The Twice Dead Professor's Carrion Crown

Game Master gmpathfinder

Beginning in January 2013


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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

well all of them sound inviting how bout we check the remains of the basement first


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

"That's as good a plan as any" Gilda agrees.


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

"What a wonderful area. This prison must have been awful," Shel groans. She takes the lead, heading toward the pleasantly named Hell's Basement.

Perception 1d20 + 9 ⇒ (18) + 9 = 27


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

The party boldly strides into the hall to the east labeled "Hell's Basement." There they find several wet spots which once were ectoplasmic monsters.

A shaft in the ceiling leads to the floor above. A knotted rope dangles unmolested providing you an egress route.

This is the room you came down through.


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

OK, so I'm sure, is the this room we came into and have explored more or less completely, correct? If so, Shel leads the others backwards, figuring out what direction to head next.

"Sorry, I got a little sideways there. Stupid ghosts have me off my game, I suppose. We've already hit the basement, so we need to find another direction. How about if we head east? I've always preferred to go east for some reason."

Perception 1d20 + 9 ⇒ (11) + 9 = 20


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

"Um, that's still back to 'Hell's Basement,' Shel," Awnara offers. "You're still a touch shaken from being attacked by Father Charlatan, I'll make you a good pot of tea once we return to the manor. Until then, though, what about the 'Nevermore?' We have to explore everything until we find the other spirits, so one way's as good as the other."


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

Sounds good. I'm all spun around, lol. Let the perception roll be for whereever we go.


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

Agreed.


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 ⇒ (20) + 7 = 27

Gilda looks around warily.


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 ]

"Alright then."


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

After enjoying a good route on smashing the undead, Edrik joins up with the others.

Nodding agreeably with Awnara's suggestion, Edrik adds "Aye, the Nevermore it is then."


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

So, The Nevermore: place your bets!
Someone bricked up behind a wall: 5:1
Someone slowly going mad hearing the heart of the man they killed beneath the floorboards: 10:1
Someone who has broken open the tomb of his beloved and is sleeping next to her corpse: 25:1
Not a Poe reference at all: 2:1
Just something like undead dire corbies: 12:1


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

My money is on a large insane marshmallow man with a sailor's cap. Just FYI.


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

Encountering a confection golem: 99:1


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

The southern passageway into the Nevermore leads to a rusted iron portcullis preventing you from reaching the cell block.

A small room to the side is mostly a burnt out shell - with a damaged mechanism that once controlled the winch.


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

"Is this fixable or is there another way?" Gilda muses aloud.


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 tries to figure a way to raise the porticulus.

Disable Device 1d20 + 10 ⇒ (17) + 10 = 27


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

The gears are melted beyond repair (replacement or magic might help, but even then it would be substantial).

You could bash down the portcullis.


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

"Should we take the time to try and bash this down, or should we look for another way around? I don't think we should make as much noise as would be necessary to get through that porticulus."


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

"I agree with you, Shel," Awnara replies. There's still two other ways to go. How about 'Reaper's Hold', then?[/b]"


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 follows with a grunt


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

One's as good as another at this point." murmurs Gilda and follows.


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 leads the others to the room as Awarna described.

Perception 1d20 + 9 ⇒ (5) + 9 = 14


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 ]

Garin follows close behind.


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

DM, it says you made a recent post, but it isn't showing up for me. FYI


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

Harumph!

The hall ends with a closed and locked portcullis. A door is north and south of the gate.

A brass nameplate, its face caked with soot,
hangs above a portcullis leading into a large
cellblock. Many of the iron doors along the
walls within the cellblock hang open, revealing empty
cells within.


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

Gilda examines the nameplate, then looks around

Perception 1d20 + 7 ⇒ (17) + 7 = 24


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 helps Gilda look around as good as she can.

Aid another Perception 1d20 + 9 ⇒ (9) + 9 = 18


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

Stopping dead in his tracks at the portcullis, Edrik's attention is drawn directly towards the name plate "Can anyone make that out?"

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Sorry for delay folks, its report card season.


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

That's fine, Edrik, I've been swamped at work and at home recently.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Awnara squints at the nameplate. "I can barely read it. Maybe if one of you taller folk wiped to soot away?"


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

You can't see into the dark through the portcullis without light. The doors north and south will open.


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

Is that even with darkvision?


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 will send his dancing lights forward


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

The lights dart 10 feet beyond the portcullis and find that the cellblock extends north and south. You can see the doors to two cells from your vantage.


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 moves to inspect the cell doors.

Perception 1d20 + 9 ⇒ (8) + 9 = 17


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

Shel reaches the portcullis and can't get any closer than the 10' distance.


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

"Anyone else have any ideas?"


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

Door to the north:

Inside you find the winch affixed to the wall which can raise and lower the portcullis.

Southern door:

This guardroom contains a single large table with two chairs
astride it and a single sagging cot pushed up against the eastern
wall. Several battered cabinets line the northern wall, with a few
arrows and bits of chainmail lying scattered on the floor nearby,
yet the most eerie sight are the three fractured skulls sitting on
the table next to a heavy hammer. It looks as if someone has
arranged the fragments of the skulls in some sort of pattern, as
if an attempt had been made to construct a fourth skull from
the broken fragments of the trio on the table. The leathery body
of a long-dead dwarf, his wiry red hair and beard still strangely
vibrant in death, lies slumped on the ground behind the table.

If you're reading this: Initiative!


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

1d20 + 3 ⇒ (13) + 3 = 16


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

Initiative 1d20 + 3 ⇒ (11) + 3 = 14

"Oh, there's a hammer. That's bad," was all Shel was able to get out before the action started.


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 follows into the south room

1d20 + 4 ⇒ (12) + 4 = 16 init


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 ]

Perhaps a bit far from the party considering I checked out the door to the north first.

Garin heads to the door to the north at Shel's suggestion of having ideas, peeking inside until he hears the others head to the south, perhaps starting a commotion.

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9


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

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

"A hammer? Why is that - OH!"


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

Staring at the spectacle, Edrik shakes his head and mumbles "Barbaric... anyway, what was that about a hammer?"

Eyes growing wide suddenly, Edrik leaps into action with the realization that danger is afoot.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6


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

The dessicated body of the ghost seems to sigh- and as it exhales a ghostly spirit of an angry, disheveled dwarf rises. Orbiting the head of the ghost is a ghostly skull; as it rotates you can see it's missing a jagged piece of cranium. The dwarf slams a ghostly hammer on the skulls sitting on the desk, causing pieces of ghostly skull to spiral around the ghost.

After the hammer blow, the ghost turns to attack you. With him rise the three cracked skulls from the table- launching into the air and snapping their jaws at you.

(who carries the hammer?)

Round 1 Order:

Enemies 1d20 + 2 ⇒ (16) + 2 = 18
Vachordi
Gilda 16
Shel (14)
Garin
Edrik
Awnara


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 ]

The itty bitty hammer? That would be me.


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

This calls for a channel

Positioning herself to get them all in the cone of effect as much as possible, Gilda calls upon the good in her heart.

2d6 + 3 ⇒ (5, 1) + 3 = 9 Reminder: They do not get channel resistance


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 pulls out a soul cypher and prepares to use it, depending on Gilda's result with her channel.


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 begins to chant as he steps back

Inspire courage up


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

"It's the Marauder!", Awnara cries, her eyes already glowing white. "Why won't you find peace?!?" The holy light erupts from her eyes and streaks towards one of the three skulls.

Mechanics:

Disrupt undead on the smelliest of the three skulls.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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