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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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 sends a Magic Missile at one of still standing creatures.

MM: 5d4 + 5 ⇒ (3, 1, 4, 1, 2) + 5 = 16


Ayako is rather doubtful that anything can survive the might of Sebastion and Tyrando, so Ayako pulls out her long neglected sling and heaves a stone at a froggie.

Sling+1PBS,PS,Bless: 1d20 + 12 ⇒ (18) + 12 = 301d4 + 1 ⇒ (4) + 1 = 5


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
Iolana Altumas wrote:
Iolana sends a Magic Missile at one of still standing creatures.

Does that exclude the ones that rolled to the wall? :D


Round 1

Sebastian has no trouble gutting the fleeing frog and its corpse slides down the slope leaving a long steak of red blood across the stones.
Boggard 1 takes 227 damage and dies.

Iolana hits the nearest boggard on the wooden platform with her magic missiles.
Boggard 6 takes 16 damage.

Tyrandro then aims at the same one and finishes it off. It likewise topples off the platform and slides down the hill adding to the mounting pile of bodies.
Boggard 6 takes 154 damage and dies.

Ayako pulls off a trick shot with her sling and pings the other standing boggard, who is hardly visible to Ayako from her position, right on the nose. It grunts with surprise but shakes off the minor wound.
Boggard 5 takes 4 damage.

Laori laughs with amusement in the background.


Round 2

Boggard 2: Acrobatics DC 15: 1d20 ⇒ 6 Damage: 1d6 ⇒ 2
Boggard 3: Acrobatics DC 15: 1d20 ⇒ 13 Damage: 1d6 ⇒ 5
Boggard 4: Acrobatics DC 15: 1d20 ⇒ 12 Damage: 1d6 ⇒ 1

Boggard 5: 5 ft. jump Acrobatics DC 5: 1d20 ⇒ 6
Boggard 5: Greatclub vs. Sebastian's AC 35: 1d20 + 19 + 1 ⇒ (14) + 19 + 1 = 34
Boggard 5: Acrobatics DC 15: 1d20 ⇒ 9 Damage: 1d6 ⇒ 6

The three stooges wedged against the wall stand up and immediately slip and hit their heads again. The remaining boggard on the platform, while raging, is unable to think clearly enough to realize that stepping on the slope is a bad idea, leaps off while swinging its club and Sebastian's skull. Sebastian is nearly caught off guard by the reckless move, but the attack misses him by a hair's width and the boggard then tumbles down to join its compatriots.

Round 2
Active Effects:
Ayako: Bless 15 min., Overland Flight 9 hr.;
Iolana: Bless 15 min., Fly 15 min., Mage Armor 15 hr., Overland Flight 9 hr.;
Sebastian: Bless 15 min., Fly 15 min., Overland Flight 9 hr.;
Tyrandro: Bless 15 min., Overland Flight 9 hr.;
Laori: Bless 15 min., Overland Flight 9 hr.

Initiative
25 - Sebastian
19 - Boggard Champions (AC 17, T 8, FF 17) (+2 AC vs. Lawful characters) - X
18 - Iolana
13 - Tyrandro
12 - Ayako
5 - Laori

The boggards are all prone, which gives them -4 AC vs. melee attacks and +4 AC vs. ranged attacks. Not like it matters...


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 moves to the platform looking at the pityful guardians of the queen.
Bow: 1d20 + 24 ⇒ (6) + 24 = 301d8 + 17 + 3d6 ⇒ (7) + 17 + (3, 6, 5) = 38


I believe these are just to delay us so the actual defenders can prepare.


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 slips around and stabs at the Boggard right in front of him.

+4 Rapier: 1d20 + 26 ⇒ (8) + 26 = 34
Damage: 1d6 + 13 + 30 ⇒ (2) + 13 + 30 = 45
+4 Rapier: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 1d6 + 13 + 30 ⇒ (2) + 13 + 30 = 45
+4 Rapier: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d6 + 13 + 30 ⇒ (2) + 13 + 30 = 45

+4 Rapier Crit Confirm: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 1d6 + 13 + 30 ⇒ (6) + 13 + 30 = 49


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 flies and and Casts Cone of Cold on the Boggards.

Cold Reflex Save DC21 for Half: 15d6 ⇒ (4, 5, 4, 3, 3, 1, 3, 5, 1, 5, 1, 1, 4, 1, 4) = 45


Ayako holds, letting her alies finish off the frog-men


Round 2

Sebastian stabs the prone boggard multiple times in the back and it does not get back up. Boggard 5 takes 181 damage and dies.

Boggard 2: Reflex save DC 21: 1d20 + 3 ⇒ (15) + 3 = 18
Boggard 3: Reflex save DC 21: 1d20 + 3 ⇒ (4) + 3 = 7
Boggard 4: Reflex save DC 21: 1d20 + 3 ⇒ (17) + 3 = 20

The boggards prove again that they have no grace and all take the full force of Iolana's cone of cold. Boggards 2, 3, and 4 each take 45 cold damage.

Tyrandro shoots one of the boggards from the platform. The boggards may be dim-witted but they are hardy. Boggard 3 takes 37 damage.

Round 3

Boggard 2: Acrobatics DC 15: 1d20 ⇒ 18
Boggard 3: Acrobatics DC 15: 1d20 ⇒ 18
Boggard 4: Acrobatics DC 15: 1d20 ⇒ 1 Damage: 1d6 ⇒ 3

Boggard 2: Greatclub vs. Sebastian's AC 35: 1d20 + 19 ⇒ (2) + 19 = 21
Boggard 3: Greatclub vs. Sebastian's AC 35: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d10 + 11 ⇒ (5) + 11 = 16

I'm going to assume Iolana is flying more than 5 ft. off the ground so the boggards don't target her.

At last, two of the boggards gain their footing and stand up. They team up against Sebastian and one actually lands a glancing blow bruising Sebastian's shoulder. Sebastian takes 16 damage. He may be able to parry this...

Round 3
Active Effects:
Ayako: Bless 15 min., Overland Flight 9 hr.;
Iolana: Bless 15 min., Fly 15 min., Mage Armor 15 hr., Overland Flight 9 hr.;
Sebastian: Bless 15 min., Fly 15 min., Overland Flight 9 hr.;
Tyrandro: Bless 15 min., Overland Flight 9 hr.;
Laori: Bless 15 min., Overland Flight 9 hr.

Initiative
25 - Sebastian
19 - Boggard Champions (AC 17, T 8, FF 17) (+2 AC vs. Lawful characters) - X
18 - Iolana
13 - Tyrandro
12 - Ayako
5 - Laori


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 shakes his head and continies to shoot.
Bow: 1d20 + 24 ⇒ (3) + 24 = 272d8 + 34 + 6d6 ⇒ (3, 1) + 34 + (6, 4, 3, 3, 3, 5) = 62
Bow: 1d20 + 24 ⇒ (1) + 24 = 251d8 + 17 + 3d6 ⇒ (3) + 17 + (5, 2, 6) = 33
Bow: 1d20 + 19 ⇒ (3) + 19 = 221d8 + 17 + 3d6 ⇒ (8) + 17 + (6, 5, 1) = 37
Bow: 1d20 + 14 ⇒ (12) + 14 = 261d8 + 17 + 3d6 ⇒ (8) + 17 + (1, 4, 2) = 32


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 tries to parry the attack.

Parry: 1d20 + 26 ⇒ (19) + 26 = 45
Damage: 1d6 + 13 + 30 ⇒ (1) + 13 + 30 = 44

Parry Crit Confirm: 1d20 + 26 ⇒ (17) + 26 = 43
Damage: 1d6 + 13 + 30 ⇒ (5) + 13 + 30 = 48

He attacks the nearest enemy.

Parry: 1d20 + 26 ⇒ (6) + 26 = 32
Damage: 1d6 + 13 + 30 ⇒ (4) + 13 + 30 = 47
Parry: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 1d6 + 13 + 30 ⇒ (3) + 13 + 30 = 46
Parry: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d6 + 13 + 30 ⇒ (4) + 13 + 30 = 47


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 liked how well that last attack went, and cats Cone of Cold again.

Cold Reflex Save DC21 for Half: 15d6 ⇒ (5, 4, 3, 2, 1, 4, 6, 4, 2, 3, 6, 3, 6, 6, 1) = 56


Round 3

Sebastian parries the one attack that would have hit him and stands the boggard through the heart in a deft riposte. The boggard tumbles backwards dead. Canceling the 16 damage Sebastian would have taken above and Boggard 3 takes 91 damage and dies.

Sebastian then turns on the next nearest boggard and slays it as well. Boggard 2 takes 137 damage and dies.

Boggard 4: Reflex save DC 21: 1d20 + 3 ⇒ (6) + 3 = 9

The last boggard fails to dodge Iolana's spell again and takes another blast of cold to the face. Boggard 4 takes 56 cold damage.

The battered boggard is felled by Tyrandro's first arrow and the awkward combat comes to an end. Boggard 4 takes 61 damage and dies. Combat over.


The six boggards each had the following equipment: +2 hide armor and +1 thundering greatclub. That's it.

To the northeast of the boggard quarters is a storage room. A horizontal wooden platform has been built into the northwest portion of this chamber. On the platform are a large barrel and a heavy wooden chest. Several big fillets of smoked, spiced fish hang from a row of pegs along the wooden platform’s edge.

The fish fillets come from a giant gar. The barrel contains boggard cranberry liquor mixed with honey and foul-tasting herbs. The chest contains more than 100 pounds of groundnut tubers and other swamp legumes, but there is nothing of any real value stored here.

From here, there are no dry paths to continue. The pyramid slopes downward and there are three choices of tunnels the lead into dark murky water. However, the ceilings are high enough that you can fly/hover above the water without entering it.


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 looks if there are any ways leading upwards, as he has no interest of taking a bath in swamp water.


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 |

"Let's try the smaller hallway to the left first, and see what we discover. We can skim across the water, and hopefully one of those leads up eventually."


Works for me.


The rest of this floor is unguarded so you do a quick once around to get a lay of the area. I labeled the rooms on the map.

Shaft Down: The water darkens here indicating that it goes deeper down. There is only one level below you, so you'd be venturing into the tentacled beast's lair.

Flooded Chamber: The walls of this flooded square chamber are thick with reddish algae. Dozens of light yellow tadpoles the size of a human hand swim in all directions through the room. The water level in this room is 35 feet deep in the deep end, leaving 15 feet of air above.

Crystal Tube: A crystal tube emerges from a dark hole in the floor up to the ceiling, where it splits into dozens of small tubes that wind along the walls and ceiling above until finally sinking into the stone, presumably burrowing upward to a level above. The water in here is 15 feet deep at its deepest point.

Water Storage: The east corner of this chamber is fitted with a wooden platform that seems to float on the water’s surface. A few barrels sit on the platform. The platform contains three barrels of drinking water.

Shaft Up: A soft, purplish light illuminates the northeastern part of this flooded chamber, where a large, square shaft opens in the ceiling. This shaft leads up 35 feet to the next floor. The walls of the shaft are very smooth—climbing them requires a successful DC 30 Climb check. But since you are flying, no check is required to go up.


We go up I suppose. I suspect that we will be confronted by foes up there. I can send some summoned creatures upwards to help protect 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

"I'll be right behind that creature." Tyrandro agrees.


Ayako stretches forth her hand and several small lights form and begin zipping up the shaft
Summon Monster 5 to summon Lantern Archons to fly up

Number of Archons: 1d4 + 1 ⇒ (4) + 1 = 5

Ayako instructs them to distract any creatures they find up their so her group can fly up


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 see you believe in strength in numbers." Tyrandro comments, before he follows the archons upstairs.


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 gets ready to fly up after Seb and Tyrando. "Good job Ayako. Those should keep any enemies busy for a few minutes."


Ayako's lantern archons soar up the shaft and the rest of you follow on their tails.

The air in this large room is warm and pleasant. The floor, walls, and ceiling are tiled with polished, rose-colored marble slabs. Climbing from the floor to the ceiling above and weaving in and out of the walls are dozens of thin crystal tubes. One shaft drops away in the floor to the southwest (where you are coming up), while a second shaft rises up through the ceiling to the northeast.

Right at the end of the landing, a nightmarish creature is waiting, fully aware of your presence in the ruins. This crimson horror walks upon six long, thin legs. Its face is neither that of a skull nor spider, but some horrid mix of the two.

Merely looking upon the monster subjects you to its eerie blood-draining gaze. Thin streams of blood pour from your eyes, flowing through the air and into the eye-socket-like pits in the creature's face.

This does not impact the victim’s vision, but deals 1 point of Constitution damage and sickens the victim for 1 round from the hideous pain. A creature already suffering from a bleed effect takes a –4 penalty on the saving throw. This is a bleed effect. Fortitude save DC 26 negates.

I'll roll initiative in the next post.


Initiative Rolls:

Ayako: 1d20 + 4 ⇒ (7) + 4 = 11
Iolana Altumas: 1d20 + 9 ⇒ (2) + 9 = 11
Sebastian Merrin: 1d20 + 10 ⇒ (15) + 10 = 25
Tyrandro Amprei: 1d20 + 8 ⇒ (9) + 8 = 17
Laori: 1d20 + 2 ⇒ (1) + 2 = 3
Ithier: 1d20 + 11 ⇒ (19) + 11 = 30

Round 1
Active Effects:
Ayako: Bless 10 min., Overland Flight 9 hr.;
Iolana: Bless 10 min., Fly 10 min., Mage Armor 15 hr., Overland Flight 9 hr.;
Sebastian: Bless 10 min., Fly 10 min., Overland Flight 9 hr.;
Tyrandro: Bless 10 min., Overland Flight 9 hr.;
Laori: Bless 10 min., Overland Flight 9 hr.

Initiative
30 - Ithier (AC 32, T 20, FF 20; SR 27) - X
25 - Sebastian
17 - Tyrandro
11 - Ayako
11 - Iolana
3 - Laori

The creature acts first and fills the shaft where you are flying with a bank of thin mist that weakens your mental resistance: Mind Fog.
Will save DC 24 negates. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is thin and does not significantly hamper vision.

It then casts a quickened lesser confusion on Sebastian.
Will save DC 20 or become confused for 1 round. Keep in mind if Sebastian passes the Mind Fog save or not first.


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

Fort: 1d20 + 16 ⇒ (3) + 16 = 19
Will: 1d20 + 13 ⇒ (2) + 13 = 15
Oh, great.

Tyrandro goes with the plan of shooting first and asking questions later.
Bow: 1d20 + 22 ⇒ (8) + 22 = 302d8 + 28 + 2d6 + 4d6 ⇒ (4, 1) + 28 + (1, 2) + (3, 4, 4, 4) = 51
Bow: 1d20 + 22 ⇒ (20) + 22 = 421d8 + 14 + 1d6 + 2d6 ⇒ (8) + 14 + (3) + (2, 1) = 28
Bow: 1d20 + 17 ⇒ (3) + 17 = 201d8 + 14 + 1d6 + 2d6 ⇒ (5) + 14 + (3) + (6, 2) = 30
Bow: 1d20 + 12 ⇒ (15) + 12 = 271d8 + 14 + 1d6 + 2d6 ⇒ (8) + 14 + (2) + (1, 3) = 28
Does that count as vermin, so I could roll Know(dungeoneering)? :P

Crit Confirm: 1d20 + 22 ⇒ (12) + 22 = 342d8 + 28 ⇒ (8, 5) + 28 = 41


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 |

Let's get Iolana done first.

Fort Save: 1d20 + 12 ⇒ (12) + 12 = 24 +5 if this is lingering effect
Will Save, +5 from Aegis of Recovery: 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29

Iolana manages to shake off the effects of the spells.


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

Fort DC 26: 1d20 + 13 ⇒ (18) + 13 = 31
Will DC 24: 1d20 + 10 ⇒ (9) + 10 = 19 Ooch
Will DC 20: 1d20 + 10 - 10 ⇒ (20) + 10 - 10 = 20

Seb saves against the bleeding, fails against the fog, but manages to find enough will to avoid the Confusion. He uses his scarf to give himself reach and flies to the front line. He attacks.

+4 Fancy Rapier: 1d20 + 26 ⇒ (18) + 26 = 44
Damage: 1d6 + 13 + 30 ⇒ (4) + 13 + 30 = 47 Extra 2d6 if follow the queen: 2d6 ⇒ (5, 6) = 11

+4 Fancy Rapier Crit Confirm: 1d20 + 26 ⇒ (12) + 26 = 38
Damage: 1d6 + 13 + 30 ⇒ (6) + 13 + 30 = 49 Extra 2d6 if follow the queen: 2d6 ⇒ (1, 6) = 7


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 |

Now for Iolana's action

Know Planes: 1d20 + 8 ⇒ (7) + 8 = 15

Realizing it's some type of spell caster, Iolana casts Greater Dispel magic on the creature. She hopes it will take care of any helpful spells the creature has on it. She curses as her spell fails against the creatures resistances.

SR: 1d20 + 17 ⇒ (1) + 17 = 18


Ok, first rolls

Fort save DC 26: 1d20 + 13 ⇒ (8) + 13 = 21

Ayako gags as black blood flows out of her eyes and into the creature

–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.Con 13 so I lose 1 hp/level so I am 13/14 con and 80/95 hp

Mind Fog Will save DC 24, Sicked: 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27

Ayako's alien mind manages to throw off the effects of the fog. Knowing, that Tyrando and Sebastion can deal with it with their weapons, Ayako casts Blessing of Fervor to aid their attacks while the archons unleash their beams of light.

Blessing of Fervor:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Will do Archons in a seperate post


The Archons take the speed blessing and open fire with a barrage of holy light, Touch, Bypass DR

Archon 1,Touch: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 5
Archon 1,Touch: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 3
Archon 1,Touch: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 4

Archon 2,Touch: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 6
Archon 2,Touch: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 3
Archon 2,Touch: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 2

Archon 3,Touch: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 4
Archon 3,Touch: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 2
Archon 3,Touch: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 4

Archon 4,Touch: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 3
Archon 4,Touch: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 2
Archon 4,Touch: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 5

Archon 5,Touch: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 5
Archon 5,Touch: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 5
Archon 5,Touch: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 2

Archon 4, critcheck attack 1,Touch: 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 2
Archon 5, critcheck attack 2,Touch: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 1

13 damage inflicted


Round 1

Iolana doesn't know much about this creature but determines that this must be a variant of a scarlet walker that lives in the nightmare realm of Leng.

Ithier: Unusual Anatomy 50% (Low = Miss): 1d100 ⇒ 8
This creature does count as a follower of Ileosa for the damage bonus for Sebastian's sword.

Sebastian lunges forward midair and stabs the creature. He think he stabs somewhere vital but the scarlet walker's unusual anatomy makes it difficult to determine where its organs actually lie. It seems to take no more damage than a regular wound. Ithier takes 58 damage. Unusual anatomy gives it 50% chance to avoid critical hits and sneak attacks.

Ithier: Unusual Anatomy 50% (Low = Miss): 1d100 ⇒ 4

Tyrandro takes his turn and fires a stream of arrows. For a creature so huge, it is surprisingly nimble. 33 Dex! Only one arrow hits, and like with Sebastian, what would have been a critical hit on a normal creature, is only a flesh wound on this horror.
Ithier takes 28 damage. Does this include the penalty for sickened?

Ayako cast blessing of fervor.

The archons swarm the beast at Ayako's command. It dodges most of the rays in a mind-boggling acrobatic dance but a few hit their mark.
Ithier takes 13 damage.

Iolana attempts a greater dispel magic but Ithier's spell resistance is too strong.

Laori just hangs back?

Iolana wrote:
+5 if this is lingering effect

I guess so...The Con damage lasts. The sickened is only 1 round. What gives you that bonus?


Erinyes Initiative: 1d20 + 9 ⇒ (10) + 9 = 19

The scarlet walker's wounds begin healing at a rapid pace before your eyes. It attempts another quickened lesser confusion on Sebastian then it vanishes from sight with greater invisibility. You'd expect to still hear skittering on the floor, but it if moved, it was completely silent.

Sebastian goes, then after his turn, four erinyes teleport into the room. Unlike the other erinyes you've encountered, these four are wielding flaming tridents inside of bows. One says, "You stand before Ileosa's Furies and will proceed no further! Queen Ileosa will not be disturbed on pain of death."

Round 2
Active Effects:
Ayako: Bless 10 min., Overland Flight 9 hr.;
Iolana: Bless 10 min., Fly 10 min., Mage Armor 15 hr., Overland Flight 9 hr.;
Sebastian: Bless 10 min., Fly 10 min., Overland Flight 9 hr.;
Tyrandro: Bless 10 min., Overland Flight 9 hr.;
Laori: Bless 10 min., Overland Flight 9 hr.

Initiative
30 - Ithier (AC 32, T 20, FF 20; SR 27) - X
25 - Sebastian
19 – Ileosa’s Furies (AC 27, T 14, FF 23; SR 19) - X
17 - Tyrandro
11 - Ayako
11 - Iolana
3 - Laori


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

Scarlet walker is an evil outsider. This adds +3 to my to hit and damage which gives Ithier an additional amount of 60 dmg from my shooting. And yes, the -2 sickened were included in the rolls for to hit and dmg.

Haste from BoF
"Not that again! S$&&ty invisible enemies." Tyrandro curses. He shoots the devils instead.
Bow: 1d20 + 26 ⇒ (3) + 26 = 292d8 + 34 + 6d6 ⇒ (6, 5) + 34 + (5, 4, 3, 6, 2, 3) = 68
Bow: 1d20 + 26 ⇒ (13) + 26 = 391d8 + 17 + 3d6 ⇒ (1) + 17 + (3, 4, 1) = 26
Bow: 1d20 + 26 ⇒ (4) + 26 = 301d8 + 17 + 3d6 ⇒ (2) + 17 + (2, 1, 4) = 26
Bow: 1d20 + 21 ⇒ (7) + 21 = 281d8 + 17 + 3d6 ⇒ (8) + 17 + (5, 2, 6) = 38
Bow: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 17 + 3d6 ⇒ (4) + 17 + (6, 5, 6) = 38


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

Laori follows up after the others.
Will: 1d20 + 10 ⇒ (18) + 10 = 28

To help out with the issue of disappearing enemies she casts invisibility purge.


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 + 10 - 10 ⇒ (13) + 10 - 10 = 13
Confusion: 1d100 ⇒ 17

Seb's luck doesn't hold and he's confused. Luckily he acts normally, and stabs at the Erynes in front of him using the extra attack from BOF.

+4 Fancy Rapier: 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (5) + 13 + 30 + (6, 4) = 58
+4 Fancy Rapier: 1d20 + 26 ⇒ (8) + 26 = 34
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (2) + 13 + 30 + (6, 3) = 54
+4 Fancy Rapier: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (2) + 13 + 30 + (4, 4) = 53
+4 Fancy Rapier: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (2) + 13 + 30 + (1, 3) = 49

+4 Fancy Rapier Crit Confirm: 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (1) + 13 + 30 + (3, 5) = 52
+4 Fancy Rapier Crit Confirm: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d6 + 13 + 30 + 2d6 ⇒ (5) + 13 + 30 + (3, 1) = 52


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 rises above the others in the room an points her Staff of Evocation at the first sends a bolt of Chain Lightening at the erinyes to the far left (1). She sreams in frustration as her spell doesn't do anything again.

SR Rod is CL13: 1d20 + 15 ⇒ (1) + 15 = 16

It appears I use all my good rolls on Seb and Iolana gets the inevitable 1.

I'm using a Harrow Point to Re Roll that SR check.
SR Rod is CL13: 1d20 + 15 ⇒ (1) + 15 = 16


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 |

The +5 is from my Ageis of Recover, Greater


Ayako has had enough of these MF Erynies in the MF pyramid and grasps the stand of blessed beadsand focuses her will upon the one that pierces the planar barriers.

It's time we clear out the chaff and focus on the queen.
Bead of Summons
Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity’s emissary frivolously, the deity takes that character’s items and places a geas upon him as punishment at the very least.)


Round 2

Sebastian refuses to be confused when his enemy is so clearly in front on him. He stabs the erinyes to his right twice then a third time driving the holy rapier through her dark heart. The erinyes immolates while still impaled, leaving nothing but black ash in the wind. Sebastian spins and gets a critical hit in on the erinyes to his left as well. Erinyes 2 takes 217 damage and dies. Erinyes 1 takes 101 damage.

Since Sebastian is taking the left, Tyrandro takes the right, and dusts one of the erinyes as well. Erinyes 3 takes 196 damage and dies.

Ayako grasps her bead of summons. Upon use, the bead shatters in her hand and a portal to the outer planes opens before her. Out steps a morbidly beautiful woman clad in a gown of spider silk leans upon a staff seemingly topped with a giant spider. The morrigna psychopomp greats Ayako, "Well met Ayako. Pharasma sends her regards. Ileosa's vie for immortality must be stopped. I am to serve you until you complete this task."

You can look up the stats for a morrigna psychopomp and control it on your turn. It seemed like an appropriate CR and description. CR 13. Morrignas are Purgatory’s investigators, bounty hunters, and assassins, tracking down those who flout the natural cycle of death and judgment.

Ayako's lantern archons can also attack. I'll allow their attacks to be rolled next time you get a chance if you want to.

Iolana fires a bolt of lightning from her staff...to no effect.

Laori's invisibility purge fills the room and reveals the scarlet walker's position.

Round 3 to come in next post.


Round 3

Ithier ups the ante with an insanity spell targeting Sebastian. Then another quickened lesser confusion on Ayako.
Insanity Will save DC 26 or become permanently confused. Lesser Confusion Will save DC 20 or become confused for 1 round.

The erinyes in the back drops on unholy blight that hits everyone. Same size area as the mind fog, shifted slightly to include the morrigna.

Unholy Blight Damage to Good Creatures: 5d8 ⇒ (2, 1, 1, 6, 2) = 12
Unholy Blight Damage to Good Outsiders: 10d6 ⇒ (4, 3, 4, 6, 6, 4, 5, 3, 2, 4) = 41

Unholy Blight Will DC 21
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Erinyes: Trident vs. Sebastian's AC 35: 1d20 + 22 ⇒ (9) + 22 = 31
Erinyes: Trident vs. Sebastian's AC 35: 1d20 + 17 ⇒ (9) + 17 = 26
Erinyes: Trident vs. Sebastian's AC 35: 1d20 + 12 ⇒ (14) + 12 = 26

The closer erinyes stabs at Sebastian but he is frustratingly hard to hit.

Round 3
Active Effects:
Ayako: Bless 10 min., Blessing of Fervor 14 rd., Overland Flight 9 hr.;
Iolana: Bless 10 min., Blessing of Fervor 14 rd., Fly 10 min., Mage Armor 15 hr., Overland Flight 9 hr.;
Sebastian: Bless 10 min., Blessing of Fervor 14 rd., Fly 10 min., Overland Flight 9 hr.;
Tyrandro: Bless 10 min., Blessing of Fervor 14 rd., Overland Flight 9 hr.;
Laori: Bless 10 min., Blessing of Fervor 14 rd., Overland Flight 9 hr.

Initiative
30 - Ithier (AC 32, T 20, FF 20; SR 27) - X
19 – Ileosa’s Furies (AC 27, T 14, FF 23; SR 19) – X
25 - Sebastian
17 - Tyrandro
11 - Ayako
11 - Iolana
3 - Laori


Female elf cleric of Zon-Kuthon 11 Init +2, HP108, F+11, R+5, W+10/+12CC, AC 24/13/21, Perc +5

As Ayako calls for an all out fight, Laori pulls out the oil of greater magic weapon from Tyradro's backpack and applies it to his bow.


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 + 13 ⇒ (2) + 13 = 15
Tyrandro takes the well known hurt from that lame spell in stride. But that ugly crab will feel his wrath.
To hit: +24(normal)-2sick+3FE(evil outs.)+4GMW
Bow: 1d20 + 29 ⇒ (7) + 29 = 362d8 + 42 + 6d6 ⇒ (5, 3) + 42 + (3, 3, 6, 1, 3, 2) = 68
Bow: 1d20 + 29 ⇒ (15) + 29 = 441d8 + 21 + 3d6 ⇒ (1) + 21 + (3, 3, 3) = 31
Bow: 1d20 + 29 ⇒ (14) + 29 = 431d8 + 21 + 3d6 ⇒ (3) + 21 + (1, 4, 5) = 34
Bow: 1d20 + 24 ⇒ (5) + 24 = 291d8 + 21 + 3d6 ⇒ (3) + 21 + (5, 1, 5) = 35
Bow: 1d20 + 19 ⇒ (6) + 19 = 251d8 + 21 + 3d6 ⇒ (1) + 21 + (4, 3, 4) = 33


Posting Archons for now, before they get splatted by the unholy blights

The archons focus their fire on a single devil woman(4) before the combined spells send their summoned forms back home

Laser Beaaam: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 2
Laser Beaaam: 1d20 + 3 ⇒ (6) + 3 = 91d6 ⇒ 6
Laser Beaaam: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 4

Laser Beaaam: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 6
Laser Beaaam: 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 5
Laser Beaaam: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 6

Laser Beaaam: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 3
Laser Beaaam: 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 3
Laser Beaaam: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 1

Laser Beaaam: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 5
Laser Beaaam: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 5
Laser Beaaam: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 2

Crit check: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 4

Even with a save, they would get blasted


Ok, first 2 will saves. Lesser COnfuse and then the Unholy Blights

Will save Lesser Confuse: 1d20 + 19 ⇒ (2) + 19 = 21
Will save unholy blight: 1d20 + 19 ⇒ (14) + 19 = 33

6 Points and avoid sickened. Will figure out my next move


Ayako will wait to see if Sebastion falls prey to the Insanity so she can use a Heal spell on him.

The psycopomp will approach Erynies 4 and stroke at her with it's wrappings, seeking to entangle it
Wrapping with reach: 1d20 + 19 ⇒ (20) + 19 = 391d6 + 3 ⇒ (2) + 3 = 5
Wrapping with reach: 1d20 + 19 ⇒ (4) + 19 = 231d6 + 3 ⇒ (3) + 3 = 6

Crit: 1d20 + 19 ⇒ (9) + 19 = 281d6 + 3 ⇒ (2) + 3 = 5

Grapple CMB: 1d20 + 28 ⇒ (15) + 28 = 43


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

He can't make the either one of those saves even with a 20 since he's got a -10 going and his + to will is 10.

Confusion: 1d100 ⇒ 51

Seb smacks himself in the face.

Confusion damage: 1d8 + 1 ⇒ (2) + 1 = 3
Sikened: 1d4 ⇒ 1
15 Damage


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 |

I have SR 18 that the Unholy Blight Caster needs to roll against. It's from my robe of the Arch Magi.

Will DC 21, +1 Aegis of Recover, Greater: 1d20 + 14 + 5 ⇒ (11) + 14 + 5 = 30
6 DMG and Not sickened if it gets through my SR

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