GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Game on! So where were we?


Whoa, site's up, let's hope it lasts.

Shaeda's up. And if the site goes down again, we could use the chat window in that Roll20 campaign for a bit instead; it's persistent and has dicerollers and stuff.


Gonna post incase the website goes down again. And my spells and weapons suck for this. I forgot to get a mace. Holy water it is! Targeting the adorable skeleton in-front of Emma.

Holy water: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 2d4 ⇒ (4, 1) = 5 Splash is 1 point.

Glancing at Searok Oh s@*!! I'm in the front.. Reaching down and tugging the vial of holy water free from her belt. "Desna let this work."


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda will channel positive energy to harm the undead. It should hit all of them.

Channel: 1d6 ⇒ 4 DC 14 Will save for half damage.

And let’s not forget Bodyguard for any adjacent to me that gets attacked.


Skeleton 1: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton 2: 1d20 + 2 ⇒ (20) + 2 = 22
Skeleton 3: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton 4: 1d20 + 2 ⇒ (14) + 2 = 16
Owlbear: 1d20 + 4 ⇒ (13) + 4 = 17

Shaeda's blast of positive energy washes over the undead; the one struck earlier by Makall is destroyed, and the others visibly weakened.

Emma's vial of holy water crashes into one of them, causing it to sizzle. Its bones begin dissolving and soon it collapses under its own weight. The others surrounding it all get splashed and tiny smoking holes appear in their bones where they are struck.

The skeleton who would have been up next is toast, so Makall's turn.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Every single one made their save! We’re cursed!


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

lol

Closing his eyes once again he forms a triangle with his hands sending a stream of white flame towards the closest skeleton.

Heavenly Fire: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (3) + 2 = 5


The flames soar over the skeleton's shoulder, leaving it untouched.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok attempts to strike the skeleton again.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Searok's warhammer crashes into the owlbear's ribcage, splintering it.

The monster retaliates, swiping at Searok with both claws.

Claw 1: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (1) + 4 = 5
Claw 2: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (3) + 4 = 7

The human skeletons attack as well, one at Emma and one at Shaeda.

Emma: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (4) + 2 = 6
Shaeda: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (3) + 2 = 5

I think only Emma gets hit, so Shaeda can activate her Bodyguard to attempt to make it a miss.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Whip Bpsyguard: 1d20 + 7 ⇒ (2) + 7 = 9 Hahahaha, it takes a 10 to succeed!

Although it could only help Emma, Shaeda would have done it for both of her allies. I don’t get to only do it if the attacks are successful.

I should get AOO’d!


Wasn't sure an AOO could provoke another AOO, but apparently it can. Also, if two combatants both have Mythic Combat Reflexes they can provoke an infinite number of AOOs from each other in a six second span, which releases an infinite amount of energy and annihilates the universe. Rules are fun!

Shaeda tries to use her whip to pull the skeleton's arm away from Emma before it connects, but fails and leaves herself wide open in the process. The undead may be brainless, but even they won't miss an opportunity like this and slash at the warpriestess.

Skel 1: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (1) + 2 = 3
Skel 2: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (4) + 2 = 6
Owlbear: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (5) + 4 = 9

She's fortunate, however, and none of the attacks do more than scrape across her breastplate


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Woot! At 5th level I won’t provoke with the whip anymore.


Letting out a grunt at the blow that quickly turns into a yelp when a whip flies way to close to her

rapier that I expect to do nothing cause a mace would be better!: 1d20 + 3 ⇒ (19) + 3 = 22 Holy hells! I hit something!
crit comfirm: 1d20 + 3 ⇒ (8) + 3 = 11
damge: 1d6 ⇒ 1 Haha! The dice roller then shows its true colors

That hits my AC so I shall get pummeled. Mythic breaks the game so that is an accurate explanation. Maybe I will get lucky once the game starts and none of my players will go that route. I doubt it but I can hope. Also whip builds are fun!


Shaeda can take her regular turn now


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda will use her whip to aid Searok in attacking the owlbear...

Whip Aid: 1d20 + 7 ⇒ (1) + 7 = 8 Fail!

No AOOs this time, unless they have combat reflexes.

I’m all set to Bodyguard again.


Emma stabs the skeleton before her with her rapier, but it passes right between the creature's ribs to impale organs that aren't there.

Shaeda's attempt to give Searok a clearer shot is no help either.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

On the plus side, since I rolled a 1, anything else I might have tried would also have failed miserably.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

With a nod of satisfaction, Searok will turn his attention to the owlbear.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9

Well he turned his attention to it. Didn't hit it but his attention is turned. :P


Makall's up.


Makall doesn't seem to be around, so we'll delay his action.

Searok misses the skeleton, and it and its fellows retaliate.

All are full attacking

Skel 1 on Emma
Claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (4) + 2 = 6

Skel 1 on Shaeda
Claw: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (2) + 2 = 4

Owlbear on Searok
Bite: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 4 ⇒ (3) + 4 = 7

Both Shaeda and Emma are nearly scratched by bony fingers, but Searok gets far worse and is mauled by the fleshless monstrosity.

Shaeda's up, and can also activate her Bodyguard for the hits.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Whip Hit: 1d20 + 7 ⇒ (14) + 7 = 21 Success
Whip Hit: 1d20 + 7 ⇒ (1) + 7 = 8 Fail
Whip Hit: 1d20 + 7 ⇒ (13) + 7 = 20 Success

It looks like the Owlbear’s 2nd and 3rd will still hit though.


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

Heavenly Fire again closest target

Heavenly Fire: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (3) + 2 = 5


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok howls in pain as he again attempts to hit the owlbear.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Makall's blash of fire destroys the skeleton menacing Emma, while Searok gets immediate and satisfactory revenge, as his blow shatters the owlbear's skull, destroying it.

Crit confirms, one skel left

The skeleton claws at Shaeda...

Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (1) + 2 = 3

...striking her once.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda will attempt to trip the remaining skeleton...

Whip Hit: 1d20 + 7 ⇒ (15) + 7 = 22 Disarm, Trip


The skeleton clatters to the floor in a heap.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok surceys the damage. I'd like ta say that'd be de only undead we be findin' but I won't be holdin' me breath!


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

Makall nods grimly at Searok's comment. "At least you will have many things to punch."


Rubbing her shoulder, "Lets hurry up so we can be done with here." My life is madness!


The only obvious way out of the room is to the south.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)
Makall wrote:
"At least you will have many things to punch."

Except Skeletons don't have noses, so I can't punch 'em in the nose! Searok grumbles.

Yes! Let's be on our way! Searok says as he heads south.

HP 34/56


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

”One second Searok,” Shaeda says, as she reaches out to heal him...

CMW: 2d8 + 4 ⇒ (6, 2) + 4 = 12

...twice...

CLW: 1d8 + 4 ⇒ (4) + 4 = 8


The passage to the south forks. To the west, you can glimpse a pile of straw on the ground, and hear two reedy voices chatting in a language none of you speak. To the east, a wooden table is visible. Covered in blood. All you can hear in that direction is a slight buzzing.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok points questioningly to the direction of the voices then moves his finger across his throat in a slashing manner.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda nods at Searok’s suggestion.


Attempting stealth, or just walking in?


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

I doubt we’re good at stealth.

Stealth: 1d20 + 1 ⇒ (6) + 1 = 7


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Yeah, I agree. We aren't the most stealthiest bunch so it would probably be best to rush in!


Foregoing subtlety, you opt instead for surprise and rush into the room. The sight that greets you is some sort of barracks or living quarters. Filthy straw pallets lie on the floor, currently unoccupied.

In the center of the room is a table, at which sit two eerie creatures who somewhat resemble gnomes, but have pale gray skin, blank eyes, and a shock of white hair upon their heads.

Knowledge (Local) to identify.

They look up in alarm from some sort of game that appears to involve a hammer, a pair of pliers, and a very distressed rat. For a second neither react, the rat is dropped, and takes the opportunity to scurry to freedom. Then both shout something in their funny language and lunge for their weapons.

Initiative 1: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative 2: 1d20 + 6 ⇒ (6) + 6 = 12


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

I speak gnome, if that’s what they’re spouting.


Nope. Undercommon, which isn't on anybody's sheet.


Init: 1d20 + 3 ⇒ (19) + 3 = 22

Local: 1d20 + 12 ⇒ (20) + 12 = 32

Sighing at the refusal to even try to be stealthy. Stepping closer to the strange little men and grinning, "You know what the priest said to the ham?.. Your cured."

Hidious Laughter DC 13 will save


Great knowledge check, reveals a lot.

Emma recognizes the creatures as Derro, subterranean humanoids that hate sunlight. Although general consensus is that they live so far underground that they don't trouble the world above, that doesn't stop persistent rumors that they abduct people to perform hideous experiments of unknown purpose. Derro are known to poison their weapons with strength sapping toxins, can create areas of darkness, and are all said to be mad which renders them immune to spells that affect sanity.

Which doesn't apply to Hideous Laughter, thankfully.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok Init: 1d20 + 1 ⇒ (17) + 1 = 18
Knowledge (Local): 1d20 + 3 ⇒ (11) + 3 = 14


It was the best I could do :D

"Derro shouldn't be above ground the ground like this. Be careful they use poisons. Also we cannot let them leave alive."


Still need initiative from Makall.


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

Makall: 1d20 + 1 ⇒ (20) + 1 = 21


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

Heeding Emma's words Makall places his palms together and then fans apart. You watch as a burst of colour erupts from his palms at the derro.

Colour Spray DC15

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