And Then TWO Skeletons Popped Out! (Inactive)

Game Master Storm Dragon


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Jones opens the container.

Jones Will: 1d20 + 14 ⇒ (1) + 14 = 15

Inside are five vials, each labeled "Youth Tonic".

A little voice in Jones' head says "Well, that sounds completely innocuous and 100% legit, and furthermore something I really need to drink RIGHT NOW", so he rips the cork off one and chugs it down.

Immediately afterward, another voice says "OH GOD THAT'S NOT YOUTH ELIXIR IT'S POISON".

Jones Fort: 1d20 + 10 ⇒ (20) + 10 = 30

Jones fights off the initial effects of what he now knows to be Lich Dust poison, but is aware this poison is especially virulent, though takes a long time to take effect.

The onset isn't for 10 minutes, so that's when that 20 comes into play. One minute after that you make a new save. If that also passes, you're good. If not, it's bad.


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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

"Hm, unfortunate. One moment."

Jones prepares and chugs a Delay Poison extract.

"A problem for later."


Why die today what you can die tomorrow?


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

"Magic?"


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 cast Heal if needed, just let me know. Didn't think to prep Neutralize Poison, lots of competing options.


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.

"Typical witches."


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

"Search the box for a false bottom? That poison could have been a trap protecting something else."
Meanwhile, you all got 24 points of healing from Osric's channel, so is everyone at full?


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

No need to burn a Heal on this. I have one 2nd-level slot open, so I can just do another Delay Poison when the first one wears off. Then you can prepare Neutralize Poison tomorrow morning.

"First, let me be sure that won't happen again."

Jones smashes the remaining poison vials on the ground. Then he searches for a false bottom.

Perception (T10): 49 + 1d6 ⇒ 49 + (3) = 52


All of the bottoms are completely real.

That's everything in this room BTW.


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 searching the premises.


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 will do that with his touchsight, opening all the blockage if there are any that prevents his power from working.


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

Are there more rooms and floors in the Abbey, or is it time to head into the cellars?


There's a bunch of rooms on the second floor here, but only one of any real note. There's a few outbuildings on the grounds as well.

You search the rooms oe by on, revealing a barracks, guest rooms, and a much nicer bedroom with two very comfortable looking beds. One of the doors opens onto a terrace, with soil spread around and shrubbery growing in it. A spider swarm scuttles away from here as well.

The last room is a bit more interesting. Four invisible creatures hang around the ceiling of this room, but currently make no move to attack. THe rest of the room is dedicted to an altar with a headless skeleton n it; Jones can recognize it as the skeleton of an Annis hag, and likely deduce it was the leader of the Dublesse sisters' coven once upon a time.


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.

Are we in the last room or outside?


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

Does my Echolocation let me identify the creatures?


You are in the altar room, and they are Invisible Stalkers.


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 takes a look at the altar. Does he see signs of any rituals?
Taking 10 for a 29 Knowledge (Religion).


It does not appear to be a part of any magical ritual.


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 Detect Magic and scans the room for any items or active spells.
He doesn't know much about Invisible Stalkers.


Hm, slight retcon here, I got two rooms mixed up a bit.

This room is a library and the skeleton is lashed to a pole and strung together with wires

The altar is in a nearby corner of the room, and appears to be used primarily as a workdesk, with papers and books scattered about. One of the books does detect as magical.


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 looks through the papers on the desk.


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 acts like a sentinel, having his blade out. If the stalkers (which touchsight detect) or any threat attacks them whether out of the dark, he will move and flings his blade (Fury of a single blade; 2x damage for two successful hit & x5 damage for three) at one of them.

Attack 1: 1d20 + 22 ⇒ (18) + 22 = 40
Attack 2: 1d20 + 22 ⇒ (13) + 22 = 35
Attack 3: 1d20 + 17 ⇒ (5) + 17 = 22
Attack 4: 1d20 + 12 ⇒ (8) + 12 = 20

Damage: 1d6 + 14 ⇒ (6) + 14 = 20

Extra Damage: 5d6 ⇒ (4, 2, 1, 6, 6) = 19

Crit confirm if not stalkers: 1d20 + 25 ⇒ (12) + 25 = 37

Extra Damage: 1d6 + 17 ⇒ (2) + 17 = 19

(AC: 30; +3 from dodge bonus)

Forgot about good hope. It will add +3 to his attack & damage then. This action will not change unless an event cause him to break from it.


The stalkers shift as you move forward, ready to pounce...but relax once it's clear you aren't going toward the skeleton.

The table contains an assortment of papers, most related to necromancy and immortality. One book in particular is a libram on blood magic, specifically magic that allows you to transform yourself in various ways using the blood of certain creatures(it used to belong to a bloatmage going by the descriptions of ones the previous owner had used on themselves). It also doubles as a spellbook, containing several useful spells (Clone, Horrid Wilting, Insanity, Transformation, Iron Body, and Vision).


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 pockets the book.

"I see no need for us to approach that skeleton at the moment."


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

The skeleton didn't detect as magic at all?

Sledge agrees with Jones.


They're just bones.


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 agrees with Jones.


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

To the catacombs, then?


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.

Do we obliterate the stalkers first?


As the guard assuredly told you, the secret entrance to the basement lies in the Winery, an adjacent building to the Abbey. You begin heading down the stairs again. However, once you're all descending, you hear a cracking, like a tree branch snapping, and then a loud *GOOONNNNNGGG*....just before the great abbey bell falls down on top of your heads.

Make a Reflex save, DC 25. If you pass that, make another one at DC 30. This is basically two interwoven "traps" (more hazards) you avoided the first time in, but have been purposefully triggered by a certain enemy you let run off before you went into the lab.


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

1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 16 ⇒ (15) + 16 = 31

Sledge opens his third eye and casually dodges everything.


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

Holy crap, I finally get to use my trap sense ability!

1d20 + 26 ⇒ (9) + 26 = 35
1d20 + 26 ⇒ (11) + 26 = 37

Jones nonchalantly steps back from the falling bell.


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.

Ref Save: 1d20 + 20 ⇒ (17) + 20 = 37
Ref Save: 1d20 + 20 ⇒ (18) + 20 = 38

Zone flips away from the area with ease as the bell's fall kicks up dust.

"Your jinx gone yet, Sledge?"

The xeph tone is teasing.


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

Not Osric's strong point.
Reflex: 1d20 + 12 ⇒ (14) + 12 = 26
Reflex: 1d20 + 12 ⇒ (6) + 12 = 18
Made the first one, at least.


The first one is pretty much the more important one, so that's good.

The great bell slams into the floor, sending shards of wood and chunks of stone flyig in every direction, pelting all of you. Your ninja-like reflexes allow you to avoid the worst (and being smashed by the bell itself in the first place), and most of you manage to grab onto the edge of the floor and haul yourselves back up. Osric, however, is unlucky. He was stuck with a loose board, and the weight of his armor pulls it out, sending him plummeting to the ground floor below, heavy stones falling around him but not managing to strike his unprotected head.

Falling Bell: 10d6 ⇒ (3, 6, 5, 1, 4, 5, 1, 2, 4, 5) = 36

Fall damage: 4d6 ⇒ (2, 1, 3, 5) = 11

Attack (Falling rocks): 1d20 + 20 ⇒ (11) + 20 = 31 Which I think misses, unless your AC is the base 28. Though I'm unclear where the extra 6 AC comes from? If Ironskin, you're good (though your minute/level buffs are about 30 seconds off from ending at this point).

Everyone but Osric takes 18 damage, Osric himself takes 29 and is at the bottom of a pit, lightly buried in rubble.

You are safe for now, though note that getting down is somewhat inconvenient now that the stairs are gone.


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

The extra 6 was Ironskin, as you surmised. Thanks for the note on durations. Osric will still have a +2 Heroism when the +3 Good Hope runs out.
Osric can fly with his wings; any chance to reduce or avoid the falling damage?
I have limited access until the 16th so feel free to make any checks on my behalf.


Hm, yeah. Apparently it's a way easier check than I thought too. It's a DC 10 (though I'm giving you -2 Circumstance due to the falling debris making it more difficult).

I THINK that means you autopass, unless that "+11 (with -5 ACP)" means the ACP ISN'T already included. It's irrelevant enough that I'll just say you pass.


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

12 ranks, +1 Dex, and +3 class skill is +16, -5 ACP is +11. So ACP is included. Think I get Fly as a class skill by virtue of gaining a permanent Fly speed, but if not,
Good Hope for +3.


You do, yeah (the Feat actually reiterates that in the last line).


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 searching the building.


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 activates his celestial armor's flight.

"Perhaps we should check the bell tower? I get the feeling that the bell didn't fall on its own."


You are 99.9% sure it was that strangely intelligent spider swarm that ran away from you earlier.


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

"Actually, it was definitely the spiders. Which I have no intention of dealing with again."

Jones flies down toward Osric.


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 flies up, his angel wings spread.
"Onward."
Holy power flows from him, healing the party's wounds.
Channel: 6d6 ⇒ (1, 2, 1, 2, 3, 3) = 12
Well that's a bad roll.


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 eye, keeping a sharper eye out for traps. And by we, I mean Jones.


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 will continue for the lookout for enemies. If he sees the spider swarm or enemies, he will attack them. (See rolls from above post).


You continue downward and see no more traps. Going onto the grounds and into the winery, you begin searching for the trap door to the basement.

As you pass one of the large casks, you hear a voice.

"You...you are not the usual victims or thralls that enter this place. Who are you?' it half-whispers.


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

"I could ask the same of you." Jones replies. He can't help but be reminded of a certain, rather unpleasant brain-in-a-jar incident.


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

"I am Osric, last survivor of the Shining Crusade. I am a foe of all who follow the Whispering Way."
Osric figures the time for the subtle approach has passed. He tries to identify the source of the voice. Is it a person in the cask, or behind it, or a talking cask (i.e. a mimic)?
Perception: 1d20 + 28 ⇒ (19) + 28 = 47


The voice appears to be coming from inside the cask.

"We are mutual enemies of the Dublesse sisters. We will aid you, if you let us, and do us a favor in return."

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