Curse of the Crimson Throne (complete) (Inactive)

Game Master Whack-a-Rogue

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Instead of a broom closet, behind the door is another hallway.

There's another trench mist + juju zombie encounter here. Mark off a resource or two, and we'll keep moving. XD
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If you can't see the map, there are doorways to the north and south of this hallway.

Grand Lodge

Going after the Kazavon's relics.

Will take one point off of both Channel and spell pool

Opening the door reveals a hallway and another Trench mist. Keeping his head, Usawoti follows Torsten, as the dwarf rips through the undead, the soul weaver cleans up in his wake. Once the enemy has been dealt with, Usawoti gestures towards the first door. "Shall we?" Pausing he investigates the door for locks and traps, eventually opening it.

Taking 10(26/32) on perception and 10(33/39) on disable device


Rickety tables, butcher's blocks, and collapsed shelves clutter this room which appears to have once served as the castle kitchen. The walls and ceiling are covered in soot, particularly to the west where three huge ovens loom. Each is completely covered in a layer of char, inside and out, with bits of blackened bone and charcoal caked on the iron grills and in the ash pits beneath. Worse, however, are the four outlines burned into the brick of the oven walls - humanoid images splayed in positions of agony and death. Despite the ancient look of the layers of grime, the ovens radiate slight warmth and the faint odor of burning meat, as if they have been used recently.

As you enter, Usawoti notices tendrils of smoke rising from each of the huge ovens....

Each of you can take a Move or Standard action


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Removed 2 SP

Standard action Vital Strike Counter Punch: 1d20 + 30 ⇒ (16) + 30 = 46
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 3d8 + 14 ⇒ (4, 6, 2) + 14 = 26
Force: 1d6 + 3 ⇒ (2) + 3 = 5
Sonic: 1d6 + 3 ⇒ (6) + 3 = 9
Untyped vs evil: 2d6 ⇒ (3, 2) = 5

Reposition if hit: 1d20 + 27 ⇒ (20) + 27 = 47

Trip if Reposition happens: 1d20 + 27 ⇒ (8) + 27 = 35
AOO if tripped: 1d20 + 22 ⇒ (5) + 22 = 27
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (5) + 18 = 23
Force: 1d6 + 3 ⇒ (5) + 3 = 8
Sonic: 1d6 + 3 ⇒ (5) + 3 = 8
Untyped vs evil: 2d6 ⇒ (4, 6) = 10

Free action Flurry: 1d20 + 22 ⇒ (10) + 22 = 32
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (6) + 14 = 20
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (3) + 3 = 6
Untyped vs evil: 2d6 ⇒ (2, 5) = 7

Free action Flurry: 1d20 + 22 ⇒ (3) + 22 = 25
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (2) + 14 = 16
Force: 1d6 + 3 ⇒ (6) + 3 = 9
Sonic: 1d6 + 3 ⇒ (3) + 3 = 6
Untyped vs evil: 2d6 ⇒ (3, 6) = 9

Grim faced against the relentless horror, Torsten prepared himself to attack whatever new monstrosity was coming from the smoke.

Grand Lodge

Going after the Kazavon's relics.

Any appreciable knowledge checks? I'm rolling divine just in case.
Knowledge (divine): 1d20 + 9 ⇒ (4) + 9 = 13

Seeming the smoke in the room and Torsten going into a fighting stance, Usawoti steps back and lifts his right hand, gripping his hammer he points the ring at the smoke, ready to release a destructive blast if it nears.

5 ft step back, Readied Attack: destructive blast, extend range, focused blast, crafted blast: bludgeoning
ranged touch attack: 1d20 + 19 ⇒ (9) + 19 = 28 for damage: 6d6 + 6 ⇒ (5, 1, 4, 4, 3, 3) + 6 = 26 = 2 crafted blast


A sudden blast of fire wells up inside each of the three ovens, then plumes out into a sheet of flame that fills the room. As the fires burn, shrieking spirits made of flame tear through the room, swimming through your bodies and tearing away bits of flesh.
Fire Damage: 10d6 ⇒ (5, 5, 3, 6, 1, 1, 1, 1, 6, 3) = 32 (Will DC 20 negates)
After only a few seconds, the flames vanish.

Potential Loot
Inside one of the ovens is a ring of minor spell storing

Grand Lodge

Going after the Kazavon's relics.

Staying near the door Usawoti waits to see if the ovens will blast again, or if he can understand why they blasted the first time.

Taking 26/32 on perception to try and understand what's going on, any knowledge rolls helpful here?


While you're unsure as to exactly what happened, the massive amount of death permeating the entire castle makes it a perfect spawning ground for haunts.

Grand Lodge

Going after the Kazavon's relics.

sorry forgot the will save,
will: 1d20 + 13 ⇒ (9) + 13 = 22

Realizing what they'd experienced was probably a haunt, Usawoti determines it's probably safe to go into the kitchen. Trying to determine what may have caused the haunt in inspects the ovens, finding a ring. Holding it up he comments to Torsten, "A pity this cannot tell us the story of how these four outlines became burned into the brick of the oven walls."

Slipping the ring into his pouch he points towards the lower left, "Shall we check there first?" Moving towards the southwestern door he investigates it for traps and locks and eventually opens it.

Taking 10(26/32) on perception and 10(33/39) on disable device


The ruined remnants of several crates, barrels, shelves, and other storage devices suggest this room's original purpose as a larder for the castle. Among the rubble, you find many humanoid bones.

Grand Lodge

Going after the Kazavon's relics.

Shaking his head, Usawoti proceeds to the door nearest the ovens, again carefully checking the door for traps and locks eventually opening it.

Taking 10(26/32) on perception and 10(33/39) on disable device


Numerous arrow slits along the northern wall look out over the castle courtyard. The burned stubs of torches hang in iron brackets between the arrow slits, and small puddles of rain have formed beneath them, staining the stone. Opposite these, metal rings have been driven into the stone wall; some have short lengths of chain attached to them.

Grand Lodge

Going after the Kazavon's relics.

Frowning as he looks out the arrow slits into the courtyard, Usawoti gestures towards the hallway. "Let us check the doors facing south before we proceed." He quickly opens the doors leading back to the kitchen and the hallway, but pauses at the eastern door facing south. Wanting to make sure nothing is behind him, he checks the door for traps and locks eventually opening it.

Taking 10(26/32) on perception and 10(33/39) on disable device


As you begin opening the door, you notice a string on the other side. Quickly stopping what you're doing, you analyze it and realize it's designed to pull something as the door opens. Instead, you cut the line, rendering it inert.

On the other side of the door, you find a small workshop full of empty shelves and dusty workbenches. Based on some of the residue, it appears to have once been a well-stocked alchemist's lab. Doors lead to the south and east.
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East: Racks along the walls here once contained hundreds of bottles of wine, but today, only a few bottles remain intact. Most lie in shattered shards of glass on the floor.

The floor is considered to be covered in caltrops, but if you brave the room, you can recover the following:

Potential Loot
Aged Wine x4 (sells for 500gp apiece)
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South: Innumerable bags of netting hang on the walls of this dismal room, holding bottles, clay jars, dried plants, desiccated bits of animals, and similar things. Tattered, gauzy curtains have been strung throughout, creating a kind of diaphanous maze. The whole place is choked with a dank-smelling smoke that is issuing forth from a pitted iron brazier set in the center of the chamber.

A battered halfling woman dressed in rags hangs from the ceiling, trapped in one of the nets. She whimpers weakly in fear as you enter.

Grand Lodge

Going after the Kazavon's relics.

Ignoring the wine for the moment, Usawoti noticing the halfling, steps into the southern room. Using his Deathwatch eyes he tries to determine the condition the halfling is in. Speaking to the halfling, "I am Usawoti and this is my friend Torsten, what is your name? How did you come to be here?"

sense motive: 1d20 + 19 ⇒ (9) + 19 = 28


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

”Careful lad. Could well be an illusion. Or a ghost. Haven’t seen anything except orcs around these parts.” Torsten said as he inspected the wine.

Sorry for absence. Has been tough posting overseas


?: 1d20 + 16 ⇒ (19) + 16 = 35
The halfling is healthy

"Shorty Wallflower," groans the woman. "An evil witch kidnapped me to use as a test subject for her alchemical experiments. Please set me free, and I'll be eternally grateful."

Grand Lodge

Going after the Kazavon's relics.

Totally cool Torsten, we knew RL was busy. I hope you didn't mind Usawoti opening doors without input.

Hearing his friend tell him to be careful, Usawoti nods. Moving towards the halfling, he realized she, though appearing rather battered, was totally healthy. With mixed feelings, he responds, "A pleasure Shorty Wallflower, we will set you free." He furrows his brow, as he approaches the prisoner. Raising his Klar to cut the net, he pauses. "Where is this witch now?"

not sure another sense motive is needed, he'll cut her loose either way
sense motive: 1d20 + 19 ⇒ (5) + 19 = 24


"She lives upstairs, above this workshop. There's a crystal ball there that holds her power. I can show you where it is!"

Grand Lodge

Going after the Kazavon's relics.

Setting the hammer down on it's head, Uawoti holds the netting as he begins to cut it with the Klar, "Once your free you can show us."


Map's been updated

Shorty leads you upstairs to a wide and twisting hallway running between several stairwells through the heart of the keep. Numerous doors open from the sides of this hall, while divans and furnishings that once lined the hall have collapsed into splinters joined by the tattered remnants of what were once paintings and portraits on the walls. Among them can be seen the shattered remains of bones. A miasma of smoke hovers in the air and fills the hall with the stink of burning flesh.

"The double doors lead into her chambers. Be careful!"

Grand Lodge

Going after the Kazavon's relics.

As the halfling explains the witch's rooms location, Usawoti looks from the freed prisoner to his companions. Nodding to Torsten, he moves toward the double doors. Inspecting them carefully then, once certain they are clear, he attempts to open them.

Taking 10(26/32) on perception and 10(33/39) on disable device


Thick wooden columns, their sides caked with dust, support the ceiling of this large hall. Between them, in the center of the room, sits a large fire pit, its ashes long cold. Many old stains mar the floor, some surely of spilled food and ale, though several darker ones appear more grisly in origin. At the western end of the hall, a wide dais rises where the lord's table could be set to oversee affairs in the hall. In the center of the dais is a great chair carved of oak and studded with iron rivets. Down one step and to the left of it is a smaller, less elaborate chair of oak.

In this room is a ghostly humanoid bound in lengths of writhing chains. It's accompanied by several spectres. Shorty cackles gleefully. "I've brought you some souls! Now can I have a spirit anchor?"
Knowledge (divine): 2d20 + 9 + 24 ⇒ (14, 17) + 9 + 24 = 64
You both recognize this as a rare form of undead called a Chained Spirit. These tormented souls are bound to guard a specific place or object. They use their chains to bind claim allies, binding other unwilling sentinels to the same charge with which they are eternally cursed. As long as these allies remain, the chained spirit cannot be permanently destroyed.

Chained Spirit

Grand Lodge

Going after the Kazavon's relics.

Not exactly sure what to do here.

Frowning, Usawoti looks from the 'Chained Spirit' back to the halfling, shaking his head. "And you think you'll survive this?"


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten cracked his knuckles. ”Don’t need to destroy it permanently. Just need it out of our way. I’ll take the big one in the center, ye blast apart the specters.” His eyes focused on his target. In this place of horror, the best way to remain brave was to keep moving forward and to focus on what you could do.


The halfling's form twists and grows as 'Shorty' transforms into a loathsome hag. With an evil laugh, she vanishes - although Usawoti can still sense her presence through his magic lenses (she's turned ethereal).

With a sibilant whisper, the chained spirit orders its minions to attack.
Enemy Initiative: 6d20 + 43 ⇒ (19, 19, 19, 6, 18, 9) + 43 = 133 (average 22)
Your Initiative: 2d20 + 8 ⇒ (15, 8) + 8 = 31 (average 15)
With unnerving howls, the spectres surge toward you, a few even phasing through the walls to reach you faster.
vs Touch AC (torsten): 2d20 + 10 ⇒ (14, 10) + 10 = 34 (hits touch AC 20 and 24)
vs Touch AC (usawoti): 2d20 + 10 ⇒ (18, 8) + 10 = 36 (hits touch AC 18 and 28)
Each hit deals 1d8 negative energy damage + Fort DC 16 vs two temp negative levels

Grand Lodge

Going after the Kazavon's relics.

Both touch hit, so:
negative damage: 2d8 ⇒ (6, 6) = 12
fort DC 16: 1d20 + 15 ⇒ (13) + 15 = 28
fort DC 16: 1d20 + 15 ⇒ (15) + 15 = 30

Nodding in agreement with Torsten, "I'll take care of the spec...agggghhhh!" Glaring at the spectres that had surged forwards, Usawati commands the bone ring "പോസിറ്റീവ് എനർജി" Casting positive energy at the undead.

channel positive energy: 6d6 ⇒ (4, 6, 5, 4, 3, 3) = 25


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Ghost Touch armor enchantment, so missed. Attacking with ghost touch weapon enchantment.

Torsten’s tattoos emitted a green glow, causing the spectres’ attacks to stop right before touching him….

Dont think Torsten can reach main one right now as we lost initiative and all ways are blocked. Will attack him if I can. Otherwise will try to clear a path

Damage is ghost touch, magic, cold iron, silver, lawful and good
18-20 crit range and x3
Counter punch damage add 8

Move action reposition: 1d20 + 27 ⇒ (19) + 27 = 46
Magic, cold iron, silver, lawful and good Damage add 4 if foe is prone: 1d8 + 14 ⇒ (1) + 14 = 15
Force: 1d6 + 3 ⇒ (4) + 3 = 7
Sonic: 1d6 + 3 ⇒ (2) + 3 = 5
Untyped vs evil: 2d6 ⇒ (1, 1) = 2

Trip if Reposition happens: 1d20 + 27 ⇒ (7) + 27 = 34
AOO if tripped: 1d20 + 22 ⇒ (19) + 22 = 41
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (6) + 18 = 24
Force: 1d6 + 3 ⇒ (5) + 3 = 8
Sonic: 1d6 + 3 ⇒ (6) + 3 = 9
Untyped vs evil: 2d6 ⇒ (3, 5) = 8

Standard action Vital Strike: 1d20 + 22 ⇒ (18) + 22 = 40
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 3d8 + 14 ⇒ (7, 6, 8) + 14 = 35
Force: 1d6 + 3 ⇒ (6) + 3 = 9
Sonic: 1d6 + 3 ⇒ (2) + 3 = 5
Untyped vs evil: 2d6 ⇒ (5, 3) = 8

Confirm: 1d20 + 22 ⇒ (6) + 22 = 28
Crit: 6d8 + 28 ⇒ (2, 1, 8, 3, 8, 1) + 28 = 51

Reposition if hit: 1d20 + 27 ⇒ (12) + 27 = 39

Trip if Reposition happens: 1d20 + 27 ⇒ (17) + 27 = 44
AOO if tripped: 1d20 + 22 ⇒ (15) + 22 = 37
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (8) + 18 = 26
Force: 1d6 + 3 ⇒ (5) + 3 = 8
Sonic: 1d6 + 3 ⇒ (2) + 3 = 5
Untyped vs evil: 2d6 ⇒ (5, 6) = 11

Free action Flurry: 1d20 + 22 ⇒ (8) + 22 = 30
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (4) + 14 = 18
Force: 1d6 + 3 ⇒ (6) + 3 = 9
Sonic: 1d6 + 3 ⇒ (5) + 3 = 8
Untyped vs evil: 2d6 ⇒ (5, 1) = 6

Free action Flurry: 1d20 + 22 ⇒ (7) + 22 = 29
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (7) + 14 = 21
Force: 1d6 + 3 ⇒ (2) + 3 = 5
Sonic: 1d6 + 3 ⇒ (2) + 3 = 5
Untyped vs evil: 2d6 ⇒ (5, 4) = 9


Spectre Will: 5d20 + 9 ⇒ (8, 1, 5, 8, 2) + 9 = 33 (17, 10, 14, 17, 11)
Chained Spirit Will: 1d20 + 17 ⇒ (14) + 17 = 31

Usawoti bombards the spirits with positive energy as Torsten begins pummeling them with his spirit-touched fists. The chained spirit is also damaged by the energy, but it immediately regenerates. In response, it lashes out with one of its myriad chains.
vs Touch AC (torsten): 1d20 + 10 ⇒ (10) + 10 = 20
Chain (usawoti): 1d20 + 23 ⇒ (13) + 23 = 36 Bludgeoning Damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12 (+1 CHA drain)

Grand Lodge

Going after the Kazavon's relics.

Flinching as the chain strikes him, Usawoti commands the bone ring again "പോസിറ്റീവ് എനർജി" Casting positive energy at the undead.

channel positive energy: 6d6 ⇒ (6, 4, 4, 1, 3, 6) = 24


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

With ghost touch vs main ghost

Standard action Vital Strike: 1d20 + 22 ⇒ (13) + 22 = 35
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 3d8 + 14 ⇒ (8, 3, 5) + 14 = 30
Force: 1d6 + 3 ⇒ (5) + 3 = 8
Sonic: 1d6 + 3 ⇒ (6) + 3 = 9
Untyped vs evil: 2d6 ⇒ (4, 4) = 8

Reposition if hit: 1d20 + 27 ⇒ (3) + 27 = 30

Trip if Reposition happens: 1d20 + 27 ⇒ (17) + 27 = 44
AOO if tripped: 1d20 + 22 ⇒ (10) + 22 = 32
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (1) + 18 = 19
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (5) + 3 = 8
Untyped vs evil: 2d6 ⇒ (1, 3) = 4

Free action Flurry: 1d20 + 22 ⇒ (1) + 22 = 23
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (1) + 14 = 15
Force: 1d6 + 3 ⇒ (5) + 3 = 8
Sonic: 1d6 + 3 ⇒ (3) + 3 = 6
Untyped vs evil: 2d6 ⇒ (3, 4) = 7

Free action Flurry: 1d20 + 22 ⇒ (3) + 22 = 25
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (4) + 14 = 18
Force: 1d6 + 3 ⇒ (2) + 3 = 5
Sonic: 1d6 + 3 ⇒ (2) + 3 = 5
Untyped vs evil: 2d6 ⇒ (2, 6) = 8

The chain went out towards Torsten, but the dwarf caught it before it could hit him. Once more his tattoos proved to be the one thing that kept him alive when common sense would have said that he should be dead thrice over. Keeping a grip on the ephemeral chain, he ran towards the ghost and delivered a single punch with his free hand.


Spectre Will: 1d20 + 9 ⇒ (2) + 9 = 11
Chained Spirit Will: 1d20 + 17 ⇒ (13) + 17 = 30

Usawoti's channeled energy dispatches the final spectre as Torsten charges toward the chained spirit. The chains wrapped around it are somehow anchored to the material plane, and they deflect the majority of the dwarf's attacks. One punch makes it through the undead's defenses, however. As the spirit begins to rapidly heal, it lashes out with a flurry of its own!
Chain (torsten): 1d20 + 23 ⇒ (18) + 23 = 41 Bludgeoning Damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14 (+1 CHA drain)
Chain (torsten): 1d20 + 23 ⇒ (6) + 23 = 29 Bludgeoning Damage: 2d4 + 7 ⇒ (2, 1) + 7 = 10 (+1 CHA drain)
Chain (usawoti): 1d20 + 23 ⇒ (5) + 23 = 28 Bludgeoning Damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12 (+1 CHA drain)
Chain (usawoti): 1d20 + 23 ⇒ (13) + 23 = 36 Bludgeoning Damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11 (+1 CHA drain)

Chained Spirit: 47pts damage


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Ghost touch weapon
Move action reposition: 1d20 + 27 ⇒ (4) + 27 = 31
Magic, cold iron, silver, lawful and good Damage add 4 if foe is prone: 1d8 + 14 ⇒ (3) + 14 = 17
Force: 1d6 + 3 ⇒ (6) + 3 = 9
Sonic: 1d6 + 3 ⇒ (4) + 3 = 7
Untyped vs evil: 2d6 ⇒ (2, 6) = 8

Trip if Reposition happens: 1d20 + 27 ⇒ (12) + 27 = 39
AOO if tripped: 1d20 + 22 ⇒ (4) + 22 = 26
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (7) + 18 = 25
Force: 1d6 + 3 ⇒ (3) + 3 = 6
Sonic: 1d6 + 3 ⇒ (4) + 3 = 7
Untyped vs evil: 2d6 ⇒ (6, 5) = 11

Standard action Vital Strike: 1d20 + 22 ⇒ (7) + 22 = 29
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 3d8 + 14 ⇒ (7, 7, 2) + 14 = 30
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (3) + 3 = 6
Untyped vs evil: 2d6 ⇒ (1, 6) = 7

Reposition if hit: 1d20 + 27 ⇒ (19) + 27 = 46

Trip if Reposition happens: 1d20 + 27 ⇒ (4) + 27 = 31
AOO if tripped: 1d20 + 22 ⇒ (13) + 22 = 35
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (4) + 18 = 22
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (1) + 3 = 4
Untyped vs evil: 2d6 ⇒ (6, 4) = 10

Free action Flurry: 1d20 + 22 ⇒ (10) + 22 = 32
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (3) + 14 = 17
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (4) + 3 = 7
Untyped vs evil: 2d6 ⇒ (2, 2) = 4

Free action Flurry: 1d20 + 22 ⇒ (16) + 22 = 38
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (6) + 14 = 20
Force: 1d6 + 3 ⇒ (4) + 3 = 7
Sonic: 1d6 + 3 ⇒ (3) + 3 = 6
Untyped vs evil: 2d6 ⇒ (5, 2) = 7

Torsten took a chain to the face, forcing him to take a step backwards. He spat out blood from his split lip and then went back on the offense. Sadly, it seemed that getting his hands onto a ghost was as difficult as it sounded.

Grand Lodge

Going after the Kazavon's relics.

Flinching as the chain strikes him, The bloody Usawoti raises his fist, pointing the bone ring at the thing. "Let's find out how easy it is or isn't to harm you." Commanding the ring, "വിനാശകരമായ സ്ഫോടനം സ്പെൽ പോയിന്റ്" Spending some of his magical energy to make the blast more deadly.

Attack: destructive blast, add spell point, extend range, focused blast, crafted blast: bludgeoning
ranged touch attack: 1d20 + 19 ⇒ (10) + 19 = 29 for damage: 12d6 + 12 ⇒ (2, 3, 2, 6, 1, 4, 1, 1, 4, 3, 1, 3) + 12 = 43 + 10 crafted blast


Usawoti's blast is deflected by one of the spirit's chains while others move to block the majority of Torsten's punches. You notice that the spirit has yet to move from its position.
Chain (torsten): 1d20 + 23 ⇒ (2) + 23 = 25 Damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11 (+1 CHA drain)
Chain (torsten): 1d20 + 23 ⇒ (1) + 23 = 24 Damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13 (+1 CHA drain)
Chain (usawoti): 1d20 + 23 ⇒ (7) + 23 = 30 Damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13 (+1 CHA drain)
Chain (usawoti): 1d20 + 23 ⇒ (7) + 23 = 30 Damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12 (+1 CHA drain)

Chained Spirit: 99pts damage


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Two more chains came at Torsten. He sidestepped the first and deflected the second. Seeing an opening he took a step forward, pulled his arm back and struck with all of might. His hand, and then his arm, went right into the ghost's chest. The tattoos along his hand and arm glowed as he did so, the arcane energy within actively working to disrupt the ghost's hold on the material plane.

Move action reposition: 1d20 + 27 ⇒ (15) + 27 = 42
Magic, cold iron, silver, lawful and good Damage add 4 if foe is prone: 1d8 + 14 ⇒ (1) + 14 = 15
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (4) + 3 = 7
Untyped vs evil: 2d6 ⇒ (2, 5) = 7

Trip if Reposition happens: 1d20 + 27 ⇒ (13) + 27 = 40
AOO if tripped: 1d20 + 22 ⇒ (14) + 22 = 36
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (6) + 18 = 24
Force: 1d6 + 3 ⇒ (2) + 3 = 5
Sonic: 1d6 + 3 ⇒ (6) + 3 = 9
Untyped vs evil: 2d6 ⇒ (2, 3) = 5

Standard action Vital Strike: 1d20 + 22 ⇒ (19) + 22 = 41
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 3d8 + 14 ⇒ (1, 2, 2) + 14 = 19
Force: 1d6 + 3 ⇒ (2) + 3 = 5
Sonic: 1d6 + 3 ⇒ (6) + 3 = 9
Untyped vs evil: 2d6 ⇒ (2, 6) = 8

Crit: 1d20 + 22 ⇒ (19) + 22 = 41
Confirm add 8 if prone: 6d8 + 28 ⇒ (5, 7, 2, 3, 4, 7) + 28 = 56

Reposition if hit: 1d20 + 27 ⇒ (5) + 27 = 32

Trip if Reposition happens: 1d20 + 27 ⇒ (8) + 27 = 35
AOO if tripped: 1d20 + 22 ⇒ (15) + 22 = 37
Magic, cold iron, silver, lawful and good aligned Damage: 1d8 + 18 ⇒ (5) + 18 = 23
Force: 1d6 + 3 ⇒ (1) + 3 = 4
Sonic: 1d6 + 3 ⇒ (5) + 3 = 8
Untyped vs evil: 2d6 ⇒ (6, 2) = 8

Free action Flurry: 1d20 + 22 ⇒ (6) + 22 = 28
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (7) + 14 = 21
Force: 1d6 + 3 ⇒ (3) + 3 = 6
Sonic: 1d6 + 3 ⇒ (5) + 3 = 8
Untyped vs evil: 2d6 ⇒ (1, 6) = 7

Free action Flurry: 1d20 + 22 ⇒ (11) + 22 = 33
Magic, cold iron, silver, lawful and good aligned Damage add 4 if foe is prone: 1d8 + 14 ⇒ (1) + 14 = 15
Force: 1d6 + 3 ⇒ (3) + 3 = 6
Sonic: 1d6 + 3 ⇒ (6) + 3 = 9
Untyped vs evil: 2d6 ⇒ (5, 6) = 11

Grand Lodge

Going after the Kazavon's relics.

"Blast!" Cursing as his blast missed the ghostly creature, Usawoti is unable to avoid the chains again. Frowning as he feels the damage adding up. He asks Torsten, "If we retreat will this thing be able to follow us?" Quickly Commanding the ring, "വിനാശകരമായ സ്ഫോടനം സ്പെൽ പോയിന്റ്" He again spends some of his magical energy to make the blast more deadly.

Attack: destructive blast, add spell point, extend range, focused blast, crafted blast: bludgeoning
ranged touch attack: 1d20 + 19 ⇒ (11) + 19 = 30 for damage: 12d6 + 12 ⇒ (5, 3, 6, 2, 3, 4, 1, 2, 4, 1, 6, 5) + 12 = 54 + 6 crafted blast
Well, at least we may figure out what it's AC is :)


Working together, you cause the chained spirit to explode into ectoplasm ... that immediately begins to reform. While the creature cannot be permanently destroyed until its spirit anchors have been dealt with, you've bought yourselves approximately one minute of peace.


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten spat at the spot where the spirit was remanifesting. "Let's move on, before it gets back together. The way is clear, for now."

Grand Lodge

Going after the Kazavon's relics.

Nodding in agreement with Torsten, Usawoti sheaths his hammer in it's frog on his back. Drawing out his wand, "Yes, I believe that even when it does remanifest that it must stay in this room. Shall we return to the first floor or start searching here on the second?" As he talks he tapps himself with the wand, continueing to do so as they walk and talk.

Just asking:
So how many can I get away with before we have to fight again?
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (2) + 1 = 3 14 @ 71


Usawoti:
You could spend a minute-and-a-half healing up with your wand ... or you could spend one use of channel energy, expend the blessing you put on yourself before entering Scarwall, and instantly heal 120hp + cure all of your ability damage. Then spend a soul to put the blessing back on yourself. Soul Weavers are incredible healers.

Grand Lodge

Going after the Kazavon's relics.

Let's burn the minute and a half this time, I'll figure out his spells for the next time

After taking a little time with the wand, Usawoti nods to Torsten, "Should we return to the first floor?"


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

"It beats fighting the ghost again. Hopefully we can run into that hag once more and teach it a lesson in manners."


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You return to the first floor ... where you find Sial and Laori guarding a somewhat-battered night hag. "Welcome back!" exclaims Laori. "We made a new friend!"

Grand Lodge

Going after the Kazavon's relics.

Smiling when he sees that Sail and Laori are guarding the hag, Usawoti nods politely to their 'allies' "Well done!" Looking towards the hag he shakes his head, "I liked you better as a halfling." Nodding back the way they came he asks. "The chained spirit has allies that keep it chained here, who are they?"


The hag cackles. "Fooled you good, didn't I? I'll tell you what you want to know ... for a price. I want to be there when you defeat one of those allies. I also want the grumpy one to stop casting spells on me. Being ethereal keeps me safe!"


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten looked at the hag skeptically, and then shrugged. "Sail and Laori can watch over her while we do the fighting, aye? Seems like a reasonable enough request to me." Seeing her battered and captured did much to ease his immediate ire.

Grand Lodge

Going after the Kazavon's relics.

Looking from the Hag to his allies, Usawoti nods his head. Asking, "Which way?"


"There are thousands of spirits bound in the castle's walls, but only four are spirit anchors. The first is Belshallam, an umbral dragon. He lairs in the eastern courtyard. The second is Castothrane, an ancient skeletal warrior. The third is Nihil the Ashbringer. She's a devil of some sort. I don't know who the fourth spirit anchor is, but I suspect that it lies within the northern chapel."


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Torsten raised an eyebrow at the mention of a dragon. A dragon! He had never even imagined fighting such a beast. And now it seemed like they would have to kill one. He didn't know if it was possible. "So, which is closer, the devil or the skeleton? Given that a dragon can't fit it's way into these halls, we should eliminate the others first." It sounded like a good reason to him to avoid the dragon for the time being. It wasn't just that he didn't know if they could win, but it was also because if they did fight it he didn't know if they would be in any shape to defend themselves against whatever else was in the castle.

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