GM Fyrian's Carrion Crown Campaign

Game Master Fyrian

A lesson in horror in the haunted nation of Ustalav

Harrowstone Grounds


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Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM:
seeing the damage the sheriff did Janasen whistles"glad you know how to use that thing." reading his longsword "well here goes nothing" attack: 1d20 - 8 ⇒ (6) - 8 = -21d8 + 0 ⇒ (8) + 0 = 8 thrown off balance by the weight of the unfamiliar weapon plus his desire not to get hit (fighting defensively) Janasen misses completely.


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

DM:
Biting his lip so hard that it drew blood, Radim pushed the door further open, unsteadily making his way down the stairs. Mush as he wished otherwise, he was committed to the course of finding what was causing such a panic.


Janasen:
The zombie tries to get back up, provoking an attack opportunity from Janasen. In your periphery, you see another zombie and a skeleton coming into view from your left, and directly in front of you Radim coming into view.

Radim:
As you make your way over to the square, you see Janasen and another man, one zombie in two pieces and another one in front of Janasen, struggling to get up. From the right another zombie and a skeleton are walking towards the group.
I'm moving you into this MAP


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM and Radim:
still a little off balance makes another attemptattack: 1d20 - 8 ⇒ (5) - 8 = -31d8 + 0 ⇒ (6) + 0 = 6 Janasen misses once again this time only barely holding onto his sword


GM Stuff:

Attack Z2: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Attack S: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d6 + 3 + 3 ⇒ (1, 5) + 3 + 3 = 12

Z3 - 12/12
S - 4/4

Janasen and Radim:

The mindless zombie continues to come at you, in spite of his dead partner and flying weapons. In spite of that it misses wide. Not the best zombie...
The sheriff, seeing how uncomfortable you are with the blade, steps back up to the plate and takes another swing at the zombie. He cleaves deep into the zombie, taking it down with it's buddy.
The other two monsters start splitting up, meandering towards the Janasen and Radim separately.

Initiative
Janasen
Zombie
Sheriff
Zombie
Skeleton
Radim <====


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Sorry for being a bit slow to respond.

The group:

Tuoni draws his dagger and moves to the center, hoping to keep the zombies focused on himself until the acolytes have as chance to act. To the acolytes, Channel your goddess and destroy them! To Alyssa and Tev,If you can blast them, do so! Total defense for a current armor class of 16.


GM Stuff:

Attack S1: 1d20 - 3 ⇒ (17) - 3 = 14
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Attack S2: 1d20 - 3 ⇒ (7) - 3 = 4
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Acolyte 4/9
Acolyte 9/9
S1 4/4
S2 4/4
Z1 12/12
Z2 12/12

Restlands Group:

The two skeletons moved first, walking out from behind the zombies. The first one claws at the acolyte, tearing past his padded armor.
The second one started swinging at Tuoni, only to claw at a ready fighter. Tuoni dodges the attack.

Initiave
Tuoni*
Skeletons (2)*
Alyssa <====
Zombies (2)
Baris
Tev
Acolytes


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

DM/Janasen:
Ha. Undead? That was all? Radim held less fear for the undead than one would expect. There were, after all, far worse things out there.

And to deal with these creatures was to invoke the power of one of these such things.

Pulling out a battered wooden eight-pointed star that hung on a cord around his neck, Radim moved closer into the area, muttering incoherently. Holding the star aloft, a wave of energy rolled out to strike the four undead monstrosities.

Channel (DC 13): 1d6 + 1 ⇒ (2) + 1 = 3


GM Stuff:

S1: 1d20 ⇒ 19
Z3: 1d20 ⇒ 8

S1 4/4
Z3 9/12

Janasen and Radim:

The energy from Radim's symbol spread towards the two undead still alive, and it hits the zombie but the skeleton seems to be unharmed.

Initiative
Janasen <====
Zombie
Sheriff
Zombie
Skeleton
Radim


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

Tuoni, Baris, and Tev:
Sorry for the long wait. The map wouldn't load on my phone and then I lost this post twice while trying to write it. Ugh.

Running forward to stand beside Tuoni, firey wisps of energy began to swirl around Alyssa's hand as she whispered a few lines of magic into the air. She raised her hand and a jet of fire erupted to engulf all three of the creatures in front of the paladin.

Burning Hands (range outlined on map) Reflex Save DC 14 to take half dmg 1d4 ⇒ 4


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

us:
As the tiefling's flame engulfs most of the group, Tuoni shouts to Baris, Protect the priests!


GM Stuff:

S2: 1d20 + 2 ⇒ (2) + 2 = 4
Z1: 1d20 ⇒ 8
Z2: 1d20 ⇒ 8

Attack Z1: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack Z2: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

S1 4/4
S2 Dead
Z1 8/12
Z2 8/12

Restlands Group:

The blaze coming from Alyssa engulfed the three victims, destroying the skeleton and seriously injuring the zombies.
The zombies, now enraged, come at the first thing they can see, Tuoni. Both of them happen to miss, most likely due to their recent injuries.

Initiave
Tuoni*
Skeletons (2)*
Alyssa *
Zombies (2) *
Baris <====
Tev
Acolytes

If anyone can remove that skeleton that would be great, doesn't work on the ipad! Thank you!!


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Restlands group:
Sorry all, I can't find the map. Baris will do as instructed putting himself between the acolytes and the undead, if a skeleton is near one of the acolytes, which I think there is, Baris will attack that one with a knee. "For life and the destruction of that which is unnatural."1d20 + 5 ⇒ (2) + 5 = 7 1d4 + 3 ⇒ (2) + 3 = 5 Flanking +1 damage, +2 attack. Woof.


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Map You may want to take a look at it. You can flank, but it would be an acrobatics check to avoid AoO.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

No flanking, tear', but I miss anyways, moving on... Thanks Tuoni!


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

Dm and Radim:
Janasen readies his sword once he has regained his balance and waits for the Sheriff to make his move"I think I will just follow you on this one."


GM Stuff:

S1 4/4
S2 Dead
Z1 8/12
Z2 8/12

Restlands Group:
Restlands Map

Baris comes up to flank the skeleton that attacked the acolyte, but his blows falls short. Similar to his stature.

Initiave
Tuoni*
Skeletons (2)*
Alyssa *
Zombies (2) *
Baris *
Tev <==== You’re up!
Acolytes

GM Stuff:

S1 4/4
Z3 9/12

Attack Z3: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack S1: 1d20 - 3 ⇒ (12) - 3 = 9
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Janasen and Radim:

Sheriffs Office Map

"Well, I don't know who that guy is, but at least he's on our side!" the sheriff said as he takes the steps down to meet the undead in the street.

The zombie and skeleton rush forward to strike their foes, both missing terribly with clumsy claw and fleshy attacks. The zombie takes a serious spill right on the cobblestone in front of Radim.

What is it with my zombies!? This is the second crit fail in this fight. I'm sure you don't mind, though!

Initiative
Janasen *
Sheriff *
Zombie *
Skeleton *
Radim <==== You’re up!

Sorry about not having the maps! From now on there will be links to the map in every spoiler. I know how frustrating it can be to have to search through all these spoilers...


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

These were what Tev had kind of been expecting to encounter, but not before they actually got to the crypt. He didn't have any offensive spells that he could use against them, save for his bloodline power. When the fight began, he at first intended to cast Mage Armor on himself, but when the one skeleton pounced on the acolyte and nobody else could get it off the beleaguered man, Tev knew he had to take the risk of delaying his own protection.

Extending his arm toward the surviving skeleton with his hand flexed like it was holding and squeezing a grapefruit, Tev snarled out the Draconic incantation. "Musta fire päällesi!"

A column of tiny meteorites fell from the sky and showered the skeleton, burning wherever they touched.

1d4 ⇒ 3

Tev casts Minute Meteors (bloodline power). The skeleton takes 1d4 fire damage, Reflex save DC 14 to negate.


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

DM/Janasen:
Radim scuttled back from the zombie as it fell. Out of its reach, he once more invoked the channel to smite the undead.

Channel: 1d6 + 1 ⇒ (1) + 1 = 2

Please push Radim back 5 feet.


GM Stuff:

S1: 1d20 + 2 ⇒ (10) + 2 = 12

Cleric1: 1d6 ⇒ 3
Cleric2: 1d6 ⇒ 6

Z1 Will: 1d20 + 3 ⇒ (13) + 3 = 16
Z2 Will: 1d20 + 3 ⇒ (4) + 3 = 7

S1 Dead
S2 Dead
Z1 5/12
Z2 2/12

Restlands Group:
Restlands Map

When the meteors came raining down at the skeleton it was all but destroyed.

The acolytes, seeming to work in rhythm, both bowed their heads touched their hands to the holy symbols hanging from their necks, suddenly emminating a wave of energy at the undead. The skeleton crumbled into a pile of bones while the zombies still stood, but were obviously affected by the attack. The one closer to the acolyte took the brunt of the force while the farthest one seemed slightly less affected.

Initiave
Tuoni <==== You’re up!
Alyssa
Zombies (2)
Baris
Tev
Acolytes

GM Stuff:

S1 2/4
Z3 8/12

Z3 Will: 1d20 + 3 ⇒ (16) + 3 = 19
S1 Will: 1d20 + 2 ⇒ (8) + 2 = 10


Janasen and Radim:

Sheriffs Office Map

The energy washes over them, but does not do all the damage you hoped to the zombie, while the skeleton seemed to take a bit more.

Initiative
Janasen <==== You’re up!
Sheriff
Zombie
Skeleton
Radim


My laptop is taking forever for some stupid update so I can't do much with the maps. This is also why it took me forever to respond. Hopefully this thing will hurry itself along, but until then I'll need you all to manipulate map stuff. Thanks!


Laptop back online. Just made a couple of moves to finish out the acolytes turn. Ready for more excitement!


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Restlands:
Why did the acolyte move into melee range? To Alyssa and Baris, Get behind them! Tuoni waits until either is in position before lashing out with his dagger. Ready action to attack when Alyssa/Baris is in flanking position. If neither flank, then just attack the one threatening the acolyte instead. 1d20 + 5 ⇒ (6) + 5 = 111d4 + 3 ⇒ (4) + 3 = 7 *Edit. Hmm, is this enough on it's own, or would the flanking bonus be enough? Tuoni attacks whichever zombie is flanked first, or the acolyte one if neither ends up flanked. Using dagger for slashing damage.


Restlands:
Because I never play clerics and don't think before I do... and flanking would definitely be necessary.

Restlands Map

Initiave
Tuoni (readied action)
Alyssa <==== You’re up!
Zombies (2)
Baris
Tev
Acolytes


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

Acrobatics check 1d20 + 2 ⇒ (20) + 2 = 22

Alyssa gracefully tumbled out of the reach of the nearest zombie as she moved to flank it between herself and Tuoni.

As she raised her ebony sword into the air, her eyes glittered dangerously.

attack with flanking 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (4) + 2 = 6


GM Stuff:

S1 Dean
S2 Dead
Z1 5/12
Z2 Dead

Z1 Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Restlands Group:
Restlands Map

Sorry, somehow I missed your action over 2 hours ago and it never alerted me of a new post... damn interwebs!

Alyssa so gracefully did tumble to flank the zombie, and as she did she slashed through the zombies no longer beating heart, which was enough to kill it. Tuoni, seeing that the zombie was already slain, took his ready action elsewhere. But since he then lost the flanking bonus, failed to connect with that zombie.

The lone zombie then goes beserk, seeing his zombie friend fall to the ground. He is not intelligent enough to realize who it was that killed him, so he went after Tuoni. And though Tuoni thought that the zombie was going to get the better of him, the zombie failed to breach his armor, therefore failing to cause any damage.

Initiave

Tuoni
Alyssa
Zombie
Baris <==== You’re up!
Tev
Acolytes


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Tuoni only has an ac of 12 right now. No armor and no total defense.


Thanks for keeping track and being honest! For that you only take 8 damage, though I don't think it matters, this Zombie should not be around for long...


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM and Radim:
Janasen follows the Sheriff out and moves into a flanking position on the other side of the skeleton, attack: 1d20 - 6 ⇒ (15) - 6 = 91d8 + 1d6 ⇒ (4) + (1) = 5 however unable to compensate for the lack of experience Janasen can't seem to connect with his longsword


GM Stuff:

S1 Attack: 1d20 - 3 ⇒ (9) - 3 = 6
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

S1 4/4
Z3 9/12

Janasen and Radim:

Sheriffs Office Map

The sheriff shouted out to Janasen, "Ever use a weapon before? What's going on over there?" As he said that he hauled back with his greatsword and swung it at the skeleton in front of him.

Attack: 1d20 + 4 + 2 - 1 ⇒ (15) + 4 + 2 - 1 = 20
Damage: 2d6 + 3 + 3 - 5 ⇒ (3, 6) + 3 + 3 - 5 = 10

And with a slash from his greatsword he sends the skeleton to the ground in pieces.

The zombie attempts to get up, provoking an AoO from the sheriff and Janasen

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11

And before Janasen can even swing the sheriff brings the zombie down in a with a mighty blow.

The fight is over!

The sheriff looks around him quickly, making sure there were no more coming. "What in the name of everything holy is going on here! First the professor, then the memorial, now this!? I think I even recognized one of them. Someone we buried last year. Just a farmer who got sick and died, no one of consequence. Why is this happening?" The sheriff looked a bit confused and angry.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

Dm and Radim:
Janasen's Pride stinging a bit replies "Never used a blade heavier than a short sword" after the fights conclusion in response to the sheriff "not sure but I can say that if you meet us at the professors house some light might be shed on the situation." turning to Radim "Come good cleric our hostess may be in danger"


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

restlands:
Sorry guys I crashed hard and early last night.
Baris will pull his kama from his robe, take a five foot forward, and attempt to strike the zombie in one fluid motion. 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d4 + 2 ⇒ (2) + 2 = 4


GM Stuff:

S1 Dead
S2 Dead
Z1 1/12
Z2 Dead

Restlands Group:
Restlands Map

Baris slashes deep into the chest of the zombie, which nearly falls to the ground, but manages somehow to keep itself standing!

Initiave

Tuoni
Alyssa
Zombie
Baris
Tev <==== You’re up!
Acolytes

Janasen and Radim:

The sheriff give you a quick nod. "I know that you're staying at the Lorrimor place with Kendra, so that'll take us through the town. This way I can make sure that no one, or thing, is bothering anyone else." Reaching into his belt he produces a once hidden dagger and a potion vile. Popping the vile with his teeth, he drinks it down. Cure Light Wounds: 1d8 ⇒ 1

Handing the dagger over to Janasen, he says "Didn't mean to give you too much of a hard time back there, the heat of battle and all. Everyone's got different talents. Hope this better suits your needs just in case we run into anything else." As he says that he shifts his eyes over to Radim. "A cleric, eh? Well you do look like a peculiar one. Thanks for the help." Addressing both of you, "The names Benjan Caellar, I'm the sheriff around here. I'm not pointing fingers, but nothing good has happened since that funeral and you all arriving. I would like to know what's going on, so let's head back to your place and maybe you and your friends can do some explaining. But no talking about all this until then, I don't want to scare the people anymore than they already are." Just then two of his deputies arrive, whom he takes aside and gives some private instructions to. "They're going to clean up this mess and do a quick patrol. We should be good to go for now."


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

DM/Janasen:
It was over. The undead had been put back to rest, and the town was still atanding. That would have brought relief to nearly anyone. Radim, however, did not feel relief. He stared numbly at the sky, tottering as if he were about to fall over himself. Janasen's words snapped him back to reality with a start. He glanced at the others wildly before nodding as if in a daze. "Right... Yes. Hostess. Right."


Janasen and Radim:

The three of you head back towards the Lorrimor house without incident. When you arrive there Kendra sees you coming out a window and meets you all at the door. She looked at the trio a bit confused. "Oh, hello Sheriff Benjan. And hello again Janasen and Radim. Where are the others? Out doing research perhaps?" As you get closer she notices the signs of battle, especially the wounds on the sheriff. "Oh dear, what happened!? Is everyone else ok? Quickly, come inside! Radim, is there something that you can do?"
FYI, the sheriff is 7/15hp.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM and Radim:
Janasen Hands back the longsword and takes the dagger"understandable not the best of conditions."


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

Seeing how the last zombie was surrounded and barely still standing, Tev was going to just run up and cut it with his dagger, but everyone else was in the way and he couldn't get close enough without exposing himself to the creature's thrashings. So he just shrugged, and with a dismissive grunt and gesture of the hand, summoned another rain of hot hail on the zombie.

1d4 ⇒ 3


Restlands:

And with the last hail of meteors on the zombie it crumbled to the ground, defeated. Both of the acolytes walk up to the group, one asking, "Does anyone need healing?" He notices his comrade with wounds, then says, "Anyone that needs healing gather, I will channel."
Channel Energy: 1d6 + 1 ⇒ (5) + 1 = 6

"Well, that was different." the other acolyte exclaimed. "It is not often we see the undead in these parts. It seems they would like to impede you in your goal. We are almost upon the crypt, so I see no reason to stop now. We will need to report this to the Father but it is not urgent. Do you want to proceed or no?" Both acolytes look to the group.

I'll just assume that anyone who's down get's in range. No more need for the map.


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

restlands:
Wincing from the zombie's blow, Tuoni makes sure to stand close to the acolyte. Yes, let us proceed, and quickly.


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

Tev came together with the group and observed as the clerics channeled energy to heal their wounds. He noticed that even after that, though, Tuoni was still hurt. He regarded the paladin with head tilted slightly and spoke in an even tone, hoping his words would not come across as elven arrogance as they sometimes did against his intent. "I'm all for moving on, but if we're having to contend with the undead, wouldn't you not want to go in there unarmored? You are a paladin, right? I'd hate to see you get chomped on when you could avoid it. Those zombies took a big chunk out of you once already."


Ah, I was ninja'd! Well, I'll post this anyways. If you're going back just ignore it and let me know what you want to do. You can look and then decide!

Restlands:
The acolytes notice that Tuoni's wounds are not completely healed, and the other channels energy again for him. Channel Energy: 1d6 + 1 ⇒ (4) + 1 = 5
That should about do you up, right Tuoni? I'll keep better track when I don't have simultaneous battles both involving NPC's and PC's in separate locations!

"Well, let's be off then." said the acolyte who just healed you.

You arrive at the crypt which is a freestanding granite mausoleum, the roof of which his decorated with a pair of leering gargoyle statues. A single stone door with a rusty-looking lock sits in the mausoleum's south facade.

The Restlands
You've seen this map before, I just wanted to give you an idea of where you're at.


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

DM/Janasen:
It wasn't until he was prompted that Radim snapped out of his daze once again. Blinking in surprise, his gaze focused on the wounded sheriff. "Oh."

Without further word or explanation, he scuttled away, returning with a small wand. Frowning in concentration, he tapped the sheriff on the shoulder.

Cure Light Wand: 1d8 + 1 ⇒ (6) + 1 = 7


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Spoiler:
No worries Tev, forgot to update HP. Should have been at 10 after the first channel. Now I'm full up. Alas DM, Tev's right. After fighting the dead, Tuoni would probably get fully kitted up. It is only a few minutes walk from graveyard to house after all.

After being healed, Tuoni quickly runs through a few twists and stretches. Perhaps you are right, Tev. It would be foolish not to fully prepare. To the acolytes, Please wait, I will return shortly.

Tuoni jogs back to the Lorrimor house and girds himself for battle. Returning to the Restlands, the paladin is fully equipped with armor, shield, and sword. Once everyone seems ready, Tuoni will try opening the crypt. AC is back to 20 and I'm ready to smite. Hope it isn't too off putting to the villagers.


Tuoni:
As you wander back through town you see two men in front of the jail cleaning up a few dead bodies and a skeleton. The people are visibly shaken. Assuming that you move on to the house without asking a lot of questions. When you get to the house you find Janasen, Radim, another man with a greatsword who stands up right away with a start, clutching the hilt, and Kendra. She steps up to you, putting a hand up to let the man know everything was ok. "Tuoni, so glad you're ok! After the attacks in town we didn't know where you all were!" Looking behind him, she says, "Where is everyone else? Did something happen?"

Janasen and Radim:
Perfect roll!
"Ah, that feels better, thank you. Maybe we'll wait for your people to come back before we talk anymore about what's going on." As he finished his sentence, Tuoni busts in through the door. Sheriff Benjan jumps instinctively, grabbing the hilt of his longsword. Kendra immediately raises her hand to calm the sheriff and steps up to Tuoni. "Tuoni, so glad you're ok! After the attacks in town we didn't know where you all were!" Looking behind him, she says, "Where is everyone else? Did something happen?"


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

While waiting for Tuoni at the door to the crypt, Tev asks the acolytes if either of them has the key to the rusty lock. He takes a closer look at it to see if it is still in fact locked and if it has any signs of recent use. He also will see if he can clean any rust or grime from the lock with some magic prestidigitation, so as to make it easier to unlock.


GM Stuff:

Perception Tev: 1d20 + 2 ⇒ (20) + 2 = 22

Restlands:
The acolytes look at each other for a second, and then one of them shruged his shoulders. "We asked, but apparently there is no key. Father said that this crypt is one of the oldest in the graveyard, so it was here before his time. There are no real records of who is buried in there, it's just assumed that is was in use when the town was first opened. We've had no need to check it out until the professors journal."

As you walk up to the crypt, you immediately notice that a part of the lock is broken. It appears to have been burnt by acid so it could be slipped on and off, and it has been put back into place to where anyone who wasn't looking for it would assume the crypt to be locked.


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

GM, Radim, Janasen:

Surprised at the commotion in town, when Tuoni arrives at the house he quickly moves to his room, readying himself while answering questions. Thank you Miss Lorrimor. We are investigating the crypt the journal mentioned. Two skeletons and two zombies attacked us in the graveyard. Everyone is fine, including the two acolytes accompanying us. I am here to re-arm myself before proceeding into the crypt. The undead attacked here as well, correct?

Calmly looking at those in the house, Tuoni begins issuing directions. Janasen, find the sheriff and have him make sure everyone in town and the surrounding area is safe. If there are any hunters, have them track the undead that were in town, see if they came from the graveyard or somewhere else. The town council needs to call a meeting. This situation should to be dealt with immediately, hopefully without a panic. Who are you? Directing this last to the unknown man.


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

Alyssa watched Tev's careful inspection of the lock while also trying to keep an eye out everywhere else in case more of the undead were to surface. They were in a cemetery after all. She held her ebony sword so tight that her knuckles were white. During the fight her hood had fallen, but she didn't bother to put it back up; all the better to see.

She growled in frustration at the fact that there was so much magic around that she would not be able to tell if there was more going on inside the mausoleum.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM,Radim and Tuoni:
Janasen smiles "One step ahead of you friend this is sheriff Benjan we came from the jail after the threat there was ended."


Lorrimor House:
The man stood up, "Well, don't go looking for the sheriff, because that would be me, Sheriff Benjan Caeller And my deputies are checking the rest of the town, I believe that the only zombies that made it into town are the ones we faced. I'm curious about what your party might have to do with all this. Again, I'm not pointing any fingers, but a lot of strange stuff has started occurring since you all showed up. And what's this about a crypt?"

Ninja'd again! Oh well, what's a little more redundancy?

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