And Then TWO Skeletons Popped Out! (Inactive)

Game Master Storm Dragon


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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 can search this later."

We continue on.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

"Remember. I still have my power in effect. Let me quickly sweep the area with my special sight first."

Zone uses his touchsight to sense whatever creatures and objects that are hidden in the barrels.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric will do a quick scan with Detect Magic.


Zone's touchsight does not penetrate solid barriers. Detect Magic does not detect anything.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

What about outside the barrels?


They feel like barrels.


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 scans with Echolocation.


They sound like barrels too. The faint whisper of wood drifts into your ears.

Or it would, if inanimate objects made noises while motionless. Which they don't.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Moving on; Osric isn't taking more than a couple of rounds to scan.
How many doors out of here are there? Just the one the glabrezu came in through?


Two. One leads to the stables, the other directly outdoors.


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 check the stables."


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

"Perhaps we'll find the real stablehand...or what's left of him."


You guys just killed the real stablehand (hey, a demon's gotta make a living!). There is nothing of note in the stables. It's all h#!~+%&~~.

It seems besides Dolthysuun, the first level of this Abbey is empty of anything suspicious.


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 go to the next level.


There's also various things on the grounds (an adjacent building for instance), but I'll assume you go up first unless you specify otherwise.

You head back up the tower stairs, and your keen eyes all notice another spider swarm here. It looks at you...and flees rapidly back up the stairs.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Zone chuckles.

"Good dog."

Will need to know the remaining duration for my touchsight to keep track of it.


It's 10 min/level right? Unless you do something hugely time consuming like search every one of those barrels it's going to have plenty of duration. Even minute/level probably will be up the whole time you're here. I don't generally make a habit of keeping a round by round counter when exploring. Roughly a minute and a half has elapsed since you entered via the top of the tower, given your move speeds.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Is there access to the abbey from the second floor of the bell tower?


The tower is the only set of stairs, it leads to all the other floors.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

"Shall we try the second floor?"


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

"Sure."

We proceed to the second floor, keeping a wary eye out.

aka a bunch of 40+ perception rolls


Was wondering if anyone was still around.

The second floor opens onto what appears to be a laboratory. Attempting to be very quiet and stay out of sight are a group of men (who are bad at it) and a woman, flying near the ceiling on a broom (who isn't much better).

Do you let on that you notice them or try to play it cool?


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Knowledge (Religion): 1d20 + 19 ⇒ (18) + 19 = 37
Does Osric recognize any of them as being undead?


Nope, they're all quite human. Or, at least, alive. The flying one is human and the others have heartbeats and occasionally cough quietly.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric will try to play it cool while he waits to see what his allies do. If that requires a Bluff check, he's at +6 from Cha and Good Hope (he's much better at Diplomacy).


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 sheathes his rapier and takes a few steps forward.

"We can see you three, but please do not be afraid. Our only goal here is to find a vampire who has hidden himself in this abbey. You are not undead, so you have no need to fear us. If any of you are injured, we can provide curative magic. Otherwise, I strongly suggest that you leave the building at once."

Diplomacy: 1d20 + 1d6 + 25 ⇒ (6) + (4) + 25 = 35


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Zone stays out of sight but judges the reaction of the mass before him.

Stealth: 1d20 + 27 ⇒ (8) + 27 = 35


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

"Pretty sure they're working for 'em, Jones."


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 looks directly into the broom woman's eyes. "Then leaving would be an even wiser decision."


The flying woman seems willing to take Jones' offer, if only to avoid a fight...that is, until Sledge opens his mouth.

"ME work for the VAMPIRE? Why I NEVER! I wouldn't be caught dead taking orders from that incompetent pawn! Men, attack these insolent wretches!" she cries.

4d20 ⇒ (12, 10, 6, 10) = 38

2d20 ⇒ (5, 20) = 25

Intiative:

Hetna (24)
Zone (19)
Jones (19)
Sledge (15)
Osric (11)
Guards x4 (7)

Oooh, neat. One of my NPCs gets to go first for once.

Hetna holds a grudge against Sledge and makes an evil sign at the hobo.

Sledge Will: 1d20 + 12 ⇒ (8) + 12 = 20

Sledge feels weird, as though the universe is aligned against him.

You've been Misfortuned.

She then waves a rod in her hand and blasts out a deafening barrage of sound, a chorus of tortured screams that never seems to end.

12d4 ⇒ (2, 1, 4, 4, 3, 1, 4, 4, 4, 3, 3, 3) = 36

Everyone make a Reflex save, DC 23. Success halves the above damage. If you fail this save, make a Will save as well. Failure means you are Panicked for a duration.

Then everyone is up!


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Reflex Save: 1d20 + 17 ⇒ (7) + 17 = 24

Zone ducks the majority of the soundwaves and its effect, escaping with a bleeding scratch on his cheek. Spotting the mage on the broom, Zone prioritizes his knife against her.

Move: At least 10 ft. (+3 dodge bonus to AC)
Standard: Fury of a single blade (2x damage if 2 hit & x5 damage if 3 hit)
Swift: Wind Strike (+5 to attacks & Ref DC 17 or daze for 1 round)

Attack 1: 1d20 + 27 ⇒ (11) + 27 = 38
Attack 1: 1d20 + 27 ⇒ (3) + 27 = 30
Attack 1: 1d20 + 22 ⇒ (7) + 22 = 29
Attack 1: 1d20 + 17 ⇒ (5) + 17 = 22

Damage: 1d6 + 14 ⇒ (1) + 14 = 15

Mobile Damage: 5d6 ⇒ (4, 1, 4, 3, 4) = 16


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

Ref: 1d20 + 16 ⇒ (17) + 16 = 33
Ref: 1d20 + 16 ⇒ (7) + 16 = 23

Haha rekt.

Sledge walks up, flexes for Lunge if necessary, and reaches up and grabs the lady.

1d20 + 26 ⇒ (20) + 26 = 46
1d20 + 26 ⇒ (19) + 26 = 45

"Yield or I will break your hands and your jaw and blind you so you can't use any magic."


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

Ref: 1d20 + 21 ⇒ (2) + 21 = 23

Jones barely covers his ears in time. He waits to see the result of Zone and Sledge's actions.

"I did try to warn you..." he tells the witch.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Will: 1d20 + 22 ⇒ (12) + 22 = 34
Osric takes the full force of the unholy screams, but it only harms his body, not his soul.
He casts Ironskin on himself.
Also, Good Hope is still up (the +3 version) on everybody.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Forgot about +3 from good hope. So his attacks would be 41, 33, 32 & 25 and 18 for damage. If not enough range, he will deduct via far shot which is mitigated for the first two increments via hunter's eye.


Samuel Sledge wrote:

[dice=Ref]1d20+16

[dice=Ref]1d20+16

Haha rekt.

Sledge walks up, flexes for Lunge if necessary, and reaches up and grabs the lady.

1d20+26
1d20+26

"Yield or I will break your hands and your jaw and blind you so you can't use any magic."

Do you have 15 ft. Reach?


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

Friendly reminder, Sledge, that I gave you an Enlarge Person infusion like I do every day.


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 jumps up a lil bit so she's within his reach.

Acrobatics
1d20 + 15 ⇒ (3) + 15 = 18
1d20 + 15 ⇒ (13) + 15 = 28


Sledge doesn't quite manage to get enough height.

It's a DC 20 to jump 5 feet up.

Zone hits her with a powerful blow, but she grits her teeth and fights through the pain of the knife in her collar bone.

"GET THEM!" she screeches and the guards rush around the walls of the room, the four obviously Charmed guardsmen splitting their attacks between Zone and Sledge.

4d20 ⇒ (1, 16, 2, 4) = 23

One of them manages to strike Sledges, the rest are not so lucky as to even come close to hitting their mark.

Damage: 2d8 + 14 ⇒ (4, 5) + 14 = 23

Hetna forks her fingers at Zone. "You're not even worthy to breathe my air, worm!" she cries, and Zone feels the breath get sucked from his lungs.

Make a Fort save. Success means you're Staggered, failure means you fall unconscious at the start of your next turn and begin suffocating. You guys are NOT up, I need to see how this spell works before she takes the rest of her turn.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Sledge should get it because Good Hope applies to skill checks and it doesn't look like he included it.
Spells active:
(Party or area)
Magic Circle Against Evil
Encouraging (+3) Good Hope
(Self only)
Magic Vestment x2
Ironskin


Ah, if that's the case things might change a bit. Sledge, make a Will save. If you succeed, I need to redo Hetna's turn. If not, things get interesting.


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

Oh, I thought Good Hope had gone down by now - rereading I saw that I misunderstood the duration conversation. Then I would not be misfortuned, assuming the hex is DC 23 or less.

1d20 + 12 + 3 ⇒ (13) + 12 + 3 = 28

If misfortuned...
1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22


The Hex DC is a bit higher than her spell DCs because of a Feat she used, so you're still affected.

Sledge makes a prodigious leap, reaches out to grab Hetna...and falls asleep in midair just before reaching her, landing in a heap on the floor before he can do anything.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

If the guardsmen are Charmed by an evil caster, then any that enter within the Magic Circle Against Evil get an immediate save with, as I understand it, the spell's +2 resistance bonus and an additional +2 morale bonus.

Magic Circle Against Evil applies to everybody in the area, not just allies.


Magic Circles are only a 10 ft. radius, but I'll keep that in mind for if you move up with everybody else.


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

Hold up, hooooooooooooooooooooold up! I was just delaying until after Zone and Sledge.

Before the goons rush in, Jones moves next to Zone and readies to attack the first guard that approaches them.

1d20 + 21 ⇒ (3) + 21 = 24
1d6 + 11 ⇒ (5) + 11 = 16


Jones successfully shanks a guard.


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

Cloak of Dreams (90% sure that's the spell she's using) has a 5 foot radius, sledge has 10 foot reach.


So slight change in things, you successfully grapple her, pull her 5 ft. toward you (Grappling someone pulls them adjacent), fall asleep, and let go. Same end result.

I didn't know you had used your Flexibility since you said you'd only do it if necessary.


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'm pretty sure she's been dismounted by that, though, at least.
Bc I moved her from her space.

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