DMJ's Carrion Crown

Game Master Jonasty1031

A game of horror and survival. Can you brave the hidden threats and evils of Ustalav?

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Male Samsaran Foresight Diviner 1
Stats:
HP 9/9 | AC 13, T 13, FF 10 | CMD 11 | F +1, R +3, W +2 | Init +8 | Perception +5
Perrah Snowenglen wrote:
"Ilya - can we ask some more questions?"

Sadly, no. The power to pierce the divide between the realms of the living and the dead is no small magic. It will likely take the device the rest of the day to replenish itself. Ilya's way of saying it's 1 per day.

But, we should be sparing in how we use it. There are... Ilya glanced away sheepishly, friendly spirits about. But, there are some quite menacing ones around, as well. I could feel their malice, like a splinter in my mind, as I communed. But, if your desire is great, in the morning you may join me in a seance. I will guide you the best I can.

I don't think Ilya can really do anything to help... If you want to use the planchette to ask a question tomorrow, that's cool. You'll just have to make the Will save. But, it sounded more mysterious the way Ilya said it... =P


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Fine. I don't have a specific question in mind at the moment. Just roleplaying. And after what Ilya said, Perrah ain't taking that off him.


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

None the worse for wear aside from some slightly blackened skin spot Vharg gives a grunt of appreciation as Ilya's holy energy flows into him curing his frost blisters and returning the warmth to his limbs.

Mortimer, you say spot should not fill whole room? About size of large bonfire? Fine... Vharg will check. You all stay back.

Breaking apart one of the decrepit wooden benches with his hobnailed boot Vharg picks up a long splinted piece and uses his flint and steel to put a spark to wooden slat, creating a makeshift torch. Gripping the burning torch now in one hand and his Guisarme in the other, Vharg cautiously edges around the center of the disturbance while holding the torch out in front of him, making his way to the double doors on the eastern side of the room.

Vharg think that if the cold is centered on one place then torch will go out if it gets too close. That way Vharg know to back up.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Vharg, I think it is very easy to underestimate you, my friend." Randu nods at the orc blood's mix of cleverness and common sense.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer nods. "Good thinking Vharg." he says. He follows Vharg's example and creates a crude torch from the wrecked bench. He enters the room behind Vharg and searches out the boundaries of the cold spot, indicating a space behind him that is safe.


With a little time and experimenting, you're able to figure out the area of the cold spot and are easily able to avoid it now. Moving to the double doors, Randu goes over them and then gives Vharg a nod. The big half-orc shoulders the doors open and moves cautiously inside with Mortimer.

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks. A thin stream of water from the pond trickles it's way down the hole in a steady flow.

Map link updated. The light blue squares mark the spaces that trigger the cold spot haunt.


Male Samsaran Foresight Diviner 1
Stats:
HP 9/9 | AC 13, T 13, FF 10 | CMD 11 | F +1, R +3, W +2 | Init +8 | Perception +5

Confound and blast all the tall folk of the world! Ilya grumbled as he clambered over yet another pew, working his way around the cold haunt. Chairs half as tall as a full grown... doorknobs right at your head-yes, we hit those often, thank you! If everyone were a normal size, we'd all move through this world much more easily.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah keeps to the wall and enters moving north after Vharg and Mortimer, her crossbow loaded and ready to fire.

"I can take a torch if you wish it?" she murmurs to the warriors.


Grimspawn Tiefling Alchemist (Beastmorph) (AC 14 / HP 9 / F +2 R +4 W +0 / Init. +2 / Perc. +4)

Now that is an interesting question Ilya. What is normal sized? Do we measure it by the most populated size of creature? I'm sure we could come up with an algorithm that roughly estimates... Alexei contines rattling off numbers and theorems.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu gets curious, and makes his way , avoiding any cold spots they know of, to the scorch marked area and the big hole. He doesn't go the the edge, but he does bend down near to the stones around it see if there are any remains of fuel now used.

Perception 1d20 + 5 ⇒ (10) + 5 = 15

And he is wary of his footing and hand placement for traps, be they man made, or just stones ready to crumble.

Perception for trapfinding 1d20 + 6 ⇒ (16) + 6 = 22


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer proceeds into the room, keeping pace with Randu, passing off the torch to Perrah and drawing his crossbow now that they are in a larger room. He keeps it at the ready. "See anything Randu?" he whispers. he peers out into the waters and around the room.

Perception 1d20 + 6 ⇒ (5) + 6 = 11 +2 more vs Undead


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Yes, here Perra, you take torch, Vharg not need.


Prep rolls:
1d20 ⇒ 14
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 7 ⇒ (5) + 7 = 12


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Oh prep rolls... Cue the ominous music...


Randu makes his way over to the charred hole, careful to keep his footing. The ground around the hole is actually quite stable, any loose sections having collapsed years ago. He can hear water dropping below from the small stream that flows in from the pond.

As he turns to motion the others closer to the hole, the rubble around the hole suddenly shudders and 3 skulls you all failed to notice shoot up into the air. Wreathed in flames, one of them slams itself into Randu's chest, the smell of burning cloth and flesh strong in the air. The other two fly quickly at Vharg and Ilya, getting too close for comfort.

Knowledge: Religion DC 10:
You know these things are flaming skulls, one of a type of undead known as beheaded. They aren't very strong but the flames the constantly wreathe them are deadly enough. In addition to the standard qualities that undead benefit from, these are also immune to fire.

Flaming skull attack on Randu: 1d20 ⇒ 15, Damage: 1d2 - 1 ⇒ (2) - 1 = 1 + 1d6 ⇒ 4 fire
Randu: Hit for 5 total damage.

Init:
Vharg: 1d20 + 4 ⇒ (12) + 4 = 16
Mortimer: 1d20 + 3 ⇒ (16) + 3 = 19
Ilya: 1d20 + 4 ⇒ (7) + 4 = 11
Perrah: 1d20 + 4 ⇒ (17) + 4 = 21
Randu: 1d20 + 3 ⇒ (17) + 3 = 20
Alexei: 1d20 + 2 ⇒ (7) + 2 = 9
FS: 1d20 + 1 ⇒ (19) + 1 = 20

Map link updated. The flaming skulls are Tiny size and have flown into the squares with the people to attack them. Normally this would provoke an AoO but you were all flatfooted due to being surprised.

Init order is Randu/Perrah, Flaming Skulls, Mortimer/Vharg/Alexei/Ilya. A reminder since we haven't had combat in this game in a while, PC actions go in clumps and there's no set order in your clump. First post is first to act.


Vharg Half-Man wrote:
Oh prep rolls... Cue the ominous music...

You're in Harrowstone, it was about time for some ominous music. ;-)


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6
Quote:
"See anything Randu?" he whispers. he peers out into the waters and around the room.

"For a moment, I thought I saw a...AARRGH!" The rogue screams in pain as the fiery skull makes its sudden and violent arrival.

He draws his shortsword and slashes at it
To hit: 1d20 + 1 ⇒ (1) + 1 = 2
dmg if that hits: 1d20 + 1 ⇒ (11) + 1 = 12


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

As the ground shutters and the the flaming skulls rise out of the charred hole Vhargs eyes widen in shock. Rrrraaaaahhhhhh!!!! Vharg roars, his muscles swelling and skin rippling as adrenaline floods his veins. (Free Action) Rage: +4 Str, +4 Con, +2 Will (4 rounds remaining) Screaming out a battlecry Vharg raises his Guisarme with both hands while simultaneously diving back away from the skull towards Randu. Acrobatics check to avoid an attack of opportunity moving to the square to the left of Randu. 1d20 + 2 ⇒ (4) + 2 = 6 Using the added reach of his weapon Vharg brings it down towards the abomination while howling bloody warcries.

Attack Roll: Flaming Skull in square Vharg previously occupied 1d20 + 7 ⇒ (6) + 7 = 13
Damage Roll 2d4 + 6 ⇒ (3, 3) + 6 = 12


Two things.
1) Randu, somehow I don't think you should be rolling a d20 for your weapon damage roll. Given that you missed the attack it doesn't matter this round but going forward just make sure to roll the right one.
2) Vharg, your action sounds good but just remember the FS's go before you. For everyone: You are absolutlely fine to post your actions in advance, just make sure you leave enough wiggle room for me if things change in the combat. Vharg's post is easy enough to work with so no worries there. And also remember that his will be the first action in the second PC clump given his post order.


Grimspawn Tiefling Alchemist (Beastmorph) (AC 14 / HP 9 / F +2 R +4 W +0 / Init. +2 / Perc. +4)

Ominous music cued!

For when my turn comes up I will attack the closest to me with claws. If the one on Ilya is still up by my turn then I will attack it twice.
Claw 1 1d20 + 2 ⇒ (19) + 2 = 21
Claw 1 damage 1d4 + 2 ⇒ (4) + 2 = 6

Claw 2 if needed 1d20 + 2 ⇒ (10) + 2 = 12
Claw 2 damage 1d4 + 2 ⇒ (4) + 2 = 6


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Ok, I should have caught that, sorry DMJ, but hey, at least I dident try to strike my target from 5' away like last time... So progress right?


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Knowledge: Religion 1d20 + 8 ⇒ (15) + 8 = 23

Mortimer steps back and with practiced haste loads a bolt into his crossbow and takes a shot at the Skull flying at Ilya. "Head down, Ilya! Get out of the way!" he calls out, pausing a second to see if Ilya will move clear before the string of the crossbow twangs.

Ready to fire if Ilya gets clear of the Skull
Heavy Crossbow 1d20 + 7 ⇒ (7) + 7 = 14 +3 Dex, +1 BA, +1 Point Blank, +2 Favored Enemy
Damage 1d10 + 3 ⇒ (4) + 3 = 7


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Sorry, *Facepalm* That's what I get for posting after a long car drive.:o


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah drops the torch and attempts to hit one of the flaming skulls with disruptive magic.

ranged touch 1d20 + 3 ⇒ (10) + 3 = 13


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Possible damage from disrupt undead 1d6 ⇒ 1


The three skulls slam about, trying to ignite the living trespassors.

FS attack on Vharg: 1d20 ⇒ 20, Damage: 1d2 - 1 ⇒ (1) - 1 = 0 + 1d6 ⇒ 1 fire
FS attack on Randu: 1d20 ⇒ 2, Damage: 1d2 - 1 ⇒ (2) - 1 = 1 + 1d6 ⇒ 5 fire
FS attack on Ilya: 1d20 ⇒ 19, Damage: 1d2 - 1 ⇒ (2) - 1 = 1 + 1d6 ⇒ 4 fire
Possible Crit on Vharg: 1d20 ⇒ 18, extra damage: 1d2 - 1 ⇒ (1) - 1 = 0 + 1d6 ⇒ 6 fire

Results.
Vharg: Crit for 7 total damage.
Randu: Missed
Ilya: Hit for 5 total damage.

Once Ilya posts, I'll have the round update posted.


Male Samsaran Foresight Diviner 1
Stats:
HP 9/9 | AC 13, T 13, FF 10 | CMD 11 | F +1, R +3, W +2 | Init +8 | Perception +5

The lopper, it seems, was quite free with that axe of his, even here in the prison.

5-foot step west, Channel Positive to harm undead: 1d6 ⇒ 6


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Roaring as he is enveloped in flames, Vharg gives a sigh as his blisters and charred skin returns to a deep green-grey hue. Dodging back towards Randu, Vharg bellows towards Ilya. You think Lopper made heads?! Vharg wonder how? We have his Axe... It not make sense, but if Lopper did kill them... Vharg not sure but think it might be important. You ask board about axe next.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Knowledge (religion) 1d20 + 8 ⇒ (2) + 8 = 10 Are these flaming skulls likely to bludgeoning intolerant or suckers for cold?


Any relevant Know info is posted above already. So, nope no weaknesses you're aware of.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Thanks for the reminder DMJ


Ilya, you can save your Channel Energy action, went through the numbers and the Flaming Skulls would all be dead before your action. Sorry for the confusion. I'll have the next update posted shortly.


Randu and Perrah attempt to attack the flaming skulls but they're unable to connect, their blows going wide. The rest of the group is able to handle things Mortimer, Vharg and Alexei each dropping one of the three skulls. Although not before they're able to land solid blows of their own.

The combat is over before it really began and once again a silence descends over the prison. The only difference now is the smell of burned flesh that lingers in the air.

With the threat removed, searching around the room you don't find anything of note. It seems that it was simply the training room and anything of value was destroyed in the fire or decayed from the elements.

Campaign Tab has been updated to reflect current HP.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Well," Randu says straight faced after a moment of silence in the post battle, "I found something." And he pokes one of the downed skull fragments.


Male Samsaran Foresight Diviner 1
Stats:
HP 9/9 | AC 13, T 13, FF 10 | CMD 11 | F +1, R +3, W +2 | Init +8 | Perception +5

No problem. In that case, just swap it for a blast of healing for Vharg and me.


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Thanks! Can't believe that I got crit'ed by that skull!


Sounds good, updated the HP to reflect the 6 healing.


Grimspawn Tiefling Alchemist (Beastmorph) (AC 14 / HP 9 / F +2 R +4 W +0 / Init. +2 / Perc. +4)

Alexei kneels down and looks at the shards and says Fascinating creatures. I wonder what sort of act caused the reanimation. Do you think it simple beheading by the axe or was there some dark ceremony involved? I wonder if they had to remove the heads post-mortem or if they had to be alive for the decapitation. As I said, fascinating creatures.


Let me know what the next step is and I'll update accoridngly. You've cleared this room, no more monsters and no loot of any value.


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Sniffing the musty air of the ruined prison Vharg walks over to the large hole and peers into its depths, as he passes Ilya he gives the diminutative halfling a nod that almost conveys respect. Vharg should not have asked you to talk to spirits about axe Ilya. Spirits are dangerous. Vharg will not do so again.

Dark Vision: Dark Hole Perception 1d20 + 6 ⇒ (11) + 6 = 17

After a long glance into the gaping hole in the floor, Vharg picks up his pack that had somehow fallen to the floor during the combat. Vharg say we move north. Clear this floor first, leave no foes at back.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah examines the fragments of skull for signs of incantation. Then shrugs and moves onto the hole.

"Guard your eyes, Vharg." Then she sends the dancing lights down into the distance to illuminate the area below for everyone. "As for the axe there is nothing inherently dark magic. Its the Lopper that was wrong. There are spirits here so you may get a chance to lay him finally to rest. After all he may have been the one that ended the Professor's life? unlikely in view of his lack of decapitation though."

"I agree, I am sure we should clear this floor before going underground. But a quick look below for Randu who has sharp eyes could be useful too."


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"I am happy to scout north, or go down the hole if need be, but I think I share Vharg's caution about foes at our back."


Looking down into the hole, you're able to make out the surface of what appears to be a small pool formed from the trickling water. The hole itself is about 20 feet deep. You can see the remains of a wooden contraption lying in the water directly below you, what appears to have been some kind of pulley or dumbwaiter system that was originally in place here but must have collapsed during the fire. You're unable to see any further into the chamber without climbing down.

Moving to the north, Randu gives the all clear on the door but it wouldn't have mattered anyways as part of the wall is collapsed as well. A huge stone furnace dominates the room, easily large enough for a child to climb inside. On the south wall next to the furnace is another door.

The ancient fire that claimed the prison has burned away the entire east wall of the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.

Map link updated.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer, his crossbow readied, eyes the room cautiously. "We have yet to find much safety here. Be careful Vharg." he whispers.

Perception 1d20 + 6 ⇒ (8) + 6 = 14 +2 more vs Undead


Male Half-Orc Barbarian 1 (Invulnerable Rager) AC 17 / HP 14 / F +5 R +3 W +4 / Init. +4 / Perc. +6)

Easing his way into the room Vharg slowly takes point. Keeping his Guisarme out in front of him with one hand while gripping his black talisman with the other he warily examines the space, looking, but touching nothing. Muttering muted catechisms under his breath and feeling certain that at any moment he is about to be attacked by a flaming skull or a howling spirit, Vharg feels the hairs on the back of his neck rise. Perhaps it was from being half burned to death not a few moments before, Vharg suddenly did not feel the kinship to fire that he usually had. Fire was supposed to drive away not spirits, not kindle them.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Grimspawn Tiefling Alchemist (Beastmorph) (AC 14 / HP 9 / F +2 R +4 W +0 / Init. +2 / Perc. +4)

Alexei follows into the room looking around with interest, occasionally pulling out his notebook and jotting down notes and sketches of interesting items and locations.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


Male Samsaran Foresight Diviner 1
Stats:
HP 9/9 | AC 13, T 13, FF 10 | CMD 11 | F +1, R +3, W +2 | Init +8 | Perception +5
Mortimer Valdebridge wrote:
"We have yet to find much safety here. Be careful Vharg."

That's not entirely true. The warden's office seemed relatively safe. I wonder, do you think his authority may have transcended death...? If so, what significance could having the name "Lyvar Hawkran" inscribed around the foundations have had...?


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu checks the door near the furnace, first looking at it for traps, and then, listening ..doubting he'll hear anything, but he's been caught off guard once. He'd like to avoid it again.

Perception to find trap: 1d20 + 6 ⇒ (4) + 6 = 10
Perception to listen: 1d20 + 5 ⇒ (18) + 5 = 23


Perrah: 1d20 + 1 ⇒ (6) + 1 = 7
Ilya: 1d20 + 7 ⇒ (1) + 7 = 8

So I was handling haunts incorrectly, as you will see in this next instance. See OOC thread for full breakdown.

Init:
Vharg: 1d20 + 4 ⇒ (10) + 4 = 14
Mortimer: 1d20 + 3 ⇒ (15) + 3 = 18
Ilya: 1d20 + 4 ⇒ (3) + 4 = 7
Perrah: 1d20 + 4 ⇒ (9) + 4 = 13
Randu: 1d20 + 3 ⇒ (9) + 3 = 12
Alexei: 1d20 + 2 ⇒ (3) + 2 = 5


Vharg moves his way cautiously into the room with the others close behind him. Everyone's eyes scan the area, wary for another attack or haunted location. So far the area seems quiet.

As Vharg moves in front of the furnace, Alexei and Randu suddenly catch movement out of the corner of their vision. Looking at the furnace in horror, they watch as the front of the furnace morphs before them into a leering skull made of stone and iron. Two empty sockets seem to recess themselves out of the stone wall while the metal grates pull apart and form jagged iron teeth.

The two men call out to the others as the horror manifests itself.

Overall init order is the following:Mortimer/Vharg/Randu/Perrah, Haunt, Ilya/Alexei.
This is the Surprise Round and only Randu and Alexei aren't surprised, so Randu is up, followed by the Haunt, then Alexei. Then we'll get into Round 1 and everyone's actions.

Map link updated.

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