GM SpiderBeard's Curse of the Crimson Throne (Inactive)

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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GM Rolls:

Fort: 1d20 + 2 ⇒ (15) + 2 = 17
New Wererats Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Rat Swarm Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Thod AoO: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d10 + 10 ⇒ (5) + 10 = 15
Attack: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 + 1 ⇒ (19) + 1 = 20 Damage: 1d4 ⇒ 1
Attack: 1d20 + 1 ⇒ (12) + 1 = 13 Damage: 1d4 ⇒ 2
Attack: 1d20 + 1 ⇒ (7) + 1 = 8 Damage: 1d4 ⇒ 3
Fort: 1d20 + 10 ⇒ (2) + 10 = 12

Donnell lets fly with two bolts, one of which manages to hit the wererat by the shrieker. Unfortunately she does not take a nap. Thod just charges in, thodding everything in sight and he properly wallops one of the wererats, which is almost send sprawling with the force of the blow. Raven and Sevenspawn empower themselves and the group.

Under the din of the shrieker - which is still shrieking - you hear shouts from further in the cave. And a lot. A lot of squeaking.

The wererats attack. One charges Thod, who uses his halberd's reach to swipe out at it and send it to the floor, dying. however, he is quickly overwhelmed but manages to avoid several attacks until a dire rat manages to graze his arm. Another dire rat speeds past Thod, leaping at Raven Six, but she avoids the attack.

Round One:

Wererat (-21) (dying)
Yellow wererat (-13)
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Everyone is up! More baddies are on the way.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Grinding his teeth both at the incessant shrieking and in mounting frustration at the possibility of reinforcements, Donnell first attempts to down the wererat he shot earlier:

LXB Attack1: 1d20 + 8 + 1 + 2 - 2 ⇒ (8) + 8 + 1 + 2 - 2 = 17
Damage 1: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8

If that's enough to down the therianthrope, he'll target the rat on Raven Six with the next.

LXB Attack2: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21
Damage 2: 1d6 + 1 ⇒ (1) + 1 = 2
If the wererat is not down, this second bolt will fly to him, and should have an additional +2 to attack and damage as it is D's Studied target


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"We have more incoming! Bombs ready!" Raven Six shouts as she sweeps her heavy mace at the dire rat running up.

Silver mace 1d20 + 3 ⇒ (7) + 3 = 10 for 1d8 ⇒ 8 damage.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

GM Question: Was I attacked? Your description makes it read like I got bit, but you didn't list any damage.
GM Comment: Halberds don't give reach, so I wouldn't have gotten an AOO. Too late now, but for the future. On the bright side, I can attack in melee with impunity. It's my Lucerne Hammer that has reach, and I specify which one I'm holding.

"Alright, NOW we're having some fun!"

MOVE: Use Guarded Stance to give myself +1 Dodge AC for 6 rounds.
STANDARD: Power attack swing at what I presume to be the last standing wererat in the vicinity.

Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d10 + 10 ⇒ (6) + 10 = 16


.

Whoops. You took one damage. Also halberds don't have reach??? *looks it up* Well I'll be damned. I am so much less confused now. Consider the dead wererat your reward for my apparent inability to read the weapons list.

Smug about knowing the word therianthrope, Donnell looses a bolt, and the nimble wererat just dodges it. However, the second one hits solidly, knocking her clean out.

Thod almost loses his footing as he swings wildly, and Raven Six completely fails to bonk a rat on the head.

Round One:

Wererat (-21) (dying)
Yellow wererat (-13)
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Sevenspawn is up!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn casts Aid on Donnell, reaching to touch his shoulder with his hand but directing his focus on the wererats.

"It does not have to be this way!" His voice carries loudly through the room. "We have only come to talk to your leader about your grievances - please, lay down your arms!"

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I think Halberds, in the old DnD system, were polearms - maybe that's why you thought they had reach? (I did too)

Imma just roll that d8 for you :P
Aid: 1d8 + 5 ⇒ (4) + 5 = 9

PS: Learned the term 'therianthrope' from Raven Six :D


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GM Rolls:

Rat: 1d20 ⇒ 19 Damage: 1d4 ⇒ 3
Rat: 1d20 ⇒ 13 Damage: 1d4 ⇒ 4
Rat: 1d20 ⇒ 6 Damage: 1d4 ⇒ 2
Stabilize: 1d20 + 3 ⇒ (2) + 3 = 5

To your dismay, reinforcements begin to move into the room. Four wererats charge in from the north, while from the south come three dire rats, and an enormous swarm of smaller rats!

Under the din of the shrieker, you also hear a howling as the otyugh is awakened to the south. In fact, Donnell's keen eyes note that the wall separating this cave from the trapped otyugh is fairly weak. As the remaining dire rats attack, one manages to bite Raven.

Round Two:

Wererat (-22) (dying)
Wererat (-13) (unconscious)
Plain
Copper wererat
Yellow wererat
Cyan wererat
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Raven takes 3 damage. Everyone is up!


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Rage Remaining: 13/15. Current AC: 17
Current effects: Silversheen halberd. Antitoxin. Bless. Harrow

"C'MON IN, ROOM FOR EVERYBODY!'"

Thod gives a maniacal laugh, throwing himself into the fight with abandon, seemingly ignoring all the bites and scratches that begin to accumulate.

Spending a Harrow Point to get DR 3 for the battle. Continue power attacking. I'll go for the rat diagonal to me.

Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d10 + 10 ⇒ (10) + 10 = 20


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"This stinker is in the way!" Raven Six calls to Donnell and Sevenspawn. "I need my hands free to put down ranged interference!"

The Alchemist sweeps her heavy mace at the dire rat -- then hangs her mace back on its hook and unslings her crossbow...!

Standard action: mace 1d20 + 3 ⇒ (4) + 3 = 7 for 1d8 ⇒ 1 vs. dire rat. Move action: switch mace for crossbow. Plans for next round: explosive missile to bomb the incoming troops.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"RAT SWARM! Sevenspawn, we have to get rid of that rat on Raven - we need her to throw some bombs."

LXB Attack1: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Damage 1: 1d6 + 1 ⇒ (6) + 1 = 7

LXB Attack2: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Damage 2: 1d6 + 1 ⇒ (6) + 1 = 7

good lord... well, at least I rolled well on damage :(


.

Thod goes full-on Thod as he finally has a lot - a lot of bad guys to face down. A rat goes flying against the wall as Thod kills it easily. Raven Six tries to get the rat off of her, but it's Donnell who finally kills it, freeing up Raven to start blowing things up.

Sevenspawn is up!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

If R & S can handle a swarm of rats, Thod's going to get some help in the way of silver pellet grenade next round :)


.

I'll give Sevenspawn a day to post since he is probably still in post superb owl bliss.


.

GM Rolls:

Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack: 1d20 + 1 ⇒ (15) + 1 = 16 Damage: 1d4 ⇒ 1
Crit: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Sevenspawn advances, casting divine favour on himself as he pulls out his warhammer to get to business.

The mass of wererats and rats all advance on you. The wererats have panicked looks, but obviously are intent on a fight to the death as they close in. Thod takes a solid stab from a shortsword in the chaos.

Round Two:

Wererat (-22) (dying)
Wererat (-13) (unconscious)
Plain
Copper wererat
Yellow wererat
Cyan wererat
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Thod takes 7 damage. Everyone is up! Sevenspawn has divine favour active on him now, +1 to hit/damage.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven Six moves to the north (already changed on map) and clicks her tongue at the scrum developing.
"This is less than optimal," she complains to Donnell as she primes a bomb and hurls it over Thod and the rats and wererats he is battling. "I had hoped to blast these creatures from a greater distance. Oh, well. Needs must..."

Raven Six throws her bomb at the orange wererat. Ranged attack 1d20 + 5 ⇒ (15) + 5 = 20 for 2d6 + 4 ⇒ (5, 5) + 4 = 14 damage, and splash damage to all adjacent wererats/dire rats.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Rage Remaining: 12/15. Current AC: 17
Current effects: Silversheen halberd. Antitoxin. Bless. Harrow.

Thod shrugs off the sword stab and continues tearing into the horde.

Swing at the yellow wererat.
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d10 + 10 ⇒ (6) + 10 = 16


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Sorry all - I was away and currently sick

Taking a step closer to Raven Six, Donnell lights a fuse Move Action, and slides a clay pot into position.

Silver Pellet Grenade: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Taking a -4 range penalty - attempting to land the grenade on the empty square behind the blue wererat, which I think is 25' away

Detonation in: 1d3 ⇒ 2 rounds
Bludgeoning: 1d6 ⇒ 4
Piercing: 1d6 ⇒ 4
Fire: 1d6 ⇒ 3

10-foot-radius burst, Reflex DC 15 halves


.

I'll let Sevenspawn get his post in.

GM Rolls:

1d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (19) + 5 = 24

KABLAM!

A perfectly-placed bomb destroys the rat swarm instantly. Thod viciously slashes a wererat, but it manages to keep its feet. The pellet grenade goes off, and the wererats show their incredible dexterity, all of them avoiding damage except for the one Thod stabbed, which is killed instantly. The other two dying wererats are destroyed by the pellet grenade - three of their number are now dead.

Round Two con't:

Plain
Copper wererat
Cyan wererat
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Sevenspawn is up! Before you ask, they have evasion.


.

Or not, unsure if he's still having work troubles.

GM Rolls:

Attack: 1d20 + 9 ⇒ (8) + 9 = 17 Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Attack: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Thod AoO: 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 1d10 + 10 ⇒ (3) + 10 = 13
Attack: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Damage: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Attack: 1d20 + 1 ⇒ (17) + 1 = 18 Damage: 1d4 ⇒ 2
Attack: 1d20 + 1 ⇒ (12) + 1 = 13 Damage: 1d4 ⇒ 2

Swinging his warhammer down with ease, Sevenspawn kills one of the giant rats. The wererats move into a frenzy as two of them try to spring over Thod. One fails spectacularly, and gets nailed with the halberd for his troubles. The other succeeds, but everyone fails on their attacks. One of the dire rats does manage to bite Thod.

Round Thre:

Plain (-13)
Copper wererat
Cyan wererat
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Thod takes 2 damage. Everyone is up!


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Rage Remaining: 11/15. Current AC: 17

The rat gets a bite on Thod, but it doesn't even break skin. Thod's only acknowledgement of the bite is an annoyed kick at the general direction of the rat.
DR 3/-
Thod whips around to strike at the wererat that managed to sneak through his bulwark. I don't think it flanks, as I don't think either Raven or Donnell are holding any melee weapons.

Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d10 + 10 ⇒ (8) + 10 = 18

And, since I have nothing else to spend my move on, I'll refresh my Guarded Stance.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Stepping quickly to the side, Donnell reloads and fires two silvered quarrels.

Donnell will first shoot the copper wererat, then the plain one if it is down

LXB1: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28
Damage 1: 1d6 + 1 ⇒ (4) + 1 = 5

LXB1 - Confirm Crit: 1d20 + 9 + 2 - 2 ⇒ (4) + 9 + 2 - 2 = 13
Damage 1: 1d6 + 1 ⇒ (5) + 1 = 6

LXB2: 1d20 + 9 + 2 - 2 ⇒ (8) + 9 + 2 - 2 = 17
Damage 2: 1d6 + 1 ⇒ (4) + 1 = 5


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven Six yanks her mace off its hook and sweeps it at the wererat in front of her!

Flanking 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 for 1d8 + 1d6 ⇒ (3) + (2) = 5 damage.

Blaaaghh. =_=


.

Going to slow up on updates for the week guys, personal life is insane. Bear with!


.

GM rolls:

Attack: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Dire Rat: 1d20 + 1 ⇒ (13) + 1 = 14 Damage: 1d4 ⇒ 4

Thod sweeps his halberd around, killing the wererat that got in behind him while Donnell fires off a couple of bolts. Only one hits, but it's enough to take down his target, who was already injured. Sevenspawn swings his hammer once more at the nearby dire rat, absolutely crushing it.

Within a few moments, there is only one wererat left, and three dire rats.

"I GIVE UP! I GIVE UP!" shouts the wererat, backing off. Anotehr dire rat runs in while the one by Thod continues attacking to no avail.

Round Three:

Plain
Copper wererat
Cyan wererat
---
Thod
Raven
Sevenspawn
Donnell
---
Rats

Everyone is up. The one wererat left standing has surrendered, but you have two dire rats to deal with. The shrieker is still shrieking.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Trusting the melee fighters to handle a couple of dire rats, Donnell sets his sights on the teeth-grating noise. Growling: "Shut up, already!"

Ranged Study: +2 hit, +2 damage
Studied Strike: +1d6 damage

LXB1: 1d20 + 8 + 2 + 2 - 2 ⇒ (3) + 8 + 2 + 2 - 2 = 13
Damage1: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (6) = 13

LXB2: 1d20 + 8 + 2 + 2 - 2 ⇒ (7) + 8 + 2 + 2 - 2 = 17
Damage2: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
Note: If the first bolt strikes, then the second bolt will be 15 to hit, 6 damage


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Then call off your bloody pets!" Raven Six yells at the wererat, while moving up to take a swing at the dire rat in melee with Thod.

Silver mace 1d20 + 3 ⇒ (6) + 3 = 9 for 1d8 ⇒ 6 bashing damage.


.

Donnell sends a bolt flying southwards, and it slams into the shrieker, putting it out of everyone's misery. Raven tries to bash a dire rat to little effect.

Blessed silence fills your eyes. Or well, the sound of combat with horrible giant rats, but it's betetr than the shrieking.

The wererat starts squeaking at the enraged dire rats, trying to call them off.

Wild Empathy: Rat Edition: 1d20 + 2 ⇒ (20) + 2 = 22

To his own surprise, the dire rats look to him, and then immediately pull away from you, effectively ending the fight.

End of Combat

The wererat meanwhile has thrown his sword on the ground. He shifts into human form and rushes to the sides of his fallen comrades. Two of them have not completely bled out yet, but its' been a bloodbath.

"I know Griggz had gone too far..." he says mournfully as he cradles a friend's head.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell will rush over to check on any wererats that are still breathing:

"We had hoped to talk him out of this madness - attacking you was not what we had in mind."

Heal: 1d20 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10

"Damn! This isn't working - Sevenspawn, can you help this boy?"

Grumbling to himself, Donnell pulls out a wand of CLW
UMD: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

CLW is on Donnell's "spell list" but I'm not sure that counts for using a wand as an alchemist. I think the UMD roll makes it though. Donnell will use it on the two (?) wererats that need healing.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

While Donnell sees about saving lives, Raven Six rather pragmatically gathers up the wererats' weapons to prevent further mischief.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Thod immediately calms down, breathing and sweating from the exertion.

"Well, now that *wheeze* we can talk like civilized people, we can talk about *wheeze* ... uhh... What were we down here for again?"


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Drink this," Raven Six tells the Dwarven dreadnaght, handing him a flask of syrupy green liquid. "I have experimented with a new flavour. If you enjoy cabbage, you should find this almost tolerable."

Extract of CLW for 1d8 + 4 ⇒ (3) + 4 = 7 hp.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I was trying not to go all "chaotic everything" so I didn't mention looting the wererats as he healed them ;)

"Which one is Griggz? And are there others? Who's in charge now, and can we convince you to give up this foolishness?"


.

The wererat looks over his shoulder. "Griggz is back there. You're on your own. He won't negotiate, and he'll kill all of you. He always ignores the shriekers... left us to die..."

Sevenspawn channels energy to heal the group. Of the seven wererats you fought, four were killed outright in the fury of the melee. However, you can save three and thanks to your magical healing they are brought back up.

A female wererat shifts into human form, looking haggard and weak. "Take everything. Thank you for your kindness humans... we haven't seen much kindness recently. We're being blamed for everything. Griggz was the only answer we saw."

They don't seem to begrudge Donnell his looting. Looting the wererats you recover seven suits of masterwork studded leather, seven masterwork shortswords, and 123.45 gold in mixed coins.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Shaking his head in frustration: "We're sorry it came to this. We are doing our best to find both cause and cure for the plague, and we know that the wererats have nothing to do with it. I hope you'll consider helping us."

"As for Griggz... Well, we'll make sure he doesn't hurt anyone else. Can you tell us anything about where he is or what tricks he might have up his sleeve?"


.

The surviving wererats look like they want to be anywhere but here. "We aren't going to go fight Griggz. Please, just let us go. Griggz is in the back. He likes his potions, and loves spreading the 'gift' without it being asked for. Watch his bite."

With that, they look to flee.

Any preparations or further dealings with the surviving wererats before you continue inwards?


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn listens to the words of the wererats, finding them hollow in the aftermath but understanding nonetheless.

Quote:
"Take everything. Thank you for your kindness humans... we haven't seen much kindness recently. We're being blamed for everything. Griggz was the only answer we saw."

"Look harder for your answers, then," he responds, as he cleans his hammer and looks towards the direction where Griggz is said to be. "Our city is dark enough as it is. We must seek greater answers wherever we can."

Lighting his shield with a cantrip, he waits for the others to move forward together.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Here," Raven Six says as she hands Thod another vial. "My last infusion of bovine supremacy. Drink it just before battle."

For herself, Raven Six holds a familiar-looking black vial in her hand as the group advances.

Extract of Bull's strength to Thod. Raven Six readies her mutagen.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Er, I guess I phrased that awkwardly - I was hoping to enlist their help with the anti-plague, or with any future endeavours

Eyeing the wererats with pity, Donnell adds: "Of course, friends. I wouldn't expect you to face Griggz. Maybe we can help each other again sometime. The fishmonger, Eries, can help you find us if need be, and might be able to help you back on your feet."

As they scurry off, Donnell turns to the group: "I have another grenade that we can use. How about I drink an extract of invisibility and set it off before the rest of you rush in? Or, if there's any interest in taking him alive, I could nail 'im with some adhesive spittle."


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
Quote:
"Here," Raven Six says as she hands Thod another vial. "My last infusion of bovine supremacy. Drink it just before battle."

"Oh, uh, I still have the last one you gave me. Hadn't gotten around to drinking it yet."

"Gimme a moment to catch my breath before we press on to deal with this Greg guy."

Thod will consume the Bull's Strength extract, though I'll have to double check to make sure it stacks with Barbarian rage. I'm also taking a bit of Barbarian chew that Donnell gave to me some time ago. Thod will also pull out and ready a flask of Alchemist's Fire to throw.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Then I shall keep it for myself."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Waiting until everyone is ready I think Thod only needs about half a minute to overcome the fatigue, Donnell will lead them in the direction of Griggz's lair. Just before entering the tunnel leading from the large chamber, Donnell whispers that they should follow slowly, but that they are not to enter Griggz's chamber until they hear an explosion. Donnell then quaffs an extract of Invisibility (duration = 5 minutes), and ranges ahead of the group.

Stealth: 1d20 + 12 + 20 ⇒ (12) + 12 + 20 = 44

Sneaking into Griggz's room, Donnell quickly assesses the layout, and attempts to set a trap with his last silver pellet grenade, hoping to catch the wererat in the blast.

Craft: Traps: 1d20 + 7 ⇒ (20) + 7 = 27

Pellet Grenade, silver
Fuse duration: 1d3 ⇒ 1 rounds (or maybe D can set a duration with a successful trap check?)

Bludgeoning: 1d6 ⇒ 2
Piercing: 1d6 ⇒ 2
Fire: 1d6 ⇒ 3

Reflex DC 15

Before the explosion, Donnell will move to the far side of the room, and set a poisoned, silver bolt in his crossbow, which he will fire at Griggz as near to the timing of the explosion as he can make it.

LightXB: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Drow Poison: Fort DC 13

I can't believe I rolled 4d6+1 and came up with 10!


.

BOVINE SUPREMACY. Also, welcome back Sevenspawn!

GM Rolls:

Perceptoin: 1d20 + 5 ⇒ (20) + 5 = 25

The group advances into the eastern chambers with Donnell keeping a good distance ahead of them. The northern chamber appears to be a den for the dire rats, and is riddled with fist-sized holes. A couple of chubby dire rats are actually lounging around here, but seem uninterested in fighting anyone.

To the south are the communal dens, with straw mats for the wererats and various odds and ends lying around. Notably, the southern wall which separates this area from the trapped otyugh looks very weak.

The group set yourselves in a decent ambush position, and Donnell advances to set his trap. The area beyond is Griggz's den. It is filled with crates and mismatched boxes. Pinned to the side of one stack is a crudely-sketched map of Korvosa. Griggz is muttering to himself, and staring at the map.

"ABOUT TIME YOU SHUT THAT DAMN SHRIEKER UP!" he calls over his shoulder. "Damn thing goes off whenever a cockrach gets too near."

As Donnell gets to work setting up the trap, to his great chagrin, Griggz notices something. But rather than with his eyes, with his nose. He begins sniffing the air rapidly. "I smell a surfacer... WHERE ARE YOU?!"

Initiative:

Raven: 1d20 + 2 ⇒ (5) + 2 = 7
Thod: 1d20 + 2 ⇒ (17) + 2 = 19
Sevenspawn: 1d20 + 4 ⇒ (14) + 4 = 18
Donnell: 1d20 + 3 ⇒ (12) + 3 = 15
Girrigz: 1d20 + 8 ⇒ (5) + 8 = 13

Round One:

Thod
Sevenspawn
Donnell (invisible)
---
Girrigz
---
Raven Six

Donnell has been detected! but Girrigz is caught off guard. Donnell, Thod, and Raven Six are up! Note that the rest of the party does not have line of sight into the room, but can obviously hear that Donnell has been sniffed out by a very, very lucky natural 20. The trap was never set.


.

Also note I've been spelling Girrigz' name wrong all this time. Sigh.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I noticed some alternate spellings of Girrigz, but I couldn't decide which was correct :)

Cursing inwardly, Donnell will retreat in the direction he entered the room, setting the grenade down as he goes.

I've indicated where the grenade is on the map. Donnell can only move 20', so I think the grenade should miss him where it is located, but will still hit Girrigz if he pursues.

I dunno if you want to just use my previous rolls for the grenade. If not, here's another detonation timer Explodey time: 1d3 ⇒ 2 rounds


.

Donnell plops down his grenade and backtracks quickly!

Y'all are up! GO GO GO GO.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

If nobody shows up, I guess Donnell will load up his crossbow and prepare to take down Girrigz :)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven Six calmly walks over until she comes to a point where she can see Girrigz (see map) and there raises her crossbow.

"Greetings," she says while taking aim at the wererats' leader. "This is an ultimatum. Drop your weapons and surrender, or die."

If the wererat does not comply, the Alchemist calmly pulls the trigger -- and a crossbow bolt with an odd addition goes flying towards her target...!

Raven Six uses her Explosive missile-discovery to fire a bolt loaded up with a bomb. Ranged attack 1d20 + 5 ⇒ (20) + 5 = 25 for 1d8 ⇒ 1 piercing damage and 2d6 + 4 ⇒ (3, 4) + 4 = 11 BOOM! If the arrow misses, there is no explosion.
CRIT THREAT! Attack roll to confirm: 1d20 + 5 ⇒ (11) + 5 = 16 for an additional 1d8 ⇒ 3 piercing plus 2d6 + 4 ⇒ (1, 3) + 4 = 8 BOOM!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Bless might still be in effect (it should have a duration of 5 mins), if so that's an extra +1 to your confirmation roll


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"Uh-oh!"

Thod, upon hearing Griggz suss out Donnell, immediately hustles into the room, and tosses the vial of Alchemist's fire he was carrying at him.

"SURFACER!? You take that back!"

Move and throw the vial. I calculate Griggz is about 40ft. away, which puts my penalty at -6 for thrown.

Ranged Splash Attack: 1d20 + 6 - 6 ⇒ (11) + 6 - 6 = 11
Scatter: 1d8 ⇒ 5
Damage?: 1d6 ⇒ 3

If it hits (Which I doubt) he'll take fire damage next round unless he spends a turn to make a DC 15 Reflex save. The scatter indicates it hits the bottom right corner, so it doesn't set his map on fire. He still takes one damage, though.

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