Jaye's Carrion Crown (Inactive)

Game Master Jason Sonia

The Carrion Crown Adventure Path... with a twist.


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Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Careful all. Below us evil infests this place. The undead abound.


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Madeline nods at Alexa's words as she looks around nervously at the rear of the party. She wonders where Kendra has run off to...

Madeline jumps at the loud crashing and banging.

"What...?"

Dark Archive

"BAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANG"


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Will Save:1d20 + 2 ⇒ (6) + 2 = 8

"EEEK!" Madeline jumps, looking around in shock and fright.


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

Smith moves swiftly to protect his Mistress.

Dark Archive

The stairs leading down to the first floor are cloaked in darkness. As your group pushes a torch into the darkness, you discover bits of rubble - none of it truly blocking your path - covering parts of the stairs. While the stairs look dirty, they appear otherwise serviceable. A second set of double doors block the bottom-floor exit.

The air here is damp. Bits of mold cling the corners of the old stone walls. The smell of carrion is stronger in the hall.


Half-Elf Male Cleric (Pharasma) 5 - HP: 34/34; AC17, T10, FF17; F+5,R+1,W+8; Per +9; Init +4

Valen mumbles again, "What's about; this can't be right. Folks don't just disappear..." He tries to look around to see if anything unusual can be determined about their disappearance.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

The loud noises cause him to grip his shield more tightly. If nothing becomes apparent, he allows the others to pass downstairs first - hoping that some sign of Kendra and Tharnik comes from the darkness. Then he follows them down, a small prayer that Pharasma guide them and aid the missing pair.

Dark Archive

"Rrrrrraaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa"

A moan sounds up from the depths of the prison....


Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Alexa continues to lead the group down, carefully watching for anything unexpected.

Not sure how often I need to roll Perception checks since I just rolled one a few posts ago.


stats:
Hp 36/36 AC&ffac 15, +2 shield +2 cbt ex. Tou ac 10+2 cbt ex. 17cmd F+7 R+4 W+6
Human. Mixed heritage. Mutt from a port city. Warrior of the Holy Light 3AD

"Tharnik?... Kendra?!..."

Creel looks about wildly.
...

Then pauses and breathes deeply.

"Right. They are gone. Tharnik is tough and dedicated. They won't die easy. Hopefully this noise is related. Let's move.

Creel follows Alexa down the stairs.

Dark Archive

The double doors at the bottom of the stairs open into a single hallway. The hallways is 50 ft long (north to south) and 5 ft wide. The stonework is of the finest construction, although green and grey mold cover a great deal of it. Three additional sets of double doors, one to the north, one to the south, and one just south of the doors you exited from (on the east wall) lead out of this hall. Three additional doors, two in the north (on the east and west walls) and one in the south (on the west wall) also offer exits.

I'll post a map once you choose a direction.

Alexa:
It sounds like the sounds are coming from the west. You notice two sets of footprints headed north, but terminating in front of the door on the west wall.


Half-Elf Male Cleric (Pharasma) 5 - HP: 34/34; AC17, T10, FF17; F+5,R+1,W+8; Per +9; Init +4

Unless there's something in the spoiler that says differently - Head towards whichever direction the sound is?

Dark Archive

Valen walks toward the north end of the hallway. The sounds is louder here and appears to be coming from the west.


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Madeline shoo's Smith forwards. Indicating he should help Valen more.


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

Smith walks closer to Valen. Carefully stepping down the stairs after the Cleric.

Perception:1d20 + 12 ⇒ (20) + 12 = 32

Dark Archive

The map

Smith:
Smith knows the distance is relatively close, maybe to the south, 30 ft or so away beyond the door.

Smith and Valen are standing in K


Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Semi-retcon:
After studying the ground, Alexa points and shows where two footprints appear to head to the north and terminate at the west door.

I think this is where we are going anyway.

Quietly: Two sets of prints, two missing people. Lets see what trouble they have gotten themselves into.


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

"Something noisy...that way..." Smith explains and points towards the South.

Dark Archive

"Craaaaaaashhhhhhhhhhh....."


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Madeline flinches at the loud noise, clutching her x-bow tighter.


Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Assuming that her friends are within the room, Alexa grips her club in one hand and then opens the door to the west room from which the noises are coming.


Male Varisian (Ustalavic) Archivist 5; hp 33/33; AC 16; TAC 12; FF 14; F +2; R +6; W +3; Perc +5; Init +2

"Dash it all, this is no time for caution, she might be in danger!" Brandishing his whip, Vaghn leaps through the opened doorway, ready to strike down evil-doers.


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Madeline gasps at Vaghn's bravery/foolishness. Then urgently indicates Smith should assist. (With urgent waving if her gloved hand)


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

Smith stands puzzled for a moment as he tries to understand his Mistress' hand waving. Then, putting two and two together, he strides into the room after Vaghn.

Waiting an 'action' before moving in behind the 'Dashing Hero'.

Dark Archive

Alexa opens the door and before she can step through, Vaughn leaps into the fray! roll initiative!

The scene before: Tharnik stands fifteen feet ahead of you (in the space marked e), slightly to the right,over the body of Kendra. She lies on the ground at his feet, convulsing, a small pool of blood slowly expanding around her. You can make out a bright spot on her dirty blouse, obviously the site of some grievous wound.

Tharnik has his war-club out and is swinging it in wide circles, trying to hold back a group of advancing skeletons.

The skeletons are dressed in what you can only assume are the uniforms they once wore. Now little more than dirty, grey rags. The skeletons do not wield any weapons, but their claws are sharp and blackened, likely from the fire. A deep red fire burns in their eyes.

As Vaughn leaps in, several of the dozen skeletons turn toward you and begin to advance.


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

Initiative:1d20 + 3 ⇒ (12) + 3 = 15

Smith reaches over his back and draws the great maul forth.

Dark Archive

Skeletons initiative 1d20 + 6 ⇒ (10) + 6 = 16


Male Varisian (Ustalavic) Archivist 5; hp 33/33; AC 16; TAC 12; FF 14; F +2; R +6; W +3; Perc +5; Init +2

At the sight of Kendra wounded, Vaughn's eyes widen and his nostrils flare. He emits a bestial roar more fitting to come from Tharnik's throat than that of the usually placid scholar. He leaps into action, a wild look on his face.

Vaghn's initiative1d20 + 2 ⇒ (20) + 2 = 22


Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Init: 1d20 + 3 ⇒ (16) + 3 = 19

Although not as quick as some of her companions, Alexa grips her club and moves to strike the first skeleton.

Attack-club: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Not sure where the skeletons are or where we are. Is this level 5' per square? Or 10'?

Although I like my roll, I will cast Fire Sneeze if I can get 2 or more skeletons in the area of affect (a 10' cone).


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Madeline moves to a position where she can support the group.

Initiative:1d20 + 3 ⇒ (2) + 3 = 5

*Sigh*

Dark Archive

I'm going to roll for Creel and Valen. To answer your question, Alexa, skeletons are occupying the following squares: i, j, o, p, h, f, d. Valen charged into k on his action, leaving your group pressed back in by the doorway. Initiatives roll for Valen = 1d20 + 4 ⇒ (5) + 4 = 9 and Creel = 1d20 ⇒ 12

Dark Archive

On 22 Vaghn leaps through the open door, whip in hand, and attacks 1d20 + 5 ⇒ (20) + 5 = 25 the closest skeletons. His whip does not appear to damage the skeleton, however.

On 19, Alexa swings pushes past Vaughn, swings her club, and brings down the skeleton blocking entrance into the prison grounds beyond the door. Yes, that was a little "GM magic."(Alexa occupies j, standing atop the body of the broken skeleton).

On 16, the skeletons press their attacks. The skeletons in f,d, and i continue to attack Tharnik, scoring several nasty hits on his torso. Tharnik, angry and pressed to the wall, continues to try and fend them off with wild swings from his club. Two skeletons (the ones in o and p) attack Alexa. 1d20 + 2 ⇒ (19) + 2 = 21 and 1d20 + 2 ⇒ (3) + 2 = 5 (from p) and 1d20 + 2 ⇒ (12) + 2 = 14 and 1d20 + 2 ⇒ (7) + 2 = 9 (from o). Alexa takes 1d4 + 2 ⇒ (1) + 2 = 3 points of damage.

On 15, Smith....

On 12 Creel....

On 9 Valen...

On 5 Madeline.....


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

Takes a five foot step to get closer to said critters and, simply drops his encumbering weapon in the close confines...

Claw Att Roll(1):1d20 + 5 ⇒ (8) + 5 = 13(+2 with possible flanking?)

Dam Roll:1d10 + 3 ⇒ (5) + 3 = 8

Claw Att Roll(2):1d20 + 5 ⇒ (5) + 5 = 10(+2 with possible flanking?)

Dam Roll:1d10 + 3 ⇒ (5) + 3 = 8

Better?

Dark Archive

There are no open spaces. Alexa is in j and Vaughn is behind her in k. Unless you're moving south and going through the door there. In that case, Smith, who I imagine was next in line - space L on the map - could move to O this round and open the door there. He could move and attack next round (you can keep your awesome roll, too).


Male Varisian (Ustalavic) Archivist 5; hp 33/33; AC 16; TAC 12; FF 14; F +2; R +6; W +3; Perc +5; Init +2

Darn, I was planning to perform a trip attack; Vaghn is certainly smart enough to know his whip does not harm those who cannot feel pain...

Dark Archive

Noted for the future.


stats:
Hp 36/36 AC&ffac 15, +2 shield +2 cbt ex. Tou ac 10+2 cbt ex. 17cmd F+7 R+4 W+6
Human. Mixed heritage. Mutt from a port city. Warrior of the Holy Light 3AD

Round 1 Init 12

&#$)*&%+^^@#( traffic jam!

Weaving back through his startled friends Creel drops his cumbersome axe and straps on his shield as he reaches what he prays is another door letting onto the conflict..


Drop axe in 'L' or 'M' which ever space Creel starts in (free). Move to 'O' while readying shield (free as BAB>1). If Creel can slam the door from 'O' to 'J' open as part of the first move action then he will and use the rest of the double move to get as close to space 'o' as he can. If the door takes a move action to open then open door and draw club. Activating Combat Expertise and drawing Club as part of second move action. Total ac is 18.

Dark Archive

Round 1, continued.

On 15, Smith tries to push into combat, but can't find room. He stops, awaiting Madeline's command....

On 12 Creel drops his axe and heads south. Realizing the secure, prison door isn't one he's likely to push open with a mere shove, he opens it and draws his club. Creel ends his action in O.

On 9 Valen...

On 5 Madeline.....


Half-Elf Male Cleric (Pharasma) 5 - HP: 34/34; AC17, T10, FF17; F+5,R+1,W+8; Per +9; Init +4

Valen is caught flat-footed by the scene before them; coupled with Vaughn's sudden charge. He curses himself for his lack of action, ("Stupid bumpkin." - he mutters.) and realizes that there's no way he can charge the fray.

But in the light of the undead's attack, the goddess' fury is apparent wakes him. He calls upon that fury to aid him now and help his companions.

Channel energy vs. the skeletons: 2d6 ⇒ (6, 1) = 7

Hopefully the 30' range is enough from the door to catch some of them.


HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

Madeline strains to see over the huddle of people. Barely catching a glimpses of the undead staggering towards them.

Very unsure as to what she can do. Shooting into the fray seems fraught with danger of hitting allies. Having Smith try and return claw seems the best bet...

Dark Archive

On 9, Valen steps up and displays his holy symbol, channeling his lady's fury. The skeletons that can see him (those in spaces i, j, o, and h) attempt to save (Will save 1d20 + 2 ⇒ (11) + 2 = 13). They succeed and take 1/2 damage.

On 5, Madeline leans forward on her tip-toes, trying to see what's going on.

Round 2 actions, please...


Male Varisian (Ustalavic) Archivist 5; hp 33/33; AC 16; TAC 12; FF 14; F +2; R +6; W +3; Perc +5; Init +2

Knowledge (religion) Take 10 with Loremaster => 10+9=19 to identify creatures' abilities.

Vaghn lashes out at a skeleton with his whip, attempting to trip it up.

Trip against skeleton in space f (no AOO for skeletons because the corner provides cover) 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12


Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

Seeing the skeletons affected by light of Pharasma, Alexa smiles.

Keep it up Valen, they will go down under the light of your goddess.

I believe I am in j, not sure whether there is a skeleton there as well or not based upon your post regarding Valen's channel.

Alexa again swings her club hoping to drop one of the skeletons attacking Tharnik.

Return to your grave vile monstrosity.

Attack-club @ f skeleton: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Half-Elf Male Cleric (Pharasma) 5 - HP: 34/34; AC17, T10, FF17; F+5,R+1,W+8; Per +9; Init +4

Running a little low on the channels, so let's hope this one has an impact.

Unable to get any closer with the crowding and encouraged by Alexa's words, Valen calls forth Pharasma's holy light once more to aid his allies. "Grey Lady, light the way."

Channel for Undead damage: 2d6 ⇒ (3, 2) = 5

Dark Archive

Vaughn:
You know, almost immediately, that these are normal skeletons. They are resistant to most physical attacks, but bludgeoning weapons work wonders. They are immune to cold damage.Good use of mechanics on the trip attack! Sadly, your attack misses. (Their CMD is 14 normally, 18 with cover).

Round 2

On 22 Vaghn pulls out his whip and attempts to trip one of the skeletons threatening Tharnik and Kendra. The skeletons notices his attempt, at the last minute, and shifts slightly, using the corner of the wall to its advantage. As it does, it fails to notice Alexa.

On 19, Alexa smiles as the skeleton that dodged Vaughn's whip moves directly in front of her. With a quick, strong strike she cracks its skull, driving it down into its spine and shattering its upper torso. Bits of old bone and rancid cloth rain down as the creature drops. Skeleton in f is down.

On 16, the skeletons continue their attack. The skeleton in i steps over into f. The skeleton in g moves up, stepping into i. Another skeleton steps into g. You now see skeletons in g, h, f, i, o, and p. You have destroyed 2 skeletons so far. The skeletons in f full attacks Tharnik 1d20 + 2 ⇒ (10) + 2 = 12 (1d4 + 2 ⇒ (2) + 2 = 4 if it hits); 1d20 + 2 ⇒ (17) + 2 = 19 (1d4 + 2 ⇒ (3) + 2 = 5 if it hits). The skeleton in i full attacks Alexa 1d20 + 2 ⇒ (15) + 2 = 17 (1d4 + 2 ⇒ (2) + 2 = 4 if it hits); 1d20 + 2 ⇒ (19) + 2 = 21 (1d4 + 2 ⇒ (3) + 2 = 5 if it hits). The skeleton in o attacks Alexa, as well. 1d20 + 2 ⇒ (15) + 2 = 17 (1d4 + 2 ⇒ (3) + 2 = 5 if it hits); 1d20 + 2 ⇒ (17) + 2 = 19 (1d4 + 2 ⇒ (1) + 2 = 3 if it hits). Finally, the skeleton in p full attacks Vaughn (who has cover; calculated in the attack roll). 1d20 - 2 ⇒ (3) - 2 = 1 (1d4 + 2 ⇒ (4) + 2 = 6 if it hits); 1d20 - 2 ⇒ (2) - 2 = 0 (1d4 + 2 ⇒ (2) + 2 = 4 if it hits). The skeletons in g and h only move.

Tharnik managed to dodge one of the skeleton's attacks, but staggers back when the second one hits. He continues, however, to stand guard over Kendra. He spares Alexa a quick glance, as if to say, 'some help....'

The two skeletons facing Alexa tear into her, all of their attacks hitting her. She suffers multiple wounds (17 hit points if I counted correctly.)

The final skeleton reaches into Vaughn's space, trying to grab him with its two claws. He quickly dashes back, avoiding both attacks.

The skeletons in the back further down the hallways, stagger forward.

On 15, Smith....

On 12 Creel....

On 9 Valen...

On 5 Madeline.....


HP: 22 / 33, Init:+1, Perc:+12, Fort:+7,Ref:+3,Will:+4

Can Smith get at the enemy?

How close is he to Alexa? Would swapping places be a good idea, given how much injury she has suffered? Smith is suited to receiving AoO and hence saving "Real People's" lives. (^_~)

Round 2

Five foot step (Or what ever it takes) to get into Alexa's 'square' and swap places with her. Pushing the injured woman towards the rear and getting ready to attack skeletons next round.

Dark Archive

Without warning, Smith strides forward, passing Vaughn and gently pushes Alexa back, forcing her to take shelter in a corner behind Vaughn.

Smith can do so as a full round action unless Alexa resists (at which point he'll need to make a successful CMB roll to move her). I'm going to assume she doesn't and he's successful. Smith is now in square j and Alexa is prone in k.


Half-Elf Male Cleric (Pharasma) 5 - HP: 34/34; AC17, T10, FF17; F+5,R+1,W+8; Per +9; Init +4

Action mentioned above with the channeling attack on 9.


Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/4 - Monk/1 HP: 33/36; AC16, T15, FF15; F+7,R+5,W+11; Per +13; Init +3

OUCH!!!!

TheReplacementGM wrote:

Without warning, Smith strides forward, passing Vaughn and gently pushes Alexa back, forcing her to take shelter in a corner behind Vaughn.

Smith can do so as a full round action unless Alexa resists (at which point he'll need to make a successful CMB roll to move her). I'm going to assume she doesn't and he's successful. Smith is now in square j and Alexa is prone in k.

Why am I prone?

Alexa shifts with Smith - HP:6/26

Dark Archive

Alexa:
It's a GM call, as two folks can't occupy the same 5 ft. square and Smith pushed you out of yours. So, you're either prone in k and Smith has taken your place or you're still in j, fighting these skeletons. Your call. ;)

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