Thod runs Carrion Crown - The Haunting of Harrowstone

Game Master Thod

Carrion Crown Part I
Current Trust level: 37 - Admired
Current XP: 5137


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Grand Lodge

Second crawling hand - attack on Nym

Attack 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d1 + 1 ⇒ (1) + 1 = 2
Grapple 1d20 ⇒ 4

Grand Lodge

Summary round suprise round and round 1:

The eagle sweeps down on the basket and lands a hit - just to be grappled by a crawling hand which does 2 HP damage to Nym.
Nym fails to do any damage to the second hand which attacks him but fails to get a hold on him.
Kevin comes to Nyms help and cuts the hand in two pieces.
The eagle takes care of the hand that is grappling him.

Fight with the Grappling hands is over.

Please let me know what you want to do now. A cursory glance at the torture table shows a skeleton missing two hands - wearing an officers uniform of the prison.

The Iron Maiden hasn't acted yet. It seems just silently overlooking the chamber.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea examines the Skeleton..funnily enough she has no qualms about handling the dead..she's laid out enough in her time behind the drum and as a healer. "I think we can assume those hands were those of this poor unfortunate..and I believe these might be the remains of the Governor.He died badly I think.We will have to bring his remains and Versorianna's to Father Grimbarrow after all this is over..and I'm going to recommend to the counil that they demolish this entire building and have the ground consecrated.Are you in agreement Galadan?"


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan frowns as he considers her words, then closes his eyes as though meditating on the matter.

"I believe, madam, from my understanding of such things that it is more than likely that Lady Vancaskerkin will be able to use the spiritual energies of the vortex created by the Whispering Way cultists to effectively remove all negative spiritual energy here once we have vanquished the fifth anchor."


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren fights herself to eventually cast Detect Magic.

"Strange. The variety of the undead we've seen here is amazing. If I had natural interest in such things, I might not want to break the last anchor just so I could study them." Wren titters nervously.

"Of course, my magics lie within the wings of birds, not foolish dreams of undeath."

Wren smiles weakly at Galadan.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"Still..I think this place has to go..it has no purpose now and who knows what might take up residence once we are done here and have moved on.No I am resolved upon it I will press for the destruction of Harrowstone on our return to town"

Grand Lodge

Knowledge local or history DC15:

The body on the rack belongs to Warden Hawkran. Although his wife's ghost is still haunted by the conviction that her act of releasing the lift caused her husband's death, he was already dead several hours before the fire began—a truth the prisoners were careful to hide from the guards above while they thought the promise of his safe return still had a chance of buying their escape. The warden's last moments of life were hardly pleasant—he was tortured to death by the Splatter Man, the Lopper, the Piper of Illmarsh, and several other prisoners.

Healing DC15:

You manage to figure out the grisly truth of his demise, which includes broken bones, severed hands, dislocated hips and shoulders, a shattered jaw, and numerous long, thin needles that have been driven into his ears, eye sockets, elbows, hips, and knees.

Perception DC15:

The warden's skeleton still wears tatters of his chainmail uniform. While the chainmail is ruined and his weapons were taken, the prisoners had no real use for his keys—by the time they got to him, they'd used Gurtis Vortch's keys to unlock all the doors and cells they needed. Instead, they used the warden's keys, symbols of his control over the prisoners, as torture implements on the man. The keys (which include ones that can unlock the safe you found and the door to the secret chamber upstairs) sit inside of the skeleton's pelvis. The warden's badge also gave the prisoners an impromptu torture device—the metal disk has been wedged into his jaw, and is obviously the object that was used to shatter that part of his face.
If returned to Vesorianna, the symbolic transfer of power is enough to allow her to banish the haunts from Harrowstone for good (as soon as all five key prisoners have been defeated by the PCs), as well as allowing her to find her final rest.

[/spoiler]

Grand Lodge

Next actions - apart of information you can get above in the spoilers.
Closer investigation of he room ?
How do you want to do that while avoiding the Iron Maiden ? Seems so far staying away from her worked.
Or do you want to go back and just avoid her?


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Healing 1d20 + 8 ⇒ (17) + 8 = 25

Perception1d20 + 3 ⇒ (8) + 3 = 11

Andrea shakes her head sadly as she examines the corpse.

"I was right, he did not die well..He was racked..see how his shoulders and hips are dislocated..then they drove needles into his eyes and ears and his elbow and knee joints..and after that, judging by the numerous broken bones and the smashed jaw, they beat him to death with clubs.They probably cut his hands off after he was dead as a final indignity."

She shakes her head sadly "Poor Man..don't you worry I'll see you get your rest..and I'll see your spirit goes to the Boneyard at last."

She looks at the others and there is a fire in her eyes that they have not seen before.

"Let's finish this.." is all she says.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Knowledge(History): 1d20 + 9 ⇒ (17) + 9 = 26.
Perception: 1d20 + 0 ⇒ (20) + 0 = 20.

Aldous turns a little green.

"I would have to concur, Andrea. I think that this is the body of Warden Hawkran. If I had to guess, I would say that he was dead several hours before the fire began, and that he was tortured to death by the Splatter Man, the Lopper, the Piper of Illmarsh, and several other prisoners."

He then gestures towards the corpse.

"See those keys lying inside his pelvis? I think they match the injuries inflicted upon him; the poor man was tortured to death symbolically with tools he used to maintain control over the prisoners. His badge was also used in a similar fashion; see it there, pushed into his jaw? It was obviously what was used to shatter his face."

Aldous then becomes introspective for a moment.

"You know, I think that if we returned the warden's badge to Vesorianna, the symbolic transfer of power would be enough to allow her to banish the haunts from Harrowstone for good (as soon as all five key prisoners have been defeated), as well as allowing her to find her final rest."


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren nods sagely along with Aldous and Andrea as they speak.

"That sounds like a good plan. Of course, we still have the pressing issue of finding the final spirit. Which way do we think it lies?"

Thod: met Mike Brock today at Neoncon. We do dinner tomorrow night.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Where the heck did I get the name Vancaskerkin? I meant Vesorianna. Well... at least I got the V right.

Galadan glances at the body and takes in the details quickly. (Take 10). He nods grimly at Aldous.

"I would have to say you are correct. This does indeed appear to be Warden Hawkran."

He carefully removes the metal from the corpse's mouth.

"This proves it. I am uncertain if we should inform Vesorianna about the nature of her husband's death, but perhaps the truth will ease her suffering in the afterworld, if any."


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

"I was under the impression she felt somewhat responcible, and knowing he was dead before the fire would likely put her at eas. Perhaps we shouldn't mention all the specifics, pens, badge, keys, but I think we should let her know he didn't burn."

Grand Lodge

Perception:

Galadan  1d20 + 12 ⇒ (10) + 12 = 22
Kevin 1d20 + 6 ⇒ (1) + 6 = 7
Wren 1d20 + 6 ⇒ (19) + 6 = 25
Andrea 1d20 + 3 ⇒ (16) + 3 = 19
Nym   1d20 + 4 ⇒ (15) + 4 = 19
Aldous  1d20 ⇒ 4

I think I was waiting for some decisions from the group while the group seems to be waiting for me. I felt I move it along a little bit.

You are still gathered around the torture table - discussing the next steps. Wren clutches the spell book. She seems fidgety and her eyes dart around the room - especially to the east where the Nevermore lies.
Suddenly you hear a squawk and she points towards the eastern wall.

Everyone with perception 15+ above:

Wren points towards an area of the wall the looks cleaner as the surrounding. If you look closer you notice a square shadow in the brickwork. The suspicion quickly turns into a conviction that there seems a secret door leading out of the chamber.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

"Secret door, there! I have a bad feeling about this."

Wren tries to calm down Plume, more an act than any actually feeling of calm on her own.

"While we walk through that door, I'll remind you again about the last haunt. He's likely to be a spellcaster...."

Wren will rattle off everything she knows about the last 'ghost', rambling out of nervousness more than anything else.


Kevin sighs and takes yet another slug from his flask. This can no longer be mistaken for a simole sip of spirits, more like a man in the desert drinking water from a clear oassis. "Spellcaster, smellcaster. Let's go send one of us to the hells and be done with this place. I am hoping it is him of course...."


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan peers behind him at the iron maiden, detecting evil again to be certain that the evil energy is still there.

"Should we deal with this evil force before continuing onward? I have no desire to be attacked from behind by an unknown evil."


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous shrugs.

"Well, if you are volunteering to take a closer look, then, by all means..."

He then sighs.

"I suppose that it would make sense... I would prefer to not be sandwiched between two sets of Evil forces..."


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan looks around for a long piece of metal that he might be able to open the iron maiden with from a distance.

1d20 + 12 ⇒ (16) + 12 = 28


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"Maybe if we used some chains and bound the Maiden closed..it seems to me that it is the inside not the outside that is the more dangerous."

Grand Lodge

The Iron Maiden swings open as Galadan approaches with the iron pole.

Galadan:

Will save 1d20 + 8 ⇒ (3) + 8 = 11

You see Kendra Lorrimor inside the Iron Maiden. She seems in pain and begs you to come closer and help you.

oops - not good the will save. School run - will tell you more details once I'm back.

Galadan drops the iron pole and walks closer.

Grand Lodge

You all notice Galadan suddenly rushing forwards - arms outstretched - a shout of "I'm helping you Kendra" on his lips.

All you see is an empty Iron Maiden - but Galadan rushes forward and to your horror you see the Iron Maiden closing around him.

Galadan:

I need another Will save. Good idea with the pole - unfortunately it works from 15 foot distance and whatever you use wont be long enough.


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

"Kendra? What are you ta-" Nym begins, but seeing his friend run towards the iron maiden he makes a dash forward himself to stop the inquisitor, tackling him to the ground if need be...

Grand Lodge

Nym Vallidorn wrote:
"Kendra? What are you ta-" Nym begins, but seeing his friend run towards the iron maiden he makes a dash forward himself to stop the inquisitor, tackling him to the ground if need be...

Nym - make a reflex save followed by a CMB. Roll high and I might consider it.

And just in case - also a will save.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren wants to act, but finds herself frozen, watching Galadan get pulled to his....doom?

Do I have time (if I make the will save) to cast Grease under Galadan's feet before he gets to the maiden?


"By Erastil' furry buttocks!" Kevin runs at Galadan in an attempt to stop him.

Reflex:1d20 + 5 ⇒ (5) + 5 = 10
CMB:1d20 + 5 ⇒ (10) + 5 = 15

Will Sv: :1d20 + 1 ⇒ (3) + 1 = 4


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

"By Erastil' furry buttocks!?" Really? Lolz.

Kevin Darlok wrote:
Will Sv: :1d20 + 1 ⇒ (3) + 1 = 4

At this rate, I wonder how many of us will fit inside the iron maiden or if we will all end up inside it.

Grand Lodge

"Wren the FeatherMage wrote:

At this rate, I wonder how many of us will fit inside the iron maiden or if we will all end up inside it.

I think there is only space for one (at a time). But I already see a queue forming.

Take me, take me, take me ...
And all this after i thought you had nicely avoided all trouble. I will have to wait for Galadan and his second save.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea shifts her ward onto Galadan..

That's +2 to all saves until he fails one


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

Reflex: 1d20 + 5 ⇒ (3) + 5 = 8 Really? The one with the highest bonus too...
CMB: 1d20 + 1 ⇒ (16) + 1 = 17
Will: 1d20 + 3 ⇒ (18) + 3 = 21


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan attempts one last time to resist the image of the woman in the iron maiden, knowing in his inner being that this is the evil of evils.

1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

All

You are too slow (or unwilling / Kevin) to prevent the Iron Maiden to close around Galadan.

Galadan:

The Iron Maiden closes in around you. Pain engulfs your whole body as 5 inch iron spikes ram into you from both sides.
It takes all your will to concentrate on yourself and not the pain. You suddenly realize that you have fallen for a haunt. This realisation fills you with new vigor and the pain stops immidiately.
The iron spikes seem to be nothing more as an illusion. You still notice some red spots where they had pierced your body just moments ago but the signs of weakness to have believed in the evil is already being purged and disappears slowly.
The Iron Maiden opens up again - your friends are outside. They look worried. But you can't miss the glazed over eyes from Kevin as he has his arms streched forwards and seems to want to follow your example.

Kevin:

You notice a bound woman in the Iron Maiden - and you recognize her as Kendra. But you seem to slow to be first to help. Galadan is ahead of you and disappears when the Iron Maiden close around him. It seems to take a long time until it opens up again. Galadan seems to try to stumble out again.
Too your horror he seems to have been unable to help Kendra. She seems bound and needs the help of a true hero. You willingly stretch out your arms - trying to get past Galadan - to help her.

I need a second Will save from you.

All apart of Galadan and Kevin:

It seems to take a long while - in reality it only is seconds - until the Iron Maiden opens up again. Galadan looks dazed - but seems otherwise unharmed. Some red blots mark his skin but they seem to be fading before your eyes.
The Iron Maiden seems to be bewitched and looking at your comrades you notice Kevin open up his arms and walking forward - seemingly to try to get past Galadan.


Here I come to save the day!

Wil SV:1d20 + 1 ⇒ (18) + 1 = 19


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"Beware! This is illusion. A figment cast upon you by evil forces to lure you to an imagined death!"

Galadan calls out to Kevin and everyone else as he swiftly moves away from the iron maiden.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

"Galadan, can you knock that thing over? Seems silly to keep it upright and inviting others to join its embrace." Wren chirps a suggestion.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous nods.

"Very well."

From a safe distance (Say, 30'), Aldous will start throwing Acid Splashes at the iron maiden, until it dissolves...

Acid Splash: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d3 + 1 ⇒ (2) + 1 = 3 Acid damage.

Grand Lodge

Kevin seems not to head Galadan's warning. He seems to be glad that Galadan moves out to give him space - space for the illusion that Galadan fall earlier on.

Kevin:

The Iron Maiden closes in on you. Dark grey misty iron spikes pierce your skin and burrow deep into your flesh. You feel agony.
And then - like through a tunnel - you hear Galadan's voice. The spikes dissappear and the pain stops immidiately. You still see blotches of red where the imaginary spikes have pierced you.
You feel glad you managed to see through the illusion - as otherwise you can only imagine what would have happened to you.

The Iron Maiden stays closed for only a short while. It then opens again and a dazed Kevin stumbles out. Red blotches cover his skin - but they seem to disaapear under your eyes.

You all hear in your head a lure that seems to draw you closer - but having seen Galadan and Kevin to fall for it you rather stay where you are as to approach any closer.

Aldous tries with Acid Splashes to harm the Iron Maiden - but it seems to only do minor damage on the surface. Old paint peels off and bubbles - making the appearance of the Iron Maiden more disturbing and seemingly alive.

You should be all save right now. The 'reach' of the Iron Maiden isn't very far and it seems both victims so far escaped with only a scare. This leaves the way back and working to repair the portcully or to try out the secret door.
Let's get this finished - not many more encounters from here onwards.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Thod, forgive my poor reading of your map (tough to see where we have been and opening yet to be tried, but where is the next avenue of exploration? I know we have the portcullis that is stuck. Is there another way forward?

Wren fluffs her feathers.

"I do not like that iron box...at all. Plumie might have gotten caught in it. I shall feel better when that is no longer the case." Wren coos at Plume while pondering where to go next.

Grand Lodge

Here is the Map again.

You are currently in the torture chamber - this is the Large 40 by 60 foot room South of the Western cell block.

The Iron Maiden is in the middle of the western wall. There is a non-explored secret door in the middle of the Eastern wall of the torture chamber. The rack with the remains is in the middle of the room.

Unexplored is the Southern cell block. The portcullis is directly in front of the cell block. All of the cell blocks seem to have their on portcullis. Only to the east there is none left but you likely should find some remains where it once was.

I hope this helps?


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Thank you Thod.

Wren hops back toward the center area.

"Either we go east or find a way to open that portcullis." Wren looks at all the strong people in the party.

"Can any of you open it using strength? I can give you some tips on how to apply your muscles better, and maybe if we work together we can get it open."

Wren bobs her head over that way, east.

"Or we can go that way, but I prefer to the south, if possible."


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous shrugs.

"Well, we are here now. we might as well investigate what is behind that secret door in here, before we try battering down a portcullis in another section of the jail..."


"I agree, secret door then what ever is waiting to eat our faces off behind the portcullis. Thankyou very much."


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan nods in silent agreement and listens at the secret door, attempting to hear any movements within. 1d20 + 12 ⇒ (12) + 12 = 24, then he detects evil in the hopes that it can penetrate the secret door and reveal any potential hazards within.


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

[b]"I don't think I would be much help lifting the gate, so my vote is also for the secret door."[b]

Grand Lodge

Secret Passageway

Rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.

Looking at the passage and having seen signs of worked stone before you seem to realise an additional part of Harrowstones background albeit of no importance to what is happening now. When Harrowstone was first constructed, much of the dungeon was expanded from a small existing cavern network. The architects left this length of cavern unfinished. From the direction of the relative straight tunnel you think this the secret tunnel might have provided a way to easily transport prisoners between the torture chamber and Nevermore.

Galadan - you don't detect any evil. But it doesn't calm you feeling that something is wrong with the passage when the secret door is opened.


Male Human (Taldan) Abadaran Militant 12

Wren will again stand near Andrea as they go down the secret corridor.

Wren sighs and tries to keep her mind both open and closed: open to the wonders of her magic, yet closed to the ghostly influence of this prison.

There is no happy medium, is there Plume?

Grand Lodge

The group carefully makes their way down the passage. The whole passage is devoid of dust and seems unnaturally clean. Wren tries to shut down her mind to the horrors of Harrowstone. Slightly distracted and occupied with the magic in her head she steps into a puddle of water on the ground.

Slam attack damage 1d6 + 4 ⇒ (6) + 4 = 10 Acid 1d6 ⇒ 2

The ordinary puddle suddenly comes to life. A sprout forms that looks akin to a limp without any bones. It slams into Wren and tries to grapple her.

Grapple attack 1d20 + 10 ⇒ (8) + 10 = 18

Initiative: 

Galadan  1d20 + 4 ⇒ (9) + 4 = 13
Kevin 1d20 + 6 ⇒ (8) + 6 = 14
Wren 1d20 + 6 ⇒ (17) + 6 = 23
Andrea 1d20 + 2 ⇒ (7) + 2 = 9
Nym   1d20 + 4 ⇒ (3) + 4 = 7
Aldous  1d20 ⇒ 11
Puddle of 'Water'1d20 - 5 ⇒ (9) - 5 = 4

Wren:

Sorry - I don't try to pick on you. I understand that you likely wanted to move down the corridor once it is declared 'clear'. Galadan gave it a 'clear from evil' and with your post there is a high likelihood the group moves on to the last encounter.
I could wait and see if anyone shouts out I check out the floor - aka high enough perception roll - or it might end with me waiting if anyone is doing so while you wait what is at the end of the corridor.
I gave it some considerations but with me having been waiting for someone posting some initiative and not reactively last week I felt I rather let you move in and you are the unlucky one posting a brash move forward.

Oh - and I need a Reflex saving throw from you.

There should be enough room for the whole group to act as it is a 10 foot wide passage. I know - strictly RAW Wren shouldn't be in the same square as 'the puddle' but it just seems to make a lot more sense this way.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea places her ward on Wren


Kevin advances on the puddle.

Attack:1d20 + 8 ⇒ (4) + 8 = 12
Damage:1d8 + 6 ⇒ (6) + 6 = 12


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Oops. Apologies for posting with wrong yahoo. Posting on auto-pilot...or just tired. Sorry. And no worries about picking on Wren. I'm sure she's earned it. :)

1d20 + 4 ⇒ (5) + 4 = 9 Reflex Save

Knowledge Rolls, what is that?!:

1d20 + 11 ⇒ (2) + 11 = 13 Knowledge: Arcana
1d20 + 9 ⇒ (8) + 9 = 17 Knowledge: Dungeon
1d20 + 9 ⇒ (10) + 9 = 19 Knowledge: Engineering
1d20 + 9 ⇒ (7) + 9 = 16 Knowledge: Geography
1d20 + 9 ⇒ (1) + 9 = 10 Knowledge: History
1d20 + 11 ⇒ (11) + 11 = 22 Knowledge: Local
1d20 + 10 ⇒ (3) + 10 = 13 Knowledge: Nature
1d20 + 9 ⇒ (14) + 9 = 23 Knowledge: Planes
1d20 + 11 ⇒ (7) + 11 = 18 Knowledge: Religion

While being attacked by the thing, Wren will shout out what she knows of it so that attacks against it will be more effective.

On her turn, Wren will attempt a Withdraw action to someplace safe, like the inside of the Iron Maiden (kidding), even if it means taking an AoO as she does.

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