And Then a Skeleton Popped Out: subSPUF Carrion Crown

Game Master Rynjin


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Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Excuse you.

Heal: 1d20 + 5 + 1d6 + 2 ⇒ (12) + 5 + (2) + 2 = 21

Edit: Forgot the +2 from heroism


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Your Judgment was still going, and that healed you. Though banking on that as a detector is very, very meta-y (plus, technically speaking combat was over at the time. I could very well have just said it shut off, but it's a gray area). He was not faking unconsciousness. I did tell you last round he healed some of the damage from Darius' attack on him.

I'm gonna say Jones can make a DC 20 check (it's such a weird, aberrant physiology that most normal means of detecting life are likely to be ineffective).


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Its not meta at all, if combat is still going then it stays on ( just like an enemy who gets smited and acts like its dead or goes invis). I also have Heal is the thing. Why would Jones get it when I dropped him either way I would find out. I am a monster Hunter.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That doesn't mean you automatically know when any creature is just unconscious or dead. Hence why I generally just say people drop to the floor whether they get knocked out or not, unless they're SUPER dead. And regardless, your Judgment could very well still be going because some OTHER threat is out there.

Feel free to make your AoO though.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18
Rynjin wrote:
I'm gonna say Jones can make a DC 20 check

Already did.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Darius has a +11


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

... cursed edits you do Rynjin

Powerful Whip: 1d20 + 17 ⇒ (16) + 17 = 331d3 + 14 ⇒ (2) + 14 = 16

The Bane wouldnt be own but the Judgment might


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The creature wakes up, gasps, and is struck down.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Darius ends it.

CDG: 2d3 + 28 ⇒ (1, 2) + 28 = 31


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Fort: 1d20 ⇒ 13

It ends.

Meh. The most I was going to get out of it was a jumpscare in a random room anyway. =p


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Alright then, Five Nights and Dagons

Darius doesnt wipe the blood off looking around, " Let's get to looking through that secret door. We need some evidence and find a lead "


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The door is locked. REALLY locked. The Scion appears to have magically fortified the doors.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Is there a key or something that any of the people have that seems like it would help?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Nope. Jones could try to pick it, or you could see if there' another way around.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Disable Device: 1d20 + 22 ⇒ (15) + 22 = 37


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Jones is unable to open the lock, but feels as if he could get it if he tries hard enough.

You need an 18 (DC 40). You could Take 20 here, but that would take 2 minutes.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Take 2!: 1d20 + 22 ⇒ (7) + 22 = 29

Take 3!: 1d20 + 22 ⇒ (17) + 22 = 39

Take 4!: 1d20 + 22 ⇒ (19) + 22 = 41


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

On the fourth attempt, Jones disables the locking mehanism, and the entire wall lifts up in sections (assuming someone lifts them).

Inside is a secret room, decorated with disturbing carvings of devilfish, krakens, octopuses, squid, and other bizarre sea life, as well as unsettling depictions of human women mating with strange fish-men from the sea.

At the far end, a semicircle of water stands before a large bloodstained altar. On the wall above the altar, a carving of a giant, unwinking octopoid eye gazes over the room, surrounded by sinister twisting runes.

If you were somehow in doubt before, this clinches it. This is definitely a temple to Dagon.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones searches the room.

Take 10: 42 + 1d6 + 2 ⇒ 42 + (5) + 2 = 49 +4 to find traps


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Darius will do the obvious detect Evil and examine the blood for freshness. " This is disgusting... The Mayor and his people must be informed. As I am sure we did not rid them of All these traitors. "


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"The mayor and his people might be in on it."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The blood doesn't seem particularly fresh, but it doesn't seem particularly old either at the freshest, maybe a week at most. They seem to sacrifice people here quite regularly by the crusted blood intermingled with the new.

The altar, obviously, radiates evil as it is "sanctified" by Dagon's power, but nothing else pings.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18
Samuel Sledge wrote:
"The mayor and his people might be in on it."

"Are you forgetting that the mayor was the one who sent us here in the first place? What could he possibly gain from making us aware of the situation, when otherwise we might have walked by the temple without a second glance?"


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"He wanted us to die here, maybe. I'm just saying we can't be too careful."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sledge will listen for footsteps or spellcasting elsewhere in the building.

1d20 + 22 ⇒ (18) + 22 = 40


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Sledge hears only the sounds of silence.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

So I didn't find anything else of interest?

No deformed, anthropomorphic bear-shaped golems jumping out of the shadows and screaming at me?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Oh yeah, I forgot.

Out of the shadows rushes an Owlbear flesh golem, constructed from only owlbears and owlbear accessories. It smashes Jones.

Smash: 1d20 + 100 ⇒ (16) + 100 = 116

Damage: 12d6 + 250 ⇒ (5, 5, 2, 6, 3, 6, 2, 4, 4, 4, 4, 5) + 250 = 300

Jones is rendered into little more than paste.

Also I missed that you searched.

Jones finds nothing of real interest in this room.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

I scream obnoxiously at my webcam, then post the video on Youtube and get a billion subscribers.

"Well, I'd say that concludes our "investigation". Let's report back to the mayor."

He sighs. "And Sledge, you and the rest are welcome to come with me if you're worried. Still, I think the only thing the mayor is guilty of is withholding information due to spinelessness."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Just pointing out that there are like 6 more rooms in this temple.

I believe I mentioned there was a door on either side of this room in the initial description, right?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Oh.

What Jones actually does is check the left door for traps, then open it.

Take 10: 46 + 1d6 + 2 ⇒ 46 + (6) + 2 = 54


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The door is neither trapped nor locked, and it opens on a gruesome scene. A horrid decayed smell wafts from the room, and it doesn't take a perceptive person to see why.

Seven corpses lay piled up in this room. Six of the corpses are dressed as normal Illmarsh villagers, but the last's clothing is a bit finer and sturdier, suggesting he was a traveler or merchant of some kind.

All of the corpses are withered, and their necks end in ragged stumps. The heads are entirely missing.

DC 25 Heal:
These corpses were, curiously, not decapitated. It appears something ripped its way out of their necks, exploding the heads in the process. The withering is consistent with ability drain effects.

Separate DC 20 Heal or DC 23 Int check:
There is too little gore here for the bodies to have been killed in this room. If they had died here, there would be more cranial matter splattered on the walls, among other things. It appears they were killed elsewhere and then transported here.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Heal: 1d20 + 5 + 1d6 + 2 ⇒ (3) + 5 + (6) + 2 = 16

Heal 2, take 10: 15 + 1d6 + 2 ⇒ 15 + (1) + 2 = 18

Okay, now I know how Darius felt when I trumped him on werewolf knowledge.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Well to be fair, his Heal bonus is larger than yours.

Oh, also, one minor detail.

There is a secret passage on the south wall. Much less well hidden than the last.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Hunh? Why you had the higher modifier, Darius actually has a heal score, which is different. Got called in suddenly to work thats been screwing up play time.

Darius' nose grimaces at the smell and sight. " Foul indeed. " As he looks them over.

Heal: 1d20 + 11 ⇒ (17) + 11 = 28
Heal: 1d20 + 11 ⇒ (13) + 11 = 24

Darius relays more bone-chilling news " This is disgusting, they were not even beheaded. Instead something.. undead or otherwise... ripped itself out of thier necks. And they couldnt have died here.... they were moved. There is no smell or sight of brain matter. This is happening somewhere else.. we need to find that somewhere. We should keep searching or talk to this.. mayor again. "


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

If Darius can get a scent he will note that. They dont have heads for speak with dead or the like.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

There is an odd, unnatural scent in the bodies, but it's faint. Whatever made it is no longer here.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Is it traceable?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

No. Any trail it might have made has long since gone cold, and would have led away from wherever the bodies were originally killed, not here.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

I meant more is the blood scent of these people traceable in the air. There is a thing based on Survival Checks based on scent alone. Because base tracking wont work on Church stone.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

"So the Dagonites were using these bodies to...incubate some sort of parasitic lifeform?!"

Jones shudders, looking more alarmed than usual.

"We can't waste time going back to the mayor. Whatever's happening here...it must be stopped immediately."


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

" Yes, something to that effect, it drained the body on its way out much like a vampire or shadow. I agree we should inform him.. However... there might be more to find and more importantly.. we need to retrieve the corpses.. as likely we did not get ALL of the followers. "


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Darius Ral'algul wrote:
I meant more is the blood scent of these people traceable in the air. There is a thing based on Survival Checks based on scent alone. Because base tracking wont work on Church stone.

Ah, no. Those sorts of scent trails fade per hour, rather than per day like normal scent trails, so it's long gone. Technically speaking the scent trails still EXIST, but you can't make the DC even on a 20. These corpses are days old, at least.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Fair enough

Darius goes around searching the rest of the rooms.

Take 10 Perception: 10 + 21 = 31


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones does the same.

42 + 1d6 + 2 ⇒ 42 + (4) + 2 = 48


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Assuming you go through the secret door first since it's the closest:

This is a lavishly furnished room, clearly for someone of high station in the church.

The room contains a large bed (between the windows), a large desk and comfy chair on the opposite wall, and a large sea chest in the corner.

Everything is of the finest quality, and this would be an ideal place to live were it not for the unpleasant fishy odor permeating the room.

Near the bed is a small leather chest with a coffer puled out of it. It looks as though it previously fit under the bed.

Several small potion bottles lay on the ground near it, drained of liquid.

Jones sees small slugs dotting the walls and ceilings of the room, and dotting the carpet as well, nearly invisible due to their size, the shadows, and the way they blend into the colors. Darius notes they have a similar smell to the corpses.

Kn. Dungeoneering anyone?


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Next room I suppose... the chest is empty correct?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The one from under the bed is empty, the sea chest is unopened.

The opened one is a bit like the smallest one from this picture ad easily went under the bed.

The other is a big sea chest with a nice lock on it.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

BTW, how close is the church to the rest of the town? Would they have heard the fireball or the sonic attack the Vicar used?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Kn. Dungeoneering: 1d22 + 10 + 1d6 + 2 ⇒ (4) + 10 + (5) + 2 = 21

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