GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Cough cough cough. Quick, we need to help Darius!


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

"Thank you Spugs 'ol chap... something is wrong with me. I hurt all over, more than usual. My bones ache." Darius says between wheezing coughs.
After a fit of coughing he continues. "This doesn't feel like any kind of malady that any normal healing or restorative magic can help with. Perhaps though, it's more akin to what Brother Gergof experienced when wielding the hammer or what Gibbs did with the razor."


Narrator

Taking a closer look at the room reveals who the skeleton on the rack might have been. It still wears tatters of it's chainmail uniform. Also a ring of keys is found inside of the skeleton’s pelvis. Also Warden Hawkran's badge - a metal disk - has been wedged into the skeletons jaw, and is obviously the object that was used to shatter that part of his face.

Perception DC 20:
There is a secret door in the east wall.


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

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Darius raises his arm weakly and points towards the skeleton. "There, I think I see Hawkran's badge just like Vesorianna said. We wary. I don't like the look of this." And waves his hand. Tiny stars fall from it as it passes and the three companions glow slightly before it fades.

Casts Communal Protection From Evil on everyone


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 + 3 ⇒ (5) + 3 = 8

Something does not add up here. No haunt has been this easy to destroy.
He starts scanning the room with detect evil.


Narrator

Grergof:
There is nothing evil besides the evil background of this place.

Sorry my bad. The iron maiden would have held Darius in until the haunt causing that is destroyed. Darius please get back in :P
It was a lousy 8HP haunt anyway, so take it as a gift.


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)

Im not detecting anything special here. So I'm not sure why Darious walked into this thing.

No evil/haunt to disrupt so I guess just Str check to pry the maiden open.
Strength: 1d20 + 4 ⇒ (1) + 4 = 5

Sorry. I guess I can't get a handhold... First death incoming if it really is going to do 6 con per round.


Spugnoir had been dozing on his feet. Whuh? Is it over? Spugnoir helps tries helping open the maiden. If this thing is the haunt, maybe using your divine magic to harm it, Varsk.

Str: 1d20 ⇒ 14


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 walks over and taps both Spugnoir and Grergof on their shoulders. "Um fellas, I'm over here."


Spugnoir screams like a little girl.


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)

What? Oh...But I thought?...
Well I'm glad you are out of there.

Are you Ok? And have you checked out the body on the rack?

Grergof heads over to look at the body and remove the badge.


Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Well, let us get back to the warden's wife and give her the badge, then we can tell everyone in Harrowstone that things are...well, better I guess.

Spugs will head back up with the others when they are ready.


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 he walks Grergof says:

While I agree with the thought of giving the badge back to Mrs. Hawkran,We are not done yet, There is one more ghost, Probably behind the portcullis that is down. I suggest we try to lift or get through that first.

If the others don't disagree Grergof examines the Portcullis and will try to lift it up.


Spugnoir scratches his head. There is? I seem to have lost count.


Narrator

The portcullis preventing entrance to the cell block south of the central room is closed. And the winch in the guard room is heavily damaged and in no state to use it. A short check reveals that this portcullis is made to make it hard to come through.
(DC 28 Strength check to lift it)


Give me some time and I might be able to make acid to eat through the bars. We can give the badge to the ghost to keep the other haunts under control while I brew.


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

"Sounds like a plan." Darius says through wheezing breaths.


We can get The Father to take a look at you as well. Spugnoir will head up to the ghost of the warden's wife with the others.


As the group enters the room Vesorianna's ghost rises from the pile of laundry where her bones rest. "Oh, hello. You're back. Have you found my husband's badge?"


Spugnoir presents the badge.Indeed, we dealt with the Mosswater Marauder and the Splatterman as well. Spugnoir places the various cursed items down. Should we destroy these by say melting them down or just leave them with you? There is one area that has a broken gate that we need to get tools to get through but I think we have most of the haunts. Hmm..I remember a piping one and one with a bunch of holy symbols. Oh, and The Lopper as well with the cursed axe.


"No, the Splattermann is still left. The others are inactive." Vesorianna replies. "You can leave these items here if you want. And please leave the badge here too."


Spugnoir leaves the items on the floor and turns to the others. Maybe we can ask back at the alchemist shop if there is acid available?


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)

Except with the attack on Miss Fallenbridge, the shop is probably closed.

What if we grabbed a couple stones and an iron bar? With those we could make a simple lever so we all could lift the gate then Mr Redgrave and I could hold it open while you shove a rock under it to keep it up?

Turning to Vesorianna he asks
Which reminds me, you said the ghost of the Splatterman is still in the building, can he reach out beyond the building? Someone in town is recreating his crimes but seems to have no idea he is doing it. Do you know if any of the spirits have influence beyond these walls or should we be looking for another cursed item?


"I don't know how far his influence reaches. But if it were not for me he would be free to go. Everything should end once the Splatterman is banned." Vesorianna replies.


Someone did have a razor that they used as a weapon, perhaps he stole it? Anyways, let us try to get that gate up. Spugnoir is ready to head back down. On the way there, Spugnoir begins looking for suitable rocks and metal objects that could be wedged underneth when they get the gate up.


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 looks around nearby for a pole or beam and boulder that can be used.


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)

There were branding Irons in the torture room and lots of rocks in the stairway collapse. We can probably find what we need there. Or we can try an iron bar from one of these cells if any are lose.

Gather up the materials the best we can and try to pry the gate open/Jam it up.

Can we assume that with the help of a lever we succeed? Particularly given the fact that we could do this on a take 20 roll + Aid another? (Not that the characters would know that.)


Narrator

The group loots half the prison for tools. After quite some wile they manage to get the portcullis up a foot and some. Putting some stones and stuff under that it becomes possible to crawl or roll under it to reach the cell block.

Wanna go in?


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)

Scan the areabeyound the gate with detect evil.

If it is just the standard low level evil:
Watch my back.
Grergof crawls in.


Narrator

Grergof:
It's the worst evil you have experienced so far in the Harrowstone


Spugnor makes a Shield spell infusion for VarskDrink this if you see something nasty +4 Shield AC for 3 minutes


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 there is nasty.... this whole area is coated more in shadow then anywhere we have yet seen in this entire prison.

So thank you, I am guessing this will be very needed.

He takes the infusion and holds it in his hand ready to drink it at the first sign of trouble.

Here we go. Watch carefully through the gate while I pass under it,
Then I will do the same for you.

Grergof crawls under the gate.

If he gets to the other side without incident he will stand up, draw his flail and stand guard as the others come under.


Spugnoir will keep a grip on the gate, just to make sure.


Narrator

As Grergof stands up on the other side he gets a view on the interiour. Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

Who is carrying what light?

Grergof:
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
You notice blood drops welling up on the southern wall.


Spugnoir activates a sunrod


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 rolls under and Joins Grergof on the other side.

"Wait! Here brother. This will help."

Darius lays a hand on Brother Grergof.

Casts Hide From Undead

Hide From Undead:

School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); see text; Spell Resistance yes
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.


Narrator

Darius:
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Will Save: 1d20 + 7 ⇒ (12) + 7 = 19

Nothing happens.
Hide from undead is one person/level. As you write it you only cast it on Grergof


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

Can I say I cast it on all of us then?

Darius looks around and touches Spugnoir as well as himself That sounds bad., affecting everyone with the spell.


Narrator

Will Save Prof. Feramin vs. Hide from undead: 1d20 + 8 ⇒ (15) + 8 = 23
Initiative Prof. Feramin: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative Grergof: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Darius: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative Spugnoir: 1d20 + 3 ⇒ (16) + 3 = 19

The ghost of an old man with the looks of a crazy professor appears out of the hole filled with water.
(You all go first)


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)

Careful, that's a haunt. I see blood dripping down the back wall.

Spugnoir you may want to join us in here.
Drinks Shield infusion.

Then he tries to see if he can determine anything else about the spirit.
Religion: 1d20 + 6 ⇒ (6) + 6 = 12


Narrator

Knowledge Religion DC 16:
The bloody wall is a haunt. The ghost is a ghost. But the haunt can't sense you right now, as it doesn't get a will save.


Spugnoir wiggles under the grate. I wonder if channeling your holy powers will still allow us to remain hidden.


Narrator

The ghost moves through the wall into a prison cell. The door of that cell is closed.


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

Knowledge Religion: 1d20 + 10 ⇒ (9) + 10 = 19

Darius whispers softly to Spugnoir and Grergof. "The blood on the wall. That's the haunt. The ghost is just a ghost. I think if I use one of the siphons on the blood we might be able to end this quick since I don't think the haunt can sense us right now because of my spell. Thoughts?."


We might as well use them all, how many do we have left? Varsk said that this is a pretty strong haunt so we have nothing to lose by not going all 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)

I believe the ghost is our real target here. Maybe stopping the haunt will make getting at the ghost easier... but given a choice we need to focus on the ghost.


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

So it is done. Darius moves cautiously towards the blood smeared wall. Drawing his sword in one hand and a siphon in the other keeping an eye out for anything that may come at him.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

And aims the siphon at the bloody smear.

Siphon 4/6: 3d6 ⇒ (3, 3, 5) = 11

"This is gonna hurt..."


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 holds his ground.

delay until the ghost appears again.


Spugnoir gets his mace out. Get ready to grab a Siphon from Darius.


Narrator

The siphon sucks something out of the wall and then stops swirling.

In the room appear 1d3 + 1 ⇒ (3) + 1 = 4 dire rats.
(Lucky me :)

Which attack immediately.
Attack Spugnoir: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 4
Attack Spugnoir: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d4 ⇒ 4

Attack Grergof: 1d20 + 1 ⇒ (15) + 1 = 16

Attack Darius: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 ⇒ 1

Everyone bitten must save agains filth fever (DC11)

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