GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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Guess we'll skip Makall for now and go to the next 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)

Searok will follow Shaeda and if they catch up to the derro, he will hit her with his warhammer.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14


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)
Searok Ironbeard wrote:
Searok will follow Shaeda and if they catch up to the derro, he will hit her with his warhammer.

A 14 misses 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)

Probably missed the Detroit too! :(


Wincing at the draining feeling but smiling at Searok, "Thanks."

Rubbing her free hand against the puncture wound before running off to catch up with the derro.


The derro double moved and had a head start, so no one manages to attack her this round, but I think I've placed everyone where they belong (feel free to move your tokens if I'm wrong), and still no word from Makall, so we'll just start another round from the top with the derro now in the room with the prisoners, Searok to the north of her, Emma and Shaeda 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)

Do I need to roll another attack roll or is the one above for this round?


We can use it.

Searok catches up to the derro, but misses with his warhammer.


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)

sorry my next action is to move into the room and then use my wand of charm person on the derro torturer. DC 11


Will Save: 1d20 + 6 ⇒ (13) + 6 = 19

The derro barely winces at the magic.


Emma and Shaeda, doing anything this round?


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)

Ummm, sure, but when I checked it wasn’t my initiative. It appears to now be mine though, so.

Shaeda moves and attempts to trip the little bugger...

Whip Hit: 1d20 + 7 ⇒ (10) + 7 = 17


Sorry! Technically Emma should go before you (and will if she posts soon), but in this case you and her are the ones who haven't acted yet this round, so I put the two of you on top.


Sorry!

Taking a step forward and jabbing with her rapier.
Rapier: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 ⇒ 6

Woo! I did a thing!


Emma deftly skewers the derro, and Shaeda trips her up before she can get to the others.

Top of the round, which means Emma can go again.


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)

+4 to hit the prone one!


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 will hit the derro.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Emma, want to go again or delay? The derro is right after you, so I should let her act before I resolve Searok's action.


Crap baskets! It ate my post and I didn't notice. Sorry all!

Rapier: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 ⇒ 3

That thrill of battle that people had spoken about. The blood rushing in her ears and the all consuming need to make sure the only blood to hit the ground is not her sings in her veins. That feeling is real and has sunk it's claws into Emma. Spurned on by landing a solid blow she aims the rapier at the same spot.


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)

+4 on those, as it is prone.


Though one of them was upright.


Crit confirms with the +4

Emma again stabs the derro rather deeply. She retaliates, swinging at Emma's shins with her hooked club.

Aklys: 1d20 + 1 ⇒ (4) + 1 = 51d6 ⇒ 6

But she can't get a good grip on it and misses.

Her day gets even worse, as Searok then clobbers her with his hammer. She looks to be nearly spent, but seems to have no interest in surrendering like her compatriots.


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)

That extra 1d6 damage from Emma needs to be rolled right? Emma, I think we have only the 1 active opponent, who is currently prone, and takes a -4 on attacks, but we are +4 to attack it. The other two are both tied up and prone from earlier, right?


Yes, the active derro was trying to get to the others to free them, but got knocked down, so she's still the only one fighting.


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 will attack again hoping to take the fight out of the miscreant.

Attack: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Searok brings down the hammer between the derro's eyes and knocks her into unconsciousness.

Combat over!


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 looks around, ”any more maggots need a whooping?”


The two tied up derro may not speak common, but Shaeda's tone is clear enough and they vehemently shake their heads.


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)

You two stay here and cause no problems! Searok says to the two bound derro. He then waves his hammer menacingly to make his point clear.

Continuing on!


Returning to the room with the stirges, you find that the four have finished their work of draining the body of blood, and are now too heavy with the weight of their meal to fly. You can make quick work of them if you so choose.

The body on the table is not the one you're looking for, and no one any of you recognize. A fresh garotte wound on his neck suggests that Rolth Lamm has even less savory methods of acquiring bodies for his work than stealing them.

There is a hallway to the east, but what you can see of it isn't very pleasant; the walls appear lined with skulls.


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)

Any loot to speak of?


Not in this room, but the derro had a few items of interest on her person. An aklys, a repeating light crossbow with 8 bolts, and a set of leather armor, all small. She also had two vials of a pale green liquid, which smells rather dangerous.


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 will stomp on the bloated stirges totally ignoring the blood splattering on everything as he does. After the last one he mutters Pests! as he runs the sole of his boot along the ground in an effort to clean it of the blood and stirge parts. The wall of skulls doesn't faze him and he mutters This way! and continues on.


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)

detect magic on those items.


The derro's gear has no magical auras.

Searok enters the hallway and discovers that the walls and ceiling are completely covered in skulls, their mouths opening into dark holes.

Searok and anyone who follows him into this room, please make a Perception check.


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)

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Whoo-hoo!


Searok notices that several of the skulls are not all they seem. Their open mouths conceal tubes, seemingly ready to fire something at anyone passing them.


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)

Now that is some Indiana Jones stuff right there!


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 detects magic on the skulls to determine if the traps are magical by nature


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 is about to boldly go through the hallway when he notices tubes in the skulls.

Hmmm...I think this hallway might be trapped. He then glances at the two tied derro a wicked smile spreading over his face.


Makall notices a weak aura of evocation on the skulls with the tubes in their mouths.


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 shakes her head at Searok, and if Makall can point out a rigged skull, she will attempt to “activate” it from 15’ away with her whip.

I see your Indiana Jones type trap, and I raise you an Indiana Jones type response. Of course, these things never work out for Indy!


Hmmm, okay, make an attack roll.


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 ⇒ (18) + 7 = 25


Quietly trailing behind the others mostly lost in thought. Violence is not supposed to be good but loss seems to have stripped pacifism from her. Cause killing Lamm felt good, really good. And continuing that string of violence doesn't feel completely wrong.

Tilting her head and watching Sheada, "Be careful."


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)

Still think we should let the derro trip da traps. Searok grumbles.


Shaeda's whip cracks between the skulls, and the tip is retracted just in time, as the skulls begin firing little bursts of liquid at the space where it was. With nothing to hit, this substance winds up on the floor of the hall where it sizzles and hisses.

However, that is not the only hazard this chamber contains. In response to the trap firing, two of the skulls at the end of the hall begin to move. They slither out of alcoves in the wall on snakelike bodies that look to have been made of ribs and vertebrae, giving them the appearance of skeletal cobras.

Wasting no time, the creatures begin undulating down the hall toward you.

Roll initiative, and it's Knowledge (Arcana) to recognize these things.

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6


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! One trap down!

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14


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)

Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Apparently Searok is too busy trying to figure out how to throw a derro down the hall!


init: 1d20 + 1 ⇒ (18) + 1 = 19

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