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

    A hard fight! Time to loot!!


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
    Morkeleb the Mighty wrote:
    A hard fight! Time to loot!!

    ....Sure. How?


    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 swims back and motions Gaius to move up and make sure there are no traps.

    The ranger quickly grabs the weapons and anything larger than the coins. He passes these to Gaius who passes them back to the rest of the group.

    Grym has two empty small sacks. He pulls these out and begins filling them with coin. He grabs gold and platinum over copper depending on how much is there.

    He will take at least as much time as it takes Mork to identify the hopefully very magic loot.


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    Watch the time, counting and identifying suck up precious water breathing time.

    What you find sifting through:

    7,304 gp, 1,300 pp, 12,400 gp in various minor art objects, a gold statuette of a naked woman, a headband of metal, a gorgeous kris-blade dagger in a scabbard which has resisted the water's effect, and a medallion bearing the image of the Sihedron rune.


    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
    Dungeon Master S wrote:

    Watch the time, counting and identifying suck up precious water breathing time.

    ** spoiler omitted **

    Grab what's easy, but let's not waste time. It's DO or DIE here, and if we don't die, we can sack this place later. Right of conquest and all that.


    King of Korvosa

    Lol yeah while the credits roll


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

    Someone take action!


    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:

    Watch the time, counting and identifying suck up precious water breathing time.

    ** spoiler omitted **

    The ranger grabs the gold statuette, the kris blade knife, the headband , and the medallion.

    Then the party moves on.


    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)

    Main loot taken, the party moves on.

    The mute ranger again takes lead. Swimming along as stealthily as he can. He checks the west hallway this time. guys moved on map

    Perception 1d20 + 19 ⇒ (19) + 19 = 38
    Stealth 1d20 + 21 ⇒ (13) + 21 = 34
    Swimming 1d20 + 12 ⇒ (5) + 12 = 17


    King of Korvosa

    Odric keeps pace 10 feet behind Grym


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    Grym leads the party west into a new chamber. This ancient chamber’s flagstone floor is almost completely covered by a bed of rotting swamp algae, which is piled up in a ten-foot-high heap in the south corner. The mangled, rotting carcass of a fifteen-foot-long alligator floats in the north corner near a huge pile of strange bones.

    As the party looks about and plans which way to go next:

    DM: 6d20 ⇒ (19, 17, 19, 12, 7, 13) = 87

    Ferox: 1d20 + 25 ⇒ (17) + 25 = 42 (Traps +2)
    ----->Cricktik: 1d20 + 22 ⇒ (7) + 22 = 29
    Gaius*: 1d20 + 16 ⇒ (10) + 16 = 26
    ----->Flagg: 1d20 + 2 ⇒ (16) + 2 = 18
    Grym**: 1d20 + 21 ⇒ (8) + 21 = 29
    Morkeleb: 1d20 + 0 ⇒ (6) + 0 = 6
    Odric: 1d20 + 0 ⇒ (3) + 0 = 3
    Sandor: 1d20 + 20 ⇒ (20) + 20 = 40

    A fire team of creatures come hurtling through the water. They catch some of you by surprise as the swim with silent efficiency. They have bulbous eyes atop toad-like heads. A multitude of warts and bumps decorate their greenish skin. They each wield massive clubs that vibrate in the water, powered by some magic.


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    Baddies: 1d20 + 4 ⇒ (16) + 4 = 20
    Ferox: 1d20 + 10 ⇒ (9) + 10 = 19
    Gaius: 1d20 + 3 ⇒ (5) + 3 = 8
    Grym*: 1d20 + 13 ⇒ (7) + 13 = 20
    Morkeleb: 1d20 + 6 ⇒ (17) + 6 = 23
    Odric: 1d20 + 4 ⇒ (15) + 4 = 19
    Sandor: 1d20 + 8 ⇒ (5) + 8 = 13

    Surprise Round:
    Grym: Go
    Baddies: TBD
    Ferox: TBD
    Sandor: TBD
    Gaius: TBD

    Round 1:
    Morkeleb: TBD
    Grym: TBD
    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD


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

    SRLSY who placed those pogs?? Why is the squishy wizard exposed like that??? Would any of the players have agreed to that marching order??


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    This is why the party must update the pogs when they move! The group was traveling east to west, and the foe came from the north.


    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)

    Surprise Round

    Though caught a little off guard, the warrior's well honed reflexes have blade in hand and ready. He kicks off the wall and thrusts into Red Warty.

    attack 1d20 + 21 ⇒ (14) + 21 = 35
    Serethial 1d8 + 15 + 2d6 ⇒ (8) + 15 + (1, 5) = 29

    Swim 1d20 + 12 ⇒ (7) + 12 = 19


    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)
    Morkeleb the Mighty wrote:
    SRLSY who placed those pogs?? Why is the squishy wizard exposed like that??? Would any of the players have agreed to that marching order??

    I moved Bucho on the map next to Morkeleb.

    The dog was assigned to guard the wizard. If DM wants to move the dog to the other side of Mork thats fine. But Bucho is too well trained to stray


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

    No problem on the Bucho move.

    Grym fleches through the water to the nearest creature Knowledge (Local) to ID. Serithiel plunges into the creature do devastating effect. The green creature has plenty of fight left though...

    The group of them all croak with rage as they join the fight. Clearly they relish this combat and the violence it brings.

    Red: Swings his club right at Grym! ATK: 1d20 + 19 ⇒ (6) + 19 = 25, but misses.
    Black: swims closer and does the same. ATK: 1d20 + 19 ⇒ (20) + 19 = 39 THREAT ATK Confirm: 1d20 + 19 ⇒ (13) + 19 = 32 and connects with the ranger's head for DMG: 2d10 + 22 ⇒ (6, 3) + 22 = 31
    Blue: Swims towards Bucho
    Green: Charges Bucho! ATK: 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35 for DMG: 1d10 + 11 ⇒ (4) + 11 = 15
    White: Gets in on the Grym pile: ATK: 1d20 + 19 ⇒ (2) + 19 = 21 but misses
    Purple: Swims past Grym, to block Odric AoO from Grym

    Surprise Round:
    Grym: Hit
    Baddies: ATK
    Ferox: Go
    Sandor: Go
    Gaius: Go

    Round 1:
    Morkeleb: Go
    Grym: Go and AoO

    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD

    DM:

    Red: 28


    Formian Myrmarch HP 104/126| AC 27 FF 22 Tch 16 | CMD 16 | F+11 R+14 W+13 | Perc +18 | Init +8

    Cricktik tries to sting the creature next to him.

    sting: 1d20 + 16 ⇒ (19) + 16 = 35
    damage: 1d8 + 5 ⇒ (7) + 5 = 12 plus poison
    sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex and sickened; cure 2 saves. The save DC is Constitution-based.


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    Cricktik lashes out to easily sting the creature!
    FORT: 1d20 + 15 ⇒ (3) + 15 = 18 while the wound doesn't look like much, the formian's poison begins working its way into the humanoid! DEX DMG: 1d4 ⇒ 2

    Surprise Round:
    Grym: Hit
    Baddies: ATK
    Ferox: Go
    Sandor: Go
    Gaius: Go

    Round 1:
    Morkeleb: Go
    Grym: Go and AoO

    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD

    DM:

    Red: 28
    Green: 11 (2 DEX DMG, Sickened, poison 0/2 saves made)


    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

    Suprise rd

    Sandor geting used to his beer mask tries to rush forward and bash the one assaulting Odric.

    Acrobatics: 1d20 + 0 ⇒ (18) + 0 = 18

    Shield Bash PA: 1d20 + 20 ⇒ (15) + 20 = 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: 1d6 + 17 ⇒ (1) + 17 = 18 Have shield spike so damage is piercing too


    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)

    AoO on Purple as he tried to swim by
    attack 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (1) + 15 + 2 + (5, 6, 1, 1) = 31

    Round 1

    Starting to get surrounded and taking a beating, the ranger grits his teeth and full attacks on Red Warty trying to take at least of these bastiches out of the fight.

    FULL Underwater Attack! 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (7) + 15 + 2 + (3, 1, 1, 2) = 31

    Offhand 1d20 + 18 ⇒ (5) + 18 = 23
    SharkSlayer 1d4 + 13 ⇒ (1) + 13 = 14

    2nd main 1d20 + 21 + 2 - 5 ⇒ (19) + 21 + 2 - 5 = 37
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (2) + 15 + 2 + (4, 2, 2, 3) = 30

    2nd offhand 1d20 + 18 - 5 ⇒ (1) + 18 - 5 = 14
    SharkSlayer 1d4 + 13 ⇒ (3) + 13 = 16

    *2nd main attack is threatening 1d20 + 21 + 2 - 5 ⇒ (3) + 21 + 2 - 5 = 21
    extra damage 1d8 + 15 + 2 + 2d6 ⇒ (7) + 15 + 2 + (4, 4) = 32

    Brave Bucho stays in front of his squishier packmate. The dog bites back, jaws tearing at Green Warty.

    main attack 1d20 + 18 ⇒ (5) + 18 = 23
    jaws of killing 1d8 + 15 ⇒ (6) + 15 = 21

    2nd attack 1d20 + 18 - 5 ⇒ (15) + 18 - 5 = 28
    killing bite 1d8 + 15 ⇒ (3) + 15 = 18

    die roller is pissing me off. EIGHT attack rolls and only two were above in double digits...


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

    Hey guys, don't forget about the underwater combat rules. If you want to attack and you don't have a swim speed or Freedom of Movement, you must make a swim check to attack. Even if you pass it, you have a -2 to attack. All attacks do half damage except piercing (and even then only on a successful DC 10 Swim check.) It really slows me down to have to do all the math. I'll have to go through the post later do resolve all the action. Also, during a surprise round you can only take a standard action.


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    Oh yeah, Grym has Freedom of Movement, so that makes a lot of this easier. I forgot about that.

    Grym, gifted with the magic of Freedom slices quickly at the creature on its way by. The cut goes deep, but it doesn't slow it down.

    Sandor closes with the creature, getting up next to Odric You can't charge while swimming without a natural swim speed.

    Grym goes wild on the creature with the red warts, blood and viscera float all about the ranger. Close to death as it is, the creature continues to fight, albeit barely.

    Holding back on Bucho's actions until confirmed he has Freedom of Movement or makes a swim check.

    Surprise Round:
    Grym: Hit
    Baddies: ATK
    Ferox: Go
    Sandor: move
    Gaius: Go

    Round 1:
    Morkeleb: Go
    Grym: ATK
    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD

    DM:

    Red: 131
    Green: 11 (2 DEX DMG, Sickened, poison 0/2 saves made)
    Purple: 30


    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

    Swim: 1d20 + 2 ⇒ (13) + 2 = 15

    Ferox orients himself in the water, finding the environment frustrating and silently curses the group's unpreparedness. He knows his arrows will be less effective here in the water, but hopes his aim and guidance from Abadar will help the arrows streak through the water like a greased eel and strike true.

    Arrow, Green: 1d20 + 21 + 1 + 1 - 3 - 2 ⇒ (14) + 21 + 1 + 1 - 3 - 2 = 32
    Damage: 1d8 + 7 + 1 + 6 ⇒ (8) + 7 + 1 + 6 = 22


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    Indeed the arrow strikes true. The creature seem to rely more upon their toughness than defense.

    Surprise Round:
    Grym: Hit
    Baddies: ATK
    Ferox: Hit
    Sandor: Move
    Gaius: Go

    Round 1:
    Morkeleb: Go
    Grym: ATK
    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD

    DM:

    Red: 131
    Green: 32 (2 DEX DMG, Sickened, poison 0/2 saves made)
    Purple: 30


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

    since I seriously doubt Gaius' actions will affect mine...

    ROUND 1

    Morkeleb is surprised by the appearance of these frog-men, and even moreso by their toughness. Seeing two break off toward the right, and Bucho bravely squaring off with them to defend the wizard, he calls upon his most powerful magics to assist.

    Stepping back to give himself a bit more room, he grasps his staff in a two-handed grip, as if it were a Greatsword. His signature green light suffuses & surrounds the staff, then the light separates away from the implement to coalesce into a giant sword, to hover over green like the Sword of Damocles.

    Morkeleb swoops his staff down in a mighty blow, and the Sword mimics his actions, striking down on Green's head, not with the force of the wizard's arm, but with his MIIIIIIIINNNNNND!!

    Cast Mage's Sword. Target Green.

    M Sword Attack: 1d20 + 14 + 8 + 3 ⇒ (5) + 14 + 8 + 3 = 30
    Damage: 4d6 + 3 ⇒ (6, 6, 5, 3) + 3 = 23


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    Morkeleb's mind is as sharp as the blade and easily carves into the creature.

    Bucho tries his doggie best to bite down on the creature Swim: 1d20 + 5 ⇒ (1) + 5 = 6, but struggles to get a good angle. Still he draws blood!

    Surprise Round:
    Grym: Hit
    Baddies: ATK
    Ferox: Hit
    Sandor: Move
    Gaius: Go

    Round 1:
    Morkeleb: Mork's Sword
    Grym: ATK
    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD

    DM:

    Red: 131
    Green: 68 (2 DEX DMG, Sickened, poison 0/2 saves made)
    Purple: 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)
    Dungeon Master S wrote:
    Hey guys, don't forget about the underwater combat rules. If you want to attack and you don't have a swim speed or Freedom of Movement, you must make a swim check to attack. Even if you pass it, you have a -2 to attack. All attacks do half damage except piercing (and even then only on a successful DC 10 Swim check.) It really slows me down to have to do all the math. I'll have to go through the post later do resolve all the action. Also, during a surprise round you can only take a standard action.

    Sorry DM. I didn't realize I had a -2 even w/ piercing weapons.

    I also didn't realize I needed a swim check even if not moving, since the warty badguy moved to Grym and Bucho.

    Grym has a +12 to his swim, he can auto make a DC10.
    I'll roll for Bucho in the future.


    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

    Swim:1d20 - 2 ⇒ (10) - 2 = 8

    Gaius sighs to himself, but casts Bless on the party.


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    No worries. Serithiel does half damage underwater as well.

    Gaius doesn't make it pretty, but he takes a moment to bring Calistria's blessing. The water around him becomes slightly carbonated for a moment.

    The trio of beastmen around Grym start wailing away with their great clubs:
    Red: Swing 1: 1d20 + 19 ⇒ (5) + 19 = 24 and Swing 2: 1d20 + 14 ⇒ (10) + 14 = 24 but can't connect

    Black: Swing 1: 1d20 + 19 ⇒ (9) + 19 = 28 and Swing 2: 1d20 + 14 ⇒ (15) + 14 = 29 and also misses

    White: Swing 1: 1d20 + 19 ⇒ (17) + 19 = 36 and hits him in the ribs for DMG: 1d10 + 11 ⇒ (8) + 11 = 19 and Swing 2: 1d20 + 14 ⇒ (20) + 14 = 34 Swing 2 Confirm: 1d20 + 14 ⇒ (6) + 14 = 20 again for DMG: 1d10 + 11 ⇒ (10) + 11 = 21

    Purple: Seeing the ease with which Odric moves, focuses on the human Swing 1: 1d20 + 19 ⇒ (15) + 19 = 34 and hits him in the thigh for DMG: 1d10 + 11 ⇒ (4) + 11 = 15 and Swing 2: 1d20 + 14 ⇒ (10) + 14 = 24

    The remaining two focus on Grym's faithful companion
    Green: Swing 1: 1d20 + 19 ⇒ (2) + 19 = 21 and Swing 2: 1d20 + 14 ⇒ (8) + 14 = 22 miss

    Blue: Swing 1: 1d20 + 19 ⇒ (5) + 19 = 24 and Swing 2: 1d20 + 14 ⇒ (4) + 14 = 18 miss

    But Bucho is having none of it.

    Round 1:
    Morkeleb: Mork's Sword
    Grym: ATK
    Baddies: ATK
    Ferox: Go
    Odric: Go
    Sandor: Go
    Gaius: Go

    Spoiler:

    FORT: 1d20 + 15 ⇒ (10) + 15 = 25
    Red: 71
    Green: 68 (2 DEX DMG, Sickened, poison 1/2 saves made)
    Purple: 30


    King of Korvosa

    Round the First:

    Odric swims about a body length toward Grym, angling over the creature immediately before him. Once he is in position, Odric churns the water around him with a violent wrenching back and forth of his blade. The Kegerator bites flesh and bloody the water.

    (5 foot north and up, full attack - first of the guy immediately south of Grym, then if it dies in the dude below Odric)

    Pwr Atk (FF): 1d20 + 27 + 2 ⇒ (2) + 27 + 2 = 31 for 1d10 + 14 + 9 ⇒ (6) + 14 + 9 = 29 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (19) + 25 = 44.

    Pwr Atk (FF): 1d20 + 27 - 5 + 2 ⇒ (13) + 27 - 5 + 2 = 37 for 1d10 + 14 + 9 ⇒ (8) + 14 + 9 = 31 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (11) + 25 = 36.

    Pwr Atk (FF): 1d20 + 27 - 10 + 2 ⇒ (16) + 27 - 10 + 2 = 35 for 1d10 + 14 + 9 ⇒ (1) + 14 + 9 = 24 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (12) + 25 = 37.

    Confirm:
    Pwr Atk (FF): 1d20 + 27 - 10 + 5 + 2 + 4 ⇒ (18) + 27 - 10 + 5 + 2 + 4 = 46 for 1d10 + 14 + 9 ⇒ (3) + 14 + 9 = 26 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (15) + 25 = 40.

    Shaken due to crit, possible intimidated.


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    Odric swims up a bit, completely unimpeded by the water. Thrice he swings and thrice he hits. The creature must be a champion of his race, for he continues to fight on, even though the power of Odric's swings chills him to the bone.

    Round 1:
    Morkeleb: Mork's Sword
    Grym: ATK
    Baddies: ATK
    Ferox: Go
    Odric: ATK
    Sandor: Go
    Gaius: Go

    DM:

    FORT: 1d20 + 15 ⇒ (10) + 15 = 25
    Red: 71
    Green: 68 (2 DEX DMG, Sickened, poison 1/2 saves made)
    Purple: 137 (Shakened to the end.)


    Formian Myrmarch HP 104/126| AC 27 FF 22 Tch 16 | CMD 16 | F+11 R+14 W+13 | Perc +18 | Init +8

    Cricktik continues his assault on Green.

    sting: 1d20 + 16 ⇒ (10) + 16 = 26
    Damage: 1d8 + 5 ⇒ (2) + 5 = 7
    sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 ⇒ 1 Dex and sickened; cure 2 saves. The save DC is Constitution-based.

    claw: 1d20 + 16 ⇒ (17) + 16 = 33
    Damage: 1d4 + 5 ⇒ (1) + 5 = 6

    claw: 1d20 + 16 ⇒ (11) + 16 = 27
    Damage: 1d4 + 5 ⇒ (1) + 5 = 6

    bite: 1d20 + 16 ⇒ (12) + 16 = 28
    Damage: 1d6 + 5 ⇒ (1) + 5 = 6


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    Fortification v. Odric: 1d100 ⇒ 53

    FORT v. Odric Stagger: 1d20 + 15 ⇒ (9) + 15 = 24
    FORT v. Odric Stun: 1d20 + 15 ⇒ (18) + 15 = 33

    Cricktik's assault is vicious, and while the individual attacks don't do that much damage, the danger is in the poison.
    FORT: 1d20 + 15 ⇒ (14) + 15 = 29

    Round 1:
    Morkeleb: Mork's Sword
    Grym: ATK
    Baddies: ATK
    Ferox: Go
    Odric: ATK
    Sandor: Go
    Gaius: Go

    DM:

    Red: 71
    Green: 89 (2 DEX DMG, Sickened, poison 1/2 saves made)
    Purple: 137 (Shakened to the end, Staggered for Round 2)


    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

    Swim: 1d20 + 2 ⇒ (7) + 2 = 9 Poops.

    Distracted by Morkeleb swimming past, Ferox can't quite keep his orientation steady in the water. As he lists to the side, he draws his bow and let's loose a volley, heedless of the dampening effect of the water on their flight.

    Swift: Judgement - Destruction and Justice

    Arrow1: 1d20 + 21 + 1 + 1 + 1 + 3 - 2 - 3 - 4 ⇒ (19) + 21 + 1 + 1 + 1 + 3 - 2 - 3 - 4 = 37
    Damage: 1d8 + 7 + 1 + 6 + 5 + 2d6 ⇒ (1) + 7 + 1 + 6 + 5 + (3, 1) = 24

    Rapid Shot: 1d20 + 21 + 1 + 1 + 1 + 3 - 2 - 3 - 4 ⇒ (16) + 21 + 1 + 1 + 1 + 3 - 2 - 3 - 4 = 34
    Damage: 1d8 + 7 + 1 + 6 + 5 + 2d6 ⇒ (4) + 7 + 1 + 6 + 5 + (4, 1) = 28

    Arrow2: 1d20 + 16 + 1 + 1 + 1 + 3 - 2 - 3 - 4 ⇒ (9) + 16 + 1 + 1 + 1 + 3 - 2 - 3 - 4 = 22
    Damage: 1d8 + 7 + 1 + 6 + 5 + 2d6 ⇒ (7) + 7 + 1 + 6 + 5 + (1, 6) = 33

    Any hits do half damage


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    Ferox swumbles a bit, but quickly turns to what he knows best, the bow. Despite the awkward angle and the less than straight shot, nearly felling the man-thing

    Round 1:
    Morkeleb: Mork's Sword
    Grym: ATK
    Baddies: ATK
    Ferox: ATK
    Odric: ATK
    Sandor: Go
    Gaius: Go

    DM:

    Red: 71
    Green: 132 (2 DEX DMG, Sickened, poison 1/2 saves made)
    Purple: 137 (Shaken to the end, Staggered for Round 2)


    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 1

    Frustrated at the lack of footing and the battle is moving from him, the normally sturdy dwarf steps forward and tries to bash and hack this creature back into flotsam and jetsam.

    Swim check: 1d20 + 5 ⇒ (2) + 5 = 7
    acrobatics: 1d20 ⇒ 18 Dunno if its needed for a 5'step

    Full Attk TWF+PA Changing to shield bash first since axe is less effective. Attacks will be out of order... shield has a spike for piercing
    Dwarven Waraxe +1 TWF+PA: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
    Dmg: 1d10 + 15 ⇒ (5) + 15 = 20
    Shield Bash TWF+PA: 1d20 + 20 - 2 ⇒ (19) + 20 - 2 = 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 + 13 ⇒ (5) + 13 = 18
    Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
    Dmg: 1d10 + 15 ⇒ (8) + 15 = 23
    Shield Bash TWF+PA (2nd attk): 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33 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 + 13 ⇒ (2) + 13 = 15
    Shield Bash TWF+PA (3rd attk): 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
    Dmg: 1d6 + 13 ⇒ (1) + 13 = 14

    Rend (If both weapons hit): 1d10 + 6 ⇒ (3) + 6 = 9


    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

    Remember Grym, and Odric will get an AoO when my bash causes movement or since it's up against a wall it will be prone???

    Confrim Crit Shield Bash: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29
    Extra Damage: 1d6 + 13 ⇒ (3) + 13 = 16


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    Sandor does his best to get close, and he sees an opening. Taking it, he slams his shield into the bog-man. The resistance from the water really foils the attack, but a spike catches it in the neck! The creature can't fight through such a wound and begins to bleed out as it floats (hard) into the wall.

    Round 1:
    Morkeleb: Mork's Sword
    Grym: ATK
    Baddies: ATK
    Ferox: ATK
    Odric: ATK
    Sandor: Kill
    Gaius: Go

    DM:

    Red: 71
    Green: 132 (2 DEX DMG, Sickened, poison 1/2 saves made)


    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

    Swim, Gaius! 1d20 - 2 ⇒ (5) - 2 = 3

    Gaius kinda does a few twitches.

    Done.


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    Gaius is literally out of his element.

    Round 1:
    Morkeleb: Go
    Grym: go

    Baddies: TBD
    Ferox: TBD
    Odric: TBD
    Sandor: TBD
    Gaius: TBD

    DM:

    Red: 71
    Green: 132 (2 DEX DMG, Sickened, poison 1/2 saves made)


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

    The Sword continues its assault on Green, which lands a wicked blow on the beastie's neck.

    Attack: 1d20 + 14 + 8 + 3 ⇒ (19) + 14 + 8 + 3 = 44 <--CRIT AUTOCONFIRMED!!!
    damage: 8d6 + 6 ⇒ (6, 1, 2, 5, 1, 5, 5, 6) + 6 = 37

    The wizard then turns to his left, opens his mouth, and a silent scream issues from his lips. White jerks about, the only one who can hear the violent noise.

    Ear Piercing Scream on white.

    Damage: 5d6 ⇒ (5, 5, 3, 2, 6) = 21 + Dazed for 1 round <--fort DC 19 to halve damage & negate Dazeed.


    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 think its round 2

    Round 2

    Hemmed in on all sides, the ranger hopes to cut his way out of this before he is beaten into a watery grave.
    Grym brings the fight to Red Warty. If/when Red dies he finishes his attacks on Black Warty. FULL ATTACK!

    Main attack 1d20 + 21 + 2 - 2 ⇒ (12) + 21 + 2 - 2 = 33
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (6) + 15 + 2 + (3, 2, 3, 6) = 37 super lame half damage

    Offhand attack 1d20 + 18 ⇒ (15) + 18 = 33
    SharkSlayer 1d4 + 13 ⇒ (3) + 13 = 16 FULL damage, SharkSlayer is obviously built for underwater killing

    2nd Main 1d20 + 21 + 2 - 2 - 5 ⇒ (5) + 21 + 2 - 2 - 5 = 21
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (7) + 15 + 2 + (3, 4, 1, 1) = 33

    2nd Offhand 1d20 + 18 - 5 ⇒ (18) + 18 - 5 = 31
    SharkSlayer 1d4 + 13 ⇒ (4) + 13 = 17

    BUCHO
    The big brindle dog fights in the strange watery environment. He keeps fighting Green Warty till he is dead.

    Swim 1d20 + 6 ⇒ (14) + 6 = 20

    Attack 1d20 + 18 ⇒ (3) + 18 = 21
    jaws 1d8 + 15 ⇒ (1) + 15 = 16

    2nd Attck 1d20 + 18 - 5 ⇒ (20) + 18 - 5 = 33
    jaws 1d8 + 15 ⇒ (2) + 15 = 17

    threatening! 1d20 + 18 - 5 ⇒ (13) + 18 - 5 = 26
    extra damage 1d8 + 15 ⇒ (2) + 15 = 17


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    The enemies here are NOT followers of Zon-Kuthon.

    Morkeleb's wizard blade cuts and slices, working through the creatures as assuredly as Grym's blades. The slice severs its head! The enchanter immediately gives a shout unheard by all, except one. Fort: 1d20 + 15 ⇒ (15) + 15 = 30, who simply bears the pain and fights on.

    Grym's fury results in a grievously wounded foe, but not a dead one.

    Moving Bucho's attacks to the other foe The dog bites hard on the first bite, but the second is truly damaging, practically taking off the creature's foot!

    The trio by Grym ignore Odric, despite the danger he brings. Instead they try to gang up on the ranger and bring him down quickly.

    Red Swing: 1d20 + 19 ⇒ (4) + 19 = 23 MISS
    Red Backswing: 1d20 + 14 ⇒ (18) + 14 = 32 hit for DMG: 1d10 + 11 ⇒ (7) + 11 = 18
    Black Swing: 1d20 + 19 ⇒ (8) + 19 = 27 MISS
    Black Backswing: 1d20 + 14 ⇒ (10) + 14 = 24 MISS
    White Swing: 1d20 + 19 ⇒ (15) + 19 = 34 hit for DMG: 1d10 + 11 ⇒ (5) + 11 = 16
    White Backswing: 1d20 + 14 ⇒ (3) + 14 = 17 MISS

    And on the other side, the faithful dog also draws the attention of his foe.

    Purple Swing: 1d20 + 19 ⇒ (18) + 19 = 37 hit for DMG: 1d10 + 11 ⇒ (4) + 11 = 15
    Purple Backswing: 1d20 + 14 ⇒ (19) + 14 = 33 hit for DMG: 1d10 + 11 ⇒ (10) + 11 = 21

    Round 1:
    Morkeleb: Wizard Ways
    Grym: ATK
    Baddies: ATK
    Ferox: Go
    Odric: Go
    Sandor: Go
    Gaius: Go

    DM:

    Red: 132
    White: 10
    Purple: 50


    King of Korvosa

    Round the Second

    Odric is currently directly over the white warty. He will delay until Sander moves 5' NW.


    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

    Sandor follows to get the flank on white, and shield bashes him.

    Acrobatics: 1d20 ⇒ 19
    Swim Check: 1d20 + 5 ⇒ (7) + 5 = 12

    Shield Bash PA+Flank-Environ: 1d20 + 20 + 2 - 2 ⇒ (6) + 20 + 2 - 2 = 26 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 + 17 ⇒ (6) + 17 = 23

    I hope a 32DC passes their CMD so Grym and Odric an get an AoO


    King of Korvosa

    Round the Second

    PofO- if Odric does get an AoO vs. white warty, the attacks below will shift to the other baddies. Un-PofO

    Odric kicks off the warty head of the creature below him and allows the momentum to carry him directly over Thorgrym's head. With a lightning fast series of strikes, Odric lashes out at the enemy to Grym's southern flank.

    Odric redirects his subsequent attacks to the more damaged of the remaining two creatures surrounding Grym when he realizes he has stunned the foe!

    Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 + 2 ⇒ (15) + 28 + 2 = 45 for 1d10 + 14 + 9 ⇒ (5) + 14 + 9 = 28 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (6) + 25 = 31.

    Power Attack with The Kegerator: 1d20 + 28 + 2 - 2 - 5 ⇒ (8) + 28 + 2 - 2 - 5 = 31 for 1d10 + 14 + 9 ⇒ (10) + 14 + 9 = 33 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (3) + 25 = 28.

    Power Attack with The Kegerator: 1d20 + 28 + 2 - 2 - 10 ⇒ (12) + 28 + 2 - 2 - 10 = 30 for 1d10 + 14 + 9 ⇒ (10) + 14 + 9 = 33 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (17) + 25 = 42.

    Confirm: Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 + 2 + 4 ⇒ (6) + 28 + 2 + 4 = 40 for 1d10 + 14 + 9 + 2 ⇒ (10) + 14 + 9 + 2 = 35 damage and Intimidate DC 10+Target HD+Target's Wisdom Modifier: 1d20 + 25 ⇒ (19) + 25 = 44.

    White is staggered for 1d4+1 rounds (save DC 23 to be staggered for 1 round).
    White is stunned for 1 round (save DC 16).


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    I'm way confused about Odric's turn, because there are 3 foes by Grym. Sandor hit, no bull Rush. Odric is over a foe, who is also flanked by Grym and Sandor. The other foe Odric can reach (Black)
    is solidly healthy. The foe only Grym can reach (Red) is nearly dead.
    Who do you want to attack Odric, Black or White?


    King of Korvosa

    Odric 5 foot swam to directly over Grym. He will attack white, And if white is slain before Odric is out of attacks, he will finish off Red.


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    Sandor smashes his shield into the warrior, but he flips as he swims in order to absorb the shove. From above Odric hacks over and over again.

    The entire array of strikes are needed, but when he's done, the creature is undone and no more!

    Round 1:
    Morkeleb: Wizard Ways
    Grym: ATK
    Baddies: ATK
    Ferox: Go
    Odric: Kill
    Sandor: Hit
    Gaius: Go

    DM:

    Red: 132
    Purple: 50

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