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
Jerin wrote:

In Shoanti and then in Common, Truthspeaker Akram, we are honored to meet your and your Quah. May Desna guide you and embrace you!

These are my friends and champions; Curnach, warrior of nature. Krenn, blade and protector. Llyra, our spiritual warrior.
Together we seek to bond with the Shoanti and forge a peace between them and Korvosa. We also seek to remove its queen and restore the city to the people.
To do this we want to join the Quah and become a Shoanti.

After some additional smalltalk, Truthspeaker Akram, we ask that you accompany us on a sacred mission. I wish you to accompany us to witness our journey to the Feeding Grounds of the Quah-Kael, where Cindermaw lives. There we will face him and live to speak of it. I am going to become a Shoanti...a brother to you all...

The Truthspeaker smiles to the group and nods.

"I would be honored to witness such a feat. It has been many moons since the beast has been seen fighting mighty warriors who survived the encounter." he states and "Becoming a brother is a strange task for you to take. Please, tell me why this is your task? It is also stranger to see one of your warriors' kind to be helping us." he quickly raises a hand at that moment "I am not judging your friend on his green skin, but his bretherin from beyond these sands have entered here, killing and enslaving many Shoanti, but I can already tell he is not a true Orc." he gives a knowing wink in Krenn's direction as he says this.


Male Human Wizard (FC) 13 - Enchanter

As I said we seek to bond with the Shoanti and forge a peace between them and Korvosa. We also seek to remove its queen and restore the city to the people.
To do this we want to join the Quah and become a Shoanti. We hope to avoid war between our peoepls.
But there is more to our story, we also seek the story of the crown our queen wears. While she wears it she is almost immortal. From what we understand the Shoanti may have knowledge on how to defeat her. To gain this knowledge though we must be part of your people...so we are willing to risk our lives to gain this and hopefully save the people in Korvosa and possibly the lives of thousands of the Shoanti as well.


Master of Gaming and Grognardia Current map
Jerin wrote:

As I said we seek to bond with the Shoanti and forge a peace between them and Korvosa. We also seek to remove its queen and restore the city to the people.

To do this we want to join the Quah and become a Shoanti. We hope to avoid war between our peoepls.
But there is more to our story, we also seek the story of the crown our queen wears. While she wears it she is almost immortal. From what we understand the Shoanti may have knowledge on how to defeat her. To gain this knowledge though we must be part of your people...so we are willing to risk our lives to gain this and hopefully save the people in Korvosa and possibly the lives of thousands of the Shoanti as well.

Akram nods and listens to Jerin's explanation of the events with great interest.

"So, you are with the Skoan-Quah on the decision to not strike whilst Korvosa is weak." he states as he takes this information in. "I admit I was cautious to side with the Sklar-Quah on their decision and you are the truth of the state of the city before me."

He takes his time to absorb all of what Jerin states and for a while it seems like he fell to sleep whilst standing, but he then gives a nod.
"I know not of this story, but I believe the Sklar-Quah are the ones you will need to speak with after you gain their trust. You have gained mine and my people's trust however and I shall report to all the tribes on your outcome." Akram gets back onto his horse and looking at the sun, gets a idea of what direction to head to. "The demon lives a few moons from here so we best make our way immediatly." at that moment one of the Moon Maidens goes to assist him, but he puts his hand out in refusal.

Party order and you can ask him about anything of the clans. He's not going to divulge secrets or numbers, but he'll point out the histories, type of people and legends of the different quahs.


A few moons, as in a few months? Can Jerin do anything to speed that along, or is it part of the challenge?

Unless one of his allies gives a reason they should lead, Krenn will lead the way scanning for tracks or other signs of passage.


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

Hearing that the beast had an affinity to fire, Curnach prepared a rather different spell list than his usual repertoire.

Ready to proceed.


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

Likewise, updated my spells. I do not play clerics often, so if anyone has thoughts about good spells, let me know. I figure that Freedom of Movement on Krenn before the battle will be good in case he decides to get swallowed. I also have Resist Energy, Communal and Protection from Energy, Communal to give us a little bit of defense.


Master of Gaming and Grognardia Current map

wrong choice of words...a failing on trying to my mystical nomad. I mean a few suns as in days. Also as a player, I ave found Protection of Energy great against anything with a energy attack. Depending on level it usually means that one or two attacks will do no damage to the person with that ability up.


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

Curnach has Resist Fire 10 anyway.


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

Communal Resist Energy gives us all Resist Energy 20 at my level. Protection from Energy will suck up the first 120 points of damage.

I can also memorize an additional Protection from Energy Communal, to replace the first if we burn, literally, through the first 120 points.


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

Whatever you wish. Frankly i'm expecting to end Cindermaw with a Persistent Baleful Polymorph.


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

That's ok. Then we can have a barbecue afterwards.


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:
Whatever you wish. Frankly i'm expecting to end Cindermaw with a Persistent Baleful Polymorph.

I'll need to throw things at you that can't be polymorphed, grr. Lol. I admit it was hilarious when you turned Virmanda Arkona into a puppy. It was a puppy with a lot of HD, but still a puppy.


Male Human Wizard (FC) 13 - Enchanter

Jerins mind effects will be of limited use but he can always stack on damage spells.

During the ride to the area where he is. [/b]If we kill Cindermaw, what do you think the Quans reactions will be? Maybe it will be difficult to accomplish but if we are able to do it...should we kill it? Maybe our legend would be larger if we meet it and live to tell about it and Cindermaw yet lives?[/b]


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

I'm counting on gaining a greater standing by slaying it, rather than merely surviving.


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

Llyra shrugs:
If this creature threatens the innocent, then vengeance must be done. If it simply inhabits this wasteland, then Calistra cares not what happens.


Master of Gaming and Grognardia Current map

Akram listens and nods to the conversation.
"Many fear Cindermaw including the Quahs. Stone Giants and Orcs avoid it, but they keep aattacking the Quah. If he were destroyed by us, they would fear us, but if it was only beaten, it'll still scare them away from the area.." he states wisly to point out both options are liable. "Wwe see it as some demon god and many brave warriors have tried to kill the beast, but all failed."

Akram looks to Llyra and smiles.
"May ask what inspired you to join your companions here to attempt this dangerous task?." he asks curiously as Sial and his companion remain at the back of the group to draw as little attention as possible.


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

Llyra looks at Akram:
The Savored Sting is the goddess of vengeance. That vile usurper who sits on the Crimson Throne is destroying the city that is my home. In addition, while I cannot say that I have a connection or love for the Shoanti, I see peace between the Shoanti and my home to be a goal worth achieving to avoid future wrongs.

Llyra glances down at the golden wasp holy symbol about her neck.
I seek vengeance against the usurper and all who would support her for the harm that has been done. The corruption and evil brought by the usurper harm the innocent. I seek to bring vengeance on those who would cause such harm. She takes a pause and licks her lips. Mind you, do not mistake me for a noble paladin or worshipper of angels. The vengeance I seek is the vengeance that must be done, not to bring goodness or evil, but to right a wrong.

Once more she pauses and takes a breath as she looks out at the barren wasteland that is the Cinderlands.
So, to answer your question as to why I join them. I join them because they have the same goal that I do, the downfall of the usurper and all who would support her. While our methods and reasons for seeking the usurper's elimination may differ, our goal is the same and our abilities mesh well, which makes us unlikely partners, but partners nonetheless to accomplish this task.


Male Human Wizard (FC) 13 - Enchanter

Let us ready ourselves then to destroy this Cindermaw. My concern about destroying it is how we stop it from merely digging its way back into the dirt before we can slay it...if it is a varient purple wyrm.


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

I have prepared spells for just that contingency, friend. Curnach said with a smile.

Echolocation and Burrow, if necessary.


Male Human Wizard (FC) 13 - Enchanter

Can you make a wall of force underneath something? Will update my spell selection in the next day for this. Lots of cold spells :).


Master of Gaming and Grognardia Current map

There appears to be a typo or two in this adventure concerning levels. It says you should be 11th by the end of this part, yet part 5 says it's for 12th level so I'm going to give you another level now before fighting Cindermaw. You should all be 11th and will be 12th by the end of the adventure. You're gonna need this level.


Krenn just glances around the others before saying "I know your powers have grown greatly in the time we've known each other. I trust your judgement when it comes to assaulting this thing with spells. We should make sure our effort is coordinated in such a way that I can try to distract the beast from you while you are working your spells. And if a particular spell is key, perhaps I can be close by whoever is working it to take any blows that might disrupt it."

If you work out a sequence of spells and need Krenn to bodyguard one or both of you in a particular order, I am absolutely glad to do so. Now, pardon me while I go look to see what I have to cut myself out of a flaming purple worm.


Master of Gaming and Grognardia Current map

was going to say that as you are acting under the premise of it being a varient purple worm, that you should know it is known to swallow opponents whole and it has a nasty poisonous sting, but I believe I mentioned that. Plus they're bulky and slow so they're easy to hit, but have very thick hides.


Male Human Wizard (FC) 13 - Enchanter

Freedom of movement on a couple of folks who will have to fight it so you don't get swallowed.
Jerin plans to fly up at the first sign of trouble. You should have stoneskin on you as well. I would fight defensively and keep it occupied for a round or two and Curnach and I can really lay into it with spells.
Getting 6th level slots will help. Will start working on the level by tomorrow.


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

Yeh - kinda strange, but Swallow Whole requires being grabbed/grappled and Freedom of Movement, a domain spell for me, keeps you from being grappled.

I figure I will hit us all with Resist/Protection from Fire.

Jerin and Curnach can flap their wings.

If Krenn and I have Stoneskin, not cheap but probably very helpful, then we should be able to cause some damage. I may just be Aid Another on Krenn's attacks, but every hit is important.

Question - can I memorize a lower level domain spell in a higher level slot? My level 5 domain spells are Break Enchantment and Mislead. Neither seem really useful in this fight, on the other hand, memorizing 2 Freedom of Movement(4th level domain) spells seems like a good idea.

I am thinking Righteous Might (for Krenn), and Breath of Life, seem like good choices for spells unless someone has another good level 5 spell for me.


Male Human Wizard (FC) 13 - Enchanter

Ritous Might is personal I believe.
I can have Heroism on Krenn as well as Haste on you both. I will need a quick teleport to Magnimar to grab a spell or two.

We also have the Red Reaver as well who can deal damage. I would put freedom of movement on him as well.


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

Is the Red Reaver now traveling with us?


Male Human Wizard (FC) 13 - Enchanter

That was Jerin's plan. I was planning to charm him every day and extend it so it would last the entire day. He would treat him well and give him treats if possible, turn him into his pet of sorts...

It will get a save every day Aron. The DC will be very high (25) and he will be making it at -2 on his will save so not sure if he can even make it without rolling a Nat 20. Then I would just cast it again.

I would prefer to have Dominate Monster but that is a 9th level spell :]


Master of Gaming and Grognardia Current map
Llyra Bjorgan wrote:

Yeh - kinda strange, but Swallow Whole requires being grabbed/grappled and Freedom of Movement, a domain spell for me, keeps you from being grappled.

Was hilarious in 3.5 as my Gnome had the Travel Domain and it's domain ability was you were under the constant affect of Freedom of Movement...but only when put in such a situation that required it such as difficult terrain and grappled so the Oozes had fun grappling me and then dropping me immediately.

Llyra Bjorgan wrote:


Question - can I memorize a lower level domain spell in a higher level slot? My level 5 domain spells are Break Enchantment and Mislead. Neither seem really useful in this fight, on the other hand, memorizing 2 Freedom of Movement(4th level domain) spells seems like a good idea.

I do not believe you can do that. I think Domain spells have to stay where they are. I think it is to prevent such a thing as that as some spells can be incredibly useful. I don't think you can even apply metamagic feats to them to take up a higher spell slot...unless you were using a rod where the spell gets affected anyway.


Male Human Wizard (FC) 13 - Enchanter

You can always memorize spells in higher level slots. From the PRD:

"Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots.
A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels."


Master of Gaming and Grognardia Current map

as Alex mentioned, we should move that discussion to the OOC thread.


Master of Gaming and Grognardia Current map

After sometime travelling you arrive to a large clearing. Any signs of battle have long been swept away by the sands besides of a few broken spears and charred remains.

Ahkram steps up on one of the large stones and stands at this vantage point to get a good look over the area.
"The beast is below, but will not emerge until it knows you are walking above it. It feels the motions in the sand." he explains to the group as he remains observing the area.

Just getting a post up ready as I wait for Jerin to update his character and to let you know I've not forgotten you.


Male Human Wizard (FC) 13 - Enchanter

Okay I have him leveled and have my spell selection (under alternate) updated for this potential combat.

Jerin will cast an extended fly and Mage armor. He will then use an extended summon monster III to summon Celestial Horses and send them galloping away from us into the area to see if we can get it to come out. They will move at double rate away from us until they disappear in 22 rounds.

While we do that I will cast Stoneskin on Krenn and heroism on the Reaver and Llyra.
Saving the greater heroism for Krenn. I will be floating about 40' from the ground.


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

A nice plan Jerin. Theres no need for anyone to be on the ground when you summon the horses though... I'll see to it.

Casting-

Air Walk, Mass on Curnach, Krenn and Llyra Thus, we will be above the galloping horses being used as a trap. Curnach intends to be forty feet above ground.
Mass Feather Step on the party.
Barkskin- +4 natural armour bonus to Krenn.

Curnach clutched his most powerful magical rod, preparing the attempt to turn Cindermaw into a goat.

Got a DC25 Heightened Persistent Baleful Polymorph raring to go ;).


Krenn will drink his antitoxin as they rise above the ground and stick close to the two casters. He's ready in case the critter is a purple worm with a poisonous stinger raring to go.


Master of Gaming and Grognardia Current map

assume you wish the horses to gallop in a circle to draw out the creature? Also how high are you all in the air and are you above the area where the horses are running?


Male Human Wizard (FC) 13 - Enchanter

My plan is to draw it out then cast a few other prep spells and then draw it out again closer to us, I have another 2 summons just in case.

I wasn't sure how close it was or how soon it might be drawn to us.


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

My prep spells are casting Resist Energy, Communal and Protection from Energy, Communal as well as Freedom of Movement on Krenn and myself.

All - Resist Energy(fire) 30 for 30 minutes each (20 for Curnach since he has Resist Energy 10 anyway and the total time is 110 minutes)

All - Protection from Energy(fire) - gives 120 points of fire protection - same 30 minutes duration, 20 for Curnach

Krenn & Llyra - Freedom of Movement - 110 minutes duration


Male Human Wizard (FC) 13 - Enchanter

Jerin has his rod of lesser quicken out as well.


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

Directly above the horses. In a circle beneath us would be ideal. Not sure Jerin can really exercise that level of control without a means to communicate with them though.


Male Human Wizard (FC) 13 - Enchanter

I can probably just have them trot away from me doing single moves and we follow above?


Master of Gaming and Grognardia Current map

Just to check, how many horses? Also the centre area of this map is where I assume the horses will run as there is a noticeable dip in the sand at this point.

MAP

also, major mess up as I didn't read ahead properly so you guys will want to change tactics, but you actually DO need to re-create the swallowing incident, however it can be created in a huge amount of ways as I'm sure you can work out. The idea being if you actually kill it, it couldn't have been that powerful. So that being said...who's going to be the bait on the end of the hook? also you'll most likely fight it as it's not likely to just run unless forced too or lost interest.


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

Immediately before Jerin casts his first summons, I will use my Copycat ability to create a single Mirror Image of myself.


Male Human Wizard (FC) 13 - Enchanter

Okay. If we have to be swallowed here is my plan. Stoneskin and protection from fire, false life, bears endurance on me. Let is swallow me then I just dimension door out.

Does that work for everyone?


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

Sure.


Master of Gaming and Grognardia Current map

That's perfect. Any final say on your placements on the map?


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

Do we all have to be eaten? Or just one or two? Unfortunately I do not have any more Freedom of Motion.

Everyone should have Resist Energy(fire) 30 and 120 points of Protection from Energy(fire).


Master of Gaming and Grognardia Current map

only one needs to show their bravery by entering it'd mouth, however you can exit however you can. As long as Akram witnesses someone go in and come out alive, even with magic, the bravery is stiicking yourself inside it and getting out like sticking one's head in a lion's maw and removing it.


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

I think that Krenn (Resist Energy 30, Protection from Energy 120, Stoneskin, Freedom of Movement, whatever else the crazy ex-dwarf may be under) is the best getting swallowed option.

Question, can we allow ourselves to be swallowed even if under the Freedom of Movement? And then attack from within without the Grappled condition?


I am willing to be the one swallowed, if I stand a better chance surviving than Jerin. And if I don't, we can revisit the whole reincarnation question again... I think whoever does go in should have resistance spells for fire and acid.

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