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The_Ninja_DM's Carrion Crown

Game Master Spiral_Ninja

The Trial of the Beast: Gatehouse labled

1,601 to 1,650 of 3,722 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

HP: 56/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 6/9

Perception: 1d20 - 2 ⇒ (15) - 2 = 13
Will: 1d20 - 2 ⇒ (3) - 2 = 1 uh oh.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

As Gkirkhan fights a battle of mind, Vertielle curses the place and the undead. Her eyes flare green, and she enters the melee of the orc's mind.
Saving Finale: 1d20 - 2 ⇒ (13) - 2 = 11

Wood, having conquered his urge to enjoy the comforting touch of his new book, waves his hands and encants opening a dimensional portal.
Monster Summoning I - Augmented Dog. He may need to chase down Gkirkan again.
That sound is familiar.
knowledge arcana/history/local 1d20 + 10 ⇒ (18) + 10 = 281d20 + 11 ⇒ (11) + 11 = 221d20 + 9 ⇒ (10) + 9 = 19

DM Ninja/infinite

Gkirkhan freezes, subject to a 'hold person' as a ghostly female form appears, places a flute to her lips, and begins to play a mournful dirge. As she does, ghostly stirges also materialize, flaping their wings to the tune.

@Wood: You have heard that tune before...your granny played it at every funeral of every family member until she passed away when you were 10. If either of those other rolls is perception...the ghost resembles granny as well.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

You ethereal b!тс#.
KnHistory/Arcana: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (2) + 3 = 5
Knowing little about the effect on Gkirkhan or the specifics of the Piper's captivity or methodology, Vertielle draws her own flute, touching it to her own lips, and plays a merry, lively tune akin to those heard in meadhalls, hoping it will encourage the voraciously alehappy Gkirkhan to action.
Perform: 1d20 + 4 ⇒ (9) + 4 = 13
Simultaneously playing the Piper's Flute, using aid another for Gkirkhan's next will save, and activating countersong.
Will: 1d20 + 4 ⇒ (11) + 4 = 15

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

"Nice, countering music with music."

HP: 56/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 6/9

Orc: "I curse you foul witch! I curse you to forever be my prey. I curse you to feel my hammer's bite again and again. I curse you to feel my sword's sting a thousand times and thousand again. I will chase you from the highest heavens to the lowest hells. Demons will turn you away. Devils will cast you out. Angels will not even speak with you for they will know I am your hunter and that I will send them to oblivion if they dare get in my way! Thrice and again cursed and thrice and again warned you have been witch."

Gkirkhan struggles against the arcane bonds. Hatred and fury fill his eyes as he curses the ghostly form in a voice that is even and cold.

Did I say bards are awesome yet?
Wood will send his dog to locate the spirit so we know where it is.

Wood exclaims in shock, "Grams, is that you?"

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Oh great, the wizard's finally snapped...

DM Ninja/infinite

@Vertielle; you must make a will save every round you play that. Target is 13.

1d6 ⇒ 4

As Vertielle begins to play the skeletons seem to be affected, moving slower (staggered) but they still attempt to attack, missing hideously. The Piper also seems to be affected, as one of the stirges surrounding her winks out of existence.


skeleton_N2_Gkirkhan: 1d20 - 3 ⇒ (5) - 3 = 2

damage_Gkirkhan: 1d4 + 1 ⇒ (1) + 1 = 2

skeleton_S1_Vertielle: 1d20 - 3 ⇒ (6) - 3 = 3

damage_Vertielle: 1d4 + 1 ⇒ (2) + 1 = 3

Skeleton S2 gets to Vertielle but cannot attack.

@Wood; as you speak, the ghostly figure turns toward you. No, it's not Grams, but...did she have a sister you never knew of?

Round 2 actions, everyone.

hp 27/39; AC 15/11/14; Luck 8/8 rounds



    Round 1
  • Gkirkhan readies attack vs. approach (Though only uses one AoO?)
  • Vertielle begins Bardic Performance
  • Others hear combat & advance
  • Skeletons advance
    Round 2
  • Piper attacks
  • Gkirkhan is held
  • Vertielle saving finales Gkirkhan & begins countersong
  • Wood begins summoning dog
  • others arrive
    Round 3
  • Dog appears, Skeletons are staggered.

countersong: 1d20 + 4 ⇒ (2) + 4 = 6 Son of a b*&%#.
aid Gkirkhan Will Save: 1d20 ⇒ 2 SON OF...
Aid Another:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Flute Will Save: 1d20 + 4 ⇒ (10) + 4 = 14 Hahaha, you're kidding me.

Wood attempts to protect Gkirkan from evil with his wand.
Will if needed 1d20 + 4 ⇒ (8) + 4 = 12
The dog goes after the Piper.
Hit/conceal/damage/trip1d20 + 5 ⇒ (17) + 5 = 221d100 ⇒ 691d6 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (14) + 5 = 19

Let me know if a Will save was needed to use a wand.

"I think you must be an evil Grams."

Female Human Ninja 3

Que storms forward, attcking the skeleton which tries to attack Vertielle.

attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

damage: 1d6 + 1 ⇒ (4) + 1 = 5

DM Ninja/infinite

That's what I get for posting under the influence of allergy meds.

Round 3 it is.

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

Eva cast cure light wounds and will use it as a touch attack on the piper

1d20 + 2 ⇒ (10) + 2 = 12
1d8 + 1 ⇒ (6) + 1 = 7

DM Ninja/infinite

@Evangline: She's a haunt. AC is 10.


@Wood: Not for a wand, you're fine.

Skeleton S1 is down.

Skeleton N2 attacks Gkirkhan.

attack: 1d20 - 3 ⇒ (5) - 3 = 2

damage: 1d4 + 1 ⇒ (4) + 1 = 5

Skeleton S2 attacks Vertielle.

attack: 1d20 - 3 ⇒ (19) - 3 = 16

Vertielle drops like a rock, the pipe falling from her limp hands. Ghostly chains appear and wrap themselves around her. You don't think she's dead.

DM Ninja/infinite


You awaken in a coffin. A red-haired priest of Pharasma is hovering over you, a concerned look on his face. His expression lightens as your eyes open, and he speaks.

"Welcome back. Pharasma be praised. We managed to recover your body from Harrowstone, but there was a delay in resurrecting you. It's been six months. Your friends have moved on in their pursuit of the Whispering Way. Please, let me help you up and to make plans for your future."

What do you do?

hp 27/39; AC 15/11/14; Luck 8/8 rounds



KnArcana: 1d20 + 9 ⇒ (5) + 9 = 14
I'd have had to give consent to have been raised... What's going on here? Who paid for my resurrection?
Oh, thank you... Praytell, what was the delay? I had thought I had an accord with the Pharasmin clergy?
Note that's not TECHNICALLY a lie.
bluff: 1d20 + 4 ⇒ (11) + 4 = 15

Seeing he doesn't have to fight to use his wand, Wood gestures with his wand to Vertielle. Protection from evil

Did the dog's attack have any effect?

DM Ninja/infinite

@Vertielle: give me a will save. Every round.

@Wood: your dog has no effect, it's a Haunt.

1d20 + 5 ⇒ (4) + 5 = 9

1d6 ⇒ 4


Vertielle, you feel a surge of strengthening energy and the priest suddenly grimaces, as if in pain.

"One of the locals in that town was allied with the Way. They snuck in and slew Vesorianna, releasing the ghosts of the prisoners. Your friends were lucky. Many of the locals, not so. it's taken this long to straighten out the repercussions."

HP: 56/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 6/9

Gkirkhan's voice comes out in a low growl after the shock of seeing Vertielle wears off.

"Let me go. Let me go and I shall show you fear."

Does wanting to fly into a rage allow for another will save or is Gkirkhan stuck until the spell ends?

hp 27/39; AC 15/11/14; Luck 8/8 rounds


Sense Motive: 1d20 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Will: 1d20 + 4 ⇒ (4) + 4 = 8
I see. That is indeed most unfortunate. Have you yet learned the traitor's name?

Does protection from evil allow another save on an existing condition if it would have improved the original save, for example Gkirkan's will save and maybe Vertielle if it was save based?

DM Ninja/infinite

Gkirkhan can roll a save every round. I'll give him a bounus for this.

1d6 ⇒ 2


As you question him, you feel pain coursing through your body. Take 2 pts damage.

@Wood, yes, in this case it can give an extra save.

Vertielle suddenly writhes in pain, the chains tightening around her.

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

Eva lets loose a burst of positive energy

Harm undead+haunt: 1d6 ⇒ 3

HP: 56/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 6/9

Will: 1d20 - 2 ⇒ (1) - 2 = -1

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Poor Gkirkhan. Hold person is also one save PER round, fyi.


I don't think that resurrection went quite to plan... Her eyes narrow.
KnHistory: 1d20 + 3 ⇒ (4) + 3 = 7
Damn, my mind is foggy, as if in a dream.
What is your name, priest?

DM Ninja/infinite



The red-haired priest looks at you oddly. "Unfortunately, yes. No one understands why, but apparently Kendra Lorrimor had been seduced by the cult. She vanished afterwards. I believe your friends are in pursuit."

He seems to be ignoring your question about his name.

Gkirkhan, as you try to rage, the piper takes her gaze off of you, releasing you, though her ghostly stirges still wing towards you.

Fort save, please, Gkirkhan.

Wood, as the Piper turns to face you, her face suddenly contorts with rage as she directs her will toward you.

Will save, please, Wood.

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14
Kendra? Surely not. Surely, she was possessed. Perhaps by the Professor Feramin, or the other, the con man.

DM Ninja/infinite


He smiles, oddly"Ah, yes...Father Charlatan? I suppose it's possible. I hpoe that turns out to be the case. for your sake."

You suddenly hear a feminine voice, echoing in the room. Should tricksy father tell a lie/If you believe, then you will die. It was spoken aloud - but the red-haired priest doesn't seem to hear it.

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

Eva lets loose another burst of positive energy
Harm undead+haunt: 1d6 ⇒ 4

Female Human Ninja 3

Seeing Vertielle fall to the floor, Que picks up the pipe and starts to play, trying to copy the song Vertielle played.

perform, untrained: 1d20 + 2 ⇒ (3) + 2 = 5

will save: 1d20 + 1 ⇒ (10) + 1 = 11

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Methinks it likes me a smidgen better.

Will 1d20 + 4 ⇒ (18) + 4 = 22

Wood will see were the dog has found the haunt and aim his vial of holy water.
Range touch 1d20 + 3 ⇒ (11) + 3 = 142d4 ⇒ (1, 2) = 3
2d4 if direct hit, 1 splash on a miss I think.

HP: 56/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 6/9

Gkirkhan drops the hammer and pulls out the mace. Rage and hatred are in his eyes as he grips the weapon and swings with all his might.

Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Power attack the ghosty
Attack: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9 whiff.

DM Ninja/infinite

@Que: you are now playing the same dirge as the Piper. Quite well. You can't stop. Your fingers start to bleed. Fort save, please.

@Gkirkhan: you're fine. The ghostly stirge vanishes before it can latch on to you.

As Que plays the Piper is distracted, then vanishes as Evangline's energy fills the area. [You still need that save.]

The priest flinches again, pain wracking his face.

DM Ninja/infinite

New round:

HP 22-4=18-4=14

hp 27/39; AC 15/11/14; Luck 8/8 rounds

Vertielle smiles.
A Pharasmin priest, referring to such a blasphemer as a "father"? However derogatory, I do not think, Mr. Corvin.
Vertielle draws her blade, long and dark, a blackened dirk. It makes the rasp of steel on steel, a promise.
This farce has gone on long enough!
She plunges the dirk far into the liar's stomach, drawing it up and twisting it. Her hand soaked with blood and gut, she stares into the man's dying, pale eyes with a cold indifference.

HP: 56/73 AC 16/12/12: F+9, R +4, W +3, Per:-2, Init: +5, Rage: 6/9

The sound coming from Gkirkhan's throat is anything but human. He stands over Vertielle's fallen form and waits for the Piper to reappear.

Orc: "Come out little witch. Gkirkhan has a little present for you."

Ready action: Strike the Piper as soon as she appears. Power Attack.
Attack: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10 Probably not going to hit.
Damage: 1d8 + 9 - 1 ⇒ (4) + 9 - 1 = 12

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

Eva uses cure light wounds on Vertielle
1d8 + 1 ⇒ (6) + 1 = 7

DM Ninja/infinite

@Vertielle: You heal the damage you've taken, but your blade had no effect on the priest.

Will save, please.

As a Haunt, the only way to damage him is a sucessful will save, outside help in the form of positive engergy or
certain spells.

hp 27/39; AC 15/11/14; Luck 8/8 rounds


Will: 1d20 + 4 ⇒ (5) + 4 = 9
I'm having a hard time keeping track of rounds when I'm in la-la land roleplaying out of combat, so just let me know when the will saves are coming.
Vertielle pulls the blade from the Charlatan's stomach, her own twisting in agony.
Damn you, inliis. Your body will burn, your spirit wither eternal in the pits of hell.

DM Ninja/infinite

Each will save you make damages him, each you fail damages you. Now you see why I didn't want Gkirkhan to be the one who got this Haunt. ;)

1d6 ⇒ 5

As far as you can tell, the Piper is gone, however Vertielle is again writhing in pain and the chains, which loosened when Evangline channeled and when Wood used the wand, have tightened again.

HP 22-4=18-4=14-7=7-3=4

DM Ninja/infinite

New round:
Vertielle (20)
Gkirkhan (15)
Que (14)
Evangline (11)
Wood (11)

Vertielle just acted.

Female Human Ninja 3

Fort save: 1d20 ⇒ 8

DM Ninja/infinite

Que, you take 1d4 ⇒ 4 damage before the Piper winks out and you are released.

Female Human Ninja 3

Que slowly wakes up out of her trance which she entered as she started playimng the flute. She is visibly staggered and stares at her fingertips which are red from blood...her own blood.

She notices Vertielle still laying next to her, wrapped in chains and kneels down next to her, but hesitating, as she doesn't know what to do.

"What's up with her? I hoped when I continue playing the piper will be gone and she would be released..."

AC: 15/Touch: 13/ flat-fotted: 12.
Hp: 15/23
Saves: 0/6/1

Female Assimar (with Ulfen blood) Cleric(Theologian) 3 / Monk(Martial Artist) 2

"I think this one's the work of Father Charlatan."

Female Human Ninja 3

"Just a thought: If the pipe helped us against the piper, perhaps the symbols from Father Charlatan might hep us against him? Who has the chains?"

Was the holy water effective? Did we eliminate the Piper or just chase it off?

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