Curse of the Crimson Throne (Inactive)

Game Master DireMerc

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Loot tracker
Google docs


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Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

"Let's just get that water breathing stuff and walk across on the bottom. Easy. Done." Said Drakus confidently.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"I always knew you were all wet, Drakus," Crain laughs as he punches Donager on the back.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Like I said we should take a boat an ave tha water breathin jus in case we get knocked unner tha water."

As far as the stuff goes, I have alomost too many wands, but who else can use one? I am tempted to give all the potions to non-casters


So what way were you going in the end by boat?


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

I think we'll go by walking the bottom


Ok sounds good.

It's late at night and you make your way to old Korvosa you see the grey maidens patrolling the area and you manages to sneak past their patrols to get to the water. Using potions of waterbreathing you manage to walk along the bottom and climb up the other shore.

You make you way towards the inner sector of old Korvosa were Vencarlo has his manor and his Academy. It is night-time and the streets are totally derserted. You see lights in the homes and a few people peek at you from their windows but there is nobody outside at all.

The gate leading into the inner sector is not guarded and as you approach the manor you see that the Vencarlo academy has been burned to the ground but that his manor still stands.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai thinks
"Oh boy, this is not a good sign.
That academy is where I learn the art of disguise."

"Looks like we'll be checking the manor for Mr Orisini."


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Drakus looked around for other people in the area.
Perception: 1d20 - 1 ⇒ (17) - 1 = 16
"OK, we should be good." He said confidently.
He marched up to the front door of the mansion and knocked heavily on it.


You wait a moment and then knock again but there is no answer.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Someone burned the Academy? We might be too late to save Orisini. Save your knocks, let's go find him....or what's left of him.". Crain takes a mighty kick at the door, trying to pop the lock.

Strength check 1d20 + 3 ⇒ (9) + 3 = 12


The door comes upon with little resistance, the lock was already broken.

The smell in this entry is of must and mildew, much of it coming from the mud tracked over the floorboards, as if a small army had marched through the room. To the south stands a single empty set of shelves. A door leads north and a hallway leads to the west.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain pulls his falchion and boldly strides down the hallway to the west, looking for anything untowards as he does so.

Perception 1d20 + 15 ⇒ (8) + 15 = 23


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"I'm right behind yah lad, this place smell like a herd o orcs came marchin long, watch yer step lad, might be an orc patty err two layin bout."

Donagar things about everything that this means, especially a consolidation of central power and removing opposition, it might be the temples next and then possibly the field marshall.....Indeed the idea of a half demon advanced doppelganger working with githyanthi and red dragons seemed more and more possible

Perception Partly cloudy at all times
1d20 + 11 ⇒ (12) + 11 = 23


There is a door on each side of the hall.

At the end of the hall two large sofas face a brick fireplace; a fire burns brightly inside the hearth, despite the fact that the building seems to be abandoned. While two tall cabinets filled with books about sword fighting and philosophy stand to the north. The papers on the desk are mostly accounting documents and ledgers for Vencarlo’s Academy. It appears that up until the death of King Eodred II, Vencarlo’s Academy was doing rather well, but then things turned bad as students failed to show and Vencarlo himself took an increasing number of breaks from teaching.

There is a door in the south-east corner of the room that appears to be a closet and stairs leading up in the north-east corner.

You notice a strange scent in the air. The entire area seems to smell of charcoal.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain helps the others look through the paperwork to try to find any clues as to where Vencarlo might be. "Anyone else smell charcoal? Is someone roasting a goat?"

Perception 1d20 + 15 ⇒ (5) + 15 = 20


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Perception: 1d20 + 14 ⇒ (14) + 14 = 28

"I hope no one tried to burn this place down."


You guessed it

You check the downstairs and find a pantry filled with well preserved food for simple meals and barrels of water and a rack of wine bottles.

You also find a workshop for working on swords with a few knives and a masterwork rapier.

You also find a training room with practice dummies and wooden swords.

You head upstairs and find a study and his bedroom. Vencarlo’s bedroom appears well lived in, but the bed is made and unslept in. A desk and chair sit next to the bed, and a small clothes closet is to the north
behind a narrow door.

Searching everywhere Mai finds a hidden compartment in the closest and inside is a small iron chest.

Before you can ingestive further however flames spread into the room. The flames move very quickly it's obvious that this is either magic or some kind of accelerant was placed before hand.

The flames bite at your feet a bit. damage fire: 1d6 ⇒ 2

Before you can do anything about it two men come up the stairs. Red manthis assasins who walk in the flames unbothered.

roll init/ post reactions


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Init: 1d20 + 2 ⇒ (7) + 2 = 9

"Oh sh*t..."


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Init. 1d20 + 1 ⇒ (2) + 1 = 3


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

"Ow!" Drakus said as the fire spread and stun his feet.
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Spotting the attackers, Drakus swung his shield around to face them and lifted his bardiche menacingly.
"Watch it, Mantis assassins!" He barked as a warning.


donogar init: 1d20 + 0 ⇒ (17) + 0 = 17

assassins init: 1d20 + 6 ⇒ (17) + 6 = 23

The assassin are first to react they advance going in for a quick kill.

One attacks Drakus and the other crain.
sneak attack Crain: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 6 + 3d6 ⇒ (6) + 6 + (2, 5, 5) = 24

sneak attack Drakus: 1d20 + 14 ⇒ (4) + 14 = 181d8 + 6 + 3d6 ⇒ (4) + 6 + (2, 5, 5) = 22

If hit fort save vs poison.

At the same time a third assassin comes crashing in by the window.

encounter map

Your go.

On your turn reflex save vs fire. It deals 2d6 fire damage and a save for half dc 15. if you fail the save you catch on fire.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Donagar had just finished his second bottle of wine taken from the pantry below when the fire erupted and the assassins appeared....

Donagar throws an empty wine bottle at the assassins in reality he is casting sound burst on the two assassin's in front of his companions...
In front of Crain and Drakus

The two assassins take 1d8 ⇒ 7
Fortitude save DC 19 or stunned for 1 round...

Reflex save 1d20 + 2 ⇒ (4) + 2 = 6

"Tha blasted hot foot won't werk on me yah fools, I em drunk an just sittin a might too close tah tha forge!"
2d6 ⇒ (2, 4) = 6 fire damage and currently on fire!


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Fort save 1d20 + 10 ⇒ (12) + 10 = 22

Crain growls at the newly appeared enemies and swings his new sword at the baddie that just struck him.

Attack 1d20 + 12 ⇒ (14) + 12 = 26
Damage 1d10 + 6 ⇒ (7) + 6 = 13

Attack 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d10 + 6 ⇒ (6) + 6 = 12


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai can't do a thing until Crain and Drakus move away from the doorway.


You can move trough a friendly square it just cost 2 squares of movement. Also you can acrobatics to reduce movement penalty and to avoid attacks of op


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Drakus' shield boomed as he blocked the assassins first blow.
Fire damage: 2d6 ⇒ (4, 1) = 5
Ref Save vs DC15: 1d20 + 4 ⇒ (1) + 4 = 5 Nope, on fire now.

Sgt. Drakus took a step to his left, then lashed out at the center assassin!
Bardiche Attack 1 vs Center Assassin: 1d20 + 12 - 1 ⇒ (2) + 12 - 1 = 13 for a possible 1d10 + 6 ⇒ (6) + 6 = 12 slashing, silver and magic damage.
Bardiche Attack 2 vs Center Assassin: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22 for a possible 1d10 + 6 ⇒ (9) + 6 = 15 slashing, silver and magic damage.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Reflex save 1d20 + 5 ⇒ (4) + 5 = 9

Damage 2d6 ⇒ (5, 5) = 10

Crain can't avoid the flames as he tries to battle the rogues.


Donagar (there are now 3 assassins, but you can only hit 2 assuming the two up top not the one that came in the window)

Saves:
Assassin 1 fort save: 1d20 + 10 ⇒ (9) + 10 = 19

Assassin 2 fort save: 1d20 + 10 ⇒ (16) + 10 = 26

They both save.

Crain lands a hit and then misses.

Drakus misses then hits.

Mai is up.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"We ave dealt wit assins afore!"

Donagar notes that the burning building and the lack of burning of the assassins seems to indicate the nature of this particular trap...


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

is there a window in the room?, and how solid is the wall?


map

Haven't edited it yet but you can see the windows on this map. The one behind the assassin at the bottom is broken.


map

Haven't edited it yet but you can see the windows on this map. The one behind the assassin at the bottom is broken.

The wall is a standard wooden wall.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Darn it I'll need to make my own doorway..."

STR: 1d20 + 2 ⇒ (11) + 2 = 13


Sorry was away without computer access for a while.

If you are on fire you automatic take 2d6 fire damage on your round no save. You can take a standard action to put out the flames on yourself or cast a spell to get rid of the flames.

Mai bangs into the wall without making a dent.

One assasin steps back casting hold person on Crain. Dc 18 will negates.

If crains fails the save and is held one makes 5 step to attack crain and they both focus him.

First assassin
attack crain: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 6 ⇒ (4) + 6 = 10
sneak attack: 3d6 ⇒ (4, 1, 3) = 8
attack crain: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 6 ⇒ (7) + 6 = 13
sneak attack: 3d6 ⇒ (4, 2, 2) = 8

Second assassin
attack crain: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 6 ⇒ (6) + 6 = 12
sneak attack: 3d6 ⇒ (2, 6, 4) = 12
attack crain: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 6 ⇒ (1) + 6 = 7
sneak attack: 3d6 ⇒ (2, 5, 5) = 12

If Crain makes the save ignore the sneak attack and the second one will attack Drakus instead staying were he is.

updated map

your go again.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

[Will save 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 I added in my plus two bonus against Enchantments. If I should not have, please take two off the score. Thanks.

Fire damage 2d6 ⇒ (6, 5) = 11

So to summarize, Crain is at -2, surrounded by assassins and on fire.

Help, lol!


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Channel positive energy
Selectively 4d6 ⇒ (2, 1, 4, 3) = 10

"We Kent stay in tha fire an spect a good outcome."


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Darn it... there are times I wish I was more brawn then brains"

STR: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Drakus is burned for: 2d6 ⇒ (5, 4) = 9 fire damage.
Gritting his teeth against the fire, Sgt. Drakus took a five foot step to the south, then lashed out at the center assassin again.
Bardiche Attack 1 vs Center Assassin: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19 for a possible 1d10 + 6 ⇒ (10) + 6 = 16 slashing, silver and magic damage.
Bardiche Attack 2 vs Center Assassin: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10 for a possible 1d10 + 6 ⇒ (5) + 6 = 11 slashing, silver and magic damage.


+2 for vs enchantment applies. Mai and Donagar should be taking fire damage as well. Mai I recommend using the door you need to roll 18+ to break trough the wall. This could go badly you might want to start considering escape

Drakus lands a hit on his foe and misses his second blow.

Crain is at 8 hp. Takes fire damage on his round.

Assassins shift focus to Drakus. The one in the middle steps back and cast hold person on Drakus dc 18.

The other two move to flank Drakus.

One assassin steps over Crain (here Crain can make and attack of op from prone to stop him which will likely result in the assassin attacking him instead or Crain can play dead for now)

Assassin standing over crain
attack: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 6 ⇒ (1) + 6 = 7
sneak attack if held: 3d6 ⇒ (1, 6, 3) = 10
attack: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 6 ⇒ (8) + 6 = 14
sneak attack if held: 3d6 ⇒ (6, 2, 5) = 13

Assassin over by window
attack: 1d20 + 14 ⇒ (3) + 14 = 171d8 + 6 ⇒ (4) + 6 = 10
sneak attack if held: 3d6 ⇒ (3, 4, 1) = 8
attack: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 6 ⇒ (6) + 6 = 12
sneak attack if held: 3d6 ⇒ (4, 4, 1) = 9

updated map

your go again post in any order.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain fire damage 2d6 ⇒ (3, 5) = 8

Crain takes a standard action to put out the flames.

Crain is at 0 HP and staggered.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

Channel positive energy
Selectively 4d6 ⇒ (1, 1, 4, 3) = 9

"We best be gettin out o here!.....grab who needs grabbed an get!"


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Will save: 1d20 + 4 ⇒ (2) + 4 = 6 Fail. Drakus is Held.
On fire damage: 2d6 ⇒ (6, 2) = 8
Thank god they all bounced off my FF AC.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai tumbles into a flanking spot and gets burned doing so
Acro: 1d20 + 12 ⇒ (15) + 12 = 27
Reflex: 1d20 + 9 ⇒ (2) + 9 = 11


The assassins focus their attacks on Drakus

attack: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 6 + 3d6 ⇒ (1) + 6 + (2, 6, 1) = 16
attack: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 6 + 3d6 ⇒ (4) + 6 + (5, 2, 2) = 19

attack: 1d20 + 14 ⇒ (2) + 14 = 161d8 + 6 + 3d6 ⇒ (4) + 6 + (2, 1, 5) = 18
attack: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 6 + 3d6 ⇒ (3) + 6 + (6, 2, 5) = 22

attack: 1d20 + 14 ⇒ (4) + 14 = 181d8 + 6 + 3d6 ⇒ (5) + 6 + (5, 2, 5) = 23
attack: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 6 + 3d6 ⇒ (6) + 6 + (5, 5, 6) = 28

your go


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

With Mai flanking she attacks a assassin flanking Drakus.
atk: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Sneak: 3d6 ⇒ (1, 3, 2) = 6


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain activates his rage and swings his sword at the closest assassin as hard as he could.

Power attack with blood rage 1d20 + 12 ⇒ (10) + 12 = 22

Damage 1d10 + 16 ⇒ (7) + 16 = 23

Power attack with blood rage 1d20 + 7 ⇒ (19) + 7 = 26

Damage 1d10 + 16 ⇒ (5) + 16 = 21

Possible crit 1d20 + 7 ⇒ (20) + 7 = 27

Damage 1d10 + 16 ⇒ (3) + 16 = 19


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Tries to break out of the spell thats holding him...
Will save vs DC18: 1d20 + 4 ⇒ (7) + 4 = 11 Fail.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Well I guess were stayin in this!"

Pulls the loot wand (Cure Serious wounds) and uses it on Crain, knowing how vulnerable he will be after raging...

wand cure serious 3d8 + 7 ⇒ (7, 7, 2) + 7 = 23
DM please specify the additional points this wand has, I am using mine via default.....


Crain is still prone so unless he spends a move action to get u (provoking an attack) he will take -4 on his swings and have -4 ac againts meele. Just giving you a chance to edit before I move on


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Was putting out the flames an action that out me on the ground, DM? If I was tripped, I missed it somewhere.

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