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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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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

Too late now, but I shouldn't have gotten that attack you rolled for me, Spiderbeard. I only have one Attack of Opportunity, which I rolled for. You need Combat Reflexes for multiple AOO.

Thod looks at the crawlspace.

"Think I'll wait. That looks cramped."


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 nods in agreement with Thod.

"Yes. We will wait here. Don't let us lose you, Fox. Here, take this." He hands Donnell the wand of healing. "If you need light, I have a bullseye lantern."


.

I think I assumed you had a standard attack in that round, Thod, hence the confusion.

GM Rolls:

Donnell's Stealth: 1d20 + 11 ⇒ (18) + 11 = 29

Donnell scampers through the crawlspace, which only takes him around a minute or so, even going quietly. There are three exits he detects:

- An eastern exit which gives him no smells or sounds to indicate anything on the other side

- A southern exit from which he hears something shifting in the room, and a low buzzing sound.

- A western exit which opens up into a large room. The sound of the distressed rat comes from that room.

Strangely enough, Donnell does not detect any more undead.


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 grins at the offer of the wand: "Here, I'll trade you", offering to exchange the half-used wand for a new one. "Thod and I pooled our resources to get another one. Best you have it, though."

Quaffing his extract, Donnell frowns: "I thought this place was supposed to be crawling with undead? I can't sense anything! Well, mates, wish me luck."

With the immediate danger of undead seemingly behind him, Donnell loads a poisoned bolt into his crossbow and scuttles off down the crawlspace. At the intersection, Donnell makes his way cautiously west, to sneak a peek into the room.


.

GM ROlls:

Perception: 1d20 ⇒ 19
Perception: 1d20 ⇒ 10
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28

Donnell easily sneaks to the end of the cavern to peer into the next room.

Rank with the stink of sweat and mud, this cavern contains four filthy straw pallets and a low table covered with dice and a miniature maze of carved clay.

Within the room are two strange figures that look like scrawny dwarves with blue skin and white hair. They have huge eyes and a strange, twitchy demeanor. They are quietly cackling as they lead a rate through a complicated-looking game that involves a maze, pliers, a hammer, and a handful of marked stones. They do not notice Donnell.

Knowledge: Local DC 13:

These creatures are known as derro, degenerate and evil humanoids who live underground.

Assuming Donnell goes back to report this to the group.


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

Know Local: 1d20 + 9 ⇒ (14) + 9 = 23

Donnell frowns at the scene before him, and hurriedly returns to his companions with the details. "There are a couple of derro off to the west, torturing a rat. It looks like there was a larger passage leading into the room that the rest of you could use."

Looking doubtfully at Thod's walking armoury: "I doubt we could approach them stealthily, but if the rest of you move to the room from the other side, I'll keep them from escaping through the crawlspace."


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

"Or we could sneak up as can sneak by the passage you used and toss bombs into the room, while our heavy hitters wait in the main passage. Flush them into the meatgrinder, then come up behind from the crawlspace and flank them."


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 nods to them both, speaking quietly as he packs his standard away.

"Let us combine both plans. If Fox can throw an explosive device or two to drive them forward to us, we can cut them down." He looks to Donnell. "Give us two minutes, say, to move to the other side, and then drive them towards us. We'll have Thod up front, and catch them between us."

His work completed, he hefts his pack. "And Fox.... if possible, spare the rat."

Offering nothing more, he looks to move with his companions.


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 doesn't say much, other than ask for an explanation of what a Derro is. He agrees to the plan, readying his polearm.


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

Digging momentarily in his pouch, Donnell produces a flask and grins: "I don't think that I would be able to use one of Raven6's bombs - that's a pretty specialized process. I can, however, make my own with some Alchemist's fire."

Thod said wrote:
an explanation of what a Derro is

Having snuck into many a library, Donnell recites what he remembers from a bestiary: "Derros are: 'degenerate and evil humanoids who live underground.'"

He searches his memories for any further details
Know/Dungeoneering: 1d20 + 6 + 1d6 ⇒ (5) + 6 + (1) = 12

then heads down the crawlspace.


.

You already made your knowledge local check. Also, Raven is your resident explosives expert, although Fox has some alchemist's fire.

With the plan in mind, the group gets ready to spring their trap on the derro.

I'd execute the plan according to my best understanding, but there are some details that aren't clear. Please place your tokens on the map where you'll be once the bombs are thrown.


.

You already made your knowledge local check. Also, Raven is your resident explosives expert, although Fox has some alchemist's fire.

With the plan in mind, the group gets ready to spring their trap on the derro.

I'd execute the plan according to my best understanding, but there are some details that aren't clear. Please place your tokens on the map where you'll be once the bombs are thrown. and make your rolls.


.

You already made your knowledge local check. Also, Raven is your resident explosives expert, although Fox has some alchemist's fire.

With the plan in mind, the group gets ready to spring their trap on the derro.

I'd execute the plan according to my best understanding, but there are some details that aren't clear. Please place your tokens on the map where you'll be once the bombs are thrown and make your rolls.


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

I am assuming Thod is leading the way down the main tunnel, after giving the other group time to sneak around. So I moved him forward.


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 |

I assume that Raven is between Thod and I, but I won't presume to move her token.

As soon as battle starts, we'll have to move forward to give us all room to swing.


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 stealths along with Donnell, one flask of lemon-yellow liquid with a clay stopper in hand. Stealth 1d20 + 2 ⇒ (17) + 2 = 19 Donnell may be surprised to find the Alchemist walks with complete confidence, regardless the ambient light level.

Once the two of them have the Derro in sight, Raven turns her dark eyes to Donnell, hefts the flask and gives him a small nod. From a sheath in her sleeve, the Alchemist selects a thin rod of zinc, which she jabs through the clay stopper and into the liquid chemicals.

The effect is immediate; the yellow liquid starts to bubble and seethe in an alarming way, and Raven quickly tosses it towards the Derro while they are still engaged with their repulsive game. The instant the glass shatters on a solid surface, there is a great flash of light and roar of sound.

The bomb has gone off.

1d6 + 4 ⇒ (1) + 4 = 5 splash damage. Ref. save DC15 for half.


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 grins at Raven Six, lights a makeshift wick in the flask of alchemist's fire, and hucks it at the derro furthest from rat (in an attempt to spare Sevenspawn's feelings regarding the rat).

Attack (Range 20'): 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Damage: 1d6 ⇒ 2


.

Pretty sure you need an attack roll, Raven. I'll say Donnell took 10 on stealth.

GM Rolls:

Raven's Attack Roll: 1d20 + 4 ⇒ (13) + 4 = 17
Restealth: 1d20 + 2 - 20 ⇒ (1) + 2 - 20 = -171d20 + 11 - 20 ⇒ (6) + 11 - 20 = -3

Donnell and Raven effortlessly sneak up behind the Derro while Sevenspawn and Thod get into position. Together they throw their bombs at the derro farthest from the rat, sparing the rat as they connect beautifully.

KABLAM!!

The bombs go off, and the derro shriek, turning to spot Raven and Donnell peeking out of the

Initiative:

Derro: 1d20 + 6 ⇒ (5) + 6 = 11
Donnell: 1d20 + 3 ⇒ (19) + 3 = 22
Thod: 1d20 + 2 ⇒ (1) + 2 = 3
Sevenspawn: 1d20 + 4 ⇒ (5) + 4 = 9
Raven: 1d20 + 2 ⇒ (20) + 2 = 22

Round ONe:

Donnell
Raven
---
Derro:
Red (-2)
Plain (-7)
---
Thod
Sevenspawn

Donnell and Raven Six are up! The derro have 100% absolutely no question spotted the two of you now.


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

The plain derro is going to get a crossbow bolt to the face!

Lt Xbow, Pt Blnk: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 1 ⇒ (4) + 1 = 5
(normal bolt - no posion)


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

"Hello," Raven says as the derro turns to face their attackers. Her expression and tone are perfectly deadpan, and her face remains so as she raises her own crossbow to fire.

Attack vs. plain derro unless it is dead. If so, red derro. Attack 1d20 + 3 ⇒ (17) + 3 = 20 for 1d8 ⇒ 4 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

I wonder, does sneak attack damage apply to bombs? If so, please add another 1d6 ⇒ 5 damage to the blast. ;)


.

@Raven - yep! If you can miss with an attack, it gets the benefits of being treated like a weapon.

GM Rolls:

Raven's Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10
Donell's Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 ⇒ 7
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Thod: 1d20 + 8 ⇒ (11) + 8 = 19
Sevenspawn: 1d20 + 3 ⇒ (14) + 3 = 17

As the derro turn to snarl at Donnell and Raven, one gets a crossbow bolt right in the throat, and it flips over backwards, dead.

The remaining derro screams - and quickly casts a spell.

KABLAAAM!

A huge explosion sounds off between Raven Six and Donnell, who are knocked silly by the blast, as well as getting a wicked case of tinnitus.

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

Raven Six and Donnell take 7 damage each, and are stunned for one round! Thod and Sevenspawn are up.

Round One:

Donnell (-7) (stunned - 1)
Raven (-7) (stunned - 1)
---
Derro:
Red (-2)
Plain (-12)
---
Thod
Sevenspawn


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 |

Assuming I've moved up behind Thod - I've moved my token, I thought R6 was going to be between us - I'll move the 30' and strike if Thod doesn't finish it first. Posting my attack here for sake of pushing the game.

Sevenspawn charges after Thod once the explosion goes off, raising his Warhammer to strike...

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

The battlemat was a bit bungled up, so I set it back to what looked about right previously. May have to move your token again, Sevenspawn.

Thod hustles into the room. It's a bit of a reach, but he's able to get the last derro with his Lucerne Hammer.

MOVE: Hustle into the room. I can just reach the Derro with my reach weapon.
STANDARD: Attack.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d12 + 4 ⇒ (3) + 4 = 7


.

Thanks Thod. Stop screwing with the battlemat everyone. :P Ctrl-Z will fix any mistakes. And Sevenspawn you don't have enough space to move and attack.

GM Rolls:

Aklys: 1d20 + 1 ⇒ (7) + 1 = 8

Thod charges in and swings out with his lucern hammer, but the derro manages to duck the attack. The derro then flings a weird club on a hook out at Thod, and tries to tangle up his legs, but fails. He yanks the club back into his hand.

Thod and Sevenspawn are up! Donnell and Raven are both stunned!


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

When Thod first moved into the room, he hustled in a very ordered fashion, weapon at the ready, gaze ahead. He took position and struck at the Derro in a proper fashion.

And then the Derro fell back and threw some weird club at him.

"Oh, you want some, ya little bastard?"

Thod, in annoyance, tosses his polearm to the ground, and stomps up to the little pale-skinned weirdo, drawing his halberd and bringing it down in a very improper two-handed grip down on the derro's head.

"BRING IT ON! I'LL RIP YOUR LUNGS OUT!"

Enter into a Rage. +4 Str, +6 Con, +2 Will Saves.
MOVE: Dropping the Lucerne Hammer, Thod will instead draw his Halberd, and move up to melee range.
STANDARD: Attack.

Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d10 + 7 ⇒ (8) + 7 = 15


.

The walking armory's lucern hammer clatters to the ground and a glaive is brought to bear. However, the derro is wise to the spectacular if ineffective attack, and it easily dodges.

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 |

The cleric attempts to flank the derro amidst the flashing weapons, striking out with his hammer.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


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

Start of a new round? If not, just ignore this until the time is right

Eyes closed, ears bleeding, head screaming in pain, Donnell slowly recovers from the shock of the explosion. Leaving his crossbow where it dropped, he draws the silver magic? dagger from his belt and hurls it at the remaining derro.

Dagger, PtBlk: 1d20 + 7 ⇒ (20) + 7 = 271d3 + 1 ⇒ (2) + 1 = 3
Confirm Crit: 1d20 + 7 ⇒ (9) + 7 = 16

merde! I don't think that's enough to crit, unless there are some unknown bonuses to that dagger - including if it is MW quality


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

Sevenspawn, I moved your piece for you. You didn't have enough movement to flank, though.

Donnell, it is a new round, but you're stunned and can't act.


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 probably should have waited for the GM to announce it, but since Thod, SS, and the derro all took actions in Round 2, I believe it should be the start of Round 3 and, unless Raven Six and Donnell have been bumped out of initiative order, they will be up first, which is why I thought it would be safe to announce an action.


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 |
Donnell "The Fox" wrote:
I probably should have waited for the GM to announce it, but since Thod, SS, and the derro all took actions in Round 2, I believe it should be the start of Round 3 and, unless Raven Six and Donnell have been bumped out of initiative order, they will be up first, which is why I thought it would be safe to announce an action.

Works for me! Dave's first three rules are push the scene as much as possible.


.

@Donnell - posting ahead of your turn is okay - clearly label it. And understand your action may end up changing if the round resolves in an unexpected way.

GM Rolls:

Short sword: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d4 ⇒ 2
Sneak Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 2d6 ⇒ (3, 3) = 6
Crit Confirm: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 2d6 ⇒ (3, 1) = 4
Fort: 1d20 + 9 ⇒ (4) + 9 = 13
Strength Damage: 1d2 ⇒ 1

Both Sevenspawn and Thod find the derro an extremely difficult target as it leaps back, avoiding the attacks. Snarling, it leaps at Thod, trying to put an end to the dwarf, but its attack is easily parried. As Thod faces off with the derro, he feels a sudden, sharp pain, and spins around to see another derro pointing a repeating crossbow at him! Despite Thod's incredible resistance to poison, he feels a sudden weakness in his limbs.

Donnell's strong response to the spell is shaken off, and he pulls out the silver dagger before throwing it at the derro! The dagger strikes home, but doesn't do anything strange.

Round Three:

Donnell (-7)
Raven (-7)
---
Derro:
Red (-2)
Plain
---
Thod (-4) (-1 str)
Sevenspawn

Thod takes 4 damage and 1 str damage from a sneak attack. A new derro has joined the fight. Everyone but Donnell is up!


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 reloads her crossbow, takes aim and shoots at the derro still sandwiched between Thod and Sevenspawn.

Attack 1d20 + 3 ⇒ (11) + 3 = 14 for 1d8 ⇒ 6 damage.


.

The crossbow thunks into the wall as the derro neatly ducks Raven's attack. The wounded rat underneath all the fighting is too injured to make a break for it, and goes to hide in a crate nearby.

Sevenspawn and Thod are 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 reaches out and touches Thod's shoulder, casting Bull's Strength (+4 to STR), shouting his incantation and using his full movement to get closer to Raven Six and Donnell - careful to stay out of their firing line.


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

Spiderbeard, would a 15 have made the save against the poison? I get a +2 Dwarven racial bonus against saves vs. poison.

"Oh, gotta bring in some friends, ya little weirdo!? Good, I was hoping this would be too easy!"

Thod's weapon sits heavier in his hands due to the poison, but not nearly enough to be crippling. He spins to the side to pin the derro in between him and Sevenspawn, and delivers a wide sweep with his halberd.

5-foot step West, getting in flanking position.
STANDARD: Attack. +2 from flanking, -1 from Poison

Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

Also, assuming the poison does still affect me, I can make a second save if it's lingering due to a feat. Failure will have no effect, but Success will count as a successful save against the poison.

Bonus Poison Save: 1d20 + 11 ⇒ (17) + 11 = 28


.

@Thod - yep! Forgot you were raging. That said I'll have to update the game tomorrow.


.

@Sevenspawn - you can only move 20' if you cast a spell, and would trigger an AoO. I'll have you end your round casting on Thod in a spot that doesn't leave you open for an obvious flank.

Sevenspawn rushes up and casts a spell to make Thod even stronger. The big dwarf makes the best of it, and crushes the derro before him, caving in its chest. The derro flies backwards and is dead instantly.

The derro that attacked Thod in the back sees its friend fall, and grimaces before it quickly bolts down the hallway and out of sight!

Everyone is up! The last derro fled. You can continue combat and chase it down, or end combat.


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 retrieves and reloads his crossbow, this time with a poisoned bolt.


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 fits a bolt to her crossbow.

"We should pursue once we have searched the dead one," she says. "It is only logical; the one who fled will seek help. With luck, that means we find the villain Rolth. If he is absent, we must still pursue to avoid being overwhelmed by reinforcements."


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 takes the breather to Channel Energy, attempting to get everyone in his radius as he moves to a central area.

Channel Energy: 2d6 ⇒ (1, 2) = 3

If time allows, he repeats the action.

Channel Energy: 2d6 ⇒ (5, 3) = 8


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: 3 rounds.

"GET BACK HERE, YOU LITTLE FREAK!"

Thod's blood is up, and he wastes no time charging after the derro, barely caught in range of Sevenspawn's healing wave.

Uhh... what hallway did the Derro flee down? I'm assuming the hall we came from, and not the little side-tunnel. If it was the side-tunnel, that will change my action.


.

Okay, so we're still in combat - Sevenspawn only gets one channel energy off. Everyone only heals 3 hp.

GM rolls:

Attack: 1d20 + 7 ⇒ (10) + 7 = 17

Sevenspawn sends out a blast of energy, which does nothing to the dead derro, but does heal the poor tortured rat. Donnell and Raven Six load their crossbows as Thod clanks off noisily after the derro! He rounds the corner and looks into the next room.

Three wooden tables stand in the middle of this room, their surfaces stained red with old bloodshed. To the east stands a ten-foot-wide hutch with wicker doors opening into a strawlined cage.

On the table is a corpse, with what look like two really, really big mosquitoes feasting on it. The derro snarls as it spies Thod charging after it, and it rushes over to the hutch, yanking it open. Two more of the big bugs fly out, and go after Thod! One tries to land on him and find a hole in his armour.

Thod's AoO: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d10 + 9 ⇒ (10) + 9 = 19

SQUISH

In his rage, Thod swings out and obliterates one of the stirges!

Knowledge Nature DC 10 (anyone can roll):

The big bugs are stirges. Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.

Round Five:

Donnell (-4)
Raven (-4)
---
Derro
Stirges:
Red
Blue
Green
---
Thod (-1)
Sevenspawn

Everyone is up! I rolled Thod's AoO since success/failure would have changed his actions. Stirges are size tiny and you can run past without triggering an attack.


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

Knowledge (nature) 1d20 + 8 ⇒ (12) + 8 = 20

Raven Six moves to follow Thod -- and finds her passage blocked by the doughty Dwarf.

"If you are quite done playing with that stirge," she says, "would you mind getting out of the way a bit? I cannot line up a shot like this."


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

I know you said we could move around the Stirge without provoking, but it looks like I'd have to move through the Stirge. Not sure that changes anything.

RAGE: 4 rounds used.
BULL'S STRENGTH: 28 rounds remain.

Thod doesn't want to waste time with little buzzing things, and charges right through to get at the derro. Unfortunately, he can't quite get within reach of the Derro. He can, however, quickly draw and throw a javelin while he runs.

MOVE: Move towards the Derro, running through the stirge's square. Hold the Halberd one-handed, and draw a javelin.
STANDARD: Throw Javelin at the Derro. Let's see, full strength modifiers are:

Self-calculation:
Base Strength: +3
Rage +2
Bull's Strength +2

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 7 ⇒ (3) + 7 = 10


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 races down the tunnel after with companions, dodges nimbly around Raven Six, but pulls up short when he spots the stirge. Panting slightly, he lifts his crossbow to his shoulder.


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 |

Dave, I'd almost forgotten the rat. Given that I moved my token last turn to be central to the room for healing, he'll scoop the now-healed thing up with his glove and place it in his pack before hurrying after the others.


.

GM Rolls:

STirge: 1d20 + 7 ⇒ (7) + 7 = 14
Trip: 1d20 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Raven and Donnell rush off while Sevenspawn grabs a startled rat and shoves it in his pack. The derro cackles as it ducks Thod's javelin, which thuds satisfyingly into the cage behind it. The two stirges in the room continue to feast on their corpse, completely oblivious to the fight. The other stirge goes for the nearest target, which is tasty, tasty Donnell. It buzzes onto his chest, and firmly attaches itself with all feet before jamming its proboscis into the halfling.

The derro flings an aklys at Thod's feet, trying to knock him over, but failing miserably.

As Sevenspawn makes a new friend, he notices something in the wall. There's a secret door a few feet from him in the southeast of the rat-torture room.

Round Six:

Donnell (-4)
Raven (-4)
---
Derro
Stirges:
Red (attached to Donnell)
Blue
Green
---
Thod (-1)
Sevenspawn

Everyone is up! Donnell has a stirge on him. He can try to get free with a CMB check or just attack the stirge. Or do something else!


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: 5 rounds used
BULL'S STRENGTH: 27 rounds remain.

"Quit hiding behind your stupid flying fuzzy pets and face me like a man! Dwarf! Whatever!"

5-foot step into melee range.
STANDARD: Swing and attack.

Current To-hit: +3 BAB, +3 Strength, +2 Rage Strength, +2 Bull's Strength (I checked, they don't stack), +1 Masterwork Halberd = +11
Current Damage: +3 Strength, +2 Rage Strength, +2 Bull's Strength, +3 Two-handed bonus = +10

Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d10 + 10 ⇒ (7) + 10 = 17

Dagnabit.

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