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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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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

Raven Six aims her crossbow at the Grey Maiden directly ahead of her and fires.

Ranged 1d20 + 6 ⇒ (9) + 6 = 15 for 1d8 ⇒ 8 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 |
GM wrote:

GM wrote:

Before you is a single wooden door, painted with a scythe-wielding skeleton.
Sevenspawn wrote:
Is this a familiar symbol?

Any answer on this? My Knowledge: Religion check was a 17.


.

Okay, so some mixups this round. Donnell you can take a round one action as initiative wraps before the Gray Maidens can act again. Raven Six, you probably shouldn't fire through a fog cloud. Thod - the fog cloud doesn't blind you. It just obscures sight. You can walk normally through it and pull off a standard action charge if you so wish.

Sevenspawn immediately recognizes the arms as an Urgathoan symbol. Not the precise holy symbol, but scythes and deaths are key to Urgathoan theology.

As he thinks on this, he charges forth, colliding into a Gray Maiden and hammering down with his warhammer to great effect.

Donnell has a full action. Thod and Raven Six can re-do if they so wish!


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'll maintain the same action. Charging will drop my AC, so I'll just advance to keep it at 20.


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

Just a note: Any Grey Maidens failing that DC 15 saving throw should have a -4 to their initiative because they're deaf

Seeing Raven Six skirt to the right, Donnell moves into the cloud and moves to the left. Remembering how hard it is to hit these women in heavy armour, Donnell will eschew his double attack to try incapacitate the blue Maiden.

LXB1: 1d20 + 11 ⇒ (13) + 11 = 24
Damage1: 1d6 + 2 ⇒ (6) + 2 = 8
Blue Whinnis Poison
Fort DC 14
Save: 1/round for 2 rounds
Initial Effect: 1 Con damage
Secondary Effect unconsciousness for 1d3 ⇒ 2 hours
Cure 1 save


.

Fort: 1d20 + 4 ⇒ (1) + 4 = 5

Donnell's bolt flies true, thumping into one of the Gray Maidens and weakening her.

With initiative adjustments, Raven Six and Thod now have their first-round actions!


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 still maintain my previous post. I will simply advance to keep my AC 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 - I think you can advance right up to a Maiden in the surprise round. In round one, you can attack.


.

Right. You've done surprise, we're now on round one.


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

Oh, whoops.

Since it's on the last page, I just want to quote Thod's insult:

Thod wrote:
"More of the Queen's Whore Guard? Traitors to the city, the lot of you!"

Thod advances through the smoke cloud, comes up on the stunned forms of the Queen's Guard, and proceeds to clean house, swinging his halberd wildly and forcefully.

MOVE: Will forego my secondary attack to use Guarded Stance and get +2 to my AC for six rounds.
STANDARD: Hack away at... Let's say... the Red maiden. Power attack.
Attack: 1d20 + 11 ⇒ (6) + 11 = 17Damage: 1d10 + 13 ⇒ (5) + 13 = 18

Rage remaining: 11/19
AC: 20 (6 rounds)


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 draws her magic rapier and jogs into the fog, following after Thod's hearty roar. As soon as she comes upon a likely target, she … stabs at it.

Magic rapier 1d20 + 5 ⇒ (6) + 5 = 11 for 1d6 + 1 ⇒ (2) + 1 = 3 damage. Figured I can at least stop them from ganging up on our tank. ^_^


.

GM Rolls:

Attack: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Raven and Thod both gamely charge into the fight but with little effect as their blows are turned aside by the Gray Maidens' armour. Sevenspawn brings up his shield, blocking two attacks, but Thod and Raven Six are both harmed in the counterattack from the maidens. Unable to hear each other communicate, the maidens simply wildly attack.

Round One:

Donnell
---
Gray Maidens:
Plain
Blue
Green
Red
---
Thod
Raven Six
Sevenspawn

Thod takes 9 damage, and Raven Six takes 4! [b]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

Trusting his poison to knock the blue Maiden out, Donnell will focus his attention on the plain Maiden.

Ranged Study +3 hit; +3 dam
Studied Strike +2d6 damage

LXB1: 1d20 + 11 + 3 - 2 ⇒ (17) + 11 + 3 - 2 = 29
Dam1: 1d6 + 2 + 3 + 2d6 ⇒ (4) + 2 + 3 + (4, 6) = 19

Assuming that hits, I'll remove Ranged Study bonuses
LXB2: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Dam2: 1d6 + 2 ⇒ (3) + 2 = 5

Blue Maiden has 8 damage (and -1 CON) from last round and needs to make a second Fort DC 14 save or fall unconscious for 2 hours


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

Full round. Focus on Red to begin with. Going to stop Power attacking for now, these Gray Maidens are proving hard to hit.

Attack 1: 1d20 + 13 ⇒ (9) + 13 = 22Damage 1: 1d10 + 7 ⇒ (4) + 7 = 11
Attack 2: 1d20 + 8 ⇒ (19) + 8 = 27Damage 2: 1d10 + 7 ⇒ (8) + 7 = 15

Rage Remaining: 10/19
AC: 20 (5 rounds)


.

GM Rolls:

Fort: 1d20 + 4 ⇒ (5) + 4 = 9

The blue maiden collapses to the ground as the poison works its way through her system. Meanwhile, Thod almost kills one where she stands while Donnell does the same. Two of them are looking in -very- rough shape.

Round Two:

Donnell
---
Gray Maidens:
Plain (-25)
Blue (unconscious)
Green
Red (-26)
---
Thod
Raven Six
Sevenspawn

Sevenspawn and Raven Six are 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 |

Sevenspawn, his arm ringing from the deflected blows, looks to the Maiden before him and swings again.

Power Attack: 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 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

Raven Six takes another stab at disemboweling her opponent.

Magical mithral rapier 1d20 + 5 ⇒ (9) + 5 = 14 for 1d6 + 1 ⇒ (4) + 1 = 5 damage.


.

GM ROlls:

Attack: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Sevenspawn continues fighting with a holy vengeance, the servant of the Goddess of insurrections focused on the targets before him. One more Gray Maiden falls beneath his warhammer. Raven Six has less luck as her rapier is turned aside by the armour. The Gray Maidens call to each other but the words are incoherent as they try to figure out some sort of strategy.

With no real option they stand their post and continue to attack, opening up another wound in Thod.

Round Three:

Donnell
---
Gray Maidens:
Blue (unconscious)
Green
Red (-26)
---
Thod (-18)
Raven Six (-4)
Sevenspawn

Thod takes 9 damgae. 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

"You are going to cut into our supply of curatives at this rate. Stop it," Raven Six says in a flat tone of voice, while lunging at the Maiden who just cut Thod.

Magic mithral rapier 1d20 + 5 ⇒ (11) + 5 = 16 for 1d6 + 1 ⇒ (3) + 1 = 4 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

"Luckily, we have a couple of wands to help with that..."

Moving to the far corner of the room, Donnell will target the Red Maiden first:

LXB1: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
Dam1: 1d6 + 2 ⇒ (6) + 2 = 8

LXB2: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Dam2: 1d6 + 2 ⇒ (5) + 2 = 7


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 priest of Milani is filled with Her fervor for righteous retribution, and feels something akin to joy at his chance to unleash it. After so many weeks of helplessly witnessing the suffering of good people cross the city, he shouts scripture louder than ever as he steps over the body of the fallen maiden and swings with wild abandon at the one battling Thod.

Power Attack: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
Damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


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 goes a bit quiet... Well, quieter, mostly laughing and grunting, though letting Sevenspawn have his chance to scream some battle banter.

Maintain full round attacking. Again, no power attack. Try to finish off Red, then move to Green.

Attack 1: 1d20 + 13 ⇒ (18) + 13 = 31 Damage 1: 1d10 + 7 ⇒ (10) + 7 = 17
Attack 2: 1d20 + 8 ⇒ (12) + 8 = 20 Damage 2: 1d10 + 7 ⇒ (2) + 7 = 9

Rage Remaining: 19/19
AC: 20 (4 rounds)


.

Sorry, life got life-y.

GM Rolls:

Attack: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 3 ⇒ (5) + 3 = 8

The party continues slowly beating the Gray Maidens, with the stubborn fanatics holding their ground and choosing to die where they stand. While most of the party have trouble getting through their tough armour, Thod's halberd chops into the collar of the badly wounded Maiden, who is killed instantly by the blow. Only one remains.

"I DIE FOR MY QUEEN!" she shouts, a little sloppily as Thod takes another wound.

Round Four:

onnell
---
Gray Maidens:
Blue (unconscious)
Green
---
Thod (-18)
Raven Six (-4)
Sevenspawn

Thod takes 8 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

Donnell sighs and shakes his head sadly, murmuring: "You poor, wretched fool."

Ranged Study +3 hit; +3 dam
Studied Strike +2d6 damage

LXB1: 1d20 + 11 + 3 - 2 ⇒ (1) + 11 + 3 - 2 = 13
Dam1: 1d6 + 2 + 3 + 2d6 ⇒ (1) + 2 + 3 + (1, 5) = 12

LXB2: 1d20 + 11 + 3 - 2 ⇒ (19) + 11 + 3 - 2 = 31
Confirm Crit: 1d20 + 11 + 3 - 2 ⇒ (7) + 11 + 3 - 2 = 19
Dam2: 1d6 + 2 + 3 + 2d6 ⇒ (3) + 2 + 3 + (5, 1) = 14
Crit Damage: 1d6 + 2 ⇒ (2) + 2 = 4

it's nice to get a crit, but those are some pretty awful damage rolls


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

"Then please do so with less fuss and noise," Raven Six says, as she executes another stab.

Stab 1d20 + 5 ⇒ (12) + 5 = 17 for 1d6 + 1 ⇒ (5) + 1 = 6 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 |

Sevenspawn steps back, not so lost in the fight that he can't think. He produces a wand and points it at Thod, saving the Channel Energy for... oh, six to twelve seconds from now.

Wand of CLW: 1d8 + 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

"YOU DIE AS A TRAITOR AND MURDEROUS SCUM!"

Continue to full attack.

Attack 1: 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 1d10 + 7 ⇒ (4) + 7 = 11
Attack 2: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d10 + 7 ⇒ (1) + 7 = 8

Rage Remaining: 8/19
AC: 20 (3 rounds)


.

She does, Donnell's last bolt takes the weaker knight in the throat and she collapses to the ground with a clatter.

End of Combat

You check over the Gray Maidens, who carry their standard full plate with decent but not masterwork swords, bows, and shields. As you recover from the fight and heal, you examine the room.

There are doors in all cardinal directions from here, with imposing double doors to the east decorated with the same scythe-wielding skeletons.


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 |

Catching his breath in the aftermath, Sevensawn looks briefly over the injuries of Thod and prays to his deity, healing everyone in a radius.

Channel Energy: 4d6 ⇒ (2, 5, 1, 2) = 10 Ugh!

Realizing Thod will need more care, Sevenspawn produces the wand once more.

Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Let me know if you need more, Thod.


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

Asking Thod to ensure the unconscious Maiden is securely bound and gagged, Donnell takes a look and listen at each of the doors in turn:

Perception (North): 1d20 + 13 + 1d6 ⇒ (3) + 13 + (4) = 20

Perception (East): 1d20 + 13 + 1d6 ⇒ (14) + 13 + (6) = 33

Perception (South): 1d20 + 13 + 1d6 ⇒ (5) + 13 + (4) = 22

There's an extra +3 for traps


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 will assist Donnell in his checking for proof of threat and traps. (Not trying to step on your toes, just seeing if I can help!)

Perception north 1d20 + 14 ⇒ (7) + 14 = 21
Perception east 1d20 + 14 ⇒ (13) + 14 = 27
Perception south 1d20 + 14 ⇒ (20) + 14 = 34
Add 1 for trap sense.

"Friend Sevenspawn," the Alchemist calls out in an absentminded sort of way while checking the doors, "might you have prayed for the orison called, ah, "detect magic" this morning? It would be invaluable in searching for traps of the arcane persuasion."


.

Busy couple days, will get a post in if I can but otherwise bear with.


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 |
Raven Six wrote:
"Friend Sevenspawn," the Alchemist calls out in an absentminded sort of way while checking the doors, "might you have prayed for the orison called, ah, "detect magic" this morning? It would be invaluable in searching for traps of the arcane persuasion."

Sevenspawn nods as he finishes up with Thod, eyebrows raising in interest as this had not occurred to him. "Indeed, friend Raven Six," he replies as he puts his wand away. "I ask the Everbloom for this gift every night."

The priest casts Detect Magic, checking the area as he moves around.


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 quick breather after the fight is over, takes a celebratory sip from a flask, and gets to the binding of the last living Gray Maiden.

"Baah, only thing that surprises me is we haven't made ourselves criminals sooner. Fortunately, town's still a mess. Still, may need to double check that hovel in the graveyard as a hideout."

Quote:
"Friend Sevenspawn."
Quote:
"Friend Raven Six."

"What's with all the funny talk? Is there a non-friendly version of Raven and Seven around that I don't know about?"

"Man, the Gray Gals' armour and weapons would be valuable, but I doubt we could sell them in town."

"Anyways, let me know if you need a door bashed down, and I'll... uhh... bash it down."

"Oh, yeah, wanted to check."

Thod removes the helmets to see if the faces of these Gray Maidens are similarly scarred up.


.

Back! Now on vacation with plenty of time to post. Thanks for your patience.

Thod pulls off the helmets, and sure enough, these are attractive young women with horrible facial scars.

Smelling possible traps, the group begin searching out the room, and for once, their efforts are rewarded.

The doors to the east and north bear potent magical auras, and DOnnell can figure out that the skeletons on the wall will trigger the trap. Notably, it appears that something in the room seems to have briefly suppressed the trap, but it is active in short order.

Knowledge Arcana DC 23:

The traps cause the skeletons painted on the wall to become animate and strike out with their scythes, while simultaneously breathing forth poisonous gas from their mouths. As well, triggering the trap causes an alarm spell.

Arcana DC 28:

The traps can be suppressed for one minute with positive energy, such as a healing spell.


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

Knowledge Arcana: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (3) = 26

so close!

"Hmm... I'm going to try disarming these traps, but if they are set off, these skeletons are going to come to life, strike out with their scythes, and ... is that poison gas? Oh, and an alarm will also sound. Well, make yourselves ready - either way, this is going to be a lot of fun!"

Donnell will start with the north door and, if successful, will move on to disarm the east door.

Disarm Traps, North: 1d20 + 13 + 3 + 1d6 ⇒ (18) + 13 + 3 + (1) = 35
add another +2 if Donnell can make use of his thieves' tools

Disarm Traps, East: 1d20 + 13 + 3 + 1d6 ⇒ (15) + 13 + 3 + (1) = 32
add another +2 if Donnell can make use of his thieves' tools


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

Knowledge (arcana) 1d20 + 14 ⇒ (18) + 14 = 32

"A moment, alpha male halfling Donnell; these traps can be suppressed for one minute with an application of positive energy."


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 frowns. "Hmm..? Oh. I see... I think."

He frees his hands of his hammer once more. "I realize this is valuable, of course, but I can only heal in Milani's name within a radius four times each day. After this, we will be down to only twice more."


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 looks up from his inspection of the trap: "Hmm? Oh! Well, perhaps we should not use up Sevenspawn's healing abilities all at once. Anyway " grinning broadly "my way last longer than a minute!"

I don't know if Raven can assist with Aid Another for something like this, but that might help us out. Then again, if the DC's over 30, then Donnell's chances of getting this to work are slim.


.

As Raven Six starts instructing Donnell on an easy way to bypass the traps, he's already figured them out. Despite the elaborate function, the triggering mechanism is set in the door latch, which can be mechanically fixed shut. With the traps bypassed, you can now proceed in all cardinal directions.

Listening at the doors, you do not hear anything from the north or south doors. Through the east double doors there is a faint whiff of decay.


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

"Still don't know why you keep calling him 'alpha male...'" Thod mutters quietly, though still audible enough to be heard.

"Smell of rot? Probably zombies. I say we take 'em out now."


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 shrugs: "Sure. I mean, there are probably enemies behind all of these doors (why put a trap on the north door if it wasn't important). I just don't want to be attacked from behind - does anyone have a couple of spikes? Pitons? Anything that could be used as a wedge to block these doors until we get back to them? Or do you think we should just chance it?"


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 does not have pitons, not having dungeoneered before this group formed. He indicates as much.


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

If nothing more useful comes to hand, Donnell will jam a dagger into the jamb of the north and south doors - make sure those jambs are good and jammed. Hopefully, nobody can jimmy the jamb jams.

(I'll stop now)

"Ok - would you like to open the two doors simultaneously?"

Donnell readies a vial of Tangleburn and steps to one side of the east door.


.

A disable device check can jam a lock pretty good.

Donnell's Disable Device: 1d20 + 13 + 1d6 ⇒ (8) + 13 + (6) = 27

Donnell fixes the door's bolt in place so it can only be opened by someone of similar skill, and the group lines up at the east door, gets ready, and throws the doors open.

Behind thick panes of glass, fragments and even whole bodies of the living dead line the walls and floor of this chamber. Their rotting faces sneer and broken fingers claw at each other as the shattered forms twitch in vain, their splintered appendages grasping hopelessly. Yet rather than some massive, nightmarish grave, this horror show seems instead to be a stomach-churning attempt at art.

As the doors swing open, the suspicion of zombies is confirmed. Beyond the horrific "artistic" display of animated smashed corpses are four skeletons and zombies. The zombies moan and the skeletons swiftly move to attack.

Initiative:

Raven: 1d20 + 2 ⇒ (5) + 2 = 7
Thod: 1d20 + 2 ⇒ (18) + 2 = 20
Sevenspawn: 1d20 + 4 ⇒ (8) + 4 = 12
Donnell: 1d20 + 3 ⇒ (10) + 3 = 13
Skelemetons: 1d20 + 6 ⇒ (11) + 6 = 17
ZOmbies: 1d20 ⇒ 20

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

Thod will advance with his halberd (Reminder, halberds don't have reach) to block the doorway, and allow our alchemists to bombard the interior of the room. If only one door is open, Thod will spend his standard action to open the other door. Otherwise, Thod will ready an action to Power Attack the first enemy that comes within range. Not raging yet, though.

Current Attack: +9 thit, 1d10+10


.

GM Rolls:

Attack: 1d20 + 9 ⇒ (20) + 9 = 29 Damage: 1d10 + 10 ⇒ (5) + 10 = 15
Threat: 1d20 + 9 ⇒ (19) + 9 = 28 Damage: 2d10 + 20 ⇒ (8, 5) + 20 = 33
Attack: 1d20 ⇒ 17
Attack: 1d20 ⇒ 4

The zombies rush in and Thod's ready attack is enough to render one of the zombies into red mist. The skeletons rush in as well, and soon the door is overcrowded with groaning undead, trying to push past each other into the next room.

Round One:

Thod
---
Zombies
Skeletons
---
Donnell
Sevenspawn
Raven Six


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

Stand my ground, full attack action. Also, by the looks of it, the one Skeleton now in between me and Donnell would have gotten an Attack of Opportunity if he advanced in between us.

Will attack the yellow skeleton in between Donnel and I first. Once it shatters, I'll attack the orange zombie.

Opportunity Attack: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d10 + 10 ⇒ (3) + 10 = 13
Attack 1: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d10 + 10 ⇒ (10) + 10 = 20
Attack 2: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d10 + 10 ⇒ (4) + 10 = 14

Donnel, are you armed? If so, add +2 to any attacks on Yellow Skeleton due to flanking.


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 has a melee weapon or two, but he hadn't readied any of them so I don't think he'll get an AoO. That said, I expect 47 damage is probably enough to take out any skeleton, so

Donnell takes a 5' step to his right and hucks a sack of tangleburn at the green zombie:

Tangleburn: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d6 ⇒ 5

Target zombie has -2 attack, -4 Dex, and 1/2 movement
Reflex DC 15 or be glued to the floor and unable to move
Reflex DC 20 or catch on fire for two rounds


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

"Identify opponent: humanoid, skeletal, animated. Blunt trauma advised," Raven Six says as she calmly walks up to the yellow skeleton -- and swings her heavy mace at it.

Heavy silver mace attack 1d20 + 4 ⇒ (3) + 4 = 7 for 1d8 ⇒ 1 damage. Once this joker's out of the way, I'll pitch a bomb into the next room, if that's okay with you guys?

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