GM Wolf's Carrion Crown the Bard's Epic! Module 2: Trial of the Beast

Game Master BloodWolven


151 to 189 of 189 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The cleric holds aloft his holy symbol and channels positive energy into his companions.
Channel Energy: 2d6 ⇒ (5, 4) = 9
Channel Energy: 2d6 ⇒ (5, 1) = 6

Cristo takes one of the spare backpacks, a brass tankard, and the satchel which the Pharsaman moves Doctor Lorrimor's tomes to.

Spellcraft, first potion: 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft, second potion: 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft, third potion: 1d20 + 11 ⇒ (2) + 11 = 13
Spellcraft, fourth potion: 1d20 + 11 ⇒ (16) + 11 = 27

Spellcraft, first flask: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft, second flask: 1d20 + 11 ⇒ (3) + 11 = 14


Cristo's channels heal 3d6.

After Cristo puts the first book in the satchel and is about to put the second book into the satchel, he finds it empty.

Potions:
Cure light x2
Lesser restoration
Unknown.

Neither of the flasks seem to hold alchemy brews. One is empty and the other has some burning rum.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"These seem to be diseased or poisoned. Are we sure their equipment is not infected?" Imrik asks.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Heal, determine infection: 1d20 + 12 ⇒ (16) + 12 = 28


Cristo:
You don't see a disease. You see roots all the way through the body/corpse. That likely animated the corpse. So no infection.

You do find a yellow substance a pollen or powder on the corpses and equipment.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Is anyone here familiar with nature lore?" The cleric asked.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"That is not an area I have studied, and Omrataji has not granted me the power to detect poisons." Imrik says as he casts Detect Magic and looks at the strange pollen.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

K nature: 1d20 + 12 ⇒ (16) + 12 = 28

He would have stated before he went to find a perch: "That is Yellow Musk Creeper pollen. Just brush it off or rinse it off and the stuff should be fine."

K nature: 1d20 + 12 ⇒ (9) + 12 = 21
Actually after going up the hill to look over it he returns, "So I saw wet green plants which smoke with a nasty yellow vapor. These are Yellow Musk Creepers. Those are the 'zombies' they make. They have a vapor that can shoot up to 30 feet and its more like spores. So I am going to snipe them and then snipe the 'zombies'. Any questions?"


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo blinks. "No, Drake. By all means." The cleric quickly swipes the new gear of pollen.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"If we can safely dispatch them, I agree with this plan" Anapa confirms with a nod


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Drake sneaks off around the hill to find the perch he had originally thought to take. He climbs up the tree and gets into position. Then the volley of arrows begin to rain down upon plant and corpse alike.


After a few minutes, about 30 rounds, Drake takes down the plants and the walking corpses. The corpses can't reach him in the tree. The plants are not within 30 feet to spray him.

There are another 20 corpses to loot should you want to gather more loot. Some are in the field as most are under the tree where Drake is perched.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

While Drake is finishing off the yellow spore zombie outbreak, the cleric asks his fellow travelers, "So? Anyone have an idea of what Drake really is? With that name, I initially thought a dragon, but that might be too obvious."

☆☆☆☆☆

When Drake returns, Cristo offers his congratulations and does indeed wish to see if there's anything good to loot.


Who goes into the field to look for loot?


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo does.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Imrik flies over and detects magic down towards the field.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


Imrick flies over the field not seeing anything magical but after a second pass two yellow musk creepers emerge and shoot him with pollen.

Pollen Spray (Ex) As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.

Ranged touch: 1d20 + 4 ⇒ (15) + 4 = 19 Will DC 14

Ranged touch: 1d20 + 4 ⇒ (6) + 4 = 10

Immrik will save: 1d20 + 6 ⇒ (2) + 6 = 8

rounds: 1d6 ⇒ 4

Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Imrick slowly lands next to the creeper affecting him.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round ?1?
He takes his shots with the penalty at the Creeper drawing Imrick in to its grasp.
Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (1) + 11 + 1 - 2 - 4 - 2 = 5
damage: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (7) + 11 + 1 - 2 - 4 - 2 = 11
damage: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10

confirm, arrow, DA: 1d20 ⇒ 6

He misses twice and swears. Seeing Cristo come over the hill he yells, "Imrick is needing help get in there!"

Round 2

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (4) + 11 + 1 - 2 - 4 - 2 = 8
damage: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (7) + 11 + 1 - 2 - 4 - 2 = 11
damage: 1d8 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9

He continues to miss.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7
Drake Windfall wrote:

Round ?1?

He misses twice and swears. Seeing Cristo come over the hill he yells, "Imrick is needing help get in there!"

Round 2

Jarred back into battle, Cristo draws his morningstar once more and rushes in to help.


Create Yellow Musk Zombie (Su) As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie (see below).

Round 2 Int damage: 1d4 ⇒ 2

Cristo is 80 feet from Imrick at the end of round 1. You see there are lots of roots directly forward, a rocky decline to the right, or the safest but longest path to the right.
Roots: Acro DC 14. Rocks: Acro DC 8 but adds 40 feet to movement. Left path adds 80 feet.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo takes the longer path. The cleric goes into a full run.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 3

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (8) + 11 + 1 - 2 - 4 - 2 = 12
damage: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (20) + 11 + 1 - 2 - 4 - 2 = 24
damage: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15

confirm, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (19) + 11 + 1 - 2 - 4 - 2 = 23
damage: 1d8 + 3 + 1 + 4 ⇒ (8) + 3 + 1 + 4 = 16

His first arrow misses again, then his next one cuts the Creeper cleanly in half.


Round 3
Drake's 2nd arrow slices the first creeper in half.

After running in a straight line Cristo moves towards Imrick getting close as the other creeper slithers it's way over towards him. It's still 20 feet away. It hit hits Imrick twice more. Will DC 14: 2d6 ⇒ (2, 4) = 6 Cristo is now 20 feet from Cristo and 15 feet from the creeper.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Round 3
Cristo covers the distance and attacks the creeper.
MW Morningstar: 1d20 + 7 ⇒ (7) + 7 = 14
Dmg.: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 4

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (2) + 11 + 1 - 2 - 4 - 2 = 6
damage: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (6) + 11 + 1 - 2 - 4 - 2 = 10
damage: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15

He misses again.

Round 5

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (20) + 11 + 1 - 2 - 4 - 2 = 24
damage: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (6) + 11 + 1 - 2 - 4 - 2 = 10
damage: 1d8 + 3 + 1 + 4 ⇒ (8) + 3 + 1 + 4 = 16

confirm: 1d20 + 11 + 1 - 2 - 4 - 2 ⇒ (12) + 11 + 1 - 2 - 4 - 2 = 16
damage: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12
He finishes off the creeper if Cristo doesn't get to it first.

Round 6

He climbs down.

-----Out of combat.

He collects his arrows before beginning to loot. He calls out and asks, "Anyone have create water to wash all this pollen away?"


Round 4

The creeper moves back from Cristo then hits him with a pollen burst.
Ranged touch: 1d20 + 4 ⇒ (15) + 4 = 19
Cristo Will DC 14: 1d20 + 7 ⇒ (9) + 7 = 16

He resists it.

Round 5

The creeper moves back from Cristo then hits him with a pollen burst.
Ranged touch: 1d20 + 4 ⇒ (7) + 4 = 11 misses.

Round 6

The creeper moves back from Cristo then hits him with a pollen burst.
Ranged touch: 1d20 + 4 ⇒ (4) + 4 = 8 misses.

Luckily nothing else is left to fight.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Round 4

The Pharasman spits out any pollen that got into his mouth. And continues to attack the creeper.

MW Morningstar: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg.: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10

Round 5

MW Morningstar: 1d20 + 7 ⇒ (18) + 7 = 25
Dmg.: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (5) = 17

Round 6

MW Morningstar: 1d20 + 7 ⇒ (1) + 7 = 8
Dmg.: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15


They kill it in Round 5, end of combat!

loot:

A cleric's kit (includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin.), a gold holy symbol of Pharasma, a grooming kit, a healer's kit (10/10 uses)

Lamellar (steel) armor, light wooden shield, mwk composite longbow (+3 Str) with 30 arrows, mwk longsword, 49 gp, 3 rubies worth 40 gp, backpack, 3 leather bags, 6 two foot yard bolts of linen, flint and steel, 4 torches, 4 rations, waterskin, wineskin, flask (burbon), bedroll, and winter blanket.

14 daggers, 2 morning stars, a MC light mace, 3 heavy wooden shields, 2 heavy crossbows, 4 light crossbows, MC Greataxe.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo looked through the cleric's kit, shocked that one of the faith was a victim in this nature-based death. It didn't seem right to Cristo.

Still the copy of The Bones Land in a Spiral was in decent quality, and the second gold holy symbol of Pharasma, and the healer's kit could still find use.

Cristo also chose one of the light crossbows. Now all he needed was some bolts. "I'll take those three leather bags if no one minds."


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

While the others looked over the loot, Cristo's mind drew back to the mysterious bag where he put one of the tomes, which then disappeared.
Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21
The cleric put his hand in the magic bag, hoping to find the missing tome.


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

After guarding Drake during the fighting, Calin helps with the looting. "We likely want to carry as much as this equipment as we can. Even if no one has a use for it, we can trade it away in town. I'll carry as much as I can."


There is a quiver for each crossbow, with 15 bolts in them.

Cristo finds the book.

Cristo:
You are sure it's a handy haversack.

---
If you guarded Drake you would have been swarmed by the spore zombies. So Calin was likely back with the rest of the group.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"Perhaps we can even supply the local militia and help them in that way? We do not know if these things will come back. Not saying these ones will" as he points to the slaughter "They have been sent to the Bone Yard for judgement. But perhaps more will come while we are away?"


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Unless we bury the bodies, and the plants", Cristo suggested. "It will be a quick and easy method to prevent the restless souls from rising.
We have plenty of torches."


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Yeah, my misunderstanding of the party positioning.

"Yes, we should burn the bodies. In my experience, that's the best way to keep the undead dead." Calin starts to move the bodies into a pile, sure to watch out for any remaining spores.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"I'm less worried about these that have already been slain. My worry is there may be others that we missed and may come while we are not here to defend the town"


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo looks glumly at Anapa. "This is Ustalav, aasmiars. It is the risk every child born in these lands must face. Few stories end in happy endings here in Ustalav."


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Ah! I misunderstood. I believe Cristo is right. While I understand your position, Anapa, there is always danger around the next corner. If the protection of Ravengro is solely up to us, we'd never be able to leave."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Imrik slowly comes around and says, "Thank you for your aid...I did not think the plants could reach me while I was flying. I say we burn the whole field and bodies."

151 to 189 of 189 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / CC Module 2: Trial of the Beast All Messageboards

Want to post a reply? Sign in.