GM Sarah's Carrion Crown (Inactive)

Game Master Sarah Olsen

Carrion Crown Maps

Loot Sheet

Initiative:

[dice=Malakos] 1d20 + 2 [/dice]
[dice=Sisu] 1d20 + 1 [/dice]
[dice=Chellian] 1d20 + 1 [/dice]
[dice=Rahela] 1d20 + 4 [/dice]
[dice=Niralzi] 1d20 + 6 [/dice]


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Female Human Ranger 2 Barb 1 | HP: 24/30 | AC: 16 T:12 FF:14| CMD:18 | F:+7 R:+4 W:+1 | Init:+2 | Perc:+7 | Speed: 40' |

She wasnt sure how she had moved so slowly or even what precisely happened, but the zombie lurking in the professor's body struck her and struck her hard. Eyes watering and vision blurry she wasnt entirely sure what was going on. She heard Malakos say something... sounded magic laden and something streaked forward towards the zombie. Ears still ringing from the blow she tightened her grip on the dagger and brought it torwards the zombie with all her might.

power attack: 1d20 + 5 + 1 - 1 ⇒ (7) + 5 + 1 - 1 = 12
damage: 1d4 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10

She was pratically unconcious even as the blow struck forward and regardless of the aim she tumbled to the floor.

Since i was at 0/13 HP, my attack action drops her to disabled. So -1 hp and dying :(


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

NO!!!! CHELLIAN!!!!
Seeing Chellian drop, Sisu immediately loses her concern about hitting the professor and stabs at him.
Attack w/ Spear: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Between Chellian's self sacrifice and the readied attacks of Niralzi and Sisu the Professor Zombie collapses into a rotting pile of flesh.

Taking a moment to move the zombies out into the yard and closing the front door you are able to wake Kendra up from her fainting spell. At the sight of Chellian bleeding out on the floor goes over to a side table with what looks like her gear and pulls out a small potion bottle and gives it to Chellian.

Lifting her head she says "this is a potion of cure light wounds, thank you for defending my home."

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Chellian you are stable! We are also at the point of LEVELING UP!! Whooo!! so onward to Level 2!


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

Rahela would cast stabilize on Chellian as she went down, making sure that she didn't die.

Once she was up, Rahela would channel to heal everybody

channel: 1d6 ⇒ 3

How do you handle levelling up and new spells? Do we have to wait until we next regain spells to get the new spells? As a shaman things can get complicated :-)


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

Standing up a little straighter, adjusting his robes, "I am frustrated by this development, whatever cruel malevolent forces are at work I think animated the Professor to taunt us,"

Helping straighten the room up, Malakos will examine the zombies bodies, trying to learn anything he can about how they might have been reanimated.

Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15 or Profession(Mortician): 1d20 + 6 ⇒ (8) + 6 = 14


Malakos isn't able to learn anything about how they might have been reanimated.

It is only mid morning as you head out into town. Before you leave Kendra speaks up, "So where are you heading today? Back up to the old prison? If you do please be careful there all these strange things happening in town can't be just a coincidence. With what my father was researching up at the prison and his untimely death, please just be careful and watch your backs."

did you guys want to head back to the prison? Or back into town?


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

"Well, let's carry these zombie corpses back to the graveyard, make sure no other attacks happened throughout the city, and then let's head to Harrowstone, I'm starting to think the only way we are going to solve this mystery is if we dive in headfirst,"

Adjusting his robes, he'll take up a position to help carry one of the zombie bodies.


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

Sisu grabs the non-professor zombie corpse and throws it over her shoulder. "Sounds like a valid plan. Let's get moving."


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"Its a plan. Not sure its a great plan but I have nothing better to suggest :-("


GM Roll:
1d2 ⇒ 2

After carrying the zombies through town you arrive at the Restlands and re-inter the bodies in the graves they recently burst out of.

Perception Checks
Malakos: 1d20 + 1 ⇒ (1) + 1 = 2
Sisu: 1d20 + 4 ⇒ (12) + 4 = 16
Chellian: 1d20 + 5 ⇒ (7) + 5 = 12
Rahela: 1d20 + 4 ⇒ (7) + 4 = 11
Niralzi: 1d20 + 4 ⇒ (6) + 4 = 10

As you are heading out the Restlands to head back to Harrowstone, Sisu notices something odd about a cluster of weathered headstones.

GM Roll:
1d5 ⇒ 5

Sisu going up to the odd looking headstone she reads teh very disturbing message "Niralzi Anut, Come to my world, and be as I; as I am now, soon you will be; embrace your end and witness me.” and in a smaller inscription below the inscription reads, “who died in 4661 ar”

But before you can call Niralzi, or anyone else in your group, to come over and to see why this stone has Niralzi's name on it, the inscription fades as if the weather and time has washed it away.

Silver Crusade

Female Fletchling Bard(Silver Balladeer)3 | AC 15, T 13, FF 12 | HP 21/21 | F +2, R +6, W +1 | Init +6 | Perc +2 |

Do any of you recall who this might be referring to???! Did that really say my name??!


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

"It is probably just another effect of whatever is going on at the prison. It just makes me think that we need to get into that place as soon as possible, before more strange events occur."

Silver Crusade

Female Fletchling Bard(Silver Balladeer)3 | AC 15, T 13, FF 12 | HP 21/21 | F +2, R +6, W +1 | Init +6 | Perc +2 |

"I'm game to go in to the prison as long as we're all together - there's no way that I'm going to embrace anything having to do with dead people!"


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"Yes, we have to go there and try and see what is happening and, of possible, stop it"


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

Huffing a bit, out of breath, carrying this zombie, "Let's drop these zombie bodies off and hurry onto the Prison, I don't like any of this weird stuff and frankly it seems to be getting more and more powerful the longer we delay,"


As you make your way south through town you run into the Sherriff and he stops your briefly, "Oh hi there, oh heading to the old prison? Well be careful there and will we be seeing you at the town hall meeting tomorrow evening?" he nods his head in agreement, "Well good I'm glad to hear you will be there. Well good luck at up at Harrowstone and I'll see ya tomorrow!"

Looming on a barren hill south of town you once again find yourselves standing at the gate of Harrowstone. The wood of the gate is still hanging in between the metal posts along the wall.

For the person who enters first:
DC 12 WILL SAVE if you Fail you are shaken for shaken: 2d4 ⇒ (1, 3) = 4 minutes and feel like your skin is on fire and you cannot breathe.

Right now you are all standing out side of R1 please place yourselves on the map.

also the first time we were here we visited all the markers on this first map "Harrowstone Grounds" there is a door on to the 2nd floor of the prison off the balcony on R6 that Chellian broke the door down the last time.

The options for going forward are either going back up the balcony or right through the front door. just let me know :)


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

Standing before the intimidating prison, hesitant to even step foot in the front gate, "I. . .I guess we can go back to the balcony, hope that Scythe isn't back and go through that busted door we made last time we were here?"

Pulling his spellbook out, Malakos casts a spell, imbuing himself with magical Mage Armor.


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

"That's an idea. The question is do we want to sneak in the side or just head in the front? If we're trying to get to the bottom of what's going on here the front door brazenly might get us face to ... whatever they have ... with the cause faster, but also might be more dangerous."

Silver Crusade

Female Fletchling Bard(Silver Balladeer)3 | AC 15, T 13, FF 12 | HP 21/21 | F +2, R +6, W +1 | Init +6 | Perc +2 |

"Let's all go thru these gates together!" Niralzi says as encouragingly as she can. She begins playing her recorder to Inspire Courage in her fellow adventurers.

Will Save, Inspired: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12

Bravely taking a step into the compound, Niralzi appears unscathed and turns to look back at her friends. "I vote we go back through the balcony - see if that gives an idea of what we're likely to deal with beforehand."


Female Human Ranger 2 Barb 1 | HP: 24/30 | AC: 16 T:12 FF:14| CMD:18 | F:+7 R:+4 W:+1 | Init:+2 | Perc:+7 | Speed: 40' |

She had certainly been very quiet the last day or so, almost being murdered by the zombied remains of the most respected person you have ever known could certainly do that to you. She didnt want to go to the prison. It was a creepy place. But. . . the others wanted to go, they thought perhaps something in the prison might be causing all the problems in the city.

She was standing in front of the doors trying to steel herself to enter the place when Niralzi just waltzed in brazenly. The ulfen maiden blushed lightly shaking her head at herself. Her she was the only real warrior in the small group of friends and the bard had taken the lead when she hesistated.

"Sorry friends, this place is spooky. I dont like it, but i should take the van."

She did just that taking the lead into the building (whichever way the party decides to investigate Chellian has no care one or the other)

perception: 1d20 + 6 ⇒ (14) + 6 = 20


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"Yes, lets go to the balcony. The scary Scythe thing may well have been guarding SOMETHING. It seems silly to fight the guard and then take a different path"


Carefully making your way back up to the balcony, you arrive at the top and still see the pieces of the Scythe laying where you last left it. The door at the back of the balcony is still open and waiting for you. The door opens to a 20 foot hallway with an unlocked door at the end.

The door opens to what looks like a cell block to the south and an eating area to the east.

the map is 10 foot squares. we can go into each room and search or whatever you'd like and ill just move us along until we run into something :) Just let me know where you want to go first!


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

Sisu heads carefully through the door, checking both south and east to see if there is any movement or anything unusual.
perception: 1d20 + 8 ⇒ (5) + 8 = 13
I propose if the "eating area" looks clear that we head south and check each door one at a time


Heading south you find row upon row of ten-foot-square prison cells lining the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.

As you guys step into the western cellblock, you notice that there is an open cell with a wood and iron ladder leading up to a trap door almost directly across from the room you guys just left. Before you get the chance to inspect much of anything though.

GM Rolls:

Piper's Haunt: 1d4 ⇒ 3

Perception Checks

Malakos: 1d20 + 1 ⇒ (15) + 1 = 16
Sisu: 1d20 + 4 ⇒ (5) + 4 = 9
Chellian: 1d20 + 5 ⇒ (2) + 5 = 7
Rahela: 1d20 + 4 ⇒ (8) + 4 = 12
Niralzi: 1d20 + 4 ⇒ (4) + 4 = 8

Malakos Religion: 1d20 + 9 ⇒ (17) + 9 = 26

The room instantly comes alive with the sound of bones creaking and clacking, the cells hold skeletons that are rising to shake and bang on the closed cell doors. Their skeletal claws reaching through the cell doors to rake and claw trying to grab at anyone who might come close.

A few of the cell doors hang loose and open and 5 skeletons come shambling out looking for blood.

Malakos:
Amongst the havoc, you notice the faint sound of to notice the faint sound of mournful flute music and the eerie flapping of tiny leathery wings. The ethereal haunting nature leads you to believe it may be a haunt manifesting!

Initiative:

Malakos: 1d20 + 2 ⇒ (18) + 2 = 20
Sisu: 1d20 + 1 ⇒ (15) + 1 = 16
Chellian: 1d20 + 1 ⇒ (9) + 1 = 10
Rahela: 1d20 + 4 ⇒ (14) + 4 = 18
Niralzi: 1d20 + 6 ⇒ (2) + 6 = 8

Skeletons: 1d20 + 6 ⇒ (13) + 6 = 19

Round 1 - Battle in the cellblock
Malakos
Skeletons
Rahela
Sisu
Chellian
??????
Niralzi


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

Following the group into the Cellblock, peering into a nearby cell, Malakos is terrified when he sees the skeleton, and doubly so when it rises to claw at him!

His fiendish ears twitch as he jumps back from the cells, "Hey. . .do you hear that? I hear like an ethereal haunting flute. . .Guys, I think this place is. . .uh haunted. I think a haunt is coming on! I have nothing to fight it though, but listen, you can hear a flute and tiny wings like on a stirge flapping!"

Malakos charges up a force missile and readies to fire it off at the first skeleton that might pop up in the hallway!

Damage if it happens:

force missile: 1d4 + 1 ⇒ (4) + 1 = 5


Round 1 - Battle in the cellblock
Malakos
Skeletons
Rahela
Sisu
Chellian
??????
Niralzi

Five Skeletons move out of their cells and shamble their way towards you. The first one to move out of its cell orange one gets hit by Malakos' readied force missile and falls into a pile of bones in the doorway of its cell. One of them moves up to Niralzi and swings its clawed hand at the air in front of you.

Skeleton Red vs Niralzi: 1d20 + 2 ⇒ (8) + 2 = 10
Red Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Perception:

Sisu: 1d20 + 4 ⇒ (16) + 4 = 20
Chellian: 1d20 + 5 ⇒ (15) + 5 = 20
Rahela: 1d20 + 4 ⇒ (18) + 4 = 22
Niralzi: 1d20 + 4 ⇒ (11) + 4 = 15

After Malakos mentions the haunting flute music you all start to hear it as well.


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

Knowledge(Religion) about haunts and undead: 1d20 + 8 + 1d6 ⇒ (5) + 8 + (6) = 19
Anything unusual that Sisu might know about haunts or skeletons would be added to the following statement. Feel free to just provide the info to the group.

"That music and the sound of wings is reminiscent of that Piper fellow we heard of. Be watchful for stirges or worse!"

Perception (to look for stirges or anything else past the skeletons): 1d20 + 8 ⇒ (6) + 8 = 14

If Sisu does not see any other immediate threat, she steps forward and stabs at the skeleton closest to her (blue) with her spear. (If she does see something else pls ignore this attack in case I want to modify my action)

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Female Human Ranger 2 Barb 1 | HP: 24/30 | AC: 16 T:12 FF:14| CMD:18 | F:+7 R:+4 W:+1 | Init:+2 | Perc:+7 | Speed: 40' |

For some reason the skeletons in the pens didnt bother her... that was until they started moving! She moved just a bit closer swinging her glaive guisarme hard from right to left.

power attack blue, cleave: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
damage: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17
powerattack green cleavee: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
damage: 1d10 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Just in case the damage was enough to go through blue i rolled cleave for green. My AC counts as 2 less next round due to cleave. I forgot to ask, but is it maybe safe to assume there was more healing before we went to bed last night? If not no worries.


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"A haunt? Maybe I'll get lucky and destroy it before it manifests. Should hurt the undead at any rate!"

She steps forward and channels to harm undead

channel: 1d6 ⇒ 1

Another one? ANOTHER 1??? This is getting silly.

frustration roll, ignore: 1d6 ⇒ 3
frustration roll, ignore: 1d6 ⇒ 2
frustration roll, ignore: 1d6 ⇒ 2
frustration roll, ignore: 1d6 ⇒ 4
frustration roll, ignore: 1d6 ⇒ 1
frustration roll, ignore: 1d6 ⇒ 1
frustration roll, ignore: 1d6 ⇒ 1
frustration roll, ignore: 1d6 ⇒ 1

Ok, ignore this too!!!: 100d6 ⇒ (1, 4, 1, 1, 6, 3, 2, 6, 4, 5, 1, 1, 2, 1, 2, 2, 5, 6, 6, 6, 3, 2, 2, 2, 6, 2, 4, 6, 3, 3, 5, 5, 4, 1, 4, 6, 4, 3, 2, 5, 3, 5, 6, 3, 2, 6, 5, 2, 4, 3, 1, 6, 5, 5, 4, 1, 4, 5, 6, 1, 4, 5, 1, 3, 4, 2, 3, 5, 2, 4, 1, 3, 5, 2, 4, 1, 4, 5, 3, 6, 3, 4, 4, 1, 6, 6, 6, 3, 2, 6, 6, 1, 4, 1, 5, 6, 6, 4, 2, 5) = 362


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

loving the frustration rolls. I have had that feeling many times and it's nice to see I'm not the only one.


Round 1 - Battle in the cellblock
Malakos
Skeletons
Rahela
Sisu
Chellian
Haunt
Stirges
Niralzi

Sisu's attack with her spear takes out the blue skeleton. Chellian (you dont have to take the cleave penalty since Sisu's attack killed the first one :)
Chellian's attack was strong enough to take out the other skeleton in front of her.

Will saves for Haunt:

Will Saves:
Malakos: 1d20 + 3 ⇒ (14) + 3 = 17
Sisu: 1d20 + 2 ⇒ (6) + 2 = 8
Chellian: 1d20 + 1 ⇒ (6) + 1 = 7
Rahela: 1d20 + 6 ⇒ (16) + 6 = 22
Niralzi: 1d20 + 0 ⇒ (7) + 0 = 7

The longer you stand in this hallway the louder the haunting music starts to echo in your ears. Sisu, Chellian and Niralzi you seem to be more affected by it than Malakos and Rahela.

** Sisu, Chellian and Niralzi you are Shaken EVERYONE at the beginning of your turns from here on out please make a DC 14 Will save to avoid being Shaken from the Haunt's music.**

GM Roll:
1d5 ⇒ 1
Will save for Malakos: 1d20 + 3 ⇒ (13) + 3 = 16

For a moment Malakos, you are almost frozen in fear from the music and you thought you saw something move towards you but as you blink your eyes nothing happens or is there. The cacophony of music and fighting and the manifestation of the Haunt calls forth 3 stirges from what looks like the old dining area. They fly in to your section of hallway to the beat of the music, and hover close to you.


Robot sounds fire up....

Botting for Niralzi

Will save to avoid being Shaken: 1d20 + 1 ⇒ (11) + 1 = 12 im sorry i have failed you...

Pulling out her recorder Niralzi starts to play to Inspire Courage in her companions.


Round 2 - Battle in the cellblock
Malakos
Skeletons
Rahela
Sisu
Chellian
Haunt
Stirges
Niralzi

Remember the Shaken condition is a -2 on all D20 rolls. And Inspire Courage is a +1 on D20 rolls

Niralzi you are suddenly overcome by the hauntingly loud music of the Piper's haunt.

Bold is up


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

Ignoring the Stirge danger for now, Malakos stands his ground as the annoying damnable insects hover around him.

Gathering his courage he fires off a Force missile to try and defend Niralzi from the imminent skeleton danger.

"More skeletons over here, and more damned stirges!"

Force Missile at Red: 1d4 + 1 ⇒ (1) + 1 = 2

damn ones!


Round 2 - Battle in the cellblock
Malakos
Skeletons- Red 3 damage, Black 1 damage
Rahela
Sisu
Chellian
Haunt
Stirges
Niralzi - 10 damage -Shaken condition

The two remaining skeletons move into a flanking position on Niralzi and attack her with their claws.

Red attack claw 1: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Crit confrim: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Red damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Red Att claw 2: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
damage: 1d4 + 2 ⇒ (3) + 2 = 5

Black att claw 1: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
damage: 1d4 + 2 ⇒ (4) + 2 = 6

Black att claw 2: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

luckily the other 3 attacks miss! and a nat 1 too!


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

Will (including the current shaken condition and inspire courage): 1d20 + 2 - 2 + 1 ⇒ (17) + 2 - 2 + 1 = 18

Sisu begins to get used to the music and shakes off her initial fear. Seeing there are no new enemies to the south, she spins to the left and stabs at the closest stirge (green)

Attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Female Human Ranger 2 Barb 1 | HP: 24/30 | AC: 16 T:12 FF:14| CMD:18 | F:+7 R:+4 W:+1 | Init:+2 | Perc:+7 | Speed: 40' |

With a slight yelp as she scrambled under the flying stirge to get close to Niralzi whom after all was surrounded by undead monsters and playing music that sort of drowned out the haunting and scary piping sounds.

Moving 10 feet forward and attacking red skeleton

shaken, flanking, inspired: 1d20 + 7 - 2 + 2 + 1 ⇒ (6) + 7 - 2 + 2 + 1 = 14
damage: 1d10 + 6 ⇒ (8) + 6 = 14


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"Pharasma, hear my words! Send these foul abominations to peace"

Once again she will channel to harm undead.

channel: 1d6 ⇒ 3

Well, it is ALMOST average :-)

Will save DC 14 for half

"I wonder if the stirges are undead too?"


Round 2 - Battle in the cellblock ****Don't forget to make a WILL save DC 14 at the start of your turn to avoid being shaken from the Haunt***
Malakos- 1 CON damage
Skeletons- Red dead, Black 2 damage
Rahela- 1 CON damage
Sisu
Chellian -Shaken condition, 1 CON damage
Haunt- 4 damage
Stirges
Niralzi - 10 damage -Shaken condition

Chellian Will save w/ shaken w/ inspire vs Shaken: 1d20 + 1 - 2 + 1 ⇒ (12) + 1 - 2 + 1 = 12 you are still shaken

Will save for Red skelly: 1d20 + 2 ⇒ (10) + 2 = 12
Will save for Black skelly: 1d20 + 2 ⇒ (17) + 2 = 19

Rahela's Will Save w/ insipre vs being Shaken: 1d20 + 7 ⇒ (16) + 7 = 23

Distracted by the discord of music and fighting Sisu and Chellian's attacks against the stirge and skeleton. Rahela's call to Pharasma was well meet and her holy damage was enough to take out one of the skeletons and damage the other one as well as the haunt. which i forgot to add the 1 damage from your channel during round 1 :)

Gm Roll:
1d4 ⇒ 2
Will save for Sisu: 1d20 + 2 ⇒ (20) + 2 = 22

Sisu for the briefest of moments you believe that you are seeing a ghostly vision of the Piper slowly making his way towards you, but in a blink of an eye he disappears. You shake your head to clear your mind and sight.

The stirges, who at first were just flapping along to the beat of the Piper's haunting music are now making their way towards you in an attempt to suck your blood.

Red touch attack vs Malakos: 1d20 + 7 ⇒ (19) + 7 = 26
Blue touch attack vs Rahela: 1d20 + 7 ⇒ (15) + 7 = 22
Green touch attack vs Chellian: 1d20 + 7 ⇒ (10) + 7 = 17


Female Human Ranger 2 Barb 1 | HP: 24/30 | AC: 16 T:12 FF:14| CMD:18 | F:+7 R:+4 W:+1 | Init:+2 | Perc:+7 | Speed: 40' |

Sorry >.<

Silver Crusade

Female Fletchling Bard(Silver Balladeer)3 | AC 15, T 13, FF 12 | HP 21/21 | F +2, R +6, W +1 | Init +6 | Perc +2 |

Will Save,Inspired,Shaken: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15

Feeling slightly less nervous though still injured, Niralzi keeps playing her Inspire Courage tune and draws her rapier - attempting to strike at the skeleton left standing near her.

Rapier,Inspired: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7


HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"Aarrrggghhh. Get this thing off me and I'll try and put the other skeletons down!"

"Pharasma, save us"

One more channel to harm undead
channel: 1d6 ⇒ 1

Ok, I quit. This character is useless. Just suck my blood and let me die already


****Don't forget to make a WILL save DC 14 at the start of your turn to avoid being shaken from the Haunt***

Round 2 - Battle in the cellblock-Bold is up
Malakos- 1 CON damage
Skeletons- Red dead, Black 3 damage
Rahela- 1 CON damage
Sisu
Chellian -Shaken condition, 1 CON damage
Haunt- 5 damage
Stirges
Niralzi - 10 damage -Shaken condition

With a swing of her rapier Niralzi attempts to hit the skeleton, but it swayed out of the way of her attack.

Rahela's will save w/ inspire vs Shaken: 1d20 + 7 ⇒ (17) + 7 = 24 nice!

Skelly Will save: 1d20 + 2 ⇒ (1) + 2 = 3 and he takes full damage

@Rahela every time i read your comment on your last post it just makes me laugh :) I think it might be a combo with your characters picture which looks like she has been crying and her makeup is just running down her face. :) and the odds have got to be in your favor soon on that d6!


Spells per day:1st1/4, 2nd 2/3 | Force Missiles 4/7/day| N Male Tiefling Evocationist 3 | HP: 20/20|AC:16 T:12(16 vs Ghost) FF:14,| CMD: 12 | Fort: +3, Refl: +3, Will: +4 | Init: +2, Speed 30ft

will save: 1d20 + 4 ⇒ (11) + 4 = 15

Struggling to cast with a Stirge stuck to him, Malakos will attempt to cast Force Missile at the last skeleton.

Force Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Do I need to make a concentration check, I'm not sure how that works when a tiny creature is grappling a medium creature, am I grappled.

"Argh these damn bug-things, I'm sick of 'em!"


****Don't forget to make a WILL save DC 14 at the start of your turn to avoid being shaken from the Haunt***

Round 2 - Battle in the cellblock-Bold is up
Malakos- 1 CON damage
Skeletons- Red dead, Black dead
Rahela- 1 CON damage
Sisu
Chellian -Shaken condition, 1 CON damage
Haunt- 5 damage
Stirges
Niralzi - 10 damage

The magical force of power spurring from Malakos' hands was enough to knock the last skeleton down into a pile of bones.

@ Malakos im not sure about the concentration check since they are tiny creatures....lets keep it as is for now and i'll do more research on it for next time


True Neutral Female Tiefling Investigator (Empiricist) 3 | HP 22/25 | AC 14 (T11/FF13) | Init +1 | Perc +9 | Speed 30' | CMB +5 | CMD 16 | F+4 R+4 W+3 | extracts created: None | extracts slots remaining: 2/4 | Inspiration: 4/4 | Active Conditions: None

Inspired Will Save: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18

Realizing that her spear has so far not proven useful versus the little stirges, Sisu drops it, steps up to Chellian, and tries to claw the one off of her neck.

Inspired Right Claw: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Inspired Left Claw: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d4 + 3 ⇒ (2) + 3 = 5


Female Human Ranger 2 Barb 1 | HP: 24/30 | AC: 16 T:12 FF:14| CMD:18 | F:+7 R:+4 W:+1 | Init:+2 | Perc:+7 | Speed: 40' |

Will save: 1d20 + 1 ⇒ (10) + 1 = 11
power attack, inspired stirge on Malakos: 1d20 + 7 - 1 + 1 - 2 ⇒ (16) + 7 - 1 + 1 - 2 = 21
damage: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17

"Th..thanks Sisu!"

She began as the woman ripped into the nasty monster attacking her. She didnt want to be here. This place was beyond creepy. Taking several heavy gulps of air that made it sound like she was on the verge of hyperventilating (and lets face it... she was) She made sure to plant her feet and solidly stab at the giant pest on Malakos. Sure he was a weird looking tiefling fellow, but the wizard had been very helpful and honest.

"I got you Malakos!"

She said grimly... or at least she tried to sound grim.


****Don't forget to make a WILL save DC 14 at the start of your turn to avoid being shaken from the Haunt***

Round 2 - Battle in the cellblock-Bold is up
Malakos- 1 CON damage
Skeletons- Red dead, Black dead
Rahela- 2 CON damage
Sisu
Chellian - 1 CON damage
Haunt- 5 damage
Stirge
Niralzi - 10 damage

Sisu and Chellian's powerful attacks were strong enough to take out 2 of the 3 striges.

Gm Roll:
1d3 ⇒ 1
Will save for Chellian: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7

The Piper's haunting music grows and Chellian you seem almost memorized by it and cant seem to move from your spot. Looking forward you see the ghostly form of the Piper himself along with his flock of striges slowly making their way towards you.

for Chellian:
you are the subject of the haunt's "hold person" spell. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. WILL DC 14 This is a full-round action that does not provoke attacks of opportunity. If you can break the effect by making a will save you'' have to make another DC 14 Will save to avoid another of the haunt's effect

CMB to maintain grapple: 1d20 + 11 ⇒ (17) + 11 = 28

The renaming stirge attached to Rahela's neck attempts to stay on to continue sucking her blood and does so with ferocity. Rahela you take 1 more CON damage


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HP 21/21 | Fort +2 Ref +3 Will +7 AC 15 | Init +4 | Per +4 Female Duskwalker Shaman 3

"Arrrggghhhh. Get it off! Get it off!! Bad bug!!!"

Silver Crusade

Female Fletchling Bard(Silver Balladeer)3 | AC 15, T 13, FF 12 | HP 21/21 | F +2, R +6, W +1 | Init +6 | Perc +2 |

Will,inspired: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11

Still feeling pretty bad though continuing to play, Niralzi steps toward the last Stirge with her shaky rapier, attempting a poor swing.

rapier,inspired,shaken: 1d20 + 2 + 1 - 2 ⇒ (9) + 2 + 1 - 2 = 10

can someone move me- I’m on my phone and can’t seem to - thanks

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