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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    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)
    Chris Marsh wrote:

    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 gracrception checks anymore.[/ooc] [/QUOTE

    Bugger, thought I could use a torch just like a club. Wouldnt have used it if I knew I had a -4.


    King of Korvosa

    Darkness 50/50 miss: 1d2 ⇒ 2 <-- hit


    King of Korvosa

    Initiative re-post:

    Ferox: 1d20 + 5 ⇒ (20) + 5 = 25
    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


    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
    Odric the Stout wrote:


    NICE!! ...confirm crit: 1d20+4 <---BOO-YA! 12*4=48 damage!!

    Not to rain on that parade, my friend, but unless Chris has house ruled it, you need to roll out weapon damage three more times for that crit. You don't quadruple the roll, just the bonuses.

    Grand Lodge

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

    Tony is correct, damage is rolled 4x. In this case, however, even with DR Odric's minimum damage is more than triple the skeleton's HP. Phillippe, no worries, Grym's never hit anything with a torch before.

    Odric shatters the skeleton into smithereens. Just as the bones ricochet off the wall a pair of hobgoblins let loose a blood chilling warcry. The hobgoblin in the lead brandishes a longsword and swings it down towards Odric's shoulder

    1d20 + 4 ⇒ (2) + 4 = 6

    but comes down just a little off target. His companion snarls and let's fly a black-fletched arrow towards Sandor:

    1d20 + 3 ⇒ (2) + 3 = 5

    and the second attack misses! Finally the third hobgoblin attacks from the shadows. He locks eyes with Sandor for the briefest of moments before aiming at Odric's unsuspecting back:

    1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d8 ⇒ 6

    this arrow sinks into Odric's ribcage with a sickening thunk! Updated map here.

    Morkeleb!


    King of Korvosa

    3d6 + 16 + 8 ⇒ (4, 4, 5) + 16 + 8 = 37 +6
    OK, 43 damage.

    Grand Lodge

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

    For the record, it's Morkeleb's turn....and Mike is playing Diablo III right now :-P


    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

    since Mike is off in the Diablo world, and on the other end of the party my actions shouldn't really interfere with his

    Sandor growls at the dirty hobboblin scum. He tried to throw his shield up to block the arrow that hit Odric, but didn't get there in time.

    Ya dirty lil disgusting creatures! Tis no way ya kind are gonna get a foothold in this area. Come die on tha end of me axe

    You see Sandor's anger at the hobgoblin he takes the shield that tried to block the arrow, and backhand the hobgoblins sword out of the way, and just as the shield blocks the hobgoblin's vision he launches the attack with his axe dropping it low giving a slash from 4-10 on the clock.

    Axe:1d20 + 5 ⇒ (19) + 5 = 24
    Dmg if needed1d10 + 2 ⇒ (3) + 2 = 5

    He then flows around taking his 5' step to the back of Odric protecting his back from flank, and leaving the other flank open for our skulking 1/2 Elf


    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)

    At the hobgoblin's cry of battle, Grym calls to Morkeleb and Ferox.
    Go help the others, I'll see to this pile of bones!


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

    ROUND 2

    We're split up, with two threats. The skeleton threat is nearly neutralized, and Sandor and Odric might be overcome quickly. They need the most help.

    Morkeleb gives brief eye contatc with Grym, nodding as if to say "you got this." he then moves around the corner (ending up 4 squares north of his current position). On the way, he draws the Magic Missile wand and looses it at the central hobby, assuming it's still standing after Sandor's Smash.

    Damage: 1d4 + 1 ⇒ (1) + 1 = 2


    King of Korvosa

    not a combat action:

    Ungh...
    Pain explodes in Odric's ribs. He hears the twang of the bowstring, feels the heavy thud, and grunts all in the same instant. For a brief disorienting second, Odric thinks he's been hit in the back with a hammer or a pick. He swings The Eagle over his head and across his back to parry, but feels the narrow wood of an arrow instead. As The Eagle touches the arrow's shaft, the sharp pain intensifies briefly, then turns to a dull ache.

    Odric can feel the warmth of his own blood seeping out of the wound and under his armor. He inhales cautiously as he turns in a full circle, testing to see if his ribs are broken. With a small and gingerly cautious sigh, he realizes the arrow is stuck in the meaty part of his side, embedded possibly between two ribs.

    In a small corner of his mind, Odric realizes he has just been shot. The thought angers him, he senses a certain indignation, a disbelief that these filthy creatures would actually shoot at him.

    He grits his teeth, draws his lips back in a feral snarl and smacks his pick across the embedded shaft, snapping it just outside his armor. The pain nearly buckles his knees, but Odric fights through the red haze of agony that threatens to unman him.

    He focuses on his enemy. If they are so impertinent as to shoot at him, he has something in store for them. With knuckles white, eyes alight, Odric glares menacingly.

    Grand Lodge

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

    Round 2 Update

    Sandor's hit with the axe is massive, and the creature bellows in anger and pain, a bellow cut short by a burst of dweomerstuff as Morkeleb's missile strikes him down.

    Ferox!

    Updated map.


    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

    Starting Round 3
    Repost

    Initiative re-post:

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

    Ferox follows after Mork to aid the rest of the party, ending his move 1 square South of Gauis. Ferox quickly analyzes the scene in front of him and takes aim for the hobgoblin to the North of him.

    Longbow: 1d20 + 6 ⇒ (4) + 6 = 10
    On hit: Damage 1d8 + 2 ⇒ (1) + 2 = 3


    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

    Like you could even see Gaius.

    In the interest of saving time, I'll post since I'm pretty sure Ferox missed. Chris can then resolve both actions.

    Gaius loads his hand crossbow and fires, shooting the northernmost hobgoblin.

    Sneak Attack: 1d20 + 6 ⇒ (10) + 6 = 16
    Damage on hit:1d4 + 1d6 ⇒ (3) + (1) = 4

    Gaius then creeps (5' Step) southwest 1 along the wall and hides.

    Stealth:1d20 + 7 ⇒ (15) + 7 = 22


    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 drops the torch, very dissapointed with it as a club. The ranger lashes out with his sword and empty hand attack, determined to finish off this undead horror.

    sword 1d20 + 3 ⇒ (4) + 3 = 7 for 1d6 + 2 ⇒ (1) + 2 = 3 damage
    brawl 1d20 + 2 ⇒ (5) + 2 = 7 for 1d3 + 1 ⇒ (2) + 1 = 3 damage

    Im officially kicking this die roller in the nuts...

    Grand Lodge

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

    Ferox fails to connect with the hobgolbin a moment before Gaius lands a bolt in the knee of the Forthern hobgoblin. He howls in pain and locks onto Gaius. It's a -20 to Stealth when attempting to hide after a ranged shot.

    Grym similarly misses, the torch now sputtering on the floor making the skeleton's bones seem to come alive with motion. The battle threatens to turn into a stalemate as Odric....

    I'll update the map tonight, but late.


    King of Korvosa

    ...realizing the hopeless prospect of fighting in the darkness retreats towards the flickering and fading torchlight. He shouts to Sandor with the intention of alerting both the dwarf and the skulking rogue to regroup at the Morkeleb. Odric curses himself for allowing his headstrong enthusiasm get him into this predicament; he should have trusted to Gaius' tactics.

    I'll cover you, get past me and back to the others! Odric shouts while standing ready with his back to the precious, dying light.

    Odric moves south 1


    King of Korvosa

    As Odric stands, ready for anything, he winces silently as the arrowhead seems to work itself further into his side with each breath he takes. warm blood is welling out of the wound slowly and its moist stickiness makes the padding beneath his armor squish softly as he moves his torso. Odric's heart races, he hears each little sound as though it were thunderous.

    Scuffling feet in the darkness, crunching bones beneath them make scraping, gritty sounds in the closeness of the cave.

    Labored breathing and the soft jingle of harness and weapons are the only sounds. No one on either side of the deadly combat verbalizes anything for many long moments.

    Grand Lodge

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

    My apologies, a Erica was home this weekend, and I haven't been around.

    Round 2

    The remaining skeleton doesn't register the change in odds. It's only purpose in unlife is killing the ranger in front of him. Two slashes of his claws, and the ranger is saved by his armor:

    1d20 + 2 ⇒ (13) + 2 = 15
    1d20 + 2 ⇒ (1) + 2 = 3

    The Northern hobgoblin limps towards, dropping his bow and drawing a longsword Odric and swings with a vicious overhand chop:

    1d20 + 4 ⇒ (19) + 4 = 23 1d8 ⇒ 1

    The Eastern hogoblin spits at Sandor before swinging his blade:

    1d20 + 4 ⇒ (6) + 4 = 10

    Morkeleb is up and so is the new battle map.


    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 laughs sucks in his chest and moves back as the skeleton's first attack slashes lightly across his armor. Then he laughs at the second arm clawing pitifully at the air.


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

    ROUND 3

    The monster facing Sandor looks to have the best chance of escaping if things go badly enough, as Ferrox has a better shot on the other, and Gaius can reach that one as well. Therefore . . .

    Morkeleb lets loose another eldritch bolt from the Magic Missile wand at the beast facing Sandor.

    Magic Missile damage: 1d4 + 1 ⇒ (3) + 1 = 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

    Aye lad get back to the light I got ya back.

    Sandor jerks his axe out of the the hobgoblin and feels the big man leave his back. The spittal just leaves the hobgoblins mouth as a flash of light slams into the hobgoblin's face barely missing Sandors shield.

    If the magic missle doesn't kill the hobgoblin

    With his foe taking a missle to the face Sandor bashes the goblin and presses him up against the wall and swings with his axe trying to remove his legs from his torso.

    If the magic missle does kill the hobgovline

    The eldritch bolt slams into the hobgoblin's face leaving a hole through the back of his mouth, as the life drains from the eyes, Sandor steps over to the other hobgoblin. As he steps forward he holds his shield out of the way opening himself up perfectly for a lunge from the longsword. As the hobgoblin takes the bait sandor spins pinning the the sword arm agains the wall finishing with a big sweeping arc of the axe designed to split the hobgoblin diagonaly from shoulder to waist

    Axe: 1d20 + 5 ⇒ (1) + 5 = 6 Any special fumble rules?
    Dmg if needed: 1d10 + 2 ⇒ (1) + 2 = 3

    Grand Lodge

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

    The magic missile slams into the beast, but he doesn't go down. Unfortunately Sandor's swing doesn't finish him off. There are no fumble rules, thankfully for you!

    Round 3 Summary

    Two skeletons have been dispatched, along with one of the hobgoblin reinforcements. The remaining skeleton is injured, but standing toe to toe with Grym. To the middle North is a mildly injured Hobgoblin, now locked in melee. To the Northeast is a critically injured hobgoblin. No other reinforcements can be seen or heard. The light is dim, and the humans are suffering because of it.

    Round 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

    Round 4

    Initiative re-post:

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


    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

    Ferox will need an autopliot. Rich is in Bar Harbor for the week with no email or internet access.

    Grand Lodge

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

    Didn't he just come back from vacation? Tony you can post Ferox and Gaius at once


    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

    Roger that. I'm happy to. And no, he didn't just get back from vacation. I just got back from vacation.

    ROUND 4

    Ferox and Gaius, finding themselves standing abreast, turn and stare each other down. There is a silent and quickly passing philosophical debate about Rule of Law Verses Individual Freedom. The noise from the two battles brings them both back to the present moment. They both growl at each other and something passes between them. But what that is remains to be seen.

    Ferox barks to Gaius,Be sure to pay your vice taxes, Gigolo, as he 5-steps East 1, draws and arrow and looses it at the northern most hobgoblin.

    Ferox's Arrow1d20 + 5 ⇒ (8) + 5 = 13

    Gaius drops his handcrossbow and also 5' Steps East 1, drawing his rapier as he goes. It is his whip, however, that cracks out, taking advantage of it's reach.

    Certainly. I'd hate to be beaten and wrongfully imprisoned.

    Gaius's Trip Attack 1d20 ⇒ 2

    And clearly the argument is distracting both of them! Shazbat!


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

    Anyone else reminded of Smeagol arguing with Gollum?


    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 4 sucks to the low level guy with the gay die roller, and still fighting the same skeleton...

    Grym bares his teeth, desperate to finish off this undead horror so he can join the fight with the rest of the party.

    The ranger lashes out with his sword.
    1d20 + 3 ⇒ (9) + 3 = 12 damage 1d6 + 2 ⇒ (1) + 2 = 3
    brawling attack
    1d20 + 2 ⇒ (10) + 2 = 12 damage 1d2 + 1 ⇒ (1) + 1 = 2

    fubarrrrgggggghhhhhhhh!!!!!!!!!!


    King of Korvosa

    Odric's blood again splatters the floor of the cavern. With a shallow gash on his forearm where his parry barely missed, the big man winces in pain. The wound is slight, but the rusty blade's uneven gash sends lances of pain up his arm and through his body.

    He swings mightily with The Eagle, trying to smash the hobgoblin to pieces.

    power attack:1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6 for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 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

    The Die Roller is having it's way with us.

    Grand Lodge

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

    Round 4

    Rough Round for the good guys, hopefully Morkeleb and Sandor can level the baddies.

    The stalemate between the skeleton and Grym continues!

    1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d4 + 2 ⇒ (4) + 2 = 6
    1d20 + 2 ⇒ (13) + 2 = 15

    One claw sneaks in, whittling away at the ranger.

    The hogoblins both give a battlecry that sound like it contains more than a bit of laughter. The Northern beastie steps forward to flank Sandor and prevent Odric from fighting back to back. He ignores the big man, confident that he'll continue to miss. The Eastern hobgoblin capitalizes on the flank:

    1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
    1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

    But hitting the dwarf is like striking an anvil...

    Morkeleb, time for some of that Wizard s@&%e. Here's the new map.


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

    ROUND 4

    Morkeleb's eyes narrow as he fires yet again, at the same hobgoblin again, now on death's door. The wizard is hoping to bring the thing down and get Sandor out of the pickle he's in . . . the wand begins emit an eerie red smoke as the bolts repeatedly shoot from its tip.

    Magic Missile damage vs. NE hobby: 1d4 + 1 ⇒ (1) + 1 = 2 <--wow. the bot hates us ALL indescriminately.


    King of Korvosa

    this better not be a TPK vs a couple of stupid hobgoblins and skeletons.


    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 4 action

    Sandor emits a growl of joy now that he is the focus of the two hobgoblins.

    One of ye lad's kindly take the gobby's back. Disgusting swine such as these will never fell a full grown dwarf

    Sandor takes his Plated Boot and runs it down the western gobby's shin stomping on his foot to keep him focused on me, and also to use it to push off for a massive overhead strike of the axe on the Eastern(already damaged) hobgoblin.

    Axe to eastern hobgoblin: 1d20 + 5 ⇒ (1) + 5 = 6
    Damage: 1d10 + 2 ⇒ (6) + 2 = 8

    *#&&^^#& **&@&#&* Dice Roller!!! that is a 1-400 chance... ok Chris reset the roller back to our favor :D

    End of Round 4 now onto Round 5


    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 5

    Ferox curses under his breath and shoots again, aiming at the Eastern Hobgoblin.

    Ferox's Shot:1d20 + 5 ⇒ (1) + 5 = 6

    And his eyes go wide, not believing his own misfortune. He watches the arrow go wide.

    Gaius moves North 2, West 1 to flank the flankerer. He strikes with his rapier.

    Sneak Attack with Rapier:1d20 + 6 ⇒ (13) + 6 = 19
    Damage on Hit:1d6 + 1d6 ⇒ (2) + (4) = 6

    Finally. Some good news.


    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

    Wow, that's lousy prose. I'm too tired.


    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 swings his sword trying to batter the skeleton to pieces.
    1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 + 2 ⇒ (5) + 2 = 7 damage
    Then follows up with a brawling attack smashing an elbow down on its bony skull
    1d20 + 2 ⇒ (17) + 2 = 19 for 1d2 + 1 ⇒ (1) + 1 = 2 damage


    King of Korvosa

    Odric takes the hobgoblin's laugh as a challenge to his manhood. He swings at the creature's head with a concentrated, controlled stike. He is determined to end this embarassment. Mentally, he resolves to edit this fight significantly when recounting it back in town.

    1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 for 1d6 + 3 ⇒ (2) + 3 = 5 damage.

    Grand Lodge

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

    Desna finally smiles on the heroes. In the blink of an eye their fortune changes.

    Grym's swing just barely misses the skeleton, but the elbow cracks the skull with a crunch that echoes down the hall. The western Hobgoblin dies a much quieter death. Sandor turns to see, just in the nick of time, a blade burst forth from between the teeth of the hobgoblin. As the blade returns out the back, the beast crumples. There's now a clear view from Dwarf to Thief.

    Finally, with frustrated fury Odric also lays low the final foe.

    Gentlemen..... Finally we are out of initiative.

    Grand Lodge

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

    XP for skeletons and Hobgoblins

    Each character receives 201 XP


    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 wipes black goblin blood from his rapier and returns it to it's scabbard.

    He whistles a jaunty tune as retrieves his handcrossbow and whip before looting the bodies.


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

    Morkeleb calls upon his magicks to see whether there are magical auras about--either treasure (doubtful) or something more nefairous (probable) throughout the area they've seen so far.

    May I suggest also looking through these bones? One never knows what may be hidden.

    Perception: 1d20 ⇒ 12


    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)

    The ranger grimly smiles at the pile of bones at his feet. He tosses a long bone to his dog andthen tosses back a healing potion for himself.
    1d8 + 1 ⇒ (3) + 1 = 4
    Thorgrym picks up his torch and helps the others search.
    Perception 1d20 + 7 ⇒ (14) + 7 = 21


    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

    Ah yes! Injuries.

    Anyone interested can gather close as I channel energy to heal wounds.

    1d6 ⇒ 2points of damaged healed to all within 30'


    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)

    Ahh, much thanks Gaius...Then a look of confusion dulls the ranger's face. ...Or to Calistra...He trails off not sure whether he should look up to acknowledge thanks or keep his eyes low and averted, or to bow, or maybe Calistra would appreciate him to salute with his manhood. Grym awkwardly does a mix of all of the above and with embarrassment he turns away from the rogue/cleric and goes back to searching.

    Grand Lodge

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

    HA! Well played Phil!

    The skeletons provide no reward. The Hobgoblins are dressed in identically colored gear, clearly a mercenary standard. All three are armed similarly: studded leather armor, light steel shield, longsword, longbow with 20 arrows, and a grand total of merely 24 sails.


    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 bends down and peer's through the hole in the gobby's head.

    Aye now 'ats tha way ta make sure they are dead Gaius! 'Ats a good way to open a search for the pesky 'obby's we must be on the right track

    I take one of the mercenary standards, and peer at it closely.

    Not that it is uncommon for gobby's to group up and march under a standard, 'ese look like they are wealthy too. It is uncommon for goblins ta wear matching standards. Hmm I think I recognize this one

    1d20 ⇒ 7 I have knowledge geography, and nobility each has a +6 modifier


    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

    Which knowledge skill covers Merc bands, Chris? Would this be Local because they're hobgoblins? Or Nobility and Royalty?

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