Jaye's Carrion Crown (Inactive)

Game Master Jason Sonia

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


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Dark Archive

Round 3

On 22, Vaghn continues to encourage his allies.

On 18, Madeline attacks the angry spirit. 1d20 + 5 ⇒ (10) + 5 = 15 (dealing 1d8 ⇒ 2 damage if it hits).

On 18, Valen channels the Will of the Grey Lady, healing his allies.

On 16, the remaining spirit continues to attack Creel. 1d20 + 3 ⇒ (12) + 3 = 15 (dealing 1d4 + 3 ⇒ (1) + 3 = 4 if it hits). (It moves from u into 9).

On 5, Alexa descends the rope (into 7).

On 4 Creel attacks the spirit in 9. 1d20 + 8 ⇒ (9) + 8 = 17 (dealing 1d10 + 4 ⇒ (9) + 4 = 13 if it hits).

Dark Archive

And in round 3, Madeline and Creel's effort destroy the remaining spirit!!! Your team descends into the damp, dark room and lights several torches so you can look around.

The map


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 looks to the others:
Lets move on. The next room was dark, but I sensed some restless spirits there. My guess is there are a number of skeletons.

Alexa looks to Creel:
You and I first, I can use this fire to attack. It will last for about five minutes, so lets move quickly while it lasts, then we can come back and search more carefully. I also believe that this flame will harm most undead, even those without bodies.

With the flame lighting the way, Alexa proceeds with Creel west to the next room where she detected the creatures.

Perception: 1d20 + 15 ⇒ (10) + 15 = 25

The plan is to hold a front at the door to the next room so that the skeletons cannot flank us and we are only fighting one or two at a time. I assume that Creel will switch to a bludgeoning weapon, I can lend him my club if necessary as I will be using the flame.


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

Vaghn makes sure to retrieve his whip before continuing with the others, holding it in one hand and his buckler in the other.


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

Given the conditions Alexa described, Valen grabs a small chunk of stone and casts Light on it provide illumination. In order to not reveal their presence just yet, he stashes it to cloak the light temporarily.

"If it is so dark, we may need some kind of light source to see them - assuming they don't have some kind ecoplasmic goo to make them glow."


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

I cast Produce Flame - it lasts 5 minutes (+1 CL from Place Magic).
It works as a torch and also functions as a weapon which does 1d6+5
It lasts 5 minutes if used as a melee weapon, or for 5 attacks (rounds) if used as a ranged weapon.


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

Oh - I didn't realize that about Produce Flame.

Dark Archive

Creel says, "Okay" and changes weapons, walking to the end of the next tunnel.

As Alexa predicted, he gets no further than a few feet in before the skeletons rise up and begin to attack!!

I need to know which square everyone is in. Then, ROLL Initiative!


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

Well...other than setting herself back in shape after being so knocked around, Madeline will take up which every position those more knowledgeable in the combative arts suggests.

Dark Archive

Well that's vague. Want to just pick a square on the map? ;)


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

Sorry, Madeline would not have moved much...So where ever she was?

Also, if I choose 'B-5'...do I get to sink their battle ship? ;)


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

Er... is this the same room with the pool where we just fought the ectoplasmic creatures? If so, Vaghn will be in square c.

Initiative 1d20 + 2 ⇒ (15) + 2 = 17

Vaghn lashes out with his whip, attempting to trip one of the skeletons (he takes a 5' step to avoid attacks of opportunity or move into position to strike, as necessary).

Trip attack 1d20 + 5 ⇒ (17) + 5 = 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

I think that with our HP, one Channel Energy should have been used to heal us. Vaghn, Madeline and Creel are all down some.

Alexa moves to "w" and directs Creel to move to "s".

I expect Madeline/Vaghn/Valen will move into "x" and "t".

Here is the current map I believe.

Dungeon Map - room U2

Init: 1d20 + 3 ⇒ (20) + 3 = 23

Knowing the skeletons are here, Alexa is prepared for them.

Readied Attack vs. Touch AC: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

RGM:

It is hard to tell from the description. Does every attack reduce the duration of the Produce Flame spell by 1 minute? Or just ranged attacks? From the intent of the spell it seems as though it should just be the ranged attacks - a minute is reduced to recreate the flame. By the description switches back to "attack".


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

Not really seeing the map through that link. :( Sorry.

Madeline, her sword drawn, moves into a position to help with the clattering risen staggering before the group.

So...yes, take 'Five foot step' and try and help. Flank or swing, which ever is available

Dark Archive

Alexa:
It's basically a minute/attack/level. So, swap out minutes for attacks and vice versa. If you burn it for a minute going to the other room, you'll be able to make 4 attacks. And so on.

Round 1

As your group continues to push into the next chamber, with Alexa in the lead, a whole host of skeletons arise to challenge you. Skeletons rise from the cold stone floor, animated by the same foul and fell power that haunts the rest of the prison.

On 23, Alexa moves into the room ( into w) and attacks the skeleton to her left ( in 9). She throws a ball of fire at it, engulfing it in flame! It staggers forward, aflame. 8 visible skeletons remaining.

Having secured his whip, Vaghn dashes into the next room ( into t) to aid Alexa! Seeing the skeletons moving in their direction, he targets the closest one ( in h) and tries to trip it. He send his whip out, securing the things femur, and pulls hard. The creature comes crashing down, its sword clattering on the ground adjacent to it.

On 16, the skeletons rise, picking up their discarded weapons as they do, and move into the following positions!

Here's the new map.

Skeleton #1 (aflame) moves from square 9 to 3.
Skeleton #2 stands in square 7, picks up its weapon, and moves to 4 (avoiding AoOs)
Skeleton #3 stands in square 13, picks up its weapon, and moves to square 2.
Skeleton #4 stands in square 15, picks up its weapon, and moves to square 9.
Skeleton #5 stands in square 10, picks up its weapon, and moves to square x. (Alexa may* opt to make a touch attack to damage it with her flaming hand if she'd like).
Skeleton #7 stands in square m, picks up its weapon as it does, and shifts to n. It attacks Vaghn in t! 1d20 ⇒ 14 (dealing 1d6 ⇒ 5 if it hits). misses
Skeleton #8 stands in square h, picking up its weapon as it does, and shifts to o. It attacks Vaghn in t! 1d20 ⇒ 6 (dealing 1d6 ⇒ 6 if it hits). misses
Skeleton #9 stands in square i, once again retrieving its weapon. This provokes another AoO from Vaghn, who threatens it with his whip.

On 14, Valen moves from the side of the pool to x1 (you cannot move further), flanking the skeleton there with Alexa. He pulls his morning star along the way and swings! 1d20 + 5 ⇒ (19) + 5 = 24 (dealing 1d8 ⇒ 4 points of damage if it hits).hits!

On 13, a glow appears in the hall north of the room.

Vaghn & Valen:
You can barely make out that something, probably another skeleton with something on fire in its hands, is moving south to join its companions.

On 10, Creel (who was already in s), swings his club (with both hands) at the skeleton attacking Vaghn from n. 1d20 + 7 ⇒ (7) + 7 = 14 (dealing 1d6 + 4 ⇒ (4) + 4 = 8 if he hits). and misses

GM Notes:

Skeleton #1 5/8 hit points remaining. In square 3.
Skeleton #2 8/8 hit points remaining. In square 4.
Skeleton #3 8/8 hit points remaining. In square 2.
Skeleton #4 8/8 hit points remaining. In square 9.
Skeleton #5 4/8 hit points remaining. In square x.
Skeleton #6 8/8 hit points remaining. In square n.
Skeleton #7 8/8 hit points remaining. In square o.
Skeleton #8 8/8 hit points remaining. In square i.
Skeleton #9 33/33 hit points remaining. In square a (not visible to players).

Gurtis Vortch CR 4
XP 1,200
Male human burning skeletal champion fighter 3 (Pathfinder
LE Medium undead
Init +3; Senses deathwatch; Perception +3
Aura fiery aura
Defense
AC 11, touch 9, flat-footed 10 (–2 blind, +1 dodge, +2 natural)
hp 33 (5 HD; 2d8+3d10+8)
Fort +4, Ref +4, Will +4
Defensive Abilities bravery +1, channel resistance +4; DR 5/
bludgeoning; Immune fire, undead traits
Weaknesses headless, vulnerable to cold
Offense
Speed 15 ft.
Melee handaxe +6 (1d6+9/×3 plus 1d6 fire), claw +0 (1d4+5 plus
1d6 fire)
Spell-Like Abilities (CL 5th; concentration +6)
Constant—deathwatch
Tactics
During Combat Vortch always uses Power Attack—these
modifiers are included in his stats above. Although he can
pinpoint targets with his deathwatch ability, he still suffers
a 50% miss chance for blindness (a disadvantage his Blind-
Fight feat helps lessen).
Morale Vortch fights to the death as long as he can sense
living creatures in range of his deathwatch ability;
otherwise, he staggers back to this room, relying upon his
memories to retrace his route.
Statistics
Str 17, Dex 16, Con —, Int 8, Wis 10, Cha 12
Base Atk +4; CMB +7; CMD 21
Feats Blind-Fight, Dodge, Improved InitiativeB, Mobility,
Power Attack, Weapon Focus (handaxe), Weapon
Specialization (handaxe)
Skills Climb +6, Intimidate +8, Perception +3
Languages Common (cannot speak or hear)
SQ armor training 1, fiery death (2d6, DC 13)
Gear handaxe

Round 2 actions!!!!

Dark Archive

LOOK!!!!

Here's the map after I did some graphics magic! This is where everyone is at the end of Round 1.

Dark Archive

Now if we could only get Madeline to take a level or two in alchemist, maybe she could "sink" someone's battleship with a well-placed fire bomb!! ALSO: Madeline, please update your hit points.


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

Awesome work with the map! Of course, it reveals what a horrible position I'm in. Perhaps charging in was not the wisest course of action... Oh, and unfortunately I do not yet have the feat that allows me to threaten with a whip (Improved Whip Mastery).

Perception to get a better look at the other skeleton coming toward us.1d20 + 4 ⇒ (9) + 4 = 13

Knowledge (relgion) to identify both normal skeletons and the other one, assuming the Perception check was high enough to get a good look at it: 21 on both.

And now for some stupid heroics! Acrobatics to tumble...1d20 + 7 ⇒ (14) + 7 = 21 Vaghn will attempt to tumble through space n (DC 5+CMD against skeleton in that space to move through, DC CMD +6 for three extra threatening opponents to avoid attacks of opportunity for moving through threatened squares...). If he succeeds he will then move to m, then f, then attempt to trip the skeleton in a with the scary flamy thing. 1d20 + 5 ⇒ (20) + 5 = 25

P.S. Alexa, you had me second-guessing myself, but I went back and double-checked and I am pretty sure that Vaghn has somehow managed to avoid being hurt during this excursion. I expect that to change. Soon.


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

FYI - it doesn't looks like anyone was hit by the skeletons. Valen did blast everyone with a channel in the last combat and no one had taken any further damage. So stats should remain:
Creel:27/36; Madeline: 25/25; Valen: 16/19; Vaghn: 21/21 and Alexa is at 31/31

Thanks for the new map - that makes it much easier to tell where everything/one is than trying to figure out the letters and numbers.

In order to get a better look at things, Valen tries to clear the way by bashing the skeleton in front of him with his morningstar.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 ⇒ 7

Dark Archive

Glad everyone likes the new map. Waiting on a few more actions, then we'll move on to round 2!!

Dark Archive

Valen:
As you enter the room and look on, you notice that Pharasma's recent blessing has left you with another ability, one you had not noticed before. Both the living and the dead before you, each in their own way, has a slight aura that you can make out. Although faint, you can immediately determine how badly hurt your allies are, whether they remain alive, or worse, if they are the animated dead. You do not know, fully, if this is a blessing or a curse, nor how long it will last, but you know that Pharasma's recent touch has changed you.

Pharasma has blessed you with the deathwatch ability. If you don't mind, continue to track the hit points for the group. ;)

Dark Archive

Vaghn:
The skeletons are normal skeletons. You cannot see the other creature, as it has not moved into your field of vision yet. I'll have you move after Alexa has stated her action. ALSO - See the Acrobatics skill for your CMD modifier; "*This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round." So, the CMD to move through n is 23 (19 for the first square, +4 for the additional two AoOs). Sadly, you're 21 won't be enough to avoid additional attacks. So, you'll move to m, but you'll get attacked in that square by the skeletons in "i" and "o" and likely stop your movement there.


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

Madeline waits in the chamber of the pool. Turning to guard the rear of the group, sword held ready should anything come to try and take them by surprise.

Perception:1d20 + 7 ⇒ (9) + 7 = 16

One can study and buy alchemy supplies without delving into the deeper mysteries that are the profession. ;)

Awesome work with the map, Master DM. (^_^)


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

Thanks for the info, RGM. I'll keep it in mind. ;-)


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

Didn't I do 8 damage off a skeleton last round? If so, I think one should be down.

Round 1 - AoO

I think I get an AoO against one of the skeletons. I assume this should be the one in "x".
AoO - vs touch AC: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Round 2
@ "x" if still standing, otherwise at 4.

Attack-touch: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

--> Pretty lame damage.

As she swings, Alexa calls to Valen.
If Pharasma has blessed you, perhaps you should ask her to weaken these skeletons. We can beat them, but there are a lot here.


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

As she swings, Alexa calls to Valen.

If Pharasma has blessed you, perhaps you should ask her to weaken these skeletons. We can beat them, but there are a lot here.

"I will endeavor to do so, Miss Alexa - provided I can get a clear view."

My current action - Round 2 - is to get the one in 'x' destroyed so I can get a clear space to channel from. If between your attack and mine on the the one at 'x' that finishes him, that's my next course of action. ;-)


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

I go before you in Round 2. Between my AoO and my attack, I should get him. I might also have hit him for 8 damage in round 1. As I am using fire, there should be no DR from my attacks.


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

OK - if RGM is OK with it, then assuming you take it out I will step into X and then use channel instead of attacking. If those are 5' squares - then it should hit almost all of them.

Channel for damage: 2d6 ⇒ (4, 1) = 5

And of course - a sucky damage roll.


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

5 points, or even 2 points, will help as my min damage with the flame is 6. I only have 2 more attacks with it before switching back to my club which I might buff up with Shillelagh.

Dark Archive

Alexa:
My bad on the damage. I applied the DR and completely spaced that energy attacks ignore damage reduction. I'll fix it in this round.

Between Alexa's flaming balls of fire and Valen's quick work with the morning star, the two heroes clear two spaces, dropping two of the skeletons! The skeleton in "x" drops with Valen's last attack (who moves in "x") and the skeleton in 3, as it lifts a club to swing at Alexa, crumbles to the ground.

Here's the map at the opening of Round 2.

Round 2

On 23, Alexa spins around and throws a ball of flame at the skeleton standing adjacent to her. Her flaming orb hits, but does not drop the undead menace.

On 17, Vaghn looks down the hall and identifies the next threat moving into combat!

Vaghn:
You see a large flaming skeleton, sans head, wielding a wicked hand axe, lumbering toward you. While it is a medium creature, the skeleton obviously belonged to a big man - one who knew how to wield an axe! It seems to be moving toward you, sensing you without the need for a head.You know it is vulnerable to cold, resistant to all but bludgeoning damage, and exceptionally unholy (channel resistant).
Vaghn readies an action to try and trip the thing when it comes into range.

On 16, the skeletons attack!

The skeleton in square 4 drops its rusted blade and lunges at Alexa with both its claws! 1d20 + 2 ⇒ (11) + 2 = 13 and 1d20 + 2 ⇒ (13) + 2 = 15 (dealing 1d4 + 2 ⇒ (4) + 2 = 6 and 1d4 + 2 ⇒ (1) + 2 = 3 respectively).

A fell intelligence alight in its eyes, the skeleton in square 2 shifts into 3 and follows suit, also attacking Alexa! 1d20 + 2 ⇒ (17) + 2 = 19 and 1d20 + 2 ⇒ (9) + 2 = 11 (dealing 1d4 + 2 ⇒ (4) + 2 = 6 and 1d4 + 2 ⇒ (1) + 2 = 3 respectively). Alexa takes 6 dmg

Unable to attack Alexa or Valen, the skeleton in 9 moves around to flank Vaghn. It makes a single attack (from l). 1d20 + 4 ⇒ (8) + 4 = 12 (dealing 1d4 + 2 ⇒ (4) + 2 = 6 if it hits).

The skeleton in n, bolstered by the appearance of its former cellmate, drops it rusty blade and tries to claw Vaghn. 1d20 + 4 ⇒ (3) + 4 = 7 and 1d20 + 4 ⇒ (5) + 4 = 9 (dealing 1d4 + 2 ⇒ (3) + 2 = 5 and 1d4 + 2 ⇒ (2) + 2 = 4 respectively).

The skeleton in o steps up (into t) and follows suit, attacking Valen twice with its claws. 1d20 + 2 ⇒ (20) + 2 = 22 and 1d20 + 4 ⇒ (11) + 4 = 15 (dealing 1d4 + 4 ⇒ (1) + 4 = 5 and 1d4 + 2 ⇒ (3) + 2 = 5 respectively).Valen takes 10 dmg.

Finally, the skeleton in i steps forward (into "o"), attacking Creel twice with its claws. 1d20 + 2 ⇒ (2) + 2 = 4 and 1d20 + 2 ⇒ (16) + 2 = 18 (dealing 1d4 + 2 ⇒ (2) + 2 = 4 and 1d4 + 2 ⇒ (1) + 2 = 3 respectively). Creel takes 3 dmg.

Beset by the dead on all fronts, Valen lifts his holy symbol on 14 and channels. The skeletons attempt to save (as a group) and 1d20 + 2 ⇒ (17) + 2 = 19 vs. Valen's DC 14. They save, all take 1/2 damage.

On 13, a flaming skeleton appears at the end of the hallway. As it steps forward, Vaghn sends his whip's dangerous end out, wrapping it around the things legs and pulling it down. Frustrated, the creature stands again.

On 10, Creel swings at the skeleton in n, attempting to break through the massing horde. 1d20 + 7 ⇒ (10) + 7 = 17 (dealing 1d6 + 4 ⇒ (2) + 4 = 6 if he hits).

Here is the map at the beginning of Round 3!!!

Round 3 actions please!!!

GM Notes:

skellies..
Skeleton #3 6/8 hit points remaining moves into 3.
Skeleton #4 6/8 hit points remaining. In square L.
Skeleton #7 6/8 hit points remaining. In square t.
Skeleton #8 6/8 hit points remaining. In square o.
Skeleton #9 31/33 hit points remaining. Visible to Vaghn.


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

Madeline steps to 'X-1' and peers into the combat. (That's a 'Five foot step', yes?)

Thence she casts Summon Monster II' to bring forth a small ice elemental (Summoning it in square 'g' if she can) thence directing it to attack the burning figure in the door way and hence assisting Vaghn against a more dangerous seeming foe. (Standard action for Summoners to bring forth creatures, yes?)

Maybe Madeline can squeeze past Valen and assist Alexa in the following rounds?


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

Having taken quite a beating from the skeleton, Valen calls upon Pharasma's blessing to help recover some of his strength.

Convert Bless into CLW on self.
CLW Healing: 1d8 + 3 ⇒ (6) + 3 = 9

Status: Creel:24/36, Madeline: 25/25, Valen 15/19, Vaghn:21/21, and Alexa:25/31.

For some reason all I can think of at the moment: "Cleric needs food badly."


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

Hoping to eliminate the flanking threat, Alexa swings at skeleton in 3.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

She then draws her club since this is the last attack that the produce flame will work.

Dark Archive

You guys did have another light source, correct?

Round 3

On 23, Alexa throws her final ball of fire, hitting the skeleton in space 3 square in the jaw. The jaw, as well as the foul things head, comes clear off as it collapses in a pile of bones.

On 17, Vaghn, lacking a light source, steps over into h and begins to cast a spell. He casts carefully, weaving to and fro and ensure the skeletons do not strike him. 1d20 + 7 ⇒ (14) + 7 = 21 vs. DC 16.

On 16, the skeletons push their attacks!

The skeleton in L moves into m, attacking Vaghn twice with its claws. 1d20 + 2 ⇒ (6) + 2 = 8 and 1d20 + 2 ⇒ (7) + 2 = 9 (dealing 1d4 + 2 ⇒ (3) + 2 = 5 and 1d4 + 2 ⇒ (4) + 2 = 6 if it hits).

The skeleton in t continues to attack Valen. 1d20 + 2 ⇒ (7) + 2 = 9 and 1d20 + 2 ⇒ (15) + 2 = 17 (dealing 1d4 + 2 ⇒ (4) + 2 = 6 and 1d4 + 2 ⇒ (3) + 2 = 5 if it hits). Valen takes another 5.

The skeleton in o continues to attack Creel 1d20 + 2 ⇒ (7) + 2 = 9 and 1d20 + 2 ⇒ (15) + 2 = 17 (dealing 1d4 + 2 ⇒ (2) + 2 = 4 and 1d4 + 2 ⇒ (3) + 2 = 5 if it hits). Creel takes another 5.

On 14, Valen heals himself with a wand.

On 13, the flaming skeleton advances into the room, wielding a wicked looking hand axe. It moves to n (provoking an AoO from Vaghn) and attacks Creel!! 1d100 ⇒ 34 chance of missing entirely for being blind (51+ hits). 1d20 + 6 ⇒ (14) + 6 = 20 (dealing 1d6 + 9 ⇒ (5) + 9 = 14 plus 1d6 ⇒ 2 fire if it hits).

On 10, Creel returns the favor, swinging hard at the flaming skeleton. 1d20 + 7 ⇒ (9) + 7 = 16 (dealing 1d6 + 4 ⇒ (4) + 4 = 8 if he hits).

At the end of the round, Madeline (who still hasn't rolled initiative) acts, summoning an ice elemental. She steps in X1 to do so, focusing all of her will to bring the creature into being. At the very end of the round, it appears, in 3.

GM Notes:

Skeleton in L 6/8
Skeleton in t 6/8
Skeleton in o 6/8
Fire Skeleton 23/33

Dark Archive

Swamped. I'll update the map tomorrow.

Dark Archive

Valen Stellori wrote:


For some reason all I can think of at the moment: "Cleric needs food badly."

LULZ


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

You guys did have another light source, correct?

On 14, Valen heals himself with a wand.

Yes - I had a light source cast on stone to have as a backup to Alexa's flame.

Sorry for any confusion, but I was using spell conversion instead of wand for that turn.

Hoping to keep the skeleton (at t) causing further havoc, he bashes it with his morningstar.

1d20 + 5 ⇒ (19) + 5 = 24
1d8 ⇒ 1

Status: Creel:19/36, Madeline: 25/25, Valen 10/19, Vaghn:21/21, and Alexa:25/31. I am assuming the flaming skeleton missed, based on that roll?

"If you ladies have any spells that could bolster Creel, I would suggest you do so - he's surrounded on three sides."


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 swings swings her club at "t" hoping to free up Valen from more assaults.

Attack-club: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Unfortunately she was still getting her grip on the club and the swing is well wide of its mark.


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

"Alright all, this thing is not too different from a normal skeleton. Use cold if you have it, and blunt weapons. It can apparently sense the spark of our lives, but it is still blind due to its lack of a head, so use that to your advantage!"

Activate naturalist vs. flaming skeleton (+1 attacks, AC, ST). Being threatened by three enemies, including the boss, so not going to try to move... Vaghn really needs to pick up a mace or something. Other than his latest spell pick, he is one of the worst builds I could have made to be fighting undead. :P


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

Yeh, your positioning is not the best. I am hoping that Creel will turn around and start to reduce the number of enemies threatening you. I was hoping that we would form a box of 4 by the door to eliminate flanking. Unfortunately that did not work as planned.

Dark Archive

Creel shouts to Vaghn, "Stand your ground, professor! I'm making my way to you! Alexa, if you can, cover my flank."

Round 4 actions, please...

Dark Archive

And... ICON CHANGE!!!!

Dark Archive

Here's the map at the beginning of Round 4


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

Thanks for the map, and action for 4 should be hitting the skeleton - much as the damage sucks.

Also: Yikes! Creepy Undead Aztec GM face!

Dark Archive

Hoping everyone else gets actions up. Also, Madeline needs to have her elemental move and attack.


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

Can Madeline strike across the diagonal at the skeleton in 'T'?

Assuming the blue figure is the elemental it will have to run the long way around to come at the undead from 'L'


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

Madeline - pretty sure you can attack, but the skeleton will have partial cover (-4 to attack).

I posted my attack earlier, I did not do so well on this attack. If you already used that roll and I missed it, please let me know.


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

Vaghn's 4th round action was activating Naturalist.

Dark Archive

Round 4

On 23, Alexa pivots on her left foot, ducks low, and brings her club up with a hard swing. Sadly, she misses her mark as the skeleton, at the last minute, steps back. Her club goes wide.

On 17,Vaghn studies his flaming enemy - taking note of its strengths and weaknesses - and calls out to his group, suggesting several tactics to bring it down.

On 16, the skeletons continue to attack.

The skeleton in m attacks Vaghn twice with its claws 1d20 + 2 ⇒ (18) + 2 = 20 and 1d20 + 2 ⇒ (2) + 2 = 4 (dealing 1d6 + 2 ⇒ (5) + 2 = 7 and 1d6 + 2 ⇒ (1) + 2 = 3 respectively). Vaghn takes 7

The skeleton in t continues to attack Valen 1d20 + 2 ⇒ (20) + 2 = 22 and 1d20 + 2 ⇒ (13) + 2 = 15 (dealing 1d6 + 2 ⇒ (2) + 2 = 4 and 1d6 + 2 ⇒ (1) + 2 = 3 respectively).Valen takes 7

The skeleton in o continues to attack Creel 1d20 + 2 ⇒ (4) + 2 = 6 and 1d20 + 2 ⇒ (19) + 2 = 21 (dealing 1d6 + 2 ⇒ (6) + 2 = 8 and 1d6 + 2 ⇒ (3) + 2 = 5 respectively). Creel takes 5

On 14, Valen counters against the undead menace, clipping it with the edge of his morningstar slightly. He barely damages it, however.

On 13, the flaming skeleton attacks Creel twice. First, it swings its axe 1d100 ⇒ 85 (51+ hits); 1d20 + 6 ⇒ (3) + 6 = 9 (dealing 1d6 + 9 ⇒ (6) + 9 = 15 plus 1d6 ⇒ 2 fire damage if it hits). Then, it swings a wicked looking claw at him 1d100 ⇒ 81 (51+ hits); 1d20 ⇒ 4 (dealing 1d4 + 5 ⇒ (4) + 5 = 9 plus 1d6 ⇒ 5 fire damage if it hits).

On 10, Creel calls out to his goddess in desperation, swinging his club at the flaming skeleton!! 1d20 + 11 ⇒ (12) + 11 = 23 (dealing 1d6 + 8 ⇒ (4) + 8 = 12 if he hits with his final Smite Evil attempt. His AC/CMD increases until next round, as well.

Madeline (who still hasn't rolled initiative) directs her ice elemental to move around and attack the skeleton in m. It moves to l (it didn't act last round) and swings 1d20 + 4 ⇒ (1) + 4 = 5 (dealing 1d4 + 3 ⇒ (2) + 3 = 5 and 1d3 ⇒ 1 cold damage if it hits).

At the end of the round Madeline moves to 4 (provoking at AoO from the skeleton as she does) and begins to summon another ice elemental, which appears in i (adjacent to Vaghn) and attacks the fiery skeleton 1d20 + 4 ⇒ (6) + 4 = 10 (dealing 1d4 + 3 ⇒ (1) + 3 = 4 and 1d3 ⇒ 3 cold damage if it hits).

Madeline:
Please make sure you remember to roll initiative and call out your actions. ;)

Round 5 actions.....

GM Notes:
:
Skeleton in L 6/8
Skeleton in t 5/8
Skeleton in o 6/8
Fire Skeleton 9/33

Dark Archive

Round 5 map.

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