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

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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

I think you're good to go; I don't need to muddy the water. Have it it!


.

[ooc]Sorry you're up Raven! Missed you but you beat Cindermaw's lovely initiative of 4. GO GO GO[/oc]


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
Thjodrorir "Thod" Six-Picks wrote:
Leastwise, this is assuming Raven Six's Caster Level of 8. Though if Donnell is higher, that'll mostly bump up durations.

Donnell's caster level is 10.

Also, remember that Resist and Protection spells don't overlap.

Donnell would offer to be swallowed with Thod, but he's next to useless in melee. I do need to know if Sevenspawn is planning to accompany Thod as it affects what spells I have prepared (I can prep all the ones that Raven listed, but won't if nobody else is going inside Cindermaw - Donnell will prep (and probably distribute) other buffs instead. I just need to know.


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 pulls the by now familiar black vial from her belt and quaffs its contents in one go. The mutation is swift; straight, black hair twisting itself into wild, red curls; black eyes turning to blazing blue; a slight and unassuming frame gaining height and muscle definition.

When the change is completed, Raven Six-a draws her bow, but hangs back with the others.
"The big job is Thod's, brothers," she says. "His turn to shine. Ours is just to keep big 'n ugly off the Shoanti and us. 'Sides, he took in most of my extracts for the day."


.

Just to be clear - everyone is holding their actions except for Thod?


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'm mutating and readying my crossbow! ^_^;


.

GM Rolls:

Fire: 8d6 ⇒ (3, 4, 5, 1, 4, 2, 4, 1) = 24

The worm looks at the weird screaming dwarf and rather than just swallowing him up whole, rears back, and then breathes fire on everyone in the group!

Knowledge Arcana: DC 27:

The worm is reacting to intruders on his territory, but you get the impression he's not actually hungry. You do k now that purple worms swallow prey offensively - Cindermaw may need to be badly hurt and scared before he eats anyone.

The shoanti with you hang back, looking at each other as Thod rushes the worm and gets breathed on.

Everyone takes 24 fire damage! DC 26 reflex save for half. Everyone is up


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

Reflex Save: 1d20 + 5 ⇒ (17) + 5 = 22

Sevensapwn summons his Order of Protection power around the group.

30’ aura which grants +1 to AC and 5 resistance against all elements.


.

Sevenspawn is blasted with fire and quickly chants a protective spell for the group!

The rest of you are 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

Current Buffs:
False Life: 18 temporary HP for 8 hours.
Protection from Energy: Absorb 96 points of energy damage for 80 minutes. (Fire and Acid)
Heroism: +2 to Attacks, saves, skill checks
Resist Energy: Resist 20 on energy type for 80 minutes. Will not stack with Protection from Energy (Protection gets burned through first)
Bull's Strength: +4 Strength for 8 minutes.
Channel Vigour: All sorts of stuff, but only for 8 rounds.

Reflex Save: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Protection from Fire: 72/96
Rage: 24/25

Thod drunkenly yells dwarven invective at the beast while he runs at it. However, he does keep his eyes on the beast.

So, plan. Run towards and/or around it. I presume it has reach, and so I'll provoke an AOO on it when it snaps at me. Assumption is that his only attack is snapping with his mouth. At that point, Thod will attempt to literally jump in. Not sure how you want to rule that, but I will assume a grapple check is the closest. Literally trying to grapple my way into its mouth.
Grapple: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35


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FYI we're hitting summer doldrums and the game posting rate hs been fairly slow. Going to let people post as they come rather than push along but will give nudges. So waiting on Donnell/Raven if no posts by end of week I'll give 'em a kick.


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

Know. (Arcana) 1d20 + 18 ⇒ (4) + 18 = 22
Ref. 1d20 + 11 ⇒ (20) + 11 = 31. Evasion means zero damage, right?

Raven Six chucks a blue vial at the giant worm-beast!

Frost bomb attack! Ranged touch 1d20 + 9 ⇒ (2) + 9 = 11 for 4d6 + 4 ⇒ (4, 4, 2, 2) + 4 = 16 cold bomb. Fort. DC 16 or be staggered for one round.[/dice]


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

Sorry - I've been moving house. Also was waiting to hear what SS wanted to do re:swallowing. Gonna assume 'no' on the latter and readjust spell list accordingly.

@Thod: Did you take that Enlarge Person?

As mentioned above, Donnell would cast Fly if the group saw Cindermaw approaching. I'll assume that didn't happen, so he would have done that as part of his first-round actions, then flown 30' up and 30' to the east (planning to eventually move around and harry - not sure if flanking will work on this type of creature).

Not sure if Donnell's movement leaves him in range of Cindermaw's breath weapon, but if so:

Reflex: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Blarg
@GM: Currently outside of the range of Sevenspawn's spell, but I'm not sure how you're ruling the timing of SS's spell and D's movement (before or after Cindermaw's attack).

Knowledge (Arcana): 1d20 + 9 + 1d6 + 2 ⇒ (2) + 9 + (1) + 2 = 14
Good... yes - always want to roll below 10 when in combat...


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
Donnell "The Fox" wrote:
@Thod: Did you take that Enlarge Person?

Nope. Thod would consider that a bad idea. He's trying to get swallowed whole, so being bigger would seem like an impediment.


.

GM Rolls:

1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (1) + 7 = 8
Bite: 1d20 + 26 ⇒ (13) + 26 = 39 Damage: 4d8 + 13 ⇒ (8, 1, 4, 1) + 13 = 27
Sting: 1d20 + 26 ⇒ (13) + 26 = 39 Damage: 2d8 + 13 ⇒ (8, 8) + 13 = 29

Although Raven's throw is one of her worst, it doesn't matter. It's a giant worm - the flask explodes on the side of Cindermaw to great effect. She does NOT like the cold.

Meanwhile, Thod decides he's going to grapple a worm twenty times his size and crawl into the damn thing's mouth on his own if he can. He manages to grab a hold of its craggly worm-side and is hauled into the air as Cindermaw thrashes around!

The Shoanti realize their cue here is to do some damage to the beast and a rain of arrows flies down from their safe vantage. The arrows just break against the great beast's size. Cindermaw manages to chomp down on Thod in return and then twists around, delivering a sting to the annoying dwarf.

@Thod above the grapple checks, I'll also accept any other skill checks you want to use as move actions to try and get eaten.

Thod takes 59 damage! EVERYONE 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

First order of business: 59 damage? Looking at your rolls, it says 27 and 29 damage for the bite and the sting. That's 56 damage, which should be -4 due to DR on two attacks. Not +3. Or am I missing another damage source?

STATS:
HP: 145 - 52(?) + 13 = 106
AC: 21
Protection from Fire: 72/96
Rage: 23/25
Channel Vigour: 6/8

Buffs:
False Life: 18 temporary HP for 8 hours.
Protection from Energy: Absorb 96 points of energy damage for 80 minutes. (Fire and Acid)
Heroism: +2 to Attacks, saves, skill checks
Resist Energy: Resist 20 on energy type for 80 minutes. Will not stack with Protection from Energy (Protection gets burned through first)
Bull's Strength: +4 Strength for 8 minutes.
Channel Vigour: All sorts of stuff, but only for 8 rounds. Currently Haste. (+1 Atk, AC, Reflex, extra attack)
Order of Protection: +1 AC, DR 5 (Inapplicable at the moment, unless I get hit by another energy type.

"STINGING? WHO TOLD YOU YOU COULD HAVE A STINGER!?"

Thod sees his opportunity as the beast gets a bite off on him, and attempts to leap into the creature's mouth.

Acrobatics: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19


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 taking some nasty hits, Donnell grimaces: "Can't be having that.... GOOD JOB, THOD! YOU SHOW HER WHAT'S WHAT!"

Brandishing a wand, Donnell shakes a hand in Cindemaw's direction:

Use Magic Device: 1d20 + 14 ⇒ (13) + 14 = 27

Wand of Slow
Will DC 17 (? maybe - I don't remember how to calculate wand DCs)
Effects:
1) Staggered: Creature can take either a single move or standard action each turn (no full-round actions).
2) -1 attacks, AC, and Reflex saves.
3) Moves at half speed.


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

"That False life is getting a workout right from the start, then," Raven Six-a mutters as she chucks another vial of blue nasty at Cindermaw. "Here, Donnel!" she suddenly whispers. "What happens if we accidentally kill this ugly piece of troll-dung?"

Another cold bomb. Ranged touch attack 1d20 + 9 ⇒ (20) + 9 = 29 for 4d6 + 4 ⇒ (1, 6, 6, 4) + 4 = 21 cold damage. Fort. DC16 or be staggered for one round.
CRIT THREAT! Confirmation ranged attack roll 1d20 + 9 ⇒ (13) + 9 = 22 for an additional 4d6 + 4 ⇒ (3, 2, 4, 2) + 4 = 15 cold 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
Raven Six wrote:
"What happens if we accidentally kill this ugly piece of troll-dung?"

Donnell, eyes wide with interest and mild hysteria, responds shakily: "I'm not sure that's even possible - this thing is half-god or something!"


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 made a mistake; only the first d6 of a bomb can be repeated on a crit. So that'd be 3 points damage extra.


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
Donnell "The Fox" wrote:
Raven Six wrote:
"What happens if we accidentally kill this ugly piece of troll-dung?"
Donnell, eyes wide with interest and mild hysteria, responds shakily: "I'm not sure that's even possible - this thing is half-god or something!"

"With all due respect to our Shoanti hosts, I kinda doubt that. If I'd set off a bomb in a demigod's face, I reckon I'd be explaining myself to Pharasma right about now. This thing is big, it's probably legendary, it's definitely special, but invulnerable it ain't!"


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 as if to say: "Who knows the minds of gods?"

then thinks "they're only human, after all..."

You see Donnell fighting off a bad case of the giggles.


.

Thanks for the catch, Thod! So that's 52 damage then.

GM rolls:

Fort: 1d20 + 18 ⇒ (18) + 18 = 36
Will: 1d20 + 6 ⇒ (2) + 6 = 8
CCW: 8d8 + 10 ⇒ (1, 2, 2, 5, 5, 4, 2, 1) + 10 = 32
Attacks: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (8) + 7 = 15
Grab: 1d20 + 37 ⇒ (7) + 37 = 44

As Cindermaw roars and thrashes around with THod clinging to its mouth, Raven lobs a bomb RIGHT down its gullet which explodes. The agony of the great beast echoes down the badlands thanks to Raven's incredible shot. It has been hurt significantly and is starting to panic.

Then Donnell's wand takes effect and immediately, the worm begins moving as if in slow motion. However, the thrasing around has made it very difficult for Thod to get a grip! Sevenspawn then rushes over and as Thod flies past him on the worm's mouth, he manages to snatch him with a healing spell.

More arrows break off of the worm as it suddenly clamps down, and gets a hold of Thod.

ROund Three:

Sevensdpawn
Donnell
Boneslayers
Thod
---
Cindermaw (-70)

Thod is healed for 32 damage. Lemme know your current tracking on your hit points everyone. Thod is grappled and the worm is slowed. 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

Seeing the effectiveness of Raven Six's ice bombs, Donnell yanks out two vials of Liquid Ice and flips them toward the worm:

LI 1: 1d20 + 12 ⇒ (10) + 12 = 22
cold damage: 1d6 ⇒ 6

LI 1: 1d20 + 7 ⇒ (2) + 7 = 9
cold damage: 1d6 ⇒ 6

Gonna assume that a 9 misses, even for a ranged touch attack.
If so, misdirection: 1d8 ⇒ 5 = one space past the target. Splash for 1 damage.


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

My hp total is full up.

"Alahak!" Raven Six-a shouts. "What happens if we actually kill this thing? That gonna be a problem?"

And with that loaded question asked, she pitches another vial of blue, fizzing liquid, which detonates against the giant monstrosity's flank!

"Swallow him down already, you ugly piece of Troll-dung!"

Ranged touch attack for a cold bomb: 1d20 + 9 ⇒ (6) + 9 = 15 for 4d6 + 4 ⇒ (6, 5, 6, 3) + 4 = 24 cold damage. Fort. save DC18 or be staggered for one round.


.

The shoanti man shouts back affirmatively. "DO NOT KILL THE WORM GOD!"

Two more bombs land solidly against Cindermaw who roars in absolute fury, wounded in a way the worm has likely not been wounded in centuries. It rears back and looks ready to try and gulp down one of its threats.

Thod and Sevenspawn are 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

STATS:
HP:
106 + 32 = 138 / 145
AC: 21
Protection from Fire: 72/96
Rage: 22/25
Channel Vigour: 5/8

Buffs:
Protection from Energy: Absorb 96 points of energy damage for 80 minutes. (Fire and Acid)
Heroism: +2 to Attacks, saves, skill checks
Resist Energy: Resist 20 on energy type for 80 minutes. Will not stack with Protection from Energy (Protection gets burned through first)
Bull's Strength: +4 Strength for 8 minutes.
Channel Vigour: All sorts of stuff, but only for 8 rounds. Currently Haste. (+1 Atk, AC, Reflex, extra attack)
Order of Protection: +1 AC, DR 5 (Inapplicable at the moment, unless I get hit by another energy type.

Thod, struggling within the mouth, turns his head to yell back at the group.
"STOP TRYING TO KILL HIM, YOU IDIOTS!"

Feeling the beast tense up and beginning to close its mouth, Thod, instead of fighting its way inside, grabs a vial and opens it, pouring it into the beast's mouth.

To be clear, Thod will willingly fail any grapple check to be swallowed whole. Next, Thod pulls out a vial of Cure Serious Wounds, but instead of drinking it, he feeds it to Cindermaw, sprinkling it down its throat.
Cure Serious Wounds: 3d8 + 5 ⇒ (5, 4, 1) + 5 = 15 points of healing given to Cindermaw


.

GM rolls:

Swallow Whole: 4d8 + 13 ⇒ (3, 6, 7, 4) + 13 = 33
Fire: 1d6 ⇒ 5

The Shoanti call back. "We think he needed to be ah... what is the word... motivated to eat you! Now he is motivated! Good job!"

Sevenspawn simply hangs back to watch the show and with that, Cindermaw feels something lovely go down its throat, and kicks back its head to get more of it. Thod follows and he descends into the belly of the worm.

Raven Six overhears the conversation among the Shoanti and she's pretty clear one of them just said "Well, he's dead."

---

The interior of Cindermaw is like a gigantic pulsating hallway and he falls deep into the belly of the beast. He clatters against the sides as he falls in and is crushed by the grinding motion of the beast's stomach.

Thod takes 33 damage and 5 fire damage and has been swallowed whole! You can track your hp for this with your various resistances.


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

Hup-bupbupbup! Thod takes no fire damage! Protection from Fire in effect! :)


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 expels a short sigh of relief: "Whew! Well, that's done..." before his shoulders tense up again:

"Hey Raven 6a - what was the plan again?! I mean... Thod's in there, so Part 1 was successful but... did we ever discuss Part 2? Like, in the story, Skurak cuts his way out, but...," his fingers dancing over the shafts of a couple of newly poisoned quarrels, "Alahak?! What if Cindermaw just pukes him back out? He'll still have been cleansed in the fires, right?"


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

"More to the point: we need to not get swallowed ourselves," Raven Six-a points out. "Get ready to run if it starts eyeing you!"


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
Raven Six wrote:
Hup-bupbupbup! Thod takes no fire damage! Protection from Fire in effect! :)

I still need to know the HP amount of fire damage to deduct from the Protection Spell.

Within the churning, crushing insides, Thod takes his dagger and goes to work.

I described that Thod was holding a dagger while trying to get swallowed. Now that he is, he will attempt to cut his way out. Being a light weapon, I don't need grapple checks to use it.

While I'll roll for every attack, Thod will only attack for as long as it takes to cut a hole. Don't want to cause undue damage to ol' Cindermaw.

Attack 1: 1d20 + 17 ⇒ (5) + 17 = 22 Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Haste: 1d20 + 17 ⇒ (20) + 17 = 37 Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Crit Confirm: 1d20 + 17 ⇒ (15) + 17 = 32 Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Attack 2: 1d20 + 12 ⇒ (9) + 12 = 21 Damage: 1d4 + 7 ⇒ (1) + 7 = 8

So 10, then 18, then 8 damage. +1 Magic dagger, if it matters.


.

Everyone becomes extremely quiet as Thod vanishes down Cindermaw's belly. The worm actually looks like it is ready to flee after the constant barrage of frosty attacks.

Then, out the side of the worm, there is an explosion of gore and fire - as soon as he is swallowed, Thod bursts forth from Cindermaw! The boneslayers let out a roar of approval as Thod crashes onto the desert sand covered in burning blood and just drunk as all hell.

The mighty worm twists around wildly and realizing full well this meal is NOT worth it, turns to vanish into the ground. You are all knocked to your backs as Cindermaw is swallowed up by the cinders, the living God going to heal before it can hunt again.

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

Donnell cheers as he flies down to Thod from his position in the sky: "Wooo! Well done, Thod! How are you feeling?! Need some healing? What was it like? Didja see anything interesting in there?"


Female Homunculus Init +2; darkvision 60 ft., low-light vision; Perception +3; AC 14 (touch 14, flat-footed 12 (+2 Dex, +2 size)); hp 11; Fort +0, Ref +4, Will +1

The homunculus likewise bears down on Thod ... and wags her tiny finger at him.

"Bad meatball! You musta been way too spicy! Go get a nice milk sauce an' try again, mister!"

All kidding aside; good job, Thod!


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
Donnell "The Fox" wrote:
Donnell cheers as he flies down to Thod from his position in the sky: "Wooo! Well done, Thod! How are you feeling?! Need some healing? What was it like? Didja see anything interesting in there?"

"Weeerst Bar fite Aaah've everr been in. Jus' dark 's hell, too stuffy, 'n everyone jus' kinda punches 'ya all 't once. I don't wanna go back, ma, can I gooo hooommmeee?"

Thod, drunk, beaten, and overcharged with numerous alchemical and alcoholic reagents, barely stumbles to his feet, swaying.

"Huh? Meatballs? Wit' Miilk? Donn't sound tasssty. Jus' a cuppa milk 'fore bed would be good..."


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 gives Donnell and Sevenspawn a look, then moves up to Thod and guides him someplace he can sit down.

"Yer Ma's just off doing summat, but ya can sit down 'ere an' take a load off, Thod-me-lad. We'll see 'bout getting ye that cuppa milk, won't we, lads?"


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

"Mudder's Milk?"


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 think we're better off with trying horse. Horse milk travels fairly well."


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

"Wha? Ah don't want mud in my milk..."


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

"Tha's right," Raven Six-a says, soothingly. "Y'want a nice cuppa horse milk. Full'a goodness! Why, only sorta milk what travels better'n horse is dog. Yum! With dog, ye can't tell whether it's good or gone off, tastes all the same."


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 back and forth between the two, shrugs, and lights a pipe: "Just have a rest, Thod - mebbe the priest can heal you summat. Imma have a quick look around."

Donnell's going to have a bit of a look about the area to see if there's anything of interest in Cindermaw's hunting grounds, including scales or other bits that might have fallen off the monster:

Perception: 1d20 + 19 + 1d6 ⇒ (3) + 19 + (6) = 28


.

The cheers from the young boneslayers are -ecstatic- as Thod emerges and everyone quickly crowds around the very, very drunk dwarf. If he remembers this heroic feat, it will be a good memory.

You take a while to search these ashblown lands for anything of note or value. Although Cindermaw was not scaled, you do find huge chunks of its rocky skin, broken off thanks to its vulnerability to cold. However there is nothing else of value here.

After many congratulations and sometime for Thod to sober up, the boneslayers start speaking.

"That was... I was convinced you were all going to die. Incredible. We must decide where to go next. To the far north is the House of the Moon, where you may find the Truthspeaker. A little south of that is where you can find the Acropolis of the Thrallkeepers."

You can check the game map for the next locations, which are both north of you.


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
Donnell "The Fox" wrote:
Donnell looks back and forth between the two, shrugs, and lights a pipe: "Just have a rest, Thod - mebbe the priest can heal you summat. Imma have a quick look around."

"Hookay."

*THUD*

Though not as injured as may be expected, Thod still takes the invite to collapse and pass out in a puddle of worm bile, as far too many chemicals ravage his internal organs.

Later...

Quote:
"I was convinced you were all going to die..."

"Lots of people have tried so far. Nobody's succeeded."

"Uh, right, we had to do this to earn the respect of those other clans that didn't like us dirty foreigners on their land, I think, right? And this was to get info on that crown of something that the Queen's wearing. So, uh, what was our next move?"


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 go and earn some more respect, I guess," Raven Six-a says, shrugging.


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

Shoving some bits of Cindermaw's skin into a jar for later experimentation, Donnell returns to the group as the boneslayers are speaking: "Right. Best to keep moving (as soon as Thod is able). Let's continue on to the north - the Acropolis is the next closest spot, so I suggest stopping there first."

To-do list:
- Become Krojun's sibling (Nalharest)
- Get eaten by, then escape, Cindermaw (Skurak)
- Get Akram's endorsement (Truthspeaker)
- Retrieve the Thrallkeepers' Mark (Thrallkeeper)
- Take the Trial of the Totem (Initiation)
- Kill the Cinderlander

While travelling, Donnell will research the Thrallkeepers by consulting the books he collected in Kaer Maga and asking the boneslayers

Knowledge (History): 1d20 + 12 + 1d6 ⇒ (18) + 12 + (6) = 36


.

Since Donnell knows everything, that also includes a decent amount on the Thrallkeepers.

The Thrallkeepers were a conclave of powerful thaumaturgists in ancient Thassilon, that operated in the Fenwall Mountains at the service of the runelords, and specifically the Runelord of Sloth.

They experimented with summoning all matter of horrors to further the cause of their runelord overlords. They thought their techniques were flawless, summoned numerous otherworldly creatures, and attempted to force them into servitude by using summoning circles to bind the creatures to their vaults.

The Thrallkeepers became extinct long ago, but some of several of their forgotten projects remain, lurking in ancient, abandoned vaults.

Shoanti oral tradition remembers the Thrallkeepers as slavers of their people, and the acropolis is one of their buildings. The Thrallkeeper's mark is a traditional, if foolhardy way to prove one's strength and bravery. The mark itself is a strange, seven-pointed star.

Donnell knows enough Thassilonian history to know that the star is a Sihedron Rune, the symbol of that ancient empire. Each point of the star represents a virtue, a sin, and a school of magic.

----

It is another few days for you to arrive at the acropolis. Korvosa feels like an eternity away. Aboveground, what remains of the acropolis is a partially collapsed tower bearing the mark of the seven-pointed star—the Sihedron. Just to the side of the mark, a pair of 20-foot-wide stone doors stand ajar, leading down to a dusty flight of stairs that descend to area.

The dungeon is dark, but you hear a booming if indistinct voice echoing around the hallways within. Someone is in there, and they are noisy.


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

"Soo...," Donnell draws out, checking his notes, "something extraplanar, probably. Maybe a nastier version of the rakhshasa's pets?"

Looking up at the others: "Best preparations? And... what about the boneslayers - want to bring them along or leave them outside?"

I think I'll keep Heightened Awareness and Heroism on Donnell. Maybe also Resist Fire? @Everyone: any buffs Donnell can provide?


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

"Keep 'em outside. This is our battle, and our dangers, and I know your guys' abilities. Not so much theirs."

Thod readies his halberd and adjusts his armour, having managed to get it back to at least a semi-presentable shape after crawling through a worm's digestive system.

"Ready to lead the way."


.

Gonna give Raven/Sevenspawn a sec to catch up before pushing.

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.

Damn. Take care man, I've really enjoyed having you. I will move this game to four players and keep on keeping on. Raven Six and Sevenspawn can have seats warm for them. I started this damn thing to finish it and intend to do so.


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

Forgot I was supposed to be keeping track of the loot - was there anything worthwhile found on the Red Mantis assassins?


Male NG Familiar | HP: 31/31 | AC: 23 (20 FF, 14 Tch) | CMB: 2, CMD: 15 | F: +5, R: +7, W: +9 | Init: +3 | Perc: +8, low-light vision | Speed 30’, swim 20' | Active effects: Mage Armor | Special: Improved evasion, Immune to fire, Vulnerability to cold

Realizing few here are from the States, I still extend my best wishes to everyone here. May we all enjoy a holiday of both Thanks and Giving. Peace, health, happiness.


.

Happy thanksgiving to I think both of the American sin the group. Hope good times were had by all.


.

Heads up Daeshna is drowning in finals but should be able to start participating more regularly in the next day or so.


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Glad to hear they are well. I get nervous when people suddenly stop posting...


.

Yeah this month has been hellish for a ton of people but thankfully I'm in ooc contact with her.

That said this week is bad for me so bear with some spotty posting.


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

no worries- December's usually pretty haphazard anyway


.

Alright folks, I'm in a serious period of burnout thanks to RL stressors.

Normally I push games through Christmas at reduced posting rate but I am going to place all of my games on hiatus until January. We're making good progress and I hate to do this but APs are years-long commitments and part of doing these successfully is recognizing when I'm at burnout risk and taking appropriate breaks.

So with that said, I'm going to cease all postings until the week of January 3rd. I will PM you all when the game gets going again.

Thanks for sticking with me, I love this group and I'm not going anywhere. I just REALLY need a serious break from even small obligations like my PbP games.


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

Sounds good - take care of yourself!

Happy holidays to all, and I'll see you in the new year (may it be a better year!)


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

May it indeed. Cheers, all, hoping you find peace and joy in the Christmas season - however you choose to celebrate, if you choose to celebrate.


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.

AND I'M BACK HI EVERYONE!

Thank you for your patience with this long break. I'm a very very tired boy as I adjust to sleeping schedule so will try to get my posts up this evening but if not it'll come tomorrow.


Female NG Catfolk Swashbuckler 10 | HP: 82/82| AC: 23 (14 Tch, 19 Fl) | CMB: +16 CMD: 27 | F: +4, R: +13, W: +4 | Init: +6 | Perc: +14 | Speed 30ft | Panache: 6/6 | Active conditions: None

HELLO EVERYBODY

Glad to be back ^-^


Female NG Catfolk Swashbuckler 10 | HP: 82/82| AC: 23 (14 Tch, 19 Fl) | CMB: +16 CMD: 27 | F: +4, R: +13, W: +4 | Init: +6 | Perc: +14 | Speed 30ft | Panache: 6/6 | Active conditions: None

geez I have a lot to catch up on v.v


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 should post it here in case people are checking - I don't know if they'll fix it, but right now it looks like the only way to get Paizo working again is to delete your cookies (or to log in from Incognito/Private mode).

(this seems to be the solution to every problem I've ever encountered on the internet...)


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

It's not something that can be fixed. The server that stored the session information corresponding to those cookies took a hit during a storm. It's not coming back.

So new cookies is the only way to go. Who wants old cookies, anyway?


.

Hey everyone. So the week of hell seems abated and I guess it's time to come clean.

I'm gonna hang up my GM hate here on the paizo forums and discontinue the play by post games I'm in including this one. I've been running this game for several years and just recruited two more of you to come on but real-life commitments with my union have severely sapped my free time and energy to run games like this.

It sucks to kill a game on chapter four of six when it goes back so far, but I just am donesky. Thank you so much for the great contributions and good fun. If you wanna know what happens I'm happy to spoil, lol.


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 is truly unfortunate, but as life changes, we have to decide what's important.

Best of luck to everyone.


Female NG Human Witch 10 | HP: 62/62 | AC: 20 (17 FF, 15 Tch) | CMB: 5, CMD: 20, FF: 17 | F: +7, R: +8, W: +11 | Init: +3 | Perc: +4 | Speed 30’ | Active effects: Mage Armor

Very sorry to hear that. If life settles down and lets you start again, I think you know where you can find some interested players.

All the best to you and everyone at the table.

Peace.


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

The first post in this campaign was September 10, 2016, so you've been at this for almost 4.5 years, which is a helluva run! It's the longest campaign that I've ever played and you are a truly extraordinary DM. Through this campaign, you not only introduced me to PF and PbP, but to some amazing other players. I hope we can play again soon (perhaps even irl one day!).

(Also, my union rep's always saying that if you're finding that you have to work outside of you normal working hours, you should have a conversation with your supervisor about your workload :D )

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