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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Ayako taps Sebastion with the wand of CLW
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Per West: 1d20 + 5 ⇒ (2) + 5 = 7
Per southE: 1d20 + 5 ⇒ (10) + 5 = 15

I hear a buzzing sound to the south-east


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Per west: 1d20 + 9 ⇒ (16) + 9 = 25

"Lets go west then," Col concludes.


Ayako nods and gets behind the manly men for protection.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"Buzzing? That can't be good. Hear anything down this other path?" Nadya joins Ayako to trail behind Sebastian and Col.
Perception (West): 1d20 ⇒ 7
Perception (Southeast): 1d20 ⇒ 1


I think Col heard something.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian stops to listen, straining his ears for anything that might tell what lies beyond.

Perception (West): 1d20 - 1 ⇒ (2) - 1 = 1
Perception (Southeast): 1d20 - 1 ⇒ (2) - 1 = 1

"I don't hear anything. But can we get on with it? I don't want to stay in this place any longer than we have to."


Time to bump PER up a little. ;)


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

He looks to Ayko, "Does it matter what I heard? It has to be better then running into a bunch of insects." Shivering at the the thought of bugs.

Testily he continues, "Sounds like voices and rat squeaking down the othe hall. Much better then bugs right?


Agreed, voices can mean people and thus we could find the one who stole the body.


The Dead Warrens
8:06 am – 23 Neth 4708 AR
Lighting: Dim Light
Active Effects: Ayako: Light 29 min.

You head to the west. Even before you round the corner, you hear the shriek of surprise as the creatures notice your light spell illuminating the corridor.

Rank with the stink of sweat and mud, this cavern contains four filthy straw pallets and a low table covered with dice and a miniature maze of carved clay.

Two pale blue humanoids with bulging white eyes and wild hair which must be derro squint in the light and hop around the room in a fit of madness. One holds a repeating light crossbow and the other holds a hooked pole that you learned from the bishop is called an aklys. They shout what sound like curses in Aklo, but you get the sense that even if you could understand them, they wouldn't be making a lot of sense.

The creatures have no intention of speaking with you and are going to attack.

Ayako: 1d20 + 4 ⇒ (5) + 4 = 9
Col Avertin: 1d20 + 4 ⇒ (9) + 4 = 13
Nadya Dimineata: 1d20 + 3 ⇒ (11) + 3 = 14
Sebastian Merrin: 1d20 + 7 ⇒ (19) + 7 = 26
Derro: 1d20 + 6 ⇒ (3) + 6 = 9

Round 1
Active Effects: Ayako: Light 29 min.

Initiative:
26 - Sebastian
14 - Nadya
13 - Col
9 - Derro (1,2)
9 - Ayako

Link to Derro Info
You learned all the basic information about derro listed here.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian draws his rapier as he approaches the first of the little blue weirdos, circling around to fish for an opening.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9


Ayako ponders trying her new Murderous Command spell or Blessing the group.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Trying to save his sling stones Col draws his rapier as he advances on the creatures and strikes out at one of them.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 ⇒ 5


Round 1
Active Effects: Ayako: Light 29 min.; Derro: Darkness 3 min.

Sebastian finds the opening he was looking for and stabs the creature with a powerful thrust.

Nadya targets the second derro with her slumber hex. Unfortunately, the derro was very strong-willed and it shakes off the effect.

Derro's Will Save DC 15: 1d20 + 6 ⇒ (17) + 6 = 23

Col approaches the same derro that Sebastian has engaged with and stabs the creature a second time.

The first derro, who is bleeding profusely from its two wounds, takes a step back utilizes its innate ability to produce a globe of darkness. Ayako's light spell is snuffed out in the area and two men find themselves effectively blind.

The second derro takes advantage of the darkness and sneak attacks Col with a poisoned bolt. You hear the creature then scamper away but only Ayako can see its new location through the darkness.

Repeating Light Crossbow vs. Col's AC 11: 1d20 + 5 ⇒ (17) + 5 = 22
Damage+Sneak Attack+Poison: 1d6 + 1d6 ⇒ (4) + (4) = 8
Poison Damage: 1d2 ⇒ 2

Col takes 8 damage and needs to make a Fortitude save DC 14 to resist the poison or take 2 Str damage.

Initiative:
26 - Sebastian
14 - Nadya
13 - Col (Injured) √
9 - Derro 1 (Injured) √
9 - Derro 2 √
9 - Ayako

Ayako is up, then round 2.

Effects of darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks.


Ayako casts Light again to counter act the darkness and moves up some.


Light will not counter the darkness spell. Only a spell with the [light] descriptor that is a higher level than the spell with the [darkness] descriptor will work. Darkness is a 2nd level spell. Light is a 0-level spell. You would need a 3rd level spell to counter it. You can pick a different action to take.


Back up! Unless you can see in the darkness, the derro will have all the advantage!

Ayako slings a stone at the injured Derro
PBS,PS: 1d20 + 3 ⇒ (2) + 3 = 51d4 + 1 ⇒ (4) + 1 = 5


Round 1

Ayako's shot is way off course.

Ayako is correct. You can back up. The darkness spell was cast on the floor and is not moving with the derro.

Round 2
Active Effects: Ayako: Light 29 min.; Derro: Darkness 3 min.

Initiative:
26 - Sebastian
14 - Nadya
13 - Col (Injured)
9 - Derro 1 (Injured)
9 - Derro 2
9 - Ayako


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

round 2
Fort DC14: 1d20 + 2 ⇒ (1) + 2 = 3

Col know good advice when he hears it and slowly backs up as his strenght slowly drains from his body. He finds the wall and makes his way out toward the light.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Not able to see anyone in the darkness, Nadya backs up and readies an action to slumber hex the second derro if it emerges from the darkness.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian stumbles out, joining the others in the light. "Well, this isn't going to work," he says, frustrated by the situation.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"Yes. Unfortunately, according to the Bishop, they can keep creating that darkness as often as they want. We'll have to sure if we can lure them out and catch them before they can do it again."


Teamwork! Or get something magical that they can't negate.


Round 2
Active Effects: Ayako: Light 29 min.; Col: Poison 4 rds. Fort DC 14; Derro: Darkness 3 min.

The party retreats up the corridor.

Ayako spots the injured derro run into the eastern tunnel and out of sight.

Derro Perception: 1d20 ⇒ 18

The remaining derro stays in the darkness. It notices Ayako's eyes following its movements and gestures a rude insult at her. Knowing he can't sneak attack her, he instead calls upon another one of the derro's spell-like abilities and a tremendous cacophony bursts around Ayako, Sebastian, and Col. The sound is so loud is causes your ears to bleed and leaves you dizzy. The horrible creature keels over with laughter as if it finds your suffering hilarious.

Ayako, Sebastian, and Col each take 7 damage and need to make a Fortitude save DC 15 to avoid being stunned for 1 round.

Sound Burst Damage: 1d8 ⇒ 7

Ayako is up in Round 2 (unless stunned). Then Round 3. Col will need to make another Fortitude save DC 14 vs. the poison in round 3 or take another 2 points of Str damage.

Poison Damage: 1d2 ⇒ 2

Round 3
Active Effects: Ayako: Light 29 min.; Col: Poison 3 rds. Fort DC 14; Derro: Darkness 3 min.

Initiative:
26 - Sebastian (Injured)
14 - Nadya
13 - Col (Injured; Poisoned; -2 Str)
9 - Derro 1 (Injured)
9 - Derro 2
9 - Ayako (Injured)


Fort: 1d20 + 3 ⇒ (6) + 3 = 9
Moooooooo.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Fort. DC 14: 1d20 + 2 ⇒ (9) + 2 = 11
Fort. DC 15: 1d20 + 2 ⇒ (3) + 2 = 5
crud!

Col stands there stunned.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"Do you all think we should fall back? Maybe the Bishop would have something to help with them."


Moooooooooooooooooooo.

Translation:
[b]Sounds good to me.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Fortitude save: 1d20 + 3 ⇒ (7) + 3 = 10

Sebastian claps his hands over his ears, nearly driven to his knees by the piercing sound.


Round 3

Ayako (in round 2), Sebastian and Col (in round 3) all clap their hands to their ears and drop their weapons, unable to resist the ear-piercing sound. Nadya backs up slightly and waits for her friends to be able to retreat.

There is still no sign of the injured derro. The other derro sees that the party is disarmed and moves up to Ayako, dropping its crossbow and swinging its aklys. Luckily, Ayako recovered from the stunning sound and steps out of the way.

Aklys vs. Ayako's AC 17: 1d20 + 5 ⇒ (8) + 5 = 13

A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent. You'll need to spend a move action to pick up your weapons if you want to retrieve them.

Poison Damage: 1d2 ⇒ 1

Ayako is free to act in round 3. Then round 4. Col needs to make another Fortitude save DC 14 vs. the poison or take 1 more Str damage in round 4.

Round 4
Active Effects: Ayako: Light 29 min.; Col: Poison 2 rds. Fort DC 14; Derro: Darkness 3 min.

Initiative:
26 - Sebastian (Injured)
14 - Nadya
13 - Col (Injured; Poisoned; -4 Str)
9 - Derro 1 (Injured)
9 - Derro 2
9 - Ayako (Injured)


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Since he's in the darkness still, I don't think I can see him. If I could, I would evil eye him to make him -2 on attacks. Assuming that's the case, I will instead ready an action to cast a slumber hex on any creature that appears other than that derro.


Dropping her sling, Ayako withdraws out of the darkness and into the lighted area.
Withdraw


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

"This is useless," Sebastian says a little too loudly, his ears still ringing. He backs up , still facing the darkness in case the derro decide to follow.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Fort DC14: 1d20 + 2 ⇒ (7) + 2 = 9
"We need to get out of here," Col warns as he backs up and keeps getting weaker.


Round 4

The group begins to retreat up the corridor.

Since Sebastian and Col only moved, I'll assume you also used your other action to pick up your weapons.

The derro chasing you steps out of the darkness and throws its aklys at Sebastian in an attempt to trip him but Sebastian is too quick for that maneuver and hops right over the hook.

Derro's Trip vs. Sebastian CMD 17: 1d20 + 1 ⇒ (10) + 1 = 11

As you return to the ossuary, the injured derro appears in the eastern bone pit. A secret door that the creature must have used, lies open. Nadya was ready for him and quickly chants her sleep hex. The derro gets caught off guard and falls asleep atop the bones.

Derro's Will Save DC 15: 1d20 + 6 ⇒ (1) + 6 = 7

Poison Damage: 1d2 ⇒ 1

Ayako is up in round 4. Then round 5. Col has to make one final save vs. the poison; Fort DC 14 or take 1 point of Str damage. Either way, after that, the poison has run its course.

Round 5
Active Effects: Ayako: Light 29 min.; Col: Poison 1 rd. Fort DC 14; Derro 1: Slumber Hex 3 rds.; Derro 2: Darkness 3 min.

Initiative:
26 - Sebastian (Injured)
14 - Nadya
13 - Col (Injured; Poisoned; -5 Str)
9 - Derro 1 (Injured; Sleep)
9 - Derro 2
9 - Ayako (Injured)


A captive!

Ayako does a kind of weird hobble run as she heads towards the derro. Double move


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

While the others make good on their retreat, Sebastian taunts the derro, waving it toward him as he continues to back up. "You almost had me there! Care to try again?"


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"You sure you want to catch it and not just kill it Ayako?" Nadya moves up to the sleeping derro, drawing her dagger and preparing to cut its throat.


Well it could tell us about the corpse they stole.


Round 5

While Sebastian backs up and taunts the derro, Nadya heads over to the unconscious derro to deal with it.

If you want to tie it up with rope, the DC to escape will be 32 (20+your CMD). Nadya doesn't need to make any roll to do so.

Col's Fortitude Save vs. Poison DC 14: 1d20 + 1 ⇒ (5) + 1 = 6

Col fails his final Fortitude save versus the poison but happily the poison has now run its course.

Col stands beside Sebastian and prepares to fire a sling shot at the derro as soon as it rounds the corner but the stone slips from his hand as he fumbles horribly.

Sling: 1d20 + 6 ⇒ (1) + 6 = 7

The derro takes Sebastian's bait. It follows him into the other room and throws the aklys again. This time it is successful. It jerks the attached rope back and yanks Sebastian's foot out from under him. Sebastian falls flat on his ass and the derro laughs maniacally at his cockiness.

Trip vs. Sebastian's CMD 17: 1d20 + 1 ⇒ (19) + 1 = 20

Was Ayako doing anything in round 5 or just moving?

Round 6
Active Effects: Ayako: Light 29 min.; Derro 1: Slumber Hex 2 rds.; Derro 2: Darkness 3 min.

Initiative:
26 - Sebastian (Injured; Prone)
14 - Nadya
13 - Col (Injured; -6 Str)
9 - Derro 1 (Injured; Sleep)
9 - Derro 2
9 - Ayako (Injured)


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

Hearing the thud of Sebastian's fall and the crazed laugh of the derro, Nadya decides she'd better deal with the one she has before it wakes and can help the other. She works to tie it up so she can go back to help with the other. "I'm not sure that we'll be able to converse with it Ayako. The Bishop said they only speak Aklo and Undercommon and not our tongue. Maybe this one is unusual though."
Full round action to tie it up.


Round 5

Ayako just moves

Round 6 Deprived of her sling, Ayako flings her last vial of acid at the evil dorf.
PBS,PS,Touch: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (4) + 1 = 5


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian growls, annoyed at being made to look like a fool. Regaining his feet with surprising speed, he rushes at the cackling derro, his sword poised to strike. Kip-up as a move action, standard action to charge. -2 AC until next round.

Charge attack: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d6 + 3 + 3 ⇒ (5) + 3 + 3 = 11


Round 6

Sebastian charges and hits the derro hard. Its laughing stops when its blood starts gushing from its chest.

Nadya ties up the other derro who continues to sleep.

Col follows Sebastian again, dropping his sling, and charging the standing derro as well. He also hits but the attack would have been stronger were he not weakened from the poison.

Rapier+Charge: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage: 1d6 - 3 ⇒ (5) - 3 = 2

The derro panics at the turn of events. It conjures another globe of darkness and Ayako can see it flees down the southeast tunnel.

Combat over unless you wish to pursue the fleeing derro.


Pursue? It is heading southeast and I can lead us.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"Aren't we pushing our luck in that darkness? If you're sure we can catch it, maybe its worth the risk, but I can't help but think we're better off leaving and coming back better prepared."
Nadya will come with everyone if Sebastian and/or Col agree and follow Ayako.


You are right, there might be more of them with their darkness magic. Best try to interrogate our captive and bring powerful light magic.


M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |

Sebastian spits into the darkness and flicks the derro blood off his sword before sheathing it. "Let him run. We'll be back."


Plus Col is weakened by poison, I can bleed him to get rid of it.


F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4

"That's probably for the best. Sebastian, since Col is suffering from that poison, can you grab this thing and carry it back up top. I'll help watch to make sure we don't get jumped on our way out."

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