GM Peachbottom's Curse of the Crimson Throne (Inactive)

Game Master Peachbottom

Chapter Six: Crown of Fangs
Part Three: Legacy of Blood

Charisma Rerolls: A PC can spend a Harrow Point to reroll a Charisma-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).

Destiny Shall Not Be Denied: A PC can spend a Harrow Point as an immediate action to force the GM to reroll a d20 roll. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to force additional rerolls).

Psychic Wrath: A PC with levels in a class that grants bonus spells based on her Charisma score can spend a Harrow Point to increase the power of a spell from that class’s spell list as she casts it. She increases the spell’s DC by 2 and gains a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on attack rolls for that spell.

Roll Card: Gain a +2 bonus on all Charisma-based checks. In addition, he treats his caster level as if it were 1 higher when casting spells gained from a class that grants bonus spells based on his Charisma score.


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Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro nods at Fluffy.


Teutonic for Wolf of Thor (HP 126, AC 30, F+16/R+14/W+11, Ini +3, Perc. +8)

Fluffy shakes his head and sits down.

Fluffy would also break it only on a 20.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"Has someone an axe, or a hammer?" Tyrandro asks.


The break DC is high, but 25 damage will also do the trick.


There is an adamantine battleaxe Tyrando can use to hack the lock


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro takes a look into Ayako's bag of holding and fishes out the door opener. Putting his bow away he uses the axe with two hands on the door.
Battleaxe+PA: 1d20 + 11 ⇒ (9) + 11 = 201d8 + 3 + 12 ⇒ (1) + 3 + 12 = 16
Battleaxe+PA: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 3 + 12 ⇒ (3) + 3 + 12 = 18


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana takes a look at the room right before they leave. She casts detect magic again.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Human swashbuckler 15 (Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +10; Senses Perception +11 AC 40, touch 27, flat-footed 28 hp 96/155 Fort +13, Ref +19, Will +10 Defensive Abilities charmed life 6/day, evasion, improved uncanny dodge, nimble +4 SR20

Seb also looks around the room.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Tyrandro breaks down the jammed door.

A single ruined table sits in a heap in the center of this otherwise barren room. The door was blocked by a gleaming red metal glaive that was impaled into the wood of the door and wedged into a crack in the floor.

Identify: Spellcraft DC 21:
The glaive identifies as a +2 glaive. It design matches that of the glaives wielded by bearded devils.

Identify: Spellcraft DC 31:
The glaive is cursed and functions as an unwieldy glaive until the curse on the castle is removed.

Also, with Iolana and Sebastian's aid searching the previous room, you locate the secret door in the south wall. This stone door (hardness 8, hp 60, break DC 38, Disable Device 40) is protected by arcane lock masked by a magic aura, and both spells function at CL 15th.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Spellcraft: 1d20 + 13 ⇒ (7) + 13 = 20
Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21
I'm guessing since my harrow deck is just a regular deck I can't use the Identify."

"No idea. It's magic." she shrugs.


Spellcraft: 1d20 + 15 ⇒ (16) + 15 = 31
Spellcraft: 1d20 + 15 ⇒ (11) + 15 = 26

This is a magical glaive that is often wielded by bearded devils. Perhaps it was abandoned here after it's owner fled.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

It's spellcraft about the same item. Roll once and open all spoilers, that you beat the DC to.

"A devils weapon? That we have not yet in our collection."

Once Sebastian points it out that they missed a secrot door in the last room, Tyrandro checks it. He ponders using the axe there too, but the imagination of using a sharp axe on stone hurts too much. As the door has a lock, he tries to pick that instead.
Diable Device Take 20: 20 + 21 = 41


Do not use this glaive. It is cursed until the curse on this place is lifted.

Iolana, shall we combine our efforts to dispel the magic on this door?

Caster check on dispel magic: 1d20 + 13 ⇒ (14) + 13 = 27


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

”Of course. Let’s do that.

Caster Check: 1d20 + 13 ⇒ (18) + 13 = 31


Iolana dispels the arcane lock and Tyrandro unlocks and opens the secret door.

This secret chamber’s walls are lined with lead; the room was used by Kazavon to store various rare components and item crafting tools. Within is a roll top desk holding numerous rare spell components (of which 9,000 gp in gems and diamond dust remain usable) and sheaves of fine parchment and powders for making ink (these have all decayed to uselessness). Leaning against the desk is a staff of conjuration (8 charges) built to resemble a mundane walking stick.


A good find. This staff can summon fierce beasts to help us.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"Strange. Why would someone put lead on the walls. Was Karzavon afraid it would rain in?"


Lead is used to hide magical auras, so this room would be more secure.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

"Interesting storage room. She gathers up the components and splits them between herself and Ayako. [b]"Ayako do you want to use the staff?"


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"Ayako has a limp, but so far she was totally fine without a walking stick." Tyrandro comments.


It only really effects me if I wish to run. Southern door near Mushu next target


You check the southernmost door next.

This chamber holds only a few rough cots and wardrobes containing all manner of women’s garb ranging from elegant evening gowns to revealing nightwear, much of which is yellowed and crumbling with age.

One of the articles of clothing in the wardrobe has weathered the passage of time better than the others: a suit of +3 mithral glamered chainmail.


To the door Mushu has moved to


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Tyrandro grabs the only piece of clothing still intact. "Does none of you ladies want this..." he stops shor midsentence. "It looks like a frilly blouse, but it feels like chain armor. What trick is that?" Tyrandro wonders, examining the piece in- and outside.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana looks at the blouse longingly. "I can't wear armor, but it's nice. Seb can use it if you or Ayako don't want it.


I have this celestial armor that allows me to fly. Haven't had the chance to do so yet.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"You like frilly blouses?" Tyrandro asks Sebastian.


After an uncomfortable moment at Sebastian's expense, you move on to the next room.

This elegant room’s features remain striking and vibrant, as if the chamber had been decorated just yesterday. A stunning canopied bed sits against the north wall, while dressers, writing desks, wine cabinets, and other creature comforts adorn the remainder of the chamber.

Although the furniture in this room is elegant, it’s relatively bulky and only worth 800 gp in all if you want to go through the trouble of salvaging it. The contents of the wine cabinet are more portable, with seven bottles of preserved Tamrivenan red remaining within. These are incredibly rare, and each bottle is worth 1,500 gp to the right buyer.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Iolana gives the room a longnig look, "Now this is more like it. I wish we could sleep in a nice room like this all the time." After she goes through the cabinets she says, "Grab the wine. If we don't drink it we can sell it."


Human swashbuckler 15 (Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +10; Senses Perception +11 AC 40, touch 27, flat-footed 28 hp 96/155 Fort +13, Ref +19, Will +10 Defensive Abilities charmed life 6/day, evasion, improved uncanny dodge, nimble +4 SR20

"Not really my style."


I will certainly need a stiff drink after all this.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"I'm touching nothing of it. There is some creep jumping out of the closet or something any moment." Tyrandro tells, bow at the ready.


We arn't paranoid, they really are out to get us.

Next door?


Surprisingly, no haunts or other evils assault you when you collect the wine. So far this level of the tower has been relatively uneventful.

You proceed to the next door going clockwise. This sparsely furnished chamber appears to be a guardroom with a single table, two chairs, and a tarnished brazier. Hanging above the table is a bronze gong and striker.

Finally, you encounter some action. Two devils stand guard in front of a door in the back of the room. From the tip of their lashing tails to the serrated features of their fang-filled visage, these fiery-eyed sentinels bristles with barbs. The devils do not greet you but look eager for violence.

Identify: Knowledge (Planes) DC 21:
These are barbed devils (hamatula). They are covered in spines that injure those attacking them with melee weapons. DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 22

Initiative Rolls:

Ayako: 1d20 + 4 ⇒ (9) + 4 = 13
Iolana Altumas: 1d20 + 9 ⇒ (13) + 9 = 22
Sebastian Merrin: 1d20 + 10 ⇒ (7) + 10 = 17
Tyrandro Amprei: 1d20 + 8 ⇒ (8) + 8 = 16
Sial: 1d20 + 1 ⇒ (6) + 1 = 7
Barbed Devils: 1d20 + 6 ⇒ (20) + 6 = 26

Round 1

Active Effects:
Ayako: Stone Skin (130) 17 min.
Iolana: Circle of Protection Against Evil 127 min., Mage Armor 13 hr., Stone Skin (130) 17 min.
Sebastian: Align Weapon (Good) 10 min., Stone Skin (130) 17 min.
Tyrandro: Align Weapon (Good) 10 min., Stone Skin (130) 17 min.
Sial: Endure Elements 24 hr., Fly 8 min., Shield 8 min., Stone Skin (130) 7 min.

Initiative
26 - Barbed Devils (1-2) (AC 26, T 16, FF 20; SR 22)
22 - Iolana
17 - Sebastian
16 - Tyrandro
13 - Ayako
7 - Sial

The barbed devils go first, but please arrange yourselves in the area where you want to be standing, so I can determine who the devils can reach.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"That looks evil." Tyrandro tells - with a side glance at his companions, tho make sure he doesn't shoot something they want to talk to.
Bow: 1d20 + 21 ⇒ (10) + 21 = 312d8 + 18 + 2d6 ⇒ (7, 5) + 18 + (3, 2) = 35
Bow: 1d20 + 21 ⇒ (13) + 21 = 341d8 + 18 + 1d6 ⇒ (5) + 18 + (3) = 26
Bow: 1d20 + 16 ⇒ (7) + 16 = 231d8 + 18 + 1d6 ⇒ (6) + 18 + (2) = 26
Bow: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 18 + 1d6 ⇒ (4) + 18 + (5) = 27
Favored Enemy vs Evil Outsiders +6


Know-Planes: 1d20 + 15 ⇒ (9) + 15 = 24

Barbed Devils. Beware their spikes in melee. Blessed weapons. No fire or poison. Resist magic

Ayako casts Remove Fear on Sebastion and anyone in reach to protect them in case things go bad.
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.


Round 1

Barbed Devil 1: Claw vs. Sebastian's FF AC 19: 1d20 + 18 ⇒ (12) + 18 = 30
Claw Damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14
Barbed Devil 1: Claw vs. Sebastian's FF AC 19: 1d20 + 18 ⇒ (19) + 18 = 37
Crit Confirmation: 1d20 + 18 ⇒ (18) + 18 = 36
Claw (Crit) Damage: 4d8 + 12 ⇒ (6, 5, 4, 6) + 12 = 33
Grab vs. Sebastian's CMD 38: 1d20 + 22 ⇒ (20) + 22 = 42
Impale Damage: 3d8 + 9 ⇒ (2, 2, 2) + 9 = 15

One barbed devil steps up to attack Sebastian and he gets a first-hand experience of why these are called barbed devils. The devil digs its two claws into Sebastian's shoulders then pulls him in to a tight bear hug which pierces his chest with countless dagger-like spines. In addition, Sebastian is overwhelmed with fear of his impending doom. The devil grins with a wide toothy smile as Sebastian squirms to get free.
Altogether, Sebastian takes 32 damage after DR and is grappled. He also needs to make a Will save DC 20 or become frightened for 1d4 rounds. +4 bonus on the save from remove fear.

Unholy Blight Damage: 5d8 ⇒ (3, 7, 4, 7, 6) = 27

The second barbed devil envelops the hallway in a cold, cloying miasma of greasy darkness. The miasma sucks at your energy and churns your stomach before dissipating. (Unholy blight)
Ayako, Iolana, and Sebastian take 27 damage and are sickened for 1d4 rounds; Will save DC 20 for half and negate the sickened. Tyrandro (who is not good-aligned) takes 13 damage; Will save DC 20 for half (no sickened).

Tyrandro fires upon the devil impaling Sebastian and hits it with two arrows that wipe the smile off its face. The good-aligned arrows pierce its natural resistance and it howls as the arrows burrow deep into its foul flesh.
Barbed devil (1) takes 61 damage.

Round 1

Active Effects:
Ayako: Stone Skin (130) 17 min.
Iolana: Circle of Protection Against Evil 127 min., Mage Armor 13 hr., Stone Skin (130) 17 min.
Sebastian: Align Weapon (Good) 10 min., Remove Fear 10 min., Stone Skin (100) 17 min.
Tyrandro: Align Weapon (Good) 10 min., Stone Skin (130) 17 min.
Sial: Endure Elements 24 hr., Fly 8 min., Shield 8 min., Stone Skin (130) 7 min.

Initiative
26 - Barbed Devils (1) (AC 26, T 16, FF 20; SR 22) (Grappled -2 AC) - X
26 - Barbed Devils (2) (AC 26, T 16, FF 20; SR 22) - X
22 - Iolana
17 - Sebastian (Grappled)
16 - Tyrandro - X
13 - Ayako - X
7 - Sial

Iolana and Sebastian are up.


Human swashbuckler 15 (Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +10; Senses Perception +11 AC 40, touch 27, flat-footed 28 hp 96/155 Fort +13, Ref +19, Will +10 Defensive Abilities charmed life 6/day, evasion, improved uncanny dodge, nimble +4 SR20

Will from the hug: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Will: 1d20 + 7 ⇒ (14) + 7 = 21
Escape Artist: 1d20 + 10 ⇒ (18) + 10 = 28

Sebastian tries to break free of the grapple. "You unholy being let me go."


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Will: 1d20 + 10 ⇒ (3) + 10 = 13
How long is she puking: 1d4 ⇒ 4

Iolana gags at the blight that covers her, but she still manages to cast Haste on the party. "Get em boys." she gasps between dry heaves.


Will save: 1d20 + 14 ⇒ (6) + 14 = 20

You can spend harrow points for will rerolls if you want


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Sickened, not nauseated. It's some minor malus on your rolls.
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Round 1

Iolana is sickened from the blight and hastes the party.

Sebastian fights off the fear and the sickness but isn't able to escape from the barbed devil's grip.

Ayako also resists the sickened effect.

Barbed Devil 1: Falling Damage: 3d6 ⇒ (2, 2, 3) = 7
Barbed Devil 2: Falling Damage: 3d6 ⇒ (6, 4, 2) = 12

Sial and Asyra, being evil, are immune to the unholy blight. Sial then casts a spell that creates a 30 ft. pit underneath the two devils' feet. Both tumble down and slam into the hard surface below; the one grappling Sebastian is forced to release its grip when it falls.
Since there is no space for them to reflex save to, they automatically fail?...I guess.

Round 2

One of the barbed devils greater teleports out of the pit and reappears next to Ayako.

Order's Wrath Damage: 5d8 ⇒ (4, 6, 2, 4, 5) = 21

The other remains in the pit and casts another spell into the hallway. A three-dimensional grid of energy harms and dazes chaotic characters. Order's Wrath

Tyrandro and Sial are unharmed. Sebastian takes 21 takes and is dazed for 1 round. Will save DC 18 for half damage and negates the daze. Iolana and Ayako take 10 damage and are not dazed. Will save DC 18 for half damage.

Tyrandro also needs to still save against the unholy blight from Round 1.

Round 2

Active Effects:
Ayako: Haste 13 rd., Stone Skin (130) 17 min.
Iolana: Circle of Protection Against Evil 127 min., Haste 13 rd., Mage Armor 13 hr., Stone Skin (130) 17 min.
Sebastian: Align Weapon (Good) 10 min., Haste 13 rd., Remove Fear 10 min., Stone Skin (100) 17 min.
Tyrandro: Align Weapon (Good) 10 min., Haste 13 rd., Stone Skin (130) 17 min.
Sial: Create Pit 13 rd., Endure Elements 24 hr., Fly 8 min., Haste 13 rd., Shield 8 min., Stone Skin (130) 7 min.

Initiative
26 - Barbed Devils (1-2) (AC 26, T 16, FF 20; SR 22) - X
22 - Iolana (Sickened 4 rd.)
17 - Sebastian
16 - Tyrandro
13 - Ayako
7 - Sial


Well poopie
Will save: 1d20 + 15 ⇒ (20) + 15 = 35


Human swashbuckler 15 (Pathfinder RPG Advanced Class Guide 56) CG Medium humanoid (human) Init +10; Senses Perception +11 AC 40, touch 27, flat-footed 28 hp 96/155 Fort +13, Ref +19, Will +10 Defensive Abilities charmed life 6/day, evasion, improved uncanny dodge, nimble +4 SR20

Will: 1d20 + 7 ⇒ (20) + 7 = 27

The will is strong in this one, and Seb manages to shake off the spell. "This thing is annoying."

Seb holds his action for an enemy to come into melee range.


Spells (L 15th; concentration +21) AC 24, T 19, FF 20 | HP 100/100| Fort +12, Ref +13, Will +14 Resist cold 20 SR 18 F human sorcerer 15 NG | Init +9; Senses Perception +8 |

Will: 1d20 + 8 ⇒ (16) + 8 = 24

Iolana also manages to have a strong will, and avoids most of the damage. She quickly draws and taps Ayako with a wand of dimension door. She sends her next to Tyrando.

I assume you can grab Mushu if you need to.


Where Ayako goes, Mushu follows!


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

Will Save: 1d20 + 11 ⇒ (13) + 11 = 24
Tyrandro calls upon his ability inner strength (Iron Will 10min). "Ah, good that you come back out again." Tyrandro greets the devil, before peppering it with arrows.

Bow: 1d20 + 22 ⇒ (20) + 22 = 422d8 + 36 + 2d6 ⇒ (8, 6) + 36 + (1, 5) = 56
Bow: 1d20 + 22 ⇒ (4) + 22 = 261d8 + 18 + 1d6 ⇒ (2) + 18 + (1) = 21
Bow: 1d20 + 22 ⇒ (6) + 22 = 281d8 + 18 + 1d6 ⇒ (1) + 18 + (6) = 25
Bow: 1d20 + 17 ⇒ (11) + 17 = 281d8 + 18 + 1d6 ⇒ (1) + 18 + (5) = 24
Bow: 1d20 + 12 ⇒ (11) + 12 = 23

Crit Confirm: 1d20 + 22 ⇒ (19) + 22 = 414d8 + 72 ⇒ (8, 4, 2, 5) + 72 = 91

I had a copy and paste error in my last shooting. Forgot to double the +18 dmg in the first shot. Makes 79 instead of 61 dmg for the devil.But it only matters if it's the devil who still sits in the hole.


Ayako touches Sebastion and murmurers dark words, sending out hooked needles that swiftly stitch his wounds back together
Casting Heal. 130 hp healed


Round 2

Iolana teleports Ayako out of harm and Ayako then heals Sebastian back to full health.

Tyrandro explodes the head of the barbed devil in the hallway with his first shot then turns his remaining arrows to the devil in the pit. The barbed devil now sprouts a few additional points but doesn't yet fall.
Barbed devil 1 takes 147 damage and dies. Barbed devil 2 takes 56 damage.

Asyra: Spiked Chain vs. Barbed Devil AC 26: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21

Sial dismisses his pit and his eidolon Asyra rushes into the room to attack with her spiked chain. However, in her enthusiasm, she sacrificed accuracy and only scrapes a gash in wall behind the devil when it dodges out of the way.

Sebastian: Rapier vs. Barbed Devil AC 26: 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29
Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Sebastian: Rapier vs. Barbed Devil AC 26: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Sebastian: Rapier vs. Barbed Devil AC 26: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
Damage: 1d6 + 10 ⇒ (5) + 10 = 15
Sebastian: Rapier (Haste) vs. Barbed Devil AC 26: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42
Crit Confirmation: 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27
Damage: 2d6 + 20 ⇒ (2, 3) + 20 = 25

Sebastian steps forward now that the room once again has solid footing and attacks. He lets the barbed devil know what it feels like to be skewered with a rapid flurry of thrusts that ends with the devil dead on the floor.
Barbed devil 2 takes 64 damage and dies. Combat over.


Male Human Infiltrator/Divine Marksman (15) - Init +8, HP132, F+16, R+22, W+13/+15CC (incl IW), AC 30/20/22 Perc +22/28

"What was that? A pair of fiendish porcupines?" Tyrandro asks. Joking is easy if you're not the one who got painfully impaled.

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