GM Rat Sass's Carrion Crown

Game Master Governayle

Roll20 Link
Map of Ustalav
Ravengro
Tracking Sheet


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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

Just as the final bits of flame are dissipating, Millicent pulls out a cigarette and lights it as she walks forward. "No trouble at all." She takes a drag of her cigarette. "An archivist must maintain some ability to deal with fires."

She was about to head to the west to help with the remaining fires when the heads burst in.

Knowledge (religion): 1d20 + 8 ⇒ (16) + 8 = 24 How are they going to try to kill us? (aka what is their main shtick) and does fire do any damage at all to them?

She waves a hand over herself and an invisible force flickers for a moment before vanishing.

Mage Armor

Milling About:

HP: 23/23
AC: 16/12(16 vs incorp)/14
Saves: F3/R3/W4
Spells Active: Mage Armor, Heightend Awareness

0: (Detect Magic, Light, Mending, Prestidigitation, Ray of Frost)
1: 4/6 used (Burning Hands (DC 16)x0, Mage Armorx1, Identifyx0, Heightened Awarenessx1)


|Roll20 Link- Age of Worms|

Millicent:

They are going to headbutt you to death. If the Slams don't get you, their burning might... Fire-based attacks are but butterfly kisses to these undead.


Male (He/Him) | Link | Human |HP 54/54 | AC 21 T 13 FF 18 | CMB 5, CMD 18 | F: +8, R: +7, W: +14 | Init: +9 | Perc: +17, SM: +21

Marinus rolls his eyes at the new intrusion. "I could see where this was heading before you arrived..."

He moves toward the creepers, maintaining some cover from the pews. Two motes of force shoot out at the center skull.

Magic Missile, enhanced: 2d6 + 2 ⇒ (5, 2) + 2 = 9

Religion: 1d20 + 9 ⇒ (7) + 9 = 16

What causes them to be created? Any special vulnerabilities?

Marinus Status:

HP 19/19
AC 14 / 12 ff / 12 touch

Active effects: None

1st level spells: 5/6


|Roll20 Link- Age of Worms|

Marinus:

The wee undead are Immune to a great many things, but Vulnerable to nothing. Dark magic certainly animates the lonely skulls, whether intentionally, say, to create a familiar or guardian, or inadvertently, when black circumstances bring a body part to horrid unlife, seeking to avenge a wrongful death, or plague an unfaithful lover...


Character Sheet Male Human Unchained Monk 3

Knowledge (Religion)*: 1d20 + 4 ⇒ (9) + 4 = 13

"Figures." Ajir opts to leave the fire and attack the nearest skull, hoping to prevent it from spreading further flame.

He jumps, choosing to throw kicks into the air rather than have the flesh of his bare hand singed.

Attack: Dex Bonus: 1d20 + 6 ⇒ (7) + 6 = 13 for Attack: Str Damage (Magic): 1d6 - 1 ⇒ (3) - 1 = 2
Attack: Dex Bonus: 1d20 + 6 ⇒ (17) + 6 = 23 for Attack: Str Damage (Magic): 1d6 - 1 ⇒ (5) - 1 = 4


M Human | Stats

Sorry...


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 whirls around as the skulls burst into the town hall.

Know: Religion: 1d20 + 7 ⇒ (3) + 7 = 10

"Rankin, Mellum, if you can keep beating back the flames I'll keep these creatures away from you." he says as he dashes forward for a better shot and drawing his crossbow on the run. Quickly positioning himself to avoid Ajir Sebastien lets the bolt fly at the skull harassing his friend.

Ranged Attack, Point Blank Shot, Undead Slayer, Coordinated Shot: 1d20 + 5 + 1 + 1 + 1 ⇒ (3) + 5 + 1 + 1 + 1 = 11

Piercing Damage, Point Blank, Undead Slayer: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Move action to move 15 feet forward, free action to draw my weapon as part of the move, standard action to attack.


|Roll20 Link- Age of Worms|

The Skulls draw the frantic attention of everyone still gathered within the Town Hall, but within two swift redresses, two of the Skulls are smashed to ember and bone, as the youth stabs one with two inerrant magical projectiles, and the monk thumps another one twice with the thick sole of his boot.

The dhampir shoots for the third, but the undead thing shrieks, and the bolt passes through the open mouth, thunking into the wall behind it.

The last skull-o-fire swoops down at the closest living being- Millicent!

Slam Attack, Mill: 1d20 ⇒ 3 for 1d2 - 1 + 1d6 ⇒ (1) - 1 + (3) = 3 damage, including Fire

Sadly, the only thing the flying flame can manage is invading the archivist's personal space...

Milovic is up! I'll update for Round 2 shortly thereafter...


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 gawps a bit at the skulls appearing, but knows he won't make it near to one in time. Instead he focuses on the fire...

CMB: 1d20 + 5 ⇒ (13) + 5 = 18

Rushing forward to the next flame, he stomps the fires into the floorboards as best he can.


|Roll20 Link- Age of Worms|

Ajir denies one flaming skull entrance to the affair, while Marinus does the same with the second flaming skull. Millicent readies herself for the new guests. Sebastien just misses the third flaming skull, while Milovic sees to the size of the Blue Fire still smouldering, diminishing it by half.

The evacuation proceeds apace, the elderly gentleman being escorted out by both deputies. Russel decides he wants no part of the clacking, crackling skull hovering in front of him. He bolts along the outer aisle, striving to catch up with the burdened Marnie and burden Luthko.

Before the fires get a chance to grow ever stronger, Rankin watches Mellum for a moment, hoping the young man will snuff the Blue Fire, so he may be freed to fight the last Red Fire.

Mellum CMB: 1d20 ⇒ 8

The teenager fails, forcing Rankin to remain where he is.

Rankin CMB: 1d20 ⇒ 20

What Milovic started, the acolyte finishes!

The Red Fire grows.

Round 2
Ajir- 23
Millicent- 21
Marinus- 18
FS- 14
Sebastien- 11
Milovic- 8

Ajir, Millicent, and Marinus are up! Roll20 map has been updated.


M Human | Stats

Marinus moves up to the dais and gets ready to flood the skull with life's essence. "Millicent, do move back, would you?"

Disrupt Undead: 1d20 + 3 ⇒ (13) + 3 = 16 Readied action to cast once the skull isn't in melee.

Positive energy: 1d6 ⇒ 3


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

"That is the plan, dear."

She takes a step back, huffing as she tries to regain her focus from the hit. She fires a parting blast of cold at the skull.

Ray of Frost: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 ⇒ 2

Milling About:

HP: 17/23
AC: 16/12(16 vs incorp)/14
Saves: F3/R3/W4
Spells Active: Mage Armor, Heightend Awareness

0: (Detect Magic, Light, Mending, Prestidigitation, Ray of Frost)
1: 4/6 used (Burning Hands (DC 16)x0, Mage Armorx1, Identifyx0, Heightened Awarenessx1)


Character Sheet Male Human Unchained Monk 3

Ajir notes the dropping of the second flaming skull, and that two other capable party members are in the midst of handling it. He turns back to the flames still engulfing the edge of the stage.

A serene look wipes away the agitation from his face, and his motions begin to look rehearsed. A deep hum emits from his throat as arms form aa circle in front of him. His hands move in a slow circle, as if turning an invisible ball. Moisture begins to form between his hands, a rolling ball of water by the end of the motion.

His lower hand quickly raises, shot-putting the water into the air, which quickly expands into a falling sheet of water.

Green-Blooded 1/day Create Water at character level.

CMB vs DC 12, Fire Red: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Ajir Status (Perception +7, Sense Motive +3):

HP: 13/28. Hero Points: 0. Investiture Pool: 4. Ki Pool: 2.
AC: 16. Touch: 13. Flat: 13. CMD: 12. CMB: 6. Speed:40.
Features: Evasion
Effects:


|Roll20 Link- Age of Worms|

The dual strike of archivist and mentalist finish the third flaming skull, one of them dampening its fire, the other leeching its unlife force completely. The more meditative of you all pulls water from thin air, dousing another section of the Red Fire.

This leaves the four fellows nearby to try their luck against the only remaining threat to the Hall's well-being...

Milovic and Sebastien are up! Likely our last round, but the Dicebot has been on a tear lately...


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

Roll 20 is freezing up for me so if I could be moved closer to the last fire that'd be great. Double move a total of 40 feet

The weight of Milo's armor, a burden he is still becoming accustomed to, keeps him from striding as he might wish. He does his best to reach the last 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

Sebastien grits his teeth as the bolt fails to find its target but nods in satisfaction as the source of his frustration is quickly snuffed out.

With the undead eliminated he turns his attention back to the fire and drops his crossbow as he rushes to help Ajir stomp out the last of the flames.

CMB vs. Red Fire: 1d20 + 2 ⇒ (19) + 2 = 21

"Looks like the town might get to keep its town hall after all." he says as he tries to stomp out the fire.


|Roll20 Link- Age of Worms|

Mellum CMB: 1d20 ⇒ 9
Rankin CMB: 1d20 ⇒ 19

It takes a concerted effort, many hands unified in the makeshift fire brigade, and the Red Fire winks out! Its last embers blacken, leaving the Town Hall singed but secure. Two points of fire, and five folk fighting 'em? It's an easy hand waive.

We are Out of Combat.

Acolyte Rankin moves to examine the nearest flamed out skull, while Mellum takes his leave to catch up with the others outside. You are able to enjoy some small quiet, before heading outside.


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 quickly scans the room to make sure there are no more threats, then cleans herself off and clears her throat.

"That went far better than it could have. I am glad. Did anyone spy a ringleader or perpetrator, anyone acting strangely? Is there anyone unaccounted for?"


M Human | Stats

Marinus responds to Millicent quietly. "Other than Gibs? I'm not sure whether the man's just an ass, or an outright psychopath. Perhaps I'll ask our new neighbors. No doubt the fires will have warmed them up to us. Or so I hope."

He psychically cleans the soot from his clothes and hair before offering the same to his companions.


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

With the flames vanquished Milovic's eyes seek out his mother first. He jogs to her side, looking her over quickly.

"All is well?" he asks, confirming she has no damage from stray glass or flaming oil..... or, the words of a certain jerk, before then.

There are unconscious souls to tend to as well-- Milo checks the people dragged from the flames, confirming that at the least they are stable and have no immediate need of his medical skill, before he rejoins the others.

"Is anyone of our group hurt?" Milo says, half-panting from the unaccustomed effort of moving around with the extra weight of armor on him. "Some of the villagers will need my attentions for their burns, but I can check any wounds you may have..."


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

"Nothing serious. Just a bit singed." Sebastien responds distractedly as he watches Rankin inspect the skulls.

Sense Motive: 1d20 + 9 ⇒ (16) + 9 = 25

Perception: 1d20 + 10 ⇒ (1) + 10 = 11


|Roll20 Link- Age of Worms|

Sebastien:

Acolyte Rankin appears genuinely interested in not only the condition of the skull in his hands, but also what it might have looked like with skin and hair, possibly trying to identify from which grave the bones have sprung.

Exiting the still standing Town Hall, your eyes adjust to the cool air and moonlight to see that most everyone in attendance stand across the Town Square, their faces mildly sooty and strained in fear. As you cross the Square to join them, the faces begin to relax and nod, some voices calling out praise.

Zena Draznoi's voice and figure bursts from the crowd to meet Milovic half-way. "Ooooo, how you made me worry!!" The woman is tighter on her outward display of emotion, but it is a coiled thing, this concern of hers for her Rabbit. She brings both hands to both of Milovic's shoulders, looking him over for signs of injury, and her nose wrinkles when she finds nothing. Not even a trace of soot, so good is the young man's cleaning magics. Others in the crowd take notice as well.

Sense Motive DC 20:

The superstition is strong in these folks.

The two men overcome by the flames are indeed stable, and are being looked after by their respective families- Luthko by his Marta, and old Arlo by none other than his son, Deputy Thomas. Thomas does defer to the the kind doctor, having done little but cradle the old man's head in his lap.

Father Grimburrow and Councilman Hearthmount approach you all, as most of the villagers take their leave, their bellies filled with unease, their minds in search of quiet before they are laid to rest and threatened with a repeat performance behind fitful eyelids.

The Father speaks, when he's reasonably sure your conversation will be kept private, out in the open of the Town Square.

"Vashian here has agreed to do what he can to fund your investigation, where our local shops might find themselves a little tight in their respective generosities. I will do my part, as well. There are things that I can provide you, all you need to do is meet me at the Temple. When you're ready, of course."

Councilman Hearthmount appears a little uneasy, but it's hard to tell if it stems from the recent events, or someone speaking for him, regarding discretionary funds.


Character Sheet Male Human Unchained Monk 3

Ajir turns to Milo, after his mother's doting ceases. "I am not injured from this fire, but I am still sore from our previous activities."

Sense Motive vs DC 20: 1d20 + 3 ⇒ (19) + 3 = 22
Knowledge (Local)*: 1d20 + 1 ⇒ (17) + 1 = 18
If there is some sort of local superstitious ritual that's appropriate for "my village almost burned down because of undead flaming skulls" (akin to throwing salt over the shoulder or saying some sort of words), Ajir would attempt it.

"Thank you, Father."

Ajir turns to the better planners of the Bereaved on the next course of action.


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

Sense Motive DC 20: 1d20 + 11 ⇒ (16) + 11 = 27

Milo smiles reassuringly at his mother, but his gaze does flick out to the townspeople as well, and his smile fades a little....

He shakes his head to try and clear away his own musings, and then hurries to attend to the two injured townsfolk.

Flavorwise he'll spend a CLW on each innured man, I assume you don't actually need HP rolled

Healing energy flows from the young doctor's hands to each man. He softly instructs their loved ones in additional care-- cool, not cold water, to lave the remainder of the burns; a poultice recipe of a local herb, crushed fine...

He stands and rakes his hair back from his face before rejoining the others. "That fire... can we agree it s-sseemed unnatural? I have no touch of, of soot on my clothes. B-but I know nothing about these sorts of affairs. I know medicine. A bit of... herbalism. Not... this.

"Nor have I ever dreamed I'd be entering a place of-- hauntings. Madame Jones, Mr. Lupescu, and-- M-marinus-- you have.... experience of these things, more than me, to be sure. What s-supplies should we get?"


M Human | Stats

Marinus stands up as tall as he can, facing the Councilman and Grimburrow. "Thank you, Father. We will most certainly require supplies. Holy water and any wands, potions, or scrolls you have that provide healing. Councilman, if the town has any wands or fine weapons that may help in combat with undead things, that would be worth your investment."

Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17

He walks to Milo's side, putting on his shoulder a hand meant to be reassuring.


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

Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14 +2 more if getting a hunch

Millicent desperately wants to slap the Councilman and tell him that he should take this as a lesson to treat her concerns with more respect next time, but she somehow manages to restrain herself. She holds herself and breathes long and deep before letting out a calming exhale.

"Thank you, Father. I am glad to hear that the town has decided to take this situation as seriously as is warranted."

Millicent takes one final drag from her cigarette before dropping it and stomping it out. "Well then, I suggest we meet the Father at the temple as soon as possible to see what he has to offer, and then we do a little bit of shopping to fill in any gaps. We can spend tonight preparing and head out first thing in the morning. The powers of evil tend to be weaker in daylight, after all."


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 ⇒ (13) + 9 = 22

"Best not to draw too much attention to myself while the town is so on edge they already look at me with fear." Sebastien thinks as he notes the townsfolks' expressions.

Sebastien's shoulders sag slightly for a moment with disappointment as Millicent speaks.

"She must not have noticed when I told Father Grimburrow it would be best to visit the ruins with the sun out. I wanted Millie to see I'd been paying attention during her lessons. Oh well..." he thinks before adding to the discussion.

"After what we learned from the Father's archives it might be a good idea to check the monument to see if any other letters have appeared. Just so we can confirm your suspicions about the Splatter Man, see if we can't determine who his victim might be and if we catch him in the act possibly do something about it before we visit the ruins."


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

.


M Human | Stats

Marinus gazes with affection at his still new companions. It’s incredible how just a few strife-filled days can cement affections. Has it been this way in every incarnation? Or will this be the lifetime when evil is finally vanquished?

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