Carrion Crown: Forked Path

Game Master gabboge

The path has forked and one group will follow their path and we will follow ours. Fate conspires against the enemies of the living.


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Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Doon grabs the protesting Ark, cutting off any other things he may have wanted to say.

"Not now, seems like we have a long way and alot of things to discuss...."

Leaving the scene of the recent carnage and hoping to run across some friendly patrols to report what happened, Doon will bring his new friend, Arkivolld Bristlekipp to do what adventurers like them do after surving such an ordeal.

Binge Drinking.

Here I hope that this sorts of end things for our arc.


Both Ark and Doon read the letter. As they do both get the feeling that they are not exactly themselves, like they are watching themselves act out things they would do, like the moment has turned into a memory you are entranced by, or are dreaming about. The details get fuzzy about what happens next, like when you wake from a dream and the details slowly slip away until all you are left with are memories of memories.

The merchant gave a warning. What did he say again? Something about an old alchemist... The rest of the memory is ripped away, torn from your mind. Leaving only a groggy awareness as you slowly wake up.

--------

In the north Nagual experienced the same sensation, while trekking through the unforgiving landscape. Monty and Belor, as they readied their horse and one of the orcs came to give them, a gift. What it was was lost to their minds. Izorshi and Gerald both experienced the same feeling as they camped for the night and raven was spouting off something about a shadowy group known in the area.

All of them realizing that they were just remembering, but the memories had began to fail, or had burned, or had been stolen. Each felt the loss, a great sense that something important had been forgotten.

Each woke up with a blinding headache. Each wore cloths they didn't recognize. A dark blue cloak, draped over the outfit they did.

Chapter 1: Out of sight-

perception Nagual: 1d20 + 2 ⇒ (4) + 2 = 6
perception Belor: 1d20 + 0 ⇒ (8) + 0 = 8
perception Monty: 1d20 + 3 ⇒ (12) + 3 = 15
perception Gerald: 1d20 + 4 ⇒ (15) + 4 = 19
perception Izorshi: 1d20 + 3 ⇒ (11) + 3 = 14
perception Doon: 1d20 + 6 ⇒ (12) + 6 = 18
perception Ark: 1d20 + 1 ⇒ (13) + 1 = 14

Nagual and Belor wake up with blinding headaches and ringing in their ears, they can feel that they are shoulder to shoulder with others, and that they are groaning just like them. Their vision is slowly coming back but everything just looks like a damn blur right now and the world has a spin to it.

Izorshi/Ark:
Izorshi and Ark see their new cloaks and can make out the shapes around them as being other people with similar cloaks. They can perceive that they are cramped into an inclosed area. The world is spinning slightly but also they notice it's rumbling.

Izorshi:
Your perceptions stretch out past your failing eyes and mind. Your thirst tells you much. There are 8 people around you huddled together, facing each other in two straight rows of 4.

Monty/Gerald/Doon:
Monty, Gerald and Doon manage to gain control of their senses enough to see through the blinding headache. They notice not only the strange arrangement of people and the rumble but also that they are sitting on wooden benches and that the sides and roof are made of canvas. Outside they can hear the round of rain and scared horses.


Female Dhampir (Dayborn) Cleric 2

*Gurgle*

Izorshi opened her eyes, then shut them again. Her head was spinning too quickly to think. What happened?
Gradually, her head started to clear. Izorshi made a few more futile attempts to discern who was standing in front of her.
What just happened? How did I get here? There was a lantern, and then I was attacked, and then a wizard ran in, and then...something. And what was it the vampire referred to? The Whispering Way?

Finally, Izorshi managed to open her mouth:
"Who...who's there? Where...?"


male Human (Shoanti) 2nd level Fighter(Lore Warden)HP 16/19| AC 17 T 13 FF 14 | CMD 17 | F+4 R+3 W+0 | Init +5 | Perc +0 | SM -1

"Belor Spearbreaker at your service, Miss umm sorry I forget your name, I seem to be missing some time." Belor starts muttering under his breath.

"By Dawn's Light, I haven't felt this bad since I went drinking with those tripplet priestess of Cayden Cailean, Calistria, and Shelyn who had just inheirtented their father's collection of rare texts including a printing of the holy text of Arshea... well at least this time I'm waking up with my pants on.... My pants are on right?... I'm speaking out loud aren't I?"


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

"You're wearin' somethin', brother," Ark groaned in return, "But can't say I know what. Rovagug hisself seems to have taken up residence in my skull -- whatever tavern we ended up at after getting away from those zombies, remind me never to go back."

The gnome squinted at Belor in the dim light. "But hold up a tick -- Belor, you say? That wasn't your name yesterday, was it? Are you even the same dwarf as yesterday?"

The gnome closed his eyes and slumped against the elbow next to him, trying to get his bearings. What in Shelyn's good name happened? Am I being hauled off by the constable and can't even remember what I did? 'Twould be a shame. Lessee -- do I still have my armor? sword? Where's that wolf? Always slinking off somewhere when the law shows up, he is; I'll need to have a talk with him.


Female Dhampir (Dayborn) Cleric 2

"I...um..."
The surrounding group became clearer,
yet the situation did not.
"Forgive me, the Lady of Graves seems to have taken my memories of you. I am not sure if we have met."
Or how I got here.

Turning around slowly, Izorshi sighed in relief when she saw a familiar face. The wizard who broke the lantern.
"Except you...I remember you from yesterday. Or, was it earlier? How long was I unconscious for?"

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

He sits up ignoring the pounding in his temple.
Taking stock of himself, he finds his weapons and equipment if tehy are still around him.
Ark is familar, the rest is not.

He delves deep into a meditative state, taking stock of what's happening.
Dice roller spam! Testing out a level 2 updated Investigator.
Knowledge (Local), with Inspiration, Is this place familar or something? 1d20 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11
Knowledge (Engineering), with Inspiration, what's the structure of the building like? 1d20 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14
Knowledge (Religion), with Inspiration, Any religious meaning or symbols? 1d20 + 6 + 1d6 ⇒ (18) + 6 + (5) = 29
Appraise, Any valuebles around? 1d20 + 2 ⇒ (16) + 2 = 18
Intelligence Check, just in case I can't figure out but Doon can. :) 1d20 + 2 ⇒ (5) + 2 = 7

Seeing as the rest are also coming too and in a similar state of confusion, Doon decides to just run his mind through all possibilites.


Female Dhampir (Dayborn) Cleric 2

As her surroundings became clear, Izorshi got a feeling that she wasn't the only one who was completely unaware of the situation.
"Did...did everyone here just feel like they lost some memories? Does anyone know how we got here?"
Knowledge (local): 1d20 + 6 ⇒ (2) + 6 = 8


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

"Milady, I can assure you I've no clue where we are, but it seems we might expect trouble -- I usually come to with my head in my hands, not my sword." Ark replied, indicating his drawn scimitar. "I kin only guess that means we came together by some friendly means."

Peering around at the others, Ark caught sight of Doon, "Ah, there 'e is! Doon, I'm hopin' you can tell us how we got here, and--ha--where 'here' is?"


Male Human HP 10/14

This is most illogical. We should get up

Monty tries getting up and to walk towards the sounds of the horses


Female Dhampir (Dayborn) Cleric 2

Izorshi tried to follow Monty.
Wherever he is going, he cannot be more confused than I am!


Male Human Witch (Scarred Witch Doctor) 2

"Grahhhh..... mmmmmm.... Pain builds strength" Nagual shakes his head to clear the cobwebs, but the dizziness that follows stops his actions.

"None of you look like you have come from the cold" Who are they and where am I? Best keep my cards close to the chest for the time being.. Turning to get the cut of his companions jib Nagual exclaims "I need a drink... Who's in? Firewine?"


The others groan and shuffle about finding their surroundings tiny. The room they are in is about 8'x4'. Monty pushes through the crowd to the sound of horses.

Pushing the canvas aside he can see the horses running in front of him. Except they are running in place... And the world around them is moving backwards.

The realization finally catches up to him that the horses are indeed moving and they are in the back of a covered wagon. Speeding along a switchback at night with rain thundering down all around him. The night has an inky blackness and the way is only lit by a bright lantern hanging from the front of the wagon.

Perception Monty: 1d20 + 3 ⇒ (15) + 3 = 18

Monty spots the driver, slumped into his seat, motionless. A dagger planted neatly between his neck and clavicle.

The Eight others still in the back start to feel a lurching in the stomachs as the horses round a corner and gravity, for those inside, unexpectedly shifts to the side.


Female Dhampir (Dayborn) Cleric 2

perception: 1d20 + 3 ⇒ (12) + 3 = 15
"Wha-what do you see?"
Izorshi looked towards the strange cleric in front of her, and prepared herself for the worst.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

sounds like Ark is at the rear of the "room" / wagon, but at such point as I can hear horses, or see them through the open flap, or Monty says something of them:

"Horses? 'm good with horses -- Excuse me. Pardon me. So sorry."

The gnome sheathes his sword, shucks off his shield, and woozily attempts to wend his way around, through, over the larger folk to the front bench.

acrobatics: 1d20 - 3 ⇒ (15) - 3 = 12

if not totally obstructed or pre-empted by somebody closer:

On reaching the bench, Ark glances quickly around for any sign of danger while grabbing for the reins, cooing to the horses, and attempting to bring them to a halt.

"Whoa there, m'pretties. Come on, settle now, there's a good girl."
perception: 1d20 + 1 ⇒ (1) + 1 = 2

handle animal: 1d20 + 7 ⇒ (4) + 7 = 11


I find this to be a funny turn of events. No obstructions.

Ark see the driver sitting silently, not noticing the dagger or lack of color in his complexion. In fact, with the cart banging around the man almost seems still in motion, still gripping the reigns tightly with an 'almost' rigor mortis grip.

The horses have a hard time hearing you. They are spooked and the lazy driver is doing nothing about it. What spooked them this bad is hard to tell.


Female Dhampir (Dayborn) Cleric 2

Did Izorshi notice that the driver is dead with her perception check above?

assuming the driver is visibly dead:
"Great Lady of Graves, what has happened here?"
Izorshi hustled forwards and examined the body. Carefully, she removed the dagger from his neck, and focused as she examined it for malicious magical energy Detect Magic. So I have no idea where I am or where I was going, and whoever was taking me there is dead! Was it one of the other passengers here who killed him?
Izorshi quickly turned her back to the deceased driver, and faced Monty and Ark. If one of them was the killer, she didn't want to be attacked from behind.


The magic is still thick and palpable around them, hanging like an acidic fog, concentrated around their heads, slowly evaporating. Gerald has a ting of dark magic around him but that may just be left over from the foul lantern. Others in the wagon have smaller assorted items that light up. Nothing of the magnitude that effected all of them.

The driver hasn't been dead long. In fact his blood may still be drinkable.


Female Dhampir (Dayborn) Cleric 2

Izorshi pocketed the knife for later.
"Whoever has slain our driver did so recently. Either the killer just ran away, or is here now."
sense motive on Monty: 1d20 + 3 ⇒ (5) + 3 = 8
sense motive on Naguel: 1d20 + 3 ⇒ (5) + 3 = 8
sense motive on Belor: 1d20 + 3 ⇒ (9) + 3 = 12
sense motive on The other person: 1d20 + 3 ⇒ (13) + 3 = 16
sense motive on Ark: 1d20 + 3 ⇒ (7) + 3 = 10
sense motive on Doon: 1d20 + 3 ⇒ (7) + 3 = 10
sense motive on Gerald: 1d20 + 3 ⇒ (7) + 3 = 10

"Also, it appears most of us were incapacitated and brought here by magic."
What does not make sense is why the killer left us alone, despite everyone here being unconscious. Maybe the killer is here and was struck by the strange magical effect as well?


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Gerald was -of course- the last to regain his senses. But in his defense, the second he came to he understood that he was sitting in a carriage and being driven somewhere. This realization immediately shook him out of his drowsiness.
"...incapacitated and brought here by magic.", he heard a familiar voice next to him, a woman's, and turned to see who it was.
It was the vampire lady he'd so recently met, currently in the process of putting a bloodied knife in her pockets.

Pale by nature, his face drew even whiter when he heard her say this.
"Buy why? I swear I didn't mean you any harm! I only meant to help! Save you from that... You didn't have t... Please! Don't..."
His hands reached for his neck, obviously feeling for bite marks, his eyes full of terror.
"Wait. Please tell me you didn't... I'm not..."


Female Dhampir (Dayborn) Cleric 2

Izorshi sighed in relief. A familiar voice! Well, sort of familiar, at least.
"Be calm." Although, as she spoke, her voice trembled. Great Pharasma, calmness is easy when a killer is nearby. She made her way over to where Gerald was sitting, and lowered her voice to a whisper.
"You are the last to wake. It seems we are in a horse-drawn carriage...the Lady of Graves has not revealed how anyone got here, the others all last remember being somewhere else. I do not recall ever meeting anyone in this carriage but you...perhaps you do?"

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Perception 1d20 + 5 ⇒ (5) + 5 = 10
Handle Animal 1d20 - 1 ⇒ (17) - 1 = 16

Seeing Ark stuggling with the reins, Doon leans forward and grabs the reins as well pulling hard, attempting to slow them down and regain a semblance of control.

Grumbling at the two intent on having some kind of debate on a rocking wagon. Ignoring a bloody knife, dead driver and other possible occupants, after all the wagon was being driven by an over enthustatic Ark.....

"Focus People. Runaway Wagon?"


Male Elf Wizard 2
Stats:
HP 11/11, AC 13, T 13, FF 10, Fort +1, Ref +2, Will +3, CMD 11, Init +6, Darkvision

Lethander looked at the rest of the people in the carriage and recognizing none of the others, said so.
"No, I don't think so... Last I remember, I was with y... Runaway?"
He pushed himself to his feet and looked to the front, where he saw two small figures wrestling to gain control of the horses. No much room for him there, he decided to try the other direction.
"Running from what?", he asked, moving to raise the canvas that covered the rear.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

lol Wrong character post. Get back into WoTR!!!


Male Human Witch (Scarred Witch Doctor) 2

"Running away? Or running too? Where the devil is this contraption taking us?" And can this contraption keep up with the this pace?

"Gnome, you seem to know something about horses, can you slow this damned thing down?"

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

Better safe than sorry... Casts Mage Armor on self.


IZorshi's eyes see a bright flash of light from directly above as if she can see deep into the night, it glows with an toxic green. This is not part of her normal sense, this is from the spell she cast to detect magic.

spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9

She can see the foul necromancy, but cannot discern what exactly is is going or how far away it is.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

*sigh* Can't edit anything older than a minute or two here...
Really, really sorry for the bad post :(
Blame the pain medication for that.
Is there like a moderator or something to fix crap like that? Can a GM do it?
Well, most of the contents still apply, I guess.


Female Dhampir (Dayborn) Cleric 2

It still makes sense, if you just change the name.
Trying desperately to remain calm, Izorshi answered the wizard's query.
"Oh, it appears the driver of the carriage was murdered. Stabbed in the neck with a knife. Recently. Though Pharasma has claimed him in death, she has not revealed his kille--wait."
She looked up, pointing, towards the source of the necromantic aura.
"There is something unsettling over there. I believe it is a necromancy effect. Can either of you mages properly discern what it is?"
Izorshi clutched her holy symbol birthmark, bracing for an attack. Great Lady of Graves, protect us.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

"Murder? Necromancy? What foul things are...", Gerald cursed examining the direction Izorshi was pointing in.

Casting Detect Magic
Spellcraft: 1d20 + 10 ⇒ (15) + 10 = 25


Male Human Witch (Scarred Witch Doctor) 2

Casting Detect Magic
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Sorry Gerald. I meant it in jest. The post is fine, we just need to replace the name and we know who it is.

Handle Animal 1d20 - 1 ⇒ (10) - 1 = 9

Doon grumbles in Dwarven as he struggles with the reins and attempts to at least stop the wagon or slow it down before it flies apart on them.

"Durn thing about to fall apart and they want to look at the durned sky.....Ark coe one here help me...."


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Ark looks up, startled, at Izorshi's statement, noticing the state of the driver bouncing along on the bench next to him for the first time before Doon's urging brings him back to the task at hand and he resumes hauling at the reins.

"Murder? Who? What? ...Why, this man's dead! --Sorry, sorry, whoa there, slow up!"

what's the road look like? are we in imminent danger of tipping this thing?

intelligence check: 1d20 + 1 ⇒ (7) + 1 = 8

handle animal: 1d20 + 7 ⇒ (8) + 7 = 15

Such frustrating creatures, horses -- this is why I try to have as little to do with them as possible! Never known reason to work on 'em before, arrogant fools, but desperate times...

concentration check to cast speak with animals: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

The gnome begins whinnying and sputtering, trying to cast his voice over the clatter of hooves and wagon.

Horse::

"Fine, majestic, brave brothers! Such bold specimens of horsedom! Prithee slow and tell us what has troubled you so--you are with friends who can help!" ...at least, so I would hope.

diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

I can't help it. Wht does the Horse say???

"Ark? Nice of you to he-...what? Since when do you speak horse?" A rather surprised Dwarf asks his erstwhile gnome friend.


Male Human HP 10/14

Looking at the magic being done Monty tries to understand it.

Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18

We need to stop this thing and figure out what is going on here


Female Dhampir (Dayborn) Cleric 2

"Wh-what do you see?"


The horses nay loudly.

Ark:
Ark could understand what the animals said but like most animals when it came to a stressful situation their own thoughts tended to fall by the wayside."What happening? Where are I? OW OW Ow, my leg! So hungry!

Monty and Gerald could see the spell but a half second after the thought connected it was already too late.

Monty and Geral:
Summon Undead III & Quickened Summon Undead II

Objects start slamming into the canvas, hard to make out a number. Perhaps 6 or 8. A lightning flash sends a glow around the canvas, lighting up inhuman silhouettes.

One large figure slammed into the front bench.

Nagual Reflex: 1d20 + 3 ⇒ (11) + 3 = 14
Ark Reflex: 1d20 ⇒ 10
Monty Reflex: 1d20 + 1 ⇒ (8) + 1 = 9

Nagual's natural hunting reflexes take over. He shifts back, watching as the creature falling from the sky slams into the bench sending the corpse of the driver off the edge, and catching Ark and Monty in the splintery mess.

Damage to Ark, Monty and Nagual: 2d6 ⇒ (2, 5) = 7

Note: the creature also receive this. It's falling damage. Nagual you succeeded so you only take half.

The creature peers out from the twisted crater where the driving bench used to be, now a pile of twisted wood and splinters. It's body looks rotten,discolored and falling off in many places. The flesh looks like a corpse found in a river where the skin adsorbs too much water and turns spongy, but the body is also covered in coral, wrapping around it like armor. The creature opens its mouth to roar bot nothing but water spills out.

attacks: 1d20 + 1 ⇒ (17) + 1 = 18
attacks: 1d20 + 1 ⇒ (7) + 1 = 8
attacks: 1d20 + 1 ⇒ (2) + 1 = 3
attacks: 1d20 + 1 ⇒ (5) + 1 = 6
attacks: 1d20 + 1 ⇒ (18) + 1 = 19
attacks: 1d20 + 1 ⇒ (16) + 1 = 17
attacks: 1d20 + 1 ⇒ (4) + 1 = 5

Fleshless arms rake in, attacking from the canvas.

???? damage: 1d6 + 1 ⇒ (5) + 1 = 6
Gerald damage: 1d6 + 1 ⇒ (3) + 1 = 4
Doon damage: 1d6 + 1 ⇒ (2) + 1 = 3

The undead omoniously make no sound but the flapping of great wings can be wear now above the wagon.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Knowledge (Religion), with inspiration 1d20 + 6 + 1d6 ⇒ (7) + 6 + (1) = 14
Knowledge (Arcana), with inspiration 1d20 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14
Knowledge (Planes), with inspiration 1d20 + 6 + 1d6 ⇒ (17) + 6 + (4) = 27
Perception, Anything else going to fall out? 1d20 + 7 ⇒ (5) + 7 = 12
Acrobatics, Maintain balance? 1d20 + 6 ⇒ (3) + 6 = 9
Initative 1d20 + 5 ⇒ (1) + 5 = 6

"What in the blazes is that?" Doon yells out as he bring out his hammer and crouches low to account for the wagon's movement.

His eyes look widly above and at the creature at the driver's seat and contemplates kicking it off the wagon.


Male Human Witch (Scarred Witch Doctor) 2

"Ughhblahhgh - It looks like my head feels!!" Nagual loads his crossbow to fire at the ... the ... whatever while keeping his eyes open for whatever is flapping!

initiative: 1d20 + 4 ⇒ (19) + 4 = 23


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

"By all that's...", Gerald managed to exclaim before diving down on the wooden floor.
Defense. Defense first. Can't cast spells if I'm dead. Need to defend myself!
He cast uttered some arcane words and was suddenly surrounded by a shimmering force field.

Casting Mage Armor
AC is now 15
HP 7/11
Knowledge Religion to identify what's attacking us (and how to beat it): 1d20 + 9 ⇒ (19) + 9 = 28
Initiative: 1d20 + 9 ⇒ (11) + 9 = 20


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

so there's the watery big-nasty on the driving bench with me & Doon, and some number of other critters who are attacking through the canvas, right?

perception - does anything look more threatening than what's right in front of me?: 1d20 + 1 ⇒ (16) + 1 = 17

Urk, well. Did not see *that* coming when I promised to help the horses. Now or never, though -- can't imagine any good coming of this...whatever it is.

"Doon, I hope this is your nightmare, and will ask you kindly to wake up!"

Momentarily rocked back by the impact, Ark draws his scimitar, leveling the tip at the corpse-thing before lunging at it with a two-handed slice,

power attack, two-handed, cav. challenge: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 3 + 3 + 2 ⇒ (2) + 3 + 3 + 2 = 10

HP = 11/18, AC = 16 (left shield at far end of wagon), AC = 14 against anything but the drowned thing.


Female Dhampir (Dayborn) Cleric 2

"Urgathoan spawn, my goddess has a message for yours!"
Still not entirely sure of what was going on, Izorshi allowed positive energy to flow out of her symbolic birthmark:
Channel Energy damage, DC 13 will for half: 1d6 ⇒ 3
Looking around at her apparent allies, she called out
"Can any of you tell where they came from!?"


male Human (Shoanti) 2nd level Fighter(Lore Warden)HP 16/19| AC 17 T 13 FF 14 | CMD 17 | F+4 R+3 W+0 | Init +5 | Perc +0 | SM -1

Knowlege Religion Check: 1d20 + 7 ⇒ (10) + 7 = 17
Knowlege Geography Check: 1d20 + 6 ⇒ (9) + 6 = 15
Knowlege Local Check: 1d20 + 6 ⇒ (4) + 6 = 10

Belor tries to figure out what the creature attacking them is and where they are. Since he has his weapon in his hand he takes a swing at the creature on the bench because he can see it clearly.

"Until we figure it all lets go with bad thing from the bad place and it doesn't like us so lets hurt it until it stops moving!"

attack with glaive: 1d20 + 5 ⇒ (11) + 5 = 16 for damage: 1d10 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

"An obvious statement. Take this one out. One thing at a time. This one is on the 1st list."
Doon replies as he swings his hammer at the creature along with the obvious warrior.

Warhammer swing 1d20 + 2 ⇒ (15) + 2 = 171d8 + 2 ⇒ (8) + 2 = 10


Male Human HP 10/14

Monty shakes off the attack wincing lightly, but trying hard to hide the fact that it hurts very much.

Trying to bring all his knowledge to himself at once to understand how to attack, Monty takes a step back and pulls his morning star. Taking a full defensive position.

+4 to AC giving 22 to AC

know religion: 1d20 + 6 ⇒ (7) + 6 = 13
know arcana: 1d20 + 6 ⇒ (7) + 6 = 13
know history: 1d20 + 6 ⇒ (3) + 6 = 9


Male Human Witch (Scarred Witch Doctor) 2

Nagual will ready an action to fire his crossbow at whatever is flapping about.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7, Damage: 1d8 ⇒ 2


Ark Drive his blade deep into the undead's chest, getting between two sections of coral. From there he is able to bring the blade out cutting up and to the right, exiting the right shoulder. From inside the open wound you can see a mass of rotten spongy flesh.

Doon, pushing his way to the front. Assuming Monty will concede his square. Brings his hammer down square in the center mass of the creature crashing the coral, and momentarily bringing it to one knee.

The creature wheels around for another attack when there is suddenly the business side of a glaive in its mouth, separating the top part of its head from the lower part. Belor wielding it from in the wagon.

The bottom and the rest of the body slashes off, leaving only the top of the head balanced on the end of the glaives blade. The eyes look angry and then a bit fearful as they begin turning to look up. The rest of the creature fades away like mist.

The canvas is tearing away from the relentless attacks, revealing the rainy night sky to everyone.

The rain lets up, and the clouds clear just enough for the moon to shine in. Flying above is a massive black bird of some sort, though what it is exactly is hard to figure out. Riding on top of it is a figure in long flowing robes, with some ornate pattern on it.

perception Nagual: 1d20 + 2 ⇒ (12) + 2 = 14
perception Belor: 1d20 + 0 ⇒ (14) + 0 = 14
perception Monty: 1d20 + 3 ⇒ (19) + 3 = 22
perception Gerald: 1d20 + 4 ⇒ (14) + 4 = 18
perception Izorshi: 1d20 + 3 ⇒ (2) + 3 = 5
perception Doon: 1d20 + 6 ⇒ (9) + 6 = 15
perception Ark: 1d20 + 1 ⇒ (7) + 1 = 8

Doon, Gerald, Monty:
The man riding on the back of what you can tell now is some sort of gigantic raven has robes emblazoned with thorned vines and is wearing a mask with the symbol of a rose on it.

knowledge nobility Monty: 1d20 + 6 ⇒ (13) + 6 = 19
knowledge History Monty: 1d20 + 6 ⇒ (10) + 6 = 16
knowledge Local Doon: 1d20 + 6 ⇒ (11) + 6 = 17
knowledge Archana Doon: 1d20 + 6 ⇒ (8) + 6 = 14
knowledge Archana Gerald: 1d20 + 10 ⇒ (15) + 10 = 25
knowledge History Gerald: 1d20 + 9 ⇒ (3) + 9 = 12
knowledge Nobility Gerald: 1d20 + 9 ⇒ (2) + 9 = 11

Monty:
Le'Rose, a bounty hunter of legends. He has no code but to complete his contracts. Many stories are spread of him few are ever backed up with any evidence. He has been hunting contracts for 300 years. Some say he has achieved immortality while others just assume he is an elf or from another long-lived race.

One of the few stories that has been proven happened 80 years ago when a prince from a small kingdom, was proven to have committed a crime while visiting a neighboring kingdom. His home country refused to give him up for trail, they claimed ignorance and hid him, send body-guards and used enchantment to hid his movements. Le'Rose, found him, incapacitated all of his protectors and drug him back alive to stand trial.

Doon:

Le'Rose, a bounty hunter of legends. He has no code but to complete his contracts. Many stories are spread of him few are ever backed up with any evidence. He has been hunting contracts for 400 years. Some say he has achieved immortality while others just assume he is an elf or from another long-lived race.

The magic he is wielding is impressive. Many story have attested to this talent, though there are also stories of how he is a master chess player, swordsman savant, and can lift 600lb. Though it's impossible that it could all be true, the stories all tend to have wild inconsistencies.

Gerald:

Le'Rose, a bounty hunter of legends. He has no code but to complete his contracts. Many stories are spread of him few are ever backed up with any evidence. He has been hunting contracts for 300 years. Some say he has achieved immortality while others just assume he is an elf or from another long-lived race.

One of the few stories that has been proven happened 90 years ago when a prince from a small kingdom, was proven to have committed a crime while visiting a neighboring kingdom. His home country refused to give him up for trail. Le'Rose, found him, incapacitated all of his protectors and drug him back alive to stand trial.

Gerald notices something about this persons magical aura, something similar to his. He can feel the pressure in the air, the same pressure he exerts when bending space for teleportation, except on a scale several times his in magnitude.

skeleton attack: 1d20 + 1 ⇒ (14) + 1 = 15
skeleton attack: 1d20 + 1 ⇒ (15) + 1 = 16
skeleton attack: 1d20 + 1 ⇒ (12) + 1 = 13
skeleton attack: 1d20 + 1 ⇒ (9) + 1 = 10
skeleton attack: 1d20 + 1 ⇒ (19) + 1 = 20
skeleton attack crit confirm: 1d20 + 1 ⇒ (9) + 1 = 10
skeleton attack: 1d20 + 1 ⇒ (7) + 1 = 8
skeleton attack: 1d20 + 1 ⇒ (4) + 1 = 5

damage Ark: 1d6 + 1 ⇒ (2) + 1 = 3
damage Gerald: 1d6 + 1 ⇒ (6) + 1 = 7

The rocking of the wagon makes it hard for the skeletons to land blows but one catches Ark staring at whats left of the undead creatures head and Gerald while he transfixed by the gigantic raven in the air.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Diving for cover on the floor between the benches and casting a protecting barrier proved insufficient to prevent Gerald from being struck again.
Blackness slowly surrounded him... Sleeping, it seemed to Gerald as he closed his eyes, is a much more pleasant thing to do then fighting skeletons. At least the pain would go away.


Gerald you are at 0hp, which means you are staggered. You aren't necessarily unconscious, unless you just want to play it that way. You can still talk if you want to. If you perform a standard action you will drop to -1hp, and loose a point every round after. You can go up to -10 before you die.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Hm, oops, missed that. Must have another game's rules in my mind. *blush*
Summoning is full-round. Would I go to -1 after completing it or when starting (and thus fail)?


no it happens after. Just make sure whatever spell your using isn't concentration based because you can concentrate when your unconscious

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