To Wear the Carrion Crown (Inactive)

Game Master Haldhin

Running the Carrion Crown Adventure Path.


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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 the Lopper is still standing, I will use Magic Missle from the wand again.

Damage:: 1d4 + 1 ⇒ (1) + 1 = 2


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

Raising his sword above his head,Franc again channels a blast of divine power.

Channel Energy 2d6 ⇒ (6, 6) = 12


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

Franc concentrates and raises his sword, channeling power into a massive burst.

Oorin launches another magic missile, drawing a roar from The Lopper.

Round Four

Darren seems to be gaining confidence with his new weapon, and he dives in and leaves a large slash in the form of The Lopper.

The Lopper nimbly moves around the battle and comes face-to-face with Franc - the ghost slashes at the his throat and leaves a bloody gash. 4 negative energy, 5 bleeding damage Some of the blood from Franc's wound becomes smoke as it drops to the ground, and floats toward The Lopper, seeming to seal some of the tears in his form.

Shanoa shoots another spell at The Lopper, but his movements in combat continue to frustrate her aim.

Karl moves in to flank The Lopper with Franc, and finds the balance of the axe, unleashing a massive attack that leaves a massive tear in the creature's ectoplasmic form.

Roland and Franc TBD

Oorin uses the wand to fire another magic missile at The Lopper, punching another hole in his increasingly ragged form.

DM Screen:

1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (14) + 7 = 21
2d6 ⇒ (4, 5) = 9

-----

The Lopper is looking very bad right now; I'm going to give Roland and Franc a chance to post before DMPCing them.


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

Assuming that I can still reach the Lopper, otherwise Darren follows him wherever he shifted to, with a charge if he's reachable.

Attack 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1d6 + 6 ⇒ (2) + 6 = 8

"Get back here you insignificant waste of supernatural energy," Darren growls in anger at seeing the Lopper attacking his allies. "Here's the head you should want to Lop!"


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

Franc withdraws as he feels the blood gush from his neck. Placing a hand upon the wound he calls for forth a healing wave.

Withdraw, cast Cure light wounds 1d8 + 3 ⇒ (1) + 3 = 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)

For simplicity's sake we'll assume I held an action last round, that I never used.

Watching the others batter the Lopper's form, Roland has been watching the ghost's movements, trying to get a handle on it's unearthly movements.

He makes another half-hearted stab toward it's form.

Flanking Attack: 1d1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Third 6 in a row? Seriously? Un - be - lieveable.

Why can't I predict this monster's movements?


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

Tsking a little that the foul apparition still stands, Oorin will use a 5th charge from the wand.

Damage:: 1d4 + 1 ⇒ (2) + 1 = 3


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

Oops, I may have been forgetting all about flanking bonuses this whole encounter...


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 one more time to put an end to the Lopper, but whatever proficiency he had found with his weapon seems as elusive as his foe.

focused power attack: 1d20 + 7 + 2 - 1 ⇒ (2) + 7 + 2 - 1 = 10

Don't worry Roland, I'm back to rolling 2's, so at least we can do poorly in combat together.

Shadow Lodge

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

Shanoa tries once more to hit the ghost with her ray, having a hard time due to the cluster of people around it.

casts disrupt undead
ranged touch attack into melee: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
damage: 1d6 + 1 ⇒ (3) + 1 = 4


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

Mustering the last of his divine calling,Franc brings forth one last mighty wave of healing and destructive light.

Channel 3/3 DC 11 2d6 ⇒ (5, 3) = 8


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

Round Three - continued

Franc moves back and casts a spell, his hand briefly glows with a white light.

Round Four

Darren moves forward, slashing again with the short sword, and tearing another hole in The Lopper.

The Lopper charges Karl, but his attack misses. !$%&#*$@*&$%#!

Shanoa continues to cast the spell at the ghost, but her attack once again passes the creature without hitting it.

Karl attempts a powerful swing, but it passes to the right of The Lopper.

Roland deftly moves around and attempts to stab the creature, but it avoids the attack and his dagger only pierces empty air.

Franc channels once again, this time drawing a high-pitched shriek from the ghost.

As you all watch, the form of the ghost shatters and begins to disintegrate, with tiny motes of light drifting upward and disappearing from view.

The Lopper is no more.

-----

Okay, that was one of the most frustrating fights I've seen in my PbP experience. Thanks to everyone for staying with it!

Karl:
The handaxe suddenly seems much lighter, and you notice the blade no longer carries the blood stains it did when you found it. Somehow, whatever curse plagued this weapon has been lifted.

You no longer have to keep or use the hand axe. It continues to function as a +1 handaxe.

Darren:
You hear a soft female voice in your head, "Hello, is somebody there?" The voice has a slight accent that you cannot immediately place.

Searching the room, you discover the following at the bottom of the bottom of the pit:

A human skeleton with broken legs
Another human skull
120 gp
Masterwork heavy crossbow (currently broken)
Masterwork longsword
Masterwork heavy mace
A smooth round stone
Ring of keys

Spellcraft DC 15:
The mace is a +1 heavy mace and the stone is a stone of alarm.


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

As the Lopper fades away, Darren lowers his sword satisfactorily. Suddenly he cocks his head and spins around, looking around confusedly.

What's that, is someone there? "Did you guys hear something just now?"


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 carefully places the handaxe into his pack, a weary smile on his face. I thought I'd never be free of it. Thank you Darren! Thank you all! Franc, are you well? Oorin, might I see that Scythe you've been carrying around?

Anyone want the handaxe?

Karl perks up his ears at Darren's query. Can't say I did. What did you hear?


Darren:
In your head: "Hello?! Hello? Please, who's there? It's dark here and I don't know where I am!"


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 breathes a sigh of relief as the Lopper ceases to exist, and sheathes the magic dagger.

Darren wrote:
"Did you guys hear something just now?"

Roland's ears perk up and he looks around.

"I'm afraid not... what did it sound like?"

Even as he asks, his ears strain to see if he can hear anything unusual.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Roland:
Despite the quiet surroundings in the aftermath of the battle, you do not hear anything unusual


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

Spellcraft 1d20 + 6 ⇒ (7) + 6 = 13

Franc moves to the plunder and calls on his patron to aid him the search for magical auras.

Cast Detect Magic


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

Perception: 1d20 + 12 ⇒ (10) + 12 = 22


Franc:
You only detect magic auras on the characters (as you would expect; weapons for the most part). Nothing out of the ordinary.

Karl:
Despite your concentration on trying to find anything out of place, you don't see or hear anything suspicious.


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

Darren says, "Someone is... talking to me?"

He concentrates hard and tries to respond inside his own head. If it doesn't work, he will repeat his message out loud.

Spoiler:
We are warriors and holy people, here to free the Harrowstone Prison of its evil curse. Are you inside the prison? My name is Darren, what's yours?


After several minutes, it appears the voice has stopped talking to Darren.

Despite everyone's efforts, there is no evidence of a voice or being in the immediate vicinity.

Coincides nicely with Darren's absence.


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 hands Karl the magical scythe. "Glad to be rid of it quite frankly.

Spellcraft:: 1d20 + 9 ⇒ (5) + 9 = 14
sigh

With Detect Magic, "The large mace and the stone are magical but I don't know how."

"I wouldn't worry too much about hearing voices in a place like this. No doubt tricks designed to unsettle are quite prevalent here."

Shadow Lodge

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

Shanoa looks at the weapons they found. Shame that's not a morningstar... "If no one else wants it I can hold on to that mace. It's not exactly my preferred weapon but at least I know what end to hit with. And if we have to fight more ghosts like that a magical weapon will be useful - I couldn't manage to hit that fiend with a single spell." She catches herself as she notices for the first time that she's absolutely trembling. "I...I was just so frightened! I've seen them before but that doesn't make them any less terrifying face to face." She swallows hard and manages a weak smile. "I'm just glad I'm not alone this time. Thank you all for being here."


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

Darren looks around as the voice inside his head dissipates. "I know I shouldn't think into it too much in this place, but she sounded like she needed help. Then again, if she's been here for long, there's probably not much we can do for her anyway..."

With an eye turned to the their newly-acquired loot, he says "If nobody minds, I'll take that longsword. It's much better than mine. Pity about that crossbow, I haven't got any weapon in case our fighting takes our enemies out of range of my blade. Maybe we can have someone fix it when we get back to civilization."

Turning to Shanoa, "You fought bravely, Shanoa. We all did. It's an honor to fight alongside all of you -- and it's the least I can do for my rescuers from this dark, desecrated place."


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

Everyone should be healed up, yes?"

Lifting his visor and smiling as he rest a hand upon the hilt of his sword, Franc says, "A fine battle. A fine battle indeed. Bravo on your efforts. Karl, the fiend did his best to relieve me of my head, but Ragathiel saw fit to keep upon this plane and to banish the beast in the same instant. Though I do believe I will be adjusting my prayers this eve. Hahahaha." Looking to the others, he says"I am afraid the battle has drained me of most of my powers. I have a spells I may still call upon should we need them, but they are few in number. Before we venture further is there anyone who might benefit from a healing hand?"

As he waits for the others to respond Franc looks to Darren saying."Take the crossbow with you, friend Darren. I may be able to call upon Ragathiel to give the skills necessary to mend its shattered remains."


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 makes a few swings with the scythe to get a feel for the weapon. Thanks for carrying it all this way, Oorin.

At Franc's words, Karl comes close to blushing. My thanks, Franc, and I'm well enough truly, but I think it's plain that we've only come this far from working as a team. It's strange to me. Half the time, I'm almost too scared to be afraid, he says with a shy smile for Shanoa. And the rest of the time, well, let's just say that seeing the rest of you fight on gives me courage when I need it. Darren has the right of it, it's an honor to fight alongside the rest of you. Now, Darren, what was it that you were hearing, for I swear, I heard nothing.

Oh yes, I almost forgot, who still has an unused spirit siphon? Or another oil of spirit interaction? Those are quite useful against these haunts, and we would probably do well to make sure that they are in the hands best suited to use them.

Karl has used both his haunt siphon and oil of spirit interaction, but should be ok with the magic scythe.


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)

I don't have it on my sheet, but I am absolutely positive I took one of the haunt siphons. I must have forgotten to put it down, but I am 100% certain I have an unused one.

Roland keeps quiet as the others divvy up the treasures they've found, leaning against a wall and trying to stop trembling.

I am amazed I've survived this far. If the others weren't here...

He glances back, noticing for the first time how shaken Shanoa is, as Karl and Darren offer her words of encouragement.

Perhaps I am not as cowardly as I think if the others are as frightened as I am...

... or perhaps you should use some serum. That will calm your nerves and give you confidence.

Roland looks down to note he's clutching a faintly glowing vial of blue liquid and gulps.

Yes. Some serum would be good right now.

The alchemist shakes his head and pockets the vial, turning to the others.

"I, ah, believe I still have one of those siphons in my pockets somewhere, Karl." He wrings his hands a bit, nervously. "Well. Three down."

Even as he says the last two words, Arthur, Michael and Cassandra come to mind.

Three down, indeed.


Great stuff, I'm enjoying reading your posts. :) Not trying to rush anything, just letting you know I'm lurking when you want to move forward.

Shadow Lodge

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

Shanoa finds herself blushing slightly. "Uh, I have one of the siphons too. I didn't think to use it though...wasn't sure if it would work on him."


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

"It sounded like a woman, and she asked for help... she said, 'Please, it's dark in here and I don't know where I am.'" He rubs his chin. "Whether it's a trick or not, I hope we can get to the bottom of it. I don't like the thought of leaving without knowing the story behind that voice."

Turning to Franc, Darren offers his hand. "I'm sorry I haven't officially introduced myself yet, but this place has me constantly on edge. As you've learned, my name is Darren, and I'm very pleased to have you on our side -- in fact, it's inspiring to see you fight with such faith in the face of such evil. I hope I can achieve glory in this sense someday, if we ever make it out of this prison."

Were there bolts with that crossbow? Also, carrying the xbow puts me over Light Load, so I'll probably just drop it anytime combat kicks in -- going to assume I just dropped my last longsword, as well, unless we're going to hold on to everything for selling in town.


There were not any bolts with the crossbow, but you could have picked some up elsewhere. Feel free to assume you have 20 if you want to.

Don't worry about being slightly over loads. As long as you're not carrying around twelve suits of full plate and a couple dozen greatswords, I'm not concerned. Just try to keep it close and I'm good. :)


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 think we're ready to move on.


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

"Sir Franc DuMein, faithful servant of the empyreal lord Ragathiel. It is with the guiding hand of my five winged master I find the courage to take the crusade for light to the darkest of holes."


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

Yes, ready to move on.


You move back into the central area facing a choice of unexplored tunnels. The southern tunnel appears to have signs of fire damage - apparently the flames from the collapsed area to the east made their way into that tunnel. The hallway to the west appears unlike the north and south tunnel in that it has several doors instead of just one. Additionally, it does not seem to have been damaged by the fire.

Which direction do you choose?


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 from the charred walls of the southern tunnel to the multiple doors of the western hallway. Which shall it be? Roland, can you sense any more of the restless dead? Oorin, you command the flames, can you tell us anything of these ones?


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)
Karl wrote:
"Which shall it be? Roland, can you sense any more of the restless dead?"

"Unfortunately, the, ah, extract I was using to help detect negative energy forces has worn off. I'm afraid I'm not much help this time."


In case it helps, the nameplate over the southern hall reads "Nevermore" while the eastern hall is named "Reaper's Hold".


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

"I say we check the burnt area first -- if the voice I heard was a spirit, maybe she was killed in the fire and has never quite escaped." Assuming nobody objects, Darren begins to head south. As they approach, he whispers, "Karl, could you have a look at this door before we barge on in?"


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

As you will, Darren.
Karl looks over the door, and into the interior.
Perception: 1d20 + 12 ⇒ (17) + 12 = 29 +1 vs. traps.


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

Sweet roll there, Karl.

Steeling himself for what may lay beyond the portal, Franc readies his blade for the next fiend.


Karl searches the doorway but doesn't find anything out of place.

Entering the hallway, you notice a doorway leading to a small guardroom. A quick search reveals the room to be empty of anything remotely useful or interesting.

Beyond the guardroom, several iron doors line the walls of this partially ruined cellblock — the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

Please make two Perception rolls, one for each spoiler below. If you successfully make the check, please let me know what actions you want to take.

Perception 20:
As you look around the room, you notice a partially concealed secret door in the eastern wall of a northeast cell.

Perception 20:
The humidity is high in this room, probably due to the standing water. But what surprises you is the water seeping from the stone walls... As you get closer to inspect the walls, you notice the "water" is much thicker, and has a dark red tint... almost like blood. And the droplets aren't just running down the wall, they appear to be forming images, or letters. Letters of blood.

Shadow Lodge

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

perception: 1d20 + 9 ⇒ (7) + 9 = 16
perception: 1d20 + 9 ⇒ (10) + 9 = 19


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

Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Well, wrestle me down and hog-tie me!

I'm spoilering my actions just in case anything should interrupt or prevent me from doing or saying the things I've posted.

DM Haldhin:
As Oorin wanders the area he notices a discepency in the northeast most cell. "Everybody, there's a hidden door in this cell on tyhe eastern wall and I think..." Oorin trails off as he stares at the walls for a moment. Moving up to them he closely inspects the water seeping in. "Interesting; this doesn't appear to be water at all. It looks like," Oorin peers even closer, "blood, maybe? It's forming a pattern! Letters, I think."

Oorin uses Detect Magic on the blood.


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

1d20 + 12 ⇒ (15) + 12 = 27
1d20 + 12 ⇒ (1) + 12 = 13

Karl moves toward the eastern wall of the northeast cell.


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

Perception 1d20 + 3 ⇒ (5) + 3 = 8
Perception 1d20 + 3 ⇒ (11) + 3 = 14

Darren doesn't notice anything, and stands looking bleakly at the ruined room before them.


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

Perception 1d20 + 3 ⇒ (3) + 3 = 6
Perception 1d20 + 3 ⇒ (6) + 3 = 9

Franc, concerned with the water rolling into the room fails to notice anything of merit.


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)

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

In spite of his high state of nervous paranoia, Roland is still too focused on Darren's mystery voice to notice anything amiss.


Everyone can read Oorin's spoiler

Oorin:
Necromancy, lots of necromancy, touch of conjuration. Moderate strength.

As the group looks around the room, the letters forming on the walls become more pronounced... "O", "K", "F", "D", and "S".

These letters seem oddly familiar, as if some of you had seen the same shape and style of before...

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