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

Darius shakes off the paralysis finally and turns to see where the Piper is and doesn't even bother with his sword. Instead he reaches for another siphon and opens it up on the haunting figure and the Stirges. Or at least where they were last if he can't see them

Haunt Siphon Damage: 3d6 ⇒ (2, 6, 1) = 9 Thats the second siphon used


Narrator

The siphon sucks something in. But this time the swirl doesn't end but it turns green.

Spugnoir:
You see the ghostly figure being sucked ino the siphon completely.

The music and the flapping of wings stop.


It got sucked in! The swirl didn't end but turned green.


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 pauses with his pipes half way to his lips.

Does anyone have any idea what that means?


1 person marked this as a favorite.
Narrator

I do!

Spellcraft DC 18:
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike 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.


So...is it dispersed for now?


Narrator

As anyone stands there - tensed from head to toe looking around anxiously - nothing happens. Only silence.


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)

Does the area ahead still detect as evil? Does the green siphon detect as evil? And just to be sure, Does Grergof see anything attached or evil to any of the other characters?


Hmm..Well, it seems we have explored this area completely, I guess we will need to head to the basement now. Spugnoir shudders.


Narrator

Grergof:
The area is reduced to Horrowstone standard background evil. And nothing is attached to anyone.

On a sidenote: You should do your level up to 3 before going downstairs.


Narrator

Looking around in the remaining cells you find a room (T4a) where a ladder leads to a trap door in the ceiling.


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'm not sure why it turned green or what it does. Anyone else? Grergof, sense anything more around here? If not then Spugnoirs right. We'll have to head to the basement."
Yup I don't have any spellcraft si no idea what's happened.


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

"Or we could go up there first. To be sure?" Darius says as he points upwards at the trap door.


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 have no idea on the green. We may want to talk to the spirit and see if she can still feel the piper.

I can not feel anything left of that haunt.

In the mean time yes I would say we should go up the ladder.


Narrator

Whoever climbs up the ladder finds out that the trapdoor is not locked, but something heavy seems to lie on top of it.
(Opening the trapdoor requires a DC 22 strength check.)


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)

No time pressure so can I just take 20 to open it? If so that is what Grergof would do...


Narrator

Grergof stems himself against the door until it opens. As it does a
cascade of rubble pours down. (all creatures directly under the door must make a DC 15 Reflex save to avoid taking 1d6 points of damage - a creature on the ladder receives no save to avoid this damage)

After the rubble comes a stirge that looks like it's the mommy of the others judging by it's size.

Inititive Stirge: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative Grergof: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative Darius: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Spugnoir: 1d20 + 2 ⇒ (3) + 2 = 5

Damage Grergof: 1d6 ⇒ 5

The stirge takes he first target available which is Grergof on the ladder.
Attack vs. touch: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
The stirge attaches itself to Grergof and sinks its proboscis into him and starts to suck.
Grergof takes 1 point of constitution damage.


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

Reflex Save: 1d20 + 1 ⇒ (14) + 1 = 15 YASS!!

Darius barely gets out of the way in time and dives to the floor, narrowly missing the falling debris. His eyes widen in horror as he turns around on the floor looking back to see the giant stirge attached to Brother 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)

Ok, I am technically grappled and climbing right? Is it possible for Gregof to grab onto this Stirge and hold it (just maintaining the grapple) then fall from the ladder so that The stirge (and if need be Grergof) take falling Damage and we are in reach if the others want to attack it? Basically I'm trying to fall on top of it from the ladder.

CMB should currently be + 5 if you need that.


Not another one! Get down here so we can help!
I really need improved Init


Narrator

Grergof lets himself fall onto the ground.
Damage: 1d6 ⇒ 1

And rolls around to expose the bloodsucker.


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)

Any damage to the Stirge from the fall/me landing on it?


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 draws his sword and with both hands on the grip, runs up to take a swipe at the Stirge as if it's a golf ball, a really really large golf ball.
"Get offa him you oversized mosquito!"

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Aaaaand misses badly.


Narrator

That one point of damage is all the stirge's.

What Darius does looks frightening from Grergof's perspective. But luckily Darius doesn't hit Grergof. Unluckily he also doesn't hit the stirge too.


Spugnoir tries smacking the stirge
Morning Star: 1d20 + 1 ⇒ (12) + 1 = 131d8 ⇒ 1


Narrator

Spugnoir manages to hit the stirge but he is careful not to hurt Grergof resulting in almost not hurting the stirge.

The stirge ignores all of that and continues to suck out Grergof.
(1 point of con damage)


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)

As the creature drains his blood, Brother Varsk draws his scimitar and violently slashes at it.
Scimitar (Str damage) - Power Attack + Furious Focus: 1d20 + 5 - 1 + 1 ⇒ (9) + 5 - 1 + 1 = 14
Damage (Str Damage) + Power Attack: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Narrator

Finally someone hits that thing seriously. But it is still far from dead.


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

"Second times...gah!"

Darius tAkes another swing!

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Narrator

This is going to be bloody again. Luckily Grergof didn't wash his clothes yet. But for now the beast is still alive.


Spugnoir adjusts his grip and tries whacking the oversized mosquito
Morning Star: 1d20 + 1 ⇒ (12) + 1 = 131d8 ⇒ 6


Narrator

Spugnoir hits the stirge and now it doesn't look good anymore. But it still sucks blood.
1 point con damage


One would think that it would get the hint and fly off.


Narrator

I think another broad hint between the eyes will make the point.


Spugnoir engages in animal abuse.
Attack: 1d20 + 1 ⇒ (2) + 1 = 31d8 ⇒ 2

Gozreh dissaproves


Narrator

Spugnoir whacks with his morning star hard on Grergof's scale mail making him cringe.


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

"Third times the charm!"

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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)

Crap. In rereading Furious focus, I realized I had been applying it wrong to my scimitar.... my mistake, I'll correct it going forward.

Assuming the thing is still alive: Grergof slices at the Mama Stirge again:
Scimitar (Str damage) - Power Attack: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Damage (Str Damage) + Power Attack: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Narrator

Grergof finishes the blood sucking beast and douses himself in blood in the process.

Where is the mage when you need one (to cast prestidigitation)


Pfugh! I hope that is the last of them.

Spugnoir taps Grergof with the wand of restoration
Lesser Restore: 1d4 ⇒ 4


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

"That was unexpected. Everyone okay? How's that wand working for you Brother Grergof?" Darius says as he looks everyone over then stands under the ladder and looks above.
"Wonder what other surprises might be up there?"


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)

Thank you Mr. Spugnoir. I feel much better now.

Grergof gives a long look at the ladder then starts climbing.
Only one way to find out...

Poke my head up the trap door, what do I see?


Narrator

Climbing up Grergof stands on a balcony on the roof. There is some rubble where some of the wall crumbled and a nice view over the landscape from this high point. (R8 in the Harrowstone premises map)


Any more critters up there? Spugnoir scratches his head. It seems we have explored most of the upper floors, just the basement left and it looks like we can get there throught he hole in the floor where the flying skulls came out of.


Narrator

There is nothing else up there and on that floor. Also no hidden treasure. The first floor you also cleared but some of the haunts may respawn.

But as you remember the hole in the ground is no easy way to go as there is a shaft through the floor but that shaft is close to the middle of the ceiling of the lower room. Which makes it hard to climb down and almost impossible to get back up.


Hmm..If we get some extra rope, we can try to find something to secure it to and have that hang down. We do risk it getting cut by any haunts if they happen by. We should make arrangements with the sheriff so he knows we are going down and he and the Father come and check after a day or two.


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 have 50 feet of rope but I would suggest we Consider that the backup.
Maybe we stop by the spirit and make sure we took care of two of the prisoners, then can we check out the hole again?
I would like to know how far down the hole goes. If it isn't deep maybe we head back to town and get a ladder and grappling hook. We use the ladder as our main means of climbing up/down and my rope/grapple as the second method to get back up if the ladder gets destroyed. But that depends how deep the hole is. A 25 foot ladder will be really heavy to carry all the way from town.


I agree. I have rope as well. Some of the other ghosts might very well be below us. We met one with a pipe and the other one with the holy symbols. So, head back and resupply?


Okay, let us measure the hole and then head back for the ladder. Spugnoir will head back to the hole room with the others.


Narrator

The group moves down again and through the foyer - with an interruption of one minute - on through the room with the cold spot into the training room. The cold spot manifests but as the group just passes through they are gone before it has an effect on them.

Using a torch or something to create light the bottom of the basement room is visible. Rotten and burnt wooden beams lie around and heaps of stones from crumbled walls line the area. In the middle of the room a pool of dark murky water has collected.

Using a rope the depth can be measured as about 20 feet from the floor of the training room to the bottom of the basement room.

Way back will lead through the haunted area with the haunt already active.

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