Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra will attempt to assist Windom. Unfortunately, I do not have the time in real life to put together a moving set of words, for I am helping a friend move 350 miles away, and was due to depart 30 minutes ago. My apologies to all.

Diplomacy Assist: 1d20 + 6 ⇒ (4) + 6 = 10


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven would like nothing better than to take his axe to these ungrateful wretches. Hang him? He risked life and beard for their worthless hide!!!

Only his faith and discipline in Angradd hekd him back. nDevere's actions shook him but such self sacrifice was not for him. Windom's words while strong may not be enough to persuade such mobs and these mobs usually ended inone thing. Death.

Best to step back and take a wait and see approach for now. He owed it to the late professor to get to the bottom of this. The professor had charged them to look out for his remaining family and by Angradd's flaming beard he'd do so!

Even if he had to sell his life and hack through these fools to do it.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

diplomacy aid: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7 <- includes bonus... thank you dice bot ;.(

Grand Lodge

Windom wrote:
"We have collaborated, and with our joined expertise we have come to a plausible conclusion; you have a necromancer in your town. This wizard of black arts may be working alone or head a secret cabal; we ascertain this assumption because of the quantity of dead that attacked the other day, it is too much for one man to command."

Gibbs replies, Really? I say we found the necromancer right here. He looks down at nDevere. She has been seen visiting the graveyards and making a mess of the Restlands. I bet she has been defacing the Harrowstone Memorial too! Tighten that noose Geoff for we got ourselves a death defiler!

At first, you hear a single unfamiliar voice, but it is soon followed by others. The chorus begins to unify and the chanting crescendos like flock of birds taking flight.

"LET HER GO!. THEY ARE INN-O-CENT. LET HER GO!"

Finally, Gibbs nods to his comrade to remove the noose constricted tight around nDevere's neck.

I can't believe ALL of you?!? Trusting the words of these strangers over mine. You all know me for over 60 years. My oldest brother died in that fire and my wife and only son was taken from me too soon by disease. I've worked my land with my bare hands and produce the best chickens at the county fair. FINE. Have it your way. Don't say that I didn't warn ya when this whole town goes to CRAP!!!

Gibbs turns and stomps away, and his posse goes home with their heads hung low while murmuring among themselves.

Sense Motive-Hunch DC 20:
Gibbs' men are losing faith in his judgement. It is likely they will not join him for a while in anymore as a lynch mob.

Heal DC 20:
Gibbs acts and looks like he hasn't slept in over three days. His eyes are puffy and red. Sleep depravity isn't allowing him to logically process the situation well.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Sense Motive VS DC 20 1d20 + 3 ⇒ (16) + 3 = 19
Heal VS DC 20 1d20 + 3 ⇒ (7) + 3 = 10

Drasven stands firm even as the situation seems to have being resolved. His hands released his grip just a little bit on his axe shaft.

However he knew that he'd have to keep an eye out on Gibbs and find out what exactly was his history.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Sense Motive: 1d20 + 7 ⇒ (12) + 7 = 19

Heal: 1d20 + 7 ⇒ (14) + 7 = 21

You have a point Master Dwarf, he does seem to be a bit of an instigator, and now we learn more about his past. He does seem to be connected to everything going on around here.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

sense motive: 1d20 + 8 ⇒ (16) + 8 = 24perception: 1d20 + 10 ⇒ (11) + 10 = 21
nDevere stands and looks in the direction of that first voice.
thank you... Thank you all. That man is grieving and needs a target for his anger. I had hoped giving him one that would not fight might snap him out of this behavior. You have saved me from my poor judgement as well as his.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Helps nDevere stand up.

Please do not offer yourself up like that again; it was very moving, but the concept was lost on that man. I would hate to lose a friend form someone else's poor judgement.

Windom looks around at the crowd.

Thank you everyone. As I stated there is a master of the black arts in your town. He has the potential to cause much harm, and he intends to ruin my departed friend's good name. If you will have us I would very much like to hear what information the town meeting could provide. Let us work together to purge this evil.

If no one will bar his entrance to the town meeting he will move into the meeting hall, trying to find a place toward the front.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra will follow Windom into the Towm Hall, but rather than take a seat at the front, Cassandra will take a quick look around (Perception: 1d20 + 3 ⇒ (8) + 3 = 11) to see if there are other doors into the main gathering room. If there are any doors to the sides, in the back of the room, she will position herself near one of those doors.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar will go with the others into the town hall.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven stands at the doors. He'll leave the speaking to the others.

Grand Lodge

The townsfolk argue loudly among themselves until the four councilors enter the room. Councilman Hearthmount confidently strides to the podium to address the crowd bringing the Windom, Zavar and nDevere to stand with them. Drasven and Cassandra position near the entrance. The mob grows quiet as Councilman Hearthmount begins to speak, assuring the citizens that they are looking into solutions. The three other councilmen sit in the first row.

"The councilmen agreed to a vote of 3 to 1 to officially elect these brave souls as agents of Ravengro. You have just heard them outside the town hall volunteer their services to find a solution to the evil that plagues our town. We need them to investigate and solve this dark mystery. Sheriff Caeller is annointing them as honorary deputies for an indefinite period of time until this matter is closed. At this time, each of them will be paid 100 platinum from the town coffers for their services."

The sheriff steps forward to each of you and places a bronze star on your chest. As the meeting goes on, the townsfolk should grow more and more vocal as their panic begins to creep back in.

An old lady pipes up, "Can we afford to pay these men? I think we should use the funds for a new school instead.

A tall and stocky lumberjack points at Zavar and nDevere and bellows, Are you sure they are fit for the task? They look a bit scrawny to me."

Suddenly, eldritch energies reach down into the town hall and seep into the numerous lanterns that light the hall, causing them to suddenly explode into bursts of burning oil that douses the surrounding walls, lighting the room on fire and causing the townsfolk to truly panic.

Game Mechanics:
Flee: A PC can simply f lee the fire, moving through crowded squares at half speed.

Fight Fires: A PC can fight a fire in an adjacent square by beating the fire with a cloak or tapestry (such as the tapestries that hang on the walls of the room) by making a DC 12 combat maneuver check. Using magic to fight the fire (such as by casting create water or enlisting the aid of an unseen servant) grants a +4 bonus on this check. With a successful check, the fire in that square is extinguished, but the square can still catch on fire as normal in a later round.

Direct the Crowd: By making a DC 15 Diplomacy check (full-round action) or a DC 20 Intimidate check, a PC can direct the panicked crowd to the exit, allowing the villagers to move 6 squares per round toward the exit.

Save the Townsfolk: As long as she is an adjacent square, a PC can save a townsperson from a fire square by picking the victim up as a standard action. A single PC can only carry (or drag) one townsperson at a time, but once the PC does so, that townsperson automatically stabilizes and is not in danger of dying from the fire unless the PC carrying him falls unconscious or unless the townsperson is dropped in or left in a burning square.

If you would like to insert a heroic speech before the fires start, please do so. I need everyone to roll initiative and state your action. Map coming up tonight.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

Windom jumps up on the stage and looks around the crowded hall for the safest egress. Spying the one with the least amount of flame he points and yells to the crowd.

This way out of the fire!

He watches the crowd for any that may get stampeded underfoot in the panic, making himself ready to dive off the stage and to their rescue.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

If the door adjacent to Cassandra is currently closed, her first action is to throw the door open (typically a move action I believe).

"Quickly everyone, out the door"

Cassandra's standard action will be to Create Water on the nearest square that is on fire in an effort to keep the exit way clear of fire for everyone to get out.

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

Grand Lodge

Map is up. Each commoner and bench counts as difficult terrain.
The commoners are noted by the nameplates. The councilmen are named.
Windom init: 1d20 + 7 ⇒ (9) + 7 = 16


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Are we setting up initiative in Roll20, or just going through a list on the Message Board?

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Init.: 1d20 + 4 ⇒ (7) + 4 = 11


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

initiative: 1d20 + 5 ⇒ (7) + 5 = 12
acrobatics: 1d20 + 11 ⇒ (11) + 11 = 22
nDevere tumbles down from the stage left of commoner 7 toward the nearest fire grabbing a curtain or tapestry along the way.

Grand Lodge

Cassandra Corvellis wrote:
Are we setting up initiative in Roll20, or just going through a list on the Message Board?

Message board is easier for folks to check, so we will use it.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Initative 1d20 ⇒ 2

Drasven holds out his open palm, a birthmark similar to an open flame and call upon his patron to grant water.

Moving forward and conjuring water to douse the flames.

Grand Lodge

Initiative order:
Fire 19
Windom 16
Commoners & Councilmen 15
Cassandra 13
nDevere 12 <--------- We are here
Zavar 11
Drasven 2

Fires spread on the walls feeding on curtains and oil paintings.

Windom directs the panic crowd toward the closed double doors. (Crowds will need another successful diplomacy or intimidate check to move in round 2.)

Cassandra opens both double doors in order for them to exit the burning building. (two move actions).

nDevere grabs a tapestry and beats the flames. (Need CMB roll vs CMD 12)


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

CMB vs fire (12): 1d20 + 1 ⇒ (14) + 1 = 15

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar steps down from the stage and moves toward councilman Hearthmount.

"Councilman,you'll excuse me for saying so, but it is getting rther warm in here. Perhaps we should step outside for some air?"

He holds out his hand to the councilman.

Grand Lodge

Initiative order:
Fire 19
Windom 16
Commoners & Councilmen 15
Cassandra 13
nDevere 12
Zavar 11
Drasven 2<--------- We are here

Fires spread on the walls feeding on curtains and oil paintings.

Windom directs the panic crowd toward the closed double doors. (Crowds will need another successful diplomacy or intimidate check to move in round 2.)

Cassandra opens both double doors in order for them to exit the burning building.

CMB: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Cassandra opens one of the double doors and creates water out the nearest fire, but not enough to make a difference.

nDevere grabs a tapestry and extinguishes spreading flames.

Zavar wisely escorts Councilman Hearthmount protecting him from harm.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Diplomancy: 1d20 + 5 ⇒ (15) + 5 = 20

Continues to yell out orders.

Grand Lodge

Drasven, I need a CMB roll from you with a +4 bonus vs CMD 12.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

So my create water is a CMB vs CMD 12? I have a +4 bonus on top of my normal CMB bonus?
CMB vs CMD 12 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16

Grand Lodge

Initiative order:
Fire 19
Windom 16
Commoners & Councilmen 15
Cassandra 13 <--------- We are here
nDevere 12
Zavar 11
Drasven 2 (yes, create water adds +4 bonus to your normal CMB)

Drasven extinguishes the fire, but it continues to spread to the old wooden benches moving toward the center of the room.

Windom successfully directs the panicked crowd toward the exit.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra moves towards "Fire 5" and casts " Create Water "

CMB: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Thank the heavens it's a cantrip. That's alot of fire to be put out. Doesn't anyone have extinguish or something? Time to beat it...


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere dashes to the other side of the room and leaps onto fire3 charge? CMB +charge: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 barely stopping the flame. i'll go prone from dive if necessary.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar continues towards the door, watching over the councilmen. He calls out to his comrades.

"I'm afraid this place is done for. None of my talents seem to be of much service in this particular situation. We might want to think about getting some fresh air."


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

"Get everybody out now. I'll be out once everyone is. Move!" Drasven commands seeing the same thing as Zavar, trusting his natural toughness to see him out.

Grand Lodge

nDevere throws her body against the fire, drops and rolls extinguishing the fire. Cassandra's water spell puts out another fire.

The windows along the northern wall shatter as a pair of flying, flaming human skulls shriek into the chamber. They flank Windom and slam against his right shoulder and left kidney leaving searing scars.

Fire & Skulls 19
Windom 16 <--------- We are here (took fire 7 dmg)
Commoners & Councilmen 15
Cassandra 13
nDevere 12
Zavar 11
Delay-Drasven 2 (not sure what your action was so I put you delay)


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

knowledge religion: 1d20 + 4 ⇒ (3) + 4 = 7 Type of Undead? Nevermind...
Windom is really regretting not taking his Morningstar to the town meeting, lesson learnt. He steps out of the flank of the two flaming skulls and in the process grabs the podium and attempts to bash the flaming skull next to him.

attack with improvised weapon: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d6 + 2 ⇒ (4) + 2 = 6 Improvised weapons are usually 1d6

Did anyone come prepared with a weapon?

Windom swings the podium between himself and the flaming skull like a lion tamer in the ring with his pupil.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Knowledge (Religion), Identify flying skull 1d20 + 6 ⇒ (4) + 6 = 10
Knowledge (Enginnering), identify how much more damage can the building take 1d20 + 2 ⇒ (5) + 2 = 7
Diplomacy, Get the people out of the burning building. 1d20 - 1 ⇒ (4) - 1 = 3

"Not sure what it is but get over here Windom, I only have this old battered axe but I'm sure it'll have to do for now. I'll cover you." Drasven calmly calls out to Windom, even as he brandishes his axe.

"Oei! Brains for pans Skull. Come here and play with this old dwarf!!!"
Readied attact should the skulls attack Drasven 1d20 + 6 ⇒ (20) + 6 = 26
Confirm Crit if needed1d20 + 6 ⇒ (19) + 6 = 25
if Confirmed then Damage is 3d12 + 12 ⇒ (11, 1, 3) + 12 = 27 else it's 1d12 + 4 ⇒ (1) + 4 = 5

Grand Lodge

The flaming skull explodes into tiny bits as Windom smashes it with the sturdy podium. The commoners and councilmen except for the former old soldier Heartmount leaves the burning building without a scratch.

Hearthmount says to Zavar, "Agreed. Now that everyone but your friends are safe, I think there is nothing else we can do to save this place from becoming a giant bonfire. What the hell are those things?!? Flaming skulls?!? I'm outta here!"

Fire & Skull 19
Windom 16
Commoners & Councilmen 15
Cassandra 13 <--------- We are here
nDevere 12
Zavar 11


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra attempts to identify the new opponent attacking Windom

Knowledge: 1d20 + 5 ⇒ (2) + 5 = 7 Arcana, History, Nobility, Planes, Religion

"Create Water" on "Fire 10" nearest to Zavar (and adjacent to Drasven).

CMB: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19

Casandra then moves near to Councilman Hearthmount.

Does exceeding the CMD by 5 extinguish an additional square like battling fires typically do?

Grand Lodge

Yes, it does.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere vaults to her feet onto the stage and over the abused podium. acrobatics 26 from roll20
Safety first councilman, but we'll be needing more manpower if we are to save the building. Which in my optimism I think we still can.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar carefully steps forward, ushering the councilman towards to door. He takes a look around an raises an eyebrow pensively. He yells over the roar of the flames.

"The building magically catches fire and in burst a pair of flying skulls. Whoever did this surely had no doubt this would send everyone running for the door. Has anyone given any thought as to what might be awaiting us outside?"

He motions to the Councilman to step through the door into the night.

"I'll poke my head out and have a look."

Grand Lodge

Nothing is seen but a crowd of onlookers with a wide range expressions from shock and curiosity. Several folks make a circle with their firsts that curve into an inward spiral, a common Pharasma gesture to ward off evil spirits.

The fire continues to burn and spread. The flaming skull slams nDevere in the thigh deeply burning her flesh.

Fire & Skull 19
Windom 16 <--------- We are here
Commoners & Councilmen 15
Cassandra 13
nDevere 12 [took 7 fire dmg]
Zavar 11
Readied-Drasven


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Windom takes his entire move action to move into a flank with nDevere.

He swings his mighty podium again trying to smash another flaming skull.

attack with improvised weapon: 1d20 + 3 - 4 + 2 ⇒ (4) + 3 - 4 + 2 = 5

Swing and a miss.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Create Water" on "Fire 12" against the far left wall.

CMB: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10

And the dice bot hate is back.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere strikes at the flaming skull twice following a fist with a kick in a fluid circular motion. flurry two hits: AC18 for 6 then 5 damage.

Grand Lodge

The flaming skull explodes. The smell of smoke and ash fills your nostrils. Do you continue to fight the fire?


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I will continue to fight the fire with castings of Create Water.

CMB: 1d20 + 3 ⇒ (3) + 3 = 6 Did not add in the bonus for create water.

Getting all the crappy rolls out now.

Windom turns to the closest fire and begins casting a spell. Water is conjured into being but next to the desired fire target. Windom chuckles and jiggles his podium weapon.

Tis a day for improve, no?

Grand Lodge

You need four successes vs CMD 12 every round until each individual fire is put out. CMD 17 equals two successes and CMD 22 equals 3. There are four separate fires that grow by one each round until it is separately extinguished. If you want to continue to fight the fire, just say "Yes" and I can make rolls for everyone or roll 5 times yourself. Announce what fires your are fighting. For example, state you are concentrating on the smaller southwest and northwest fires then northeast then southeast fires. Note the description "using magic to fight the fire grants a +4 bonus on this check" is intentionally vague


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

fighting fires...starting with NW going counter-clockwise
1d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (10) + 1 = 11 will abandon the effort if in any round there are no successes.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

I will give it a try as well starting with the fire nearest me.

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