To Wear the Carrion Crown (Group 3 - Trial of the Beast) (Inactive)

Game Master Haldhin

Carrion Crown Adventure Path


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Character Sheet

Bjorn glances in the direction the half-orc indicates.

"You think we should take them out or just follow them?"


As you discuss what to do, the men in the alley stand up and move away from the wall. A door opens from the bar and a man exits. The men take up positions around him and begin escorting him in your direction.

They reach the mouth of the alley and you can see the man appears to be Terren Vorn, one of the men you followed into the bar.

Looking down the street at the oncoming soldiers, he says something to his guards and they quickly head the other direction.

It appears that they have not taken any particular notice of you, what would you like to do?


Character Sheet

"Follow them", Bjorn says.

Knowing he's not the quietest, the big ulfen hangs behind the others.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Lucius nods and follows them.


Male Human (Chelaxian) Oracle of Life 4

Alexei falls in step behind Lucius and attempts to follow Terren.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

"I agree that we should follow them," Korvus whispers to his companions. "Maximus? Please be a good fellow and follow that man again as you did before," the half-orc whispers to his familiar, pointing toward Terren Vorn.

The small blackbird bobs its head in agreement and silently launches itself into the air to follow its quarry.

Maximus' Stealth check (if needed): 1d20 + 18 ⇒ (20) + 18 = 38

Korvus hefts his ornate walking stick and follows his companions, glancing behind himself toward the advancing soldiers.


The men move quickly through the streets as the chaos from earlier continues to dissipate. Occasionally, the bodyguards roughly push people out of the way, though they seem to restrain themselves when such force is not needed. Their patron continues unabated, never slowing his pace, and not paying the stragglers that surround them any mind.

They head south, carefully avoiding another group of soldiers by detouring through a narrow alley. After some time, they arrive at a small building east of the University. The sign reads, "Grimmalt & Sons". Terren Vorn pulls a key from his pocket, unlocks the front door, and the group enters, closing the door behind them. A muted light begins shining from inside, though your vision is largely obscured. After a moment, the light fades and the building once again becomes dark.

-----

The building is a small brick building with a large chimney in the back. There is a small glass pane in the door, and windows on either side. You can tell that there are curtains inside the building that prevent looking through the windows. There is another door in the rear near the chimney/fireplace, but it is solid wood with reinforced hinges.

There are very few people in this part of town, and it seems to be home to more commercial establishments than those meant for entertainment. Almost none of the buildings are currently lit, and only the oily flickers of torches along the street provide illumination.

Knowledge (local) DC 20:
Grimmalt & Sons is a relatively new business in Lepidstadt, opening in the past year and specializing in the sale of rare animal fur, skins, and pelts. They do not deal in live creatures. From the size of the chimney, it appears they also cure some of the hides as well, providing leather goods made from unusual - and expensive - monsters.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"What's the plan now? I can go all cloak and dagger and sneak around."


Character Sheet

"Do you think you can get us in there without making a racket?" Bjorn asks with an anxious look around.

"I've had about all the following finely dressed folks around that I can handle?"


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"I can try. Just stay behind me, far behind me." Lucius tries to sneak around to the door near the chimney.

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11

He examines the door for traps.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

And then picks the lock.

Disable Device: 1d20 + 11 ⇒ (7) + 11 = 18


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

DC 20 Knowledge (local) check: 1d20 + 8 ⇒ (20) + 8 = 28

"It is my understanding that Grimmalt & Sons is a relatively new business in Lepidstadt, opening in the past year and specializing in the sale of rare animal fur, skins, and pelts," Korvus whispers to his companions. "They do not deal in live creatures. From the size of the chimney, it appears they also cure some of the hides as well, providing leather goods made from unusual - and expensive - monsters."

Question for DM Haldhin:
If Lucius can't unlock the door, would it be possible for Korvus to cast Create Pit (10 ft by 10 ft by 10 ft deep pit) with the pit positioned beneath the door such that the pit opening is partially out here with us and partially inside the building? That way, we could lower one or more members of our party into the pit with ropes and then Korvus could dispel the spell, causing the party members to rise up to the surface within the building and open the door.


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold hunches down as he peers at the building the men entered and studies its layout. He nods to what the others are saying, adding his own two-pieces, "Just remember what unless we find evidence what deese blokes are up ter no good abaaaht town, we'll be breaking, en'ering, an' possibly doin' a bi' ov assault an' battery as we go in. Try not ter leave any stray bits ov yaaahr personal effects abaaaht afterward fer da ci'y watch ter be findin' unless we find deese blokes are nefarious bastards, awer unless you'd like a small cell fer a few weeks as a vacashun destinashun." The big man slips quietly behind Lucius but staying to the shadows while he keeps an eye out for him while he tinkers with the lock.

Stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Lucius peers at the door, but pulls back quickly with a sharp intake of breath.

Lucius:
You do indeed spot a mechanical alarm tied to the door. Opening the lock would not trigger it, but opening the door certainly would. Unfortunately, you are unable to disable the trap.

Korvus:
Sure, that's a creative way of dealing with the challenge, I'll allow that.

Harold:
As the group crowds around the front of the building, you hear the faint echoes of several booted feet moving along the streets in a cadence - it seems a troop of soldiers is nearing your position. You likely have less than a minute before they arrive. If they find you, they will undoubtedly escort you to the inn you're staying at for the rest of the evening under the curfew rules.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

"Gentlemen, I may have a means to allow us to gain entry into the building," Korvus whispers to his companions. "I can magically create a pit beneath the doorway measuring ten feet by ten feet by ten feet deep. On this side of the doorway two of our number could be lowered down and step to the side of the pit within the building. I would then dismiss my spell and cause the floor of the pit to rise up to the level of the floor within the building, whereupon those who entered could open the door for the rest of us," the half-orc wizard suggests.

If the party wishes to go this route, please assume that Korvus casts Create Pit to allow entry in the manner described.


Character Sheet

Bjorn nods sharply and gets into position.

"Better plan than I had."


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"Well, if we open the door, it'll set off the alarm. I wasn't able to take care of it so I need to try again, but if I don't do it right, it'll mess up the entire plan. Wish me luck." Lucius will try it again.

Disable Device + Guidance Take 10: 10 + 11 + 1 = 22


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold tilts his head back as his slightly-pointed half-orc ears pick up something, "Oi, boys, we best be abaaaht i' fast. Hear a squad ov da watch drawin' close, less van a minute away. Either we get in awer 'ide cause if they find us, it'll be a trip back ter da inn as fast as they can say 'halt'."


Lucius casts guidance, then deftly disables the trap on the door.

After a moment, he manages to also get the lock opened.

Inside the store:
The interior is dark and eerie - stacks of animal hides sit on tables, and the foul odor of tanning leather assaults your senses. Since you did not detect the smell outside, it's very likely the owner of the store has some kind of magic preventing it from escaping this building.

Candles sit on various tables and shelves throughout the store, though none are lit at the moment.

A small counter sits near the far wall beside a common wooden door that apparently leads into a rear room.

Perception DC 20:
You hear the scuffing of booted feet rapidly moving behind the door leading to the back room. The sound is fading.


Male Human (Chelaxian) Oracle of Life 4

DC20 Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Upon entering, Alexei crinkles his nose at the smell. He looks around, focusing on the sounds and sights instead of the acrid scent, and soon his ears pick up a sound of people moving beyond the door to the back room. "I hear someone," the oracle whisper-states, pointing towards the door and looking to the others. "Shall we?"


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

"I dont hear anything. Yea, let's go."


Who goes first?


Character Sheet

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Bjorn will lead the way.


Bjorn pushes the door open to reveal a small room obviously used as an office. The large reinforced door leading out the back of the store is across the room. Surprisingly, nobody else is in here.

After a few minutes, Harold spots a rug behind the desk that is slightly askew. Pulling it back reveals a trap door. Lucius searches it but does not find any traps.

Bjorn pulls the trap door open and finds a set of narrow wooden stairs that lead down to a hallway about twenty feet below the building. The hallway apparently leads east, well beyond the walls of the store.

The hallway is only five feet wide, so please give me a marching order.


Character Sheet

Bjorn, Harold, Alexei, Lucius, Korvus.


Bjorn leads the way down the tunnel with Harold, Alexei, Lucuis, and Korvus following behind him.

The tunnel is roughly cut out of the stone and earth below the city of Lepidstadt. Bare patches of dirt are supported by large wooden supports, similar to what you might have seen or heard about in mining tunnels. Water is a constant companion, dripping from the low ceiling and running down the walls. Your boots are wet after only a few minutes from all of the pools and puddles you come across.

From time to time, you could swear you hear footsteps, but nothing ever comes into view. The constantly dirpping water also causes strange echoes in the tunnel, causing no end of strange noises from both in front and behind you.

Fifteen minutes pass following the winding tunnel until you see a dim light around a corner up ahead of you. As you step closer, you hear the distinct sound of stone slowly scraping on metal.

You are currently about 40 feet away from the light source, but it's around a corner so you can't see it yet.

Knowledge (arcana) DC 12:
The hue of the light reminds you of an everburning torch.

Perception DC 15:
The stone scraping on metal does not sound like anything natural - it's definitely man-made. The light also appears to be very steady - likely a magical source of illumination.

Knowledge (dungeoneering) DC 15:
You know that walking out of a dungeon into a lighted area can cause vision problems for a few seconds. Either be prepared to struggle with your eyes, or take action now (light a tindertwig, dancing lights, etc - anything to get your vision adjusted before you enter the brightly lit area).


Character Sheet

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Bjorn motions for the party to be ready.

"Something's coming. Looks like magic."


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Lucius nods in agreement with Bjorn. "What do you think it is?"


Male Human (Chelaxian) Oracle of Life 4

Perception DC15: 1d20 + 5 ⇒ (7) + 5 = 12

Alexei can't hear or see anything out of the ordinary, but his hand rests on the butt of his mace, just in case.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

DM Haldhin: Korvus cast Mage Armor on Harold and himself using the wand as the party approached the Courthouse before the mob went wild. Has an hour passed since then? If so, Korvus renews the spells on Harold and himself as the party enters the tunnel.

DC 12 Knowledge (arcana) check: Autosuccess
DC 15 Perception check: 1d20 + 11 ⇒ (14) + 11 = 25
DC 15 Knowledge (dungeoneering) check: 1d20 + 8 ⇒ (10) + 8 = 18

"Gentlemen, the hue of the light ahead reminds me of an everburning torch. However, exiting this dark tunnel and entering a brightly lit area will cause us vision problems for a few moments as our eyes adjust to the light - unless we take action now by lighting a tindertwig or casting a spell to create a light source," Korvus advises his companions in a hushed whisper. "Unfortunately, I have no such magic prepared. I do have a few sunrods..."


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold grunts at Korvus' words and then looks at Lucius, "Could be any number ov fngs. Anuvver secret door, a trap, some kind ov mechanism, mules grindin' up some corn meal, who knows." The half-orc grips his brass knuckles tightly in his hands as he squints his eyes for the transition into the light.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Mage Armor is still up, got about 20 minutes left on it.

Are you guys continuing forward into the lighted tunnel or thinking about doing something different?


Character Sheet

For some reason I was under the impression that the light was approaching us.

If that's not the case, Bjorn will continue forward.


The group moves ahead into the light and finds a large room containing benches and tables. At the head of the largest table, you see Terren Vorn lounging on a massive wooden chair. A bodyguard stands on both sides of the man, each holding a loaded heavy crossbow. Another bodyguard leans against a wall on the far side of the room, while the fourth sits at one of the tables. The scraping sound you heard is revealed to be a sharpening stone he is using on a greatsword.

Terren looks you all over and sneers, "So, you've followed me all the way from the Club, and now you've broken into my business. What do you want?"

Knowledge (religion) or (dungeoneering) DC 15:
This room appears to be a vault of some kind, likely constructed as part of a larger mausoleum.

Perception DC 25:
The bodyguard leaning against the wall is actually beside a secret door.


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold's eyes quickly shift over Terren and his four bodyguards, sizing them up as he ranks them in his head from least to most dangerous. The half-orc's eyes narrow as he straightens up and dusts his jacket off with one brass-knuckled-holding hand, "It seems yew caused quite a ruckus up above wiv da citizens ov Lepidstadt. We see a geezer firin' up a crowd from da shadows an' we say ter aaahrselves, 'There is a fellow wiv plans an' ambishuns. He's goin' places.' Now deese places might include a long stay in da infirmary but we'll let yew decide yaaahr travel arrangemun's after we've 'ad a bi' o' da back an' forth. For now though, me an' me comrades would love ter know what's yaaahr business abaaaht Lepidstadt what requires stirrin' up mobs an' secret underground chambers. Smells a bi' like da fresh catch ov da day ter me."

Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21


Male Human (Chelaxian) Oracle of Life 4

Knowledge (religion) DC15: 1d20 + 6 ⇒ (9) + 6 = 15
Sense Motive: 1d20 + 8 ⇒ (12) + 8 = 20
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29
Perception DC25: 1d20 + 5 ⇒ (5) + 5 = 10

Alexei looks around the room, the telltale signs of a room that was originally meant to house the dead being all too clear to him. "Your business is in quite a grim place," the oracle states, a calm but displeased look on his face. Sizing the men up as Harold states their business with him, the Chelaxian nods. "I can assure you, you would much rather discuss this with us, rather than the other option."


Character Sheet

Bjorn studies the scene as Harold gets the group's attention.

"I can't say what your connection is to what's going on with your brother's business but you're involved and we want answers. We can do this the easy way or the hard way. Now I spent the day slogging through a swamp and sneaking around like some kind of rat so I'm hoping you choose the hard way", the big ulfen says with a crack of his knuckles.

Intimidate: 1d20 + 7 ⇒ (18) + 7 = 25


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Religion: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

"Hey, his guard over there is standing next to a hidden door. He might use it to book it." Lucius whispers to Alexei.


Perception DC 13:
Both of the guards standing beside Terren glance at each other as Harold and Bjorn basically call out their boss. From the look on their faces, they aren't relishing the prospect of a fight.

Terren sneers, "What do you care - you're not even from around here! I want that Beast dead, and lots of other people do too! He's committed all kinds of atrocities, killed women and children, burned down a hospital, even terrorized a village! He killed a bunch of people and then defiled a bunch of graves. He's a monster, and he doesn't deserve to live!"

"But tonight? I didn't have a hand in that. I might have heard some people talking about it, and I might have agreed with some of their sentiments, but stirring up a mob? Well, why don't you just PROVE IT!"

Sense Motive DC 7:
He obviously knows more about the mob than he's saying - his smug arrogant demeanor is easy to see through.

Int DC 14, or just paying attention:
Er... how did he know about the defiled graves in Morast?


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
I auto the Sense Motive.

Int: 1d20 ⇒ 19

"How do you know about the defiled graves? That's not one of the things Alpy is charged with. You should start telling the truth, you're not a very good liar. We care because the 'Beast' didn't do any of that. And I think you know that."


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

DC 15 Knowledge (dungeoneering) check: 1d20 + 8 ⇒ (17) + 8 = 25
DC 25 Perception check (Korvus): 1d20 + 11 ⇒ (7) + 11 = 18
DC 25 Perception check (Maximus): 1d20 + 11 ⇒ (15) + 11 = 26

DC 13 Perception check (Korvus): 1d20 + 11 ⇒ (17) + 11 = 28
DC 7 Sense Motive check: 1d20 + 3 ⇒ (9) + 3 = 12
DC 14 Intelligence check: 1d20 + 4 ⇒ (12) + 4 = 16

"Forgive me, Master Vorn, but I feel I must ask: How did you know about the desecrated graves in Morast? Not even the good people of the village knew about those until we discovered them earlier today," Korvus fixes Vorn with a piercing gaze through the pince-nez perched upon his snout. "In fact, you seem to be quite knowledgable about a good many things where The Beast's alleged crimes are concerned. I daresay you also know a good deal more about the mob than you care to let on."

EDIT: Ninja'd by Lucius!


Hearing your responses, Terren realizes his mistake. Leaping up from his chair, he points at you and screams, "Kill them!"

As he screams, the bodyguard leaning against the wall twists his hand and a secret door opens. It looks like he is preparing to flee through the door.

Let's roll initiative, no surprise round. You have Terren and four bodyguards, two of whom (B1, B2) hold loaded heavy crossbows. These two appear to still be intimidated. B3 is against the wall, and B4 is sharpening the sword. All of them appear human.

You are currently forty feet from Terren, B1, B2, and B4. B3 is leaning against the wall sixty feet away.

The guard preparing to flee through the door got a 22 Initiative. If you beat that, you can try to prevent his escape. The others, and Terren, are preparing to attack.

DM Screen:
1d20 ⇒ 10
1d20 ⇒ 18


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Round One:

Korvus reaches into his pack to retrieve his wand of magical missiles as he utters the words of a spell, causing a pit to open in the floor beneath Vorn and his bodyguards.

Move action to retrieve Wand of Magic Missiles. Standard action to cast Create Pit to catch Vorn and at least one (if not both) of the bodyguards flanking him; Pit measures 10 ft x 10 ft x 20 ft deep; duration 5 rounds; DC 16 Reflex to jump to safety in the nearest open space. Additionally, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.


Character Sheet

Init: 1d20 + 2 ⇒ (18) + 2 = 20

Bjorn rushes into the melee. - Vorn preferably but a goon is fine too.

"You're not killing anyone today", the big ulfen says as he throws a vicious hook.

Charge /w Power Attack: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Damage: 1d3 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Is there a map somewhere or are we going mapless for this one?


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Harold cracks his neck to one side as his face twists up into a savage grin at Vorn, "Looks like yew choose da all expenses paid trip ter da infirmary. An excellen' choice." The big half-orc sets his stance wide as he stomps once into the floor of the room with an audible thump before throwing himself after Bjorn toward the fight. He rushes up to the man with the nice sharp sword, "Thee got a nice sword there, friend. Let me introduce yew ter Pain an' 'er sister, Suffering. A pair ov sweet old girls who know 'ow ter treat a geezer right." Harold throws a hard punch backed by brass knuckles into the guard's solar plexus.

Swift Action: Dragon Style Stance.
Full Round Action: Charge guard with sword.

Pain, Brass Knuckles Attack vs Sword Bodyguard: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Pain, Brass Knuckles Damage: 1d8 + 5 ⇒ (2) + 5 = 7


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Please note: Korvus cast Mage Armor on Harold earlier, so Harold has an AC of 20.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Init: 1d20 + 6 ⇒ (11) + 6 = 17

"Yea, I'm opposed to being killed for the record." Lucius pulls his scroll of Bless and uses it. Bless - +1 at/saves versus charm and fear for 1 minute.


Male Human (Chelaxian) Oracle of Life 4

Initiative: 1d20 + 7 ⇒ (14) + 7 = 21 Damn!

Alexei draws his weapon and raises his shield, his lips pressing into a thin line of concentration. "Stand down and we shall not be forced to kill you! You must pay for your misdeeds, one way or another!" he shouts at the men.

Alexei draws his mace (move action) and assumes a defensive stance (standard action). 25 AC until the start of his next turn.


Round One
22 Bodyguards
21 Alexei
20 Bjorn
17 Lucius
14 Korvus
12 Terren
09 Harold

The bodyguard by the wall flips a switch. A panel in the wall slides open and he sprints into the darkness.

The two guards with crossbows take aim and fire at Harold and Bjorn. One bolt sails over the half-orc's head, but the other punches into Bjorn's shoulder. 10 points Their crossbows clatter to the ground and they pull greatswords from their backs.

The remaining bodyguard glances at the two who just fired crossbows, then at your group. He stops sharpening his sword, then grasps the hilt, puts the point on the ground, and holds it there, signifying he wants no part of the fight.

Alexei pulls his mace and orders the men to stand down.

Bjorn charges the men and hits one of the guards with a roundhouse to the face, causing him to stagger back, but remain standing.

Lucius pulls a scroll and casts bless upon the party.

Korvus casts a spell and a pit appears beneath Terren and a bodyguard, both of whom plummet to the bottom.

Terren screams as he falls into the pit.

-----

Harold, do you still want to attack the guard who was sharpening his sword? Bjorn is fighting another guard, and one is trying to run away through the secret door.

No map for this fight, I'd be surprised if it's not over next round.

DM Screen:

1d20 + 7 ⇒ (3) + 7 = 10
1d20 + 7 ⇒ (17) + 7 = 24
1d10 ⇒ 10
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 4 ⇒ (10) + 4 = 14


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

How far is Bjorn from me? If I can reach him with a move, I'll move and heal him. Otherwise I will just move closer to him.

Used to be a Remove Fear: 1d8 + 4 ⇒ (1) + 4 = 5


Character Sheet

As the bolt slams into his shoulder Bjorn growls a curse. That growl quickly turns into an ursine roar that shakes the walls of the building. The ulfen's already hulking form swells with power and white fur sprouts form his fur.

Bearshifting as an immediate since Bjorn took damage.

Bear-Bjorn throws a battering ram-like fist at the guard he bludgeoned the turn before.

Bear Punch: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Damage: 1d3 + 9 + 4 ⇒ (3) + 9 + 4 = 16

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