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

Cackling happily, Raven Six-a squeezes past Sevenspawn, and hurls an icy blue bomb-vial at the blue cultist!

One frost bomb, ranged touch attack 1d20 + 6 ⇒ (11) + 6 = 17 for 3d6 + 4 ⇒ (5, 4, 5) + 4 = 18 cold damage, Splash 8. Primary target must make a Fortitude save or be staggered next round. If primary target is flat-footed or otherwise helpless, please add sneak attack damage 1d6 ⇒ 5.


Status:
AC +6 (+4 Shield, +2 natural)
Strength +4; Intelligence -2
Ki pool 1/2
Evasion
Bless - not possible for Androids
Racial - +4 vs. mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue or exhaustion. Immune to disease and sleep effects, fear effects and other emotion effects.
Bombs 3/8 (3d6+4; frost; arrow)
+6 Heavy mace (silver), 1d8+2, x2; +7 Mithral rapier, 1d6+3, 18-20, x2; sneak attack +1d6


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

Sevenspawn's Bless would have likely expired by now as well

Thod hustles into the room, ignoring the attacks as he tries to put himself between the cultists and the strange jars.

Move into the room, behind the Blue cultist. This will provoke from Red, Yellow, and Blue. I would claim it's the surprise round and they don't threaten, but it could be argued they were aware of us, even if we got the drop on them with the Thunderstone.

I will also burn another Harrow point, like Donnell, to get DR 3/-.

For my Standard, I'll stab at the Blue Cultist.
Attack: 1d20 + 11 ⇒ (9) + 11 = 20 Damage: 1d10 + 4 ⇒ (6) + 4 = 10

AC: 21


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 |
Spiderbeard wrote:
The green cultist is the one going for the back but they have not acted yet.

I didn't quite get this, but I assume that he's going to be running towards the east and that doesn't sound good. So...

Sevenspawn has produced his Wand of Spiritual Weapon, whispering some words aloud. Instantly, a large black morningstar appears in the air, directly behind the green cultist before him. Around its handle, a long red inlay of a rose stem spirals upwards to become a fearsome-looking rose, the spikes of the weapons crafted as drops of blood shooting forth from the ball. Seemingly on it's own accord, it swings hard at Sevenspawn's quarry.

Spiritual Weapon: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

The weapon floats immediately backwards, looking by Sevenspawn's silent direction to stay between the cultist and the east wall.


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

With Thod out of the way, Donnell steps into the doorway... only to realize the bloody dwarf has buggered off! "MMM!! MRLLRMRM!"

Spitting adhesive at the Red cultist, Donnell readies his mace while continuing to curse under his breath about melee combat being for the big folk.

Adhesive Spittle
Reflex DC 14
Duration: 2d4 ⇒ (1, 3) = 4 rounds
"An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a [DC 14] Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. ... If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell."


.

GM Rolls:

Fort: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Deaf: 1d100 ⇒ 73
Deaf: 1d100 ⇒ 85
Concentration: 1d20 + 6 ⇒ (6) + 6 = 12

Raven Six's bomb goes off beautifully, freezing her target and damaging the others. The two vats beside them rupture but thankfully are not the ones with the live creature in it, and the now-dead horrific things in the vats slump down as the green preserving liquid drains out. The smell is putrid.

However, thanks to the effective bomb, that gives Sevenspawn a chance to summon a spiritual morningstar, which thwacks the the cultist in the head, killing him instantly. Thod charges in with a mighty swing of his halbert, wounding another, and Donnell's disgusting spittle firmly sticks the cultist who was giving orders to the ground.

"SMASH THE VAT! SMASH THE VAT!" he shouts as his companion dies. However, the other two cultists have gone deaf and insteadly gamely respond to the attackers. He groans, and yanks out his scythe, chanting a spell to enchant it but his hands are gummed up and the spell fails.

ROund Two:

Sevenspawn
Donnell
Thod
Raven
---
Cultists:
Red (-8) (entangled and stuck)
Yellow (deaf) (-8)
Blue (deaf) (-10)
Green

Everyone is up! Green cultist is dead, and the other cultist who can hear is stuck. That first round went super well for you.


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

Sighing, Donnell swings inexpertly with his mace:

1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 ⇒ 1


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 floating morningstar of Milani floats sideways at Sevenspawn's thought, lashing out at the red cultist.

Spiritual Weapon: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

I'm pretty aure Spiritual Weapon acts independently of Sevenspawn without concentration. Please crrect me if I'm wrong. I also assume I have to draw the hammer and can't attack this round, but at least can present as a target to the cultist and draw fire.

Sevenspawn moves opposite the blue cultist, drawing his hammer and threatening to attack.


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 think you've done this correctly:
Move = Spiritual Weapon changes target
Standard = Move and draw a weapon

You have to use a Move action to direct the Spiritual Weapon to attack someone new, otherwise it keeps attacking the same opponent on autopilot.


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 moves up next to Donnell (on my mobile right now and can't move my icon) and stabs at the yellow cultist with her magical rapier.

"Getting a bit low on bombs and figure we don't want spanky over there to come out of his vat and play," she explains.

Attack 1d20 + 7 ⇒ (18) + 7 = 25 for 1d6 + 3 ⇒ (2) + 3 = 5 damage.
CRIT THREAT. Confirm attack 1d20 + 7 ⇒ (1) + 7 = 8 for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Aww...

Status: 
AC +6 (+4 Shield, +2 natural) 
Strength +4; Intelligence -2 
Ki pool 1/2 
Evasion 
Racial - +4 vs. mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue or exhaustion. Immune to disease and sleep effects, fear effects and other emotion effects. 
Bombs 3/8 (3d6+4; frost; arrow) 
+6 Heavy mace (silver), 1d8+2, x2; +7 Mithral rapier, 1d6+3, 18-20, x2; sneak attack +1d6


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 looks at the shattered vat, and the slime pooling out on the ground.

"Oh, that can't be good."

Thod moves up to flank one cultist, and commences swinging.

Five-foot step and attack Blue Cultist. If he goes down to my first attack, attack the Yellow Cultist, though with a -2 to my Attack number since I wouldn't be flanking him. I'll also Power Attack this round.

Attack 1: 1d20 + 11 ⇒ (17) + 11 = 28 Damage 1: 1d10 + 10 ⇒ (4) + 10 = 14
Attack 2: 1d20 + 6 ⇒ (6) + 6 = 12 Damage 2: 1d10 + 10 ⇒ (6) + 10 = 16

Also, which vat in particular has the living demon in it?


.

@Sevenspawn - that looks right.
@Thod - top right.

GM Rolls:

Attack: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10 Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5

The group moves in with Sevenspawn's magical morningstar beating one cultist about the head while Raven Six scores a solid shot with her rapier. Thod continues to be a one-dwarf wrecking machine and slaughtes another cultist.

The deafened cultist sees the red cultist screaming at him to break the vat and he slowly nods before carefully extracting himself from the fight and rushing for the vat in the back. The red cultist, stuck to the floor, tries to block anyone from following his companion but to no avail.

Round Two:

Sevenspawn
Donnell
Thod
Raven
---
Cultists:
Red (-12) (entangled and stuck)
Yellow (deaf) (-17)
Green

Blue is down. The yellow cultist is now adjacent to the vat with the living daemon in it but had to do a full withdrawl and is out of moves. 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

"No, ya don't!" Raven Six-a snaps when she sees the yellow cultist move to the vat, and she heads off in pursuit.
"C'mere, kiddo! Welcome ta Stab-Town!" the Alchemist shouts as she ducks between the vats and jabs her magical rapier at the enemy.

Magical mithral rapier attack 1d20 + 7 ⇒ (5) + 7 = 12 for 1d6 + 3 ⇒ (1) + 3 = 4 damage.

Status:
AC +6 (+4 Shield, +2 natural)
Strength +4; Intelligence -2
Ki pool 1/2
Evasion
Racial - +4 vs. mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue or exhaustion. Immune to disease and sleep effects, fear effects and other emotion effects.
Bombs 3/8 (3d6+4; frost; arrow)
+6 Heavy mace (silver), 1d8+2, x2; +7 Mithral rapier, 1d6+3, 18-20, x2; sneak attack +1d6


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

"Never mind this guy - go get the one trying to open the vat!"

Donnell moves into the room and eyes up the cultist stuck in goo Sorry, mate and swings for the fences:

Mace: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 ⇒ 6


.

Donnell and Raven Six move in on the remaining cultist, who turns to block Raven Six, completely ignoring Donnell.

The scrawny little halfling takes his advantage, and then just cracks his mace into the knee of the cultist who shrieks before collapsing. Another thump from Donnell's mace puts the Urgathoan out for good. Within the tank floats a human-shaped beast with a horse's skull. It only seems vaguely aware of what is going on but remains trapped.

Knowledge PLanes DC 24:

This is a leukodaemon. Deacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics. It would assuredly be a mighty foe.

End of Combat

You look over the cultists' equipment of note:

- four +1 breastplates
- four potions of cure light wounds

From here, a long hallway leads further into the dark, and presumably the heart of this hateful temple.


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

"One for each of us?" Raven Six-a suggests, holding up the cure potions.

She squints at the hallway. "I'm not sayin' I won't go on, but I'm down to three bombs. Also, depending on how long we've been at it, my mutagen might revert at any moment..."

My mutagen currently lasts for about fifty minutes after imbibing. How long have we been at it?


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'd say probably half that time (depending how far back you drank it).

Donnell's down to a single inspiration point and probably no useful extracts; he still has a lot of poison and a few minor alchemical items (smoke bombs, tanglefoot, etc). I'd hate to hit a boss at less than full strength, but I have a feeling it's now or never.

I say we press on. There are a few items in the Party Loot that might be useful, like Dust of Disappearance and Potions of Invisibility.

Donnell looks slightly amazed at his mace: "Huh, I really didn't think that would be useful..."
then cocks his head slightly at the creature in the vat.

Knowledge Planes: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (4) = 13
"Whatever it is, it sure is ugly."

Hanging his mace again, Donnell retrieves his crossbow and loads a newly poisoned bolt: "I've no need for more healing, but help yourself. I think we should finish this up before they can replenish their forces, but I don't want to pressure anyone who'd rather take a break."


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

"Damn straight, move up. Morons couldn't even scratch me. Worry about ugly here in the tank later."

"Oh, and Donnell, wasn't abandoning you, I ran off to flank the enemy. It's something my commanders taught me back in Janderhoff. Flanking the enemy is a... uhh... division? Math problem. 'Cause, y'see, if you have one guy on one side of the enemy, and another on the other side, that makes.... uhh... Two?"

Thod gives up on counting the effects of battlefield tactics on his fingers.

"Yeah, let's press forward. I'm fresh and ready to go. Donnell, Raven, I got some alchemical stuff if you need it. Just some firebombs, some acid, stuff like that. Ooh, holy water, too, forgot about that."
Thod spares a look at the goopy slime from the shattered container on the ground.
"And some Antiplague. Probably really useful, 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

"What's tha-? oh! Nothing to worry about, Thod - you know best, in these situations. Anyway, it seems like I made good use of the mace, after all."

"Antiplague's a good idea - I have an extra one here, if anyone's interested. Some Antitoxin too."

+5 Fort save to either disease or poison for the next hour. Donnell has two of each, but will drink one of the Antiplagues 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

"I'll take some holy water, thanks. No worries on the plague front; I don't get sick," Raven Six-a says, cheerfully.


.

Expecting the worst, you chug some antiplague. It's been an exhausting day but the bodies of evil cultists of Urgathoa are at least a testament to your good work.

The doors swing open as you approach, and you start walking down an enormous, long hallway. In the distance, you hear the voice of a woman chanting in prayer, singing praises to Urgathoa the Goddess of disease. You don't hear any other voices.

Let me know if you want to approach in any particular manner. This is a long open hallway that terminates at a room.


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

As we get nearer, Donnell will quaff a potion of Invisibility and scout ahead, then return to report to the others.

Stealth: 1d20 + 12 + 20 ⇒ (7) + 12 + 20 = 39


.

Donnell downs the potion and creeps ahead to where the hallway opens up.

The long hall opens into a circular chamber rising into a high dome. Seven basins jut from the walls, ensconced within evenly spaced alcoves that circle the room. Each is filled to the brim with a unique liquid—blood, bile, milk, or other unidentifable fluid. Each flls the air with its own distinct reek, creating a noxious, eye-watering bouquet. On the floor around each basin lie several small, empty metal boxes carved with images of skulls.

At the room’s center, rising from a wide pool of crystalline water, is a golden statue that is both erotic and horrifying. The statue depicts a beautiful nude woman who is human above the waist, but below this, the figure is nothing more than a skeleton.

Four zombies stand at the entrance to the room, and in the back is a severe-looking woman in elaborate clothes bearing an enormous scythe. She is pacing nervously, and chanting prayers to Urgathoa.

Donnell's Knowledge Religion: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (1) = 19

Donnell recognizes her garb as that of a High Priestess of Urgathoa.


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 returns quickly to the group (being sure to quietly alert them, if he's still invisible). Describing the room, Donnell adds: "It looks like we've found the High Priestess - there are only four zombies protecting her, but she must have the ability to create more? Sevenspawn, do you know what kind power she might possess?"

For strategy, Donnell will propose entering the room invisibly - there are two Dusts of Disappearance and an Invisibility potion in party loot. At least three of us can enter invisibly, perhaps all of us if anyone has a similar item. We could ask Zellara's spirit to create an illusion of us entering the room?

Donnell doesn't have any Thunderstone left, but he will propose going after the priestess first - probably with Tangleburn and then poison. Knowing Donnell, he'll likely propose doing it on his own...


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

Prep work:
Consume one bottle of Antiplague. (+5 Alchemy bonus on Fort saves vs. disease for the next hour.) Ah, hell, might as well chug down some Antitoxin as well. (Same, but for poison) I have extra, if anyone wants it.
Give my two vials of Holy Water (2d4 damage to undead, splash) to Raven Six.

As Thod is digging through his gear, separating potions from alcohol, his eyes narrow as he reads the label on one vial.

"Huh? Blur... Oh! Hey! Forgot I had this! Might as well chug this down when we're ready."

Right before we begin, Thod will consume a Potion of Blur, granting me Concealment (20% miss chance) for 3 minutes.

"Alright, do you want me to deal with the zombies? Or should I go for the priestess? Raven, I say use those bombs on the zombies, get them out of the way. Sooner we can all focus on her, the better."

"Invisible and illusions? Don't quite get it, but it sounds smart. Just tell me what I need to do."


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 can do that, sure," Raven Six-a says, shrugging. "Would'a liked to sneak up behind her nibs an' shank her, but whacking the undead's fun as well."

The mutated Alchemist ferrets through her equipment and brings out two vials.

"Figure I'd as well hand these out," she says. "I'm playing backup on this one, using my last bombs. Thod, you're a mighty, mighty glacier, but I think it'd be good if y'could get up to some speed. An' it's always nice ta get a bit stronger, yeah?"

Extracts of Bull's strength and Expeditious retreat for Thod, if he'll take them.


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 Thod isn't interested in Expeditious Retreat, Donnell could probably use it. He was going to take Animal Aspect to add 20' of movement, but ER will be enough to get him past the fountain in one move.

Donnell's plan is to use Dust of Disappearance, then Animal Aspect (Raptor), then True Strike right before round 1 (or surprise round?). Run south around the fountain, and throw Tangleburn at the priestess. Round two will involve poisoned bolts.

If Thod does pass on the Expeditious Retreat, should Donnell use Animal Aspect (Frog) for the Acrobatics boost? Is he going to be subject to Attacks of Opportunity from the zombies while under Greater Invisibility?


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

Hey, anyone who wants something, just ask for it. ^_^
I'll hand out my extracts, then go in and throw my bombs. Mind that my Shield extract is now probably down, so my AC is going down to 16... Yikes! I'd probably better hang back unless anyone can boost my AC again.


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 what kid of armour you are allowed to wear, but we are carrying around +1 mithral chain shirt that Davaulus had, or +1 breastplate from the cultists. But yeah, we'll have to invest in some better armour, or a wand of something.

Do you want some poison for when you run out of bombs?


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 not sure how much use I could get out of Exp. Retreat, but if you can cover the effects with your own extract, Donnel, more movement is never a bad thing. And being out of rage, Bull's Strength will be quite useful as well. So that's...
Bull's Strength
Expeditious Retreat
Blur
To chug down before the fight. With the speed, I should probably try my best to get to the priestess, then? Donnell and I can tag-team her and take her out quickly?


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

That sounds like a good plan to me, Thod. I know we're waiting for SS to post (I gather it's a busy week for him), but it's been good to have a bit of time to strategize. I don't know if anyone beside Donnell wants to be invisible, but it's an option. I'm pretty sure SS has a Dust of Disappearance, and there are two more plus a potion of invisibility in the party loot.

Donnell's preparations:
- Zellara's illusion
- DR: 3/- (1 harrow point)
- Animal Aspect (Raptor)
- Dust of Disappearance
- True Strike


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'd like to be invisible; I'll be able to add sneak attack damage to my first explosion!


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

Dust of Disappearance works like Greater Invisibility, keeping you invisible even after you attack. Unfortunately, it only lasts 2d6 rounds, and only the GM knows when you will reappear.


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

Love it! :D I always enjoy greater invisibility for my characters with Rogue ranks. Hit me up, if you would be so kind. ^_^


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

Sure thing - they've been in the Party Loot for a while. Small items that might be useful, but that nobody has claimed, I just have D carry in the Handy Haversack.


.

Good use on the deep cuts for your inventory! I'm going to just chill on this and let SS finish his move and post so we can get this going Monday.


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

Going to spend another Harrow point, Donnell? Remember, the benefit it gives only lasts for one combat. I'm going to save mine for the bonus to a save. Could come in useful.

I'll pass on being invisible. No ranks in Stealth, Heavy Armour, and while the dodge is good, I feel we should have one target for the priestess to focus on first. And it might as well be me. Also, Blur works well as a cheaper Invisibility. (20% miss instead of 50% miss)


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 okay with burning another Harrow point here - I haven't used any prior to now so I will still have 3 left for saves (partly bc I forgot about them, and partly bc D's not usually in the line of attack). Also, this feels like a boss battle (and possibly the end of a chapter?).

I thought you might say that about the Invisibility. We can ask Zellara's spirit to create an illusion of the rest of the party around you - it might help deflect some of the attacks until you can get to the priestess.


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

That works perfectly all right with me. Illusions to misdirect are a fine tactic.


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 much to offer here, and don't let me hold up the show. I'll make a Religion check to see if SS knows anything that will help.

Knowledge: Religion: 1d20 + 8 ⇒ (2) + 8 = 10

Nope!


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

Ok, I'm going to outline it all for Spiderbeard - hopefully I don't miss anything crucial.

Donnell
- DR: 3/- (1 harrow point)
- Animal Aspect (Raptor)
- Dust of Disappearance
- True Strike

Thod
- Bull's Strength
- Expeditious Retreat
- Blur

Raven Six
- Zellara's illusion
- Dust of Disappearance

Strategy
Donnell and Raven Six to enter the room invisibly. Zellara's illusion to replace us, giving the appearance that we are attacking the zombies to the north. Donnell and Thod to circle the fountain to the south to go after the priestess, Sevenspawn and Raven Six to take on the zombies. I don't know if it's possible, but if Sevenspawn and Raven Six could make attacks to the south first, it might clear the way for Donnell and Thod to get through without taking attacks of opportunity on our way to the priestess.


.

You set back and pull out the Harrow deck. You see the image of Zellara floating in the air before she winks, vanishing back into the deck and an illusion bursts forth, which Donnell does his best to craft into facsimiles of himself and Raven Six. He animates the illusion and grants them some basic sound and speech, and soon it looks like the entire group is marching together.

Donnell and Raven Six then scout ahead, sneaking into the room. The priestess, who looks increasingly agitated, has not noticed them. She is about ready to charge down the hall herself, when she notices the group advancing. You light eyes on each other, and she calls out.

"And so you have found your way to me, hopeful heroes. Know that you stand before the architect of your city’s death. You call this sending blood veil, yet I know it as the gentle kiss of the Pallid Princess. Your reward shall be great—choose of the seven scourges to become one with the goddess. Those who drink I shall only cripple, leaving you alive to enjoy her as she quickens inside your flesh. Those who abstain are fools, not fit to house the divine gift. You may prostrate yourselves at my feet, and I shall make your end all the more swift for it. Swifter, in any event, than this delightful end your lovely queen has enjoined me to create!"

Initiative:

Juju Zombies: 1d20 + 8 ⇒ (2) + 8 = 10
Sevenspawn: 1d20 + 4 ⇒ (16) + 4 = 20
Raven: 1d20 + 2 ⇒ (12) + 2 = 14
Andaisin: 1d20 + 4 ⇒ (5) + 4 = 9
Thod: 1d20 + 2 ⇒ (16) + 2 = 18
Donnell: 1d20 + 3 ⇒ (17) + 3 = 20

Surprise Round!:

Donnell (can act)
Sevenspawn
Thod
Raven Six (can act)
---
Juju Zombies
Andaisin

Raven Six and Donnell have a surprise action before the round begins. Your illusory doubles are on the map in yellow. Place yourselves -anywhere- on the map you want before you start because you're invisible and she doesn't know you're there. 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-a moves into a position she finds advantageous, draws a bead on one of the zombies -- and lets fly with a vial of fizzing chemicals!

Raven Six throws a bomb at the near top zombie. Ranged touch 1d20 + 6 ⇒ (1) + 6 = 7 for 3d6 + 4 ⇒ (6, 6, 6) + 4 = 22 damage, splash 7.

Ohcrap. >_<; Miss direction: 1d8 ⇒ 7

Status:
AC +6 (+4 Shield, +2 natural)
Strength +4; Intelligence -2
Ki pool 1/2
Evasion
Racial - +4 vs. mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue or exhaustion. Immune to disease and sleep effects, fear effects and other emotion effects.
Bombs 3/8 (3d6+4; frost; arrow)
+6 Heavy mace (silver), 1d8+2, x2; +7 Mithral rapier, 1d6+3, 18-20, x2; sneak attack +1d6


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

Sneaking into a corner of the room, Donnell whirls a smelly bag of goo and launches it at the priestess:

Tangleburn: 1d20 + 10 - 2 + 20 ⇒ (11) + 10 - 2 + 20 = 39
Fire: 1d6 + 1 ⇒ (5) + 1 = 6

Burn: DC 20 Reflex save or catch on fire.
If on fire, 25 Reflex to extinguish for 2 rounds. Using water creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.

Entangle: An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity.
DC 15 Reflex save or be glued to the floor
Successful save: Move at half speed.
Failed save: Glued to the floor, unable to move. Break free with DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon.
If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
Duration: 2d4 ⇒ (3, 2) = 5 rounds


.

GM Rolls:

Entangle Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
Burn Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

Raven completely flubs her throw, but it still manages to smash just behind the zombie, wounding it badly. Donnell mangaes a far more successful throw, and although the priestess fails to catch on fire, her legs become glued to the floor. Her mocking tone turns to shock as she realizes things may not be starting out as she had hoped. The two remain invisible thanks to the handy dust.

Round One:

Donnell (can act)
Sevenspawn
Thod
Raven Six (can act)
---
Juju Zombies
+Yellow
+Green (-7)
+Blue
+Orange
Andaisin (-6, stuck)

Everyone is now 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

Sliding a step to the left, Donnell raises his crossbow and takes a bead on the Urgathoan.

Ranged Study: +3, +3
Studied Strike: +2d6 damage

LXB: 1d20 + 11 + 3 ⇒ (18) + 11 + 3 = 32
Damage: 1d6 + 2 + 3 + 2d6 ⇒ (6) + 2 + 3 + (3, 4) = 18

Blue Whinnis Poison
Save: Fort DC 14 (x2)
Round 1: -1 CON
Round 2: Unconsciousness: 1d3 ⇒ 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
Quote:
"And so you have found your way to me, hopeful heroes. Know that you stand before the architect of..."

"BLAH, BLAH, DON'T CARE!"

With the burst of magically enhanced speed, Thod charges through the chamber, right between two of the zombies. Heedless of the danger, his eyes set on the priestess.

Double moving with a movement of 60ft. My path is marked in blue. I will knowingly provoke an Attack of Opportunity from both zombies (The red circles mark where in the movement the attack would be provoked) Remember I have Blur up. (20% miss chance)

I'm fairly certain the zombies won't drop me, and I have enough movement to get up to the priestess and get an attack off on her.

"YOU'RE A DISEASE, AND I'M THE... THING THAT GETS RID OF DISEASE! Dangit, what was that word?..."

Attack: 1d20 + 11 ⇒ (18) + 11 = 29 Damage: 1d10 + 13 ⇒ (2) + 13 = 15

Current Stats:

Attack: Halberd +13, Damage 1d10+13
AC: 21 (+8 Armour, +1 Ring, +1 Amulet, +1 Dex)
DR: 1/-
Blur: 20% Miss chance
Bull's Strength: +4 Strength
Expeditious Retreat: +30 Movement
Power Attack: -2 thit, +6 dmg


.

Actually you won't because the zombies are still flat-footed!

GM Rolls:

Fort: 1d20 + 13 ⇒ (11) + 13 = 24

Although it was clear the priestess was preparing for this fight, the sudden onslaught has her entirely by surprise as Thod whacks her but good and Donnell's crossbow bolt hits the mark. The poison doesn't seem to do much.

Round One con't:

Donnell
Sevenspawn
Thod
Raven Six
---
Juju Zombies
+Yellow
+Green (-7)
+Blue
+Orange
Andaisin (-39, stuck)

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 steps quickly up, arms wide a moment as he shouts out the words of The Everbloom and releases Her righteous energies.

Channel Energy Damage: 4d6 ⇒ (6, 6, 3, 2) = 17

Map is updated. 30' radius; I believe he can affect all the zombies.


.

GM Rolls:

Will Saves: 1d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (19) + 1 = 201d20 + 1 ⇒ (20) + 1 = 211d20 + 1 ⇒ (5) + 1 = 6

Sevenspawn chants out a prayer to the Everbloom, holding forth his symbol and a burst of white energy briefly blinds everyone in the room. Three of the zombies groan as they fall into dust before the cleric's power and only one remains now.

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

Raven Six whips out a vial of holy water and sends it spinning towards the last zombie standing! (No need to waste what few bombs she has left, after all…)

Ranged 1d20 + 6 ⇒ (16) + 6 = 22 for I don't know how much damage.

Status:
AC +6 (+4 Shield, +2 natural)
Strength +4; Intelligence -2
Ki pool 1/2
Evasion
Racial - +4 vs. mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue or exhaustion. Immune to disease and sleep effects, fear effects and other emotion effects.
Bombs 2/8 (3d6+4; frost; arrow)
+6 Heavy mace (silver), 1d8+2, x2; +7 Mithral rapier, 1d6+3, 18-20, x2; sneak attack +1d6

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