GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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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

Fort: 1d20 + 7 ⇒ (2) + 7 = 9

Spugnoir topples over.


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)

Fort: 1d20 + 10 ⇒ (11) + 10 = 21

Save him from going under, I'll cover you!

Gergof stands over where Spug would be and ready a flail attack if the thing gets close.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 11 - 2 + 2 ⇒ (5) + 11 - 2 + 2 = 16
Damage + Power Attack: 1d10 + 4 + 6 ⇒ (7) + 4 + 6 = 17


Narrator

It takes a while for the last one to move but as it comes down it shows that Grergof would have been a good hitter at baseball. The trajectory of the vargouille ends at the wall.

fight over


Narrator

The map has two levels. You're on level one. But this level has no ceiling here. so the doors you see on level 2 are the ones described here. Also you have large double doors to the north.

A rotting stench comes from a trio of headless, apelike creatures inside heavy iron cages. The waters lap against these corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor.


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 looks up, then back at the group.

"Spugnoir are you going to be ok? I can get us up there, just let me adjust my spells a bit."

Reservoir point to change wind wall to levitate

Stam moves up to Grergof touching him on the shoulder and making him lighter than air.

"I am going to move you up there, once up let your rope down."

Stam will levitate Grergof up to the second level


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

Cough Cough. Thanks for the help


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)

Let's hope this is safe... while I do this does someone want to check the cages?

Grergof floats up to the North doorway and looks in. If it looks clear he steps in and let's the rope down.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Narrator

The door is locked but can be persuaded with a few hit with the flail to open. It leads into a long corridor. With the outside of the building in mind it's clear that it connects the four towers. And the door at the end of the corridor probably leads to the bridge.

It's dark there. You need 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

Somehow I am guessing the heads came from those apes, but I really don't know anything about those things


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

"Get me up there and I'll light the way."


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)

[ooc]As stated earlier, Grergof has his Ioun Torch going, so I should have plenty of light.[/b]

Should I open both doors while the spell is working? Grergof calls down to the others.


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

Just one door at a time, try the east door.


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 agree with Spugnoir, I can always cast it again if needed." Stam throws a lighted rock up to 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 commands the rop to knot, has it tie itself off and drops the rope down. Then he invites the others to climb up after explaining what he sees.


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 climbs up first to join Grergof.

Climb: 1d20 + 1 ⇒ (9) + 1 = 10


Narrator

Nothing is going to happen until you open the next door


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 clammer up after Darius, taking 10

Looking around the second floor then moving towards the door.

"Who is doing the honors?" Stam will pull out his wand of Grease.


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)

Me. Spuginor, do you want to check it for traps or try to unlock it?
If not I will bash down the door.


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 takes his time climbing and then examines the door and inform them about what he finds
Perception: 1d20 + 11 ⇒ (8) + 11 = 19


Narrator

Assuming the door to K5.
The door is unlocked and not trapped as far as you can tell. Besides the door is a shelf with potion of displacement, a potion of gaseous form, and two vials of alchemically preserved basilisk blood.


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

Potions! Get your potions


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)

While the others look at the potions, Grergof gathers up his rope puts it away and then cracks open the door to look to see what's in the room beyound.

Looking into K5 through a slightly open door.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Narrator

You find that opening the door a little bit is not helping if the room beyond has no lighting of it's own. Opening the door you see that this room is infested with various fungi that cling to every surface. The broken remains of an iron walkway juts from the water, also now infested with fungi. The door constellation is the same as in the previous one, just mirrored.

Knowledge(Nature) DC 15:
One of the plants there is a basidirond that can emit a hallucinogenic cloud and those wounded by it get spores implanted that are like a disease.

Knowledge(Nature) DC 13:
Two of the plant are violet fungi that can cauterize your flesh in mere seconds on touch.

Luckily all of that is on the lower floor.


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

Lemmie guess, nasties in that room as well?


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. Nature: 1d20 + 8 ⇒ (9) + 8 = 17

"Two of the plant are violet fungi that can cauterize your flesh in mere seconds on touch, One of the plants there is a basidirond that can emit a hallucinogenic cloud and those wounded by it get spores implanted that are like a disease. So lets be careful with them, maybe just burn them out?"

Stam moves back around the corner from the open door.


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

Do we have to waste our supplies on them though? Since we are up here we can explore the second floor more or less safely. Let us explore the north doors.


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 agree, let's not bother with this unless we need to.

Grergof slowly and carefully closes the door and moves to lookat the next door down the hallway.


Narrator

Grergof moves to the next door (K7) and opens it. This circular chamber is empty save for dark water. Two doors sit high up the walls to the north and west.

As that is uninteresting and leading nowhere Grergof closes the door and opens the next one (K8). Which is made of stone instead of wood. Other than the two stone doors high on the walls, this room seems bare save for the dark waters covering the floor. On the ceiling clings a black mass that starts moving in your direction as soon as the door opens.

Knowledge(Dungeoneering) DC 17:
It's a black pudding. Which is about as nice as meeting a rust monster, only that it damages everything with it's acid and not only metal. All but stone.


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. Dungeon: 1d20 + 9 ⇒ (7) + 9 = 16

"I am not quite sure, but I figure we should stay clear of it."


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)

Close the door quickly.

I agree, what we are looking for is not in any of those places. Shall we continue down the hallway?


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 concur." Darius says, a bit on edge after seeing the black mass on the ceiling.


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

Unless we have to face it, we should avoid it. Spugnoir seems to still be lacking in knowledge even with his expanded studies.


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 could just burn those plants out with a torch could we not? I agree that avoiding evil plants is better"

Stam follows the group.


Narrator

As everyone is ready Grergof tries to open the door and finds it locked.


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 sighs and checks the door. Hey, Stam. Could you see if this door has any magic on it before I fiddle? Just so we don't trigger another acid trap.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31


Narrator

Stam checks that the door is not magically trapped and Spugnoir opens it with his skill and some thieves tools. Behind the door is a grand stone bridge that arches over the gorge to a stack of rock. A great stone tower perches atop that sheer stack of rock above the river. The tower climbs to an elaborate iron steeple, from which a huge lightning conductor calls out to the skies.

The bridge is 3 feet wide and has no handrails.

The bridge is not dangerous except for the fair chance to fall to your wet death. Especially if you want to run over the bridge.


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

"Oh my. Tread carefully. Slow and steady"


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

"Very carefully" Stam shudders a bit at the thought of the fall earlier.

Stam will slowly make his way across the bridge.

"What do you make of the large pile of rocks? Just extras?"


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

Umm..Just something the tower was built on. Spugnoir tiptoes over


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 also heads over slow and steady.


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 follows being careful and looking for danger or evil as he carefully moves across.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


Narrator

Walking over with the dark glasses and the white stick...
Grergof arrives safely at the other side too. No evil detected.


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 examines the doors
Perception: 1d20 + 12 ⇒ (8) + 12 = 20


Narrator

There's nothing special about the door besides that it's locked.
Just in case someone checks: Also no magic


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

Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33


Narrator

Thge door is unlocked and peeking inside reveals a room is in chaos, with books, alchemical equipment, and curiously twisted metal everywhere. A huge, broken cage stands in the center of the room, its bars bent and door smashed open. The former inhabitant of that cage seems to be responsible for this mess. A large four-armed creature that looks like stitched together from parts of these four armed apes you saw earlier. Just without the fur.

A curving stone staircase winds along the wall of this circular chamber up to a trapdoor in the ceiling some thirty feet above.

From a look in it's eyes you can tell the creature is b**!+@# crazy. It turns and comes directly at you.
Intitiative: 1d20 + 1 ⇒ (17) + 1 = 18

It is obvious that it is again a flesh golem with all the features you already know

Knowledge Arcana DC 18:
Everyone standing next to it will be ripped apart with the four claws.


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

Init: 1d20 + 14 ⇒ (14) + 14 = 28

Bad claws! Rip you apart real bad.

Init: 1d20 + 6 ⇒ (20) + 6 = 26 Booya

Drink my Displacement Infusion, Varsk!

Spugnoir chucks a Grease Bomb at it, trying to make it slip.

Grease Bomb,Touch,PBS,PS: 1d20 + 9 ⇒ (19) + 9 = 283d6 + 5 ⇒ (1, 1, 3) + 5 = 10
When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. DC 17

Maybe we should back up on the bridge, I can try making it slip off.


Narrator

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

Spugnoir lands a solid hit with the bomb but the golem isn't stopped by the grease effect.


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

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Darius goes "HOLY CR*P!" and touches Grergof ahead of him instantly creating a barrier around him. Then moves off right to the side away from the charging creature.

+3 AC for Grergof

Casts Shield of Faith:

SHIELD OF FAITH
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).


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 + 14 ⇒ (3) + 14 = 17

Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Stam backs up, point his wand of grease at the floor in front of the beast.

DC 11 reflex save or fall prone

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