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

Eleric will use the sphere to keep the four skeleton trapped.

Then hit one of the others three by Creeden with a burst of radiance.

Ref 20 vs Blindness
Duration: 1d4 ⇒ 4
Damage: 7d4 + 7 ⇒ (1, 1, 3, 3, 2, 2, 2) + 7 = 21

Grand Lodge

Lysandar attacks one of the entangled skeletons in the water.

Attack Lysandar: 1d20 + 13 ⇒ (4) + 13 = 171d8 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14


reflex: 1d20 + 1 ⇒ (8) + 1 = 9

reflex: 1d20 + 1 ⇒ (13) + 1 = 14


reflex: 1d20 + 1 ⇒ (11) + 1 = 12

reflex: 1d20 + 1d6d1d20 + 1 ⇒ (8) + (17, 14) + 1 = 40


critical confirm: 1d20 + 7 ⇒ (12) + 7 = 19

damage: 1d8 ⇒ 8


Don't know what happened with the dice roller there.

The three skeletons crumble to dust under the effect of Eleric's spell.

Lysander pierces the body of the other skeleton, also destroying it.

The cultists fire their crossbows at Eleric,reasoning that he is a powerful spellcaster.

Crossbow: 1d20 + 7 ⇒ (6) + 7 = 13

damage: 1d8 ⇒ 4

Crossbow: 1d20 + 7 ⇒ (12) + 7 = 19

damage: 1d8 ⇒ 3


Back to Creeden


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

"Ouch! You're next."


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 walks up to one of the cultists and attacks.

Attacking defensively, inspire courage, bless
unarmed strike: 1d20 + 12 + 2 + 1 ⇒ (19) + 12 + 2 + 1 = 34 for m/b: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

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


Creeden deals a mighty blow to one of the cultists.

I'm assuming the skeletons in the orb can't do anything so 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

You they can try to roll the ref saves again.


reflex save: 1d20 + 2 ⇒ (16) + 2 = 18

reflex save: 1d20 + 2 ⇒ (11) + 2 = 13

reflex save: 1d20 + 2 ⇒ (7) + 2 = 9


The skeletons remain trapped in the aqueous orb

Eleric and Ortensia, your actions.


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

Eleric looks at the cultist that hit him and says, "Let's see how you like this."

blindness/deafness (DC 19 Fort)


Fort save: 1d20 + 4 ⇒ (9) + 4 = 13


The cultist screams as his vision clouds over.

Ortensia, what are you doing?

Grand Lodge

Lysandar attacks one of the entangled skeletons in the water.

Attack Lysandar: 1d20 + 13 ⇒ (13) + 13 = 261d8 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18


Lysander, destroys one of the skeletons.


Ortensia attempts to hit another skeleton.

Heavy mace: 1d20 + 7 ⇒ (6) + 7 = 13

damage: 1d8 + 2 ⇒ (2) + 2 = 4

One of the cultists remains where he is, one tries to attack Creeden.

Short sword: 1d20 + 7 ⇒ (2) + 7 = 9

damage: 1d6 ⇒ 6

dice=50% mischance]1d100[/dice]


50% mischance: 1d100 ⇒ 40


Ortensia hits the skeleton but doesn't quite destroy it.

The cultist hits Creeden.

Back to block 1


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

Touch Snowball: 1d20 + 6 ⇒ (11) + 6 = 177d6 + 7 ⇒ (5, 6, 2, 6, 4, 6, 4) + 7 = 40

Eleric will snowball the blind cultist (flatfooted touch AC).

DC 18 fort or be staggered.


The snowball flies straight into the cultist and there is a horrendous crack as her neck breaks.

Creeden, your action


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 takes a series of swings at the remaining cultist.

Attacking defensively, inspire courage, bless[/dice]
flurry 1: 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18 for m/b: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10
flurry 2: 1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33 for m/b: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10
flurry 3: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27 for m/b: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

flurry 2: Confirm?: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28 for m/b: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

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


Creeden's blows repeatedly hit the cultist until he is dead, a bloody pulp of his former self,

As the last cultist falls the remaining skeletons also crumble to dust.

Loot: 6 vials of acid
2 wands of command undead (6 charges each)
2 m/w light crossbows with 20 bolts
2 m/w short swords
2 cloak of resistances +1
2 rings of protection +1
2 sets of thieves tools
130gp

Where next?


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.

"This town is a pit of villainy. Who knows what all of these cultists would get up to if we didn't stop them?"


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

"You are correct. I don't think there is another option but to bring them down. Let's go there, there and there."

Eleric points to 13, 14, g.


Area 13

In the shadow of a crumbling tower lies a barren swath of muddy red earth that likely once served as the town square. A large trench has been excavated in the centre of the square, and a confusing jumble of half-unearthed bones jut from its churned earth.


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

Eleric will cast detect magic before looking around from as safe a distance as he can maintain.

Uneasily he shutters, "This place gives me a bad feeling. Let me make sure it is safe."

Perception: 1d20 + 21 ⇒ (14) + 21 = 35


You spot that behind the ranks of skeletons there are two Whispering Way curates, trying to hide.

Grand Lodge

Jeremiah taps Lysander with guidance and Lysander addresses the hiding cultist.

"Come out. Don't make any sudden moves. You see the folks I travel with are very dangerous but they can some times be merciful. Let's talk."

Diplomacy: 1d20 + 14 ⇒ (1) + 14 = 15


"What are you doing here?"

Grand Lodge

Lysander responds frankly, "Putting an end to your cult. So, you can give up and leave or meet your end, there are not a lot of options."


Can Lysander make an Intimidate roll?

Grand Lodge

Intimidate: 1d20 + 3 ⇒ (11) + 3 = 14


imitate resist: 1d20 + 7 ⇒ (1) + 7 = 8


"Ok, we're cool, we're cool stammers the curates and they head off out of Feldgrau. The skeletons crumble into a pile of bones."

Does anyone want to stop them leaving?


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

Everyone I'm running is ok with them leaving.


You head on to to the next area (14).

Just northeast of the town square, a squat stone building stands adjacent to a ruined tower, its windows shuttered and its doors hanging open. Dimly lit by torches, looking through the window, you can see that the building has been gutted. All that remains within are several stacks of wooden crates and a large stone vase.


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

Eleric looks for more people hiding or anything of value.

Perception : 1d20 + 26 ⇒ (19) + 26 = 45


In the shadows you can see ragged clothed undead creatures. They do not appear to have seen you

Knowledge religion checks


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

Religion: 1d20 + 14 ⇒ (11) + 14 = 25


Eleric you recognise that the creatures are wights. One seems to be slightly stronger and tougher than the others. You know that wights can do energy drain that drains 1 level and anyone killed by a wight becomes a wight spawn.


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

Gm how many are there?

"These are very deadly creatures that drain the life from you. It is best to to get hit."


There are 5 creatures in the building

Can you make a stealth check please?


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

Eleric Stealth: 1d20 + 1 ⇒ (4) + 1 = 5
Lysander Stealth : 1d20 + 7 ⇒ (10) + 7 = 17
Jeremiah Stealth : 1d20 + 1 ⇒ (2) + 1 = 3


As you look around Eleric and Jeremiah both stumble, making a lot of noise and you start to hear movement towards the door of the building.


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

Eleric ready a burst of radiance for when the creatures come through the door.


Is anyone else readying?

Grand Lodge

L will ready to start a song and J will ready a bone shaker.

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