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

[ooc] that was 10 if I remember correctly. Eleric indicated 7 and 8, then 5.


You've already been to 7 so I've moved on to 8

Just off the town square, this building consists of a large, open storage area separated from a smaller storefront by a long wooden sales counter.


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

"let's see what is let here."

Eleric will start to investigate looking for dangers or valuables.

Perception : 10 + 26 = 36


As you are looking around, suddenly a ghostly figure appears of a sad, balding old man with stringy hair and tremendous bags beneath his eyes. He appears to be tying a length of rope into a noose and appears to be paying little attention to you.


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

Senn look at the religiously inclined in the group. "Either a ghost or a haunt any ideas?"


The figure continues to tie the noose.


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.

"Difficult to see how we could put this spirit to rest without knowing more about his life. Can anyone damage such spectral visions?"


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

"I have a wand? Someone should try just telling him to stop. I'm not really very persuasive part of being quiet and sneaky I guess."

Eleric will elbow Lysandar who says,

"Hey buddy, it can't be that bad. Stop and talk awhile."

Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25


Female Half-ork (Black orc) Occultist/11

Gathering the items, destroying the unholy items and sweeping the remnants under a bit of broken floorboard, Ortensia stashed them in her satchel. The scythe she slung over her shoulder, considering using it due to the wound the curate had dealt her.

1d20 + 4 ⇒ (17) + 4 = 21 Diplomatic+Aid Another

Ortensia held up her hands and waved frantically to get the figure's attention. Sir, please wait!


"You can see me! Thank the gods! In that case I ask for your help in putting the town's restless spirits to rest. 18 years ago Barstoi's forced occupation of Ardeal was coming to an end. Count Aericnien Neska's troops spent a night here. When they pulled out the following morning they repaid us for our hospitality by butchering us and putting the town to the torch.

Now a new threat has come to Feldgrau, one that threatens to rob us restless dead of our souls and spiral them towards oblivion. This peril has a name- Auren Vrood - a Whispering Way necromancer who is exhuming Feldgrau's bodies one by one and turning them into walking dead. If you are able to bring me the head of Auren Vrood I can remove his memories and expose them so you may learn his intentions.

As a sign of good faith take these. At this point Ulcris lifts up a floorboard revealing a lens of detection and 1800gp."


Female Half-ork (Black orc) Occultist/11

...Oh dear. I knew something atrocious took place here but to think. Ortensia murmured, aghast.


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.

"Vrood is truly a plague on the land. We'd be happy to remove him."


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

"Very well. It is the job we have been sent to do. Helping you in the process seems only logical."


"Thank you, Vrood is in the tower in the centre of the village (area G)."


On to area 5?


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.

Sounds good!


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

Works for me.


Large, soot-blackened copper vats line the back wall of this broad, open room. A cage like wooden rack built into the adjacent wall holds numerous bolts of cloth, their colours now faded and spotted with mould. A wide open-faced hearth takes up most of the opposite side of the room; next to it is a long bench covered with hardened cakes of various coloured dyes, powders and salts.


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

Eleric will do what he does, look for traps and treasure.

Perception: 10 + 26 = 36

"Let me make sure that it is clear."


You find, hidden in some bales of cloth 2 silver daggers, a potion of cure moderate wounds and 250gp

6 or 12 next closest - which one are you heading to?


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

12 let's get it out of the way.


This decrepit hovel lies on the edge of town, near the town's overgrown graveyard. The door is closed.


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

Eleric will do what he does, look for traps and treasure.

Perception: 10 + 26 = 36


Eleric, you hear the sound of bones clinking and what sounds like fire crackling from within the hut.


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

"Fire and possible skeletons in the hut let's move forward."

As soon as the group is ready Eleric will try to spring the door to allow them to rush in.


So initiative order is:

Block 1: Eleric and Creeden

Block 2: Bloody skeletons

Block 3: Ortensia and Jeremiah

Block 4: Skeletal champions

Block 5: Lysander

So Block 1 your actions


As you touch the door it bursts open and 12 skeletons burst out. 8 of them are bloody skeletons, 4 of them are skeletal champions.

Map updated- using map 1

Eleric initiative: 1d20 + 7 ⇒ (18) + 7 = 25

Creeden initiative: 1d20 + 5 ⇒ (19) + 5 = 24

Ortensia initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Jeremiah initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Lysander initiative: 1d20 + 4 ⇒ (2) + 4 = 6

bloody skeleton initiative: 1d20 + 6 ⇒ (17) + 6 = 23

skeletal champion: 1d20 + 5 ⇒ (7) + 5 = 12


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.

Creeden is in his element, "Fall, abomination!"

He moves into the fray and attacks one of the bloody skeletons.
unarmed strike: 1d20 + 12 ⇒ (6) + 12 = 18 for m/b: 1d6 + 7 ⇒ (4) + 7 = 11

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


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

Eleric will activate his vestment and cast fireball mixing his blood into the material components. DC 21 REF. I don't know the scale but I think he should be able to hit everything in the room.

Damage: 7d6 + 7 ⇒ (6, 5, 3, 3, 3, 5, 5) + 7 = 37


Creeden's punch smashes one of the bloody skeletons into bone splinters.

reflex save (bloody skeletons): 1d20 + 2 ⇒ (4) + 2 = 6

reflex save (skeletal champions): 1d20 + 1 ⇒ (10) + 1 = 11


With Eleric's fireball the skeletons inside the hut and the hut itself are consumed in fire.

Where next?


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

Eleric will still scam the area for magic items as they tend to be very hard to damage. If there are non in the area he will continue on.

"Sorry I over did it in there. It I'm usually a bit more subtle."

Over to 6.


Rows of shelves in this shop hold a large collection of glass bottles, jars and vases. The rear of the shop contains a large cast-iron furnace, a pile of logs, a few iron casks filled with sand, and an empty water trough. Wooden racks hold metal tongs and tubes, and an array of tools and small vials of liquids sit atop a nearby workbench. From upstairs you can hear the sounds of looting.


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.

Creeden will cover the base of the stairs while Eleric checks out the room, a finger to his lips.


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

Eleric will send jaboa up the stairs to report on what is up there.

Perception: 10 + 24 = 34
Stealth with vanish: 1d20 + 31 ⇒ (20) + 31 = 51


Jaboa flies upstairs and sees 2 cultists and 8 burning skeletons.


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

Eleric has Jaboa come back and report to the group.

"Let's move forward ready for an attack."


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.

"I'm ready."

Creeden prepares himself to rush upstairs.


Map updated - slide 4

Creeden initiative: 1d20 + 10 ⇒ (19) + 10 = 29

Eleric initiative: 1d20 + 7 ⇒ (8) + 7 = 15

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

Jeremiah initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Lysander initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Cultist initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Burning skeleton initiative: 1d20 + 6 ⇒ (10) + 6 = 16


Initiative order:

Block 1: Creeden

Block 2; Burning skeleton

Block 3: Eleric, Ortensia, Lysander and Jeremiah

Block 4; Cultists

So Creeden, over to you.


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.

Creeden charges in and attacks one of the skeletons.

Attacking defensively, charging
unarmed strike: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 for m/b: 1d6 + 7 ⇒ (3) + 7 = 10

Due to charge: AC 29 v melee, 25 v ranged. (If an attack misses me by 4 or less, AC goes down to 25.) (Crane Wing)


Creeden hits the skeleton destroying it. It explodes in a burst of flame.

damage: 1d6 ⇒ 6 Reflex 11 for half

The burning skeletons move forwards, 1 attacking Ortensia, 1 on Eleric,1 on Lysander and 2 on Creeden.

scimitar on Ortensia: 1d20 + 0 ⇒ (15) + 0 = 15

damage: 1d6 + 1d6 ⇒ (1) + (6) = 7

Scimitar on Eleric: 1d20 + 0 ⇒ (3) + 0 = 3

damage: 1d6 + 1d6 ⇒ (2) + (6) = 8

Scimitar on Lysander: 1d20 + 0 ⇒ (1) + 0 = 1

damage: 1d6 + 1d6 ⇒ (1) + (4) = 5

Scimitar on Creeden: 1d20 + 0 ⇒ (12) + 0 = 12

damage: 1d6 + 1d6 ⇒ (4) + (5) = 9

Scimitar on Creeden: 1d20 + 0 ⇒ (16) + 0 = 16

damage: 1d6 + 1d6 ⇒ (3) + (5) = 8

On to block 3


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

Eleric will provoke an aoo to hope behind the counter and use aqueous orb. I will need two Ref 21 saves each for the front 4 skeletons.

Grand Lodge

Lysandar will inspire courage +2 to attack and damage, and +2 morale against charm nd fear.

Jeremiah will bless the group +1 to attacks that stacks with above.


The skeletons are all hit by the aqueous orb.

Ortensia, what are you doing?


Scimitar on Eleric: 1d20 + 0 ⇒ (2) + 0 = 2

damage: 1d6 + 1d6 ⇒ (2) + (4) = 6

Scimitar on Eleric: 1d20 + 0 ⇒ (19) + 0 = 19

damage: 1d6 + 1d6 ⇒ (2) + (3) = 5

reflex save: 1d20 + 2 ⇒ (12) + 2 = 14

reflex save: 1d20 + 2 ⇒ (14) + 2 = 16


reflex save: 1d20 + 2 ⇒ (10) + 2 = 12

reflex save: 1d20 + 2 ⇒ (9) + 2 = 11


Female Half-ork (Black orc) Occultist/11

1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24Attk
1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27Confirm
2d10 + 3 ⇒ (10, 7) + 3 = 20Dmg

Ortensia stormed up the stairs and waded into the midst of melee, winding her flail overhead to build momentum before descending upon the nearest cultist as they were the primary threat directing the burning bones.


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

All 4 of the skeletons are trapped inside the aqueous orb. Eleric brings one in range or Ortensia so she can attack that one but be attacke buy the other three.


Ortensia's blow smashing into one of the skeletons, destroying it.

Anyone else?

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