GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Narrator

The ghost is annoyed that Spugnoir always ends the bleeding of Darius. Therefore he attacks Spugnoir now.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage+Bleed: 1d6 ⇒ 1

Talk about dice luck.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir gets offended and tries to poke the ghost in the eye.
Touch attack?: 1d20 + 2 ⇒ (2) + 2 = 41d8 + 1 ⇒ (4) + 1 = 5


Narrator

For the ghost and the others here it is not exactly clear what Spugnoir wanted to hit. But if it was the ghost he failed.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius goes in again with a backhanded chop of the axe at the ghost.

Attack: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Dammit! Third times the charm if I don't die this round.


Narrator

I didn't count your damage so far, as I got the feeling Spugnoir healed you more than the damage done.

Bleed: 1d6 ⇒ 3
The blood hovers over to the ghost.


Narrator

Darius, you're currently at 20HP. Far away from dying.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Gregof steps 5' back, and pulls out his bow. Then fires a magic arrow at the creature.

Bow - Shoot into melee + Smite Evil + Magic Arrow : 1d20 + 4 - 4 + 3 + 1 ⇒ (13) + 4 - 4 + 3 + 1 = 17
Damage + Arrow + Smite Evil: 1d6 + 1 + 3 ⇒ (1) + 1 + 3 = 5

we'll see if that hits...

Brother Grergof holds out his hand to Darius:
I was never great at this thing... Do you want me to try the Axe?


Narrator

The arrow misses.
Arrow still usable DC 50: 1d100 ⇒ 70


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

SPugnoir steps back and drinks an extract of CLW clw: 1d8 + 3 ⇒ (3) + 3 = 6


Narrator

The ghost moves on to Grergof with his axe.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
But due to his divine protection the ghostly axe is deflected.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Here Grergof, take the axe!" Darius yells and passes the bloody axe to Brother Grergof then turns and faces the ghost and with a hand out "Time for you to go see Pharasma."

Channel Positive Energy 6/6 (DC14): 2d6 + 3 ⇒ (6, 6) + 3 = 15


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

In reply Grergof reaches out and tries to grab more of the ghost's essence.

Disrupt Undead + Smite Evil: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29
Confirm Crit: 1d20 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Damage + Smite Evil: 1d6 + 3 ⇒ (3) + 3 = 6

Oh too bad so close...

Your time is done spirit. It is time for you to be judged at the boneyard.

Then he grabs the axe.


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Narrator

Will Save: 1d20 + 7 ⇒ (13) + 7 = 20
The wave of positive energy rips quite a bit of the ghost's essence away and Grergof gives it the rest. The translucent creature dissolves into the air and is gone.

Handaxe spoiler:
The blood smeared handaxe counts as +1 ghost touch handaxe that delivers 1d6 extra damage when used against the lopper. In sum: 2d6+1+str+smite damage per hit ;)


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

*Huf huf huf* Is anyone really hurt?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius slumps against the wall, a little winded.

"Erk, well that took a bit out of me. If it weren't for your quick thinking and aid, Mr Spugnoir, I'm sure I would have been done for. I need a moment to catch my breath."

Some minor wounds can be seen on Darius. He looks over to Brother Grergof.

"Perhaps that axe could be of use to us against the others we encounter?"


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

It was probably connected to The Lopper and thus won't have any real special powers against other beings. We would need to examine it more when we have the chance

I can try to heal using mundane methods if people want to. We could take a break of about an hour.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof'S shoulders slump, down.
I am not majorly hurt, but I feel exhausted. I do not know that I could face another spirit without a night's rest. May I suggest that we look around this room, then stop by the friendly spirit to make sure she will be OK tonight and then head back to town.

I could really use a good meal and a bath. Plus maybe we can examine the items more with someone in town.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"I can probably heal us up to full health but then I might not have anything left for further. If we spend a night out and return, will we not have to go through all the respawned haunts and such heading back to this point?"


Narrator

There are numerous prison cells. Each contains a mound of ancient straw, two wooden buckets, and a tattered blanket. The iron doors for all of these cells hang open.

A tattered rope is bound to the grate in the middle of the room hanging down into the darkness.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

As Gregof looks around he talks to the other two.

I would hope not. The warden's wife told us that she could keep the spirits of these 5 from re-manifesting if we dispelled them. So that should not be a problem, but that is also what I wanted to check with her on.

As for getting back here, Mr. Spugnoir cleared out the plants around the window. So unless it grows super fast, we should have a safe way to get in and out without having to trigger that cold haunt.

Hmmm, I don't see a body like the other times. The ghost came from down in the grate. We should look down there and see if that is where the body lies.


Narrator

Assuming someone still has the sun rod and holds it over the oubliette

The Lopper’s remains lie in a heap at the bottom of the oubliette, along with about 30 feet of old rope. In addition, a fair amount of gear and other treasures lies among the Lopper’s bones.

The oubliette is about 30feet deep.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

How about we check the gear? I don't know if it is safe but we can use a new rope to get down. Spugnoir holds out the rope and will tie it to a secure location to lower into the cell.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Good idea. Lets just check for that body then we can double back. How many charges you sill have on that wand Spugnoir? Carge me up and I'll head down and check it out. Just cover me."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Gregof tries to pull open the grate so Darius can get down in the pit.

If he can get it open he pulls out his bow and knocks an arrow, and stands over the pit to cover his companion's descent.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir mixes up an infusion of CLW and give sit to Darius
clw: 1d8 + 3 ⇒ (6) + 3 = 9


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Thank you sir." Darius says and swigs the potion before helping to tie up the rope. Then begins his decent. Provided we open the grate of course.


Narrator

The grate is heavy. But it is not very hard to open it anyway. At least from the outside. From the inside it's another story. The walls of the oubliette are polished stone. With very little small cracks here and there.


Narrator

Please tell me where you tie the rope to and how you use it to get down. And climb check please.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

If there are bars or iron doors that are still well attached to the floor/ceiling? If so we tie the rope to that. It's 50 feet of rope so there should be plenty of length to get around the door and then over the 10 feet to the pit and down to the bottom.


Narrator

The doors are old but they were best quality to start with. So they are still quite sturdy and the rope can be tied to the bars in the small cut out square in the upper half of the doors.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Umm..we should be very careful, there might be another haunt in here that might do something nasty like slam the grate closed.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir readies his crossbow in any event.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius looks down the ominous hole and ties the rope around his waist.

"Just in case you have to pull me back up." He says.

Then turns and slowly starts the decent. Abseiling down slowly.

If possible, can I take 20 on this climb? If not then...

Climb: 1d20 - 1 ⇒ (14) - 1 = 13


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Narrator

taking 20 is not possible for actions that bear the risk of getting hurt or worse
Darius reaches the bottom of the oubliette without problems.

The Lopper’s remains lie in a heap at the bottom of the oubliette, along with about 30 feet of old rope. In addition, a fair amount of gear and other treasures lies among the Lopper’s bones. Also there lies a second skull.

These objects consist of 120gp, a masterwork heavy crossbow, a masterwork
longsword, a masterwork heavy mace, a stone, and a ring of keys.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir will help Darius backup. Hmmm a rather interesting pile of things. Shall we take these out of the pit and perhaps leave the bones with our new ghostly friend? I must admit that I don't have any equipment left that can harm ghosts or haunts.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Some useful stuff here. Take these up fellows."

With that Darius Uses a bedroll he has in his backpack along with the leftover rope found in the hole to wrap up all the found gear, weapons and bones and bothe skulls and tosses the other end of the rope out of the hole so that his companions can pull it out.

After that is done Darius follows suit and begins to climb out with the help of the Alchemist and Paladin.

Climb: 1d20 - 1 ⇒ (3) - 1 = 2

And his first foot against the wall slips and he clocks his noggin against the wall and is a little frazzled.

"I'm getting too old for this sh..."


Narrator

Throwing a rope that is too short up 30 foot when sitting in a hole with barely 10 feet in diameter is really hard. And beyond the ability of Darius.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Okay maybe not my best idea. We'll have to do this the long way. Try now."

Darius untied the rope tied to him and ties it to the gear. For Spugboir and Grergof to take up.

["Send the rope back down for me once you've got everything."


Narrator

Assuming they don't want to let you rot down there you could simply write so and make another roll to try to climb up.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

This is how I roll :P

Climb: 1d20 - 1 ⇒ (8) - 1 = 7

but not how I climb. I'm gonna rot down here aren't I?


Narrator

It is not elegant but Darius is happy to get out of that hole. So the acquisition of block and tackle can be called off.

The DC for climbing up a wall with a rope is 5.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I wonder why there were keys down there... was the second skull a guard or did looper get get the keys somehow?

Hmmm second skull, you didn't find a badge there did you?
I hope it's not in that collapsed stair case...


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Whew

"Nope, no badge that I could find down there. I'm not sure who the other skull might be. Maybe Vesorianna can divine who this other skull belonged to. We should probably take it to her as well."

Darius looks at the keys.

"Those might be handy to get into other places that might be locked in this place." he says as he takes another look around at the room they now stand in before looking at the rest of the scavanged goods.

"Some useful stuff in here. This sword looks well made and is better balanced than my own. May I?" He says twirling the masterwork blade before his eye falls on the stone as he raises an eyebrow.

Whats the stone look like?

Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7 (Just in case. Ugh nevermind)


Narrator

Spellcraft works best with detect magic. Which you didn't prepare.

As there is nothing else to do for you here you pack the stuff and walk back to the center room. As Grergof walks past the guard room with the skull in hand asking himself 'To be or not to be...' his eyes fall on the destroyed remains of a headless skeleton.

Where to?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Do we want to rest? We used many resources fighting these haunts and things will probably go badly if we meet another.

I could probably use the mace if no one minds. If we continue, I suggest we go west u5 and u6


Narrator

The guard room (U5) looks like the others you have seen so far. At the wall is a winch to open the portcullis. Also a table, a pair of chairs and a bed.

Moving on to the guardroom on the opposite side (U6)you see a single large table with two chairs astride it and a single sagging cot pushed up against the eastern
wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.

Perception Grergof: 1d20 + 3 ⇒ (8) + 3 = 11
Perception Darius: 1d20 + 6 ⇒ (19) + 6 = 25
Perception Spugnoir: 1d20 + 8 ⇒ (3) + 8 = 11

Darius:
You feel a sudden splitting headache while at the same time noticing the fragments of skull on the table begin rattling and shaking


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius slumps against the wall shaking his head "Ugh... my head hurts... this isn't a good sign." He says then looks up at the table and his eyes go wider.

"We probably should have rested. Look at the table!" he says pointing at the rattling skull fragments and drawing the masterwork sword he found.


Narrator

Initiative Darius: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Grergof: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Spugnoir: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Ghost: 10 = 10

From the dead body of the dwarf rises a ghostly figure that looks just like the dwarf, wielding a hammer. A ghostly skull floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.

The skulls on the table puzzle themselves back together and rise into the air.
Everyone goes before the ghostly figure and the skulls


Narrator

Knowledge Religion DC 13:
This is a haunt. It's weakness is that it can be hurt by destroying the skulls.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius waves his open hand in the direction of Spugnoir and Grergof and a subtle glow goes over them.

Casts Communal Protection from Evil. +2 AC to everyone

Knowledge Religion: 1d20 + 10 ⇒ (4) + 10 = 14

"Grergof, use the hammer we found on this one! Spugnoir aim for the skulls, that's how we'll end this haunt" Darius instructs.

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