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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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I swore I posted, I even deleted the zombies!

GM Rolls:

1d20 + 17 ⇒ (13) + 17 = 30
1d20 + 11 ⇒ (1) + 11 = 121d20 + 12 ⇒ (11) + 12 = 231d20 + 12 ⇒ (7) + 12 = 191d20 + 3 ⇒ (1) + 3 = 4

Sevenspawn explodes a zombie with his hammer while the rest of the group clean up the remaining ones, which collapse to the ground. There's a moment of silence as you look around the area.

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

Not wanting the adhesive to solidify in his mouth, Donnell quickly opens the door to the north and spits!


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

"We should remain alert. The plague does not normally animate its victims after death, or the city would have been overrun by the shambling dead by now. A necromancer of some sort has plied their trade here, so there may be magical traps as well as shamblers."


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

Wiping his mouth with the back of his hand: "Yeah, I just didn't want to see it go to waste and who knows, maybe there was a necromancer in that room :P. Let's see if we can find out what's going on."

Let's take a look at the room and the bodies.
Perception: 1d20 + 12 + 1d6 ⇒ (12) + 12 + (1) = 25
and extra +3 to Locate Traps


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 at the mess of a zombie before him as he puts his hammer away and produces his wand. He activates it with some low arcane words, pointing it at Thod first before turning it on himself.

Wand of Healing - Thod: 1d8 + 1 ⇒ (4) + 1 = 5

Wand of Healing - Sevenspawn: 1d8 + 1 ⇒ (5) + 1 = 6

Raven Six wrote:
"We should remain alert. The plague does not normally animate its victims after death, or the city would have been overrun by the shambling dead by now. A necromancer of some sort has plied their trade here, so there may be magical traps as well as shamblers."

Nodding, Sevenspawn squats over a couple of bodies to see if he can determine the cause of death before animation, be it from the plague or other means.

Heal (Medicine): 1d20 + 9 ⇒ (2) + 9 = 11


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 stands at the ready, keeping his eyes and ears open for any sign of danger and watching over his comrades as they search for clues. He gives a slight nod to Sevenspawn in thanks for the healing.


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 her crossbow, checks her vials and flasks, then joins Donnell in his survey.

Perception 1d20 + 12 ⇒ (7) + 12 = 19, add 1 in case of traps.


.

Donnell and Ravenspawn inspect the north room. There are no traps, and the room is a simple sitting area with nothing of note. You begin moving around, checking other doors on the main floor. However, you hear the sound of low moaning from the south door as you move.

Donnell's sharp ears pick up a pitter-patter of something moving quickly.

The moaning grows louder, and it becomes clear that zombies are coming from the east as well. The south door shudders.

Sevenspawn takes a while to look over the bodies. Curiously, they appear to have died from blood veil. Which is incongruous with the fact the area looks like there was a slaughter here. Unfortunately, he doesn't have the time for a proper examination.

Round to prepare. South door has zombies a'coming and they're coming from somewhere to the east as well.


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

[b]"Unless someone has a way of blocking this door, I suggest we either open it and try to deal with these ones first, or we just back away and let them come to us."[b]

Readied action - throw a vial of Holy Water at the first sign of zombies.


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 bomb, gentlemen?" Raven Six suggests as she readies her crossbow.


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 also palms a vial of Holy Water, motioning that they should wait here where they know the ground already.

Raven Six wrote:
"Another bomb, gentlemen?"

He nods at Raven Six, readying himself.


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 readies an explosive and nods.


.

Hey guys, exhausted wreck - post will be tomorrow morning if I can hack it.


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 advances, holding his halberd at the ready.

Again, ready an action to attack the first threat that comes in range. And reminder: halberds don't have reach.


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

Just don't stand between your friendly bomb-slinger and the baddies. ;)


.

Should have specified the door - it's the one Sevenspawn and Thod are at.

The south doors finally fly open, and to the east you see three more zombies coming in. Seven zombies in total are approaching - but you're ready for thatm.

Everyone gets a surprise round single standard action which can take the place of readied actions. I've moved Donnell and Raven a bit so they're facing the correct door. Adjust if needed - you're well aware of where the zombies are coming form and they're slow.


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 the group of zombies pushing through the door to the south, Donnell lets fly with a vial of Holy Water at the first one directly south of him.

At 20', that's a -2 for range, I believe

HolyWater: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage: 2d4 + 1 ⇒ (2, 2) + 1 = 5
and 1 splash damage to all adjacent

someone remind me again why I should even bother with holy water? Seems like I'd be better off drinking that potion of Hide from Undead and just wandering away...


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 will maintain my action, let the artillery bombard the area first instead of charging in.


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

Perception to judge number of zombies coming from the east - and listen for someone giving the undead orders: 1d20 + 12 ⇒ (5) + 12 = 17

"Thod, you are in the way. Please move to the side," Raven Six calls.

Provided the doughty Dwarf complies, Raven Six fires an explosive arrow at the zombie directly south of her and reloads.

Crossbow attack 1d20 + 5 ⇒ (18) + 5 = 23. Damage: 1d8 ⇒ 5 bolt, 3d6 + 4 ⇒ (3, 6, 1) + 4 = 14 bomb, 1d6 ⇒ 4 sneak attack, 7 splash.


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 obliges.


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 |

By chance positioned in a way that can affect all the arriving undead, Sevenspawn activates Channel Energy once more.

Channel Energy: 3d6 ⇒ (2, 6, 2) = 10

He steps back into the corner, getting the hell out of Donnell's way.


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

Nothing to fear from me - Holy water splash damage won't hurt you (hopefully), and D's going to switch back to crossbow anyway


.

Initiative:

Zombie Team A: 1d20 ⇒ 15
Zombie Team B: 1d20 ⇒ 13
Raven: 1d20 + 2 ⇒ (14) + 2 = 16
Thod: 1d20 + 2 ⇒ (3) + 2 = 5
Sevenspawn: 1d20 + 4 ⇒ (7) + 4 = 11
Donnell: 1d20 + 3 ⇒ (3) + 3 = 6

GM Rolls:

Will: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (3) + 3 = 6

As soon as the door flies open a vial of holy water goes sailing, followed by an exploding crossbow bolt, and a blast of holy light. The zombies moan as they are completely annihilated to the south! The remaining zombies to the east don't look so hot either.

You hear moaning from upstairs.

Perception DC 25:

You distinctly hear a female voice say "Oh f*ck me." from upstairs, more of an expression of frustration than a request.

Round One:

Raven Six
---
Zombies:
Black (-5)
Purple (-10)
Plain (-10)
----
Sevenspawn
Donnell
Thod

Raven Six is up for her first round action!


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

Perception 1d20 + 12 ⇒ (5) + 12 = 17

"Let us try to end this matter expediently, gentlemen," Raven Six says as she marches down the room to get a good view of the eastern door. "These shambling corpses offend me."

As soon as she has a good view, Raven Six clicks another vial into place in the bolt, takes aim on the zombie directly ahead of her and fires!

Another explosive arrow. Crossbow attack 1d20 + 5 ⇒ (1) + 5 = 6.

Unfortunately, the bolt misses miserably, and Raven Six clicks her tongue with annoyance. "That's a waste of a perfectly good bomb," she complains. "Over to you, gentlemen."


.

GM Rolls:

Thod's AoO: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d10 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (3) + 4 = 7

Raven Six slips, and her crossbow bolt flies into the ceiling. There's an enormous explosion and a chandelier crashes down inches from the party! The zombies move in during the confusion. One crosses pased Thod to get at Raven Six, and he cuts it down with his halberd. However, he takes a nasty bite as he does so!

Round One con't:

Raven Six
---
Zombies:
Black (-5)
Plain (-10)
----
Sevenspawn
Donnell
Thod (-7)

Everyone is up! Thod takes 7 damage.


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

"OW! Dangit!"

Thod grunts in annoyance, and moves to block the door and get a better angle at the restless dead.

Still not raging.
Attack 1: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d10 + 4 ⇒ (6) + 4 = 10
If that's not enough to kill the zombie, Thod attacks again.
Attack 2: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d10 + 4 ⇒ (3) + 4 = 7
If it is enough, Thod will have to stay in place, already having done a 5-foot step.


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

Perception: 1d20 + 12 + 1d6 + 2 ⇒ (16) + 12 + (5) + 2 = 35

"More zombies and likely a necromancer upstairs."

Noting that Thod and Raven Six have blocked the door to the east, Donnell shrugs, quaffs a dishwater-grey potion, grimaces, and heads for the stairs: "I'll scout ahead."

Hide from Undead
which is basically Invisibility, as far as zombies are concerned

Stealth: 1d20 + 12 + 1d6 ⇒ (6) + 12 + (4) = 22
I'll burn an Inspiration point to fix that terrible roll


.

GM Rolls:

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Thod swipes the head off of one zombie with his halberd, and Sevenspawn moves up to cave in the skull of the last zombie with his warhammer.

End of Combat

Donnell quaffs his potion and flattens himself against the wall, ready to creep up the stairs.

Knowledge Religion DC 12:

Zombies are unintelligent undead and if left to their own devices do... nothing. The fact they were pantomiming having a lovely party is really weird.

Donnell slinks up the stairs to peer into the room above.

Finely framed works of art cover the walls of this gallery, looking down upon the hall below. Great windows look out ot the west and south, and an alcove to the east is set with chairs for musicians. In mockery of this room's beauty, several costumes corpses are positioned about the hall, some posed like ghastly statues while others are rigged to look like contemplative critics.

Three zombies dressed in flashy metallic costumes wander aimlessly through the room, pantomiming appreciation and criticism of the Korvosan cityscapes and Carowyn portraits on the walls. Periodically a zombie stumbles over one of the dozen dead bodies on the floor here.

Mingling amongst them is a blonde adult elven woman, dressed in jester's gear. She giggles delightedly as she wanders over to a zombie, speaking in a cloyingly cutesy, sing-song voice. "Now now Mister Buttercups, there's some vewwy bad people downstairs, and we need you to eat ALL of their brains! Every last drop! That's how you get dessert... prrr.." She licks the side of the zombie's face. It seems to recognize her commands and turns to move towards the stairs.

However, as she turns with it, her eyes lock with Donnell.

"EEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!" She lets out the ear-piercing shriek usually reserved for ill-tempered children. With that, she turns to bolt into one of the rooms. She rushes to a room and opens a door. "KILL HIM! KILL HIM!"

The zombies look confused.

Downstairs, all of you hear the ear-piercing shriek that indicates Donnell has prooobably been spotted.

Surprise Round!:

Raven: 1d20 + 2 ⇒ (14) + 2 = 16
Thod: 1d20 + 2 ⇒ (9) + 2 = 11
Sevenspawn: 1d20 + 4 ⇒ (15) + 4 = 19
Donnell: 1d20 + 3 ⇒ (5) + 3 = 8
Jolistina: 1d20 + 9 ⇒ (10) + 9 = 19
Zombies!: 1d20 ⇒ 14

Everyone but Donnell has a standard action only!


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 gulps down an extract of False life.

"Shall we go meet our hostess, gentlemen?" she asks.

1d10 + 5 ⇒ (9) + 5 = 14 bonus hp for me.


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 doesn't wait around, and immediately pushes through everyone to race up the stairs.

"DONNELL!"

Looking at the map, I'm assuming you enter the stairs from the North and walk South before turning East, given the position of the stairs on the second floor. Hence, Thod runs around everyone and starts hoofing it up the stairs. Also, where's Donnell's current location?"


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 |

”No gentleman here today,” Sevenspawn growls, already deep into his desire to take more of his frustrations from this day out on the undead. He heads up after Thod after being shouldered aside.


.

Wtf where'd he go? Sneaky halfling. Anyways Donnell is back on the map. The big stairs Thod is beside are the ones that lead to Donnell.

The group move over to the base of the stairs. The zombies mill about looking for a target they can't see while the elven woman vanishes into one of the upstairs rooms, slamming the door behind her.

Round One:

Sevenspawn
Raven Six
Thod
---
Jolistina
Zombies
---
Donnell

Everyone is up! However, Donnell only has a standard action.


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 charges up the steps, halberd forward, attempting to skewer the zombie directly across from the landing.

Continue to move up the steps, through Donnell's square, and attack the closest zombie.

Attack: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d10 + 4 ⇒ (1) + 4 = 5


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

"Ah," Raven Six sighs as she watches Thod charge the zombies, and reloads her crossbow. "Into the fray."

Raven Six follows at a more sedate pace, and tries to get a good view of the next floor.


.

Thod leaps into action, charging up the stairs and slashing one of the zombies. Raven Six gets a good look of the floor. There are three doors to the north and the gruesome display of several corpses and zombies decked out like they are in the middle of a really good snobby party.


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'm not sure if Donnell gets an action or not - if so,

Donnell avoids touching the zombies and moves to the door the elf entered.

If he also gets a move action, then he'll open the door


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 |

I don't have an icon on the 2nd floor, but I see I'm still on the first. Is SS up there for an action?


.

God I swear I updated a ton of games on Saturday and apparently did not. OKAY.

@Sevenspawn it looked like your icon moved the requisite 20' to get upstairs you hve another 15' to go.

@Donnell - you have a standard action only because you're at the end of the surprise round.

Sevenspawn and Raven Six charge up the stairs while Thod gives a zombie a mighty slash!

Everyone but Thod still can complete their action and take a standard action! You're all on the second floor now.


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 |

At the back of the party, Sevenspawn controls his snarling long enough to cast a simple Bless spell to assist his colleagues. He slips past them to get more central to their positions.

***

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.


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 feels some force attempt to influence her mindstate, but her subroutines effortlessly and efficiently prevent the intrusion. She draws a bead on the zombie so conveniently on a straight vector opposite her, and fires her crossbow at it.

Androids can't benefit from morale effects. Hélas... Crossbow attack 1d20 + 5 ⇒ (17) + 5 = 22 for 1d8 ⇒ 2 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 |

Dang! I didn't even think of that. I will in the future, if some other spell will work better. Although SS thinks she's odd, he's assuming she's from a foreign land or of a race he's not familiar with.


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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

It's cool, don't worry about it. ^_^ Because this particular wrinkle comes with some very nice payoffs:

Constructed:
"For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects."

And I've been enjoying the speculation very much! :D


.

Sevenspawn blesses mostly everyone while Raven Six fires off a crossbow. It thunks pleasingly into the zombie and does absolutely nothing of note.

As you will know at this point, zombies have DR/slashing. Still waitin gon actions from Donnelthod!


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 will open the door and continue to pursue the elven woman. If she is in the room beyond the door:

LXB1: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Damage1: 1d6 + 1 ⇒ (6) + 1 = 7

LXB2: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Damage2: 1d6 + 1 ⇒ (4) + 1 = 5

Drow Poison DC 13

Note: Donnell is currently hidden from undead. He also has Heightened Awareness up, which he will drop in favour of +4 initiative if he finds the elf.


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 already went this turn. Your previous post indicated everyone else had an action but me.


.

Sorry Thod. In my defense I had death-flu.

GM ROlls:

1d20 + 17 ⇒ (9) + 17 = 261d20 + 12 + 1d6 ⇒ (10) + 12 + (3) = 25
Attack: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Donnell charges northwards and swings open the door to spot two zombies! They don't notice him and so he holds his shot. He doesn't see the woman in the room, although he's certain she ran into here. Meanwhile, Sevenspawn blesses this mess.

The zombies go as the zombies in the room start moving out. They bump into Donnell, grunt, turn around, and start going the long way around the stairs. The one zombie engaged with Thod swings out wildly, but just scrabbles at his armour uselessly.

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

Donnell decides not to take any chances that the elf might be hiding in the room, and tosses a small glass vial of glowing violet liquid into the centre of the room (roughly, the foot of the bed).

**WHUMPF**

A bright flash of blue light washes through the room, spilling slightly into the corridor.

Fungal Stun Vial: Will DC 20
10' rad: Stun: 1d2 ⇒ 2 rounds
20' rad: Confusion 1 round

As the light dissipates, Donnell steps into the room, crossbow ready.


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's ability to Channel Energy having worked well thus far, he focuses on his holy symbol again, able to affect all the zombies in the room.

Channel Energy: 3d6 ⇒ (6, 1, 3) = 10


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 am in a quandary," Raven Six proclaims out loudas she takes a dainty step back from the zombies. (5-ft. step) "I do not appear to have appropriate melee weaponry to deal with these creatures. I cannot hurl my bombs about willy-nilly. I might affect one of you."


.

@Donnell - after a check you passed your perception check and spotted her hiding around the corner of the doorway. Feel free to adjust action appropriately. She's on the map.

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