Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Well, here goes then. Maybe stay back while I work."

Quinn moves up to the portal into the furnace with evident trepidation, sheathing his sword as he moves, and he peers in.

Perception to find remains?: 1d20 + 2 ⇒ (14) + 2 = 16


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The rest of the party moves out of the room.

The fiery furnace lashes tongues of flame at Quinn, but they don't seem to affect him.

The metal of the furnace creaks, groans, and roars, venting its frustration at its inability to incinerate this invasive mortal.

At first Quinn sees nothing. But there is no hurry. So he crawls into the furnace and digs around, sifting through the ashes with his hands. Take 20 on Perception will get it.

After a couple of minutes, Quinn emerges, covered in ashes and soot, carrying a number of small objects.

He brings to Theodore part of a skull, three ribs, and six finger bones. He is quite certain he has found everything of notable size.

Theodore examines the bones, safely out of the fiery furnace's reach. As inanimate objects, they shouldn't be affected by the heat of the furnace (since it a haunt and its fire is a fear effect), and yet they feel hot to the touch. They must have some spiritual energy remaining in them.

Theodore now realizes the step that must be taken to expunge the haunt - the bones must be quenched in a large body of water, such as the lake that is just past the crumbled eastern wall of the furnace room.

Quinn hurls the bones into the lake. Old Ember Maw, the furnace of Harrowstone, goes silent.


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Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

The Haunt Specialist seems satisfied especially since certain similar Haunts stalled his streak of successes....


Do you want to perhaps heal up Theodore with the Rod of Healing or other resources before proceeding?


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Well, that was unexpected, but at least it's done. Teddy, you're looking a little singed, here."

Healing rod: 1d8 + 1 ⇒ (5) + 1 = 6


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The Rod of Healing is similar to the witch Healing Hex, using the wielder's character level as the caster level. So 1d8+3 at level 3, increasing to 2d8+5 at level 5. Theodore is at 18/24 HP.

---
The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.

Three flaming skulls rise up to attack!

Initiative:
Ismene: 1d20 + 2 ⇒ (18) + 2 = 20
Marill: 1d20 + 3 ⇒ (7) + 3 = 10
Quinn: 1d20 + 1 ⇒ (15) + 1 = 16
Theodore: 1d20 + 2 ⇒ (15) + 2 = 17
Tiff: 1d20 + 4 ⇒ (11) + 4 = 15
Skulls: 1d20 + 1 ⇒ (17) + 1 = 18

These are Tiny undead, if that makes any difference for your tactics. And, obviously, they are on fire.

Round 1
Ismene
Skulls
Theodore
Quinn
Tiff
Marill


Having wasted a perfectly good bomb on the furnace, Ismene considers what she knows of this type of undead...
Knowledge(Religion): 1d20 + 9 ⇒ (8) + 9 = 17

...and pulls out a Flask of Holy Water as she moves to lobbing range.
Ranged Touch Attack vs Red, PBS: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 Holy Water Damage: 2d4 + 5 ⇒ (2, 2) + 5 = 9

Targeting Red, which hopefully gets Yellow with 7 splash damage.


Ismene hits, destroying two of the undead!

The last one moves to attack her.

Spiked Gauntlet AOO: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Slam: 1d20 + 1 ⇒ (8) + 1 = 9

Ismene cracks the skull hard with her spiked gauntlet as it moves in. It then tries to give her a fiery headbutt, missing.

The party is able to finish the remaining skull off in short order.

It had 1 HP left - a max damage roll by Ismene would have finished it. But is Ismene using her Spiked Gauntlet as her +1 weapon (Attunement from Automatic Bonus Progression)? If so, she one-shot it before it even got an attack off.
---

This room was where the fire that doomed Harrowstone began. The
fire burned so hot that much of the eastern wing of the dungeon below collapsed once its wooden supports failed.

You discern that the jagged, soot-caked hole in the floor was once the location of the lift that connected the two floors. It’s a 20-foot drop to the floor below. How do you propose to descend?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore absently kicks a deader skull, as he peers forlornly down into the wet darkness.
Not entirely sure I am dressed properly for such an expedition....


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NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff comments, "Oh! I can get you down there. And maybe myself and one other. But! Do you think we'll need to get back up?" Tiff considers pushing Sammy and jumping down after him.


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"I've a rope, mates. Give me a few moments and we'll be down just fine."

Quinn spends a bit of time coaxing Luna back through the planar boundaries and knotting up his rope, then he ties the rope to whatever structural support looks sturdiest nearby and lowers the rest into the hole.

"Suppose I'll go first, only seems fair."


Male Varisian Human L3 Dirge Bard - devoted to Desna

I'm sorry for my absence. I missed the fact that paizo was online for a few days and then some health issues got in my way.

But I'm back now.

"Yes, you should definitely go first"


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New map is up

Quinn stores his ghostly horse in the deep recesses of his soul, then climbs down the rope. He is now immune to common sense fear, after all.

This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room.

To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet above this ruin. To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.

The dark, murky pool is right below the hole in the ceiling, so that is where Quinn finds himself. It is about knee-deep. I'm going to call this difficult terrain.

As soon as Quinn's feet touch the bottom of the pool, the room fills with a cacophonous roar of screams and howls. The surface of the pool starts rippling, as if something is stirring underwater.

Two semi-ghostly figures burst from the water! Only Quinn can see them at present because of their location, and they greatly remind him of his horse Luna. They start gliding over the surface of the pool towards him, rage in their ghostly eyes.

Initiative:
Ismene: 1d20 + 2 ⇒ (14) + 2 = 16
Marill: 1d20 + 3 ⇒ (14) + 3 = 17
Quinn: 1d20 + 1 ⇒ (17) + 1 = 18
Theodore: 1d20 + 2 ⇒ (16) + 2 = 18
Tiff: 1d20 + 4 ⇒ (10) + 4 = 14
Undead: 1d20 ⇒ 17

Quinn Knowledge (Religion): 1d20 + 4 ⇒ (18) + 4 = 22
Quinn recognizes these as undead, specifically Ectoplasmic Creatures (in this case, ectoplasmic humans). They are similar to ghosts, but formed from less powerful souls. Like Luna, they will partially resist attacks from arrows or maces (DR 5/slashing).

Round 1
Theodore (20' above)
Quinn
Marill (20' above)

Undead
Ismene (20' above)
Tiff (20' above)

Climbing is at quarter speed, so with a 30' double move you can get 15' down. Accelerated climbing is twice as fast, but DC 10 in this case. Jumping is an option, though the water is not deep enough to mitigate the falling damage.


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Ghosts! We have ghosts! Well, much as a ghost like Luna is. Kinda solid!"

Quinn grudges forward slowly through the murky water and prepares to swing at one of the ghosts if it meets him halfway.

Readied:
Longsword Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Slashing damage: 1d8 + 4 ⇒ (8) + 4 = 12


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore bends down over the hole in the floor.
If you could lead them into our field of vision, my good Quinn.


Male Varisian Human L3 Dirge Bard - devoted to Desna

Marill heads over to the edge and starts to sing

"You can do it Quinn, yes you can. Kill them dead, dead, dead"

In case it isn't obvious, inspire courage :-)


One spectral being glides over the water towards Quinn and is immediately cut down by the Ghost Rider's sword.

The other, undaunted, moves forward and strikes at him, leaving a gash in his shoulder.
Slam: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

It leaves behind an ectoplasmic ooze that starts seeping into the wound. A lesser mortal might be struck by fear from this attack, but not Quinn.

the effect, if you are curious:
Horrifying Ooze (Su): Any creature that is struck by an ectoplasmic creature’s slam attack must make a Will save with a DC equal to 10 + 1/2 the ectoplasmic creature’s Hit Dice or become shaken for 1d4 rounds. The save DC is Charisma-based.

Everybody up!


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff cries out, "Harwood, what happened? Are you OK?"

Bull rush: 1d20 + 1 ⇒ (18) + 1 = 19

Tiff pushes damn Sammy isn’t in push range.

Tiff takes a running jump into the pit slowing her fall in an instant, "Do you think there's been a surge in the cockroach population?"

What she doesn’t tell Sammy and Ismene is that they can safely jump too.

Feather fall on the remaining party from arcane bond.


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

Quinn grunts in pain at the impact, but calls out "Teddy, I can barely move in all this water! Come down yourself"

"I'm fine Miss Tiff, I just got...goo'd, not a - oh, there you are."

He takes a swing at the other ectoplasmic entity, but he seems to be having some trouble.
Attack + inspire: 1d20 + 8 ⇒ (1) + 8 = 9
Damage, slashing: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


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Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore actually (unfortunately) reacts instinctively by reaching out to grab his sister as she jumps! The Cleric follows along for the Feather fall of a way down to Quinn.
Now my attire is soaked. Tiff really!

Reaching out to pat Quinn on the shoulder, Theodore asks Pharasma not to take the Cavalier yet.
Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9


Quinn misses.
Tiff Feather Falls down with Theodore and Ismene, but not Marill (she can only affect 3 targets).
Theodore heals Quinn.

Ismene and Marill can act! Ismene is down below, Marill is up top (but can see the undead; let's say it has cover against him).


Male Varisian Human L3 Dirge Bard - devoted to Desna

Narill hurls his star knife down
tohit: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d4 + 5 ⇒ (2) + 5 = 7


Marill misses; Ismene delays.

The sort-of-ghost mindlessly flails at Quinn, not even realizing that its Horrifying Ooze has failed to frighten him.

Slam vs Quinn: 1d20 + 3 ⇒ (14) + 3 = 17

The creature is solid enough that Quinn is able to block its slam with his shield.

Party up! Enemy is AC 12, HP 9, DR 5/slashing.


Ismene steps as close as she can and quickly mixes up a precision bomb to lob at the spectral creature.

Bomb touch attack: 1d20 + 6 ⇒ (15) + 6 = 21 Bomb Fire Damage: 1d6 + 1d6 + 5 ⇒ (4) + (3) + 5 = 12


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Quite distracted by attempts to futilely fumble with his wet pants, the Cleric tumbles onto his assets into the water when the bomb explodes!

He looks a bit distressed....


Male Varisian Human L3 Dirge Bard - devoted to Desna

"Darn, I KNEW that I should have got around to buying a few spare weapons"

Marill just looks on, hoping that Quinn has this


Ismene's bomb scores a direct hit and destroys the undead.

Nothing troubles you as Marill climbs down the rope and retrieves his starknife.

The water is stagnant, and sooty once stirred up. But it poses no immediate danger other than to Theodore's wardrobe.

Emerging from the pool, you search the cavern. There is nothing to be found other than a large chamber to the west.

---
Central Dungeon Chamber

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground.

You know that the stairs would have once led to the main level, but were filled by debris from a deadfall.

The eight skeletons are crowded around the clogged remains of the stairs. They are not quite animated, but start to rattle.

You can place yourselves anywhere in the room and get a surprise round before they animate. Quinn, you can have summoned Luna before this if you wish. If you have, place her icon as well.


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff fearlessly approaches the not-quite-animated skeletons, "Look at this! These must be the prisoners that burned to death!"


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore frowns at the animated skeleton matinee about to begin. The Pharasman reaches out to grant Aid to his sister.
I could do with a dry Prestidigitation once your through there.

The Cleric fusses with his wet pants.

Temp HP: 1d8 + 2 ⇒ (2) + 2 = 4


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

"Oh!" Tiff exclaims. "I can dry you off tomorrow! But it's probably time for you to learn how to do your own laundry? Don't tell me mom still does it for you!? She's over 80!"


Ismene follows Tiff, making the usual shaking gesture that indicates she is mixing reagents for a bomb. She makes an underhand toss, clearing the skeleton closest to the group and striking the next in line with exceptional accuracy. Only then does she seem to process the siblings banter. "Tomorrow? But surely he will have dripped dry by then..." She opines in a confused tone, a crease appearing between her brows.

Bomb touch attack vs Cyan: 1d20 + 6 ⇒ (20) + 6 = 26 Bomb Fire Damage: 1d6 + 1d6 + 5 ⇒ (6) + (4) + 5 = 15

Crit confirm?: 1d20 + 6 ⇒ (8) + 6 = 14 Crit Bomb Fire Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Splash damage remains 7 to Black and Magenta even if the crit confirms.


I'm going to say that between the bomb, the splash, the surprise round you guys are supposed to get, assumption of Luna being conjured, and the AOOs against them standing up, that this fight is over.

The skeletons are quickly destroyed.

While Tiff does not have Prestidigitation handy, Marill does. Not for the sake of cleaning off Theodore's clothes (although he may do that), but for removing the soot from the brass nameplates above the corridors.

To the north lies “The Oubliette.”
To the west lies “Reaper’s Hold.”
To the south lies “The Nevermore.”
And to the east (where you came from) was “Hell’s Basement.”

Where to?


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff commented, "If Sammy needs me to prepare the laundry spell he's going to have to wait. I've filled my head with more important divinations and vile necromancy!

Tiff marveled at the names as she spun around the room finally landing on The Oubliette, "Do you think it's just an aperture in the ground?! Ominous!"


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

“The Oubliette.” The “Reaper’s Hold". “The Nevermore.”
And to that was “Hell’s Basement.”

Futilely fumbling with his handkerchief and damp pants situation, Theodore read aloud the recently clean (and probably dried) plates.

Spin the bottle?


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

Quinn does indeed summon Luna again and helps mop up the skeletons.

He nods at Tiff. "Shall we find out, ma'am?"


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The Oubliette lies to the north. The party moves to inspect.

Off the hall, the door to a guard room lies slightly ajar.

As you approach, you hear a rattling and crackling sound from within the guard room. You smell something burning, and see a flicker of flames casting odd shadows through the gap in the door. Something lurches in the room.

I put Tiff and Quinn up front based on the IC conversation. Feel free to readjust if you wish.

Initiative:
Ismene: 1d20 + 2 ⇒ (2) + 2 = 4
Marill: 1d20 + 3 ⇒ (9) + 3 = 12
Quinn: 1d20 + 1 ⇒ (7) + 1 = 8
Theodore: 1d20 + 2 ⇒ (13) + 2 = 15
Tiff: 1d20 + 4 ⇒ (17) + 4 = 21
Vortch: 1d20 + 3 ⇒ (5) + 3 = 8

Round 1
Tiff
Theodore
Marill

Gurtis Vortch
Quinn
Ismene


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff looks closer with morbid curiosity!

Religion?: 1d20 + 10 ⇒ (8) + 10 = 18

Standard will probably be disrupt undead but I want to verify first.


Tiff:
Within the room, moving to attack, is a burning headless skeleton. By its movements you can tell it is a Skeletal Champion, a more powerful form of skeleton that retains the intelligence and abilities that it had in life. It carries a handaxe and is, as noted, on fire.


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Huh, I think I owe you a will save when I cast Resist Energy on big bro. Not sure if you want to do anything about that now.

Earlier will save vs Splatterman spellbook: 1d20 + 2 ⇒ (11) + 2 = 13
Will save vs Splatterman spellbook now: 1d20 + 2 ⇒ (19) + 2 = 21

Tiff wonders out loud with her usual exuberance, ”Oh! A skeleton champion and one with no head and on fire! The hand axe is a nice touch, spooky scary skeleton. Do you think that’s significant?”

She chants, ”Reducto, reducto, reducir!” As she does she puts some iron dust on her hands like a boxer preparing for a fight. Unlike a boxer preparing for a fight, she becomes smol and adorable.

Cast reduce person


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore frowns at the rearview viewing of his current position.
Spectral horse dung stink?

Notification of impending violence received from his shorter than usual sister causes the curious cleric to Stride forward for clarification.

Blue eyes lock on the burning burning hunk of skeleton....
Knowledge (religion) (Int): 1d20 + 7 ⇒ (11) + 7 = 18

Theodore then places a hand of Quinn's rapier.
Funeral weapon

Probably wants to cover your mouth. Good luck.


Earlier, when Tiff tried to cast Resist Energy, she was unable to complete the spell.
A voice in her head insisted that she could not expend her precious spells, could not give up her magic like that.

@Tiff - even more amusing would have been if you had blown the save casting Feather Fall when everybody was free-falling down to this level. But that is on me for forgetting it. Do you want to have taken the time to try again with Resist Energy between then and now? With no time pressure and the spell slot not being lost, you could have gotten it eventually.

Also @Tiff - Reduce Person is a 1-round casting time. The undead may be able to hit you in the middle of casting the spell. Do you still wish to do that?

Theodore:
You hadn't moved on the map so I moved you. But none of that Stride stuff, this is PF1! You see a burning headless skeleton. By its movements you can tell it is a Skeletal Champion, a more powerful form of skeleton that retains the intelligence and abilities that it had in life. It carries a handaxe and is, as noted, on fire.

Theodore moves up, identifies the enemy, and readies to cast his spell on Quinn's weapon as soon as the cavalier moves adjacent. Can't be adjacent to Quinn and still see through the door.

Marill is up!


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Damnit I always forget about that casting time specifically. I'd probably switch to resist energy on me in that case.


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Intelligent?! Maybe we can talk to it!"

"Uhm. If it weren't headless, that is."


Marill delays.

The headless skeleton advances, stumbling around a bit, and swings its handaxe at Tiff. While she is protected from the fire damage, it is still a nasty cut. She had 4 temp HP from Aid so is now down 10?

01-50 Miss: 1d100 ⇒ 78

Handaxe: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 9 ⇒ (5) + 9 = 14

Round 1
Tiff -10
Marill
Gurtis Vortch
Theodore (readying to cast Funereal Weapon on Quinn's sword)
Quinn
Ismene

Round 2
Tiff -10
Marill

Gurtis Vortch
Theodore
Quinn
Ismene


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

Quinn strides up to the door, Sword out, and Teddy touches the blade, enveloping it in silver fire. "Oh! Shiny!"

Then Quinn tries to strike the creature around the door jamb.

Sword attack, corner cover: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Sword damage, DR negated from Funereal Weapon: 1d8 + 3 ⇒ (7) + 3 = 10


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff cries out, "Hey! That hurt! You just try that again mister!"

With a subtle use of power Tiff's mouth widened to a remarkable degree and she tried to bite the flaming skeleton, unafraid of the flames but got turned around instead.

Bite, fight defensively: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6

AC 21


Ismene frowns on hearing the description called down the hallway. Remembering the furnace, she draws out a holy water as she moves past Luna. "Definitely going to need to research endothermic reactions..." She mutters to herself as she squeezes in beside Quinn and Theodore to lob the flask at the flaming undead.

Ranged Touch Attack,PBS: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 Holy Water Damage, PBS: 2d4 + 4 + 1 ⇒ (3, 1) + 4 + 1 = 9
Doorway Cover?: 1d100 ⇒ 62

"One of the Harrowstone Five has a penchant for taking heads. Perhaps the Lopper is responsible for this." She adds, gesturing to the headless form.


Theodore blesses Quinn's sword, which strikes true.
Ismene also hits, but Tiff misses.

The flaming skeleton staggers, but keeps attacking.
Gurtis Vortch at -19.

Marill is up!

Theodore's position in the initiative order has shifted due to his needing to Ready an action.


Bot Marill begins Inspire Courage +1.

The headless skeleton continues to attack Tiff.

Handaxe: 1d20 + 6 ⇒ (9) + 6 = 15
Claw: 1d20 ⇒ 9

Both attacks miss!
Party up - INSPIRE COURAGE +1 is active

Round 2
Tiff -10
Marill
Gurtis Vortch -19
Theodore
Quinn
Ismene

Round 3
Tiff -10
Marill


NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility, mage armor, wisdom damage 4; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Holding onto the magic, Tiff bites down on a load bearing looking bone and tries to yank it free. The optics of her biting on a flaming skeleton are lost on her.

Bite, courage, aid, fight defensively: 1d20 + 5 + 1 + 1 - 4 ⇒ (19) + 5 + 1 + 1 - 4 = 22
P/S/B, courage: 1d6 + 1 ⇒ (5) + 1 = 6

AC 21

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