DM Jelani's Carrion Crown

Game Master Brian Minhinnick

Roll20


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Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

"Right, let's go this way." Janos walks ot the doors indicated by Drosil and opens them. (S15)


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Tibideau stays behind the others and follows their lead. Though his excitement for the mission has not waned, he feels that caution is extra important. I'd rather not be roasted again and robbed of even more clothing!


The doors open easily into the room. Inside Janos sees several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.

Perception:

Anton:1d20 - 1 ⇒ (11) - 1 = 10
Drosil:1d20 + 4 ⇒ (2) + 4 = 6
B'Yelka:1d20 + 5 ⇒ (19) + 5 = 24
Dantrian:1d20 + 7 ⇒ (6) + 7 = 13
Tibideau:1d20 + 3 ⇒ (5) + 3 = 8
Janos:1d20 + 9 ⇒ (13) + 9 = 22

Initiative:

Anton:1d20 + 3 ⇒ (1) + 3 = 4
Drosil:1d20 + 4 ⇒ (8) + 4 = 12
B'Yelka:1d20 + 4 ⇒ (20) + 4 = 24
Dantrian:1d20 + 5 ⇒ (3) + 5 = 8
Tibideau:1d20 + 5 ⇒ (3) + 5 = 8
Janos:1d20 + 1 ⇒ (13) + 1 = 14

Suddenly the temperature begins to rapidly drop, everyone but Drosil and Tibideau notice it immediately.

Initiative
B'yelka 24
Janos 14
Drosil 12
Haunt 10
Dantrian/Tibideau 8 (whoever posts first acts first)
Anton 4

Begin Surprise Round

The temperature in the room is dropping extremely quickly. B'Yelka, and Janos can take a standard action. Drosil doesn't notice.

Map


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

"Whoa, it's freezing all of a sudden! Everyone keep an eye out. I think we're about to see the opposite of Mr. Furnace." Janos moves across the room to the other side of the stage.

Move to T-26


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

As the Spirit Siphons are attached to my belt, is it ok to use it without having to draw it? If it still requires a move action she will still pull it out, getting it ready for next round (knowing that it wil not be useful then...)

B'yelka's skin crawls as the temperature drops at a preturnatural rate, "Another one!" she shouts as she pulls one of the spirit siphons up from her belt, turning the end cap as she does. "I hope this works!"


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

So should we throw our torches at it to weaken it, in addition to using the flasks and Cure Light Wounds?


Surprise Round
Initiative 24

B'yelka's skin crawls as the temperature drops at a preturnatural rate, "Another one!" she shouts as she pulls one of the spirit siphons up from her belt, turning the end cap as she does. "I hope this works!"

Initiative 14

"Whoa, it's freezing all of a sudden! Everyone keep an eye out. I think we're about to see the opposite of Mr. Furnace." Janos moves across the room to the other side of the stage.

Initiative 10

A cold mist rises up from the ground of the room. Swirling, formless shapes flit through the mist as frost spontaneously forms on the surface of everything in the south end of the room. The swirling forms manifest briefly into grasping, misty hands and screaming, spectral mouths. They swoop through Janos, Anton and Drosil chilling them to the bone.

Cold Damage: 1d6 ⇒ 6
You three also need to give me a DC 11 Fort save or take 1 point of Str damage.

Knowledge (Religion) DC 18:
Most religions talk of these spirits - those that die some traumatic death, unable to manifest as ghosts they roam seeking relief from the chill touch of death by drawing warmth from the living. The stories speak of these spirits being particularly susceptible to damage by fire and that they persist in an area until neutralized or put to rest.

End of Surprise Round
----------------------------
Begin Round 1

Initiative
B'yelka 24
Janos 14
Drosil 12
Haunt 10
Dantrian/Tibideau 8 (whoever posts first acts first)
Anton 4

B'yelka, Janos and Drosil can act. Attacks on the haunt are made vs AC 10.

Map


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Fort Save: 1d20 + 1 ⇒ (2) + 1 = 3

Drosil feels the chill seep deep into his bones, sapping his strength and making him particularly weary. Realizing that staying here may very well cost him his life, with his already-injured state, he dives through the door back the way he arrived.

Move action to W32. Sorry...4 HP left, he's not feelin' too hot...so to speak.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Fort save: 1d20 + 7 ⇒ (11) + 7 = 18

knowledge religion: 1d20 + 5 ⇒ (3) + 5 = 8

The icy spirit fingers crawl up Anton's spine but he manages to shake off the effects.

It's a haunt for sure, but these spirits aren't manifesting. I have nothing to aim at!

Detect evil. I'm trying to pinpoint a source of the haunt.


The whole blue area. You can target any of it. It's AC 10 to hit the spirits and not the floor.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Ah ok I was hoping to concentrate and eventually pinpoint a single spirit responsible for the aura for example.

Lacking a target, Anton pulls out one of the undead bane arrows and thrusts it into the midst of the spirits.

improvised dagger: 1d20 + 2 + 2 + 1 - 4 ⇒ (15) + 2 + 2 + 1 - 4 = 16
damage: 1d4 + 2 + 1 + 2d6 ⇒ (1) + 2 + 1 + (2, 6) = 12


I'm sorry I did make an error. You should have gotten a perception check at -4 to notice it before it manifested if you were detecting evil. Next time I'll do it right.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Not to worry with my perception it wouldn't have helped really. Think I'm going to put all my skill points in that next level


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Fort Save: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge, Religion: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Janos turns a circle trying to pinpoint anything in the mist. Finally he simply tries to hack at it.

PA, FE: 1d20 + 6 ⇒ (12) + 6 = 18
Damage, PA, FE: 1d12 + 10 ⇒ (4) + 10 = 14

Status:

HP:14/20
Conditions: 1 Str damage


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

B'yelka sees the spectral hands materialize and rake and claw and grasp at her friends, see that this is going to be a lot more lethal than the simple skulls, she begins singing, a chorus from an Oparran writer about the the Chelish civil war and the rise of House Thrune:
"Trooping his colour.
I crossed the world on dust roads.
Troops marching on.
Until the end of time!
1000 hearts.
Theres no retreat between the ruins.
We embattle the last line!
In front of Defeat and Misery."

I tried to post this earlier, but got sidetracked by chores :/

Spoiler:
Lyrics by Dunkelwerk (song, "Hymn"), and stolen shamelessly by me


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Tibideau hops next to B'yelka to get a view of the commotion in the next room. He scowls as he tries to remember more of his studies about haunts.

Knowledge Religion: 1d20 + 7 ⇒ (11) + 7 = 18

"They're restless spirits borne of trauma! They draw warmth from the living! We must burn them and put them to rest! I have torches if you need them!"

Move action to T32. Is it a Standard action to pull out a torch and begin to light it? If so, that's what I do.


Round 1
Initiative 24

B'yelka sees the spectral hands materialize and rake and claw and grasp at her friends, see that this is going to be a lot more lethal than the simple skulls, she begins singing, a chorus from an Oparran writer about the the Chelish civil war and the rise of House Thrune:

"Trooping his colour.
I crossed the world on dust roads.
Troops marching on.
Until the end of time!
1000 hearts.
Theres no retreat between the ruins.
We embattle the last line!
In front of Defeat and Misery."

Initiative 14

Janos turns a circle trying to pinpoint anything in the mist. Finally he simply tries to hack at it. He puts a large gash in the floor.

Initiative 12

Drosil feels the chill seep deep into his bones, sapping his strength and making him particularly weary. Realizing that staying here may very well cost him his life, with his already-injured state, he dives through the door back the way he arrived.

Initiative 10

The cold seeps into Anton and Janos.

Cold Damage: 1d6 ⇒ 6

Another DC 11 for t save or 1 str dmg.

Need Dantrian's action.

Map


retired (arc completed)

Round 1

Hearing Tibideau's suggestion, Dantrian pulls a flask wrapped in stiff brown paper from the inside of his vest. He hurls it into the mist, grinning every-so-slightly as the flask shatters on the group and a gout of flame bursts forth.

Move Action: Draw Alchemist's Fire
Standard Action: Throw flask @W27
Alchemist's Fire (rngd tch, inspire courage): 1d20 + 3 ⇒ (9) + 3 = 12for: 1d6 + 4 ⇒ (5) + 4 = 9
5 Splash damage; if direct hit: full round action + DC 15 reflex to extinguish (not sure if the direct hit/catch on fire bit would apply, but included it for ease of reference just in case)

Status:

HP: 17/17
AC: 15 (11 T / 14 FF)
CMD: 15
F/R/W: +4/+4/+0
Hero Points used: 0/2
Prepared Mutagen: Dexterity [ ]
Prepared 1st Level Extracts (2+1): cure light wounds [ ], shield [ ], enlarge person [ ]

-Ongoing Effects-
none


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10

Janos' lips begin to turn a pale color.

Status:

HP: 8/20
AC: 17/11/16
Conditions: 2 Str Damage (-1 to Str mod)


Round 1
Initiative 8

Tibideau hops next to B'yelka to get a view of the commotion in the next room. He scowls as he tries to remember more of his studies about haunts.

"They're restless spirits borne of trauma! They draw warmth from the living! We must burn them and put them to rest! I have torches if you need them!"

Hearing Tibideau's suggestion, Dantrian pulls a flask wrapped in stiff brown paper from the inside of his vest. He hurls it into the mist, grinning every-so-slightly as the flask shatters on the group and a gout of flame bursts forth. The spirits shriek in agony, reeling back from the flames.

Initiative 4

Lacking a target, Anton pulls out one of the undead bane arrows and thrusts it into the midst of the spirits. His fist punches right through them, as if they were mist, it appears to have no effect on them.

End of Round 1
---------------------
Begin Round 2

Initiative
B'yelka 24
Janos 14
Drosil 12
Haunt 10
Dantrian/Tibideau 8 (whoever posts first acts first)
Anton 4

B'Yelka, Janos and Drosil you're up.

Map


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

I'll post my action now in case I get caught up with something later.

Fort save: 1d20 + 7 ⇒ (10) + 7 = 17

Cursing loudly at the ineffectiveness of the magic arrow, he backs out of the room, shouting to Janos;

Retreat Janos! Or else use flame to burn away their hatred!

lay on hands: 1d6 ⇒ 3


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Janos moves up one of the aisles and then rips a torch away from the strips of his pack. His hands shiver with cold as he pulls out the flint striker. "Dantrian, do you have another of those?"

Move to P-27 and draw out a torch.


retired (arc completed)

"Just one, Janos. I will need time to create any others."


My internet is out at home. Updates will have to wait until I can get on my PC again. Posting this from phone to let you know what's going on.


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Tibideau lights the torch and moves to throw it at the haunt.

Or poke the haunt with it? Not really sure how to do this, whenever you're back online we can figure it out!


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Anton pulls his own torch.

Dantrian, light it up!


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

B'yelka continues singing, focusing on the flow of notes she denies her fear of this things from beyond. I think I would be less afraid of Devils!

Status:
Bard Song used: 2/10; Spells cast 3/3


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Drosil looks on from relative safety, trying to warm himself up and giving some thought to what, or who, might be causing this haunt.

Knowledge (Local): 1d20 + 6 ⇒ (15) + 6 = 21


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Just to clarify I meant for Dantrian to light up this haunt with alchemists fire, not light my torch lol


Internet still out, but I've got a phone tethered to my PC. Might as well get this combat rolling again.

Round 2
Initiative 24

B'yelka continues singing, focusing on the flow of notes she denies her fear of this things from beyond. I think I would be less afraid of Devils!

Initiative 14

Janos moves up one of the aisles and then rips a torch away from the strips of his pack. His hands shiver with cold as he pulls out the flint striker. "Dantrian, do you have another of those?"

""Just one, Janos. I will need time to create any others."

Initiative 12

Drosil looks on from relative safety, trying to warm himself up and giving some thought to what, or who, might be causing this haunt.

No idea.

Initiative 10

Anton is again assaulted by the ephemeral whirling spirits. They draw the fire of life straight from his bones.

Cold Damage: 1d6 ⇒ 3
Fort save passed above.

Initiative 8

Tibideau lights the torch and moves to throw it at the haunt.

Torch stuffs:
"....If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage."

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Attack roll: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12

Tibideau flings his torch catching one of the spirits. It hisses out of existence.

Dantrian need your action. In case this wasn't clear, all haunts can be damaged by positive energy, and you can use the haunt siphons on them at any time.

Map


retired (arc completed)

lol - I knew what you meant =)


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

It was not clear that you can use a siphon at any time :/ I would have popped mine in my first full round...


retired (arc completed)

whoa, I totally missed Jelani's update there. Sorry for the hold up, folks!

Dantrian pulls another paper-wrapped flask from his vest and tosses it into the midst of the mist. "I trust that is what you had in mind, Anton?"

Alchemist's Fire (rngd tch @ T27): 1d20 + 3 ⇒ (15) + 3 = 18for: 1d6 + 3 ⇒ (1) + 3 = 4

Status:

HP: 17/17
AC: 15 (11 T / 14 FF)
CMD: 15
F/R/W: +4/+4/+0
Hero Points used: 0/2
Prepared Mutagen: Dexterity [ ]
Prepared 1st Level Extracts (2+1): cure light wounds [ ], shield [ ], enlarge person [ ]

-Ongoing Effects-
none

Re: Haunt Siphons:

Haunt Siphon wrote:

Haunt Siphon

Aura faint necromancy; CL 3rd Slot none; Price 400 gp; Weight 1 lb.

Description
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp

This sounds like a haunt siphon can hurt a haunt whenever it's activated but can only capture a haunt and turn it into a negative energy splash weapon if done in the round it manifests. Is that correct?


With Dantrian's second flask of alchemist's fire, the haunting mist burns away into nothingness with a quiet shriek.

End Combat

Everyone can have 133 XP.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Janos shivers and rubs his arms in an effort to warm up. "What was that? Another haunt? How do we get rid of this one?" He slowly puts away his torch and reties the straps.


retired (arc completed)

Dantrian adjusts his cloak as the mists squeal into nothingness, allowing the garment to hang comfortably from his shoulders again after constantly reaching into his vest.

"It would appear so. Let us search around the room. Perhaps these haunts are unable to manifest far from what ever binds them here. If so, we may be able to uncover the truth somewhere in this room. And I would prefer that to having to risk the planchette again, agreed?"


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

B'yelka tries her best to not look worried. The party is barely into the house and she knows that her magic is used up and the ghosts in this burned out nightmare seem to be more than they expected to see. Definitely less afraid of devils! However, she puts on a brave face and asks, "Can someone help with Drosil's injuries? It seems this place has no love for our fetchling friend."

Status:
Bard song used: 2/10


Searching the room turns up nothing of use in regards to the haunt, or anything else for that matter.


retired (arc completed)

Is it still unnaturally cold in the room?

Dantrian nods at B'yelka's words and turns to Drosil. He reaches into an inner vest pocket and produces a stoppered flask. He extends it to Drosil, the blue and golden liquid swirling about within the flask as he does so. "I have three of these curatives left at present. You are welcome to this one if you would like."
1d8+1 if you take it, Drosil


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Tibideau addresses Dantrian and Drosil. "I haven't used any of my healing magic yet. Shall I save it for when our liquid remedies run out?"


No it's not cold anymore.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

It's no wonder the professor feared to tread in here. This place is damned.

I fared better than poor Drosil but I'm still chilled to my bones. Tibideau, if you can spare some of your curative magic I'll gladly take it also.

status:

Hp=14/20
Lay on hands 2/4
Smite evil 1/1

Am I right in thinking the only exit from here is the double doors opposite? Also, what is this place, the map looks like a church?


retired (arc completed)

"I will leave that up to Drosil for the moment."

In character, it doesn't matter to Dantrian. Out of character, while I can brew these potions at cost, at cost is still more expensive than an otherwise free spell. I don't really mind either way, it just depends on how frugal and money-conscious we want to be.


Some kind of auditorium. Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

"I could use some healing too, but I think Drosil is worse off. It's hard to think something could have died of cold during a fire." Janos hefts his axe, but his lips are still an unnaturally pale. "We ought to be near the front. Maybe we can make our way out the front doors."

Status:

HP: 8/20
AC: 17
Conditions: 2 Str penalty (-1 Str Mod)


retired (arc completed)

"As I said, I have three such curatives if you would care to avail yourself of one as well, Janos." Dantrian extends a potion to Janos, seemingly unmindful of the fact that he himself has somehow remained unscathed.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Janos accepts a potion from Dantrian and swallows it. Immediately, some of the color returns to his face, but he still shivers with apparent cold.

Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

Tibideau rummages around in his bag. "I still have some non-magical remedies, two I believe." His hand emerges clutching a small stoppered bottle and a rolled up piece of paper. "Anton, take this drink." He passes the bottle (Cure Light Wounds) to the paladin.

He reads a chant from the scroll and touches Janos on the arm. Familiar purple sparkles pour out from his hand and settle over Janos's body.

For Janos Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

He then turns to Drosil, not waiting for him to take Dantrian's curative once he eyes the fetchling's condition. "You could use something a bit stronger." He places his hand on Drosil's shoulder, and whispers a short incantation. Orange sparkles dance around Drosil's body.

Cast Infernal Healing on Drosil. Get 10 points of healing after 10 rounds of time, right?


Male Human Witch 7 | HP 44 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+3/R+5/W+4 | Init + 5 | Percep +7

I've still got two spells of Cure Light Wounds. It seems we've been able to handle two haunts without me weaponizing it so I'll probably save them for healing the party.

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