GM Foxy's Carrion Crown

Game Master Foxy Quickpaw

Gameplay for the Carrion Crown AP
Stairs of the Moon


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M Human 23 HP init +9 Perception +8

At Tamara, you are correct, +3 for class skill, but i have a -3 acp due to load


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

What's the load? You can put your backpack or weapons down on the ground while working on a lock easily enough.


M Human 23 HP init +9 Perception +8

I could, but I also just checked and I would need a +10 to crack the safe.


Narrator

I'm confused. Who is the oracle here? Let me concentrate and lay my hand on the safe... it's DC 30 :P
Also I checked on Harrold's equipment to see if he uses masterwork thieves' tools. But from his equipment list it seems he would have to try with a borrowed hair pin.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Tamara is the Oracle here. Borrowed hair pin is -2 though.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

As an ifrit i took the brazen flame ability,it does fire damage. Object take half damage from energy or more depending on gm discretion I.E things like fire burning wood ect. it ignores hardness. Basically brazen flame let's me add 1 point of fire damage, so yea it'd take bit of time but i'd be able to melt the lock handle and all

It'd be fine besides if i mess it up i can fix it, easy as casting a spellAmira comments confident in her own abilities


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"Can we force the lid open?"


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm will look around the room for anything to force the lid open

perception: 1d20 + 2 ⇒ (13) + 2 = 15


Narrator

Herm:
There is nothing lying around that would fit or be sturdy enough to try that. But even a crowbar would hardly fit into the narrow gap between the door and the frame. An iron door (to a room) has a break DC of 28. This safe would be even higher. This can't be done.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"So we vote, either I bash it open or we leave it for now. No other options that I see. There could be intelligence behind that that could help us and we could return to the towns folk to get them on our side. Present company excluded."


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

i vote we force it open, the townfolk have been almost no help thus far i don't see them starting to be any.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Tamara sighs. "Very well. If there are people here, they probably know we are here already. Just open it with your hammer." She doesn't want to create more conflict with the group so rather than force a vote for majority she'll bend to their will.


M Human 23 HP init +9 Perception +8

"I will simply ask a question, what if what is inside is fragile? Or what if it has an anti-tamper device built into it? Perhaps a flask of acid supported such that a blow to the safe upturns the acid onto the contents? Hypothetical yes, but it is possible." Harrold says voicing his concerns, "I don't mean to say don't open it, but just to add more information to the decision making."


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"we just bi pass it then now, I don't want to waste more time on this safe. We need to press forward and find out what is going on in this place."


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm will go back to the door and move to the next door to the north, once everyone is ready to go.


Narrator

Opening the door Herm finds this room was used as a washroom — the smaller chamber to the west was a privy. There’s nothing of interest here today. (S5)


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"I wish there was something more interesting in these rooms. So far we've only found the list of the prisoners, which I guess is more than nothing, but not really useful without more information." Tamara lamments as they search the room.

Perception with guidance: 1d20 + 9 ⇒ (12) + 9 = 21

If their search still turns up nothing she'll say. "I guess we are forced to go back to the entrance. There are no more doors here."

If they make it to the flaming skull room without incident Tamara will suggest they take the southern of the two doors on the eastern wall. "As before, by searching the edges first, we'll leave less room for there to be things behind us."


Narrator

As the group moves back to the foyer again the burned ghostly faces of the prisoners come again flying through the doors and slam them shut. Even though it is the second time it is still scary.

As the doors open again after one minute the grooup moves through the door on the opposite side of the foyer. There a wooden stage stands in a corridor that has bars as left wall. Several rows of wooden benches, all spotted with mold and sagging with neglect are behind the bars in the the rest of the room.

GM:
Perception Tamara: 1d20 + 8 ⇒ (15) + 8 = 23

Tamara:
As you enter the corridor you notice how the temperature suddenly drops.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"It's getting cold in here..." Tamara says and shiver. "This room is weird. Why are we behind bars on a stage?"

"I wonder if there is something magical causing the cold... If it is, would you please show me Desna?" Tamara prays and touches her holy symbol as she scans the room for magic.


Narrator

Tamara:
As you cast the spell you find nothing magic.

But you suddenly see yourself as if standing on the stage facing the bars. As you look into the room wit the benches you see guards and judges and one of them reads your verdict. Death by beheading. A chill runs down your spine and you feel your strength sucked out of you.

Negative Energy Damage: 1d6 ⇒ 1
DC 11 Will for half, DC 11 Fort to avoid 1 Str damage


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Will: 1d20 + 4 ⇒ (11) + 4 = 15
Fortitude: 1d20 + 2 ⇒ (11) + 2 = 13

"Death by beheading..." Tamara whisper incredulously. "This can't be real... Desna protect me." She grips her holy butterfly tight to steel her mind and body.

Knowledge religion to know about this phenomenon: 1d20 + 7 ⇒ (8) + 7 = 15

Does the vision persist?


Narrator

Tamara:
This is a haunt. A cold spot haunt to be precise which can be harmed with fire in addition to the usual positive energy.
The vision was a one time thing in your mind. You still stand two steps into the room. But it is still cold.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"We must be where they brought the prisoners to be views by those who accused them or to stand trial."

Herm will look around for anything out of the ordinary that may be left
perception: 1d20 + 2 ⇒ (14) + 2 = 16


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"We are in a cold spot!" She suddenly exclaims with worry. "The whole room is haunted! Use fire and holy energy to suppress it. quickly now!" She grabs the cross and chants. "By the holy light of Desna, disappear before me foul haunt!"

I still don't know where people should target with fire though.

Channel Energy: 1d6 ⇒ 5


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Fire, that i can doThe young Ifrit draw's her dagger, small blue flames lick up the blade. Does a Celestial Dog count as holy? I can do that too She maintains her usual confidence, she mutter's under her breathe Faust...what would you do?


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"Hurry and burn it then! We don't have much time before it's too strongly manifested to stop! The whole room is haunted." Tamara says with urgency and nervousness in her voice. It's not easy for her to explain how to fight a phenomenon she has only heard about from the professor, but never actually faced herself.


M Human 23 HP init +9 Perception +8

"Burn what? The whole room?" Harrold says confused


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"Yes, it's like an aura in the room or something. Just throw some fire in there." Tamara is not quite sure how to attack the invisible enemy herself, but she knows they have to do something.

There isn't any particular object or area to target right?


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"You wants us to burn the room? Will that not damage the building? Herm looks around confused.

Pulling out his flint and steel he looks for something to start a fire with.

perception: 1d20 + 2 ⇒ (9) + 2 = 11


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"Not more than what's already done. We don't have time for flint, can't you use one of those flasks like against the rats?"


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm switches out the flint for the flask, aiming for the largest grouping of flammable objects he cocks his arm and throws

Alchemist Fire: 1d20 + 2 ⇒ (8) + 2 = 10 to hit the area


M Human 23 HP init +9 Perception +8

"Did that work?" Harrold asks Tamara


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

If it's still cold:
"I think so, but it'll need more heat before we get rid of it, otherwise it'll sap all our strength out."

if it's not cold anymore:
"Yeah, finally it's gone, I think."


Narrator

You're going to stand in the cold all the time?
All stand around and wait for Herm to pull out his flint and steel, put it away again and fetching the flask of alchemists fire. Meanwile the cold further sucks the strength out of Tamara.

Negative energy DC11 Will for half: 1d6 ⇒ 5
1 Strength damage DC11 Fort to negate

Herm finally hits the wooden stage with his alchemists fire.
Fire: 1d6 ⇒ 4
The stage catches fire.

Tamara replies "I think so, but it'll need more heat before we get rid of it, otherwise it'll sap all our strength out."


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

... I was trying to get the others to hurry to act in the first round... I guess it's Also, is Tamara the only one affected despite Herm going first?

will: 1d20 + 4 ⇒ (18) + 4 = 22
fortitude: 1d20 + 2 ⇒ (20) + 2 = 22

"What the hell are you dwadling for? I'm dying here." Tamara says with a cough and rushes out of the room.


Narrator

As you told that you wanted to go there I wrote everyone comes along, but you lead the way. It needs one to trigger the haunt, but as it is stationary it is enough that the first one stepping in is affected. No one else wrote that they followed you into the room. You warned them and they stayed out of the cold.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

What in the hell's are we supposed to be hitting? it's a room!get out of there.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm will run in to help Tamara who looks like she is getting weaker out of the room.

"How much more fire do we need to destroy whatever is going on in there?

He will scan the room with his Detect undead active looking for something to fight. I hate fighting what I cannot see, damn this whole place.


Narrator

The stage keeps burning.
Fire: 1d6 ⇒ 5
Fire: 1d6 ⇒ 3
Fire: 1d6 ⇒ 1

And finally the evil in the room is reduced to the overall background level. As the stage stops burning it emits a lot of smoke that makes the air in this room rather unpleasant.


M Human 23 HP init +9 Perception +8

"Does someone mind telling me what the hell is going on? It was a cold spot you said? Why did we have to burn a room down because you were cold?"


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"Apparently Tamara saw something? felt something? This place must be haunted, we just have to be more careful and go as a group."

Herm will walk over to Tamara "Are you ok?" He offers his arm to steady her.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Detect Undead is awesome in this situation, I hadn't thought of that. It'll actually leave us a way to tell when insubstantial enemies like this disappear.

Tamara collects herself as she gets out. "A cold spot is a type of haunt. It's the the remnants of countless negative thoughts and bad experiences. Perhaps this stage was where the prisoners got executed, not just where they got judged. The cold spot will sap strength and life out of you until you got nothing left. I managed to withstand most of it and I'll be fine after a good night's sleep. I think burning down the stage got rid of it, but I'm not completely sure. I wish I had some way to detect undead. I've heard of a spell like that, but I don't know it. Either way, the smoke makes the room rather unpleasant. Perhaps we should explore other places first and come back here later?" Tamara looks apologetically to her companions, wishing she could help out more by detecting the undead and cleaning the air.

prestidigitation can get rid of the smoke, but Tamara doesn't know Amira can use it.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Smoke? please Amira waves's her hand casting prestidigitation to blow the smoke away. Gods, either of my brother's would have been better off dealing with this than me. Amira comments as sh e moves the smoke


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"Well your brothers aren't here so no need to put yourself down like that Amira. We are glad to have you along with us, if I were a more priestly man I could have cleaned this place with holy fire. We must search this room for any other clues as to what happened here."

Herm will look around the room with Detect Undead activated looking for any ghost or Haunts as Tamara has explained them to us.

perception: 1d20 + 2 ⇒ (19) + 2 = 21


Narrator

Herm:
You notice something on the stage. Your knowledge about religion tells you that this is the remains of the haunt. That will return to be the original haunt you destroyed now after some time tat could be soon or further in the future.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

My younger brother Faust, he could have sent them away, he studies the undead. especially one's like this...people back at the town don't like him much, he get's blamed for necromancy too.Amira reminisce's a smile on her face for some odd reason. Have you found anything Herm?


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"I wonder what it would be like to have a brother..." Tamara muses wistfully. "I was always alone growing up." Even more so due to the strange things happening around me, well it look like those things won't stop.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"It appears to be the remainder of the haunt? It is without power right now but I feel as if over time it will siphon more power back to itself. I am at a loss for how to destroy it though, if I was and exorcist of the Inheritor I might be able to tell you."

he walks over to the spot and looks around.

"I think we would be best to move along."

He moves across the hall and looks at both doors, choosing the one on the bottom. He waits for the others before opening the door.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

I love Faust and my other sibling's but honestly your better off, family can be irritating. Amira comment's motioning the other's to follow along with Herm


Narrator

Door to S16?
The door at the other end of the corridor is a sturdy iron door. And it is locked.

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