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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    As Ferox leaves, the singing stops....

    Stuff: 3d20 ⇒ (6, 10, 16) = 32

    Crafting large post, assuming that the party will deal with this and not abandon him.


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    The mess hall beyond is a near literal Vision of Hell. Four stone pillars support the ceiling of this large mess hall. The pillars are made of the broken bodies of the damned, contorted into cylinders, with broken limbs to maintain the curvature. Between each pillar stretches a long table lined on either side by high-backed chairs, the human hide that makes them still has faces within the leather, although many of the chairs are slashed and savaged, or in some cases little more than ruins heaped on the floor. The table is piled with old pieces of rotting meat, broken bones, shattered weapons, bits of armor, and dozens of long barbs and quills. A fire burns in the large fireplace in the west corner, slowly cooking what appears to be a mostly plucked and skinned hippogriff. The scent of the cooking meat from the hippogriff isn’t quite enough to mask the rancid stink of decay. Within, dancing the Devil's dance are a trio of forms. From the tips of their lashing tails to the serrated features of a fang-filled visage, each of these fiery-eyed sentinels bristles with barbs.

    In stilted Taldane, "YOU'RE HERE! THE CRACKED GLASS IS HERE!"

    Baddies: 1d20 + 6 ⇒ (11) + 6 = 17
    Ferox: 1d20 + 10 ⇒ (9) + 10 = 19
    Gaius: 1d20 + 3 ⇒ (6) + 3 = 9
    Grym*: 1d20 + 13 ⇒ (19) + 13 = 32 (Includes Favored)
    Morkeleb: 1d20 + 5 ⇒ (5) + 5 = 10
    Odric: 1d20 + 4 ⇒ (20) + 4 = 24
    Sandor: 1d20 + 8 ⇒ (20) + 8 = 28


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    Round 1:
    Grym: Go
    Sandor: Go
    Odric: Go
    Ferox: Go

    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD


    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 One

    There is a strange roll of emotions in Grym's heart as he takes in the room. Hatred at the sight of devils, anger as he sees the noble hippogriff cooked on a spit, thanks to the Gods that he will have the opportunity to slay a trio of devils.
    Grym and Bucho move in the room ready to do battle. Grym pauses and places Shark Slayer into his Might Keen Sheath (blade will be keen for this fight). Come taste my steel infernal creatures!

    The big brindle dog holds position right in front of his master giving a deep low growl at the devils.


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    Grym preps for a major confrontation....

    Round 1:
    Grym: Prep
    Sandor: Go
    Odric: Go
    Ferox: Go

    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD


    King of Korvosa

    Ooc- Double move into the room, hugging the north wall. Get as far in as possible with the kegerator out and ready.

    Odric eyes the meat hopefully at first, then with a wounded look. He is sorely disappointed at the betrayal.


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    Odric make a Will Save.

    The warrior, not quite as stout as he used to be, moves carefully into the room.

    Round 1:
    Grym: Prep
    Sandor: Go

    Odric: Move
    Ferox: Go
    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD


    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 steps into the room, holding out in front of him his Banker's Key, symbol of Abadar, Judge of the Gods, Lawbringer.

    Ferox activates Judgement: Piercing and Purity.

    Then he casts Banishment
    28 HD of creatures
    Will DC 18 (20 if Symbol of Abadar counts as something they hate, fear, or otherwise oppose)

    Spell Penetration, Yellow: 1d20 + 19 ⇒ (1) + 19 = 20
    Spell Penetration, Red: 1d20 + 19 ⇒ (14) + 19 = 33
    Spell Penetration, Black: 1d20 + 19 ⇒ (1) + 19 = 20


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    Ferox fears not the denizens of Hell.

    Will Yellow: 1d20 + 8 ⇒ (12) + 8 = 20
    Will Red: 1d20 + 8 ⇒ (11) + 8 = 19
    Will Black: 1d20 + 8 ⇒ (2) + 8 = 10

    Unfortunately their resistance is too much for the spell, and all three remain.

    At least Doxon's round was productive ;-)

    Round 1:
    Grym: Prep
    Sandor: Go
    Odric: Move
    Ferox: Banishment
    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD


    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

    Hearing Gaius' proclomation that they were eating someone, the dwarf's axe went to his shield hand while he grabbed a small but potent vial from his pouch. The helms face shield rose as the metal shod feet drove forward. Gaius pressed himself against the wall as the focused dwarf downed the vial as he passed by. The growth was almost instantaneous the strides kicking the shattered furnishings out of the way. The inquisitor was cast in a dancing and flickering shadow as Sandor took position between him and the devils, his face shield back down, and his axe back in the proper hand. They would have to make it past the dwarf to get to Abadar's representative.

    Drink enlarge potion, move into position. Sorry I can't manipulate map and won't be near a PC that can until sat morning.


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    I've updated the map Sandor.

    Each of the devils begins a chant and undulation:

    Yellow: 1d100 ⇒ 87
    Red: 1d100 ⇒ 16 FAIL
    Black: 1d100 ⇒ 74
    As of this moment, nothing noticeable comes of it.

    Round 1:
    Grym: Prep
    Sandor: Drink and go
    Odric: Move
    Ferox: Banishment
    Baddies: Summon
    Morkeleb: Go
    Gaius: Go

    DM:

    Red:
    Yellow:
    Black:
    Blue:
    White:


    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

    Gaius moves to Odric's side and casts Align Weapon on The Kegerator.

    GOOD!


    King of Korvosa

    Sweet! Thanks Gaius!

    Will Save: 1d20 + 7 ⇒ (7) + 7 = 14
    (+11 is it is a fear effect)


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    Odric feels nothing in particular different about the whole thing..

    Gaius makes the fighter's weapon a little better suited for the job.

    Round 1:
    Grym: Prep
    Sandor: Drink and go
    Odric: Move
    Ferox: Banishment
    Baddies: Summon
    Morkeleb: Go
    Gaius: Cast

    DM:

    Red:
    Yellow:
    Black:
    Blue:
    White:


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

    Morkeleb gets only a cursory glance at what is going on before all heck breaks loose. A quick reading of the situation, though, is all he needs.

    Don't let them complete their spell!!

    He makes a chant, and Sandor in particular hears it as distinctly dwarven. It sounds like all the battle hymns he's ever heard, compressed into a single stream. the wizard strides up to the now-enlarged dwarf, and raps him smartly on the back of the head with his staff. The warrior is imbued with eldritch might, and gives an involuntary shout of exultation. The air around him smells distinctly of dwarven holy water (aka strong ale).

    BRING THEM DOWN!!

    Cast Greater heroism on Sandor.


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    Continuing to turn Sandor into a storybook hero, Morkeleb bolsters the dwarf's heroics.

    Round 2:
    Grym: Go
    Sandor: Go
    Odric: Go
    Ferox: Go

    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD

    DM:

    Red:
    Yellow:
    Black:
    Blue:
    White


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    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

    Round 2

    The beat of the dwarven war drums hammered in his head. Scenes from legendary battles flashed in an overlay of the current room. The blood courage, and prowess of a thousand great dwarven warriors hammered in his soul. The might of Morkelb's magic assisted Sandor as he advanced, his steps clanging in the beat of drums in his head. The echo of his steps very discordant to the infernal chanting. The very chanting that Morkelb commanded him to stop.

    His axe raises threating the one to his west, but then the shield strikes out and bashes the one to his south.

    To Black: Shield Bash PA+Enlarge+Greater Heroism: 1d20 + 24 ⇒ (11) + 24 = 35 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d8 + 13 ⇒ (3) + 13 = 16

    Curious question. If the spell casting takes a full round to complete, does that allow AoO's when an attacker comes within range?


    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

    Team Ranger closes in w/ the Yellow Devil.

    Grym attack 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (7) + 15 + 2 + (3, 4, 1, 5) = 37

    Bucho attack 1d20 + 18 ⇒ (16) + 18 = 34
    Jaws 1d8 + 15 ⇒ (5) + 15 = 20

    Grym is threatening Critical! 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32

    extra damage 1d8 + 15 + 2 ⇒ (4) + 15 + 2 = 21


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    IIRC it only draws at the start of the casting. Also did you remember to give yourself the bonus to Bull Rush based on relative side?

    Sandor dashes forward, larger and more dangerous than ever, and slams his shield into the devil. The hit doesn't seem to do nearly as much damage as expected, but it still causes a lot of pain. The hit causes spikes and thorns to erupt from its body, causing Sandor some pain of his own DMG: 1d8 + 6 ⇒ (4) + 6 = 10. The force of the blow slams the devil into the wall and knocks him prone. His incantation is one of innate power, and there's no concentration needed.

    Round 2:
    Grym: Go
    Sandor: Bull Rush
    Odric: Go
    Ferox: Go

    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD

    DM:

    Red:
    Yellow:
    Black: 6 (Prone)
    Blue:
    White


    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

    If side=SIZE, then no.. is it a +2 or +4?


    King of Korvosa

    Odric step in with the Kegerator held high. The usual wispy purple aura of magical power dancing up and down its keen edge is augmented with tiny flecks of light; the Good bolstering its already potent magicks has brought the glimmer of warm sunlight on the blue-black surface of a summer lake to the bowels of Castle Korvosa. The warrior swings the blade downward, bringing the full force of righteous anger down on the foul devil.

    Round the Second
    5 foot step and full attack:

    Attack #1: Power Attack (Furious Focus): 1d20 + 28 + 4 ⇒ (7) + 28 + 4 = 39 for 1d10 + 16 + 9 ⇒ (7) + 16 + 9 = 32 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (15) + 25 = 40.

    Attack #2: Power Attack: 1d20 + 28 - 3 - 5 + 4 ⇒ (1) + 28 - 3 - 5 + 4 = 25 for 1d10 + 16 + 9 ⇒ (8) + 16 + 9 = 33 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (10) + 25 = 35.

    Attack #3: Power Attack: 1d20 + 28 - 3 - 10 + 4 ⇒ (19) + 28 - 3 - 10 + 4 = 38 for 1d10 + 16 + 9 ⇒ (2) + 16 + 9 = 27 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (6) + 25 = 31.

    Confirm Attack #3: 1d20 + 28 - 9 ⇒ (19) + 28 - 9 = 38 for 1d10 + 16 + 9 ⇒ (6) + 16 + 9 = 31 additional damage and opponent must make a Fortitude save (DC 16) or be stunned for 1 round.

    Reminders:

    • Odric has Penetrating Strike. Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
    • Align Weapon GOOD is in effect. Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures.


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    You get an extra +1 for being large.

    Grym's blade deals damage beyond expectation, cutting right through the diabolical defenses. Indeed, even as the spikes harm the ranger DMG to Grym: 1d8 + 6 ⇒ (4) + 6 = 10 The devil cries out, "Yaaa! Yallops, it hurts like heaven!”. Bucho too bites down, suffering for the damage he causes DMG to Bucho: 1d8 + 6 ⇒ (6) + 6 = 12. When Odric adds his weapon to the mix the devil is beaten to death, vanishing to return to hell.

    Round 2:
    Grym: ATK
    Sandor: Bull Rush
    Odric: Kill
    Ferox: Go
    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD

    DM:

    Red:
    Black: 6 (Prone)
    Blue:


    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

    Seeing the devils shake off his attempt to banish them, Ferox wastes no time nocking arrows to bow string and laying in to the fiends.

    Swift Action: Change Judgements to Justice and Destruction

    Arrow1, Black: 1d20 + 19 + 1 + 3 + 1 - 2 - 3 ⇒ (2) + 19 + 1 + 3 + 1 - 2 - 3 = 21
    Damage: 1d8 + 5 + 5 + 6 + 1 ⇒ (1) + 5 + 5 + 6 + 1 = 18
    Manyshot: 1d8 + 5 + 5 + 6 + 1 ⇒ (7) + 5 + 5 + 6 + 1 = 24

    Rapidshot, Black: 1d20 + 19 + 1 + 3 + 1 - 2 - 3 ⇒ (14) + 19 + 1 + 3 + 1 - 2 - 3 = 33
    Damage: 1d8 + 5 + 5 + 6 + 1 ⇒ (6) + 5 + 5 + 6 + 1 = 23

    Arrow2, Black: 1d20 + 14 + 1 + 3 + 1 - 2 - 3 ⇒ (4) + 14 + 1 + 3 + 1 - 2 - 3 = 18
    Damage: 1d8 + 5 + 5 + 6 + 1 ⇒ (7) + 5 + 5 + 6 + 1 = 24

    Not that it'll matter here, but Ferox has Clustered Shots


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    The prone devil dodges all but one of Ferox's attacks! Their chanting ends and one of them is successful! Another devil of the same type appears.

    Black: Stands up (draws from Sandor) and steps forward to lash out with a claw: ATK: 1d20 + 18 ⇒ (3) + 18 = 21, but hits only shield.

    Red: steps in and unleashes an array of slashes on Grym:
    Left Claw: 1d20 + 18 ⇒ (6) + 18 = 24
    Right Claw: 1d20 + 18 ⇒ (2) + 18 = 20
    but can't get through to the ranger.

    The new arrival ignores Ferox with the bow and races towards Morkeleb with a claw: ATK: 1d20 + 18 ⇒ (9) + 18 = 27 for DMG: 2d8 + 6 ⇒ (7, 4) + 6 = 17 and Grab: 1d20 + 22 ⇒ (15) + 22 = 37. He grabs hold of the Enchanter and then shoots barbs into Morkeleb's face for an additional DMG: 3d8 + 9 ⇒ (3, 1, 6) + 9 = 19 It's a terrifying experience. Morkeleb needs ot make a Will save v. Fear or become Frightened for Rounds: 1d4 ⇒ 4

    Round 2:
    Grym: ATK
    Sandor: Bull Rush
    Odric: Kill
    Ferox: Hit
    Baddies: ATK
    Morkeleb: Go
    Gaius: Go

    DM:

    Red:
    Black: 29 (Prone)
    Blue:


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

    Will: 1d20 + 12 ⇒ (3) + 12 = 15 <---FAAAAAAAK!!

    rereading rules on Frightened...


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

    The wizard is clearly freaked by this new problem. He desparately tries to Dimension Door the eff out of there (location TBD)

    concentration: 1d20 + 14 + 8 - 2 ⇒ (13) + 14 + 8 - 2 = 33 <--vs. Devi's CMB, which I believe is 32 which would make this a success.

    He disappears. I'm not sure where he would go yet, but it's definitely "away from the devil"


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    Dimension Door? Let's say the room with the spirit in it. Morkeleb has shown that to be a concern of his, and there were no foes there. It's in range.

    The panicked wizard vanishes from the fight!

    Round 2:
    Grym: ATK
    Sandor: Bull Rush
    Odric: Kill
    Ferox: Hit
    Baddies: ATK
    Morkeleb: DD
    Gaius: Go

    DM:

    Red:
    Black: 29 (Prone)
    Blue:


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

    That's actually what I was thinking too...


    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's AoO

    Shield Bash+PA,Enl,GH,Size: 1d20 + 25 ⇒ (10) + 25 = 35
    Damage: 1d8 + 13 ⇒ (7) + 13 = 20

    And Stay DOWN!!

    Wouldn't black still be next to the wall as it was standing up? Instead of where it moved to?


    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

    Looks like if I position it by the lower left pillar, I can get both Red and Black in a Holy Smite 20' Radius.

    Casts as a Level 7.

    SR Check:1d20 + 7 ⇒ (7) + 7 = 14 Vs Red
    SR Check:1d20 + 7 ⇒ (3) + 7 = 10 Vs. Black

    Will Save DC 17 for half Damage and not blinded.

    7d6 Damage on a failed save+ blindness.

    Damage:7d6 ⇒ (6, 1, 3, 1, 1, 3, 6) = 21


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    He got up and moved 5'

    Sandor's smash hits on target, but the devil has plenty of fight left! Despite it being the perfect tool for the job, Gaius can't get through the devil's resistance to mortal magic.

    Round 3:
    Grym: Go
    Sandor: Go
    Odric: Go
    Ferox: Go

    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD

    DM:

    Red:
    Black: 39
    Blue:


    King of Korvosa

    Odric step forward to the [RED] devil and rumbles a quick "Woe to thee!" as he smashes the brightly shining edge of the Kegerator's Dwarven ensorcelled steel into its unholy innards!

    Round the Third

    5 Foot step, full attack

    Attack #1: Power Attack (Furious Focus): 1d20 + 28 + 2 ⇒ (6) + 28 + 2 = 36 for 1d10 + 16 + 9 ⇒ (9) + 16 + 9 = 34 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (10) + 25 = 35.

    Attack #2: Power Attack: 1d20 + 28 - 3 - 5 + 2 ⇒ (16) + 28 - 3 - 5 + 2 = 38 for 1d10 + 16 + 9 ⇒ (10) + 16 + 9 = 35 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (16) + 25 = 41.

    Attack #3: Power Attack: 1d20 + 28 - 3 - 10 + 2 ⇒ (18) + 28 - 3 - 10 + 2 = 35 for 1d10 + 16 + 9 ⇒ (10) + 16 + 9 = 35 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (8) + 25 = 33.

    Confirm #2: 1d20 + 28 - 3 - 10 + 2 ⇒ (4) + 28 - 3 - 10 + 2 = 21 for 1d10 + 16 + 9 ⇒ (1) + 16 + 9 = 26 additional damage and opponent must make a Fortitude save (DC 16) or be stunned for 1 round.
    Confirm #3: 1d20 + 28 - 3 - 10 + 2 ⇒ (15) + 28 - 3 - 10 + 2 = 32 for 1d10 + 16 + 9 ⇒ (2) + 16 + 9 = 27 additional damage and opponent must make a Fortitude save (DC 16) or be stunned for 1 round.

    Reminders:

    • Odric has Penetrating Strike. Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
    • Align Weapon GOOD is in effect. Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures.

    EDITED TO ADD +2 FOR FLANKING WITH BUCHO


    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 3

    Grym starts to lose himself in the ecstasy of battle, whirling blades and pouring blood. The ranger isn't sure if its Serethial thats making him feel this way or that it just feels "right" to bring down a devil with thrusting steel. Now that the first devil is down with Odric's help, Grym spins/moves (5' step) and is now engaging with the red devil. The ranger is a blur of a spinning Serethial and a quick thrusting SharkSlayer. The big brindle dog's nail's are clicking on the tile as the dog moves to get around to the other side of the red devil and sink his teeth in...

    Grym full attack 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (3) + 15 + 2 + (2, 6, 1, 3) = 32

    offhand 1d20 + 18 ⇒ (2) + 18 = 20
    SharkSlayer 1d4 + 13 ⇒ (2) + 13 = 15

    2nd main 1d20 + 21 + 2 - 5 ⇒ (11) + 21 + 2 - 5 = 29
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (1) + 15 + 2 + (3, 5, 6, 6) = 38

    2nd offhand 1d20 + 18 - 5 ⇒ (6) + 18 - 5 = 19
    SharkSlayer 1d4 + 13 ⇒ (3) + 13 = 16

    extra Rend damage from both weapons hitting 1d10 + 7 ⇒ (10) + 7 = 17 or maybe not...

    Bucho attack 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
    jaws of devil killing 1d8 + 15 ⇒ (2) + 15 = 17


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

    Morkeleb understands the nature of magical Fear. He knows that if he appears in sight of the foe, he'll just wet himself again. he'll make his way back in a mundane fashion, "with all deliberate haste."


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    Odric sets to his grim work, even the denizen of hell knows to be scared. Back and forth the man slashes. Each cut popping sinew and breaking bone. Few mortals can bring pain to the damned so efficiently. Odric is one such. When all is said and done the devil is no more in this world.

    Making a command decision to retarget Grym's turn because Odric killed his target.

    The ranger spends less than a heartbeat to change the plan. With a word he sends Bucho to back up Sandor, while he himself goes for Ferox. Bucho can't gain purchase with his teeth. Meanwhile Grym fleches towards the devil by Ferox, taking it completely by surprise. The scream of unholy agony from the devil is music to Grym's ears.

    Round 3:
    Grym: ATK
    Sandor: Go
    Odric: Kill
    Ferox: Go
    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD

    DM:

    Black: 39
    Blue: 32


    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 takes a step back, calls on some holy guidance from Abadar, and launches a volley at the devil.

    Swift action: Activate Bane lawful outsider

    Arrow1: 1d20 + 26 - 5 ⇒ (3) + 26 - 5 = 24
    Damage: 1d8 + 7 + 1 + 5 + 6 + 2 + 4d6 ⇒ (7) + 7 + 1 + 5 + 6 + 2 + (3, 4, 3, 5) = 43
    Manyshot: 1d8 + 7 + 1 + 5 + 6 + 2 + 4d6 ⇒ (5) + 7 + 1 + 5 + 6 + 2 + (5, 6, 5, 1) = 43

    Rapid Shot: 1d20 + 26 - 5 ⇒ (10) + 26 - 5 = 31
    Damage: 1d8 + 7 + 1 + 5 + 6 + 2 + 4d6 ⇒ (1) + 7 + 1 + 5 + 6 + 2 + (1, 1, 4, 5) = 33

    Arrow2: 1d20 + 21 - 5 ⇒ (7) + 21 - 5 = 23
    Damage: 1d8 + 7 + 1 + 5 + 6 + 2 + 4d6 ⇒ (7) + 7 + 1 + 5 + 6 + 2 + (1, 4, 3, 1) = 37


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

    Adding true arrows to the fleche attack, Ferox drops another devil. The remaining devil closes its eyes for a moment, looking to teleport home.... but finds that it can't. The expletive that issues forth is coprolalia on a level mortal tongues cannot replicate....

    Round 3:
    Grym: ATK
    Sandor: Go
    Odric: Kill
    Ferox: Kill
    Baddies: TBD
    Morkeleb: TBD
    Gaius: TBD

    DM:

    Black: 39


    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

    Ugh positioning isn't good right now.

    Question: Does the devil get an action before Grym and Odric? If it does I will attack, if it doesn't I hold my action till Grym and Odric are next to the creature. I'm picturing Odric directly west of the devil, Grym east, and Bucho NE of the devil.


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

    Yes, the devil gets its turn before you go. Do you want to ready?


    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

    Sorry let me clarify does the devil go before Grym and Odric?


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

    Yes he does.


    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)

    Come on Joe!


    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

    Sorry for the delay, just got off my second job.

    Sandor flow of the battle was going good. The heroism that Morkelb gifted him was keeping the beat steady and strong. The dwarf was about to flow into his next movement and flurry of attacks, but he just about tripped on the big brindle. So instead the dwarf takes a small step to the west, and unloads his attacks on the remaining devil. Where is Morkelb popped into his mind just as he started his attack.

    Dwarven Waraxe +1 TWF+PA: 1d20 + 15 + 4 + 1 ⇒ (19) + 15 + 4 + 1 = 39
    Dmg: 1d10 + 14 ⇒ (1) + 14 = 15
    Shield Bash TWF+PA: 1d20 + 18 + 4 + 1 ⇒ (7) + 18 + 4 + 1 = 30 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d6 + 12 ⇒ (4) + 12 = 16
    Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 10 + 4 + 1 ⇒ (7) + 10 + 4 + 1 = 22
    Dmg: 1d10 + 14 ⇒ (8) + 14 = 22
    Shield Bash TWF+PA (2nd attk): 1d20 + 13 + 4 + 1 ⇒ (19) + 13 + 4 + 1 = 37 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d6 + 12 ⇒ (5) + 12 = 17
    Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 5 + 4 + 1 ⇒ (12) + 5 + 4 + 1 = 22
    Dmg: 1d10 + 14 ⇒ (2) + 14 = 16

    I'm assuming that from this angle if a shield bash hits it will be into a wall so he will go prone again. I specifically do not want the bull rush to push him down the corridor. If that is what will happen, then I will forgo the free bull rush.


    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

    crap did damage wrong.. I'm large replace damages on the attacks.
    2d8 + 15 ⇒ (1, 5) + 15 = 21
    1d8 + 13 ⇒ (5) + 13 = 18
    2d8 + 15 ⇒ (1, 7) + 15 = 23
    1d8 + 13 ⇒ (8) + 13 = 21
    2d8 + 15 ⇒ (1, 4) + 15 = 20


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

    Sandor's onslaught is more than the devil can handle. Multiple times the dwarf's axe and shield slam home. The devil's hide and infernal nature still protect him from a lot. Still though, the dwarf knocks the devil prone.

    All throughout the attack, spines fly off the devil and inf their way into Sandor's flesh, causing him DMG: 3d8 + 18 ⇒ (8, 7, 3) + 18 = 36 damage.

    Committed to the end, the devil tries a different approach, summoning forth its birthright a cold, cloying miasma of greasy darkness erupts in the room. (Hitting everyone.)

    If you are Good: You take DMG: 5d8 ⇒ (1, 4, 6, 4, 8) = 23 and you're sickened for 1d4 ⇒ 4 rounds.

    If you are neutral you take half the damage, and you're not sickened. Either way you make a WILL DC 18 save for half damage and negating the sickened effect

    Round 3:
    Grym: ATK
    Sandor: ATK
    Odric: Kill
    Ferox: Kill
    Baddies: ATK
    Morkeleb: Go
    Gaius: Go

    DM:

    Black: 67


    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

    Will: 1d20 + 14 ⇒ (11) + 14 = 25


    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

    Will: 1d20 + 8 + 4 + 2 ⇒ (14) + 8 + 4 + 2 = 28


    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 Will save 1d20 + 8 ⇒ (16) + 8 = 24

    Bucho Will save 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30

    Team Ranger grimaces from the greasy darkness but they manage to keep their lunch down.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92
    Morkeleb the Mighty wrote:
    Morkeleb understands the nature of magical Fear. He knows that if he appears in sight of the foe, he'll just wet himself again. he'll make his way back in a mundane fashion, "with all deliberate haste."


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
    Morkeleb the Mighty wrote:
    Morkeleb the Mighty wrote:
    Morkeleb understands the nature of magical Fear. He knows that if he appears in sight of the foe, he'll just wet himself again. he'll make his way back in a mundane fashion, "with all deliberate haste."

    You are correct sir, and you're up!

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