Luke's Crimson Throne Campaign (Inactive)

Game Master GM Crimson

The campaign site is here.

The current Battlemap is here.


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CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

Fírinne surveys the grounds and the door with a suspicious eye before turning to the others.

"I doubt our welcome, if any, is like to be friendly. What do we think, more undead, or something else?"


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Why do I feel like we may have found the vampires? I guess on the bright side, we can cross on thing off our list. If we survive.

Nebbin looks around. "I guess we should go knock on the door, right?" he suggests. He hand strays toward his sword hilt as the sense of unease and foreboding fill the big man. He wishes Kayleigh were here.


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Emi lets Maikoda's insinuation that she knows more then she's saying slide on by without comment. She's not going to concede to it, but she also doesn't think arguing back will get her anywhere either. She does address the latter part.

"We're all going the same direction with the same destination. The road has proven to be a dangerous one. Best we travel in numbers for everyone's safety."

+++++++++++++++++++++++++++++++++++++++++++++++++++++

Emi figures Firinne is probably right unfortunately.

"I suppose we should try the front door like decent people" Emi grumbles. "But, No harm in peeking in a window or two first don't you think?"

I can't access the map at the moment so Emi will try a ground floor window on the front of the house if there are any, then she will try one around the side.

Stealth: 1d20 + 12 ⇒ (3) + 12 = 15

Perception (Front): 1d20 + 11 ⇒ (3) + 11 = 14

Perception (Side): 1d20 + 11 ⇒ (2) + 11 = 13

If the windows are a bit too high to look straight into, Emi will pull herself up by the windowsill for a peek.

Climb (Front): 1d20 + 8 ⇒ (20) + 8 = 28

Climb (Side): 1d20 + 8 ⇒ (8) + 8 = 16

What great rolls! Looks like August is going to be one of those months.


Portrait l CG fm amarrun Evangelist8 [Desna] l 60/60hp l AC20, T14, FF16 l F +9, R +8, W +13, Ini + l Perc +17 SM +17

"Vampires? Why am I only now learning there are vampires here?" Miakoda hisses, her tail lashing in agitation. "I might have made certain preparations. Do we think it likely that this hovel is where they dwell?"


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

"Vampires?" Emi repeats, confused. "Did I miss something?"


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Remember we found the corpses that were drained of blood? They were being piled in an alley. Though Nebbin didn't say that out loud...


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Andrezi also looks surprised by the mention of vampires.
Nebbin's comment was OOC

"I too do not have any specific preparations regarding vampires, but that's neither here nor there. I am ready."

He then watches Emi stalk off to scout the area, tracking her movements with relative ease.


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

As Emi inspects the exterior of the building, Fírinne maneuvers to where she can keep the other woman in sight. Just in case.


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Emileva's quick examination reveals that the double doors out front are locked (lock quality good; Disable Device DC 30). Peeking through the front windows reveals an unoccupied meeting room (north of the front doors) and an unoccupied lounge (to the south). When Emi glances through a window on the north side of the mansion, she discovers the place is not wholly abandoned: Two figures sit motionless in chairs facing an empty fireplace, their backs to the windows; it appears they wear some sort of animal masks. Standing nearby, holding a silver serving tray, is a person wearing a peacock mask. Perhaps the two seated folk are very important personages and the peacock man their personal servant, because the man continues to stand at attention the whole time Emi spies through the window. The seated people don't move a muscle either.

I moved Emi's token to the window I assume she's peeking through. I've also decloaked the two empty rooms near the front doors.

Knowledge (religion) DC 20:

Only direct sunlight adversely affects a vampire, so any sunlight filtering through the manor windows wouldn't harm the masked people (assuming they are vampires).

However, a written invitation to a masquerade would indeed fulfill the criteria needed for a vampire to enter one's home.

Secret GM Rolls:

Partygoer Perception Check: 1d20 ⇒ 13


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

"That's weird that they're not moving," Nebbin says assuming Emi comes back and tells us. "I think we should just go in and make sure they're OK..."


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

"It's creepy as all get out, is what it is," Fírinne says, drawing her rapier. "Emi, can you get the door for us?"


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

"Yeah, it's not right. Their stillness... plus they're wearing masks. But the party was a few days back. Why would they still have them on?"

Emi considers for a few moments. "The front door's locked, and maybe I can get it open, but give me a minute to check something else first."

Emi goes back and climbs up to the balcony, partially to see if there is another door that may not be locked, partially to check if she can see anyone else.

Climb: 1d20 + 8 ⇒ (8) + 8 = 16

Stealth: 1d20 + 12 ⇒ (6) + 12 = 18

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


Portrait l CG fm amarrun Evangelist8 [Desna] l 60/60hp l AC20, T14, FF16 l F +9, R +8, W +13, Ini + l Perc +17 SM +17

"We should hurry. If they have been here for several nights they are either in desperate need, or beyond our help already. In neither case will haste make it worse."


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

"Or they're our enemies. It won't take me long."


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Manor's second floor is a separate map, so I'm just gonna give Emileva some spoilered info for now.

Emileva Only:

Climbing up to the balcony, you find two doors leading into the manor, plus several small windows. The northernmost allow you to peer into another unoccupied well-appointed lounge or study. The more southern ones, however, reveal a grand gallery with sculpted busts, paintings, and other works of art. Six costumed bodies lie on the floor here, and three more masked partygoers stumble about erratically like zombies.

The doors and windows are all jammed from within by a variety of objects: knives, forks, nails, screws, and thin scraps of wood. Still, you estimate these to be a bit easier (if louder) to open than the front doors (Disable Device check in the DC 20-25 range).


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

From the balcony Emi waves to the others and motions them over, indicating that quiet is in order. When they're near enough Emi stage wshispers down to Nebbin, asking he tie off knots in the rope he carries and toss one end up to her.

"This will be our route in."


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Nebbin nods, and quickly gets to work. He's got enough experience on the docks to make solid knots, and quickly has the line ready to heave.


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

Grumbling, Fírinne stows her rapier before climbing the rope, then draws it again at the top.

Climb: 1d20 + 5 ⇒ (6) + 5 = 11

Once we're ready to go, I'm going to cast blade tutor's spirit and shield.


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Andrezi considers the knotted rope. He waits his turn before working slowly up the rope.
DC for a knotted rope is typically 5, so I'll Take 10 for an 8


Portrait l CG fm amarrun Evangelist8 [Desna] l 60/60hp l AC20, T14, FF16 l F +9, R +8, W +13, Ini + l Perc +17 SM +17

Miakoda shimmies up the rope gracefully, clambering onto the balcony and immediately peering in the window for a closer look at the stumbling partygoers.

Do they seem drunk/drugged, or have visible injuries? Trying to suss out if they're living, undead, or otherwise a threat


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

The climb isn't a difficult one with Nebbin boosting people up from below and Emi pulling people up from above. When everyone is present, she motions them to the window so they can see the situation inside for themselves. She also points out the shims jammed into the windows and door to keep them closed.

"Whoever is running the show in there seems to want no visitors. It will be hard to keep this quiet, so expect attention by the time I'm done."

While she favors the idea of opening a window, she doesn't like the idea of trying to squeeze Nebbin through one. She opts to try opening the door.

Disable Device: 1d20 + 15 ⇒ (14) + 15 = 29

Stealth: 1d20 + 12 ⇒ (7) + 12 = 19

Perception:1d20 + 11 ⇒ (15) + 11 = 26


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

"Even if we get in unnoticed, I don't expect that to be the case for long."

Stealth: 1d20 + 16 ⇒ (7) + 16 = 23
Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Everyone scales the rope to the balcony without much difficulty. As Emi works on the door lock and Firinne casts her buff spells, the three figures in the gallery become aware of your presence and stagger to engage the intruders. From their movements, it's a safe bet they're zombies of some sort. As they draw near, the rash and blisters that are the calling cards of the blood veil can be seen on the masked figures' necks and other areas of exposed skin.

Roll20 map should be updated. Zombies have already acted (moved).

Door is unlocked. I'm ruling that Firinne cast her buff spells in the round Emi opened the door's lock and her standard action at the top of Round 1; you can change this action or move into the gallery (or take another move action if you'd prefer). Other spellcasters can cast a buff spell in the 'lock-picking-round' as well, if you'd like.

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Firinne (47/47; blade tutor’s spirit, shield)
Zombies
---Zombie #1 (uninjured)
---Zombie #2 (uninjured)
---Zombie #3 (uninjured)
Emileva (73/73)
Miakoda (52/52)
Nebbin (81/81)
Andrezi (51/51)

Secret GM Rolls:

Andrezi Mardu Initiative Check: 1d20 + 8 ⇒ (2) + 8 = 10
Emileva Mavrakis Initiative Check: 1d20 + 5 ⇒ (9) + 5 = 14
Firinne Initiative Check: 1d20 + 5 ⇒ (17) + 5 = 22
Miakoda Promise-of-Spring Initiative Check: 1d20 + 3 ⇒ (8) + 3 = 11
Nebbin Elsbet Initiative Check: 1d20 + 2 ⇒ (9) + 2 = 11
Zombies Initiative: 1d20 + 0 ⇒ (18) + 0 = 18


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

Could I be in the square directly to the right of Emi's current position? The idea being to provide a path into the gallery without us being bottlenecked at the door by the subsequent movement of the zombies.


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Emi keeps quiet, it should be easy enough for everyone to see the zombies at the door themselves. She sizes the first one to arrive up and makes her attacks, slashing hard and carving into it.

Swift action for Studied Target and Full attack. If she somehow both hot and dropped the zombie with her first attack, she move on to the next one for her second attack. If she attacking the second zombie with her second attack, subtract 2 from both the attack and the damage for lack of Studied Target on it.

Power Attack #1: 1d20 + 11 + 2 - 2 ⇒ (2) + 11 + 2 - 2 = 13

Damage: 2d4 + 6 + 6 + 2 ⇒ (4, 4) + 6 + 6 + 2 = 22

Power Attack #2: 1d20 + 11 + 2 - 2 ⇒ (16) + 11 + 2 - 2 = 27

Damage: 2d4 + 6 + 6 + 2 ⇒ (2, 3) + 6 + 6 + 2 = 19


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Emi cuts down the two zombies nearest the door with her falchion. Nebbin moves to take down the last remaining shambler, but his foot slips on some ichor on the floor and he somehow manages to whiff on his greatsword attack.

I shifted some of the PC tokens, including moving Firinne inside the great hallway. Sorry that the Roll20 grid doesn't match the grid on the map image--I gave up after 6 tries.

As your group enters the manor and gets a bit closer to the zombies and dead folk on the floor, you can see that all of them have bloodstains several days old on their costumes. It appears each was slain by a small, precise wound before some arose in undeath. A Heal check might give additional clues as to the manner of death, but remember: these folks show signs of having the blood veil.

Miakoda, Andrezi and (possibly) Firinne still up.

Secret GM Rolls:

Mwk greatsword, power attack: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Andrezi moves in past Firinne, spotting the remaining zombie in melee with Nebbin. "That will not do."

He weaves a spell, conjuring a quarter of white, glowing darts. With a flick of the wrist they fly out and strike the zombie.
Magic Missile vs Zombie: 4d4 + 4 ⇒ (4, 2, 2, 2) + 4 = 14


Portrait l CG fm amarrun Evangelist8 [Desna] l 60/60hp l AC20, T14, FF16 l F +9, R +8, W +13, Ini + l Perc +17 SM +17

"Ah, I had feared they might be worse-than-usual zombies, but they are returned to their rest easily enough. Stride forth, my new friends, put right what is wrong here that the city may sleep a safer place than when it awoke!"

Saving my spells & Inspire rounds for when something dangerous shows up, instead casting Shield of Faith for a +3 deflection bonus; AC23 now.


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

Seeing that Emi and Nebbin have things well in hand, Fírinne continues forward to the bannister, where she can look down the stairs to the ground floor.


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

The last zombie manages to graze Nebbin with a clubbing blow before it, too, is hacked down by the party.

Peering over the railing, Firinne sees three costumed couples dancing...the slow, graceless dance of the brainless undead.

Perception DC 23:

From downstairs you hear the slightest whisper of soft footfalls.

Heal DC 20 (If You Examine or Loot the Corpses):

The dead aren't actually affected by blood veil; it seems magic has been used to give the dead the appearance of blood veil infection, but each has died from a precise wound, likely a crossbow bolt or possibly a rapier or dagger blade.

Secret GM Rolls:

Zombie Slam: 1d20 + 4 ⇒ (17) + 4 = 21 for bludgeoning damage: 1d6 + 4 ⇒ (2) + 4 = 6
Something: 1d20 + 17 ⇒ (2) + 17 = 19


Portrait l CG fm amarrun Evangelist8 [Desna] l 60/60hp l AC20, T14, FF16 l F +9, R +8, W +13, Ini + l Perc +17 SM +17

Perception: 1d20 + 16 ⇒ (16) + 16 = 32

Gracefully letting herself in through the window, her ears swiveling as she turns and stares towards the railing. "Quiet footsteps below...but not quiet enough. More than zombies in here."


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Emi 'checks' the bodies with her boot to avoid the sickness, insuring they won't be getting back up. She slips across the room to check in the room behind the first door she comes to. First she signals to the others she will be opening it.

Heal: 1d20 + 5 ⇒ (11) + 5 = 16

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Perception: 1d20 + 8 ⇒ (6) + 8 = 14
"I don't hear anything," Andrezi admits, speaking barely above a whisper. "But I trust your ears, Miakoda. And not just because they're bigger than mine."

"With the obvious presence of more undead, it seems battle is inevitable," the wizard moves up toward Emi. "Should we check behind that nearby door?"


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Back, but very jetlagged. I'm moving tomorrow, so probably won't resume regular posting until Wednesday.

Looks like Nebbin took 3 damage. Also, I've strongly considered getting this feat, but held off because I didn't think I'd get that much chance to use it. The zombies probably would have been immune, but still, I'm sad now.

Nebbin pads forward to guard the stairway, sword ready for whatever may be lurking below.


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

A zombie stands in the center of this well-appointed bedroom dressed as a Galtan queen, her sprawling pearl-studded gown flowing around her and her elaborate, powdered wig nearly brushing the ceiling. A second zombie, dressed as a Qadiran princess, attends her. They both lose all pretense of distinguished royalty when fresh meat appears at their door....

Let's simplify things a bit and just assume that the party is up before the zombies each round of combat.

ALL HEROES are up! (Doorway is above Emi's token on the Roll20 map.)

Secret GM Rolls:

Three rounds' worth of zombie slams....
Human Zombie slam: 1d20 + 4 ⇒ (2) + 4 = 6 for bludgeoning damage: 1d6 + 4 ⇒ (2) + 4 = 6
Human Zombie slam: 1d20 + 4 ⇒ (12) + 4 = 16 for bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7

Human Zombie slam: 1d20 + 4 ⇒ (20) + 4 = 24 for bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9
Human Zombie slam: 1d20 + 4 ⇒ (17) + 4 = 21 for bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5

Human Zombie slam: 1d20 + 4 ⇒ (18) + 4 = 22 for bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5
Human Zombie slam: 1d20 + 4 ⇒ (16) + 4 = 20 for bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10

Human Zombie slam (Round 2--Confirm?: 1d20 + 4 ⇒ (5) + 4 = 9 for bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Although it isn't as tactically sound as her prior strategy of using the doorway to limit her opponents' ability to mob her, Emi wants to keep sound to a minimum if she can, She sidesteps into the on the right, leaving the way open for allies, before beheading the bride.

It occurs to her the dress might bring a nice price if cleaned up, so she aims her weapon to preserve it.

Power Attack #1: 1d20 + 11 + 2 - 2 ⇒ (1) + 11 + 2 - 2 = 12

Damage: 2d4 + 6 + 6 + 2 ⇒ (1, 3) + 6 + 6 + 2 = 18

Power Attack #2: 1d20 + 11 + 2 - 2 ⇒ (10) + 11 + 2 - 2 = 21

Damage: 2d4 + 6 + 6 + 2 ⇒ (1, 2) + 6 + 6 + 2 = 17

5' step and full attack.


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Emi's second falchion swipe indeed separates the zombie woman's head from her shoulders. The body hits the floor with a thump while its head rolls away to the corner.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Quick stats:

HP 81/81
AC 18, touch 12, flat-footed 16 (-2 to all when raging), DR 3/-, 1 cold resistance
Fort +9, Ref +5, Will +3 (+2 Will when raging) [Defiant luck]
CMD 23 (25 vs. grapple)
Rage: 0/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects:

Nebbin moves into the room and swings wildly, nearly unbalancing himself and falling as he tries to duplicate Emi's strike.

Mwk greatsword, power attack, vital strike: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
Damage: 4d6 + 12 ⇒ (6, 1, 1, 1) + 12 = 21


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

Fírinne steps into the room and past Nebbin, infusing her rapier with positive energy before she strikes.

Rapier, Power Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Piercing: 1d6 + 10 ⇒ (2) + 10 = 12 +Disrupt Undead: 1d6 ⇒ 1=13


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Confident that the group can deal with a zombie, Andrezi conserves his more potent magic. He draws his longsword and moves to be across from Firinne before swinging the blade.
Longsword (w/Flanking): 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage (S): 1d8 ⇒ 6


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

The second zombie is swarmed and cut down efficiently. Emi takes a few moments to ensure that the pearl-studded dress one of the undead wears isn't in any danger of getting stained by zombie ichor.

The last room on the second floor proves to be a well-appointed bathroom. The smell of flowery soap is still in the air, and the tub is full of water, perhaps indicative that someone took a bath here fairly recently.

Nothing lurks on a second balcony to the southwest, so it's time to head downstairs, where three 'dancing' costumed zombie couples waltz (or, more accurately, stagger) around the corpse-strewn floor. The undead are slow to react to the presence of the living, so everyone except Andrezi gets to act before the zombie dancers can switch gears from swaying to slaying....

Unfortunately, someone or something is even quicker than the party. As Emi reaches the bottom of the stairs, a small bolt slams into Andrezi's shoulder (9 piercing damage); it likely came from the shadowy passages to the east or northeast.

Perception Check DC 20:

You catch a hint of movement to the east and see another costumed figure ducking back around a corner. (I'll update the map if someone makes this check.)

EMILEVA, MIAKODA, NEBBIN, and FIRINNE are up before the zombies in Round 1.

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Hidden Sniper
Emileva (73/73)
Miakoda (52/52)
Nebbin (78/81)
Firinne (47/47; blade tutor’s spirit, shield)
Zombies
---Zombie #1 (uninjured)
---Zombie #2 (uninjured)
---Zombie #3 (uninjured)
---Zombie #4 (uninjured)
---Zombie #5 (uninjured)
---Zombie #6 (uninjured)
Andrezi (42/51; bleed 3 on his turn)

Secret GM Rolls:

Andrezi Mardu Initiative Check: 1d20 + 8 ⇒ (3) + 8 = 11
Emileva Mavrakis Initiative Check: 1d20 + 5 ⇒ (14) + 5 = 19
Firinne Initiative Check: 1d20 + 5 ⇒ (9) + 5 = 14
Miakoda Promise-of-Spring Initiative Check: 1d20 + 3 ⇒ (14) + 3 = 17
Nebbin Elsbet Initiative Check: 1d20 + 2 ⇒ (14) + 2 = 16
Zombies Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
??? Initiative: 1d20 + 9 ⇒ (20) + 9 = 29

??? Stealth Check: 1d20 + 17 ⇒ (20) + 17 = 37
??? mwk hand crossbow: 1d20 + 13 ⇒ (14) + 13 = 27 for piercing damage: 1d4 ⇒ 2 plus sneak attack precision damage: 3d6 ⇒ (1, 5, 1) = 7
??? Stealth Check (sniping): 1d20 + 17 - 20 ⇒ (20) + 17 - 20 = 17

Target (A/E)?: 1d2 ⇒ 1


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Perception: 1d20 + 0 ⇒ (5) + 0 = 5
"Ow! That hurts!"


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Quick stats:

HP 81/81
AC 18, touch 12, flat-footed 16 (-2 to all when raging), DR 3/-, 1 cold resistance
Fort +9, Ref +5, Will +3 (+2 Will when raging) [Defiant luck]
CMD 23 (25 vs. grapple)
Rage: 0/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects:

Not seeing where the bolt came from, Nebbin heads straight to the nearest zombie, hoping to dispatch it quickly. His sword cuts through the thing in a vicious arc.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Mwk greatsword, power attack, vital strike: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
Damage: 4d6 + 12 ⇒ (3, 1, 6, 2) + 12 = 24

Can't get on Roll20 right now, so I'll head for the nearest one.


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Emi points to the place where she saw movement, with her falchion outstretched in one hand.

"Movement behind that curtain. We're got a live one, or at least a smart one, there."

If Nebbin is turning right, Emi goes left. Taking her falchion in both hands again, she maneuvers in of the closest one in that direction

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Power Attack #1: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22

Damage: 2d4 + 6 + 6 + 2 ⇒ (1, 1) + 6 + 6 + 2 = 16

5' step. Move to study target, Standard to attack.


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Nebbin and Emi both swiftly hack down a zombie. Emi points to the southeast where she caught a glimpse of a harlequin-themed partygoer ducking back around the corner.

FIRINNE (and MIAKODA, in NPC mode) still up.


CG Female Tiefling Magus 7 / Swashbuckler 1 | 53/53 HP | AC21 T15 FF16 | CMD22 | F +7 R +11 W +6 | Spd 30 | Init +5 | Perc +10 | Arcana +16, Acrobatics +9, Bluff +12, Climb +5, Dungeoneering +9, Fly +13, Local +9, Perception +9, Planes +10, Spellcraft +15, Stealth +19, Swim +5, UMD +10 | Panache: 6/6 | Arcane Pool 9/9 | Conditions: None

While the clown is certainly a problem, Fírinne can't very well leave Andrezi and Miakoda to be swarmed by zombies. She interposes herself between them and the bulk of the horde, running the closest one through with another charge of positive energy.

Rapier, PA: 1d20 + 10 ⇒ (10) + 10 = 20
Piercing: 1d6 + 10 ⇒ (2) + 10 = 12 +Disrupt Undead: 1d6 ⇒ 5=17


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

As Firinne eliminates another undead partygoer, Miakoda pounces gracefully down the stairs to engage the last zombie to the west. "I may be able to hold my own against this one!" she growls softly to Emi, waving a dagger with one hand and a flag with the other. The catfolk quickly proves herself no upgrade in melee from Kayleigh, missing the slow-moving target by an inch.

"Or not!" grunts Miakoda as she's slugged by her zombie foe. Firinne's shield spell saves her from an even more violent blow while Nebbin's foe misses by a country mile. Reinforcements swarm into the hallway from the room to the north. One entering from the eastern door manages to stagger up into melee ranger near Nebbin and Firinne; two more, however, are hacked down by opportune attacks from Emi and Nebbin, even though they had some cover from the western doorframe.

Miakoda's got the Flagbearer feat; not sure how it fits the party flavor-wise yet, but let's at least work in its mechanics.

Flagbearer Feat Bonuses:

Benefit: As long as you hold your clan, house, or party’s flag (see page 293), members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

ANDREZI is up to end Round 1! (Then I'm gonna cheat a bit and move him up in the Init Order ahead of the zombies for convenience's sake so all PCs will be in one block for subsequent rounds.)

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Harlequin Sniper
Emileva (73/73)
Miakoda (44/52)
Nebbin (78/81)
Firinne (47/47; blade tutor’s spirit, shield)
Andrezi (starting Round 2)
Zombies
---Zombie #1 (uninjured)
---Zombie #2 (destroyed)
---Zombie #3 (destroyed)
---Zombie #4 (uninjured)
---Zombie #5 (uninjured)
---Zombie #6 (destroyed)
---Zombie #7 (destroyed)
---Zombie #8 (destroyed)
---Zombie #9 (uninjured)
Andrezi (51/51; mage armor)

Secret GM Rolls:

Miakoda mwk dagger (Flagbearer): 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for piercing, slashing damage: 1d4 + 1 ⇒ (1) + 1 = 2 (19-20)

Emi & Nebbin AoOs (cover): 2d20 ⇒ (20, 18) = 38

Human Zombie #1 slam: 1d20 + 4 ⇒ (20) + 4 = 24 for bludgeoning damage: 1d6 + 4 ⇒ (4) + 4 = 8
Human Zombie #4 slam: 1d20 + 4 ⇒ (2) + 4 = 6 for bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
Human Zombie #5 slam (charge): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 for bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10
Human Zombie #1 slam (Confirm?): 1d20 + 4 ⇒ (15) + 4 = 19 for bludgeoning damage: 1d6 + 4 ⇒ (2) + 4 = 6


Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 Active conditions: Mage Armor, See Invisibility

Needing to get rid of the zombie that's so close to him, Andrezi takes a defensive posture as he works through a spell.
Summon Monster II, Cast Defensively vs DC 19: 1d20 + 13 ⇒ (13) + 13 = 26

And because he works through the effort quickly, he attempts to stave off fatigue.
Acadamae Graduate, Fort save vs DC 17: 1d20 + 4 ⇒ (9) + 4 = 13
Alas, fatigue sets in for the wizard.

Finishing the spell, he summons a wolf to aid him, flanking with Firinne. Gesturing at the zombie, the animal attempts to bite!
Bite vs Zombie (w/Augment Summoning and Smite Evil): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 plus Trip
Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Trip vs Zombie CMD: 1d20 + 4 ⇒ (17) + 4 = 21


Roll20 Battle Map

CAROWYN MANOR (10 Desnus)

Andrezi summons a celestial wolf to aid in the battle, and the beast swiftly bites and trips a zombie.

The harlequin doesn't put in another appearance but you hear a door closing near its last known location.

ALL PCs are up (including Andrezi and his summoned wolf) for Round 2!

Conditions Update: Zombie #5 now at 6/12 hps and is prone; Andrezi is fatigued.

Another note for ANDREZI: Your PC's at the top of a staircase, so he's safe from zombies (but not crossbow bolts).


Female Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Emi shifts over to help out Miakoda.

Power Attack #1: 1d20 + 11 + 2 - 2 + 1 ⇒ (4) + 11 + 2 - 2 + 1 = 16

Damage: 2d4 + 6 + 6 + 2 + 1 ⇒ (1, 1) + 6 + 6 + 2 + 1 = 17

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