Gestalt Carrion Crown

Game Master bigrig107

Roll20 link
Harrowstone first floor map
Shadowbrook Map


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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 takes one of the vials of poison and then heads up the ladder to check out the crawl space and if there is a flying head with guts lurking up there.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)

I have Low Light Vision and if it is too dark up there, I'll cast Light to see what's going on.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Park moves toward the door, but then notices Raj climbing the ladder to the crawl space above. Seeing that it is dark up there he quietly sings a ditty to summon dancing lights and send them ahead of Raj....

"Don't want to find that flying head and guts in a dark hole!"


Roll20 link

No flying head with guts lurking in the shadows of the crawl space luckily (or unfortunately, if you were looking for it?). The windows up here are boarded up, and indeed look to have been for many years now, but looking out between boards affords Rajuna a good view of the front of the farmhouse.

What Rajuna does find is an attic closet and taking only a quick moment to riffle through it, he uncovers a quilt richly embroidered with scenes of sacrifice. The embroidered designs depict mosquito masked cultists and stirges circling a central figure covered in black tumors caressing a bound prisoner. The embroidery depicts the victim smiling pleasantly as a ghost-like form leaves his body and accepts the embrace of the cancerous cult leader. Other scenes depict flourishing crops beneath the watchful gaze of the sacrificed victim’s spirit. It would collect as much as 100 gp to a collector of folk art, should you be able to find someone who would be interested in such a macabre piece.

Perception, Rajuna: 1d20 + 10 ⇒ (18) + 10 = 28


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 rolls up the embroidery and carries it down the ladder. "Here's a great tapestry for your bed chamber." he says to no one in particular before handing the 'art' off and moving to inspect the closed door.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)
Disable Device: 1d20 + 16 ⇒ (10) + 16 = 26 (+2 vs traps)


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Park glances at the tapestry, then rolls it open a little bit. "Stirges.... I hope they don't all go crazy and kill the town folk. The kids." He rolls it back and sets it in a corner, then moves over by Raj.


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

He indicates the tapestry with a nod. "More than just stirges there. We got these bug-mask freaks and a priest with pustules sacrificing a prisoner... But why are they hiding their art in an abandoned house?"


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

"Probably because they can't admit to the world that they are followers of a god of plagues and death? They'd never get any tourists to come by and get sacrificed...."


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)| 6/8 channels

Mila shakes her head as Park shows a bit of the tapestry. "This place is creepy. I keep thinkin' about that kid we met, with his pet stirge... hope he doesn't grow up to get caught up in all this. I guess it's on us to put an end to it."


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14*+2 (darkvision) SM +7*+2 | AP 5/5 | familiar HP 17/17 | druid spells 1st:4/5 2nd:1+2/3+5 | magus spells 1st:4/4 2nd:1/2 | effects/conditions ablative barrier (20) 4h, ashen path 10m, tears to wine 40m

Zhandar nods furiously, brooding on similar thoughts. "Indoctrination and a culture of evil," she muses. "The mayor has much to answer for." While the others search the farmhouse, she looks outside for signs of the insect swarm she sent to spy out the manor.


Roll20 link

Rajuna takes a look at the other door in the room, and determines it is neither trapped nor locked. When you're ready to open it, it does so with a loud creaking sound that puts just how old this farmhouse is on obvious display.

In its eastern half, this long room is empty save for a large mound of compost covered with tiny black mushrooms (that look suspiciously like the ones you tried at the feast earlier) heaped nearly to the ceiling in the northeast corner of the room, while to the west, an old kitchen seems to have been repurposed into some sort of indoor garden. A workbench cluttered with pottery stills and glass alembics stands below small alcoves filled with vials and beakers. Dozens of clay vessels rest haphazardly on wooden boxes, each sprouting neatly-pruned shrubs or large, exotic mushrooms. They appear surprisingly well-tended, given the state of the rest of the building, though the roots of several have burst through their pots.

As Park's dancing lights shine their light into the room the large mound of compost actually moves, as if in reaction to the difference in light level.

Init, Park: 1d20 + 5 ⇒ (7) + 5 = 12
Init, Rajuna: 1d20 + 5 ⇒ (11) + 5 = 16
Init, Mila: 1d20 + 1 ⇒ (13) + 1 = 14
Init, Zhandar: 1d20 + 6 ⇒ (19) + 6 = 25
Init, it: 1d20 + 0 ⇒ (12) + 0 = 12

Knowledge (dungeoneering) DC 14:
It's a variant of a slime mold (an ooze) that grows black mushrooms that are somewhat safe to eat. Higher checks will get you more info.

Init

Round 1

25- Zhandar
16- Rajuna
14- Mila
12- Park

12- It

Party is up!


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Know-Dungeoneering: 1d20 + 4 ⇒ (20) + 4 = 24


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14*+2 (darkvision) SM +7*+2 | AP 5/5 | familiar HP 17/17 | druid spells 1st:4/5 2nd:1+2/3+5 | magus spells 1st:4/4 2nd:1/2 | effects/conditions ablative barrier (20) 4h, ashen path 10m, tears to wine 40m

Knowledge (dungeoneering), tears to wine: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

"Some kind of ooze," she mutters. "I'm going to try to neutralize it with acid." She begins speaking the words of a spell while gripping her staff with her left hand as she draws a flask with her right.

Throw acid flask, spell combat: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Direct hit acid damage: 1d6 ⇒ 1

Ranged touch attack (acid splash), spell combat: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Acid damage: 1d3 ⇒ 2

Her familiar covers his face with his hands and screeches.


Roll20 link

The only special defenses the ooze has are resist fire 10 and the typical ooze traits. It has no specific weaknesses or vulnerabilities.

Zhandar's duo of acid attacks do impact it and deal damage, albeit only a little bit.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Park follows Rajuna in and slashes at the thing. "Don't use fire on it. It's too wet. Won't burn."

Slashing with his dagger: 1d20 + 10 ⇒ (14) + 10 = 24
damage?: 1d4 + 4 ⇒ (2) + 4 = 6


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

Knowledge: Dungeoneering vs DC14: 1d20 + 9 ⇒ (4) + 9 = 13 Um… is this thing likely to eat my hand if I punch it? Does it have a weakness to blunt vs piercing attacks?

Raj doesn’t have the luxury of waiting. He slides into the 'kitchen' and makes room for his allies. He can only hope the creature won’t eat his boot as he stamp-kicks it.

I might draw an AoO if this beastie has combat reflexes.

MOVE: On Map
STAND: KICK @ Ooze

BOOM:

FULL: Unarmed Strike (crit: 20/2x | B/P)
Mods: PA
HIT #1: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 | DAM #1: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Status:
HP: 31 / 33 | AC:26 / T:22 / FF:26* | CMD:27/19 (29 vs most maneuvers) < Mage Armor, Cat’s Grace
Stunning Fist (4): x
Ki Pool (4): xxx
Shuriken (16): xxx
MW Shuriken (12):
Scabbard of Vigor (1):
Wand of Mage Armor (50): xx

Effects:
AoOs (6/rnd) – Constant
*Uncanny Dodge – Constant
Mage Armor – 4 hours
Cat’s Grace -- + 4 DEX = +2 to HIT, +2 DAM – 4 mins
Tears to Wine – 40 mins


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)| 6/8 channels

"Hopefully I can poke it fulla holes."

A short adjusting step and Mila lets fly with her stock and trade-- more arrows.

Flurry of Bows, cover: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Flurry of Bows, cover: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19

Damage 1 just in case a 9 hits: 1d8 + 2 ⇒ (6) + 2 = 8
Damage 2: 1d8 + 2 ⇒ (3) + 2 = 5


Roll20 link
Quote:
Um… is this thing likely to eat my hand if I punch it? Does it have a weakness to blunt vs piercing attacks?

Good questions! The answer to the first one is luckily no, as you'll find out. It has no specific weaknesses in regards to damage type.

Rajuna's kick, Mila's first arrow, and Park's dagger slash all connect, causing the thing to shudder under each strike. In response, the slime mold rushes forward (if a thing that big could be said to rush) in an attempt to engulf both Park and Rajuna inside its form of disgusting rotting plant matter.

You two can either choose to make a Reflex save or an AoO against the slime's engulf attack, but not both. If successful you can be pushed back out of the room (even though it doesn't look like Rajuna should be able to). I'll let you decide individually which you'd prefer.

Engulf rules:
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.

Init

Round 2

25- Zhandar
16- Rajuna
14- Mila
12- Park

12- It

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

Looking at those engulf rules... I'll take the Save, please!

Reflex Save: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 + Cat's Grace bonus

With reactions (and magic) like a cat, Raj side leaps away from the engulfing filth. Wherever her lands, the thief resumes his curb-stomping attack on the mushroom monster.

FREE/MOVE: Move to a spot where I can attack the ooze, which could be a single attack or a FOB
FULL/STAND: FOB or KICK @ Ooze

BOOM:

FULL: Unarmed Strike (crit: 20/2x | B/P)
Mods: PA
HIT #1: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 | DAM #1: 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15

If it’s a FOB…
HIT #2: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 | DAM #2: 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11

Status:
HP: 31 / 33 | AC:26 / T:22 / FF:26* | CMD:27/19 (29 vs most maneuvers) < Mage Armor, Cat’s Grace
Stunning Fist (4): x
Ki Pool (4): xxx
Shuriken (16): xxx
MW Shuriken (12):
Scabbard of Vigor (1):
Wand of Mage Armor (50): xx

Effects:
AoOs (6/rnd) – Constant
*Uncanny Dodge – Constant
Mage Armor – 4 hours
Cat’s Grace -- + 4 DEX = +2 to HIT, +2 DAM – 4 mins
Tears to Wine – 40 mins


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Reflex save?: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

With the slime monster 'rushing' forward to engulf them Park ducks to the side, then slashes at it.

Slashing with his dagger: 1d20 + 12 ⇒ (4) + 12 = 16
damage?: 1d4 + 6 ⇒ (4) + 6 = 10

I forgot about Cat's Grace. It adds to my weapon damage too....


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)| 6/8 channels

Another step to get out from behind Zhandar for a clearer shot, and then-- pew pew!

Flurry 1: 1d20 + 8 ⇒ (1) + 8 = 9
Flurry 2: 1d20 + 8 ⇒ (10) + 8 = 18

Damage on 2: 1d8 + 2 ⇒ (4) + 2 = 6

"Watch out, Park! --and Raj!" Mila cries as the ... pile... tries to wash over them.


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14*+2 (darkvision) SM +7*+2 | AP 5/5 | familiar HP 17/17 | druid spells 1st:4/5 2nd:1+2/3+5 | magus spells 1st:4/4 2nd:1/2 | effects/conditions ablative barrier (20) 4h, ashen path 10m, tears to wine 40m

Zhandar continues her acidic barrage.

Throw acid flask, spell combat: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Direct hit acid damage: 1d6 ⇒ 1

Ranged touch attack (acid splash), spell combat: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Acid damage: 1d3 ⇒ 3


Roll20 link

Luckily the ooze doesn't seem to be that threatening, and the gang is able to put enough punishment into the pile of disgusting plant matter to finish it off. The only sign the thing was even living before it explodes into a spray of disgusting plant offal is the remains it left behind on Park and Rajuna.

Combat over!

An examination of the plants growing here reveals a large collection of poisonous mushrooms and other strange fungi, including several containers of pale blue mold. There's a single door in the western wall, past all of the alchemical equipment which, despite its disgusting use is still a masterwork alchemy lab worth 200 gp once you take the time to clean it all up.

Perception DC 15 searching the alchemy lab:
Your search allows the recovery of 8 doses of blue whinnis poison, 5 vials of alchemist’s fire, 2 potions of shield of faith +2, 2 potions of neutralize poison, and a potion of cure moderate wounds.

DC 20 Knowledge (nature):
You identify the mold as blue whinnis. Eating blue whinnis in its natural form causes only mild discomfort, but when its toxins are extracted and concentrated, the result is the blue whinnis poison you found on the cultists (and that affected Park).

Perception DC 20:
That little hint of an S is a secret door leading outside to the back yard.


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 allows his professional demeanor to crack briefly as he looks at the plant goo coating the room, Park, and himself. ”Why is everything in this town disgusting?” He points out the secret door to the yard but instead focuses on the remaining door in the house, going over it with a professional eye.

Perception v DC15: 1d20 + 10 ⇒ (3) + 10 = 13 No
Perception v DC20: 1d20 + 10 ⇒ (18) + 10 = 28 Yes

Perception (at door): 1d20 + 10 ⇒ (12) + 10 = 22 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)
Disable Device: 1d20 + 16 ⇒ (7) + 16 = 23 (+2 vs traps)

Status:
HP: 31 / 33 | AC:26 / T:22 / FF:26* | CMD:27/19 (29 vs most maneuvers) < Mage Armor, Cat’s Grace
Stunning Fist (4): x
Ki Pool (4): xxx
Shuriken (16): xxx
MW Shuriken (12):
Scabbard of Vigor (1):
Wand of Mage Armor (50): xx

Effects:
AoOs (6/rnd) – Constant
*Uncanny Dodge – Constant
Mage Armor – 4 hours
Cat’s Grace -- + 4 DEX = +2 to HIT, +2 DAM – 4 mins
Tears to Wine – 40 mins


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14*+2 (darkvision) SM +7*+2 | AP 5/5 | familiar HP 17/17 | druid spells 1st:4/5 2nd:1+2/3+5 | magus spells 1st:4/4 2nd:1/2 | effects/conditions ablative barrier (20) 4h, ashen path 10m, tears to wine 40m

Zhandar looks over the contents of the lab with an experienced eye.

Perception, tears to wine: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Knowledge (nature), tears to wine: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

She takes the easily portable objects, and though she considers taking the alchemical materials (certain they will come in handy when added to her own back in their wagon) she decides to wait and suggest they come back for them-- if they survive.


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)| 6/8 channels

"...y'all do look... uh... not your best," Mila admits at Raj's words. You don't smell too hot either! remains unsaid.

Mila throws a glance around...

Per: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30

And notices various bottles just as Zhandar does. She expects Zhandar will know a lot more about the bottles, and instead investigates a spot on the wall that seems to...

"...huh. I think this is a door. Oh. Yeah. Good eye, Raj."


Roll20 link

The last door in the house isn't locked either, and opens easily under Rajuna's hands. Apparently the cult didn't expect people to investigate the farmhouse, likely because of the rumors of it being haunted by misshapen beasts in the cornfields you heard earlier.

The windowless room beyond the door is lit by a single brass lantern hanging from a rusty nail on the northern wall. Dozens, perhaps hundreds of moths crawl throughout the ceiling’s rotting rafters and on the moldering curtains of boarded windows, the disturbance of their movements causing eerie shadows to wiggle on every surface. Old floorboards have been ripped up in the room’s corner, allowing a flight of earthen steps to lead down into the ground.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Hearing Mila's assessment Park considers pausing long enough to clean up with Prestidigitation.... But they hadn't found Kendra, the head & guts monster, or anything else that they were searching for. "We can clean up after we find Kendra. Good eye Mila!"

He moves up by the door.

We haven't checked K4 or K6 yet have we?


Roll20 link
Quote:
We haven't checked K4 or K6 yet have we?

K6 is the room I just described with the earthen stairs heading down, and K4 was described earlier but you haven't checked either, no.

K4 wrote:
the open room to the west features broken chairs, old straw-filled mattresses, and water stained, moldering quilts, but even from here you can see a handful of lit candles on the boarded up window sill for some purpose.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Earthen stairs down to the crypt.... Thanks!

Park glances in to the room with the stairs down. "Good place for storing their dead? Until they animate them."


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

”Or a good place to store a prisoner. Let’s find out.”

Raj moves across the room and down the stairs quietly. His attention is diverted as goo drips into his eye.

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21
Perception: 1d20 + 10 ⇒ (1) + 10 = 11 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)

Status:
HP: 31 / 33 | AC:26 / T:22 / FF:26* | CMD:27/19 (29 vs most maneuvers) < Mage Armor, Cat’s Grace
Stunning Fist (4): x
Ki Pool (4): xxx
Shuriken (16): xxx
MW Shuriken (12):
Scabbard of Vigor (1):
Wand of Mage Armor (50): xx

Effects:
AoOs (6/rnd) – Constant
*Uncanny Dodge – Constant
Mage Armor – 4 hours
Cat’s Grace -- + 4 DEX = +2 to HIT, +2 DAM – 4 mins
Tears to Wine – 40 mins


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Park follows....

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 10 ⇒ (15) + 10 = 25


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)| 6/8 channels

Since everyone else seems to be being quiet, Mila also does her best...

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Per: 1d20 + 16 ⇒ (15) + 16 = 31


Roll20 link

The walls of the low-ceilinged basement you discover when you take the stairs down are decorated by curtains made out of a mix of thick sheets of webs adorned with countless dead insects. Most of these are flies and mosquitoes, some of which are quite large. At the far end of the room sits a low wooden table on which a hideous shape crouches—a human-sized statue of an insectile monster made from corn husks, dry branches, rags, and bones. The floor of the room is an uneven layer of moist soil and earth, and three shovels, their blades caked with earth, lean against the side of the stairs.

Knowledge (Religion) DC 20:
The statue is a bit strange, but still seems to be intended to be a depiction of Urgathoa in her guise of the Mistress of Disease.

Closer inspection reveals not only that parts of the disturbing statue have been splashed with blood, but that a number of strange objects lie under the table: a dozen cult robes and mosquito masks set aside evidently as replacements or for new members.

The group's perceptiveness is enough to detect a faint stink of rot and decay, a stink that’s stronger near the floor. Even an idle attempt to sift through the soil with the shovels or even by hand soon reveals the source of the smell, for it is here that the cult has evidently hid many bodies of unfortunate travelers over the past several years. Most of them are nothing more than skeletons now, but a few are much fresher. The freshest still bears a full head of red hair and wears a suit of ruined nobleman’s clothes.

Heal DC 15:
The remains of Elias Kyle (for that is obviously who this is) are badly-decayed, but it's clear that the cause of death was likely the enormous gash along his belly, where it appears as if someone eviscerated him and then stuffed him with corn husks and a few dead stirges.


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 finds the goo from above makes a horribly perfect glue for the sheet of spider webs he stepped through on the stairs. He spends a little time trying to wipe both from his face.

Knowledge: Religion v DC20: 1d20 + 8 ⇒ (7) + 8 = 15 No
Heal v DC15: 1d20 + 2 ⇒ (1) + 2 = 3 LOL perfect, another Nat 1!

Dr Raj: "If we pull the corn husks and dead stirges from his body, I believe I can resuscitate him."


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Park struggles to keep the bile down as they suffer the stench. Recognizing the body he shakes his head. "Disgusting! We'll have to come back and properly bury these poor souls after we destroy this cult. At least it seems they haven't killed Kendra yet."

Unless there is more to see Park is ready to head back up to cleaner air.... Detect magic quick?


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)| 6/8 channels

Religion dc 20, Tears: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Mila shudders a little at the creepy sight, but isn't able to put anything specific together about the statue. Putting her hand over her face to help block the smell of rot, Mila pads closer to the disturbed earth, crouches, and investigates....

Heal: 1d20 + 8 ⇒ (14) + 8 = 22

Mila is silent as her fingers gingerly inspect the fresh(er) body, her face creased with sadness. "We found Mr. Kyle," she says softly.

The gruesome state of his abdomen makes her flinch a little. Mila shakes her head, then does her best to lay his corpse out straight.

"I dunno what they hoped to do by pullin' this poor man's guts out and puttin'... this stuff in there instead," she says slightly queasily, indicating some blood-stained corn husks and rotting stirge carcasses. "He deserves a proper burial. All these folk do. Might have to wait til we can do it in safety. I.... really need to wash my hands now."


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

After clearing the webs and goo from his face, Raj looks over the body, ”After we finish off this cult, I think we need to bring the other locals here to see what their neighbors have done and let them bury the dead.”

When the team is ready to go, Raj will head upstairs and check the secret door out for traps and locks before using it to leave the farmhouse.

Perception (Traps): 1d20 + 12 ⇒ (7) + 12 = 19
Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22 (+2 vs traps)


Roll20 link

A small patch of reddish-brown plants (K9) grow here, reaching heights of nearly six feet in places. The plants grow thick, and periodically something within rustles the leaves and chitters. A small outhouse stands just past the patch looking extremely dilapidated, and a heavily rusted pen sits beside a trio of closed barrels.

Further beyond the small patch to the right lies a muddy cattle pond (K10), buzzing with the sound of gnats, and its surface writhes with a thick layer of wriggling mosquito larvae. The stench of rot emanates from the maggot-filled corpse of a dead ox calf that lies half submerged on the edge of the pool, tangled in the vegetation.

Farther to the east, an old barn somehow still stands. You can see evebn from here that holes perforate the roof, while streaks of bird droppings and smears of dark red stains decorate the portions that remain intact.


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

Delightful.

Not trusting the potential fever-swamp of the 'pond', Raj moves along the side of the building and between the pen and wall to investigate the barn.

Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 10 ⇒ (15) + 10 = 25 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 31/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 18, Touch: 14, FF: 13 +2 for Cat's Grace| CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 9/13 | Spells: 4/4 : 2/2 | Active: Triple Time 1 hour +10' base speed., Cat's Grace 4 minutes.

Park follows Raj out the door, immediately sending Birdie up to fly around and look down on the area. He stays closer to the reddish-brown plants, looking them over to try and recognize what they are and what might be hiding in the patch.

Birdie flies up about 40' and circles above me.

Perception for me: 1d20 + 10 ⇒ (6) + 10 = 16
Perception for Birdie: 1d20 + 12 ⇒ (18) + 12 = 30 I forgot that Birdie's Perception is better than mine!
Know-Nature? to recognize the plants?: 1d20 + 4 ⇒ (13) + 4 = 17

Note:Birdie's Intelligence is 7 so she may or may not recognize what she sees. GM's decision.

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