GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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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 then, lets give it a try. Hold on to something." Darius says and backs up against the wall and holds his fist out with the ring and activates it.
A semi translucent ram's head emerges from the ring and rushes forward into the rusted door with a loud crash.

Spends 3 charges for a Strength of 29 to open the door.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam watches with Glee in his eyes as the magic from the ring "RAMS!" into the door.


Narrator

Strength: 1d20 + 9 ⇒ (11) + 9 = 20
A vaguely discernible shape that resembles the head of a ram appears out of the ring growing to large size while moving towards the door. As it hits it feels like everything shakes but the door doesn't open.


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

I could try to make some acid if we go back to the lab for me to work


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

"Well that was anticlimactic." Darius says with a frown.


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)

How long would it take to make acid? Melting the door might be the safest.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will shift his vision to the magical spectrum, looking over the door and around the door for anything magical.

Perception with detect Magi: 1d20 + 6 ⇒ (4) + 6 = 10

Can I just take a 20 while they go make some acid?


Narrator

Stam:
There is nothing magic at the door.


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

Give it a bash, Varsk


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)

Fine, everyone else get clear.

Once everyone is clear, Grergof commands the rope around his waste to tie itself to something above him so he is tied down against the rushing water and bashes the door.

Note. When the door breaks at all he is very careful to to get clear at the first sight of sonetgung coming out, incase that is acid or something and not just water. If it appears ok then he goes back and finishes the job after evaluating the situation.


Narrator

Taking a stance in front of the door in the entrance area Grergof bashes a hole into the door. Through that hole comes a jet of water that quickly fills the entrance. The water stops flowing at about three feet depth.


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)

Perception to verify the water is safe. And there's nothing in the water: 1d20 + 6 ⇒ (17) + 6 = 23

Assuming it looks safe, Grergof carefully steps into the water and finishes bashing the door down watching for something that is dangerous.


Narrator

With a few more bashes the rust keeping the door shut is loosened and it can be pushed open slowly due to the water.

Map

Behind the door is a flooded corridor and across it a flight of stairs whose ceiling is collapsed and therefore blocked. The corridor goes on to the left and the right in three foot deep water.


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

Well here we are, let us go left.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will hike up his robes so they don't drag in the water.

"Wet robes are a rather big pain if you are trying to run away from something. So left as Spugnoir says?"


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 sets his Ioun Torch spinning and leads the way left trying to keep an eye out for traps or dangers gicwn what he has already seen from the place. He also is detecting evil as he goes.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Narrator

Grergof carefully moves forward until he finds the trap. Sadly not by seeing, but by stepping into it. The floor under his feet disappears and out of the pit comes something - hundreds of small creatures that latch on every free skin they can find.

Knowledge(Nature) DC10:
Swarm of leeches

Knowledge(Nature) DC14:
susceptible to salt

Swarm Grergof: 2d6 ⇒ (4, 1) = 5


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

Oh mai gawd!

Init: 1d20 + 6 ⇒ (1) + 6 = 7


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 swings his flail ineffectually as he backs up.

Help! There's too many of them for me!

Single move to try to get back from the swarm. Moving back possibly all the way out of the water. He'll try to scrape off any leaches with his flail as he does.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

K. Nature: 1d20 + 8 ⇒ (6) + 8 = 14

"They are leaches, we need to get on dry land and apply some salt. Spugnoir do you have any? I don't!"

Stam tries to find somewhere not in the water.


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

I have ice bombs!


Narrator

Grergof swings his flail as he looses the ground under his feet and swims back to where he got a sure footing and flees the water. Which is hard due to standing in waist deep water still. Together they flee out of the building again. But Grergof feels the effect of the leeches already.
Dex Damage: 1d3 ⇒ 3
Str Damage: 1d3 ⇒ 2
Fort Save: 1d20 + 10 ⇒ (15) + 10 = 25
Forgot that you need to save vs. poison when swarmed, or get 1d4 additional Dex DRAIN. But they are only CR4.


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

Once everyone is away from the leeches, Spugnoir gives him an extract of Lesser Restore
Lesser Restore: 1d4 ⇒ 4


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 gets on dry land, tries whatever cures the people tell him to and downs the potion.

Thank you sir. That helps a lot. I'm still weaker then normal but at least I'm steadier on my feet.

So how do you all propose we address these leaches?
The only thing I can think of is to float oil on the water and light it, but I honestly dont think that's going to do much and I only have two oils left after the trolls.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam rummages through the pockets on his robes and jacket.

"I have 2 vials of liquid ice, could free them? Spugnoir does it work that way?"


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 trickles the extract down Varsk's throat. The sweet tasting liquid restores some of his vitality but not all.
This is serious, perhaps Darius can help? I have no more extracts that can heal you today.

As for the leeches, I can use my frost bombs to freeze them, more lethel than the liquid ice.


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 also..ahem...leeches the poison out of Varsk.
Heal,treat poison: 1d20 + 11 ⇒ (2) + 11 = 13

Never mind..


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 this should help." Darius says and pats Grergof on the back.

Cure light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9

Then turns to Spugnoir. "Spugs, ice 'em."


Narrator

The swarm of leeches mingles in the water on the stairs, not yet giving up of their tasty food. Grergof feels like he needs some time in privacy later to get the remaining leeches off him that are beneath his armor right now.


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)

Screw privacy. This isn't mixed company.

While the others talk, Grergof moves off to the side, strips off his armor and what clothing he needs to and gets rid of the remaining leaches.


Narrator

Grergof leads by example to make it clear to his companions why they should never ever get into such a leech swarm. He looks like a Dalmatian only with his spots being red.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"So now that we know there are leaches in there how do we get past? I could try to create a gust of wind and see if that will keep them away."

would you allow wind wall to push them back?

Stam will look from the stairs to see if there is anything to drain this area.

perception: 1d20 + 6 ⇒ (18) + 6 = 24

"Does anyone see a way to drain this room?"


Narrator

Wind will only create ripples on the surface. The way to drain it would be to check how fast Grergof can chip away the rock this is built into with his flail. He always wanted to do this didn't he?


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 chucks an ice bomb at the leeches.
Touch,pbs,ps: 1d20 + 10 ⇒ (12) + 10 = 223d6 + 5 ⇒ (4, 2, 5) + 5 = 16 Swarms take extra damage I believe.

I will have to invest in something that improves my ability to detect and disarm traps


Narrator

Spugnoir freezes the entire entrance area to a solid block of ice killing all leeches.


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

I do have an eye for checking for traps so I will go first. Spugnoir will keep an eye out for hazards
Perception: 1d20 + 11 ⇒ (3) + 11 = 14

Spugnoir's eye needs a replacement.


Narrator

Where do you go to?


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will look for magical auras that aren't coming from his friends,

perception: 1d20 + 6 ⇒ (12) + 6 = 18


Narrator

You walk back through the three foot deep water to the corner where you encountered the trap. Now it's just a hole in the ground. Swimming over it you reach the room behind the corner.

A rotting stench comes from a trio of headless, large apelike creatures inside heavy iron cages (DC14 or be sickened as long as you stay in the room). The waters lap against these corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor.

From Above three flying heads with wings come down shrieking.

Perception DC 10:
The apes have four arms

Knowledge (Arcana) DC 16:
The apes were Girallons

Knowledge(Planes) DC 13:
The flying heads are Vargouilles. They paralyze their victims with their shrieks and then give them the kiss of death which transforms the victim into a vargouille within a day.

One head shrieks. DC 12 Fort save or be paralyzed


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

K. Arcana: 1d20 + 13 ⇒ (17) + 13 = 30
K. Planes: 1d20 + 12 ⇒ (1) + 12 = 13
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Fort vs Sickened DC 14: 1d20 + 5 ⇒ (16) + 5 = 21

"The flying heads are Vargouilles. They paralyze their victims with their shrieks and then give them the kiss of death which transforms the victim into a vargouille within a day. The apes were Girallons. Don't let them kiss you no matter how pretty you find them." Stam says with a smirk.

Fort vs Shriek: 1d20 + 5 ⇒ (16) + 5 = 21

Drawing his own power and adding it to the magical syllables in his head, Stam unleashes bolts of pure force at one of the heads.

MM with Reservoir Point CL 8: 4d4 + 4 ⇒ (3, 2, 3, 1) + 4 = 13


Narrator

The magic missile hits reliably into one of the uglies.


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

Fort Save vs Sickened: 1d20 + 5 ⇒ (9) + 5 = 14 (Whew!)

Fort Save vs Paralysed: 1d20 + 5 ⇒ (10) + 5 = 15 (Double whew!)

Darius covers his ears as the flying heads pass by screaming. He then balls his fists and a glow builds up around him and pulses out from his direction.

"Hope these guys are undead."

Channel Harm 1/6 DC17: 3d6 + 5 ⇒ (4, 5, 4) + 5 = 18


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

Fort sickened: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Shriek: 1d20 + 7 ⇒ (14) + 7 = 21

Spugnoir fires a magic crossbow bolt at the one that Stam shot
Bolt+1,PBS,PS: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 2 ⇒ (2) + 2 = 4


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)

Fort sickened: 1d20 + 10 ⇒ (9) + 10 = 19
Fort shriek: 1d20 + 10 ⇒ (8) + 10 = 18

Grergof lines up to play baseball with his flail when the things get close.

Ready action, smack on when The first one gets in melee range:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20


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)

Fort sickened: 1d20 + 10 ⇒ (3) + 10 = 13
Fort shriek: 1d20 + 10 ⇒ (19) + 10 = 29

Grergof lines up to play baseball with his flail when the things get close.

Ready action, smack on when The first one gets in melee range:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 11 - 2 + 2 ⇒ (19) + 11 - 2 + 2 = 30
Damage + Power Attack: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12


Narrator

Spugnoir plants a bolt into the one Stam chose and Grergof lands a critical hit taking the head that comes for him out of the game.

The holy energy that Darius channels from Iomedae flows through the creatures without effect.

The other head comes for Darius.
Bite: 1d20 + 5 ⇒ (10) + 5 = 15


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

"What the!?" Darius shrieks in surprise at having no effect on the flying head and dodges to the side as one flies at him.

Drawing his sword he swipes at it with both hands.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Narrator

That's the last you see of this one too.

The last one tries a shriek.
DC 12 or paralyzed


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

Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25

Darius covers his ears and manages to shrug off the effects of the shriek.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Fort vs Shriek: 1d20 + 5 ⇒ (17) + 5 = 22

I am honestly surprised that I haven't failed a check yet

Pulling more magical syllables from his memory, Stam releases them again in bolts of force at the creature.

MM CL 6: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11

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