Totem.

By having Ril secure a Truthspeaker's endorsement, she would make an ally who could share with them the mysticisms of the Shoanti. Given her own powers, this would only serve to strengthen her own abilities. And for Torsten? He was as squat and as hard as a brick. If there was anything he was going to excel at then it would be a test of strength and endurance. And if he could be initiated into the tribe, then why would they want to hide anything from him?

So having both of them complete their tasks meant that they had the greatest chance of being successful in their overall task.


Divide and conquer: a most efficient way of utilizing your limited manpower and resources. Gaining the endorsement of a Truthspeaker is something Ril will be well-suited for. To gain permission to even attempt the Trial of the Totem, however, you'll likely need to do something else noteworthy. The Sklar-Quah is loathe to allow outsiders on their land - let alone give them a chance to become a member of the tribe.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Having heard that, Torsten sighed. Thrallkeeper's Mark it was then. He really didn't like the idea of allowing a monster to eat him. Much better to explore some old ruins and bring back some old doohickey. It sounded much safer, especially as it seemed like multiple Shoanti succeeded in it, while the latter involved a single legendary hero. The only question was what the Thrallkeeper's Mark was. Was it an actual object to bring back?


The Thrallkeeper's Mark, it seems, is a seven-pointed star that allows the one who carries it the ability to wield strange magical powers.

The Acropolis of the Thrallkeepers sits atop a raised area in the shadows of the Wyvern Mountains. It appears to be a partially collapsed tower bearing the mark of a seven-pointed star. Just to the side of the mark. a pair of 20ft-wide stone doors stand ajar, leading down to a dusty flight of stairs.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Lifesense, armored eaegis, energy up

Once Torsten was ready, he strode in, heading down. He had seen horrors in his time and had blood on his hands. Whatever was in here, he would deal with it. It wasn't like he had much choice...

He has stonecunning "Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking."

Perception is +8, +10 with stone, I think. There are house rules for it and I haven't updated it in ages


Perception should be (character level + WIS) + any relevant feats/abilities/etc. Like PF2e, it isn't a skill anymore.

The stone stairs end at a 20ft-wide and 20ft-tall hallway that leads to the east, opening into a large chamber. The floor is cluttered with dust and tiny mounds of ash that look to have been recently disturbed in places, but signs of the trail vanish to the east once the stones become clear of debris.
Survival: 1d20 + 3 ⇒ (5) + 3 = 8
It appears that four human-sized creatures have moved through this area recently, traveling from the stairs toward the room to the east.

Map is updated.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten thought about what to do for a moment, and then decided to go west first. He didn’t know who, or what, was there with him. But regardless they weren’t his problem. He’d go the other way first and hopefully be done before they were his concern.


The air in this massive, cathedral-like space seems strangely cool. The walls are carved with vertical ridges that rise to support the arch above, where the ceiling vaults into the shadows to a height of nearly 60ft. A 5ft-wide balcony rings the room, the floor of which drops 15ft into a pool of dark water. Halfway between the east and west ends of the room, a bridge crosses the pool. Two large stone doors stand in the walls to the south and east. Smaller doors sit in the walls to the northwest and southwest - all four doors bear depictions of seven-pointed stars.

Feel free to move your icon to the door you're checking out. The map details are a bit hard to see, so I'll need all the help I can get. XD


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Deciding to start with the northwest, Torsten went to open the door. With the doors looking the same, it made the most sense to him to start with a corner and work his way from there.


The curved northern alcove of this chamber displays a brilliantly colored bas-relief carving of a woman with six wings and a serpentine lower body. The coils of her lower body wind in and out and around a large seven-pointed star. Tiny shards of gemstones embedded in her tail make her scales glisten as though with moisture, but in more places, chunks of the carving have cracked or crumbled away, giving the depiction of the serpentine woman a strange but undeniable look of age and decay.
Knowledge (divine) DC 25: 1d20 + 15 ⇒ (11) + 15 = 26
Your familiar recognizes this figure as Kurshu the Undying. Herald to the ancient goddess Lissala, she lingers despite the fact that her god seems to have moved on.

Potential Loot
The sapphire and emerald slivers in the statue's tail are worth a total of 1500gp. (if you feel like desecrating the statue, of course)
--------------------------------------------------------------------------- -
As you look over the room, you sense living creature approaching from the hallway behind you. After a few seconds, Krojun and three Sun Clan warriors enter. The other warriors hoot in appreciation of the statue's beauty, but Krojun only gives you a stoic nod. "My thundercallers and I are concerned that you do not intend to give this place the proper respect and plan to fake your quest."


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Once more Torsten let valuables stay where they were. He had come here to earn the respect of these people, and looting their temple wasn’t going to do that. When Krojun et all came, he shook his head and sighed. ”Ye lads be that bored? Tag along if ye want to watch. Right lonely with just me and Kurshu here.” He said, motioning to the statue.


Krojun snorts derisively. "If nothing else, I'm sure you'll be entertaining to watch. What are you doing in the Cinderlands, anyway? Got bored of your tshamek friends in your big tshamek city? Or are you planning to expand your empire again?"

For reference, Krojun and his thundercallers weren't present during the meeting during the Bone Council Fire.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten snorted out a laugh. ”Aye…got me. An unarmed dwarf came out here to expand a human Empire.” His body posture and tone of voice made it clear that he was anything but unarmed, and that he was not intimidated. ”That city is me home. And it’s being destroyed right now by a fookin’ queen whose been turned into a monster by something called Midnight Teeth.” All humor drained from his voice as he turned back to the task at hand. ”She took a crossbow bolt to the throat and laughed. Heard that ye people know how to kill it, so I’m here to find out. Follow if ye want. I care not.”


Krojun responds to your words with a noncommittal grunt. As you return to your exploration, he and his warriors follow, but keep their distance.

Continuing to follow your clockwise path, you open the next door and proceed. It leads to a long corridor that ends abruptly, choked off by thousands of tons of collapsed rock and sand.

If you check the map, you'll see a couple more doors have been revealed.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Paying the shoanti no mind, Torsten went about his business. Going down the corridor, he walked along, keeping an eye on the stonework to see if anything seemed out of place and looking for a door.

Stopped at what looks like doors to me, if so will open them


The walls of this chamber are decorated with six life-sized bas-relief carvings that depict a diverse collection of priests, each adorned in billowing robes covered in Thassilonian runes. An intricate scripture winds around the carvings, coiling across them and along the walls like an immensely long tangle of ribbons. Several ancient skeletons, some clad in hide armor or clutching Shoanti weapons, lie scattered around the statue's base.
Knowledge (divine) DC 30: 1d20 + 15 ⇒ (3) + 15 = 18
It doesn't look like you have Thassilonian as a known language or have ranks in Linguistics. No additional information at this time.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

"Bah." Torsten muttered. Ancient weapons and strange carvings. Nothing that he was looking for. Ignoring the shoanti trailing behind him, Torsten marched over to the next door. see map


The floor of this otherwise empty chamber contains a five-foot-diameter hole in the center, surrounded by a ring of tangled runes. Inside the hole, a shaft filled with brilliant emerald light drops into the depths.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17
K Arcana: 1d20 + 15 ⇒ (16) + 15 = 31

Torsten paused to study the light. What was it? Was it a trap? Was it important for his quest? What was the purpose of the runes? Both practicality and curiosity made him pause.


From what you can tell, there's a transmutation aura around the shaft. It doesn't appear to be harmful.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten experimented, putting various items in to see if there was an effect, while avoiding touching it himself. If nothing happens, he was ready to move on to the next room to the left.


When you drop something into the shaft (out of curiosity, what are you dropping?), it slowly drifts to the ground below. It appears to be enchanted with a feather fall effect.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Debris and the like

Making a mental note that this was a possible way down, Torsten opened the door to the last unemployed area. It was best to explore every area he could before relying on the spells of another.


As you open the door, the entire ruin shakes slightly.

A strange bronze statue stands in the center of the room. The statue depicts a half-snake, half-human creature with the lower body of a serpent coiled about a stand and the upper torso of a slender human woman. Her hands are crossed over her chest to clutch two objects at her shoulders - the right hand holds a large quill, while the left holds a jade-handled whip. Six birdlike wings emerge from the torso's shoulders, and instead of a head, it has a disk bearing a seven-pointed star. Jade runes run down the statue's belly and along the length of its snaky lower body.
Perception DC 17: 1d20 + 15 ⇒ (5) + 15 = 20
You notice the statue's base contains a wide but shallow drawer. Inside is a four-foot-diameter circular frame containing several wedge-shaped metal plates, each punched with its own intricate design. Each plate slides smoothly over or under the two adjacent plates along the outer ring - which appears sized to fit over the entrance to the shaft in the previous room.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten was not the smartest dwarf in the world, but he wasn't an idiot either. Opening the drawer, he carefully took out the metal plates and went about placing them over the shaft. He had no idea what was going to happen, but he didn't see the harm in finding out.


When you place the plates over the shaft, the light shines through the openings to create a pattern of lines on the ceiling above. If you can figure out how to properly align them, it'll probably make a map.

For some reason, aligning the plates requires a Disable Device check. I'm amenable to substituting that for something else (maybe Know:history or Know:engineering) if you're interested in trying to solve this. I also feel like the bonus from Stonecunning can be applied regardless of the skill used here.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Familiar K Engineering: 1d20 + 9 ⇒ (17) + 9 = 26 +2 if Torsten’s Stonecunning applies

While Torsten had no idea what to do, he was fortunate to have his runic familiar. Trusting it’s instincts, he followed its lead on placing the parts…


It takes a bit, but you're able to use what you've seen of the structure to orient the plates properly. What you see is that this used to be part of a much larger complex, but time has rendered the majority of it inaccessible. The lower level of this building, however, can be reached without any difficulty.

Map's been updated. No information about room interiors, of course, but you can get a general area of the overall layout.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

”There we go! Oi, lads. I’m heading downstairs. Keep up if ye want to watch.” He said, glad to be making headway.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

As I forgot to do so, casting Lingering Transformation, +2 AC for 10min/lvl. Also did Torsten rest before coming here? My statline had him injured and low-ish on spell points

Cure: 3d8 + 10 ⇒ (4, 5, 2) + 10 = 21
Cure: 3d8 + 10 ⇒ (3, 7, 6) + 10 = 26


I figure Torsten rested for the night and then headed for the Acropolis the next morning. I'm handwaving travel time for the most part, but getting there took a couple in-game days.

This wide corridor, composed of polished black granite, runs north to south. A blue stone disc sits on the floor to the south, with a glowing column of blue light rising up from the disc through a hole in the ceiling. To the north, a five-foot-wide circular opening in the wall opens into a smaller chamber. The ceiling here is only fifteen feet high.

A huge stone plug blocks a hallway in the east wall. It's far too heavy for someone to move without aid, but there are narrow gaps where it doesn't sit flush with the wall.

Map's updated. The stone plug weighs 120 tons in the off chance you've got a way to buff yourself. XD


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Martial Focus Step 1:

Move action for 3 combat talents

Berserker Sphere and Shatter Earth: You may attack the ground around you with a savage blow. You may make a brutal strike against the corner of a square within your reach as a full-round action. You may reduce this to a standard action by expending martial focus. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor’s hardness, you cause a 5 ft. radius, 10 ft. cone, or 15 ft. line (your choice) to become difficult terrain. Radius’ increase by 5 ft. per 10 base attack bonus, cones by 5 ft. per 5 base attack bonus, and lines by 10 ft. per 5 base attack bonus. A square can be cleared as a standard action (provoking an attack of opportunity) or repaired with a spell or effect such as the mending spell or the repair ability of the Creation sphere to no longer be difficult terrain. If your attack is enough to destroy the floor, you may activate the Shrapnel talent, if you possess it. If the floor has a set thickness (for example, attacking the floor on a building’s second story), destroying the floor eliminates the targeted area, opening a hole. If attacking a floor with no set thickness (for example, the ground outside), treat the floor as being 1 ft. thick when determining its hp, and if destroyed, the difficult terrain cannot be cleared away unless the ground is repaired. You may choose to leave the floor at 1 hit point instead of destroying it.

Destructive Force: Prerequisites: Brute sphere (Hammer) or Berserker sphere (Shatter Earth), base attack bonus +10. Whenever you use the Hammer or Shatter Earth talent to deal damage to an object, a wall or the ground, you ignore an amount of hardness equal to your base attack bonus, in addition to doubling the damage dealt to the object, ground or wall.

TLDR: Full round action to attack the wall where there is a gap. Hits automatically, ignores 10 hardness, and does double damage

Damaging Objects has stone at hardness 8, so ignores all hardness

damage: 2d8 + 24 ⇒ (2, 7) + 24 = 33
Cold: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Acid: 2d6 + 6 ⇒ (5, 1) + 6 = 12

damage: 2d8 + 24 ⇒ (1, 5) + 24 = 30
Cold: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Acid: 2d6 + 6 ⇒ (4, 5) + 6 = 15

damage: 2d8 + 24 ⇒ (8, 1) + 24 = 33
Cold: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Acid: 2d6 + 6 ⇒ (6, 6) + 6 = 18

damage: 2d8 + 24 ⇒ (1, 7) + 24 = 32
Cold: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Acid: 2d6 + 6 ⇒ (6, 3) + 6 = 15

damage: 2d8 + 24 ⇒ (4, 3) + 24 = 31
Cold: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Acid: 2d6 + 6 ⇒ (4, 3) + 6 = 13

damage: 2d8 + 24 ⇒ (5, 2) + 24 = 31
Cold: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Acid: 2d6 + 6 ⇒ (3, 6) + 6 = 15

damage: 2d8 + 24 ⇒ (6, 4) + 24 = 34
Cold: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Acid: 2d6 + 6 ⇒ (4, 4) + 6 = 14

damage: 2d8 + 24 ⇒ (4, 3) + 24 = 31
Cold: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Acid: 2d6 + 6 ⇒ (5, 1) + 6 = 12

damage: 2d8 + 24 ⇒ (2, 1) + 24 = 27
Cold: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Acid: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Eyeballing it, looks to be over 300 damage, ignoring all hardness. Hopefully enough for him to punch his way through

Torsten waited to make sure that the Shoanti following him were watching. He regarded the huge stone plug and noticed the areas where it didn't sit flush. With a slight smirk he walked over to it and took a deep breath. He raised one hand in the air and said the words needed to active his tattoos. His entire body glowed as he infused his very being with magic. The flash of the tattoos settled in his right fist, which he pulled back and then slammed into the wall with the force of a battering ram. His fist went right through the stone. Again and again he did this, striking the huge stone plug with precision. Each strike opened up the gaps, making them wider, and wider, while breaking through the stone so that it was smaller and 'more manageable.' He didn't need to destroy the entire thing, but rather just make an entrance that a dwarf could fit through.

Martial Focus Step 2 if needed:

Strength 24. Martial flexibility for 3 feats

Muscular surge: As a move action, you gain a bonus equal to 1/2 your base attack bonus (minimum 1) on Acrobatics checks made to jump, to all Strength checks and Strength-based skill checks, as well as to your Strength for determining your carrying capacity, for a number of rounds equal to your Constitution modifier...If you expend your martial focus, this bonus increases to become equal to your full base attack bonus, but automatically leaves you exhausted for 1d4 rounds afterward.

Giant: Prerequisites: Brute sphere, Muscular Surge. You may use your Muscular Surge talent as a free action rather than a move action, and are not fatigued after its duration expires; in essence, the bonuses become permanent. Your total carrying capacity is also multiplied by 2. This does not stack with other effects that multiply carrying capacity, such as the ant haul spell.

Titan: Prerequisites: Brute sphere, Muscular Surge, Giant, base attack bonus +10. Your carrying capacity multiplier from the Giant talent increases from x2 to x10.


Lifting and Dragging: A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more.

Therefore, Muscular Surge goes up to Strength 34 for carry capacity, which is 2,800 pounds. Titan makes it 28,000 pounds. x5 for pushing is 140,000 pounds (70 tons). 120 tons is 240,000. I think that all of the damage he had done before should be able to bring it down to size, so to speak. If not in just weight, then in making enough gaps to make pushing it down much easier.

TLDR: Torsten is able to push up to 140,000 pounds with this combo

If he can't fit through after a minute of punching:

Breathing heavily, Torsten looked at the stone plug. It was smaller than before. Nearly a full minute had gone by where he had literally punched his way through solid stone. He had done enough damage to break his way through. Once again he said the words needed to make his tattoos flare to life. Magical energy flowed into him again. This time, rather than focusing on his fists, he instead sent the energy throughout his body. His arms, legs and back were fortified far beyond the limits of any mortal. And they would need to be, for what he was about to do. Making sure that the Shoanti were still watching him, he pushed with all of his might...

Round 1: 1d20 + 17 ⇒ (10) + 17 = 27
Round 2: 1d20 + 17 ⇒ (9) + 17 = 26
Round 3: 1d20 + 17 ⇒ (19) + 17 = 36

...until what was left of the stone plug came crashing down. Covered in sweat, Torsten leaned against what was left of the wall to catch his breath. Already the tattoos he had inscribed on himself were hard at work, the dust and sweat vanishing from his body as quickly as they came.

Looking at the Shoanti, Torsten called out to them (once he had caught his breath) "Too bad that wasn't the trial, aye? Do all of ye have to move this thing when ye do this? If so, give me compliments to the masons who make these plugs and me apologies for the mess."

Please tell me if this burns 3 or 6 martial flexibility points, assuming it works


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According to my calculations, if you use the 'affect a 5ft radius' option, you'll deal a total of 1,048 damage to the plug. You'll burn a total of six martial flexibility points between this and the strength boosts.

The chamber shakes as you hammer the plug relentlessly. Even Krojun's stoic mien vanishes as he watches you literally rip chunks of stone out of the wall. By the time your tattoo-granted energy fades, you've left sizeable dents in the stone. It's still far too thick for you to pass through, but you've created some excellent handholds. With a series of powerful tugs, you pull the damaged plug out far enough to squeeze through before your strength gives out. It takes Krojun a bit before he's able to respond to you. "This ... doesn't have anything to do with the trial. We've always believed the stone's impossible to move."

The plug's a full 15 feet thick, so pushing it would be counterproductive to your purpose. XD
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On the other side, you discover a small chamber. A jumble of five crushed humanoid skeletons lie in the southeast corner, and stone niches still contain a few pieces of clutter.

There's a fair bit of loot here, but I wasn't sure if you're planning on taking anything.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

”Fooking abyss, it isn’t?” Torsten said. ”Well, there be a ton of lucre in here.” He said, peering in. ”I’d be right cross if someone looted a place holy to me people. We should bring this all back with us, make sure that it remains safe with your kin. Ye lads want to keep following me, or stay here?”


Krojun inclines his head in a sign of respect. "These aren't Shoanti, but we'll take it nonetheless."


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten paused, surprised by the response. This was followed by a smile. ”Didn’t expect that. But it is honorable to tell the truth, especially with so much gold on the line. Would never happen back in the city.” He glanced back at the treasure and added ”I’ll help ye carry it back once I’m done here. Now that the plug is gone, anyone could walk by and nick it. Anyways, back the task at hand.” He went north towards the next room. He felt good about what had happened. He had come to earn the respect of the Shoanti, and bringing back such a haul would go a long ways towards that. So long as these men were as honorable as they seemed, his breaking of the stone seal and the bringing of the treasure within would help ease the minds of the common people. Fulfilling the rituals would be enough for the leadership, but he knew that the everyday folk would be much more impressed with something tangible. And having a feat of strength to go with it? All the better.

His muscles still somewhat aching from the exertion, he moved on.

Influence if needed to show genuine feelings: 1d20 + 18 ⇒ (11) + 18 = 29


The walls, ceiling, and floor of this final 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.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten took a moment to take in the beauty of craftsmanship that lasted through the ages. For a Toragian such as himself it was worthy of respect. He then went about the room, methodically searching it for any trace of that which he came to find.

Perception add 2 for stonecunning: 10 + 13 = 23
Spellcraft on rods: 1d20 + 13 ⇒ (3) + 13 = 16
K Arcana: 1d20 + 15 ⇒ (17) + 15 = 32


The globe appears to represent Golarion - but there are many features that seem inaccurate. Varisia is mostly landlocked aside from a narrow southern coastline, and the entire Inner Sea is missing. Some other regions have vast swaths of blank surface aside from vague outlines of continents and oceans.

The entire thing radiates strong divination magic - aside from the three rods (which radiate moderate transmutation auras). The globe also appears to be hollow.


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Turning away from the globe, Torsten scratched his head in confusion. He had gone just about everywhere but still hadn’t found what he had come for. He really wished Ril was there, as he was sure that she would know what to do.

Leaving the very interesting globe behind (which while interesting was so comically wrong that he saw no value in it besides its novelty), he decided to backtrack. Carefully search to see what he missed, or to find a room that he had not gone into yet.


After a thorough search of the downstairs, you find nothing else.

It involves the globe. XD


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

With all other options expended, Torsten went back to the globe. Unwilling to just blindly start touching, he decided to instead make the attempt to figure out how the globe would fulfill this quest. And, if worst came to worst, he'd just poke it and see what happens.

Spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25


When you touch the globe, you're instantly teleported inside. As you float in a void between the stars, you can see numerous strange and alien worlds. The infinite expanse assails your mind, but if you can withstand it, you can cast your sight anywhere your heart desires.
Will DC 15 or take 1d4 INT damage
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Whenever you get tired of looking at anything in the world (down to individual creatures), you can emerge by simply willing it to happen. XD


Wounds (16) HP (171) AC (30/20/26, +4 Shield,) DR/4 (Adamantine) Saves (25/22/24, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (31/40) MF (1/9) EW (1/2) IW (1/1) ToD (2/2) CMD (42, 46 vs trip/repo ) Init (+8) Percp (+19, +2 vs stone) Glove (4/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Will Save: 1d20 + 12 ⇒ (7) + 12 = 19

A lesser mind might have been driven mad by the sheer scope of what was laid before Torsten. And a more intelligent one might have been lost forever, trapped within the desire to constantly see and experience more. But Torsten was neither of those things. He accepted it for what it was. There was something deep within his heart that had laid dormant throughout his life, and that was to see Janderhoff. It was where his Clan resided, and his father had spoken of it's wonders throughout his life. It might well have been one of the first words that he had heard as an infant.

Focusing on it, he marveled at the massive iron curtain walls that surrounded the city, evidence of the glories of dwarven engineering at the zenith of their power. At dizzying speeds his consciousness went through the hold, starting at the surface and then going through the tunnels and corridors. Amazed, he had to admit that it lived up to the tales that his father had told, which for so long he had quietly thought to be exaggerations. As much as it fill him with awe, he knew that it was foreign to him, for he had grown up in Korvosa. The city was his home, and the people of it were closer to him than the strangers in Janderhoff.

This brought his mind back to the task at hand. He thought to himself that he should focus on the task at hand. He thought about looking to see what Ril was up to, but thought better of it. She was a friend whom he trusted, and it felt like an invasion of privacy to spy on her, even if it was with good intentions. So instead he tried to focus on Queen Ileosa, to see what she was up to...

...he then considered looking in on Kroft and Neolandus, but as with Ril, he felt that it would be a betrayal. Even with him wanting to know that they were safe, it felt morally wrong to do so. While there were many places that he wanted to see, from the depths of the world to what lay far beyond, he decided that to do so would be a selfish waste of time. People might be dying while he played around. As such, he brought the time to an end, filled with resolution to see that he carried his task out.

[ooc]After this,


You see Queen Ileosa in the throneroom of her castle meeting with representatives from the churches of Abadar and Asmodeus. Several Gray Maidens are also in attendance, presumably as bodyguards.

It looks like part of your post got cut off.

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