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 gets a coy smile on his face. "Oops! I'll pay for that meal tonight then too. Definitely got caught up in the exploding cards fiasco. But yes, I'll see you there in lets say, an hour."

And with that Darius headed out the door and as he was about to close the door he see's Stam on the way and holds the door and the two exit and head on to see the sheriff.


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

"I'll see you there in an hour then." Jominda replies and thinks What have I gotten myself into now as she realizes how her asking him to check on the Sheriff and him inviting her for dinner will play out


Female Human Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10

Kendra looks up and after Stam with a raised brow and shaking her head.


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

Spugnoir forces himself to be very interested int he habits of the eastern sparrow. Huh, can carry a coconut easily.


Kitsune Game Master

Epilogue
~~~~~~~~~~
Darius visits the Sheriff to have a straight talk with him about Jominda and the dos and don'ts for treating her well. And to meet her in half an hour washed and in fresh clothes at the Outward Inn for dinner.

Jominda quickly moves home once she realizes what Darius is planning to prepare for dinner. She is unsure if she should choose a frilly dress and a flower in her hair or the chain shirt and the shortsword. In the end she chooses both. But as the short sword is not really her thing she pays Jorfa a visit and exchanges it for the light mace and two daggers. Also she pays Jorfa for the goods. She hides the weapons in her dress and goes to the Outward Inn and waits over a glass of semidry white wine.

The sheriff arrives a short time later but only manages to come out with a 'hello' and an explanation that he is there as a substitute for Darius. But Jominda is never at loss for an answer so it is a large step forward that the Sheriff cuts the stupid talk he has tried before. It wasn't love on first sight and isn't love on second - at least from Jominda's point of view - but she learns what the Sheriff's job looks like for real. And the Sheriff gets to listen to Jominda talking without end which he really enjoys. Also they come to the agreement that he can visit her at the apothecary for no other reason than to talk with her. So all in all it's a nice evening and Jominda has no need to mace him. Finally he brings her home and returns to his office to take over the watch for the night in case Gibs will freak out again.

Grergof visits Councilman Hearthmount to inform him of the successful clearing of the Harrowstone. He is sceptical but tells that he consult with the council, Father Grimburrow and the Sheriff the next day.

The night passes uneventful. No undead are seen, no spooky events in town and even Gibs is sound asleep all night.

New day, Wealday, 23rd Calistril, 4711AR)

The council meets and taking he reports of the Sheriff and Father Grimburrow into account they decide that what needed to be done is done. And so Councilman Muricar comes for a visit around noon and thanks the group and hands them their reward. A pouch with 120 platinum.

As the Sheriff acts unusually friendly around Jominda instead of controlling her apothecary and warning her of the dangers of trading with shady figures some suspect she somehow managed to feed him a potion endearing him to her.

At the weekend a large celebration takes place in the town hall and on the town square in front of it. Speeches are held and the heroes are praised and a lot of food, ale and wine is consumed.

After that it gets really boring again. It's the life in a small town and if it weren't for Jorfa almost no one would come through. As the 30 days come to an end Kendra informs her father's friends that she has decided to stay in Ravengro. But she asks them to take a letter with them to the Lepidstadt University and to deliver it to Montagnie Crowl - the same one who shall receive most of the books. In the letter she asks to become her father's successor as teacher and researcher.

Jorfa gets a merchant to take them along in his wagon. On the day they're leaving some people come to bid them farewell. Kendra of course, and Jominda as well as the Sheriff. Father Grimburrow shows up to bless them for the travel and Councilman Muricar is also there. Jominda gives Darius a peck on the cheek as goodbye. Farewells are said and and the group is on their way to Lepidstadt - with the box containing the books and a copy of the letter from Prof. Lorrimor.

It is late morning of Moonday, 20th Pharast, 4711AR

You are very popular in town while you stay there and get a 20% discount on everything you buy. You might consider stocking some trail rations. Available is most of the standard gear and mwk. stuff Jorfa produces. Just tell what you buy while you stay in Ravengro. Also don't forget to write down the 2429gold you got from Jorfa as you sold all that gear.


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 gonna just summerise this to move it along.

Darius buys a few days trail rations and when the time comes to say goodbye he gives a goodbye nod to the sheriff, a warm handshake to father Grimburrow and after Jominda kisses him on the cheek he gives her a big hug before turning to Kendra and places a warm hand on her shoulder. Then turns to join the caravan heading out.


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 will purchase for Ned, and some rations for himself. He will buy a small wagon for Ned to pull so they can store a lot of their stuff on there for the Journey to Lepidstadt.

Stam will have Ned all ready to go for once the other 3 say their good byes, Stam will say good bye to those that he met while he was there.

"Well Ned, we didn't ask for this but it was fun none the less eh?"


Narrator

The group prods along on the road to Lepidstadt - which is about 100 miles - following the old Mountain Road. This leads them through Tamrivena and Courtaud but as the travel is slow not every night they reach a village.

On one of these occasions as all sit together around a fire in the wake of a small grove you see a light wandering through the trees. But suspiciously it's not the light of a torch. It is a cold white light.


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

Spugnoir chews on his jerky without much enthusiasm as they camp for the night. It had been good to rest after all of the excitement and heading off down the road again made Spurgnoir grumble some as he wasn't really used to travel.
Looking up, he notices the light.I wonder what that is?


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 will turn his head to follow the light, "Maybe a ghost? The Wardens Wife following us?"

Looking a bit harder: 1d20 + 5 ⇒ (4) + 5 = 9


Narrator

It is quite some distance and no details can be seen from here. Just the illuminated area where the light wanders.


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 over at the light and stands up, walks over to his pack and grabs his sword and walks back to the campfire. not taking his eyes off the wandering light he says to the group "So, anyone have any idea what that could be?"


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

Afraid I don't know anything that might help if that is a creature or undead.


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 will stand up, straightening out his robes and stretching a little. "Ned your in charge of the camp, I guess we should find out what is patrolling out parameter."

Stam will pull out a wand, and point it at the ground as he moves towards the light.

burning hands


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

Spugnoir will drink his dexterity mutagen and warily follow Stam


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 spends the majority of the remaining time in town trying to bring good cheat and helping where he can. He also spends a bit of time with Jorfa trying to upgrade his equipment. When it is time to leave he gives a hug to Kendra, Jominda and attempts to do the same to the Sheriff before shakejng hands with Father Grimburrow.

Then he does his best to relax and enjoy the quiet time traveling.

On this particular night when The light is pointed out to him Grergof would be reclining in his chain shirt, dagger and scimitar. The rest of his gear would be neatly stowed in the tent. When the light is pointed out to him he would quickly grab his buckler and put it on,
Then as the others set out from camp he would try to quietly go to the grove while attempting to put a little distance between him and his two companions loudly tromping to the grove.
Stealth: 1d20 ⇒ 15

As he gets closer he peers through the darkness to see if he can see any more details.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
[ooc]Note: Stat line changed to reflect reconfigured AC[/dice]


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 slowly heads towards the light ahead of the Mage and Alchemist. As he draws closer he lets his senses reach out for signs of his most hated enemy. Casts Detect Undead


Narrator

The group sneaks or walks in almost complete darkness towards the trees. As they come closer to the light it is hidden behind a tree and expunged.

survival checks please with your next action.


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

"Everyone be alert."

Darius takes a wide berth around the tree, sword held before him defensively.

Survival: 1d20 + 4 ⇒ (14) + 4 = 18


Narrator

Darius:
As Darius steps to the side, the way becomes muddy. This is a bog which may be rather dangerous to step in.


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

survival: 1d20 + 1 ⇒ (8) + 1 = 9

Stam will infuse his hand with some power, readying darts of energy to fly towards whatever is out there if it attacks.


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 freezes behind the tree when the light disappears trying to maintain his stealth.
Then he extends his senses to see if anything evil is near him.
Detect Evil

Survival: 1d20 ⇒ 9
Then he tries to peer all around him.


Narrator

Grergof:
There is evil where the light disappeared


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, some questions to set the scene in my head. Is there a clearing in the middle of this grove that the light was in or is this a solid grove?


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 takes a step back from the bog pulling his feet out from it and stepping on solid ground again. "Watch your step. Bog." he says to Stam and Spugnoir.

He then bends down, and grabs a stone off the floor and in his hand it begins to glow and sheds some light around the area. Casts Light

Then tosses it a few feet away from him to where he thinks the light was heading providing some light for the others and him to see.


Narrator

Grergof's lighted stone flies in a bow to the desired position. With a blob the stone falls into the water and sinks. Which leaves a light pattern in the water but doesn't light the environment.

It's just trees with some solid path's and water in between. The position where the light was is no different. But most likely wet.


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)

When the light appears Grergof peeks around his tree to see what the light is. He then follows the rock as it is tossed.


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)

GM Foxy:
Did the light illuminate where I sense the Evil is detecting from? I'm trying to figure out if Grergof would figure the thing is just cloaked in darkness, or if he realized the thing is hidden like the poltergeist they ran into.


Narrator

Grergof:
You have a hard time pinpointing the evil behind the tree but it is about where Darius threw the light.

Darius threw well where the light was last seen. But you saw nothing while the area was lighted with the stone in the air.


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 out next to his tree scimatar in hand. As he does so he says loudly:
I'm sure something lurks about where the stone fell but I can't see it. Mr. Redgrave can you light up one of the plants out there so we can see it better?

aEdit: Forgot I left behind my bow. Dang it that would have helped here...


Narrator

stepping on solid ground DC 50: 1d100 ⇒ 55
Once Darius has lit the environment the group sees nothing. But now one can see where is water and where is solid ground.


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 will light up one of his Ioun stones floating around his head, it he will hold it just above the right side of his head.

perception: 1d20 + 2 ⇒ (2) + 2 = 4

can i even see my hand?


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

"Gergof, do you sense any evil here?"
Darius touches one of the plants that he walks by on the solid ground and it too, begins to shed light.


Narrator

The merchant feels a chill run down his spine. He gets up and stands next to Ned. "I wish I could be as calm as you." he tells the ox.


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 is evil thing near where you tossed the lighted rock. It is like the poltergeist I can tell it is there but nothing more.


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

"In that case to be on the safe side..." Darius finishes the sentence with an intricate wave of his hand and a subtle glow outlines him and his companions before fading away. Casts Communal Protection From Evil


Narrator

As there is still no action happening let's ignore that you are spread out and this is a touch spell.

You all stand on dry ground facing an invisible evil that lingers over a watery part of a bog full of trees. And now you are additionally protected from that evil.


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

there is a merchant?

Stam will close his eyes and mumble a few words under his breath, opening his eyes again they glow blue. He scans the area Detect evil

Common high number perception: 1d20 + 2 ⇒ (1) + 2 = 3


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)

Well make it easy and say this. And yes we were sent with a merchant to head to the city.

Seeing that there seems to be no immediate danger, Grergof moves to stand with the rest of the group.

Without being able to see whatever it is, there is not much I can think of to do. All it did was glow, and then it hid when we supprised it. I suppose we could just leave whatever it is alone.

Religion: 1d20 + 7 ⇒ (6) + 7 = 13
Assuming that does not work as what these clearly are is not an undead.

I can think of no undead abomination beyond a haunt that will glow like that. And a haunt only starts appearing when you get close, it does not disappear. So I don't think it is that.


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

Long day at work!

Spugnoir looks around with his darkvision before Stam lights up the place.The ground is pretty treacherous it seems, we shouldn't go running out there


Narrator

As you start guessing around I'll give you the spoiler. Which is a bit harder than it would be if you actually saw it.

Knowledge(Dungeoneering) DC20:
It's a Will-o'-Wisp. A small evil abberation that feeds on the fear of the dying.


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 open to ideas." Darius says as his foot feels for solid walking ground in the bog.


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

"Everyone stay on the dry land, I am going to try something."

Stam will close his eyes, mumbling some arcane words, moving his hands in intricate patterns he releases the magic as he throws dust in the wind. glitter dust centred on the area the stone is in, avoiding us.


Narrator

If you cast spells that allow for a save please state the DC

GM only:
Will Save: 1d20 + 9 ⇒ (6) + 9 = 15

In the scarce light of the active cantrip a ball of one foot diameter floating in the air is glittering in sparkling particles.


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 now that's peculiar. Doesn't look like it's hurting anyone. Should we just leave it? It's far enough away from any towns."


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

DC 16 sorry, I will do betta next time masta


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)

That really does not look like any undead I know of. As such I agree with Mr. Redgrave. If it just glows then it should be fine to leave. It just seems wrong to kill a glowing light when it isn't hurting anyone. But we should set a watch tonight and if it hurts someone then we may need to get my bow and shoot at it.

Perception to see if I notice anything more that would indicate this is dangerous: 1d20 + 4 ⇒ (8) + 4 = 12


Narrator

Stam:
It detects as evil. Forgot to answer your spell.


Narrator

You've already seen the dangerous part. Nothing at it's appearance looks dangerous.

The glittering ball flies upwards into the dark.


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

Indeed, double watches? Trying to fight in a swamp seems unwise.

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