GM Wolf's Carrion Crown (Inactive)

Game Master BloodWolven

Trust points: 27

Here are the journal and the map of harrowstone.

Harrowstone ground level!


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Vital:
HP: 31/31 | AC: 20 _ T: 15 _ FF: 15 | Perception +11, Darkvision 60 ft. | Initiative: +7 | Fort +5 _ Ref +6 _ Will +6 | CMB: +5, CMD: 20 | Speed: 30 | Spells: (1st) 4/4, (2nd) 2/2 | Judgement 2/2 | Blessed Infiltration 1/2
Skills:
Acrobatics +7, Bluff +7, Climb +6, Craft (Bows) +7, Disguise +5, Diplomacy +8, Intimidate +7, Perception +11, Sense Motive +9, Stealth +10, Survival +6, Swim +6
Knowledges:
Arcana +6, Dungeoneering +6, Geography +5, History +4, Local +7, Nature +5, Nobility +7, Planes +6, Religion +10

Tatyana follows behind Valliard and Lectrum, ticking off possible courses of action on her fingers. "Search for items belonging to the five prisoners to aid in fighting them, starting in the property room to the southeast. Examine the runes painted by the necromancers who killed Professor Lorrimor. Consult with Father Grimburrow about the haunts and the ghosts leaving the prison. Consult with the sheriff about the possibility of instituting a curfew, or at least posting a watch to catch anyone acting strangely at night. Anything I'm forgetting?" She shakes her head. "Gods what a mess this has turned out to be."

Not that she minds. This is the sort of thing she was born for.

She readies her bow as Valiard opens the door, just in case there's an enemy on the other side. One can never be too careful in a place like this.


S12. Laundry
Several rusty iron tubs sit in this room, along with washboards, metal buckets, and heaps of moldy clothing.

Perception DC 12:
You notice a shape struggling within the mound of clothing, as if a small child or animal were buried within.

Perception DC 22:
In fact you see a few pieces of clothing trying to get out of the pile of moldy clothes.

----Then getting us ready for the next rooms:
S13. Privy

This is an empty privy once used by the guards. Nothing of interest remains within today.

S14. Infirmary
Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary. There might be some useful items in this room!

Perception DC 20/Search the room for valuable items:
A search of this cluttered room reveals a number of valuable objects—a pair of fully stocked healer’s kits, 3 vials of antitoxin, 2 vials of antiplague, 3 doses of bloodblock, 3 doses of smelling salts, 2 vials of soothe syrup, and 4 potions of cure light wounds.

DM notes:
Every round that the poltergeist is active in this room, there’s a 10% chance its telekinetic violence destroys one of these items.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum studies the laundry room.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

"What's living in the clothing pile?"


Vitals:
AC 19, touch 14, flat-footed 15 |Init +5 | hp 28/28 Fort +4, Ref +5, Will +2 (+1 vs. fear) Ranged henric's crossbow +8 (1d8+7/19-20)
Skills:
Climb +7, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +7, Knowledge (religion) +2, Perception +3, Ride +8, Spellcraft +1, Survival +5

Henric helps search the laundry and, although he's starting to find this place to be eerily unnerving.

Peering through the infirmary, he finds a hidden case and opens it. "Jackpot!" he exclaims, as he collects the various alchemical mixtures he finds within.

Search Laundry: 1d20 + 3 ⇒ (5) + 3 = 8
Search Infirmary: 1d20 + 3 ⇒ (17) + 3 = 20


As Henric looks through the laundry he soon finds a flying straight jacket that whips him with its metal fittings.

Rolls for init - Round 1 actions!:

1d20 + 6 ⇒ (4) + 6 = 10 straight jacket

1d20 + 5 ⇒ (20) + 5 = 25 henric

1d20 + 2 ⇒ (16) + 2 = 18 Lectrum

1d20 + 7 ⇒ (20) + 7 = 27 Tatyana

1d20 ⇒ 4 Valiard

1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d26 + 3 ⇒ (3) + 3 = 6

The whipping jackets sleeve smacks against Henrics armor.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum, trying not to laugh, also tries to chop the straight jacket.

Chop Chop: 1d20 + 9 ⇒ (2) + 9 = 112d8 ⇒ (5, 1) = 61d6 ⇒ 4acid
But he's probably laughing too hard to hit. (He also has reach, if that's important or the jacket provokes.)


Lectrum misses, what do the rest of you do? Good to know Lectrum.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

Valiard keeps watch by the doorway as the others move into the room, his eyes glanced about the room, looking for threats, before turning his gaze back to the hallway.

perception pile: 1d20 + 8 ⇒ (19) + 8 = 27

"Lectum! Henric! There are more of them in the pile, be careful!" he said, as he drew his dagger and moved to intercept any other clothing in the pile.

move, attack, identify if he can
attack if needed, will try to flank: 1d20 + 4 ⇒ (9) + 4 = 13
knowledge something, if he has it, to identify: 1d20 ⇒ 19


Vitals:
AC 19, touch 14, flat-footed 15 |Init +5 | hp 28/28 Fort +4, Ref +5, Will +2 (+1 vs. fear) Ranged henric's crossbow +8 (1d8+7/19-20)
Skills:
Climb +7, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +7, Knowledge (religion) +2, Perception +3, Ride +8, Spellcraft +1, Survival +5

Suspecting his crossbow won't be of much use, Henric takes out his dagger and slashes at the straighjacket.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d4 ⇒ 1


Valiard misses as well, Henric hits but barely does any damage.

Round 2

init:
27 Tatyana
25 henric
18 Lectrum
10 straight jacket
4 Valiard

jacket slam: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d6 + 3 ⇒ (2) + 3 = 5
CMB vs. Henric: 1d20 + 8 ⇒ (19) + 8 = 27


The whipping jackets sleeve smacks against Henric, leaving behind the sound of a whip. Then the jacket locks Henric in it. Unless you get it first.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Can I attack it without hitting Henric? I will do so, if possible.

Chop!: 1d20 + 9 ⇒ (6) + 9 = 152d8 ⇒ (5, 3) = 81d6 ⇒ 6 acid.


Making the AC higher you try to strike it without hitting Henric and fail to do so.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

"Henric, I hope you don't mind a haircut, its going to be hard to get this thing off you!" Valiard said as he moved to help the bound man.

move, grapple to free or aid Henric in escaping?

grapple/aid another: 1d20 + 3 ⇒ (11) + 3 = 14


Valiard which are you doing, grappling the straight jacket or aiding Henric, they both take a standard action.

Round 3

damage: 1d6 + 3 ⇒ (6) + 3 = 9
CMB vs. Henric: 1d20 + 8 ⇒ (9) + 8 = 17


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'
GM Wolf wrote:

Valiard which are you doing, grappling the straight jacket or aiding Henric, they both take a standard action.

Valiard will move, aid Henric, then grapple the shirt


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Round 3
Lectrum drops the horsechopper and tries to rip the straightjacket off with his claws (and acid dripping gloves.)

Grip it and Rip it: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 5 ⇒ (1) + 5 = 61d6 ⇒ 5 Acid


Vitals:
AC 19, touch 14, flat-footed 15 |Init +5 | hp 28/28 Fort +4, Ref +5, Will +2 (+1 vs. fear) Ranged henric's crossbow +8 (1d8+7/19-20)
Skills:
Climb +7, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +7, Knowledge (religion) +2, Perception +3, Ride +8, Spellcraft +1, Survival +5

Henric struggles in the straightjacket's grip, attempting to tear it off of him.

Includes +2 from Valiard's aid
CMB: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25


Lectrum gets a hold of the jacket and begins to rip it helping Henric get it off as he slips it off. The tatters remain in his claws. Not moving anymore...End of combat.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Henric, look at this strange portal to another dimension... A dimension of sight, of sound, and of mind...

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