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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

"WE KILL IT!" Sevenspawn shouts over the din, reloading his crossbow. "IT CANNOT BE PERMITTED TO LEAVE HERE!"

Shifting into an arcane tongue, the cleric casts Bless on his party.

By the map, everyone is within my range. DESCRIPTION: "Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane."


.

GM rolls:

Attack: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Fort: 1d20 + 6 ⇒ (11) + 6 = 17

The golem charges in at Thod - in the chaos you see that the golem is in fact clutching a weapon. Someone's arm. A heavily-tattooed arm. He slaps Thod across the face with someone else's hand, which is just insulting, really.

Round Two:

Sevenspawn
Donell
---
Golem (-5)
---
Thod
Raven

Thod takes 4 damage. Everyone is up!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven Six reloads, turns the crank on her crossbow, and fires!
'After all, the only reasonable alternative would be to slot my bayonet on and charge into the fray,' she thinks as the bolt goes flying.

Crossbow attack 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 for 1d8 ⇒ 2 damage.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"The arm! We need that arm!"

LXBow (PtBlk): 1d20 + 8 ⇒ (8) + 8 = 161d6 + 1 ⇒ (2) + 1 = 3


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn - calmed and comforted by the familiar sense of his patron deity's power fill the room - raises his crossbow and fires down the hallway over Raven Six's shoulder.

Light Crossbow: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Damage: 1d8 ⇒ 3


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Well, if the thing moved up to attack me, it would have had to leave my threatened range. Was that two attacks it made, Spiderbeard? Or was one of those my AOO? Assuming it wasn't...

Attack of Opportunity: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d12 + 4 ⇒ (2) + 4 = 6

Thod jabs at the thing as it approaches, but it still gets in his face and slaps him with the arm.

"What the hell? Who pays for a body and then tosses pieces around like that!?"

With the thing having gotten up close and personal, Thod drops his longer polearm, in favour of a shorter polearm.

MOVE: Drop lucerne hammer, draw halberd.
STANDARD: Attack.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d10 + 4 ⇒ (5) + 4 = 9


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"The theory is, I believe, that only the exactly right piece should be used in exactly the correct place," Raven Six explains. "Consequently, we may conclude that this necromancer Rolth did not believe that this particular arm fit anywhere in his design."


.

Back! Barely alive, but back.

GM Rolls:

Attack: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Crit: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 3 ⇒ (1) + 3 = 4

A flurry of crossbow bolts fly, with Raven's managing to hit the golem. Thod then drives the bolt in like a spike with a whack of his lucern hammer. The golem sends the arm flying in its frenzy, and brutally cracks Thod across the jaw with a fist.

Thod takes 17 damage and according to his spoiler status that puts him at 1 hit point! Everyone is up!

Round Three:

Sevenspawn
Donell
---
Golem (-16)
---
Thod
Raven


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Thod, please step back. Sevenspawn, healing for Thod, please," Lym says while she reloads and fires.

Crossbow 1d20 + 3 ⇒ (9) + 3 = 12 for 1d8 ⇒ 6 damage.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Seeing Thod get pummelled, Donnell calls over his shoulder: "Sevenspawn, can you help Thod out? Another hit like that and he'll be out of it!"

Light XBow (Pt Blnk): 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d6 + 1 ⇒ (1) + 1 = 2

Masterwork crossbow my ass - this thing keeps breaking!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn is already moving as his companions call out, heading past Raven Six in the corridor as he lowers his crossbow and brings out his wand. Sliding into the room, he hisses some mystical words and lets out a wave of energy that fills the room.

Channel Energy: 2d6 ⇒ (5, 4) = 9

As an aside, this healing affects everyone within 30' of Sevenspawn's position - I updated his spot on the map, but Thod moves first, so I should be adjusted accordingly - and I've check with our GM to verify that the golem will not recieve the healing since it's neither alive nore dead. Also, is everyone remembering the +1 "Bless" bonus?


.

Actions go off in the order of posting unless there's some arbitration required.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |
GM SpiderBeard wrote:
Actions go off in the order of posting unless there's some arbitration required.

I learn something new in this game every day! Although you'd think I would have realized that one already.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Thod takes a beating, but keeps on going. He's rather surprised at how he's so far been able to keep his cool. Still, he puts a bit more heft into his swings than normal.

Using Power Attack for this round.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d10 + 7 ⇒ (7) + 7 = 14


.

GM rolls:

Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Thod swings his hammer up in an arc, cracking the golem in the jaw and knocking it back! The golem, its fists still flailing wildly, almost sends Thod to the ground with a haymaker. It veers around and appears almost destroyed.

Round Four:

Sevenspawn
Donell
---
Golem (-30)
---
Thod (-19)
Raven

Thod takes 11 damage. Everyone is up!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Thod hit with an 18 but I my crit confirmation missed with a 20?

"Just die already, will you?

Attack: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 121d6 + 1 ⇒ (3) + 1 = 4


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

I'm using my Halberd, Spiderbeard, not my Lucerne Hammer. Note that both have the Piercing option, so I hope you're not reducing the damage of my attacks.

Thod takes another blow which sends him stumbling a bit. He readjusts his halberd, and takes another stab at the thing, though without the force of the previous blow.

Standard attack, no Power Attack.

Halberd attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d10 + 4 ⇒ (9) + 4 = 13


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Raven reloads and shoots!
"Out of standard bolts!" she warns.

Attack 1d20 + 3 ⇒ (19) + 3 = 22 for 1d8 ⇒ 8 damage.

Crit threat! Confirmation 1d20 + 3 ⇒ (18) + 3 = 21 for 1d8 ⇒ 1 damage.


.

@Thod - nope, that would require an incredible amount of mean-spirited math.

Donnell and Thod both miss their attacks, but Raven Six manages to fire her last bolt perfectly, and it slams into an open wound on the carrion golem's neck. The head snaps back form the force of the bolt, and that's enough for Thod to drive the golem to the ground and hack off the head.

End of Combat


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"Ah, excellent! Now then, Raven6, would you mind terribly dissecting Ghaeken's arm from that mess? I'll have a look about this room..."

Donnell's pack-rat nature will have him gather everything useful for the group to pick through including any crossbow bolts that can be reused or repaired :)

Perception: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (3) = 17


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"I do not mind, as such, but it was not attached to the golem. Also, I suspect the family might object to further damage. What knowledge do you hope to glean from a dissection?"


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

lol - sorry! I read that too quickly earlier and thought it was connected to the golem.

"Er, right. Let's just add it to the sack of body parts.
... Here's hoping that phrase doesn't become commonplace"


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn takes the arm from the floor, looking it over and placing it in the sack with the rest of the body. Retrieving his wand from his cloak, he works on Thod.

Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Sevenspawn stops, seeing it's limited effect, and frowns at the stick's glowing tip. Muttering something about the lack of craftsmanship in wands these days, he tries again after giving it a smack on the side.

Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Grunting in a way that suggests he is slightly more satisfied, he puts it away and checks to see if the others are ready to move.

Worst. Rolls. Ever.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell smiles sympathetically at Sevenspawn, hefts his crossbow, then raises his eyes to indicate the bolt stuck in the ceiling...


.

For spending crossbow bolts, rather than rolling for each one, just assume you recover half of them since it's a 50% chance.

Sevenspawn takes a little while to heal up Thod, despite his wand not being particularly cooperative. With the arm found, you add another body part to your collect-a-Shoanti mission.

The only way remaining to go in the dungeon that you are aware of is north from the room with the half-complete golem.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Well," Raven Six says after reclaiming her spent bolts, "time to continue the process of reconnaissance."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Collecting Zeno's crossbow bolts, Donnell glances around to make sure everyone is ready to go, then heads toward the laboratory.

On arriving, he will load a poisoned bolt into his crossbow, and ready an elixir of True Strike. Motioning for Thod to lead the way, he will stick close to the dwarf's heels as they move down the tunnel.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

As usual, Thod gets in position. Lucerne hammer forward as he advances.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn looks up, following Donnell's eyes, and grunts acknowledgement. He smiles slightly at him, his face noting that disappointment in equipment comes in many forms.

Picking up the Shoanti bones carefully, he hoists them over his shoulder and follows the others.


.

You all cautiously advance northwards down the hallway, which eventually leads to a chamber.

This chamber holds a large four-poster bed and a simple writing desk, along with a full-length mirror propped up against one earthen wall.

Sitting on the desk is a curious, but broken knife with a key-shaped blade.

A door leads eastwards.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Taking a quick glance around to determine if the room is empty, Donnell snags the key off the desk as they move through.

"Let's do a thorough sweep when we are sure that we are alone. I think we ought to carry through to the next room for now."

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn nods, trusting Donnell's dungeoneering prowess. He does look in the corners and stops briefly, however, dropping quietly to one knee to look under the bed - driven unthinkingly, he might realize someday, by a childhood spent in a place where dark spiders, imps, stirges or worse might rest under the places he has rested upon.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


.

The broken blade appears quite valuable and is of masterwork quality, although of strange design. Donnell spots that the mirror is seated over a hidden niche. Moving it, he sees that the niche is mostly empty, but there are a few items of note in it.

- masterwork thieve's tools
- a pearl and silver snuffbox
- a box of dust, which radiates magic
- a magical spoon

With these items collected, you look eastwards to see an empty room and approach as you always do. You push aside the curtain to reveal the next room.

This dry, well-kept chamber contains a narrow bed, a relatively empty shelf holding only a few books and some bones and skulls, and a long bench. A man’s torso, the chest bearing numerous tribal tattoos, lies on this bench. The right arm is still attached, and periodically thrashes and clutches at the air as if it were alive.

Blocking your entrance into the room is a shambling zombie, and further into the room you spot a black-robed derro floating against the ceiling! The derro cries something out in its language and the zombie slowly starts shuffling forwards.

Initiative:

Raven: 1d20 + 2 ⇒ (15) + 2 = 17
Thod: 1d20 + 2 ⇒ (8) + 2 = 10
Sevenspawn: 1d20 + 4 ⇒ (17) + 4 = 21
Donnell: 1d20 + 3 ⇒ (10) + 3 = 13
Vreeg: 1d20 + 4 ⇒ (8) + 4 = 12
Zombie: 1d20 + 0 ⇒ (4) + 0 = 4

Round One:

Sevenspawn
Raven
Donnell
---
Vreeg
---
Thod
---
Zombie

Everyone but Thod is up! The ceiling here is 12' high and so the derro is just out of melee range since he's parallel to the ceiling, but within range of reach weapons.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

GM: It looks like Donnell has line of sight and a range of 30' - if that's not right, let me know. True Strike negates Concealed Miss Chance, however, so perhaps it doesn't matter.

Donnell tilts his head to one side: "That's the necromancer?! That can't be right."

Shrugging, he slugs back his extract of True Strike (Move phase), and lets fly with a poisoned quarrel.

L XBow, Pt Blnk: 1d20 + 8 + 20 ⇒ (7) + 8 + 20 = 35
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Drow Poison: Fort 13


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn barks some divine words and casts Doom upon the floating derro.

"A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks."


.

You have line of sight Donnell, but consuming an extract is a standard action. If you brewed a potion (which takes time and money)
consuming that is a move action. Extracts are basically spells though.

GM rolls:

Will: 1d20 + 12 ⇒ (19) + 12 = 31

Donnell downs his extract of true strike while Sevenspawn spots the derro and blasts him with holy magic. However, the derro simply cackles madly and resists the spell!

Raven Six is up!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Resist this," Raven Six suggests to the derro as she jabs a zinc rod through the clay seal on one of her vials and sends it spinning towards the spellcaster.

R6 throws a bomb at the derro. Ranged touch attack 1d20 + 4 ⇒ (2) + 4 = 6 for 1d6 + 4 ⇒ (2) + 4 = 6 damage.

EEERRGHH


.

GM Rolls:

Miss: 1d8 ⇒ 7
Skeleton: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Raven's bomb sails right under the floating necromancer, smashing into the wall behind him. The necromancer fiddles with his robe, and then throws a bone on the ground, which erupts into a skeleton! The skeleton charges in at Thod. The skeleton swipes out a claw at him, but misses by a mile.

Round Two:

Sevenspawn
Raven
Donnell
---
Vreeg
---
Thod
---
Zombie

Thod is up!


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Previous room...

"I'm all for sleeping underground, but this place is a bit weird to be settin' up such a nice bed in."

-----

Final Room...

The skeleton charges, catching Thod unaware, bypassing the reach of his lucerne hammer.

Thod is aware enough to dodge out of the way of the attack... and then all the rage and energy he's been holding back bursts to the surface.

"ALRIGHT, THAT'S IT!"

Thod slams his lucerne hammer to the ground (Not that he could swing it in such close quarters anyways) and draws his halberd. But rather than swing, he hunkers down and charges forward, tackling the skeleton.

"OUTTA MY WAY!"

Enter into a Rage as a free action. (5 rounds remain)
MOVE: Drop lucerne hammer, draw halberd.
STANDARD: Bull Rush the skeleton. The Skeleton will get an AOO on me (Note currently my AC is 15, as I have a -2 due to rage.) and any damage he does is added to the CMD I have to beat.

Bull Rush: 1d20 + 8 ⇒ (7) + 8 = 15

If successful, I push him back 5 feet. If I beat his CMD by 5, I can make another Bull Rush check to push them both back.

Extra Bull Rush check if needed.:
Bull Rush: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12


.

GM Rolls:

AoO: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Zomie: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

The skeleton flies back as Thod hammers his shoulder into it, its counterattack missing wildly. The zombie then sidesteps and tries to swipe at Thod around the corner, but just punches the wall.

Knowledge Religion DC 11:

Zombies and skeletons are the most common of undead, and notoriously have different resistances. Use slashing weapons against zombies, and blunt weapons against zombies. Zombies act as if perpetually slowed but can take and give some serious damage. Skeletons are faster and more fragile.

Round Two:

Sevenspawn
Raven
Donnell
---
Vreeg
---
Thod
---
Zombie

Everyone but Thod is up!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

The cleric of Milani invokes Her name, asking for her to lend her power to the destruction of the undead before them. Taking a half-step forward, he presents his holy symbol.

Channel Energy Damage: 2d6 ⇒ (2, 1) = 3

Beep! Hi, you've reached the offices of Milani. We aren't available to take your prayer, but it's important to us! At the sound of the tone, we will automatically permit priests under 4th level piddling damage. Have a great day! BEEP!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Know Religion: 1d20 + 6 ⇒ (7) + 6 = 13

Taking aim on the derro, Donnell shouts:

"Thod! Remember, it's easier to hurt skeletons with blunt weapons. The other thing is a zombie - it's slow but tough. Best to use slashing weapons on it."

Using my earlier rolls:
Attack = 35
Damage = 6
Drow Poison (Fort 13)


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

"Another try, another chance," Raven Six says in a philosophical tone, as she primes and throws another bomb at the floating necromancer.

Ranged touch attack 1d20 + 4 ⇒ (9) + 4 = 13 for 1d6 + 4 ⇒ (3) + 4 = 7 damage.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sorry, missed an earlier check...

Knowledge-Religion: 1d20 + 5 ⇒ (11) + 5 = 16


.

GM Rolls:

Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Miss: 1d8 ⇒ 4
WIll: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 3 ⇒ (14) + 3 = 17
Scorching Ray: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8

Donnell fires a magically-guided bolt which slams into the derro, but the poison does not take. Raven Six follows up with a bomb that misses, exploding against the north wall and still damaging him with the splash. Finally, Sevenspawn sends forth a - somewhat weak - burst of holy light which damages the zombie and skeleton but does not kill either.

The derro gives himself a clear line of sight on Thod, and fires off a ray of fire! However, the chaos of the fight with the skeleton causes his spell to miss badly. He howls with rage.

Round Two con't:

Sevenspawn
Raven
Donnell
---
Vreeg (-11)
Skeleton (-3)
---
Thod
---
Zombie (-1)

Thod is up! I moved Sevenspawn so his channel energy would hit both the skeleton and zombie.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

0_0 I missed on a ranged touch attack of 13? Eek....


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

"I SAID MOVE IT!"

Thod swings hard at the skeleton with his halberd, hoping to make up with raw force what would otherwise be resisted by attempting to slice a skeleton.

Rage Rounds remaining: 4
Power Attack and swing at the skeleton. The Halberd will be resisted, but hopefully sheer volume of damage can overcome that.

Halberd Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 10 ⇒ (10) + 10 = 20

Damn, max damage, but no way that would hit.


.

Shield spell. Nothing personal. ;) Also that's a total of 20 on a skeleton. It hit.

GM Rolls:

Slam: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d6 + 4 ⇒ (5) + 4 = 9

The skeleton explodes as Thod whacks it repeatedly with his halberd. The zombie smoothly moves in front of Thod to attack but the attack misses badly.

Round Three:

Sevenspawn
Raven
Donnell
---
Vreeg (-11)
---
Thod
---
Zombie (-1)

Everyone who isn't Thod is up!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"I hope you enjoyed that, you bastard. Here - have another!"

Light XBox: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 1 ⇒ (3) + 1 = 4
Drow Poison, Fort 13


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Sevenspawn dials back into the Milani Help Desk.

Channel Energy Damage: 2d6 ⇒ (4, 3) = 7

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.

Discussion thread here!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

The Fox has arrived


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Hey Foxy! Posting as Storn to show you how to do this next step:

Okay, so the next step is to create a tagline. Normally I'd also ask you load your whole character into your profile but that's a lot of work and I have everyone's character sheet. You create a tagline by using certain fields from your character profile - if you put information in a certain order, you get a great shortform character sheet. You can see it beside Storn's name in this post.

1: Click on your character
2: Edit profile
3: Enter the following in the below fields, without quotation marks. Each 'X' indicates a number from your character sheet. If you don't know, assume your speed is 30.

Race "| HP: XX/XX | AC: XX (XX Tch, XXFl) | CMB: +X, CMD: +X | F: +X, R: +X, W: +X | Init: +X | Perc: +X"

Classes/Leves "| Speed XXft | Ability X/X | Ability2 X/X [/ooc]

Gender Gender Alignment Race Class Level

Completed Tagline:

Race: | HP: 37/38 | AC: 21 (10 Tch, 21 Fl) | CMB: +6, CMD: 16 (+4 bull rush) | F: +6, R: +1, W: +7 | Init: +2 | Perc: +3, SM: +3

Classes/Levels: | Speed 20ft | Spells: 4/4 1/2 (one blank) | Sacred 4/4 | Blessings: 5/5 | Fervor 4/5 | Active conditions: Bless

Gender: Male CG Human Warpriest 4


Human Oracle 1 | HP: 8/9 | AC: 16 (12 Tch, 10 Fl) | CMB: -1, CMD: +12 | F: +1, R: +2, W: +4 | Init: +6 | Perc: +2 | Speed 30ft | Spells 4/4 |

The Fox has very interesting sideburns.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Done and done


.

Okay, so we need Tim and Chris set up and then I can get the gameplay thread going.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

While waiting, The Fox breaks out his alchemical kit, and tries, yet again, to concoct a less dangerous form of 'shiver'


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

BEHOLD! THE VOICE OF... WHOEVER MY GOD IS HATH ARRIVED!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Ah *cough*. Hi
Smoke some of this and tell me what you think ?


.

HURRAY!


You must gather your party before venturing forth.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Minus whatever I'm supposed to add for abilities, I think I'm ready.


1 person marked this as a favorite.
.

Sevenspawn Click This:

Your abilities to track should be htis:
Channel: 5/6 (you're going to use one charge here)
Spells: 2/3 (you've cast one spell this game so far, using up 'bless' to heal someone)

First gameplay post is up. Here's how you post in play by post:

Out of combat, you're free to act as you would in a normal rpg. Ask questions, move around, talk to people, post things. The environment is yours to play with within reason. Don't narrate that you affect or change things that have game impact, since that usually requries a roll, or confirmation from me. You know how it works.

Format:

The board uses bb code. So everything is contained within square brackets. If you click 'How to format your text' at the bottom it'll show you how. I've inserted a space in the code examples below so you can see how it works. Here's the conventions:

[ b]Insert text here. [ /b] = Bold text. "This is used for dialogue. Always put dialogue in quotation marks."

[ i]Insert text here. [ /i] = Italics. This is used for thoughts. No need for quotes.

[ ooc]Insert text here.[ /ooc] = OOC. This is for out of game comments.

[ spoiler=Spoilers]Insert text here. [ /spoiler] = Spoilers.

Spoilers:
Use these if you want only the GM, or the GM + one other person to see. I will use spoilers to hide information you need a check to beat, or to pass information to a specific character. Clicking on spoilers not meant for you is peeking.

How dice work

Dice are rolled like so:

[ dice=Attack]1d20+3[ /dice]

Attack: 1d20 + 3 ⇒ (2) + 3 = 5

When rolling an attack, roll damage at the same time on the same line.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

ALWAYS PUSH
This means when you post, try to push the game into the next room, the next line of dialogue, or so forth. Speak to and interact with others. PbP means stalling.

If you have questions, feel free to ask me here, or over facebook. I will explain how combat works when we get to a fight. Game is open!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Can we pin the gameplay coding for easy access?

Also, Dave - I'm pretty sure I've used two spells... one to heal Goric, one to heal the group after we dragged the bodies out.


.

Unfortunately I can't link to specific posts, but you can 'favorite' it. You can always just click 'how to format your text' at the bottom of the page.

And Sevenspawn used his 'Channel energy' ability the second time, which is sort of a fixed ability you can use six times a day. Spells can do a variety of things on the other hand. So you've used 1 spell, 1 channel energy.

I've attached a link to a map which uses google draw. The map link is at the top of the page. You can move your own tokens on this map, and it's easy to access. That said, it's not great for mobile. If you're on mobile, let me know where you want your token moved and I'll do it for you.

Finally for loot - I'll make recommendations to Tim about stuff he could use. Otherwise, if Jonathan wants to start a google docs spreadsheet, I can inclue a sticky link to it.


.

Also Chris you lazy bum get a forum avatar.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Here is the link to the loot. It's just a list for now, until one of us decides to do something fancy with it. Also, I've included everything because I'm not sure what people might want to grab or try to sell. I'm not wild about dragging around three extra suits of (non-magical) armour just to make an extra 5gp.

https://docs.google.com/spreadsheets/d/1EWu2xOp_yKQb-LTh8THCBvcnMEwxi4kUL86 mSCyXOv8/edit?usp=sharing


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

This should work - I think I might have had the setting wrong previously: https://docs.google.com/spreadsheets/d/1EWu2xOp_yKQb-LTh8THCBvcnMEwxi4kUL86 mSCyXOv8/edit?usp=sharing


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I removed the tanglefoot and the wand from the party treasure since, to my mind, those items are now part of individual equipment lists. So long as there's no disagreement about who gets what (presumably those best able to use particular items will take them), then it should cut down on the party loot list.
Unless anyone thinks we should be tracking who owns which items...?


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

We may as well split it up when we do so in the game - rest stops, or between adventures, if there are more to come - except for whatever is grabbed by characters as we go. I agree on not taking large, bulky items like the studded leather, at least on the fly.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I figure there will be opportunities for us to sell off gems (etc) or items that nobody can use, then we can just split the cash. Bulky items (like armour) that are non-magical won't be worth any money anyway.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Don't forget to update your board characters HP to reflect the 6HP healing, all y'all!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

We'll have to update anyway because we levelled up!


.

I'll be very short on free time until Saturday and so please use this time to level up and discuss what to do next in the gameplay thread.

For leveling up, please post the changes to your character here. I'll help Tim out with his character when I have a sec.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Level 2 Investigator
Poison Lore: Cannot accidentally poison myself; Ability to identify and neutralise poisons.
+2 save vs poison
Learned 1 new formula (Expeditious Retreat) and can make one more extract/day (up to 3).
+1 to BAB, Will, Reflex; +5 hp
And a whole lot of skills (I can list them, if you are looking for that level of detail)


.

Fantastic posts guys! Seriously, this is what makes PbP good. You get some space to really play your characters and come up with some cool s!&!.


Sorry I didn't post yesterday - didn't get an opportunity.


.

Okay Sevenspawn, I'm posting your character level up stuff here. Here's how it works. In short you do hit points, skills, feats, class table.

1. Bring up the class page. http://www.d20pfsrd.com/classes/core-classes/cleric

2. Add hit points. Clerics get a d8, and you take an average of 5 hp per level. So 5 hp. +1 for constitution, +1 for favored class bonus, +1 for toughness. +8 hp

3. Add skills from skill points. You get 5 points (2 for bg skills). 2 from being a cleric, 1 from being a human, 2 background.

+1 sense motive, +1 heal, +1 knowledge religion. For background skills +1 lore streetwise, +1 appraise

No feats at level 2.

4. Class table. On the class page there's a big table. Go to level 2 and you get the following changes.

+1 base attack bonus, +1 to fort and will save, an additional level 0 and level 1 spell

For your spells I'm choosing divine favor and stabilize. Divine favor will make you hit harder. Stabilize stops a dying person from dying.

And there's your character! I'll mail you the sheet.

Also, Jonathan's loot tracker is finally linked.


.

Also, there's a wand of cure light wounds with 28 charges.

This lets you cast cure light wounds (1d8+1 healing) 28 times without using up your own spells so you can save your spells for kicking ass. Sevenspawn or Lorelei can use it, although it seems more Sevenspawn's gig.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

The wand should be on the loot sheet already (though I think you originally said 23 charges) - I suggested Sevenspawn take it, and haven't heard any objections.

Once we move on to the next part of the adventure, I'll be removing the list of distributed items from the loot tracker, so you should all note the items on your character sheets.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Lol, I figured Godric wouldn't notice too much - Donnell only weighs about 30 lbs soaking wet :P
and Godric's shoulder's a good vantage point for firing his crossbow!


.

Okay, so now we're in our first fight on the play by post boards. There are some conventions regarding initiative to understand.

Short version: If you are allowed to act, you act in the order you post, not in the order of your initiative.

Long version:

Initiative is rolled and sorted into turn order. Good guys and bad guys who have adjacent initiatives are sorted into blocks. Blocks 'wrap' past the end of one turn to the beginning of the next.

Example Initiative:

Donnell
Godric
---
Bad Guy
---
Sevenspawn
---
Bad Guy
---
Lorelei

In the above example the turn order is like this:

Donnell/Godric (in any order)
Bad Guy
Sevenspawn
Bad GUy
Donnell/Godric/Lorelei (in any order)

So yeah, Godric can post twice before Lorelei posts.

What this does is it speeds up the game drastically by letting actions resolve as people post. Godric is ready to post, but has to wait all day for Donnell to post, it holds up the whole game.

Right now, everyone has an action because the imps rolled s@@~ty initiative. So post your action, and we'll resolve in that order.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

So, noob question. Can I go back and edit a post after I preview it without the dice roll changing? I imagine the dice roll would stay the same, because that would be a pretty big flaw if it did, but I wanted to check. (As an example, I might react one way or another IC if my dice roll beat the DC.)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Yeah, the dice rolls stay the same.
I think there might be a limited time to edit your post though, or perhaps you have until the next person posts


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Not that it would matter - apparently I can't roll above a 9...


.

I should have mentioned that!

Yeah, feel fre to use the preview function so you can peek your dice rolls and edit your post regardless. For example in combat you can check to see if you roll a crit, and then edit the post to add in the second roll. Or to beat a spoiler DC like just happened.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Thanks guys!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Happy Thanksgiving from the guy playing the stiffest stiff who ever stiffed a stiff! Or something. Man, he's stiff.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Hey Jonathan, when you eventually split up the gold down the road, give me 300 gp less than everyone else and allocate that Shelyn statue to SS. Throwing it up here so I don't forget. Cheers.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

No worries. I don't know when we'll be able to pawn off the valuables, so it's nothing to worry about for now. If SS wants to return the statue now, I'll just cross it off the list. I don't know about the others, but Donnell isn't opposed to buying good-will from as many corners as possible.


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Okay, I've completely reworked Donnell's loot spreadsheet. This seems like a lot of admin work but holy crap does it make things cleaner.

What it does now is that it logs whether something is loot or equipment. Loot (gems, objects of art, etc...) sells at cost. Equipment (arms, armour, magic stuff) sells at half cost. This includes a drop-down to differentiate and a formula to calculate cost.

If nothing on that spreadsheet is claimed, you guys will receive:

1863.725 gold each. Or 1863 gold, 7 silver, 2 copper.

Stuff people may want

- The masterwork longbow is usable by Godric. He's not a bow guy, but a high-strength bow lets him do great damage. It's also valuable, so whatever. With that are the 20 +1 arrows.

- The masterwork chainmail is usable by Godric and Sevenspawn. It's just like regular chainmail, but with a lower armor check penalty. Minor improvement.

- Lorelei cannot identify the magic silver dagger no matter how hard she tries. But it radiates magic. You guys can keep or ditch as you so wish, but it's an unsolved mystery.

- The masterwork dagger (+1 to hit) may be useful for someone.

[b]Recommended purchases:[/b}

Right now some basic stuff is open and you can buy equipment direct from the guards. Nothing magical. Here's mundane stuff I recommend.

- Masterwork weapons. These give +1 to hit and cost 300 above regular price.
- Heavy armour. Godric can now afford that plate mail he may have always wanted. Chainmail is the heaviest Sevenspawn can wear.
- Alchemical supplies: http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-oth er-substances
- Save! When you can buy magic items they're worth stockpiling funds for.

Please let me know what you want to claim from the spreadsheet. If nothing is claimed, you get 1863.72 each.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Thanks Dave, it looks good. I don't know if it matters - I thought keeping the currency separate might be useful in situations where we can't make change (you don't buy off street urchins with platinum, for example).

What is the markup for purchases? Or is it the base value in the book?
Also, I can't remember - are we due back the next day? There's probably no time for making alchemical items / poisons, I'm guessing? (but maybe I could buy the stuff? If nothing else, I'd like to restock drow poison.)

Loot
Several of the items from Lamm could be important in one way or another - unless Know-Local or Lore checks can give us more information, I think we're going to have to decide whether to keep some of those items around for now or just sell them all. Notably, the ring might be important (or just a red herring) - Donnell would probably vote for having that returned to the rightful owners, if nothing else.

Equipment
Donnell can take one or both daggers, unless they can be better used by someone else.
Godric will have to decide if he knows how to use a bow - if he does, we could always have the adamantine arrowhead made into an arrow, rather than selling it. Either Godric or SS should take the chainmail. The shuriken and spear are probably less useful and can be sold.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

If Godric wants to buy plate l will pay for half of it and take the masterwork chain mail. If not, no worries. Everyone else is free to take the rest, I'm good.


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Tonight I'll select loot for Godric and Lorelei to buy and then push on starting tomorrow.


Sevenspawn - Plate is good! I'll go that route, skip the bow (trust me, when I play dumb characters with ranged weapons other characters get shot in the back repeatedly. It happens). A +1 Greatsword would be nice to....


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+1 greatsword is like 2375 gold or something. So save your pennies!


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Hey, can we have the wand of CLW, if possible, from Lorelei?


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Yeah grab the wand, and make sure you have the deck and the dagger.

I've sent an invite to Trigger Loaded who seemed interested. We'll know soon enough if he pops in here to say hi!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I wrote down the deck, dagger, and ring - I assume SS has taken the MW chainmail.

The other items from Lamm's were: Oil of Keen Edge, Oil of Silversheen, and Wand of Acid Splash (12).

Total cash each (divided 4 ways): 1747gp, 8sp, 5cp


Greetings, all. Aforementioned Trigger Loaded, taking a peek and wondering if I wanted to join in.

My main hesitation is how far the group is in the game, if you're continuing and not restarting. Hopefully I haven't missed too much plot, though the fact you're already at level 2 is a bit concerning to me.

Leaning towards playing a front-line class. Barbarian, Ranger, Brawler, possibly a Cavalier.

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