GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Kitsune Game Master

Acrobatics roll to not take 1d6 damage from the jump over the rail?


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam Gathers close to everyone and Dim doors everyone to door where the mist went it.

if it is visible from where we are


Kitsune Game Master

What's your light source? I assume some magical light.

As the group appears in front og the dressing rooms, the mist disappears around the corner, going downstairs. The mist isn't really fast, but a bit hard to see.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Ya I have magical light on my staff as needed

"There is it." Stam points casting Glitter Dust on the spot the mist is.

DC 18 will save or blinded


Spugnoir throws an Ectoplasmic bomb at the mist

Ectoplasmic BombsBenefit(s) The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.


Kitsune Game Master

Spugnoir hurries to the corner and bombs the mist, making it glow-in-the-dark(TM). Stam wants to throw his magic at it too, but he has to recover from the magic travel first.

It is not possible to further damage the vampire.


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

Knowledge(Religion): 1d20 + 17 ⇒ (10) + 17 = 27

"We need to find and destroy his coffin!" Darius tells, once he has oriented himself. "Or simply destroy every coffing in his house."

"Do we think, that is the bad guy, or do we believe, there is someone else hiding in here?"


There will no doubt be a hidden diary and letters telling us where we need to go next


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

"I thought that important vampire dude, whose name I forgot again will tell us? If we can convince him, we got the murder, right?"


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)

Maybe Find him and stake him! then we can bring him back for Vampire Justice and interrogation!


Justiccceeee!


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"The Lord of the Vampires?" Stam looks to Darius. "We have little to no proof right now."


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

"Staked vampires in the basement are little to no proof?" Darius objects.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"Well if we take the steaks out and they say opposite where do we stand?" Stam asks


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

"Try it out?" Darius suggests. "If they don't further our case, we can put the stake back."


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)

[b]Lets follow this thing and stake it before we get ahead of ourselves.[/ooc]

Grergof follows the mist flail out.


Spugnoir follows


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam follows


Kitsune Game Master

The mist leads the way until there is an opportunity to escape through a crack in the old stone, to somewhere the heroic adventurers can't follow.

Defeated Vampires have two hours time to get back to their coffin. I refrain from leading you for an hour through the sewers.


Shall we search the rest of the house?


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)

Yes. We know where the coffins are downstairs, we can go open them in a few minutes to see if the vampires have gone there.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"We need to search them yes lets give him a few minutes head start then? I mean we could just remove the lids and hide them could we not?" Stam says staying more in the middle.


Dump out the dirt


Kitsune Game Master

Want some hints, or does investigator Spugnoir start making conclusions wher eto search?


Spugnoir does dirt tests to examine for ectoplasmatic residue to triangulate possible locations for a hidden room or good coffin locations.
FOCUS! ENHANCE ALCHEMY!: 1d20 + 20 ⇒ (16) + 20 = 36


Kitsune Game Master

Besides the obvious rooms in the basement with coffins, one of which was originally secret, there are no other rooms to be found with this alchemical method.

A lot of ectoplasmic residue points to the room with the staked vampires in it E14. There is also a door inthat room, that you haven't investigated yet.


Spugnoir checks out the door
Perception: 1d20 + 17 ⇒ (7) + 17 = 24


Kitsune Game Master

The door shows no sign of traps or such. Behind the door, E15 four stone coffins lie on the floor of this dark chamber. The room is devoid of further decoration.

In the large room before the door E14 besides the staked Vampires at the rack stands a table with a drawer underneath. In the drawer there is a book, which looks like a journal.

Incredibly meticulous, Radvir keept a journal. The journal contains a
list of not only the vampire elders he’s targeted, but also the nobles of Ustalav he framed by falsifying evidence against them. The journal
makes it clear that Radvir was acting on behalf of Adivion Adrissant and
the Whispering Way to help pave the way for the return of Tar-Baphon. The book also includes several notes in individual envelopes from Aisa and Hetna Dublesse. These missives detail ongoing requests for more vampire bodies to be delivered to the Abbey of Sante-Lymirin in exchange for additional bloodbrew elixir. The journal includes the abbey’s location and Radvir’s own musings on the witches’ intentions for the bodies. He believes the sisters are trying to create a potion for undead transformation, and associates it with the Whispering Way,


The big red bow on this kinda confirms things. Shall we try hunting that guy down or we done here?


Kitsune Game Master

Spugnoir takes a quick glance inside the next room and then turns on the table, rummages through the drawer and reads through pages and pages of proof about the case the group tries to resolve.

Meanwhile three of the stone coffins sneak out of the room, open their large - and surprisingly toothy - lids and attack.

Init:
Init Grergof: 1d20 + 3 ⇒ (3) + 3 = 6
Init Darius: 1d20 + 2 ⇒ (20) + 2 = 22
Init Stam: 1d20 + 6 ⇒ (13) + 6 = 19
Init Spugnoir: 1d20 + 6 ⇒ (19) + 6 = 25

Enemy: 1d20 + 8 ⇒ (18) + 8 = 26
Enemy: 1d20 + 8 ⇒ (3) + 8 = 11
Enemy: 1d20 + 8 ⇒ (6) + 8 = 14

1d4 ⇒ 2
The first coffin attacks Stam. After that, Stam finds himself glued to the coffin.
Slam: 1d20 + 17 ⇒ (8) + 17 = 251d8 + 9 + 4d6 ⇒ (3) + 9 + (3, 5, 4, 2) = 26

Coffin
Stam, Spugnoir, Darius <--
Coffin, Coffin
Grergof


Lol wut? I made sure to check to see if their chains were tuned int the right direction and if they were breathing


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)

We still need to finish off the vampire... What he did to Father Redgrave can not be allowed to be repeat.... What the!?!?!

Grergof looks shocked as the coffins seem to sneak in and attack.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Prior to being mimic food

"It does tie things up nicely, I wonder what this Bloodbrew elixir is, do you have any thoughts Spugnoir?" Stam asks.

While being mimic food

Knowledge check?: 1d20 ⇒ 13

COuld I dim door out of this?


Kitsune Game Master

You got concentration rules for being grappled, but besides that, you can. DC30 for Dim Door.


This makes no sense! How do coffins sneak?! Do they get on little coffin tiptoes?
Need to make a booze bomb that makes creatures drunk

Battle stats:

HP 55/89
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket
Bombs:2/18

Spugnoir chucks two fire bombs at the one biting Stam, making to adjust them so they don't hurt anything but the mimics

Fire bomb,PA,PBS,Precise,Selective,Touch: 1d20 + 17 ⇒ (5) + 17 = 226d6 + 6 ⇒ (4, 5, 6, 2, 6, 3) + 6 = 32
Fire bomb,PA,PBS,Precise,Selective,Touch: 1d20 + 13 ⇒ (20) + 13 = 336d6 + 6 ⇒ (1, 6, 4, 6, 1, 4) + 6 = 28
Crit confirm: 1d20 + 13 ⇒ (12) + 13 = 251d6 + 6 ⇒ (3) + 6 = 9


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

You might have noticed, that they even do sneak attack. This start to look like "The Fearless Vampire Killers".

"What the heck is going on in this cursed house!" Darius shouts. Then he calls upon the power of Iomedae to end one of those evil creatures, confronting it with his holy symbol - and a casting of slay living.

Touch: 1d20 + 10 ⇒ (1) + 10 = 1112d6 + 12 ⇒ (1, 3, 6, 4, 5, 4, 4, 4, 1, 4, 2, 1) + 12 = 51
But he fails miserably to deliver the eerie dark glow.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Concentration: 1d20 + 18 ⇒ (12) + 18 = 30

My Know check is 26, so I would know these are mimcis?

Stam wiggles his fingers just so, as he does a black magical space appears behind him, pulling him away from the Mimic and behind Grergof. "Mimics, they will try to eat you."


Kitsune Game Master

With Stam gone, the coffin tands there alone and burned. The bombs did a good deal of burning, but the coffin is still pretty alive.

The other coffins move in on Darius, who is now in the front row. They move into position to flank him. Luckily for him anly one of them hits. The bad thing is, that Darius is now glued to that one.
Darius gets an AoO
Slam: 1d20 + 17 ⇒ (12) + 17 = 291d8 + 9 ⇒ (5) + 9 = 14
Slam: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 221d8 + 9 + 4d6 ⇒ (5) + 9 + (5, 5, 4, 3) = 31

Coffin(69)
Stam, Spugnoir, Darius
Coffin, Coffin
Grergof <--


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

Darius tries again to deliver Iomedae's answer to his prayer to the creature.
Touch: 1d20 + 10 ⇒ (17) + 10 = 2712d6 + 12 ⇒ (5, 2, 3, 2, 3, 2, 2, 5, 4, 1, 5, 5) + 12 = 51


Kitsune Game Master

Fort: 1d20 + 8 ⇒ (6) + 8 = 14
The coffin cringes in pain, but doesn't die.

Coffin(69)
Stam, Spugnoir, Darius
Coffin(51), Coffin
Grergof <--


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)

Grergof steps up and bashes the mimic that just snagged Darius with his flail.
Flail + Divine Bond - Power Attack + Furious Focus + Deadly Juggernaut: 1d20 + 19 + 3 - 4 + 4 + 5 ⇒ (13) + 19 + 3 - 4 + 4 + 5 = 40
Vital Strike Damage + Divine Bond + Power Attack + Deadly Juggernaut: 2d10 + 8 + 3 + 12 + 5 ⇒ (8, 7) + 8 + 3 + 12 + 5 = 43

Now even the coffins are alive!?! This city has serious problems!


Kitsune Game Master

The situation looks all wrong. Coffin's attacking people, and hitting them hard, doesn't break them, but makes them bleed. Grergof has to face that even his blow with the flail wasn't enough to bring the thing down.
DC19 Reflex, or the flail is stuck.

Darius has to stand the next attack from the furniture for the dead that keeps harassing the living. He finds himself glued from two sides now.

Slam: 1d20 + 17 ⇒ (19) + 17 = 361d8 + 9 ⇒ (1) + 9 = 10

Coffin(69)
Stam, Spugnoir, Darius <--
Coffin(94), Coffin
Grergof


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Do I know if they are special with my 26 Dungeon roll?

"These things are rather hardy indeed." Stam says making a mental catalogued of his remaining spell list. Stam pulls out his wand of grease and coats Darius in grease hoping that will help him get out.


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)

Reflex: 1d20 + 9 ⇒ (7) + 9 = 16

What the!!! Grergof pulls at the flail.


Battle stats:
HP 55/89
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket
Bombs:2/18

Spugnoir shoves a Haste extract down Vark's mouth since he figures they are going to need to boost.Haste for 12 roounds


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

Darius draws his sword and swings it at the coffin.
Slash: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 2 ⇒ (7) + 2 = 9
Ref: 1d20 + 5 ⇒ (6) + 5 = 11

"Give my sword back you stupid box!" he curses, as he finds his weapon stuck on the creature.


Kitsune Game Master
Stam Truthfinder wrote:
Do I know if they are special with my 26 Dungeon roll?

They look like mimics with all the glue and act like rogues.

Darius doesn't manage much, but get his sword stuck. Grergof got the same issue with his flail.

Coffin(69)
Spugnoir, Darius
Stam <--
Coffin(94), Coffin
Grergof


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"If we just give them some ground we could bottle neck them and hit them from Ranged. Darius excluded." Stam says

I used a wand to cast great on Darius so he could have a bonus to escape artist haha


Kitsune Game Master

The coffins keep pummeling Darius. And due to their mean tactics, it's really painfull for Darius.
Slam: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 351d8 + 9 + 4d6 ⇒ (5) + 9 + (4, 4, 3, 2) = 27
Slam: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 231d8 + 9 + 4d6 ⇒ (4) + 9 + (1, 4, 5, 3) = 26

And once again, the cleric finds himself unconscious on the ground.

Coffin(69)
Stam, Spugnoir, Darius
Coffin(94), Coffin
Grergof <--


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)

His Flail stuck to the creature, Grergof releases his weapon and grabs his silver flail.
We are not leaving Father Redgrave behind!

He bashes with his silver flail

Flail + Power Attack + Furious Focus + Deadly Juggernaut + Haste: 1d20 + 18 - 4 + 4 + 5 + 1 ⇒ (9) + 18 - 4 + 4 + 5 + 1 = 33
Vital Strike Damage + Power Attack + Deadly Juggernaut + Haste: 2d10 + 7 + 12 + 5 + 1 ⇒ (9, 2) + 7 + 12 + 5 + 1 = 36

Reflex to keep flail: 1d20 + 9 ⇒ (18) + 9 = 27

Pulling the Flail back from the sticky creature he uses his enhanced speed to swing again.

If the creature I hit before is still up I'll swing at it again, if not 5' step and then swing at the second Mimic holding Darius.
Hast Attack: 1d20 + 18 - 4 + 4 + 5 + 1 ⇒ (17) + 18 - 4 + 4 + 5 + 1 = 41
Damage + Power Attack + Deadly Juggernaut + Haste: 1d10 + 7 + 12 + 5 + 1 ⇒ (8) + 7 + 12 + 5 + 1 = 33
Confirm Crit from Improved Crit: 1d20 + 18 - 4 + 4 + 5 + 1 ⇒ (16) + 18 - 4 + 4 + 5 + 1 = 40
Crit Damage: 1d10 + 7 + 12 + 5 + 1 ⇒ (5) + 7 + 12 + 5 + 1 = 30

Reflex to keep flail: 1d20 + 9 ⇒ (20) + 9 = 29

You may not have him!

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