Dungeon Master S's "Curse of the Crimson Throne" (Inactive)

Game Master Chris Marsh

Completed Final Post

  • Grym
  • Sandor
  • Morkeleb
  • Gaius
  • Ferox
  • Odric


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    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    The ranger watches curiously as the dwarf puts the strange brew device on his face. Grym glances over to Odric and notices a similarly puzzled look on his face. They share a nod and a shrug that conveys a similar "That doesn't make any sense..."
    But both are polite enough to say nothing.

    At the entrance to the Sunken Queen Grym pauses to cast two spells. First he casts Darkvision upon himself. will last ten hours . Then he casts Freedom of Movement upon Odric. 1 hour 40 minute duration

    I placed the party on the map. Anybody feel free to object and make changes.

    The two rangers w/ Darkvision take the lead. The Stout shining w/ the wizard's light takes his place as rear guard. Already he feels the strange effect's of Grym's magic. The water doesn't seem to be hampering him at all. He is no more moving in some awkward alien terrain. He even takes a few test swings of his beloved Kegerator. The blade has no issue slashing through the water. He smiles.

    Mork of course stays in the middle of the party. He also gives the barest hint of a smile to see the ranger's fierce canine sticking to his side ready to kill anything that would threaten him.

    Bolstered by the dwarf at his back Grym uses the water to his best advantage, silently and smoothly kicking his way. He scouts just ahead trying to give his team any possible advantage.

    Stealth 1d20 + 21 ⇒ (2) + 21 = 23
    Perception 1d20 + 19 ⇒ (6) + 19 = 25
    Swim 1d20 + 12 ⇒ (3) + 12 = 15


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    Yes, Sandor's Darkvision still works, the darkness is natural. The water just outside though is murky, so there's little visibility beyond a few feet when you leave.

    Everyone can breath, but how is everyone moving? Swimming or via something to provide ease of movement?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    just keep swimming...


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Grym swims
    Bucho doggy paddles

    Odric should be able to walk/run whatever


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    Just to speak up, combat without some method of freedom of movement is REALLY going to suck for you guys if you get into a fight. Will update Monday morning.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Hence why we should have busted in through the top :D


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    The party swims a bit into the area.

    Ferox: 1d20 + 25 ⇒ (17) + 25 = 42 (Traps +2)
    ----->Cricktik: 1d20 + 22 ⇒ (6) + 22 = 28
    Gaius*: 1d20 + 16 ⇒ (1) + 16 = 17
    ----->Flagg: 1d20 + 2 ⇒ (15) + 2 = 17
    Grym**: 1d20 + 25 ⇒ (16) + 25 = 41 (Includes Favored)
    Morkeleb: 1d20 + 0 ⇒ (15) + 0 = 15
    Odric: 1d20 + 0 ⇒ (19) + 0 = 19
    Sandor: 1d20 + 19 ⇒ (14) + 19 = 33 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)

    DM: 1d20 ⇒ 10

    Before you can begin to formulate a plan, a MASSIVE creature emerges from the water beyond. This purple, seven-armed octopoid monstrosity is the size of a house, with hook-lined tentacles and cold, blue eyes.

    Knowledge (Arcana) DC 15:

    A Devilfish! Normally such a magical beast is the size of a horse, but this is easily the largest one you've ever even read about! As 1 question per 5 over.


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    Baddies: 1d20 + 5 ⇒ (13) + 5 = 18
    Ferox: 1d20 + 10 ⇒ (3) + 10 = 13
    Gaius: 1d20 + 3 ⇒ (14) + 3 = 17
    Grym*: 1d20 + 13 ⇒ (5) + 13 = 18 (Includes Favored)
    Morkeleb: 1d20 + 6 ⇒ (9) + 6 = 15
    Odric: 1d20 + 4 ⇒ (1) + 4 = 5
    Sandor: 1d20 + 8 ⇒ (2) + 8 = 10


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    Here's a reminder on how bad underwater combat stinks: RULES

    Round 1:
    Grym: Go
    Baddies: TBD
    Gaius: TBD
    Morkeleb: TBD
    Ferox: TBD
    Sandor: TBD
    Odric: TBD


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Know (arcana): 1d20 + 25 ⇒ (19) + 25 = 44 <--holy crap. There aren't enough questions. How about I just read the Monster entry?? :-)


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    Morkeleb:

    READ THIS
    Then [url=http://www.d20pfsrd.com/bestiary/monster-listings/templates/mighty-cr-5/READ THIS[/url].
    Then increase its size by 2.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Communicating through Cricktik (since we can't speak too well underwater)...

    this is a marginally intelligent creature! Don't attack it yet; I may be able to keep it from trying to kill us...

    S, is this beastie clearly closing for combat? And is it close enough to actually engage with us right away--or do we have a round or 2?


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    It clearly looks like it intends a TPK.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Round 1

    Grym is feeling a little out of place in this underwater environment. Though both his blades still thrust just fine in the water, it is his lack of footwork which places his mind in a bad place.
    Feeling some comfort from SharkSlayer in hand, Thorgrym waits and puts his trust in the wizard.

    He thought of the last time he was underwater and a horrible horrible creature was going to kill them all. The wizard had a spell which was able to trap the creature in ice long enough for them to get away.
    He hoped Morkeleb had a similar Ace up his baggy sleeves.


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    Grym takes a very risky gambit. The gargantuan beast jets forward a bit and unleashes an inky cloud of black and red blood! It's completely opaque and prevents most of the party from seeing what happens next.

    From a dagger throw away it's tentacles lash out like a net and envelop Grym ATK: 1d20 + 25 ⇒ (18) + 25 = 43 and stabs and crushes the ranger for a staggering DMG: 8d6 + 21 ⇒ (2, 4, 3, 1, 3, 3, 5, 2) + 21 = 44.

    The tentacles begin to constrict: CMB: 1d20 + 37 ⇒ (12) + 37 = 49 and wrap the ranger up tight!

    Round 1:

    Baddies: ATK
    Gaius: Go
    Morkeleb: Go
    Grym: Go (Grappled)
    Ferox: Go
    Sandor: Go
    Odric: Go


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Morkeleb pours his magic out, reaching for the monster's mind.

    Cast Charm Monster (since we have not made any offensive moves, i'm thinking this will not incur the save bonus..?)

    Will save DC 24

    If the save fails, Morkeleb will use his Force of Will ability to telepathically communicate with the Devil Fish:

    telepathy:
    This meat is far tougher than you think. You should leave and hunt other game, to save your own life.

    IF I THINK THE CHARM SUCCEEDED, Morkeleb will warn the party DON'T ATTACK!

    IF I THINK THE CHARM FAILED, Morkeleb will instruct the party ATTACK!!


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Delay until after Morkeleb... I know what The Enchanter intends.


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    Will: 1d20 + 8 ⇒ (4) + 8 = 12

    DM Screen:

    CHA: 1d20 + 13 ⇒ (14) + 13 = 27


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    RETCONNED TURN

    Morkeleb is ready to try to take control of this creature...but the inky-red darkness makes it impossible for him to target the creature.

    He telepathically yells, through Cricktik, to the group. I can't do anything yet--kill it.

    he casts Haste.

    I believe I can get everyone except EITHER Grym OR Odric. If that's the case, I'll get Odric, since he's got FoM and should be able to do some damage. If I cna get everyone, I'll do that.


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    Morkeleb's spell grabs most of the party as the power of the beast becomes apparent.

    Round 1:

    Baddies: ATK
    Gaius: Go
    Morkeleb: Haste
    Grym: Go (Grappled)
    Ferox: Go
    Sandor: Go
    Odric: Go


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Can dark vision see through this darkness?


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    Negative. It's opaque particulates, not darkness.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Round 1

    Stalling for the wizard's action, Grym is a little taken back by the quickness of the Devilfish. In an eye blink he is wrapped up by tentacles and vision obscured by inky blood.
    He telepathically reaches out to the group. Hey, guys its grappling and squeezing me to death. Come kill it while its distracted! The ranger wills Serethial to glow bright and perhaps provide a beacon in the inky darkness.

    Can Grym stab it w/ SharkSlayer? That would be his preference

    Though hampered the ranger does his best to fight back and cut the fish with his awesome knife.
    1d20 + 18 ⇒ (1) + 18 = 19
    SharkSlayer 1d4 + 15 ⇒ (1) + 15 = 16


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    Yes, you can use a light weapon while grappled. You can also take your full attack!


    King of Korvosa

    Round the First

    In his Merman form, Odric eases through the water nearly without effort. The spell Grym cast on him enabled the warrior to slip through the water as easily as though wandering through a thick fog. When the water began to churn and Grym was taken in the grip of an ancient terror, Odric had little time to process what was happening. He heard several conflicting psychic instructions from his friends through Cricktik, but in the end the order he heard was attack. And attack he did.

    Darting forward a body length, Odric's blue-tinged webbed fingers gripped The Kegerator fiercely. The purple glow the weapon emitted created weird shadows and glimmers in the close inky darkness at first, but as he jetted forward to close with the creature the water cleared in a swirling eddy of purple, black, and brown water.

    The kegerator began its work, the edge seeking what looked to be the rubbery meat of the devil fish's tentacles.

    1. Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (17) + 28 = 45 for 1d10 + 14 + 9 ⇒ (4) + 14 + 9 = 27 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (3) + 25 = 28.

    2. Power Attack with The Kegerator: 1d20 + 28 - 2 - 5 ⇒ (19) + 28 - 2 - 5 = 40 for 1d10 + 14 + 9 ⇒ (3) + 14 + 9 = 26 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (12) + 25 = 37.

    3. Power Attack with The Kegerator: 1d20 + 28 - 2 - 10 ⇒ (17) + 28 - 2 - 10 = 33 for 1d10 + 14 + 9 ⇒ (5) + 14 + 9 = 28 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (3) + 25 = 28.

    H. Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (16) + 28 = 44 for 1d10 + 14 + 9 ⇒ (9) + 14 + 9 = 32 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (14) + 25 = 39.

    Confirmations. Plural.
    1. Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (18) + 28 = 46 for 1d10 + 14 + 9 ⇒ (6) + 14 + 9 = 29 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (1) + 25 = 26.

    2. Power Attack with The Kegerator: 1d20 + 28 - 2 - 5 ⇒ (10) + 28 - 2 - 5 = 31 for 1d10 + 14 + 9 ⇒ (8) + 14 + 9 = 31 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (15) + 25 = 40.

    3. Power Attack with The Kegerator: 1d20 + 28 - 2 - 10 ⇒ (18) + 28 - 2 - 10 = 34 for 1d10 + 14 + 9 ⇒ (10) + 14 + 9 = 33 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (12) + 25 = 37.

    H. Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (10) + 28 = 38 for 1d10 + 14 + 9 ⇒ (7) + 14 + 9 = 30 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (1) + 25 = 26.

    Each confirmed crit it gets a D.C. 23 fort save. Fail means staggered for 1d4+1 rounds. Success means staggered for 1 round. Successive crits add to the duration.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)
    Dungeon Master S wrote:

    Yes, you can use a light weapon while grappled. You can also take your full attack!

    nice!

    Though unable to bring Serethial's power to the fight, the ranger makes up with SharkSlayer. He pistons his wrist forward trying to bury the blade in the rubbery flesh.

    2nd attack 1d20 + 18 - 5 ⇒ (11) + 18 - 5 = 24
    SharkSlayer 1d4 + 15 ⇒ (3) + 15 = 18

    3rd attack 1d20 + 18 - 10 ⇒ (5) + 18 - 10 = 13
    SharkSlayer 1d4 + 15 ⇒ (1) + 15 = 16


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    Guys please don't forget the underwater combat rules. Also, a reminder Odric, you can't take a full attack if you're also taking a move. (It has WAY more reach than you guys which is how it attacked from so far away.

    Grym's first attack is wildly off target, but he keeps at it thrusting with the supernatural speed afford by Morkeleb. Unfortunately, none of his thrusts penetrate the devilfish's skin.

    Odric's merman skill helps him dart forward, but the beast lashes out nonetheless AoO: 1d20 + 25 ⇒ (20) + 25 = 45 confirm: 1d20 + 25 ⇒ (12) + 25 = 37 striking right in the adam's Odric's apple for DMG: 12d6 + 42 ⇒ (6, 2, 4, 4, 5, 5, 2, 6, 4, 1, 4, 2) + 42 = 87 The hit would have killed an elephant, but Odric is legendary. He responds by immediately slicing off the offending tentacle. Unfortunately it's not enough to intimidate the beast.

    Round 1:

    Baddies: ATK
    Gaius: Go
    Morkeleb: Haste
    Grym: Miss (Grappled)
    Ferox: Go
    Sandor: Go

    Odric: CRIT

    DM:

    Devilfish: 56


    King of Korvosa

    Remember it is staggered though


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    Odric the Stout wrote:
    Remember it is staggered though

    Indeed! That's a big deal.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    No (more) AoO for you!!!


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Gaius goes invisible and moves.


    King of Korvosa
    Gaius Lirsiiv wrote:
    Gaius goes invisible and moves.

    Not trying to pull a Mike here... but since we are in water does it look like a Gaius-shaped bubble?


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    Gaius vanishes. Thankfully the combat creates a swirling water that hides his path...

    Round 1:

    Baddies: ATK
    Gaius: Invisibility
    Morkeleb: Haste
    Grym: Miss (Grappled)
    Ferox: Go
    Sandor: Go

    Odric: CRIT

    DM:

    Devilfish: 56


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    May I retcon a move? trying to angle so that next turn maybe I can see this p$%%*er-phish


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    sure thing.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Round 1

    Acrobatics: 1d20 + 0 ⇒ (5) + 0 = 5 He was next to a wall anyway

    The dwarf can't seem to get any traction on the floor so his new speed is useless.


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    Sandr struggles with the environment, and gets nowhere...

    Round 1:

    Baddies: ATK
    Gaius: Invisibility
    Morkeleb: Haste
    Grym: Miss (Grappled)
    Ferox: Go
    Sandor: nothing
    Odric: CRIT

    DM:

    Devilfish: 56


    Formian Myrmarch HP 104/126| AC 27 FF 22 Tch 16 | CMD 16 | F+11 R+14 W+13 | Perc +18 | Init +8

    Cricktik hustles into the room and seeing the monstrosity attacking them attempts to seize the monster.

    Hold Monster (Will DC 18)


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Ferox decides that his arrows will be far from effective in the water. So, he decides to boost everyone else's odds against the beast.

    Ferox casts Shared Wrath.

    Everyone except Bucho and Mork...

    +3 morale bonus on attacks and damage, and you have Improved Crit. These bonuses apply only on attacks against the octopus thing. Imp. Crit doesn't stack with anything else that extends crit range.


    King of Korvosa
    Ferox Kerr wrote:
    Imp. Crit doesn't stack with anything else that extends crit range.

    too bad, it would be sweet to crit on 12-20 XD


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    The ever loyal formian tries some of his own magic on the beast Will: 1d20 + 8 ⇒ (8) + 8 = 16 and it works! The massive beast freezes in place, unable to fight the magic.

    Ferox takes the time to bolster the party, giving them an opportunity to fight back. Each hero knows that the beast won't be held forever...

    Round 2:

    Baddies: ATK
    Gaius: Go
    Morkeleb: Go
    Grym: Go
    Ferox: Go
    Sandor: Go
    Odric: Go

    DM:

    Devilfish: 56


    King of Korvosa

    Still reeling from the terrible assault on his larynx, Odric was having trouble breathing even with the magical ability to do so underwater. The magic could not help the painful swelling around his neck, or the bloody welts that burned like fire where the creature's suction cups had torn his skin.

    The churning maelstrom of water and blood quieted suddenly, except for the futile thrashing of Grym's attempts to escape. With a dawning realization, Odric realized the creature was somehow held in place magically. The fighter incorrectly attributed this to Morkeleb, but regardless, he took advantage and capitalized on the opportunity. Swimming close, he positioned the Kegerator's razor sharp point above its eye and with a thrust aided by a sharp kick against something solid behind him, Odric drove his fabled blade deep into the creature's head. A trace of the inky black blood seeped out around the weapon's hilt, and a bit more as Odric withdrew the Kegerator from its fishy sheath feel free to translate that last bit into Latin for your own amusement

    CDG-
    2d10 + 52 ⇒ (5, 7) + 52 = 64
    Edit- +2 for Killer trait.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Taking advantage of the monster's condition, Morkeleb swims to a vantage point where he can see it, and target it with his own ensorcellment.

    Irrisisteble Demand Will DC 26

    Telepathy:
    Remain frozen!!

    Odric, with so many attacks and such a high crit range, you may be better off doing a full attack instead of a CdG...


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    FORT: 1d20 ⇒ 5

    Odric effortlessly swims up to look the creature in the eye. Switching his grip to one of pure strength, he drags his favorite weapon across the massive fish's body and in moments blood fills the water. As each party member draws liquid breath, the coppery taste of blood coats their mouths.

    Out of combat! For killing the gargantuan devilfish, each party member receives 8,550 XP.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Wow...that could have been a LOT worse!!!


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    Formian Myrmarch HP 104/126| AC 27 FF 22 Tch 16 | CMD 16 | F+11 R+14 W+13 | Perc +18 | Init +8

    The Hive perseveres.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    As the devilfish starts to go limp, the ranger quickly seizes the chance to drive SharkSlayer deep into the rubbery flesh. Finally a third time he drive it in to the hilt he realizes its dead. A final brutal twist and rips his blade from the fleshy sheath.

    Only a little worse for wear Grym gives a clenched fist to celebrate victory over the beast with the rest of the party.

    Then he and Odric get in line for some healing from the CLW's wands the party bought before the trip.

    For Odric
    CLWs 1d8 + 1 ⇒ (5) + 1 = 6
    1d8 + 1 ⇒ (4) + 1 = 5
    1d8 + 1 ⇒ (3) + 1 = 4
    1d8 + 1 ⇒ (5) + 1 = 6
    1d8 + 1 ⇒ (7) + 1 = 8
    1d8 + 1 ⇒ (1) + 1 = 2
    1d8 + 1 ⇒ (1) + 1 = 2
    1d8 + 1 ⇒ (2) + 1 = 3
    1d8 + 1 ⇒ (8) + 1 = 9
    1d8 + 1 ⇒ (1) + 1 = 2
    1d8 + 1 ⇒ (1) + 1 = 2
    1d8 + 1 ⇒ (7) + 1 = 8
    1d8 + 1 ⇒ (3) + 1 = 4
    1d8 + 1 ⇒ (1) + 1 = 2
    1d8 + 1 ⇒ (6) + 1 = 7
    1d8 + 1 ⇒ (3) + 1 = 4
    1d8 + 1 ⇒ (1) + 1 = 2 Odric cured 78 damage


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    CLW's wand on Grym

    1d8 + 1 ⇒ (2) + 1 = 3
    1d8 + 1 ⇒ (4) + 1 = 5
    1d8 + 1 ⇒ (8) + 1 = 9
    1d8 + 1 ⇒ (1) + 1 = 2
    1d8 + 1 ⇒ (5) + 1 = 6
    1d8 + 1 ⇒ (7) + 1 = 8
    1d8 + 1 ⇒ (8) + 1 = 9
    1d8 + 1 ⇒ (4) + 1 = 5

    47 hps cured

    CLW's wand #1 has 25 charges used


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Moving on.

    I moved people around on the map
    The party regroups post fight and starts exploring again. In the back of everyone's mind is the knowing that the water breathing magic will only last so long...

    Somewhat non-plussed by his his experience w/ the Pescado de Diablo the ranger moves to explore the narrow tunnel off to the right.

    Stealth 1d20 + 21 ⇒ (11) + 21 = 32
    Perception 1d20 + 19 ⇒ (6) + 19 = 25
    Swim 1d20 + 12 ⇒ (14) + 12 = 26

    Grym has SharkSlayer in hand. He is still using his Darkvision. If needed he will pull Serethial and will it to light up if he needs to look at something w/ illumination.


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    Grym leads the party to the narrow path. It is only by the grace of his darkvision that he sees...

    treasure.

    coins by the thousands litter the bottom here. Additionally there are some weapons and jewelry in the mix.

    Map is updated.

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