Curse of the Crimson Throne.

Game Master Patrick Levasseur

Maps


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M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

I can't tell who's who. And what are the winged things?


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

It might help if you outline the Shoanti in a color like blue or green, to indicate friendlies. I can tell the difference if I zoom in a bit, but it would be easier if they were a little more distinct.

I don't think anyone has attempted a check to identify the winged things. If I zoom in far enough on the picture of the red-outlined one, it looks demonic, but I can't be sure.

Garran continued his advance, stepping up to the next Red Mantis assassin and attacking him with several rapid blows.

Attack 1, Haste, Prayer, Fighting Defensively, PA: 1d20 + 20 + 1 + 1 - 4 - 3 ⇒ (9) + 20 + 1 + 1 - 4 - 3 = 24
Damage, PA: 1d10 + 11 + 6 ⇒ (1) + 11 + 6 = 18

Attack 1, Haste, Prayer, Fighting Defensively, PA: 1d20 + 15 + 1 + 1 - 4 - 3 ⇒ (1) + 15 + 1 + 1 - 4 - 3 = 11
Damage, PA: 1d10 + 11 + 6 ⇒ (1) + 11 + 6 = 18

Haste Attack, Haste, Prayer, Fighting Defensively, PA: 1d20 + 20 + 1 + 1 - 4 - 3 ⇒ (5) + 20 + 1 + 1 - 4 - 3 = 20
Damage, PA: 1d10 + 11 + 6 ⇒ (9) + 11 + 6 = 26

AC is currently 20, with Displacement active.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Which kn. check to know?


Male Half Elf Investigator (Empiricist) 9 | HP72/72 | AC: 22 T: 13 FF: 20 | CMB: +13 CMD: 24 | Fort: +7 Ref: +10 Will: +8, +4 ilusions, +2 vs enchantments and immune to sleep | Init: +2 Perc: +24 + Heightened Awareness of +2

As Kyras moves forward he studies the mantis to the south and attacks, flanking with the Shoanti.

+1 fauchard: 1d20 + 4 + 16 + 1 + 1 + 2 ⇒ (6) + 4 + 16 + 1 + 1 + 2 = 301d10 + 14 + 6 ⇒ (3) + 14 + 6 = 23 If that hits then the target is sickened for 1 round


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Moving up next to Garran, Alistair attacks the same one as the old warrior.

Attack 1: 1d20 + 20 ⇒ (13) + 20 = 33
Attack 2: 1d20 + 15 ⇒ (7) + 15 = 22
Attack Haste: 1d20 + 20 ⇒ (14) + 20 = 34
Damage 1: 1d6 + 19 ⇒ (1) + 19 = 20
Damage 2: 1d6 + 19 ⇒ (4) + 19 = 23
Damage Haste: 1d6 + 19 ⇒ (5) + 19 = 24


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

The elemental puts out more fires, and attacks the thing in the red square.

Seltyn casts Darkvision on himself and looks for flying things.


Garran pushed forward, but is defensive stnce prevent him from score any good hits. However, Kyras and Alistair do land some and the assassin takes some damage. Seltyn looks around and the flying creatures and the ones near the tent. They seem to be gargoyles, so at least not some powerfull outsiders.

knowledge nature DC 15:

Those are Ashwing Gargoyle.
They are resistant to non-magical weapons and slightly resistant to fire.

Initiative:

Alistair: Done
Kyras: Done
Red Mantis: Done
Shoanti: Done
Garran: Done
Seltyn: Up
Alika: Up

Battlemap


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

kn. nature: 1d20 + 13 ⇒ (20) + 13 = 33
Ashwing gargoyles!

I don't see any gargoyles on the map. Seltyn would target them if I did.

The elemental continues extinguishing fires.


@Seltyn, one of the gargoyle is right next to your water elemental.

The Shoanti near the group falls under the blades of one of the assassins while the other two move in on you. Garran is save by the displacement spell on him. While Alistair gracefuly avoid the blades.

From the other side of the battle, you see smoke rising from the Sun shaman dwellings.

sawtooth sabre vs Garran: 1d20 + 12 ⇒ (14) + 12 = 26
Miss chance: 1d100 ⇒ 19
sawtooth sabre vs Garran: 1d20 + 12 ⇒ (18) + 12 = 30
Miss chance: 1d100 ⇒ 7

sawtooth sabre vs Alistair: 1d20 + 12 ⇒ (15) + 12 = 27
sawtooth sabre vs Alistair: 1d20 + 12 ⇒ (3) + 12 = 15

Initiative:


Alistair: Up
Kyras: Up
Red Mantis: Up
Shoanti: Done
Garran: Done
Seltyn: Upx2
Alika: Upx2

Battlemap


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

The water elemental moves on, extinguishing more fires.

Seltyn casts an Empowered Fireball, changing it to cold, engulfing 3 gargoyles.

Coldball: 9d6 ⇒ (3, 6, 3, 3, 3, 4, 4, 6, 5) = 37
37 x 1.5 = 55+4 = 59 cold damage. DC 21 reflex for half.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Garran engages the Mantis Assassin before him, adopting a slightly less defensive posture to try and end the threat quickly.

Attack 1, Haste, Prayer, PA: 1d20 + 20 + 1 + 1 - 3 ⇒ (18) + 20 + 1 + 1 - 3 = 37
Damage, PA: 1d10 + 11 + 6 ⇒ (7) + 11 + 6 = 24

Attack 2, Haste, Prayer, PA: 1d20 + 15 + 1 + 1 - 3 ⇒ (12) + 15 + 1 + 1 - 3 = 26
Damage, PA: 1d10 + 11 + 6 ⇒ (10) + 11 + 6 = 27

Haste Attack, Haste, Prayer, PA: 1d20 + 20 + 1 + 1 - 3 ⇒ (20) + 20 + 1 + 1 - 3 = 39
Damage, PA: 1d10 + 11 + 6 ⇒ (6) + 11 + 6 = 23

Confirm Crit Attack 1: 1d20 + 20 + 1 + 1 - 3 ⇒ (15) + 20 + 1 + 1 - 3 = 34
Critical Damage: 1d10 + 11 + 6 ⇒ (4) + 11 + 6 = 21

Confirm Crit Haste Attack: 1d20 + 20 + 1 + 1 - 3 ⇒ (14) + 20 + 1 + 1 - 3 = 33
Critical Damage: 1d10 + 11 + 6 ⇒ (3) + 11 + 6 = 20

If the first Mantis I attack falls, direct additional attacks to the next Mantis adjacent to me. AC is currently 18, with Displacement active.


Male Half Elf Investigator (Empiricist) 9 | HP72/72 | AC: 22 T: 13 FF: 20 | CMB: +13 CMD: 24 | Fort: +7 Ref: +10 Will: +8, +4 ilusions, +2 vs enchantments and immune to sleep | Init: +2 Perc: +24 + Heightened Awareness of +2

Kyras will 5' step and flank with the Shoanti who is being attacked by three mantis. He will then full attack the one he can reach. He shifts his studied target before attacking.

+1 fauchard: 1d20 + 4 + 16 + 1 + 1 + 2 ⇒ (13) + 4 + 16 + 1 + 1 + 2 = 371d10 + 14 + 6 ⇒ (5) + 14 + 6 = 25 If that hits then the target is sickened for 1 round

+1 fauchard, Iterative: 1d20 + 4 + 11 + 1 + 1 + 2 ⇒ (9) + 4 + 11 + 1 + 1 + 2 = 281d10 + 14 + 6 ⇒ (9) + 14 + 6 = 29 If that hits then the target is sickened for 1 round

+1 fauchard, Hasted: 1d20 + 4 + 16 + 1 + 1 + 2 ⇒ (18) + 4 + 16 + 1 + 1 + 2 = 421d10 + 14 + 6 ⇒ (1) + 14 + 6 = 21 If that hits then the target is sickened for 1 round

Confirm Threat: 1d20 + 4 + 16 + 1 + 1 + 2 ⇒ (6) + 4 + 16 + 1 + 1 + 2 = 301d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28 If that hits then the target is sickened for 1 round


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Alistair continues to attack the enemy..
Attack 1: 1d20 + 20 ⇒ (6) + 20 = 26
Attack 2: 1d20 + 15 ⇒ (2) + 15 = 17
Attack Haste: 1d20 + 20 ⇒ (13) + 20 = 33
Damage 1: 1d6 + 19 ⇒ (4) + 19 = 23
Damage 2: 1d6 + 19 ⇒ (1) + 19 = 20
Damage Haste: 1d6 + 19 ⇒ (1) + 19 = 20


Seltyn attacks the gargoyles while the group take down a few more assassins. The water elemental is able to reduce the fires, making it easier for the rest of the group to see the battlefield. While in this section of camp the fight is dying down, the rest of it still seem to be too close to call who will win. One thing that is good is that there is no longer any alchemist's fire raining down on the tents.

The some of the red mantis are widrawning while two run to the tent of of the Sun Shaman. The one that Kyras injured is too sickened to go one way or another.

Initiative:

Alistair: Up
Kyras: Up
Red Mantis: Done
Shoanti: Done
Garran: Up
Seltyn: Up
Alika: Upx2

Battlemap


Male Half Elf Investigator (Empiricist) 9 | HP72/72 | AC: 22 T: 13 FF: 20 | CMB: +13 CMD: 24 | Fort: +7 Ref: +10 Will: +8, +4 ilusions, +2 vs enchantments and immune to sleep | Init: +2 Perc: +24 + Heightened Awareness of +2

I'll finish this one. Gl and help the Sun Shaman. Kyras call as he attacks the Red Mantis. If the assassin falls he will 5' step and pull an elixir, if not he will full attack.

+1 fauchard: 1d20 + 4 + 16 + 1 + 1 ⇒ (12) + 4 + 16 + 1 + 1 = 341d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28 If that hits then the target is sickened for 1 round


INACTIVE - GAME DIED

"You want fire? Here is Sarenrae's fire!"

Alika moves through one of the patches of flames, unscathed thanks to her protective magic, and calls down a flame strike on the two foes further down the field.

The two who are adjacent to each other? I have no idea what the icons represent. I don't even know if those are enemies or allies.

Flame strike damage: 9d6 ⇒ (2, 3, 3, 6, 6, 3, 6, 2, 1) = 32 (DC 21 Ref save half)


Kyras strike the lone assassin, injuring him. At the same time, Alika calls a pillar of fire from the heaven. Only one of her targets get hit as the other dodge out of the way.

Reflex: 1d20 + 13 ⇒ (7) + 13 = 20
Reflex: 1d20 + 13 ⇒ (20) + 13 = 33

Initiative:

Alistair: Up
Kyras: Done
Red Mantis: Done
Shoanti: Done
Garran: Up
Seltyn: Up
Alika: Up

Battlemap


Male Half Elf Investigator (Empiricist) 9 | HP72/72 | AC: 22 T: 13 FF: 20 | CMB: +13 CMD: 24 | Fort: +7 Ref: +10 Will: +8, +4 ilusions, +2 vs enchantments and immune to sleep | Init: +2 Perc: +24 + Heightened Awareness of +2

Kyras, seeing his opo9nent still standing, continues his attacks.

+1 fauchard, Iterative Attack: 1d20 + 4 + 11 + 1 + 1 ⇒ (18) + 4 + 11 + 1 + 1 = 351d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28

+1 fauchard, Hasted Attack: 1d20 + 4 + 16 + 1 + 1 ⇒ (4) + 4 + 16 + 1 + 1 = 261d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28

Confirm Crit: 1d20 + 4 + 11 + 1 + 1 ⇒ (16) + 4 + 11 + 1 + 1 = 331d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28

Three rolls of 8 in a row for damage.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

If those assassins got to the Sun Shaman, they would never find the answers they needed. Garran took off, running, the magical haste causing him to speed through the tents, past the assassin dueling Kyras, trying to get in front of the two and get between them and the Sun Shaman.

60 foot movement speed due to haste, and making a Charge + Overrun Combat Maneuver. I provoke an AoO from the assassin fighting Kyras, as well as one each from the two assassins heading for the Sun Shaman's tent. My AC is 16, and Displacement is active.

Overrun, Charge, prayer: 1d20 + 14 + 2 + 1 ⇒ (20) + 14 + 2 + 1 = 37


Male Half Elf Investigator (Empiricist) 9 | HP72/72 | AC: 22 T: 13 FF: 20 | CMB: +13 CMD: 24 | Fort: +7 Ref: +10 Will: +8, +4 ilusions, +2 vs enchantments and immune to sleep | Init: +2 Perc: +24 + Heightened Awareness of +2

After 84 more points of damage I am hoping m,y enemy is dead before you provoke. :)


He went down on your first one Kyras. So you can take a move action. Also, could you delete the icon on the map. I am currently at work and having a hard time doing it with my cell.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Where the hell are you off to Garran...
Alistair lets his eyes follow Garran as he runs.
Oh...Not so fast my friend.
Alistair follows and places the assassins between Garran and himself.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Seltyn again attacks the 3 gargoyles, using another Empowered Coldball.
cold: 9d6 ⇒ (4, 5, 3, 3, 3, 4, 6, 5, 4) = 37
37x1.5=55+4=59 cold damage. DC 22 reflex for half.


INACTIVE - GAME DIED

Alika does her best to follow Garran and Seltyn toward the sun shaman's hut.

Double move.


Male Half Elf Investigator (Empiricist) 9 | HP72/72 | AC: 22 T: 13 FF: 20 | CMB: +13 CMD: 24 | Fort: +7 Ref: +10 Will: +8, +4 ilusions, +2 vs enchantments and immune to sleep | Init: +2 Perc: +24 + Heightened Awareness of +2

When the enemy falls after his first attack Kyras 5' steps and pulls a elixir that he will drink next round.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

The summoned water elemental continues to extinguish fires.

The wizard moves and readies a spell.

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