CARRION CROWN CAMPAIGN (CLOSED) - GAMEPLAY (Inactive)

Game Master Daniel Penfold 351

A run through of the Carrion Crown campaign.

Maps:

Treasure List

Specific treasure details

Maps

summary

clues

images


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No worries Jeremiah

Jeremiah misses Duristan.

Duristan initiative: 1d20 + 7 ⇒ (7) + 7 = 14

Jeremiah initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Eleric initiative: 1d20 + 7 ⇒ (9) + 7 = 16

Creeden initiative: 1d20 + 5 ⇒ (2) + 5 = 7

Lysander initiative: 1d20 + 4 ⇒ (3) + 4 = 7

Ortensia initiative: 1d20 + 4 ⇒ (16) + 4 = 20


So initiative order is:

Block 1: Ortensia and Eleric

Block 2: Duristan

Block 3: Everyone else

So Ortensia and Eleric your actions


Female Half-ork (Black orc) Occultist/11

1d20 + 8 ⇒ (16) + 8 = 24Attk
1d20 + 8 ⇒ (15) + 8 = 23Confirm
1d10 + 3 + 10 ⇒ (3) + 3 + 10 = 16Dmg

Ortensia, seething, gripped her flail. She imparted the effect of silver onto her weapon.[ooc]Use Transmutation to change to silver.[ooc]

She wound up and smashed its flanged weights into Duristan's head.


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

"That is a cool trick."

Eleric casts Shackle.

Touch: 1d20 + 4 ⇒ (9) + 4 = 13

DC 20 Ref or be shackled behind the back.


Ortensia's blow smashes into Duristan and he screams in pain as the silver burns his skin.

Duristan manages to dodge the effect of Eleric's touch spell.

He retaliates by attacking Ortensia.

silver longsword: 1d20 + 12 ⇒ (6) + 12 = 18

damage: 1d8 + 4 ⇒ (7) + 4 = 11

silver longsword: 1d20 + 7 ⇒ (7) + 7 = 14

damage: 1d8 + 4 ⇒ (4) + 4 = 8

[dice-bite]1d20+5[/dice]

damage: 1d6 + 1 ⇒ (4) + 1 = 5

On to block 3


Male LN Halfling Brawler 5/Sentinel of Irori 6 | HP 98/98 | AC 23 (33 when fighting defensively) T 16 FF 18 | CMB +14, CMD 29 | F: +11, R: +11, W: +6 (+8 vs fear) +2 vs divine | Init: +7 | Perc: +17, SM: +5 | Speed 30ft | Martial Flexibility 5/5 | Knockout 1/1 (DC 17); True Strike 3/3 Inevitable Fist 11/11| Active conditions: None.

Seeing the hunter transform, Creeden pulls out his silver waveblade and attacks.

waveblade 1 (defensive): 1d20 + 11 ⇒ (11) + 11 = 22 for silver/slashing: 1d4 + 3 ⇒ (4) + 3 = 7

AC 31 v melee, 27 v ranged. (If an attack misses me by 4 or less, AC goes down to 27.) (Crane Wing)


Unfortunately Creeden's blow misses.


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Lysandar's voice begins to resonate in a harmonic melody filling his companions with hope. Inspired the bard empowers his spear with arcane energy and strikes at the wolf-man the he knew as Duristan.

Attack, (Longspear, Power attack, Inspire Courage): 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19
Damage, (Longspear, Power attack, Arcane strike, Inspire courage): 1d8 + 6 + 6 + 2 + 2 ⇒ (1) + 6 + 6 + 2 + 2 = 17

Inspire courage:
+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls

Actions
Standard= attack
Move=Bardic Performance
Swift= arcane strike


Lysander, Duristan manages to dodge your blow.

Jeremiah, your action


Male N Human Cleric 7 | HP: 64/64 | AC: 27 (12 Tch, 26 Fl) | CMB: +7, CMD: 19 | F: +9, R: +5, W: +13 (+2 vs. fear) | Init: +1 | Perc: +14, SM +17 | Speed 20ft | Spells: 1st 6/7, 2nd 6/6, 3rd 4/5, 4th 2/3 | Madness: 9/10, Darkness: 10/10 | Active conditions: None.

Jeremiah draws power from the divine, and blesses his companion with determination to fight. He then walks near the werewolf to shield his companions from attacks.

Jeremiah casts Blessing of Fervor, this round I choose +2 AC/Hit/Reflex

Blessing of Fervor:

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Current Modified Vitals:

AC 29
Reflex +2


Back to Ortensia and Eleric


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

Eleric, frustrated looks at the shackles in his had shrugs and fires of a series of magic missiles mixing in a bit of blood magic to make them more powerful.

4d4 + 8 ⇒ (1, 3, 2, 2) + 8 = 16


The bolts of pure energy strike Duristan and he falls backwards dead. As he dies his body reverts back into the muscular human you first met.

Loot: Potion of cure moderate wounds
20 silver arrows
+1 studded leather armour
+1 light steel shield
+1 composite longbow (+2 Str) with 20 arrows
+1 silver longsword
158gp


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

"Let's check out the rest of the build." 3 and 4.

Perception: 10 + 26 = 36

Eleric will look for traps and anthing else that could be useful.


Female Half-ork (Black orc) Occultist/11

....Idiot.

Ortensia shook her head at the still steaming corpse, dusting off soot from the magic missles that brought him down. She removed his armaments and valuables, handing out what the others wanted before stowing the remaining items in her satchel.


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Lysandar doesn’t partake of any of the offered treasure, ”No thank you.”

He follows Eleric and helps him search.


Moving on to F3 - it doesn't look like it on the map but it's essentially a separate building

Hundreds of candles fill this shop's shelves, lying in pale lumps of tallow and wax beneath years of dust. Several small copper kettles hang suspended from an iron rack over a brick hearth. Above the kettles, dozens of half-completed candles hang from iron rods. On a nearby table sits a spool of twisted cotton thread, waiting to be measured and cut into wicks, as well as a variety of wooden moulds. Eleric you can hear the sound of marching feet approaching


Female Half-ork (Black orc) Occultist/11

1d20 + 12 ⇒ (17) + 12 = 29Perception

Ortensia flattened herself against the wall at the sound of marching feet, fearing that either the werewolves or cultists were approaching in formation.


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

"On you guard. People are approaching. Eleric will hide behind a desk or the like hoping people will pass."


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Heeding Eleric’s warning Lysandar begins to whisper an incantation and slowly fades from sight.

Stealth: 1d20 + 7 + 20 ⇒ (3) + 7 + 20 = 30

Cast vanish, duration 5rounds


You continue to hear the sound of marching feet but you cannot see anything

Lysandar initiative: 1d20 + 4 ⇒ (7) + 4 = 11

Eleric initiative: 1d20 + 7 ⇒ (20) + 7 = 27

Jeremiah initiative: 1d20 + 1 ⇒ (4) + 1 = 5

Creeden initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Ortensia initiative: 1d20 + 3 ⇒ (13) + 3 = 16

Unknown initiative : 10


Initiative order:

Block 1: Eleric, Ortensia, Creeden and Lysandar

Block 2: Unknown

Block 3: Jeremiah

So block 1 your actions


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

Eleric gets a little curious that he has not seen anything yet. He looks at Ortensia and says, "This maybe a location infected with spiritual energy manifesting in a haunt."

Can eleric do a religion check or a perception check to help confirm or dissuade his suspicion.


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

The invisible bard changes position to try to get a look at the what is behind the marching feet.

Stealth: 1d20 + 7 + 20 ⇒ (1) + 7 + 20 = 28
Perception: 1d20 + 10 ⇒ (5) + 10 = 15


Yeah you can have a religion check

You all continue to hear the sounds of marching feet but do not see anyone


Male N Human Cleric 7 | HP: 64/64 | AC: 27 (12 Tch, 26 Fl) | CMB: +7, CMD: 19 | F: +9, R: +5, W: +13 (+2 vs. fear) | Init: +1 | Perc: +14, SM +17 | Speed 20ft | Spells: 1st 6/7, 2nd 6/6, 3rd 4/5, 4th 2/3 | Madness: 9/10, Darkness: 10/10 | Active conditions: None.

Jeremiah tries to look around to see if he finds out something

Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Kn. Religion: 1d20 ⇒ 18


Female Half-ork (Black orc) Occultist/11

1d20 + 3 ⇒ (2) + 3 = 5Know Religion
Being agnostic, Ortensia had no idea what the source of the footsteps could be.


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

Religion: 1d20 + 14 ⇒ (1) + 14 = 15


Male LN Halfling Brawler 5/Sentinel of Irori 6 | HP 98/98 | AC 23 (33 when fighting defensively) T 16 FF 18 | CMB +14, CMD 29 | F: +11, R: +11, W: +6 (+8 vs fear) +2 vs divine | Init: +7 | Perc: +17, SM: +5 | Speed 30ft | Martial Flexibility 5/5 | Knockout 1/1 (DC 17); True Strike 3/3 Inevitable Fist 11/11| Active conditions: None.

Knowledge (religion): 1d20 + 7 ⇒ (2) + 7 = 9

Creeden waits, quietly, to see what happens.


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Religion: 1d20 + 9 ⇒ (7) + 9 = 16


Jeremiah and Lysander you think that this is a haunt. You know that such occurrences can only be destroyed by specific actions.

At this point the haunt manifests. You all see yourselves as a chandler at work, suddenly besieged by troops who break into the shop. The soldiers drag you by the throat and slam your head into a pot of boiling tallow.

Will 14 save from everyone please

Jeremiah, your action


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Lysandar feels himself being pulled into the vision and tries to fight it, focusing on the present.

Will DC 14: 1d20 + 6 ⇒ (11) + 6 = 17


Male N Human Cleric 7 | HP: 64/64 | AC: 27 (12 Tch, 26 Fl) | CMB: +7, CMD: 19 | F: +9, R: +5, W: +13 (+2 vs. fear) | Init: +1 | Perc: +14, SM +17 | Speed 20ft | Spells: 1st 6/7, 2nd 6/6, 3rd 4/5, 4th 2/3 | Madness: 9/10, Darkness: 10/10 | Active conditions: None.

Can Jeremiah know channeling positive energy could work? If so he does that

Will: 1d20 + 13 ⇒ (20) + 13 = 33

Channel Positive Energy: 4d6 ⇒ (1, 4, 4, 6) = 15 Only if Jeremiah knows it can work


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Male LN Halfling Brawler 5/Sentinel of Irori 6 | HP 98/98 | AC 23 (33 when fighting defensively) T 16 FF 18 | CMB +14, CMD 29 | F: +11, R: +11, W: +6 (+8 vs fear) +2 vs divine | Init: +7 | Perc: +17, SM: +5 | Speed 30ft | Martial Flexibility 5/5 | Knockout 1/1 (DC 17); True Strike 3/3 Inevitable Fist 11/11| Active conditions: None.

Will Save: 1d20 + 6 ⇒ (6) + 6 = 12

"Ah! My face!"


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AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

Will : 1d20 + 7 ⇒ (7) + 7 = 14

"That almost broke my me."


Jeremiah you know that positive energy can damage haunts enough to suppress them temporarily but not destroy them

With Jeremiah's burst of positive energy the haunt dissipates.

Creeden, as the haunt dissipates third degree burns erupt across your face

damage: 8d6 ⇒ (2, 1, 3, 2, 3, 3, 2, 1) = 17

What next?


Male N Human Cleric 7 | HP: 64/64 | AC: 27 (12 Tch, 26 Fl) | CMB: +7, CMD: 19 | F: +9, R: +5, W: +13 (+2 vs. fear) | Init: +1 | Perc: +14, SM +17 | Speed 20ft | Spells: 1st 6/7, 2nd 6/6, 3rd 4/5, 4th 2/3 | Madness: 9/10, Darkness: 10/10 | Active conditions: None.

"Let's be quick! I don't know how long that will last, but it should suppress it for a while! In case you ask, that was the only one I had for today."

Jeremiah then asks, "Are you hurt Creeden?"


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Not having to be told twice Lysandar hustles to the next building. Along the way he asks Jeremiah, ”How did you suppress that haunt?”

building 4?


Male N Human Cleric 7 | HP: 64/64 | AC: 27 (12 Tch, 26 Fl) | CMB: +7, CMD: 19 | F: +9, R: +5, W: +13 (+2 vs. fear) | Init: +1 | Perc: +14, SM +17 | Speed 20ft | Spells: 1st 6/7, 2nd 6/6, 3rd 4/5, 4th 2/3 | Madness: 9/10, Darkness: 10/10 | Active conditions: None.

Jeremiah moves along to the next building as well. Building 4 is ok.

"An opportune amount of positive energy might keep spirits from manifesting for a while. I just channeled some of it. Sadly I'm no expert in this skill, and I can do it only once per day. Let us hope we won't encounter any other spirit manifestation."


Male LN Halfling Brawler 5/Sentinel of Irori 6 | HP 98/98 | AC 23 (33 when fighting defensively) T 16 FF 18 | CMB +14, CMD 29 | F: +11, R: +11, W: +6 (+8 vs fear) +2 vs divine | Init: +7 | Perc: +17, SM: +5 | Speed 30ft | Martial Flexibility 5/5 | Knockout 1/1 (DC 17); True Strike 3/3 Inevitable Fist 11/11| Active conditions: None.

"Ouch, yes!"


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

"Well, that was sufficiently unpleasant. Let us move on to the next building."


Like many of the other buildings in town, this one once served as a modest homestead. The corpse of a Whispering Way cultist lies sprawled across the floor, a terrifyingly huge bite mark crossing his abdomen. The splintered remains of three skeletons lie around the corpse.


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

Eleric will search for and clue or valuables.

Percpetion: 10 + 26 = 36


Female Half-ork (Black orc) Occultist/11

Looks like the cultists and the werewolves clashed here. Clearly the latter emerged victorious...

Ortensia pondered at the situation.

I think our best course of action would be to play them against each other. Maybe have them destroy each other wholly. Then we can deal with Vrood and whoever heads the werewolves.


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

"I like that idea. I will start researching magic to help with your plan."


On the cultists' body you find the following;

Wand of command undead (6 charges)
4 doses of bloodroot poison
m/w light crossbow with 20 bolts
m/w short sword
cloak of resistance +1
ring of protection +1
thieves' tools
whispering way amulet
65gp

Where to next?


Male N Human Cleric 7 | HP: 64/64 | AC: 27 (12 Tch, 26 Fl) | CMB: +7, CMD: 19 | F: +9, R: +5, W: +13 (+2 vs. fear) | Init: +1 | Perc: +14, SM +17 | Speed 20ft | Spells: 1st 6/7, 2nd 6/6, 3rd 4/5, 4th 2/3 | Madness: 9/10, Darkness: 10/10 | Active conditions: None.

"Here, Creeden, let me treat your wounds."

Jeremiah uses his Wand of Cure Light Wounds to heal Creeden
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

"The Wand of Command Undead could prove useful. Anyone interested?

"The fight here was brutal indeed, but seems to be already over. We need to find out who won, or if it is still going on."

Building 7?


Male LN Halfling Brawler 5/Sentinel of Irori 6 | HP 98/98 | AC 23 (33 when fighting defensively) T 16 FF 18 | CMB +14, CMD 29 | F: +11, R: +11, W: +6 (+8 vs fear) +2 vs divine | Init: +7 | Perc: +17, SM: +5 | Speed 30ft | Martial Flexibility 5/5 | Knockout 1/1 (DC 17); True Strike 3/3 Inevitable Fist 11/11| Active conditions: None.

"Much thanks." Creeden says as he touches the tender spots on his face.

"Let's press on into the village. We should know the lay of the land before we try to fool our enemies."

Building 7?


AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

"I'm good to go."


Male N Human Bard 7 | HP 62/62| AC 24 T 12 FF 18 | CMB +9, CMD 16 | F: +5, R: +8, W: +6 | Init: +4 | Perc: +10 | Speed 30ft | Bardic Performance 18/22 | Channel 2/2 (DC 15)

Lysandar nods his agreement.

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