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.

"My, this seems odd! My admittedly limited understanding of agriculture would lead one to conclude that an abandoned cornfield would quickly become overgrown with weeds and bracken... Still, let's move toward what's left of the village through this field."

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Amaria nodsto the doctor, but keeps her bow to hand as she doesn't like her sight lines this cut off.


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 tries his best to make a path for everyone, hoping someone keeps him on course.

Survival: 1d20 + 5 ⇒ (14) + 5 = 19


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

Let's be cautious, and beware of foul play..

Suvival, Aid Bert: 1d20 + 7 ⇒ (5) + 7 = 12

So, something attacked the children, and they came back as "ghosts". Not something the Beast could do, with all its might. Let's have a chat, while we aren't attacked yet, and confront what we know about the undead. What kind of unliving can create "ghosts"? Aside from ghosts, of course..

Know Religion: 1d20 + 6 ⇒ (1) + 6 = 7
Let's check what weapons we have against ghosts.. Who gots holy water? Spells agaisnt incorporeal undead?


Gamemaster | CC Map | S4 Map

Nothing comes immediately mind as Vivian attempts to think of what types of undead create 'ghosts.'

Bert, with the help of Vivian, is able to make out where the path is through all the corn and begins to lead the group towards to the buildings. As you begin to reach the first set of structures, everyone hears a loud metallic snap as a hidden bear trap snap shuts over Tara's ankle. Tara takes 5 damage and her speed is halved as long as she has the trap stuck to her foot. Disable Device, Escape Artist, or Strength checks can free her, in that order of the DC difficulty.

GM Screen:

Random PC by alphabetical order: 1d6 ⇒ 5
Trap attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5


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 grimaces as she sees Tara's bloodied ankle

OUch... sorry, I haven't seen that.

The redhead takes her tools and tries to free Tara from the bear trap, being careful not to wound her more

Assuming I can take 20, total Disable Device 32 with Masterwork Thieves tools,


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 lets out a bloodcurdling scream as the trap snares her ankle. Shaking slightly, Tara kneels down to take pressure off of her captured limb. As she prods the wound, Tara's face drains of most of its color. "It's okay, I should've been paying more attention." offering Vivian a shaky smile, the cleric clutches her calf with a sturdy grip, trying to not move as Vivian works on the trap.


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'll put some balm on your wound right after, don't worry. I'll take care of you. Or Stefan, if you prefer.

Vivian winks at Tara.

Will an healing check (DC 15, as for treating caltrops wounds) be needed for the wound?


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.

"Oh, my!"

Opening his black bag, the doctor then moves forward to assist Tara with treating the trap wound.

Heal: 1d20 + 15 ⇒ (4) + 15 = 19


Gamemaster | CC Map | S4 Map

You can't take 20 on a disable device check to disable a trap because there is a penalty for failure. However, you can take 10, which is enough to open the bear trap and free Tara's leg.

Vivian acts quickly to extricate Tara's leg from the bear trap, then Vivian and Dr. Von Herzog work together to bind her ankle well enough to walk on. Tara still has the 5 damage, but her speed is not affected now that the trap has been removed.

Moving forward, you soon come to a number of dilapidated buildings that appear to formerly serve as housing. Examining the structures, you find that some of the furniture such as tables and washboards remain, but otherwise the homes have been given over to termites and cockroaches.

The path branches from your current position, one branch leads north, the other to the west over a bridge that crosses a stream.

Here is a link to the Hergstag map.

Your current position is notated by a red star on the map. The cleared space in the southwest is the large hill you can see over the corn. 1 square is equal to 50 feet. The cardinal directions correspond to those on a normal map (i.e., up is north, right is east, etc.). The map is set to view only, I'll alter the map as you see more of it. I'll put a link in the campaign header, but the link under my profile will be to any combat maps that may occur.

Let me know what direction you want to go in. If you follow the path you can go north or west. If you don't follow the path you can go in any direction.


Gamemaster | CC Map | S4 Map

Someone pick North or West.


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

After studying the small village from afar, Vivian speaks

We should go north, and try to get a general view of the village, before going inside Herstag. I want everyone to be careful: maybe the trap that wounded Tara isn't the only one. It can't harm a ghost, but it surely can harm us

perception: 1d20 + 9 ⇒ (18) + 9 = 27


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

Before going further, Sophie casts a spell.

hide from undead on Vivian, Tara, Stefan, and Sophie

-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

Well, I guess I am the bait?..;)

Bert nods and starts leading the group to the north.

Survival: 1d20 + 5 ⇒ (20) + 5 = 25


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

you and Amaria. At level 4 Sophie can only cast it on 4 people. It will go away as soon as any one of us take hostile action against an undead, but it protects the most vulnerable party members from a surprise attack

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Before setting off, Sophie casts a spell to make most of the party invisible to undead.

Following Vivian's suggestion and Bert's apparent unassailable sense of direction, the party heads along the north path to get a better feel for the layout of the town. Fortunately, Vivian keeps a wary eye out for traps and spots another bear trap before another one of the group has the misfortune of stepping into it.

Traveling around 300 feet along the path, the group comes to another derelict home that appears to be completely abandoned. The path then curves hard to the south over a small bridge that crosses a stream. Making your way over the bridge, you come again to another wooden house that appears in slightly better shape the others you've seen so far.

Indeed as you near it, you hear a loud thump coming from the inside. The home has two doors, one on the west side and another on the in the north by an overgrown garden. All the windows are boarded up.

You also notice that the house sits on a crossroad with with one unexplored path leading north, another west, and a third to the southwest.

If you decide to go inside, I'll put up a map tomorrow.

GM Screen:

1d100 ⇒ 3


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

[ooc]I'll take the time to disarm any bear trap I spot, Take 10, total 22 DD[ooc]

What ?? Maybe there's an animal trapped in there... Or something more dangerous.

Vivian puts her ear to the door, trying to discern what kind of creature might be inside.

perception: 1d20 + 9 ⇒ (17) + 9 = 26


Gamemaster | CC Map | S4 Map

Vivian carefully disables the bear trap on the path to assure it won't be a problem in the future.

Once at the house on the crossroads, Vivian listens well at the door but currently hears nothing at all inside.

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

"Well let us go in then..."

Amaria opens the door, bow to hand if needed.


Gamemaster | CC Map | S4 Map

Amaria proceeds through the unlocked door to find a rather large darken room with a table, a few stools, and a cold fireplace. To the north stands a closed wooded door. Bits of trash and clothing can be found scattered about, most of it showing signs of being chewed on by vermin. By the layer of dust on everything, it does not indicate anyone has lived here for months.

As Amaria begins to examine the room in more detail, however, another loud thump can be heard from behind the door to the north.

Here is a link to the new map.

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Amaria steps up on the table with her bow drawn pointing at the door. "There is something in there!" She then tries to concentrate to see if she can sense evil behind the door.

Detect Evil


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.

"Oh, my!" Stefan then casts a spell, and a glowing shield of magical force appears on his arm.

Casts shield.


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 materializes a long-handled, spiked hammer into her hands. Guide my hands, great-grandmother she prays as she moves into the room beside Amaria. She continues to pray under her breath as she braces for the door to open.

given time, will cast Divine Favor and then use Mammoth's Hide


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

Does the door open into that room or the room we are in?

Bert readies himself, realizing he will probably need to open the door and protect the lightly armored.


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 takes her sword, and readies herself for an upcoming fight.

She puts her hand on the door, and opens it


Gamemaster | CC Map | S4 Map

The door open into the next room.

Amaria stands up on the table and then attempts to Detect Evil through the door, and she does identify some malevolent force in the next room.

Dr. Von Herzog and Sophie prepare for a potential fight by casting a defensive spell and summoning a spiked hammer, respectively.

Bert steels himself for the upcoming engagement.

Vivian draws her sword and opens the door.

The interior appears to be a very dark bedroom of some sort, although only a bed frame and some empty drawers remain. Floating in the center of the room, however, is a child-sized mass of shadows wreathed in black fire. "Come play with me..." It calls out in a sing-song voice as the darkness forms a pair of small claws.

It's Knowledge (religion) to identify this creature.

The only light is coming from the door in the other room, so there are dim light conditions in the room. This means if you don't have low-light or darkvision, your enemies have concealment (20% miss chance to hit them).

PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Bert's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Sophie's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Stefan's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Tara's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Vivian's Initiative: 1d20 + 5 ⇒ (20) + 5 = 25

GM Screen:

G Init: 1d20 + 5 ⇒ (1) + 5 = 6

Initiative (Round 1)
Vivian <= Up
Bert <= Up
Tara <= Up
Stefan [Shield Active] <= Up
Sophie <= Up
Amaria <= Up
Shadow Monster

All the PC's go first.

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Know Religion: 1d20 + 9 ⇒ (5) + 9 = 14

Seeing the creature Ameria calls on the power of Erastil and losses her arrows.

Including smite evil and favored enemy (undead) take off two to hit and damage if it is not undead and three to hit and two to damage if it is not evil.

Shot 1: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d8 + 12 ⇒ (7) + 12 = 19

Shot 2: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 12 ⇒ (4) + 12 = 16


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: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

Vivian acts quickly and cast a small spell inside the room, providing light for her companions

Cast Light before Amaria shoots at the undead, so no concealment


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

does Darkvision help with dim light? I understood it does not

"Back away Vivian!"

-Posted with Wayfinder


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 readies herself for the shadow to come out.

readied attack against the shadow when it comes through the door, presuming Vivian backs away
Lucerne hammer, attack, power attack: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 for bludgeoning: 1d12 + 7 + 3 ⇒ (9) + 7 + 3 = 19

if Vivian does not back away, Sophie will cast divine favor instead

-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.

Stefan attempts to identify the creature before taking action.

Knowledge (religion): 1d20 + 10 ⇒ (2) + 10 = 12

Guessing this doesn't make it...

"What on earth...?"

Assuming that the thing is some sort of undead creature, Stefan casts a spell, firing a ray of brilliant energy at the thing.

Ranged touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
Positive energy damage: 1d6 ⇒ 1


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 does back away, if only to leave space for Amara's arrows.


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 gulps and stands to the side of the door letting the spells and arrows fly without him being in the way.

He readies an attack.

Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (10) + 6 = 16 damage, if hits: 1d12 + 4 ⇒ (6) + 4 = 10


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

Moving into theahome, Tara's eyebrows raise as she takes in the shadowy figure. Placing a hand on Bert's hammer, the hammer glows an eerie purple color. "Your hammer should be able to react normally now." Taking anotes audible swallow, the cleric sizes up thearly newest foe.

know Religion: 1d20 + 10 ⇒ (7) + 10 = 17
Tara uses her touch the spirit world to let Bert's hammer to act as if it has ghost touch for the next 7 rounds.


Gamemaster | CC Map | S4 Map

Since Darkvision allows you to see in darkness, I don't believe those with that ability should have to worry about concealment from dim light. If there is a rule that I'm missing, please bring it to my attention.

Vivian, Amaria, and Tara recognize the creature as a wraith. These incorporeal undead can drain their victim's constitution if they touch them. This attack also strengthens them a little. If the victim loses all of it health to the creature, it becomes a wraith itself under the control of the one that killed it. Wraiths are powerless in the sunlight, but are slightly resistant to channeled positive energy.

Both of Amaria's arrows hit the wraith, but its incorporeal form resists some of the physical weapon. Magic Weapons do half damage to incorporeal creatures. Since this is not technically DR, it still only does half damage if Smite is active.

Vivian casts Light on a nearby empty bottle, tosses it into the room, and takes a 5 foot step away. You have to touch something to give it a Light effect.

Sophie and Bert ready attacks for if and when the wraith moves into the next room to attack.

Dr. Von Herzog casts Disrupt Undead and slightly burns the undead creature.

Tara uses the gifts of Pharasma to infuse Bert's hammer with the power to injury incorporeal creatures like they were solid objects.

Also, as a friendly reminder, if someone kept the Warden's Badge from Harrowstone Prison, it acts as a Minor Ectoplasmic Rod.

Instead of immediately moving to attack like some of the group had predicted, the wraith instead moves to the southeast corner of the room where it disappears from everyone's line of sight. "Not fair!" It snarls with childish indignation. If you move into the room you can see it, so I left the icon on the map.

Initiative (Round 2)
Vivian <= Up
Bert [Ghost Touch on Hammer] <= Up
Tara <= Up
Stefan [Shield Active] <= Up
Sophie <= Up
Amaria [Smite against Wraith is active] <= Up
Wraith

All the PC's are up again!

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Amaria moves into the room and takes another shot at the wraith.

Arrow: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 12 ⇒ (4) + 12 = 16


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 thanks Tara for her assistance and then steps into the room and faces the wraith. Using his hammer's reach, he swings at it.

Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (14) + 6 = 20 damage, if hits: 1d12 + 4 ⇒ (9) + 4 = 13 shield is equipped, roll reflects this


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 moves farther into the small house and begins to pray to her goddess. As she chants, a feeling of hope overcomes her allies.

Tara casts bless for a +1 to attacks and saves vs fear.


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 moves into the room and murmurs a prayer to her ancestors.

move into room and cast spiritual weapon. The spell text is written for a cleric and implies the weapon should be a warhammer. I think it makes sense for it to be one of Sophie's ancestral weapons, the Nodachi in this case, but it's your call GM. The only difference is crit of 18-20/x2 for the Nodachi vs. 20/x3 for the Good-aligned warhammer. Damage is 1d8+1 per the spell text

warhammer, attack: 1d20 + 3 ⇒ (4) + 3 = 7 for force, bypasses incorporeal for full damage: 1d8 + 1 ⇒ (1) + 1 = 2

I don't think bless applies?

spiritual weapon, 3 rounds remaining

-Posted with Wayfinder


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

@Sophie:"A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) "

+1 Keen longsword, Bless: 1d20 + 3 + 1 + 1 ⇒ (16) + 3 + 1 + 1 = 21
dmg: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9 half damage, so 4 (or 5)

Vivian follows the unearthly creature, and tries to put an end to its misery


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

the "see below" text is more restrictive than that initial text, thus the ambiguity and my question to the gm. I read the whole spell before posting

-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.

Stefan steps into the room to get a better look at where the wraith may be. Seeing it in the corner, he casts a spell. Two bolts of shimmering magical energy fly from his hand into the spectral creature.

Casts magic missile.

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


Gamemaster | CC Map | S4 Map

My apologies for a long absence, I was dealing with holiday guests and car issues so I haven't had a lot of free time lately.

Sophie, I'm fine with your spiritual weapon being a nodachi instead of a warhammer.

Amaria fires another smiting arrow at the wraith, while Bert bashes it with his Ghost Touched hammer. After those strong attacks, the
shadows composing the creature's body break apart and the creature appears to be destroyed.

Combat Over. Tara, Sophie, and Stefan can save those spells.

A search of the abandoned home yields nothing of significant interest, only trash and small vermin

The three unexplored paths head northwest, southwest, and south respectively.


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 three paths yet to be traveled and suggests heading northwest. "Perhaps we should scout out the perimeter of this abandoned town and work our way in?"


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 agree, Stefan. Is everyone fine and ready?


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 and leads the party on. [ooc]Northwest right? Are we sure south is the unexplored? we came from the south, no?[/occ]

Survival: 1d20 + 5 ⇒ (3) + 5 = 8


Gamemaster | CC Map | S4 Map

Your initial Survival roll is good enough to stay on the paths, Bert. I'll prompt you if I need another one.

You came in from the northeast. Here is another link to the overall village map.

Bert leads the group back to the path and heads northwest in order to get a broader picture of the village borders. As you move along, everyone begins to notice the area around the path has become boggy. Indeed, it might be incredibly easy to get stuck in the mire around you were you to leave the main path. Around two hundred feet away, you come to another collection of empty buildings, but this time they do not appear to be occupied by aggressive spirits.

Finding nothing of interest there, the group continues to follow the outer path. Before you reach the next clearing, the eagle eyed Vivian spies another bear trap and easily disarms it.

GM Screen:

1d100 ⇒ 58
1d100 ⇒ 4

Vivian's Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Two hundred feet to the west later, the group comes across another cluster of homes. As you investigate the area, you quickly notice that around one of the smaller homes the temperature seems to drop several degrees as if it were some sort of cold spot. It only has one locked door and one window which has been nailed shut.

Here is a link to the next individual map.


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

Shiveringn the redhead stays alert

That's odd. Do you feel that cold too? Doesn't seem natural to me. And that house is strange..

I'm not sure: so far, was every house we checked locked?


Gamemaster | CC Map | S4 Map

This is the first house that you've found locked.


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 door is locked. I wonder why. In fact, I'm even more wondering why the other doors weren't locked. People didn't cared for their belongings? Who might have lived here?

Vivian circles around the small house, checking for anything unusual before trying to pick the lock

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
DD, msw tools: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

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