GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


4,401 to 4,450 of 11,227 << first < prev | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | next > last >>

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 moves up to the edge of the grease expanded greased floor and draws his flail.
Then he drinks the displacement Infusion and waits for the thing to come to him.

I'm right here, come and get me.

Note:Grergof is staying as far from the edge as he can. Either in the room or in the center of the bridge. If the thing gets near the edge of the bridge, let me know.


Varsk shimmers and becomes blurry50% miss chance on you for 7 rounds


Narrator

Initiative Grergof: 1d20 + 3 ⇒ (8) + 3 = 11
As everyone else steps away beast comes at Grergof
Claw at Grergof: 1d20 + 15 ⇒ (6) + 15 = 211d4 + 7 ⇒ (3) + 7 = 10
Miss Chance DC 51: 1d100 ⇒ 94

As Stam cast grease the golem stands unaffected.
Reflex Save: 1d20 + 4 ⇒ (9) + 4 = 13
Clawy stands at reach. So you can step away, or close in to attack


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 10 acrobatics check to move or fall prone

"If this is like the other golems I will not be of much help to you, I can bring in my little stone friend though."


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 keeps his distance from the creature, the thought of four claws tearing him asunder does not appeal to him in the slightest. But holds his sword before him and conjures from it another sword of light which flies at the creature to attack it.

Spiritual Weapon:
School evocation [force]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).

Spiritual Weapon Attack Rnd 1/7: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Next Round

Spugnoir hurls a tanglefoot bag at the golem
Tanglefoot,Touch,PBS,PS: 1d20 + 9 ⇒ (4) + 9 = 13

Tanglefoot effects:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


Narrator

Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
Spugnoir throws the tanglefooot bag at the golem which is tared but not glued to the ground.

The spiritual weapon of Darius has no effect on the golem as it is immune to magic.


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 boy."


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)

Watch out, in backing up to try something! It's too strong to face in a straight up fight! If someone can make me bigger that would help a lot!

Brother Grergof withdraws back 30 feet onto the center of the bridge and refreshes himself.

LoH + Greater Mercy: 4d6 ⇒ (3, 5, 1, 1) = 10


Narrator

The golem follows Grergof on the bridge.
Attack: 1d20 + 15 ⇒ (2) + 15 = 17
But the attack misses.


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 back up, as Grergof gets close to him he will mutter a few arcane syllables infusing Grergof with magic to enlarge him.

enlarge person


Quick stats:
HP 54/54
AC 16/12/14 (18/14/16 with Mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen
Bombs:9/11

Grease bomb! Spugnoir backs up and chucks a Grease Bomb, seeking to cause the golem to fall off

Forgot my Mutagen bonus last time
Grease Bomb,PBS.PS,Touch: 1d20 + 11 ⇒ (9) + 11 = 203d6 + 5 ⇒ (6, 3, 5) + 5 = 19 DC 17

Grease Bomb:
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.

5/7 left on Displacement


Narrator

Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23
The bomb hits solid again, but the golem has no problem with the grease.

29 Damage


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 thing is tough, I can lay down a few more patches of grease on the bridge if needs be."

Stam moves a bit closer to the door them came though on the far side of the bridge.


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 soon as he is enlarged Grergof attempts to bull rush the abomination off the edge of the bridge.
Bull Rush: 1d20 + 11 ⇒ (14) + 11 = 25


Narrator

Grergof throws himself with all his might at the golem to push it off. But is stopped right in front of it. Which has the unpleasant side effect of being clawed.
Claw: 1d20 + 15 ⇒ (16) + 15 = 311d4 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 15 ⇒ (20) + 15 = 351d4 + 7 ⇒ (2) + 7 = 9
Confirm: 1d20 + 15 ⇒ (13) + 15 = 281d4 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 15 ⇒ (5) + 15 = 201d4 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 15 ⇒ (14) + 15 = 291d4 + 7 ⇒ (4) + 7 = 11


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)

Since I can't figure out how you would push it off...
Miss DC51: 1d100 ⇒ 100
Miss DC51: 1d100 ⇒ 37
Miss DC51: 1d100 ⇒ 26
Miss DC51: 1d100 ⇒ 50
Only hit by first attack

Grergof grits his teeth in frustration as he can't move it then attacks back with his flail.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (20) + 12 - 2 + 2 = 32
Damage + Power Attack: 2d6 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18
Confirm Crit: 1d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26
Crit Damage: 2d6 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16

Heavy Flail - Power Attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage + Power Attack: 2d6 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16

Praying for healing as he does so.
Lay on Hands + Greater Mercy: 3d6 + 1d6 ⇒ (4, 2, 5) + (4) = 15


Narrator

Grergof swings his flail at the creature taking it apart. As he is done the golem is stunned and slowly tilts to the side and falls off the bridge. With a large splash into the river and disappears into the roiling water.


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 looks down at the spot where the golem fell.
Thank you all for your help. Without it it feels like that would have killed me....

Then he carefully moves back off the bridge to a safe spot and says a prayer of thanks goving to Sarenrae for her help as well.


Narrator

Checking on the tower room:
There are several notes scattered in the room about something called the "Bondslave Thrall".


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 thing as with the others like it makes me feel useless, I cannot attack it directly with spells. I am glad that is over though."

Stam will help with searching the room.

"What do you all make of this "Bandslave Thrall?"


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 sounds like someone controlled by another.
Given this is where the Beast came from and we know he blacks out and does thing without knowing it, could it be a way to remote control the beast?


Narrator

The notes are handwritten, but there are additional notes in red ink added here and there in different handwriting. From the sketches on it you deduct that the apparatus is somewhere in the top of the tower below the lightning rod.


SPugnoir takes a closer look at the notes, trying to find something helpful.
Know-Arcana: 1d20 + 14 ⇒ (8) + 14 = 22


Narrator

Spugnoir:
You find out that 'The Stormcaller', the device which the lightning rods belong to is used to power the Bondslave Thrall and you have an idea how to acitvate 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)

While the others pore over the notes, Grergof checks around to see if he notices snything else about the room.

Perception take 10 + 7 = 17


Narrator

Grergof:
The trapdoor in the ceiling at the top end of the stairs is a solid block of adamantine.


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 wanders around the door, looking for any magical aura's


Narrator

Nothing magical detected in the room. And past an adamantine door the spell doesn't reach.


'The Stormcaller', the device which the lightning rods belong to is used to power the Bondslave Thrall and I have an idea how to activate it. Spugnoir mutters as he reads the note. So we can turn the thrall off?


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 take the notes and move on.

Anyone want to check this door for traps?

I would love to take this with me...
He says looking at the trap door.


We could try to get tools to chip away the stone and bring it with us to sell. Leave no copper behind.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


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 would be a monumental task, we could come back I doubt it is going anywhere. I would like to find our large friend."

Stam goes to check the door for magic.


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)

Yes, I will get it on the way out.
He hefts his flail.
With this I don't imagine it will take all that long to get. I can break the stone pretty quickly.


Narrator

No magic and no traps at the trapdoor. The circular room beyond is choked with webs. A stone staircase curves along the wall to another trapdoor in the ceiling. On the east wall of the room are faint chalk marks.

Hiding on the stairs is a homunculus.


We got a homunculus up here.


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'm more worried about what's in these webs!

Grergof looks very closely at the webs to see if there is anything in the center of the room.
Percrption: 1d20 + 7 ⇒ (15) + 7 = 22


Narrator

The room has nothing noteworthy in it.


Well let us head up. Spugnoir will do so if the others will.


Narrator

Spugnoir moves towards the upper door only to find out that the webs are sticky. And Spugnoir is stuck.


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)

Is the homunculus doing anything or just trying to hide from us?

I suppose...
As he walks near the stairs he points at the wall and says:
Did anyone check those chalk marks?


Narrator

Close check on the homunculus shows that it is holding a ring in front of it's finger ready to put it on. It looks anxious.


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

Oops sorry I missed the fight. Busy weekend.

Darius has his sword drawn and walks wearily up the stairs, batting aside the webs with hi blade as he walks.


Narrator

As Darius looks really aggressive with his sword swinging, the homunculus puts on the ring as he comes his direction. And disappears from sight.


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

"Er... fellas. The homoncu-thing disappeared." Darius says nervously.


Oh bugger, please help me out of these webs.


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 leave them, it will help us know where it is moving to as it has to displace the webs!

But I would back up, we don't want it to attack us while we can't see it.


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 help Spugnoir get out of the webbing, "I can glitter dust the area where it was, it will show us where it is if it remains."

Stam Sits down with his spell book.

"I will need a few moments."

1 Reservoir point, changing Arcane Disruption for Glitter Dust

Once he is ready, Stam Stands up ushering the others back and coats the area the homunculus was in magical dust.

Dc 16 will or Blinded for 6/rds, it can make new saves each round


Do we know if it is hostile though? They are like familiars and so are not suited for combat.


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 it is hiding so far, let's see what it does before we consider it non-hostile.

151 to 200 of 11,227 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM_Foxy's 2nd Carrion Crown Gameplay All Messageboards

Want to post a reply? Sign in.
151 to 200 of 3,339 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

Gnite folks. It's 2:30am so I'm turning in. Catch ya tomorrow.


Kitsune Game Master

If you consider this fun and want to do a little more hide and seek with undead please tell me. Story wise these events have lead to the desired goal. But if you like a bit more action and less talking...

Down the corridor, door on the left, everyone only one undead. Next?


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Fun hand holding XD, the best kind.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Its understandable. Were kind of like children.


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

And Lucy is now officially out of spells.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

SKELETON WARRIORS DUNUHDUNUHDUTDUH


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

Huh? What did I miss? About the handholding and whatever?
Did we do summin wrong? Me am confused.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Children following their mother whom attacks them with SKELETON WARRIORS!!!


Kitsune Game Master

@Aada
Do you want to help Lucy with her Zombie or do you want an undead of your own? :o)


Kitsune Game Master

@Lucy
A number of times per day equal to 3 + her Intelligence modifier, when
she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage.

Did this somewhere get erratad? Because as written it is completely useless. You remove the will save but get the same result as if the undead saved against it.


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

That was a misprint, it's going in the first FAQ. It was meant to be "remove the Will save for half damage," meaning the target gets no Will save. Apparently someone in editing misread it and changed it "for clarity."


Kitsune Game Master

Ok. We're going to use it that way.


Kitsune Game Master

@Lucy
How about turn undead? That would give Spugnoir an Attack of opportunity. And with only one move possible the zombie wont outrun you.


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

Point. Not like I need to save them for anything.


Kitsune Game Master

Someone else who wants an undead of their own or do you want to call it a day and retreat to the Lorrimor house? Or visit someone/something else?


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 think let's go to the Lorrimar house yes?


No pet undead please, we should talk tot he sheriff and get the remains gathered though


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)
Spugnoir2 wrote:
No pet undead please, we should talk tot he sheriff and get the remains gathered though

Same here. I want to talk to the sherif and make sure he knows we were looking after the town, not causing him more problems.

I would also like to know if this has ever happened before. And if so when/how often.


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 someone explain how the List function works at the top of each post? And what's it's for exactly. Thank ya kindly!


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Same as last week, I'll be doing ROTC today. Won't get a post in till 2 my time.


Kitsune Game Master
Darius Redgrave wrote:
Can someone explain how the List function works at the top of each post? And what's it's for exactly. Thank ya kindly!

It looks like you add a post to a list which appears on your characters profile under wishlists.

When you click on LIST a dialog pops up that let's you select an existing list if you already have some or offers new list. It seems to be to collect posts you want to remember for later reference.


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

Ah. Okay cool. Thanks!


Kitsune Game Master

@Darius and Gregof. Please leave this vermin to Aada, Spugnoir and who ever appears later and decides to be in the lower part of the crypt. So they have a chance to do something before the second round starts.


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 was just posting ahead as I was heading off to work, and have no clue what my day looks like today, so may not be able to post for many hours....


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

Cool cool. No worries. I'll check back later tonight anyway :)


Kitsune Game Master

IMPORTANT WARNING!

After the fight with the centipedes is over there will be a level up. Personally I think level ups are no reason to pause the playing as it is possible to continue with a not or partially updated character.

But if someone is bored and has the time you can prepare that ahead of time.

Some additional info:
Hitpoints gained are half+1 of what dice you would roll. Example: You level a d6 class like psychic you get 4HP, cleric with d8 get 5HP, pallies d10 gives 6HP (+con +bonus if applicable). If you don't want that and prefer a roll, then you tell me and I roll for you on the discussion board. The decision is made now and counts for the rest of your career. For those who don't like math: The offered fix values are above average dice rolls.

If someone thinks about multiclassing: The fractional BAB and Saves are used from the Unchained book.


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

Cool. I'll level mine up this evening and I'll take the half +1 on HP thanks.

Btw for my first time playing by post I'm really enjoying the game. So thanks guys! And I think we have a pretty rad group.

Hope no one hates Darius even though he can be sarcastic and grumpy. It's the arthritis! :)


Hopefully the centipede won't kill us all! I do wonder about battle maps. Since Spugnoir is an alchemist, I don't want to hit people with my bombs.


Kitsune Game Master

As I haven't found something where I could upload pictures without agreeing to 50 pages of terms of use I don't want to read. And as most of the play is about roleplay I suggest a simple aproach.

If someone is in melee with the creature you want to bomb that one is going to get damage (if you don't have the feat to leave them out). I have a picture in mind and would interpret your thrown bomb in your best interest. If you're not sure. Just ask me if it's safe or if you can hit more than one enemy. As I'm usually fast to respond that should be no hindrance.


I will take Half+1 hp

HP=4+1+2=6
Bab +1
Fort/Ref +1
Discovery: Infusion. I can now share my extracts with others.(Healing potions ahoy!)
Poison Resistance+2
Poison Use:Save when poisoning weapons
+1 1st level extract a day
New extract:Targeted Bomb Admixture
+1 Bomb a day

Skills
+1 All adventuring skills
+1 Know-History and Linguistics(Elven)


TREASURE!

A dozen silver arrows
four sun rods
six flasks of holy water,
10 magic arrows wrapped in paper,
five ghost touch arrows bound together
two undead bane arrows bound together
five potions of cure light wounds
two potions of lesser restoration
a scroll of detect undead
two scrolls of hide from undead
scroll of protection from evil
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

Yo bring that crap back to Lucy she'll tell you exactly what it is.


Well, each person can get a potion of CLW and a vial of holy water IMO. The scrolls can go to our divine characters.


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 tempting as rolling for hit points is: I'll take the average.

Level up:
+8 HP (6 +1 for Con + 1 favored Class Bonus)
+1 BAB
+4 Fort/Will
+3 Reflex
Divine Grace (Included in Saves above)
Lay on Hands (4 per day)
Skills:
+1 Diplomacy
+1 Perception
+4 Sense Motive


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Lvl Up Multiclass!!! XD

Inquisitor 1
+7 HP (5+2 CON)
+0 BAB
+2 Fort/ Will Saves
Domain-Azata (SubDomain)
-Elysium's Call Power
-Expeditious Retreat
Monster Lore
Orisons
Stern Gaze

Spells!!!
0lvl
-Acid Splash
-Detect Magic
-Disrupt Undead
-Read Magic

1lvl
-Magic Weapon
-Divine favor


A dozen silver arrows
four sun rods
six flasks of holy water, (1 each, 1 left over)
10 magic arrows wrapped in paper,
five ghost touch arrows bound together
two undead bane arrows bound together
five potions of cure light wounds (1 each)
two potions of lesser restoration
a scroll of detect undead( Darius)
two scrolls of hide from undead (1 to Grergor 1 to Darius)
scroll of protection from evil (Darius)
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back

These are my suggestions for distribution right now. Lucy can look over the arrows and vials for more info


Kitsune Game Master

Please don't forget that this treasure lies on the table of Father Grimburrow who is as of now the rightful owner of all this stuff. The 'we're going to take all of that, thank you very much' might cause some irritations.

As for Lucy's suggestion: Only the vials are unidentified. Everything else is labelled in a way the typical user knows what to expect.


Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9

I'll just take high average.

Level Up
+7 HP (4+2 con+1 FCB)
+1 BAB
+1 Will

2 new spells (detect undead and heightened awareness)
+1 cantrip/day (will generally be disrupt undead)
+1 1st level spell/day (will generally be heightened awareness)

Spoiler alert, even levels for wizards are boring.


Kitsune Game Master
Lucy Arroway wrote:
Spoiler alert, even levels for wizards are boring.

You don't have to take them. You can stay on your odd level and wait until the level up to the next odd level ;)


Kitsune Game Master

I know the levels where you get new spell levels are more interesting but I always love level two especially for wizards and such for the much needed hit points.


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

Level Up:

+7 HP = 17HP
+1 BAB
+1 Fort
+1 Will

Spells:
0 - Light
1 - Magic Weapon

Whoop whoop! :)


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 a strange feeling magic weapon will be very useful in not too long. Anything incorporeal is going to stop half the party right now.

Magic weapon will help that a bunch.


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

Awwwww yeah!!


Kitsune Game Master

Please do me a favor. If you want to move from one place to the other consider this:

- Do I know where I am?
- Do I know where I want to go?
- Where on that way is the first thing that hinders me to get where I want to go.

And then you write a post that tells

Darius leaves the group and walks to the Lorrimor house to meet with Lucy. Once at the house he knocks at the door.

Which would allow Lucy who is in the house to open the door for you. And in all this I wouldn't need to put you into the buggy to shove you there.

If you are not sure what will happen on the way you might add perception checks, or stop at some earlier point to look around. But if there is nothing to be won by involving me, please try to walk on your own.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Busy busy busy. Probs get my character updated tonight. Going to a game night at a local place in town.


Kitsune Game Master

If you have to decide between updating and posting later please choose posting. If not in the middle of a fight it makes no difference most of the time.


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

Okay got it. Still unfamiliar with how much I can add and not be taking over too much.


Kitsune Game Master

This is trial and error. If you manage to run past an important encounter there is the chance to edit that back if it can't be redeemed in another way.

You try and I'll give feedback if you stroll to far ahead.


Kitsune Game Master

You're going to add a post to knock at the door? Or edit your previous one?


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

Okay cool. Thanks ;)

I'm adding a post. Just a little summin on my way to the door of that's cool.

151 to 200 of 3,339 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM_Foxy's 2nd Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.