Gestalt Carrion Crown

Game Master bigrig107

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Harrowstone first floor map
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Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park stays with Rajuna. When they approach the barn and see how badly damaged it is he refreshes his dancing lights cantrip and sends it into the building.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

"I'm not sure about going in there. The building doesn't look all that stable. A sneeze might bring the whole thing down!"

When Mila warns of movement he watches. "Maybe let them come to us? But try to stay quiet so we don't disturb the sleeping stirges...."


LOOT :: uRogue/uMonk4 :: 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 more closely at the corpses after Mila's warning. Still not seeing whatever faint motion she perceived, he hunkers down as the archer puts an arrow in one of the not-quite-dead.

I'm curious to see what happens. This could be another exploding pig scenario.


Roll20 link

Unfortunately for Mila and the gang, the objects are not stationary. Her arrow flies into the closest one and it makes a strange, wet squelching sound as it hits the flesh of whatever the things actually are. It doesn't pierce as deep as she is used to for bodies, somehow the tip is pushed aside.

Their trap sprung, the three 'things' jump up off the ground obviously dispelling the illusion that they are mere corpses. Now that you're close enough (and they're standing) you can see that they're horrific fungus-covered corpses, covered in the same black mushrooms that were on the ooze. Seems as if it's even more dangerous than you thought.

The three mushroom-infected things all scream loudly as the mushrooms on their skin flare up in all sorts of strange patterns, combining their lights form an eerie pulsing glow that attracts the sight of anyone living that can see it (so, everyone).

Will save DC 14 against fascination for as long as you can see them.

Init, Park: 1d20 + 5 ⇒ (6) + 5 = 11
Init, Rajuna: 1d20 + 5 ⇒ (7) + 5 = 12
Init, Mila: 1d20 + 1 ⇒ (11) + 1 = 12
Init, Zhandar: 1d20 + 6 ⇒ (15) + 6 = 21
Them: 1d20 + 4 ⇒ (2) + 4 = 6

Init

Round 1

21- Zhandar
12- Rajuna and Mila
11- Park

6- Them

Party is up!


LOOT :: uRogue/uMonk4 :: 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 1

Raj prepares to attack the creatures… and then stares at them dumbfounded.

Will Save vs DC14: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 included +2 vs Enchantment

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: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Will Save: 1d20 + 5 ⇒ (8) + 5 = 13

Park grabs his chakram in one hand, a dagger in the other.... then stands there, staring at the monsters.

Will Save: 1d20 + 6 ⇒ (1) + 6 = 7

Birdie chirps, and holds on to Park's shoulder.

LOL!


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

Will-pow-er, it's now or never, give your love to me: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

"What are you two lookin--"

Mila flinches back from the eerie light patterns, then shakes off the after-images with a little growl. "Great, how do I..."

if relevant knowledges:

Roll: 1d20 ⇒ 11 so a 21 if they count as undead, a 20 if they count as nature, she would want to know first off how to break the fascination and second... uh DR I guess? will hold action til I know if I learned anything


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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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Will save (DC 14): 1d20 + 9 ⇒ (13) + 9 = 22

I'd like to try and identify them before I proceed to have Zhandar attack them, but I've given a suggested action below-- unless what she learns suggests this isn't a good strategy, like that they have blindsight or something like that.

Zhandar's eyes widen as she realizes what they are facing, and she quickly casts a spell with the hope of blinding them while diminishing the effects of their lights.

She casts obscuring mist. Because she cast ashen path on the party earlier, all of us can see through the fog, though other creatures cannot. It might be that because they are effectively in darkness within the cloud, it could interrupt the fascination effect.


Roll20 link
Quote:
she would want to know first off how to break the fascination and second... uh DR I guess?

Fascinate the condition carries a standard action to remove it from one person. They have DR 5/slashing, due to their tough fungal hide.

Quote:
unless what she learns suggests this isn't a good strategy, like that they have blindsight or something like that.

I'm glad you mentioned this cause I went and checked: they have tremorsense 30 ft. I'll let you change your action if you'd like.


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

Mila frowns at the creature, knowing her arrows will be blunted. Looking between Raj and Park, she grabs Park's shoulder and shakes him vigorously.

"Park! They gotta be cut with a knife to hurt 'em right! Snap outta 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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m
GM of the Crown wrote:
I'm glad you mentioned this cause I went and checked: they have tremorsense 30 ft. I'll let you change your action if you'd like.

Thanks! Instead of casting obscuring mist, Zhandar will shake Rajuna to break the creatures' spell.

"Raj!" she says urgently, shaking his shoulder. "Beware, they can also sense us with eyes that see vibrations instead of sight!"


Roll20 link

Zhandar has one additional question, if she wants it.

The three funghouls (yes that's what they're called, I didn't name them) trudge forward towards the group and as soon as they get within 15 feet you get a waft of the disgusting stench they bring with them, you feel like you want to vomit.

DC 14 Fort save versus sickened, everyone within 15 feet. These things are nasty!

They then lash out with their fungus-infected limbs, large claws swinging towards you.

Attack claw, Zhandar: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack claw, Park: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Attack claw, Rajuna: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Init

Round 2

21- Zhandar
12- Rajuna
12- Mila
11- Park

6- Them

Party is up again!


LOOT :: uRogue/uMonk4 :: 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 2

Fort Save v DC14: 1d20 + 4 ⇒ (1) + 4 = 5 LOL

Zhandar ends Raj’s fascination just in time to avoid the creature’s claws… and lose his breakfast at the stench coming from it. Fortunately, he heard Mila’s warning, so he spits the bile from his mouth and steps between the creatures while drawing the butterfly sword from his thigh sheath. It was a tactical choice to flank the monster but Raj secretly hoped the stench would be less if he was upwind. He slashes at the monster’s back.

FREE: 5’ step
MOVE: draw blade
STAND: Slash @ BLUE

BOOM:

STAND: MW Butterfly Sword (crit: 19-20/2x | S)
Mods: Cat’s Grace, PA, Sickened, Flank, Precision DAM
HIT: 1d20 + 10 + 2 - 2 - 2 + 2 ⇒ (11) + 10 + 2 - 2 - 2 + 2 = 21 | DAM: 1d4 + 5 + 2 + 4 - 2 + 2d6 ⇒ (1) + 5 + 2 + 4 - 2 + (1, 5) = 16

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
Sickened -- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Fort save DC14: 1d20 + 6 ⇒ (6) + 6 = 12

Released from the fascination Park is overwhelmed by the stench of the creatures, then takes a hit from one of them..... He hacks trying unsuccessfully to clear the taste from his mouth, then swings at the creature in front of him.

Attack with mithril dagger: 1d20 + 12 ⇒ (11) + 12 = 23 AT Blue unless it is already down? Green if blue is down?
damage if that hits?: 1d4 + 4 + 2 - 2 ⇒ (2) + 4 + 2 - 2 = 6


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

Fort: 1d20 + 5 ⇒ (2) + 5 = 7 Joining the sickened gang

"They -- HWURGH!"

Mila gags as she tries to speak and instead catches a whiff of them. She staggers backward. With one hand clapped over her mouth to hopefully keep from vomiting, she reaches for her pendant of Erastil with the other (dropping her bow in the process).

They smell like death. And where there is death, the staglord brings life... hopefully.

Channel vs undead, Will DC 13 for half: 2d6 ⇒ (2, 1) = 3


Roll20 link

Rajuna hits the blue funghoul and Park joins in, but their combined attack doesn't finish it off. Luckily, Mila's channeling of her gods' power overwhelms the last remaining strength of it and it explodes into a large spray of both fungal matter and burning acid. Reflex DC 14 for half, anyone adjacent to the funghoul (so for this one, Rajuna, Park, and Zhandar.

Damage, explosion: 2d6 ⇒ (4, 2) = 6

Will save, red: 1d20 + 5 ⇒ (19) + 5 = 24
Will save, blue: 1d20 + 5 ⇒ (6) + 5 = 11
Will save, green: 1d20 + 5 ⇒ (9) + 5 = 14

Init

Round 2

21- Zhandar
12- Rajuna
12- Mila
11- Park
6- Them (damage: green 3, red 1)

Zhandar is still up.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Reflex Save DC14: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 That's more like 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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Fort save (DC 14) or sickened: 1d20 + 6 ⇒ (4) + 6 = 10
Reflex save (DC 14) for half damage: 1d20 + 3 ⇒ (4) + 3 = 7

Zhandar is also overcome by the stench, and takes the full brunt of the acidic explosion. They cannot let up, though, she knows, so she takes a step back, draws a vaporous potion of cure moderate wounds, and hurls it at the ground beneath the closest fungus-zombie (Green).

Ranged touch attack (DC 5), sickened: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Positive damage: 2d8 + 3 ⇒ (6, 7) + 3 = 16


Roll20 link

Will save, Cure moderate: 1d20 + 5 ⇒ (13) + 5 = 18

The funghoul takes a significant amount of damage, but not as much as Zhandar would have expected. Resilient things, these funghouls.

The two still alive (well, as alive as these things can be considered anyway) lash out at the closest targets, Rajuna and Zhandar.

Claw 1, Rajuna: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2, Rajuna: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Claw 1, Park: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2, Park: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Init

Round 3

21- Zhandar
12- Rajuna
12- Mila
11- Park

6- Them (damage: green 11, red 1)

Party is up again!


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Wanting to run back to where the air was clear Park focuses on beating these disgusting things to the ground.

Attack which ever one is still standing, green if both are, with mithril dagger: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
slashing damage if that hits?: 1d4 + 4 + 2 - 2 ⇒ (2) + 4 + 2 - 2 = 6


LOOT :: uRogue/uMonk4 :: 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

Reflex Save vs DC14: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 Sickened, Evasion – take no dam on save… WIN

Round 3

Raj slides behind the funghoul and delivers a slash across its spine just as Zhandar stops flanking the monster.

FREE: 5’ step
FULL: FOB @ GREEN

BOOM:

FULL: MW Butterfly Sword (crit: 19-20/2x | S)
Mods: FOB, Cat’s Grace, PA, Sickened, Flank, Precision DAM
HIT #1: 1d20 + 10 + 2 - 2 - 2 ⇒ (1) + 10 + 2 - 2 - 2 = 9 | DAM #1: 1d4 + 5 + 2 + 4 - 2 ⇒ (1) + 5 + 2 + 4 - 2 = 10
HIT #2: 1d20 + 10 + 2 - 2 - 2 ⇒ (14) + 10 + 2 - 2 - 2 = 22 | DAM #2: 1d4 + 5 + 2 + 4 - 2 ⇒ (2) + 5 + 2 + 4 - 2 = 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
Sickened -- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Zhandar throws another vaporous potion at the feet of the funghoul.

Ranged touch attack (DC 5), sickened: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Positive damage: 2d8 + 3 ⇒ (5, 5) + 3 = 13 (Will DC 13 for half damage)


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

Stepping back, Mila sends more arrows at the ghoul with the reddish mushrooms growing all over him. Her arrows will be somewhat blunted, she knows, but her supply of "livin' energy" from Erastil is not unlimited and she has a sense the night will require more healing before the end of it.

Flurry vs red 1: 1d20 + 8 ⇒ (4) + 8 = 12 Assuming that misses
Flurry vs red 2: 1d20 + 8 ⇒ (11) + 8 = 19

Damage vs undead: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11


Roll20 link

Unfortunately Park is so distracted by the foul stench that his attack swings wide. Zhandar and Rajuna meanwhile, don't suffer from the same issue and their strikes hit the green funghoul taking it down finally. It also explodes, throwing its acidic blood (?) out at those next to it.

Acid, DC 14 half: 2d6 ⇒ (1, 3) = 4

Mila's arrow hits it, but its toughened skin protects whatever insides still exist and it doesn't do as much damage. It follows the source of the arrow almost blindly, moving to claw at Mila.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Init

Round 4

21- Zhandar
12- Rajuna
12- Mila
11- Park

6- Them (damage: red 7)

Party is back up!


LOOT :: uRogue/uMonk4 :: 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

Reflex Save vs DC14: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21 Sickened, Evasion – take no dam on save… win

Raj circles around and slashes at the monster, distracting it and setting a flank for Park.

MOVE: On Map
STAND: Slash @ RED

BOOM:

FULL: MW Butterfly Sword (crit: 19-20/2x | S)
Mods: Cat’s Grace, PA, Sickened
HIT: 1d20 + 10 + 2 - 2 - 2 ⇒ (9) + 10 + 2 - 2 - 2 = 17 | DAM: 1d4 + 5 + 2 + 4 - 2 ⇒ (2) + 5 + 2 + 4 - 2 = 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
Sickened -- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Reflex save DC14: 1d20 + 8 ⇒ (10) + 8 = 18

Park steps up and slashes at the last monster. Hopefully they can put it down and step out of this stink!

Slash at the last one: 1d20 + 12 + 2 - 2 ⇒ (5) + 12 + 2 - 2 = 17
slashing damage if that hits: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8


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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Zhandar draws again and tosses another vaporous potion at the feet of the remaining ghoul.

Ranged touch attack (DC 5), sickened: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Positive damage: 2d8 + 3 ⇒ (8, 3) + 3 = 14 (Will DC 13 for half damage)


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

Grimacing that the creature has closed with her, Mila takes a step back and once more sends arrows in its direction. This time she pulls the bow with as much force as she can muster, sacrificing accuracy for power.

FoB, deadly aim: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
FoB 2: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19

Damage, vs undead, DA: 1d8 + 2 + 3 + 2 ⇒ (6) + 2 + 3 + 2 = 13


Roll20 link

Even if the last funghoul resists Zhandar's magic, the combined damage is enough to take the single remaining one down. It, too, explodes in a cloud of the nasty black fungus.

Acid, DC 14 half, Park and Rajuna: 2d6 ⇒ (3, 5) = 8

Combat over!

That unpleasant business done, you all get the chance to finally take in your surroundings: the barn is clearly as rotted as just about everything else in this town.

Perception DC 20:
Amongst the belongings and trinkets you find in the barn is a gold necklace worth 120 gp, a masterwork light mace emblazoned with the symbol of Lepidstadt, and a small white pearl that somehow has managed to avoid the worst of the grime.

Knowledge (Local or Nobility) DC 15, only if the party beats the perception check:
The mace is the typical weapon assigned to tax collectors whose work may bring them into more dangerous situations. It's likely that this is Elias' weapon of office, as it were.


LOOT :: uRogue/uMonk4 :: 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

Reflex Save vs DC14: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 Sickened, Evasion… Win
Perception vs DC20: 1d20 + 10 ⇒ (13) + 10 = 23 (win) then Knowledge: Local vs DC15: 1d20 + 9 ⇒ (7) + 9 = 16 (win)

Raj manages to avoid the splash of explosive gore yet again. After the flesh stops raining down, the rogue searches the barn, finding a gold necklace, a fine mace, and a fine pearl. He looks at the mace closely, ”Got a Lepidstadt symbol. This looks like a lawman’s truncheon to me. Might have been Elias’.”

Updated our loot sheet. Anyone want to detect magic on this stuff?


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Reflex Save DC14: 1d20 + 8 ⇒ (14) + 8 = 22

Park wipes off some of the mess. "Well, that was disgusting. What is that stuff?" Detect Magic?

He glances around at the group. "Who's hurt? Besides me I mean."

If he's the only one hurt he pulls out one of the CLW wands and heals himself.


Roll20 link

Spellcraft, Park: 1d20 + 4 ⇒ (8) + 4 = 12
Spellcraft, Mila: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft, Zhandar: 1d20 + 10 ⇒ (8) + 10 = 18

Only the pearl detects as magical (the mace is just masterwork and the necklace is just jewelry), and Park and Mila both take a look at it without any success in the identification department. Luckily Zhandar has seen these things somewhere before, and is able to point it out as a pearl of power (1st level).


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park heals himself while the others examine the items found.

CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2 21/36 HP
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5 26/36 HP
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8 34/36 HP


LOOT :: uRogue/uMonk4 :: 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

GM, is there a second room to this barn? On the map there is a black spot by the double-doors.

The thief leaves it to the others to dole out the gear while he investigates the rest of the barn.

IF there is... Raj will sneak around to check it out and get inside

Stealth: 1d20 + 12 ⇒ (15) + 12 = 27
Perception: 1d20 + 10 ⇒ (10) + 10 = 20 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)


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

"I'm not hurt any," Mila confirms, looking at Park's injuries with concern. But he has it well in hand with the wand, it seems.

Mila wraps her arms around herself a bit sadly as she watches Raj retrieve the items. "Yeah.... prolly. Poor fella. Don't suppose no one's ever glad to see the tax man come, but he still didn't deserve this place."

Shaking her head, Mila sighs. "Is there more in the barn we ain't seen yet? --gosh, I hope none of these bodies were Elias."

Cue a second glance down at the corpses they just dispatched.


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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Zhandar says "That's a pearl of power, a very useful magical item for prepared spellcasters like Mia and me."


Roll20 link

No second room, just hadn't revealed it yet. The barn is empty of anything else of interest or value.

Quote:
gosh, I hope none of these bodies were Elias.

You already found Elias' body, it was the one with the slashed open belly full of corn husks and dead stirges.


LOOT :: uRogue/uMonk4 :: 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

She blocked out that memory.

"Decide who holds it and let's get moving. Maybe they are baiting a trap with Kendra or maybe they plan to stuff her full of corn husks. Time isn't on our side."

Once the decision is made, Raj leads on.

Can we take the gap in the corn on the north side of the lake to get to the mayor's house? Or do we have go another way?

Stealth: 1d20 + 12 ⇒ (10) + 12 = 22
Perception: 1d20 + 10 ⇒ (8) + 10 = 18 (+2 vs surprise, +2 to detect invisible or incorporeal creatures, +2 vs traps)


Roll20 link

The mayor's house is back in town, a completely different area. The gap in the corn looks to head deeper into the corn maze, yes.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

"Whoever can use the pearl better can take it. Anything we find is like that. The better we work as a whole team, the better chance we have to finish things alive."

Following Raj. There wouldn't be a corn maze if they didn't use it to hide things....


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

"Oh wow. I think you'd get more use of it than me, Miss Zhandar," Mila says, awkwardly leaning into a bit more formality with the devi -- tiefling. "I mean, you were the one who even knew what it was, and also you use all sorta spells and potions and things, more'n'I do."

Is that little single-square building reachable without disrupting the nesting stirges? Looks like an outhouse maybe? Other than that I'm ready to go into the maze following the others.


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* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Zhandar nods absently. "I'll gladly hold on to it and use it when I think necessary; just be aware that if we need to recover a spell that Mia has prepared and cast, she can always make use of it instead."

Zhandar will also follow.


LOOT :: uRogue/uMonk4 :: 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

That single square building is, I believe, an outhouse. :) Not sure we want to investigate it too closely. LOL


Roll20 link

The small building north of the flayleaf field is in fact an outhouse. Whether you'd like to brave what lays inside is completely up to you. And there is nothing inside, so don't worry about it.

Avoiding the disgusting pond and the rotting carcass of the cow inside it, you make your way towards the maze surrounded by walls of corn that has somehow still grown exceptionally well, in some places reaching nearly eight feet tall. Amongst the corn you see both small patches of pallid fungi and sheets of old webbing alongside the normal weeds.

The maze seems fairly simple to navigate, with three ways to go being evident just from looking at the wide corridors in front of you.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Go right, cause its right....


LOOT :: uRogue/uMonk4 :: 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 halts at the edge of the maze, glancing at the webbing. ”We’ve been led by the nose to this point. I’m not sure we should keep doing that. If I recall the map correctly, we should be able to parallel the road right here, go past a neighbor’s house and be on the mayor’s doorstep. Nothing saying this maze even has an exit on that side. Or maybe these lunatics are doing something to Kendra in this unnatural maze… in which case, we should head directly to the heart of it.”

So my thoughts are, if we want to be sure Kendra isn’t in the maze, we should take the center path. If we want to get to the mayor’s place quicker, we should bypass the maze, possibly even taking to the road. Thoughts?


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

Mila frowns, rubbing her chin.

"I kinda agree we're bein'... responsive. I don't like the idea of goin' through a maze and takin' more time to wind through, when Kendra's missing... and there's webs. Spiders in there maybe.... Park, can Birdie fly up a bit and see if there's anything in the maze worth goin' to?"

"And even if we DO have to go in-- why should we run through the maze? You can trample corn down. Or cut it. Raj has that sword strapped to his back... But I mean, we ain't got to run the maze the way they planned it. If we do even have to go in."


Roll20 link

The trail you followed from your camp, presumably left by Kendra, did lead into the maze. It is quite likely you'll find her at the center of said maze, as the cultist you captured at the spider barn did say their ritual stuff happens here, not at the mayor's manor.

Bit of info on the maze walls themselves: All of this plant life is treated as heavy undergrowth—the corn and other plants grow to an impressive height of 8 feet on average. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance. It also increases the DC of Acrobatics checks by 5 and grants a +5 circumstance bonus on Stealth checks. As the walls are just over 10 feet thick, moving through a wall of the corn maze costs a total of 8 squares of movement, meaning that for most people, moving through a wall takes nearly a full round action.

The constant humidity also means the vegetation is almost always damp (if not soaking) making both cutting through or burning it virtually impossible.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

"Good point Mila. Birdie? Please fly up about thirty or forty feet and have a look at this corn maze. See if you notice anything big, a building or such. Then come back."

Keeping in mind that Birdie's intelligence is only 7....


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

"Maybe, if Kendra's in there, there's signs which path they dragged her down."

Mila sets to looking the soil over for recent signs of passage.

Survival for tracks?: 1d20 + 12 ⇒ (8) + 12 = 20


Roll20 link

Birdie can't describe in words what she sees, but Park gets a feeling of relief followed quickly by intense fear and worry as she reaches the top of her reconnaissance mission.

Mila is able to pick the trail you first found leaving your camp, heading directly deeper into the disgusting wet corn maze.

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