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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    Grand Lodge

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

    The current tunnel is 10' wide and according to Sandor, its straight for at least 60'. Lets assume you're all there. What are your relative positions and who has a light source?

    phil, Allison and I are in laconia til tomorrow afternoon ....


    King of Korvosa

    Odric, weilding a two-handed weapon, is a poor choice for a torch bearer. He takes up a position at the front of the group, depending on a torch casting light from behind him for light.

    Shadows dance crazily on the walls and ceiling, and the darkness before him yawns menacingly. Odric grips The Eagle with eyes straining into the gloom, ready for anything.


    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 follows Odric with torch and sword.

    Perhaps the dwarf should lead with his dark vision? I know he isn't stealthy, but neither is Odric in the torch light.


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

    Morkeleb mutters a brief incantation and waves his hand over his staff's gem cap, which begins to glow with the same brightness as the torch. He takes up position behind Odric and Grym. Ready when you boys are.

    Grand Lodge

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

    Updated battlemap here.

    For a dungeon let's try something more like DungeonHack notation. "I move East 4, North 1."


    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 appreciates Odric's zeal, and his new found desire to get in shape, but still doesn't want to trust the well being of his keen sense of smell by being behind Odric.

    Pardon me Odric, I do appreciate ya zeal fer trudging ahead, but lad I've been in tunnels longer than ya have been alive. If'n ya don't mind let me take the lead, I can see farther and have a good nose for those foul smelling Hobgoblins. What ya say lad?

    If he doesn't object, I will take lead staying 15-20 ft ahead of the party. If he does I will do my best to stay with him, or just behind Odric.


    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)

    It makes sense for Sandor to lead. Odric and our rogue can come next. Morkeleb and Ferox should be able to cover the whole party from the middle with spell and arrow. Grym and Bucho would love to be in the lead but will take a turn in the back.

    Grym and his dog keep their senses sharp watching the party's back. They stay a space or two behind the party and follow accordingly. The ranger keeps his head on a swivel scanning their back trail every few seconds.


    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

    Sounds like a good marching order to me, Grym.

    Be careful around those turns up ahead. Looks like a lot of spots for something nasty to be hiding.


    King of Korvosa

    By all means old man!

    Odric gestures grandly to Sandor, giving him the lead. Odric follows about 15 to 20 feet behind, the excitement and glee on his face are barely concealed by the darkness.

    The party (minus anyone who objects) moves 7 east, 3 north and 4 east. Sorry guys, the suspense is killing me.

    Grand Lodge

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

    As you venture further into the cavern Morkeleb's wizardlight flickers and makes the rocks seemingly dance. The cevern turns North and opens a bit wider. Here and there are bones from men and beast alike...

    Mass Perception check:

    Ferox: 1d20 + 7 ⇒ (19) + 7 = 26
    Odric: 1d20 ⇒ 1
    Grym: 1d20 + 7 ⇒ (6) + 7 = 13
    Gaius: 1d20 + 9 ⇒ (16) + 9 = 25
    Morkeleb: 1d20 ⇒ 6
    Sandor: 1d20 + 1 ⇒ (8) + 1 = 9

    With unsettling silence a trio of figures form from the piles of bones. With nary a word they advance with unnaturally sharp claws. Ferox and Gaius beat a DC 15 Perception check, and may take a single standard action during the surprise round:

    Initiative

    Ferox: 1d20 + 5 ⇒ (20) + 5 = 25
    Sandor: 1d20 + 2 ⇒ (2) + 2 = 4
    Morkeleb: 1d20 + 1 ⇒ (8) + 1 = 9
    Skeletons!: 1d20 + 6 ⇒ (6) + 6 = 12
    Grym: 1d20 + 2 ⇒ (20) + 2 = 22
    Gaius: 1d20 + 3 ⇒ (19) + 3 = 22
    Odric: 1d20 + 4 ⇒ (10) + 4 = 14

    The map stands as here.


    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 stands in disbelief because the lads tell me hobgoblins, and here we have undead. He kicks himself in the ass for being complacent takes a second to clear the shock, then is ready to return those creatures to the pile of bones that they were.


    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, it doesn't affect things for this combat, but for the future, Ferox's Initiative mod is +7

    Round 1

    Ferox takes quick aim at the skeleton threatening Gaius. He lets loose, hoping his aim is true.

    Longbow: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
    Damage on hit: 1d8 + 2 ⇒ (7) + 2 = 9

    Grand Lodge

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

    Some interesting developments in the discussion tab. Check it out!

    Ferox has an arrow loosed before most of his partymates even realize there is a threat. His arrow slams into the upper torso of the skeleton. An arrow is likely the worst possible weapon against a skeleton, yet when Ferox's strikes the sternum it shatters. All wicked necromancy returns to the aether. The skeleton drops.

    Someone want to autopilot 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)

    AutoPilot for Gauis

    At the first sign of danger a wicked blade appears almost instantly in the rogue's hand. Not being able to backstab a skeleton, Gaius takes a quick moment to get a measure of his opponent. In that instant the Inquisitor's arrow blurs past and destroys the undead monster.
    With a quick Thank you! to Ferox Gaius moves in to check the pile of bones for treasure.

    1d20 + 15 ⇒ (8) + 15 = 23 The rogue is really good at checking for loot.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    OOC: Thanks, Grym. I appreciate it, but I'm back now and I think there are two remaining skeletons.

    Gaius presents a holy symbol of Calistria. The Savored Sting can grant her clerics either the power to inflict pain and channel darkness... Or the power to sooth wounds and channel light. Gaius has opted to pursue the latter. It makes recovery from late night, 'sessions', with The Lady's Clerics a little easier.

    Channel Positive Energy to attack and damage undead:1d6 ⇒ 2, Will Save DC 12 for half damage.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    OOC: Balls. Oh well. A point of damage is still a point of damage.

    Grand Lodge

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

    The skeleton to the North is beyond your power to reach. The one to the South is barely so, but nevertheless it is struck with the power of your goddess 1d20 + 2 ⇒ (5) + 2 = 7 taking 2 damage. It shutters, but continues its assault.

    Round 1

    Everyone include a Perception check this round with your other actions. This is reactionary, and doesn't take up any of your turn. Remember though that you can always use a Move Action to specifically take in your surroundings as a skill check too.

    I cannot update the map til about 1:30. It's still correct but the middle skeleton near Gaius is destroyed.


    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

    Perception: 1d20 + 7 ⇒ (4) + 7 = 11

    Grand Lodge

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

    What about the rest of your actions Ferox?


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    OOC: Should have checked the map first. Dammit. :)


    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 Marsh wrote:
    What about the rest of your actions Ferox?

    I already took all of my round 1 actions, shooting and killing the skeleton near Gaius. You asked for Perception checks afterwards, so I posted the addendum.

    Grand Lodge

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

    That was the standard action of the surprise round. My nad if that was confusing. That's why i put up the bold Round 1

    We're at the top if round 1. Ferox, Gaius, Grym...


    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 Marsh wrote:

    That was the standard action of the surprise round. My nad if that was confusing. That's why i put up the bold Round 1

    We're at the top if round 1. Ferox, Gaius, Grym...

    Ah. Sorry, Chris, I misunderstood. I didn't realize we had a surprise round.

    Round 1

    Ferox moves west 3 to back up Grim. He trusts Sandor, Odric, and Gaius to handle the other skeleton. He takes aim and shoots the skeleton in front of him, hoping for another quick kill.

    Longbow: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
    On hit: Damage 1d8 + 2 ⇒ (8) + 2 = 10

    Grand Lodge

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

    Round 1 Update

    Ferox flies past Odric and Grym, moving like quicksilver. The arrow flies true but kerrangs off the skeleton's rusted chain shirt.

    Ferox: 1d20 + 7 ⇒ (20) + 5 = 27 Done
    Gaius: 1d20 + 3 ⇒ (19) + 3 = 22
    Grym: 1d20 + 2 ⇒ (20) + 2 = 22
    Odric: 1d20 + 4 ⇒ (10) + 4 = 14
    Skeletons!: 1d20 + 6 ⇒ (6) + 6 = 12
    Morkeleb: 1d20 + 1 ⇒ (8) + 1 = 9
    Sandor: 1d20 + 2 ⇒ (2) + 2 = 4

    Updated Battlemap here.


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

    ROUND 1

    I know I don't go until after the skelies, but in case stuff happens and I don't get to post, I don't want folks waiting on me! So apply these as necessary.

    Morkeleb is not nearly as prepared for the immediate undead assault, and is slower off the draw than the others. He takes a step back, draws his Wand of Acid Splash, and fires at one of the horrors.

    will shoot at whatever one is still standing and is injured. If it's not possible to tell which is more injured, go after the closest one.

    Ranged Touch attack: 1d20 + 2 ⇒ (2) + 2 = 4 <--pppffff


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    ROUND 1

    Perception:1d20 + 9 ⇒ (15) + 9 = 24

    Gaius skulks to just behind Sandor (West 1, North 2, West 1)and readies his whip for a trip attack when the skeleton moves into melee with Sandor.

    Readied Trip:
    1d20 + 3 ⇒ (13) + 3 = 16

    Grand Lodge

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

    Gaius:
    You hear, just barely, footfalls to the North. There is some whispering too, but you don't recognize the language.

    Good news Tony, you've cheated yourself out of a language. Common on Golarion is known as "Taldane". It also happens to be the language of the Chelish. Common IS Chelish. Feel free to take a different language. That goes for everyone as far as languages go. Taldane is common and it's the default language for most of Southern Avistan (for humans anyway.)


    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)

    Round 1

    does Gauis go before me? We both have a 22 for iniative. He has the higher modifyer, but I rolled a 20. ???
    I'll post and if Gauis goes before me, please excuse.

    Grym's eyes go wide as he sees a pile of bones get up in nightmareish fashion. The ranger moves forward to strike down the undead monster trying sneak up on the party from behind.
    Sword attack 1d20 + 3 ⇒ (14) + 3 = 17 damage 1d6 + 2 ⇒ (4) + 2 = 6
    off hand torch attack, 1d20 + 2 ⇒ (11) + 2 = 13 damage 1d4 + 1 ⇒ (3) + 1 = 4

    Perception 1d20 + 7 ⇒ (5) + 7 = 12

    Grand Lodge

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

    In the event of a tie, it's the one with the higher modifier who goes first. In an absolute tie it's random.

    Grym steps forward just a few feet and unloads, clearly he spent his down time training with Vencarlo.

    The swing of the sword connects, but most of the momentum of the blow is lost as the blade passes through the skeleton's ribcage. The knife thrust is actually foiled by the corner of the wall, which partially covers the skeleton.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11
    Thorgrym the Tracker wrote:

    Round 1

    does Gauis go before me? We both have a 22 for iniative. He has the higher modifyer, but I rolled a 20. ???
    I'll post and if Gauis goes before me, please excuse.

    Gaius comes before... AND after you.

    Calistrian Training FTW!


    King of Korvosa

    Round the First
    With a shake of his head, Odric overcomes his momentary shock at seeing the dead risen. He has heard of the undead of course, but actually seeing them is something wholly different from daring tales told from the safety of a barstool.

    He feels the unholy chill from their bones and sees the dark sockets of their eyes trained on him. With a grave reluctance fading to wild abandon, Odric charges for the skeleton deeper into the cave, trusting his fellows to handle the damaged one behind.

    He rushes up to the fiend, looking for an opening but the shambling bones stymie him. Odric bobs and weaves, looking for an opening.

    Double move north 6, east 3, ending adjacent to the NE skeleton. Perception: 1d20 ⇒ 11
    Knowledge: Religion (untrained) for information on Skeletons 1d20 ⇒ 6

    Grand Lodge

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

    Round 1

    The skeletons move utterly without fear. The one toe to toe with Grym moves out from behind cover and slashes with both claws:

    Right Claw: 1d20 + 2 ⇒ (16) + 2 = 18 damage: 1d4 + 2 ⇒ (4) + 2 = 6
    Left Claw: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d4 + 2 ⇒ (1) + 2 = 3

    The first claw rakes across Grym's neck, spraying blood across the undead's bones. The second hit is still painful, leaving a gash in the ranger's forearm.

    The Northern skeleton makes no reaction as the barrel-chested Odric closes. Both its clawed hands reach for Odric:

    Right Claw: 1d20 + 2 ⇒ (13) + 2 = 15 damage: 1d4 + 2 ⇒ (4) + 2 = 6
    Left Claw: 1d20 + 2 ⇒ (5) + 2 = 7 damage: 1d4 + 2 ⇒ (4) + 2 = 6

    Neither of which lands a blow. Updated map here

    Morkeleb's turn S, you can't make untrained knowledge checks btw.


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

    I already went--above. Shot acid splash and missed dreadfully


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Dammit Odric.


    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 feels for Gaius' lost action as the zealous Odric charges ahead to what has to be the edge of the darkness for him. Admiring the kids zeal reminds him that he has to get in there, and charges straight up next to 1 south of Odric

    Perception: 1d20 + 2 ⇒ (1) + 2 = 3

    Axe w/charge: 1d20 + 7 ⇒ (12) + 7 = 19 Damage 1d10 + 2 ⇒ (6) + 2 = 8


    King of Korvosa
    Gaius Lirsiiv wrote:
    Dammit Odric.

    What?


    King of Korvosa
    Chris Marsh wrote:
    S, you can't make untrained knowledge checks btw.[/ooc]

    DC 10 or less you can.


    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 2

    Ferox takes a 5' step East, getting out of range of the skeleton's bony reach and into perfect range for a shot to the head.

    Ferox lets loose another arrow.
    Longbow: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
    On hit: Damage 1d8 + 2 ⇒ (4) + 2 = 6


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

    Gaius is mad because he readied an action to trip the skeleton you just charged, in the event that skeleton closed distance. Now it's not going to, so he blew his action.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11
    Morkeleb the Mighty wrote:
    Odric the Stout wrote:
    Gaius Lirsiiv wrote:
    Dammit Odric.
    What?
    Gaius is mad because he readied an action to trip the skeleton you just charged, in the event that skeleton closed distance. Now it's not going to, so he blew his action.

    No mad, but frusturated. Blown actions suck but they happens. We just could have set up a nifty little defensive line and gotten some to-hit bonuses and opportunity attacks. Sandor and Odric are also now a bit too far from the rest of the party. It's not a big deal.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    ROUND 2

    Oops. I'm going to wait until Chris resolves those attacks.

    Grand Lodge

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

    Ferox lets fly again, but to no avail this time.

    Sandor, uncaring of the darkness boldly strides forth and connects with the skeleton. The axe isnt the best tool for the job, but damages the undead all the same.

    Sandor:
    in the darkness to the north you can make out a trio of hobgoblin warriors skulking towards your position.

    I'll update the map by 1:30 or so.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    ROUND 2

    Gaius moves North East 2, North 1 and takes cover behind that wall that juts into the square. He draws his hand crossbow and takes aim up the passage to the north.

    He takes advantage of the low light and hides.

    Stealth:1d20 + 7 ⇒ (19) + 7 = 26

    Grand Lodge

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

    Round 2 Update

    Gaius vanishes into the darkness even as the battle at hand rages. Two injured skeletons continue their assault.

    Typical monster lore DCs start at 10. Goblins, hobgoblins, etc. start at 5.

    Updated battle map here.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11
    Chris Marsh wrote:

    Round 2 Update

    Gaius vanishes into the darkness even as the battle at hand rages. Two injured skeletons continue their assault.

    Typical monster lore DCs start at 10. Goblins, hobgoblins, etc. start at 5.

    Updated battle map here.

    I'll have to check that out as well. I thought it was DC10+HD per question.


    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)

    Round 2 AC16, HPs23/26

    Grym attacks the bugger skeleton again. Sword 1d20 + 3 ⇒ (1) + 3 = 4 1d6 + 2 ⇒ (6) + 2 = 8 torch attack 1d20 + 2 ⇒ (14) + 2 = 16 1d4 + 1 ⇒ (1) + 1 = 2


    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)

    sorry, Thorgryms hps should be 17/26


    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 is happy with his first solid blow to an opponent with his new friends.

    GM:
    I keep an eye on the 3 hobgoblins, and allow them to skulk a bit closer. If I only perceive melee weapons, I will alert the party when they are just outside of charging range and shift my focus on to them. If I see ranged weapons, I will alert Gaius and Odric with haste, but only loud enough for them to hear.

    on my turn of course

    Perception1d20 + 2 ⇒ (7) + 2 = 9


    King of Korvosa

    Odric's revulsion of the undead creature before him gives new meaning to the term. He takes two quick, deep breaths and blows them out. He is clearly pumping himself up. As he looks for his opening, his face darkens, his veins bulge and the Eagle flies up to a high guard position. Adrenaline is surging through his body, making him fairly shake with the pent up aggression he feels.

    Odric sees an opportunity as the skeleton's claws slash across the air before the big man's smoldering eyes. With a grunt and a twist, The Eagle strikes with a suddenness that would terrify any living creature. The mindless skeleton cares nothing for Odric's horror or fury.

    Power attack with The Eagle: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23 for 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12

    NICE!! ...confirm crit: 1d20 + 4 ⇒ (17) + 4 = 21 <---BOO-YA! 12*4=48 damage!!

    Grand Lodge

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

    Round 2 Continued

    Phil, I just cought this, you should be taking a -4 penalty for attacking with the torch as you don't have the feat "Improved Weapon Mastery." The damage is also 1d3+STR MOD + 1 Fire.

    Grym, your swings and thrusts fall frustratingly short as the skeleton moves with uncanny grace.

    Sandor, your weapon check is a Move Action on your turn [spoiler]The hobgoblins have been spotted so I don't need the reactionary Perception checks anymore.[/ooc]

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