DM Rich's Carrion Crown

Game Master Briccone

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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

It's easier to pretend it's a monster by Calling him "the Beast", and judging him only by his appearance


Gamemaster | CC Map | S4 Map

Putting their heads together, Sophie and Stefan remember the following facts about your next objective:

Schloss Caromarc is the dwelling of Count Alpon Caromarc, the former ruler of Vieland who abdicated his position when the Palatinates threw off the heavy yoke of the aristocracy.

An eccentric recluse, Count Caromarc has built a dwelling that both attracts and deters visitors. Known as the Hanging House, Schloss Caromarc lies to the northeast of Dippelmere Swamp, and is actually several buildings built into the walls of a gorge above a waterfall. Although the lower parts of the house are as luxurious as one might find in any city, the further up the gorge one goes, the more treacherous and inhospitable the buildings become.

Paranoid about his experiments and discoveries being stolen, the eccentric Count Caromarc has, it is rumored, trapped parts of his castle to prevent theft, and constructed numerous guardian creatures to serve and protect him.

Justice Daramid admits she has no additional information about the place or the Count besides what you already know.

Okay, this next bit is going to be dungeon-like in some respects, so please plan accordingly. Schloss Caromarc lies some 24 miles north and east of Lepidstadt in a rocky gorge at the edge of the Dippelmere Swamp. You can get there by road or trails through the swamp.

I'll give you a couple of RL days to prepare, so we'll get started on or around Tuesday the 29th.


Retired

"Please don't think I'm judging it ... him, Miss Deberth. In fact the judges ruled him innocent of the crimes he was accused of. I will accept their judgement rather then make my own - they had more facts than did I."

His face grows darker.

"Whether that makes him innocent of any crime is another matter. However, who among us is entirely innocent. I will not be the judge of that either."


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 shifts uneasily at the mention of innocence, contemplating how to respond. "Right, um, I'm sure that we have some quick stops to make to prepare before we leave town. I know that I need to pay out my bill for the inn and pick up a few supplies. Dr. Herzog, did you need some assistance in bartering some of the items we found for more funding?" As she speaks, Tara attempts to readjust the straps on her pack.


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

my mother Always told me that only Pharasma can judge truly and fairly. That doesn't stop people to try to judge one another, unfortunatly.


Retired

Silas nods.

"Yes, the Lady will judge us all fairly," he says. "But who amongst us, Miss Deberth, if given a choice, would wish to receive the judgement we truly deserve."

The man smiles and stretches.

"But this is a discussion more suited for priests and philosophers than a simple swordsman like myself. Let me retrieve my kit from the inn and I'll be ready to leave."


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.

"Thank-you, Ms. Eliade. Your assistance would be greatly appreciated in liquidating some of the items we... liberated... in our earlier endeavors. I would also like to stop by The Ebon Scroll, a purveyor of items arcane and enchanted. I've been treating the proprietor's gout for years, and I do like to patronize the businesses of my clients. Given the amount of gear I seem to have accumulated in our travails, I would appreciate owning an extradimensional container of some sort or other. These items we have accumulated, whilst useful, are a tad... heavy."

Question for the GM: Can I buy a handy haversack somewhere in town?


Gamemaster | CC Map | S4 Map

If there is any other shopping that needs to be done, feel free to do so retroactively.

I believe the group should still have mounts from their previous excursions out for the trial. Amaria will donate her horse to Silas to expedite your travel to Schloss Caromarc.

The 24 mile journey to Schloss Caromarc occurs without any incident as the group follows a road that hugs the western bank of the Lesser Moutray River allowing you to completely avoid the Dippelmere Swamp that surrounds the area.

Eventually, the fens give way to a deep, rocky gorge at the northern edge of the swamp, where a peculiar building, or rather group of buildings, clings to steep cliff edges above half a dozen plummeting waterfalls. Beyond a fortified gatehouse, a stone bridge arches gracefully over the raging torrents below. Perched precariously beyond this is a fine, fortified manse and a ruined building that appears to have partially collapsed into the river below. A slender rope bridge, replacing the fallen remnants of a stone bridge, links to a strange tower pierced with beautiful stained glass windows depicting bizarre beasts. A further building teeters to the north of this, but how it is reached is impossible to see from here. Far above, a great tower rises from an isle of stone to the sky, ending in a great steeple topped with a huge lightning conductor.

As you near what appears to be a gatehouse, you see two squat-looking dogs waiting outside. You are about 100 feet away at the moment, but you can still make a Knowledge (arcana) check to ID the dogs. Let me know if you want to do anything other than ride up upon them.

Here is a link to the new map. The black squares in the water are higher stories of the buildings so just ignore them for the moment. You'll probably need to zoom in and scroll down on the map to move your icons around, the large map doesn't translate very well to Google Slides.


Gamemaster | CC Map | S4 Map

Also, let me know if that marching order is good for everyone.


Retired

I'm ok with the order.

I'm assuming that the horse that Silas borrowed is not trained for battle.

As the group approaches the gate tower and notices the dogs, Silas - dressed now in worn half-plate - slides down from his horse.

"Dogs and horses are not a good mix," he says as he continues forward leading his mount.

"I suggest you do the same."

he'll continue forward unless someone more knowledgeable regarding the critters says otherwise.


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.

The doctor squints suspiciously at the dogs.

Knowledge (arcana): 1d20 + 15 ⇒ (18) + 15 = 33

"There is something curious about those curs..."


Retired

Silas slows up as the doctor comments on the dogs.

"Something we should be concerned about, Doctor?" he asks, placing his hand on his sword.


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 almost cries in joy at seeing Schloss Caromarc in the close distance. With a white knuckle grip, Tara continues to lead her horse, Pepper behind Sophie, until the caravan comes to a halt. "Is it time to get down already?" she asks hopefully, however her expression turns back into exasperation as she notices the strange animals.

"I don't think that those are dogs, Mr. Womarsh."
Know Arcana: 1d20 + 10 ⇒ (17) + 10 = 27


Retired

"Then let's see what they are and how friendly they can be," the large man says. He drops his horse's reins to the ground, steps on them, and in a firm voice he says, "Stay!"

Handle Animal: 1d20 + 5 ⇒ (2) + 5 = 7

stupid horse

He turns back to the 'dogs' at the gate and pulls his shield around and draws his sword. He then begins advancing on them.

"Now you're going to be good dogs, right?" he says as he gets closer.


Gamemaster | CC Map | S4 Map

Dr. Von Herzog and Tara recognize the creatures as magical beasts known as Trollhounds. These creatures regenerate if not under the effects of acid or fire and their salivia contains an infectious disease that they spread with their bites. Let me know if there is anything else you want to know, but those are the major aspects of a trollhound.

As the group gets near, the trollhounds begin to howl balefully in an aggressive fashion.

PC Initiative
Silas' Initiative: 1d20 ⇒ 20
Sophie's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Stefan's Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Tara's Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Vivian's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

GM Screen:

Trollhound Init: 1d20 + 5 ⇒ (7) + 5 = 12
Troll Init: 1d20 + 2 ⇒ (9) + 2 = 11
Troll Leader Init: 1d20 + 4 ⇒ (10) + 4 = 14
Goblin Init: 1d20 + 6 ⇒ (16) + 6 = 22

Initiative (Round 1)
Silas <= Up
Vivian <= Up
Sophie <= Up
Tara <= Up
Stefan <= Up
2 Trollhounds

PC's go first! Silas can get a 30 foot head start if he wants since he posted he was moving forward.


Retired

pretty sure we're still out of moving & melee attack range

As Silas moves closer 20', he stows his sword and unslings his longbow. Taking careful aim, he fires.

Composite Longbow Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Yellow Trollhound
Composite Longbow Damage: 1d8 + 4 ⇒ (6) + 4 = 10

He curses at himself for not taking the cold breeze from the river into account as the arrow goes wide.


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

Ug, I decided to stop defaulting to the same spirit every day. But I forgot to select one for this morning. Let's go with Heavens for the spell selection and Heaven's Leap for the Hex.

Sophie murmurs a prayer to the gods, drawing her longspear in preparation.

casting Heroism


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.

"Trollhounds! Their metabolism is astoundingly high, and and any wounds will heal before your eyes! Yet, they cannot heal burns in that manner: Use flame or caustic chemicals against them!"

I'm posting from my phone and can't load the map. I'll post an action later when I have my laptop.


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

Upon watching Silas move ahead to the trollhounds, Tara slides from her saddle. Fumbling around her bag, she eventually locates one of the alchemist's fires she had picked up earlier. "Their bites also spread an infectious disease! Be careful!"

Move Action: Dismount, Move action: draw Alchemist's fire


Gamemaster | CC Map | S4 Map

If the map is working in a regular manner, feel free to move your icons on the board as you take Move actions. As I mentioned in an earlier post, due to the map's large size you may need to zoom in. If you have issues accessing the map, however, just let me know where you want to move.

Silas moves closer while drawing his longbow, then fires a shot at the closest trollhound, but due to wind conditions the projectile goes wide.

Sophie draws her longspear and uses divine magic to give her aid in battle.

Tara draws a flask of alchemist fire to undoubtedly aid in destroying the trollhounds.

I'll let everyone dismount as a free action here, so feel free to make another standard or move, Tara.

Stefan, Vivian, Tara maybe!


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

comp shortbow: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

Vivian get down from her horse and shoots at the strange hound

I got some fire and some acid, that would come handy..


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 dismounts, then mutters, "Scroll tube," while reaching into his newly-purchased satchel. Without looking, he pulls a scroll tube from the bag, opens it, and retrives a scroll from within. He unfurls it, then reads the arcane symbols aloud in a clear voice. There is a brief hum and shimmering as the scroll's magic is releasedT. he scroll then bursts into flames that immediately extinguish, ask falling to the ground. The air around the doctor's body itself shimmers slightly.

Move: retrieve a scroll. Standard: Casts mage armor from a spell scroll. (CL1: Lasts 1 hour.)


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

I will just have Tara move up 20 ft for her second action.


Gamemaster | CC Map | S4 Map

Vivian fires an arrow from her shortbow, but due to range and soft cover, the projectile misses its mark.

Dr. Von Herzog pulls out a scroll from his case and casts it, giving himself magical armor.

Tara moves closer to the trollhounds.

The creatures continue to howl as they both run up to Silas and snap their hideous maws at him.

If you move off the path, the brown areas are difficult terrain.

Initiative (Round 2)
Silas <= Up
Vivian <= Up
Sophie [Heroism Active] <= Up
Tara <= Up
Stefan [Mage Armor Active] <= Up
2 Trollhounds

Everyone is up!


Retired

Silas snarls back at the dogs in return. As they approach, he drops his bow and draws his sword and shield move action. With a great cry he slashes at one of the beasts.

Longsword attack - Cleave: 1d20 + 14 ⇒ (11) + 14 = 25
Longsword damage: 1d8 + 9 ⇒ (3) + 9 = 12

His stroke carries through to strike the other.

Longsword attack - Cleave: 1d20 + 14 ⇒ (3) + 14 = 17
Longsword damage: 1d8 + 9 ⇒ (6) + 9 = 15


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 took the liberty of extending the map a bit to cover where the PCs are standing, making sure everyone started on the path...

Stefan moves forward, stepping off the path to the south to allow his friends to continue unhindered. He then retrieves a flask of alchemist's fire and throws it at one of the trollhouds.

Targeting the trollhound outlined in yellow.

Ranged touch attack, throwing into melee: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12

Fire damage: 1d6 ⇒ 1 ...Anythning within 5' also takes 1 hp fire damage as a splash.


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 watches nervously as the trollhounds approach. Taking a step to ensure that Silas will not be flanked, she draws her dagger before chucking the acid vial at one of the slobbering monsters. "Take that!" she shouts as the vial makes a perfect arch above Silas's head, only to shatter against the trollhound's thick skull.

Ranged touch: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 attacking the monster in red
Damage: 1d6 ⇒ 3

Possible confirmation?: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2


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

Vivian moves into the fray and attacks a trollhound too, her blade hitting flesh easily

Acrobatics to avoid AoO: 1d20 + 10 ⇒ (8) + 10 = 18

+1 Keen longsword: 1d20 + 6 ⇒ (18) + 6 = 24
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

+1 Keen longsword Crit?: 1d20 + 6 ⇒ (12) + 6 = 18
Dmg: 1d8 + 2 ⇒ (8) + 2 = 10


Gamemaster | CC Map | S4 Map

Silas slices into the northern red troll hound then follows up by cleaving into the yellow one.

Dr. Von Herzog tosses an alchemist fire at the yellow trollhound that lights it on fire, while slightly burning its red companion and Silas. Silas takes fire 1 damage from the splash.

Tara makes a beautiful throw with her alchemist fire that hits the red trollhound soundly in its ugly face. It too lights on fire while the yellow trollhound and Silas get slightly more burned. Silas takes another 1 fire damage from splash.

Vivian attempts to tumble into difficult terrain to attack, but she is slightly too slow and opens herself to attacks from both trollhounds. Fortunately for her, their diseased bites both miss.

Perhaps in retribution, Vivian hits the yellow trollhound with her magical sword in a critical area. The creature now looks very close to defeat.

GM Screen:

Red AoO: 1d20 + 8 ⇒ (11) + 8 = 19
Yellow AoO: 1d20 + 8 ⇒ (4) + 8 = 12

Sophie is up.


Retired

As each of the missiles hits and splashes back at him, Silas spares a look of annoyance at each thrower.


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 moves closer, pulls out her spear, and drives it at the trollhound on Silas's right.

longspear, attack, heroism, power attack: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18 for piercing, cold iron: 1d8 + 8 + 6 ⇒ (5) + 8 + 6 = 19


Gamemaster | CC Map | S4 Map

Okay, so Tara's projectile is going to be alchemist fire as per her wishes in the discussion thread.

Sophie moves up while drawing her spear and impales the red trollhound with it. The creature drops to the ground.

From the battlements of the gatehouse emerge three Large-sized humanoid creatures with rough, green hide, clawed hands, and tusked underbites. Two of them seem prepared to toss large stones in your general direction, while the third sets up a crossbow.

It's a Knowledge (local) check to ID these enemies. The large enemy with the red border has the crossbow.

In case it isn't clear, the part of the map where you see the new enemies represents the top level of the gatehouse that the trollhounds formerly were standing in front of.

The alchemist fires on the trollhounds continue to burn for 6 more seconds, which is enough to further damage the unconscious red trollhound and drop the yellow trollhound. You are aware that if you don't finish them off, they will regenerate to harass you again.

GM Screen:

Alchemist Fire on Red: 1d6 ⇒ 3
Alchemist Fire on Yellow: 1d6 ⇒ 5

Initiative (Round 3)
Silas [2 Damage] <= Up
Vivian <= Up
Sophie [Heroism Active] <= Up
Tara <= Up
Stefan [Mage Armor Active] <= Up
3 Large Humanoids
2 Unconscious Trollhounds

PC's are up!


Retired

"We're not equipped to stage a seige," Silas says. "Let's just hope that door isn't too stout."

With another battle cry, he charges forward towards the doors.

assuming the door is closed.


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.

Drawing his dagger, Stefan moves up to one of the singed and unconscious trollhounds. Remembering his anatomy lessons, he cuts the beast's throat.

Coup de grace.

Damage: 2d4 - 1 ⇒ (1, 1) - 1 = 1

Ugh. Fort save DC 11 or die.

Out of curiosity, could I instead make a Heal check instead to try to euthanize the beast? Say, use the result of the check as a DC for its Fort save?

Heal: 1d20 + 17 ⇒ (1) + 17 = 18


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

Offering Silas a sheepish smile as he glares at her for splashing him with some fire, Tara moves up to the other trollhound, drawing her dagger in preparation of finishing off the creature.

move action to draw her dagger, free action to five-foot step, have to wait to coupe de grace because it is a full round action


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

Confident that Stefan and Tara have the trollhounds under control, Sophie moves forward, whispering to herself... a moment later, an ancient-looking longbow appears in her hands.

Using Ancestral Weapon to get a longbow


Gamemaster | CC Map | S4 Map

I'll allow bonus damage to the coup de grâce if you make a standard action Heal check before you make the attack, but I won't let you substitute. Let's say DC 15 for +1 damage, with an additional damage +1 for every 5 you beat the DC.

Okay, so by the time you guys get your full round action coup de grâce attacks off, the trollhounds will begin regenerating again and therefore can't be killed by the coup de grâce attacks. Stefan and Tara can declare different actions if they choose, but drawing your weapons are going to be move actions which pushes the finishing move into the next round.

Silas moves at top speed towards the gatehouse. From his closer position he sees the two-story stone gatehouse clearly leads into the castle, topped with a crenellated tower at each corner. The main gate is closed. In three of the towers stand the large humanoids.

Sophie uses her oracular powers to summon a longbow to aid her.

Vivian, Stefan, Tara.


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 always thought that coup de grace rules are weird...but i understand needeng to follow them when facing regenerating creatures. Can Stefan change his action?

While the alchemist's fire is still burning, Stefan reaches into his satchel to retrieve a flask of lamp oil. He then moves right up to the burning and unmoving beast, and pours the oil onto the flames, which rise higher.

Fire damage: 1d6 ⇒ 5


Gamemaster | CC Map | S4 Map

Stefan and Tara can both change their actions.

Dr. Von Herzog moves closer and tosses lamp oil onto the red trollhound, causing more burns. The creature is still breathing, however.


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

I will change Tara's post then...

Approaching the downed trollhound, Tara takes a moment to mentally prepare herself before she plunges her sharp nails into the creature's jugular. Grimacing at sensation, Tara mentally counts to five before pulling her hand free. Staring at the blood on her hand in sick fascination, Tara is horrified to feel a sense of exhilaration at ending a life with her own hands.

Damage from Claw: 2d4 ⇒ (1, 1) = 2 Fort save DC 12
Coupe de Grace on the yellow trollhound. (Being a changeling Tara has a claw attack)


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

CdG with sneak attack: 2d8 + 2 + 2d6 ⇒ (5, 6) + 2 + (4, 3) = 20

In one swift move, Vivian's sword plunges into the foul creature's heart


Gamemaster | CC Map | S4 Map

Tara sticks a claw into the yellow trollhound's neck, but the disgusting creature continues to survive.

Vivian's Target: 1 Red 2 Yellow: 1d2 ⇒ 2

Vivian finishes the yellow trollhound off as she sticks her blade into its heart.

As the flames on the red trollhound die out, the creature's wounds begin to close.

The ugly humanoid with the Large crossbow fires a bolt at Silas that misses. That's followed up by its two companions who toss rocks at the fighter that both also miss.

These humanoids are 20 feet up on the top of the crenellated towers.

GM Screen:

TrollHound Fort: 1d20 + 6 ⇒ (7) + 6 = 13

Troll Leader Crossbow: 1d20 + 5 ⇒ (13) + 5 = 18

Yellow Rock Throwing: 1d20 + 2 ⇒ (5) + 2 = 7

Purple Rock Throwing: 1d20 + 2 ⇒ (18) + 2 = 20

Initiative (Round 4)
Silas [2 Damage] <= Up
Vivian <= Up
Sophie [Heroism Active] <= Up
Tara <= Up
Stefan [Mage Armor Active] <= Up
3 Large Humanoids
1 Unconscious Trollhounds

PC's are up!


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

Thinking quickly,Vivian walks to the second dog and puts an end to its life

Let me take care of this beast, our new companion might need your assistances, and I'm the most able to kill it outright!

Coup de grace: 2d8 + 2 + 2d6 ⇒ (2, 2) + 2 + (4, 3) = 13


Retired

Silas closes the distance between himself and the door. Upon reaching it, he attempts to test it to see if it would be at all possible to force it.

token moved


Gamemaster | CC Map | S4 Map

Vivian sticks her sword into the other trollhound and it stops breathing. She then remembers that it will regenerate back to life unless someone throws fire or acid on it.

Silas makes it to the front of the gatehouse to find that the strong wooden gate is bound with iron and appears to be barred from within. He figures he can either bust it open or chop through it with his weapon.

From behind the secured gate he also hears a shrill voice cry out, "Longshanks, get lost!"

Sophie, Tara, Stefan.


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

It takes a moment for Vivian's words to process and snap Tara out of her daze. "Wha- oh yes! Thank you, Miss Deberth." Following behind Silas, Tara pulls out her dagger attempting to provide help.

Double move to approach the gate.


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.

Lamp oil also burns for 2 rounds, so the tollhound's regeneration shouldn't kick in quite yet...

Fire damage: 1d6 ⇒ 5

"Some day I should take the time to examine such creatures' regenerative abilities... it may even be possible to make some sort of curative out of its bodily fluids. Alas, now is not an opportune time..."

Stefan then raises his iron-shod walking stick and brings it down hard onto the creature's skull.

Coup de grace

Bludgeoning damage: 2d6 - 1 ⇒ (5, 6) - 1 = 10

If it's still alive after taking another 15 hp, it must make a DC 20 Fort save or die.


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 raises the bow and looses an arrow at the nearest troll-like creature on top of the tower.

longbow, heroism: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 for piercing: 1d8 + 5 ⇒ (1) + 5 = 6


Gamemaster | CC Map | S4 Map

Tara moves closer to the gates, while Dr. Von Herzog finishes off the other trollhound with fire and his walking stick.

Sophie then fires an arrow at the large yellow creature in the southeast gatehouse tower and hits it.

The red enemy fires his crossbow again at Silas that misses once again.

The yellow humanoid begins to rapidly self heal, nearly pushing Sophie's arrow out in the span of a few seconds. It retaliates by tossing a rock in the general direction of the oracle that lands far away from its intended target.

The purple enemy turns its aggression towards Tara as it also lobs a big rock that similarly misses Tara by a large margin.

GM Screen:

Red Crossbow: 1d20 + 5 ⇒ (15) + 5 = 20

Yellow Rock: 1d20 - 3 ⇒ (7) - 3 = 4

Purple Rock: 1d20 + 1 ⇒ (6) + 1 = 7

Initiative (Round 5)
Silas [2 Damage] <= Up
Vivian <= Up
Sophie [Heroism Active] <= Up
Tara <= Up
Stefan [Mage Armor Active] <= Up
3 Large Humanoids

PC's are up!


Retired

Confident that he's not going to be able to shoulder his way through the barred door, Silas takes a go at it with his sword.

Sword Attack + Power Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Sword Damage: 1d8 + 13 ⇒ (2) + 13 = 15

Sword Attack + Power Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Sword Damage: 1d8 + 13 ⇒ (7) + 13 = 20

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