DM Dr Evil's Curse of the Crimson Throne

Game Master DM DoctorEvil

Book 2 Seven Days to the Grave - A mysterious illness threatens peace and stability in Korvosa.

Orc Attack map

Loot Tracker


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Travigan Frost wrote:
Soundburst and this shot here =)

I didn't record that one in my tracker, oops!. Glad you are paying more attention than I am. Unless someone speaks Aklo (not the most popular language), no one will have understood the derro's blabbering, but they were clearly upset about your home invasion and assault with deadly weapons.


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

"Thank you Tina," Kalvin says with a smile. "Well then, undead and boogeymen any guesses on what other awful we'll encounter?"

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Marnos nods his thanks at Tina as she heals him, then begins to search the room for hidden treasures.
perception: 1d20 + 11 ⇒ (9) + 11 = 20


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

My goodness! Is that the deluxe version of Papers and Paychecks?! You get to be a low level functionary of a mysterious otherworldly bureaucracy and try to advance far enough to escape! *nerd nerd nerd*


retired

Travigan shakes his head and grumbles under his breath as no one answers his question and Tina gushes over the game that's been scattered across the floor. "Right. I'll take that as a 'no' then." The burly blacksmith scratches his chin through his beard then hefts his hammer back up off the floor and slings it over his shoulder. He strides over to the eastern passage and the rough hewn stairs and regards them briefly before adding, "Maybe this gruesome body-snatcher we're lookin' for is up this way?"


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Oh! Umm..Nope. Didn't understand a word. Tina falls in behind the others as Travigan head to the stairs.[/b]

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Guys, rather than just charging off, we should put ourselves in some kind of an order; Crux in the middle, I need to be just behind the Frontliners (I would guess Tina does too) and with someone who can hold off attacks in the rear if we get ambushed. Kalvin is a frontliner too and should be up there with Travigan. I'm not explaining this very well, but we need to think about it or else the squishies will end up in melee while the frontliners languish at the back.


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

I have survivability, but no speed, so point is prob better that rearguard unless Trav moves at 20 too


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Trav,Marnos,Tina,Crux,Kal sounds good to me.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

As long as I have meat shields, I am ok with the marching order.
Majenko, did you understand those Derro? Crux wonders the limits of his ally's abilities.


Majenko only regards Crux with a withering stare, which the wizard interprets as "Really, me communicate with those foul beasts? I am a lovely creature of air, they are of scum from below the earth, yuck."

The group climbs the rough-hewn stairs which narrow considerably; the ceiling also closing in on the group. As the stairs arch down again, they find themselves in a rabbit's warren of small narrow passage which Travigan and Kalvin have to squeeze to get through. Each of the passages, end in a flat panel with a small hook on the side. These appear to be secret passages which allowed the derro to move quickly and unseen through the complex.

There are three possible exits, one leads back into the bone pit of the ossuary, where you ran into the owlbear skeleton before. The other two lead generally south, one a bit farther east than the other.

Where to fellows?


retired

Travigan grunts as he clips his shoulder on a particularly tight portion of the passage, "Like blasted rats scurrying through their tunnels! Miserable little leg-humpin, mud-sucking..." his invectives pick up speed for a few run-on sentences before the burly blacksmith shakes his head and swallows his frustration. He glances at the others apologetically before shaking his head at himself again. With a sigh, he seems to capture his temper.

He clears his throat, "Sorry 'bout that." He gestures to the more easterly passage, "Either route seems as good as the other to me. How about we start that way?"


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

East works for me.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)
TinyTina wrote:
Trav,Marnos,Tina,Crux,Kal sounds good to me.

As Kalvin says, he really needs to be at the front. I'll take rear, I can use my falcata to hold off enemies if they attack from behind and I'm fast enough to reach the front with my bow if necessary. Other than that, fine. If we can travel 2 across (10' wide corridors), Tina ands Crux in the middle and Trav and Kalvin at the front. Agreed?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Fine with me


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"I suggest the easternmost path."


Unlatching the easternmost secret door from the inside, the party sees it opens into a long corridor where the walls and ceilings are encrusted with dozens of yawning skulls, their mouths open into the dark holes in the walls.

GM Rolls:
1d20 + 10 ⇒ (10) + 10 = 202d5 ⇒ (4, 4) = 81d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (10) + 5 = 15


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Betcha a gold that eels or something shoot out of them.


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

"Eastern most pass works for me," Kalvin retorts.

He pauses before going forward and takes in the area.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


retired

Travigan stalls at the sight of the skulls. "Tha's a... lot of skulls. I'm thinkin' we're on the right track."

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

He glances into the chamber and, if all looks clear, leads the way in.
Eels? That'd be awful!

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Eels? unlikely, they're an underwater creature. Snakes or darts would be my bet

Marnos stops at the entrance to the corridor to see if he can spot any signs of traps

perception: 1d20 + 11 ⇒ (8) + 11 = 19


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina warily checks out the area. I have a little knowledge of traps so I can take a look.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20 If allowed


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Crux puts a protective hand on Tina's shoulder. "Be careful."

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

"You'll be able to help me, then." Marnos states.

Methinks Crux has a soft spot for Tina.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Why would you think that? Just because I'm nice to her and not to the rest of you?


Tina and Marnos enter the hallway, searching for traps here and there. After a few seconds of fruitless searching, several of the skulls in the room begin spraying acid from their mouths. The acid bathes the searchers, burning them for 3 hp dmg each.

Marnos, ranged touch, attack 1: 1d20 + 5 ⇒ (13) + 5 = 18
Marnos, ranged touch, attack 2: 1d20 + 5 ⇒ (5) + 5 = 10
Marnos Dmg, attack 1: 1d3 ⇒ 3
Tina, ranged touch, attack 1: 1d20 + 5 ⇒ (15) + 5 = 20
Tina, ranged touch, attack 2: 1d20 + 5 ⇒ (14) + 5 = 19
Tina dmg, attack 1: 1d3 ⇒ 1
Tina Dmg, Attack 2: 1d3 ⇒ 2

GM Rolls:
1d20 + 10 ⇒ (1) + 10 = 11

Perception DC 12:
As soon as the acid bath quits spraying, there is shuffle of movement and you see three bony skeletal snakes leave their hiding place among the skulls, and move to attack. You may act during the surprise round.

Sorry kids, the DC for finding the trap was a relatively high DC 25. You do find the trap in a manner of speaking...and look...no eels, skeletal snakes instead.


Initiative:

Tina: 1d20 + 4 ⇒ (7) + 4 = 11
Crux: 1d20 + 8 ⇒ (7) + 8 = 15
Marnos: 1d20 + 5 ⇒ (10) + 5 = 15
Travigan: 1d20 + 2 ⇒ (6) + 2 = 8
Kalvin: 1d20 + 3 ⇒ (5) + 3 = 8
Necro 1: 1d20 + 2 ⇒ (12) + 2 = 14
necro 2: 1d20 + 2 ⇒ (17) + 2 = 19
Necro 3: 1d20 + 2 ⇒ (17) + 2 = 19

The Knowledge category for these creatures is Know Arcana, DC 12

Skull Corridor - Surprise Round

19 Necro 2
19 Necro 3
15 Crux
15 Marnos
14 Necro 1
11 Tina
8 Kalvin
8 Travigan

Necro 2 races from its hiding spot in a niche in the wall, and prepares to strike at Marnos.

Necro 3 leaves its perch in an alcove in the southern portion of the corridor, then begins dancing and swaying to an unusual pattern, which Marnos begins to find quite hypnotic.

Marnos needs DC 11 Will save or be entranced and unable to move or act for 2d4 rounds similar to the Daze spell. Crux and Marnos if they made the Perceptino check. Remember, surprise round allows only single Move or Standard action, not both.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina 5' steps to the east to give the others room to get in, she then(If able.) Jabs at it with her spear
Longspear: 1d8 + 3 ⇒ (3) + 3 = 61d8 ⇒ 4


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
If I can Take 10 on the knowledge: arcana it equals 18.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

perception dc 12: 1d20 + 11 ⇒ (19) + 11 = 30 Well, I can hardly fail this one can I?
will dc11: 1d20 + 5 ⇒ (20) + 5 = 25 sweet

I was right about the snakes. Not about the skeletons.

Withdrawing his Falcata from the crevice he was poking it into, Marnos takes a swing at the snake skull as it approaches.

Falcata: 1d20 + 4 ⇒ (8) + 4 = 12 Yikes!

damage if hits: 1d8 + 2 ⇒ (1) + 2 = 3Double Yikes!


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Crux begins in incantation to bring forth a celestial helper.


As I understand the rules, you are allowed to take 10 on skill checks (even knowledge checks) when NOT under duress, such as in combat. This is now combat, so Crux is going to have to roll his knowledge check rather than taking the average, sorry.

Skull Corridor - Surprise Round - continued

Able to tear his gaze from the dancing and weaving skeletal snake, Marnos swings his falcata at the nearest, but is unable to make contact as the snake-like thing darts away.

Crux begins the incantations that will summon an extraplanar creature to assist versus the snakelike skeletons.

Creature 1 attacks Tina, who by chance, is immediately adjacent. But the fangs miss the small alchemist who sidesteps and stabs back at the skeletal creature with her longspear. Tina's attack also misses.

Necro 1 bite: 1d20 + 2 ⇒ (1) + 2 = 3

Travigan and Kalvin are up for the heroes, but each must still make the DC 12 Perception check above to act in the Surprise Round. Remember, those actions are move or standard actions only, not both.


retired

Perception (DC 12): 1d20 + 7 ⇒ (20) + 7 = 27

Travigan mutters a curse under his breath as the boney snakes begin slithering from their holes. He darts forward, past Tina and past Marnos, drawing his hammer as he goes. As he slips past the half-elf, he chortles, "I got ye covered, lad. Ol' Travigan'll help ye smash this pair back into dust!"

Move to square just south of Marnos

Status:

HP: 20/25
AC: 18 (11 T / 17 FF)
CMD: 16
F/R/W: +5/+1/+3 (+2 vs enchant, immune sleep)
Rage Rounds used: 0/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]

-Ongoing Effects-


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Ok. Knowledge: Arcana: 1d20 + 8 ⇒ (9) + 8 = 17


Skull Corridor - Surprise Round - continued

Travigan slips past Tina, and heads to support Marnos, readying his hammer as he comes.

Didn't move you south of Marnos, as that provokes an AoO. If you really want that square, LMK.

Crux:
You know these creatures are not undead, but rather constructs built by a necromancer. Their bite can cause paralysis if it strikes.

Waiting on Kalvin to finish the round; if he hasn't posted by tonight, I'll run him and move to the next round.


retired

Marnos would provide soft cover as I leave his square, which would prevent the AoO right?

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

I'm not sure I want to be used as cover, lol!


Travigan, so it is. No AoO and you are now south of the inquisitor. I will run Kalvin for now just to keep things moving.

Skull Corridor - Surprise Round - concluded

Kalvin rushes forward, his longsword drawn positioning himself between the snake-thing and Tina, ready to defend her as necessary.

End of Surprise Round


Skull Corridor - Round 1

19 Necro 2
19 Necro 3
15 Crux
15 Marnos
14 Necro 1
11 Tina
8 Kalvin
8 Travigan

The middle creature strikes out at Travigan, who recently went past. The blacksmith is able to ward off the fangs of the bony enemy, keeping himself safe.

The snake thing in the corner, continues it's swaying dance, trying to entrance Travigan and Marnos.

Those two must make DC 11 Will saves or be dazed for 2d4 ⇒ (3, 3) = 6 rounds. Crux and Marnos (if he makes his save) are up next.

Necro 2, bite: 1d20 + 2 ⇒ (10) + 2 = 12


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Crux finishes his summoning and the ground bulges and forms into the shape of a small four-legged animal similar to a badger. The elemental moves to aid Kalvin and Tina. "Be careful of their bite. It can cause paralysis. He moves up to be closer to his allies. He takes stock of the situation and aims one of his wands (Web Bolt) at Necro 2 (reflex DC 11)
Earth Elemental Slam: augment summons, power attack, earth mastery To Hit: 1d20 + 6 + 2 - 1 + 1 ⇒ (2) + 6 + 2 - 1 + 1 = 10 To Hurt: 1d6 + 4 + 2 + 3 + 1 ⇒ (4) + 4 + 2 + 3 + 1 = 14


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

Sorry I missed this, like I've said in the Past, Sundays are rough cause I'm at Church from 8:30 AM to 5 pm and I have a home game afterwards. I'll post today. to make u for it

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Will DC11: 1d20 + 5 ⇒ (3) + 5 = 8
Oops...

Before he can swing again, Marnos falls prey to the mesmerizing sway.


retired

Will Save (DC 11): 1d20 + 3 ⇒ (7) + 3 = 10 +2 more if it's vs enchantment


Kalvin Theordos wrote:
Sorry I missed this, like I've said in the Past, Sundays are rough cause I'm at Church from 8:30 AM to 5 pm and I have a home game afterwards. I'll post today. to make u for it

No worries, Kalvin. I miss the weekends myself sometimes. Just trying to keep the flow going, since its combat and all.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

I forgot to add +1 to my save for solo tactics and the teamwork feat Shake it off, but I still failed


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Getting ready for some bomb launching


Male Human Paladin 3 | HP 21/28 | 20ft | AC 17 | T 11 | FF 16 | F +6 | R +4 | W +6 | INIT +3 | PERC +4 | SMITE 1/1 | LOH 3/3 1d6+2

"Are they vulnerable to positive enery, Crux?"


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"No. They are constructs crafted by a necromancer.

Grand Lodge

Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Wow. Pretty Snake


Skull Corridor - Round 1 - continued

Travigan feels himself being pulled into the entrancing dance of the necrophidius, but at the last moment is able to pull himself back to reality. Not so for poor Marnos, whose eyes glaze over as he stands in hypnotic awe of the fearsome snake thing.

Crux is able to finish his summoning spell, and a small earth elemental climbs into the fight, swinging at one of the skeletal snakes, but missing. Crux himself uses a wand trying to web up one of the enemies. The arcane energy hits the necrophidius causing a blob of sticky webs to envelope the snake.

Necro 2 now has the grappled condition, and his square becomes difficult terrain. Anyone entering the square must make a DC 11 Reflex or be entangled also.

Necro 1, trapped in the alcove by Kalvin, bites at the young paladin looking for his freedom. The bite gets past the hero's shield, scratching the exposed flesh of his arm, but not paralyzing this time.

Gathering his strength, the paladin of Iomedae attacks Necro 1 with all his might, trying to smash the vile snake out of existence, but the nimble enemy avoids his blade.

Necro 2 Reflex DC 11: 1d20 + 2 ⇒ (7) + 2 = 9
necro 1 bite: 1d20 + 2 ⇒ (20) + 2 = 22
Necro 1, crit confirm: 1d20 + 2 ⇒ (7) + 2 = 9 FAIL
Dmg, kalvin: 1d6 ⇒ 1
Kalvin DC 11 Fort: 1d20 + 6 ⇒ (18) + 6 = 24
Kalvin longsword, PA: 1d20 + 6 ⇒ (3) + 6 = 9

Tina and Travigan up to end the round.

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