DM Rich's Carrion Crown

Game Master Briccone

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Party Inventory


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Everyone that's not Teil:

Stefan casts Disrupt Undead and fires a bolt of positive energy into a nearby wall in the hopes that the haunt maybe part of the room, but it does not appear to affect the chains.

Stefan's Disrupt Undead: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 ⇒ 2

Everyone is up again.

Teil:

The priest winces in pain and begins to cough. He attempts to mask his face, but you can clearly see he's coughing up some blood as well. "Now, nothing to be concerned about! We'll have you all set up in no time, no time at all!" He says with a bloody smile, and now you notice his body beginning to flicker like a poor constructed illusion.

You're up, please make a Will save afterward.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

GM:

Growing concerned, Teilaenthis tries to stand and looks about himself more closely. "This isn't right... What is going on here? Where is my Earthrbeaker? What is your name?"

Will: 1d20 + 3 ⇒ (13) + 3 = 16


Gamemaster | CC Map | S4 Map

Teilaenthis:

"Sit back down, you're going to ruin everything!" The priest demands, as blood now pours out of his nose and mouth. In a matter of seconds, his body quickly becomes more insubstantial until it is completely incorporeal.

"No more!" A disembodied female voice calls out and the priest is yanked with invisible force out of the room.

You then wake up back in the furnace room, surrounded by your compatriots.

* * *

The spectral chains that bound Teilaenthis dissolve into the air and the tiefling occultist returns to consciousness.

Combat Over

GM Screen:

1d6 ⇒ 2

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

"Teil! Are you alright? What happened?" Drace offers a hand to the Daemon to help him up.

Sczarni

"I'm not sure... I was trapped in a vision of a priest of Pharasma who claimed to have raised me from the dead... But I think he was really trying to kill me. It was all so real."

Teil seems weak and disoriented from the experience, visibly shaken.


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Watching as the chains dissolve, Tara throws herself at the now conscious teifling in relief. She gives him an almost bone crushing hug as she begins to shake. "By the gods, Tiel! I-i thought we were going to lose you." she sobs out, for the first time looking like a lost teenage girl. She releases Teil from the embrace only to continue blubbering and shaking while she fingers her worn book of prayers.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Oh, thank the gods! I thought you might have been lost!"


Gamemaster | CC Map | S4 Map

What's the group's next step?

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

"If we're all alright...lets keep moving."

I moved Drace over to the next room back in the hall! :)


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

That all happened oddly, how injured is Teil?

Nodding wearily to Drace, Teil says "Alright, lets move... the sooner we are done with this place the better."


Gamemaster | CC Map | S4 Map

Teilaenthis has 9 damage in total, plus -1 Con damage.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Several of us are injured. If we have time and you are willing, my services as a physician are at your disposal."


Gamemaster | CC Map | S4 Map

Map is updated.

Examining another door, Drace discovers an abandoned and quite unused privy.

Current damage totals: Drace 6 damage, Teil 9 damage + 1 Con damage, Vivian 1 damage, and Tara 6 damage.

Please choose another door, I think you're done with all the empty rooms on this level so something will happen!


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

I'm glad you're still with us, Teil...Let's hope we won't find anything more dangerous, you nearly lost your live.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Doctor, I think several of us could use your assistance.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Hmm... Perhaps it would be best if we returned to the ruins of the infirmary. I'm relatively sure that we have dispelled the ghost that had been haunting that room, at least for now."

The doctor then begins treating Teil...

Heal (treat deadly wounds) DC 20: 1d20 + 13 ⇒ (11) + 13 = 24 ...basic success that cures 2 hp damage.

He then works on Drace...

Heal (treat deadly wounds) DC 20: 1d20 + 13 ⇒ (12) + 13 = 25 ...Extra success, curing 4 hp

He then turns his medical attention to Tara...

Heal (treat deadly wounds) DC 20: 1d20 + 13 ⇒ (13) + 13 = 26 ...Extra success, curing 4 hp.

This expends 6 uses from the doctor's healing kit and the three surgeries take 3 hours total.


Gamemaster | CC Map | S4 Map

After a few hours of Dr. Von Herzog's ministrations in which you are mercifully unaccosted by supernatural denizens of Harrowstone, Teilaenthis, Drace, and Tara feel much better. It's now sometime in the early afternoon.

You've also found some healing potions if you want to supplement medical science.

Let me know the group's next move.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Maybe we could finish to explore the right wing of the prison first, then go to the right ring?

Vivian moves towards the southern door


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan nods at Vivian's assessment.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

The redhead looks for any traps, on her way to the door and on the door too.

Better safe than sorry, as my mom says. I don't want to escape ghosts and spooky things only to fall prey from a mechanical trap I could have avoided.

Takes 20 for 27 Perception


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Tara sits silently as Stefan administers first aid. She nods numbly in thanks to the good doctor as the group prepares to move on. As Vivian ensures that the path is clear, Tara clutches at her wooden holy symbol with wide eyes.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teilaenthis quaffs a potion of cure light before continuing on.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Gamemaster | CC Map | S4 Map

While Teilaenthis quaffs one of the healing potions, Vivian examines the southern door of the furnace room for a couple of minutes but finds no traps nor hears anything behind it.

With no objections voiced by the rest of the party, Drace opens the door and proceeds inside.

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.

As the group filters into the room, hateful shrieks ring out from the pit and three flaming skulls fly out of it, glowering malevolently at the living.

PC Initiative
Drace's Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Sentir's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Stefan's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Tara's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Teilaenthis' Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Vivian's Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

GM Screen:

1d20 + 1 ⇒ (8) + 1 = 9

Initiative (Round 1)
Teilaenthis [2 dmg + 1 Con Damage] <= Up
Stefan <= Up
Tara [2 dmg] <= Up
Vivian [1 dmg] <= Up
Sentir [2 dmg] <= Up
Drace <= Up
3 Flaming Skulls

PC's act first! If someone wants to bot Sentir, feel free, otherwise I'll do so after everyone else acts.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Flaming skulls?!?...

Knowledge (religion): 1d20 + 7 ⇒ (16) + 7 = 23

I think that's enough to know that they're undead...

"More spirits of the unquiet dead!"

Stefan casts disrupt undead at the nearest flying skull.

Ranged touch attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 ⇒ 2


Gamemaster | CC Map | S4 Map

You've previously fought flaming skulls at the town hall fire. They are immune to fire attacks and have undead traits. They tend to try to burn their enemies by slamming into them.

Dr. Von Herzog casts a bolt of positive energy at one of the flaming skulls, but with his allies in the way he misses his mark.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Disrupt undead too: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg: 1d6 ⇒ 4

Vivian sends a spiral to another skull

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

Stepping forward with scimitar and shield in hand, Drace swings out at the flying skull with both sword and shield.

Scimitar Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Scimitar Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Shield Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Shield Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Holding her dagger out in front of her, Tara takes a defensive stance, hoping to not get struck by the floating skulls.

Tara will go total defense for +4 to her AC


Gamemaster | CC Map | S4 Map

To make things easier for me, I'll pick the closest or most damaged target for ranged attacks when the target is not specified.

Vivian also casts Disrupt Undead and fires a beam of positive energy over Drace's shoulder, hitting the closest flaming skull and sending smoldering bone fragments off to fall into the pit underneath it.

Drace steps up to the same flaming skull and shatters it with his scimitar.

Tara draws her dagger and places herself into a defensive position to avoid any potential attacks.

Teilaenthis


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Posting from the Philadelphia airport. This may be my last post for a few days. GM Harker: Stefan will continue to attack the flying flaming skulls with disrupt undead.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Glad to have something to swing at, Teil swings his Earthbreaker at a flaming skull head.

Earthbreaker: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10


Gamemaster | CC Map | S4 Map

Teilaenthis steps forward and shatters another flaming skull with his earthbreaker.

With the battle apparently well in hand, Sentir waits patiently in the back for the others to finish off the tiny undead.

The last flaming skull screeches and flies into Teilaenthis' personal space. If he does not destroy it first, the skull tries to slam itself into him, but the occultist's armor protects him from the flames.

Teilaenthis gets an AoO as the skull moves into his space

GM Screen:

Slam: 1d20 + 1 ⇒ (12) + 1 = 13

Initiative (Round 2)
Teilaenthis [2 dmg + 1 Con Damage] <= Up
Stefan <= Up
Tara [2 dmg] <= Up
Vivian [1 dmg] <= Up
Sentir [2 dmg] <= Up
Drace <= Up
Flaming Skull

All the PC's are up once again!


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Swinging away again with his earth breaker...

Earthbreaker: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13


Gamemaster | CC Map | S4 Map

Teilaenthis easily destroys the last flaming skull as it approaches within 5 feet of him.

Combat Over.

Looking over the jagged, scorched edges of the pit, it's difficult to ascertain how deep it drops thanks to the darkness below. Climbing over the edges might be a bit difficult, but once you're past the entrance, the rough stone and timber looks stable enough to make your way down if so inclined.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"I would hesitate before going down there... although there could be a clue as to what may have happened in this room."

The doctor casts a spell, causing his eyes to glow with a faint bluish light. He then looks over the edge into the darkness.

Casts detect magic. Are there any magical auras down there?


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Peering over the edge off the small opening, Tara strains her eyesight but is unable to see the bottom. "This hole is very deep. My enhanced sight cannot see the bottom, and there is no telling how long we will need to climb." Trailing a finger through the dirt of the room, the young cleric frowns heavily at the situation.


Gamemaster | CC Map | S4 Map

Stefan spots no magical auras down the hole, but with her darkvision Tara sees that the pit only extends down for 20 feet with what appears to be a body of water at the bottom.

My apologies, darkvision had slipped my mind when I wrote the last description.


Gamemaster | CC Map | S4 Map

Where would you all like to go next?


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teil looks down into the pit. "A well?"

He then says, "Let see if we can get this place cleared out."

He leads the group to the southeastern area not yet explored.


Gamemaster | CC Map | S4 Map

As a reminder, the southeastern rooms had a Cold Spot Haunt that could potentially return if you move back through there.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'
GM Harker wrote:
As a reminder, the southeastern rooms had a Cold Spot Haunt that could potentially return if you move back through there.

Correction: Change of destination as noted on the map

Teil leads the group to a door off on one of the more western hallways and proceeds to open the door.


Gamemaster | CC Map | S4 Map

Teilaenthis leads the group back to the west side of the prison and moves into an unexplored room. This particular chamber is in a shambles—old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.

Vivian:

You suddenly hear a faint sobbing and the clanking rattle of chains, while at the same time you begin to experience a sensation of hopelessness and the strange feeling of heavy manacles clamping over your wrists.

GM Screen:

Drace's Perception: 1d20 ⇒ 7
Stefan's Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Tara's Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Teilaenthis' Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Vivian's Perception: 1d20 + 7 ⇒ (16) + 7 = 23


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

The slender redhead rubs her wrists, as if she was trying to desperatly get rid of something.
She doesn't seem aware that she is crying softly


Gamemaster | CC Map | S4 Map

The sensations afflicting Vivian fade just as quickly as they formed, but as her emotional balance is restored, a set of manacles emerges out of the piles of chains, seemingly out of its own volition. It then flies up into the air and appears to be moving towards the group!

Knowledge (arcana) to identify this enemy.

PC Initiative
Drace's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Sentir's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Stefan's Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Tara's Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Teilaenthis' Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Vivian's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

GM Screen:

1d20 + 2 ⇒ (8) + 2 = 10

Initiative (Round 1)
Vivian [1 dmg] <= Up
Tara [2 dmg] <= Up
Drace [2 dmg] <= Up
Teilaenthis [2 dmg + 1 Con Damage] <= Up
Manacles
Sentir
Stefan

Vivian, Tara, Drace, and Teil are up. In the previous combat, I incorrectly indicated that Sentir was damaged and Drace was not. The amount of damage to each PC should be correct now.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Know Arcana: 1d20 + 5 ⇒ (20) + 5 = 25

Vivian moves to the side, and uses her brain first, trying to figure what their opponent is.
Probably another restless dead, but maybe not.

Readying a Disrupt undead or will switch to sling if not

Attack (Ray or sling): 1d20 + 3 ⇒ (18) + 3 = 21
Dmg, Ray if undead: 1d6 ⇒ 2 Or
Dmg; sling if anything else: 1d4 + 1 ⇒ (4) + 1 = 5


Gamemaster | CC Map | S4 Map

Vivian recognizes the pair of manacles as another animated object. It has all the basic strengths and weaknesses as other constructs, its metal composition is difficult to damage with weapons unless they are constructed from adamantine, it's vulnerable to cold damage, and it can quickly grapple opponents if it hits them with its slam attack.

After realizing all of this, the redhead draws her sling and hits it with a bullet, but the projectile just bounces off without doing any damage.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Damnit. Use cold magical attacks, or powerful blows. It's an animated object, like the scythe we fought earlier.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Nodding at Vivian, Teileanthis grips his huge hammer as arcane energy ripples along this shaft towards the head. He then utters an arcane phrase, causing further arcane energy to flow along his weapon.

Weapon now +1 and Lead Blades cast.


Gamemaster | CC Map | S4 Map

Teil, I may be missing something, but I believe that spending mental focus to give your weapon an enhancement bonus and casting a spell are both standard actions, so you won't be able to do both in the same round.

Tara and Drace are up.


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Tara points her dagger at the object, as she lets out a quick prayer. "Lady of Graves, please let our aim be true and strengthen our hearts against this foe!" As she calls out to her goddess, a faint glowing light emerges, raising the moral of the group.

Tara cast Bless. Everyone gets +1 to attack rolls and +1 to will saves vs fear.

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