The Crooked Nail, Last Days of the Theatre Infernalis

Game Master Zesdead

'The Crooked Nail'

Party Health
Drin, 9/12HP, 3NL
Euphemia Blaithe, 6/7HP
Oscar Hartwell, 3/7HP
Tessara Omelian, 7/7HP
Velrun Rivertongue, 8/8HP

Maps / Images
Theatre Infernalis
The City State of Castorhage


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Male Human Bard [Arcane Duelist] 1 | 8/8 HP | AC 14, T 12, FF 12, CMD 12 | Fort -1, Ref +3, Will +4 | Init +2 | Perception +5 || Active Conditions: Mage Armor

Fort save DC 12: 1d20 - 1 ⇒ (6) - 1 = 5 STR is now effectively 7.

Velrun staggers slightly as he feels his muscles spasming slightly and the palsied effect travels through his body. Eyeing the humanoid closely he suddenly remembers the potions recovered earlier. Quickly reaching into the satchel he pulls out the oil faintly glowing with a luminous glow and applies it to his rapier.

I hope this works...

Oil of Bless Weapon applied here. Velrun has another vial of the Oil for either Oscar or Euphemia to use here.


Female Human Witch [Hex Channeler] 1 | 5/7 HP | AC 15, T 11, FF 14, CMD 10 | Fort +1, Ref +1, Will +3 | Init +2 | Perception +2 (+4 in arm's reach of Familiar) | Active Buffs: Mage Armor

A shudder courses through the false cleric's spine as skittering figures dart at the corners of her vision, head jerking at each twitch of the shadows.

Fortitude Save: 1d20 + 1 ⇒ (9) + 1 = 10 → Effective Strength of 4

The sudden faintness of her limbs is almost enough to stop her dead in her tracks, and she weakly flexes her digits just to confirm she still possesses them. A hand reaches up to delicately close around the iron butterfly that hangs from her neck, seeking comfort from it, before dropping back to her side.

As the heat rises, so does her breathing. A thin sheen of sweat is clinging to her brow by the time they enter the final tableau of the spookshow.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

She looks to the others and, nodding weakly, says in a soft voice, "It's time to end this madness..."


Erkkkkk... that is some seriously low Strength going on!!!

From the gloom lurches the broken form of the demon-warped Chelman, the proprietor of the theatre. His legs have been torn off below the knees, and his limp and broken body is bloated like a waterlogged corpse, infused with a viscous, writhing black tar that oozes from every wound. As it draws close, the group can see the nail plunged squarely into a smouldering wound in the crown of the pathetic creature’s head.

Initiative for Party and Enemy

Euphemia, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Velrun, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Oscar, Initiative: 1d20 + 1 ⇒ (14) + 1 = 15

Chelman, Initiative: 1d20 ⇒ 15

Initiative Order
Oscar then
Chelman then
Euphemia and Velrun

Oscar may act now


Noble Scion Arcanist. Spells 0/3 1st HP 6/7 AC 15

fort dc12: 1d20 + 0 ⇒ (4) + 0 = 4 str 4 here as well! I'd give the oil to Euphemia - Oscar can use the scrolls. So: 1d4-3 damage with dagger. Not good.

With leaden feet Oscar discards everything not needed, barely dragging his own weight forward.

When he sees Chelman he wrestles a scroll from the pile Velrun gave him, casting it quickly, then moving to interpose himself closest to Chelrun.
casting shield. AC to 19 (+4 armor +4 shield +1 dex)
"I'll try to hold him off!' he calls "Velrun, go round, get him from behind! You're the only one with the strength for this now!"


Chelman, or the twisted wreckage that was once the proprietor of the Theatre Infernalis, sloughs forward leaving a trail of black ichor behind 'him'... the effect, tragically comical, is not unlike that of a slug. Dead eyes fix upon the group as he opens his mouth... the lower mandible drooping lower than should be anatomically possible and a miasma of vapours pours from his throat... the last thing the group sees before the billowing cloud engulfs them, is Chelman attempting to stand upon the stumps of his knees.

There is now Partial Concealment within the room... 20% miss chance to all attacks

...and the vigour, that had been sapped by the visions within the mirror maze, of the group starts to return.

Everyone may act now - the STR penalty will only last this first round of combat.


Male Human Bard [Arcane Duelist] 1 | 8/8 HP | AC 14, T 12, FF 12, CMD 12 | Fort -1, Ref +3, Will +4 | Init +2 | Perception +5 || Active Conditions: Mage Armor

Velrun nods in reply and quickly maneuvers into position, humming an upbeat ditty about heroes making a final stand for justice.

Move to map position, begin Inspire Courage. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Female Human Witch [Hex Channeler] 1 | 5/7 HP | AC 15, T 11, FF 14, CMD 10 | Fort +1, Ref +1, Will +3 | Init +2 | Perception +2 (+4 in arm's reach of Familiar) | Active Buffs: Mage Armor

Euphemia adjusts her weakened grip on the longspear and thrusts for Chelman, coughing against the vapors.

Concealment: 1d100 ⇒ 76
Longspear Attack: 1d20 - 3 + 1 ⇒ (11) - 3 + 1 = 9
Longspear Damage: 1d8 - 3 + 1 ⇒ (3) - 3 + 1 = 1

Unfortunately, it looks quite whiffed.


Noble Scion Arcanist. Spells 0/3 1st HP 6/7 AC 15

I appear to have lost the map
Seeing Euphemia has taken it upon herself to keep Chelman pinned, Oscar steps back and rushes another scroll.
5 ft back, cast Shocking Grasp

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