DM Dr Evil's Curse of the Crimson Throne

Game Master DM DoctorEvil

Book 2 Seven Days to the Grave - A mysterious illness threatens peace and stability in Korvosa.

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Vreeg's Chamber - Round 2 - continued

19 Travigan
18 Crux
15 Vreeg (2hp dmg)
15 Vreeg Zombie
14 Tina
12 Marnos
11 Kalvin
1 Arm

Tina launches yet another bomb at the flying derro, but again misses. The bomb lands near enough that the zombie takes 5 splash damage however.

Since the derro is in the air, you can have a clear LOS if you move up to the end of the line of PC's. From the bed, you have no LOS. Let's assume you take the move.

Marnos moves up clearing a line of sight, and fires his bow accurately, pegging the derro with an arrow.

Still need an action from Kalvin. If we don't see anything tonight, I will DMPC him on Sunday as I know he is busy those days.

Splash land: 1d8 ⇒ 4
Zombie DC 14 Reflex: 1d20 ⇒ 7

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

careful guys - one lightning bolt and we'll all get hit. Let's see if we can spread out a bit more, eh?


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

Kalvin draws another Javelin and passes through the crowd to the south of the animated zombie (likely provoking). He then throws his javelin at the flying Derro.

Javelin: 1d20 + 6 ⇒ (9) + 6 = 15

If that hits

Damage: 1d6 + 6 ⇒ (6) + 6 = 12


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

A whirl of air appears next to the derro and slams into him.
Air Elemental
to hit: 1d20 + 6 ⇒ (9) + 6 = 15 to hurt: 1d4 + 3 ⇒ (2) + 3 = 5


Vreeg's Chamber - Round 2 - concluded

Kalvin steps forward into the reach of the zombie who swings for him but misses. The paladin launches his second javelin at the flying derro, but cannot get a hit.

The masterless arm swings at Tina who stands nearby, but the blind strike comes nowhere close to the alchemist.

End of Round 2

Zombie AoO vs Kalvin: 1d20 + 4 ⇒ (2) + 4 = 6
Arm slam: 1d20 ⇒ 8


Vreeg's Chamber - Round 3

19 Travigan
18 Crux
15 Vreeg (2hp dmg)
15 Vreeg Zombie
14 Tina
12 Marnos
11 Kalvin
1 Arm

Crux spell finishes, and an air elemental appears swirling dust and loose papers everywhere. The wind creature's slam against the derro is no more effective than the others has been.

Travigan up before the bad guys get to go next. I believe Crux still has a full round action as well this turn after finishing his full-round cast.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

You're right.

Crux targets the Derro with his wand again.
Acid Splash: RTouch
to hit: 1d20 + 3 ⇒ (4) + 3 = 7 to hurt: 1d3 ⇒ 2


retired

Earthbreaker (power attack): 1d20 + 6 ⇒ (3) + 6 = 9for: 2d6 + 10 ⇒ (4, 5) + 10 = 19

Travigan swings wide yet again, the press of bodies spoiling his strike. He barks a wordless growl of obvious frustration as his hammer crunches into the floor rather than the undead body in front of him.

sigh

Status:

HP: 22/25 + 6 temp (from rage)
AC: 16 (9 T / 15 FF) (includes penalty from rage)
CMD: 18 (includes bonus from rage)
F/R/W: +5/+1/+5 (+2 vs enchant, immune sleep) (includes bonus from rage)
Rage Rounds used: 7/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [X] [ ]

-Ongoing Effects-
power attack: -1 to hit, +3 damage
rage: +4 strength, +4 constitution, +2 will saves, -2 AC


Vreeg's Chamber - Round 3 - continued

While the air elemental started making things interesting, Crux continued the assualt firing another glob of acid from his wand. Unfortunately, that attack missed Vreeg as well.

On the floor, Travigan pulls his earthbreaker around in a wide arc, trying to smash the hungry zombie, but his hammer is a bit too slow to take out the undead monster.

Vreeg directs his spectral hand towards the air elemental, as he flies himself backwards from it, but the hand fails to touch the airy creature, and the spell holds on its fingers.

Spellcraft DC 18 to ID spell:

The summoned zombie bashes Travigan upside the head with its meaty fist, making the blacksmith's ears ring for 9 hp dmg.

Vreeg touch, spectral hand: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Zombie slam: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg, Travigan: 1d6 + 4 ⇒ (5) + 4 = 9

Tina, Marnos, and Kalvin up again. I show Travigan now at 19/31 hp.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Having a lot of trouble tossing her bombs and vials, Tina moves onto the couch so she can get to Tavigan and heal him
1E 1S 1E, does that count as difficult terrain?


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12


TinyTina wrote:

Having a lot of trouble tossing her bombs and vials, Tina moves onto the couch so she can get to Tavigan and heal him

1E 1S 1E, does that count as difficult terrain?

Let's say that moving onto and on the couch is difficult terrain. Tina should still have a standard action this round.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina uses a double move action to draw her wand of healing after moving onto the couch.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Marnos looses yet another arrow

Comp. Longbow: 1d20 + 5 ⇒ (11) + 5 = 16

Damage if hits: 1d8 + 2 ⇒ (2) + 2 = 4


Vreeg's chamber - Round 3 - continued

In addition to jumping on the couch adn moving forward, Tina draws out her healing wand after seeing the beating that Travigan is taking.

Marnos, stilll trying to get the right shot from a distance, misses the flying derro once again with his bow.

Kalvin is on the clock. If he doesn't post by tonight, I will run him and get the round closed.


Vreeg's Chamber - Round 3 - concluded

Kalvin frustrated with his javelin tossing, draws his sacred longsword and proceeds to attacking the zombie next to him. The holy warrior's strike is powerful and true, and he cuts the head clean-off the zombie, ending it.

The disembodied arm flails about trying to hit Crux, but the deformed wizard is able to avoid any strikes.

End of Round 3

Kalvin Longsword, PA: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg, if hit: 1d8 + 5 ⇒ (8) + 5 = 13
Arm slam: 1d20 ⇒ 10


Vreeg's Chamber - round 4

19 Travigan
18 Crux
15 Vreeg (2hp dmg)
14 Tina
12 Marnos
11 Kalvin
1 Arm

Travigan, Crux, and the air elemental are up to start Round 4


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

The elemental continues to go after the derro
Air Elemental
to hit: 1d20 + 6 ⇒ (17) + 6 = 23 to hurt: 1d4 + 3 ⇒ (1) + 3 = 4

Meanwhile Crux tries to douse him with magically conjured acid
Acid Splash: RTouch
to hit: 1d20 + 3 ⇒ (15) + 3 = 18 to hurt: 1d3 ⇒ 1


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

Was sick and then on the road all day yesterday and Friday, back now!


Vreeg's Chamber - Round 4 - continued

Crux fires another blob of acid at the derro, just as his summoned ally smashes into the crazed flying dwarf. Both hits smack Vreeg solidly, injuring him a bit.

Waiting on Travigan. I will run him later tonight, if we don;t see a post from him soon.


retired

Travigan's wits seem to return to him as Kalvin's strike decapitates the zombie, throwing an arc of dark blood across the blacksmith's face. Staggering back a step, he takes a few shuddering breaths and wipes the blood from his face with a meaty hand before drawing an axe from his belt and tossing it at the flying derro. He sways on his feet after, dizzy and winded.

Throwing Axe: 1d20 + 2 ⇒ (18) + 2 = 20for: 1d6 + 2 ⇒ (4) + 2 = 6

Status:

HP: 7/25
AC: 17 (10 T / 16 FF) (includes penalty from fatigue)
CMD: 16
F/R/W: +5/+0/+3 (+2 vs enchant, immune sleep) (includes penalty from fatigue)
Rage Rounds used: 8/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [X] [ ]

-Ongoing Effects-
fatigue (-2 Str & Dex): 1/6 rounds


Vreeg's Chamber - Round 4 - continued

After Kalvin eliminates the immediate threat of the zombie, Travigan comes down from his battle-rage, winded and a little lightheaded. He still manages to draw out his throwing axe and score a hit on the flying derro however.

Defending himself as best he can from the plethora of attacks, Vreeg rips another patch off his cloak, dropping it to the floor in front of Kalvin. Immediately, a human-sized skeleton appears in front of the paladin, swinging at him wildly with his bony claws, which threaten but miss.

Skeleton claw 1: 1d20 + 2 ⇒ (2) + 2 = 4
Skeleton Claw 2: 1d20 + 2 ⇒ (13) + 2 = 15

Tina, Marnos, Kalvin up now with a different undead threat in the mix.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina taps Travigan(among the tulips) with her healing wand

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Trying a different tack, Marnos steps forward 5' step I think is enough to get in range and calls upon the power of Erastil for an Ear-piercing scream at Vreeg.

Damage(sonic): 1d6 ⇒ 3 plus dazed unless saves. DC13 Fort save for half damage


Sorry, guys. Have had the flu for three days, and am just now feeling a bit human again. still haven't heard from Kalvin...I will run him again if necessary later tonight.


Am DM-PCing Kalvin again.

Vreeg's Chamber - Round 4 - concluded

Tina is able to reach Travigan, giving him a dose of curing from the wand he possesses. He is now at 20/25

Marnos steps forward, eschewing the bow for now, and sets of a silent scream. Magically the sound of the scream is amplified for the target's ears alone, the derro seems to not suffer the full effect, but still cringes as the sound goes off in his ears.

Kalvin, now faced with a new undead creature, whacks at the skeleton still with his longsword, swinging with all the power he can muster to scatter the bones. Unfortunately, the wily skeleton sidesteps the attack, which misses.

Lastly, the disembodied arm swings once at Travigan, missing the mighty blacksmith.

End of Round 4

Vreeg DC 13 Fort: 1d20 + 5 ⇒ (9) + 5 = 14
EPS dmg: 2d6 ⇒ (5, 3) = 8
Kalvin longsword, PA: 1d20 + 6 ⇒ (3) + 6 = 9
Arm slam: 1d20 ⇒ 7

Marnos, the Ear Piercing Scream definition says 1d6 per two caster levels. At CL3, you should do 2d6 if I understand it right. Either way, he made the save for half.


Vreeg's Chamber - Round 5

19 Travigan
18 Crux
15 Vreeg (17hp dmg)
14 Tina
12 Marnos
11 Kalvin
1 Arm

Travigan and Crux (and the elemental) are up now. Should be elementals last round, right?


retired

I'm actually at 14/25 hp - I think you forgot to deduct the 6 hp I lost at the end of my rage

Reinvigorated a bit by Tina's care, Travigan offers the spritely girl a thankful nod before looking up once more at the bothersome derro. Slipping a second axe from his belt, he sends it chasing after the first one.

Throwing Axe: 1d20 + 2 ⇒ (18) + 2 = 20for: 1d6 + 2 ⇒ (6) + 2 = 8

Status:

HP: 14/25
AC: 17 (10 T / 16 FF) (includes penalty from fatigue)
CMD: 14 (includes penalty from fatigue)
F/R/W: +5/+0/+3 (+2 vs enchant, immune sleep) (includes penalty from fatigue)
Rage Rounds used: 8/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [X] [ ]

-Ongoing Effects-
fatigue (-2 Str & Dex): 2/6 rounds


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Before dissipating, the air elemental buffets the derro one last time.
Air Elemental
to hit: 1d20 + 6 ⇒ (4) + 6 = 10 to hurt: 1d4 + 3 ⇒ (2) + 3 = 5

Having little luck with the Wand of Acid Splash, Crux switches over to his Wand of Magic Missiles: 1d4 + 1 ⇒ (3) + 1 = 4. He doesn't expect a better result, but he is hoping.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)
DM DoctorEvil wrote:

Am DM-PCing Kalvin again.

Vreeg's Chamber - Round 4 - concluded

Marnos, the Ear Piercing Scream definition says 1d6 per two caster levels. At CL3, you should do 2d6 if I understand it right. Either way, he made the save for half.

I assumed it was rounded down, but you are most likely correct now I think about it. I will roll the extra damage now:

additional damage, ear piercing scream: 1d6 ⇒ 2

He came close to failing his save...


Marnos Moonshadow wrote:

I assumed it was rounded down, but you are most likely correct now I think about it. I will roll the extra damage now:

[dice=additional damage, ear piercing scream]1d6

He came close to failing his save...

I already rolled the full damage (8 hp) above. Future reference only, I guess.


Vreeg's Chamber - Round 5 - continued

Injury and fatigue has improved Travigan's aim somewhat, as he tosses a second axe and again strikes the flying derro, scoring a solid hit.

The air elemental whiffs, then blinks out of this plane. Crux changes out wands, and his force missile strikes the derro a dazzling blow.

Growling at the bearded blacksmith that keeps pelting him with axes, Vreeg aims his finger at Travigan and a ray of intense heat blasts from it. The blast fries the brave blacksmith and he collapses in a smouldering heap.

Skeleton continues its assault on Kalvin swinging with both claws. One claw is blocked by the brave paladin, but the other makes it through is defenses, scratching him for 3 hp dmg.

Vreeg ranged touch: 1d20 + 9 ⇒ (20) + 9 = 29 Crit threat. Yikes!
Crit confirm: 1d20 + 9 ⇒ (13) + 9 = 22 Confirm
Scorching ray, crit: 4d6 + 4d6 ⇒ (6, 3, 5, 5) + (3, 6, 1, 2) = 31
Skeleton Claw 1: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton Claw 2: 1d20 + 2 ⇒ (11) + 2 = 13
Claw 1 dmg: 1d4 + 2 ⇒ (1) + 2 = 3

Tina, Marnos, and Kalvin are up again. Travigan, that is a serious life-or-death hit based on how many actual HP Travigan had. I think you subtracted too many, when he went into fatigue, and my number is accurate, but let me audit. If you are right, unfortunately, Travigan is dead, cooked by a critical hit. If i am right, then he is at -11HP on a 12 CON. Want to agree with me yet? I am checking who is right, and who is dead.


As I suspected. In round 3 Travigan had 22/25 base hp + 6 temp (28/31 if you will) for raging. He got based for 9 and fell out of rage at the same time. That should've taken him to 19/31 converted to 13/25 (not 7/25 as you have listed). Then the heals for 7 more make him 20/25 before the blasted scorching ray, for 31, takes him to -11, 1 point away from dead.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

In a panic, Tina touches Travigan with her wand.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2


retired

yowza! I just double checked my hp and you're (thankfully!) spot on.

-9/25

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Marnos will use his last spell to cast divine favour +1 attack and damage


Vreeg's Chamber - Round 5 - concluded

Tina, stunned by the sudden fall of Travigan, touches him once again with the wand, at least stopping the bleeding, but only providing minimal relief from the scorching pain.

Marnos spends a round calling Erastil's favor to guide him.

Kalvin, facing the skeleton, tries to smash it to bits with his edged-blade, but the undead monster blocks the blow once again.

Lastly, the arm still swings wildly at whoever is near it, but succeeds in hitting nothing.

End of Round 5

Kalvin PA: 1d20 + 6 ⇒ (4) + 6 = 10
Arm slam: 1d20 ⇒ 5


Vreeg's Chamber - round 6

19 Travigan (unconscious, stable)
18 Crux
15 Vreeg (29 hp dmg)
14 Tina
12 Marnos (divine favor)
11 Kalvin
1 Arm

This rounds begins with just Crux, as Travigan is taking a bit of nap for now.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Crux targets him again with his wand of magic missile
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Vreeg's Chamber - Round 6 - continued

Crux fires again with his Magic Missile wand, ensuring a hit, but doing only limited damage.

With the mighty blacksmith down, Vreeg turns his attention to the other mighty melee threat, Kalvin. The spell-casting derro sends a corsucating ray from his hand at the young paladin which strikes him full in the chest. The ray saps strength from Iomedae's champion temporarily.

Meanwhile the summoned skeleton continues its two-handed assault on the Kalvin, who is able to fend off both attacks with his longsword.

Vreeg ranged touch, into melee: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Kalvin DC 15 Fort: 1d20 + 6 ⇒ (5) + 6 = 11 FAIL
Str dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Skeleton Claw 1: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton Claw 2: 1d20 + 2 ⇒ (7) + 2 = 9

Tina, Marnos, and a slightly weakened Kalvin are up next.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina uses her infused extract of CLW and pours it down Travigan's throat
CLW: 1d8 + 3 ⇒ (5) + 3 = 8


retired

-1/25... almost conscious again! =P


Vreeg's Chamber - Round 6 - continued

Taking time to make sure he gets every drop into his unconscious mouth, Tina slowly pours her curing extract into Travigan, hoping it will help me recover. Right on the verge of consciousness, the fighter struggles to wake up still.

Marnos is able to post, but slowly, per discussion. Will wait a bit for him. I think I am still running Kalvin for the time being.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Taking aim, Marnos tries once again to hit Vreeg.

composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13+1PBS, +1 Divine Favor


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

This guy should not be this hard to beat.


He does have a chunk of HP and a fairly high AC, but I agree that it's getting a little silly for a group of 5 pc's against one bad guy.

Vreeg's Chamber - Round 6 - concluded

Marnos fires another arrow, but despite his divine guidance, and the nearness of the target he misses again.

Kalvin, now weakened from the spell, continues to fight with the skeleton. This time the paladin succeeds in whacking the undead monster, but his edged weapon proves less effective with his magically sapped strength, and the skeleton survives.

Nearby, the arm slams out again at Crux, hitting the wizard from the side for 5hp dmg.

End for Round 6

Kalvin, PA, enfeebled: 1d20 + 4 ⇒ (16) + 4 = 20
Dmg, PA enfeebled: 1d8 + 4 ⇒ (3) + 4 = 7
Arm slam: 1d20 ⇒ 14
Slam dmg, Crux: 1d6 ⇒ 5

I show Crux at 12/22 hp after that hit.


Vreeg's Chamber - round 7

19 Travigan (unconscious, stable)
18 Crux
15 Vreeg (32 hp dmg)
15 Skeleton (2hp dmg)
14 Tina
12 Marnos (divine favor)
11 Kalvin
1 Arm

Crux is up, followed by the unbeatable bad guy.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Crux steps away from the arm and begins casting Summon Monster II.


Vreeg's Chamber - Round 7 - continued

Frustrated by the group's lack of success in the fight, Crux holds back on his wand for now, choosing to summon another extra-planar ally against the difficult derro and his undead horde.

From his position above the fray, Vreeg sees Crux casting begin. Choosing to try to disrupt the caster, he lets fly bolts of force that smash into the deformed wizard.

Back on the ground, the skeleton continues to fight against Kalvin with its bare claws. Neither claw is able to get through the paladin's defenses.

That blast brings Crux to 2 hp, and also requires a concentration check to maintain the summoning spell. Tina, Marnos, and Kalvin up now agains the derro and his minion.

Magic Missile vs Crux: 3d4 ⇒ (4, 2, 4) = 10
Skeleton Claw 1: 1d20 + 2 ⇒ (6) + 2 = 8
Skeleton Claw 2: 1d20 + 2 ⇒ (7) + 2 = 9


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Concentration: 1d20 + 7 ⇒ (1) + 7 = 8 That's it. He has earned my unbridled hatred.

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