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| 1,451 to 1,500 of 2,685 |
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| Lem Longbarrow |
| Male Halfling Cleric (Evangelist)/ 2 |
|
Lem nods and smiles genuinely at Karrik.
You are kind to say so. Thank you. And you fought bravely, and well. Now, let's see if I can go help Rajuna.
Lem moves quietly and with alarming speed, catching up to Raj. He whispers to the point-man.
I'll scout ahead with you, if you don't mind. Believe it or not, I can be quiet when I choose. . The tiny priest smiles, and matches strides with the scarred scout.
Stealth 1d20 + 6 ⇒ (14) + 6 = 20
Perp #1 1d20 + 5 ⇒ (8) + 5 = 13
Perp #2 1d20 + 5 ⇒ (16) + 5 = 21
| Dragomir Vuk |
| HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4 |
|
Disable device is one of the skills that doesn't lend itself easily to for aid another unfortunately that said its good to diversify - you never know when we will need a back up lockmiester
| Walter Vheist |
| Male Human Oracle 2 |
|
He places a thick hand on Walter's shoulder, "That took some real steel back there. I'm sure glad you chose to come with us."
Unprepared for a clap on the shoulder, Walter nearly jumps. He ekes out a flustered "Th-thanks, um, it was nothing," before Karrik moves on.
24 and 12 for Perception.
| Carrion Crown GM |
| mysterious male human purveyor of plot |
|
Thanks folks. For completeness:
(We don't need them yet, but there they are.)
###
As you head out onto the main floor of the prison, you see how dilapidated the building has become over the years. Floorboards are rotten and spongy in places, and mildew adorns most of the walls. A damp, musty smell suffuses the air.
There are very few windows--little light penetrates the prison, save for through the gaping hole at the other end of the mess hall. In several places amongst the floorboards, enterprising plants have taken hold.
Now that you can see into the cells, you notice there are bodies in them. Clearly, the fire--or, more likely, the smoke from the fire--didn't spare these unfortunate souls. Now, they are little more than piles of bones clad in the remnants of tattered rags. (Those you can see are marked 'remains' on the map.)
The building is quiet, save for the noise of your footfalls.
###
You have one more round of action before I need to interrupt. Move around, go poke things if you like.
| Lem Longbarrow |
| Male Halfling Cleric (Evangelist)/ 2 |
|
Lem waves at Walter to get his attention and quietly moves next to Theron, beckoning Walter to follow suit. The priest stands on his tiptoes to whisper to the inquisitor:
Can you detect any auras on those remains? They may be undead, and we'll have to put them to rest.
| Rajuna Two-Fangs |
|
|
The thief tests the spongy floor with a foot and eyes it dubiously. He turns his attention to the one of the open cells. He indicates his intention with a choppy hand gesture, enters the cell, and examines the body cautiously... looking to see if the prisoner was left any personal goods.
Perception 1d20 + 5 ⇒ (6) + 5 = 11
Trying to determine if the prisoners were allowed to keep some of their items and sundries or if everything was confiscated and, therefore, likely to be stored in a storeroom of sorts.
| Theron Adrezi |
| Male Human (Varisian) Inquisitor 2 |
|
Lem waves at Walter to get his attention and quietly moves next to Theron, beckoning Walter to follow suit. The priest stands on his tiptoes to whisper to the inquisitor:
Can you detect any auras on those remains? They may be undead, and we'll have to put them to rest.
"If they are undead, it will take me a moment to separate out their auras from that of this cursed building. Let me see...." Theron focuses his senses on the area of those remains to see if any evil resides in them.
I'll know the number of auras and the strength of the strongest one in 2 rounds, and their locations and exact strengths in 3 rounds.
| Karrik |
| DAPPER HALF-ORC MAGUS |
|
Yah, as much as that seems mechanically viable, I'm concerned with the repercussions of that approach. I mean, this place seems to play by its own set of rules... rules we don't really know the details of as of yet. I'd say we "walk softly" for the time being. Let Raj and Theron do their thing until its proven ineffective.
| Theron Adrezi |
| Male Human (Varisian) Inquisitor 2 |
|
Well, if no one's opposed ot that, we do have enough people to do it. Of course we may just, to use an MMO term, pull the entire prison with that action.
BAH! We have a nice narrow hallway to funnel them through. Well, the corporeal undead at least ;)
| Carrion Crown GM |
| mysterious male human purveyor of plot |
|
With great apologies for the delay...the show goes on!
###
It's a conga line of undeath!
You don't win friends with skellies? ; )
###
Raj walks into the cell, making a careful inspection of the room as he goes. The room's furnishings are simple--a cot, a chamber pot, a rickety three-legged stool, a small round table, and a wooden shelf attached to the wall above the bed. On the table are a few now-mouldy books, and the shelf contains a few knick-knacks--one might have been a cameo, once.
These are all items that are certainly personal in nature, but not what you might call personal items. There is probably some sort of central storage somewhere in the prison.
###
Theron comes in behind Raj, and crouches down to make a closer examination of the remains in the cell. He concentrates, using his second sight in an attempt to detect any lingering traces of evil in the area.
It takes him a moment to filter out the general aura of evil entwined with the prison building itself, but he manages to do so--detecting nothing in the pile of bones before him. He straightens up, and opens his mouth to tell the others of the good news--when a new aura appears to his augmented vision.
Confused, Theron turns around to pinpoint the source of the aura--a quite strong, evil aura--but can't localise it; it seems that the general aura of evil that suffuses the whole building has just become stronger locally. (To be specific, Theron feels that there is a 'presence' out in the corridor presently occupied by Dragomir et al.--but the fact that he can't pinpoint it suggests it's not just someone/something being invisible.)
###
Being that only Lem, Theron and Raj made the Perception check DC, only they may act in the surprise round against what I'm sure you have all by now figured out is your first haunt. And this one is a doozy. ; ) So I have to roll initiative to see which of you beats the haunt's initiative--for the surprise round, we go on your actual initiative rolls, no teams.
Haunt
Haunt: 10 = 10
Team <redacted>
<redacted>: 1d20 + 6 ⇒ (5) + 6 = 11
<redacted>: 1d20 + 5 ⇒ (18) + 5 = 23
<redacted>: 1d20 + 5 ⇒ (5) + 5 = 10
<redacted>: 1d20 + 7 ⇒ (20) + 7 = 27
<redacted>: 1d20 + 5 ⇒ (16) + 5 = 21
<redacted>: 1d20 + 5 ⇒ (16) + 5 = 21
<redacted>: 1d20 + 7 ⇒ (9) + 7 = 16
<redacted>: 1d20 + 7 ⇒ (14) + 7 = 21
Average: 18
Team <still redacted>
<still redacted>: 1d20 + 4 ⇒ (5) + 4 = 9
<still redacted>: 1d20 + 4 ⇒ (12) + 4 = 16
<still redacted>: 1d20 + 4 ⇒ (15) + 4 = 19
<still redacted>: 1d20 + 4 ⇒ (14) + 4 = 18
<still redacted>: 1d20 + 4 ⇒ (9) + 4 = 13
<still redacted>: 1d20 + 4 ⇒ (13) + 4 = 17
Average: 16
The bad guys win. What a time for that to happen...
Okay, so here's how it breaks down:
Surprise Round Initiative Order
1. Lem, Raj & Theron
2. Haunt
Normal Round Initiative Order
1. Team <redacted> (@18)
2. Team <still redacted> (@16)
3. Team PC (@14)
4. Haunt (@10)
###
This being your first haunt with me as your GM, feel free to ask me questions about what you can and can't see/do, and what makes sense. I know you're not your characters, so you don't have their appreciation of the situation, and worse, you as players and I as GM are separated by time, distance and the words we write. If in doubt, feel free to roll a Knowledge (religion) check; you will have to wait until the haunt manifests first though, as then you'll have an appreciation of its effects. Then I can start giving you hints about what might work and what won't.
If it's not already abundantly clear--the haunt does not have a physical manifestation you can attack, not even with positive energy. You have to use your head to work out how the haunt works, and then figure out how to damage it.
###
I think that should just about do it: Lem, Raj, Theron, you're free to act. Go for it.
| Rajuna Two-Fangs |
| Lem Longbarrow |
| Male Halfling Cleric (Evangelist)/ 2 |
|
Yes, I hear it too...
The priest says faintly. Then, he raises his voice for his companions to here.
The Piper is here, but pay no heed to his song. Listen only to my voice and the Great Dreamer will ensure we do not stray from the path.
Immediate: Knowledge (Religion)(for a hint) 1d20 + 6 ⇒ (7) + 6 = 13
Standard: Begin Countersong (4/9 sermon rounds remaining)
Perform (Oratory) 1d20 + 8 ⇒ (20) + 8 = 28
| Theron Adrezi |
| Male Human (Varisian) Inquisitor 2 |
|
There are TWO Therons on the map? I'm assuming that he's currently in the cell.
Lem, that's awesome!
Knowledge (religion): 1d20 + 6 ⇒ (18) + 6 = 24 + another 3 if monster lore helps
Surprise action: Continue concentration on Detect Evil to try and pinpoint/get more information. Yea, I already suspect that I'm not getting more info out of this ;)
Theron hears the sound as well. He quickly reviews his knowledge to try and get an idea of what they're dealing with, and focuses his senses to try and get a better idea of what they're dealing with. "Dragomir, there's an evil presence where you are standing, move away from it!"
| Carrion Crown GM |
| mysterious male human purveyor of plot |
|
Sorry, map is fixed now! Yes, Theron was in the cell. I have moved him into the corridor as I presume he would be keen to find out where the presence was (if he could).
###
I will deal with the results of your Knowledge (religion) checks after the haunt manifests, as I said above. (Effectively, you can’t make the checks until after the haunt manifests.)
###
SURPRISE ROUND
Haunt’s Turn
As Raj emerges from the cell and mentions the Piper, the music swells until everyone can hear it. Then
Make a Will save, DC 14. This is not a sonic- or language-based effect, so you can’t use Lem’s 28.
If you succeed: the Piper’s apparition dissipates with a frustrated wail, just as the stirges are about to reach you. You find yourself shaken (not the condition, just the emotional state!) but none the worse for wear.
If you fail: the terror invoked within your mind by the inexorable approach of the Piper and his stirges is too much for you to bear, and you find yourself paralysed by fear. (This time you are subject to the paralyzed condition.) You may make a new Will save (DC 14) as a full round action on your turn.
Pass or fail, I’d love it if you could describe what the others see—only you can see the Piper’s spectre.
###
As the music builds, soon everyone is able to hear it. It fills you with a feeling of foreboding—made all the worse because the sound has no discernible origin. Then, Lem’s voice cuts through the Piper’s song.
The Piper is here, but pay no heed to his song. Listen only to my voice and the Great Dreamer will ensure we do not stray from the path.
Lem’s words bolster everyone’s confidence, and you feel a renewed sense of purpose and determination.
On a side note, Harmonic Spell seems to have received a stealth erratum here that means it doesn't function with cantrips/orisons. Whilst I agree that Harmonic Spell probably shouldn't function with 0-level spells, I am willing to trade effectiveness for adherence to the 'rules'; more on this in the discussion thread in a few minutes.
As if in response to Lem’s words, there is a rattling from the cell next to him. Lem turns to look at the pile of bones in the cell—they are vibrating. As he watches, they move of their own accord, knitting together slowly into the form of a skeletal warrior with the pronounced lower jaw of a half-orc.
Next to Theron, the same thing happens—although when it finally hauls itself into a standing position, the creature looks human.
The rattling sounds continue throughout the cell block in counterpoint to the Piper’s song. It seems the Piper's song has called to the vengeful spirits of every inmate in this cell block.
Sorry, Lem, your Knowledge (religion) roll wasn’t high enough to get any insight into this haunt. Theron’s, on the other hand…
Mechanically, you need to direct positive energy into the walls—or the floor or ceilings, I suppose! The haunt (like most haunts) is incorporeal, so you need to hit the building’s AC (with a full round action to make a single attack granting an automatic hit with melee weapons and a +5 to hit with ranged weapons) and then you deal 50% damage with magical attacks, or no damage with nonmagical attacks. That being said, the haunt can still only be harmed by positive energy. It is unaffected by physical damage. The building’s hardness does not count.
###
Thus endeth the Surprise Round. : )
###
ROUND 1
Initiative Order
1. Team Skeleton
2. Team <still redacted>
3. Team PC
4. The Piper of Illmarsh
1. Team Skeleton's Turn
As everyone watches in horror, three more skeletons lurch their way out of their cells further down the corridor. Two of them seem human, one has the small stature and narrow skull of a halfling.
From around the corner--presumably from more cells out of sight--three more skeletons appear, moving soundlessly toward Rose and Karrik.
(Note: all of these six skeletons took a double-move to get where they are, so can't attack. The other two, however...)
The skeletal half-orc lashes out at Lem with its claws.
Claw #1: 1d20 + 2 ⇒ (20) + 2 = 22; hit, crit threat
Claw #1 crit confirmation: 1d20 + 2 ⇒ (1) + 2 = 3; fail
Claw #1 damage: 1d4 + 2 ⇒ (2) + 2 = 4
The skeleton's first claw attack catches the inside of Lem's left arm, raised in an attempt to fend the creature off. The gash is quite painful.
Claw #2: 1d20 + 2 ⇒ (2) + 2 = 4; miss
Meanwhile, the human skeleton rakes at Theron.
Claw #1: 1d20 + 2 ⇒ (10) + 2 = 12; miss
Claw #2: 1d20 + 2 ⇒ (1) + 2 = 3; miss
###
2. Team <still redacted>'s Turn
From over in the mess hall comes the soft flap, flap of leathery wings. Within moments, six stirges, seemingly drawn to the Piper's music like a moth to a flame, begin swarming toward you.
###
3. Team PC's Turn
Go for it!
If Rose fails her Will save, you may move into her square (although it counts as two squares so you can't 5-foot step into it).
All your opponents are currently 'healthy'.
Note that the skeletons behind the still-intact cell doors (marked in a paler red colour) are no threat to you unless you walk right up to their door and taunt them (with e.g. yo mamma jokes). You will gain no XP for killing them and I will not allow them attacks of opportunity if you go past their doors.
| Rose Springdawn |
| {HP9/19 | AC16 T12 FF14 CMD 16 | F/R/W 4/2/3} Female Samsaran Bladebound Magus 2 |
|
Round 1
Seeing Raj, Lem and Theron prepare themselves, Rose readies her sword to prepare for the coming foes. As she scans the room, she suddenly freezes in place, her eyes going wide. Hand trembling, mumbling under her breath, she freezes for a moment. She feels a phantom pain, a memento from the past, trying to step away though her feet won't move. Her breathing becomes labored as a sense of panic takes her.
She suddenly screams out, "NOOOOOOO!", taking her sword in both hands, sending the magic through the blade she strikes forward to the east in a wide arc, seeming to strike at more than the skeleton. Her body is still quivering as she brings her blade back up from the wild swing.
| Dragomir Vuk |
| HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4 |
|
Guys, kid you not - my computer HD is corrupted badly and my access is gonna be dodgy while I secure a replacement and transfer files/set up - you can feel free to set Dragomir to do power attacks on these things with his 2hd swd... +5 att before mods and 2D6+9 damage
| Rajuna Two-Fangs |
|
|
Raj digs a hand into his pocket and it comes out fitted with a set of well worn brass knuckles. Dagger in his off-hand, the thief steps up next to Dragomir and throws a punch followed by a slash at the skeleton.
MOVE: Pull Knucks
FREE: 5' step
STAND: Attack
| Theron Adrezi |
| Male Human (Varisian) Inquisitor 2 |
|
Theron steps back into the space Rajuna just moved from in order to give himself some room to work with. He wanted to deal with the haunt as soon as possible, but they were going to be in trouble if they didn't clear out a few of the skeletons first. He draws his bow, but then casts a spell at the one which had attacked him.
FREE: 5' Step
MOVE: Draw Bow
STANDARD: Cast disrupt undead on Human Skeleton #1
Disrupt Undead Attack 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 (Point Blank Shot)
Disrupt Undead Damage 1d6 + 1 ⇒ (4) + 1 = 5 (Point Blank Shot)
| Walter Vheist |
| Male Human Oracle 2 |
|
Wish I had an alley to cast burning hands. I'll save it for when I have a bit more clearance-- ie, not casting through Karrik or Rose. :P I'm going to wait a moment to see what Karrik does, otherwise, with Rose's shout she's probably getting Protection from Evil.
Walter looks aghast at the situation, holding up his longsword feebly. "I think we just walked into the middle of something really bad..."
| Carrion Crown GM |
| mysterious male human purveyor of plot |
|
Raj's brass knuckles make a solid connection with the skeleton's jaw, disconnecting it from the rest of the skull. The jawbone goes spinning off to land at Dragomir's feet.
His follow up with the knife misses, though.
Meanwhile Theron's spell shatters several ribs and sends cracks spiralling through the skeleton's femurs. Both creatures continue to fight on.
###
If Dragomir hasn't posted by the morning, we will use the following rolls for him:
[ooc]Attack Human Skeleton #2, Power Attack
Dragomir's attack: 1d20 + 5 ⇒ (12) + 5 = 17; hit
Dragomir's damage: 2d6 + 9 - 5 ⇒ (2, 3) + 9 - 5 = 9; damage reduction
That's enough to belt that skeleton into next week. : )
| Karrik |
| DAPPER HALF-ORC MAGUS |
|
Round 1
Karrik shouts as he tries to recover from his shock, "So what do the rest of us do?" Seeing Rose's bladed attack and Rajuna's blunt attack, Karrik opts to draw his morningstar instead of his scimitar, also drawing one of three vials from his belt.
Move: Draw Morningstar.
Standard: Draw out 1 vial of Oil of Command Undead.
| Theron Adrezi |
| Male Human (Varisian) Inquisitor 2 |
|
"So what do the rest of us do?"
Theron gives Karrik an annoyed glance before clarifying his words, "Positive energy! Your disrupt undead spells should work against the haunt just as well as our cure spells!"
This is what Theron gets for using religious terms rather than technical ones ;)
| Septimus Smythe |
| Male Human (Varisian) Alchemist (Preservationist) 2 |
|
Going to do the best I can to get a post in today, but just moved into a new house this weekend/work is burying me today. If I'm holding things up, what I'd probably want to do is chuck a bomb at one of the corporeal enemies - which is the most clustered and would have the least amount of negative effect on the party through splash damage. Again, if I'm holding things up, Cyn, feel free to adjudicate/roll for me and I can try to catch up on a descriptive post later.
| Theron Adrezi |
| Male Human (Varisian) Inquisitor 2 |
|
"Will that shut down the skeletons and stirges as well?"
Theron hesitates before answering, "The haunt is what is calling them, so they'll probably lose interest if we stop it!"
Yea, your guess is as good as mine here. I'm thinking that the haunt is trying to do more to us than just summoning monsters on us though, lol.
| Carrion Crown GM |
| mysterious male human purveyor of plot |
|
Post for Septimus, if required. If Septimus can make a post, his overrides this one.
Septimus places one hand on the door jamb and leans into the corridor, throwing a bomb right at the taller skeleton with the high cheekbones and narrow rib cage of an elf.
Throw bomb at elf skeleton: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3; soft cover; miss
1d8 scatter: 1d8 ⇒ 4; lands in Stirge #4's square
Bomb splash damage: 1 + 4 = 5
Reflex Saves: DC 14
Elf Skeleton: 1d20 + 2 ⇒ (14) + 2 = 16; pass, 2 damage
Stirge #2: 1d20 + 6 ⇒ (4) + 6 = 10; fail, 5 damage
Stirge #4: 1d20 + 6 ⇒ (10) + 6 = 16; pass, 2 damage
Stirge #5: 1d20 + 6 ⇒ (19) + 6 = 25; pass, 2 damage
Stirge #6: 1d20 + 6 ⇒ (4) + 6 = 10; fail, 5 damage
| Walter Vheist |
| Male Human Oracle 2 |
|
Walter placed a hand on Rose's back, a spike of pain bubbling up on the inside of his skull as he did so. He let a voice slip through him like a conduit and knew it would protect Rose. He shouted over the din, talking to her. "D-don't get overwhelmed! Um, everything will be okay?" The question mark he let rise by accident probably didn't help.
"It's alright, it's alright," the voice cooed before it left him fully. "It's stopped bleeding, see? You're going to be fine."
Standard: Protection from Evil on Rose. End turn.
| Lem Longbarrow |
| Male Halfling Cleric (Evangelist)/ 2 |
|
Lem winced in pain as the skeleton sliced a long cut on his forearm. He gritted his teeth and leaped nimbly into the cell with the undead horror, unwilling to get surrounded.
Be at peace, he said, looking on with pity as he threw a vial of holy water into the skeleton's maimed skull.
Fitting that the Piper charms these creatures, for the ghost's piping is but the buzzing of an insect compared to the revelations of Desna. Ignore it--it holds no sway over us.
5 ft move to H-10. If I am allowed to draw a vial during a 5ft move, I will. Otherwise I'll use my move action to draw it after I move.
Standard: Throw vial into the skellies' face, provoking an AoO (includes -4 throwing into melee) 1d20 + 1 ⇒ (15) + 1 = 16
Damage 2d4 ⇒ (1, 1) = 2
If I can use the 5ft move to draw a vial, I'll draw another one with my remaining move action.
Free: Continue Countersong (I have to roll every round) (3/9 rounds remaining) 1d20 + 8 ⇒ (7) + 8 = 15
| Carrion Crown GM |
| mysterious male human purveyor of plot |
|
Hey Lem. A couple of issues with your attack:
1. You can't make a diagonal move around a corner (search for "you can't move diagonally" on this page).
2. If you're using a vial of holy water in melee, it may as well become a melee touch attack that doesn't provoke an attack of opportunity.
So I'll leave you in the same spot and you can smash the vial in the skeleton's face instead. : ) As you may have suspected, though, a 5-foot step is not a move action, therefore you can't draw a weapon during it (even with a +1 or greater BAB). This means your move action will have to be drawing the vial and the standard action is using it to attack. You do manage to avoid an AoO though.
###
Taking my post for Septimus and Dragomir, we're ready for the Piper to have his turn.
###
The Piper's Turn
As Karrik holds tight to his morningstar and vial, he abruptly stands stock still for a moment.
Make a Will save, DC 14. This is not a sonic- or language-based effect, so you can’t use Lem’s roll.
If you succeed: the Piper’s apparition dissipates with a frustrated wail, just as the stirges are about to reach you. You find yourself shaken (not the condition, just the emotional state!) but none the worse for wear.
If you fail: the terror invoked within your mind by the inexorable approach of the Piper and his stirges is too much for you to bear, and you find yourself paralysed by fear. (This time you are subject to the paralyzed condition.) You may make a new Will save (DC 14) as a full round action on your turn.
Pass or fail, I’d love it if you could describe what the others see—only you can see the Piper’s spectre.
###
Thus endeth Round 1.
###
ROUND 2 BEGINS!
Team Skeleton
Half-orc Skeleton #2 vs. Karrik:
Claw #1: 1d20 + 2 ⇒ (18) + 2 = 20; hit
Claw #1 damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw #2: 1d20 + 2 ⇒ (1) + 2 = 3; miss
Human Skeleton #4 vs. Rose:
Claw #1: 1d20 + 1 ⇒ (3) + 1 = 4; miss
Claw #2: 1d20 + 1 ⇒ (20) + 1 = 21; hit; crit?
Claw #2 crit confirmation: 1d20 + 1 ⇒ (13) + 1 = 14; nope
Claw #2 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Human Skeleton #1 pursues Theron doggedly.
Claw #1: 1d20 + 2 ⇒ (2) + 2 = 4; miss
Claw #2: 1d20 + 2 ⇒ (5) + 2 = 7; miss
Half-orc Skeleton #1 attacks Lem again.
Claw #1: 1d20 + 2 ⇒ (7) + 2 = 9; miss
Claw #2: 1d20 + 2 ⇒ (13) + 2 = 15; miss
The halfling skeleton attacks Raj.
Claw #1: 1d20 + 0 ⇒ (3) + 0 = 3; miss
Claw #2: 1d20 + 0 ⇒ (5) + 0 = 5; miss
And human skeleton #3 attacks Dragomir.
Claw #1: 1d20 + 1 ⇒ (6) + 1 = 7; miss
Claw #2: 1d20 + 1 ⇒ (17) + 1 = 18; hit
Claw #2 damage: 1d4 + 1 ⇒ (2) + 1 = 3
###
Team Stirge
The stirges flap around angrily, some of them on fire, before three break off and fly at top speed out of the gap in the building at the other end of the mess hall. The rest remain behind the skeletons.
###
Team PC
Over to you again.
###
Enemy Health Levels
Hold onto your hats.
Human Skeleton #1: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Human Skeleton #2: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Human Skeleton #3: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Human Skeleton #4: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Half-orc Skeleton #1: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Half-orc Skeleton #2: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Halfling Skeleton: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Elf Skeleton: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Stirge #1: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Stirge #2: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Stirge #3: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Stirge #4: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Stirge #5: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Stirge #6: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
The Piper of Illmarsh: Healthy---Bruised---Wounded---Near Death---Unconscious---Bleeding Out---Dead
Phew. All done now. : )
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