GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Narrator

After all these precautions the opening of the doors is anti-climatic.

J2. Lobby
This room is crammed with cabinets full of weird, alchemically preserved creatures, including a pair of ice mephit wings, several large spiders, parts of a dissected giant slug, and the digestive tracts and proboscises of three stirges.

J3. Things of the Sea The skeleton of a sea cow dominates this room, hung from the ceiling on a set of iron rungs and held together by a steel frames. Numerous jars sit on shelves within the room, containing alchemically preserved octopuses, tubeworms, the head of a skum, a curiously repellent eel-like creature with fangs, and a strange, mermaidlike creature with the upper body of a monkey and the tail of a fish.

J4. Things of the Land
A stuffed bulette faces the door to this room. Cabinets along the walls contain a partially dissected bugbear, a partially transformed doppelganger, and a complete goblin dog, all preserved in alchemical f luids.

J5. Beasts of Dark Reputation
This room is filled with weird-looking preserved creatures. Two elaborately carved and painted sarcophagi stand against the east and west walls. A pile of chains lies in the center of the floor.

Among the more unsavory creatures on display in this room are the tentacle of a froghemoth, a pickled intellect devourer, and a desiccated darkmantle. A trapdoor opens onto the Hanging Stair below (area J6), and a door in the north wall opens onto the Stretching Way (area J11).

J6. The Hanging Stair
A spiral iron stair literally hangs above the valley beneath the museum, connecting to a small stone terrace and a wooden door. Although the view is dizzying, the stair and terrace are stable and safe.

J7. The Secret Curios
Three large crates sit in the room, as well as tThree large, sealed, opaque black glass jars.

So far there is no obvious way to get to 2nd floor, so I don't give you those descriptions.


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' eyes widen in a bit of shock at eveything on display. "Well if this isn't some macabre factory of the dead. What is this collection and what was happening here?" he says in awe and horror.


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

"Like that factory we encountered in Lepidstadt, all the bodies. This seems more like a scientist and collector vs the things that the others were doing. So what do we do now?"

Stam will look at all the oddities, inspecting them. When they enter the room with the Bulete Stam dodges to the side of the door.

"I thought it was real, it is fake is it not?"


Narrator

Perception DC 9:
You hear steps of something heavy and flapping of tiny wings


Perception: 1d20 + 11 ⇒ (9) + 11 = 20

I heard something move and the flapping of wings. There is no doubt something lurking round.


Narrator

You're in J4 and you got one round to prepare.

The museum’s guardian, a faceless flesh golem comes into the lobby and squeezes through the door into the room you are. The golem is blind, hunting by scent only and sniffing at the air as it does so. The small flying creatures that are tied to it are pulling it around.

Knowledge(Arcana) DC 11:
Homunculi are created using the blood of someone. This someone is hurt if the homunculi dies.

The big one is a flesh golem. You've seen enough of them already.
Golem had it's action for this round too


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 commands the rope if climbing to untie before stowing it in his pack. He glances back at his hemp rope before going into the building. After entering he looks at each stuffed creature with great interest.

This seems more like a teaching room then what was in the factory. I could have done so much with teaching the Dervishes if I had had these to study and teach with.

perception: 1d20 + 6 ⇒ (4) + 6 = 10

At the sound of footsteps Grergof pulls forth his flail. As the thing appears in the room.

Another Golem! Is there no end to these things?

Grergof steps between his companion and the beast. Then he readies to attack if the creaturesmove to attack them.
Ready action:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15


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

K. Arcana: 1d20 + 13 ⇒ (5) + 13 = 18

"Homunculi are created using the blood of someone. This someone is hurt if the homunculi dies." This means that someone is still alive and told these things to come down here.

do I know anyone else?resistances?

Stam pulls out his wand of grease, slicking up the floor under the golem. DC 11 reflex save.


Spugnoir shoots a magic crossbow bolt at a homuncili
Crossbow,Bolt+1,PBS,PS: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 2 ⇒ (7) + 2 = 9


Narrator

Stam:
Don't let them bite you. Or you might fall asleep.

Spugnoir shoots one of the humunculi and it falls down hanging lifeless on the leather strap at the golem. The Golem moans in pain.
damage: 2d10 ⇒ (8, 7) = 15

Then it attacks Grergof who steps up and hits it with his flail.
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Slam: 1d20 + 13 ⇒ (15) + 13 = 282d8 + 5 ⇒ (7, 5) + 5 = 17


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)

Keep shooting the flying things, killing them seems to help.

Then he uses his flail to continue to hit the golem trying to discover weak spots.

Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (15) + 12 - 2 + 2 = 27
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20


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

"Don't let them bite you."

Stam collects his energies, projecting bolts of energy at one of the homoculi

Magic Missile: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10


Narrator

HP: 2d10 ⇒ (3, 1) = 4
The homunculus is shot out of the air. Four of them are left.


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 waves his hand and two longswords materialise in the air before him defensively protecting him from harm as a grin appears on his bearded face.

Casts Hedging Weapons (+2 AC):

School abjuration [force]; Level antipaladin 1, cleric 1, inquisitor 1, paladin 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range personal
Target you
Duration 1 minute/level (D)

DESCRIPTION

A weapon made from divine force appears and floats near you.

This weapon takes the shape of your deity’s favored weapon (if you have no deity, the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels thereafter—two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level). As a standard action, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown).

On a successful hit, the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard weapon of its type, but no other special abilities. Because it deals force damage, DR doesn’t apply.

Each weapon thrown lowers the total deflection bonus to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.


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

that is an awesome spell

Stam reaches into his pouch and pulls out a scroll, saying the final incantation he releases the energy from the scroll. With a swift hand Stam touches 6 bolts from his quiver, which all float up around his head.

Telekinetic Volley

Pointing his finger at one of the homoculi, Stam fires one of the bolts at the creature.

Telekinetic Bolt: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 151d10 ⇒ 4


Spugnoir shoots another flying thing a ding
Xbow,PBS,PS,Magic: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 2 ⇒ (2) + 2 = 4


Narrator

Stam and Spugnoir both hit a creature but they don't die as easy this time.

Grergof lands another solid hit.
(Damage Golem 56)
Slam: 1d20 + 13 ⇒ (9) + 13 = 222d8 + 5 ⇒ (1, 4) + 5 = 10
Slam: 1d20 + 13 ⇒ (7) + 13 = 202d8 + 5 ⇒ (6, 1) + 5 = 12


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)

Ouch! This one hurts a lot!

Grergof lets the holy light of Sarenray flow into himself and refresh him before swinging at the creature in a series of blows with his flail.
LoH: 3d6 ⇒ (6, 6, 3) = 15

Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14


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

I need to get some magical arrows to go with this spell.

Stam points at the same Homoculi and lets another bolt fly.

"If we kill the Homoculi think it will stop moving? It looks like they are pulling it."

Telekinetic Bolt: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 271d10 ⇒ 2

4/6 bolts remaining active


Narrator

HP: 2d10 ⇒ (10, 10) = 20
The homunculi is rather unimpressed. But the golem looks like it's falling apart any moment.
Damage Golem 74


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

When Darius reacts he reaches forward and grabs one of the floating swords before him, cocks his arm back and throws the blade. Unnaturally it flies better than any sword being flung would mean to, but the magic guides it towards it's target, one of the homunculi.

Attack Hedging Weapon: 1d20 + 4 ⇒ (12) + 4 = 16
Damage Hedging Weapon Force Damage: 2d6 ⇒ (3, 6) = 9


Narrator

It is impressive what Darius can pull out of his sleeve. But his throwing skills are less so. The weapon deflects on the creatures thick skin.
Spugnoir?


SPugnoir gets annoyed and decides to set the them up the bomb by chucking a frost bomb at the flying nasties.
Frost Bomb,Touch,PBS,PS: 1d20 + 10 ⇒ (3) + 10 = 133d6 + 5 ⇒ (2, 1, 1) + 5 = 9

Creatures that take a direct hit from a frost bomb must make a DC 16 fort save or be staggered on their next turn.


Narrator

Spugnoir misses this tiny creature who manages to dodge the bomb.
Reflex Save Golem: 1d20 + 2 ⇒ (6) + 2 = 8
Reflex Save Homunculus: 1d20 + 4 ⇒ (15) + 4 = 19
Reflex Save Homunculus: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex Save Homunculus: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex Save Homunculus: 1d20 + 4 ⇒ (5) + 4 = 9

But the golem is caught in the slpash and falls apart. Most of the humunculi dodge it also. Only one gets chilled by the splash.


Narrator

The homunculi hang in their harnesses tied to the golem. Two are in reach of Grergof and try now to bite him.
Bite: 1d20 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 3 ⇒ (9) + 3 = 12
They provoke as they do


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)

Very Nice Mr. Spuginor! That was most helpful!

AoO on first creature:
Heavy Flail - Power Attack: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Then after the things try to bite him, Grergof strikes back at both the creatures being more controlled then you normally see him:
Heavy Flail: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d10 + 6 ⇒ (4) + 6 = 10
Confirm Crit: 1d20 + 12 ⇒ (16) + 12 = 28
Crit Damage: 1d10 + 6 ⇒ (7) + 6 = 13

Heavy Flail: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 6 ⇒ (8) + 6 = 14


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 launch another bolt at one of the flying Homoculi, trying to make it into a pin cushion.

Telekinetic Bolt: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 251d10 ⇒ 5

"Now that the big beast is dead is this even worth 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 will toss the remaining floating sword at one of the Humonculi anyway, just to be sure.

Attack Hedging Weapon: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Hedging Weapon Force Damage: 2d6 ⇒ (5, 1) = 6


Narrator

Grergof finishes off the two homunculi.
Stam selected a rather sturdy specimen that still survives.
And Darius finishes one too.

(I wrongly resolved your last attack vs. the golem. But on the homunculi you hit. So this one simply dies with one hit instead)

Grergof then finishes the last one and it is silent once more. Silent but the noise of the waterfall.


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

"This place is rather depressing, I mean Trolls as guards, an air elemental, some sort of Hell beast, a Golem and Homoculi. Those rust things. What else can be in here?"

Stam moves over the lifeless bodies poking the Homoculi with his staff.

"So Upstairs?"


Narrator

You haven't been in all rooms and you still have no way up.


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

"Did we miss that Golem on the way in? What about that door that leads to the walk way outside?"

Stam will go back room by room to see if there is something they missed.

Taking a 20 to search the rooms. So a 26


Spugnoir helps Stam search. We could use the Rope of Climbing to climb up to the roof and then work our way down.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


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 wanders into the other room looking to see what he can see.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Assuming he notices it:
As he starts looking through the room of dark things he sees the trap door
Hey! There's a trap door here that leads down!


Narrator

The trap door is not hidden.


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 up to Grergof and the trapdoor.

"Into the bowels of the beast aye."


Ready.


Narrator

All lined up waiting for the first to go down?

Climbing down the stairs leads into some storage room. Three large crates sit in the room, as well as three large, sealed, opaque black glass jars. The crates are open and empty.


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 get within 5 feet of the jars, not wanting to touch them or disturb them anymore than walking around in the room does.

"I wonder what is in there?"


Narrator

Looking around you see something interesting in one of the empty boxes - rust.


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 let's the rust fall through his fingers:

Well now we know where those Rust bugs came from. Why would anyone bring something like those here, and how did they get them up the iron staircase? This makes no sense to me...

He looks at the jars and scans for evil in the room.
Given what was in the crates, We should be very careful opening the jars. You may want to check them for clues irmagic before we open them.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Narrator

Complains about lack of sense to Richard Pett please.

In one of the other crates you find something like glue.


Narrator

Grergof:
No evil detected.


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)

This is sticky, anyone know what could make something like this?


Narrator

Knowledge(Dungeoneering) DC17:
There comes one creature to mind: Mimic


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 have no clue. Stam?" Darius says and looks around.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


No hablo dungeenering

Well since this place is empty, let us try fidnign a way upwards.


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

Dungeonering: 1d20 + 9 ⇒ (1) + 9 = 10

Stam will move closer.

"Not sure"

I roll terrible for skills haha


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 heads back upstairs and begins examining the room with the dark creatures.
He looks carefully at the chains on the floor and two sarcofighi. He checks them for evil before touching any of them.

These chains seem odd, are they magic, or Maybe was something chained up here?

Perception for searching the room: 1d20 + 6 ⇒ (16) + 6 = 22


Narrator

It is indeed odd. But there is no need to guess why that is as you detect the evil that opens one of the sarcophagi from the inside. Some old rotten corpse in bandages steps out of it. The other sarcophagus grows some limbs and crawls towards you.

Knowledge(Dungeoneering) DC 14:
A mimic can grab one with it's glue which is hard to resist and constricts those it grabs.

Knowledge(Religion) DC 15:
Its a mummy. It's vulnerable to fire and it spreads a ad disease that is hard to heal.

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