DM Rich's Carrion Crown

Game Master Briccone

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Gamemaster | CC Map | S4 Map

Okay, next time there is a big dungeon, we may need to appoint someone as the dungeon leader whose job it will be to decide where the group goes next after every room. Currently, I assume the group will want to move through the next secret door, but I'll pause until Sunday/Monday in case anyone wants to heal first.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

"I could use some healing before we move on..." He quickly downs a potion, closing his wounds fully.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

With that, he pushes foward to examine and open the secret door. Perception: 1d20 + 5 ⇒ (6) + 5 = 11

I took the liberty of putting the group into a rough marching order.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Looks good to me

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Sor 2/Ftr 1, HP 17/23, CMD 17, AC 20 /T11/F19, F+3 R+1 W+2, Init +3, Perc -1

I am not sure if it is because I am on mobile but I can't seem to find the latest map. Anyway Theodor is fine with whatever marching order is decided.


Gamemaster | CC Map | S4 Map

You can find a link to the map either under the status line of this alias, or in the campaign info tab.

Opening the secret door, the group first moves through an empty cell that has several sets of rusty manacles hanging from the wall. Proceeding through the cell's open door reveals several iron doors that line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well.

Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim. To the north, the way forward is blocked by another portcullis.

PC Perception rolls
Bert Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Sophie Perception: 1d20 ⇒ 8
Stefan's Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Tara's Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Teilaenthis' Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Theodor Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Vivian's Perception: 1d20 + 7 ⇒ (9) + 7 = 16

PC Initiative rolls
Bert's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Sophie's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Stefan's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Tara's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Teilaenthis' Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Theodor's Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Vivian's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

As the group moves in further, only Tara notices that tiny rivulets of blood are beginning to well up in the corner of the cell she's in. Could this be another Haunt?

Initiative (Surprise Round)
Bert
Vivian
Theodor
Sophie
Tara <= Up
Teilaenthis
Haunt
Stefan

Only Tara notices the Haunt and can act before it in the surprise round.


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Glancing up from her hold text, Tara pales as she sees what could be a manifestation of a haunt. "Pharasma! Help us in this time of need! Strike down this restless spirit who longs to be judged by your hand!" Filling the small room full of positive energy, Tara grasps at her trusty wooden holy symbol.

Channel Positive to harm undead: 2d6 ⇒ (1, 1) = 2 Well that was positively unhelpful.


Gamemaster | CC Map | S4 Map

Tara unleashes a wave of positive energy into the room, but unfortunately it's not enough to stop the haunt from awakening.

PC's Will Saves:

Bert's Will Save: 1d20 + 4 ⇒ (3) + 4 = 7
Sophie's Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
Stefan's Will Save: 1d20 + 3 ⇒ (1) + 3 = 4
Tara's Will Save: 1d20 + 7 ⇒ (16) + 7 = 23
Teilaenthis' Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
Theodor's Will Save: 1d20 + 2 ⇒ (1) + 2 = 3
Vivian's Will Save: 1d20 + 4 ⇒ (9) + 4 = 13

Everyone, with the exceptions of Sophie and Tara, immediately notice that on the closest wall adjacent to you, the first letter of your name appears written in fresh blood. You realize that you soul or sanity is being “stolen” by having your name appear on the wall, and that by destroying the bloody words, you can get it back. You also take 2 points of Wisdom damage, destroying the letter might restore the damage. Sophie and Tara do not take this damage this round, nor do they have the first letter of their name written on the wall.

Initiative (Round 1)
Bert <= Up
Vivian <= Up
Theodor <= Up
Sophie <= Up
Tara <= Up
Teilaenthis <= Up
Haunt
Stefan

Everyone but Stefan is up.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

do we see these letters? Or any blood? Or anything at all?

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Gamemaster | CC Map | S4 Map

Sophie and Tara see the bloody letters, but they don't necessarily comprehend the soul stealing part nor that their companions have taken Wisdom damage.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan looks at the wall with an expression of abject horror, his hand at his lips.

Otherwise waiting for my turn.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Bert turns and slashes out with his halberd and then bashes with his shield, the wall with the letter.

Halberd: 1d20 + 5 ⇒ (10) + 5 = 15 damage, if hits: 1d10 + 3 ⇒ (5) + 3 = 8
Shield Bash: 1d20 + 4 ⇒ (19) + 4 = 23 damage, if hits: 1d3 + 3 ⇒ (1) + 3 = 4


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie looks at Bert with some confusion. "Boy! Is something wrong with your head?!"

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Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

"Mr. Bert! You need to get out of the room! This is a haunt, if you stay in this area something bad is going to happen." Tara gently nudges Stefan forward as she attempts to understand what is happening with her allies.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Realization dawns on Sophie, but she hesitates, unsure what to do.

really unsure how to contribute here

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Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teil rushes towards the wall and swings at the letter with his magic-charged earthbreaker, trying to shatter the area where his letter appeared.

Recharged it using another energy point.

Earthbreaker: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 10 ⇒ (2, 5) + 10 = 17


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Vivian stares in shock at the wall, and then tries frantically to wipe the blood with her dress, exposing more flesh than usual


Gamemaster | CC Map | S4 Map

Bert smashes the part of the wall next to him with a bloody letter 'B', and instantly feels his soul return to him. Bert's Wisdom damage is restored.

With a mighty blow, Teilaenthis does the same to the 'T' of his name and the entire wall begins to groan. The occultist feels his soul return to him as well, but his powerful blow appears to have completely undermined the already damaged wall. The structure around the party begins to fall on top of everyone in small pieces, then in large chunks. Everyone needs to make a DC 16 Reflex save. If you fail, you take 3d6 ⇒ (6, 1, 6) = 13 damage from the rubble falling on you, or 6 damage if you make the save.

The area in the red outline is now difficult terrain from the pieces of wall scattering the floor. Likewise, the interior walls in that area are now gone.

Everyone who took Wisdom damage has it restored. If you haven't taken an action yet this round, go ahead and post it now (including Stefan). Please note we are not out of combat yet. I'll move forward in about 24 hours.

GM Screen:

1d20 ⇒ 11
1d20 + 1 ⇒ (14) + 1 = 15


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Reflex save: 1d20 + 6 ⇒ (1) + 6 = 7

Vivian is so caught up in her desperate and futile act of cleaning that she doesn't react to the rockfall.

She nearly got trapped under the rocks, and crawl out, still in shock, shaking with fear and despair.

Well, this is a role play game, after all..13 HP damage for me!


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

reflex save: 1d20 + 3 ⇒ (3) + 3 = 6

Sophie totters, clearly in pain. She casts a healing spell on herself.

CLW: 1d8 + 3 ⇒ (5) + 3 = 8

She looks around. "Is everyone alright?" seeing Vivian shaking, she walks over to her and pulls the girl close, offering her a shoulder to lean on.

at 13/18 hp

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Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

The shattering blow sends the broken wall away from the teifling, leaving him safe from the debris.

"We seem to be nearing one of the more powerful haunts. The writing of names is a familiar tact."

reflex: 1d20 + 3 ⇒ (20) + 3 = 23


Gamemaster | CC Map | S4 Map

Just to be clear, if you make the save you still take 6 damage unless you have evasion or something to that effect.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teilaenthis then picks a few lose stone shards from his flesh, leaving bleeding wounds. Apparently not as effective as he thought.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22

Bert has a few of the smaller pieces hit him but is able to deflect a large piece with his shield.

"Woah, nice shot there Teil, you are really bringing down the house." Bert says cracking a smile at his bad pun, then giggling.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

The redhead tries to calm herself, but it takes some time, even with Sophie help and conforting shoulder.

Her face is full of dust, her lips are busted and bleeding, her hair is in a mess, and she's limping a little.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Reflex save (DC 16): 1d20 + 2 ⇒ (3) + 2 = 5

Stefan cannot tear his eyes from the appearance of the bloody letter "S" on the wall... he continues to stare as Bert and Tiel smash the wall with their hammers. He seems frozen in place as the wall collapses. He futilly raises his arms to cover his head as the wall of bricks falls on top of him, burying him under the rubble.

Stefan is semiconscious, prone, and at 0 hp.


Gamemaster | CC Map | S4 Map

Stefan, you aren't prone unless you wish to be.

Tara Ref Save: 1d20 + 2 ⇒ (20) + 2 = 22
Theodor Ref Save: 1d20 + 1 ⇒ (19) + 1 = 20

Tara and Theodor manage to avoid the largest chunks of rubble as the walls collapse. 6 damage to them both.

As the group recovers and surveys the damage, a spectral presence emerges from the oubliette in the center of the room with a crazed laugh. Although incorporeal, it takes the image of an elderly, slight man in robes. Sneering at your presence, the old specter begins to cast a spell that evidently takes longer than normal.

Spellcraft DC 19:

He's casting an empowered Summon Monster II.

It's Knowledge (religion) to identify this creature

Initiative (Round 2)
Spectral Spellcaster
Bert [9 Dmg] <= Up
Vivian [13 Dmg] <= Up
Theodor [6 Dmg] <= Up
Sophie [5 Dmg] <= Up
Tara [6 Dmg] <= Up
Teilaenthis [6 Dmg] <= Up
Stefan [17 Dmg] <= Up

Everyone is up. Please don't forget the area in the red outline is difficult terrain.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Know Religion, Monster Lore: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

Beware, it's invoking some powerful creatures in! We need to stop him!

What is it and how can we stop him? Would a Disrupt undead hit him?


Gamemaster | CC Map | S4 Map

Vivian instantly recognizes this undead creature as a ghost. It's incorporeal, which means only magical weapons and spells can harm it. Furthermore, such attacks only do half damage. Ghosts tend to difficult to destroy for permanently, usually you need to resolve some trauma the creature experienced in life in order to put it to rest. In addition, many of them possess a touch attack that does a strong amount of negative energy damage.

Disrupt Undead most likely would work as normal, albeit at half damage.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

dang. Sophie has a spell for bypassing Evil DR, but that doesn't matter for incorporeal creatures

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Don't forget, Theodor is carrying around the bloodstained handaxe that has a magical +1 enhancement bonus.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie also has a hex that grants Ghost Touch to weapons. I feel dumb for not prepping that.

Sophie will probably end up aiding and/Or healing the other party members. Not sure which yet

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Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

"Each of these is supposed to have an item we can use against it. Which is it for this villain?"

Teilaenthis swings his earthbreaker, it being enhanced by his magic, to try and buy his companions some time.

Earthbreaker: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15


Gamemaster | CC Map | S4 Map

Did you want to move into melee range, Teil?


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Sorry, brain fade from playing Dungeon World last night, where 0 hp means you're at death's door... Stefan isn't prone. Also: According to the loot list, we never determined who had which potion... I'm going to assume Stefan had a potion of cure moderate wounds.

Staggering from the broken rubble that fell on him, Stefan retrieves a potion from his satchel and downs it.

Healing: 2d8 + 3 ⇒ (4, 7) + 3 = 14


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Yes, I don't seem to be able to move my token.


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Tara winces as the wall explodes with debris, but thankfully she is able to move out of the way enough to lessen the blow. Upon hearing the arcane chanting, Tara pales. "He's trying to conjure in some aid! We need to interrupt his casting, otherwise this is going to get dicey."

Sloughing her way through the difficult terrain, Tara is unable to make it outside of the room. "Pharsma, please guide our blades and strengthen our resolve so that we may be able to put these poor souls to rest!" Tara calls out as she cast bless.

Know Religion: 1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24

Bless: +1 to Attack, +1 to Will Saves vs Fear

I took the liberty to move the difficult terrain marker to the back, that way we can move our characters again.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie casts a healing spell on Vivian, murmuring "Steel yourself girl, things are about to get rough".

CLW: 1d8 + 3 ⇒ (6) + 3 = 9

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female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

In front of the danger of undead, the young redhead changes her usual carefree attitude, and becomes calm and efficient.

Showing she can nearly be as quick witted as nimble of limb, Vivian takes the leadership and shouts, coordinating the attack with a comanding voice
Channeling her inner Captain America, maybe?

It's the Splatter man! That's why we just saw letters of blood on the walls! And if he's using spells agaisnt us, that means the item linked to him is the spellbook we found earlier! Who gots it? Try to destroy it! Hack it in pieces, or burn it! Pharasma will soon claim her due, if we act quickly! If someone still has an usable syphon, use it to break his spell, or throw some holy water on him! We probably can't charge on this rough terrain! You must have magical weapons to take him down, so Teil, try to engage him. I can cast a spell so another weapon can be magic, for some time at least. Bert, come closer so I can enchant your weapon, use wolves tactics on the mage with Teil, try to put Splatter Ghost in a pincer position. He won't be able to cast spells on us if you're able to hit him.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

GM: Stefan never got a chance to act in Round 1 before the wall fell on him. Can we say he drank that potion in Round 1? If not, the following action will take place in Round 3...

"I have his spellbook... but first, I have some spells of my own!"

The doctor moves through the rubble into the next room. He casts a spell, and two bolts of brilliant magical energy fly from his outstretched hand at the ghost.

Casts magic missile.

Force damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7


Gamemaster | CC Map | S4 Map

I'm fine with Stefan drinking a healing potion in the previous round.

Thank you for orienting the difficult terrain marker in a more user friendly manner, Tara.

Teilaenthis advances on the ghost and attempts to smash it, but the apparition dodges the attack.

Tara casts Bless on the group. She also recalls that ghosts tend to be resistant to channeling and tend to have most or all the capabilities they had in life.

Sophie heals the seriously injured Vivian with magic. Afterwards, Vivian takes charge and attempts to provide the group with a strategy to take down the Splatter Man.

Stefan attempts to cast Magic Missile, but he finds his mind crippled with doubt, worrying about wasting such a spell when his companions are clearly capable of destroying this foe. As I've hinted earlier, the spellbook is cursed. Whenever the bearer tries to cast a spell, s/he has to make a Will save DC 14. If you succeed, you cast it as normal. If you fail, you lose that standard action, but you still have the spell slot. This is what happened to Stefan right now.

Stefan Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

Initiative (Round 2)
Splatter Man
Bert [9 Dmg] <= Up
Vivian [4 Dmg] <= Up
Theodor [6 Dmg] <= Up
Sophie [5 Dmg]
Tara [6 Dmg]
Teilaenthis [6 Dmg]
Stefan [3 Dmg]

Still need actions from Bert, Vivian, and Theodor.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Bert moves closer to the redhead um..so bad with names "Thank you for your help, if you could help that would help." he stammers out.


Sor 2/Ftr 1, HP 17/23, CMD 17, AC 20 /T11/F19, F+3 R+1 W+2, Init +3, Perc -1

Theodor is paralysed with horror as he sees his name written in blood on the wall. Luckly for him old combat reflexes kick in as the room starts to desintegrate and he manages to duck most of the debris.

So this is one of them! Rage breaks the warrior out of his shock as he draws the magic axeand casts enlarge person on himself.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Vivian cast a spell on Bert's weapon

Be quick, the magic will soon fade away.

Cast Magic weapon, + to hit/dmg for 1 minute


Gamemaster | CC Map | S4 Map

Vivian casts a spell to make one of Bert's weapons magical, while Theodor draws a weapon and begins casting Enlarge Person on himself.

The Splatter Man finishes his spell and two dire rats appear, one adjacent to Sophie and Teilaenthis, while the other pops next to Bert. The ghostly spellcaster then floats 5 feet back and casts another spell, creating 4 bolts of force energy that hit Teilaenthis, Sophie, Theodor, and Bert. Those four PC's each take 5 damage from Maximized Magic Missiles.

"I've missed causing physical pain ever so much!" The ghost gloats afterwards.

Both summoned rats attempt to bite Teilaenthis and Bert respectively, but both miss.

GM Screen:

1d3 + 1 ⇒ (1) + 1 = 2
White Bite Teil: 1d20 + 1 ⇒ (12) + 1 = 13
Black Bite Bert: 1d20 + 1 ⇒ (14) + 1 = 15

Initiative (Round 3)
Splatter Man
Bert [14 Dmg] <= Up
Vivian [4 Dmg] <= Up
Theodor [11 Dmg] <= Up
Sophie [10 Dmg] <= Up
Tara [6 Dmg] <= Up
Teilaenthis [11 Dmg] <= Up
Stefan [3 Dmg] <= Up

Effects
Bless: +1 morale bonus to attack rolls and saves vs. Fear

Everyone is up again!


Gamemaster | CC Map | S4 Map

Just to clarify the map, the water in the middle of the map is actually a hole, so you'll need to move around it unless you want to jump down.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

"After him Teil! I will do for this one" Sophie says and then claws at the rat with unusually sharp fingernails.

Crunch:
Notes:
(None)

Round 2 action:
full attack the rat. If the first claw kills it, 5' step to the other for the second claw

Rolls:
claw, attack, bless, Power attack: 1d20 + 5 + 1 - 1 ⇒ (1) + 5 + 1 - 1 = 6 for slashing: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
claw, attack, Power attack: 1d20 + 5 + 1 - 1 ⇒ (6) + 5 + 1 - 1 = 11 for slashing: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

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Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Bert nods at the direction to hurry and when the rat appears he attacks, quickly

Halberd: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 damage, if hits: 1d10 + 3 ⇒ (6) + 3 = 9
Shield Bash: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 damage, if hits: 1d3 + 3 ⇒ (1) + 3 = 4


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teil ignores the rat, stepping forward to try and strike the ghost.

Earthbreaker: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 10 ⇒ (4, 4) + 10 = 18


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Previous round...

Stefan says, "I have his spellbook... but first, I have some spells of my own!"

He raises his hands to start to cast a spell, but his mind is suddenly plagues with doubt... What if I need this spell later? Should I cast this now? If I do, I won't have it when I need it! But... this is the ghost of the Splatter Man! But...

He freezes in his indecision.

Current round

Will save (DC 14): 1d20 + 5 ⇒ (18) + 5 = 23

Momentarily shaking off his feelings of doubt, he casts a spell. Two bolts of blue-white magical energy fire from his hand at the Splatter Man.

Successfully casts magic missile.

Force damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Short sword, Bless: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16

Dmg: 1d6 + 1 ⇒ (6) + 1 = 7

Vivian moves near Bert and attacks the big, bad, bald rat.

These beasts are yuckie.

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