DM Rich's Carrion Crown

Game Master Briccone

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Stefan was familiar with Dr. Brada and his work, but the two never met.

As the group continues to question Karl, both Halkale and Sophie look for dishonesty in the man's answers, but he appears to be completely forthright.

"Well, it was a stressful time, but the creature was very tall, with dead looking skin, some patches of hair, and some boils, probably from the fire, I don't know. He looked like a Beast to me." Karl replies, his answers showing some tension as his recollections are questioned, "I wasn't privy to Dr. Brada's private matters, but he was a good man who did good work with the deformed and insane. Maybe he didn't get very far in curing them, but he tried to keep them safe and comfortable."

The blind man pauses and takes a deep breath to calm himself, "Listen, the Beast of Lepidstadt was the last thing I ever saw before I lost my sight to the fire he set. I'm certain it was him."

GM Screen:

1d20 ⇒ 17

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Amaria tries hard to make her questions conversational rather than accusatory. "First, thank you for the food and wine. I understand this is difficult for you. I have a few questions and I believe you are being truthful, but just need some specifics as all avenues must be explored. Had you seen creature known as the Beast of Lepidstadt at any time before that night? Did the doctor have anyone who didn't appreciate the work that he was doing or that may have held a grudge against him? Had the doctor had any interactions with the Beast of Lepidstadt before that fateful night? Can you tell me of the maladies of any of the patience, especially whether any of them involved lighting fires?"


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

I have another question, too, but that can wait until you answer Amaria


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"No, I hadn't seen the Beast before, but he looked the way everyone described him, so I'm sure it was him. I don't think the doctor had any enemies, he was doing good work helping people. He certainly didn't have anything to do with the Beast before the night it killed him. I'm not aware if any of the patients had a problem with setting fires, it hadn't happened before." Karl answers with a sigh, clearly tiring of the questioning.

I made some extra time to post. Go ahead and ask your question Vivian. After that, we'll move to Karb Isle.


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

To the best of your knowledge, was Doctor Brava in contact with Vorkstag and Grine's Chymic Works, and was their eventual relationship a business-like one or a friendship? Were they in close, regular contact?

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

How close is the physical description of the creature he saw to the Beast? Coloration, stature, hair patches, skin condition? Does the Beast have any burn scars?

As the group makes its way to Karb Isle, Amaria muses, "That was useful. He had never seen the Beast before being blinded and cannot see the Beast now. So the only reason he believes this creature is the beast is by vague description and bias."


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

"Well, could have been the beast. Might have been an innocent reason for being there." Bert mentions.


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Karl's description of the Beast was very vague and not very detailed. While it certainly could be the Beast, it could be a number of other large unfortunate creatures as well. The Beast does not have any obvious burn scars.

In response to Vivian's question, Karl takes a few moments to think before replying, "Uh, I know he trafficked with a number of drug suppliers to help with patient treatments, but I don't recall any of their names. I never had much to do with that side of things. Those names don't sound familiar at any rate."

* * *

After bidding adieu to Karl, the group next heads to Karb Isle and whatever remains of the Sanctuary. Thankfully, it only lies 3 miles north of Lepidstadt along the Lesser Moutray river, which is a quick trip on your mounts. Guided by Karl's directions, you follow a narrow track along the western shore of the river, which passes through depressingly gray marshland before arriving at the lonely ruins of Sanctuary on Karb Isle.

The sad remains of a broken building lie on a spur of land jutting into the river. The burnt timbers of a large house sag into the undergrowth of nettles and thistles. Nature is taking back this charred ruin, as if trying to erase dark memories. Nearby, a small cluster of gravestones jut from the weeds. There appears to be 12 graves in total. Looking around, it quickly becomes clear that Karb Isle isn't actually an island, it's a isthmus.

Here is a link to the new map.

The rubble squares are all difficult terrain, acrobatic and stealth DC's are more difficult in that area as well. If you want to explore the area, please make Perception checks.


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

Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Stealth: 1d20 + 9 ⇒ (1) + 9 = 10

Vivian looks carefully around, trying to fade with the background.

Her curiosity draws her to the tombs, and she traces a spiral over her heart with her free hand, holding her sword in the other

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Amaria walks with her bow in hand, looking about at the ruins. She attempts to detect evil in the vicinity, pausing to check the cardinal directions. She then checks the graves to see who is buried there.
Perception: 1d20 + 1 ⇒ (18) + 1 = 19


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Due to the layout of the book which tends to spread out information instead of centralizing it in one section, I missed something. So, let's rewind back for a moment to the interview with Karl.

As the group prepares to make its leave of the blinded Karl, the man suddenly speaks up, "Oh wait, those names...Vorkstag and Grine. I think I do recall them. I believe they were alchemists that visited the Sanctuary occasionally. Grine was kind of a dirty gnome, while Vorkstag was a thin human, I think. I didn't get a good impression from them, so I tried to stay away from them. I never asked, but I figure that Dr. Brada must have bought alchemical supplies from them."

If you have more questions for Karl now with this revelation, feel free to ask, but let's also continue with the Sanctuary ruins.

* * *
Looking around the ruins, Vivian is the first to spot two important details. The first is a charred metal strongbox that appears to be warped by fire. Its lock appears to be fused shut by the the heat, but it can probably be opened with enough force. It's a DC 23 Strength check to open it.

The other important detail of note is a 3-foot-wide hole on the south side of the ruins. Looking down the hole, it appears to open to a stone-walled shaft that goes down at least 15 feet. It's a DC 15 to climb down without any tools.

Amaria finds no evil in the area, but its quite possible that at least 15 feet of dirt could be masking something at the bottom of the shaft. The gravestones list the names of a number of individuals that all died the night of the fire, Dr. Brada included.


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

As usual, Vivian starts to give the lead

Could someone please note the names of the deceased? It could be important, and I don't want to miss a clue...Bert, you're the strongest among us, could you be a doll and open that strongbox, please? I can't rig the lock. Then, Stefan, I'd like you to send some magical light down that hole, if you can.

I don't know why I had this idea earlier, but once again Vorkstag and Grime are linked to our story. It might be nothing, as they surely sell medical supplies and instrument to many doctors in and around the town. Then it might be something, even if I have no real explanation. A dirty gnome and a thin human can't be mistaken for the Beast.


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.

At Vivian's request, the doctor replies, "Of course."

He utters arcane words and gestures strangely and four globes of greenish light appear above his upturned hand. With another gesture, they rise above his head, where they hover as he approaches the hole. He then directs them down as he stands at the edge and watches after them.


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Dr. Von Herzog casts a spell to create magical lights that float down the hole and illuminate the stone chamber underneath. It definitely appears to be 15 down now and a pair of large water casks sitting beneath the entrance shaft are now spotted. Very little more of the chamber can be seen from topside, and nothing appears to stir in area.


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Bert, did you want to try to force open the box as Vivian suggested?

What is everyone else doing?

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

"If someone can lower me down, I will take a quick look below to see if it is safe."


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.

As the doctor is nearing his sixth decade of life, he looks to a companion who's more hale than himself to assist Amaria's descent.


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As mentioned in a previous post, the shaft can be climbed without assistance with a DC 15 Climb check.


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

"Here, let me go with you. I can see well in dark places, so it may come in handy." Tara pipes up, scrambling down the well after Amaria. At the bottom of the hole, Tara glances up to the top where the rest of her allies stand, in an attempt to figure out how long it will take them to get back up.

Climb: 1d20 + 0 ⇒ (16) + 0 = 16


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

Wait, I got something that can help you Amaria!

Vivian unpacks and unroll her magical rope of Climbing

I know that usually you climb up, but I guess the magic will help you climbing down too!

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

With that Amaria joins Tara heading down.

Take 10


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As Amaria and Tara scan the new area, they first see that this damp lower room seems remarkably unscathed from the fire 4 months ago. The pair of larger water casks make it easy to climb down to the floor. The cellar-like area itself is almost 15 feet high, and is a mess, as the remains of a medical workshop have been flung about and otherwise thrown into disarray. A ghastly trophy made of burnt heads dangling on chains from an iron candelabrum hangs from the ceiling near the shaft.

Perhaps of immediate interest, however, is the four starved looking humanoids with pallid skin, sharp teeth, and long tongues. Although neither adventurer is close enough yet to be affected by it, these creatures all also exude a horrible stench of death. "Finally, dinner comes to us for once!" One of them exclaims hungrily.

It's Knowledge (religion) to identify these creatures.

If you get within 10 feet of them, please make a DC 15 Fortitude Save against the stench or you are sickened for a number of minutes.

PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Bert's Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Sophie's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Stefan's Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Tara's Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Vivian's Initiative: 1d20 + 5 ⇒ (20) + 5 = 25

GM Screen:

1d20 + 4 ⇒ (9) + 4 = 13

Initiative (Round 1)
Vivian <= Up
Amaria <= Up
Tara <= Up
Bert <= Up
Stefan <= Up
4 Retched Cannibals
Sophie

Vivian, Amaria, Tara, Bert, and Stefan go first. It's a DC 5 Climb check to move up or down the hole with Vivian's magic rope. None of the enemies can currently be seen by those on the surface.


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, dear. Well, once more into the breach!"

Climb (DC 5): 1d20 - 1 ⇒ (7) - 1 = 6

The doctor's footing slips while descending, but he makes it to the floor. Now that he can see the approaching enemies, he casts a spell. Three glowing bolts of energy fire from his hand at the lead hostile creature.

Magic missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11


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

"By the gods, the smell!" Tara shouts, glaring wearily at the four creatures. Pointing her dagger at one, she brushes her hand against her holy symbol, filling the room with divine energy focused on ripping through any enemy undead in the area. "You will befoul this chamber no longer!"

know Religion: 1d20 + 10 ⇒ (5) + 10 = 15

Channel Energy vs Undead DC 15 Will: 3d6 ⇒ (4, 1, 4) = 9 Tara will selectively channel out Amaria so that way she is not harmed.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Sorry, These past few days have been interesting. Power outage Friday night, disrupting all my sleep, family in town, two days of migraines...yeah. I apologize for my lack of posting.

Bert leaves the trunk and climbs down the hole to save the others.

Climb: 1d20 + 5 ⇒ (5) + 5 = 10


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Tara identifies these creatures as undead known as Ghasts. They are a more powerful type of ghoul with sickening stench, paralyzing attacks, and can transmit a disease through their bite that turns the victims it kills into ghouls.

Dr. Von Herzog partially falls for part of his descent, but still lands on his feet. He then quickly casts a spell and 3 Magic Missiles slam into the palest of the ghasts.

Leaving out Amaria, Tara calls upon divine power to channel positive energy into the area to harm the undead. All four ghasts appear to resist the worst of the energy blast, but still appear somewhat damaged.

Bert climbs down the hole and arms himself with a weapon. I assumed the last part, but somehow I don't think you'll mind.

GM Screen:

White: 1d20 + 9 ⇒ (20) + 9 = 29
Green: 1d20 + 9 ⇒ (17) + 9 = 26
Yellow: 1d20 + 9 ⇒ (10) + 9 = 19
Red: 1d20 + 9 ⇒ (20) + 9 = 29

Vivian and Amaria.


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

Climb: 1d20 + 7 ⇒ (10) + 7 = 17
Know Religion, monster lore: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20

Anything to know about ghasts special attacks?

Vivian waits to see what happens, calling the favor of Pharasma to protect herself

cast Shield of Faith, +2 AC


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As Vivian climbs down and sees the ghasts, she recalls that they can attack with a bite and two claws. The bite can paralyze and spread disease, while the claws just paralyze.

The Roguish Inquisitor then casts a divine defensive spell on herself.


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

Beware, their touch can paralyse you, and you'll get sick (that is, if they don't kill you right on the spot). Attck them from a distance, as much as you can. Bert, be cautious. You're our frontliner.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Can I draw my hammer and my shield? That would be better but also more movement stuff


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Bert, yes. He can pull one on the end of his Climb move action,
then take another move action to draw the other one.

I'll give Amaria another day to post before botting her.

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Amaria quickly draws and shoots, aiming at the ghast injured by the doctor first.

Arrow 1: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Arrow 1: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

If the ghast drops with one arrow she will move on clockwise starting from the northeastern most.


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Amaria fires two arrows at the most damaged ghast, but neither hits its target.

The ghast with greenish tinted skin first moves to Tara and bites into the Cleric's shoulder. Tara takes 7 damage and she needs to make a DC 15 Fort save vs. Paralysis, then another DC 15 Fort save vs. Disease.

The ghast covered in dried blood then moves up to Vivian and also attempts to bite, but the redhead's armor prevents its teeth from sinking in.

The ghast with yellowish, jaundiced skin moves up to Amaria and critically bites into the Paladin's pale neck. Amaria takes 16 damage from the critical hit and needs to make a DC 15 Fort save vs. Paralysis, then another DC 15 Fort save vs. Disease.

Instead of attacking, the palest ghast makes an embarrassing attempt to tumble past those around the shaft, and, if not destroyed, tries to climb up. All of the PC's in the cellar can make an AoO against the white ghast if they have a melee weapon equipped, natural attack, and/or aren't paralyzed.

GM Screen:

Green Bite: 1d20 + 5 ⇒ (13) + 5 = 18
Green Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Red Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Yellow Bite: 1d20 + 5 ⇒ (20) + 5 = 25
Yellow Confirmation: 1d20 + 5 ⇒ (17) + 5 = 22
Crit Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16
White Acrobatics: 1d20 + 6 ⇒ (5) + 6 = 11

Initiative (Round 2)
Vivian <= Up
Amaria [16 Dmg; 2 Fort saves needed]<= Up
Tara [7 Dmg; 2 Fort saves needed] <= Up
Bert <= Up
Stefan <= Up
4 Ghasts
Sophie <= Up

Everyone is up now, don't forget your AoO's and Fort saves where applicable.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Bert swings his hammer as an attack of opportunity presents itself.

Lucerne Hammer,B/P, REACH: 1d20 + 8 ⇒ (11) + 8 = 19 damage, if hits: 1d12 + 4 ⇒ (6) + 4 = 10 Pale Ale Ghast, good beer, bad finishing notes

He then bashes the red tinted ghast with his shield.

Shield Bash, MELEE: 1d20 + 6 ⇒ (11) + 6 = 17 damage, if hits: 1d3 + 3 ⇒ (2) + 3 = 5

He then drops his hammer behind him and draws his longsword.

Fort Save: 1d20 + 7 ⇒ (16) + 7 = 23


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 opens her mouth to scream, but freezes like a statue. In just one second the young cleric does not see the ghasts in front of her, but two woman wearing bird-like masks. As they prod at her, they whisper barely-audible conversations to each other, thinking that Tara is not listening.

Detect Thoughts:
'-an't keep anything down. Poor thing. How long do we keep 'em on the main floor before they head down below?'
'If they survive eight days or when the doctor tells us to move 'em. I have my doubts on this one though... Look at how pale she already is.'

Fort: 1d20 + 4 ⇒ (3) + 4 = 7 vs Paralysis
Fort: 1d20 + 4 ⇒ (13) + 4 = 17 vs disease
Fort: 1d20 + 4 ⇒ (2) + 4 = 6 vs smell


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I forgot to mention it in my last post, but both Bert and Tara remembered, everyone within 10 feet of a ghast needs to make DC 15 Fort save or you are sickened for 1d6 + 4 ⇒ (6) + 4 = 10 minutes.

Bert bashes the white ghast in the head and it stops moving. He misses the blood covered ghast, however.

Tara finds her limbs stiffening and a sick feeling in her stomach as her mind takes her away to another place. Tara is paralyzed for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

Everyone else is up!


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie murmurs a prayer and then steps into the hole, ignoring the rope. She doesn't quite land on her feet and so lands in a heap on the floor. With a groan, she stands to her feet.

casting sanctuary on herself, then 5' step to intentionally fall into the hole, then a move action to stand up
acrobatics, untrained, acp: 1d20 + 2 - 3 ⇒ (9) + 2 - 3 = 8 for non-lethal damage: 1d6 ⇒ 3 plus lethal damage: 1d6 ⇒ 5

-Posted with Wayfinder


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.

Fort save (stench) DC 15: 1d20 + 2 ⇒ (9) + 2 = 11

The doctor struggles to keep himself from retching at the overwhelming stench of death from the ghasts. Stefan is sickened.

He moves to the right, and casts a spell at the green-tinged ghast. A jet of flame fires from his outstretched hand at the creature.

Casts scorching ray.

Ranged touch attack: 1d20 + 3 ⇒ (2) + 3 = 5
Fire damage: 4d6 ⇒ (1, 6, 4, 6) = 17

And I roll a '2'. So much for that spell!


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

btw, Sophie is immune to the sickened condition

-Posted with Wayfinder


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

Fort save: 1d20 + 6 ⇒ (8) + 6 = 14 So close..
+1 Keen Longsword, Sickened: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Dmg (Str, Magic, Trait), Sickened: 1d8 + 3 - 2 ⇒ (3) + 3 - 2 = 4

+1 Keen Longsword, Crit?: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Dmg (Str, Magic, Trait), Sickened: 1d8 + 3 - 2 ⇒ (8) + 3 - 2 = 9

Vivian tries to fight the waves of nausea, and fails.
Puking a little and feverish, she manages nonetheless to hit the blood covered ghast, but the wound isn't very deep

Tara! Someone should protect her...Tara, if you can hear me, try to use the holy powers of Pharasma again!

Not sure if a Paralysed person can still channel energy


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

Pathfinder PRD wrote:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

I need to be able to touch my holy symbol. I do not think that channeling is a purely mental action due to the need of the symbol.

Silver Crusade

HP 29/29 | AC 18 (14 t, 14 ff) | F +8 , R +11, W +5 | Init +4 | Perc +1 | Darkvision 60' Dhampir Paladin (Divine Hunter) 3/Ranger (Corpse Hunter, Skirmisher) 2

Save v. Paralize: 1d20 + 8 ⇒ (11) + 8 = 19
Save v. Disease: 1d20 + 8 ⇒ (5) + 8 = 13

Fighting off the stiffening of her joints, Amaria shifts to the west and launches two more arrows toward the yellow tinged ghast.

Arrow 1: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Arrow 2: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 11 ⇒ (4) + 11 = 15


Gamemaster | CC Map | S4 Map

Yeah, Tara can't channel while paralyzed.

Sophie makes an inelegant jump down the shaft and lands hard on her back. With little fanfare, she slowly stands back up.

Dr. Von Herzog finds himself sickened by the undead's stench, which negatively affects his attempt to launch a fiery ray at one of the ghasts.

Finding herself sickened as well, Vivian cuts into the blood covered ghast with her sword, but not very deeply.

Amaria, to move into a space with a barrel will be a move action, you can't 5 foot step into it. So, I'll assume you move on top and fire just one arrow.

Amaria hops up on one of the barrels and fires an arrow at the ghast in front of Sophie, yet finds herself slightly off balance and misses her shot.

Apparently caring more about its hunger than just killing everyone, the green tinted ghast takes another bite out of Tara. Tara takes 4 more damage and needs to make two more Fort Saves DC 15. The first is versus Paralysis, which will dictate whether or not the condition lasts longer than 3 more rounds, the second is against disease again.

The bloody ghoul next to Vivian attacks her again, but this time with two claws and a bite. One of the creatures claws and its teeth manage to pierce the inquisitor/rogue's defenses. Vivian takes 14 damage in total and needs to make 3 DC 15 Fort saves. One against disease, two against paralysis.

The jaundiced ghast likewise turns its full attention on Bert, attacking him three times with its natural attacks. This time, only one claw manages to hit. Bert takes 9 damage and needs to make a DC 15 Fort save vs. Paralysis.

Those of you making Fort saves, don't forget about the sickened condition if it applies.

GM Screen:

Green Bite vs. Helpless: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Red Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Red Claw 1: 1d20 + 5 ⇒ (5) + 5 = 10
Red Claw 2: 1d20 + 5 ⇒ (13) + 5 = 18
Red Bite Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Red Claw Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Yellow Bite: 1d20 + 5 ⇒ (5) + 5 = 10
Yellow Claw 1: 1d20 + 5 ⇒ (7) + 5 = 12
Yellow Claw 2: 1d20 + 5 ⇒ (19) + 5 = 24
Yellow Claw Damage: 1d6 + 3 ⇒ (6) + 3 = 9

I see now that Amaria has not made her sickened roll.
Amara Fort Save vs. Sickened: 1d20 + 8 ⇒ (9) + 8 = 17

Initiative (Round 3)
Vivian [14 Dmg; 3 Fort saves needed; Sickened] <= Up
Amaria [16 Dmg]<= Up
Tara [11 Dmg; 2 Fort saves needed; Sickened] <= Up
Bert [9 Dmg; 1 Fort save needed]<= Up
Stefan [Sickened] <= Up
3 Ghasts
Sophie [5 Dmg, 3 NL] <= Up

The PC's 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

For a moment, Tara's eyes clear as the undead takes another bite into her only for her to drift deeper into a suppressed memory.

Detect Thoughts:
The cell she had been moved to was dimly lit and smelled as if it had a mold problem at one point. She sat huddled in a small ball in the corner of the cell she had been unceremoniously dropped into, attempting to keep herself from turning into the sobbing messes those trapped in similar situations were facing. Carefully cradling her stomach, Tara waits a moment before the sensation of a small kick causes her to let out a joyful sob of relief.

Fort save: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 vs paralysis
Fort save: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 vs disease
Fort save: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 vs smell


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie quickly says another prayer over Tara, then draws her longspear.

casting sanctuary on Tara

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Only one Fort check is necessary against the stench. If you succeed, you're good for a bit. If you fail, you'll just need to ride out the duration of the sickened before making another save.

Sophie: Unless you have a special ability that allows you to cast it from range, you'll have to touch Tara to cast that spell on her.


Male Human Fighter(Phalanx Soldier) 5| HP 54/54 | AC 19 | T 12 | FF 17 | CMD 20 CMB +8| Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +1 | Sense Motive +1 Lowlight vision

Fort Save: 1d20 + 7 ⇒ (16) + 7 = 23

Bert fights off the paralysis and brings his weapons to bear on the yellowed ghast.

Longsword: 1d20 + 7 ⇒ (14) + 7 = 21 damage, if hits: 1d8 + 4 ⇒ (1) + 4 = 5
Shield Bash: 1d20 + 6 ⇒ (4) + 6 = 10 damage, if hits: 1d3 + 4 ⇒ (1) + 4 = 5

So glad those 1s ended up on the attacks and not on the save. Every time someone rolls I am like, please make it please make it. Don't wipe..


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

no problem. I misunderstood where the hole in the ceiling was and thought we were already adjacent. A 5' step should do it. Even if it takes more than 5' she can still draw her longspear while moving.

the DC for sanctuary is 13 (spell level + caster stat)

-Posted with Wayfinder


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

Fort save, DC 15, Disease, Sick: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Fort save, DC 15, Paralysis, Sick: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Fort save, DC 15, Paralysis, sick: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16

By Pharasma! You won't drag me to your stenching grave, monster! I refuse!

Pharasma surely smiles on the Young Redhead, as she doesn't seem to stop moving.
Then, the girl has quite a boundless energy in her everyday life..

She even manages to hit her foe again!
Sword Attack: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Dmg: 1d8 + 2 + 1 - 2 ⇒ (2) + 2 + 1 - 2 = 3

Sword Attack, Crit?: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Dmg: 1d8 + 2 + 1 - 2 ⇒ (2) + 2 + 1 - 2 = 3


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.

Realizing that he and his friends are in trouble, the doctor moves between Bert and Vivian, exposing himself to danger. He manages to avoid the ghast's attacks as a cone of flames immolates two of the ghasts.

Casts burning hands defensively...

Concentration (DC 17): 1d20 + 13 ⇒ (8) + 13 = 21 ...Success! Marked area on the map.

Fire damage: 5d4 ⇒ (4, 4, 4, 2, 3) = 17

Ref save DC 15 for half damage.

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