DM Aron Marczylo's Curse of the Crimson Throne Part 4 (Inactive)

Game Master overfiend_87


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Master of Gaming and Grognardia Current map

Can you tell me which squares should be filled via the coordinates?


Male Human Wizard (FC) 13 - Enchanter

Circle Ring of Fire around the tentacles in the far pool with w 15's radius centered on V/W, 34/35.


Master of Gaming and Grognardia Current map

Sorry stuff is hecktic here and still not 100% on the wall but I hope I've done well with it. I don't really know what you mean by "in the far pool" as both pools are the same distance and, in fact, the same pool as the bit in the middle is a bridge that leads over.

fire damage: 2d4 ⇒ (3, 4) = 7

The heat billowing inward towards the tentacles do not appear to affect the creatures at all.

MAP


Like a diver rising from the dark depths to the sunlit surface, Krenn feels himself rising, unburdened by his armor and gear. A hazy vision looms above of a massive cube, larger than a continent, floating in the silvery void. In all of its perfect glory, it can only be Abadar’s divine vault. The drift toward it feels natural and right, but the dwarf finds himself resisting it. Like a weighted rope knotted around his ankle, the weight of Krenn’s obligations and duties drags him down heavily, negating the current drawing him up. Looking back the way he came, all is dark. As enticing as the great vault may be, Krenn instead watches the darkness below, looking for any glimmer or what may be happening, or any sign of an invitation to return. Floating between source and destination, Krenn braces himself for his patient vigil.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Well, if we should gain a level in the next few days, I will be able to cast Raise Dead. It will take 7000 worth of crushed diamonds to raise Krenn and restore his levels.


Male Human Wizard (FC) 13 - Enchanter

I can teleport us to a major city to get the materials, if we have the cash to buy them and that much diamond dust is available.
Close enough on the ring of fire, I was intending the radius to be a little larger but it's fine.
They should probably take damage as they try to move through the fire to attack us.


Master of Gaming and Grognardia Current map

2d6 + 10 ⇒ (6, 4) + 10 = 20

2d6 + 10 ⇒ (5, 2) + 10 = 17

The two tentacles pass through the fire, burned slightly from the flames and attack the Shoanti, but the other two remain stunned and two new ones burst out from the water in the centre of the ring of fire.

attack 1: 1d20 + 12 ⇒ (17) + 12 = 29

damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19

attack 2: 1d20 + 12 ⇒ (5) + 12 = 17

damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20

The Shoanti that came with Trinia continue their fight with the two tentacles at the west end of the pool.

CMB: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27

The Shoanti manages to break out of the bonds and grins to his companion at his burst of energy to break out of that.

The other turns and casts magic on his companion

CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Trinia moves forward and fires an arrow at the Ocular tentacle which sticks in the creature, but it doesn't appear to have penetraited deep enough and falls off.

attack: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

damage: 1d6 + 1 ⇒ (3) + 1 = 4

MAP


Male Human Wizard (FC) 13 - Enchanter

Let's retreat, these tentacles will keep coming up!

He repeats this in Shoanti.

Everyone to me, if you want to get the hell out of hear with magic!

Move over next to Krenn, ready an action to dimension door to just beyond Trinia with everyone, including Krenn, that is next to me.
Max of me plus 3 others.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Jerin is right. Everybody out- now.

Curnach will not go with Jerin's teleport. His action will be to use a Stone Shape spell to create as much of a barrier between him and his allies and the tentacles as possible, and then begin to leave. He can shape up to twenty cubic feet of existing stone which should be more than sufficient.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Llyra moves next to Jerin prepared to jump out of the area.


Master of Gaming and Grognardia Current map

Asyra makes her way ahead of her master towards the side passage, but waits in it for him so that she knows he's alive.

The Sheep goes Baa and continues to search the ground for any grass or weeds to gnaw at.

Round 5

Order:

Llyra Bjorgan
S
Curnach Daveck
Shadowcount Sial
Krenn Whetstone
Laori Vaus
H
Jerinthian Kos
Asyra
Red Mantis Assassins

Llyra moves to beside Jerin and Krojun runs out of the room, weapons out and ready to face the creature's tentacles.

Curnach takes a side passage to get over to Trinia as fast as he can.

Sial moves along the side passage next to his bodyguard and protector, looking out the holes to see the two tentacles that are currently in combat with the Shoanti that were left with Trinia.

Laori also makes her way as a retreat back to Trinia and Curnach.

The two tentacles to the east move through the flames to attack the Shoanti as two more emerge from where they just were.

2d6 + 10 ⇒ (3, 3) + 10 = 16

The fire manages to cause a slight burn, but not much as most of the flames seem to be ineffective against these appendages.

attack 1: 1d20 + 12 ⇒ (13) + 12 = 25

damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20

attack 2: 1d20 + 12 ⇒ (2) + 12 = 14

Krojun takes a nasty scratch from one of these things, but his warriors are unharmed by the creatures.

One of the shoanti continues fighting out of the creature's grasp.

CMB: 1d20 + 7 ⇒ (14) + 7 = 21

CMB: 1d20 + 16 ⇒ (15) + 16 = 31

Constrict: 2d6 + 13 ⇒ (6, 2) + 13 = 21

The shoanti doesn't manage to break the grapple, but remains grappled and grappled again, constricting on him and causing him pain and you hear a loud crack as it appears to have broken the bones in the warrior and lets his useless and lifeless body fall into the water.

The other tentacle continues to attack the spiritual ally whilst the final of the escorts runs back to Trinia, who goes with him to the exit.

Sorry if this is complex. Back to Jerin.

MAP


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11
Curnach Daveck wrote:


Curnach will not go with Jerin's teleport. His action will be to use a Stone Shape spell to create as much of a barrier between him and his allies and the tentacles as possible, and then begin to leave. He can shape up to twenty cubic feet of existing stone which should be more than sufficient.


Male Human Wizard (FC) 13 - Enchanter

As soon as they get next to me my readied action goes off to dimension door us out into the hallway, well out of their reach but where we can see them.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

It has been a while, I would have sliced the sheep once to make sure that no assassins reappeared. (At least I believe the sheep was once an assassin. Then be with Jerin and ready to teleport.


Master of Gaming and Grognardia Current map

Yeah the sheep was an assassin and sorry I speed read Curnach's post again, urgh

Curnach's command ot stone manages to keep the creature's back, but it didn't stop their attacks as they have one hell of a reach

Jerin creates a door that swallows him, Krenn and Llyra and dumps them out in the hallway, close to Trinia and out of the creature's reach.


Master of Gaming and Grognardia Current map

Asyra delays to move with Sial as they would both like ot get out of this together.

Sorry I should've updated sooner on her actions. It should be Llyra's turn.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

I will assist anyone I can to get out and away from the creature. Not much else I can do at this point.


Master of Gaming and Grognardia Current map

Considering the map and how you are all aiming to leave I think I'll just rule that you escaped as you are all out of the range and most of the shoanti escape, led by Krojun.

Once outside, the weather has calmed and Krojun speaks to the group with Trinia translating:

"You tshamek have shown bravery, but why were you here? It is cursed and filled with dangers." he looks back to his men who are taking their time to mend their wounds and look back at the PC's, narrowing his gaze. "Why have you come to our lands, tshamek?"

Alex can roll for Krenn or you going ot use the roll you did weeks ago for him to come back as a half-orc. Nice bonus to strength for a fighter, but shame about the con loss. Would've been awesome if he became a bugbear instead lol.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

We could always use THESE ROLLS that I got in another campaign.

Or use this table:

If you do want to try reincarnate, which will have to wait until the lizardfolk lair is freed, want to try an expanded list?

1-4% Dwarves
5-8% Elves
9-12% Gnomes
13-16% Half-Elves
17-20% Half-Orcs
21-24% Halflings
25-30% Humans
31-32% Aasimars
33-34% Catfolk
35-36% Dhampirs
37-38% Drow
39-40% Fetchlings
41-42% Goblins
43-44% Hobgoblins
45-46% Ifrits
47-48% Kobolds
49-50% Orcs
51-52% Oreads
53-54% Ratfolk
55-56% Sylphs
57-58% Tengus
59-60% Tieflings
61-62% Undines
63-64% Changelings
65-66% Duergar
67-68% Gillmen
69-70% Gripplis
71-72% Kitsune
73-74% Merfolk
75-76% Nagaji
77-78% Samsarans
79-80% Strix
81-82% Sulis
83-84% Svirfneblin
85-86% Vanaras
87-88% Vishkanyas
89-90% Wayangs
91% Bugbear
92% Gnoll
93% Lizardfolk
94% Troglodyte
95-99% Player's Original Race
100% GM's Choice.

Or even This Table.


Male Human Wizard (FC) 13 - Enchanter

Don't forget that Jerin also speaks Shoanti.

We came here looking for your people's help Krojun. A great evil is rising, stirring from it's slumber that threatens all of our people. We will need to work together in order to defeat it.
I have the Spherewalker's Mark Krojun and wish to go to the House of the moon at the North-easternmost edge of the Wyvern Mountains to speak with a Truthspeaker there. I believe the Spherewalker also wants your people to help us.
Can you and your warriors lead us there? It would be an honor to ride with you.

I show him the glowing butterfly on my hand.


I have no problem with whatever the other three decide when it comes to how they get Krenn back. I'll be glad to play him as a dwarf, half-orc, stone giant or kobold. :)


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Ooh - stone giant. Reach + big strength. Sweet.


Master of Gaming and Grognardia Current map

I suggest the first table. Far less complex and I love strange races. :D


Jerin wrote:

Don't forget that Jerin also speaks Shoanti.

We came here looking for your people's help Krojun. A great evil is rising, stirring from it's slumber that threatens all of our people. We will need to work together in order to defeat it.
I have the Spherewalker's Mark Krojun and wish to go to the House of the moon at the North-easternmost edge of the Wyvern Mountains to speak with a Truthspeaker there. I believe the Spherewalker also wants your people to help us.
Can you and your warriors lead us there? It would be an honor to ride with you.

I show him the glowing butterfly on my hand.

I haven't forgotten, Trinia still acts as a translator for the rest of the group, even if not needed. Really that's the whole point of her being there and without that she's basically a 5th wheel or a NPC that has no use besides romantic interest with Curnach.

Krojun snorts at the explaination.

"You are no better than those stargazing Lyrune-Quah!" he laughs at the idea of wanting to talk to the Truthspeaker and even more so at the idea of speaking to the Sun Shaman. "Such a thing is impossible. They have nothing to say to a tshamek. Especially the Sun Shaman of the great Sklar-Quah"

He pounds his chest as do his men at the mention of his tribe's name. He turns to his men and then points to the distance for them to travel. He looks to Jerin and narrows his eyes.
"You may speak our language, but you are still a tshamek and you will always be a tshamek until you can prove to us you are not like the monster that hunts us or those who take my people as slaves." he states harshly with some tone in his voice at the last part before departing.

You also need to speak to the Sun Shaman after you win the voice of a truthspeaker to claim you have indeed faced the giant worm. you need to win the trust of all the shaman to not only stop fighting amungst the tribes, but to stop any attempt to attack Korvosa as they think Korvosa is weak, but you all know with it's fortifications and deals that the queen has made with nefarious forces that any attack would be easily swept aside.


Male Human Wizard (FC) 13 - Enchanter

Once he is out of earshot, Oh we will Krojun, we will...

He looks down at Krenn sadly, What do we do about Krenn? We can't leave him like this. Do I teleport back to Korvosa and get what we need or do we try to reincarnate him?


Master of Gaming and Grognardia Current map

I beleive the group was going to re-incarnate him and the roll so far has been Half-orc, but no one has roleplayed that up yet. Also teleporting back to Korvosa will be a BAD idea until part 6.


Male Human Wizard (FC) 13 - Enchanter

Curnach?

If I went back it would be diguised with protection against detection and location but that probably won't be necessary. Probably better to go to Magnimar anyways, the markets won't be as disrupted.


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Heck, it is teleport. Go to Oppara or Katapesh or Absalom. You would know all of them well enough to get to them.


Master of Gaming and Grognardia Current map

he's got a better chance with Magnimar as you've been there before with downtime and there's always the chance of not getting it quite right. Korvosa is very off-limits however with the truly dangerous terrors there.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

As soon as time permits, Curnach will cast Reincarnate on Krenn's body. He will do this in solitude, not entirely comfortable using the powerful magic with others close by.

As Krenn's soul entered the newly created Half-Orc's body, Curnach was there with a soothing voice to welcome him back to the world of the living.

I know your condition must be a shock Krenn... But you are still needed in the struggle. I am sure your not ready to lay down arms just yet?


Krenn grunts in agreement, surprised at the growl in his voice. He staggers to his feet awkwardly. Rising to nearly twice his former height, he struggles to keep his balance. As the first minutes pass, he grows more accustomed to his form, but only to an extent.

"This will do for the conflicts to come. Thank you, my friends. I still feel the chill of the Boneyard to my core, but I will be ready soon." He has two permanent negative energy levels, unless we can do a Restoration.

When given his old gear, he takes his time donning it, adjusting the cleverly designed straps to make it fit. He gingerly takes some swipes in the air with his axe. He grimaces at the result, but nods to show his readiness.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

It is completely trivial for Jerin to teleport to a city and pick up a scroll or potion. But I think Llyra can prepare it :).


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Yup, I can cast Restoration. I do not have 1000 gp of diamond dust, although that can easily be acquired from any major city with teleportation. Or, Jerin may have enough since he likes to cast Stoneskin which also requires diamond dust.


Male Human Wizard (FC) 13 - Enchanter

He actually has 1000gp in stoneskin materials on him. He si willing to use it but lets go to Magnimar and see if they have the 2000 required.

Jerin at first has a hard time with the new Krenn but then shrugs and welcomes him back to the living, When we stop for today I will jump over to Magnimar and gather the needed materials. I will have to rest there overnight and then teleport back in the morning. We will have you feeling better by tomorrow Krenn.

Teleport error chance 1d100 ⇒ 23 Arrived safely and on time..


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

I can restore one level in the morning. The second will have to wait a week per RAW.

Llyra looks at the new, larger, more orcish, Krenn. Welcome back big man. I think that now you have one more reason for revenge.


"Thank you, my friends." Beyond that the warrior seems at a loss for words.


Master of Gaming and Grognardia Current map

So you won't be needing to teleport then? Will leave it up to your decision but he's teleported safely it seems.

Magnimar being as big as it is no one takes too much notice of Krenn, however in the market places certain stall owners do stare at him a bit more than what's needed.


Master of Gaming and Grognardia Current map

Hello all? So what are you buying in Magnimar and where will you return to? Plus did you have enough to teleport Trinia and the guide? Also happy new year to all :)


Male Human Wizard (FC) 13 - Enchanter

Probably just me and Curnach. We gather the needed materials for re-incarnate and then come back unless someone has a specific request?


Materials for the restoration as well. Do I need to sell some stuff to compensate for the spell components?


Male Human Wizard (FC) 13 - Enchanter

We can sell these first, these are the sell prices:
Bottle of Air sell 3750
Decanter of Endless Water 4500gp
sustaining spoon (with an abnormally spicy taste) 2250 (although we may want to keep this one)
Two scrolls of Clairvoyance 187.5 ea
Two scrolls of Sending 562.5 ea
Two scrolls of Dimension Door 375ea


Female Aasimar Cleric 10/Rogue 2) (HP: 101/101; AC: 25; FF: 21; Touch: 14

Gonna need 2k of diamond dust for the restoration, although Jerin may have that for his Stoneskin spells.


Master of Gaming and Grognardia Current map

As stated in the past you'll be able to get whatever items you are after.

Whilst spending time at the market you hear news that Korovsa has cut itself off from the world. Merchants that were supposed to deliver their stock have wound up here, creating a influx of merchants and causing fights to break out over selling their stock before moving on, especially those who were transporting spell components to the achadamae and now need to unload it all in order to make sure they can contiue their journey to Cheliax's Egorian Achademy.

There are many stories circulating around what might be going on there with Tales of Demons roaming the streets and devouring children and the poor. Stories that the queen is really a succubus and is attempting to open a new worldwound. There are stories that she had been killed the same night as the King and a creature took her appearance to assume the throne whilst others believe. Has become a God and is biding her time before enslaving everyone.

More and wilder romours reach your ears, even suggestions that Blackjack is in the city as a vigilante has been spotted, saving people and cutting down the Gray Maidens. This mystery figure has been using a longsword, wears a mask and has been known to hurl spells to confuse opponents.


Selling the bottle of air is enough to cover the reincarnation oils and the restoration gems with 750 gp left over.

Fully restored, Krenn asks "What next?"


Male Human Wizard (FC) 13 - Enchanter

Jerin uses the other 750gp to purchase spell materials so he can scribe a few more spells while they ride. This includes buying another 250gp in diamond dust.

I will take it out of my share.


Male Human Wizard (FC) 13 - Enchanter

Krenn, we enter any more dangerous places and you will be better protected this time! he assures the now half orc.


Master of Gaming and Grognardia Current map

As a reminder, Jerin has the mark of Desna which will be enough to convince the Lyrune-qah enough that you don't mean them harm. I'll take a look at the PDF if I missed anything like who tells you where they currently are. Also what did you guys do about Sial and his entourage.


Male Human Wizard (FC) 13 - Enchanter

Let's ride to the Truthspeekers camp as quickly as we can while I have the mark.


The Truthseeker's camp it is.

Krenn uses the additional time to adjust to his new body, periodically doing small things to test himself like swinging his axe in the air, throwing stones, dismounting and running a short distance, etc. He finds the process goes quite quickly and well after Llyra's spells of restoration.


Master of Gaming and Grognardia Current map

Sial, before you left for Magnimar, has suggested their alliance should last longer as he feels these matters are tied to the interest in the church of Zon-Kuthon and if you don't object, he's like to accompany you as an observer. In return he offers you personal chambers in his personal portable fortress, the Bone House, as a place to rest of they needed and also offers his services as a spellcaster. He has also sent away Laori for matters involving the Church.

You all recall that Thousand Bones had mentioned that the Lyrune-Quah have spent this part of the year camped near an ancient Desnan temple called House of the Moon or more commonly known as the Moon Ruin.

Knowledge History 15:

Unlike most ruins in Varisia, this one was not built by the Thassilonians and the woreship of Desna has dated back further than Thassilon. Before the minions of the First King Xin arrived in the region, the Varisians were already dwelling here. In those ancient times they were all nomadic and they also worshipped Desna.

As the Thassilon civilisation rose, the runelords saw open worship of the gods as a distraction and destroyed most of the Desnan shines that dotted the land, the house of the moon was no exception. However, when the Thassilonians fell and the Age of Darkness rose, this mysterious building reappeared on the site of one of the most destroyed shrines and it gave the people who would become the Lyrune-Quah a place of shelter in that deadly age and today is has become one of the anchors of their cultures.

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