cynarion's Carrion Crown PbP

Game Master cynarion

Professor Lorrimor, the renowned investigator and arcanist, has died. You came to his home in the town of Ravengro to pay your respects, but quickly discovered there was more to the wily old man's death than met the eye...


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mysterious male human purveyor of plot

Hand-eye-zombie coordination? Note to self--find a way to give Karrik enemy hammer...


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

So am I gonna end up sporting a new acid wash look?


mysterious male human purveyor of plot

Heh, luckily, since Dragomir mentioned that he was stepping back, I think Raj was the only one in danger of being splashed by the acid, and given I don't use maps I will give him the benefit of the doubt and say he's just out of range. Might want to wipe off his boots though. And the ivy starts smoking.

Team Bad Guy's Turn
The zombie struggles to free itself again.

Strength Check: 1d20 + 0 ⇒ (14) + 0 = 14

And fails. Again.

Curse my lack of Strength bonus! says the zombie in a surprisingly erudite accent.

The musk creeper tries to stabilise:

Stabilisation check: 1d20 + 3 - 3 ⇒ (17) + 3 - 3 = 17

And succeeds. You notice the sap flow diminishes as the plant's wounds seal over.

All right, this is the first time I've run an intelligent plant; does a plant being unconscious seem weird to any of you?

Team PC's Actions
Raj: murders plant. ; )
Septimus: loses another crossbow bolt in the ivy.
Rose: discovers disrupt undead doesn't work on this particular zombie.
Lem: activates inspire courage.
Theron: fires an arrow at the zombie, and hits, but deals no damage.
Dragomir: readies an action to chop the zombie if it gets down.
Walter: waits.
Karrik: almost burns Raj with acid.

Perception Check Results
Lem: 23
Raj: 20
Rose: 4
Dragomir: 17
Walter: 16.
Karrik: 10.
Septimus: 13.
Theron: 17.

As the zombie's frenzied struggles (okay, sluggish struggles) captivate everyone's attention, only Raj and Lem notice as the surface of the pool begins to ripple in a strange fashion...

GM SCREEN:

Skeleton 1 Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Skeleton 2 Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Skeleton 3 Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Mystery Initiative: 1d20 + 8 ⇒ (13) + 8 = 21

Average = 17 (round down)

...and as the two stunned would-be heroes watch, three white skulls slowly emerge from the pond...followed by shoulders, and rib-cages, and it becomes quickly apparent that these three skeletons intend to drago you down to join them at the bottom of the pond. They slowly begin to wade their way toward the water's edge--in an utter and eerie silence...

###

Enemy Health Levels
Team Musk Creeper
Yellow Musk Creeper: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Yellow Musk Zombie: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead

Team Skeleton
Skeleton #1: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Skeleton #2: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Skeleton #3: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead

###

Disposition Update
The musk creeper is no longer a threat. The zombie is struggling to free itself. But you do have three more creatures to fight. They are within charge range--and they have the initiative (see behind GM screen for rolls). Anyone who specified they had readied an action (in this case I'll give it to both Dragomir and Walter) can redirect that readied action to deal with the skeletons if they wish. The skeletons won't be able to reach Septimus, Karrik, Rose or Walter this turn (none of them specified any movement as part of their actions so I have made an assumption that they're around thirty feet south of the water's edge, whereas Raj would be pretty much getting his feet wet. Lem and Dragomir were already nearby, and Theron moved around to get a better shot at the zombie, so all four of them are legitimate targets.

Now...to begin Round 3--with a skeleton attack! Rargh!


mysterious male human purveyor of plot

ROUND 3 BEGINS
This round will end at 7am AEST on Wednesday morning.

Team Skeleton's Turn
The three skeletons attempt to charge up onto the shore of the pond, but due to the water they still have to slog through, they wind up looking ungainly:
S1 Acrobatics Check, DC 10: 1d20 + 1 ⇒ (3) + 1 = 4
S2 Acrobatics Check, DC 10: 1d20 + 1 ⇒ (2) + 1 = 3
S3 Acrobatics Check, DC 10: 1d20 + 1 ⇒ (4) + 1 = 5
...as they all stumble and fail to reach the shore.

The skeletons are fifteen feet from the shore, in water that reaches their knees.

Seriously, I am going to get to deal damage to you lot one of these days, right? ; )


{HP9/19 | AC16 T12 FF14 CMD 16 | F/R/W 4/2/3} Female Samsaran Bladebound Magus 2

Seeing the new threat, Rose redirects her focus to the skeletons, creatures she believes her spell will have better effect against. She fires another ray of positive energy at the nearest one before moving to the shore.

Disrupt Undead: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 4


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Raj jumps back from the spray of acid as he notes the skeletons emerging from the water, perilously close. He barks out a quick warning, "'ware the water! We've got company!"

Cyn - would it be common knowledge or common sense that blades are fairly useless against a skelly?


mysterious male human purveyor of plot

Rose: you'll have to move to the shore first to be within range (30'), but otherwise--you take advantage of the skeletons' momentary stumbles to fire a beam of energy that seems to erode the bones from a skeleton's shoulder.

(We'll say you hit Skeleton #1.)

The skeleton's left arm dangles, seemingly useless, by its side.

Enemy Health Levels
Team Skeleton
Skeleton #1: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Skeleton #2: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Skeleton #3: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead

###

Raj: under normal circumstances I'd say you'd have to roll Knowledge (religion) to know that, but (a) what you say is indeed common sense and (b) with Raj's upbringing and exposure to temple doctrine, it wouldn't surprise me to know that he had some sort of instruction in this area. So yes, Raj can know that stuff.


Male Halfling Cleric (Evangelist)/ 2

Sorry I couldn't get online earlier to say this, but Karrik forgot to add inspire courage. If his attack is one higher, does it hit? And if that hits, or the holy water that I might throw hits, does the +1 damage from inspire affect that? I believe it's +1 weapon damage, and they're splash weapons, so I assume yes.


DAPPER HALF-ORC MAGUS

Round 3

Karrik swings around at Raj's warning, regarding the skeletons. The Professor had taught Karrik much. But there were a few things that Karrik had taught himself, and fighting was one of them. Fight from solid ground, and make the opponent fight from weakness.

"Meet them at the water's edge!"

He hustles to a spot at the edge of the water where one of the skeletons looks like he will end up, readying a strike to force the skeleton to fight him from in the water.

Move to a spot that looks to intercept one of the (not-thus-far-attacked) skeletons.
Ready a two-handed strike for when an opponent comes into reach.
.
Scimitar 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25. <-- CRIT?
---> Damage 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9.
---> CRIT CONFIRM 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 DOH!

As he waits -- blade held tightly in two hands -- Karrik risks a glance back over his shoulder at Raj's smoking boots, "Sorry about the acid.."

status:
HP 13/13
AC 15 T 11 FF 14
CMD 15 FF 14
F/R/W +5 / +2 / +3
Effects/Conditions ?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Raaaarrrg.... Oh s##&, what the hell?, exclaims Dragomir mid warcry as he waits to cut the Zombie down... he shrugs and then wheels and charges the third Skeleton.

Pharasma take you!, he screams and tries hammer his blade through the body of the skeleton.

To Hit
1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 - Charge factored in
Confirmation if needed
1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

Damage
2d6 + 6 ⇒ (4, 5) + 6 = 15
Crit if needed
2d6 + 6 ⇒ (2, 1) + 6 = 9


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Ok, no bull s*!%... there are Nukes, Chemical weapons and then Dragomir's Greatsword


Male Halfling Cleric (Evangelist)/ 2

Hard for me to access the map at work. Am I 30 ft or less from either Dragomir or Karrik?


DAPPER HALF-ORC MAGUS

Everybody's within 30 of the water's edge right?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

May as well save it Padre - at this rate the inhabitants of Ravengro will be finding skeleton remains in their front lawns


Male Halfling Cleric (Evangelist)/ 2

I was just going to move behind Dragomir, casting Virtue on him and extending my sermon without wasting a round.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Buff away my friend, buff away


Male Human (Varisian) Inquisitor 2

Round 3

Theron spins around towards the skeletons because of Raj's warning. After muttering to himself for not noticing them earlier, the inquisitor moves in close enough and then casts Disrupt Undead on an already damaged skeleton to finish it off.

Actions
Move: move within 25 ft of weakest skeleton
Standard: Cast Disrupt Undead
Modifiers: Inspire, Point Blank Shot
Ranged Touch Attack (disrupt undead): 1d20 + 3 + 1 + 1 ⇒ (14) + 3 + 1 + 1 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Status:
HP 9/9
AC 16 T 13 F 13
CMD 14
F/R/W +3/+3/+6
Effects/Conditions:
None


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Rajuna notes the headlong charge of his cohorts towards the skeletons but focuses on threat assessment. Not knowing the capabilities of the now recovering, nefarious plant and sure that his allies have the skeleton situation in hand for the moment, he falls back on basic principles.

First Rule: NEVER leave an enemy alive on your flank.

He buries his dagger in the nearly severed rootvine and finishes the job.

FULL: Coup de grace the Creeper

That's right, Raj is a bad-ass tree killa!

FULL ACT: Fang CDG (crit: 19+/2x):
MODS: Sneak Attack, Inspire
DAM: 2d4 + 1d8 + 6 + 2 ⇒ (2, 1) + (4) + 6 + 2 = 15

STATS:
HP: 10 / 10
AC:16 T:14 FF:12
CMD:17 FF:13
Fort:+2 ; Reflex:+6 ; Will:+1
Effects:
Inspire - +1 ATT/DAM


Male Human (Varisian) Inquisitor 2

So, I think we just killed four enemies in one round, and we still don't have a single point of damage. Plus, even if that zombie gets down, it is permanently staggered so it won't even get to do anything before it dies. Eventually Cyn is going to just send a horde at us ;)


Male Human (Varisian) Alchemist (Preservationist) 2

Dropping his crossbow to the muck, Septimus walks purposefully toward the pond, even as his fellows rush headlong toward the waterline. "You all are certainly eager to meet the welcoming committee," he smirks. Undoing a latch on his pack, he draws forth a glass vial full of swirling pinkish liquid - definitely different from the draught he distributed to the group earlier in the day.

He takes aim at the group of skeletons, waiting to see if any are still standing after the furious onslaught from Karrik, Dragomir, and Theron.

Actions:
Free: Drop crossbow
Free: Crack wise
Move: Move just out of charge range of the skeletons (assuming I can judge this, if not, I'll move about 10 feet out from the water's edge)
Standard: Draw bomb


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

I dunno. I wouldn't count those guys out quite yet. :)


Male Human (Varisian) Alchemist (Preservationist) 2

I'm glad I hit refresh on this post after having had it up from before lunch. In the interim we went from a full battlefield to bits of bone and sinew littering Harrowstone out to a half-mile radius. Remind me never to piss Dragomir off (again)!


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Yeah, and the Gods help you if you grow roots... Raj will prune you like nobody's bidness! :P


mysterious male human purveyor of plot

Wow, you folks are keen! Let's go!

Lem wrote:
Sorry I couldn't get online earlier to say this, but Karrik forgot to add inspire courage. If his attack is one higher, does it hit? And if that hits, or the holy water that I might throw hits, does the +1 damage from inspire affect that? I believe it's +1 weapon damage, and they're splash weapons, so I assume yes.

No, Karrik's throw wouldn't have hit. For your edification, the zombie's AC is currently 19, mostly thanks to the cover it's getting from all the ivy vines. But you are correct about the splash weapons bit.

***

Karrik's actions:

Karrik wrote:

Move to a spot that looks to intercept one of the (not-thus-far-attacked) skeletons.

Ready a two-handed strike for when an opponent comes into reach.

All good. Thanks.

***

Dragomir wrote:
[Dragomir] wheels and charges the third Skeleton.

You can reach the skeleton just fine--but you'll have to make a DC 10 Acrobatics check to keep your feet in the shallow water, just like the skeletons did. I am happy for you to convert your action to something similar to Karrik's--waiting at the water's edge to strike with a readied action. The result will be the same (sadly for me!). ; )

***

Lem wrote:
Hard for me to access the map at work. Am I 30 ft or less from either Dragomir or Karrik?

Yes to both.

***

Karrik wrote:
Everybody's within 30 of the water's edge right?

Everyone except Septimus, who remedies that with his very next action.

***

Theron wrote:
Theron spins around towards the skeletons because of Raj's warning. After muttering to himself for not noticing them earlier, the inquisitor moves in close enough and then casts Disrupt Undead on an already damaged skeleton to finish it off.

Your ray hits the same skeleton that Rose burned, and consumes most of its skull and upper rib cage. The now-inanimate bones fall in a heap and make quiet plop noises as they disappear into the water.

***

Raj's actions:

Raj wrote:

FULL: Coup de grace the Creeper

That's right, Raj is a bad-ass tree killa!

Raj's blow finally severs the plant's main stem. It shudders momentarily as the flowers further up on the vine spasm open and closed, and then lies quiescent.

***

Theron wrote:
So, I think we just killed four enemies in one round, and we still don't have a single point of damage. Plus, even if that zombie gets down, it is permanently staggered so it won't even get to do anything before it dies. Eventually Cyn is going to just send a horde at us ;)

Heh! Nah, you deserve your chance to shine, threatening crits all over the place--and gaining a fair number. But Raj is also right, I'm not quite finished yet. : )

***

Septimus wrote:
He takes aim at the group of skeletons, waiting to see if any are still standing after the furious onslaught from Karrik, Dragomir, and Theron.

There won't be, unless Dragomir elects to charge into the water and fails his Acrobatics check. : )

***

Raj wrote:
Yeah, and the Gods help you if you grow roots... Raj will prune you like nobody's bidness! :P

Hilariously, one of the links in the 'Recent threads' panel to the bottom right is to Garden Tool's Suspicious Minds Campaign. : D

###

Round 3: Team PC Actions
Rose: cast disrupt undead.
Karrik: readies an action to smush a skeleton.
Dragomir: charges/readies an action to smush a skeleton.
Theron: casts disrupt undead.
Raj: finishes off the creeper.
Septimus: readies a bomb.

Lem: casts virtue on Dragomir?

Walter: TBD.

DISPOSITION UPDATE

Enemy Health Levels
Team Plant & Zombie
Yellow Musk Creeper: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Yellow Musk Zombie: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead

Team Skeleton
Skeleton #1: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Skeleton #2: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead Man Walking
Skeleton #3: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead Man Walking

The zombie is starting to like its home. ; )

###

Just Walter to act, and then I will give the zombie its chance to escape again, and then we can watch the skeletons explode in glorious technicolour as they try to take the beach. : D

Lem:
Lem, your Perception roll from earlier is still applying when I say: you notice the water in the pond is swirling in patterns that cannot be explained by the wind--it seems something is stirring in the depths...


DAPPER HALF-ORC MAGUS

Sits forward on the couch, brandishing his popcorn and fuel-tank-sized soda.


Male Human Oracle 2

Wanted to point out that bombs are a supernatural ability and can just be drawn and thrown as a standard action. There's errata to back me up here if you didn't know that already. :x

Walter, dumbstruck in the flow of combat, watched with wide eyes and an open mouth. With a clumsy motion, he drew his longsword from his belt and then focused, hard. He visualized the red strands of fate that ran taught between everyone here, hard enough to make it real, and then reached out and tabbed at them with his mind's hand.

A subtle feeling of solidarity and impending victory flooded the battlefield. I wonder why?

Everyone has bless! +1 morale to hit, +1 morale versus fear.

Skeleton Knowledge - Knowledge (religion) - 1d20 + 6 ⇒ (8) + 6 = 14 For my own personal clarity.


Male Human (Varisian) Alchemist (Preservationist) 2
Walter Vheist wrote:
Wanted to point out that bombs are a supernatural ability and can just be drawn and thrown as a standard action. There's errata to back me up here if you didn't know that already. :x

Very helpful. One would think I would know that given that I'm DMing Lem's alchemist character in another campaign. That said, no reason to waste a good bomb on a bunch of spiky bits!


Male Halfling Cleric (Evangelist)/ 2

Don't want to hold this up so I'll type my action, but I can't post too much 'cuz I'm going to see Avengers. W00t!

Lem moves in behind Dragomir using my Travel ability if I go through difficult terrain/water and lays a hand on the warrior.

Desna's blessing upon you, friend. He then raises his voice to all of his companions.

Let us put these creatures to rest with resolve, not anger, in our hearts. For they were men such as us once, and there but for the grace of Desna go we.

As he approaches the water, he sees something churning below the surface.

Karrik, do not advance any further. There is something else in the depths.

Move: Behind Dragomir. Standard: Cast Virtue on Dragomir. Free: Sermon continues. Rounds remaining: (6/7)


mysterious male human purveyor of plot

Awesome sauce. I will assume Dragomir does indeed stop at the water's edge. He'll be grateful in a minute. : )

Walter's prayer floods the grounds of Harrowstone with divine energies. As they cascade over each of you, you feel renewed of purpose...but the prison seems to somehow grow more angry, as though determined to rid itself of your intrusion.

###

Meanwhile, up in the vines...
The zombie attempts to free itself once more.

Strength Check: 1d20 + 0 ⇒ (6) + 0 = 6 Oh. My. God.

And continues to feebly struggle. (Personally, I think at this point it's best off playing dead...)

Thus endeth Round 3.

###

Lem wrote:
Don't want to hold this up so I'll type my action, but I can't post too much 'cuz I'm going to see Avengers. W00t!

Avengers is awesome. For those in the know, the facility at the beginning of the film is apparently Project Pegasus. Which makes sense.

And it goes without saying that you should stay until the end of the credits. Apparently there has been a second easter-egg scene inserted at the very end.


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Maybe we should give that Zombie an AA on his STR check... just to be sociable and because we are waiting around to kill him. :)


mysterious male human purveyor of plot

Heh. He probably needs it. ; )

Going to have to do some work folks, no further updates for a while. Sorry!


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir does wait at the waters edge... heavy armour and water... don't mix


mysterious male human purveyor of plot

Excellent!

ROUND 4 BEGINS
Round 4 will end at 7am AEST on Wednesday, or whenever you've all acted, whichever comes sooner.

Team Skeleton's Turn
The two remaining skeletons, heedless of the fate of their comrade, lurch toward the shore, their arms outstretched as they seek to tear into the warm, living flesh of the people on the shore...

...which is when they are cut down mercilessly. Karrik's slim blade finds joints in the skeleton's spinal column and neatly separates the skeleton into two pieces that flop down into the shallow water, inert. Dragomir's much heavier, broader blade, however, slams into the skeleton with the force of a landslide, shattering skull, ribs, spine, pelvis and femur on the way out.

Dragomir finds himself coughing momentarily as he inhales a bit of bone dust.

Neither of the skeletons are a threat any longer. (Actually, Karrik's should still be kicking around--I forgot its damage reduction--but since I already said it was dead, I will honour that assertion.)

After Lem's warning, though, it becomes clear that the water in the pond is indeed beginning to churn. Something is stirring in the depths...

###

Team PC's Turn
Dragomir: executed readied action, smushed skeleton.
Karrik: executed readied action, sliced skeleton.
Raj: TBD.
Walter: TBD.
Rose: TBD.
Lem: TBD.
Theron: TBD.
Septimus: TBD.

The zombie's still up there.

The zombie begins to look lonely. Guys...? Guys? Little help?

; )


Male Human (Varisian) Alchemist (Preservationist) 2

Septimus gazes into the pond, trying to see if he can discern what type of creature might be making the water react so violently. So much danger - and we haven't even yet crossed the threshold!

After he studies the depths, Septimus takes few cautious steps back and holds his vial aloft, ready to let loose at the first sign of whatever lurks below.

Actions:
Free: Knowledge (Nature) to see if I can identify what's in the pond
Move: Move back about 10 feet, putting me about 20 feet from the pond in total
Standard: Ready to attack C'thulhu

Dice:
Knowledge (Nature): 1d20 + 7 ⇒ (8) + 7 = 15


Male Halfling Cleric (Evangelist)/ 2

Well struck, Dragomir! Two-fold blessings of Desna upon you!

The priest holds his holy symbol and blesses the stout warrior again.

Standard: Cast Resistance on Dragomir.
Move: Next to Septimus, nodding to him.
The sermon continues, rounds remaining (6/7).

As he retreats from the pool, Lem again speaks to the others.

Steel yourselves for what lies beneath the surface! Desna's light shines upon that creature--it cannot hide in the depths from her divine sight!


Male Human (Varisian) Inquisitor 2

Just out of curiosity, does it look like throwing a light spelled stone into the water would let us see what is in there, or is the water too murky?

I should totally cast Detect Magic at the zombie and cause the wall to collapse on top of it ;)


mysterious male human purveyor of plot
Theron Adrezi wrote:

Just out of curiosity, does it look like throwing a light spelled stone into the water would let us see what is in there, or is the water too murky?

I will totally cast Detect Magic at the zombie and cause the wall to collapse on top of it ;)

Definitely too murky. It's brown rather than clear.


Male Human (Varisian) Inquisitor 2

Also, just out of curiosity... how flammable do those vines around the zombie look? Pondering if it could be burnt without attracting attention from the village, lol. I guess that would take 2 rounds for Theron to set up though...


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Raj puts his back to the vine-covered wall, adjacent to where the zombie should drop. He keeps one eye on the zombie and one on the roiling water, preparing to attack whatever opponent presents itself first.

Ready Action to attack on whichever baddie appears first


Male Human (Varisian) Inquisitor 2

Theron stays where he is and pulls back an arrow. I don't know what's coming, but we're going to give it quite the greeting...

Ready Action to shoot whatever comes out of the water with a standard arrow, preferably within point blank shot range.
Buffs:Point Blank, Inspire, Bless
Attack: 1d20 + 3 + 1 + 1 + 1 ⇒ (9) + 3 + 1 + 1 + 1 = 15
Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9


mysterious male human purveyor of plot
Theron Adrezi wrote:
Also, just out of curiosity... how flammable do those vines around the zombie look? Pondering if it could be burnt without attracting attention from the village, lol. I guess that would take 2 rounds for Theron to set up though...

Given the amount of rain in Ravengro over the last few days, you doubt it would burn well at all. If the fire does catch, it will probably produce copious amounts of smoke.


mysterious male human purveyor of plot

Just Rose and Walter left to act before our friend the zombie makes his futile attempt to break free. ; )


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Psstt... Cyn, since the creeper and its viny tendrils have all kicked the bucket, maybe the DC on that break check should be a bit lower. ;)


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Male Human Oracle 2

With all of the power at his disposal, the entire mental universe of a young burgeoning genius and the divine gift of some strange otherworldly essence, Walter reached down and picked up a loose piece of stone.

He chucked it at the zombie.

1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13

It smacked it in the eye.

1d3 ⇒ 1

"Got him!" he declared, triumphant.

When someone takes a point of damage in the group I'll start considering defensive buffs. >>;

Also realized DR 5/slashing but I refuse to take back this action because hopefully the force from Walter's mighty throw will shake the zombie free from it's earthly shackles. :)


Male Halfling Cleric (Evangelist)/ 2

If a rock is a weapon, you get +1 damage ;-)


mysterious male human purveyor of plot
Lem Longbarrow wrote:
If a rock is a weapon, you get +1 damage ;-)

Shh! We can't have adventurers discovering that rocks make perfectly good weapons! It'll ruin the economy!


{HP9/19 | AC16 T12 FF14 CMD 16 | F/R/W 4/2/3} Female Samsaran Bladebound Magus 2

Rose readies to strike whatever appears from the roiling water, charging her weapon with arcane power first.

Swift for Arcane Enhancement, Free Action to 2-hand sword, Standard to ready an attack. Current Effects (Arcane Enhancement, Bless, Inspire Courage)

Attack: 1d20 + 3 + 1 + 1 + 1 ⇒ (12) + 3 + 1 + 1 + 1 = 18

Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11


DAPPER HALF-ORC MAGUS
Carrion Crown GM wrote:
Neither of the skeletons are a threat any longer. (Actually, Karrik's should still be kicking around--I forgot its damage reduction--but since I already said it was dead, I will honour that assertion.)

As the bones glop down into the water, Karrik cocks his head to the side in slight confusion, "I thought these things were tougher." He shrugs as his attention is brought to the strange water movements, "But who am I to complain?"


DAPPER HALF-ORC MAGUS
Lem Longbarrow wrote:
Karrik, do not advance any further. There is something else in the depths.

Not sure how I missed this. :\

Karrik gives a toothy half-grin over his should without taking his eyes off the water, "I hadn't intended to, preacher, but I appreciate the warning."


mysterious male human purveyor of plot

Hello folks! Hope you are having a good week. : )

Walter wrote:

With all of the power at his disposal, the entire mental universe of a young burgeoning genius and the divine gift of some strange otherworldly essence, Walter reached down and picked up a loose piece of stone.

He chucked it at the zombie.

It smacked it in the eye.

"Got him!" he declared, triumphant.

With a +10 awesome bonus on your attack roll, you did indeed hit the zombie. : D

###

Also:

Walter wrote:
Skeleton Knowledge - Knowledge (religion) - For my own personal clarity.

Walter:
Skeletons are the animated remains of creatures that were once alive. They are resistant to slashing and piercing weapons, and immune to cold damage. They are also mindless and cannot be affected by the sort of magic that usually affects the minds of living people.

I am more than happy for Walter to speculate on the origin of these skeletons--it's not like they usually spontaneously pop into existence, after all.

###

ROUND 4 ACTIONS
Team PC A
Karrik: cuts down skeleton.
Dragomir: destroys skeleton.

Team PC B
Septimus: readies a bomb to attack the submersed threat.
Raj: readies an action to attack the zombie/submersed threat.
Theron: readies an action to attack the submersed threat.
Rose: readies an action to attack the submersed threat.

Team Skeleton
Skeleton #2: cut down.
Skeleton #3: cut down.
Submersed Threat: churns water ominously.

Team PC C
Lem: casts resistance on Dragomir and backs away from the pond.
Walter: beans the zombie with a rock.

Team Zombie
The zombie appears forlorn as it rubs a hand over where its eye used to be, but then resumes its attempts to escape the ivy vines that have been its prison for so many years.

Strength check: 1d20 + 0 ⇒ (6) + 0 = 6

But it seems to have lost the will to (un)live...much like its GM... ; )

Thus endeth Round 4.

###

The PCs are now split into three teams due to the way readied actions alter initiative counts. Dragomir and Karrik have risen to Initiative Count 17, and because their Dex is higher than the Thing's, they get to act first. They could choose to ready an action, retreat, do whatever they like--but they have to act next.

Then Team B--comprised of everyone who has a readied action...err...'ready'--can interrupt the Thing as it acts.

Then Team C can act after the Thing has completed its actions.

All make sense?

Basically, I can't move ahead until Karrik and Dragomir declare their actions. Then I will post the Thing's intended actions and Team B can use their interrupts as they see fit--although we already know what Rose and Theron are doing and the results of their actions.

Sound good? Hope so! : )

###

ROUND 5 BEGINS!
Round 5 will end at 7am Thursday AEST or...you know the drill. : )

Disposition Update
Dragomir, Rose and Karrik are right at the water's edge.
Raj is about ten feet from the water's edge, pressed against the wall.
Theron is around fifteen feet from the water's edge, with a clear shot to the water.
Walter, Lem and Septimus are around twenty feet from the water's edge; Septimus can have manoeuvred himself into a position to get a clear shot too, if he wants.

The zombie is still entangled on the wall.

The thing in the water is still in the water. The churning is localising itself to around sixty or seventy feet offshore.

Enemy Health Levels
Thing in the Water: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Zombie: Healthy (but sad and lonely)---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead

I think that's everything. Have at it! : D

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