GM Sloth's Carrion Crown (Inactive)

Game Master ThreeEyedSloth

Part II - Trial of the Beast
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Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"These vats are deadly enough, I think... and dangerous to the local community that I do not think many would mind if we were to remove the miscreants responsible for such wanton destructive means."

Galadan says quietly.

"I simply wish to question one of these men so that we can ascertain where these alchemists are, and hope that they can answer the questions that we have come here to have answered."

With that being said, he turns his attention to the mongrelmen on the ground floor, sensing their inner purpose.

Detect Evil on the mongrelmen.


? ?

"I highly doubt the locals know that these creatures are here; if they were told, I dare say that a lynch mob would quickly develop..."

Grand Lodge

Standing at the open door you feel a waft of acrid fumes coming from the large production hall. You also notice that the Mongrelmen seem to have all covered their faces.

Perception closest Mongrelman 1d20 + 6 ⇒ (13) + 6 = 19

One of the Mongrelman looks in your direction. He seems suprised of he open door and the group of adventurers standing in there.

Galadan:

The Mongrelman themselves are non evil - but you are certain some evil deeds have been performed close by.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"Do we have to kill everything we come across" Andrea whispers.."has it occured to anyone that these poor creatures might be here against their will"


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"Certainly not, my dear. But that would depend on their actions. I have no intention of bringing more to Pharasma's throne than is absolutely necessary."

If Galadan notices that the mongrelman has noticed them, he raises his hand in a gesture of good faith, though he still holds his light crossbow in the other one.

"Greetings. We mean you no harm, but we will defend ourselves if attacked. I offer this one opportunity to leave this place, and make your way in the world as a preferably peaceful being. If you do not, I will have no alternative but to ensure that you can no longer aid in the desecration of corpses and the construction of foul golems."

Intimidate
1d20 + 8 ⇒ (12) + 8 = 20


? ?

"If it helps, the dog-beast that guarded the courtyard has been destroyed, so you should not have too much trouble leaving...", 'Aldous' adds helpfully.

Diplomacy: 1d20 + 18 ⇒ (16) + 18 = 34.

Grand Lodge

The combination of intimidation and diplomacy seems to have an effect on the Mongrelmen. Slowly they return to their work - ignoring you as if you are non existent.

Sense Motive DC15:

The Mongrelmen watch you but seem not inclined to lay down their own lives. It rather seems they wait if you or Grine and Vorgstadt come out victorious before deciding which side to go with.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Sense Motive (10)
10 + 9 = 19


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren will look in her pack for a cloth to tie around her nose and mouth, putting it on after wetting it first.

If I cover my face, how will I speak? People love to hear me talk! Well, it's just for a short while.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan raises an eyebrow at Wren, wondering what new fashion trend she is trying to start this time.

"I do not think the creatures will attack us, but we should continue swiftly to our destination... wherever that is. I recommend going up, as people in supervisory positions are often physically above those they command."


? ?

"Done."

'Aldous' then descends the ladder to the lower level, purposefully crosses the floor, and then ascends the ladder to the upper level, pointedly ignoring the Mongrelmen, as if daring them to try something...

Grand Lodge

everyone following? There are three Doors. One towards a room atop the Storage you investigativ earlier, two more towards the East.

Grand Lodge

You See Hastur choking for a moment when he enters the room and the acrid fumes.

Fortitude DC12:

You become nauseated if you fail - duration one round - needs a check each round.

Wren seems to be fine with the cover around her nose.


? ?

Fort: 1d20 + 4 ⇒ (16) + 4 = 20.

Muttering under his breath, 'Aldous' pulls out a vibrant red-and-gold silk scarf, which he wraps around his mouth and nose, before continuing.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren follows Mr. Hastur in heading toward the closest east door, but slowly, giving others a chance to catch up as necessary.

And I thought Plumie could smell bad.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan follows, but does his best to hold his breath against the fumes.

Fortitude
1d20 + 4 ⇒ (18) + 4 = 22


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea follows wrens example wetting her scarf and then wrapping it tightly round her nose and mouth.

"Ive never seen an alchemists so large" she states in a muffled voice as she follows the others. "

Grand Lodge

You see the Mongrelmen watching you. At least one seems to raise an arm in hostile manner but all seem to reconsider and let you pass.

Will post description of the first room as soon as possible - but busy right now.


Kevin wets a hankerchef with booze and holds it to his face as he folows the others


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16
Catching the whiff of noxious chemicals Nym gags and grabs his perfumed handkerchief. "What a marvelous local we have happened across. Here's hoping the next villainous lair we lay siege to is within a business more pleasing to the senses..."


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"Like a perfume shop perhaps" Andrea mutters.

[/ooc]CoCT reference[/ooc]

Grand Lodge

You are all on a narrow ledge. I probably should have asked for an order ... Hastur was opening the door - he therefore is in front of the door. I do place Kevin 'ahead' of him. This places him in front of the next door. I guess Galadan, Nym, Wren, Andrea seems a reasonable order.

Grine's Butchery

As much an abbatoir as a bedchamber - this room contains not only a four-poster bed but also numerous workbenches and alchemical gear. The walls are lined with shelves and strange looking objects in jars of liquid. Bits of rags litter the floor and the air is heavy with the stench of spoiled food mixed with acrid chemicals. A ladder leads to a trap door in the ceiling.

Grine looks up when the door is opened. He is in the middle of a 15*15 foot room - working. He seems quite changed as before he looked more like a Gnome. But it seems he is right now in his natural state as Dark Creeper.

Hastur is a 5 foot step away - everyone else needs to make a move action to get into the room.

Initiative:

Grine 1d20 + 8 ⇒ (3) + 8 = 11
Hastur 1d20 + 1 ⇒ (10) + 1 = 11
Kevin 1d20 + 6 ⇒ (16) + 6 = 22
Wren 1d20 + 6 ⇒ (6) + 6 = 12
Galadan 1d20 + 4 ⇒ (14) + 4 = 18
Nym 1d20 ⇒ 15
Andrea 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Kevin seems to be the first able to react when he sees the gruesome room. Galadan isn't much slower as him.

Grine seems a little bit startled and reacts slowly. Hastur - having opened the door isn't as fast as the others.

Cat's Grace from earlier on should be active any longer on Hastur. Galadan and Kevin would have to move further into the room if you want to allow Hastur a 5-foot step.
Don't think he will last long - unprepared and slow as he is.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

I will wait and see what Kevin does next before acting. If he comes up swinging, I'll support him. But if he prefers to talk, I'll support that too.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Round 1, Init 12

Wren, anxious to get out of the alchemically room and into the butcher's chamber, tosses a multicolored feather at the small ugly man (not Galadan...at the creeper), hoping to daze and distract the creature while she moves in.

Cast Daze, DC 15 Will save, on the Creeper.

I hope this works.

Wren probably won't be entering first, but if the spell fails she might provoke.

Wren's Status (fatigued):

AC 13, touch 13, flat-footed 10
hp 25/25
Fort +2, Ref +4, Will +4
Spd 30 ft.
Init: +7 (+3 Dex, +2 Reactionary, +2 Diviner)

Spell effects: none


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan darts forward, giving plenty of room for Hastur and Kevin (if possible), his hand outstretched to touch the creeper.

Gentle Rest
1d20 + 5 ⇒ (20) + 5 = 25 (touch) to stagger for one round.

Would a critical stagger for two rounds, or maybe put him to sleep for a round?

Crit?
1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

Will save 1d20 ⇒ 2

Grand Lodge

Grine is hit by Wrens spell and is dazed.

You have two options - enter the room - no AoO because he is flat footed - or take Kevin's place - assuming he moves in for attack which I take as a given.
I don't have the book right now but with this roll I guess I don't have to look up his will save modifier.

Galadan:

I think killed trumps staggered - I don't give him a chance to live until his next action in round 2 - but happy to have him critically staggered.

Grine recoils from the touch of Galadan and looks critically staggered. He still seems to look in horror without full understanding what is happening around him.


? ?

Round 1:

'Aldous' eagerly steps forward, and unleashes on Grine...

Claw #1: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d6 + 4 ⇒ (2) + 4 = 6 Magical S/B damage.
Claw #2: 1d20 + 7 ⇒ (20) + 7 = 27, for 1d6 + 4 ⇒ (6) + 4 = 10 Magical S/B damage.
Claw #3: 1d20 + 7 ⇒ (3) + 7 = 10, for 1d6 + 4 ⇒ (4) + 4 = 8 Magical S/B damage.
Claw #4: 1d20 + 7 ⇒ (16) + 7 = 23, for 1d6 + 4 ⇒ (4) + 4 = 8 Magical S/B damage.

Claw #2 (Crit Confirmation): 1d20 + 7 ⇒ (16) + 7 = 23, for 1d6 + 4 ⇒ (1) + 4 = 5 ADDITIONAL Magical S/B damage.


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

A little unsure on if we are here to prisoners or not Nym will delay his action for now. "Do we want him alive or no?"


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"He can explain more to the Judges alive, so I should think so. Also, as I told our good friend, I am reluctant to send more to Pharasma's throne without knowing more about whether they deserve to go. This one seems to be one of those responsible for desecrating corpses, so I am quite willing to send him to Pharasma for Her to have a little chat with."


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren enters the room and looks around.

1d20 + 6 ⇒ (1) + 6 = 7 Perception


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea casts her evil eye on Grine

-2 to Grines AC for 6 rounds..he gets a DC 15 will save to reduce the duration to 1 round

Grand Lodge

Round 1
Still waiting for Kevin to act.

Grine is dazed and in no condition to act.

Will save against Hex: 1d20 ⇒ 15

The hex will end after one round (note to myself - go look up Will save - hmm maybe not necessary ...)


Sorry was on the road all day yesterday.

Kevin smiles as he advances. "Ah there you are! We have been looking all over for you."

Power Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

Grand Lodge

End of round 1:

Grine, working in his lab - gets suprised by the group. Kevin attacks him with a hefty blow and sinks his sword deep into his body.
Galadan moves in to stagger him.
Nym awaits the outcome of the fight.
Wren moves in and dazed him.

This allows Hastur to move in and unleash his fury. His claws dig deep and he seems to get weaker with every hit.

With the last hit Grine drops to the floor. He suddenly disintegrates in a flash of bright light.

All apart of Andrea who isn't close enough yet please make a fortitude check DC 13 or be blinded for 1d6 rounds.

Nym (only if you make your save) and Andrea - perception check please.

Grand Lodge

Please everyone stay in combat order.

Round 2 - tell me what you want to do.

Grand Lodge

Kevin Darlok wrote:

Sorry was on the road all day yesterday.

No problem - but you understand that I needed your post :) Guess after the hound that the group didn't expect it to go this easily. Against the hound you stacked up a few disadvantages that made the fight a lot tougher - here you got the advantage and could unleash all your damage before I was able to act.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

1d20 + 2 ⇒ (1) + 2 = 3 Fort save
1d6 ⇒ 6 rounds of blindness

Wren stands rubbing her eyes.

"Crud, I should have known this was going to happen."


Fort Sv 1d20 + 5 ⇒ (4) + 5 = 9
Kevin stands blinking and rubs at his eyes. "Seems he payed me back for before. Good show."


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea is in the middle of summoning up her arcane power when Grine's body seems to explode..She is able to shield her eyes in time and then looks to see....

Perception1d20 + 3 ⇒ (16) + 3 = 19


? ?

Fort: 1d20 + 4 ⇒ (9) + 4 = 13.

'Aldous' blinks a few times.

"That... Was unexpected. Still, there is another one of them to find..."

He then backs out of the room, and moves to the next door along the row...


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

Fort Save: 1d20 + 2 ⇒ (19) + 2 = 21
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Glaring at Kevin and Aldous "I believe he will be very difficult to interrogate in his current condition..."

Unless the perception check drastically changes things, Nym will spend the second round keeping an eye out for more badguys while those with a more investigative eye inspect the room.


? ?

'Aldous' raises an eyebrow.

"How was I supposed to know that when he went unconscious he would explode? What would you have had us do?"


Kevin smiles as he turns towards Nym's voice. "We tried to interigate the ...thing before. That did not work out that well, names such as vampire was thrown out I beleive. Then a strange dog thing tried to eat me, alot. I figured I owed him for that at least." Kevin taps the tip of his sword against the ground like a cain as he begins to shuffel forward. "Now if you would point me in the direction of the next creature that needs to be killed we can try to find our way out of this cespool."


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan looks over at Kevin.

"Yes, but there are interrogations, and then there are interrogations. If we find the other one, we keep him alive and unharmed for as long as possible. Living proof."

He gestures to the manacles on his belt.

Fortitude

1d20 + 4 ⇒ (19) + 4 = 23

(I'm immune to dazzle effects and light-based blindness, so I'm not sure if that counts.)

Grand Lodge

Blindness for Kevin 1d6 ⇒ 2

You (well - all who aren't blind) have a little bit more time to look around the room.

This room is part bedroom part slaughterhouse, part alchemy lab. The many jar about the room contain alchemically preserved body parts from a variety of creatures. One bell jar full of liquid contains a small gold key at the bottom.

Alltogether you reckon the contest of the room would be worth 750 gp to the right collector.

End of round 2:

Kevin - blind for 1 more round
Wren - blind for 2 more rounds
Nym and Andrea outside the room
Hastur outside next to the other door
Galadan, Kevin, Wren inside the room

Please let me know what you want to do - especially Hastur. I will reroll initiative order once something happens but I stay in combat rounds to determine timing (blindness).
Oh - and maybe to keep you on your toes :) Evil smile


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea looks at Galadan "Can we be sure that Grine''s partner is even human? Given what we found at the village we should make sure we don't miss any clues that will help Stiches"

Craft Alchemy to ID the liquid in the Jar with the Key

1d20 + 12 ⇒ (3) + 12 = 15

Grand Lodge

Andrea moves into the room and investigates the liquid.

Andrea:

The liquid is acid and will cause damage to anyone taking out the key without precautions that avoid the damage.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea sniffs at the jar with the key and recoils a little..."Acid.We'll need something to get the key out ,someone find me a tongs and a bucket of water"

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