GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Pretty sure between the lot of us we can break it down."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Very well. I am rather spindly so this is best handled by the more robust members of our group. Spugnoir shuffles back.


Narrator

So everyone is waiting for Grergof to beat down the door :P


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Darius seems to have a positive STR mod so he can help.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"C'mon young Grergof, put your back into it." Darius jests as he stands ready to kick the door in along with Brother Grergof.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

"Why don't you just break a whole in the door and unlock it from the other side?" Aada questions, sword hand on her hip.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"On second thought we might have to find another way around."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Sorry busy day at work so couldn't check this till now.

If you are sure, I can break this down. It will not be fast or quiet. But if you are sure...

Grergof hands Aada his lantern, Puts away his scimitar and draws out his flail.

You may want to step back.

Then he swings a massive two handed blow against the door.
Damage + Power Attack: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15

That's adjusted damage due to his strength damage. He will repeat until the door breaks as I doubt the door will successfully dodge him taking 10 to hit.


Narrator

After five minutes of thrashing at the door it is finally bent so much that the bolts give up and the door falls with a loud crash into the room.

A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.

Perception DC 20:
There is a secret cabinet in the wall opposite to the door. It contains besides more useless stuff a set of masterwork thieves’ tools, a bronze war medallion from the Shining Crusade, an unframed Taldan painting of Stavian I, a set of a noblewoman’s silver hair clips, a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and a wand of lesser restoration (12 charges).


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

As the door comes down Grergof peers in, but does not see much due to the darkness and sweat dripping into his eyes.

He quickly scans for evil and if he finds none steps back to reclaim his lantern.

There is a bunch of stuff tagged in there. Possibly the prisoners personal effects? I couldn't tell. He states removing his helmet and clearing the sweat from his brow.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

It looks like there is a concealed room here. Spugnoir snaffles the goodies and lets the others examine them

May I have these lockpicking tools?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Well done Grergof! That's a supreme effort. Now what have we here?" Darius remarks as he steps into the room.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

"Well spotted Spugnoir! Yes I won't contest you taking the thieves tools. I'm sure you'll make better use of them than I."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Does anyone have an eye for antiques?Appraise Perhaps these would make good trade goods. Then we could examine the area past the bars and the door there. Leads to S18


Narrator

Sorry I didn't notice the leads to S18

Walking back through the corridor separated with bars Spugnoir leads the group back into the foyer. There again the burnt ghostly faces of the prisoners come flying through the doors and slam the doors shut. Even though anybody knows this already it is still scary. After one minute the doors open again and Spugnoir leads the group along the other side of the bars to the next room.

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.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Brother Varsk again holds up the lantern and says:
I will watch for you all again. You can look around. That hole most likely leads down to a basement that was controlled by the prisoners. I suggest we avoid it today.

Stand and watch with my lantern and scimatar out for anything dangerous.
Note I also check the position of the sun, how much time do we have until sunset?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

I wouldn't be surprised if some of the weaponry starts attacking us. Spugnoir starts looking around


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

While he is watching, Grergof will scan for evil.


Narrator

Grergof:
Besides the usual background evil you detect that the evil is greater where the hole leads into the basement.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Oh yes, something clearly lurks down the hole.

Time of day?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

No doubt that is where the evil mastermind lurks. There or the attic.

Spugnoir points north. How about heading through that door?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"I think let's check this level and the one above before adventuring below. If the cause of all this does lurk below we should be at full strength before confronting it."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

North then.


Narrator

Which north? North to S19, or back to the foyer and the north door there?


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0

I'm thinking north to S19.


Narrator

As the group moves north to the door they pass the hole in the ground. Just as they are there three flaming skulls fly screaming out of the hole. These are like human skulls just that tey fly and are on fire.

Initiative Skull: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Skull: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Skull: 1d20 + 1 ⇒ (5) + 1 = 6

Initiative Grergof: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Darius: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Spugnoir: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Aada: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Hailiss: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Lucy: 1d20 + 2 ⇒ (7) + 2 = 9

Some may act before the skulls


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Ranged Touch: 1d20 + 2 ⇒ (5) + 2 = 7
Disrupt Undead: 1d6 ⇒ 6

With unwieldy blast from her holy symbol, energy directed from the holy symbol rockets out and misses the gaggle of heads.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Flaming skulls? What a time not to have a shotgun

Spugnoir suddenly regrets not learning that formula about frost bombs.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Crap can't remember how many Channels I have left for the day but gonna use one anyway. Think I have like one or two left.

Darius shacked to see the flaming skulls retaliates and holds his sword before him and a burst of light flashes from it. "Eat some of Iomedae's holy light bone heads!"
Channel Positive Energy DC14: 1d6 + 2 ⇒ (6) + 2 = 8


Narrator

Will Save: 1d20 + 2 ⇒ (8) + 2 = 10
Will Save: 1d20 + 2 ⇒ (16) + 2 = 18
Will Save: 1d20 + 2 ⇒ (20) + 2 = 22

Aada's aim is off by far. In the burst of holy energy one of the skulls explodes and the other two are visibly weakened. The skulls fly towards the group to smash into them.

Attack Darius: 1d20 + 1 ⇒ (2) + 1 = 3
Attack Spugnoir: 1d20 + 1 ⇒ (4) + 1 = 5


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0

Hailiss swings her sword at the one attacking Spugnoir.

1d20 + 4 ⇒ (5) + 4 = 9, 1d8 + 3 ⇒ (7) + 3 = 10


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius sidesteps the skull that attacks him. He winces a little at the creak in his back. "I'm getting too old for this." He mumbles to himself.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Quick Stats
HP 18/18
AC 14/12/12 (16/12/14 with Mutagen)
Saves F5/R5/W2(4 fear) (+2 vs. Poison)
Weapon in Hand Morning Star
Special effects: Mutagen
Bombs:4/6

Spugnoir tries whackign a skull

Attack: 1d20 + 1 ⇒ (13) + 1 = 141d8 ⇒ 4


Narrator

Hailiss misses this rather small enemy, but Spugnoir sends another one to eternal rest.


Narrator

The remaining skull tries an attack on Hailiss
Slam: 1d20 + 1 ⇒ (2) + 1 = 3
but misses.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I'm guessing it 's my turn.

So Grergof slashes at the remaining skull with his scimatar.
Scimatar - Power Attack + Furious Focus: 1d20 + 5 - 1 + 1 ⇒ (1) + 5 - 1 + 1 = 6
Damage + Power Attack: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

However he swings wildly as his mind is not really focused on hitting the flaming skulls. Rather he is curious about the creatures.

Religion to know about skulls: 1d20 + 5 ⇒ (8) + 5 = 13

what type of undead are these? Some form of skeleton? These clearly need to go into my journal. I wonder if they burn flesh like the blackened skeletons we saw earlier?


Narrator

Grergof:
There is not much to know what is not easily seen. And it's no surprise that these are indeed undead. About how real the fire is you're invited to try ;)


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Ranged Touch, Disrupt Undead: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 ⇒ 1

A weaker blast comes from Aada's holy symbol, much to the annoyance of Aada.


Narrator

That weaker blast hits the skull and does the trick of lettign it implode. Hailiss ducks away but finds out this 'explosions' are no threat for bystanders.
Combat over


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Shall we continue through the north doors?


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0

Hailiss leans over to catch her breath. That'd been a close shave.

"Let's," she says.


Narrator

The group moves further north and through the door into the next room. A huge stone furnace dominates this room, large enough for a child to climb inside. Above it a A soot-caked copper plaque reads 'Ember Maw'. An ancient fire has burned away the entire east wall 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.

GM:
Perception Grergof: 1d20 + 2 ⇒ (7) + 2 = 9
Perception Darius: 1d20 + 6 ⇒ (11) + 6 = 17
Perception Spugnoir: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Aada: 1d20 + 7 ⇒ (10) + 7 = 17
Perception Hailiss: 1d20 + 0 ⇒ (4) + 0 = 4
Perception Lucy: 1d20 + 0 ⇒ (12) + 0 = 12

Darius, Spugnoir, Aada:
You notice that the face of Old Ember Maw seems to animate into a leering skull-like visage made of metal and bars. And it suddenly stinks of burnt flesh.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

We got another haunt I think! The stove is looking like a leering skull and it smells like burnt flesh!

Spurnoir drinks his Targeted Bomb Admixture Extract
No Splash but double INT bonus to damage


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Aada tries to move back a bit away from the furnace, "Get the haunt siphon out, quick."


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Aada's right! Let's try exercise this one with a siphon, we're gonna have to use them sometime." Darius says, steadying himself for the conflict.


Narrator

The furnace roars, then a fiery tongue lashes out from its maw.
Ranged Touch: 1d20 + 3 ⇒ (16) + 3 = 19
Targeting: Aada, Spugnoir, Darius, Grergof, Hailiss, Lucy: 1d6 ⇒ 2

Spugnoir gets hit by the ray of fire.
fire: 4d6 ⇒ (2, 2, 2, 5) = 11


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

AUGH! I don't think fire will stop this one!


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0

Taking a haunt siphon from her belt pouch, Hailiss makes sure she's at least as close to the furnace as Aada before she twists the cap on it, releasing a torrent of white mist that swiftly collapses into the vial again.

Haunt Siphon Damage: 3d6 ⇒ (3, 5, 1) = 9


Narrator

There is some of the energy of that haunt sucked into the vial, but the Ember Maw still has it's changed appearance and is roaring.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius marches up to the Ember Maw, holds out his hand and says "Say hello to Iomedae's open hand of Justice!"

Cure Light: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Is it gone? Does anyone know how long it takes for these things to come back?

He brandishes his scimitar, but has a sinking feeling that it will do nothing against the fire.

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