GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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Makall, got an initiative roll?


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)

apologies kids have been sick so haven't been on the boards

ini: 1d20 + 1 ⇒ (12) + 1 = 13


No prob!

Order will be:
Emma
Shaeda
Makall
Monsters
Searok


Tightening her grip on her blade and slipping past the others.

I move and then would like to hold my attack for if the critters move forward.


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 reaches out a hand and touches Searok, ”Luck go with you my friend.”

The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

She moves up behind Emma to Bodyguard her friends.


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 looks at the snakelike creatures wondering what they might be.

know arcana: 1d20 + 7 ⇒ (10) + 7 = 17

waiting to see what they are before taking turn


Emma prepares to attack if provoked, Shaeda blesses Searok and moves to defend, and Makall identifies the monsters.

Despite appearances, these are not undead creatures, but Necrophidiuses; a construct made from bones. Their bites can cause paralysis, and they can do an eerie swaying "dance" that can entrance those who witness it.

If Makall shares this info during his turn, the party can be ready for it and avert their eyes if they want, as they would against a gaze attack. That grants you a 50% chance to not be affected by the dance, at the cost of the monster gaining concealment.


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)

Feeling lucky and averting his eyes if Makall tells him to Searok rushes up to engage the first one.

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 7 ⇒ (3) + 7 = 10

Really? If luck both are 10's! {slaps forehead!}


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)

Dude!


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)

"Beward it is not what it appears to be. It is a construction. Beware the bite and do not set your eyes on it!"

Makall averts his eyes and quickly sends two missiles in the direction of the creature.

magic missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Makall's missiles rattle the bones of one of the creatures, which responds by going into the strange undulations he warned about. The other slithers forward to snap at Emma (activating Bodyguard).

Bite: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 6 ⇒ (1) + 6 = 7

Its fangs fail to get a purchase and it bites down on clothing.

Everyone make a Will save. If you decide to avert your gaze, give me a d100 along with it, and if you get above 50 there's no effect regardless of the save's outcome, but the necrophidius (only the one dancing, it's the left one on the map) has concealment to you for this round.


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 ⇒ (4) + 7 = 11 Success

Avert: 1d100 ⇒ 68

Will: 1d20 + 7 ⇒ (19) + 7 = 26 +2 vs Fear


Groaning but lowering her gaze. This is gonna kill us. Hearing the creature move forwards she lashes out.

saved readied action to attack with rapier: 1d20 + 3 ⇒ (2) + 3 = 5 Lame!
freaking concealment: 1d20 + 3 ⇒ (18) + 3 = 21

Avert: 1d100 ⇒ 8
Will save: 1d20 + 4 ⇒ (4) + 4 = 8 This is gonna suck


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)

Avert: 1d100 ⇒ 77
Will: 1d20 + 2 ⇒ (16) + 2 = 18


Makall, please save and include a d% for averting your eyes.


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)

will save: 1d20 + 5 ⇒ (9) + 5 = 14

no aversion I will be the eyes of the party...like Odysseus was the ears for his crew during the encounter with the sirens!


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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: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Do we need to lash you to the mast?


Shaeda and Searok manage to look away in time, but Emma and Makall are not so lucky, as they catch sight of the swaying creature and find their bodies no longer respond to their thoughts.

Dazed for: 2d4 ⇒ (4, 1) = 5 rounds.

Emma can take no actions, which makes it Shaeda's turn.


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 again grant luck to Searok...


The monsters attack:

Searok: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (3) + 4 = 7
Emma: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 4 ⇒ (4) + 4 = 8

Both manage to get their fangs into their victims.

Both need to make a fort save


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)

Fort Save: 1d20 + 8 ⇒ (7) + 8 = 15

If Searok makes his save, he will attack again.

Attack (Luck): 1d20 + 7 ⇒ (19) + 7 = 26
Attack (Luck): 1d20 + 7 ⇒ (17) + 7 = 24
Attack (Confirm): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Additional Damage if confirmed.: 1d8 + 3 ⇒ (3) + 3 = 6


Searok resists the paralysis, and brings the hammer down on his attacker's head in retaliation, nearly splitting it in two.

Gotta skip Emma, so Shaeda once again.


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)

Wait, wait...

Bodyguard Emma Whip Hit: 1d20 + 7 ⇒ (16) + 7 = 23 Success

Bodyguard Searok Whip Hit: 1d20 + 7 ⇒ (9) + 7 = 16 Success

Do either of them miss if their AC’s are boosted by 4?

Shaeda will give luck to Searok again...


Doesn't look like it. Both have AC of 15, and the attack rolls were a 20 and a 22.


The monsters again strike at the foes before them.

Emma: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (5) + 4 = 9
Searok: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 4 ⇒ (6) + 4 = 10

But this round you could prevent the 15 from hitting


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 Emma Whip Hit: 1d20 + 7 ⇒ (12) + 7 = 19 Success

Bodyguard Searok Whip Hit: 1d20 + 7 ⇒ (2) + 7 = 9 Fail (sorry Searok)


Searok's up again.


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

Searok gleefully brings his hammer down again.


The creature's skull shatters under the force of this latest blow, and it collapses upon the floor.

That's one down!


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Hey everyone, hope you had a great holiday! Just to get everyone up to speed as we trickle back here (probably several pounds heavier), one necrophidius is dead, Emma and Makall are still dazed, and Searok just went, so it's Shaeda's turn. And if it gets back to Searok before New Years, I'll be botting him.


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 attack the creature with her whip...

Whip Hit: 1d20 + 7 ⇒ (15) + 7 = 22 Disarm, Trip
Whip Damage: 1d4 ⇒ 4 Nonlethal

Searok still has the luck blessing active, should he choose to use it.


Struck by Shaeda's whip, the creature's skull spins on its neck with a rattling noise that would be quite comical in other circumstances, but it rights itself almost immediately.

Sadly, constructs are immune to non-lethal damage, and these particular ones cannot be tripped and have nothing to disarm.

It tries to snap at her, but Emma is in the way, and it attempts to brush her aside to get at the halfling.

Reposition combat maneuver. I allow even mindless creatures enough smarts to attack obvious threats first, since something like a wasp would go after someone swatting at it over someone who isn't, and Emma is currently passive.

CMB: 1d20 + 6 ⇒ (13) + 6 = 19

The enraptured Varisian is shoved aside by the monster's bony coils, and it slithers forward to bite Shaeda, but Searok brings the hammer down.

Using luck blessing to roll twice

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 7 ⇒ (10) + 7 = 17

Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Due to the magical luck granted by the warpriest, his blow finds its target, and the monster's empty skull contains enough residual sense to decide he's the more pressing problem.

Which puts Shaeda up again, and I believe one more round before Emma and Makall are out of their stupor.


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 grant luck to Searok again,


The necrophidius attacks Searok.

Bite: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 4 ⇒ (5) + 4 = 9 (plus paralysis)

A hit but one that could be foiled with Bodyguard. If Shaeda does so, Searok will use the Luck blessing on his attack, if not he will use it on his saving throw vs the paralysis.


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 Searok Whip Hit: 1d20 + 7 ⇒ (20) + 7 = 27 Success

Was Bodyguard an option on the reposition maneuver?


I don't think so - the feat says that you can improve an ally's AC with it, but doesn't mention CMD. Even if you could, that wouldn't increase it enough; Emma's CMD is 14, and the monster rolled a 19.

The monster's fangs are turned aside at the last instant by a crack from Shaeda's whip, causing it to miss Searok, who swiftly counterattacks.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 7 ⇒ (11) + 7 = 18

Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Once again supernatural luck guides his hammer to success.

Meanwhile, Emma and Makall finally snap out of their reverie.

Top of the round, and Emma'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)

No problem! Just wanted to know your ruling on it.


Hey Emma, you around?


Yeah sorry. Been sick the last few days and I have seen very little of my computer.

Blinking rapidly and everything has changed. Glancing around for the strange creature and lashing out as soon as she sees a piece of the creature.

rapier: 1d20 + 3 ⇒ (1) + 3 = 4 Sounds about right.


Emma misses due to her disorientation.

Which brings Shaeda back up, followed by Makall who is also out of his stupor.


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 grant luck to Searok one last time.


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 winks at Shaeda and attacks the foe again!

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 7 ⇒ (3) + 7 = 10

But even with Shaeda's blessing his hammer falls short!


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 sends another two missiles in the direction of the construct.

magic missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Makall's blast shatters the monster's skull, and it collapses to the floor.

With the threat dispatched, a quick glance around the room reveals a small shelf in the far wall, on which the creatures rested when not activated, concealing their forms so they looked no different than the other skulls embedded in the walls.

On this shelf you spy some hidden items; a masterwork dagger and a small pouch of onyx gemstones.

Combat over! Appraise to guess at the value of the gems if anyone has 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)

Shaeda will appraise the gems...

Appraise: 1d20 + 2 ⇒ (9) + 2 = 11

She will also detect magic on the dagger...

Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17


Shaeda isn't able to determine the value of the gems. Certainly several hundred golden sails at least, but she can't guess at specifics.

The dagger is unmagical, although of exceptional quality.


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)

Well! At least we got some coin fer dealin' with those things! Searok says as he walks on to the next room.


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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: 156/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda gestures towards the stones, ”Well, they aren’t worthless. Searok, you can buy yourself a couple high class rolls in the hay I’d imagine.”


Searok pushes open the door to the next room and discovers that it is an alchemy lab...or it was anyway. There are the expected tables stacked with beakers, vials, and crucibles, some containing bubbling liquids in a variety of colors.

But the entire southern half of the room is a disaster; furniture is smashed, potions are spilled across the floor still smoking, a large cauldron of what seems to be rendered fat has been dumped, and the whole mess is being tended to in a desultory manner by a single derro with a clothespin on his nose and a mop in his hands. None of you speak his language, but the mutter of someone who has drawn the short straw one time too many and is fed up with it is pretty universal.

The cause of the mayhem is unseen, but you'd wager it is not unheard; there's a door to the south that has most of the detritus piled against it, and from behind it a loud groan can be heard, followed by a thud. The derro flings a bit of pottery at it with his mop before returning to his soliloquy of whatever derrospeak is for taking this job and shoving it.

Between the noise and his distraction, the unfortunate janitor does not hear the door open, and Searok is undetected for the moment.


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 was decidedly tired of getting caught moves on in and attempts to trip the creature.

Whip Hit: 1d20 + 7 ⇒ (20) + 7 = 27 Woot!

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