DM Rich's Carrion Crown

Game Master Briccone

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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 murmurs a prayer and a Nodachi of pure force materializes near the spirit and strikes it.

spiritual weapon: 1d20 + 3 ⇒ (7) + 3 = 10 for force: 1d8 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Vivian, there is a hard corner from where you were previously, so you can't move straight into the room from where you started. I moved you to the square previous to where you wanted to stop, which doesn't quite give Bert flanking. If you'd prefer to be closer to your starting position, feel free to move yourself back.

Vivian tumbles into the room and makes a rapier attack, but she's off balance from her acrobatics and misses.

Tara casts Shield of Faith on Amaria.

Sophie uses divine magic to create a nodachi out of pure force, which then attacks the undead and also misses.

The wraith flies back 5 feet and touches Vivian with one of its small shadowy tendrils. The nimble redhead also feels the coldness of the room enter her body and attempt to lodge itself inside of her. Vivian takes 2 damage and needs to make a DC 15 Fort save or take 1d2 ⇒ 1 Con drain.

GM Screen:

Touch: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 ⇒ 2

Initiative (Rounds 3-4)
Amaria <= Up
Sophie <= Up
Tara [5 Dmg] <= Up
Vivian [2 Dmg; Fort save needed] <= Up
Wraith
Stefan <= Up
Bert [3 Dmg; 2 Con Drain] <= Up

Everyone is up! Due to the hard corner, Amaria will need to move into the room if she wants to continue ranged attacks against the wraith.


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 steps up and swings his hammer at the wraith.

Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (15) + 6 = 21 damage, if hits: 1d12 + 4 ⇒ (5) + 4 = 9


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 does her best to help Vivian's next attack.

Meanwhile the Nodachi continues its attack.

aid Vivian w/longspear: 1d20 + 8 ⇒ (4) + 8 = 12
spiritual weapon: 1d20 + 3 ⇒ (11) + 3 = 14 for force: 1d8 + 1 ⇒ (5) + 1 = 6

-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

Fort save: 1d20 + 5 ⇒ (2) + 5 = 7

+1 Keen Longsword: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Vivian feels her heart slowing when the creature touches her. Grimacing through the cold burning pain, the redhead counter attacks


Gamemaster | CC Map | S4 Map

Sophie, I believe you have to be in position to attack the same target in order to assist an attack.

Bert swings his lucerne hammer at the wraith and damages it further.

Sophie's spirtual weapon barely misses.

Vivian begins to experience the same cold burn as Bert, but continues her attack, hitting the wraith with her longsword.

Stefan, Amaria, Sophie, Tara


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.

Moving up the crowded hallway and into the room, Stefan scrambles over the junk piled along the northern wall. He casts a spell, and two blue-white bolts of magical energy fly from his hand into the wraith.

Casts magic missile.

Force damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10

EDIT: Ooh! Max damage!


Gamemaster | CC Map | S4 Map

Dr. Von Herzog moves into the room, and casts a spell that releases two powerful force bolts at the wraith. The projectiles hit the undead in the center of its mass and it disperses with a whiny cry. The cold besieging the house appears to lift immediately upon the creature's destruction.

Combat Over

Injury Report: Bert has 3 damage and 2 Con drain, Tara has 5 damage, Vivian has 2 damage and 1 Con drain.

Searching the house the group manage to scrounge up enough materials for the equivalent of masterwork tailor's tools. You also find a small wooden box with a slot on the top of it and a cork at the bottom. Written on the side are the words 'Rachel's Bank.' Pulling out the cork, you find 3 copper pieces inside.

I'll give you a day or so to react before continuing, assuming you are checking the exterior of the town before moving towards the center.


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 wields a longspear by default, so with reach she was in position

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Sophie wasn't in her current position on the map when I posted my response to her action. I see that someone has moved her since.


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.

"This village appears to be haunted by wraiths. I think we should take this child's coin bank as possible evidence of the lives that once lived here. I sugges that we continue to sweep inward toward the village center."

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

"With the Beast accused of killing children here, it is clear that there was undead - not a golem- at work."


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

Sleight of hand: 1d20 + 9 ⇒ (15) + 9 = 24

GM and anyone beating a Perception DC 24 check:
Vivian puts a gold piece in the decesed little girl's bank

I'll avenge you, little one, and destroy the monster that not only stole your future but cursed you with unlife.

She wipes her tears, as discreetly as possible


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

Shifting awkwardly on her feet as the others scour the room for more clues of what happened to Rachel, Tara gently runs a thumb over her holy symbol. Taking a deep breath and concentrating on the worn grooves, Tara says a silent prayer to the soul of the little girl before turning her attention into the room that she had wandered into. "I'm going to check over here." she mumbles out to the others as she inspects the living area.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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 casts detect magic, looking for any unfamiliar auras in the abandoned house.


Gamemaster | CC Map | S4 Map

Outside of the tailor tools and small personal bank, nothing of else of interest lies within the piles of refuse in the building. Stefan finds no magical auras in the area either.

The group then departs the small building and follows the path to the west. It leads to another group of buildings in a middle of a bog, but there appears to be no presence of undead in the area nor any path leading away other than the one you used to get there.

Backtracking to your last position, then taking the path to the south you soon come to what you surmise is the center of a village in which stands a small, whitewashed timber building that appears to be a chapel dedicated to Desna. A number of gravestones surround the building. Another small building sits northeast of the chapel, with a large symbol of Desna painted on the door and secured by what looks like a rusty lock.

Here is an updated map of Hergstag

Let me know what you want to investigate: the chapel, the graveyard, or the locked building. There are currently no combat maps, I'll put them up as necessary. In order to make things clearer, however, the chapel stands in the middle, surrounded by the graveyard, with the locked building northeast of the chapel.

GM Screen:

1d100 ⇒ 88
1d100 ⇒ 78


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.

Assessing the situation, Stefan suggests, "I think we should investigate the chapel, taking caution while traversing the churchyard. Perhaps we should make sure that the graves in the churchyard haven't been disturbed, as well."


Gamemaster | CC Map | S4 Map

No map necessary for the chapel.

Investigating the interior of the chapel first, it appears to be falling victim to rot. Weeds are already growing between the pews, some of the windows are smashed, and mice appear to be nesting the altar. Once beautiful frescoes depicting Desna and heavens have begun to flake as well. The holy water in the font is turning green, but the religious among you judge that it's still sanctified and you could probably make five usable flasks.


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 looks at the church, and the basin with holy water

That's can be really helpful, many thanks to you Desna for this stroke of luck. We should take some holy water with us. I guess the undead can't enter here, it's good to know.


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

"Guess I could dose my weapon with holy water, if that might help." Bert says as he examines the basin.


Gamemaster | CC Map | S4 Map

Those familiar with holy water can let Bert know that soaking his sword in holy water probably won't have much of an effect.

Is anyone taking the holy water? Did anyone want to check the graveyard or the small building to the northeast with the Desna symbol on the door?


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 already have four vials of holy water. Do anyone need some? You can use an empty potion vial, or maybe your water skin. Holy water is still water, after all. Bert, I guess dipping your sword in it -no innuendo intended-won't work. Let's check the graveyard and the small building too, maybe we can find more clues about what happened here...


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 refills the two vials she had poured out on the ghost in the prison with the Holy water.

She nods at Vivian. "Sensible suggestion, girl."

-Posted with Wayfinder

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

"I also have holy water... if no one else will take it, I am not willing to leave it behind."


Gamemaster | CC Map | S4 Map

Sophie takes two flasks of holy water, while I'll assume Amaria takes the rest if no one else claims them.

Progressing out of the chapel and into the graveyard, the area appears to be less overgrown than the paths, but weeds still appear poised overtake the cemetery in a few months. Most of the stone monuments are simple, with a name and dates. A few are slightly more ornate, with a symbol of Desna or Pharasma carved in the monument.

If you want to look over the graveyard in more detail, please make a Perception check.


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

Perception aid: 1d20 + 1 ⇒ (7) + 1 = 8

Bert helps anyone who wants to look over the graveyard more. OR doesn't help..


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

Perception: 1d20 + 9 ⇒ (1) + 9 = 10 At least I couldn't do worse...

Vivian traces a spiral over her heart right before entering the graveyard.

She seems worried, and about to cry, her eyes unfocused on the surroundings

Those poor children... Look at yourself, Vivian. You talk about avenging dead children, but where were you when this poor child needed your watchful care? You won't save a life tonight. Even if you killed the undead, will it really matter? The children won't come back to life...


Gamemaster | CC Map | S4 Map

Looking through the graveyard, Vivian and Bert discover gravestones for all six of the children supposedly murdered by The Beast of Lepidstadt, with the proper names and dates (Maarten, Karin, Rachel, Gaard, Allen, and Ellsa).


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.

Before leaving the chapel, the doctor casts a spell, then looks intently about the room while his eyes glow with a bluish light.

Casts detect magic and scans the interior of the chapel.

Assuming he does not detect any magical auras...

Back outside, Stefan also looks around the graveyard.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16


Gamemaster | CC Map | S4 Map

Dr. Von Herzog finds no magical auras the chapel and moves on to the graveyard. He does not discover anything else of note, other than the gravestones of the children previously found by Vivian and Bert.

After canvassing the graveyard, however, Vivian and Bert both note that the coldness hovering in their chests seems to increase in intensity as they get closer to the small outbuilding with the Desna symbol painted on the door.


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

Strange... it's colder there. At least it feels colder there.

Vivian points the small outbuilding to her companions

Let's be cautious, even if the symbol of Desna is still on the door, that doesn't mean the goddess keeps an eye on it right now... Can someone finds out magically if undead are around?


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.

"Yes, I can do that."

Stefan casts a spell, and the large onyx ring on his left hand glows brighter than it usually does during his spellcasting.

Using Bonded Object to cast the unprepared spell detect undead.

Stefan's eyes glow with a pale, ghostly light as he intently focuses his gaze on the outbuilding.


Gamemaster | CC Map | S4 Map

Dr. Von Herzog casts a spell and detects one strong undead aura somewhere within the wooden outbuilding.


Gamemaster | CC Map | S4 Map

Here is a link to the new map.

The building's one door is secured with a rusty lock. There are no windows. The green square on the east indicates an extreme amount of forested overgrowth that is impassable.


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 sense... the presence of unlife... A single aura... strong... lies beyond this door..."

A "strong" aura indicates an undead creature of 5-10 HD.

Stefan will maintain concentration on the spell until after we see what's inside... or until 5 minutes have passed. He'll drop it as soon as we do see what's in there so that he can take a different standard action.


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 taps Bert on the head and he seems to grow a protective fur. "Perhaps we will be able to help this spirit. But... Best prepare for the worse" She croaks.

mammoth hide blessing on Bert for +2 AC and 10 cold resistance

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

With Stefan and Sophie declaring actions, just let me know what the rest of you are doing.


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 traces a spiral over her heart, asking for Pharasma's guidance to defeat the undead

Is everyone ready?

if it seems to dark, she will uses a sunrod first


Gamemaster | CC Map | S4 Map

Vivian notices a rusty lock on the door, it'll either need to be picked or removed in some other manner in order to enter the building through the door.


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 to Sophie "Thanks."

"I could use the hammer to remove the lock..and maybe part of the door. I suspect we are expected." Usually stealthy is a thing, but I suspect we've made enough noise for something we are about to fight..


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

Gimme a few minutes and I'll pick that lock, I guess

DD, Msw Tools: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30


Gamemaster | CC Map | S4 Map

Vivian begins to pick the rusty lock, but the parts begin to disintegrate in her hands and the whole mechanism just falls apart. Apparently the lock was the only thing keeping the door closed, so it squeaks open.

Activating a sunrod, Vivian then looks inside the building. The interior is cool and dusty, with a long, tall set of bookshelves 5 feet away from the door. Some loose papers lay on the floor, they appear to be excerpts from some religious tract about Desna's cosmic importance. The bookshelves nearly reach the ceiling, obscuring whatever else is in the building behind them.


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.

Moving to the door, Stefan continues to scan the room, trying to determine the location of the undead aura.


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 looks at his companions. "Want me to go in? Seems silly to waste this fur, Sophie gave me."

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 detects evil, trying to determine the location of the undead.


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

Sure Bert, but be careful.. we're right behind you


Gamemaster | CC Map | S4 Map

As Amaria begins to Detect Evil she notes one evil presence in the building. Concentrating further, she determines the aura is moderately evil and in the center of the building.

Nothing immediately attacks Bert as he makes his way around the bookcase, moving to the west side of the building to see there are three more tall wooden bookcases, some of them holding scrolls. In the center of the building, he can hear some light humming, which sounds like the rhythm of a children's nursery rhyme. From his current position, he cannot see who or what is humming. The arrow indicates the approximate source of the sound.

Bert's Perception: 1d20 + 1 ⇒ (17) + 1 = 18

If Bert relates what he hears to others and where it seems to be coming from, it roughly matches the location of the undead and evil auras.


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.

Clutching his iron-shod cane tightly, Stefan follows Bert into the room, and whispers, "I hope to be able to distinguish the quick from the dead if the need arises..."


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 keep on coming folks, I hear humming over here." Bert says, maybe a bit too loud.


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

Spooky...I hate that...

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