The Twice Dead Professor's Carrion Crown

Game Master gmpathfinder

Beginning in January 2013


751 to 800 of 1,867 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Male Human Undead Scourge Paladin 3
Quick Stats:
HP 33/33; AC 19/11/18; Fort +7, Ref +4, Will +6; Init +3, Move 20, Perc +1

Looking at the arrows a moment, Edrik remembers back to his training when he had cause to try his hand at the bow. I wasn't much of an archer if truth be told.

"Aye, those arrows will be better served with someone other than myself." Holding his warhammer up, Edrik smiles confidently "Besides, the Piper won't be able to evade this when the time comes."

Heading towards the spiraling staircase, Edrik looks book "Well then, onward. The Piper was up here if I'm not mistaken?"


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Yes. Let us end him.

Vachorid mutters a prayer to the winds and follows


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

The second story appears untouched from the day prior.
Dead stirges lay in pools of blood, bloody footprints from your hasty retreat have dried into dark red stains.

No sounds come from the northwest corner where you last encountered the piper.

How do you approach? Running and yelling? Sneaking? Somewhere in between?


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

i say we approach fairly quietly, as we know where we are heading, and hopefully we know what to expect when we get there.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Vachordi moves quietly, frowning at the clanking metal of some of the others.


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Quietly is fine with me.

Garin follows Shel's lead, going slow to avoid making more noise.


Quick Stats:
I +3, P +8, F+5, R+2, W+8, AC 18, HP 26
Dwarf Cleric, 4 (5/5 Channels)

Gilda accompanies the cavalier, moving as quietly as she can (which isn't very).


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Awnara also creeps along with the group, keeping alert for the Whispering Way's agents.


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Clumped together in a nearly cartoonish fashion, the group step-pause-steps their way into the northern half of the building. As a group, you turn left, heading toward the northwest corner.

The dead eyes of the stirges reflect your sorrowful gazes. The grins of the shattered and blackened skeletons seem to leap out at you in the corner of your eye, but when focused on are unmoving.

The floorboards creek as you approach the halls of prison cells.

There are several 'deluxe' cells that line the north and west walls; presumably they held more important prisoners. There are 4 of these in the corner (two north, two west on the outer walls).

Two halls run north to south, lined with smaller cells. The western of the two has 10 cells on each side(starting after the two larger ones) running south, the middle hall also has 10 cell doors on each side. The eastern most flank of cells are one deep. The interior row has two columns of cells (they share their back walls). It was from these cells that the skeletons arose- some locked cells still show skeletal hands reaching into the hallway, unmoving.

So that leaves approximately 40 (plus 4 deluxe) cells in the northwest corner. There are a few more cells along the south and southeast walls.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Vachordi pauses then casts Sift attempting to get an idea of what is in each cell.

1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14

Let us continue.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel slowly leads the group in the direction from which the Piper appeared last time. "We're here...look alert," she whispers, as much for her own sake as the others. She palms her blade, even though she doubts it would do her much good in this situation.


Quick Stats:
I +3, P +8, F+5, R+2, W+8, AC 18, HP 26
Dwarf Cleric, 4 (5/5 Channels)

Gilda tries mumbles something very quietly.

Detect Magic


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

"If we're here to get the Piper, why don't we let Vachordi sing again? It seemed to attract him the last time." Garin whispers.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

A good idea.

Vachordi begins to sing, mimicing the tune of the piper. 1d20 + 9 ⇒ (2) + 9 = 11


Male Human Undead Scourge Paladin 3
Quick Stats:
HP 33/33; AC 19/11/18; Fort +7, Ref +4, Will +6; Init +3, Move 20, Perc +1

Edrik prepares his hammer, and looks back at Vachordi and nods. "Let it come then, and rue the day it did."

Edrik will take position near Anwara and Vachordi, just in-case it decides to go for our casters.


1 person marked this as a favorite.
Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Awnara winces at the skald's off-tune warblings. "Does he have to sing exactly as he did last time?"


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Vachordi's voice echos across the floor. It reverberates back and picks up an eerie, haunting tone. The piper's song picks up and grows louder and louder. It comes from the northwest corner.

Will check please- DC 14

Vachordi, your song isn't a countersong is it?


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

sure is, but it wasnt very good.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Will: 1d20 + 1 ⇒ (4) + 1 = 5

Garin feels a chill crawl up his spine when he hears the echo of the song.


Quick Stats:
I +3, P +8, F+5, R+2, W+8, AC 18, HP 26
Dwarf Cleric, 4 (5/5 Channels)

1d20 + 7 ⇒ (19) + 7 = 26


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Vachordi: Just wondering if you were going to try and continue to sing- and use your bardic ability.

Anyone who fails the will check is shaken (-2). It is a sonic based fear attack.

Also, roll a perception check- the piper's haunt isn't immediately obvious.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Will 1d20 + 3 ⇒ (9) + 3 = 12 plus four more, if saving against a fear effect.

Perception 1d20 + 9 ⇒ (18) + 9 = 27

Shel shook off the effects of the Piper's song and quickly spotted it, pointing it out to the remainder of the group. "Over there, Gilda!"

I assume my Perception score is good enough to find it.


Quick Stats:
I +3, P +8, F+5, R+2, W+8, AC 18, HP 26
Dwarf Cleric, 4 (5/5 Channels)

Perception 1d20 + 7 ⇒ (16) + 7 = 23


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Yes I do intend to use that instead of courage until e are all not afraid, so a new save next round I believe...I have only ever used this once, so I am not sure if it is a reroll each round


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

GM ruling: The start of your song, you did not declare if you were using your bardic performance ability (and which type), so it was just normal singing. You may start singing on the first round, and grant the bonus to fear, or countersong -your choice.

GMdice:

1d20 + 4 ⇒ (10) + 4 = 14


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

ok


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Despite your fear, you manage to throw the door open to the north west corner cell. The ghostly green image of a skinny man stands forlornly staring out the window, a long thin flute at his lips. He almost absentmindedly twiddles his fingers over the phantasmal holes, playing his dirge.

Round 1

Vacordi
Awnara
Edrik
Shel
The Piper & Friends
Gilda
Garin

Who has the 4 haunt siphons?


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

RD 1

Vachordi infuses his tune with his innate magic. Sing 1d20 + 9 ⇒ (17) + 9 = 26


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Will: 1d20 + 7 ⇒ (7) + 7 = 14

Awnara swallows the scream that was in her throat, but instead points towards the Piper. "There he is! Get him!" Her eyes glow with pure energy for a moment, then lance out to strike the Piper.

Mechanics:

Casting disrupt undead.
Ranged Touch Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 2, plus 1 if my trait bonus against undead works


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel would have wanted one of the siphons. I say Edrik, Gilda, and probably Garin would be best for the others, in case we have to get up close and personal to use them.

Shel stands her ground against the ghost, trying to keep her defenses up in case of an attack. "I hope you guys can attack him," she mutters, without having any real way to threaten him that she knows of.


Male Human Undead Scourge Paladin 3
Quick Stats:
HP 33/33; AC 19/11/18; Fort +7, Ref +4, Will +6; Init +3, Move 20, Perc +1

Just a reminder that everyone gets a +4 bonus against fear in a 10' radius around Edrik. Go team Pally.

Pausing a moment at the door, Edrik appears entirely undeterred by the eery music of the Piper. Point his warhammer at the apparition, Edrik smiles and hollers confidently "Aye monster, it's time you move along to the other side, Pharasma awaits." Springing forward, Edriks hammer appears to beam brilliantly as he nears his target.

Smite Evil on the Piper, and standard move and attack.

Attack Roll, Smite Evil: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage if applicable: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16


1 person marked this as a favorite.
Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Go team Pally! Unfortunately won't help Garin. I can take one of the siphons, yes. I think we only need to open them near a haunt. Not sure where the Piper's haunt is yet?

"Definitely need a weapon against these," Garin mutters to himself, licking his lips in a nervous gesture.


1 person marked this as a favorite.
Quick Stats:
I +3, P +8, F+5, R+2, W+8, AC 18, HP 26
Dwarf Cleric, 4 (5/5 Channels)

Gilda channels the power of pure goodness. 2d6 + 3 ⇒ (2, 1) + 3 = 6 damage and they do not get channel resistance.

"By the power of Iomedae, get dead and stay dead!"


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Forums being down slowed me down a bit.

Round 1 summary:

Vachordi's song counters the mournful dirge of the piper.

Awnara's bust of energy strikes (passes through) the ghostly apparition.
Edrik's smite swings down hard through the haunt, and crashes to the floor. The image doesn't react, but there is a slight blurring of the song- as if some of the energy is influencing it - as if there mere presence of the holy warrior harms it.

The haunt isn't necessarily tied to one physical place, it permeates the room. It looks like any positive energy harms it.

The ghost has no effect on you for the round, due to the countersong.

Shel and Garin hear the telltale shuffling of skeletons from the down the hall, they turn to see three skeletons approaching. You may attack them at the end of the round, as if you held (it'll move you back in initiative order).

Gilda's holy energy makes the ghost waver, and the song almost drops.


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Also, you could probably harm the haunt with holy water.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Vachordi continues his song and prepares to fire at skeletons if they come into view.

1d20 + 9 ⇒ (4) + 9 = 13

Readied Blunt arrow 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 for 1d6 + 1 ⇒ (2) + 1 = 3


Quick Stats:
I +3, P +8, F+5, R+2, W+8, AC 18, HP 26
Dwarf Cleric, 4 (5/5 Channels)

Gilda tosses the Holy Water at the Piper.

Is this a Dex check or does it just happen?[ooc]

[ooc] If Dex required, here is the roll 1d20 + 1 ⇒ (9) + 1 = 10


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Considering I'm already at the end of the initiative order, I don't mind readying.

"One of you try opening a siphon!" Garin yells, preparing to defend the others from the approaching skeletons with his halberd.

Halberd (2h): 1d20 + 7 ⇒ (10) + 7 = 17
Damage (Halberd 2h, Slashing): 1d10 + 6 ⇒ (4) + 6 = 10


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel opens her siphon and runs toward the haunt.

Not sure of the mechanics if I have to hit it or just use it near the haunt.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Gilda it is a ranged attack, so you get to add your BAB as well as Dex


Male Human Undead Scourge Paladin 3
Quick Stats:
HP 33/33; AC 19/11/18; Fort +7, Ref +4, Will +6; Init +3, Move 20, Perc +1

Edrik curses at his missed opportunity, but notes that his attack is having an effect.

Seeing no reason to change his approach, Edrik winds up again to strike down his ethereal target. "Aye spectre, you be just drawing this out. Time to end this."

Attack Roll: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

No point in doing a damage roll for that... boy, we're all rolling like garbage! Nothing higher than 10.


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Awnara blinks as her heavenly blast is completely ineffective against the Piper's spectral form. "I can't hurt him!", she cries, turning to see the skeletons begin to march upon them. "I'll hold these things off if I can, try to capture the Piper!" Her eyes glow white again, and another lance of light issues forth at one of the skeletons.

Mechanics:

Disrupt undead on a skeleton, this time.
Attack, Ranged Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

The of haunts, when opened, inhale 3d6 damage worth of negative energy. I'll roll: 3d6 ⇒ (1, 5, 6) = 12
An attack with holy water requires a throw ranged attack, but for this case you're essentially spreading it on the area of the haunt, so the check you made is fine. Holy water is 2d4 plus 1 pt splash damage to all surrounding 2d4 ⇒ (2, 2) = 4

The burst of white light from the haunt siphon temporarily fills the room. The piper's song twists into a scream as the haunt melts into ether, which swarms into the open vial. The lid flips itself out of your hand and caps the vial. The metal and glass contraption now glows with a sickly green mist. A loud, devilish cackle fills the prison - for moments the sound echos with a perverse glee.

The skeletons fall when touched- whether it was the force of your attack or the disintegrating negative energy- you don't know.

Combat ends.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Well, lookie here, those siphons seem to work," Shel nods, holding up her now green contraption for the rest to see. "If one of you that can actually hurt these things want to give me your syphon, I'll try to use it again next time we encounter one of these things."

Without a map I'm kind of lost as to where all we have left to explore. Is there more up on this level, DM, or should we head back downstairs to continue exploring?


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

That laughter seemed...awful.

Let's find the other spirits and be out of here.


Male Human Undead Scourge Paladin 3
Quick Stats:
HP 33/33; AC 19/11/18; Fort +7, Ref +4, Will +6; Init +3, Move 20, Perc +1

Bugger, if I'd known the siphons worked liked that, I wouldn't have wasted my only smite evil! Oh well, c'est la vie.

As the battle abruptly ends, Edrik is left standing somewhat confused with his hammer still drawn. "Hmmph, well that was a neat little trick."


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

"A very useful trick." Garin prods the remains of the skeletons with his halberd before putting it away. "That went surprisingly easy. Shall we explore the rest of this place?"


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Awnara is also pleasantly surprised at the dramatic change that occurs once the siphon is opened. "Oh my peas and carrots, if that wasn't swift!", she remarks, her eyes ceasing their heavenly glow. "If it's this simple, we might have Harrowstone's spirits dealt with before tea!"


Male Human Undead Scourge Paladin 3
Quick Stats:
HP 33/33; AC 19/11/18; Fort +7, Ref +4, Will +6; Init +3, Move 20, Perc +1

Smiling bemusedly at Awnara, Edrik scratches his head "Well m'dear, I wouldn't hazard to go so far as that, but certainly the siphons will make our lives a little easier.""

I'm going to echo Shel; I think a map might help.

751 to 800 of 1,867 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Twice Dead Professor's Carrion Crown Gameplay thread All Messageboards

Want to post a reply? Sign in.