The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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Naulun.

We may as well have Elidal, Emmett and Simeon post if they can do a pre-turkey day toast and I'll build it in.


SHEET

Nalun begins to inspire his allies confidence by singing an old Varisian chant he once heard. And the rain was there...There were many nights...And a few of them, were all that you had dreamed of...Love was the thing...

Inspire +1 to attacks and saves versus fear.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett barely avoids a fatal blow, but the axe nevertheless scratches him on the brow: "Are you all shooting AROUND it?! Is that your strategy, 'cause it ain't working!!"

More full defense.


Inactive

And this is why I never favored archery!

"If it'll just. hold. STILL!" Elidal growls, her brow furrowed in concentration.

Disrupt Undead (Ranged Touch): 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 ⇒ 5


Simeon...


SHEET

Remember to include inspire bonus on your attack rolls

-Posted with Wayfinder


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Momentarily distracted by Emmett's complaining, Simeon gathers his wits once more and begins to once again utter the magical consonants...

Disrupt Undead, Ranged Touch: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7

But once again the moving 'arms' and axe prove too difficult a target for the now growing frustrated wizard.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

I believe the hatchet job is up again. I'll toss another holy water on my go.


Axe 1d20 + 4 ⇒ (7) + 4 = 11
Dmg 1d12 + 1 ⇒ (5) + 1 = 6


Jaru and Nalun


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett manages to avoid the axe once again. Sweat drips down his brow as he keeps his eyes on it, circling.

Is Simeon trying to get me killed..? he wonders as he witnesses the man miss widely again.


SHEET

Nalun continues to inspire his allies and he draws a flask of Holy Water and hurls it Ranged Touch: 1d20 + 4 ⇒ (9) + 4 = 13Holy: 2d4 ⇒ (1, 4) = 5


The ebb and flow of melee combat means it misses. Still some water splashes up and lands sizzling on the handle.


Inactive

Seeing that her and her companion's attacks seem to be having little effect aside from the holy water, Elidal tries to scan around the room, hoping to find something that may give a clue on how to dispatch this particular haunt.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Elidal looks around the empty balcony but there is nothing there that seems to be of use. She does perceive that the spirit animating the axe does seem to be affected by disrupt undead, holy water and the traditional anti-undead measures.


doing for Jaru

The God Juice: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7

Steam bursts from the axe as the holy water vial shatters against it.

Emmett, Elidal and Simeon.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"That's it Jaru! That works! Keep at it. I think I figure out how that thing attacks... WHOA! Ok, forget what I said..." bellows Emmett, panting a little as he circles round and round around the axe.

More Full Defense.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Cursing inwardly as the apparition refused to be dissipated, Simeon wonders if this might be the Lopper and not a random spirit as he had assumed.

Attempting to recall the arcane syllables of his now familiar incantation, Simeon now found the memory of the fading from his mind.
Damnation! I've exceeded my own mental prowess in the activation of this particular dweomer!"

With a small frown, Simeon ponders for a moment what to do...then decides.

Pulling an unspent haunt siphon from his pouch ,he moves forward holding the siphon out towards the ax-wielding ghost.

Haunt Siphon Damage: 3d6 ⇒ (1, 5, 2) = 8


The spectral arms grasp and snatch at the axe as it drops to the ground... but its efforts are futile and it is sucked into the siphon, which turns red with swirling negative energies.

The axe lies there in the cloud dimmed sunlight.

The axe is exceptionally well made and it appears its edge and appearance is undimmed by time or weather.

DC17 Spellcraft to ID:
+1 Great Axe/Headsmans Axe with the Impervious and Deadly Qualities.

An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

DC20 History Check:
This may be a weapon called "Final Song". It was renowned for its whistling sound that it made as it swung through the air. So keen was its edge that it was rumoured to have taken many a life with but a single blow. Maybe one of the lords of Ustalav arranged to have it sent here many years ago to deal with some of the more exotic criminals that needed special attention to execute... Nothing has been said of it for over 50 years

Appraise DC20:
As a pure weapon? Its pure purchase value is over 5000 pieces of gold! Historically?, its value is perhaps much greater to the right buyer. Keep in mind that magical weapons are not normally "for sale"


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett lets his sword drop, and it clangs loudly as the tip bangs on the floor. His arms weak and shoulders sagging, he turns and sees Simeon, holding the siphon in his hands.

He smiles weakly and says: "T-Thanks..." and looks around for a place to sit and recuperate.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon nods to Emmett then curious, absentmindedly places the infused siphon into his pouch then crouches by the now quiesent ax, gazing at its workmanship....

Spellcraft 1d20 + 8 ⇒ (16) + 8 = 24
History 1d20 + 8 ⇒ (11) + 8 = 19

Hmmm, a most puissant weapon. It possesses a quality protecting it from decay, and a most keen edge, I think most appropriate for dispatching the helpless and unprotected.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

history: 1d20 + 5 ⇒ (3) + 5 = 8

Jaru frowns, but gives Simeon an obliging nod. "Good work, that was certainly a tough spirit to dispel. With the haunt contained within the siphon, the axe should be safe to use. Though a rather grim weapon, it appears quite formidable."

"I think now might be time to retreat for the day. We have accomplished much, but the lower dungeons await tomorrow. We should recuperate and inventory our resources well."


Inactive

"You'll hear no argument from me," Elidal says in answer to Jaru's suggestion. Heaving a sigh, she adds, "I never was that skilled in archery - it seems I do better on the whole with a blade in my hand."

She then walks over to where Emmett is recuperating and gives him an approving clap on the shoulder. "Thank you for holding that thing at bay until it could be dealt with."

-Posted with Wayfinder


Heading back to town?


SHEET

Kn:History: 1d20 + 8 ⇒ (10) + 8 = 18

Nalun studies the blade which had gotten his attention. It jars a memory of something he once read, but he cannot think which one.

Fully frightened at his near brush with death, Nalun agrees Yes, a small rest is in order.


You head back - you rest a bit, then eat and prepare to sleep, thime perhaps 9pm.

Then comes the tolling of the great bell of the town, over and over in hurried, almost frantic peals for attention!

Thats the alarm but they only use it for bandits or orcish raids or the like... What the devil!? , Kendra exclaims, puzzled.


SHEET

Nalun comes down the stairs in a dither By all that is Holy! he says as he looks to see if the Old Man or Tough Girl are present.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

At Harrowstone

"I agree, let us recuperate and return on the morrow Simeon replies to Jaru, gathering up the ax he eyes Emmett and Elidal "Who wishes to utilize this fine weapon?"

The Manor

After an uneventful, besides normal dreams and nightmares, Simeon wakes with the dawn and peruses his spellbook, replenishing his memory with the necessary incantations.

His head snapping up at the sound of the alarm bells, he snaps his book closed , gathers his gear and meets the other in the main room
Let's see what this is all about, shall we?"


Simeon - its before you sleep and study


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Ah, oops, read that as 9am. :) Strike the dreams and waking up and reading bit....


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett recuperates after a few minutes, his breathing calms, and he gets up with a grunt.

I'm out of shape!

He eyes Simeon as he offers the axe: "That is a murderer's weapon..." he states, and looks down on the floor.

As they reach the manor, he hesitates for a while.

May be I should head back home..?

A shrug later, he's inside the manor, and does his best to enjoy a glass of warm whiskey, letting the amber liquid roll in his mouth, his feet pointed at the fire in the hearth.

Later, when the alarm rings, his watchman's instinct just takes over. Without a question, he gets up and gets ready. He stops only for a moment on the threshold: "Let's go!!!"


Inactive

Elidal shakes her at Simeon. "It looks like it would be deadly in combat, but I'm afraid that I focused my martial training on lighter, easier to wield weapons. I would need a fair amount of time to practice with such a thing before I would be able to use it effectively."

At Emmett's words, she then looks thoughtful. "Certainly it was put to darker uses once. Perhaps it would be possible to perform some sort of cleansing rite so that it could then be wielded against the more...solid threats that lurk here."

********************************************************

When the alarm is sounded, Elidal is actually momentarily caught off-guard by Kendra's mention of bandits or orcish hordes...foes that once might have seemed fearsome, now almost...mundane compared to what she'd experienced these past days. She's brought back to her senses by Emmett's call to action, noting how quickly he managed to make himself ready as she begins doing the same.

Ever the watchman, ever vigilant - there's much to learn from his examples.


The bell chimes on - warning the citizens of Ravensgro to stay in doors.

Emmett is already charging to the door out and to the temple.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Not sure what to expect, and watching the frailer man struggle with it, he shrugs: "Simeon, hand me that axe! Best to keep it handy!" before heading out.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru just frowns at yet another bell ringing emergency. He shakes his head as the others bolt out the door. "Are we certain that they are locals? You think they would be used to this by now. At least it isn't the middle of the night this time." He sighs loudly following.


Its dark, very dark and a few scattered torches are converging on the temple - some of the menfolk have decided to look into matters.

The dead! They are rising! One of our number was heading there for the evening patrol when he saw movement, the dead climbing from their graves! Father Grimburrow left immediately but I'm not sure what he can do. The Head acolyte went with him... there's dozens of them!, the pharasmite babbles.

The handful of men look concerned and then look to you all for guidance.

What will we do?, one of them asks.


Inactive

At the word 'dozens', Elidal sets her jaw in a look of grim determination. "Then we will have to send them to their graves once more. As for the rest of you, return to your homes and secure them. Be prepared to defend yourselves if necessary. We will attempt to contain them within the graveyard, but it will be highly dangerous to be outside if any should escape into the rest of the town. If any wish to aid us or Father Grimburrow I will not try to dissuade them, but do not do so if you are not ready and willing to accept the possible consequences! You will only be a hindrance in that case."

It should speak for itself but yeah, Elidal has no issue (well, to a point) of allowing any of them to fight to defend their homes and families if they're certain they're willing to take the risk of dying to do so. But she also won't begrudge them if they all just go home and lock up since most of them weren't exactly planning on ever having to fight anything.


SHEET

Nalun thinks to himself A fight worthy of song, if only I wasn't so terrified I could write it!


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Dozens... thinks Emmett as his body posture changes, summoning any ounce of fight left in him.

He walks slowly, resolute, towards the graveyard: "Yes, the axe will be useful..." he says as he lets its weight settle in his powerful grip.


You hussle down the road towards the Restlands and enter its grounds. At some point a light spell has been cast.

In the shadows cast by the spell you can see considerable movement and in the dim light ahead a figure strives against the hordes while guarding another figure stretched out on the ground.

Allowing a pre-combat round for buffs. Map is up


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"The dead never rest, do they? and apparently never will I. My capabilities are fairly spent from the day. I am in need of rest and prayer, but let us see what we can do."


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Hey there! Take courage! We're coming to help!!" bellows Emmett through the darkness ahead, bringing his axe to bear as he barrels resolutely forward.

We're all tired... Pretty soon, we will all rest... he thinks, but tries to push away the thoughts, and the fatigue.


SHEET

Nalun begins singing a song of bravery and courage in the face of overwhelming odds. Something he picked up that dates back to the Shining Crusade. Inspire Courage!


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon is glad when Emmett takes the axe, it would have unfortunate if it had gone unused.

Hurrying after the soldier, Simeon comments dryly to no one in particular "Is it just me or am I somewhat getting used to all this?"

As he jogs into the Restlands , he pats his belt ensuring his scroll s remained in place.

-Posted with Wayfinder


Inactive

As the group passes the gates into the Restlands, Elidal swears upon seeing the scene playing out ahead of them. "Damn it! They're going to be overrun if we don't hurry!"

Stopping just long enough to call upon Iomedae's favor for the battle ahead as well as whatever other protections her companions might be able to offer, she hurries towards the two figures in the distance. "Watch yourselves, there may be more lurking in the darkness - don't let yourselves be surrounded!" she calls back to her companions.

Casting Divine Favor on herself.

Status Tracker:

Divine Favor - +1 luck bonus to attack and weapon damage rolls for 1 minute (10 rounds).
Inspire Courage - +1 morale bonus vs. fear and +1 competence bonus to attack and weapon damage rolls.
Spells Remaining - 2 1st, unlimited orisons.


Sorry if things seem a little predictable - theres only so many 'random' events that make sense and there is nothing random in this event - its happened for specific reasons, both Meta and Story related

Initiative will be

Players
Undead
NPCs.

Please let me know if you can see all of the map or just a specific area of it.

The shouts and sounds of combat are coming down the road from your position.


Inactive

I'm pretty sure that either the closer we get to clearing Harrowstone and/or some unknown set of conditions, events that happen in the town get worse in response. But even more importantly to me, I get to fight ZOMBIES and SKELETONS! As a player, I love fighting undead no matter how 'routine' they may or may not be... :) As far as the map goes, I can see ourselves, the NPCs, the bad guys in melee with the NPCs and the bad guys coming from down the road.

Elidal races to aid the two priests, approaching their attackers from their flank. Though her mother's blood grants her an uncanny ability to see in darkness, the weight of her gear as well as the tombstones jutting out of the ground slow her approach. "Hold fast! We're here to help you!"


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon strides forward behind Elidal, not bothering with trite encouragement for the Acolyte; he was probably doomed.

Pulling a scroll from his belt, he intones the runes inscribed by his own hand, arm outstreched; the brilliant ray illuminating the gravestones surrounding the party for a moment.

Disrupt Undead, Ranged Touch: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d6 ⇒ 2


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru stays with the group calling loudly for Pharasma's blessing for all engaged in the holy work of destroying the undead abominations.

stay up and draw mace if it's skeletons we see. cast bless- +1 to hit and fear saves for all. I suppose I would have light up and running as we traveled through the night as well.


Jaru Toth wrote:

Jaru stays with the group calling loudly for Pharasma's blessing for all engaged in the holy work of destroying the undead abominations.

stay up and draw mace if it's skeletons we see. cast bless- +1 to hit and fear saves for all. I suppose I would have light up and running as we traveled through the night as well.

Noted

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