Dungeon Master S's "Curse of the Crimson Throne" (Inactive)

Game Master Chris Marsh

Completed Final Post

  • Grym
  • Sandor
  • Morkeleb
  • Gaius
  • Ferox
  • Odric


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    King of Korvosa

    Odric moves any and all stones into position as directed by Morkeleb.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)
    Dungeon Master S wrote:
    I'll let you Aid Another via an INT check to Grym's Survival check.

    Im pretty sure Ferox has the survival skill locked down. (Which Im super pissed about by the way) but anyway

    Survival 1d20 + 13 ⇒ (17) + 13 = 30


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    I'm going to rule that Stone Shape only helps with TWO totems as you only get less than 20 cubic feet of stone to work with. Who is holding up the rest?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Dungeon Master S wrote:
    I'm going to rule that Stone Shape only helps with TWO totems as you only get less than 20 cubic feet of stone to work with.

    Does it look as if the totems will actually stay without intervention--barring earthquakes and stuff?

    Quote:
    Who is holding up the rest?

    We can take turns keeping our eyes out for the other totems. Know, however, that I believe we would all be best served if I get a full night's sleep, so I can replenish my spells and prepare more Stone Shape spells tomorrow...


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    It looks like those two will stay without intervention - barring earthquakes and stuff.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Good then lets stand the rest of them up, and we can figure out rotating shifts for keeping the pole up..... Gaius?


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Grym is keeping his own pole up. Meanwhile he places Bucho on guard.


    King of Korvosa

    Is there a way to loop a rope over something above us, then tie one end of the rope to the pillar and the other end to donkeyhorse?


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Let's do this to speed it up:

    Stone: Method

    DeGrog's:
    Ferox's:
    Gaius's:
    Grym's: Held by Grym
    Morkeleb's: 1 of 2 Stone Shaped
    Odric's:
    Sandor's:


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Ferox will try to hold his own up


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    DeGrog's:
    Ferox's: Held by Ferox
    Gaius's:
    Grym's: Held by Grym
    Morkeleb's: 1 of 2 Stone Shaped
    Odric's:
    Sandor's:


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Ferox Kerr wrote:
    Ferox will try to hold his own up

    Considering Ferox's sordid past, this might be a challenge!!


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Sandor will hold his own. Unless one of the engineering checks will help us hold more up with less people. That way we can rotate sleep schedule


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Sadly, none of the engineering checks help this situation.

    DeGrog's:
    Ferox's: Held by Ferox
    Gaius's:
    Grym's: Held by Grym
    Morkeleb's: 1 of 2 Stone Shaped
    Odric's:
    Sandor's: Held by Sandor


    King of Korvosa

    Can Odric use his pitons and rope to hold two of the pillars up? The idea is to put pitons into the ground at four points surrounding a pillar, then run looped ropes up to the top. The rope could at a minimum make it much easier to support the pillar.

    If the ground can't support the pitons then maybe a little stone shape action could assist holding the pitons in.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W
    Odric the Stout wrote:

    Can Odric use his pitons and rope to hold two of the pillars up? The idea is to put pitons into the ground at four points surrounding a pillar, then run looped ropes up to the top. The rope could at a minimum make it much easier to support the pillar.

    If the ground can't support the pitons then maybe a little stone shape action could assist holding the pitons in.

    Aka the engineering check :D

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Yeah its doable, but also obvious to an outsider that your rope and pitons are more sklar than you.

    -Posted with Wayfinder


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    So let's just go with the " grueling" challenge even though we all have enough for and water and can sleep in shifts. This should be easy


    King of Korvosa

    Agreed


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    If someone wants to fill in the slots, that'd be awesome.


    King of Korvosa

    DeGrog's: ManOrcs up and holds a pillar
    Ferox's: Held by Ferox
    Gaius's: Has never needed help keeping his pillar erect before... but considers the offered pitons and rope (?)
    Grym's: Held by Grym
    Morkeleb's: 1 of 2 Stone Shaped
    Odric's: Mans up and starts holding a pillar.
    Sandor's: Held by Sandor


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Odric the Stout wrote:

    DeGrog's: ManOrcs up and holds a pillar

    Ferox's: Held by Ferox
    Gaius's: Has never needed help keeping his pillar erect before... but considers the offered pitons and rope (?)
    Grym's: Held by Grym
    Morkeleb's: 1 of 2 Stone Shaped
    Odric's: Mans up and starts holding a pillar.
    Sandor's: Held by Sandor

    so...no one else wants to utilize Morkeleb's ability to hold up his own stone, plus another???


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    just go with Gaius unless Ferox claims your spell. I hope that the spell casters can get enough sleep to get the spells that they want for day 2. Then do we want to rotate schedules for bathrooom breaks and rest for the remainder of us.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    And so begineth the Trial of the Totem. The stones are strategically placed such that there is no shade. There is no breeze. There is no succor. The rays of the sun beat down like a forgemaster's hammer. Every moment is stretched to the point of agony. Time dilates in tune with your clouded eyesight.

    Fort DC 16:
    DeGrog: 1d20 + 11 ⇒ (3) + 11 = 14
    Ferox: 1d20 + 8 ⇒ (7) + 8 = 15
    Gaius: Safe
    Grym: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
    Morkeleb: Safe
    Odric : 1d20 + 12 ⇒ (19) + 12 = 31
    Sandor: 1d20 + 13 ⇒ (15) + 13 = 28

    DeGrog and Ferox feel the brunt of the sun's focus.

    DC 90
    DeGrog:1d100 ⇒ 44
    Ferox: 1d100 ⇒ 30

    A quarter day goes by. Conversation flattens, and you begin to see patterns in the pools of sweat at your feet.

    Fort DC 18:
    DeGrog: 1d20 + 11 ⇒ (3) + 11 = 14 EXHAUSTED
    Ferox: 1d20 + 8 ⇒ (8) + 8 = 16 EXHAUSTED
    Gaius: Safe
    Grym: 1d20 + 12 + 4 ⇒ (5) + 12 + 4 = 21
    Morkeleb: Safe
    Odric : 1d20 + 12 ⇒ (3) + 12 = 15 FATIGUED
    Sandor: 1d20 + 13 ⇒ (2) + 13 = 15 FATIGUED

    DC 90
    DeGrog: 1d100 + 10 ⇒ (98) + 10 = 108
    Ferox: 1d100 + 10 ⇒ (58) + 10 = 68
    Odric: 1d100 ⇒ 65
    Sandor: 1d100 ⇒ 2

    After a half day, DeGrog and Ferox look miserable. Odric and Sandor too start to succumb

    Fort DC 20:
    DeGrog: EXHAUSTED
    Ferox: EXHAUSTED
    Gaius: Safe
    Grym: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
    Morkeleb: Safe
    Odric : 1d20 + 12 ⇒ (18) + 12 = 30 FATIGUED
    Sandor: 1d20 + 13 ⇒ (17) + 13 = 30 FATIGUED

    DC 90
    DeGrog: SPOILER BELOW
    Ferox: 1d100 + 30 ⇒ (44) + 30 = 74
    Odric: 1d100 ⇒ 50
    Sandor: 1d100 ⇒ 84

    Three quarters of a day later, it seems as if there is nothing different in the world. This is your life. This is your Fate. You shall hold the totem forever.

    Fort DC 22:
    DeGrog: EXHAUSTED
    Ferox: EXHAUSTED
    Gaius: Safe
    Grym: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
    Morkeleb: Safe
    Odric : 1d20 + 12 ⇒ (18) + 12 = 30 FATIGUED
    Sandor: 1d20 + 13 ⇒ (15) + 13 = 28 FATIGUED

    DC 90
    DeGrog: SPOILER BELOW
    Ferox: 1d100 + 60 ⇒ (58) + 60 = 118 SPOILER BELOW
    Odric: 1d100 + 10 ⇒ (68) + 10 = 78
    Sandor: 1d100 + 10 ⇒ (61) + 10 = 71

    Three quarters of a day later, it seems as if there is nothing different in the world. This is your life. This is your Fate. You shall hold the totem forever.

    Fort DC 24:
    DeGrog: EXHAUSTED
    Ferox: EXHAUSTED
    Gaius: Safe
    Grym: 1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28
    Morkeleb: Safe
    Odric : 1d20 + 12 ⇒ (20) + 12 = 32 FATIGUED
    Sandor: 1d20 + 13 ⇒ (17) + 13 = 30 FATIGUED

    DC 90
    DeGrog: SPOILER BELOW
    Ferox: SPOILER BELOW
    Odric: 1d100 + 20 ⇒ (74) + 20 = 94
    Sandor: 1d100 + 20 ⇒ (29) + 20 = 49

    As dawn comes the heat of the rocks is finally cooling, only to be warmed soon again....

    SPOILER BELOW and DAY 2 are coming later today.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    On the morning of the second day, the exhausted party drags their totems up to the top level. The experience has exacted it's toll

    I don't feel like doing all that typing again:

    1d20 ⇒ 5
    1d20 ⇒ 14
    1d100 ⇒ 68
    1d20 ⇒ 16
    1d20 ⇒ 16
    1d100 ⇒ 100
    1d20 ⇒ 13
    1d20 ⇒ 16
    1d100 ⇒ 6
    1d20 ⇒ 17
    1d20 ⇒ 9
    1d100 ⇒ 73
    1d20 ⇒ 2
    1d20 ⇒ 13
    1d100 ⇒ 74
    1d20 ⇒ 4
    1d20 ⇒ 16
    1d100 ⇒ 28
    1d20 ⇒ 7
    1d20 ⇒ 13
    1d100 ⇒ 32


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Odric, Ferox, DeGrog:

    You first notice shimmering waves of heat rising from the stone around you. The shimmers begin to cloud your vision, and a moment later you see a crystal-clear pool of water has seeped into an empty totem depression. You try to steal a drink and see that in your reflection you're an auroch... somehow.

    No sooner do appreciate this new sense of self than you catche the scent of your new natural enemies: the beasts with claws are nearby. Although you cannot see them, you see that they are moving in unison, seeking to surround you. Yet just your pulse begins to race and you are sure the unseen enemies close in, suddenly the sun beams down upon you. As its light hits you,

    Odric: 1d20 + 0 ⇒ (17) + 0 = 17
    Ferox: 1d20 + 3 ⇒ (9) + 3 = 12
    DeGrog: 1d20 + 0 ⇒ (10) + 0 = 10

    a moment of deep clarity hits you in which you realize that you are not the prey, but the protector of the Cinderlands. As you feel this your enemies begin to quail at your newfound strength, the vision abruptly ends.

    Your insight gives you a PERMANENT +1 Insight bonus to hit and damage when attacking an enemy who is yet unknown to you...


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The second day you are paid a visitor...

    On the morning of the second day, Krojun returns from his therapeutic ride through the wilds and pays you a visit. Although initially enraged that invading tshamek were given the opportunity to join the Sklar-Quah, he calmed down considerably when he learned that the Sun Shaman selected a particularly grueling challenge to properly test your mettle and climbs Bolt Rock to see how you are doing. He is especially impressed by "scrawny" Gaius and Morkeleb, who seem fresh somehow. ;-) Krojun stares at you silently for a few minutes and then begrudgingly compliments you by suggesting you are lucky to have one another as nalharest (brothers and sisters). Krojun leaves with undeniable respect. You gain 1 Respect Point.

    DeGrog: 1d20 + 5 ⇒ (10) + 5 = 15
    Ferox: 1d20 + 1 ⇒ (1) + 1 = 2
    Gaius NA
    Grym: 1d20 + 2 ⇒ (9) + 2 = 11
    Morkeleb NA
    Odric: 1d20 + 5 ⇒ (12) + 5 = 17
    Sandor: 1d20 + 4 ⇒ (7) + 4 = 11

    When all is done, as the sun rises, some of you can't hold it together any longer. Ferox, Grym, and Sandor lose their last ounce of strength. Their totems tip and shatter. That leaves 4, the minimum number to pass. With the third dawn, the Trial of the Totems ends. The Sun Shaman leads the entire tribe from Flameford up to Bolt Rock in the pre-dawn hours, and as the sun rises, the four standing totems still intact and standing are greeted with a rousing cheer. These totems represent new brothers and sisters in the Sklar-Quah, an event that is cause for great celebration. Before the jubilation gets too out of hand, the Sun Shaman holds high his hands for silence, then personally welcomes each whose totem remained standing and intact into the Sklar-Quah. Yet he goes even further—he acknowledges the three whose totems toppled and broke as nalharest to those whose totems survived, and while you folk are not considered full-blooded members of the Sklar-Quah, you are welcome at Flameford as guests as long as the four allies remain as well.

    The 4 standing totems grant you another 4 Respect Points.

    The shaman gives you time to recover from your trial in your personal yurt. Once back in Flameford, the Sun Shaman quietly tells you that he is nearly ready to speak with you about the information you seek regarding Midnight’s Teeth and the great evil that the Shoanti once guarded so long ago. Before he does, however, he must seek out the wisdom of his ancestors by traveling to the Kallow Mounds to commune with them. As tradition demands, the Sun Shaman is accompanied on this trip by Chief Ready-Klar and four of the tribe’s thundercallers—the journey is made via wind walk. The Sun Shaman estimates that they will return to Flameford in but a day, and suggests that you take that day to rest, recover, and relax. While they are gone, Krojun is given command of the tribe, a responsibility he accepts with pride and honor...

    Check in as a party and I will advance.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Dungeon Master S wrote:
    He is especially impressed by "scrawny" Gaius and Morkeleb, who seem fresh somehow.

    At the acknowledgement of respect (I'm guessing it's not verbally, but in some form of body language), the wizard offers a bow of the head to the mighty warrior. He then locks eyes in a blinkless stare for a moment, and gives a quick wink, with a stoic expressionless face.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Chris, thanks for doing all of those rolls and keeping things moving. It was a fun read. What do you mean by "an enemy who is yet unknown to you..."?

    Ferox collapses in the hut and sleeps.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    No problem. I think it would have been a fun minigame at the table, but not on PbP. The foreshadowing will be made clear soon.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Yes thanks for doing all those rolls, it is most appreciated. I'm ok since we succeded, but I'm not a just barely passes type of guy. So I have a question for you. Yes we had Morkelb and Gauis able to sleep and rest. My question is why couldn't we rotate them to each of our totems to gain a few hours of sleep. food and water wasn't a concern, and making a shady lean-to from items we have were not an issue. The plan to rotate help so all could sleep was stated. If succeeding to below perfect is part of the plot I understand, but meh I had to ask.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Actually that was assumed. I made am assumption of rotation and removed 75% of the rolls (which ought to be done hourly.)

    -Posted with Wayfinder


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Grym is upset with himself that he let a stone fall and shatter. He felt he was doing well in the brutal sun and heat. He isnt sure where he went wrong.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W
    Chris Marsh wrote:

    Actually that was assumed. I made am assumption of rotation and removed 75% of the rolls (which ought to be done hourly.)

    -Posted with Wayfinder

    Ahh thanks Chris :D Grym Sandor is in the same boat.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    After resting in the relative cool of the hut.

    Grym is determined to be more awesome. He goes out for run with Bucho loping along easily at his side.


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    Sandor takes any celebration for his brothers with humble humility since he failed in the task.

    He also talks to any of the Sklar Quah smiths about techniques, and maybe setting up some trade when things get back to normal in Korvosa.

    anyone have anything to do? Krojun is in charge and avail if any want to talk to him. If not I guess we are waiting for the Wind Walking Chieften to return


    King of Korvosa

    Odric mingles with his new "family" and plumbs the depths of their brewing knowledge for interesting recipe ideas.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Morkeleb spends the day mingling with the clan. He drops hints on the power of magic (as evidenced by his strong condition after the Trial) and that the clan now has a resonably strong wizard...and that he is open to teaching and learning.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Most people move from Morkeleb like he's that awkward creepy guy at the bar. The others do a reasonable job of blending in. The next morning it appears that Krojun and his posse have taken a long ride.

    Finally after so much agony and effort the Quah they seem to be warming. During the breaking of the night fast a cry comes from a guard on the East. You all bolt from the mess hall yurt to see a fantastic and dangerous sight...

    From the East and the South a small army is bearing down on Flameford. Dozens of humans garbed in red mantis armor hang from the clutches of stone skinned winged humanoids. They streak down from the sun and the creatures release the armored cargo. The red mantis warriors roll out of their landings and draw steel. The Shoanti are no slouches and instantly they begin to fight back.

    That is when the true terror strikes. A half dozen massive landsharks ride towards Flameford. They ignore the deadly fields around the encampment. Riding atop two are a pair of figures. One flies the flag of Korvosa, now with the Queen's standard upon it.

    Apparently the queen has not sat by idly waiting. She has brought the fight to you. While Shoanti and mantis fight a quartet of gargolyes and mantis warriors.

    Baddies: 1d20 + 2 ⇒ (9) + 2 = 11
    DeGrog: 1d20 + 4 ⇒ (10) + 4 = 14
    Ferox: 1d20 + 10 ⇒ (4) + 10 = 14
    Gaius: 1d20 + 3 ⇒ (6) + 3 = 9
    Grym*: 1d20 + 3 ⇒ (3) + 3 = 6
    Morkeleb: 1d20 + 5 ⇒ (6) + 5 = 11
    Odric: 1d20 + 4 ⇒ (10) + 4 = 14
    Sandor: 1d20 + 2 ⇒ (17) + 2 = 19


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    The dwarf seeing the two different threats has a choice to make. Rush to Krojen and help them with the assassins or go after the ones on the landsharks who are ther because of them.

    He makes up his mind and goes after the land based attackers. Sandor looks at the two riding to see if they look familiar, or what he can tell about them at all. then he charges attempting to hit the landshark and knock it's rider off. they are not on the map that i can see

    perception: 1d20 + 13 ⇒ (9) + 13 = 22

    Single Attk TWF+PA
    MW Axe TWF+PA: 1d20 + 12 - 3 ⇒ (17) + 12 - 3 = 26
    Dmg: 1d10 + 4 + 6 ⇒ (1) + 4 + 6 = 11
    Shield Bash TWF+PA: 1d20 + 11 + 6 - 3 ⇒ (20) + 11 + 6 - 3 = 34 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+3. If opponent can't move it falls prone
    Dmg: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The landsharks are still a ways off, and not yet an immediate threat (more like painting the picture of a massive battle going on with you guys focusing on your own skirmish within the battle.)

    Sandor moves in and attacks the nearest mantis assassin. (Move to close, standard means 1 swing). The dwarf slices the mantis assassin with skill, but the zealot doesn't show signs of slowing.

    Round 1:
    Sandor: Close and attack (move your mini to show which one.)
    Ferox: Current
    Odric: TBD
    DeGrog: TBD
    Morkeleb: TBD
    Baddies: TBD
    Gaius: TBD
    Grym*: TBD

    DM:

    Mantis V Sandor: 11
    Mantis 2:
    Mantis 3:
    Mantis 4:
    Gargoyle 1:
    Gargoyle 2:
    Gargoyle 3:
    Gargoyle 4:


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Round 1

    With a quick prayer to Abadar, Ferox takes aim and lets loose a volley at the closest Red Mantis assassin (SW most).

    Activates Judgement: Destruction and Justice (swift action)

    Arrow: 1d20 + 13 + 1 + 2 - 2 - 2 ⇒ (7) + 13 + 1 + 2 - 2 - 2 = 19
    Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (3) + 3 + 1 + 3 + 4 = 14

    Arrow: 1d20 + 13 + 1 + 2 - 2 - 2 ⇒ (20) + 13 + 1 + 2 - 2 - 2 = 32
    Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (5) + 3 + 1 + 3 + 4 = 16

    Arrow: 1d20 + 8 + 1 + 2 - 2 - 2 ⇒ (2) + 8 + 1 + 2 - 2 - 2 = 9
    Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (6) + 3 + 1 + 3 + 4 = 17

    Confirm Crit:
    Arrow: 1d20 + 13 + 1 + 2 - 2 - 2 ⇒ (10) + 13 + 1 + 2 - 2 - 2 = 22
    Damage: 2d8 + 22 ⇒ (6, 8) + 22 = 36


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    I can't move the mini on my iPad. Plz mode me to the mantis that is the second from the bottom. I will say move me tops ace E3 I'd they were labeled from the bottom left letters vertically numbers horizontaly


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    One of Ferox's arrows takes the mantis assassin in the neck. Blood sprays forth, but the enemy fights on albeit barely.

    Odric!

    Round 1 Update:

    Sandor: Close and attack (move your mini to show which one.)
    Ferox: Crit with an arrow!
    Odric: Current
    DeGrog: On Deck
    Morkeleb: TBD
    Baddies: TBD
    Gaius: TBD
    Grym*: TBD

    DM:

    Mantis V Sandor: 11
    Mantis SW: 53
    Mantis 3:
    Mantis 4:
    Gargoyle 1:
    Gargoyle 2:
    Gargoyle 3:
    Gargoyle 4:


    Male Dwarf Fighter 15 Urban Ranger 2 AC=32 (CMD base 37+ specials); T=16; FF=29; HP 183/183; Init+8; Per +22; +18F+14R+9W

    DM plz read post above yours


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Already moved you there.


    King of Korvosa

    Round 1: Odric straighten from his stretch where he had been touching his toes. His face is red where the blood rushed into his head. He staggers slightly as he experiences a momentary bout of dizziness when the blood rushes out of his head to engorged his giant muscles.

    He lifts his war kilt quickly and makes a quick adjustment, then draws forth the massive gleaming Kegerator. With a grin to his mates, he sets off in hot pursuit of Ferox' whistling arrows.

    Odric closes with the enemy with a crunching thud, depending on his bulk and solid mass to off-balance the foe.

    Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 ⇒ (13) + 17 = 30 for 2d4 + 10 + 9 ⇒ (2, 2) + 10 + 9 = 23 damage.

    Ooc - Phone only during a big meeting - sorry cant get to map. I want to get the closest uninjured guy. If I can do it without a move id like another attack please.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    You need to move. I've placed you.

    Odric takes a large bite out of the Easternmost mantis assassin.

    Round 1 Update

    Round 1 Update:

    Sandor: Close and attack (move your mini to show which one.)
    Ferox: Crit with an arrow!
    Odric: Move and hit
    DeGrog: Current (Is Bucho still on autopilot? Mike, just post.)
    Morkeleb: Current
    Baddies: On deck
    Gaius: TBD
    Grym*: TBD

    GM:

    Mantis V Sandor: 11
    Mantis SW: 53
    Mantis v Odric: 23
    Mantis 4:
    Gargoyle 1:
    Gargoyle 2:
    Gargoyle 3:
    Gargoyle 4:


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    I'm picturing the landsharks from the old SNL skit in the 70's

    Concentrate on the gargoyles if you can Odric. I want a few pieces from the Mantis warriors. The ranger calls. Grym takes a moment to call his dog close before they move forward.

    not round action, just flavor


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Sorry for the delay all. I tried posting from my phone but I get such poor cell reception from work I couldn't even post simple text...

    ROUND 1

    The wizard looks around the field. So many choices here...nearly all of his mind-affecting magic can influence the Mantis assassins, and their gargoyle mounts.

    Their gargoyle mounts...who flew them in...

    The wizard smiles a small, chilling smile, then focuses his gaze on one of the gargoyles. His eyes glow the same eldritch green as his staff headpiece as he locks eyes with the creature, his left hand once again making motions of a puppeteer.

    Use Irresistible Demand, focusing on one of the gargoyles closest to the one Ferox shot. Will save DC 22

    Force of Will:
    The gargoyle hears the Wizard's mental command: Grab the injured human, and climb high

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