To Wear the Carrion Crown (Inactive)

Game Master Haldhin

Running the Carrion Crown Adventure Path.


1,051 to 1,100 of 1,336 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

I don't like it either, but the only way out is through. If we don't finish this, more people will die. Let's check this tunnel.

Karl moves to the west and begins clearing away some of the rubble to open up the passage.


Clearing the rubble allows you to see into the area beyond the passage.

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground.

You are currently standing in the western passage (you are looking east).

Map has been uploaded into the shared folder


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Roland pulls out a vial of something, mutters to himself as he reads something off a label, then quaffs it.

Use extract: Detect Undead. Duration roughly 3 minutes.

"In all the madness upstairs, I'm ashamed to admit that it slipped my mind," Roland closes his eyes and rubs his temples as the extract begins to take effect. "But I have a concoction that may allow me to sense the negative energy emanations of undead creatures."

Roland begins concentrating on the passage they stand before.


Roland:
You do not detect any undead, and your spell covers all eight skeletons surrounding the base of the stairs.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Roland turns to Karl.

"The good news is, those fellows won't be bother us," Roland gestures to the pile of skeletons. "Unfortunately, I'm not sensing any of our more powerful foes. The concoction should yet last a while longer though, and if we hurry I may be able to get a feel for where one of them lurks."

Or prevent us from getting ambushed again.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Good to know, Roland. Let's see if we can get some more use out of that potion of yours.

Karl checks the room and the portals for traps, and examines the nameplates over the four hallways.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24


Going in order...

The nameplate over the hallway you emerge from reads "Hell's Basement".

As you move north, Harold catches Karl's arm twenty feet away from the hallway.

Harold:
You detect a moderate undead aura a few feet to the left of the hallway entrance. You don't have a clear view of anything in that location, but based on its position, you think it's behind a wall or inside a room.


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Sorry for the delay. Paizo's website just would not load for me recently; either at home or at work.

Oorin chuckles darkly at the nameplate. "Anyone brought down here probably took comfort, rather than intimidation, from that name. Or perhaps some guard's poor attempt at a joke."

Oorin is relieved by Roland's declaration on no undead but knows that safety is an illusion here. He'll cast Detect Magic as the move down the corridor.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Does Harold = Roland?


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Franc moves forward looking into the darkness through his helm.


Doh, yes, that is supposed to be for Roland. Sorry about that.

Roland motions for everyone to stop and in a low voice says, "There is an undead creature behind the wall, about sixty feet away from us - it doesn't seem as strong as the Piper or Father Charlatan, but it's not a simple skeleton either."

Everyone has stopped twenty feet away from the hallway entrance. Please let me know how you want to proceed.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa steels her resolve and calls out loudly. "We know you're there, fiend. Come face us!"

Announcing their presence might not be the brightest idea, but that's how she's dealing with her own fears.

Ready action to cast disrupt undead if it approaches

ranged touch: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 1 ⇒ (5) + 1 = 6

Intimidate roll if it helps:
intimidate: 1d20 + 11 ⇒ (8) + 11 = 19


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl looks startled as Shanoa calls out, then presses himself flat against the wall to the right of the hallway entrance, his eyes wide and searching the other hallways for signs of movement.

Ready action to strike anything coming out of the hallway.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Sorry - was having some Paizo website troubles the past few days, too.

Roland looks at Shanoa with naked dread, and presses himself on the wall opposite Karl, pulling out his magical dagger.

Also readying an action to strike anything that may come after us.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Popping in, still kind of AWOL in my internet access. I haven't the time to level up Darren, yet, but I hopefully will get to that as soon as possible!

Darren holds up his sword and shield at Roland's warning. "Stay calm and steady, friends," he says, "We've come too far and lost too much to be stopped now. If it means us harm, it will certainly regret it."


No problem, Roland, and thanks for checking in, Darren. All good. :)

A clattering of bones is accompanied by a bright light that illuminates the dark hallway - from a doorway in the hall, a headless skeleton emerges. But this is no ordinary skeleton - it seems to be on fire, and it carries a flaming greataxe!

Shanoa casts a spell that hits the monster in the chest, but it doesn't slow its pace!

The skeleton moves to a position beside Karl and turns its body as if facing him!

Karl, please make your attack. Roland, you can also make your attack if you take a 5' step toward the skeleton (and thus flanking the undead between you and Karl).

Those attacks happen as the "surprise" round and then we'll move into standard combat. Everyone please roll initiative and post your actions.

Knowledge (religion) DC 14:
This appears to be a burning skeleton. It is an undead skeleton, so it resists slashing and piercing weapons (DR 5/bludgeoning). Additionally, it is immune to fire, but vulnerable to cold.

DC 19: Any creature next to the skeleton will suffer damage from the fire surrounding it. Hitting it with a natural weapon or unarmed strike will also hurt. Additionally, when destroyed, the skeleton will explode, injuring all those around it.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

knowledge(religion): 1d20 + 9 ⇒ (10) + 9 = 19

Shanoa calls out, "Don't get too close! Those flames will burn you - you also don't want to be right next to it when it dies!"


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Oorin frowns at seeing the skeleton. "I enjoy a small amount of immunity to fire but my best combat magic is useless here for the same reason."

Oorin pulls out his Wand of Magic Missles.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl waits for Roland to step up to flank the headless skeleton before swinging with all his might.

Flanking Power Attack: 1d20 + 7 - 1 + 2 ⇒ (18) + 7 - 1 + 2 = 26
Damage+Flaming+Precision: 1d6 + 7 + 1d6 + 1d6 ⇒ (1) + 7 + (4) + (6) = 18 so probably 9 damage.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Knowledge (Religion) 1d20 + 5 ⇒ (17) + 5 = 22

A detached portion of Roland's mind recognizes the creature in front of him even as his heart leaps into his throat.

Burning skeleton, interesting.

As it turns its back to him, he glances down at the magic dagger in his hand, then at his cane.

He swings the cane at it's back, wincing back from the tremendous heat.

Flanking Attack: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Seems unlikely to hit, but just in case...
Damage: 1d6 ⇒ 1
Ha! Take that skeleton! :facepalm:


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Oorin holds waiting to see if the rest can take it down without him having to resort to magic. If they fail to take it down, he'll use a charge for the wand. Unfortunately, I remember the number of charges but not the caster level the wand is set at so I'm not sure what to roll for damage.


Karl slashes into the skeleton with a precise attack, which causes the skeleton to explode in a burst of fire!

Reflex saves from Karl and Roland, please; DC 11; fail - 7 points of fire damage, save - 3 points of fire damage.

Karl:
The axe in your hand feels very good for some reason, almost as it its meant for your hand. In fact, it feels so good, you really want to swing at something else, the urge to chop something, or to lop something is nearly overwhelming - something like Roland's neck! Please make a Will save.

Everyone but Karl:
As he struck down the creature, you noticed Karl grinning widely - it's not a sight you have ever seen from him, and it was certainly unnerving. Much like how he's now looking at the rest of you...

DM Screen:

2d6 ⇒ (4, 3) = 7


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19

Roland's instinct to flinch back proves to have been wise. As the creature explodes, he catches only the edge of the fiery blast. He staggers back, a little singed, but not badly injured.

Even so, he pats at his arms and hair just to make sure nothing is on fire.

Caught up in the aftermath of the skeleton's spectacular demise, he doesn't seem to have noticed anything else amiss.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

reflex: 1d20 + 7 ⇒ (13) + 7 = 20
will: 1d20 + 3 ⇒ (19) + 3 = 22

Karl falls back, somewhat singed, but none the worse for wear.


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

"A fine assault, Karl. Let me tend those wounds."


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

"Another tortured soul put to rest, well done Karl. I suppose it does bring happiness to know you are doing good for this place, but I don't think I can manage such a smile in this dreariness." Darren smiles a weak smile of encouragement, "I can't help but think of the people we've lost, though, and that wears heavily on my mind."

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa mumbles "I told you to stay away from it." She stops and looks at Karl curiously. "Karl, you alright?"


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

I'm well enough, no need for concern.Karl knocks a smouldering cinder off the edge of his cloak and crushes it beneath his bootheel. I do not like this axe... It makes my thinking... strange. Let's keep going and find Cassandra.


Karl:
You make the save, and are able to resist the urges.

The nameplate over this hallway reads "The Oubliette ".

Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.

As you move in, you notice a limp form near the pit - it's Cassandra. As you step forward, a horrible shriek draws your attention to the ghostly form rising up from the floor. It's glowing eyes bore into you, and its unnaturally long arms dangle past its knees. It holds a large axe in its right hand with an edge that appears to be bleeding.

Karl, in particular, recognizes this apparition - The Lopper!

Knowledge (religion) DC 15:
This appears to be some kind of wraith, but certain aspects of it seem odd. It is definitely incorporeal though, and the axe in its hand certainly poses some danger.

Feel free to refer to the rules on incorporeal beings in the d20 PRD.

-----

Please roll initiative and let me know what you want to do. The Lopper is thirty feet away.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

knowledge(religion): 1d20 + 9 ⇒ (19) + 9 = 28

Shanoa gasps as she sees the apperation in front of her - it looks strikingly familiar to her...like something out of her past. "This ghost cannot be harmed but by magic! Your weapons will do you no good here!" She points at the fiend and unleashes a ray of positive energy at it.Casts disrupt undead

initiative: 1d20 + 7 ⇒ (13) + 7 = 20
ranged touch: 1d20 + 4 ⇒ (9) + 4 = 13
positive energy: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Knowledge (Religion): 1d20 + 5 ⇒ (10) + 5 = 15

Roland hears Shanoa even as his mind makes the same connection.

Incorporeal creatures cannot be harmed by conventional means.

A quick glance to his magic dagger.

That'll do.

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Roland will hold his action until the Lopper closes, then he'll move to help flank him.
Flanking Attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 14 without Flank
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Karl pulls out the oil of spirit interaction and pours it onto the Lopper's handaxe.

Brandishing the weapon as he focuses on the spirit , he calls out, You want your axe? Come and get it!

Draw oil as move, apply as standard, speak as free, Ranger's Focus as swift.


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
K: Religion: 1d20 + 8 ⇒ (9) + 8 = 17

Oorin curses as the apparition appears but recalls that such undead are still vulnerbale to the magic in his wand.

Magic Missle from wand at the Lopper.

Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Round One
21 Darren
20 The Lopper
20 Shanoa
20 Karl
13 Roland
07 Oorin

Darren readies an action to attack with the short sword. As The Lopper closes with the group, he brings the blade across the ghost's chest, disrupting the shape and image of the undead monster.

The Lopper slashes at Darren with his axe, leaving a deep gash on Darren's arm. A portion of the blood from the wound falls to the ground, becomes black smoke, and floats toward The Lopper, merging with his ghostly form! The monster seems invigorated by this strange occurrence! 10 damage to Darren

Shanoa shoots a ray of energy at The Lopper, but it flies wide of her target!

Karl pulls out a small vial and uses it on the blade of his axe.

Roland flanks The Lopper with Darren, but he cannot manage to strike his target.

Oorin uses his wand to loose a magic missile at The Lopper.

DM Screen:

1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
1d6 + 4 ⇒ (3) + 4 = 7
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (15) + 7 = 22
2d6 ⇒ (4, 6) = 10

-----

I'm DMPCing Darren as needed, but his player is welcome to chime in as he's able.

Next round!

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Round 2

Shanoa grits her teeth and joins those next to the ghostly apparition, uncorking her last vial of holy water as she goes. Reaching up, she pours the contents over The Lopper.

attack vs touch AC (does not provoke AoO): 1d20 + 4 ⇒ (16) + 4 = 20
damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Initiative 1d20 + 2 ⇒ (6) + 2 = 8

Franc rushes forward channeling his lord's might in a blast of energy seeking to engulf the beast.
Channel DC 11

2d6 ⇒ (4, 6) = 10


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl moves forward and flanks the Lopper with Shanoa's aid, hoping to bring bloody ruin down onto the apparition with it's own weapon.

flanking power attack: 1d20 + 7 + 2 + 2 - 1 ⇒ (2) + 7 + 2 + 2 - 1 = 12

Guessing that didn't do it.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Posting while I can.

Round 2

Darren winces in pain at the Lopper's blow, but holds his ground and presses his own attack.

HP: 17/27
Power Attack w/ shortsword 1d20 + 5 ⇒ (20) + 5 = 25
Confirm 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d6 + 6 ⇒ (1) + 6 = 7
Critical Damage 1d6 + 6 ⇒ (6) + 6 = 12


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

If needed, Oorin will use another charge for a Magic Missle but only if it appears that the first had some effect.

Damage: 1d4 + 1 ⇒ (4) + 1 = 5

If the spell didn't appear to have any effect, Oorin will use Detect Magic to see if there's anything else around that might be of use/importance against the Lopper.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Round 2

Roland strikes at the Loper's exposed side again, as the creature focuses on Darren and Karl.

Flanking Attack: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
I really can't hit the broad side of a ghostly murderer.

The wiry apparition seems to ooze around Roland's attempts to strike it's flank, effortlessly avoiding his untrained attack.


Round Two
21 Darren
20 The Lopper
20 Shanoa
20 Karl
13 Roland
08 Franc
07 Oorin

Darren attacks The Lopper again with his short sword, dealing a powerful blow to the ghost.

The Lopper turns to Karl and slashes at him, but misses the half-elf.

Shanoa quickly pours a vial of holy water over the ghost, and watches in satisfaction as small holes appear in its image.

Karl lashes out at The Lopper, but he misses the undead.

Roland watches in disappointment as The Lopper avoids his strike.

Franc moves closer to The Lopper and channels energy!

Oorin looses another magic missile at the creature!

DM Screen:

1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 2 ⇒ (11) + 2 = 13

-----

Franc, you have another action if you want it.

Oorin, the missile noticeably affected The Lopper, and you would know that "force" magic are particularly effective against incorporeal beings.

Next round!


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Round 3

Grim and determined, Darren continues attacking with the small sword. In his eyes he appears satisfied at the damage he's managed with it thus far.

Attack 1d20 + 5 ⇒ (18) + 5 = 23
Damage 1d6 + 6 ⇒ (5) + 6 = 11


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl tries again to strike the Lopper down.

flanking power attack: 1d20 + 7 + 2 + 2 - 1 ⇒ (2) + 7 + 2 + 2 - 1 = 12

Ha, I don't believe it. Two 2's.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Round 3

Running out of options, Shanoa takes a step back and points her finger once more at the ghostly visage. "Be gone, abomination!"

casts disrupt undead
ranged touch attack into melee: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
damage: 1d6 + 1 ⇒ (6) + 1 = 7


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Round 3

Frowning, Roland attempts another surgical strike at the Lopper's ghostly form with the dagger.

Flanking Attack Roll: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
LOL, are you kidding me?

And again, without even looking at him, the spectral serial murderer moves like fog around the blow.


Round Three
21 Darren
20 The Lopper
20 Shanoa
20 Karl
13 Roland
08 Franc
07 Oorin

Darren unleashes a brutal blow with the short sword, leaving a deep rent in The Lopper's form.

The Lopper again tries to attack Karl, but again misses the half-elf.

Shanoa casts a spell, but it passes by the ghost and streaks across the room.

Karl slashes at The Lopper, but the undead monster dodges to the side.

Roland concentrates on the ghost and lashes out like a snake, but his aim proves to be off and he thrusts harmlessly past his target.

Franc and Oorin's actions TBD

DM Screen:

1d20 + 7 ⇒ (4) + 7 = 11

-----

What's terrible is that none of us are hitting. I keep rolling for Mr. Loppy and BAM! - a 4... or 5. GAH!

Feel free to post actions for next round, I'll add in Franc and Oorin's actions as soon as they post.


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Oorin will use a third charge from the wand to send another Magic Missle at the Lopper.

Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa growls in frustration as she sees another ray miss, takes another step back as she steels her resolve, and tries again.

casts disrupt undead
ranged touch attack into melee: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
damage: 1d6 + 1 ⇒ (1) + 1 = 2

edit: This is....frustrating.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl shifts his position to maintain the flank and strikes out again, grimly determined.

flanking power attack: 1d20 + 7 + 2 + 2 - 1 ⇒ (17) + 7 + 2 + 2 - 1 = 27
axe, bonus, flaming, sneaking: 1d6 + 4 + 2 + 1 + 2 + 1d6 + 1d6 ⇒ (6) + 4 + 2 + 1 + 2 + (5) + (2) = 22


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

I think this might be my best encounter, so far :P

Darren continues his attack, seeming to gain confidence despite the strangeness of the smaller sword.

Attack 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d6 + 6 ⇒ (1) + 6 = 7

1,051 to 1,100 of 1,336 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / To Wear the Carrion Crown (Gameplay) All Messageboards

Want to post a reply? Sign in.