GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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Groaning and rubbing her face, "Of course. So we have to fight that thing."

Waving a hand over towards the derro, "Can we knock them out or something?"


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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)

As he is tying up the derro, Searok glares at Makall. These are not dwarves! he says indignantly, I can't think of a worse insult!

Emma wrote:
"Can we knock them out or something?"

I can punch them in the nose! Searok says as he begins to pummel the bound derro. See if anyone thinks ye are dwarves after this!


Searok pummels the bound derro, which curses in its language.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Once these two are beat down, Shaeda quietly asks, ”Ok, so how do we deal with the roper in the other room? What is the plan? Those things will eat a little girl like me!”


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)

Dat's easy! We go punch it in tha nose! Searok says as if no further plan is needed.

From my previous role do I know what its weaknesses are are would you like me to roll again?


Searok tries to think of chinks in the creature's armor, but the best he can come up with is that while sentient it isn't very bright or personable, that it moves slower than a human (but no more so than a dwarf or halfling), and that its weird three-legged structure doesn't give it the best reflexes.

i.e. no particular vulnerabilities worth noting, but low Int and Cha scores, 20 ft speed, reflex is its lowest save.


Also, tragically, otyughs do not have noses to punch.


"We try to sneak up and everyone hits it at once. Or we stay at a distance and don't get close to the big mouth."

Searok if you hit it enough you can mold a nose then punch it.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

”Don’t let it grab you!”


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)
Emma wrote:
Searok if you hit it enough you can mold a nose then punch it.

I like that idea!

Searok looks dismayed. I ain't good at sneakin' or standin' far away!


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

”I can at least stand away. Keep in front of me, and I can guard you.”


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)

"Maybe we should stay back and hit it from afar." hesitating a bit he continues, "I...do have the ability to call forth assistance."


So, you going ahead with sneaking? Summoning? Nose-punching?


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 would vote for nose punching, but as a player, I think if we can do some buff spells and sneak up on it to damage it, would probably be the best course of action.

So the questions are:

Do we have buff spells?

So those who sneak feel comfortable in drawing first blood?

If the answer to either of these questions is no, then Searok will lead the charge!


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

”Let’s go!”


I could try to get it to focus on my and make Sheada or Searok invisible, assuming it fails the save. Alternatively I can make people invisible, via the vanish spell, for 4 rounds. Using a performance will let me use cord of shards for some damage. Or I can try shadow trap to lock it in place.

"I can make you all invisible for a short time and I can try to lock it in place."


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

”I am good with being invisible, but once we start attacking, that trick will be gone. Plus, by the time you make the last of us invisible, the first of us will likely become visible again, unless I have misjudged your abilities. Either way, I will do my best to aid in the combat and protect people from being attacked.”


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)

So it sounds like invisible and then whackity whack!


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)

Once he is invisible, Searok will approach the creature.

Do you want stealth rolls?


Yes, but don't forget the nice big bonus you get from the invisibility.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Stealth: 1d20 + 1 + 20 ⇒ (6) + 1 + 20 = 27


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)

stealth: 1d20 + 1 + 20 ⇒ (10) + 1 + 20 = 31


"Gonna have to move fast." Moving partially down into and muttering arcane words so that Makall, Searok, and Sheada vanish from her sight. I have nothing left.

Trading out her rapier for the violin. Starting to play an upbeat song about a Bear and the Maiden Fair

Will save 14 verse Fascinate bardic performance. That is all my level one spells


Note: I've moved your tokens on the map, so Emma is at the entrance of the tunnel where the otyugh can see her, since Fascinate requires the target to be able to both see and hear the bard. I've got the rest of you lined up behind her, but if that's not where you think you should be feel free to move your tokens. You all made your stealth checks (except Searok, didn't get one from him, but with a +20 and a 17 to beat I'm gonna assume he's got this), so you can be positioned as you like (within the limits of your movement) as combat starts.

Will Save: 1d20 + 6 ⇒ (6) + 6 = 12

The otyugh stops what it's doing in shock. One of its three tentacles, which is growing from the top of its for-lack-of-a-better-term head jerks around revealing three small, suspicious eyes on the tip. It stares at Emma, and right through her invisible compatriots, slowly rotating its massive body around until the entire creature is facing her. Even from this distance she can feel the hot, reeking breath from it's huge maw on her.

Failed its save, so looks like the rest of you will be getting a surprise round.


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)

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Searok runs up and brings his hammer down on the creature's 'head'.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda moves forward and prepares to “aid”the next of her allies in attacking the creature with melee...

Whip Hit: 1d20 + 7 ⇒ (2) + 7 = 9 Fail!

She is in position to Bodyguard them!


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 begins to cast as a crease of light begins to appear above the foul smelling beast.

"This had better work..."


Searok's hammer knocks the beast out of his revery, and it snarls in rage and prepares to attack. Shaeda tries to provide an assist, but is less successful. Makall begins to cast his spell.

Makall is still invisible for 2 rounds, as summoning doesn't break the spell. Wasn't sure if Shaeda's Aid Another would break invisibility, but I looked it up and it seems it does.

Initiative: 1d20 ⇒ 14


Init: 1d20 + 1 ⇒ (19) + 1 = 20


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12


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)

initiative: 1d20 + 1 ⇒ (10) + 1 = 11


Still need initiative from Searok.


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)

I could have sworn I posted it but it must have gotten eaten..

Imitative: 1d20 + 1 ⇒ (6) + 1 = 7


Emma, Otyugh, Shaeda, Makall, Searok. Tracker is on map as well.


I ended up being put in the liquid. Gross.

Tugging her blade free and slowly pushing her way though the vile liquid and muck. But finding her footing on the island of trash proves difficult.

Rapier: 1d20 + 3 ⇒ (4) + 3 = 7


Emma's rapier can't penetrate the creature's hide, and it backs away, snapping at the dwarf who cracked its skull, and trying to grab the human and halfling whose attacks were less effective

Bite (on Searok): 1d20 + 7 ⇒ (8) + 7 = 151d8 + 4 ⇒ (6) + 4 = 10 (plus disease)
Tentacle (on Emma): 1d20 + 3 ⇒ (5) + 3 = 81d6 + 2 ⇒ (4) + 2 = 6 (plus grab)
Tentacle (on Shaeda): 1d20 + 3 ⇒ (6) + 3 = 91d6 + 2 ⇒ (4) + 2 = 6 (plus grab)

Hits Searok, unless Shaeda can negate with Bodyguard. If she can't, he needs to make a fort save.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Bodyguard:

Whip Hit: 1d20 + 7 ⇒ (17) + 7 = 24 Woot!

+4 to Searok's AC!


Just as the otyugh's filth encrusted teeth are about to close on Searok, Shaeda's whip snaps it in the head, distracting it for a split second and causing it to bite down on nothing.

And now Shaeda's up.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda will attempt to trip the creature...

Whip Hit: 1d20 + 7 ⇒ (14) + 7 = 21

... and she takes a 5' step.


Shaeda's whip wraps around one of the otyugh's three legs and pulls it out from under it, causing it to hit the floor.

Makall meanwhile, completes his spell...


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

+4 to attack a prone opponent with melee folks! -4 if you're using ranged, however. It also takes a -4 to attack from prone, and provokes an AOO if it tries to rise! And no, that AOO cannot be used to re-trip the opponent.


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)

Seeing Shaeda save Saerok and finding fiend fell, Searok sends Shaeda a smile. Say that five times fast!

Thanks! Searok roars as he brings his hammer down on the creature's head again.

Attack: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Searok strikes a powerful blow on the downed monster, which lets out a bellow of agony.


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)

With his eyes closed Makall's face slightly contorts and his breathing slows and he whispers to himself "Come....forth."

Through the crease of slight a convocation of 1d3 + 1 ⇒ (1) + 1 = 2 eagles emerge and immediately attack the otyugh.

Summon Monster 2. Summoning level 1 allies. They will remain for 4 rounds

celestial eagle #1 bite, prone: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 131d4 + 2 ⇒ (1) + 2 = 3
celestial eagle #1 talon, prone: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 221d4 + 2 ⇒ (1) + 2 = 3
celestial eagle #1 talon, prone: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 121d4 + 2 ⇒ (2) + 2 = 4

celestial eagle #2 bite, prone: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 121d4 + 2 ⇒ (3) + 2 = 5
celestial eagle #2 talon, prone: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 131d4 + 2 ⇒ (2) + 2 = 4
celestial eagle #2 talon, prone: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 161d4 + 2 ⇒ (2) + 2 = 4


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

I want credit for every one of those attacks that only hit because of the +4 prone bonus!


Both eagles take a chunk of flesh out of the monster with their claws.

You still get an action of your own this round, Makall.

Also added eagle tokens anyone can move around.


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)

Watching as the two eagles attack Makall again closes his eyes steadying his breath. In his mind he concentrates on maintaining the gate before it closes.

"Again...come...to...their aid."

casting another summon monster 2


Rapier: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
damage: 1d6 ⇒ 5


Even though it's on the ground, Emma can't quite find a vulnerable spot to poke the beast, and its hide turns aside her blade.

It thrashes about, trying to fight off its attackers, but has difficulty in its current position.

Staying prone, since the alternative would be five AOOs

Bite (on Shaeda): 1d20 + 3 ⇒ (5) + 3 = 81d8 + 4 ⇒ (1) + 4 = 5(plus disease)
Tentacle (on Emma): 1d20 ⇒ 141d6 + 2 ⇒ (1) + 2 = 3(plus grab)
Tentacle (on Searok): 1d20 ⇒ 31d6 + 2 ⇒ (4) + 2 = 6(plus grab)


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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 again tries to batter the prone creature.

Attack: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

I would punch ye in yer nose, but that might improve yer looks! Searok roars as he brings his hammer down again.

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