Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

"Seems simple enough. Shall we plan on heading out again in the morning once we've broken fast? There's more to discover, I think."

He suggests talking over the day's discoveries in comfy chairs over drinks after dinner.

"We've encountered a number of these bound spirits so far - who have we yet to meet? And how might we prepare for them?"


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore frowns. He glances down at his person. He frowns. He glances up at Tiff.
I do believe that being dead null and voids that particular contract.

Theodore frowns.
I ain't donating no organs either. Still need them. So, anyone like to inform myself of why myself is looking like a hobo got robbed by another hobo. And not nicely.

The Cleric smiles at Kendra.
I could use a bath, a laundry service and a stiff brandy. Not in that particular order, please.


"Of course, Theodore," replies Kendra. "I'll start with the brandy. If you change your clothes I can have the maid start on laundry. I assume you have brought changes, but if not, there may be some of Father's that would fit.
Can you tell me what happened to you, Theodore? And Quinn, sir, can you tell me of the spirits you have met?"

I believe Theodore and Ismene still need to level up.


Added the information you know about the spirits to the Campaign Info tab, as well as the cheerful little ditty. You've explored all of the top floor of the prison, a good part of the first floor, none of the balconies, and none of the dungeon. There were some pretty solid locked doors, though with the level-up and specific preparation you may be able to handle them.


Male Varisian Human L2 Dirge Bard - devoted to Desna

"Lets carry on and at least clean up everything that is above ground. Right?"


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore awakes the next morning (having slept under his offered bunk after a few stiff brandy) ready for some coffee, dry toast, and someone to explain what happened to his ruined rumbled attire!
Please no shouting, boisterous applauds, or unsettling lactose issues for a bit. I've have a duper of a possession hangover.


"A possession!" Kendra replies to Theodore. "That is most notable. I shall record the details of it. What did you experience?

Marill, Quinn, Ismene, Tiff - did you observe Theodore while he was possessed? What did you see?"


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Quinn sips his brandy and mulls over the day's events. "Well, Miss Lorrimor, Theo here fell over and spectral chains entwined him, wrapped in all sorts of different holy symbols. Squeezed 'im tight, real tight, but they corroded away with the right application of positive energy. Got a little bit of that one trapped away in a siphon, I think Marill did."

He continues to mull and sip his glass. "I reckon we ran into a shade of the Piper of Ilmarsh too, or maybe just a colony of his stirges. Got me good, right..." He pokes at a hole in his shirt. "Right here."

"Let's see, what else might be important? Skeletons? They seemed haunty but I don't know that they're particularly relevant to any one murderer. What else?" He looks around to the rest of the group.


Kendra scribbles down some notes.

"Different holy symbols? So Father Charlatan, most likely.
That sounds like you encountered spirits of two of the five most notorious prisoners. We can take down notes on your experience another time, Theodore. I must say you look... well, better now than before."

Just wanted that fact shared IC so that Theodore has the information. I'm good to move on now. Also, remember that I am doing ABP at level +1 to account for the lack of magic-marts, so you all have a +1 Resistance bonus to all saves.

---

South of Lorrimor Place, you pass a set of Posting Poles.

The best sources for local news in Ravengro are the posting poles located throughout the town. Here one can find dozens of messages tacked to one of the five huge posts jutting out of the ground.

Pevrin Elkarid, the oldest son of the owner of the Laughing Demon tavern, has taken the role of Post Boy for the last 3 years, charging 1 cp to transcribe five copies of a post and then ensuring that the copies are posted for at least a week.

It is at the Posting Poles that the locals leave news of nuptials, job postings for farmhands, or notices of missing pets. The most popular regular item at the Posting Poles, however, is the “Wealday Parchment”—a weekly posting written by elderly councilman Gharen Muricar that summarizes Ravengro’s current politics. Occasionally, it even carries news of events beyond Ravengro’s borders. The “Wealday Parchment” is the closest thing Ravengro has to a weekly paper.

The current "Wealday Parchment" does not mention the arrival of a group of strangers, an unfortunate confrontation at the Restlands, nor desecration of the Memorial - so it must have come out before those events. You can be fairly certain the next Parchment will feature you.

A man lies slumped against poles, hat pulled down over his face, either sick or drunk.


NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Tiff frowns at the man laying there unsure of what his problem. She approaches him and starts waving her hand in front of his face oblivious that he likely can’t see her, ”Heeeelllooo! Are you injured? Do you need assistance? Sammy what do you think? Some malady that causes hypersomnia?”


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore frowns at his sister's antics.
And why are we bothering the poor hobo?


Tiff Perception: 1d20 - 2 ⇒ (18) - 2 = 16

As Tiff approaches, she detects the smell of rotting flesh.

The 'man' lurches to his feet! And she can tell this poor soul passed away some months ago.

Initiative:
Ismene: 1d20 + 2 ⇒ (17) + 2 = 19
Marill: 1d20 + 3 ⇒ (6) + 3 = 9
Quinn: 1d20 + 1 ⇒ (13) + 1 = 14
Theodore: 1d20 + 2 ⇒ (11) + 2 = 13
Tiff: 1d20 + 4 ⇒ (20) + 4 = 24
Zombie: 1d20 ⇒ 4

Let's say the zombie is on its feet, 20' away from Tiff, and 30' away from everyone else.

Round 1
Tiff
Ismene
Quinn
Theodore
Marill

Zombie


NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Tiff exclaims, "Aaaaah! Necromancy! What is going on in this town?"

She raises her hand with her index finger pointing at the zombie, her thumb is raised and she bring it down flush with her index finder. She intones, "Requiem Mortus."

A thin beam of light projects from her finger towards the zombie.

Disrupt undead, ranged touch: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 ⇒ 3


Starled, Ismene scurries up beside Tiff, grabs her reagents from her belt, combines them to form a bomb and lobs it.

Throw Bomb(Ranged Touch): 1d20 + 4 ⇒ (20) + 4 = 24 Bomb Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Crit Confirm?: 1d20 + 4 ⇒ (3) + 4 = 7 Probably not, but it is a touch, so maybe... Crit Damage?: 1d6 + 4 ⇒ (6) + 4 = 10


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore calmly places a hand on the shoulder of Quinn.
Hit it hard in the head.

Vigor

The Cleric then follows behind.


Male Varisian Human L2 Dirge Bard - devoted to Desna

Marill will bravely advance on the zombie and attack it with his starknife

attack: 1d20 + 4 ⇒ (8) + 4 = 12 for damage: 1d4 + 4 ⇒ (1) + 4 = 5 piercing


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Feeling invigorated, Quinn charges forward at the monstrosity, drawing his longsword!

Attack+charge: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage+2 handed+vigor: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

AC 14 with no shield after the charge


Theophania's ray misses.

Ismene's bomb explodes direct hit but no crit, and the air fills with the smell of burning decaying flesh.

Marill's starknife hits, but doesn't seem to hurt the zombie at all.

Quinn's charge finishes off the zombie.

The body still has some fresh grave dirt on it. Do you wish to track it back to where it came from, or move on to Harrowstone?


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore calmly picks a bit of stray dirt off his sleeve, as the Cleric points to the fresh dirt about the zombie.
Suppose we should follow the yellow brick road.

The Pharasman Cleric then follows those invested in outdoors type activities.....


Ismene Survival: 1d20 + 4 ⇒ (12) + 4 = 16

Ismene is able to follow the tracks back to the Restlands.

They lead to a disturbed grave, with dirt spilled outwards and a broken casket visible below.

The headstone reads Garvin Straelock, beloved Father and Husband, 4671-4710.

Do you re-inter the body?
Find Father Grimburrow?
Move on to Harrowstone?


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore calmly picks lint off his lapel, waiting for someone to cast Unseen Servant to rebury the dead might have wanted to be a priest commoner....


This guy wasn't a priest. Just a commoner.


Male Varisian Human L2 Dirge Bard - devoted to Desna

"We should definitely get Father Grimburrow to properly re-inter the body. Only he can do the right job. Otherwise we risk his soul or body returning"


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

"Re-interring seems the right move indeed." Quinn wipes his sword off and returns it to his sheath. "A little concerning all this happening outside the asylum walls though. This may be bigger'n we thought. This is dangerous for the villagers."


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Marill wrote:
"We should definitely get Father Grimburrow to properly re-inter the body. Only he can do the right job. Otherwise we risk his soul or body returning"

Theodore is a fully ordained priest of Pharasma, so he could do the job, but Father Grimburrow is the town priest.

In a short while, you are able to summon Father Grimburrow to the Restlands. His voice is brusque and hoarse, but his words have some compassion to them.

"Bad business, this. You did the right thing to seek to re-inter him.

We in the faith of Pharasma are taught to destroy the undead abominations, but most every one of them wears the form that was once somebody's loved one. It's never easy when you know them.

Garvin was a good man. His time came sooner than his family thought it should have. Sickness of the lungs. He is missed.

Harrowstone is stirring. I know this wasn't you. You didn't awaken anything. Lorrimor might have, but even there I think not. Something else.
Some of the townsfolk may not be so sure that it wasn't you. I will try to keep this quiet. You all, put an end to the matter. The sooner the better."


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore calmly picks at his Holy Symbol of Pharasma as Marill runs to find a priest.....


Ismene's lips twitch worriedly as she tracks the undead back to a grave in the Restlands.

Once they seek out the priest, she asks him, "Father Grimburrow, I do not mean to be indelicate, but how is it that a body properly interred in hallowed ground was able to rise like this? Is there no way to protect the dearly departed from this unholy state?"


NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Tiff calmly pats her brother's shoulder in a comforting fashion, "Don't worry the expert is here."

She turns to the father, "Yeah that's right, even if the townsfolk scorn us, we'll thanklessly save them from whatever this foul threat is. Juuuuust as soon as we find out what it is. Stupid necromancers, they just don't understand consent."


Ismene Albus wrote:

Ismene's lips twitch worriedly as she tracks the undead back to a grave in the Restlands.

Once they seek out the priest, she asks him, "Father Grimburrow, I do not mean to be indelicate, but how is it that a body properly interred in hallowed ground was able to rise like this? Is there no way to protect the dearly departed from this unholy state?"

"There is, but it is costly. The spell Hallow would likely prevent such desecration. I have neither the magical ability nor the material resources to cast it. And it would not be able to cover the entirety of the Restlands. Just a small patch that would then be fought over and bid on such that only the wealthiest families could have such protection."

"This is Ustalav," he says with a weary sigh. "The influence of the Whispering Tyrant lives on throughout the land. And so it is no easy thing anywhere in our country to keep the dead in peaceful rest.
Here in Ravengro, I fear that spirits stirring in Harrowstone Prison have caused this, and perhaps other trouble besides. I will hire guards for the Restlands tonight, to watch and make sure it is not a necromancer at work."

Theophania "The Great Tiff" wrote:

Tiff calmly pats her brother's shoulder in a comforting fashion, "Don't worry the expert is here."

She turns to the father, "Yeah that's right, even if the townsfolk scorn us, we'll thanklessly save them from whatever this foul threat is. Juuuuust as soon as we find out what it is. Stupid necromancers, they just don't understand consent."

The priest shrugs. "You are new in town and trouble has happened. Those of lesser intellect may draw an erroneous conclusion. Do not expect too much from people and you will not be disappointed. But as to gratitude, you have mine and that of my goddess."

Back to Harrowstone? Continue with the first floor?


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Quinn let the clergy and academics discuss the world beyond. He wasn't much interested in the workings of the gods anymore.

"We'll see to Harrowstone as we can, Padre. Heading there presently."

I'm good to start with the first floor again.


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore ignores the other cleric of Pharasma and follows Quinn's lead back to the haunted prison for his redemption....


You make your way back to Harrowstone Prison.

Map

  • Going through the auditorium again might expose you to the Cold Spot haunt once more; you don't know if it has reappeared, but if it has, you know it can be fought by fire as well as by positive energy.
  • The east-west corridor south of the auditorium leads to a locked iron door, which perhaps you now have the ability to open. Anybody improve Disable Device on leveling up, or learn Enlarge Person?
  • There are numerous rooms in the western corridor to explore
  • There are more rooms to the north as well

    If you want to pick a specific direction, I will go with the "Rule of Two." If nobody does that, I'll just move you ahead into one direction or another. But I do want to give you time to make any preparations you wish.


  • Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

    Theodore calmly enters the prison proper (again). Shaking his hands a bit, he points to the groups left.
    The east-west corridor south of the auditorium led to a locked iron door, which perhaps someone now has the ability to open?


    NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
    Usable/day, spells:
    Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

    Tiff suggests, "Maybe we should look for a key? Not to discourage you Ismere! Sorry! How about directly north there were some doors past the stairs we can check. Also! I can climb the balconies without difficulty now, did you want me to throw down a rope?"


    M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

    "Searching rooms sounds good, so we might unravel mysteries AND maybe find the key."

    Quinn scratches at his chin for a moment. "Think a horse might be able to pull it open?"


    Male Varisian Human L2 Dirge Bard - devoted to Desna

    "Do we have any horses? :-). I think we should just check the north rooms first"


    NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
    Usable/day, spells:
    Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

    Tiff ponders the question, "Hmm maybe I could transform into a horse. Some sore of equinalification spell."

    She does some math on the back of a napkin, "Oh. Ah! Yes... that's right. Well the bad news is that the power requirements scale logarithmically. But the good news is I think its possible. So all I need is a research grant and 5 maybe 10 years of work."


    M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

    "Oh, I grew up 'round horses, and even trained as a knight for a bit in my youth. I might be, ah...well, able to wrangle a horse up for us if we need one. If she'll...fit?" He looks around the indoor area dubiously.


    Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

    Theodore calmly picks lint off his lapel waiting for the others to complete their horsing around.....


    Finding a way to harness a horse to the door could prove challenging. If you had chains, and could attach them to the door handle, you would be more likely to rip off the handle (possibly rendering it unable to open) than open the door.

    A crowbar around the jamb would be the most plausible way of opening it, but if you have no such option at present, looking for the key might be better.

    Taking Marill's idea...

    The party moves to the north.

    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.


    Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

    Theodore begins squinting about the prison infirmary.
    Perception : 1d20 + 5 ⇒ (6) + 5 = 11 (+1 Haunts)


    As Theodore pokes around, a shocking sight materializes!

    A twisted, nearly skeletal ghost appears in the middle of the room.
    As soon as it had appeared, it vanishes again!

    Will Saves vs Fear:
    Ismene: 1d20 + 3 ⇒ (3) + 3 = 6
    Marill: 1d20 + 9 ⇒ (5) + 9 = 14
    Quinn: 1d20 + 3 ⇒ (10) + 3 = 13
    Theodore: 1d20 + 9 ⇒ (7) + 9 = 16
    Tiff: 1d20 + 2 ⇒ (12) + 2 = 14

    Ismene and Quinn are Frightened for 1d4 ⇒ 1 rounds, and must flee if possible (however, they are not Panicked and so do not drop items held).

    Initiative:
    Ismene: 1d20 + 2 ⇒ (14) + 2 = 16
    Marill: 1d20 + 3 ⇒ (12) + 3 = 15
    Quinn: 1d20 + 1 ⇒ (4) + 1 = 5
    Theodore: 1d20 + 2 ⇒ (4) + 2 = 6
    Tiff: 1d20 + 4 ⇒ (20) + 4 = 24
    Monster: 1d20 + 1 ⇒ (11) + 1 = 12

    Map is up. The creature is not visible at the moment, but I have marked the location where it appeared.

    Knowledge (Religion):
    Ismene: 1d20 + 12 ⇒ (13) + 12 = 25
    Marill: 1d20 + 7 ⇒ (7) + 7 = 14
    Quinn: 1d20 + 4 ⇒ (15) + 4 = 19
    Theodore: 1d20 + 6 ⇒ (9) + 6 = 15
    Tiff: 1d20 + 8 ⇒ (2) + 8 = 10

    Marill, Theodore:
    This is a poltergeist, an undead creature.

    Quinn, Ismene:
    This is a poltergeist, an undead creature. It is both incorporeal and (usually) invisible.

    Theodore Sense Motive DC 12: 1d20 + 8 ⇒ (16) + 8 = 24

    Theodore:
    A poltergeist is not a haunt, but it is a rejuvenating spirit and so your Spirit Sleuth training kicks in. You sense that only the destruction of all the major spirits in Harrowstone will put this poltergeist to rest.

    Round 1
    Tiff
    Ismene - Frightened 1 round
    Marill

    Monster
    Theodore
    Quinn - Frightened 1 round


    Male Varisian Human L2 Dirge Bard - devoted to Desna

    "Waaagh. A poltergeist!!!!.Desna, protect us"

    With that, he bursts into song.
    +1 morale bonus on attacks, damage and saves vs fear


    Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

    Theodore calmly relates his findings of the situation.
    Good news. It's not a Haunt. Only a restless poltergeist that will only rest when every major spirit does in this place. See. No worries...nope....none...Quinn looks a bit green? Ismene too? Probably the stuffiness in here.... definitely not a Haunt.


    NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
    Usable/day, spells:
    Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

    Tiff asks her brother, "What? I can't hear what your saying through all your sputtering."

    She points at the spirit with her index finger and pulling it back twice while incanting, "Pew, pew." She casually walked up to it and examined it more closely.

    Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5


    NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
    Usable/day, spells:
    Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile
    Theophania "The Great Tiff" wrote:

    Tiff asks her brother, "What? I can't hear what your saying through all your sputtering."

    She points at the spirit with her index finger and pulling it back twice while incanting, "Pew, pew." She casually walked up to it and examined it more closely.

    Tiff stands where the spirit disappeared ready to pew pew, when it inevitably reappears.


    M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

    Quinn does indeed look a bit green-cast. "P-p-p-poltergeist!" He knows of them, and more importantly, knows that he is utterly helpless against their eerie powers!


    Ismene flees, then stops and gathers her wits.

    The invisible poltergeist hurls a scalpel at Theodore.
    Attack: 1d20 + 3 ⇒ (17) + 3 = 20
    Damage: 1d4 ⇒ 2

    Since the poltergeist is using Telekinesis, the square that the scalpel flew from is not necessarily the square where the spirit is. It does not become visible when it attacks (though it will become visible if and when it uses its Frightener ability again).

    INSPIRE COURAGE +1 is active

    Round 1
    Tiff
    Ismene
    Marill
    Poltergeist
    Theodore (-2 HP)
    Quinn - Frightened 1 round

    Round 2
    Tiff
    Ismene
    Marill


    M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

    Quinn trundles away awkardly, muttering about never getting away from damnable haunts.


    Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

    Theodore calmly trundles away after Quinn....

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