Curse of the Crimson Throne - Foxy Quickpaw

Game Master Foxy Quickpaw

Bad things are going to happen in Korvosa.
Maps, etc.
Roll20 Game


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Grand Lodge

F Dwarf Cleric (4)/ HP 26/31, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 1/4/ Lvl 1 1/5/ Lvl 2 1/4/ Harrow 0/2

"A partially buried mausoleum and a gargoyle," Ernhild says through gritted teeth, perhaps more to herself than to someone in particular. "Talk about a needle in a haystack."

"Kroft did talk about the southern edge, but this is too large..."

She tries to recall the graveyard's layout to try to guess where an entrance might be.

Knowledge (history): 1d20 + 4 ⇒ (4) + 4 = 8

"Any sign of recent tracks of a wheelbarrow near a mauseolum?"

Survival: 1d20 + 4 ⇒ (12) + 4 = 16


Female Elf Unchained Rogue (Scout) Lvl 4 (HP 31/31| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+8 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 11 (+12 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

The priests of Pharasma may know this area better. Maybe we can ask them, as I doubt they will object if we tell them a rogue wizard is buying bodies here, and we want to make sure he isn’t experimenting with necromancy and turning the bodies into undead.


Kitsune Game Master

Backtracking to the entrance, Ernhild finds two sets of wheelbarrow tracks. One that was followed by a group of people and one that only has one pair of footsteps on the same path.


Female Elf Unchained Rogue (Scout) Lvl 4 (HP 31/31| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+8 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 11 (+12 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

Let’s follow the one with only one set of tracks.

Grand Lodge

F Dwarf Cleric (4)/ HP 26/31, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 1/4/ Lvl 1 1/5/ Lvl 2 1/4/ Harrow 0/2

"There," Ernild points at the ground. "One person pushing a wheelbarrow." Before they try talking to the priests, she follows them to see if they lead to a specific mausoleum.


Kitsune Game Master

These tracks lead into a mausoleum, where several smaller humanoid tracks clutter the site.

Know(Nature)DC20:
The footprints are from Derro
Perception DC15:
Inside the mausoleum you find a poorly hidden
trap door in the floor that leads down into the dark.


M Dwarf Fighter4HP40/45,AC20T13FF17,F8R3W5,Init+2,Per+8

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


M 1/2 Elf| HP 29/29 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 4 | Init +6, Low Light Vision; Percept: +11, Sense Motive: +2 | Saves: F: +4, R: +4, W: +9 +2 vs enchantments| CMB +2 / CMD 14

Perception: 1d20 + 4 + 3 + 2 + 2 + 4 ⇒ (1) + 4 + 3 + 2 + 2 + 4 = 16
4 rank +3 trained +2 wis+2 racial+4 alertness(familiar)

K Nature, Aid Another by Bun-bun, take 10: 10 + 4 - 2 = 12 vs DC 10
4 ranks -2 int

K Nature, Narciso: 1d20 + 4 + 3 + 4 + 2 ⇒ (11) + 4 + 3 + 4 + 2 = 24
4 rank +3 trained +4 int +2 aid another


M 1/2 Elf| HP 29/29 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 4 | Init +6, Low Light Vision; Percept: +11, Sense Motive: +2 | Saves: F: +4, R: +4, W: +9 +2 vs enchantments| CMB +2 / CMD 14

Ok, I figure the Nat 1 puts me out of the perception check game, unless everyone else blows it.

Narciso studies the tracks: "I think the footprints are from Derro... Mad, twisted humanoids that live under large cities and kidnap surface dwellers for twisted experiments. I suppose our necromancer could have made some terrible friends, but generally Derro are no friends of any surface dweller... Perhaps we should check out the other set of tracks?


M Dwarf Fighter4HP40/45,AC20T13FF17,F8R3W5,Init+2,Per+8

They could be doing grave robbing for necromancers. I'm up for checking the other tracks.


Female Elf Unchained Rogue (Scout) Lvl 4 (HP 31/31| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+8 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 11 (+12 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

perception: 1d20 + 11 ⇒ (13) + 11 = 24

Well there is a trap door here. Tisha points to where the trap door is. Wait for a second.

She quickly does a sweep around the area outside the mausoleum trying to see if there is the statue near by that would make this as the right entrance.

Take 10 to spot the statue and stealth for a 21 perception and 20 stealth

Grand Lodge

F Dwarf Cleric (4)/ HP 26/31, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 1/4/ Lvl 1 1/5/ Lvl 2 1/4/ Harrow 0/2

Ernhild checks the other tracks while Tisha makes sure that this is the mausoleum they've been looking for.

Survival: 1d20 + 4 ⇒ (15) + 4 = 19


Kitsune Game Master

Tisha finds the gargoyle head and in general it matches the description given. Ernhild after following the other set of tracks finds herself at Tisha's 'grave'.


Female Elf Unchained Rogue (Scout) Lvl 4 (HP 31/31| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+8 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 11 (+12 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

Given the statue is there, I think this is the right place.
So this Lamm must have some nasty friends.

Tisha checks the trap door for traps or alarms (including magical ones) as she whispers: Anything else we should know about Derro if we are about to meet them underground?

Perception on trap door to look for Traps + TF: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18


M Dwarf Fighter4HP40/45,AC20T13FF17,F8R3W5,Init+2,Per+8

Briggi scratches his chin and tries to think of anything Derro related.
know-dungeneeering: 1d20 + 5 ⇒ (9) + 5 = 14


M 1/2 Elf| HP 29/29 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 4 | Init +6, Low Light Vision; Percept: +11, Sense Motive: +2 | Saves: F: +4, R: +4, W: +9 +2 vs enchantments| CMB +2 / CMD 14

@Foxy, what knowledge for Derro?

Grand Lodge

F Dwarf Cleric (4)/ HP 26/31, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 1/4/ Lvl 1 1/5/ Lvl 2 1/4/ Harrow 0/2

"No idea, but I suppose that they're bad news."

Ernhild checks the trap door for traps - including magical ones. Cast Detect Magic

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Kitsune Game Master

Derro have a resistance to magic and don't like sunlight.

No traps on the trapdoor. Beneath the trap door is a long flight of stairs. These lead down to a large room that is supported by four wide pillars of stone. The room is dimly lit by patches of eerily glowing mold that fills the chambers here with a cold blue light. The air is musty and damp, with the stink of rotting flesh present in the background. The ceiling above arches in a dome nearly twenty feet high. The walls are lined with skeletons caked into the mud — adult human bones mostly, but here and there smaller bones might be from halflings or perhaps children. Fifteen-foot-square pits sit to the east and west, each filled with a large heap of hundreds of bones. To the south, a crude hole has been gouged out of the wall, providing access to a tunnel.


M Dwarf Fighter4HP40/45,AC20T13FF17,F8R3W5,Init+2,Per+8

Briggi draws his hammer and shield and heads down the stairs firt.


Female Elf Unchained Rogue (Scout) Lvl 4 (HP 31/31| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+8 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 11 (+12 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

Tisha follows Biggi with her Spear drawn and watching for any movement or alarms/traps set in their way.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28 to spot danger and +2 more to find traps


Kitsune Game Master

Tisha:
You believe you saw something moving in the bone pits.

Grand Lodge

F Dwarf Cleric (4)/ HP 26/31, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 1/4/ Lvl 1 1/5/ Lvl 2 1/4/ Harrow 0/2

Ernhild scrunches her face in disgust. Whoever buried these people clearly did not care about them at all.

She has the fleeting thought that she might have ended up here, if she hadn't survive her overdose in the care of the priests of Abadar. It also serves to make her feel angrier.

She reaches for her warhammer and shield, and goes down the stairs after Narciso, closing the line.

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