GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Wonder if there is anything in that pool. Here fishy fishy fishy.

Spugnoir looks east. There are those holes in the wall, we can go through there and maybe wade through the water.


Narrator

probably more like step, step, plunge. But it is definitely another way out :)


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"I too have rope. I'm sure we can make this work without having to navigate all the way to town and back? Perhaps two of us can lower the other and create some kind of rig to lift or drop us. We have enough rope between us. We just need an anchor or some leverage. Maybe tie some broken debris as a counterweight?" Darius says trying to come up with ideas.

Knowledge engineering would come in well round about now


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof points at the cell bars.
If the iron bars bar still firmly attached and not rusted, those could serve as an anchor.

That said I must warn you with all the stuff I'm carrying, climbing is not my strong suit. While you look at that, I'll look over here.

Grergof walks over and looks at the crumbled wall to see if he can leave a path so the do not need to go through the cold room again.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Let's tie two lines. One to the bars if they're secure and we can lower down. And another one possibly to some rubble that we can use as a counterweight that we can pull on to loosen that will shoot us up out of the hole of we need to hurry? I'm open to ideas."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I never taught construction or siegeworks at the monastery, So Advanced counter weights are beyond me...


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Umm..Same here. So the ladder seems to be the more practical choice. Going through the hole would require us to swim so Grergof will have trouble, but we might be able to wiggle out since it appears there is a big enough hole there. Directly east of the floor in the floor.


Narrator

That would indeed work as a way out. It's a window where the bars gave way. Some DC10 climb and you're out.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Okay, let us leave via the window and head back to get a ladder and some more rope. We can tell Grimsburrow about the ghost of the wife of the warden and make sure they know were are heading down. Spugnoir will try the window if everyone agrees.
Climb: 1d20 ⇒ 18


Narrator

Spugnoir climbs up on the window sill and turns around to climb down the ivy at the wall. But as he does so he is suddenly engulfed in yellow dust.
Will Save DC14: 1d20 + 3 ⇒ (20) + 3 = 23

Knowledge Nature DC 11:
It's an Xtabay. It's a plant that's immune to acid emits sleep pollen and sucks out your blood.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

COUGH! COUGH! There would be some nasty plant hanging out the window!

No comprende plants


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Spugnoir! Are you okay??" Darius yells.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

I'll burn those plants! Spugnoir pulls out a fire bomb and engages in a little splash and burn.
Fire: 2d6 + 4 ⇒ (6, 2) + 4 = 12


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Mr Spugnoir do you need assistance?

Grergof gets ready to pull him back into the room if he indicates he needs help.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir will move away before dropping the bomb and back into the room. I feel ok right now, didn't get poisoned.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Do we clear that way out and have a safe way into this room, or head downstairs and run past the cold room on our way back after it has had some time to go away?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Clearing this way out can help if and when we come up the hole and need a clear way out.


Narrator

Throw Bomb: 1d20 + 5 ⇒ (8) + 5 = 13
Even if it didn't move you'd need to it AC5. And your Damage would be +7 because point blanc shot.

The vegetation at the wall is burnt and only a big black patch is left.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Well it looks like we can safely use this an an exit now, the plant is gone. Is everyone up for returning to town?


Narrator

And through the window all go. Spugnoir and Grergof walk to town while Darius takes a seat on the remains of that gargoyle that lies in front of the building. Lucky for him the weather is not too bad. An overcast day with no wind making the temperature bearable.

Spugnoir and Grergof enter the Ravengro General Store and meet Luthko and Marta Avanaki. "Good day sirs. I'm Luthko Avanaki. What is your request?" then man asks.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Good day to you also good sir. Do you by chance have a grappling hook and a long ladder for sale? We need to get down about 20 feet so this would need to be quite a long ladder.


Narrator

"A grappling hook I have here" Luthko replies and puts a grappling hook from the shelf on the counter. "As for the ladder, there is the one hanging outside at the wall. I think it's long enough." Calculating the price in his head he adds "Together that would make two gold."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Thank you sir, A very fair price. If by chance we were to rerun the ladder at a later date in good condition would you consider buying it back?
Pay and head back to Harrowstone.


Narrator

"You mean renting the ladder?" Luthko asks. "Well if you bring it back in good condition we can talk about that." he replies with a smile.

As Grergof and Spugnoir leave the shop and grab the ladder at the side of the house you get an idea why. The ladder seems stable but it has seen better days. It is slightly distorted and some of the rungs are a bit loose. Obviously the fair price was more fair for Luthko than Grergof.

Together they carry the 40 pound ladder up the hill to the Harrowstone. They shove it through the window. Then tey all climb back into the building and place the ladder into the hole. It is long enough to stand on the ground of the basement and not fall in but it doesn't stand out far enough to make it comfortable to get onto it.

Acrobatics check to get onto the ladder.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Oh boy..."

Acrobatics: 1d20 - 2 ⇒ (16) - 2 = 14


Narrator

Darius get on the ladder without problems and climbs down into the basement until he ends up in the puddle. Knee deep in water.

This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room. To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet above this ruin. To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.

Out of the murky water rise four gooey roughly humanoid looking figures that turn onto Darius.

Initiative Undead1: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative Undead2: 1d20 + 0 ⇒ (11) + 0 = 11
Initiative Undead3: 1d20 + 0 ⇒ (8) + 0 = 8
Initiative Undead4: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative Grergof: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Darius: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Spugnoir: 1d20 + 2 ⇒ (15) + 2 = 17

Slam Undead1: 1d20 + 3 ⇒ (4) + 3 = 7
Slam Undead4: 1d20 + 3 ⇒ (7) + 3 = 10

But luckily so far none of them manages to hit Darius.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir looks down the whole. In the words of a man in a story that could travel through time, 'Ooohhh boy!

Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6

WAGGHHHHH!!!!!


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Spudnoir, that is a quantum leap from where we are now ;)

Looking down Grergof realizes it will take too long to get them all down there.

Head down I'll cover you!

With that he unlimbers his bow and fires at whatever undead creature he has a clear shot on.
Shortbow: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 ⇒ 5


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius bobs and weaves avoiding the blows of the slimy undead creatures. Backing up against a wall so that they can't attack from behind he holds his palm out and discharges holy light in a flash.

Channel Positive Energy: 2d6 + 3 ⇒ (3, 1) + 3 = 7 (DC14) oh man that's a crappy roll


Narrator

Spugnoir makes the ladder uncomfortably swaying but he catches himself and the ladder with clinging to the ladder and not moving at all.

Will Save Undead 1: 1d20 + 1 ⇒ (11) + 1 = 12
Will Save Undead 2: 1d20 + 1 ⇒ (12) + 1 = 13
Will Save Undead 3: 1d20 + 1 ⇒ (10) + 1 = 11
Will Save Undead 4: 1d20 + 1 ⇒ (11) + 1 = 12

Not one of them is destroyed by the holy energy.

And the arrow has no effect on that gooey creatures. It just goes in with a disgusting noise and then slowly oozes out again dropping to tee floor.

slam Undead 2: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Will save Darius DC 10: 1d20 + 7 ⇒ (17) + 7 = 24

slam Undead 2: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Will save Darius DC 10: 1d20 + 7 ⇒ (7) + 7 = 14

(Darius is not impressed by the horrifying ooze sticking to him)


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir moves down some more.
Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius curses out loud and tries again. This time with both hands out before him pointed at the undead.

Channel Positive Energy 2/6 (DC14): 2d6 + 3 ⇒ (2, 5) + 3 = 10

Knowledge Religion: 1d20 + 10 ⇒ (10) + 10 = 20 To figure out what kind of undead they are and possible weaknesses.

"I could use a hand down here fellas."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

I'm trying!


Narrator

The undead all give up their unlife as they are hit by this second wave of holy energy. The gooey mass flows back into the water and dissolves.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius slumps against the wall. Still knee deep in the muck and water.

"Well that was an unpleasant surprise. Horrid things. Thank Iomedae for the strength to destroy them." He says as he takes a breath then draws his longsword from it's sheath at his side.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Brother Varsk puts away his buckler and very slowly and carefully heads down the ladder.

Acrobatics: 1d20 - 3 ⇒ (8) - 3 = 5

and fails miserably.


Narrator

Grergof also finds out that this ladder is no fun and it takes him some effort not to fall down. But going slow and carefully Grergof also ends up in the basement standing up to his knees in muddy water.

There is only a little light from upstairs. Besides that you're standing in the dark in the basement.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Pull out my buckler and a sun rod.

In the light look around the room and up the hallway.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Do I notice any clues of what's ahead or anything hidden?


Narrator

With that amount of light it gets as bright as day. The room you're in is really just a caved in cell block. And it looks like the fire started here as the worst damage in all of Harrowstone is found here. At least what you have seen so far.

Through the opening into the next room you can see some stairs blocked with rubble and skeletons in prisoner robes lying on and in front of it.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

We best be careful, those skeletons might attack. Spugnoir is ready to follow the others.


Narrator

Be brave! Lead them into their doom the next room that is totally harmless.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Holding the sun rod out to the others:
Can one of you hold this? My scimitar does not work as well as my flail on skeletons.

If one of the others holds the sun rod he puts away his buckler, draws his flail and advances to the bottom of the stairs.

Are we doing this blind or are you going to post another map?


Narrator

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners' robes lie on the ground.

Also the eight skeletons that lie at the stairs start rattling and raising to their feet.

As you're not in need of reassembling yourself you get a surprise round. Also map. You're in T2 now.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius holds the sun rod for Brother Grergof while they walk. As soon as they see the skeletons he she then his sword and holds the sun of aloft. As soon as the rattling begins he says "Oh no they don't. My sword isn't much help against skeletons but this will do the job." and raises his hand towards them.

Channel Positive Energy Damage 3/6 (DC14): 2d6 + 3 ⇒ (5, 1) + 3 = 9


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

If enough skeletons survive, Spugnoir stands with the paladin against the skeletons and will lash out with his morning star.
Blunt attack: 1d20 + 2 ⇒ (6) + 2 = 81d8 ⇒ 6


Narrator

The skeletons fall back to the ground and stop their rattling.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Let us check the door we pass by here. U10


Narrator

The door to this guard room opens easily. Within are the remains of a table surrounded by what once were chairs, along with a pair of moldy and burnt cots.

At the wall are the heavily damaged remains of the winch controls to open the portcullis in the corridor the the cell block to the south. Which is currently closed.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Let us try east u1


Narrator

U1 is where your ladder stands.

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