GM Rat Sass's Carrion Crown

Game Master Governayle

Roll20 Link
Map of Ustalav
Ravengro
Tracking Sheet


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M Human | Stats

"I suspect our best next move lies within those ruins. Milo, will you run with me toward trouble?"


Character Sheet Male Human Unchained Monk 3

"Before we put ourselves in the Danger Trebuchet, we should visit the the town hall, perhaps others saw something in the night that would be a helpful clue."

"If one of these entities were linked with the cultists for the death of our friend, the Splatter Man seems a good starting point... given how his body was found."

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
More interested in swiping some dust, Ajir doesn't note the cold until it's mentioned.

"I'm not used to it being this cold this quickly underground, especially if the floor above is kept warm. Strange."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Millicent wrote:
"The letters written in blood on the town monument point to either such a case, a copycat, or someone intending for us to believe it is him."

Point of Clarification: So far, you have only encountered a single letter, 'V', on the statue of Warden Hawkran, located at the Town Memorial.

Father Grimburrow escorts you to the front doors of the Temple, listening intently on your conversational exchange. "Are you intent on visiting Harrowstone right away? If you'll wait, we can meet after the Town Hall meeting, and I'll see what I have to lend to you." He nods to the dhampir while speaking his promise.

Whether you answer yay or nay, the pharasmin is already turning his collar against the wind and rain, and begins his trek to the Town Square.

You are free to discuss, decide where you'd like to be this late afternoon. There is still scant daylight, which you may use to set eyes on Harrowstone for the very first time, or make your way to the Town Hall, or anything else your rain-soaked hearts may desire.


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

Sebastien nods in response and a little more tension drains out of his shoulders as he follows the priest through the rain.

"Thank you, Father. That would be much appreciated. I don't believe we're planning to Harrowstone right away. Are we?" he says glancing over his shoulder to his companions. "I had certainly planned to attend the meeting and I would personally rather make the trip in the morning so we can explore the ruins with the sun overhead."

As the procession makes its way across the town square Sebastien slows his steps and falls into place next to Millicent. "On the topic of this "Splatter Man and the bloody shrine. I made a point to check Gibs Hephenus' home while I cleared the town with the deputy last night. There was no light in the window and he didn't appear to be home. It could be nothing but it seemed a bit suspicious." he whispers.


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

@GM idk even know why I wrote “letters” so thank you for the clarification!

Millicent waits a few moments to consider the Father’s words, making sure her answer is carefully weighed. ”I think it best to wait until after the meeting. We may learn something useful from the gathering.”

Millicent nods at Basti’s suggestion. ”Good catch, dear. We shall have to keep looking into him them.” She pats him on the shoulder.


M Human | Stats

Marinus nods his head in agreement. "Yes, of course. I just meant, I think we should trust Petros' line of study as our next investigative step. I wouldn't miss the meeting!"


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo looks less than enthused at Marinus's query. "I would prefer you not run into danger at all, frankly. There's n-no reason you ought to be putting yourself on the, the front line at all..."

He sighs and falls in line with the others for the trudge to the town hall meeting.

Sorry for the skimpy post, just been kind of braindead this week and wanted to establish I'm still present


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The processional works its way to Town Hall, boots taking on the mud of the road, and winning, mostly. The windows glow with interior lighting, it's almost inviting. Entering the largish space, you find that you are not the first to arrive. Roll20 Map has been updated.

The place is reasonably packed.

You're flanked by Deputies and Sheriff, at the door. The opposite side of the Town Hall is a lightly raised stage, which currently displays five individuals, some familiar, some not so. You can easily identify acolyte Rankin sitting off to the side. Likewise, you are able to place the two councilmen, Hearthmount and Muricar. The two councilwomen keep each other company on the left side of the stage. Milovic informs you that the older woman is Mirna Straelock, the younger, Shanda Faravan.

Knowledge(Local), or Lore(Ravengro) DC 15, Mirna Straelock:

Councilwoman Mirna Straelock was born and raised in Ravengro. She was the original owner of the town’s tavern, but sold it many years ago just before she took up public office. Popular and earthy, she is the most public face on the council.

Knowledge(Local), or Lore(Ravengro) DC 20, Shanda Faravan:

Councilwoman Shanda Faravan is a native-born local who served abroad as a royal accuser. She returned home after a scandal involving a prisoner she thought was innocent but who instead played her for a fool. She doesn’t speak much about her time as a royal accuser as a result.

The rest of the gathering is hit or miss. Several faces are familiar within the crowd, but there are a large number of citizens who remain mostly strangers to you all. They certainly share your concern for having attended, at least.

Councilman Hearthmount sees Father Grimburrow, which seems to set in motion the meeting, as the portly fellow nods to the guards at the doors to close them against the rain outside. The volume of the interior is no less loud, as those gathered talk among themselves, as well as calling to Hearthmount to explain himself.

"Please, now, there will be time for your questions. First, I think we need to do our utmost to bring accounts to light..." The crowd murmurs loudly, bringing color to the councilman's face. As Father Grimburrow proceeds down the center aisle, the crowd grows quiet.

When the pharasmin joins his acolyte to the right of the stage, Hearthmount begins again. "There don't appear to be any dangers walking our streets, and, rest assured, we are looking for solutions."

The crowd once again grows louder, despite the Father's presence at the front. Hearthmount flusters again, this time directing his look to you all, and waving in your general direction. Whether he's seeking your voices, or bidding you to take a seat so as not to obstruct the doorway, you are unable to ascertain.

Should you desire to speak, please make the appropriate Skill Roll, as well (Diplomacy/Intimidate/Bluff...)


M Human | Stats

Local 1: 1d20 + 11 ⇒ (16) + 11 = 27
Local 2: 1d20 + 11 ⇒ (19) + 11 = 30

"Councilwomen Straelock and Faravan. Councilman Hearthmount. How like your forebears you look. I am sorry for what happened to your great-great-grandfather at Harrowstone, Councilwoman Faravan. He was a good man, if a bit set in his ways. Not a trait you’ve inherited, thankfully."

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Knowledge (local): 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (local): 1d20 + 8 ⇒ (1) + 8 = 9

Millicent takes Hearthmount at the second possible meaning, helping to usher and direct her comrades through the doorway to avoid obstructing. Millicent is also keenly aware that she is not exactly the most convincing voice among them.


Character Sheet Male Human Unchained Monk 3

Knowledge (Local)*, Mirna Straelock: 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge (Local)*, Shanda Faravan: 1d20 + 1 ⇒ (15) + 1 = 16
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

As Millicent tries to herd the group through the door, Ajir takes in the scene. He doesn't recognize the two councilwomen, but he doesn't let it deter him from assuming that Hearthmount is calling the strangers who defended the town to the center of the room.

Ajir strides to stand in front of the stage and address the public, in an effort to introduce the group to the village and present them as friendly and not outsiders to be distrusted.

"Hello Ravengro. I am Ajir Jiro of the Revenant Fist and student of Jamelray's Verdant Respire. You may recognize me from amongst the small group of non-villagers invited to and attending the late Professor Lorrimor's burial."

He scans the room, "The events of yesterday are not to be blamed upon our dear departed. Even from beyond the grave his efforts have been to protect his daughter, and you. Our efforts last night would have been absent had his last wish not been our staying in town for some amount of time."

"You are welcome. As for the cause, I'm not nearly smart enough to know the Professor's mind or suspicions, though others amongst our group have theories. Personally, I look forward to building a rapport with all of you, as I am invested in finishing the professor's defense of your town."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Marinus wrote:
"Councilwomen Straelock and Faravan. Councilman Hearthmount. How like your forebears you look. I am sorry for what happened to your great-great-grandfather at Harrowstone, Councilwoman Faravan. He was a good man, if a bit set in his ways. Not a trait you’ve inherited, thankfully."

Shanda Faravan visibly blanches at the youth's words. "The nerve." Shanda's voice is accidentally adenoidal. This leads Mirna to extend a hand, placing on the hand in Shanda's lap. The two women look upon Marinus coldly, though they say nothing further, as Ajir begins to speak from his new place, in front of the stage, and in front of the citizens of Ravengro.

Ajir wrote:
"The events of yesterday are not to be blamed upon our dear departed. Even from beyond the grave his efforts have been to protect his daughter, and you. Our efforts last night would have been absent had his last wish not been our staying in town for some amount of time."

"B&+$+~*+e. We don't have to listen to this tripe, from foreigners bent on paying respects to a demon lover." The honorable Gibs Hephenus, master elocutor and friend to the misunderstood, stands and jabs a meaty finger in Ajir's direction.

"Their words are dipped in demon blood, meant to lead you to your deaths. Why do you think he's already trying to argue for the Professor's purity?? Bury a demon lover, and you get demons walking our streets!!!"

Opposed Diplomacy, as Intimidation: 1d20 + 10 ⇒ (2) + 10 = 12

The audience is certainly agitated by the old farmer's words, but you're pretty sure it stems from awkwardness and/or embarrassment...


Character Sheet Male Human Unchained Monk 3

Ajir stops his speech to let the Hephenus' words ramble out of his mouth.

He smiles, as he acknowledges the awkwardness in the room. Not a heartbeat after the interruption ends, Ajir responds.

Intimidate: 1d20 + 3 ⇒ (9) + 3 = 12
This may be a poor use of a hero point, but I would like to spend it here to gain a +4. Justification: Ajir really does want to the drunkard to keep to himself, appear as a decent speaker, come off as witty and funny in retort, and gain the towns trust.
Hero Point: Intimidate +4 = 16

"Sir, the only demons in this room right now is your language, your rank aroma, and the beast that drives you to the mug."

Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17

He turns to the rest of the crowd. "His blame is misplaced. There is some insidious work afoot. Work that none of you have noticed. It's true the Professor was an eclectic man. But you have nothing to fear from his methods... or his memory.".

"Do you wish to continue to your debate, or will the wisdom of silence save you from yourself?"

He turns back to speak to the room.

"For our actions last night, dear Ravengro, you are welcome. As for the cause, I'm not nearly smart enough to know the Professor's mind or suspicions, though others amongst our group have theories. Personally, I look forward to building a rapport with all of you, as I am invested in finishing the professor's defense of your town."


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M Human | Stats

Marinus realizes his faux pas, blushing. His fingers fidget, No, of course they wouldn't have taken it as a complement, silly. Normal youths don't talk about their memories from over a century ago...

He gathers himself as Millicent all but shoves him into the room. He adds his words to Ajir's own.

"The Professor cared very deeply about the safety of Ravengro. His research led him to suspect that dread necromancers had set their sights on Harrowstone and the unquiet spirits whose lives ended there. If he was correct, their foul magics may have spilled out to Ravengro, causing the dead to walk. We wish to investigate."

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


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LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Cut that loudmouth Gibbs a new mouth, he'd talk better with one under his jaw, what do you say...?

WHAT? Gods, no--

Struggling to tune out the voice of the blade and the images it paints, Milo tries to clear his throat and to be heard.

Attempted diplomacy aid: 1d20 ⇒ 7

But the images pound behind his eyes like a headache and his voice is faltering and distracted when he manages to speak.

"I'd... j-just like to... point out that we're not... not... all... fuh-foreigners..."

He lets himself trail off; nobody's hearing him, anyway. At least, he hopes not. Milo steps back until his shoulders are against a wall of the meeting house and rubs at his temples, trying to tune out the back and forth noises of the room, the sound of bickering, and the whisper that steel speaks much louder than braggart bigots like Gibbs.


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Millicent pats Milo on the shoulder. "The social butterflies have this one under control, I think." It has been rather convenient to have people around who have minds for talking matters out. Millicent has always just done everything on her own, as it always seemed faster, easier, and less likely to get other people in over their heads. She has been in over her head long enough that she has mostly forgotten what the other side felt like. Perhaps she will need to put in a bit more effort into learning how to make friends and influence people herself.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo twitches a little at Millicent's hand on his shoulder, casting a brief wide-eyed glance her way before he registers what she actually said.

"Oh. Yes. I huh-hope so, I don't... talking's not my strong... --I ssssupose that's-- apparent.

".....how long have you been.... d-dealing with... affairs like this, M-madame? The-- dead. And s-so forth."


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Millicent would still prefer to keep the details of her background close to her chest, but a small side conversation is a far more agreeable place to open up just a tad than a full-throated confrontation in front of the entire group. "I try not to count the years. At least twenty." She smiles to herself. "It sounds more impressive than it is. Most of it was just observing, staying alive." She reaches for a cigarette impulsively, then puts it back as soon as she realizes. "I really will tell you the rest some other time. It is a sensitive matter, you must understand."


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

Following Ajir and Marinus towards the stage, Sebastien grits his teeth as he bites back a retort to Gibs' outburst.

"No point in acknowledging or engaging with the fool. No one seems to be paying him any mind." he thinks as Ajir and Marinus verbally brush him aside and hijack the conversation. "Just need to help them win over the others."

"That's right." he says nodding along to Mari's remarks. "The Professor's research was intent on stopping last night's tragedy from happening and even in death he arranged for us to be here so we could finish his work and we will do everything in our power to put an end to this threat."

Diplomacy to aid: 1d20 + 10 ⇒ (9) + 10 = 19


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Ajir wrote:
"Sir, the only demons in this room right now is your language, your rank aroma, and the beast that drives you to the mug."

Mister Hephenus steps a little closer to Mister Jiro, lowering his voice, while narrowing his eyes.

Ajir, and anyone able to make a Perception Check DC 19:

"You will regret saying that. Jook."

Having visibly spoken to Ajir, Gibs nonetheless returns to the pew, standing a good while before lowering himself into his seat.

Ajir wrote:
"Do you wish to continue to your debate, or will the wisdom of silence save you from yourself?"

"Your voice won't be the only heard here tonight." Councilman Vashian Hearthmount speaks up. "You will wear out your welcome in Ravengro if you tell its citizens to be silent." This spurs a murmur through the Town Hall, a mixture of sentiment, both kind and ill in turns.

Ajir wrote:
"For our actions last night, dear Ravengro, you are welcome. As for the cause, I'm not nearly smart enough to know the Professor's mind or suspicions, though others amongst our group have theories. Personally, I look forward to building a rapport with all of you, as I am invested in finishing the professor's defense of your town."

Hearthmount appears ready to speak, when Marinus lends his voice to the gathering at hand.

Marinus wrote:
"The Professor cared very deeply about the safety of Ravengro. His research led him to suspect that dread necromancers had set their sights on Harrowstone and the unquiet spirits whose lives ended there. If he was correct, their foul magics may have spilled out to Ravengro, causing the dead to walk. We wish to investigate."

Before Vashian can answer, Father Grimburrow speaks from his place on the stage. "The boy speaks true. We must be concerned about some kind of growing presence, some kind of evil waking in this land. The Professor's friends were selfless in standing between Ravengro and the walking dead." Vashian reluctantly nods, looking from the Father to the next Bereaved to speak this evening.

Milovic wrote:
"I'd... j-just like to... point out that we're not... not... all... fuh-foreigners..."

Gibs can't sit anymore. "That's ripe, that is!! The bastard wants to suck at his mum's teat, and say he's still Ravengro born and bred!! He's only son to a deserter, is my guess!!"

This outburst ripples through the Hall, though several townsfolk bark at Gibs, Luthko going so far as to bid Hephenus to sit his soggy ass down.

Sense Motive #1 DC 20:

On stage, Councilman Gharen Muricar did his utmost to suppress a sympathizing laugh in response to the sudden blast of words coming from Gibs. Likely, the old man has tried his guiles on Zena Draznoi, and failed...

Sense Motive #2 DC 20:

Zena Draznoi is staring poisoned, berserker's daggers at Gibs, and hasn't risen to defend herself or Milovic only for the steadying hand of Sarianna Vai's on her shoulder.

Sebastien wrote:
"The Professor's research was intent on stopping last night's tragedy from happening and even in death he arranged for us to be here so we could finish his work and we will do everything in our power to put an end to this threat."

"There you have it!! Ravengro will be very grateful to your group, if you can determine what plagues us, and with Abadar's blessings, perhaps you can end it!!" Councilman Hearthmount seizes at the chance to bring the debate to a head, to some form of resolve and strategy for the way forward.

"Now, tell us. What exactly do you plan to do?"

Sense Motive #3 DC 20:

It's Father Grimburrow's turn to look uncomfortable. He's showing slight agitation that Vashian is so openly discussing such dark matters in public.


Character Sheet Male Human Unchained Monk 3

Ajir shuffles in place during Gibs' outburst against Milovic family. He lets the crowd tend to their own irritating member, acknowledging the councilman's threat against silencing villagers.

Sense Motive #1: 1d20 + 3 ⇒ (19) + 3 = 22
Sense Motive #2: 1d20 + 3 ⇒ (13) + 3 = 16
Sense Motive #3: 1d20 + 3 ⇒ (10) + 3 = 13

Ajir looks over his shoulder at Councilman Muricar, a clear look to identify the stifled laugh's location, and let the laugher know they had been heard.

He turns back to address Councilman Hearthmount.

"You said it yourself, councilman. Determine what plagues the town, and end it. Any further explanation should be made to the town leadership in private, to prevent our strategy from arriving at the ears of those it seeks. And..."

He looks in the direction of Hephenus, "... from being bothered by loud and obnoxious nuisances."


M Human | Stats

Sense Motive #1: 1d20 + 6 ⇒ (4) + 6 = 10
Sense Motive #2: 1d20 + 6 ⇒ (12) + 6 = 18
Sense Motive #3: 1d20 + 6 ⇒ (15) + 6 = 21

Marinus responds to Ajir's call for discretion with a considered pause, catching his words with tight lips before releasing them.

"I can say, we aim to explore Harrowstone's ruins and remove any spirits or necromancers that haunt it. In our absence, I suggest..." He looks wryly at Gibs. "...The town form a small posse to check every house for signs of intrusion."


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Perception dc 19: 1d20 + 12 ⇒ (11) + 12 = 23

Milo Will save: 1d20 + 6 ⇒ (19) + 6 = 25

Milo's face darkens and his eyes flash in an expression that seems out of place on his face. He takes a step forward towards Gibs, his hand slipping towards his hip as if second nature....

...but then he stops, and squeezes his eyes shut, and jams both his hands into his coat's pockets.

Sense Motive 1: 1d20 + 11 ⇒ (19) + 11 = 30
Sense Motive 2: 1d20 + 11 ⇒ (13) + 11 = 24
Sense Motive 3: 1d20 + 11 ⇒ (6) + 11 = 17

He takes a few seconds trying to compose himself-- trying to drown out the voice that tells him precisely what he ought to do to Gibs. At the least he could challenge him, couldn't he, tell him to meet him outside and back up his words with steel-- it wouldn't be what the sword wants most but-- it could be a compromise, or--

No. No, he thinks, firmly.

A deep breath. Milo swallows down bile and anger-- how dare this man speak like this about his mother-- No. No. This is not the path he's chosen. Right.

"I s...ssuh-second the... plan that we... go to... Harrowstone and... s-seek the... cause of this... this... disturbance. How... ever... if the... assistance of... f-f-foreigners is not... desired... then... the t-town should feel free to assemble its own defenses, as... as I am being reminded... even now... why I... left. That you all will-- sit here and tuh-tolerate these-- insults against people who have-- b-bled to protect you all-- and against m-my mother--"

Attempted... what... shaming of the populace? diplomacy i suppose?: 1d20 - 1 ⇒ (2) - 1 = 1

Milo's attempt at war-in-the-court-of-words is undone by the fact that his voice cracks on 'mother', and that, in his attempts to speak clearly, he manages the approximate pace of a snail, with so many pauses and false starts. The crowd has no patience for it. Milo sits down, unable to look at his mother, or any of the people here.

⚔ Oohhh yes, a hero indeed. Can't even show the stones to go shut the mouth of someone calling your mother as good as a whore. ⚔

He has no ready answer for the taunting voice.


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Sense Motive 1: 1d20 + 9 ⇒ (13) + 9 = 22
Sense Motive 2: 1d20 + 9 ⇒ (4) + 9 = 13
Sense Motive 3: 1d20 + 9 ⇒ (9) + 9 = 18

"What do we intend to do?"

As Sebastien replies to the Councilman's query he levels a cold, humorless stare locking eyes with Councilman Muricar for the briefest of moments before turning his withering gaze on Gibs Hephenus as he addresses the crowd.

Intimidation: 1d20 + 10 ⇒ (16) + 10 = 26

"We intend to send the restless spirits of Harrowstone to the Boneyard where they belong and any living souls who are found to be responsible for stirring them up shall join them. Neither the Lady of Graves nor I have any patience for Necromancy. Now. We have preparations to make. I suggest you all return to the safety of your homes."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Ravengro's Town Hall resonates with the powerful voices of the Bereaved, at times chorused by familiar faces, while at other times challenged by scared and/or angry faces. Despite his best efforts, Luthko can't soothe his Marta, who calls out her concern that even this might be too much for the friends of the dead Professor. "If you're saying you'll succeed where Petros failed..." Others murmur her uncertainty.

Sheriff Caeller groans as Marinus calls for police action, while Gibs wanes against Sebastien's withering gaze. Most faces briefly turn your way as you speak, then return to the stage, where Ravengro's old power rests, elevated above the rest. It is finally enough for Mirna Straelock, Councilwoman, to stand and approach Vashian's side. When he feels the presence of the old woman, he takes a slow step back, as if giving her permission to speak, when clearly he had no choice.

"I say we let them volunteer for this investigation, and we thank them for the obvious risk they're taking to do so." Mirna looks towards Sheriff Caeller, half-expecting a retort. When none comes, she continues. "This is some kind of infestation, something unsettled and bubbling up. If we have ourselves a posse of youthful hopefuls, then let's embolden them with coin, and the promise of our gratitude, should they succeed." With this last sentiment, the Councilwoman sets her gaze upon the Missus Avanaki, half-expecting another retort.

Sense Motive DC 20:

The Councilwoman is also speaking shrewdly here. Dead investigators collect no coin...

Perhaps no one was expecting the retort to take a wordless form. Instead of a raised voice of support or opposition, the sounds of several oil lamps shattering commands the attention of all the attendees of the the Ravengro Town Hall meeting.

The entirety of the gathering cries out in alarm! And the panic welling in their chests becomes a visceral impediment to clear thinking. No one voice rises above the fray to clear their heads, as the fires become the focus. Poor Councilwoman Faravan is caught by the burst of the lamp on stage, and she collapses to the stage's floor. Another townsfolk is enveloped not too far from your lady friends. The fires are dangerously social, and will likely begin to spread, given free rein.

The Burning of the Town Hall has begun.

We are now in Rounds. Single Full Round Actions only, please. Roll20 Map has been updated, and the five fires are color-coded for ease of description.

Possible Actions:

For ease of play, I'm using the AP's suggested list of choices. Feel free to get creative, too :)

You have several options for action. You may...:
Flee- Move through the crowd at Half Speed to Exit the Building
Fight the Fires- CMB Check DC 12 to put out a Small Fire. The use of appropriate magic lends you a +4 to the Check.
Direct the Crowd- Diplomacy Check DC 15 or Intimidate Check DC 20 will allow Villagers to move 30'/round towards the Exit.
Save the Townsfolk- Standard Action to remove a Villager from a fire. The Villager automatically Stabilizes when this action is taken.


Character Sheet Male Human Unchained Monk 3

Ajir's gaze comes off the drunkard as the room becomes suddenly brighter and louder.

Before the sound of glass shattering stops, his feet are already moving towards the stage. He sprints towards the collapsing councilwoman to remove her from the flame.

Move, Standard "Save the Townsfolk"

He looks over at the Councilmen on the stage. "One of you be this woman's hero and carry her to safety." he asks, as he struggles to drag her across the stage to stronger men.

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo Senses Motives: 1d20 + 11 ⇒ (12) + 11 = 23

From the depths of his own embarrassed silence, Milo does surface enough to flick a hard look at the councilwoman-- but events unfold before he can even think about voicing his thoughts.

GM, just to clarify: from an IC perspective, the lamps shattered with no obvious cause? Several, all at once?

Milo gasps harshly as glass bursts in a staccato retort, and oil and flame explode everywhere in the full meeting house. His heart hammers in his chest and Milo pushes up from his seat in a surge, eyes flying to his mother first and foremost.

"stay calm, stay calm, just stay calm--" The words seem much more for himself than as an order to the panicked villagers. Milo looks for the nearest fire to his mother, and hurries towards it.

(I think that green is the nearest to the figure that I also think is Zora-- Milo will double move towards it)


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16
Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10
Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22
Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6
An extra +2 on any of those sense motives that are to get a hunch, though it doesn't seem like it would make a difference with those rolls, sheesh

After a shout of shock, Millicent takes a moment to massage her temples and gather herself. Stop the fires. They are small now, so eliminating one will exponentially slow the rate of burning. She starts for the southwestern fire, but seeing Milo already on his way, she turns towards the unattended southeastern fire instead.

If there is one person who knows fire, it is Millicent, and she knows exactly where she needs to aim her frost ray to dissipate the flames.

CMB to Put out Fire (appropriate spell bonus): 1d20 + 0 + 4 ⇒ (9) + 0 + 4 = 13


M Human | Stats

Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14

Marinus tries (and likely fails) to understand what just happened, before attempting to usher the townsfolk out.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9 +5 to detect haunts
Knowledge / Spellcraft check: 1d20 ⇒ 6 +9 Arcana, Religion; +13 Planes; +8 Spellcraft

"Calmly, now. Help each other keep moving. Don't push. It will all be okay."

Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Several, all at once, five of them in total, though there are a couple more lamps sitting untouched, nearby...


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

Sense Motive: 1d20 + 9 ⇒ (7) + 9 = 16

The shattering of the oil lamps catches Sebastien by surprise but he wastes no time as he rushes towards the nearest fire. As he moves Sebastien pulls his still damp cloak from his shoulders and prepares to smother the small blaze.

Double Move


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

As the Burning begins, the Bereaved jump into action! Ajir heroicly hefts Councilwoman Faravan from the Red Fire! He beseeches the other members of the Council to step up. Milovic moves to tackle the Green Fire, which threatens several townsfolk, and burns one already. Millicent deftly distinguishes herself by extinguishing the Orange Fire fully! Marinus motivates the townsfolk to make their way to the exit, his voice a call to action, the villagers regaining their senses! Sebastien rushes to the Blue Fire, the dhampir readying to dampen the beginning blaze!

Marinus:

The suddenness of the explosions, combined with the agita of the crowd, and you fail to observe anything immediately before the lamps shatter. Your process of arcane/religious deduction would have you believe that this was a concerted attack on inanimate objects within the Town Hall, by unseen agents, though whether their immediate presence was required is unknown.

On stage, both Mirna and Vashian fail to answer Ajir's call to action. This leaves Councilman Muricar to approach, and take the unconscious woman's body from the young man. Father Grimburrow is taken by the arm, quite unceremoniously, by his acolyte Rankin, who only wishes to see his senior safely out of the burning building.

Millicent's snuffing allows the Avanakis egress, though Russel runs towards the next fire, while his wife Marnie looks on with a tried patience. The central aisle becomes a bit congested, the likeliest path out, and away from the growing fires.

The three ladies, Sarianna, Zena, and Kendra, struggle to decide where their abilities are best applied. Zena looks ready to jump over a pew, and get to the Green Fire, and the poor fellow burning under its glow. Both Lorrimor and Vai restrain her, their flowing dresses just the thing to add fuel to the fires.

And the fires find the fuel they need to grow. Each of the remaining four fires creep into adjacent spaces. Each Fire is now centered on two intersections, and require separate actions to Put Them Out.

The Burning of the Town Hall continues.

Single Full Round Actions only, please. Roll20 Map has been updated, and the four fires are color-coded for ease of description.

Possible Actions:

For ease of play, I'm using the AP's suggested list of choices. Feel free to get creative, too :)

You have several options for action. You may...:
Flee- Move through the crowd at Half Speed to Exit the Building
Fight the Fires- CMB Check DC 12 to put out a Small Fire. The use of appropriate magic lends you a +4 to the Check.
Direct the Crowd- Diplomacy Check DC 15 or Intimidate Check DC 20 will allow Villagers to move 30'/round towards the Exit.
Save the Townsfolk- Standard Action to remove a Villager from a Fire. The Villager automatically Stabilizes when this action is taken.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo moves forward and grits his teeth as he realizes the flames not only are the ones nearest to his mother, but that a poor soul writhes within them.

"Get back!!" he calls at the three closest women. The fire must be contained-- but his calling as a doctor leads him to first grab the main in the flames, and haul him in a desperate pivot out of the inferno, ignoring any burns that come as a result.

Std action to remove villager from fire


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

Spreading the cloak before him Sebastien beats at the hungry flames as they spread towards the stage.

CMB to extinguish the flames: 1d20 + 2 ⇒ (5) + 2 = 7


Character Sheet Male Human Unchained Monk 3

Ajir gives Councilman Muricar a thankful nod as he hands off the unconscious woman to him, and returns to try and put out the fire on the stage.

Pulling out his waterskin, he attempt to douse the flames with its contents.

CMB vs Orange, DC 12: 1d20 + 6 ⇒ (2) + 6 = 8
Waterskin isn't appropriate magic... but if it gained +4 for appropriate tooling, it would pass. I'll accept whatever the result is, but wanted to suggest.


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Millicent attempts to pull herself over the pews, but just as she starts pulling herself up, she starts coughing from the smoke and has to start over, finally clearing it on the second attempt.

Climb DC 5: 1d20 - 1 ⇒ (5) - 1 = 4
Climb DC 5: 1d20 - 1 ⇒ (14) - 1 = 13

That's my whole turn D:


M Human | Stats

"That's it. Oops, ma'am, watch your step. Slowly, sir. We have time. Keep moving, everyone!"

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Milovic pulls the middle-aged man from the fire. His eyebrows are already missing, and several red splotches dot his exposed skin, but he's breathing, and blissfully unaware of the pain he's sure to feel when he gains consciousness. Sarianna stands resolute when the young Draznoi demands they stay where they are, though his mother's face is a swirl of pride, fear, and frustration. "Be careful! The flames are growing!"

Sebastien squares off with the northwestern fire Blue, and frustrates the blaze's desire to unite with the northern fire, at least. The Blue Fire's size is not diminished for the effort, however. As the dhampir flames the fires, Father Grimburrow finishes a scolding command, and Rankin relents. The acolyte hands off his superior to the others departing, and moves to join Sebastien in the suppression.

Ajir puts his mind to water, and water to fire, using every drop of his waterskin to see part of the Red Fire extinguished! Waterskin seems quite appropriate ;) The Red Fire hisses at the water bearer monk, but its diminished stature is stubborn, and promises a resurgence. Gharen Muricar proves strong enough to see himself and Shanda Faravan closer to safety, though he almost collapses with the councilwoman to the main floor.

Millicent decides to literally overcome a Town Hall pew, which inanimately, indignantly denies her first attempt to vault. A second attempt is successful, and the archivist finds herself a little further north, for her effort. Luthko looks glad for her company, witness to her adeptness at putting out fires already.

Marinus plays the pied piper, and keeps the focus of the ones fleeing from the fire, and firmly on the front doors. A couple of the townsfolk pat the young man on the shoulder, some even try to pull him along, though their grips, insistent at first, relent when Marinus stays his ground, and speaks a rational music to those in fear for their lives. The exodus is slow, but it is steady. A half dozen villagers, including Zokar and his son, Pevrin, exit the Town Hall. The Avanakis round the corner, and work their way closer to the exit, while Russel and Luthko advance on the Yellow Fire. Both men take their shot at snuffing the growing danger. I'm cloaking their bonuses.

Russel CMB: 1d20 ⇒ 7
Luthko CMB: 1d20 ⇒ 1

Sadly, neither man can contribute to the firefighting. Marnie looks on, but she's quiet in her concern.

Gibs rounds the front pew, coming face-to-face with Marinus. He shoots a look to both sides, only to make eye contact with Father Grimburrow, who looks on the old farmer with a stony stare of don't-you-dare. Marinus remains untouched, for now.

The Fires grow. The Yellow Fire decides which way to advance. North 1, South 2: 1d2 ⇒ 2 Poor Luthko finds himself enveloped in flame! The shopkeeper drops to the floor, struggling to put out his clothes, quietly groaning to himself, aware that his cries might pull his wife and daughter away from his desired direction for them. Marta looks at Millicent, considering. The dwarven woman's eyes are fierce, and promise action. At the same time, Mellum breaks from his mother, and bolts down a row, his intent plain- join Milovic, and do his utmost to see the Town Hall saved. Audra Richer cries out, and is immediately restrained by Sarianna, who begins to whisper calm into her neck.

The Burning of the Town Hall continues.

Single Full Round Actions only, please. Roll20 Map has been updated, and the four fires are color-coded for ease of description.

Possible Actions:

For ease of play, I'm using the AP's suggested list of choices. Feel free to get creative, too :)

You have several options for action. You may...:
Flee- Move through the crowd at Half Speed to Exit the Building
Fight the Fires- CMB Check DC 12 to put out a Small Fire. The use of appropriate magic lends you a +4 to the Check.
Direct the Crowd- Diplomacy Check DC 15 or Intimidate Check DC 20 will allow Villagers to move 30'/round towards the Exit.
Save the Townsfolk- Standard Action to remove a Villager from a Fire. The Villager automatically Stabilizes when this action is taken.


Character Sheet Male Human Unchained Monk 3

Ajir, having poured the last of the contents of his waterskin out, uses its leather container to beat the fire out of the rest of the stage.

CMB, vs DC 12, Red: 1d20 + 6 ⇒ (5) + 6 = 11

"Dice! Why hath thou forsaken me?"


M Human | Stats

Marinus looks with dismay at the burning Luthko. Inwardly, he curses the weakness of his small frame. But he continues to exhort the townsfolk to free, stepping away from Gibs as he does so.

"Everyone, keep moving. Russel, sir, please, get Mister Luthko out of there."

Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo looks a bit frantic at the growing flames, as well as Mellum rushing up to try and help. He tries to direct the youth's hands in a way that both hopefully saves a life, and keeps him out of greater risk--

"Grab that man and pull him out of here!" he implores, pointing at the man he just dragged from the fire. But his actual actions are focused on the blaze.

From the corner of his eye he sees Ajir's attempt-- that's smart-- must try to duplicate it-- his own waterskin is full, after all--

CMB, waterskin: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10 Seriously???? fff

The waterskin almost slips from his fingers in his near panic-- he has a brief mental image of clumsily dropping it, doing nothing more than getting his boots wets-- but his hands tighten convulsively on the leather, and he turns to try and beat the flames down with water...

Hero Point reroll: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Yeesh. Not much better, but enough.


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

Sebastien continues to beat at the flames in frustration.

"Go out damn you!"

CMB VS Flames: 1d20 + 2 ⇒ (7) + 2 = 9

I guess I'll use a Hero Point as well.

Heroic Effort: 1d20 + 2 ⇒ (14) + 2 = 16


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Millicent finally gets out of the pews and lines up a shot to free poor Luthko. "Everything's under control. I'm getting you out."

CMB (appropriate spell): 1d20 + 0 + 4 ⇒ (15) + 0 + 4 = 19

She doesn't have the movement to actually get to Luthko, much less move him away, so she's just trying to put out the square he's in


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Ajir struggles valiantly against the growing flames, finding himself just shy of dousing part of the fire nearest him. Milovic takes a cue from the monk, and successfully extinguishes a section of wall creeping its way north, after a sweaty bobble of a bag. Sebastien loses his grip on his fanning fabric, before grasping it firmly, and seeing the little conflagration beat back. Millicent kills two birds with one ray, as she extinguishes more of the Yellow Fire, strategically freeing the singed Luthko, freeing Russel up to concentrate on the fire. Marinus is unwavering in his control of the crowd, almost finishing the shepherding through the front doors. Uh well, the only doors to the Town Hall, perhaps setting up a future conversation about fire control and new entries/exits to the communal building, should it survive the fire!

As much as Gibs pushes and shoves, the man seems less like a rat fleeing a burning building, and more a man seeking seating on the first life boats on a sinking ship. He eyes the flames warily, but measures them for the control being applied against them, and he is no longer loud about his departure.

Marnie locks eyes with Marta, and Missus Avanaki relaxes her stance, which looked fit to return to poor Luthko, abandoning their daughter. Marnie demonstrates a very functional strength in pulling Luthko away from the outer walls of the Hall, while her husband attempts to bring another section of the Yellow Fire to heed.

Russel scrambles to produce his own waterskin, and the grave digger digs deep, quenching a part of the Yellow Fire himself! CMB Bonuses cloaked.

Russel CMB: 1d20 + 4 ⇒ (7) + 4 = 11

The Yellow Fire grows, though it now has two challengers at its heels.

The Red Fire grows.

Acolyte Rankin and Mellum join the dhampir in fighting the Blue Fire!

Rankin CMB: 1d20 ⇒ 11
Mellum CMB: 1d20 ⇒ 3

The pharasmin proves useful, while the boy stumbles to pull a tapestry off the wall to participate himself.

The Blue Fire grows, defying Rankin's contribution to Sebastien's dangerous work, but at least it's smaller for the efforts!

Deputy Winfielde debates dragging an unconscious body, or helping the Draznoi boy against the Green Fire. He presses his effort against the raging heat. Somehow, the old man manages to snuff a small part, his raincloak sufficiently suffocating!

Winfielde CMB: 1d20 ⇒ 7

The Green Fire grows, the deadly tug o' war not giving an inch on either side.

The Burning of the Town Hall continues.

Single Full Round Actions only, please. Roll20 Map has been updated, and the four fires are color-coded for ease of description. One more Round of Directing the Crowd will see the Town Hall successfully evacuated!

Possible Actions:

For ease of play, I'm using the AP's suggested list of choices. Feel free to get creative, too :)

You have several options for action. You may...:
Flee- Move through the crowd at Half Speed to Exit the Building
Fight the Fires- CMB Check DC 12 to put out a Small Fire. The use of appropriate magic lends you a +4 to the Check.
Direct the Crowd- Diplomacy Check DC 15 or Intimidate Check DC 20 will allow Villagers to move 30'/round towards the Exit.
Save the Townsfolk- Standard Action to remove a Villager from a Fire. The Villager automatically Stabilizes when this action is taken.


M Human | Stats

"Very well done, everyone. Brother Rankin, Mellum, you're true heroes." Marinus gives a very grateful look to Marnie. "Now let's get Luthko out of here. Everyone, let's get clear while a modest number try to stop the blaze. Leave them an escape path."

Diplomacy to keep coordinating escape: 1d20 + 8 ⇒ (16) + 8 = 24

If it weren't for the adolescent scritch of his voice or his downy cheeks, you might think the lad was grown up indeed!


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

"There! Yes, thank you!" Milo pants as Winfield aids him. Milo uses the now emptied waterskin to try and beat out the flames, knowing that while there isn't enough moisture in the leather to actually assist in fighting the fire, it might be enough to keep the waterskin itself from catching ablaze. Anyway, it's the wettest thing he has at hand...

CMB on green: 1d20 + 5 ⇒ (15) + 5 = 20


Character Sheet Male Human Unchained Monk 3

Ajir is annoyed at the intensity of the fire's heat and its spreading sparks. He lets out agitated grunts as he continues to try and beat back the flames with the saggy leather of the expended waterskin.

CMB, DC 12 vs Orange: 1d20 + 6 ⇒ (19) + 6 = 25


AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
Spells Per Day Remaining:
1-4/6
Spells/Effects Active:
Heightened Awareness

Millicent nods as she notices Marinus still doing a smashing job organizing the mob. She takes a step closer to the fire, still spraying rays of ice to drive the flames back. Between her and Russel, they might just be able to quench this fire right here and now.

CMB (appropriate spell): 1d20 + 0 + 4 ⇒ (16) + 0 + 4 = 20


Male Dhampir Inquisitor(Kinslayer) 3 | hp 21/21 | AC 16, T 13, FF 13 | Fort +3, Ref +4, Will +5 | Speed 20 ft. | Init +7 | Percept +10 | Active Conditions: none

For a brief moment Sebastien is encouraged as the flames are beat back.

"Come on you two let's finish off these flames and help the others." he says as he continues to beat at the blaze.

cmb vs fire: 1d20 + 2 ⇒ (4) + 2 = 6


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Marinus remains the ever-steady Voice of Reason, never once wavering in his calm, reassuring tones which glide above the fearful yelps and moans of the most of the gathered. Within moments, the townsfolk in attendance depart, leaving you to your selfless acts of immolation!

The fire brigade continues to oppose the parching!

Milovic shows that not only old deputies can overcome threats, halving the Green Fire! Ajir shaves a third off his own personal Red Fire! Millicent leaves the last of the Yellow Fire to Russel, kind soul that she is. Sebastien, in his zeal to see the fire out, accidentally catches his sleeve on fire, so spends a little time patting it out, instead of the Blue Fire before him.

Ravengro's Best step up again to help the Bereaved!

Russel CMB: 1d20 ⇒ 10

Russel finally manages to snuff out the Yellow Fire! He looks over at Millicent and Marnie, and sighs, relieved. "Thanks for the help, mam. That frost of yours is just what the doctor ordered."

Rankin CMB: 1d20 ⇒ 14
Mellum CMB: 1d20 ⇒ 6

Rankin and Mellum balance each other out, the older, steady hand manages to shrink the blaze, while the youth keeps both acolyte and dhampir company, at least. The young man spends time stomp kicking a piece of char off his leather boot.

Winfielde CMB: 1d20 ⇒ 10

Deputy Winfielde drapes his raincloak over the last of the Green Fire! "Well done, master Draznoi. Glad you stuck around."

The Blue Fire grows, as does the Red Fire...

Deputy Thomas moves to help Winfielde with the collapsed gentleman, while Sheriff Caeller moves to help Councilman Muricar with the unconscious Councilwoman.

Marnie bids her man follow her out, figuring Russel will catch up when he can. Luthko doesn't seem out of place, slung over the dwarf's shoulder.

With the fires diminishing in the corner of the Town Hall, it feels like things are finally coming to a conclusion, when the Hall's back windows shatter inwards, allowing three floating skulls wreathed in their own cranial flames to gain the interior! They are the size of normal human heads making them Tiny, and the flames surrounding them look painfully real. Their ember red sockets locate each and every person in the room, allowing you an inhalation, and an exhalation.

Knowledge(Religion) DC 11:

Your new guests are Flaming Skulls, a subcategory of creatures known as the Beheaded. These are Neutral Evil Tiny Undead.

Beheaded are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs. Beheaded silently hover at about eye-level, often making them the last thing a casual wanderer or careless villager in an infested area ever sees.

1 question for every 5 above 11

Initiative:

Ajir: 1d20 + 3 ⇒ (20) + 3 = 23
Marinus: 1d20 + 2 ⇒ (16) + 2 = 18
Millicent: 1d20 + 2 ⇒ (19) + 2 = 21
Milovic: 1d20 + 2 ⇒ (1) + 2 = 3
Sebastien: 1d20 + 7 ⇒ (4) + 7 = 11
FS: 1d20 + 1 ⇒ (13) + 1 = 14

Round 1
Ajir- 23
Millicent- 21
Marinus- 18
FS- 14
Sebastien- 11
Milovic- 8

Ajir, Millicent, and Marinus are up! Roll20 map has been updated! Oh, yes, those last fires, Red and Blue, still continue...

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