The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament breaths a sigh of relief and follows the others to the Demon. Good job guys. We are becoming a good team. She takes a sip of her drink. Someone or something was controlling the farmer.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"Maybe Gibbs is also being controlled. That's the only way I could have seen him killing that dog. I need to keep watching the statue for him at night."


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon nods at the man's description of what happened to him, then follows the others to the Demon.

"Yes indeed, Lament. Controlled by whom? After I stopped the flautist, the remaining airborne stirges retreated towards the prison...perhaps someone there is exterting their influence, in this case imitating one of our famous prisoners. The possibities are many...." Simeon finishes with a sigh, realizing that time was finite, and not enough remained or was available to discover all that was needed.


It appears your social stock has gone up considerably in the last few hours. You are formally invited to the meeting and are told you'll be given a chance to address the council and townsfolk.

The room is crowded. There are over 60 people in the town hall with more crowded around the door way when the meeting starts not long after sundown. The room is warmed by the bodies of so many and rowdy with dozens of conversations, each in a raised voice when councilman Hearthmount gavels the meeting to order.

The townsfolk are invited to share their concerns of the last week after the minutes of last weeks meeting are set aside.

There is an avalanche of concerns.

It ranges from mundane events such as wolves to the strange events you are familiar with - all tinged with a central theme. The people are scared and there is a feeling of a lack of security, and a call for the council to manage these things.

Hearthmount pounds his gavel vigorously as things threaten to get out of control on more than one occasion and many of those occasions involve verbal rallies by Gibbs and his small faction of ne'er do wells. Sheriff Caeller slides into the back of the hall, glaring at Gibbs in frustration.

Friends friends!!!, he implores, We have guests to our town that have rendered aid to us this afternoon and who appear to be central to much of the strangeness we seem to be seeing.

Feckin' Neckramauncies, bellows Gibbs.

Hearthmount is forced to ply his gavel again as the room devolves momentarily into shouting, accusations, yelled defences and recriminations.

Silence!! Order!! Order!!!

After a fashion the room quietens enough to satisfy Hearthmount and he points the gavel at you, as if giving you leave to speak.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Simeon Plavini wrote:
"Yes indeed, Lament. Controlled by whom? After I stopped the flautist, the remaining airborne stirges retreated towards the prison...."

"I think it is quite clear what is at work. The flute player in fact only stopped when he was warded from evil spirits."


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
GM Helaman wrote:

Silence!! Order!! Order!!!

After a fashion the room quietens enough to satisfy Hearthmount and he points the gavel at you, as if giving you leave to speak.

Jaru stands, smoothing his black robes. "Council. Townspeople. Indeed strange things are afoot. The origin is a defining event of this town- the Harrowstone Fire. For not only were the brave warden and guards lost in this tragedy, but five truly foul and dangerous prisoners died as well. Five souls so depraved that rather than face Pharasma's final judgement, they have remained on this mortal plane lurking in the ruined halls of Harrowstone."

"These spirits are no longer content to hide in the burned halls, however. They have been freed to exert their dark influence on the living. The bloody letters on the cenotaph, the events in the square tonight and other disturbing events of late; all the work of unsettled souls. And why has this come to pass now? For once, Friend Gibbs is correct: necromancy. We believe that a foreign cult has infiltrated the prison and released the evil spirits within."


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Bravo Jaru!


Foreign Cult?

Necromancy?

Ghosts?!

These and other panicked expressions bounce around the room when Gibbs rises to speak.

Aye - tis' Nekramauncy but I be sayin' its this outsiders who've stirred it all up. Twas all started up when that quisling daughter of that Nekramauncer Lorrimor insisted he be buried with our dead and they backed her.

Tis they who are t' blame!, he bellows pointing an accusatory finger at your group.

From another part of the room Jorminda launches herself at Gibbs, hissing with hatred, fingernails extended to grapple into his face but she is restrained by some of Gibbs friends and dragged away by Deputy Trestleblade.

Order!! Sheriff, remove her from the room!

A woman rises your defence, one you recognise as the mother of the boy Simeon and Elidal saved.

You be a drunkard Hephenus Gibbs and a whats worse, like all drunkards, a fool! They saved me son from your mongrel dog whens it be comin' aback from Pharasma's boneyard. They've saved others since they've been here too.

Faugh!, scoffs Gibbs. What does a bloody woman know? - go back to yer kitchen an' to warm yer husbands bed. We had no problems until they be arrivin' - and someone kilt me dog too. I'll be takin' SOMEONE to account fer that!.

Order! By the gods, I will have Order!! Quieten down!, Hearthmount bellows as he hammers the table.

He points again at you.

Very well. What is to be done? Let us hear your suggestions. I feel that we are unable to handle these events on our own. I and the council, he says looking over his shoulder for some nods of confirmation from his collegues, feel that we should dispatch a rider to Lepidstadt or other areas of Canterwall for assistance while seconding the Guards of 'The Silken Purse' in the meantime as a temporary guard.


Inactive

"Seeing as the Harrowstone fire was the beginning of all this madness, it would only make sense for it to end there as well. If the ruins of the prison could be explored, then perhaps we could put these spirits to rest for good."


Murmurs and mutters at that suggestion. Some of it seems positive and on Gibbs side of the room, negative.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"Yes, we must find the source of the infection and cut it from the body of the town. It is the only way. Us going into Harrowstone is our best bet from what we've been able to learn."


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"Again, Friend Gibbs is partly right, but again he has it backwards. It is no coincidence that we arrived with the troubles from Harrowstone, but we came at Professor Lorrimor's behest. The professor was far sighted and well trained in recognizing supernatural threats. Indeed, I believe he was once a student of Father Grimburrow. He saw the signs and called us here. Unfortunately, we did not arrive in time to save him, but we will avenge him and we will deal with the Harrowstone haunts. Each of us has dealt with the undead in the past."

"I will not advise against the steps the council deems necessary, but in addition, I recommend that we be allowed to clear Harrowstone of its ghosts. Each day their power grows. There is little time to waste."


Its Level up time - forgive me, meant to tell you all yesterday. Take your next Step up

Jaru speaks with eloquence and with the ring of authority that resonates with the crowd.

Diplomacy 1d20 + 5 ⇒ (18) + 5 = 23

His arguments carry a lot of weight and the town (for the most part with the exception of the Gibbs Faction) yells its approval.

And thats when oil lamps along the walls explode scattering burning oil all over the walls and floors!

There is screams, shouts and the chaos of people launching themselves out of their seats all at the same time.

Standby for the map


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Knowing full well that many of Gibb's accusations had been centered upon himself, Simeon sat quietly , avoiding inflaming the ire of Gibb's crowd.

Sitting with arms crossed, he nods at each salient point provided by the Pharasmin thinking Very good, Jaru, I couldn't have done better myself

When the oil lamps erupt, he starts in his chair looking about wildly attempting to discern the source.

Perception 1d20 + 1 ⇒ (2) + 1 = 3


Map is up. Ok... heres how it will work. Fire, then Characters, then 'It', then Named NPCs, then numbered NPCs. If you wish to refer to a numbered NPC use its characteristic feature. They are Rake, Log, Crossed Arms, Basket, Bucket, White Hair, Stick. Example - heal Log 3. Gender and Identity for numbered NPC is arbitrary. I'll work it out for any casualties later. The current coloured in areas are the exploded lamps. Each PC (Elidal and Vigilance) within 5 ft from the spot needs to make a DC15 reflex save or take D6 1d6 ⇒ 4 damage. NPCs fail automatically. Any townsfolk caught in the blast or in a fire square are automatically reduced to –1 hit points, and at the end of a second round spent in a fire square, they die.

Any Fire spread will happen at the start of the round. At the end of each round, on the villagers initiative, all of the villagers move 3 squares toward the exit, away from the fires, but only one villager marker can be in a square at a time. No villagers attempt to pull burning kin from the fires, but available council members or the sheriff will do so when the villagers move, if they can.

You have several options in this event — the most likely options are listed below. Flee: A PC can simply flee the fire, moving through crowded squares at half speed. Fight Fires: A PC can fight a fire in an adjacent square by beating the fire with a cloak or tapestry (such as the tapestries that hang on the walls of the room) by making a DC 12 combat maneuver check. Using magic to fight the fire (such as by casting create water or enlisting the aid of an unseen servant) grants a +4 bonus on this check. With a successful check, the fire in that square is extinguished, but the square can still catch on fire as normal in a later round. Direct the Crowd: By making a DC 15 Diplomacy check (full-round action) or a DC 20 Intimidate check, a PC can direct the panicked crowd to the exit, allowing a villager for each one the check is exceeded to move 6 squares per round toward the exit. Save the Townsfolk: As long as she is an adjacent square, a PC can save a townsperson from a fire square by picking the victim up as a standard action. A single PC can only carry (or drag) one townsperson at a time, but once the PC does so, that townsperson automatically stabilizes and is not in danger of dying from the fire unless the PC carrying him falls unconscious or unless the townsperson is dropped in or left in a burning square. Healing spells or chanelling (not cantrips, stabilise will give the NPC another round) automatically restores the NPC enough for them to move again on their own

Note: This is going to be a tough encounter. Remember failed saves are 'injury damage'. One of you can 'Bot' Vigilance. If he is not botted by a player then I'll assume he either tries to fight a fire or save a villager, which ever is closer

In the explosion several villagers are injured and scream falling to the floor. Vigilance 1d20 + 5 ⇒ (6) + 5 = 11 is hit by the burning oil.

Round 1
Fire - done
Characters - Now
It - Pending
Named NPCs - Pending
Numbered NPCs - Pending.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

"Stop screaming and move, get out!" Simeon yells at the villagers seated behind him, trying to get them moving to the exit.

Direct the Crowd DC 15 Diplomacy 1d20 + 0 ⇒ (1) + 0 = 1

However his efforts fall on deaf, or rather panicked, ears.

Sheesh, with a roll like that I'd not be surprised to see them throwing themselves into the fire instead


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Baradlon grabs the villager (log) next to him that was splashed with the fire, dragging him to safety.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru attempts to herd the townsfolk out the doors. "Quickly, to the doors in the back!"

diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11


Inactive

Reflex: 1d20 - 1 ⇒ (19) - 1 = 18

Her body reacting on its own, Elidal shrieks and dives out of her chair, narrowly escaping being splashed with burning oil. As pandemonium erupts in the town hall, her scars ache with a ferocity that she hasn't felt since the night she acquired them. Her head swims and her vision darkens - then clears as she sees Nighteyes in front of her grab one of the injured villagers and drag him clear of the fire.

With the lightheaded feeling gone, she turns and grabs at the villager who was sitting behind her and moves him away from the immediate danger of the fire. Desperately, she looks around for any other possible exits aside from the doors in the back.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Head for the door! We will protect you! It's going to be OK!

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16


Going to give all named NPCs their first hit as a blue - they are conscious but damaged. Second hit is red - unconscious and then third is dead, unlike the numbered NPCs who are unconscious after a single hit. You will also note some of you are carrying/dragging villagers

Lament gets two people nearest to her out of the way - taking direction they are able to move through the crowd. It makes room for Elidal to drag a villager clear. Jaru and Simeon shout ineffectually. Nighteyes drags clear a person from the flames. Nighteyes... having nowhere to go, to safety, beats at the flames of the villager, trying to extinguish the flames...

CMB 1d20 + 2 ⇒ (15) + 2 = 17

Which he does so.

It is from the flames of the lamps and the oil splattered walls that three skulls, wreathed in flames materialise... shrieking as they fly around the room. One darts off towards the podium, another attacks a villager while the last attacks Simeon.

Skull 1 on Council Woman Shandra 1d20 - 1 ⇒ (4) - 1 = 3 and 1d2 ⇒ 2 + 1d6 ⇒ 1 fire damage.

Skull 2 on Villager 1d20 - 1 ⇒ (2) - 1 = 1 and 1d2 ⇒ 1 + 1d6 ⇒ 2 fire damage.

Skull 3 on Simeon 1d20 - 1 ⇒ (2) - 1 = 1 and 1d2 ⇒ 2 + 1d6 ⇒ 1 fire damage.

All attacks missing.

The more prominent of the villagers act...

Hearthmount and Muricar work together, the old friends working to try to take down this attacker while Shandra withdraws. Muricar attacks it with his chair while Hearthmount distracts it with blows from his gavel.

Hearthmount aids another while a flank is set up

Aid Another 1d20 + 2 ⇒ (7) + 2 = 9 unsuccessfully it would seem. But his old friends Attack with the heavy chair 1d20 + 1 + 2 - 4 ⇒ (17) + 1 + 2 - 4 = 16 slams home. 1d8 + 1 ⇒ (7) + 1 = 8... shatters the skull which then explodes!

Hearthmount and Muricar, stumble back both on fire, yelling.

Gibbs rises roaring for people to keep their heads and move like men and not panicked sheep or they'll regret it! His military experience giving him a cooler head than most.

Intimidate 1d20 + 6 ⇒ (1) + 6 = 7

But there is an edge of panic in his voice that robs him of any authority.

The scribe leaps down from the stage while Councilwoman Mitra moves up behind Hearthmount.

Deputy Riff, covered in burning oil runs out the building while Luthko Avanaki, owner of the General Store is able to make a break for it and get out.

Sandra Vai, owner of The Outbound Inn, really cant move anywhere and stands there yelling, as does Zokar, the owner of the Laughing Demon.

Sheriff Caeller attempts to drag a burning villager out. Deputy Leromar does the same...

And then chaos really breaks out as the rest try in a mass of seething humanity for the doors. Some even manage to get out!

End of round 1.


Round 2

Fire spreads... unnaturally fast. The oil and perhaps eldritch hatred driving the flames. Each fire burns into a new area. The exploded skull has started a fire of its own.

Players up!


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Round 2

Jaru berates himself for not having the water orison prepared. He always had it ready in his desert homeland, but here it seemed so unnecessary. With the appearance of the skulls, Jaru's hand darts to his holy symbol and moving to the stage, he shouts out a prayer channeling a burst of divine energy in the form of bone shards.

move to get all the skulls in range and channel to harm undead 1d6 ⇒ 5 DC 13 save


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Baradlon punches the skull flying next to him with his cestus.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9 Miss


Skull 1 Save 1d20 + 2 ⇒ (4) + 2 = 6
Skull 2 Save 1d20 + 2 ⇒ (7) + 2 = 9

Both skulls are stripped of their power as Father Toths blessing of Pharasma washes over them... dropping them to the ground.

Nighteyes if free to perform another action though the roll is applied to that action if a roll is needed


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

In that case..

Nighteyes grabs the other burnt villager near him and drags him away from the fire as much as possible.


Thats a winner - done. Updating the map


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

Move, move, move!


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Realizing that he was probablyl scaring the nearby villagers more than helping, Simeon takes a deep breath and calls out clearly and calmly

"All of you! Yes you! Make your way toward the door....calmly now! Don't be stepping on your neighbor, you'll all get out safely if you stay calm!"

Direct the Crowd DC 15 Diplomacy 1d20 ⇒ 18


Inactive

"Work together - get the wounded clear of the flames and try to move them outside if you can!"

Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18


Nice work - thats 6 more influenced. I'll have those move on your initiative for the full 6 movement working from those closest to you

Vigilance pulls his person out. Nighteyes gets his closer to the doors.

Hearthmount and Muricar and the scribe move to get out. Sarianna Vai and Councilwoman Mitra pull people clear of the flames. Gibbs goes to one of his friends aid.

Deputy Leromar and Sheriff Caeller get their people out.

The crowd surge again. Its a crush many get out but a sizable amount still remain.

End Round 2


Round 3. Fire.

Fire Spreads.

Players.


Inactive

As some of the townsfolk begin to make their way out of the building, Elidal attempts to move towards the back to try and help the ones farthest away from the doors.

Elidal will attempt to move to help the Rake that's farthest back and on the left side of the building.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

Yes! Now you're moving! This way. Perfect. We are going to make it! Don't push!

Lament waves her arms and directs the crowd, smiling at the crowd's reaction.


Pharasma loves you! 10 ppl move

Lament is able to get a sizable group of people near the door to calm down enough to get out of the building.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Baradlon continues to drag his villager away from danger. If he can, he runs back for another who is close to the fire.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"Not this year, not yet," Jaru intones as he draws life giving energy from his patron goddess to send to those in need.

move to optimal position to heal those in need. 1d6 ⇒ 6


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Seeing that the people were finally listening to him, Simeon focuses his efforts on the fire.

Grabbing his cloak he begins beating at the fire...

CMB DC12 1d20 + 1 ⇒ (18) + 1 = 19


Jaru's blessing washes over the fallen in a cool wave, bring them back to conciousness, their burned skin flaking away and replaced by healthy tissue and then skin.

They stand panicked and ready to leave, fighting free of those who were carrying them, ready to run on their own.

Simeon beats back some of the flames. Zokar closes and tries to help.

CMB DC12 1d20 + 1 ⇒ (10) + 1 = 11 unsuccessfully.

Gibbs and his companion hussle for the door, as does Sarianna and Hearthmount, with the scribe in hot pursuit. Muricar tries fighting a fire instead of heading out.

CMB DC12 1d20 + 2 ⇒ (5) + 2 = 7

He is even more unsuccessful than Zokar.

Sheriff Caeller and his deputy race back in and are fighting flames. Both are successful.

Sheriff CMB DC12 1d20 + 3 ⇒ (19) + 3 = 22
Deputy CMB DC12 1d20 + 2 ⇒ (13) + 2 = 15

The rest of the farmers and townspeople try to make their way out.

End of Round 3


Round 4 fire spreads.


The fire engulfs Muricar and the Deputy, their screams filling the room.


Inactive

The screaming that ensues as the two men catch fire and begin to burn pierces into Elidal's mind as if it were a dagger. With a sick feeling in her stomach she realizes that one of the voices is too far away for her to reach, back towards the door and the remaining crush of people attempting to get out. But the other one - she can see him! Just a row or two in front of her! With a whispered prayer to Iomedae to protect her from the flames, she attempts to reach the screaming man and pull him from the fire.

No, no more will burn...not today! Not today!

Status Tracker:

Judgement (Resistance) - 2 points of energy resistance vs. fire

Swift action to invoke Judgement - Resistance and then attempting to move and pull Muricar out of the fire.


Reflex DC 15 1d20 + 0 ⇒ (16) + 0 = 16
Fire Damage if failed 1d6 ⇒ 6

Her blessing of Iomadae and her good fortune enable her to pull the now unconcious muricar from the flames without harm.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Baradlon steps away from the spreading flames and tries to get people moving more quickly out the door. "Move it people, this place is going to come down!"

intimidate: 1d20 + 4 ⇒ (20) + 4 = 24


Naughty to be nice

Four towns people push their way through the doors in fear and escape.


Jaru, Simeon and Lament...


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Keep moving. We are going to make it! I said don't push! Lament has a momentary loss of control and gets angry. Her voice frightens a few people and they clog the door.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru attempts to drive the stragglers out.

diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon steps closer to where Elidal is hauling Muricar from the flames, beating back the inferno to give her more time.

CMB, DC 12 1d20 ⇒ 2

But has to step away, holding his hands up infront of his face as the flames rise higher.


A few more people get out at Jarus urging.

Sheriff Caeller tries to get to his deputy but is blocked by the flow of people... Deputy Leromar falls to the ground, flames engulfing him.

Gibbs turns back and makes an effort to beat out the flames on the lawman but the flames are too fierce.

CMB DC12 1d20 + 5 ⇒ (1) + 5 = 6

The scribe makes it out and the last of the people crowd around the door to get out.

Its well and truly time for you to leave as the smoke grows thick and the flames become fierce.

You can hear the people shouting and organising outside.

End of Round 4.

Round 5.

Fire spreads.

Gibbs is engulfed but burning he is still well and truly alive and roaring.

Simeon is caught in the spreading flames.

Reflex 1d20 + 1 ⇒ (20) + 1 = 21 or 1d6 ⇒ 5 Damage

But manages to shield himself from the worst of the heat and beat out the flames that flicker to live on his robes.

Players up...

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