Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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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 jogs back into the hallway, "Hey, uh Sammy, maybe those scrolls you took? One of us could take a look around without having the poltergeist noticing."

We have two scrolls of hide from undead...


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

The Pharasman laughs.
It will still likely see you if it has some semblance of a brain, my dear Sister.

Knowledge (religion) (Int): 1d20 + 6 ⇒ (5) + 6 = 11


Male Varisian Human L2 Dirge Bard - devoted to Desna

Marill mutters to himself
Well, if everybody else is leaving, I guess I should too"

He then goes and joins the others out away from the haunt.


I had already made a Knowledge check for Theodore, which was a 15. So he knows this is a Poltergeist, an undead creature. And it seems to have some degree of intelligence...

The poltergeist cackles maniacally and starts rattling more scalpels to throw.

The scrolls are CL1 (so can cover 1 target each) and would have a DC 11. Also, I missed some loot from the Pharasman Crypt so I'll just add it here: you have six flasks of Holy Water.

Ismene is up, and Theodore, Tiff, and Marill can still take standard actions if they 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 takes out the Scrolls of Hide from Undead. Smiling he holds them out.
Probably better than 50% chance it sees you, but it could work.


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

Got the holy water logged, I double moved on my turn.


Ismene hesitates to return, "Problem is, the bloody thing is incorporeal. I don't think my bombs can do anything against it. Maybe the Holy Water, but we'd still need to see it!"


The spirit throws another scalpel at the party in the hallway, this time aiming for Marill.

Telekinesis: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 ⇒ 3

Its continues to be uncannily accurate, hitting him.

Yes, it is invisible and incorporeal, and because it is using Telekinesis you can't assume that it is in the square that the scalpel came from. It's an annoying foe for a level-2 party.

Party up!


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 walks to the door in which the annoying poltergeist is happily tossing random furniture at them, closes it and turns to Marill.
Probably should have that looked at. Might get infected.

The Roaming Exorcist then shrugs.
Shall we explore other non poltergeist involved areas?


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 speaks the word, "Invenios" while circling one hand in a fist and then releasing the fist palm down. The back of her eyes then glow green like the back of a cat's eyes reflecting light in the night. She looks down the hallway.

She then calls out to her brother, "Hide me!" She then opens the door near her.

Detect magic, looking down the hallway and 40ft into the poltergeist room. This round I only see if there are auras, which we already know there are. 5ft step.


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 casts Hide from Undead from the scroll onto his sister.
I shall begin working on your service speeches.


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

Quinn wrangles his feat but stays back where he is. "No sense fightin' this thing if we can barely hurt it and it'll just come back. Let's work on calming the other spirits first."


Okay, it seems like the plan is to explore the western rooms.

The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.

Perception:
Ismene: 1d20 + 4 ⇒ (16) + 4 = 20
Marill: 1d20 + 5 ⇒ (20) + 5 = 25
Quinn: 1d20 + 1 ⇒ (14) + 1 = 15
Theodore: 1d20 + 4 ⇒ (12) + 4 = 16
Tiff: 1d20 - 2 ⇒ (5) - 2 = 3

Initiative:
Ismene: 1d20 + 2 ⇒ (2) + 2 = 4
Marill: 1d20 + 3 ⇒ (13) + 3 = 16
Quinn: 1d20 + 1 ⇒ (12) + 1 = 13
Theodore: 1d20 + 2 ⇒ (9) + 2 = 11
Tiff: 1d20 + 4 ⇒ (5) + 4 = 9
Spiders: 1d20 + 4 ⇒ (18) + 4 = 22

Marill notices the spiderwebs moving as three of the vermin skitter forth to attack. He isn't quick enough to act before they do, but all they can do is move in the (not so surprising) surprise round.

One of them bites at Quinn, but can't get through his armor.
Bite vs flat-footed: 1d20 ⇒ 5

Another bites at Marill.
Bite: 1d20 ⇒ 11

The last starts climbing the wall to try to get at some prey, and bites at Quinn (purple is on the underside of the door jamb).
Bite vs flat-footed: 1d20 ⇒ 16
Again, his armor protects him!

Round 1
Spiders
Marill
Quinn
Theodore
Tiff
Ismene


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

"Yah! Arachnid menace!"

Quinn swings away hard at the purplish spider that got nearer to biting him.

Attack+PA: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Damage+PA: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Male Varisian Human L2 Dirge Bard - devoted to Desna

Marill bursts into song
"Bugs. Bugs. Kill kill the nasty bugs!!"


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 pats his sister's hand.
See if you can make friends.

The Cleric casts Vigor on Tiff.

He then side steps further away.


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Ismene steps back and lobs a disappointing bomb at the central spider, using her discovery to spare Marill, Quinn and Tiff from the blast and splash.

Ranged Touch Bomb, IC: 1d20 + 4 ⇒ (3) + 4 = 7 Bomb Damage, IC: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Splash is 6 damage.


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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

Gore vs Spider on Quinn, inspired: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Piercing, inspired, vigorous: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Tiff yells out, "I got you Quinn!" She rapidly grows a set of curved antlers and tries to spear one of the spidews!


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

"I am got!"


Quinn lands a solid blow on a spider, but it still moves.

Red Ref DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
Cyan: 1d20 + 4 ⇒ (7) + 4 = 11

That spider is killed by the splash from Ismene's bomb, and the two others are wounded.

Tiff gores the one hanging from the doorway above Marill, finishing it.

The remaining spider (on the ground in front of Marill) bites at the bard, but is unable to get past his shield.
Bite: 1d20 ⇒ 14

The party is able to finish it off in short order.

This room appears to have been a chapel dedicated to Pharasma. A cabinet covered with webs in the northwest wall still contains a few religious supplies, including five vials of holy water and a scroll of lesser restoration.


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 peruses the Pharasman chapel with an arched eyebrow. The Cleric handles the Holy Water vials, offering them up to the others.
We have further testing of Haunts so ...

Theodore calmly places the scroll down his...jacket pocket.


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 proudly proclaims, "These doors won't open themselves!" She pivots behind her and tries for the door nearby.

Didn't log the treasure Sammy has the scroll, and each of us should hold at least one holy water. Does Ismene get extra damage if she uses them? We have 6 more vials to distribute.


The chamber to the west is in a shambles. Old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.

Perception:
Ismene: 1d20 + 4 ⇒ (15) + 4 = 19
Marill: 1d20 + 5 ⇒ (10) + 5 = 15
Quinn: 1d20 + 1 ⇒ (18) + 1 = 19
Theodore: 1d20 + 4 ⇒ (6) + 4 = 10
Tiff: 1d20 - 2 ⇒ (15) - 2 = 13

Quinn and Ismene:
You hear a faint sobbing and the clanking rattle of chains. You are filled with a momentary sensation of hopelessness, and the feeling of heavy manacles clamping over your wrists.


"Another presence... I hear weeping and feel the oppression of it's aura. A prisoner, perhaps, I feel the cold weight of manacles." She shares, rubbing warmth back into her wrists.


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 from his jacket. Nodding expertly during Ismene's findings, the Roaming Exorcist walks into the Chamber of Woe....
Be at peace. Pharasma has heard your pleas. Allow us to soothe your passage....

Spirit Sleuth (Ex):

At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Sense Motive (Wis): 1d20 + 8 ⇒ (15) + 8 = 23


Moving the party into the room... this fight should not take long and your exact positioning is unlikely to be critical.

As Theodore addresses the spirits, he realizes this is not quite a haunt, but something similar.

This room, used to process new prisoners, has a simmering evil that manifests in the form of animated manacles. They rise to attack!

Initiative:
Ismene: 1d20 + 2 ⇒ (3) + 2 = 5
Marill: 1d20 + 3 ⇒ (5) + 3 = 8
Quinn: 1d20 + 1 ⇒ (3) + 1 = 4
Theodore: 1d20 + 2 ⇒ (17) + 2 = 19
Tiff: 1d20 + 4 ⇒ (3) + 4 = 7
Manacles: 1d20 + 2 ⇒ (1) + 2 = 3

Party is up!

These manacles are an animated object, and as they are made of iron they will likely be as hard as iron (Hardness 10, I'll just give that to you as it's pretty evident). Anything else, make a Knowledge (Arcana) check.


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 puts on a cap with the word "thinking" stiched on the front.

Arcana: 1d20 + 8 ⇒ (14) + 8 = 22

Delay otherwise, not terribly effective here. But I can cast some spells if we get in a tough spot.


Tiff deduces that these manacles appear brittle, and could be vulnerable to cold damage. She also concludes that they can grab and shackle a target.


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

Yeah not burning arcane bond to cast ray of frost.

She suggests, "We could come back?" She steps out.


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 proceeds to follow his much Smarter sister at of the Alice in Chains concert.
This place is in need of a thorough cleaning. Perhaps, we should inquire in town as to anyone with cold type implementations?


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

Quinn frowns at the manacles. "It's just a bit of chain, we can handle this!"

He stows his shield, steps up to the animated object, and attempts to give it a good thrashing!

Two-handed Power Attack: 1d20 + 4 ⇒ (2) + 4 = 6
2H PA Damage: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

And he swings incredibly wide.

"Squirrely little fella! Come back here!"


Ismene reaches into her belt pouch and retrieves a vial of glowing blue liquid, which she quickly downs in one gulp, swaying slightly as it takes effect.

Imbibing her cognatogen, +4 Int, -2 Str and +2 Natural Armor for 20 mins.


Quinn fails to hit the elusive manacles.
The others debate and prepare.

Marill is up!

I was pretty busy this week so not pushing things along or botting anyone, but let's keep this moving. Quinn has the ability to end this if he gets a good hit or two.


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

I'll do my best to roll higher than a 2 next time.

Spoiler:
Cue a 3


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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 Quinn's shoulder.
Vigor

Try again, my boy.


Marill delays.

The animated manacles try to clamp on Quinn!

Quinn AOO: 1d20 + 4 ⇒ (4) + 4 = 8

Manacles Attack: 1d20 + 1 ⇒ (4) + 1 = 5

The manacles evade his blade again, but do not hit him either.

Party is up!

The manacles are Tiny, so you will get an AOO whenever they try to enter your space.


Ismene takes a step back from Quinn and catches his eye as she combines the reagents for a bomb and calls, "Get clear of it!"
Holding action since utilizing Precise Bombs discovery to spare Quinn requires he be in a different square.

Once Quinn steps away from the shackles, she throws her bomb.
Ranged Touch Bomb Attack: 1d20 + 4 ⇒ (13) + 4 = 17 Bomb Fire Damage: 1d6 + 6 ⇒ (2) + 6 = 8 [ooc]Splash is 7 fire damage, Reflex DC 17 for half.


Male Varisian Human L2 Dirge Bard - devoted to Desna

Sorry. For some reason Paizo wasn't showing me that there were new posts so I hadn't realized I'd missed a bunch

"Not much that I can do against these, but I'll try"

After the bomb goes off Marill will try hitting the chain

To hit: 1d20 + 5 ⇒ (17) + 5 = 22 for damage: 1d4 + 4 ⇒ (3) + 4 = 7


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, "Don't worry I'll protect you Quinn!" She tries to wrestle the manacles to the ground.

Grapple!: 1d20 ⇒ 18 Provoking


Ismene's bomb hits, but fails to damage the manacles. Hardness 10.

Marill's starknife proves likewise ineffective.

Tiff, however, manages to grab the manacles! No AOO for them since they have 0 reach and she has 5'.

Quinn and Theodore are up!

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