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

    Grym ignores the danger for now and gets the rope down. Indeed the sounds from above sound like a nightmare. After everything the Upturned Cup has experienced... that's saying something.

    Round 1:
    ???: ???
    Grym: Rope!
    Ferox: Go
    Odric: Go + FORT + WILL + WILL
    Gaius: Go
    Sandor: Go
    Morkeleb: Go


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

    Odric! Grym! Answer me, quickly...is the creature attacking you closing to melee, or will it stay out of our line of sight??

    This really matters...


    King of Korvosa

    Are any of these fear effects?


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

    None of these are fear effects. Odric may not be anble to answer Mork's question based on the results of the saves.


    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:

    Odric! Grym! Answer me, quickly...is the creature attacking you closing to melee, or will it stay out of our line of sight??

    This really matters...

    Grym telepathically relays via Criktic while he is frantically tying off the rope. By the terrifying grundle of the Stout! I don't know, but its WAY closer than I want it to be!


    King of Korvosa

    Saving Throw: 1d20 ⇒ 16

    Modifiers:
    Odric: (Fortitude: +15 / Reflex: +9 / Will: +7, +11 vs. Fear) Vojtek: (Fortitude: +9, +10 vs. Cold / Reflex: +4, +5 vs. Cold, +6 vs. Traps / Will: +3, +4 vs. Cold, +6 vs. Fear, Paralysis, and Sleep) Raging Vojtek: (Fortitude: +12, +13 vs. Cold / Reflex: +4, +5 vs. Cold, +6 vs. Traps / Will: +3, +4 vs. Cold, +6 vs. Fear, Paralysis, and Sleep)
    Fort DC 23... 16+9=25

    Saving Throw: 1d20 ⇒ 17

    Modifiers:
    Odric: (Fortitude: +15 / Reflex: +9 / Will: +7, +11 vs. Fear) Vojtek: (Fortitude: +9, +10 vs. Cold / Reflex: +4, +5 vs. Cold, +6 vs. Traps / Will: +3, +4 vs. Cold, +6 vs. Fear, Paralysis, and Sleep) Raging Vojtek: (Fortitude: +12, +13 vs. Cold / Reflex: +4, +5 vs. Cold, +6 vs. Traps / Will: +3, +4 vs. Cold, +6 vs. Fear, Paralysis, and Sleep)
    Will DC 24... 17+7=24

    Saving Throw: 1d20 ⇒ 13

    Modifiers:
    Odric: (Fortitude: +15 / Reflex: +9 / Will: +7, +11 vs. Fear) Vojtek: (Fortitude: +9, +10 vs. Cold / Reflex: +4, +5 vs. Cold, +6 vs. Traps / Will: +3, +4 vs. Cold, +6 vs. Fear, Paralysis, and Sleep) Raging Vojtek: (Fortitude: +12, +13 vs. Cold / Reflex: +4, +5 vs. Cold, +6 vs. Traps / Will: +3, +4 vs. Cold, +6 vs. Fear, Paralysis, and Sleep)
    Will DC 20... 13+7=20

    Odric looks up the rules for if you roll exactly the DC for a saving throw and... laughs at the disgusting creature with a heartiness probably not heard within these tilted halls for aeons.

    With genuine amusement, Odric executes a few quick wide circles and steps forward with a glint in his eye, like he is a party to a hilarious inside joke. The kegerator was swinging as he stepped in to meet the strange creature.

    Round the First

  • First Attack: Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (9) + 28 = 37 for 1d10 + 14 + 9 ⇒ (5) + 14 + 9 = 28 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (3) + 28 = 31.
  • Second Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 5 ⇒ (9) + 28 - 2 - 5 = 30 for 1d10 + 14 + 9 ⇒ (3) + 14 + 9 = 26 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (10) + 28 = 38.
  • Third Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 10 ⇒ (5) + 28 - 2 - 10 = 21 for 1d10 + 14 + 9 ⇒ (1) + 14 + 9 = 24 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (14) + 28 = 42.
  • Reminder: Odric ignores 5 points of DR


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

    As a reminder you can't take a full attack if you have to move more than 5'. Odric has to move 15'.

    The thing goes after Odric with a freakishly long claw AoO: 1d20 + 28 ⇒ (1) + 28 = 29 but misses!

    Odric's laughter is punctuated by the sound of blade breaking chitin, though the wound isn't as deep as hoped as he finds this thing shockingly tough. It's also not intimidated in the least.

    Round 1:
    ???: ???
    Grym: Rope!
    Ferox: Go
    Odric: Hit
    Gaius: Go
    Sandor: Go
    Morkeleb: Go

    DM:

    Ithier: 28


    King of Korvosa

    Oh yeah, "Its fighting me I think!"


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

    but it's not in my line of sight, is that correct? So I can't target it directly?


    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:
    but it's not in my line of sight, is that correct? So I can't target it directly?

    Not unless you fly or levitate up a 35' shaft


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

    MOrkeleb casts Fly on himself, and flies up 25' (or less, if I can get LOS sooner)


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

    Sandor begins the climb and Morkeleb flies up until they can just barely see the monster. Morkeleb notes the mist here is magical in nature. DC 26 Planes check to ID.

    Round 1:
    ???: ???
    Grym: Rope!
    Ferox: Go
    Odric: Hit
    Gaius: Go
    Sandor: Climb
    Morkeleb: Fly

    DM:

    Ithier: 28


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

    know planes: 1d20 + 25 ⇒ (19) + 25 = 44


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

    That's 4 questions Morkeleb.


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

    that would be 4 questions beyond identifying...so after you tell me what this is, I might have questions! :-)


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

    Morkeleb:

    This is the most powerful looking Scarlet Walker you've ever heard of. Scarlet walkers themselves hail from the nightmare realm of Leng, where they walk amid strange, stony deserts and stride through the skies above. No mere predators, scarlet walkers build immense hives of coagulated blood and tissue in nameless mountain valleys, and the flavors of various creatures’ blood is an inexhaustible topic of discussion among their kind.


    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:
    ** spoiler omitted **

    Its a good thing Grym doesn't know anything else he might be freaked out.


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

    This....is a Very Bad Thing.

    1) how will it try to kill us?
    2) How should we kill it?
    3) how should we avoid trying to kill it?
    4) would a "simple" summoning be enough to bring something like this to the Prime, or is there likely more going on here?


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

    Morkeleb:

    1. Likely with mind controlling spells.
    2. Electricity and VERY hard hits.
    3. It's solidly resistant to magic.
    4. MORE.

    Round 1:
    Very Bad Thing: ???
    Grym: Rope!
    Ferox: Go
    Odric: Hit
    Gaius: Go
    Sandor: Climb
    Morkeleb: Fly

    DM:

    Ithier: 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 attempts to climb the shaft after Sandor.

    Climb: 1d20 + 20 ⇒ (7) + 20 = 27


    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

    As will Ferox

    Climb: 1d20 + 1 ⇒ (5) + 1 = 6


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

    Ferox struggles though Cricktik makes it up to just behind Sandor.

    Round 1:
    Very Bad Thing: ???
    Grym: Rope!
    Ferox: Move
    Odric: Hit
    Gaius: Go
    Sandor: Climb
    Morkeleb: Fly

    DM:

    Ithier: 28


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

    Prepare for mind control!! This thing can use mind controlling spells!


    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 goes to climb the rope...

    Climb, Gaius! 1d20 - 2 ⇒ (10) - 2 = 8

    I think that's enough, if I can use the walls of the shaft to, "walk", up Adam West Style, yeah?

    Double move to get up top.


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

    Climb part 2 : 1d20 - 2 ⇒ (1) - 2 = -1

    Also, Ferox meant to take 10. :-)

    Gaius can't get himself set up on the rope in the precious seconds available.

    The creature's mind reaches out to twist and warp Odric again Will DC 20 or be confused for Round 2. It then casts a spell, vanishing from sight, though still there based on the sound of it....

    Round 2:
    Very Bad Thing: ???
    Grym: Go
    Ferox: Go
    Odric: Go
    Gaius: Go
    Sandor: Go
    Morkeleb: Go

    DM:

    Ithier: 28


    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

    Climby Climb...

    1d20 - 2 ⇒ (19) - 2 = 17

    There we go. Up top, when my turn comes around.


    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 1/2 of Team Ranger

    Rope tied off Grym has a faint smile as he can already feel people climbing up the rope. But in the meantime till the whole group can get into position the ranger knows he must buy them some time. Flying enchantment still in effect he flies over towards the horrifying nightmare creature and does his best to stab it in the brain.

    Flying 1d20 + 6 ⇒ (7) + 6 = 13

    Attack 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (4) + 15 + 2 + (3, 3, 4, 6) = 37


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

    It's invisible Grym.

    -Posted with Wayfinder


    King of Korvosa

    Round the Second

    Odric cackles with delight at this hilarious new twist and steps forward about 2 strides (5' north). He starts swinging his famous blade in what looks like a practice routine in the air.

  • First Attack: Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (9) + 28 = 37 for 1d10 + 14 + 9 ⇒ (5) + 14 + 9 = 28 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (16) + 28 = 44.
  • Second Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 5 ⇒ (4) + 28 - 2 - 5 = 25 for 1d10 + 14 + 9 ⇒ (5) + 14 + 9 = 28 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (12) + 28 = 40.
  • Third Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 10 ⇒ (15) + 28 - 2 - 10 = 31 for 1d10 + 14 + 9 ⇒ (1) + 14 + 9 = 24 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (10) + 28 = 38.
  • Reminder: Odric ignores 5 points of DR

    Invisibility thrwartation: 3d100 ⇒ (69, 19, 84) = 172 (looks like if it is there, attack 1 and 3 could hit?)


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

    Grym check: 1d100 ⇒ 9

    Grym and Odric alike swing, but none of their attacks land.

    Round 2:
    Very Bad Thing: ???
    Grym: Miss
    Ferox: Go
    Odric: Miss
    Gaius: Climb
    Sandor: Go
    Morkeleb: Go

    DM:

    QLC Used: 2, Imp. Inv.
    Ithier: 28


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

    Morkeleb glances at Ferox, waiting ot see whether the Inquisitor will deal with the invisibilty or if the wizard must.


    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 will continue to climb.

    Climb: 1d20 + 1 ⇒ (13) + 1 = 14

    As he climbs to mid rope(?), he'll pause to cast Invisibility Purge. Radius of 70'.


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

    Ferox only 10' left to climb casts a spell that washes through the area and exposes the scarlet monstrosity!

    Round 2:
    Very Bad Thing: ???
    Grym: Miss
    Ferox: Purge
    Odric: Miss
    Gaius: Climb
    Sandor: Go
    Morkeleb: Go

    DM:

    QLC Used: 2
    Ithier: 28


    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 enlarged dwarf crests the lip of the shaft the helm leaking and dribbling fluid dripping down on his chest plate. His eyes bloodshot from sitting in and looking through the viscous fluid but still they focus on the target. His axe clangs on the floor, the bottom of the shield scrapes as the powerful legs push him towards the strange creature. As he arrives in striking distance, his shield lashes out trying to knock the beast against the wall so it falls.

    Shield Bash PA+Enlarge+Charge: 1d20 + 20 + 2 + 2 ⇒ (10) + 20 + 2 + 2 = 34 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 + 17 + 3 ⇒ (3) + 17 + 3 = 23


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

    Morkeleb rises to within sight of the beastie, and tries to bind it...

    Constricting Coils

    SR: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34
    Will D.C. 25 to negate. On fail, he's Held & takes 1d6 + 6 ⇒ (1) + 6 = 7


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

    Sandor crests the lip and breathes in the fog. Make a DC 24 Will save or the fog will dull your senses and you'll take a -8 on all will saves for this fight As soon as you can see the beast the horror strikes you. It's not fear it's insignificance... and it's the ease by which your mortal blood flows. Make a DC 26 FORT save as you look at the monster. Failure means you bleed out every orifice and take 1 CON damage and you're sickened.

    It stabs forth with freakishly long limbs going after the dwarf AoO: 1d20 + 28 ⇒ (17) + 28 = 45 for DMG: 3d6 + 9 ⇒ (4, 2, 2) + 9 = 17. Sandor's shield hurts the monster, but it might as well have been a child trying to knock it back.

    Morkeleb finally makes contact but it puts him in the cloud! Make a DC 24 Will save or the fog will dull your senses and you'll take a -8 on all will saves for this fight.. The enchanter tries a powerful spell Will: 1d20 + 18 ⇒ (9) + 18 = 27 but can't gain the upper hand.

    With Sandor close by, it goes all out on the dwarf:
    Claw 1: 1d20 + 28 ⇒ (15) + 28 = 43 DMG: 3d6 + 9 ⇒ (5, 5, 3) + 9 = 22
    Claw 2: 1d20 + 28 ⇒ (12) + 28 = 40 DMG: 3d6 + 9 ⇒ (5, 6, 3) + 9 = 23
    Tentacle: 1d20 + 23 ⇒ (5) + 23 = 28 MISS

    and with a flash of power it tries to confuse him! Make a Will Save DC 20 or be confused next turn.

    And as if this wasn't all bad... it's wounds begin to close

    Round 3:
    Very Bad Thing: Bad
    Grym: Go
    Ferox: Go
    Odric: Go
    Gaius: Go
    Sandor: Go + Will + FORT + Will
    Morkeleb: Go

    DM:

    QLC Used: 2
    Ithier: 41


    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 save: 1d20 + 8 ⇒ (19) + 8 = 27
    fort save: 1d20 + 18 ⇒ (20) + 18 = 38

    Pretty sure my mind buttressing armor will help vs the last will save. Hp=100 of 162


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

    It does not. Mind control is typical understood to be direct control (dominate, Magic Jar, etc.).


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

    Will: 1d20 + 12 ⇒ (7) + 12 = 19

    Morkeleb sags under the mental weight of the Mind Fog. He tries to bolster the group with Haste.


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

    Morkeleb's spell helps, but this foe will not be so easily bested.

    Round 3:
    Very Bad Thing: Bad
    Grym: Go
    Ferox: Go
    Odric: Go
    Gaius: Go
    Sandor: Go + Will

    Morkeleb: Haste

    DM:

    Ithier: 41


    King of Korvosa

    Round the Second

    Odric's initial glee is tempered by the blood freely flowing out of his buddy's wounds. Odric grits his teeth, a solid ivory wall bared between curled lips. The sweat running down his face makes muddy rivulets in the grimy filth left on his face after emerging from the water below.

    The kegerator hums through the air as the big man's lazy circles are suddenly doubled in speed with the addition of Morkeleb's green-tinged haste. With a flash of steel and a quick series of shuffling steps, Odric advances into the creature's flailing legs with a series of viscious slashing attacks!

  • First Attack: Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (2) + 28 = 30 for 1d10 + 14 + 9 ⇒ (8) + 14 + 9 = 31 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (1) + 28 = 29.
  • Second Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 5 ⇒ (20) + 28 - 2 - 5 = 41 for 1d10 + 14 + 9 ⇒ (9) + 14 + 9 = 32 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (9) + 28 = 37.
  • Third Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 10 ⇒ (20) + 28 - 2 - 10 = 36 for 1d10 + 14 + 9 ⇒ (7) + 14 + 9 = 30 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (1) + 28 = 29.
  • Haste Attack: Power Attack (Furious Focus) with The Kegerator: 1d20 + 28 ⇒ (7) + 28 = 35 for 1d10 + 14 + 9 ⇒ (6) + 14 + 9 = 29 damage and Intimidate DC 11+Target HD+Target's Wisdom Modifier: 1d20 + 28 ⇒ (16) + 28 = 44.

  • Reminder: Odric ignores 5 points of DR

    Confirm:

  • Second Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 5 + 4 ⇒ (2) + 28 - 2 - 5 + 4 = 27 for 1d10 + 14 + 9 + 2 ⇒ (1) + 14 + 9 + 2 = 26 extra damage.
  • Third Attack: Power Attack with The Kegerator: 1d20 + 28 - 2 - 10 + 4 ⇒ (12) + 28 - 2 - 10 + 4 = 32 for 1d10 + 14 + 9 + 2 ⇒ (8) + 14 + 9 + 2 = 33 extra damage.

    For each confirmed Crit:

  • Staggering Critical: Opponent staggered for 1d4+1 rounds. DC 23 Fortitude save reduces to 1 round.
  • Relentless Butcher: Opponent is stunned for 1 round. DC 16 Fortitude save negates.


  • 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 3

    Will Save DC 20: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

    With the furious assault on the creature by Odric, Sandor takes the chance and steps just to the side to allow more room, and possible help move into flank. As Morkelb's green wave of light overtakes him, the dwarfs arms begin to blur in fending off the creature and getting in a few attacks and slams on his own.

    Attacks adjusted for Haste and Enlarge

    Dwarven Waraxe +1 TWF+PA: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
    Dmg: 2d8 + 15 + 2 ⇒ (3, 4) + 15 + 2 = 24
    Shield Bash TWF+PA: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34 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 + 2 ⇒ (6) + 13 + 2 = 21
    Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
    Dmg: 2d8 + 15 + 2 ⇒ (3, 7) + 15 + 2 = 27
    Shield Bash TWF+PA (2nd attk): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
    Dmg: 1d2 + 13 + 2 ⇒ (1) + 13 + 2 = 16
    Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
    Dmg: 2d8 + 15 + 2 ⇒ (3, 4) + 15 + 2 = 24

    Haste Attack Waraxe: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
    Damage: 2d8 + 15 + 2 ⇒ (3, 1) + 15 + 2 = 21

    Rend (If both weapons hit): 2d8 + 6 + 2 ⇒ (6, 6) + 6 + 2 = 20


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

    Sandor and Odric take the fight to the monster Seriously, you've got to learn that you can't move and full attack in the same round before the campaign is over! :-)

    The creature continues to look at both of them, subjecting themselves to its bleeding gaze:

    Odric FORT: 1d20 + 15 ⇒ (14) + 15 = 29 PASS
    Sandor Fort: 1d20 + 18 ⇒ (20) + 18 = 38 PASS
    Odric closes the distance but one of the numerous legs claws at the big man AoO: 1d20 + 28 ⇒ (11) + 28 = 39 for DMG: 3d6 + 9 ⇒ (2, 5, 5) + 9 = 21.

    It catches Odric, and Odric's swing misses by a hair. Sandor doesn't fare much better scoring but a single hit. The creature's 8 razor sharp feet keep it from getting knocked back.

    Anyone within 20' of the creature must start their turn with a DC 26 FORT save.

    Round 3:
    Very Bad Thing: Bad
    Grym: Go
    Ferox: Go

    Odric: Close and attack
    Gaius: Go
    Sandor: ATK
    Morkeleb: Haste

    DM:

    Ithier: 62


    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 stays on the move and tries to keep this thing from running, though really its all he can do to just hit it. He flies around and brings Serethial to bear.

    attack 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41
    Serethial 1d8 + 15 + 2 + 4d6 ⇒ (1) + 15 + 2 + (1, 4, 5, 1) = 29

    Threatening Crit! 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
    extra damage 1d8 + 15 + 2 ⇒ (1) + 15 + 2 = 18

    Flying 1d20 + 6 ⇒ (8) + 6 = 14


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

    Don't forget anyone who gets within 20' must START their turn with a FORT save.

    Grym closes but the monster can easily split its attention to attack the ranger AoO: 1d20 + 28 ⇒ (16) + 28 = 44 for DMG: 3d6 + 9 ⇒ (2, 6, 2) + 9 = 19 Grym gives it as good as he gets though!

    Round 3:
    Very Bad Thing: Bad
    Grym: Hit FORT
    Ferox: Go
    Odric: Close and attack
    Gaius: Go
    Sandor: ATK
    Morkeleb: Haste

    DM:

    Ithier: 109


    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)

    do we need a Fort save every round we are w/in 20' of it? Or just everytime we break that 20' radius?


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

    Every round that you're within 20'

    -Posted with Wayfinder


    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 will finish climbing to the top. Once he gets there, he'll cast Tactical Accumen. Should get everyone, but Grym. Sorry. Every one else gets +2 insight bonus to any other bonus from battlefield position, like flanking.


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

    Ferox finally gets to the top, and he too finds himself in the mist... Gaius isn't far behind.

    The creature calmly opts for magic, easily weaving a spell without letting its guard down. Touch: 1d20 + 30 ⇒ (19) + 30 = 49 and strikes Odric with a black ray of negative energy. Odric takes 1d4 ⇒ 3 Negative Levels

    Saves must be rolled FIRST
    Will Saves v. Mind Fog:
    Gaius
    Ferox
    Grym

    Fort Saves v. Blood gaze:
    Grym
    Odric
    Sandor

    Round 4:
    Very Bad Thing: Bad
    Grym: Go
    Ferox: Go
    Odric: Go
    Gaius: Go
    Sandor: Go
    Morkeleb: Go

    DM:

    Ithier: 109


    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)

    Fort 1d20 + 16 ⇒ (5) + 16 = 21

    Fort 1d20 + 16 ⇒ (20) + 16 = 36

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