Gestalt Carrion Crown

Game Master bigrig107

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Harrowstone first floor map


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The skeletons are truly dead this time, thankfully, both the one at the bottom of the well and the ones surrounding the stairs.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Park glances around. "Well, the spirits from the pool, or Hell's Basement are cleared. Shall we just rotate to the right and head that way?"

He points to the north, or the 'Oubliette'. "We can hope that whatever was forgotten is dead and not a haunt!"

"But before we go, give me a minute for some magic to speed our steps? And can I get a cure spell Morganne? One of them things hit me. Felt like being whipped with acid."

I'm only down 7, but I don't think we should risk moving along with wounds. My action is a Masterpiece that takes a full minute of drumming, (perform-percussion) called Triple Time. For the next hour everybody's base land speed is increased by 10'. Just in case we need to run....


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

”Yes, of course.” the cleric says. She calls on the powers of Pharasma to heal Park’s injuries.

Trading in Burning Disarm for a CLW.

Heal: 1d8 + 3 ⇒ (6) + 3 = 9

Status:
HP: 18 / 18 | AC:16 / T:12 / FF:14 | CMD:13/xx
Arcane Reservoir (6): x
Channel Energy (5):
Gentle Rest (6):
Ghost Hunter (1):

Arcanist 1st Spells (5): x

Clerical Spells:
~ 2nd ~
Gentle Repose:
Ghostbane Dirge:
Spear of Purity:

~ 1st ~
Burning Disarm: x
Deathwatch: x
Shield of Faith:
Weapons Against Evil:

Bolts (10):

Effects:
Mage Armor (w/ Reservoir Pt) – 5 hours
Deathwatch – 30 mins


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Raj nods, ”Works for me. I’ll just take a quick look up the hallway.” While Park gets healed and begins his spell, Raj strolls up the hallway a bit to inspect the terrain and check the first door he finds.

BOOM:
Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 + 8 ⇒ (3) + 8 = 11 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +1 to auto-detect Traps)
Disable Device: 1d20 + 14 ⇒ (11) + 14 = 25 pop the lock if needed.

Status:
HP: 22 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3):
Shuriken (20):
AoOs (6):

Effects:

GM, in U1 a bit of the northern end of the cavern is cut off by the fog of war. Should we assume that is a dead-end or does it continue on?


Roll20 link

Was just a mistake, getting used to the fog of war stuff still!

To be clear, Rajuna, you are looking at moving down the hallway and opening the door alone before the minute is over?


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Yeah, my move base is already 40'. If we have to run for our lives, I want to give the other guys a sporting chance to beat me. XD
What's the old joke? I don't have to outrun the bear, I just have to outrun you.


Roll20 link

As soon as Rajuna gets within about 30 feet of the door, he hears a loud rushing sound as if of a fire igniting coming from inside the door that he now sees is ajar, not closed. A half second later, a horror emerges from the door. A human-sized skeleton stands in the hallway before you, with a few differences from the ones you've faced already: it's entire body is covered in flames, it's carrying a handaxe, and it doesn't seem to have its head.

It charges out of the door, somehow making a sound that approximates a human scream of pain and anger.

Init, Rajuna: 1d20 + 5 ⇒ (1) + 5 = 6
Init, Park: 1d20 + 5 ⇒ (4) + 5 = 9
Init, Morganne: 1d20 + 4 ⇒ (19) + 4 = 23
Init, it: 1d20 + 3 ⇒ (13) + 3 = 16

Init order: Morganne, It, Park, and Rajuna


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

Morganne gasps at the abomination coming for them. One part of her brain tries to comprehend what she is seeing. The other part lashes out with magical power. She sends three bolts of force arcing around the stunned thief to hammer the creature in the chest.

FREE: Knowledge Check
FREE: Arcane Reservoir (+2 CL)
STAND: Cast Magic Missile (3 missiles)

BOOM:
Knowledge: Religion: 1d20 + 11 ⇒ (8) + 11 = 19

Magic Missile (Force DAM): 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9

Status:
HP: 18 / 18 | AC:16 / T:12 / FF:14 | CMD:13/xx
Arcane Reservoir (6): xx
Channel Energy (5):
Gentle Rest (6):
Ghost Hunter (1):

Arcanist 1st Spells (5): xx

Clerical Spells:
~ 2nd ~
Gentle Repose:
Ghostbane Dirge:
Spear of Purity:

~ 1st ~
Burning Disarm: x
Deathwatch: x
Shield of Faith:
Weapons Against Evil:

Bolts (10):

Effects:
Mage Armor (w/ Reservoir Pt) – 5 hours
Deathwatch – 30 mins

It would be great if you assigned me permission to move Morganne’s icon.


Roll20 link

Thought I had already, sorry about that! Done now.

This horror is something known as a skeletal champion, a skeleton of a particularly notable individual that kept some of its combat prowess in undeath. They are usually more intelligent than their mindless brethren, and each one is unique in their skills. This one is of the burning variety, which usually springs up when fire is involved in the deaths of the unfortunate victims.

She gets one question to ask about it.

After the three missiles slam into it, the flaming skeleton lets out another roar from its headless neck and then charges at Rajuna, axe held high.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d6 + 9 + 1d6 ⇒ (6) + 9 + (5) = 20
Miss Chance (1-50 hit, 51-100 miss): 1d100 ⇒ 15
Oof, that damage roll.

The axe hits into Rajuna hard, surprising him with its ferocity.

Init order: Morganne, It, Park, and Rajuna


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

Ohhh, questions, questions... What kind of special abilities are we facing here?


Roll20 link

It’s headless, which gives it some combat penalties, as well as the miss chance I rolled for it on the attack, but also has the unique ability of a constant Deathwatch spell, which is likely how it noticed you and ‘sees’ enemies in combat. It’ll also explode on death for some fire damage to anyone adjacent to it when it dies.


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

So if he’s blind, that normally means he loses his DEX bonus to AC, which means Sneak Attack should work… At least that is Raj’s operating assumption… and he is praying he is right. :D

Raj staggers away from the blazing heat coming off his opponent ‘helped’ along by the overwhelming force of the blow. With the burning axe having shattered his collarbone and – helpfully – seared the wound shut, his right arm is all but useless. He has one chance, maybe. He’s got to do enough damage to bring the skeleton down before it can finish him with that axe. With a flick of his left wrist, three shurikens fall into his hand and he hurls them with all his might and skill at the blazing skeleton.

Die, you bastard, die.

FREE: 5’ step
SWIFT: Ki Point for Ki Flurry
FULL: FOB!

BOOM:

FULL: Shuriken (crit: 20/2x | 10’ | P)
Mods: FOB, Deadly Aim, Ki Flurry, Sneak Attack
HIT #1: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 | DAM #1: 1d2 + 5 + 2 + 2d6 ⇒ (2) + 5 + 2 + (1, 2) = 12
HIT #2: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20 | DAM #2: 1d2 + 5 + 2 + 2d6 ⇒ (1) + 5 + 2 + (6, 3) = 17
Ki HIT: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25 | KI DAM: 1d2 + 5 + 2 + 2d6 ⇒ (1) + 5 + 2 + (4, 3) = 15

Status:
HP: 2 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): x
Shuriken (20): xxx
AoOs (6):

Effects:


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Seeing Rajuna take a hard hit from this new enemy Park moves up to attack it with his machete.

attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage if that hits?: 1d6 + 4 ⇒ (3) + 4 = 7


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

Morganne casts a spell focusing on her companions weapons, causing them to sparkle with light like a candle. It won't last long but your weapons have been imbued with the strength to fight evil.

Weapons Against Evil Lasts 3 rounds, casted on Park's Machete and Arjuna's butterfly swords.


Roll20 link

Rajuna sees his shuriken flurry hit the skeleton, but they don't seem to find as much purchase as he thought they would.
Looks like your weapons' damage type doesn't by pass its DR.

Park steps up and takes a swing and does hit it, but suffers the same slight ineffectiveness Rajuna did.

Morganne's spell will help you bypass its DR next round, so no worrying about that!

The headless skeleton doesn't seem to hyperfocus on Rajuna, instead taking the opportunity to lash out at the closest target: Park.

Attack: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d6 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13

Some dice god has chosen this as their champion. Their skeletal champion!


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Isn’t there a miss chance for the skelly’s attack on Park?

OK, we got this. I’ve got 1 HP and a spare! :D

Rajuna looks at the axe, considers how the monster attacked, and draws a logical conclusion, ”This has gotta be ‘The Lopper’ – well named.” In an all-or-nothing gambit, Raj steps back into hand-to-hand range and hacks at the monster’s joints with the butterfly sword. One blow bites deep. (possible crit) Even if they win, he’s probably going to lose. If the lore is correct, he’s going to get blasted by the creature’s dying explosion and he’s barely standing now.

FREE: 5’ step
SWIFT: Ki Point for Ki Flurry
FULL: FOB!

BOOM:

FULL: Butterfly Sword (crit: 19-20/2x | S)
Mods: FOB, Ki Flurry, Power Attack, Sneak Attack, no DR (weapons against evil)
HIT #1: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10 | DAM #1: 1d4 + 5 + 2 + 2d6 ⇒ (4) + 5 + 2 + (3, 6) = 20
HIT #2: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27 | DAM #2: 1d4 + 5 + 2 + 2d6 ⇒ (4) + 5 + 2 + (1, 4) = 16 crit?
Confirm: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17 | +Crit DAM: 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Maybe
Ki HIT: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10 | Ki DAM: 1d4 + 5 + 2 + 2d6 ⇒ (1) + 5 + 2 + (4, 5) = 17

Status:
HP: 2 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xx
Shuriken (20): xxx
AoOs (6):

Effects:


Roll20 link

Thank you for reminding me!

Miss Chance, (1-50 hit, 51-100 miss): 1d100 ⇒ 17

Still hits, unfortunately for him.

Luckily, Rajuna finishes off the skeleton with his last flurry of shuriken, and it explodes into a burst of fire as it crumbles to the ground.

Since Park goes at the same time as Rajuna, I'll let him move away from it before it explodes and avoid the damage.

Combat done!


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

How much damage do I catch from the explosion?


Roll20 link

Oh I thought you used your shuriken! My apologies, rolling damage now.

Explosion: 2d6 ⇒ (1, 4) = 5

Reflex DC 13 half, Rajuna: 1d20 + 8 ⇒ (3) + 8 = 11

Five damage!


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Nah, I went with the sword because Morganne magicked it.

The skeletal explosion slams into Rajuna and send him to the floor where he lays… smoldering and unmoving.

I'm out! At -3 HP.

Status:
HP: -3 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xx
Shuriken (20): xxx
AoOs (6):

Effects:


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

Morganne jumps to action as the skeleton explodes, raising her goddesses symbol above her head and releasing a wave of healing energy.

Channel Positive Energy: 2d6 ⇒ (1, 2) = 3

Rushing seemed to do little good. Taking a deep breath and focusing herself Morganne releases a second wave of energy.

Channel Positive Energy: 2d6 ⇒ (1, 3) = 4

Blast this accursed place! Pharasma heal us that we might cleanse this place.

Channel Positive Energy: 2d6 ⇒ (4, 2) = 6

That should do it for the most part... Though you did take a beating there. Allow me. Morganne extends her palm out to Rajuna.

Cure moderate wounds: 2d8 + 3 ⇒ (4, 2) + 3 = 9 Convert Lesser restoration to CMW.


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Rajuna wakes with a violent start, rolls over, and coughs up several lungfuls of smoke before slowly climbing to his feet. ”Thanks. That was… painful. But I'm glad you're in good with your goddess.”

He leans heavily against the wall and takes a few more deep breaths, clearing the residual smoke and ash from his lungs.

Status:
HP: 19 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xx
Shuriken (20): xxx
AoOs (6):

Effects:


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

I meant to post here last night but ran out of time.... Glad that's over! Had me worried!

Park sees Rajuna hit the flaming creature and sees the flames swell. He jumps back, thinking that if he were just a bit faster he might pull the man away.

After the explosion he moves toward his fallen companion, but feels the waves of healing come from Morganne, healing his own wounds as well as Rajuna's. He turns to her, "I thank you as well. That thing hit hard!"

He sings the words to a cantrip and examines remains. Detect magic? and/or anything of value?

Thinking for a moment Park digs in belt pouch. "Rajuna? Do you carry any healing magic? If not, take these. They're not as powerful as what she just used, but it might keep a person alive."

He hands him 2 potions of cure light wounds and 1 of cure moderate wounds. "I've got a wand with some charges that I can use. Got a feeling like we're going to need all of it!"


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Rajuna looks genuinely surprised at the unexpected gift from a relative stranger. "Doc knew good people when he saw them." He takes the potions and stores them carefully in his bandolier. "Thanks. I'll try to hand these flasks back to you full. Hopefully the rest of these haints go down easier." He turns his attention to the remains of the creature, looking for anything of interest or value.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Roll20 link

The only thing of value or interest on the remnants of the exploded corpse is his handaxe, which does detect as magical and is a +1 handaxe.

The door to the room the skeleton emerged from is still open, and leads to a small room with a trio of beds along one wall. A lever stands on the north wall, in the down position.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Park looks at the magical handaxe and shrugs. "I think magic may be needed to fight ghosts and such. Otherwise I'm much better with my machete than I'd be with this. Do you want it or should I hold it for now?"

Petyr had the +1 handaxe from the vault. None of us wanted to use that though 'cause we were concerned about a possible curse. With Petyr out should one of us be carrying that?


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

"I'm better with my fists or my sword... but I can carry it. It's never bad to have a back-up weapon, just in case." Raj cautiously touches the weapon experimentally. If nothing bad happens, he picks it up and stores it in his belt.

Unless we find a good reason to keep it, I'm for selling it. I can't flurry with a handaxe and I'm sure we can put the cash to better use.

Raj enters the room and regards the lever, even as he searches the room for anything of value or interest. "The guards probably controlled a gate from here. I suggest we look around before we go fiddling with that lever."

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 (+2 vs surprise, +2 to detect invisible or incorporeal creatures)


Roll20 link

It appears as if the lever simply controls the portcullis (you can see it on the map one square to the north of you, this one is currently down). Nothing else of interest is in the guard room, beyond the stale and dusty personal effects of the guards who were once stationed here.


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Ah, OK. So we need to raise the portcullis (move the lever) to continue into the northern section? If so, we'll do that!

Finding nothing of note in the guardroom, Raj looks to the others as he moves the lever. "Ready to move on and see what other 'delights' the prison springs on us?"


Roll20 link

Yep! The lever will raise the portcullis.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Park looks through the portcullis and nods. "Not gaining anything by staying here. I wouldn't count on anything that died in the 'Oubliette' to stay down in the hole though. Let's stay fairly close and advance slow. I'd like to have a chance to use my Bard song before starting the fight if possible! It does help in a fight."

GM, I hate to ask, but can I add the +1 Axe from the vault to my CS? Park wouldn't want to use it, but also wouldn't want to confront an enemy that required a magic weapon without having anything.


Roll20 link

From the vault? You mean the one Petyr had? Yeah, any loot he gained or was using from anything found in the adventure you can use. Wouldn't be fair to have characters leaving take their loot, don't worry.


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Raj nods in agreement and proceeds cautiously up the corridor.

MOVE on map

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +1 vs traps)

Those are some feast or famine rolls. :)

Status:
HP: 19 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xx
Shuriken (20): xxx
AoOs (6):

Effects:


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Park follows, slightly behind Rajuna, trying to be quiet....

stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Hope I don't have to pay for those rolls when combat starts!


Roll20 link

Was waiting on Morganne, pushing on!

Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.

Nothing seems to be in the room immediately, but as Rajuna gets closer to the grate in the center of the room, a horrifying translucent figure floats up through the grate. It emits a loud wail, holding its large two handed axe above its head.

Know (religion) to identify.

Init, Rajuna: 1d20 + 5 ⇒ (11) + 5 = 16
Init, Park: 1d20 + 5 ⇒ (7) + 5 = 12
Init, Morganne: 1d20 + 4 ⇒ (17) + 4 = 21
Init, Them: 1d20 + 7 ⇒ (11) + 7 = 18

Init order: Morganne, It, Rajuna, Park


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

After Morganne returned, I killed my Auto-bot data. I'll fix it today and update appropriately.

Morganne slides into the cell-block, appraising the creature before them. She then channels her racial animus into a wave of power. "Destroy it! Our weapons can harm it now."

Know: Religion: 1d20 + 11 ⇒ (16) + 11 = 27

FREE: ID Baddie
MOVE: On Map
STAND: Trigger Ghost Hunter + Ghost Hunter Team

GH+GHT = all our team's weapons are Ghost Touch for 1 min. So full damage to the spook!


Roll20 link

Morganna identifies it as a form of wraith, though not the standard kind taught about in schools and ghost hunting stories. Seems as if Harrowstone is capable of producing a variety of horrors.

Morganne gets one question about its capabilities.

The wraith hovers forwards towards Rajuna and swings its axe towards him. It slides through his clothing and etches a long scratch into his skin. Blood pours forth from the wound, which seems to turn to smoke and drift towards the wraith before merging with its form.

Attack, incorporeal touch: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d6 + 1d6 ⇒ (2) + (2) = 4

First d6 is negative, second d6 is the bleed Rajuna has. It will deal that same additional damage at the beginning of Rajuna's turn.

Bleed: 1d6 ⇒ 1

Init order: Morganne, It, Rajuna, Park


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

Hmmm... Well, that attack is probably its special ability. It could have more but it's hard to say. How about what are its weaknesses, if any?


Roll20 link

Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.

Fear of Fire (Ex) Although the wraith is normally immune to fear effects as a result of his undead state, he remembers the terror of the great fire vividly. If he is successfully damaged by any fire-based attack, he is staggered for 1 round.


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Morganne conveys those juicy deets to the team!

Round 1

Rajuna clamps a hand on the wound and eyes the axe. ”Guess I was wrong ‘bout the other one bein’ the Lopper. I owe someone a drink.” He sidesteps the creature, leaving Park an unblocked opening. Then he launches into a series of spinning kicks to the monster’s ephemeral torso.

FREE: 5’ step
SWIFT: Ki Point for Ki Flurry
FULL: FOB!

BOOM:

FULL: Unarmed Strike (crit: 20/2x | B/P)
Mods: FOB, ghost touch
HIT #1: 1d20 + 8 ⇒ (10) + 8 = 18 | DAM #1: 1d6 + 5 ⇒ (1) + 5 = 6
HIT #2: 1d20 + 8 ⇒ (20) + 8 = 28 | DAM #2: 1d6 + 5 ⇒ (5) + 5 = 10 crit?
Confirm: 1d20 + 8 ⇒ (7) + 8 = 15 | +Crit DAM: 1d6 + 5 ⇒ (4) + 5 = 9
HIT #3: 1d20 + 8 ⇒ (16) + 8 = 24 | DAM #3: 1d6 + 5 ⇒ (5) + 5 = 10

Status:
HP: 14 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xxx
Shuriken (20): xxx
AoOs (6):

Effects:
1d6 Bleed


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Seeing the opening, and hearing Morganne's statement about being able to hurt it. Park moves in and attacks.

To hit with Machete: 1d20 + 8 ⇒ (16) + 8 = 24
Damage if that hits?: 1d6 + 4 ⇒ (3) + 4 = 7

"So hit it with a flask of alchemist's fire? or any other fire.... Even if we get splashed a little that would stop it from attacking!

I've got a flask but I think digging it out of my pouch would provoke....


Roll20 link

He can still attack, just is staggered for a round after taking fire damage. Sunlight makes him unable to attack, but there isn't any of that in the deep dark crypt.

Rajuna hits it twice in quick succession, and it wails in pain. Park hits it too, eliciting another wail.

Morganne is up again, then it'll go.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Didn't look up Staggered.... So it gets one action, move or standard. That means we need to attack and step back, making it move to us.... Nah! It's not stupid! That was fighting zombies 101 in the old rules!


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

Round 2

Morganne frets over the best course of action, whether to aid her allies or try to end the threat. She decides to do both. She fires three force missiles into the wraith's nebulous back, then steps in.

FREE: Arcane Reservoir (+2CL)
STAND: Cast Magic Missile (3 missiles)
FREE: 5’ step, giving it another target and another threat

BOOM:

Magic Missile (Force DAM): 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9

Status:
HP: 18 / 18 | AC:16 / T:12 / FF:14 | CMD:13/10
Arcane Reservoir (6): xxx
Channel Energy (5): xxx
Gentle Rest (6):
Ghost Hunter (1): x

Arcanist 1st Spells (5): xxx

Clerical Spells:
~ 2nd ~
Gentle Repose:
Ghostbane Dirge:
Spear of Purity: x

~ 1st ~
Burning Disarm: x
Deathwatch: x
Shield of Faith:
Weapons Against Evil: x

Bolts (10):

Effects:
Mage Armor (w/ Reservoir Pt) – 5 hours
Deathwatch – 30 mins


Roll20 link

You have Morganne's Ghost Hunter as once/day, but she actually gets two per day. Her Ghost Hunting Team feat gives her an extra use per day.

I moved you up to melee range, Park, like your post said.

Morganne's magic missiles slam into the figure, which cries out in anger and swipes at Park. The axe cleaves open a bloody wound through his skin through his armor.

Attack, touch: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d6 + 1d6 ⇒ (6) + (5) = 11

Same as last time, first d6 is negative, second is bleed.

Bleed, Rajuna: 1d6 ⇒ 3
Bleed, Park: 1d6 ⇒ 5

Same as last time here as well, as the wounds bleed on your turns, the wraith absorbs them in the form of smoke flying to merge with it.

You three are up again!


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Thanks for the corrections! I’ve updated her cheatsheet

Round 2

I’m not clear if just being Ghost Touched allows me to make sneak attacks. So, I’m just triggering Ghostslayer because I know it will. Also, I’m out of Ki Points for the day so… why not? :)

Rajuna takes the flank offered by Morganne, hoping to hit a vital spot within the elusive form of the wraith.

SWIFT: Ghostslayer
FULL: FOB!

BOOM:

FULL: Unarmed Strike (crit: 20/2x | B/P)
Mods: FOB, ghost touch, flank, Sneak Attack
HIT #1: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 | DAM #1: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (6, 2) = 15
HIT #2: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 | DAM #2: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (6, 2) = 18

Status:
HP: 11 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xxx
Shuriken (20): xxx
AoOs (6):

Effects:
1d6 Bleed


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: N/A

Park feels the hit and sees the blood turn to smoke. Rajuna is right. He definitely owes someone a drink! "Gotta kill it quick. Good work moving in Morganne so Rajuna can flank. Next round can you step back and channel healing? Gotta see if that stops the bleed!" He steps to the right so Rajuna can move into flanking with him next round....

To hit with Machete: 1d20 + 8 ⇒ (4) + 8 = 12
Damage if that hits?: 1d6 + 4 ⇒ (5) + 4 = 9

Sun Metal would be great here!


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

Daylight would be a game-changer, too. While we're dreaming... Rajuna's 15th level underwear model/paladin girlfriend could show up.

Round 3

Morganne considers the situation. She glances down at the grating above the oubliette, trying to determine if it can sustain her weight. Coninuing to bracket the wraith was important – if possible. ”I’ll cure you from here, to keep pressure on this abomination!” (Channel doesn’t draw AoOs) ”Pharasma, bless us as we do your work.” A balm of healing energy washes over our heroes.

FREE: Know: Engineering
STAND: channel to Heal

Clutch roll! Heroes get back 11 HP!

BOOM:

Know:Engineering: 1d20 + 7 ⇒ (5) + 7 = 12
Channel Energy: 2d6 ⇒ (5, 6) = 11

Status:
HP: 18 / 18 | AC:16 / T:12 / FF:14 | CMD:13/10
Arcane Reservoir (6): xxx
Channel Energy (5): xxxx
Gentle Rest (6):
Ghost Hunter (3): x

Arcanist 1st Spells (5): xxx

Clerical Spells:
~ 2nd ~
Gentle Repose:
Ghostbane Dirge:
Spear of Purity: x

~ 1st ~
Burning Disarm: x
Deathwatch: x
Shield of Faith:
Weapons Against Evil: x

Bolts (10):

Effects:
Mage Armor (w/ Reservoir Pt) – 5 hours
Deathwatch – 30 mins


Roll20 link

Rajuna throws more blows towards it, but the spirit is too nimble and dodges both. Park swings his machete at it but again misses. Morganne heals the group, and Park and Rajuna notice that the bleeding wounds do close up.

The spirit seems to notice Morganna channeling too, and goes after her.

Attack, touch: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d6 + 1d6 ⇒ (5) + (1) = 6

It strikes her, easily slicing a long slash in her skin which bleeds profusely like the rest.

Bleed: 1d6 ⇒ 1

Party is up!


LOOT HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Round 3

Did a little more reading and Ghost Touch does make an incorporeal creature vulnerable to sneak attacks, so I’m switching things up.

Rajuna steps left and mulls what he learned. He’s a fast haint… faster than my kicks, at least. He’s bleeding us to death… and we can’t let him take Morganne.

He baits the creature, ”HEY! I thought you were supposed to have skills with that axe, convict. How many of yur victims walked away laughing after pathetic swings like that!? Come’on, give me your best shot! Or are you just a shadow of who you were after that fire burned you to the bone?”

Raj adopts a weaving, wavering, sinuous stance – his position ever moving. Then, as he shifts closer to the monster, he adds insult to injury, by delivering a series of quick jabs at the Lopper’s head.

FREE: 5’ step (flanking with Park)
SWIFT: Adopt Snake Style
FULL: FOB!

IF I can bait him into attacking me, I will use an IMMEDIATE action to trigger a Snake Style feature which boosts my Touch AC vs his attack to 30.

BOOM:

FULL: Unarmed Strike (crit: 20/2x | B/P)
Mods: FOB, ghost touch, flank, Sneak Attack
HIT #1: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 | DAM #1: 1d6 + 5 + 2d6 ⇒ (4) + 5 + (2, 3) = 14
HIT #2: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 | DAM #2: 1d6 + 5 + 2d6 ⇒ (1) + 5 + (1, 6) = 13

IMMEDIATE action SM Roll (AC/T): 1d20 + 10 ⇒ (20) + 10 = 30 or AC/T:18. Use the higher.

Status:
HP: 22 / 22 | AC:18 / T:18 / FF:12 | CMD:22/16 (24 vs Grapple)
Stunning Fist (3):
Ki Pool (3): xxx
Shuriken (20): xxx
AoOs (6):

Effects:

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