DM Rich's Carrion Crown

Game Master Briccone

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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.

"Excellent work, everyone! I'm sorry that I kept hestiating...I'm not quite sure what came over me. Vivian, I believe that the ghost of Vessoriana said that she would be able to prevent the ghosts of the Splatter Man, Father Charlatan, the Piper of Illmarsh, the Lopper, and the Mosswood Marauder from manifesting once again upon their dissipation. We have now defeated three of them."


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

So lets catch our breath before we continue. We already got three of them, but that means there are two of them left too. And don't worry, Stefan. You did what you could.

Now, do one of our valiant men wants to go down that deep wet hole, or should the frail and lithe redhead disrobe and get inside that deep, wet hole herself?

Big grin.

As a Pharamsin,I've did my share of babies deliveries, so that won't be the first time I get down and dirty into a wet hole...

Suddenly the young woman pales, and seems deeply sad, caught in an inner turmoil

You can joke all the day on your precious babies.. you weren't there for the first one. All you had to do was to keep awake, to watch for her life. And you went asleep, Vivian. Cassandra... I'm so sorry. I should have been alert. Maybe you would have survived your first night. Maybe you would be a beautiful young girl now. Oh, Mother, what have I done?


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.

"I've never been much of a swimmer... even in my youth. Honestly, I don't think I'd be able to dive that far down."


Gamemaster | CC Map | S4 Map

Just let me know who is the lucky swimming volunteer.


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

Shrugging off her pack and the chains, Tara approaches the water. "I can do it. I can also see down there as well. Err, as long as someone has rope just in case I get into trouble." Offering the group an earnest smile, Tara removes her shoes and places some sentimental pieces of jewelry inside them.

Tara can go, she has detect magic, and darkvision 60 ft.


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 pulls some spider silk rope from his pack.

"Got you covered miss." he says.


Gamemaster | CC Map | S4 Map

Tara prepares herself for a dip and has Bert attach a rope in case of trouble, then dives into the dark water. At the bottom of the hole, she discovers a charred inanimate skeleton wearing the moldering remnants of a prison uniform. Near the body, she also finds a magical longsword, a magical mithral dagger, and a magic ring. She has no issues bringing these items to the surface for more precise identification.

Identify Longsword: Detect Magic + Spellcraft DC 21:

It's a +1 keen longsword.

Identify Dagger: Detect Magic + Spellcraft DC 18:

It's a +1 mithral dagger.

Identify Ring: Detect Magic + Spellcraft DC 20:

It's a +1 ring of protection.

In case anyone wants to heal up, here are the current damage totals:
Sophie 6 Dmg
Teil 13 Dmg
Tara 9 dmg
Bert 20 Dmg
Theodor 2 dmg


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 over Stefan and Tara's shoulders as they study the items, trying to share her more limited knowledge.

spellcraft, aid another: 1d20 + 4 ⇒ (12) + 4 = 16

spellcraft, aid another: 1d20 + 4 ⇒ (7) + 4 = 11

spellcraft, aid another: 1d20 + 4 ⇒ (8) + 4 = 12

I'm good on healing for now. Only one spell left for the day

-Posted with Wayfinder


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.

"Thank you for retrieving those, Ms. Eliade!"

With Sophie's assistance, the doctor attempts to discern their magical properties...

Spellcraft checks on...

Sword: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
dagger: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
ring: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

"Hmmm... The weapons elude me, but this ring will protect its wearer from physical harm by deflecting some of the kinetic energy of physical attacks."


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

Spellcraft, sword: 1d20 + 5 ⇒ (5) + 5 = 10

Spellcraft, dagger: 1d20 + 5 ⇒ (11) + 5 = 16

Vivian get a look at the weapons, but has no clue about their magical properties.

So she does what she can to be useful, and wraps Tara in her arms, trying to rub her body to warm her after dipping into cold water

Hope you have some spare clothes...


Gamemaster | CC Map | S4 Map

To expedite things, we'll say Vivian assisted Stefan with identifying the sword, so you may read the first spoiler for that one as well. It might be somewhat useful here...

Assuming you're done in this room, someone do me a favor and pick a new destination. :)


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.

"Ah! Thank-you, Miss Vivian! I had missed those runes! This sword has been enchanted to be preternaturally sharp. In the hands of a skilled swordsman, this weapon could effortlessly slice through armor and inflict terrible wounds."

It's a +1 keen longsword.

Looking around, the doctor observes, "Hmm... It would appear that the passageway leading north would likely return us to the entrance chamber to the dungeons. Perhaps we should return there, exploring any side-passages we encounter along the way?"


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 nods. "This one has a brain, I see." She eyes the items. "Hey, one of you muscle-boys should probably take these."

still working on the tone here. Going for a Cadsuane, or old Nynaeve, type of tone. Not sure I've got it yet.

-Posted with Wayfinder


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.

Re: Tone-- I have no idea what those references mean. Would you clarify?


Gamemaster | CC Map | S4 Map

I believe those are characters from the Wheel of Time series of novels.


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

Robert Jordan tends to have his female characters speak derisively and/or condescendingly to/about the male characters. Sometimes in a fond way... Sometimes not.

what I'm going for is spirited, spunky + pushy, bossy + a little crochety. Not sure I'm always pulling it off in the right doses

Sophie calls each of the other characters 'boy' and 'girl' to emphasize her own (supposed) age and experience

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Sophie's secret should have been that she's a dark friend.[/Wheel of Time Reference]

Although Dr. Von Herzog's suggestion is sound, there is still the matter of the portcullis blocking the way north. On the other hand, that hadn't stopped the group when they encountered one previously. I had briefly forgotten about the portcullis in my last post, or I would have reminded you of it then.


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.

Off-topic:
Ah. From the names, I'd guessed they were from an anime—a genre I've tried to enjoy, but generally do not. The Wheel of Time series has been on my "want to read" list for well over a decade, but I still haven't yet gotten to it. I think I even have a copy of The Eye of the World on one of my bookshelves. Honestly, I kind of burnt myself out on contemporary SF/fantasy novels back in the '90s, and haven't been reading much contemporary genre fiction since.

I (the player) hadn't realized there was a portcullis. Let me retcon what the good doctor would have said...

Looking around, the doctor observes, "Hmm... It would appear that the passageway leading north would likely return us to the entrance chamber to the dungeons. Of course, there is that portcullis barring the way. Perhaps we should return to it from whence we came, checking behind any doors we haven't yet openend?"


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

"Miss" Vivian? I'm no "miss", just Vivian.

She playfully punches Stefan in the shoulder. Just not too hard.

I can open most locked doors, but these things need more strenght that I can muster, I think.


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'

Wiping his hand on his chest and showing the group the blood then nodding meaningfully at Bert, Teil says "I think we need to tend to our wounds before we look for more trouble."


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 tenses and fixes Vivian with a look of confusion, then realizes she's being playful and relaxes... and a the hint of a smile crosses his face.

He then nods at her observation. "Yes. We used force to get past the last iron gate. I would imagine that there is a release mechanism around here somewhere, although I woud imagine it would be on the other side."

At Teil's comment, Stefan opens his black bag. Taking out tinctures and a pair of forceps, he says, "Here, let me take a look at that..."

The doctor is prepared to do some field surgery to heal people. This takes more time than magical healing. I can't tell from your character profiles: Who needs healing, and how much?


Gamemaster | CC Map | S4 Map

Current damage totals:
Sophie 6 Dmg
Teil 13 Dmg
Tara 9 dmg
Bert 20 Dmg
Theodor 2 dmg


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

can't get to the loot list from wayfinder, but using the heal wand sounds prudent to me

-Posted with Wayfinder


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.

In turn, the doctor goes to work on the two most wounded members of the party. First he offers each some decent Chelish brandy, then he begins treatment with tincture, stitching, and bandages. After an hour of work total, both men feel a bit better.

Treat Deadly Wounds (DC 20) - Bert: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 ...Heals 5 hp.

Treat Deadly Wounds (DC 20) - Tiel: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 ...heals 3 hp.


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

Pulling herself up from the water, Tara grins at Bert and Stefan; "It's no problem. I grew up in Korvosa, and spent a few summers swimming in the Bay there." Holding the dagger aloft, Alikia frowns.

"I can't seem to identify this, but do you mind if I keep this on hand? I fear my current one is not cutting it." Offering the group a smirk, Tara pulls on her discarded items, along with the cursed chain, and returns the rope to Bert. "I can also heal those with significant wounds, here gather round." As she says this, Tara brushes her hand across her wooden holy symbol and releases a wave of positive energy, closing up most of the grievous wounds on everyone.

Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15

Channel Positive to heal: 2d6 ⇒ (5, 5) = 10


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

Woot! Cleric ftw! That and Dr. Stefan's work heals everyone to full but Bert

Sophie gives Tara a shoulder squeeze and a thankful look.

Sophie doesn't have a preference for either direction


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

"Thank you both for the healing touch, although, I will confess, the lady's touch is much softer..and less filled with needles and such." Bert says with a smirk.

Unless we need to leave, I see no reason to retrace.


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.

"The healing power of the gods is without dispute. The healing power of medical science is no less formidable...although its does take a bit longer for the medical benefit of chirurgery to take effect."


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 mouths the word chirurgery..."Okay whatever you say Doc." he says after several bad attempts at the word.


Gamemaster | CC Map | S4 Map

After Tara's channeling and an hour of Dr. Von Herzog's treatment, everyone is feeling much better.

Are you going to retrace your steps and check unexplored doors that way or knock down the portcullis and go north? Stefan suggested the first in character, while Bert voted against that out of character, hence my query. It's not my intention to slow things down, but I'd rather the PC's decide where they go when there are multiple choices so I don't get blamed when you walk into a trap or an ambush.


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 gestures at the porticullis. "Teil, would you do the honors?"

-Posted with Wayfinder


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'

Repeating his previous efforts, Teil charges his earthbreaker with arcane energy and works to shatter the portcullus.

Damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20
Damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22


Gamemaster | CC Map | S4 Map

With some effort, Teilaenthis heaves his earthbreaker against the portcullis and, after a few loud attempts, finally breaks it down.

Moving forward down the hall, the group finds a door on the eastern wall and looks inside. There isn't actually much to see, whatever this room contained appears to have been gutted by a fire. There are, however, controls for a winch which would presumably open the portcullis, but they appear catastrophically damaged by fire and Teilaenthis just knocked the barrier down anyway.

Continuing north, you find yourselves in the center room that contained the skeletons you easily dispatched. The group can now continue north to an unexplored wing of the dungeon, or return east and investigate two unexamined doors.


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

I'd like to finish to explore this part of the dungeon, before we go north. I don't want anything to follow us and attack our behinds...What do you think?


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.

"I would concur with that opinion, Miss Deber... um, Vivian."


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 nods approvingly at Vivian's suggestion.

-Posted with Wayfinder


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

"I am new here, lead on, or direct me, whichever." Bert says.

Oh see I was confused about backtracking...nothing left unexplored sounds good.


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 leads the group to the east part of the building, and check both doors for traps or troubles

Perception: 1d20 + 7 ⇒ (16) + 7 = 23 Add +1 for Traps. I moved everyone on the map


Gamemaster | CC Map | S4 Map

Vivian finds no traps or other dangers on the door she chooses, and therefore opens it. This guardroom contains 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.

Anyone who wants to enter the room and look around via Perception checks, please let me know.


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

I think we've just found the Marauder final resting place...
says Vivian, quiestly.

She doesn't go inside the room yet, but studies it


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 over Vivian's shoulder, scanning the room for magic. detect magic

-Posted with Wayfinder


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.

The doctor whispers, "I believe you are correct." He prepares to cast the spell to see arcane auras, but then notices that Sophie has beaten him to it.

"Ms. Kundegard... do you see anything mystical in there?"


Gamemaster | CC Map | S4 Map

Despite the macabre tableau present in the room, Sophie finds no magical auras in the room. Vivian spends a few moments looking over the room from the hall, but everything remains inert.


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.

"Hmm. Perhaps we should investigate further." Clutching his iron-shod walking stick tightly, the doctor enters the room and looks around.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4


Gamemaster | CC Map | S4 Map

Dr. Von Herzog bravely enters the room by himself and starts to examine it in more detail. A few seconds after entering, the three shattered skulls rattle about, then rise up and reform into three solid flying skulls. At that moment, both the good Doctor and Vivian begin to experience a sudden splitting headache while noticing the fragments of skull on the table begin to rattle and shake. Based on prior experience, this headache is mostly likely the harbinger of a haunt being awakened.

The first skull opens its jawbone and begins to emit a keening bone-chilling scream, while the other two fly into Dr. Von Herzog's personal space and try to slam him. One succeeds in hitting him and leaves some bruising. Stefan, Vivian, Bert, Teil, and Theodor need to make a DC 12 Will save vs. Fear or be shaken for 1d4 ⇒ 1 rounds. Stefan takes 3 damage from the black skull's slam. Both the white and black skulls are in his square.

Perception of those in/near the room
Stefan's Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Vivian's Perception: 1d20 + 7 ⇒ (16) + 7 = 23

PC Initiative
Bert's Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Sophie's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Stefan's Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Tara's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Teilaenthis' Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Theodor's Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Vivian's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

GM Screen:

Skull Init: 1d20 + 4 ⇒ (15) + 4 = 19
Black Slam: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d2 + 2 ⇒ (1) + 2 = 3
White Slam: 1d20 + 3 ⇒ (3) + 3 = 6

Initiative (Surprise Round)
3 Flying Skulls
Bert [5 dmg]
Tara
Teilaenthis
Theodor
Stefan [3 dmg] <= Up
Sophie
Haunt
Vivian

Stefan is up for a Surprise Round action.


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.

Will save (DC 12): 1d20 + 5 ⇒ (19) + 5 = 24

The doctor is surprised by the suddenly-animate skulls, but seems more annoyed by than frighted of them.

"Whaa...?!"

The doctor then shouts out arcane words of power while tracing out a glowing sigil of warding into the air.

"Creatures of unlife—BEGONE!!!"

Channel Positive Energy: Turn Undead

Undead within 30 feet must make a DC 13 Will save or flee as if panicked.


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

Will Save: 1d20 + 4 ⇒ (15) + 4 = 19

Bert winces at the shrill noise but then turns to his companions, "Which do I hit first?" he asks as he settles his shield on his arm and moves into the room. The shield comment is flavor only, Bert would have both his shield and halberd equipped.

Bert attacks the skull his companions direct him to hit. or the red one if none is preferred.

Halberd: 1d20 + 7 ⇒ (9) + 7 = 16 damage, if hits: 1d10 + 3 ⇒ (7) + 3 = 10


Gamemaster | CC Map | S4 Map

Bert isn't quite up yet, but we'll use those actions later if you wish.

Using his knowledge of necromancy to repel undead, Dr. Von Herzog tries to turn the flying skulls. The two of the skulls (Red, Black) suddenly appear adverse to wizard's presence, while the third (White) appears unaffected.

Arising from the corpse behind the table, a spirit coalesces on top of it, taking the appearance of a sobbing dwarf with a ghostly hammer. The fourth skull animates now and floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.

Heal DC 20:

You recognize it as the skull of a female dwarf

The spirit of the Mosswater Marauder then flies over to Dr. Von Herzog and attempts to slam his hammer into the the wizard's head. Fortunately, Dr. Von Herzog swerves out of the way just in time to avoid the blow and the ghostly Marauder returns to its position over its body. This is a haunt effect rather than an actual physical attack, which is why the Marauder and move, attack, and move again in a surprise round.

GM Screen:

White: 1d20 + 4 ⇒ (14) + 4 = 18
Red: 1d20 + 4 ⇒ (1) + 4 = 5
Black: 1d20 + 4 ⇒ (2) + 4 = 6
S 1 V 2: 1d2 ⇒ 1
Mosswater's Silver Hammer: 1d20 + 3 ⇒ (5) + 3 = 8

Initiative (Surprise Round)
3 Flying Skulls
Bert [5 dmg]
Tara
Teilaenthis
Theodor
Stefan [3 dmg]
Sophie
Haunt
Vivian <= Up

Vivian is up for a Surprise Round action, please don't forget your Will save to avoid being shaken.


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

DC 12 vs Fear: 1d20 + 4 ⇒ (14) + 4 = 18

Surprise round
The redhead takes a vial out of her pocket, and douses it on the ghost

hit?: 1d20 + 4 ⇒ (19) + 4 = 23 Holy water dmg: 2d4 ⇒ (4, 1) = 5

Surprise surprise!

Normal round
Let Pharasma judge you, ghost... your time in the cells of this prison will be nothing to the eternity you will spend in the Gardens.

Vivian's weapon takes a greyish taint, as she traces a spiral around the blade

Use Judgment-Smite:The inquisitor's weapons count as magic for the purposes of bypassing damage reduction


Gamemaster | CC Map | S4 Map

Vivian, you'll have to move 10 feet in order to be adjacent to the spirit of the Marauder, since the only way into the room is through one of the squares that has the door in it, otherwise you'll be 5 foot stepping through the walls. I'll assume you want to move adjacent to the Marauder during the surprise round. If you want to attack with holy water or activate smite, you can do it next time you are up.

Vivian moves into the room with her holy water at the ready.

Unsurprising to Dr. Von Herzog, two (Red, Black) of the flying skulls begin to flee out of the room, provoking opportunity attacks from the Doctor, Vivian, Bert, and Teilaenthis. Those characters can take AoO's. If either of those enemies survive, I'll move them further on the map later.

The remaining flying skull begins its own chilling scream, threatening to scare those who weren't shaken already. Stefan, Vivian, Bert, Teil, and Theodor need to make another DC 12 Will save vs. Fear or be shaken for 1d4 ⇒ 1 rounds. If didn't have a chance to roll last round's Will save, you don't need to make it now since the time has run out on it, but you will need to make the new one.

Initiative (Round 2)
3 Flying Skulls
Bert [5 dmg; Will Save needed] <= Up
Tara <= Up
Teilaenthis [Will Save needed] <= Up
Theodor [Will Save needed] <= Up
Stefan [3 dmg] [Will Save needed] <= Up
Sophie <= Up
Haunt
Vivian [Will Save needed]

Bert, Tara, Teil, Theodor, Stefan, and Sophie are up. I will move forward with Bert's previously posted action once the AoO's are resolved unless he wants to change it.

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