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 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 THE SECOND

    Villians, Villians, everywhere, but nary one to flank.

    Gaius pulls out his whip and steps South East 1. He lashes out at The Hobgoblin, attempting to trip him and give Odric the advantage.

    Trip:1d20 ⇒ 17

    Looks good to me. Does the Hobgoblin keep his footing, my leige?

    He just channeled Negative Energy. Seems our fallen Paladin was picked back up by someone. Knowledge: Religion- 1d20 + 5 ⇒ (8) + 5 = 13 Who or what is The Grey Master?


    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 HP: 6/14 AC: 24

    Sandor feels the nauseous caused by the draw of life from him. The feeling challenges his will to fight, but he pushes through it.

    Bring it on Scum, there is nowhere for you to run your cowardly self put you into a corner hiding behind stinkin hobgoblins Sandor spits in utter contemp for the anti-paladin, and changes his tactics to a defensive style.

    Axe Fighting Defensivly: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
    Damage: 1d10 + 2 ⇒ (9) + 2 = 11

    Grand Lodge

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

    Gaius & Ferox:
    You both recognize the nickname of Norgorbor, Lord of theft and greed.

    Odric misses with the Eagle, but before his eyes the crack of a whip tears the hobgoblin's legs out from under him. The beast now lies at his feet.

    Sandor moves to defense, his shield forming a wall. The swing is wide...

    Map update at round's end.


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

    ROUND 2

    Morkeleb the Mighty wrote:


    Gritting his teeth against the unholy searing, Morkeleb concentrates his magic on the remaining hobgoblin. He mutters a quick incantation, and a quick flash of light burns from his staff. Simultaneously, he pulls out the Magic Missile wand, getting ready to blast away as needed.

    Spell: Daze vs. remaining hobgoblin.

    Will save DC 17 or take no actions on his next turn.

    (in case you missed it. Odric did his attack too--but it was before the hobgoblin went prone.)


    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 Two HPs 10/26, AC 16

    The ranger bares his teeth at the unholy pain searing through him from the fallen paladin's curse. He drops his sling and starts to despair. Yet by chance or perhaps some power of Good Grym's empty hands brush by the blades on his waist. Quickly he draws sword and knife and rushes forward eager to bring an end to this unholy warrior.

    Grym moves to square B8 and attacks.
    Sword 1d20 + 5 ⇒ (10) + 5 = 15 damage 1d6 + 4 ⇒ (2) + 4 = 6
    knife 1d20 + 4 ⇒ (5) + 4 = 9 damage 1d4 + 3 ⇒ (3) + 3 = 6

    not sure if the table in square B8 is going to cause me much problems. I'll give a dex roll use it if its needed.
    dex 1d20 + 2 ⇒ (15) + 2 = 17

    Grand Lodge

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

    Hobgoblin Will Save: 1d20 + 1 ⇒ (13) + 1 = 14


    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

    I think we're waiting on the baddies, Dungeon Master.


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

    Odric feels some very negative energy, causing him to contemplate life, his self-worth and the futility of his existence. Amidst this depression he feels quite a bit less healthy.

    He swings The Eagle with decidedly less enthusiasm than is usual, his strength is flagging probably due to the negative energy in the air. 1d20+4. His miss is not surprising, and he seems resigned to it.

    This would be Odric's ROUND 2 action. Even though the hobbie is prone giving Odric a +4, I doubt a hit roll of 12 will score on him . . . so Tony is right, it should be the baddies' turn. Please rememeber that the hobby is dazed and can take no actions this round--booyah!


    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's attack is just prior to the trip. But if he stands, Odric might get an AoO.


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

    whoops, right--I mixed up the order, thought you were first. Mah bad. But he ain't getting up this round. heh.

    Grand Lodge

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

    Round 2

    Grym moves up to back up Sandor. The Ranger lets loose a pair of attacks on the fallen paladin, but neither penetrates his armor. He laughs at his perceived advantage, spittle landing on the ranger's armor.

    Before the prone hobgoblin can decide what to do he is mentally struck by Morkeleb. He keeps his wits about him, but it's as if he's forgotten what to do.

    I, Elsir Valay, am unstoppable!

    Once more he holds his symbol aloft. Once more he channels the power of his new god into an attack. Gaius just barely avoids the display.

    2d6 ⇒ (3, 6) = 9

    Odric: 1d20 ⇒ 1
    Grym: 1d20 + 2 ⇒ (6) + 2 = 8
    Sandor: 1d20 + 1 ⇒ (11) + 1 = 12

    Everyone takes the full 9 damage. The foe, named Elsir, releases his symbol and draws forth a masterfully crafted longsword.

    Map is here.

    ...Begin round 3.


    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

    does Grym get an aoo for drawing a weapon


    King of Korvosa
    Sandor Stouthammer wrote:
    does Grym get an aoo for drawing a weapon

    Drawing a weapon doesn't, but let's hope he decides to sheath it next round. Then we'll get one.


    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

    Sandor, are you down?


    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

    Initiative Repost:
    Ferox: 22
    Odric: 20
    Gaius: 18
    Sandor: 17
    Grym: 13
    Mighty Mork: 10
    Baddies: 8


    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 3

    Should have remembered to do this last round
    Abadar's Justice will see you brought down today, Valay.
    Swift action: Judgement(Justice) +1 sacred bonus to attacks against Valay.

    Ferox moves from behind the bed to stand in front of it at A3. He then draws and sights another arrow and lets loose, hoping Abadar's guidance will help it strike true.

    Longbow: 1d20 + 8 ⇒ (15) + 8 = 23
    On hit: Damage 1d8 + 2 ⇒ (7) + 2 = 9

    Chris, any info on the "Grey Master" from our previous knowledge checks?

    Does Ferox recognize the name, Elsir Valay, at all from the Bank?
    Knowledge(local): 1d20 + 5 ⇒ (7) + 5 = 12

    Grand Lodge

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

    Round 3 Update

    Ferox's arrow strikes solidly, vanishing almost to the fletching! He howls in pain and grits his teeth.

    Rich check the spoiler on the 5th post of the page.

    Neither his forst nor last names ring any bells.


    King of Korvosa

    Round the Third
    help me out, this guy is prone and dazed, is he helpless?

    What was golden light a moment ago, is now stained an eerie crimson with this very creature's blood from its head wound. The Eagle's eyes glare this sanguine luminescence, bathing the entire corner of the room in diffuse red light.

    As the Anti-Paladin releases his unholy attack Odric once again feels the horrible draining feeling, sapping him of his will and his life force. It is much stronger this time, but he recognizes it for what it is and feels better able to handle the negative energy flowing through his body. He feels weakened for a moment, but adrenaline and rage give him the determination and focus to attack.

    Upon the hobgoglin's startled tumble from Gaius' well-placed whip, Odric lifts The Eagle for a killing blow. As Morkelb's magic works its mystical effects on the creature, Odric almost feels pity for the stupefied monster laying flat on the ground before him. Almost.

    The Eagle, crimson light blazing, is suddenly and violently extinguished as the entire head of the pick is buried in the prone creature's exposed armpit. With a sickening slurp, the head emerges and a deeper red light once again illumiates the room. As the pick is withdrawn, the hobgoblin's lifeblood splashes generously upon Odric's boots. The creature seems to feel no pain - the magic clouding its tiny hobgoblin brain has left it insensate.

    If he was helpless:
    Full round action, coup de grace, additional damage rolls:
    1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
    1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
    1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7.

    Heavy pick power attack:1d20 + 4 + 4 + 1 - 1 ⇒ (17) + 4 + 4 + 1 - 1 = 25 for 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 damage.


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

    ROUND 3

    Sorry, S, "dazed" =\= "helpless" No CDG for you!

    Knowing this is a dangerous foe, Morkeleb gambles a bit, bringing forth a dweomer that is only partially effective if resisted, but should allow the group to end this quickly if it is not. He draws a deep breath, levels is staff at Valay, and appears to shout loudly--but no sound comes out. The mystical energy issuing from the wizard's mouth passes through his staff's gem, then focuses again on the villain. No one in the room hears anything--except Valay who reacts as if he's hearing a viciously loud noise, one that might, in fact, be described as an Ear-Piercing Scream

    Effect: 1d6 ⇒ 1 sonic damage + dazed for 1 round

    Fort save, DC 16 (this is evocation, so NOT subject to his current +2 save bonus vs. enchantment) for half damage & negate daze


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

    yes Sandor is down at -3 hp

    Grand Lodge

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

    If you fall to negative HPs, your turn should be a Stabilization check. I have no problem with players announcing how close to death you are.

    Round 3 continued
    Odric, you run the hobgoblin through with the eagle. He's still concious, but the wound is clearly fatal...


    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 THE THIRD

    Gaius moves South 5 to stand just east of the fallen Sandor.

    If those pallets on the map hinder movement, I can move around them and still get to that square.

    Unquenchable Fire, heal this dwarf that he may revenge himself and like a wasp, live to sting again!

    Convert Entropic Shield and spontaneously cast Cure Light Wounds

    Sandor is healed for1d8 + 1 ⇒ (2) + 1 = 3 points.

    Done.


    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 Three

    Grym staggers under the second wave of unholy energy. His eyelids flutter and he begins seeing red and black spots in his vision. The ranger takes in a breath and steels himself on his feet. Another hit will take him down for sure.
    Seeing Sandor fall, Grym is torn between dragging the dwarf back to render a precious healing potion and running the fallen paladin through. He is glad the choice is taken from him as the Calistrian rogue comes to the dwarfs rescue. The ranger grits his teeth and takes the fight to the unholy warrior, covering Sandor while he is still down.

    Sword 1d20 + 5 ⇒ (14) + 5 = 19 damage 1d6 + 4 ⇒ (5) + 4 = 9
    Knife 1d20 + 4 ⇒ (12) + 4 = 16 damage 1d4 + 3 ⇒ (2) + 3 = 5

    do I get any bonuses for the spell Morkeleb cast on the antipaladin? I wasnt sure how the spell was resolved. Chris please add any if I get them.


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

    I think a 0 hp I don't get any actions, but if I did get one I would quaf one of the 2 CLW potions that I have. If I don't get any actions, I will just lay there languidly and breathe very shallowly hanging on deaths door

    and ty Gaius for your healing energies

    Grand Lodge

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

    Round 3 Continued

    Gaius stabalizes the fallen dwarf, though he's still unconscious. Frustrated with his battle against the skeleton, and angered by the damage to Sandor, Grym strikes twice in rapid succession. The knife doesn't get through, but the longsword draws a long line down Valay's face!

    An instant later Morkeleb's spell lands:

    Fort save: 1d20 + 7 ⇒ (14) + 7 = 21

    But has little effect.

    The hobgoblin at Odric's feet knows the wound is fatal, and in his spite he opts to take a wild swing at Odric's knees:

    1d20 ⇒ 12

    Which misses. the effort forces too much blood out, and the hobgoblin falls unconscious, bleeding out.

    Valay erupts with anger. Though equally damaging, the Inquisitor's hit infuriates him more than Grym's. He calls forth the wrath of Norgorbor. I shall Amite thee for thine arrogance!

    He moves North (Grym you may take an AoO).

    With his sword and smite he strikes at Ferox.

    1d20 + 7 ⇒ (14) + 7 = 21 When whatever Valay expected to happen, didn't...his face twisted in confusion, though the hit was still devastating. 1d8 + 4 ⇒ (6) + 4 = 10

    Battlemap is updated here.

    Grand Lodge

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

    Sandor, at zero you can take out a potion and drink it, but that would draw an AoO. Since you are conscious you may take an attack of opportunity on him when he moves, But attacking at 0 hit points will cause you to take 1 point of damage.


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

    ROUND 4

    Morkeleb takes a deep breath, places his hand briefly upon the crystal headpiece of his staff while concentrating, and seems to pull arcane energy from the gem itself. The energy coalesces into a physical bolt, which Morkeleb lets loose against Valay.

    (Use bonded object "cast known spell" ability to cast Magic Missile)

    Damage: 1d4 + 1 ⇒ (2) + 1 = 3


    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 sees an opening and cuts as the unholy paladin tries to move away.

    AOO with sword 1d20 + 7 ⇒ (7) + 7 = 14 damage 1d6 + 4 ⇒ (4) + 4 = 8


    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, does the bed behind Ferox count as difficult terrain for movement? If so, Ferox can 5' step back 1 square onto the bed using the Travel Domain Agile Step ability, right?


    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 THE FOURTH

    Initiative Repost

    Ferox: 22
    Odric: 20
    Gaius: 18
    Sandor: 17
    Grym: 13
    Morkeleb: 10
    Baddies: 8

    Ferox, that's you.

    Grand Lodge

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

    Sorry, just got to check. Yes, Rich it does.


    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

    Sweet

    Round 4

    Ferox staggers under the powerful blow from Valay. He takes a quick step back, nimbly hopping up onto the bed. He draws a arrow, aiming it point-blank at the fallen paladin.

    Longbow: 1d20 + 8 ⇒ (19) + 8 = 27
    On hit: Damage 1d8 + 2 ⇒ (3) + 2 = 5

    Swift action: Ferox switches his Judgement to Protection, +1 sacred bonus to AC


    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 spends a free action evaluating the condition of his nails while waiting for Odric to respond.

    Grand Lodge

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

    Ferox lands another arrow. Valay is starting to look bloodied, the pain of his wounds is apparent in his expression.

    (Map at end of round.)


    King of Korvosa

    Odric takes advantage of the enemy's momentary inattention when Ferox' arrow hits him and dashes to engage him in close combat. Odric move to A5

    The Eagle lashes out with a wicked ferocity, slamming into the evil man's thigh. The sharpened beak penetrates deep, possibly severing an artery. Odric savagely wrenches the weapon free and resumes his guard. He watches for the telltale spurting of bright red blood that would signal the man's imminent death with one eye as he prudently prepares for another attack from this tough and determined enemy.

    Power attack with heavy pick1d20 + 4 + 1 - 1 ⇒ (19) + 4 + 1 - 1 = 23 for 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10damage.

    Grand Lodge

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

    Valay howls in agony. The hatred in his eyes is volcanic. Still he fights one, but it's clear he can't withstand another hit like that without dropping dead.


    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 steps NW1, and lashes out with his whip to disarm Valay.

    Disarm:1d20 + 2 ⇒ (7) + 2 = 9

    But the fallen paladin isn't falling for that one! Damn die roller!

    Gaius drops his hand crossbow and draws his rapier.

    Done, unfortunately. Man, I can't wait to have a +1 BAB. This inability to draw a weapon on the move blows goats.


    King of Korvosa
    Gaius Lirsiiv wrote:
    This inability to draw a weapon on the move blows goats.

    Callistra blows goats. Hey-O!


    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

    Grym hops over the downed dwarf and advances to square B4. The ranger lashes out with his blades eager to end this fight.

    Sword 1d20 + 5 ⇒ (6) + 5 = 11 damage 1d6 + 4 ⇒ (2) + 4 = 6
    Knife 1d20 + 4 ⇒ (7) + 4 = 11 damage 1d4 + 3 ⇒ (1) + 3 = 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

    The Dwarf just lies there in his own slumber wondering why drinking ale hurts so much in his dreams... AVENGE ME!!!!


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

    My round 4 action is above--magic missile for 3 damage

    Grand Lodge

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

    Taking roundabout routes, the heroes pin the fallen one tighter and tighter to the North West. Though he knows it's only a matter of time until he falls, it deters him none.

    He steps forward and swings his blade at Ferox.

    1d20 + 6 ⇒ (19) + 6 = 25

    Map is here.

    End Round 4!


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

    Grym stands around tapping his foot waiting for Round 5 to start...

    Grand Lodge

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

    Sorry! It was just pointed out to me that i never finished my post.

    Confirmation roll. 1d20 + 6 ⇒ (7) + 6 = 13

    Ferox Avoids a blow that might have ended his life

    Damage: 1d8 + 4 ⇒ (8) + 4 = 12


    King of Korvosa

    Round the Fifth
    Ferox crumples around the longsword. His blood seeping out of a horrible gut wound and rapidly soaking into the filthy mattress of the bed he was on. He drops the arrow he was about to nock with a clatter. Ferox makes a constitution check to stabilize: 1d20 + 1 ⇒ (7) + 1 = 8

    Odric see his friend fall, and taking stock of the dire straits his group seems to be in, spins completely around in order to gain momentum for a massive blow to fell this fallen paladin. Odric unwinds himself like a whirling dervish and The Eagle cracks into the man's skull with its flat side. A savage cry rips the darkness of the cavern as Odric channels his fury into the strike. He is frustrated and angry about not being able to help his fallen friends. By bringing this evil man to justice, Odric will do what little he can.

    Power attack with heavy pick: 1d20 + 4 + 1 - 1 - 4 ⇒ (20) + 4 + 1 - 1 - 4 = 20 for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 non-lethal damage.
    Confirm: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 <-- Damn

    Grand Lodge

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

    Valay's head makes a sickening thunk. The fallen on, well, falls. He slumps unconscious to the floor. Ferox blood continues to pools.

    We can be out of initiative if someone will either use a Heal check, or curative magic. Otherwise we must count out the rounds to see if Ferox stabilizes.


    King of Korvosa

    Odric lacks the skill at healing that might save Ferox, instead he secures the unconscious enemy with an overly cautious series of knots and bindings. Before the anti-paladin is tied and gagged, Odric disarms him and removes any valuables he may have had on his person.

    It looks like overkill, but Odric feels confident there will be no escape. To be certain, Odric stands guard over the man with The Eagle poised to finish the job it started and kill the man.


    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)

    With the battle finally over Grym stumbles over to Ferox and knees next to him. He pulls two precious healing potions from his pack. The ranger pours one down the inquisitors throat, careful to make sure Ferox doesnt choke.
    With that done Grym drinks the second himself.

    Potion roll

    1d8 + 1 ⇒ (2) + 1 = 3 hps


    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)

    Sandor is stable right?

    Grym goes and retrieves his dropped torch and begins searching the area. Southern third of the room.
    Search roll 1d20 + 7 ⇒ (20) + 7 = 27

    what the hell! As soon as the fights over I roll a fraggin 20


    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 walks over to Valay and slits the man's throat.

    Coup de Grace: 2d6 + 1d6 ⇒ (5, 4) + (1) = 10
    Fortitude Save DC 20

    Once that nonsense is finished, Gaius looks at everyone funny for using healing potions and channels positive energy twice . Healing 1d6 + 1d6 ⇒ (6) + (2) = 8 hit points to the entire party.

    After the positive energy washes over everyone, Gaius retrieves his weapons and awaits for the inevitable discussion.

    I still have some healing magicks available if anyone is still in need.

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