GM WhtKnt's Darkness Within: A Carrion Crown Adventure Path

Game Master WhtKnt

From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror!

Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.

Map

Cassiel Hawke: HP 31/35; AC 17/10/17; F+8 R+3 W+5; Init +2
Lorant Endronil: HP 10/24; AC 16/11/15; F+1 R+5 W+6; Init +5
Mathus Kohlheim: HP 35/35; AC 15/13/13; F+4 R+8 W+3; Init +3
Judah Locke HP 24/24; AC 15/12/13; F+1 R+3 W+3; Init +2


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Dark Archive

Maps: Car. Crown || Skull & Shackles

Lorant recalls the following information:

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.


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

So, assuming hostilities, opfor is constructs, undead, maybe some outsiders, presumably of the lawful kind as only idiots would use demons or daemons to guard things?

Dylan pauses

Lorant, you think you can get us a writ of being allowed to investigate the castle from the judge? Or some official identification as deputees or something? If we run into like, Axis based protection things its really usefull to have such things, if we dont they may just attack or expell us, and we would have to fight them, and thus piss of Axis, and Axis always pays its debts.

If I had a mercenary castle I would absolutely have guard on it with orders to kill or capture intruders on sight.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

"Would the former Count Caromarc even have the ability to create those kinds of defenses? From what I recall he was an intelligent man, and a scientist, but not a wizard or anything..."


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

I always assume nobles to either be magic users, or have magic users in their payroll, or they would be hard pressed to maintain their position against people with access to magic.

Dylan pauses

Our client refered to the count as his father, thus the count is likely his creator. I dont quite know what the "beast" actually is, but its not something someone could create without serious prowress in either the divine or the arcane arts. And anyone with such serious prowress will have guards and traps in place, if the guards are sapient, they may react differently to a "legal search" then to "looters".


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

So, are we ready to pay the Beast and his "father" a visit?" Lorant asks.

Wasn't sure if you folks missed my update to Lorant, but I'm ready to go!


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Same, ready to move on.


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Dylan is entirely ready to move on, ideally after gaining some type of "search order" from whatever the local government is.

Dark Archive

Maps: Car. Crown || Skull & Shackles

After everyone has had time to make ready and Dylan has acquired a writ, the party sets out for Schloss Caromarc. The journey is arduous, as much of it is spent slogging through the seemingly endless Dipplemere Swamp. Finally, 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.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Lorant looks up at the Schloss somberly. They'd have to make sure the Beast was safe quickly, because a mob rampaging through such a precarious place was sure to get people killed, whether by whatever defenses the former Count had left to deter unwanted visitors or simply by accidentally pushing someone out a window or breaking that rope bridge.

"Judah, Dylan, can your 'friends' scout ahead to see what might await us in the gatehouse?"


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Give me a moment

Dylan focuses

Remember, no more then 100 feet away from me He says to his phantom as she emerges from him


Female Phantom hp=42/42 AC=19/16/13 Fort=1 Reflex=4 Will=4 CMD14 Phantom 5

Or 50 if I am incorporeal yes yes numbnuts
She replies to him with an extended tounge

Oh, Hi Lorant, you look great today!
She flutters he spectral eyelashes at him as she moves toward the gatehouse

Now you see me, and now you mostly dont!

stealth: 1d20 + 10 ⇒ (14) + 10 = 24


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Dylan perception: 1d20 + 6 ⇒ (5) + 6 = 11

And now Miss Cheeki Breeki, I mean Scout, goes and flies off

He begins concentrating on maintaining the etheric tether


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield
Lorant Endronil wrote:
"Judah, Dylan, can your 'friends' scout ahead to see what might await us in the gatehouse?"

"Mmm, sure. Give me a minute," Judah said. Summoning Gate.|

"Scout, report back, keep out of sight, don't hurt anything," Judah said, being very careful with his instructions and wording.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Without a sound the amorphous thing rearranged itself into a serpentine beast and burrowed into the ground.

Take 10 on Stealth and Perception for 19 and 16. Popping up from Burrowing every once in a while to scan. Peeking my eyes up like a periscope keeps most of me in the ground, which should count as Improved Cover (+10 stealth bonus)

I will scout further ahead than 100 feet to give us a better idea of what we're heading into.

If I see anything particularly interesting or dangerous, I'll use Bond Senses to show Judah directly (Judah's Perception is +13, so he might notice more)

Dark Archive

Maps: Car. Crown || Skull & Shackles

A two-story stone gatehouse leads into the castle, topped with a crenellated tower at each corner. The main gate is closed. Outside the gatehouse are two large dog-like beasts that sniff the air and growl continuously. Beyond this portal lies a broad chamber with a vaulted roof. Two large fires burn in the room, and spiral stairways climb up in each corner toward the ceiling. The gate on the far side of the room is barricaded with timber and furniture. The room is occupied by three small goblins and two large, hulking figures with protruding fangs and rough, green skin... trolls!

Beyond the barricaded gate lies a broad stone terrace that has no rails at its edge. To the north, a stone bridge arches above a waterfall that drops into the river two hundred feet below. A single troll and another of the dog-like creatures stand guard here. Finally, beyond them is a slender stone bridge that arches gracefully over a roaring waterfall here, linking the gatehouse to a fortified manor house clinging to the cliff on the far side.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

The creature reached into his master's mind and showed him many things.


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

"Hey, what the- OW!" Judah yelped, grabbing his head. Vertigo swam over him as his vision split between two different places and sights. He promptly sat down in the dirt to avoid falling over.

"F~*% me, that is really unpleasant," he muttered.

"I see... uh, big dogs?" he said, rubbing his eyes. "A bridge. A waterfall. Two goblins, and uh, trolls? I think? Another dog and troll on the other side of the bridge."


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Hmmm, when I am utilizing my partner its like... me but if I was a girl? With some really debatable fashion choices, but it doesnt feel that odd.

Dylan remarks


Female Phantom hp=42/42 AC=19/16/13 Fort=1 Reflex=4 Will=4 CMD14 Phantom 5

He, big brother got some cool abilities, better scout then me. I can confirm the 2 dog like things, but they maybe hellhounds, Barghests, Yeth hounds whatever so I didnt opt to try and get past them.

Dylans phantom speaks up as she returns.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Lorant grimaces at the news.

"This will be difficult. We need as much fire and acid as we can muster to put trolls down for good. Nothing for it, though. Let us enter."

He marches up to the door and tests it to see if it's locked.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Apologies if I was unclear. The two "dogs" are outside the gatehouse, between you and the door, sniffing the air constantly and slavering. If you get any closer, you may alert them (and in turn, the occupants).


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Oops! REWIND!

Lorant looks to Judah and Dylan again.

"Would you like to be our opening gambit to put those "dogs" down?"


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

"Me? Uh, alright. Let me see what I can do," Judah said nervously.

'Hey, uh, do you think you can kill those dog things near the bridge as fast and quiet as possible?' Judah silently asked his otherworldly guardian.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

O̢̼̫͖̙͖n̘͔̝͙̞e͍̠͕̫̫͜,̡̢͚͍͉͕ y̡̪̟̼͚͜e̺͚̫͇͎̟s̙͇̺͙͜.͚̻̫͎͎͚ T͖̺͉͚͓̺w͕̻͇̘͜͜o͚̪͔͉̝,̡̢͙̫̞͔ u͓͙n͖̦̠̻͍̠l͇͉͖͖͙i͚͉͕͖͇̙k̫̞͚̙͉̝e͔͕͇̟͍̞l͍͍̞̺̫̟y̡̢͕͕͓͇.͉͚͙͚͜ the thing answered in Judah's mind.


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

"Dylan, lets get a little closer, but try to stay downwind. I'm going to see if I can take them by surprise. When things go off, go ahead and rush in. Hopefully we can take them out before they start drawing attention."

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31

Trying to get about 100' away, but keep behind cover. That should be far enough not to trigger Scent as long as the wind is right.

Rough plan-

Assuming they don't notice when get closer, Gate is getting Enlarge Person, Shield, and Mage Armor.

Gate is going to use Burrow to get beneath them without being noticed.

Judah is going to ready Create Pit. When Gate attacks one, Judah will try to drop the other in a hole.

I'll post Gate's attack after GM confirms the dogs don't notice us.


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Dylan shields himself (casting shield) and says me anvil, you hammer to his phantom.

He and his phantom stay roughly at Judahs position, ready to pounce (they wish they had pounce, but they dont).

Dark Archive

Maps: Car. Crown || Skull & Shackles

Perception 1: 1d20 + 8 ⇒ (9) + 8 = 17
Perception 2: 1d20 + 8 ⇒ (4) + 8 = 12

An unfortunate dire rat wanders into view, and the hounds pounce on it, rapidly rendering it into several pieces. While busily engaged with the rat, they seem oblivious to your presence.


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

I'm going to assume this is a surprise round and only take a single Standard Action

The ground below one of the dogs erupts in a shower of dust and dirt...

Stealth, with improved cover (if necessary to get within 20 feet, below the dogs): 1d20 + 17 ⇒ (2) + 17 = 19

Bite, blind attack, vs Flat Footed, 20' reach: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d10 + 10 ⇒ (8) + 10 = 18
Concealment, even number hits: 1d10 ⇒ 5
Concealment, blind-fight reroll: 1d10 ⇒ 1

Grab: 1d20 + 25 ⇒ (15) + 25 = 40 If successful, the dog is dragged 15' into the ground, adjacent to Gate. Yoink!


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

...immediately afterward the ground dropped out from beneath the second dog.

Create Pit, DC 17 Reflex Save

Fall Damage upon fail: 3d6 ⇒ (4, 5, 6) = 15 Pit is 30' deep

Dark Archive

Maps: Car. Crown || Skull & Shackles

The first "dog" is grabbed before it even realizes what is happening! Seconds later, the second goes into the pit. It begins to "bark," and a voice filters out from inside the gatehouse.

I made a Reflex save for the Trollhound in a post, but accidentally deleted it. As it was a failure, I didn't want to reroll and cheat you, so I went with the original roll.

Giant:
"Keep it down out there!"

STATUS
Trollhound 1: AC 15, -18 hp, buried
Trollhound 2: AC 15, -15 hp, in pit


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Can I immediately dismiss the pit? If the guard comes out to investigate but only sees a missing dog, we might be able to get another surprise round in.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, the pit can be dismissed at will, but will leave the victim standing on solid ground.

The map has been updated with the information gleaned from your scouts.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

"Off to a good start," Lorant says cautiously as he lowers into a defensive stance behind his shield.

Full Defense, I guess?


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Gorum, oboroni menja Dylan whipser in an odd tounger as a shield of force goess off around him

Casting shield new AC is 22

Dark Archive

Maps: Car. Crown || Skull & Shackles

To clarify, are you dismissing the pit and advancing on the remaining hound?


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

I'd like to know that as well.


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Not if there's no reinforcement's coming. I think it's better to let Gate finish chewing and burying the first dog while the pit keeps the second one trapped.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Seconded.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The trapped "dog" continues carrying on, and you hear a low grumble from within the gatehouse. The door opens, and you see a huge troll who peeks out and says something in a rough guttural tongue.

Giant:
"What in the hells are you barking about?"

He notices that one of the hounds is missing and the other is in a pit, and immediately senses something is amiss, going on guard. He calls out in his own language to anyone who may be listening.

Giant:
"Oi! We've got company!"

STATUS
Trollhound 2: AC 15, -15 hp, in pit


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Well that was pretty much exactly what I was hoping to avoid. Oh well.

"F~@*," Judah muttered. A pair of yellowish triangles of energy appeared near Judah and began slowly orbiting him.

Casting Shield. With Mage Armor, AC is currently 20


Parthenogenetic HP 33/33, AC 17, Fort +3, Ref +6, Will +3, CURRENT EFFECTS: Combat Reflexes

Maintaining Grapple, Bite

Grapple to Bite, power attack, controlling grappler: 1d20 + 23 - 2 + 5 ⇒ (3) + 23 - 2 + 5 = 29
Bite Damage: 1d8 + 15 ⇒ (6) + 15 = 21


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Lorant advances, shield raised.

"Hold the line!" he calls. "Make the door a chokepoint!"

He raises his sword in salute.

"Iomedae, grant me the strength to protect the just. Pharasma, grant me the strength to bring a swift and painless end to the wicked. Andoletta, grant me succor when my body is battered but unbroken."

Casting divine favor on myself.

Dark Archive

Maps: Car. Crown || Skull & Shackles

INITAITVE
Troll 2
Judah
Lorant
Troll 1
Dylan

Unable to maneuver, the second troll can only shift its position in the gatehouse to be more readily accessible.

Judah and Lorant are up!

STATUS
Spell Effects:
Shield (Dylan), 59 rounds remaining
Divine favor (Lorant), 10 rounds remaining

Troll 1: AC 16, unharmed
Troll 2: AC 16, unharmed

Judah: AC 15, 33/33 hp
Lorant: AC 18, 39/39 hp
Dylan: AC 22, 49/49 hp

Troll 1 init: 1d20 + 2 ⇒ (15) + 2 = 17
Troll 2 init: 1d20 + 2 ⇒ (20) + 2 = 22

Dylan Init: 1d20 + 2 ⇒ (12) + 2 = 14
Lorant Init: 1d20 + 5 ⇒ (13) + 5 = 18
Judah Init: 1d20 + 2 ⇒ (19) + 2 = 21


Grey, HP 33/33, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 6/6, 2nd, 4/4, Summon 8/8. ACTIVE EFFECTS: Mage Armor, Shield

Still hiding, Judah swore under his breath. His nervous fear fed into his connection with the strange polyhedron hanging from his belt. Time got twitchy.

CASTING HASTE. The whole party, plus Gate and the Phantom are effected. Round 1/6.


Male Dhampir Inquisitor (Sin Eater) 5/Knight of Ozem 1 | HP 39/39
Stats:
AC 18, T 11, FF 17; Fort +5, Ref +2, Will +6; Init +5; Perception +11

Lorant strikes at the troll with his sword, knowing the monster would heal quickly so they had to take the thing down quickly.

Longsword (Divine Favor, Haste): 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 201d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Longsword (Divine Favor, Haste): 1d20 + 7 + 1 + 1 ⇒ (10) + 7 + 1 + 1 = 191d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Dark Archive

Maps: Car. Crown || Skull & Shackles

The troll reaches for Lorant and tumbles into the pit, landing atop the dog, which lets out a yelp

Dylan is up!

Troll Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 3d6 ⇒ (2, 4, 1) = 7
Damage to trollhound: 1d6 ⇒ 5

STATUS
Spell Effects:
Shield (Dylan), 59 rounds remaining
Divine favor (Lorant), 10 rounds remaining
Haste (entire party), 6 rounds remaining

Troll 1: AC 16, -22 hp (in pit)
Troll 2: AC 16, unharmed
Trollhound: AC 15, -17 hp (in pit)

Judah: AC 15, 33/33 hp
Lorant: AC 18, 39/39 hp
Dylan: AC 22, 49/49 hp

Dark Archive

Maps: Car. Crown || Skull & Shackles

Is Mathus still with us?


Male rage 14/14Spell slots Spirit 1/2 Spell slots Bloodrager 2/2 Skinwalker (Fanglord) Urban Bloodrager4 Fractured mind 1HP 49/49AC18/16/12 SavesFort:7 Ref 3 Will 4/8/11 Init +2 Perc6 CMB7/8 CMD19/21[/ooc]

Dylan, claws outstretched and with a cruel smile on his lips, approaches the trolls

F~*$ OFF

Dylan roars with a Sphinxes might, forcing all foes within 60 feet to make a DC 14 will save or be frightened for duration: 1d6 ⇒ 3 rounds


Female Phantom hp=42/42 AC=19/16/13 Fort=1 Reflex=4 Will=4 CMD14 Phantom 5

Dylans phantom approaches the troll, but whiffs.
attack: 1d20 + 5 ⇒ (8) + 5 = 13

Dark Archive

Maps: Car. Crown || Skull & Shackles

Both trolls ignore Dylan's roar, but the goblins scatter, and the trollhound cowers in the pit. The second troll moves forward to engage Lorant, somehow managing to keep its balance over the edge of the pit. It swings a clawed arm at the inquisitor, managing to scratch him for 11 points of damage!

Judah and Lorant are up!

STATUS
Spell Effects:
Shield (Dylan), 58 rounds remaining
Divine favor (Lorant), 9 rounds remaining
Haste (entire party), 5 rounds remaining
Frightened (trollhound), 3 rounds remaining

Troll 1: AC 16, -22 hp (in pit)
Troll 2: AC 16, unharmed
Trollhound: AC 15, -14 hp (in pit)

Judah: AC 15, 33/33 hp
Lorant: AC 18, 28/39 hp
Dylan: AC 22, 49/49 hp

Troll 1 Will save: 1d20 + 3 ⇒ (13) + 3 = 16
Troll 2 Will save: 1d20 + 3 ⇒ (16) + 3 = 19
Trollhound Will save: 1d20 + 1 ⇒ (4) + 1 = 5
Troll 2 Ref save: 1d20 + 4 ⇒ (16) + 4 = 20
Troll 2 attack: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d6 + 5 ⇒ (6) + 5 = 11

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