And Then TWO Skeletons Popped Out! (Inactive)

Game Master Storm Dragon


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Once everyone is prepared, tell me where you intend to travel next.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Do we have any leads on Radvir's location? Also, how do I leave my old campaigns?


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

"Should we go back to this Radvir's lair? One cannot exactly bind a vampire with ropes. If his chieftain wants to dispose of him personally, we could leave one coffin intact. Then when we destroy his form and he must retreat into that coffin, we bring it and him to Luvick before he can replenish his strength.

That may be easier said than done, but you slew many of his allies?"


I can't remember if I gave out these already, but in case not:

Luvick's seneschal brings you a gift in the morning.

"My lord bids me to give these chains to you. They have been enchanted, a vampire wrapped within them cannot call upon their shapeshifting powers in any capacity, neither to turn into animals, nor into mist. Use this gift wisely. They are rare treasures, and the bearer of each is known and recorded."


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

The xeph accepts the chain.

"Be sure to send to your lord our regards."

Zone turns Jones.

"Let's search his lair."


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

"Indeed. And I think Sledge should be the one to hold the chains. He shouldn't have a problem capturing Radvir, if we find him."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Sure, sounds good to me. Let's head out."


The lair is deathly quiet. It looks like everybody who was still alive has been vacated, including the thralls you tied up and left unconscious.

This makes searching the place easy, though you come to the conclusion that wherever you follow Radvir next might be that much deadlier with monsters you did not dispatch inhabiting it.

It is in the dye room, of all places, that you find the most damning evidence. There you find Radvir's diary, which it looks like he'd attempted to destroy in a dye vat, but luckily the color is light enough once dry that the text is still (mostly) legible.

It details Radvir's attempts at framing the nobles, and his plans to take out the vampire aristocracy one by one (which you already knew), but it also details his connection to Adivion Adrissant, a name that you associate with other Whispering Way connections up to now (including the whole fiasco in the Shudderwood). There are also several letters scattered inside the bottom of the vat, detailing a correspondence between Radvir and the Dublesse sisters, Aisa and Hetna. It seems he has been shipping them captured vampires (staked, but not beheaded so as to keep them trapped but "alive") in exchange for something called "Bloodbrew Elixir". He seems unsure why they want them, though deduces that it must be some kind of concoction to transform the living into undead forms for the benefit of the Whispering Way. It gives detailed instructions on how to reach their base of operations in the Sante-Lymirin Abbey.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

How far away is this Abbey? If it is several days, Osric can prepare Wind Walk tomorrow.


The abbey is only a few miles outside of town, you could get there in a few hours if you walked.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

"Shall we head to this cursed Abbey? I am ready to go whenever you all are."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Yeah. Jones, check if that journal is fake."


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones does so.

Linguistics, Take 10: 22 + 1d6 ⇒ 22 + (6) = 28


It's ink spattered, but not forged.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

"With that much tracks left behind? Nah. Being sloppy is his style."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Right. Let's find the bastard."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

We continue our hunt.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

As the group journeys to the abbey, Zone guards the rear.


You travel for miles, and eventually go off the paved road and onto a simple dirt road. The path soon leads up, and after a while longer the Abbey comes into view at the top of a sheer bluff overlooking the bay. Jones has horrifying flashbacks for a moment, but quickly calms. This place isn't quite THAT high up, nor as precariously perched.

The Abbey is a two story stone affair, with a connected carriage house. The most striking feature is the bell tower, a clean 60 feet tall, though it looks like it' seen better days.

Kn. History or Local anyone?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Kn. Local: 1d20 + 1d6 + 13 ⇒ (18) + (1) + 13 = 32


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric casts Magic Vestment on his shield and armor.
"Should we look around before going in the front door?"


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Might be wise."


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones drinks a cocktail of buffs and starts looking around.

[ooc](Barkskin, Heroism, Echolocation, Alchemical Allocation > Elixir of Vision.)

Perception (take 10): 48 + 1d6 ⇒ 48 + (1) = 49

He also contemplates the result of his Kn. Local check above.


Jones knows the abbey is dedicated to Saint Lymirin, patron saint of the first blood, who is affiliated with Iomedae. The Abbey itself was bought by the Countess Carmilla Caliphvaso recently, and she promptly turned it into a winery. As the years have gone on, she has become obsessed with maintaining her youth and beauty, and tries anything and everything she can.

Jones sees nothing on the grounds of particular note.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

"Lead the way. I got your back."

Zone takes his time acclimating to the shadow as he follows the party.

Stealth (Take 20) - 46


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric bows his head in a brief prayer to Lymirin, calling on this servant of Iomedae for Heroism.
He flies along behind Jones.


Zone wrote:

"Lead the way. I got your back."

Zone takes his time acclimating to the shadow as he follows the party.

Stealth (Take 20) - 46

Gonna say Stealth is not a skill you can take 20 on, any more than you could take 20 on a Craft or Knowledge check. Taking 20 implies you hit a failure somewhere along the line, which interacts weirdly with Stealth. Plus I don't think anyone wants to wait while you take 10 minutes off their buffs.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

I believe there is an explicit exception for like camouflage or hiding in one place, though. Might be thinking of a different edition.


Samuel Sledge wrote:
I believe there is an explicit exception for like camouflage or hiding in one place, though. Might be thinking of a different edition.

I think you are, but that sounds reasonable to me anyway. Given enough time, I'd rule you could take 20 that way.

Doesn't apply here though.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Taking 10 then.


So...where are you going? Feel free to suggest courses of action OOC, and I will assume Jones takes one of them at this point, to keep things going. Or somebody else can take charge IC and I'll go with that.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Maybe we should just torch it?"


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

"There may be information we need... And we have to capture Radvir."
Start with the Abbey, carriage house, or bell tower?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

"The bell tower seems promising. A good hiding place."


Bell tower can only be reached from inside the abbey, unless you want to scale it? Sledge could get up there pretty easy, dunno about the rest of you.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric can fly. Whichever of us gets up there can secure a rope.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Zone has a rope. He will hand to you if you want to fly up, anchor it and then throw it down to help us non-flyers to get up there.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric is willing to do that. If there is a suitable protrusion (like a solid-looking spire), he will tie a loop while on the ground, fly up, and place the loop on the structure. It might not quite reach all the way to the ground, but it looks like Sledge also has a rope.

If Osric will have to land up there to anchor the rope, he'll ask Sledge to climb up simultaneously so he has somebody to watch his back.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sledge fairly easily climbs it.

Take 10 for 28.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Not sure if taking 10 for a check of 18 will get him up.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones utters a command word, then begins flying alongside Osric.

"Celestial armor," he explains.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Going to roll in case take 10 makes him fall on his butt.

Climb: 1d20 + 8 ⇒ (14) + 8 = 22

There we go. :)


You climb to the top, where a massive bell hangs from the ceiling. A rope hangs just beneath it.

The room is small enough that all of you can't fit in at the same time, but a ladder leads down to another floor.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sledge lets Jones look down.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones does so.

48 + 1d6 ⇒ 48 + (3) = 51


Jones sticks his head down the hole...and immediately pulls it back up.

A spider sits on his face, crawling, innocuously for now, down from his hair.

Hundreds, thousands more fill the room below, surging with a strange malice and forming a vaguely humanoid shape before they quickly begin to scale the ladder.

4d20 ⇒ (2, 13, 14, 17) = 46

1d20 ⇒ 7

Initiative Order:

Zone (27)
Sledge (22)
Osric (15)
Swarm (11)
Jones (9)

Zone, make a quickbar like everybody else, please. Everybody but Jones is up!


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

What is the range between the party and the swarm?


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Is there a trapdoor we can close?


In order: About 10 feet; Yes, but it's in such bad shape that they can move through the holes in the door at 1/2 speed.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric will fly off to one side for now.
Figure either Sledge flexing into Rat Catcher or Zone with his swarmbane clasp can handle this. Osric is not well suited for swarms, other than Fire Shield.

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