DM Aron Marczylo's Curse of the Crimson Throne Part 1 (Inactive)

Game Master overfiend_87


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Master of Gaming and Grognardia Current map
Curnach Daveck wrote:

Round 1 Action-

Stepping back behind Arianna, Curnach swiftly creates a ball of flame atop the Owlbear.

Flaming Sphere, Reflex save DC18 or take 3d6 fire damage. Duration three rounds, I may move it on my next action so we'll see.

DM:

1d20 + 5 ⇒ (2) + 5 = 7

The large owlbear was unable to duck the large sphere that crashed straight into it.


Male Human Wizard (FC) 13 - Enchanter

Round 1 Action
Jerin tries to recollect what he know about skeletons in general from his studies
knowledge religion 1d20 + 9 ⇒ (19) + 9 = 28, not sure if this will work but he slams a lightning bolt into the half of it that isn't covered by Krenn.
lightning bolt DC 14 reflex save 5d6 ⇒ (3, 4, 4, 4, 5) = 20 and don't forget the owlbear also has the grappled condition as well as Krenn. Worse reflex saves... :)


On Krenn's turn he'll try to break the grapple.

1d20 + 6 ⇒ (10) + 6 = 16

If necessary, he'll try to dodge away from the plethora of magic coming his way.

Reflex for flaming sphere 1d20 + 8 ⇒ (19) + 8 = 27
Reflex for lightning bolt 1d20 + 8 ⇒ (19) + 8 = 27


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

The flaming sphere only occupies a single square, it shouldn't affect you, and the creature is large, Jerin would be able to target it so you wouldn't be hit. Also, I think my flaming sphere ended up targeting a normal skeleton as Jerin's lightning bolt destroyed the Owlbear skeleton on its own. Kren you don't need to break the grapple, DM said Owlbear destroyed on Jerin's turn.


Master of Gaming and Grognardia Current map
Jerin wrote:

Round 1 Action

Jerin tries to recollect what he know about skeletons in general from his studies
knowledge religion 1d20+9, not sure if this will work but he slams a lightning bolt into the half of it that isn't covered by Krenn.
lightning bolt DC 14 reflex save 5d6 and don't forget the owlbear also has the grappled condition as well as Krenn. Worse reflex saves... :)

DM:

1d20 + 5 ⇒ (5) + 5 = 10

Skeletons

the undead walk towards you group, attempting to corner you all and swinging they're claws wildly at the group.

They're currently standing at H16, I15, I16, I17, J17, J18

DM:

Arianna = Even
Curnach = Odd

H16 = 1d6 ⇒ 6
I16 = 1d6 ⇒ 2

Curnach = Even
Krenn = Odd

J17 = 1d6 ⇒ 4
J18 = 1d6 ⇒ 6

1 attacks Arianna, 3 on Krenn. The final 1 Skeletons can't reach you as the other two skeletons and pillers block they're path.

on Arianna 1d20 + 2 ⇒ (3) + 2 = 5 damage 1d4 + 2 ⇒ (2) + 2 = 4 and 1d20 + 2 ⇒ (7) + 2 = 9 damage 1d4 + 2 ⇒ (3) + 2 = 5

on Krenn 1d20 + 2 ⇒ (1) + 2 = 3 damage 1d4 + 2 ⇒ (2) + 2 = 4 and 1d20 + 2 ⇒ (3) + 2 = 5 damage 1d4 + 2 ⇒ (2) + 2 = 4 and 1d20 + 2 ⇒ (19) + 2 = 21 damage 1d4 + 2 ⇒ (2) + 2 = 4

The Owlbear skeleton was grappling Krenn until Jerin blew the creature to peices with his lightning bolt which turned it into dust.

Krenn is no longer being grappled due to the Owlbear becoming dust.

Jerin:

These all appear to be basic skeletons. They have resistance to slashing and pericing weapons but bludgeoning weapons will be the best to smash the bones to peices with ease. They're quite fragile so it won't take many hits.


Master of Gaming and Grognardia Current map

I'll redirect to the sphere to the skeleton in I17 which it destroys.

updated map


Female Human (Varisian) Bard / 6

Round 1:

Arianna peels the scarf from around her waist and lashes out at the skeleton next to her (H-16).
CMB: 1d20 + 7 ⇒ (19) + 7 = 26
As the fabric wraps around the creatures legs the clink of the metal plates sewn into the fabric can be heard. Arianna pulls the scarf toward her, sweeping the legs out from under the skeleton.


Krenn drops his axe and hefts his warhammer from the loop in his belt. Krenn will swing on the one in J18.

To hit 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1d8 + 3 ⇒ (6) + 3 = 9

If it hits, he'll Cleave the one in J17.

To hit 1d20 + 7 ⇒ (12) + 7 = 19
Damage 1d8 + 3 ⇒ (2) + 3 = 5


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:

Krenn drops his axe and hefts his warhammer from the loop in his belt. Krenn will swing on the one in J18.

To hit 1d20+7
Damage 1d8+3

If it hits, he'll Cleave the one in J17.

To hit 1d20+7
Damage 1d8+3

Unfortunatly you just missed the Skeleton. However you have all killed the owlbear, one skeleton has been destroyed and another is prone.

Round 2

Order:

Owlbear Skeleton (Destroyed)
Jerinthian Kos
Skeleton
Curnach Daveck
Krenn Whetstone
Arianna Rothschild

MAP


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Will wait for Jerin's action and skeletal update before I post. Note that the flaming sphere is still in I17 until I move it.


Male Human Wizard (FC) 13 - Enchanter

They are resistant to anything but blunt weapons.Jerin speaks out. He backs away 5' to H19 to watch the remaining battle unfold now that the big creature is dealt with.


Master of Gaming and Grognardia Current map

The skeletons demonstrait they're lack of brains where one of them moves in to occupy the same space as the flaming sphere which destroys it instantly but that doesn't stop the other two which want to take up the space so that they can try to stop the intruders from entering and this one seemed to react quicker, but not quick enough as yet another walks in however this time is actually just manages to dodge the ball of fire.

DM:

reflex save 1d20 + 2 ⇒ (1) + 2 = 3
flaming sphere 3d6 ⇒ (1, 4, 2) = 7

reflex save 1d20 + 2 ⇒ (14) + 2 = 16
flaming sphere 3d6 ⇒ (6, 5, 3) = 14

reflex save 1d20 + 2 ⇒ (17) + 2 = 19
flaming sphere 3d6 ⇒ (1, 5, 3) = 9

The skeleton Arianna knocked down is now attempting to get back up from the ground provoking an AoO.

if AoO misses or doesn't destroy:

The skeleton attacks Arianna 1d20 + 2 ⇒ (4) + 2 = 6 damage 1d4 + 2 ⇒ (2) + 2 = 4

two full attack Krenn as the one that stepped in and wasn't destroyed took a 5ft step, however it appears Krenn's armour is too thick for them to touch him or even seem like a possible threat.

1st Skeleton on Krenn claw 1 1d20 + 2 ⇒ (9) + 2 = 11 claw 2 1d20 + 2 ⇒ (9) + 2 = 11

damage: claw 1 1d4 + 2 ⇒ (3) + 2 = 5 claw 2 1d4 + 2 ⇒ (3) + 2 = 5

2nd skeleton on Krenn claw 1 1d20 + 2 ⇒ (4) + 2 = 6 claw 2 1d20 + 2 ⇒ (4) + 2 = 6

damage: claw 1 1d4 + 2 ⇒ (1) + 2 = 3 claw 2 1d4 + 2 ⇒ (2) + 2 = 4

MAP

note: the one with the blue ring is the one currently causing the AoO for Arianna and the skeleton at I17 is standing ontop of all the discarded bones of the other skeletons that fell from the flame sphere.


Female Human (Varisian) Bard / 6

AoO: 1d20 + 5 ⇒ (7) + 5 = 12


Female Human (Varisian) Bard / 6

Round 2:
Arianna lashes out again with the scarf, this time at the skeleton directly in front of her (I-17)
Trip attempt: 1d20 + 7 ⇒ (20) + 7 = 27
As the creature crashes to the ground she yells at Krenn "Smash the damn thing!"


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I thought there was something in the flaming sphere description about it only hitting one creature a round, but thats only if I move it, it turns out. Mindless creatures ftw.

Curnach takes a 5 foot step back, directing the flaming sphere to the closest skeleton.

3d6 ⇒ (2, 6, 5) = 13


Master of Gaming and Grognardia Current map

DM:

1d20 + 2 ⇒ (16) + 2 = 18

The skeleton manages to just dodge the ball of fire somehow. Clearly this skeleton is very lucky.


Master of Gaming and Grognardia Current map

Been 24 hours so

Krenn's Round 2

Krenn will swing on the one in J18 once again.

1d20 + 7 ⇒ (14) + 7 = 21

1d8 + 3 ⇒ (5) + 3 = 8

He smashes the skeleton to peices and then cleaves to the second.

1d20 + 7 ⇒ (20) + 7 = 27

1d8 + 3 ⇒ (2) + 3 = 5

Once again Krenn destroys the second one and take a 5ft step to I17

Round 3

Order:

Owlbear Skeleton (Destroyed)
Jerinthian Kos
Skeleton (H-16 left)
Curnach Daveck
Krenn Whetstone
Arianna Rothschild


Male Human Wizard (FC) 13 - Enchanter

Jerin starts delaying, waiting for the group to finish the last skeleton.


Master of Gaming and Grognardia Current map

As Jerin delays the skeleton rises up once again provoking a AoO from both Arianna and Krenn. Krenn comes in to smash it down.

1d20 + 7 ⇒ (4) + 7 = 11

1d8 + 3 ⇒ (1) + 3 = 4

However Krenn mises and it continues to rise and then attack Krenn, however the claw misses entirely.

1d20 + 2 ⇒ (10) + 2 = 12

1d4 + 1 ⇒ (1) + 1 = 2

Alex told me he'll have Curnach move the flaming sphere over the final skeliton.

1d20 + 2 ⇒ (2) + 2 = 4

3d6 ⇒ (4, 4, 3) = 11

Curnach's ball of fire completely destroys the final skeleton and silence falls upon the area.

Curnach:

You also noticed that there was a secret crawlspace behind where the Owlbear skeleton was in the pit to the east. You have no idea where it leads though.

Curnach points to the pit to the west.
"There's a crawlspace there hidden in the wall. Don't know where it might lead though." he mutters in his usual way to Jerin and the rest.


Male Human Wizard (FC) 13 - Enchanter

We will spend a little time to search the room out, particularly the pits and then determine how to open the door. I will sweep the room with detect magic including the pits.
Well, shall we? pointing to the hidden door.
No matter what direction we go Jerin will cast a spell just as we are about to go in either direction, Shield.


Master of Gaming and Grognardia Current map

Curnach points out the small latch to open it and at closer examination of the tunnel he explains to you all that these tunnels were made by Derro. Curnach doesn't mind what way you go, but these are tight crawl spaces so there is no way to manouver in them, but he's not against exploring these tunnels and finding out where they lead.

Trying to play Curnach as more neutral as I don't want to be accused of jumping the shark in character terms.


Thanks DM. I did post attacks last night but it looks like the system ate it. Besides, your rolls for Krenn were probably far better than what I could have managed.


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:
Thanks DM. I did post attacks last night but it looks like the system ate it. Besides, your rolls for Krenn were probably far better than what I could have managed.

And yet my rolls on the monsters sucked missing 90% on the time.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11
DM Aron Marczylo wrote:


Trying to play Curnach as more neutral as I don't want to be accused of jumping the shark in character terms.

It was fine, thanks for the bot and keeping things moving. For clarity, the secret door is a latch which leads into a tunnel too small for us to fit in?


Master of Gaming and Grognardia Current map
Curnach Daveck wrote:
DM Aron Marczylo wrote:


Trying to play Curnach as more neutral as I don't want to be accused of jumping the shark in character terms.

It was fine, thanks for the bot and keeping things moving. For clarity, the secret door is a latch which leads into a tunnel too small for us to fit in?

Not too small for you to fit in, but what I meant was you can only fit in, in a tight line, like crawling through a airshaft so you'd have limited manouverability. Sorry for not being too clear.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I say we use the secret tunnel... Theres a good chance we can jump any further threats using it. I can summon an eagle or a dire rat to lead the way if your nervous...


Male Human Wizard (FC) 13 - Enchanter

I am sure that Krenn will do a fine job leading the way, plus he can see in the dark. Of course you do have that nasty gash on your shoulder that should be taken care of first.

So we didn't find anything in our search or do you want perception checks? I will assist someone else. Perception 1d20 + 2 ⇒ (10) + 2 = 12


Master of Gaming and Grognardia Current map
Jerin wrote:

I am sure that Krenn will do a fine job leading the way, plus he can see in the dark. Of course you do have that nasty gash on your shoulder that should be taken care of first.

So we didn't find anything in our search or do you want perception checks? I will assist someone else. Perception 1d20+2

There is really nothing of interest amungst the bones. You're all pretty sure these bones were only put there for decoration/anti-burgler defence with the animated dead. Will need perception checks if sifting through a mess of something.


Hmm. I will certainly take the lead, no problem with that. Just not sure what weapon to have in hand... After a moment, Krenn takes off his shield and puts it near the edge of the entrance. He'll draw his shortsword and start in, hooking the shield with a foot so he can drag it behind him.

I'll call out when there is a choice of directions. If anyone has knowledge or an instinct which way is best, just let me know.

If any of the others want to take a little time to search, Krenn will certainly help out.

Perception 1d20 + 6 ⇒ (19) + 6 = 25
+2 if subject is human.
+2 if involving stonework.
+1 if for spotting tracks.


Master of Gaming and Grognardia Current map

MAP

The west way leads into a tunnel that keeps going for further and the other two had little doors to exit into who knows where.

Krenn:

You notice many of those tracks that Curnach pointed out as Derro earlier on outside this place. They seem to use these tunnels very often. From the stonework you can tell that these were most likely made as a escape route if you were ever cornered. You're uncertain where these tunnels lead as none of the ways are marked with any language or symbols.


As Krenn works his way forward, he'll try to keep the noise to a minimum.

Stealth 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21

If he reaches the intersection without incident, he'll pause a moment and share the choices with the others in hushed tones. If no one voices a preference for direction, he'll lead them to the left.


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:

As Krenn works his way forward, he'll try to keep the noise to a minimum.

Stealth 1d20+8-4

If he reaches the intersection without incident, he'll pause a moment and share the choices with the others in hushed tones. If no one voices a preference for direction, he'll lead them to the left.

Nothing stops you. There doesn't appear to be anything in these tunnels.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Minor Retcon-

Krenn, eat eight of these. You should feel a lot better. Curnach mutters before the group entered the tunnels, putting eight berries in Krenn's hand.

8HP of healing there; further healing for you today will need to be with the healing kit. Oh, and you don't need dinner tonight ;).


Male Human Wizard (FC) 13 - Enchanter
Curnach Daveck wrote:

Minor Retcon-

Krenn, eat eight of these. You should feel a lot better. Curnach mutters before the group entered the tunnels, putting eight berries in Krenn's hand.

8HP of healing there; further healing for you today will need to be with the healing kit. Oh, and you don't need dinner tonight ;).

As they enter the secret passageway, Curnach, in case we run into any of these Derro do you know if they are immune to enchantments or illusions since they comprise most of my magic?

left it is then...


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I know little of them other than a strong resistance to magic. I've never met one properly, only seen glimpses of them.

Left is fine, K-Man's in charge.


Krenn enjoys the berries, a little puzzled as to why Curnach would ask but not questioning. He leads the team to the left.


Master of Gaming and Grognardia Current map

As you crawl through the tunnel you find yourselves coming to room smelling rank with the stink of sweat and mud. This cavern is quite dark and you hear two creatures talking to one another, associated with the sound of a rat squeeking.

They seem to be too engrossed in whatever they are doing which appears to involve a rat, a hammer, a hand, a clay maze, stones and a pair ot tweezers. You have no idea what they're doing.

These creatures are pale-white skinned, human sized with 4 toes and 3 fingers with a thumb. They're hair appears seems quite strange and shaped in weird ways. From what Krenn can see there are a few hay beds in there too.

MAP

Note you're all cramped in the tunnel so Jerin and Curnach can not cast spells due to not being able to see the creatures properly. Krenn will have to step out and if he wants to it'll be time for inititive, though you get the drop on them.


Can Krenn indicate that he wants to backup to the others without giving away their position? If so, he'll have them go back far enough for him to whisper what he saw in there. Otherwise, initiative it is!


Male Human Wizard (FC) 13 - Enchanter
Krenn Weststone wrote:
Can Krenn indicate that he wants to backup to the others without giving away their position? If so, he'll have them go back far enough for him to whisper what he saw in there. Otherwise, initiative it is!

Get in there and cut them to pieces dwarven tank boy :), we will be in the room by the first round of normal combat to back you up and watch...lol's


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Moving through cramped tunnels backwards hmm... :P. I think the feeble Curnach and equally feeble Jerin might start pushing the people at the front soon (to no visible effect ;)).


Master of Gaming and Grognardia Current map
Krenn Weststone wrote:
Can Krenn indicate that he wants to backup to the others without giving away their position? If so, he'll have them go back far enough for him to whisper what he saw in there. Otherwise, initiative it is!

It's a pretty tight space to try and move backwards, but I'm sure you could move back a little just slightly, but there's always the chance the creatures might hear you.


Krenn scrunches back slightly and turns his head toward his companions. Quietly he whispers "Two of them. Two other exits."

Initiative 1d20 + 2 ⇒ (3) + 2 = 5

He'll charge at the nearest one.

To hit 1d20 + 8 ⇒ (12) + 8 = 20
Damage 1d6 + 5 ⇒ (6) + 5 = 11

That's power attacking with his shortsword. His armor class is only 17 at the moment without his shield and with the charge penalty.


Master of Gaming and Grognardia Current map

Group Initiative:

Curnach Daveck: 1d20 + 8 ⇒ (15) + 8 = 23
Jerinthian Kos: 1d20 + 4 ⇒ (7) + 4 = 11
Arianna Rothschild: 1d20 + 1 ⇒ (20) + 1 = 21

MAP

You guys are on surprise round so I'll keep the initive until the real round begins. Both the creatures have been caught flat-footed so Krenn's attack strikes and sinks the shortsword in, but it remains standing.


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Surprise Round Action-

Curnach begins summoning in the cramped tunnel, eager to give Krenn some reinforcements.

Summon Natures Ally 1. This uses my standard action of the surprise round and my standard action next round, leaving me with a move to get out of the tunnel in Round 1.


Male Human Wizard (FC) 13 - Enchanter

Jerin will follow Arianna out and try to end up behind Krenn or just to the right of him to be ready to cast in the first round. U11 if I can get to it this round.


Female Human (Varisian) Bard / 6

Arianna will move around Krenn to square V-11, and attack the Derro.
Twirling her cape around her waist, like a matador, Arianna lashes out with her scarf with the fabric wrapping around it's legs as she attempts to bring the creature down.

Edit: You're right, Alex. Next round then


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Its a surprise round so I think Arianna just gets the movement (doubt she can charge out of the tunnel).


Master of Gaming and Grognardia Current map

Round 1

Oh, Curnach should be certain that these are the derro, but I assume you guys would've assumed that anyway.

DM:

Derro 1d20 + 6 ⇒ (4) + 6 = 10

Order:

Curnach
Arianna
Jerin
Derro
Krenn

What has Curnach summoned? A Eagle or something?


HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I was going to clarify it on my action, as it doesn't finish summoning until Round 1 on Curnach's initiative.

An eagle appears, fluttering out of the tunnel, flying over the fight and descending to flank Krenn's opponent, biting the Derro (Eagle goes in X10). A moment later, Curnach emerges from the tunnel (V14 please, or as far back as he can find a safe square).

1d20 + 7 ⇒ (11) + 7 = 18
1d4 + 2 ⇒ (1) + 2 = 3

Handle animal check if necessary-1d20 + 11 ⇒ (10) + 11 = 21. Enjoy your disposable flank buddy Krenn ;).


Master of Gaming and Grognardia Current map

updated MAP

The eagle strikes hard and the Derro remains standing, though bleeding still looks just as crazy as before. It's eyes appear to be moving in strange directions and it appears to be speaking a strange language too.

Aklo:

Time to kill mortals. They must die so we can carve them up, see how they function inside.

edit: fixed broken link

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