To Wear the Carrion Crown (Group 2) (Inactive)

Game Master Haldhin

Carrion Crown Adventure Path


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Aasimar Inquisitor (Royal Accuser, Sanctified Slayer) 3 ,AC 19/13/16 / HP : 24/24 / F +5 R +5 W +7 / Init. +4 / Perc. +10/ Sense Motive +7

"We need to start somewhere and the south gate is fine with me. "


The nameplate over the southern hallway has block letters that read "The Oubliette".

Looking through the gate you can make out several iron doors lining 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 loosely dangles into the pit below.

Jean cranks the winch and the portcullis opens with surprisingly little effort. The soft rattling of the chain, and a slight creak of metal grinding on stone is the only audible signal of the opening portcullis.

The entrance to The Oubliette is now open.


Female Aasimar Cleric / 1

"The Oubliette"? Where's Hoggle to help us?

Lysa warily looks into the room. "Were these perhaps the cells for solitary confinement? I wonder what the pit was for?"


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

"Let's hope we don't have to find out." Says Jean walking into the Oubliette. He grabs a flask of holy water from his bandolier as he goes.


Male half-elf Summoner (Wild Caller) 5

"Wait isn't the oubliette where the executions took place?" with that Sethis will ready his long spear and follow his Wyldling in carefully. Both declaring full defence


Female Aasimar Cleric / 1

Lysa will follow the men into the Oubliette, though she stays clear of the pit in the middle.


Aasimar Inquisitor (Royal Accuser, Sanctified Slayer) 3 ,AC 19/13/16 / HP : 24/24 / F +5 R +5 W +7 / Init. +4 / Perc. +10/ Sense Motive +7

"As much as I enjoy running head long into fiery skeletons and what not. Might I suggest that we send the sneak on ahead to perform a little reconnaissance?"


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Leon had simply followed, glad for the poor lighting hiding his blushing face.

Keep your head, fool! This isn't the time to be distracted by pretty priestesses.

At the Oubliette he turned to Firavel with a small grin. "What do you think, Mr. Sneak?"


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

At the mention of splitting up Jean looked back to Mithias.
"Under most circumstances I would agree with you Mithias. However, we don't known where any of the haunts might be located. He would also risk running into the three undead that are left. I would rather us stick together then lose someone in the name of stealth."


As the group quietly discusses how to proceed, the matter is prematurely settled!

With an ear-splitting shriek, the ghostly image of a man carrying an axe rises up from the depths of the pit in the center of the cellblock. His glowing yellow eyes are full of hatred, and his unnatural arms twitch and flex as the ghost floats a few inches above the open pit.

From the information you have learned, you believe you now face The Lopper!

Knowledge (religion) DC 17:
This creature displays some characteristics of a wraith, so you expect it to be an incorporeal undead monster. Additionally, it can create another wraith from anything that dies by its hand.

However, wraiths generally do not carry weapons. The fact that this creature carries an axe could mean it has additional abilities beyond typical wraiths.

Please roll initiative and let me know what actions you would like to take. The ghost is fifty feet away from you.


Female Aasimar Cleric / 1

Initiative 1d20 ⇒ 2
know religion 1d20 + 10 ⇒ (1) + 10 = 11
Casting Bless

"I just knew that pit had something bad in it." Lysa takes a step back from the direction of the pit as she casts Bless upon the group.


Male half-elf Summoner (Wild Caller) 5

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge (religion): 1d20 + 6 ⇒ (3) + 6 = 9

While holding his spear in one hand he will throw a holy water when it gets closer.
throw: 1d20 + 4 ⇒ (20) + 4 = 24damage: 2d4 ⇒ (4, 2) = 6


Eidolon 4

initiative: 1d20 + 1 ⇒ (11) + 1 = 12

The Wyldling will wait near Sethis and attack if it gets close

claw: 1d20 + 6 ⇒ (12) + 6 = 18damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

K. Religion: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Upon seeing the ghostly figure of the Lopper, Jean moves forward pulling his bow off his shoulder in his free hand before stopping and hurling the flask of holy water across the room.
Jean can only move 20 ft. due to his armor and is throwing the Holy water with a nasty -4 penalty.

Touch Attack:: 1d20 + 6 + 1 + 2 - 4 ⇒ (11) + 6 + 1 + 2 - 4 = 16
Damage:: 2d4 + 1 + 4 ⇒ (4, 1) + 1 + 4 = 10


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Know.Religion: 1d20 + 10 ⇒ (6) + 10 = 16
Init: 1d20 + 3 ⇒ (17) + 3 = 20

Leon steps out in front of the group and waits for it to approach, brandishing the axe that the ghost was known for in life.

"Let's see how he likes a taste of his own medicine."

Ready action, attack when it closes the distance. Will 5' adjust with attack if it has Reach. Current AC 24, Touch AC 19.

Attack, Defensive: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 1d6 ⇒ 1


Round One

22 Jean
10 Leon
09 The Wyldling
08 The Lopper
07 Mithias
06 Sethis
05 Firavel
02 Lysa

Jean, with your Knowledge (religion) check, you would know that using holy water against an incorporeal creature - such as this wraith - requires you to pour the water over it. Throwing the water would not have any effect. Let me know if you want to change your action.

Leon and The Wyldling both prepare themselves for The Lopper to attack, which he does with a horrible shriek. The Lopper charges forward, drawing attacks from both Leon and The Wyldling!

Leon slashes at The Lopper with his own axe, causing the wraith's body to separate briefly as if parting mist or smoke. A brief trail of fire follows the handaxe as is cleaves through the ghost! The Wyldling slashes at The Lopper, but its claw seems to pass through the ghost without harming it!

The Lopper swings his axe at Leon with a scream, but fails to hit.

Mithias TBD

Sethis, see my note to Jean above. Please let me know if you want to do something different.

Firavel sheaths his elven blade and readies his shortbow.

Lysa backs away and casts a spell, calling down blessings upon the party!

DM Screen:

1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 4 ⇒ (14) + 4 = 18

-----

Waiting for Mithias to post an action until Jean and Sethis chime in. Will update again this evening latest.


Male Elf Slayer 1 [HP 11/11 || AC , T 13, FF || F +3, R +5, W +0 (+2)] {Effects: None}

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Seeing the Wildling's attack pass through the creature without harm, Firavel looks down at his curve blade. This probably won't work this time.

He puts away his blade and draws his shortbow nocking one of the few magical arrows he had.


Aasimar Inquisitor (Royal Accuser, Sanctified Slayer) 3 ,AC 19/13/16 / HP : 24/24 / F +5 R +5 W +7 / Init. +4 / Perc. +10/ Sense Motive +7

Assuming Jean shares his knowledge.

Mithias will pull out some holy water and move 30' closer to the wraith.


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

Right, what I meant to say was, Jean will instead move 20 ft. adjusting diagonally on the right last 5 ft. forward and will shoot the Ghost with a Ghost Touch Arrow instead.
Upon seeing the spectral form of the lopper Jean shouts "It's a Wraith! Holy water will only work if you splash it from up up close."

attack 1: 1d20 + 7 + 1 + 2 + 1 ⇒ (5) + 7 + 1 + 2 + 1 = 16
damage 1: 1d8 + 4 + 1 + 1 + 1 ⇒ (5) + 4 + 1 + 1 + 1 = 12


Male half-elf Summoner (Wild Caller) 5

Sethis will move up and pour/splash the wraith with his holy water.


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Jean continues to hack at the Lopper, dancing around to flank it and trying to keep it's attention.

"You missed, Loppy! Try again."

Move around to flank, risking an AoO (betting it doesn't have combat reflexes, so if anyone else needs to do anything that provokes, they can. I'll take the swing for them.)
AoO AC 28. Touch 23. (mobility)

Defensive Attack, blessed, flanking: 1d20 + 4 + 1 + 2 ⇒ (16) + 4 + 1 + 2 = 23
Attack: 1d6 ⇒ 5

AC 24, Touch AC 19.


Female Aasimar Cleric / 1

Lysa decides that since channeling divine energy has worked best with the ghosts she's encountered so far, she's going to keep doing it.

channel 2d6 ⇒ (3, 6) = 9
9 damage to ghost
+9 hp to allies


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

Woot! Back to full baby! Also, Leon, don't forget that your axe is a +1 weapon. It's not much but you are short changing yourself 1 point of damage.


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

oops! Thanks.


Round One

22 Jean
10 Leon
09 The Wyldling
08 The Lopper
07 Mithias
06 Sethis
05 Firavel
02 Lysa

Round One - continued

Jean launches an arrow at The Lopper which tears through his form, leaving small wisps of ectoplasm drifting upward to disperse and disappear.

Mithias moves forward and pulls out a vial of holy water.

Sethis moves forward and tries to pour the contents over The Lopper, but the monster dodges to the side.
Ranged Touch Attack: 1d20 + 3 ⇒ (10) + 3 = 13

Dousing a target with holy water is a ranged touch attack that does not provoke AoOs; Sethis, please advise if I calculated your attack incorrectly.

-----

On to Round Two:

Leon and Lysa have posted their actions, need them for everyone else.


Male Elf Slayer 1 [HP 11/11 || AC , T 13, FF || F +3, R +5, W +0 (+2)] {Effects: None}

Round 2. Init 5.

Firavel nocks one of the arrows acquired from the crypt, takes aim at the wraith and fires it off, hoping the magic of the arrow allows a proper strike.

Attack w/+1 Ghost Touch, Bless, -firing into melee: 1d20 + 6 + 1 + 1 - 4 ⇒ (16) + 6 + 1 + 1 - 4 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

Pulling out two more Ghost touch arrows, Jean grits his teeth and fires one after another.

attack 1: 1d20 + 7 + 1 + 1 + 2 - 2 ⇒ (12) + 7 + 1 + 1 + 2 - 2 = 21
attack 2: 1d20 + 7 + 1 + 1 + 2 - 2 ⇒ (18) + 7 + 1 + 1 + 2 - 2 = 27
damage 1: 1d8 + 4 + 1 + 1 + 1 ⇒ (3) + 4 + 1 + 1 + 1 = 10
damage 2: 1d8 + 4 + 1 + 1 + 1 ⇒ (4) + 4 + 1 + 1 + 1 = 11


Giving Sethis and Mithias until this evening then planning to DMPC them and continue the fight.


Aasimar Inquisitor (Royal Accuser, Sanctified Slayer) 3 ,AC 19/13/16 / HP : 24/24 / F +5 R +5 W +7 / Init. +4 / Perc. +10/ Sense Motive +7

Mithias moves adjacent to the lopper and tries to douse him with holy water

Douse: 1d20 + 5 ⇒ (1) + 5 = 6, but manages to fail terribly...


Male half-elf Summoner (Wild Caller) 5

step back 5ft and stab with longspear.
attack: 1d20 + 2 ⇒ (11) + 2 = 13+2 if I can get flankdamage: 1d6 ⇒ 4


Eidolon 4

Keeping between Sethis and the Lopper.
claw: 1d20 + 5 ⇒ (14) + 5 = 19damage: 1d6 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 5 ⇒ (2) + 5 = 7damage: 1d6 + 3 ⇒ (1) + 3 = 4
bite: 1d20 + 5 ⇒ (19) + 5 = 24damage: 1d6 + 3 ⇒ (4) + 3 = 7


Round Two

22 Jean
10 Leon
09 The Wyldling
08 The Lopper
07 Mithias
06 Sethis
05 Firavel
02 Lysa

Jean fires two arrows that tear through the ghost's form.

Leon moves around The Lopper, drawing an attack that misses, before slashing into the ghost.

The Wyldling continues to swing at the ghost, but none of its attacks seem to have any effect!

The Lopper nimbly dodges to the side, avoiding any attacks, and slashes Lysa. 4 points.

Mithias tries to douse The Lopper, but is unable to hit.

Sethis stabs out with his spear, but cannot hit the ghost.

Firavel launches an arrow at the ghost which punches a hole in the monster's image.

Lysa channels her deity's power, healing her allies and hurting The Lopper!

DM Screen:

1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (15) + 7 = 22
2d6 ⇒ (3, 1) = 4

------

Next round!


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

Falling into a rhythm Jean turns as the Lopper moves and pulls out his last Ghost touch arrow and fires.

attack: 1d20 + 7 + 2 + 1 + 1 ⇒ (7) + 7 + 2 + 1 + 1 = 18

1d8 + 4 + 1 + 1 + 1 ⇒ (2) + 4 + 1 + 1 + 1 = 9


Male half-elf Summoner (Wild Caller) 5

Sethis will step back cast acid splash
ranged touch: 1d20 + 4 ⇒ (5) + 4 = 9damage: 1d3 ⇒ 1


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Attack, Defensive, Flanking, Bless: 1d20 + 6 - 2 + 2 + 1 ⇒ (16) + 6 - 2 + 2 + 1 = 23
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Leon continues to dodge the crazed wraith, bantering with the ghost and laughing to himself. "What's the matter Loppy? Having an off day today? Get it? Lop? Off? No? I really thought you'd like that one. Here, try another swing while I pull your axe out of you and come up with something better."


Hoping to get a few more posts, though understand it's New Year's Eve. Will update later tonight or early tomorrow depending on respones.


Female Aasimar Cleric / 1

Lysa gives a little hiss of pain from the Loppers slash as she steps back and channels again.

channel 2d6 ⇒ (3, 2) = 5


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

"Hey!" Leon yells, his demeanor changing abruptly. "I didn't say you could start swinging at her! Aim that thing this way ar$e hole!"

What's a guy gotta do to piss off a wraith around here?

Since I didn't take a move action, can I move in front of Lysa this round?


Aasimar Inquisitor (Royal Accuser, Sanctified Slayer) 3 ,AC 19/13/16 / HP : 24/24 / F +5 R +5 W +7 / Init. +4 / Perc. +10/ Sense Motive +7

Mithias will try again the the holy h2o:

Slosh, Flank: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

damage: 2d4 + 5 ⇒ (2, 2) + 5 = 9

Not to be that guy, but channeling energy either heals allies or harms undead. It can't do both on the same use.


Female Aasimar Cleric / 1

DM made an earlier house ruling that it does both.


Round Three

22 Jean
10 Leon
09 The Wyldling
08 The Lopper
07 Mithias
06 Sethis
05 Firavel
02 Lysa

Jean shoots another arrow at The Lopper. Like the rest, this one causes a hole to appear as it rips through the ghost's form.

Leon defensively attacks The Lopper and causes a deep tear through it's body.

The Wyldling circles around, trying to flank The Lopper.

The Lopper slashes at Mithias but misses his target.

In return, Mithias douses The Lopper with holy water. As the water cascades down, the ghost's face takes on an image of terror - as you watch, The Lopper begins to dissipate, and finally disappears completely.

The Lopper is no more.

-----

Let me know if there is anything specific you guys want to do before moving to the next cell block.

Leon:
The handaxe suddenly feels much lighter, though you are smart enough to know it's because whatever curse it carried has ended. the bloodstains on the blade are no longer visible, and the weapon appears to be brand new.

You are no longer required to use the handaxe, and you may freely give it away, sell it, etc. It now functions as a +1 handaxe without any other abilities.


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Leon wipes his brow with his sleeve and looks down at the axe in his hand. "Woah. Nice." he grinned, tossing the now-clean and new looking axe in the air and catching it on the flip.

"Everyone ok?


Female Aasimar Cleric / 1

Just to check, the Lopper died before Lysa's channel went off?

Lysa inspects the slash on her arm. "It looks like the blow I took was just a glancing one, I'll be fine. Shall we finish looking about this room now?"


Yes, Lysa, you are correct.


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

"Sounds good. This time we should try it with fewer interruptions by crazy axe wielding ghosts."


The group searches the cell block. All of the exterior cells are empty, leaving the oubliette itself. The pit descends 30 feet below the floor you stand on, and the walls are extremely smooth, presenting a significant challenge for anyone attempting to climb them. The rope dangling into the hole is frayed and torn about a foot below the top of the hole.

At the bottom of the oubliette, you see twisted human remains. Both of the skeleton's legs have been broken in several places, but the rest of the body remains intact. As you examine the pit, you also note that nothing in this room shows any damage from fire, but several dark rings circle the walls - likely soot residue from smoke.

At the bottom of the pit you discover the following:
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.

The broken crossbow has a faulty trigger, likely something that could be fixed by a skilled craftsman.


Male Human Ranger Lvl-5 HP: 36/43, AC.20, T.13,FF,17 F.+5,R.+7,W.+5, Init.+3

Jean looks at the pile of old but well made equipment the group found. Picking up the mace, he swings it around a few times to get a feel for it before comparing it to his war-hammer. Finding the balance and weight of the mace more preferable he takes a moment to place his war-hammer in his pack before placing his the mace in his belt holster.

He then takes the ring of keys.
"These could be helpful."


Female Aasimar Cleric / 1

Lysa decides to stay near Leon as they search, just in case anything else nasty decides to pop up.

Once the items in the pit are gathered in a pile up in the room, Lysa casts detect magic and looks over them.

spellcraft mace 1d20 + 7 ⇒ (10) + 7 = 17
spellcraft stone 1d20 + 7 ⇒ (17) + 7 = 24
Do I know the command word for the stone?

"It appears that the mace has a minor enchantment on it and this stone is one of alarm."


HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

"Handy." Leon says, re-lighting his fallen torch and hunting around for the enchanted arrows that had been fired at the lopper. "I don't like the idea of staying the night in this place, but if we don't have a choice that's a good thing to have."

Take 20 on a search check to find the fired arrows and bolts. 28 total

Magic arrows have a 50% chance of being able to be recovered and used again (assuming they can be found)

GM, how many can I find? How many aren't broken?


Male half-elf Summoner (Wild Caller) 5

"Is anyone else curious how these fine weapons made it to the bottom?"

Sethis will help Leon search for the arrows. (Taking the 20 would be 25)

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