Curse Of The Crimson Throne


Play-by-Post Discussion

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Alice
Bartholomu
Tocu
Sul


Alice

Jacob
escape artist: 1d20 + 2 ⇒ (5) + 2 = 7
Bartholomu
Ray of Frost Range Touch: 1d20 + 2 ⇒ (6) + 2 = 81d3 ⇒ 2
Tocu
escape artist: 1d20 + 7 ⇒ (17) + 7 = 24
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
Sul
escape artist: 1d20 - 3 ⇒ (20) - 3 = 17


Bartholomu
escape artist: 1d20 + 1 ⇒ (17) + 1 = 18
Tocu
Crossbow: 1d20 + 4 ⇒ (20) + 4 = 241d8 ⇒ 7
Crossbow Crit.: 1d20 + 4 ⇒ (4) + 4 = 81d8 ⇒ 4
Sul


Alice
crossbow: 1d20 + 2 ⇒ (4) + 2 = 61d8 ⇒ 1
Jacob 
Died. Again?

Bartholomu
S Whip: 1d20 + 1 + 3 - 2 ⇒ (19) + 1 + 3 - 2 = 211d4 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6
Ray of Frost range touch: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 31d3 ⇒ 1

Tocu
stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Sul
Greatsword: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 232d6 + 4 + 1 ⇒ (2, 2) + 4 + 1 = 9
Greatsword Crit: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 162d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8


Bluff Check: 1d20 + 3 ⇒ (6) + 3 = 9
Sleight of Hand: 1d20 + 7 ⇒ (7) + 7 = 14


stealth: 1d20 + 7 ⇒ (8) + 7 = 15


perception: 1d20 ⇒ 5
perception: 1d20 + 4 ⇒ (15) + 4 = 19
perception: 1d20 + 7 ⇒ (4) + 7 = 11


Climb: 1d20 + 12 ⇒ (3) + 12 = 15


Round 13
Alice
Escape Artist: 1d20 - 2 ⇒ (16) - 2 = 14
Squeezes her way through.
Bart
Escape Artist: 1d20 + 1 ⇒ (2) + 1 = 3
Tries to pass Alice but just can not find room.
Tocu
Escape Artist: 1d20 + 7 ⇒ (15) + 7 = 22
Ducks and doges his way around the group and though the small door. Then waits at the secret door.
Sul
Move up
Round 14
Alice
Move up to the boat.
Bart
Escape Artist: 1d20 + 1 ⇒ (6) + 1 = 7
Still having trouble getting his large form though the door but getting there and moves up with the group.
Tocu
Tries to stealth fully peek into the boat to see if anything or anyone is in there.
perception: 1d20 + 4 ⇒ (18) + 4 = 22
stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Sul
Squeezes herself though the door.


Bart
Perception: 1d20 + 0 ⇒ (2) + 0 = 2
Sul
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Bart
Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Alice
Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11
Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8

Tocu
Moves and slashes at the imp.
Claw: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 1 ⇒ (4) + 1 = 5
Taura
????
Alice
"Aww I don't feel so good."
Move Five feet back and starts to summon a Celestial Eagle.
Jacob
Spear: 1d20 + 2 ⇒ (16) + 2 = 181d8 + 3 ⇒ (1) + 3 = 4
Bartholomu
Magic weapon on whip +1/+1 10 rounds Started round 1
Arcane Pool 1 point Swift action
Moves then casts Shocking grasp into his whip and strikes at the imp 2.
Whip: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 171d4 + 4 ⇒ (1) + 4 = 5
Shocking Grasp Spell Res.: 1d20 + 2 ⇒ (17) + 2 = 192d6 ⇒ (6, 1) = 7
Sul
Swift action Judgment (Justice +2 on attack rolls)
Charges up to imp 1 and chops.
Greatsword: 1d20 + 6 ⇒ (19) + 6 = 252d6 + 4 ⇒ (6, 2) + 4 = 12
Greatsword Crit: 1d20 + 6 ⇒ (14) + 6 = 202d6 + 4 ⇒ (4, 5) + 4 = 13


Alice
Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23
Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10
Sul
Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20

Tocu
Moves to Flank the imp. 2
Claw: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 271d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
Claw: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 171d6 + 1 ⇒ (6) + 1 = 7
Taura
????
Alice HP 12/19 Dex 12/14
"Be afraid."
Cast Cause Fear DC 14 will for partial on Imp 4
Cause Fear SR + Rounds: 1d20 + 2 ⇒ (7) + 2 = 91d4 ⇒ 1
Jacob
Moves
Spear: 1d20 + 2 ⇒ (7) + 2 = 91d8 + 3 ⇒ (1) + 3 = 4
Celestial Eagle
Appears and bites Imp 3
bite: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 201d4 + 1 ⇒ (3) + 1 = 4 w/ Smite Evil
Bartholomu
Magic weapon on whip +1/+1 09 rounds Started round 1
Arcane Strike Swift action
Knowledge planes: 1d20 + 7 ⇒ (16) + 7 = 23
Moves and whips at the imp 2.
Whip: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Sul
Swift action Judgment (Justice +2 on attack rolls)
"Grr"
Attacks imp 3
Greatsword: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 252d6 + 4 ⇒ (6, 5) + 4 = 15


Alice
Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20

Tocu
Moves to flank imp 2
Claw: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d6 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
Claw: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 91d6 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9
Taura
????
Alice HP 12/19 Dex 10/14
Takes a five and starts a Coup de Gras on the sleeping imp.
Jacob
Moves
Spear: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 3 ⇒ (5) + 3 = 8
Celestial Eagle
Flys over and bites Imp 3
bite: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (3) + 1 = 4
Bartholomu
Magic weapon on whip +1/+1 08 rounds Started round 1
Arcane Strike Swift action
He will take a five then spend a standard action applying Silversheen to the spikes on his Scorpion whip.
Sul
Swift action Judgment (Justice +2 on attack rolls)
"Grr"
Moves and attacks imp 2
Greatsword: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 192d6 + 4 ⇒ (4, 6) + 4 = 14


Jacob AOO
Miss Chance: 1d100 ⇒ 36
Alice
Coup de Gras: 2d6 ⇒ (6, 6) = 12

Tocu
Moves to flank imp 2
Claw: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 131d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
Claw: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 281d6 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10
Claw: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 251d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6
Taura
????
Alice HP 12/19 Dex 10/14
If imp3 is dead she will change to her crossbow. If not hit it again.
Claw: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 251d6 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4
Jacob
Moves and attacks imp 4
Claw: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 101d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6
Celestial Eagle
Vanishes back to the celestial plane
Bartholomu
Magic weapon on whip +1/+1 07 rounds Started round 1
Arcane Strike Swift action
Claw: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 191d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
Sul
Swift action Judgment (Justice +2 on attack rolls)
Attack imp 4
Claw: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 271d6 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5
Claw: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 151d6 + 1 + 1d6 ⇒ (5) + 1 + (1) = 7


Sul
Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9

Tocu
Moves to flank imp 6
Claw: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 281d6 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7
Claw crit: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 271d6 + 1 ⇒ (5) + 1 = 6
Claw: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d6 + 1 ⇒ (6) + 1 = 7

Taura
????
Alice HP 12/19 Dex 10/14
She reaches down and touches the sleeping imp.
Bleeding Touch: 2d6 ⇒ (1, 2) = 3This is Bleed damage for 1 round auto crit. because the imp is helpless.
Jacob
Moves and attacks imp 4
Spear: 1d20 + 2 ⇒ (2) + 2 = 41d8 + 3 ⇒ (2) + 3 = 5
Bartholomu
Magic weapon on whip +1/+1 07 rounds Started round 1
Arcane Strike Swift action
Silver whip: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 5 ⇒ (1) + 5 = 6
Sul
Swift action Judgment (Justice +2 on attack rolls)
Attack imp 2
Coup de Gras: 4d6 + 8 ⇒ (2, 2, 1, 1) + 8 = 14


Tocu
Moves to swipe at unconscious imp 1
Claw: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 211d6 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8

Taura
????
Alice HP 12/19 Dex 10/14
She will try to Coup de Gras.
Mace: 2d6 ⇒ (1, 1) = 2 That would be why she didnt try it last round she did no damage.
Jacob
Attacks imp 4
Spear: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 161d8 + 3 ⇒ (2) + 3 = 5
Bartholomu
Magic weapon on whip +1/+1 05 rounds Started round 1
Arcane Strike Swift action
Attacks imp 3
Silver whip: 1d20 + 5 ⇒ (17) + 5 = 221d4 + 5 ⇒ (1) + 5 = 6
Sul Dex 11/13
Swift action Judgment (Justice +2 on attack rolls)
Attack imp 2
Greatsword: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 272d6 + 4 ⇒ (5, 3) + 4 = 12
Greatsword Crit: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 102d6 + 4 ⇒ (5, 3) + 4 = 12


Tocu's
Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15 to avoid AOO. Then attack with claws.
Claw: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 1 ⇒ (2) + 1 = 3

Sul's
Starts to Judge the rats. Move and Attack.
Greatsword: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 282d6 + 7 + 1d6 ⇒ (4, 3) + 7 + (4) = 18
Greatsword crit: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 232d6 + 7 ⇒ (2, 2) + 7 = 11

Taura's
???

Wererats

Alice's
?Moves and trys to hold Rat man 2.DC15 Will

Jacob
?Moves up and trys to rake his bone claws over rat man 1
Claws: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 2 ⇒ (4) + 2 = 6
Claws: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (2) + 2 = 4

Bartholomu's
Arcane Pool +1 Round 1
if hold works move up in front of rat 2 cast true strike and tries to trip rat man 1.
Trip: 1d20 + 28 - 2 ⇒ (4) + 28 - 2 = 30
If hold doesnt work move back cast Chill Touch and attack rat man 2.
Attack: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 71d4 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10Fort save 14 if hit.


Alice
Will tell Jacob to watch the three sleeping Cow Boys. Then casts hold person on the tackled Cow Boy DC15 Will and then starts to head up stairs.

Jacob
Moves to watch the sleeping guard. <Nothing gives you sweeter dreams then death watching over you.>

Sul  
Will cast expeditious retreat and open the door.
Come out your under arrest. We are here on behalf of the city Guard. We have not hurt anyone so far and if you come quietly you will remain unharmed.
Sul Intimidation: 1d20 + 9 ⇒ (5) + 9 = 14

Tocu
Will try to pin the guy.
CMB: 1d20 + 3 ⇒ (8) + 3 = 11

Bart
Will move to loom over the struggling Cow Boy and draw his Sawtooth sabre.
Stop resisting we are taking you to the city guard. They want you alive but they didn't say unharmed.
Intimidation: 1d20 + 7 ⇒ (16) + 7 = 23


Sul hangs back and watches for now.
Sul Sense Motive: 1d20 + 10 ⇒ (7) + 10 = 17 See if he his praise is real.

Alice will allow him to kiss her hand and nod her head politely. "Well aren't you the charmer. Please let me introduce our little band. I am Alice Cleric of Shyka, this is Bartholamu and his sister Sul, Tocu, and my daughter Tara. Tara say hello to the nice man."

Tara ????

Alice "Vencarlo Orisini? Yes I believe we have hear your name before. A Sergeant Soldado had spoke about you and a Sabrina I believe. You are a master swords man apparently. I'm sure you would have done the same if you had been there to fight those nasty things." She says this all with a sweet smile.

The rest of the party will shake his hand and allow Alice to do the interdictions and talking.


Alice
Gives out a short prayer for Guidance and climbs
Alice Climb Check: 1d20 - 2 + 1 ⇒ (18) - 2 + 1 = 17
Eagle Round 1
Is trying to slow or hinder the girl.
Getting in the way: 1d20 + 1 ⇒ (1) + 1 = 2
Jacob
Jacob Perception Check: 1d20 + 0 ⇒ (1) + 0 = 1
Jacob Acrobatics Check: 1d20 + 6 ⇒ (9) + 6 = 15
Bart
Strength Check: 1d20 + 3 + 8 ⇒ (3) + 3 + 8 = 14
He struggles but can not seem to get free of the debris. But he does try and cast Daze on her.DC13 will
Sul
Climb: 1d20 - 2 + 6 ⇒ (6) - 2 + 6 = 10
Tocu
Quickly disables the Tangle (DD +11+8) then try's to tackle the Bard.
CMB: 1d20 + 3 ⇒ (6) + 3 = 9


Round 6 I think
Alice
She will make another short prayer and try to jump to the next roof.
Acrobatics: 1d20 - 2 + 1 ⇒ (11) - 2 + 1 = 10

Cel Eagle
CMB: 1d20 - 1 ⇒ (4) - 1 = 3

Jacob
Strength Check: 1d20 + 3 ⇒ (17) + 3 = 20

Bart
Strength Check: 1d20 + 3 + 8 ⇒ (17) + 3 + 8 = 28

Sul
Tries to follow on foot.
Strength Check: 1d20 + 3 + 6 ⇒ (8) + 3 + 6 = 17

Tocu
Escape Artist: 1d20 + 10 + 8 ⇒ (9) + 10 + 8 = 27
CMB: 1d20 + 3 ⇒ (12) + 3 = 15


Will Save: 1d20 + 1 ⇒ (6) + 1 = 7


Alice
Looking for more guidance. Then tries to make it to the next roof.
Acrobatics: 1d20 - 2 + 1 ⇒ (19) - 2 + 1 = 18

Cel Eagle
CMB: 1d20 - 1 ⇒ (12) - 1 = 11

Jacob
Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Bart
Damnit
Perception: 1d20 + 0 + 8 ⇒ (12) + 0 + 8 = 20

Sul
Climb Check: 1d20 - 2 + 6 ⇒ (15) - 2 + 6 = 19

Tocu
Will Save: 1d20 + 1 ⇒ (15) + 1 = 16

I believe this will put Bart and Jacob on her tile but they can not attack. Is that right? Also if she tries to leave the tile do they get AOO?


Jacob
CMB: 1d20 + 5 ⇒ (6) + 5 = 11
Bart
Trip with Black blade: 1d20 + 8 ⇒ (19) + 8 = 27 -3 if not allowed to use weapon.


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

Jacob
Tries to help hold her down.
CMB Aid???: 1d20 + 5 ⇒ (20) + 5 = 25

Bart
Stop now. If we wanted to kill you, we would have tried to by now.
He will say though gritted teeth as he tries to pin her down.
Pin: 1d20 + 5 ⇒ (10) + 5 = 15

Sul
Tries to catch up.
Perception: 1d20 + 9 + 6 ⇒ (14) + 9 + 6 = 29
Acrobatics: 1d20 - 4 + 6 ⇒ (18) - 4 + 6 = 20

Tocu
Tries to disarm her as Bart and Jacob hold her down.


Tocu
"Come on little lady no use letting you get hurt now."
He will try attack any of the bugs that get close.

Sul
She brings up her Judgment of Justice +2 to hit. Then draws out her Masterwork Greatsword and cast Lean Judgment on Bartholamu. "Come on brother just like old times."

Bartholomu
He will smile as he feels the Judgment fall over him. Then draws out his Black Blade channel some of his arcane pool and attacks #3.
BBSW: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 291d4 + 6 ⇒ (1) + 6 = 7

Alice
Move to Card seven and pulls out her shield.

Taura
???


1,2 & 4 on Sul
5,6, & 7 on Bart
8 & 9 on Trinia
10 on Tocu
11 on Alice
12 on Taura

Tocu
Readied Attack: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 1 ⇒ (5) + 1 = 6#9
AoO: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 1 ⇒ (4) + 1 = 5#10

Sul
AoO: 1d20 + 9 ⇒ (1) + 9 = 102d6 + 4 ⇒ (3, 2) + 4 = 9#2

Bartholomu
Can't take a AoO

Alice
AoO Shield Bash: 1d20 - 2 ⇒ (4) - 2 = 21d3 ⇒ 3

Jacob
Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.

AoO to aid Trinia: 1d20 + 5 ⇒ (2) + 5 = 7
AoO to aid Sul: 1d20 + 5 ⇒ (20) + 5 = 25
AoO to aid Tocu: 1d20 + 5 ⇒ (4) + 5 = 9

Taura
Can't take a AoO


Tocu
Readied attack: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 1 ⇒ (4) + 1 = 5
AoO: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 1 ⇒ (4) + 1 = 5

Sul
AoO: 1d20 + 9 ⇒ (13) + 9 = 222d6 + 4 ⇒ (3, 1) + 4 = 8

Bartholomu
Can not take AoO

Alice
AoO Shield Bash: 1d20 - 2 ⇒ (3) - 2 = 11d3 ⇒ 2

Jacob
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.
Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.
AoO to Aid Sul: 1d20 + 5 ⇒ (3) + 5 = 8
AoO to Aid Trinia: 1d20 + 5 ⇒ (20) + 5 = 25
AoO to Aid Tocu: 1d20 + 5 ⇒ (19) + 5 = 24

Taura


Tocu
Lashes out with his claws.
Claw: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 1 ⇒ (3) + 1 = 4 #9
Claw Crit: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 1 ⇒ (4) + 1 = 5 #10
Claw Crit: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 1 ⇒ (3) + 1 = 4

Sul
Get off me.
Greatsword: 1d20 + 9 ⇒ (19) + 9 = 282d6 + 4 ⇒ (2, 2) + 4 = 8 #2
Greatsword crit: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 4 ⇒ (2, 2) + 4 = 8

Bartholomu
BBSW: 1d20 + 6 + 2 - 2 ⇒ (11) + 6 + 2 - 2 = 171d6 + 6 ⇒ (4) + 6 = 10 #7
Concentration Check: 1d20 + 10 ⇒ (20) + 10 = 30
Chill Touch: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 221d6 ⇒ 1 #6 DC14 Fort save or take 1 point of strength damage.

Alice
Pulls out her mace.
Mace: 1d20 + 2 ⇒ (18) + 2 = 201d6 ⇒ 6 #11
I hate bugs.

Jacob
@GM Can Jacob attack the Stingers on Trinia?
If so he step up and attack #8 if not he will step up and attack #1
Claw: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 3 ⇒ (3) + 3 = 6
Taura
???


Jacob AoO to aid AC if needed
AoO to aid: 1d20 + 5 ⇒ (6) + 5 = 11
AoO to aid: 1d20 + 5 ⇒ (17) + 5 = 22
AoO to aid: 1d20 + 5 ⇒ (1) + 5 = 6


Tocu
Steps up and lashes out again.
claw: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 1 + 2d6 ⇒ (4) + 1 + (6, 6) = 17
claw: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 1 ⇒ (6) + 1 = 7

Sul
SW: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d4 + 3 ⇒ (3) + 3 = 6

Bartholomu
BBSW: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 161d4 + 6 + 1d6 ⇒ (1) + 6 + (3) = 10

Alice
Bleeding Touch Touch attack: 1d20 + 2 ⇒ (16) + 2 = 181d6 ⇒ 6
Take the same amount next round.

Jacob
claw: 1d20 + 5 ⇒ (12) + 5 = 171d4 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 3 ⇒ (2) + 3 = 5


Sul
Gathers up her weapon the cast Sift to check out the rider.
Perception Check: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10
Look to see if it is a city guard or something else.


Tocu Perception Check: 1d20 + 6 ⇒ (14) + 6 = 20
Alice Perception Check: 1d20 + 3 ⇒ (15) + 3 = 18
Bartholomew Perception Check: 1d20 + 2 ⇒ (4) + 2 = 6
Jacob Perception Check: 1d20 + 0 ⇒ (14) + 0 = 14


Tocu Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Sul Will Save: 1d20 + 8 ⇒ (4) + 8 = 12
Alice Will Save: 1d20 + 9 ⇒ (12) + 9 = 21
Jacob Will Save: 1d20 + 3 ⇒ (1) + 3 = 4
Bartholomew Will Save: 1d20 + 4 ⇒ (19) + 4 = 23

Bartholomew
Moves up and cast shocking grasp through his whip.
SG not a touch attack: 1d20 + 8 ⇒ (7) + 8 = 151d4 + 5 + 4d6 ⇒ (2) + 5 + (5, 5, 3, 6) = 26
Knowledge Arcana: 1d20 + 11 ⇒ (14) + 11 = 25


"Black Bart" Bartholomew
Sawtooth Sabre: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 4 ⇒ (7) + 4 = 11 #3

Jacob
Claw: 1d20 + 7 ⇒ (13) + 7 = 201d4 + 4 ⇒ (4) + 4 = 8 #3
Claw: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 4 ⇒ (1) + 4 = 5 #2

Alice
Crossbow: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 221d8 + 1 ⇒ (2) + 1 = 3 #2
Crossbow Crit.: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 31d8 + 1 ⇒ (6) + 1 = 7


Rinse and repeat
"Black Bart" Bartholomew
Sawtooth Sabre: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 4 ⇒ (4) + 4 = 8 #2
Sawtooth Sabre crit: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 4 ⇒ (1) + 4 = 5
Jacob
Claw: 1d20 + 7 ⇒ (14) + 7 = 211d4 + 4 ⇒ (2) + 4 = 6 #2
Claw: 1d20 + 7 ⇒ (18) + 7 = 251d4 + 4 ⇒ (4) + 4 = 8 #2

Alice
Crossbow: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 101d8 + 1 ⇒ (4) + 1 = 5 #2


Surpise Round
Tocu
Move to engage #2

Sul
Moves into the room

Taura
Is heroic.

Bartholomu
Pull out his saber as he moves to block the two Derro's escape.
@GM Is his shield spell still up?

Alice
Moves into the room. and tells Jacob to attack.

Jacob

Round One
Tocu
Takes a five foot if he can the attacks if can not he will just attack.
Claw: 1d20 + 9 ⇒ (9) + 9 = 181d6 + 1 + 1 + 2d6 ⇒ (3) + 1 + 1 + (2, 5) = 12
Claw: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 1 + 1 + 2d6 ⇒ (4) + 1 + 1 + (6, 2) = 14
Extra +1 for damage is coming from Campaign trait Hungry for Revenge


Sul
Moves and aims for a Finishing blow on #1 next round

Taura
???

Bartholomu
Will turn drop his saber then pull out his Black Blade and in one smooth motion try to trip #2.
BB trip: 1d20 + 8 ⇒ (2) + 8 = 10

Alice
Moves up and tries to shot #2 with her crossbow. "Jacob hit the one that is getting away!"
Crossbow: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 181d8 + 1 ⇒ (6) + 1 = 7

Jacob
Jumps up on the table while pulling out a spear and then throws it at the Derro.
Spear: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 211d8 + 4 ⇒ (5) + 4 = 9

Round Two
Tocu
Takes a five foot step and Attacks.
Claw: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 151d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Claw: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 181d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Extra +1 Att. and Damg. from studied target because of the sneak attack


Sul
Coup de grace: 2d6 + 2d6 + 6 + 6 ⇒ (2, 1) + (2, 3) + 6 + 6 = 20 Fort save of 30 if it survives the damage.

Taura
???

Bartholomu
Picks up and sheathes his saber.

Alice
Moves over and watches the exists for company while using the tables for cover.

Jacob
Moves to fetch his spear.

Round Three
Tocu
Starts to carefully search the bodies.
Tocu Perception Check: 1d20 + 8 ⇒ (8) + 8 = 16


While Tocu carefully checks the bodies Sul and the rest will check around the room.
Sul Perception Check: 1d20 + 10 ⇒ (6) + 10 = 16
Alice Perception Check Aid Sul: 1d20 + 4 ⇒ (10) + 4 = 14
Bartholomew Perception Check Aid Sul: 1d20 + 2 ⇒ (11) + 2 = 13
Jacob Perception Check Aid Sul: 1d20 + 0 ⇒ (6) + 0 = 6

After that...

Tocu will check out the door and try to hear if there is anything on the other side.
Tocu Perception Check: 1d20 + 8 ⇒ (15) + 8 = 23


Perception Check: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13


Tocu Perception Check: 1d20 + 8 ⇒ (18) + 8 = 26
Sul Perception Check: 1d20 + 10 ⇒ (7) + 10 = 17
Alice Perception Check: 1d20 + 4 ⇒ (11) + 4 = 15
Bartholomew Perception Check: 1d20 + 2 ⇒ (13) + 2 = 15
Jacob Perception Check: 1d20 + 0 ⇒ (20) + 0 = 20


Round 1
Taura
Charge! Ouch!

Bartholomu Hp 30/35 Arcane Charge 10/10
Moves in to the room and jumps on the bed. Then casts Daze DC15 on Derro #3

Alice
Moves up and cast Shield of Faith on Sul. @Jacob "Would you be a dear and kill those nasty thing please."

Jacob
Moves into the room and attacks #4
claw: 1d20 + 7 ⇒ (7) + 7 = 141d4 + 4 ⇒ (2) + 4 = 6

Tocu
Move in and attacks #4
claw: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 1 ⇒ (4) + 1 = 5

Sul
Move in and onto the table then tries to slay #4
GS: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 202d6 + 1d6 + 6 ⇒ (5, 4) + (4) + 6 = 19


Round 2
Taura

Bartholomu AC15 Hp 30/35 Charged Whip 10/10
Swift action charge his Black Whip. then cast daze DC 15 Will on #3 again and attacks #4
BBSW: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 81d4 + 5 ⇒ (4) + 5 = 9

Alice AC18 Hp 33/33
Moves in to the room and cast Cause Fear DC 15 Will on #3

Jacob AC19 Hp30/30
Move up and attacks #4
Claw: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 251d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 121d4 + 4 ⇒ (1) + 4 = 5

Tocu AC18 Hp 31/34
Attack #4 if its still up then #3.
Claw: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 231d6 + 1 + 2d6 ⇒ (1) + 1 + (4, 1) = 7
Claw: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 151d4 + 4 ⇒ (4) + 4 = 8
If # 4 is down attack #3 once and move back.
(Sneak attack damage is only if ha attacked #4 other wise just 2 points of damage to #30

Sul AC19 Hp 38/38
If Tocu was able to move. She will take his spot and attack.
GS: 1d20 + 11 ⇒ (2) + 11 = 132d6 ⇒ (1, 2) = 3
If not she will step up and attack #4


Round 3
Taura
Pew Pew

Bartholomu AC15 Hp 30/35 Charged Whip 9/10
Moves up and casts Disrupt Undead on the Zombie Ogre. "Well your a big boy."
DU: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 3 Range touch no save

Alice AC18 Hp 33/33
Move to the fallen Derro and casts Death Knell. DC16 Will save

Jacob AC19 Hp30/30
Jacob moves up and throws a spear at his undead brethren.
Spear: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 4 ⇒ (7) + 4 = 11

Tocu AC18 Hp 31/34
If he can he will take a five up and attack the Derro #3. If he can not take the five he will just attack.
claw: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 1 + 2d6 ⇒ (1) + 1 + (6, 4) = 12 Sneak att. because he is grappled by the web.
claw: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 1 ⇒ (6) + 1 = 7

Sul AC19 Hp 38/38
As a swift action she brings up Judgment of Sacred Protection with Surge
She brings her sword up in a defensive pose and lightly kisses the blade. Where her lips touch the blade appears a glowing rune and her sword becomes sheathed in fire.
( She cast Flames of the Faithful on her sword and gains the flaming burst property.)
Casting F of F defensively DC17: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26


Round 4
Taura

Alice AC18 Hp 33/33
"Jacob back up make some room." She then moves and drags the body with her send out a wave of healing excluding the fallen Derro and Jacob just in case.
Channel Energy: 2d6 ⇒ (4, 1) = 5

Jacob AC19 Hp30/30
Moves back and pulls out his long bow. Then fires
Bow: 1d20 + 6 ⇒ (9) + 6 = 151d8 ⇒ 5

Bartholomu AC15 Hp 30/35 Charged Whip 8/10
Holds for some room then moves up. Then cast true strike and tries to trip the large undead.
Trip: 1d20 + 29 - 2 ⇒ (14) + 29 - 2 = 41

Tocu AC18 Hp 31/34
He will move nimble into the web as the monster falls.
Escape Artist: 1d20 + 11 ⇒ (14) + 11 = 25
Then tries to make sure it doesn't get back up.
claw: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 1 + 2d6 ⇒ (1) + 1 + (3, 3) = 8

Sul AC19 Hp Healed 6 from channel and 3 from Judgment 26/38
As a swift action she changes her Judgment to Healing.
I don't believe the web poses any problem for and her flaming weapon.
(The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. )
FGW: 1d20 + 9 ⇒ (5) + 9 = 142d6 + 1d6 ⇒ (5, 6) + (5) = 16


Round 4
Taura

Alice AC18+2 against Evil Hp 33/33
She will move up and cast Protection from Evil, Communal on Tocu, Sul, Bart, and her self.

Jacob AC19 Hp30/30
He take a shot at the little robed creature.
Cover: 1d100 ⇒ 33

Bartholomu AC15+2 against Evil Hp 30/35 Charged Whip 8/10
"Another one!?" He targets the spell caster with a Daze. DC14

Tocu AC18+2 against Evil Hp 31/34
Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23
Claw: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 1 + 2d6 ⇒ (6) + 1 + (1, 1) = 9 I believe he his flat footed if not take away the 2d6

Sul AC19+2 against Evil Hp 29/38
FGS: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 6 + 1d6 ⇒ (6, 2) + 6 + (3) = 17


Round 4
Taura

Alice AC18+2 against Evil Hp 33/33
Cast Cure Mod Wound on Sul.
CMW: 2d8 + 4 ⇒ (4, 5) + 4 = 13

Jacob AC19 Hp30/30
Fires at the Derro.
Longbow: 1d20 + 6 ⇒ (3) + 6 = 91d8 ⇒ 8

Bartholomu AC15+2 against Evil Hp 30/35 Charged Whip 7/10
Swift action Spell Recall True Strike
Then using his magic to aid the attempt again he will try and trip the new threat.
Trip: 1d20 + 29 - 2 ⇒ (13) + 29 - 2 = 40

Tocu AC18+2 against Evil Hp 31/34
Claw: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 1 + 2d6 ⇒ (1) + 1 + (3, 3) = 8
Claw: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 1 ⇒ (4) + 1 = 5

Sul AC19+2 against Evil Hp 28/38
FGS: 1d20 + 9 ⇒ (14) + 9 = 232d6 + 6 + 1d6 ⇒ (2, 4) + 6 + (4) = 16


Round 7
Taura

Tocu AC18+2 against Evil Hp 31/34
Claw: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 1 ⇒ (6) + 1 = 7
Claw: 1d20 + 9 ⇒ (19) + 9 = 281d6 + 1 ⇒ (6) + 1 = 7

Alice AC18+2 against Evil Hp 33/33
"Kill that thing!" She hold for Tocu's attack then moves up and puts a Cure light on Sul.
CLW: 2d8 + 4 ⇒ (6, 5) + 4 = 15

Jacob AC19 Hp30/30
Moves up and fires his bow.
Long Bow: 1d20 + 6 ⇒ (4) + 6 = 101d8 ⇒ 4

Bartholomu AC15+2 against Evil Hp 30/35 Charged Whip 6/10
Holds for some space and seeing it he moves up and strikes at the flying Derro. " You leave her alone you flea!"
BBW: 1d20 + 9 ⇒ (19) + 9 = 281d4 + 6 ⇒ (3) + 6 = 9

Sul AC19+2 against Evil Hp 21/38
@ GM Scorching Ray is a Touch attack so I believe both would hit. So she took 25 points. Then Healed 15 and another 3 because of her judgment.

She points her blade at the small creature and says "I am the bringer of Justice and you will die."
Intimidate: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34
DC is 10 + Your HD + Wisdom modifier Fail = Shaken for 1 round and one additional round for every five over. The +4 is because she is bigger the him.


@ GM How long is it shaken for?

Round 8
Taura

Tocu AC18+2 against Evil Hp 31/34
Moves up and attacks.
Claw: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 1 ⇒ (4) + 1 = 5

Alice AC18+2 against Evil Hp 33/33
Cast Command "Approach"
Command SR: 1d20 + 4 ⇒ (16) + 4 = 20 DC 15 Will

Jacob AC19 Hp30/30
Drops his bow and launches him self at the Zombie
Claw: 1d20 + 7 ⇒ (3) + 7 = 101d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 4 ⇒ (3) + 4 = 7

Bartholomu AC15+2 against Evil Hp 30/35 Charged Whip 6/10
Moves up and either waits for the derro to come back if Alice's spell worked or cast Daze if it didn't.
daze SR: 1d20 + 4 ⇒ (13) + 4 = 17 DC 14 Will

Sul AC19+2 against Evil Hp 35/38
Swift action Change Judgment to Piercing
Same as Bart
daze SR: 1d20 + 7 ⇒ (17) + 7 = 24 DC13 Will

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