And Then a Skeleton Popped Out: subSPUF Carrion Crown

Game Master Rynjin


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You make your way through the shop, quickly catching up with the mist before it goes through the next set of floorboards. With a bit of searching, you find the other set of stairs and descend to the basement.

8d20 ⇒ (10, 1, 2, 4, 14, 6, 8, 16) = 61

Darius and Variel speak almost simultaneously, catching slight sounds of rustling from armor and weapons. It appears more enemies lurk in ambush for you.

You're all up first.


Arcanist(Twilight Sage) 11 HP: 94 | AC: 16 | T:12 | FF:14 | Init: +4| Fort:+11 | Ref:+8| Will:+13| Perception:+15

Variel mutters an arcane phrase.
temep qeelak kor
as he finishes speaking, his allies feel lighter on their feet, and their bodies move much more quickly.

well, that should help.

Variel casts haste on the party. 11 rounds of duration.


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

Can we see any enemies?


They are out of sight, but you know they're there. Probably to eitehr side of the door.


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 speaks a command word, and his Wayfinder begins casting Light on the room. Then he moves toward the closest enemy he can see and Studies them.


As Jones wanders into the room, he is slammed from both sides by vampires.

2d20 ⇒ (15, 17) = 32

I think your AC is 31 ATM? So both hit.

Damage: 4d4 + 16 ⇒ (2, 4, 4, 4) + 16 = 30

Take 30 damage, and 4 negative levels.

He then studies one of them.

Darius? Sledge?


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

Nope. Death Ward.


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 rushes to the nearest point where he can hit one of the vampires.

1d20 + 14 ⇒ (12) + 14 = 26
1d10 + 28 ⇒ (6) + 28 = 34

1d20 + 14 ⇒ (19) + 14 = 33
1d10 + 28 ⇒ (8) + 28 = 36

1d20 + 9 ⇒ (17) + 9 = 26
1d10 + 24 ⇒ (5) + 24 = 29

1d20 + 9 ⇒ (6) + 9 = 15
1d10 + 24 ⇒ (9) + 24 = 33


You can't charge without a visible target. If you want to delay until after them, you could charge and probably kill one, or go with the standard attack.


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

Since we first in init, I'll just total defense and then charge on my init next turn.


Cool cool. That leaves Darius.


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

Also my AC is 36 with Barkskin, Haste, and mutagen. Sorry I keep forgetting to update it.


Botting Darius tomorrow if he hasn't posted by the time I wake up.


Darius moves down the stairs and into the room. He whips one of the vampires.

1d20 + 19 ⇒ (11) + 19 = 30
1d3 + 17 + 4d6 + 2d6 ⇒ (3) + 17 + (3, 6, 5, 4) + (1, 3) = 42

AoO: 1d20 + 19 ⇒ (10) + 19 = 29
1d3 + 17 + 4d6 + 2d6 ⇒ (2) + 17 + (6, 2, 6, 6) + (3, 5) = 47

The vampire tries to retaliate, along with a friend, though Darius cuts him as he approaches. Both swing their longswords.

2d20 ⇒ (8, 14) = 22

And one hits Assuming that 26 AC is correct. Damage: 2d8 + 11 ⇒ (4, 6) + 11 = 21

The two vampires flanking Jones also attack, switching from their lunging stances to step in on him directly.

Vamp 1: 3d20 ⇒ (5, 19, 14) = 38

Vamp 2: 3d20 ⇒ (19, 1, 19) = 39

Two of the 19s hit...barely. Let's try for confirms.

2d20 ⇒ (2, 7) = 9

Alas, no.

Damage: 2d8 + 22 ⇒ (6, 5) + 22 = 33

21 damage to Darius, 33 to Jones. Darius, mark off a round of Bane.

Sledge charges in and obliterates one of the offending undead fiends.

Jones, Darius, and Variel again!


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

I just realized the haste was before sledge goes. If there's something else within his reach, he makes the following attack:

1d20 + 17 ⇒ (14) + 17 = 31
1d10 + 24 ⇒ (3) + 24 = 27


Arcanist(Twilight Sage) 11 HP: 94 | AC: 16 | T:12 | FF:14 | Init: +4| Fort:+11 | Ref:+8| Will:+13| Perception:+15

Variel wills a flame into existence, weaving it around his allies and through their enemies.

Flamearc: 6d6 + 5 ⇒ (1, 4, 2, 1, 5, 5) + 5 = 23 DC 21 reflex for half. should hit all of them.


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

That first hit knocks me unconscious, any chance the second guy will be nice and leave me alone?

Also, f#!& your loaded dice.


The two attacks from earlier missed by quite a bit, if that changes matters. Or were you at 14 when you entered the 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

Oh, I was at 14 after the earlier attacks. Never mind.

"Right. Let's finish this quickly, shall we?"

Jones begins fighting defensively, while also using inspiration to dish out more powerful blows.

I'll start attacking the one I studied, while using sickening offensive. If he goes down before my last attack, I'll study the other one and do the same.

Defensive Bane Inspired Sickening Rapier 1: 1d20 + 21 + 1d6 + 2 ⇒ (10) + 21 + (1) + 2 = 34
Damage: 3d6 + 15 + 6 ⇒ (5, 1, 1) + 15 + 6 = 28

DBISR Haste: 1d20 + 21 + 1d6 + 2 ⇒ (5) + 21 + (4) + 2 = 32
Damage: 3d6 + 15 + 12 ⇒ (4, 4, 6) + 15 + 12 = 41

DBISR 2: 1d20 + 16 + 1d6 + 2 ⇒ (20) + 16 + (3) + 2 = 41
Damage: 3d6 + 15 + 10 ⇒ (1, 1, 2) + 15 + 10 = 29

Confirm 2: 1d20 + 16 + 5 ⇒ (7) + 16 + 5 = 28
Damage: 3d6 + 10 + 10 ⇒ (4, 1, 5) + 10 + 10 = 30


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

psst


In the interest of expediting matters, and since these are just generic fodder, basically, let's move this along.

Darius disappears into the same pocket dimension Zin was sucked into.

You slaughter the remaining vampires, like ANEEMALS.

There are doors to the north, south, and east.

Where to?


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 think I'm out of extracts. Hard to tell after the Great Mythweavers Fire.

"Zin? Darius?" Jones looks around and sighs. "Where did they run off to now?"

"I suppose we must keep going. We don't have the luxury of time, and are low on healing potions. Be careful."

Jones inspects all three doors for traps.

North: 1d20 + 28 + 1d6 ⇒ (7) + 28 + (3) = 38
East: 1d20 + 28 + 1d6 ⇒ (17) + 28 + (6) = 51
South: 1d20 + 28 + 1d6 ⇒ (13) + 28 + (2) = 43


None traps exist.


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

"North. I'll take point."


North is a bunch of storerooms. Notably, in one are three coffins.

If you'd like to stake the inhabitants, let me know.

There is nothing else of interest.


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

"I vote we stake the bastards."


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 agree."


You do so, and they crumble to ash. These are the Spawn you beat up a little earlier. The more powerful vampires must have retreated elsewhere.


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

"Back and east."


There are 9 wooden coffins here, and one stone sarcophagus. In the east side of the room are two hidden doors.


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

"Let's stake 'em. Jones, check the stone one for traps before we open it."


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

1d20 + 28 + 1d6 ⇒ (8) + 28 + (6) = 42


It's not trapped.


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

"Open it, and stake whatever is inside. Then we'll check the hidden doors."


You do.

Inside the sarcophagus is a switch to open the doors (and no vampire). One room contains another sarcophagus, the other is completely trashed.


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

"We'll stake the wooden coffins then deal with the second sarcophagus."

Sledge does so.


The next sarcophagus is empty. The only other notable features of the room are twofold:

A tapestry, depicting Taldan Knights fighting against the forces of the Whispering Tyrant. In the centerpiece is Iomedae (as the mortal Herald of Aroden at the time).

The other content of the room is a statue arrayed in armor identical to that of the knights in the tapestry, carved in an odd pose. It appears to have just completed a sword thrust, but the look on its face is that of despair, rather than triumph. It gives off an eerie, lifelike quality. Everything is carved a little too precisely.


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 wonders if this unsettling statue is the result of some spell.

Spellcraft(?), take 10: 32 + 1d6 ⇒ 32 + (1) = 33


It's been a long time, but there are the faint traces of a Transmutation spell at work here, likely an archaic version of the Calcific Touch spell (it feels too weak to be Flesh to Stone or more powerful magic, even accounting for time).


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

"Can this spell be reversed? If so, we'll have to get a cleric to come through here after we clear the area."


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

Guess I should've used Kn. Arcana since I can't detect magic. Whatever, same bonus.

"Yes, there are a few spells that can reverse Calcific Touch. In our case, Restoration would be the cheapest and least risky option."

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