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


1,401 to 1,450 of 2,321 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

retired

Bellowing gruffly, "Blasted boney snake! Quit yer wigglin'!" Travigan charges past the restrained foe beside him and dashes for the one swaying in the corner.

Earthbreaker: 1d20 + 6 ⇒ (15) + 6 = 21for: 2d6 + 10 ⇒ (4, 3) + 10 = 17

grappled condition should prevent the AoO from the one I'm adjacent to
Free Action: rage (+4 Str)
Move Action: move 3 squares south
Standard: SMASH!

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: 1/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]

-Ongoing Effects-
power attack: -1/+3
rage: +4 Str


Skull Corridor - Round 1 - continued

19 Necro 2 (grappled by webs)
19 Necro 3 (17 hp dmg)
15 Crux
15 Marnos
14 Necro 1
11 Tina
8 Kalvin
8 Travigan

Travigan rushes pas the webbed up snake skeleton, and lays the hammer down on the last one. The crush of bones against metal is heard as the earthbreaker deals the necrophidius a crushing blow, not quite killing it.

Now it's time for the bomb-throwing beauty, Miss Tina!


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

HP 21/24
AC 20/T14/FF16
Saves F6R7W1
Current Effects:Mutagen(+4 Dex -2 Wis +2 Natural AC 30 minutes,+2 ranged Bab)

Unfortunately, everyone is in my way and has charged ahead so I can't get a clear shot, don't run off folks, 2 PCs got killed in another group due to charging ahead

Tina moves 1 south and 1 west and jabs at the trapped snake
Longspear: 1d20 + 3 ⇒ (19) + 3 = 221d8 ⇒ 7


Skull Corridor - round 1 - concluded

Tina fearlessly attacks the necrophidius near her with her longspear, stabbing around Kalvin as she does it. Her spear successfully hits the squirming snake, but the point seems to slip off the bones, doing little damage, rather than skewering flesh and sinew.

End of Round 1


Skull Corridor - Round 2

19 Necro 2 (grappled by webs)
19 Necro 3 (17 hp dmg)
15 Crux
15 Marnos (dazed 7 rounds)
14 Necro 1 (2 hp dmg)
11 Tina
8 Kalvin
8 Travigan

Grappled by the gooey webs from Crux's wand, the center necrophidius tries to escape, but fails to shake loose from the webbing. So grappled by the webs, it still makes a bite attack on Kalvin, trying to end the paladin, but Kalvin is able to ward off the fangs of the beast, with his shield.

Necro 3 gives up its dancing, and tries to bite the hammer wielding Travigan.

Necro 2 DC 11 Reflex, grappled: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Necro 2 Bite, grappled: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Necro 3 Bite: 1d20 + 2 ⇒ (16) + 2 = 18
Dmg, Travigan: 1d6 ⇒ 5

Travigan needs a DC 11 Fort save or be paralyzed by the necrophidius bite also. Crux and his elemental buddy are up. Marnos is still dazed. I show Travigan at 15/25 hp now.


retired

Fort Save (DC 11): 1d20 + 5 ⇒ (1) + 5 = 6

BEEEEEEEEEEEEEEEEEEEEP!

And yes, I'm at 15hp currently. Friggin' 1's.


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

While the Earth Elemental continues to pound the one snake construct.
Earth Elemental Slam: augment summons, power attack, earth mastery To Hit: 1d20 + 6 + 2 - 1 + 1 ⇒ (19) + 6 + 2 - 1 + 1 = 27 To Hurt: 1d6 + 4 + 2 + 3 + 1 ⇒ (3) + 4 + 2 + 3 + 1 = 13
Crux targets the third one with his Wand of Web Bolt (reflex DC 11).

Grand Lodge

1 person marked this as a favorite.
Male Half Elf Inquisitor 4 HP28/28 Init +5 (+7 in surprise round)

Rainbow colours. wow! Rainbow snakes. Bone snakes. rainbow bones. Rainbones! Wow! I invented a new word! Wow!


Skull Corridor - Round 2 - continued

While Marnos continues to be dazed, Crux starts taking care of business. He commands his earth elemental to continue the fight against the nearest necrophidius, he fires his web wand at the farthest. The elemental smashes the bony snake, rattling the bones of the construct. The far snake manages to avoid the web bolt, which misses entirely.

Necro 1 bites at Kalvin once again scratching its fangs into the arm of the paladin.

Necro 3 DC 11 Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Necro 1 bite: 1d20 + 2 ⇒ (16) + 2 = 18
Dmg, Kalvin: 1d6 ⇒ 1

Kalvin needs DC 11 Fort save or be paralyzed for 1d4 rounds also. Tina is up. Kalvin will be up if makes his save. Travigan is paralyzed for a total of 1d4 ⇒ 1 rounds, and so has this round to wait, then can act next round. I show just 5 charges left on the Web Bolt wand.


retired

Eh?! The devil- I can't move! I can't even talk! YOU BLASTED, BONEY.... <censored> ... LUMP-HUMPIN' SNAKE! Oh I am gonna love smashin' you inta powder you miserable, rotten ... <censored> ...

Travigan freezes mid back-swing, the necrophidius' bite working its dread effects within the blacksmith's blood. He watches helplessly, a prisoner in his own body, as it coils before him again.

Status:

HP: 15/25
AC: 18 (11 T / 17 FF)
CMD: 16
F/R/W: +5/+1/+3 (+2 vs enchant, immune sleep)
Rage Rounds used: 1/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]

-Ongoing Effects-
paralyzed


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

HP 21/24
AC 20/T14/FF16
Saves F6R7W1
Current Effects:Mutagen(+4 Dex -2 Wis +2 Natural AC 30 minutes,+2 ranged Bab)
Bombs 1/8

Tina moves 2 squares south and throws a bomb at the Snake-thing near MarnosSorry

Touch,Bomb: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 3 ⇒ (1, 4) + 3 = 8 DC 14 splash damage to take half of 5 points


Kalvin asked to be DM-PC'ed while away at a funeral so we'll go with me running him.

Skull Corridor - Round 2 - continued

Easily shaking off the effect of the necrophidius' bites, Kalvin swings his longsword two-handed against the nearest snake thing. The blade smashes into bone, crushing some into powder, but the skeletal serpent lives on.

Tina, seeing Kalvin and the elemental have the nearest necrophidius in hand, steps to the south and tosses her bomb at the webbed target. Because the target is grappled by the webs, it cannot avoid the flying incendiary, and the bomb scores a direct hit.

Travigan's anger at being paralyzed during the fight seems to exude from him, his face burning with anger at his helplessness.

Kalvin DC 11 Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Kalvin longsword, PA: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21
Kalvin Dmg, PA: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

End of Round 2

Marnos needs a DC 14 Reflex to take only 2 hp from Tina's splash bomb, failure means he takes all 5.


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

The summoned elemental takes its last action

Earth Elemental Slam: augment summons, power attack, earth mastery To Hit: 1d20 + 6 + 2 - 1 + 1 ⇒ (5) + 6 + 2 - 1 + 1 = 13 To Hurt: 1d6 + 4 + 2 + 3 + 1 ⇒ (1) + 4 + 2 + 3 + 1 = 11

Crux tries a different tact and switches wands. If the elemental does not finish off necro 1, he targets it with his Wand of Magic Missiles 1d4 + 1 ⇒ (2) + 1 = 3. Otherwise he begins another summoning.


Skull Corridor - Round 3

19 Necro 2 (8 hp dmg, grappled by webs)
19 Necro 3 (17 hp dmg)
15 Crux
15 Marnos (dazed 6 rounds)
14 Necro 1 (20 hp dmg)
11 Tina
8 Kalvin
8 Travigan (paralyzed until Necro 3's turn ends)

Finally, Necro 2 is able to escape the binding webs and it moves to the south, flanking the paralyzed Travigan.

Necro 3, seeing its chance against a paralyzed prey, strikes at Travigan, hitting the helpless hero once again.

The summoned earth elemental makes its last attack before leaving this plane. Its slam glances off the bony target without causing any damage. Crux then draws out a second wand, firing a magic force bolt at the nearby elemental, which arcs up and hits the creature full force.

Marnos remains dazed, fixedly staring off into space as the battle rages all around him.

Necrophidius 1, slammed by the magic missile, begins its swaying dance again trying to hypnotize Crux and Kalvin.

Kalvin and Crux both need DC 11 Will saves or be dazed similar to Marnos for 2d4 ⇒ (1, 4) = 5 rounds.

Necro 2 reflex DC 11, grappled: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
Necro 3, vs helpless, flanking: 1d20 + 2 + 4 + 2 ⇒ (6) + 2 + 4 + 2 = 14
Dmg, Travigan: 1d6 ⇒ 3
Kalvin DC 11 Will: 1d20 + 6 ⇒ (1) + 6 = 7 FAIL dazed...

Travigan, hit again, is at 13 hp. He also needs a DC 11 Fort Save or be paralyzed for 1d4 ⇒ 1 additional rounds. If successful, he is now unparalyzed and can take AoO etc until his action. Just not a player killer, or would've taken the coup de grace. I know plenty of GM's who would...Tina and Travigan (if he makes his save) are up now.


retired

Fort Save (DC 11): 1d20 + 5 ⇒ (16) + 5 = 21
BOOM! GET OUTTA MY FACE, SNAKE!

I'm unclear as to when the paralysis wears off - it doesn't seem like I missed a turn; am I able to take a full turn's worth of actions now or am I limited to AoO's until next round?

Also, I think, in another bout of extreme GM benevolence, you've given me an extra hp. I have me at 12 =P


Sorry, I typed the bit about AoO's before seeing that Crux had already gone, then forgot to go back and re-edit. You are free to act since you made the second save. Crush some bony snake a$$


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

HP 21/24
AC 20/T14/FF16
Saves F6R7W1
Current Effects:Mutagen(+4 Dex -2 Wis +2 Natural AC 30 minutes,+2 ranged Bab)
1/8 bombs

Tina pulls an alchemist fireMove and chucks it at the snake just north of Travigan
AlFire,Touch: 1d20 + 8 ⇒ (4) + 8 = 121d6 ⇒ 5
1 point splashie on Travigan +1d6 next round on snake if it hits


retired

With a furious growl, Travigan heaves his hammer over head and brings it smashing down atop the necrophidius that paralyzed him.
Earthbreaker: 1d20 + 6 ⇒ (14) + 6 = 20for: 2d6 + 10 ⇒ (1, 4) + 10 = 15

Status:

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

-Ongoing Effects-
SUPER ANGRY
power attack: -1/+3


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

Will Save: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

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

Reflex DC14: 1d20 + 4 ⇒ (6) + 4 = 10 lol, the gods of dice have it in for me at the moment!

Wow! Pretty lights. Pretty lights hurt. Hurty lights. Pretty Hurty Lights. Pretty Hurty rainbones lights. Wow! 6 rounds. Yeesh!

Marnos seems unaware that fire has just gone off nearby, a slight frown is all that shows he is aware of the small pieces of flame that pepper him, charring his clothes and arms and face.


Skull Corridor - Round 3 - concluded

Tina chucks an alchemist fire which is a direct hit on the necrophidius near Travigan. A bit of the burning oil lands on the blacksmith giving him a small burn.

The burn notwithstanding, Travigan delivers a mighty blow to the snake creature near him. The wallop from the hammer sends the bones scattering like bowling pins as the skeletal construct is unmade in a hurry.

Both Kalvin and Crux fall prey to the dancing rhythms of snake 1 and are held helplessly dazed for 5 rounds.

End of Round 3


Skull Corridor - Round 4

19 Necro 2 (16 hp dmg, burn damage on Tina's turn)
15 Crux (dazed 5 rounds)
15 Marnos (dazed 5 rounds)
14 Necro 1 (23 hp dmg)
11 Tina
8 Kalvin (dazed 5 rounds)
8 Travigan

With most of the party dazed by the dance of death, Necrophidius 2 tries to attack Travigan once more. The bite hits the blacksmith in the back, sinking its fangs deep this time for 5 hp dmg.

Once again need a DC 11 Fort or be paralyzed

With Crux and Marnos standing dazed, Necro 1 moves up for an easy attack on Kalvin. The bite hits again, and this time the paladin stiffens as the paralysis takes over holding him helpless.

Necro 2 bite: 1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (8) + 2 = 10 FAIL
Dmg, Travigan: 1d6 ⇒ 5
Necro 1 bite: 1d20 + 2 ⇒ (16) + 2 = 18
dmg, Kalvin: 1d6 ⇒ 3
Kalvin DC 11 Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Paralysis duration: 1d4 ⇒ 2

Tina and TRavigan (again a saving throw is required) are up against the tough necros.


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

HP 21/24
AC 20/T14/FF16
Saves F6R7W1
Current Effects:Mutagen(+4 Dex -2 Wis +2 Natural AC 30 minutes,+2 ranged Bab)
1/8 bombs
Tina grabs one of her extra special bombs and blasts the one that just bit Travigan

Touch bomb: 1d20 + 8 ⇒ (15) + 8 = 232d6 + 3 ⇒ (1, 3) + 3 = 7 DC 14 on splash or take 5 points


Skull Corridor - Round 4 - continued

Tina throws another bomb scoring another direct hit on the necrophidius savaging Travigan. The explosion rattles the beast, but doesn't kill it.

Travigan needs Fort save and Reflex save now...


retired

Fort Save (DC 11): 1d20 + 5 ⇒ (20) + 5 = 25
Ref Save (DC 14): 1d20 + 1 ⇒ (17) + 1 = 18

Travigan's anger keeps him focused, but the blacksmith is burnt and bleeding and it seems inhuman that he remains on his feet. He manages to avoid the worst of Tina's volatile bomb, but as the flames scorch his skin again he shoots her a glare and barks, "Stop! Helping!" With a rumbling growl, he then brings his hammer crashing down atop the remaining necrophidius beside him.

Earthbreaker: 1d20 + 6 ⇒ (19) + 6 = 25for: 2d6 + 10 ⇒ (1, 4) + 10 = 15

Status:

HP: 4/25
AC: 18 (11 T / 17 FF)
CMD: 16
F/R/W: +5/+1/+3 (+2 vs enchant, immune sleep)
Rage Rounds used: 4/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]

-Ongoing Effects-
power attack: -1/+3
controlled rage: +4 Str
burnt and bleeding; mildly upset about it

Grand Lodge

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

If Travigan goes down, we're close to TPK unless this Necromancer wants us alive. No more Bombs Tina, it's too risky, and they are better used on multiple enemies anyway.


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

Yea, I think Tina is just not a fit with this group. Until Precise Bombs I am a threat to everyone.


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

I think it's more the encounter than Tina's fit.


Crux wrote:
I think it's more the encounter than Tina's fit.

I 100% agree. Tina is fine. Don't sweat a little damage to the boys, that's what they have healing for. This encounter is not easy, with so many ways to incapacitate characters. And Travigan's grumbliness is only his IC personality.

Will have a new post up tomorrow. Going to bed now...g'night!


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'm back, but it seems like I'm worthless, lol, hope all goes well for us!

Grand Lodge

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

Yeah, don't feel bad Tina, I wasn't trying to have a go and normally it wouldn't be a problem, it's just this situation is not normal. Travigan and you are effectively the only characters left in this encounter, and Travigan is one failed save away from being incapacitated from your bombs, with none of us to heal him. That would only leave you.


You'll also find Marnos is a doom and gloomer. Still a ways from a TPK here although it certainly is becoming more interesting.

Skull Corridor - Round 4 - concluded

Overcoming the bite and avoiding most of the bombs concussive shock, Travigan calls forth his remaining stamina to bring his heavy maul round once again.

Swinging for all he's worth, the mighty blacksmith scores a direct hit on the necrophidius nearest him, and the majority of the creaure is reduced to nothing more substantial than white powdery residue.

End of Round 4


Skull Corridor - Round 5

15 Crux (dazed 4 rounds)
15 Marnos (dazed 4 rounds)
14 Necro 1 (23 hp dmg)
11 Tina
8 Kalvin (dazed 4 rounds)
8 Travigan

Necro 1 is delyaing, go Tina and Travigan.


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

Tina Withdraws 2 squares south so she can support Travigan with healing.


retired

Seemingly the last man standing as the others stare off into empty air, Travigan grumbles about the undisciplined minds of young people as he barrels into the last of the snakes.

Earthbreaker: 1d20 + 6 ⇒ (12) + 6 = 18for: 2d6 + 10 ⇒ (3, 5) + 10 = 18

Status:

HP: 4/25
AC: 18 (11 T / 17 FF)
CMD: 16
F/R/W: +5/+1/+3 (+2 vs enchant, immune sleep)
Rage Rounds used: 5/8
Claw Rounds used: 0/5
Spell Slots used:
Level 1: [ ] [ ]

-Ongoing Effects-
power attack: -1/+3
controlled rage: +4 Str
burnt and bleeding; mildly upset about it


Skull Corridor - Round 5 - concluded

As the last necrophidius delays, coaxing its prey to come to it, Tina steps back, but the wounded and angry barbarian rushes forward, his hammer swinging in a deadly, and bone-crunching arc. Travigan leaves nothing left of the bony construct when he finally comes up for a breath.

End of Combat

Success! After finally defeating the trio of necrophidius, the party earns 550xp per player. This moves the cumulative total to 4903/6000 or about 59% to level 4. Here are player status' as I have them after the fight:

Crux 14/22 hp
Kalvin 23/28
Marnos 14/23
Tina 21/24
Travigan 4/25


retired

The head of Travigan's hammer crunches to the floor as he leans on the handle, his face beet red and his breathing ragged.
"Stupid-" He sucks in a breath,
"Hellspawned-" Another breath followed by a frustrated growl,
"Thrice damned-" He slams a meaty fist into his thigh,
"SNAKES."

The anger and fury of the fight quickly fading from his mind and body, the burly, beat up blacksmith slumps into the wall, leaning into it and on his hammer to hold him upright.

"You pups alright? Been some time since ol' Trav's been through th' ringer like that. Whew."


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

"Once the snake's charm has worn off,Crux compliments the two additions to the group"It would seem that the Marshall has chosen our companions well."


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

Tina starts using her wand of clw

3 on Travigan
CLW: 3d8 + 3 ⇒ (4, 3, 2) + 3 = 12

Crux
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Marnos
CLW: 1d8 + 1 ⇒ (8) + 1 = 9


retired

"Ah, thanks lass. An' sorry for yellin' at you like that. If my wife were here she'd tell you that me temper can, well, ahh- get away from me at times." He rubs the back of his neck ruefully as some of his burns and cuts vanish under the workings of Tina's magics. Still, the blacksmith yet bears evidences of violence plainly on his person after Tina withdraws the wand.

16/25


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

Tina gives him a good touch
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


The leering skulls lining the room take on added significance to the group after the acid trap and the skeletal snakes attacked. Looking around, there are some stairs leading up to the west, and a door to the east. The secret panel to north, from whence the party came, is also an option still.

LMK when you are ready to move out. Which way?

Grand Lodge

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

Thanks for the healing

Once he comes out of his trance, Marnos nods his thanks at Tinas healing.

"That was tough." he adds.

I find it slightly ironic that the 2 newcomers were the only ones unaffected by the hypnotism.


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

East?


retired

Travigan, still leaning against the wall, pats his hand in the air. "We can go whichever way ye like, lass. Jus' gimme another minute here first. Those snakes stole the wind right out of me and I'm a right bit older'n the lot of ye." He huffs a few times as he tries to steady himself and his breathing and, after a short minute, pushes off from the wall. His face and ears are no longer bright red and he seems fit enough to continue. He nods sternly to the others, "Right. I'm good now."

23/25

Grand Lodge

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

Marnos shrugs. "East will do." he murmers.


Gathering their wits back about them, the heroes open the eastern door, still in search of the body of Gaekhen the unfortunate Shoanti youth. beyond the door they see wooden tables stacked with vials, beakers, and other alchemical gear, although the southern one leands awkwardly on a hastily reparied leg. Three large cauldrons ist against ht east wall, one of them upended, its foul, rancid contents of rendered fats have spilled all over the floor.

Tina:
You recognize this place immediately as an alchemical lab of some kind. Most of the equipment is familiar, if a little dated, but most of the experiments seem strange or odd to your quick perusal.

Standing near the tilting table, cleaning up the mess is another of the wild-eyed, white-haired derro. It starts to babble incoherently as you enter, reaching for its crossbow which rests on the table beside it.

Initiative:

marnos: 1d20 + 5 ⇒ (7) + 5 = 12
Travigan: 1d20 + 2 ⇒ (3) + 2 = 5
Tina: 1d20 + 2 ⇒ (4) + 2 = 6
Crux: 1d20 + 8 ⇒ (19) + 8 = 27
Kalvin: 1d20 + 3 ⇒ (4) + 3 = 7
Derro: 1d20 + 6 ⇒ (5) + 6 = 11


Alchemy Lab - round 1

27 Crux
12 Marnos
11 Derro
7 Kalvin
6 Tina
5 Travigan

Crux and Marnos up first for the heroes vs the solo derro.


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

Crux targets the derro with his Wand of Magic Missiles
Magic Missile: 2d4 + 2 ⇒ (3, 1) + 2 = 6

Grand Lodge

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

Assuming I have a clear shot

Marnos draws and looses, the smooth action speaking of long practice

Comp. Longbow: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 +1 assuming range within 30'
damage if hits: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 again, +1 for within 30'

If I have no clear shot, I will move so as to get a clear shot

1,401 to 1,450 of 2,321 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Doctor Evil's Curse of the Crimson Throne Gameplay All Messageboards

Want to post a reply? Sign in.