Luke's Crimson Throne Campaign (Inactive)

Game Master GM Crimson

The campaign site is here.

The current Battlemap is here.


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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

Fort save, DC 15: 1d20 + 4 ⇒ (5) + 4 = 9
Andrezi coughs, immediately fleeing back from where they came.

Saves:
Fort save, DC 15: 1d20 + 4 ⇒ (14) + 4 = 18
Fort save, DC 15: 1d20 + 4 ⇒ (17) + 4 = 21
Fort save, DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
Fort save, DC 15: 1d20 + 4 ⇒ (20) + 4 = 24

The elemental, who is unperturbed by the poison in the air (immune), surges forward to strike at the skeletal figure.
Slam vs Skeleton: 1d20 + 8 + 1 + 2 ⇒ (8) + 8 + 1 + 2 = 19
Damage: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10


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

Fort: 1d20 + 7 ⇒ (17) + 7 = 24

Fírinne hurls herself back and away from the skeletons, landing in a roll that returns her to her feet. Covering her nose and mouth with her free hand, she continues retreating back to the elevator.


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 reluctantly retreat.

"They're going to get away!" he exclaims. "I don't think that was poison. I feel fine!"


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

For the most part, the heroes weather the poison storm well; only Andrezi feels like it took a little something out of him. The toxin quickly sinks to the floor, leaving the room probably safe to traverse again.

Meanwhile, the elemental plows into the next hall, its stony fist instantly reducing the nearest skeleton to a pile of shattered bone. Then it's swarmed by the rest of the undead; fortunately, it doesn't seem to take any damage. Indeed, most of the zombies can't quite reach it with their slow, staggering gait.

I've tweaked the Initiative Order a bit to consolidate the good guys and the undead together in blocks. Since MIAKODA hasn't taken any Round 1 actions, she can take those in addition to her Round 2 ones.

ALL HEROES are up!

Full Initiative Order and Conditions Tracker:

INITIATIVE ORDER/CONDITIONS: NEW COMBAT! Round 2 (Bolded may act/post)
Firinne (47/47; shield (2 mins.); blade tutor’s spirit (2 mins.) ; IC +2)
Andrezi (51/51; mage armor (7 hrs.); fatigued; IC +2; -1 Cha (drain))
---Small Earth Elemental 12/17; augmented; 5/8 rounds; IC +2)
Nebbin (77/81; IC +2)
Emileva (66/73; ST --; IC +2)
Miakoda (52/52; shield of faith +3 (3 mins.) ; IC +2; due Round 1 actions)
Skeleton Guards
---Skeleton Guard #1 (destroyed)
---Skeleton Guard #2 (uninjured)
---Skeleton Guard #3 (uninjured)
---Skeleton Guard #4 (uninjured)
Zombie Guards
---Zombie Guard #1 (uninjured)
---Zombie Guard #2 (uninjured)
---Zombie Guard #3 (uninjured)
---Zombie Guard #4 (uninjured)

Secret GM Rolls:

Buncha claws: 8d20 ⇒ (14, 5, 4, 15, 3, 4, 19, 2) = 66
claw damage (total): 2d4 + 4 ⇒ (3, 2) + 4 = 9
Too many; 0 hits; no dmg
Zombie #1 slam: 1d20 + 4 ⇒ (6) + 4 = 10 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

Andrezi says a few words in Terran, communicating with the elemental and calling it back to safety.
If the floor is made of stone, I'd like the elemental to take a 5ft step down into the stone. If not, then it moves back 20ft and provokes AoOs

To his friends he says, "Hold a moment, please."

He then casts Fireball on all of the zombies and skeletons.
Fireball, DC 19 Reflex: 7d6 ⇒ (5, 6, 6, 5, 6, 1, 2) = 31


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

Following the fireball's path, Nebbin rushes back into the room, blade read. Move forward. I can charge to the spot I put myself on the map and swing at that skeleton if it's still standing. If not, I'm instead just double moving toward whatever's still standing/the double doors in the back.

Mwk greatsword, power attack, vital strike, charge?: 1d20 + 13 - 2 + 2 ⇒ (5) + 13 - 2 + 2 = 18
Damage: 4d6 + 12 ⇒ (4, 3, 5, 6) + 12 = 30

Quick stats:

HP 77/81
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: 2/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects: Charging? (if so, -2 to AC)


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

As soon as his summoned elemental has sunk into the floor, Andrezi unleashes a fireball that clears the next room of undead, as well as doing some collateral damage to what's in there.

The blast has shattered some of the glass display cases that make up the hallway's walls. Behind thick panes of surviving glass--mostly at the eastern and southern edges of the gallery--fragments and even whole bodies of the living dead line the walls. Their rotting faces sneer and broken fingers claw at each other as the shattered forms twitch in vain, their splintered appendages grasping hopelessly. Yet rather than some massive, nightmarish grave, this horror show seems instead to be a stomach-churning attempt at art. The undead oddities loosed from the displays by Andrezi's fireball seem to be in no condition to offer a threat to anyone.

There are several doors here: two in the north wall, two in the south wall, and a set of double doors further east.


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'

With the gas cleared and the fiery blast over, Emi proceeds on into the room. She meets what she sees in there with a sting of shocked profanity.

She gestures in the direction of the first door on the right.

"Once we're all here and ready, we take the doors as they come?"


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, though glances back through the double doors, since he feels certain that's where Rolth or his accomplices may be. Still, he knows they can't leave people (or monsters!) behind them, or leave anyone to continue to operate this dreadful place.

Sounds like a plan.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Deciding that Emi's plan of attack is sound, your party gathers at the first door to the south. From beyond, you hear the sound of chanting: Andrezi's fireball detonation has seemingly warned some more enemies that battle is imminent, and they're casting spells in advance of a fight!

Once the door is opened....

Eight unpleasant-looking beds stand here. Their sharp iron frames are threaded with worn manacles and stained leather straps. Five are occupied by obviously unwilling patients; all are bound and in various states of consciousness, and their combined moans murmur throughout the room. Between them stand several small tables strewn with gore-soaked pans, flasks of mysterious fluids, and all manner of cruel-looking cutting instruments. A sizable brown-crimson stain covers much of the eastern wall, as if all the blood from a body once held there had exploded forth in a single violent eruption.

Several figures await as well. Foremost are three zombies, former patients/experiment victims judging by the torn skin on their wrists and ankles, no doubt courtesy of the manacles on the beds here. To the horror of Emileva and Nebbin, one of the undead is identifiable as their associate, Tiora, rescued from Rolth's old hideout in the derro laboratory beneath Gray District. Her luck has apparently run out here, however. Behind the zombies are two men wielding scythes and wearing breastplates.

Although your enemies seem to have been expecting you, Emileva gets the jump on them and acts first in combat.

EMILEVA is up first, getting the jump on the bad guys. I ticked off a couple rounds of the elemental's existence to account for movement and gathering outside the door.

INITIATIVE ORDER/CONDITIONS: NEW COMBAT! Round 1 (Bolded may act/post)
Emileva (66/73; ST --)
Cultists of Urgathoa
---Cultist of Urgathoa #1 (uninjured; magic weapon; shield of faith)
---Cultist of Urgathoa #2 (uninjured; magic weapon; shield of faith)
Zombie Guards
---Zombie Guard #1 (uninjured)
---Zombie Guard #2 (uninjured)
---Tiora Zombie (uninjured)
Andrezi (51/51; mage armor (7 hrs.); fatigued; -1 Cha (drain))
---Small Earth Elemental 12/17; augmented; 3/8 rounds)
Firinne (47/47; shield (2 mins.); blade tutor’s spirit (2 mins.))
Nebbin (77/81)
Miakoda (52/52; shield of faith +3 (3 mins.))

Secret GM Rolls:

Andrezi Mardu Initiative Check (fatigued): 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
Emileva Mavrakis Initiative Check: 1d20 + 5 ⇒ (16) + 5 = 21
Firinne Initiative Check: 1d20 + 5 ⇒ (8) + 5 = 13
Miakoda Promise-of-Spring Initiative Check: 1d20 + 3 ⇒ (1) + 3 = 4
Nebbin Elsbet Initiative Check: 1d20 + 2 ⇒ (11) + 2 = 13
??? Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Cultist of Urgathoa Initiative: 1d20 + 0 ⇒ (18) + 0 = 18
Zombie Guards Initiative: 1d20 + 0 ⇒ (18) + 0 = 18


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's heart sinks when she recognizes Tiora. For the moment though, the result is greater determination to clean the whole place out completely. The zombies are all too far away for her to reach and strike before they can react, so instead she plays decoy, advancing into the room some.

She expects they will all take the bait and come for her, which will make it easier for her friends to pounce. When she's in place, she uses a spare moment to take the measure of the scythe armed man she's selected as her own special target.

Move 20', Move action for Studied Target on cultist to the left.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

The zombies take Emileva's bait, charging forward to maim the young slayer. One clubbing blow connects (9 bludgeoning damage). Emi grunts from the heavy blow even as she realizes something horrific: these zombies show the boils and rashes so prevalent with those who have contracted blood veil. Perhaps these are revived corpses of those who perished from the disease?

Catching a flash of movement out of the corner of her eye, Emi realizes too late that the player has been played: a bird-masked Queen's Physician slides from the shadowy corner to flank her, his club grazing the back of her head (10 points bludgeoning damage).

The two cultists cast an additional spell in preparation for the coming fight and then stride forward.

Emileva Only:

First, I'll need a Fortitude save against the diseased zombie's successful attack. Also, you notice a second Queen's Physician in the corner by the other door. He quietly moves to the door and opens it.

EVERYONE ELSE (Except for Emileva) is up! I've moved your tokens closer to the door for the start of this encounter.

Secret GM Rolls:

Emileva Perception Check: 1d20 + 11 ⇒ (1) + 11 = 12

Human Zombie slam (charge): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 for bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5
Human Zombie slam (charge): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 for bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9
Tiora Zombie slam (charge): 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 for bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9

Queen’s Physician #1 mwk club (flanking): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 for bludgeoning damage plus sneak attack: 1d6 + 2 + 2d6 ⇒ (1) + 2 + (6, 1) = 10


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 calls out a warning when she spies the second physician and his sneaking.

I don't have map access right now, so I'm afraid I can't be more specific about the warning. I almost went with total defense as a standard action instead of Studied Target. But, I decided to risk it. Oops.

FORT: 1d20 + 8 ⇒ (14) + 8 = 22


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

Rushing to Emileva's aid, Fírinne charges her rapier with positive energy and lunges into the melee.

Rapier vs Zombie: 1d20 + 13 ⇒ (19) + 13 = 32
Confirm?: 1d20 + 13 ⇒ (9) + 13 = 22
Piercing+Disrupt Undead: 1d6 + 11 + 1d6 ⇒ (3) + 11 + (6) = 20
Crit total if confirmed: 20 + 1d6 + 11 + 1d6 ⇒ 20 + (1) + 11 + (6) = 38

Casting disrupt undead, moving up, and attacking.


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

Hissing her righteous fury, Miakoda calls her companions to battle and further steels their resolve.

Inspire Courage +2; but still hanging back


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Firinne comes to Emi's aid, running her magically powered rapier through Tiora's unbeating heart. She apparently hits a magic spot, for the undead woman shakes for a moment before exploding in a grisly shower of blood, gore, and disease!

Emi and Firinne are covered with ichor and must roll a DC 16 Fortitude save. No damage, for what it's worth.

ANDREZI and NEBBIN still up.


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

"Don't get to far ahead, Nebbin," Andrezi says, taking a step forward before beginning a complex spell.
Cast Enlarge Person. Full round action, completing at the beginning of next turn


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 77/81
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: 2/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects:

Nebbin nods, moving forward enough to bring his sword down on the masked "physician" who just hit Emi.

"Leave her alone!" he orders, though he knows his friend can take care of herself.

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

Fort: 1d20 + 7 ⇒ (16) + 7 = 23

Fírinne has just enough warning to shut her eyes and mouth in disgust, sparing herself from the absolute worst.


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'

FORT: 1d20 + 8 ⇒ (20) + 8 = 28


Roll20 Battle Map

Oops. EMILEVA is also up, kicking off Round 2.

Andrezi: will Nebbin be the target, or should I shrink his Roll 20 token again?


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'

If finding Tiora as a zombie was a shock, her near disintegration into gore is more than Emi can bear. She takes a step back and begins to weep while swiveling about to confront the physician. He is a blurry figure to Emi as she takes his head off.

Attack #1: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17

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

Attack #2: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20

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


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

Nebbin is the target, thanks!


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Nebbin's unable to strike the physician trying to flank Emi, but the young slayer, tears in her eyes as Tiora's fate sinks in, swiftly beheads the man with her trusty falchion.

Perhaps the cultists here don't know that Tiora was known to some of the party members, or perhaps they just don't care. Even as one of their number is gruesomely beheaded, they fight on to protect the legacy of whatever sick and twisted thing they're doing here in the heart of Korvosa.

The two scythe-wielding men step forward in an attempt to create a logjam at the doorway, swinging their great blades at Firinne. Fortunately, the dextrous tiefling is able to dodge both attacks. Meanwhile, both remaining blood veil zombies concentrate their attacks on Emi; likewise, their flailing fists fail to land. The remaining physician heads out into the hallway, moving to engage the intruders out there. The elemental is closest, so that's the target the man chooses. He connects, further damaging the summoned outsider. One or two more hits like that will destroy the earth being.

As the heroes prepare to strike back, Nebbin suddenly grows to twice his normal size! (BIG trouble for the bad guys!)

ALL PCs are up!

Secret GM Rolls:

Cultist of Urgathoa #1 scythe (magic weapon, divine favor): 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18 for slashing damage (MW, DF): 3d4 + 1 + 1 + 1 ⇒ (4, 3, 2) + 1 + 1 + 1 = 12 (x4)

Cultist of Urgathoa #2 scythe (magic weapon, divine favor): 1d20 + 4 + 1 + 1 ⇒ (13) + 4 + 1 + 1 = 19 for slashing damage (MW, DF): 3d4 + 1 + 1 + 1 ⇒ (1, 1, 4) + 1 + 1 + 1 = 9 (x4)

Plague Zombie #1 slam: 1d20 + 4 ⇒ (3) + 4 = 7 for bludgeoning damage: 1d6 + 4 ⇒ (4) + 4 = 8
Plague Zombie #2 slam: 1d20 + 4 ⇒ (10) + 4 = 14 for bludgeoning damage: 1d6 + 4 ⇒ (4) + 4 = 8

Queen’s Physician mwk club: 1d20 + 5 ⇒ (19) + 5 = 24 for bludgeoning damage: 1d6 + 2 ⇒ (4) + 2 = 6


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'

As the fight becomes a scrum at the doorway, Emi looks for a way to break out. She cuts down the zombie immediately in front of her to make more room, then hops up and over the bed to her right. Now clear, she starts circling around toward the scythe wielder she had marked as her prey earlier.

Attack on red circle zombie, which should put it down. Move 20' bu going over the bed shouldn't draw any AoO's.

Attack: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20

Damage: 2d4 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18


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:

81
AC 16, touch 10, flat-footed 14 (-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: 2/22; Harrow points: 2/3; Auspicious Mark (1d6+1) 0/1; Defiant Luck: 0/1
Effects: Embiggened! (+1d6 damage die, +1 damage, -2 AC [already added in above], reach 10 feet)

Barely fitting in the room, and assuming Earthy can deal with the creature outside, Nebbin begins chopping at the zombies, hoping to clear room to make his way in and help more.

"We'll avenge her!" he consoles Emi.

Attacking the one on the right first, since it will have cover from Firinne. Then the one that won't have cover with my second attack.
Mwk greatsword, power attack: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage: 3d6 + 13 ⇒ (2, 1, 2) + 13 = 18
Mwk greatsword, iterative: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Damage: 3d6 + 13 ⇒ (1, 1, 3) + 13 = 18


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Giant Nebbin's giant sword makes a giant mess when he cuts down both of the remaining zombies; their resultant explosions again cover Emi and Firinne with infectious gore, but the two purple-clad cultists also receive a splash of red blood.

Another Fortitude save from EMI and FIRINNE, please.

@EMI: Since Nebbin's hacks would have destroyed both zombies, do you want to redirect your attack against a cultist?

Secret GM Rolls:

Cultist of Urgathoa #1 Fortitude Save: 1d20 + 7 ⇒ (6) + 7 = 13
Cultist of Urgathoa #2 Fortitude Save: 1d20 + 7 ⇒ (17) + 7 = 24


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'

FORT: 1d20 + 8 ⇒ (20) + 8 = 28

Sure, I adjusted Emi's location on the map. The cultist she'll be attacking instead is her studied target, so +2 to attack and damage.


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

The elemental continues to fight, slamming an earthen fist at the nearest cultist.
Slam vs Cultist: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
Damage: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

The swing goes wide and is easily avoided.

Meanwhile, Andrezi steps up beside Nebbin. He places a hand on the warrior, infusing it with a sliver of transmutation magic.
Augment. +2 Str for 3 rounds.


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

Did you just refer to me as an it? :D


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

I mean... sure? Just what is a Nebbin anyhow?


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'

Nebbin is the original himbo. Forget all the rest.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Emi pivots after Nebbin obliterates the remaining zombies, cutting deeply into her studied target. The man grunts, badly wounded, but like a true fanatic stands his ground, ready to die for his cause.

FIRINNE and MIAKODA still up!

(Premature) Secret GM Rolls:

Cultist of Urgathoa #1 scythe (magic weapon, divine favor): 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26 for magic, slashing damage (MW, DF): 2d4 + 1 + 1 + 1 ⇒ (2, 3) + 1 + 1 + 1 = 8 (x4)

Cultist of Urgathoa #1 scythe (magic weapon, divine favor; Confirm?): 1d20 + 4 + 1 + 1 ⇒ (13) + 4 + 1 + 1 = 19 for additional magic, slashing damage (MW, DF: 3d4 + 6 ⇒ (4, 2, 3) + 6 = 15 (x4)

Cultist of Urgathoa #2 scythe (magic weapon, divine favor): 1d20 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7 for magic, slashing damage (MW, DF): 2d4 + 1 + 1 + 1 ⇒ (2, 4) + 1 + 1 + 1 = 9 (x4)

Queen’s Physician mwk club: 1d20 + 5 ⇒ (8) + 5 = 13 for bludgeoning damage: 1d6 + 2 ⇒ (5) + 2 = 7


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

Fort: 1d20 + 7 ⇒ (6) + 7 = 13 Uh oh!

Gagging at the sheer foulness she's covered in, Fírinne nonetheless continues her assault on the cultists, trying to cut a path through them.

Cast ray of frost defensively, DC 15: 1d20 + 10 ⇒ (12) + 10 = 22
Rapier vs Emi's target: 1d20 + 11 ⇒ (4) + 11 = 15 Guessing this is probably a miss
Piercing: 1d6 + 11 + 1d3 ⇒ (2) + 11 + (1) = 14

Rapier vs Emi's target #2: 1d20 + 11 ⇒ (16) + 11 = 27
Confirm?: 1d20 + 11 ⇒ (20) + 11 = 31
Piercing: 1d6 + 11 + 1d3 ⇒ (5) + 11 + (1) = 17
Crit total: 17 + 1d6 + 11 + 1d3 ⇒ 17 + (3) + 11 + (1) = 32

Parry and Riposte:
Parry #1: 1d20 + 13 ⇒ (5) + 13 = 18
Parry #2: 1d20 + 13 ⇒ (10) + 13 = 23
Parry #3: 1d20 + 13 ⇒ (20) + 13 = 33
Parry #4: 1d20 + 13 ⇒ (15) + 13 = 28

Riposte: 1d20 + 13 ⇒ (19) + 13 = 32
Confirm?: 1d20 + 13 ⇒ (19) + 13 = 32
Piercing: 1d6 + 11 ⇒ (5) + 11 = 16
Crit total: 16 + 1d6 + 11 ⇒ 16 + (5) + 11 = 32


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

Maintaining her inspirational oratory, Miakoda weaves a prayer into the speech and calls forth a starknife, black as midnight and glittering with constellations--like a tiny, very sharp, window to the night sky.

The blue * marks the square my spiritual weapon is in, attacking the adjacent foe.
Spiritual Weapon: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Firinne, her blade, and her magic brings the fight close to its conclusion. First, she runs through the cultist badly wounded by Emi; then, after parrying an attack from the other cultist, she runs him through as well. This leaves only the physician battling the elemental still standing.

I'm going to keep this combat going, mainly to determine how many rounds will remain on Nebbin's buffs. You've also got a choice of where to go next: back to the many doors in the room to the north or to the double doors in the southwest corner of the laboratory.

Two crits for Firinne that round, restoring panache. Minus 1 for the parry and opportune riposte deed used.

Oops! Since Firinne dropped the second cultist prior to Miakoda's turn, Miakoda can save the spell cast until later.

ALL PCs are up!

Full Initiative Order and Conditions Tracker:

INITIATIVE ORDER/CONDITIONS: NEW COMBAT! Rounds 3 & 4 (Bolded may act/post)
Emileva (67/73; ST Cultist #1; IC +2)
Cultists of Urgathoa
---Cultist of Urgathoa #1 (dead; magic weapon; shield of faith; divine power; diseased)
---Cultist of Urgathoa #2 (dead; magic weapon; shield of faith; divine power)
Zombie Guards
---Zombie Guard #1 (destroyed)
---Zombie Guard #2 (destroyed)
---Tiora Zombie (destroyed)
Queen’s Physicians
---Queen’s Physician #1 (dead)
---Queen’s Physician #2 (uninjured)
Andrezi (51/51; mage armor (7 hrs.); fatigued; -1 Cha (drain); IC +2)
---Small Earth Elemental 3/17; augmented; 1/8 rounds; IC +2)
Firinne (47/47; shield (2 mins.); blade tutor’s spirit (2 mins.); IC +2; diseased)
Nebbin (77/81; enlarge person 6/7 rds.; IC +2; Augment Str +2 2/3 rds.)
Miakoda (52/52; shield of faith +3 (3 mins.); IC +2)

Secret GM Rolls:

Cultist of Urgathoa scythe: 1d20 + 4 ⇒ (10) + 4 = 14 for slashing damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3 (x4)

Queen’s Physician mwk club: 1d20 + 5 ⇒ (13) + 5 = 18 for bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3 Ignore; already rolled his attack last post.


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

Are any of the patients in here conscious? It sounded like yes from the initial description.

"What's through that door?" Nebbin asks, his voice booming from his enlarged frame. "Did you see anyone run by?"

He feels like every door, every delay is another way for Rolth or his companions to escape.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

One of the three men still strapped to the tables seems to be dead; the other two aren't far from death either, in the final throes of the blood veil. Though they groan occasionally, their returns to a semi-conscious state are short-lived and they seem incapable of communicating. One man stares up in horror when the giant bellowing Nebbin hovers over him, but he also shakes his head, possibly in answer to the warrior's second question.


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

"Andrezi!" Fírinne calls out, shouting past Nebbin's bulk, "Can you handle that last straggler?"


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 squeezes back out, and heads to the door to the north. If Kayleigh were here, maybe she could do something for the poor souls in there, but that's far beyond his abilities.


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

"I think so, yes," he replies to Fírinne, first watching his elemental work.
Slam vs Cultist: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14

And if that's not somehow enough to finish it, the wizard commands the elemental to take a step back as he moves to a better position. He weaves a bit of evocation magic, releasing a pair of scorching rays at the remaining foe.
Scorching Ray vs Touch AC: 1d20 + 5 ⇒ (12) + 5 = 17
Damage (Fire): 4d6 ⇒ (1, 4, 6, 1) = 12
Scorching Ray vs Touch AC: 1d20 + 5 ⇒ (13) + 5 = 18
Damage (Fire): 4d6 ⇒ (1, 1, 4, 5) = 11


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 wipes her face, with a sleeve if she still has one that's clean enough, otherwise maybe with her cloak. She doesn't look around at the room, but proceeds on toward the back where the next set of doors are located.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

The last physician survives the elemental's stony punch, but Andrezi's scorching rays put him down for the count...after much anguished and hysterical screaming. While Emi heads to the iron double doors to the southwest--finding them locked--Nebbin returns to the Hall of Mutant Undead (for lack of a better name) and considers which door to open on the north wall.


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

Northwest, please. Going in order. Unless Emi calls him back for the locked doors. I won't open them until she's and everyone is ready.


Roll20 Battle Map

Mostly waiting to see if Emi checks for traps/tries to unlock the double doors in the south room. Those have Good locks (DC 30). Since Nebbin's got a couple of round-based buffs active and you opt to go this route, please make multiple Disable Device checks until you hit the DC so I'll be able to adjudicate where the buffs stand.

Or where they stand if she sides with Nebbin and heads north instead.


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 keeps watch while Emi (presumably) works on the door, blade ready.


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'

Forgot about the meter running on buffs. It'll wait.

Finding the door locked, Emi goes to join the others.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

Black-sheeted cots fill this room; their satin coverings and overstuffed pillows seem more akin to funerary trappings than the resting places of the living. Each bed is unmade, and is some instances the sheets have slid almost to the floor, as if the sleeper had rushed to get out of bed. Under each cot is a large footlocker, each having two padlocks on it.

Numerous skulls are set evenly within the room’s stone walls. Candles inside them cause them to glow like morbid jack-o’-lanterns and cast dim light across the room. There's a single door to the west.

With a quick examination, Emi can tell that the locks on the foorlockers are of Simple quality (DC 20 Disable Device).


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

Since he doesn't know how long the magic on him will last, seeing that the room is empty, Nebbin heads to the next door moving east; we can come back later for the lockers.


Roll20 Battle Map

HOSPICE OF THE BLESSED MAIDEN (Midland--West Dock; 12 Desnus)

The stinging scent of harsh chemicals chokes this high-ceilinged chamber. Three huge metal vats bubble here, each more than six feet tall. A sturdy series of catwalks ten feet off the ground stretches over and around the vats, allowing those above to attend whatever slurry produces the foul green-brown mist emanating from each gigantic vessel. Circling the upper portion of the room is an elaborate mosaic of white, black, and green stone that depicts a giant half-skeletal woman in black veils dancing among fields of the dead, undead, and dying.

Your arrival seems to have been expected, and here you meet some serious resistance in the form of 6 more scythe-wielding Urgathoans with purple tabards over their breastplate armor, 5 more masked Queen's Physicians, and a pair of evil overlords. These two men stand on the catwalk near the center of the vast chamber. One wears the mask of a physician, but his gear and bearing seems superior to the other alleged doctors you've encountered. The other man, though you've never seen him before, is vaguely familiar to Emi and Nebbin. Appearing as a younger, possibly uglier version of the crime lord Gaedran Lamm, it seems you've finally tracked down his twisted son, Rolth. He leers down at gore-soaked Emi, calling out, "I see your friend Tiora has sent her regards!"

ANDREZI, FIRINNE, and MIAKODA are up to kick off Round 1!

NOTE: I'm estimating that Nebbin's got 2 rounds left of Andrezi's enlarge person spell; the +2 Strength augmentation has worn off. I've also ticked a minute off of everyone's minutes-duration buffs to account for a bit off running from door to door while briefly checking things out. I'm also assuming that Miakoda didn't keep her Inspire Courage going during these non-combat rounds.

INITIATIVE ORDER/CONDITIONS: NEW COMBAT! Round 1 (Bolded may act/post)
Andrezi (51/51; mage armor (7 hrs.); fatigued; -1 Cha (drain))
Firinne (47/47; shield (1 min.); blade tutor’s spirit (1 min.); diseased)
Miakoda (52/52; shield of faith +3 (2 mins.))
Rolth Lamm (uninjured--??/?? hps; false life, mage armor, shield)
Cultists of Urgathoa
---Cultist of Urgathoa #1 (uninjured--??/?? hps; magic weapon; shield of faith)
---Cultist of Urgathoa #2 (uninjured--??/?? hps; magic weapon; shield of faith)
---Cultist of Urgathoa #3 (uninjured--??/?? hps; magic weapon; shield of faith)
---Cultist of Urgathoa #4 (uninjured--??/?? hps; magic weapon; shield of faith)
---Cultist of Urgathoa #5 (uninjured--??/?? hps; magic weapon; shield of faith)
---Cultist of Urgathoa #6 (uninjured--??/?? hps; magic weapon; shield of faith)
Emileva (67/73; ST n/a)
Nebbin (77/81; enlarge person 2/7 rds.)
Queen’s Physicians
---Queen’s Physician #1 (uninjured--??/?? hps)
---Queen’s Physician #2 (uninjured--??/?? hps)
---Queen’s Physician #3 (uninjured--??/?? hps)
---Queen’s Physician #4 (uninjured--??/?? hps)
---Queen’s Physician #5 (uninjured--??/?? hps)
Dr. Reiner Devaulus (uninjured--??/?? hps)

Secret GM Rolls:

Andrezi Mardu Initiative Check: 1d20 + 8 ⇒ (20) + 8 = 28
Emileva Mavrakis Initiative Check: 1d20 + 5 ⇒ (5) + 5 = 10
Firinne Initiative Check: 1d20 + 5 ⇒ (20) + 5 = 25
Miakoda Promise-of-Spring Initiative Check: 1d20 + 3 ⇒ (15) + 3 = 18
Nebbin Elsbet Initiative Check: 1d20 + 2 ⇒ (11) + 2 = 13
Queen’s Physicians Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Cultists of Urgathoa Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Dr. Davaulus Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Rolth Lamm Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Rolth's false life: 1d10 + 8 ⇒ (9) + 8 = 17

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