The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

I'm confused. Did we open the portcullis or not?


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Pretty sure it will require specific tools from town, and time.


SHEET

Nalun casts a light cantrip for Emmett and follows close behind the old guardsman.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Emmett Escheus wrote:
With a shrug, Emmett opens the way. The older man ambles forth, then stops in the entryway, his wide shoulders almost blocking the passage, turns and says with a low voice: "I'll need light..."

This confused me. It sounds like Emmett opens the portcullis. Are you talking about the Oubliette then? Simeon and I already have light cast, but if you want it on you, Jaru will transfer it.


GM Helaman wrote:
Emmett makes some small traction... there is room enough for one more to help lift but its doubtful that even another would be means enough. Still there is room enough to cram in lump of stone to capture the gain of about an inch or so before it becomes too much for Emmett.

He rolled a Nat20 vs a very high DC so I gave him that he gained an inch or two before he could gain no further lift on the gate - Nalun tried an aid another and failed. A very good disable device roll established tools etc would be needed to fix the winch to raise it

Swinging North, you head towards the The Oubliette. The portcullis leading into the room beyond is raised. Like the cell block that is labelled The Nevermore there is a guard room before the portcullis.

The door to this guard room hangs slightly ajar. Within stands a table surrounded by a few rickety chairs, along with a few moldy but serviceable cots.

A headless skeleton gripping an axe lies on the floor... it bursts into flames and struggles to rise.

Surprise round before initiative to the players


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon idly watches Emmett's struggles with the portcullis, but turns away peering about the ruined basement.

As the skeleton bursts into flame , he instinctively raises his staff, then with a curse sends it flying at the flaming skeleton.

Hand of the Apprentice, staff: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 1


The staff hits, glancing off a bone.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru draws a vial of holy water as he moves to safety behind the more hardened members of the party.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

PA: 1d20 + 5 ⇒ (8) + 5 = 131d12 + 7 ⇒ (11) + 7 = 18

"Everything here is filled with evil intent!" shouts Emmett as he crashes his axe in the burning skeleton.


SHEET

Nalun begins singing, inspiring his allies to greater glory!

Inspire Courage +1 to attack and weapon rolls


Inactive

Elidal is going to try and push the table out of the way as she moves up to attack, since we seem to be dealing with cramped quarters here.

The inquisitor moves up to engage the skeleton as it struggles to rise to its feet, roughly pushing her way past the small table standing in her way. Hoping that Emmett's attack will provide a distraction, she viciously swings her own sword, but misses terribly as she tries to maneuver amongst the old furnishings.

Attack (Longsword): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Emmetts hit is a mighty one but it remains upright, burning away.

Party Initiating 1d20 + 4 ⇒ (2) + 4 = 6
Skeleton 1d20 - 2 ⇒ (6) - 2 = 4

Party up.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"This one is tougher than the ones at the village!" says Emmett as he takes a backswing at it before it gets up.

PA with IC: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 81d12 + 7 + 1 ⇒ (2) + 7 + 1 = 10

AoO if it gets up:

PA with IC: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 111d12 + 7 + 1 ⇒ (1) + 7 + 1 = 9


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru chucks the holy water to douse the undead fire.

bombs away!: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
damage: 2d4 + 1 + 1 ⇒ (3, 1) + 1 + 1 = 6


Inactive

Mentally cursing the closeness of the quarters they're being forced to fight in, Elidal tries to gain more steady footing as she swings her sword in another arc at the skeleton.

Attack (Longsword): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Elidal misses as does Jaru's holy water being thrown into the melee but some splash lands. Emnmetts attack of opportunity catches it - though he can tell the axe isn't doing as well as it could be doing with a blunt weapon.

Simeon and Nalun?


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon's staff lands back in his hands with a satisfying smack, but he was disatisfied with his previous effort. With a grunt he sends the staff hutling through the air once more....

Hand of the Apprentice, Ranged Attack, staff: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 5


This attack is more satisfying. Not able to gain entrance to the room Nalun continues his performance.

The creature, headless swings wildly at Emmett

1d20 + 6 ⇒ (20) + 6 = 26 miss chance low is good 1d100 ⇒ 61 - re roll 1d100 ⇒ 70

Emmett's life flashes before his eyes as the flaming axe wielded by a burning skeletal arm passes within an inch of his head!

Next round - players up...


SHEET

Apologies GM, I had meant to wait on the others before posting and it seems I waited too long. In the event that this ever happens again. Assume, if possible, that Nalun will aid another on Defense.

Nalun continues his tune, allowing his allies more inspiration. Don't forget about the +1 vs fear!

If Nalun can get next to someone, preferably Elidal or Emmett, he will assist them in defending Aid Another: 1d20 + 2 ⇒ (11) + 2 = 13


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Hell-!" Emmett shouts as his eyes grow wide at the sight of the incoming axe, but luck it seems is on his side this time. This he might ponder on later. For now, that blow focuses all his attention on survival, and he swings his axe back with all his weight.

PA with IC: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 161d12 + 7 + 1 ⇒ (2) + 7 + 1 = 10


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Alarmed by his companion's close shave, Jaru calls upon his reserves to blast the fiery fiend.

channel: 2d6 + 2 + 1 ⇒ (1, 3) + 2 + 1 = 7 Dc 13


Will and Resistance: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19 The cleansing energy of Pharasma affects the undead only slightly. Emmetts blow hits but does not drop his foe.


Inactive

Elidal also emits an inarticulate cry of alarm as the skeleton's axe only just misses Emmett's head. Beginning to feel frustrated at her inability to land a blow, she swings her sword upward and then brings it downward, attempting to bring all of her strength to bear against the skeleton.

Power Attack (Longsword): 1d20 + 4 + 1 - 1 ⇒ (9) + 4 + 1 - 1 = 13
Damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Across all of my games lately, I'm rolling pretty good on skill checks and horrible for attack rolls...*sigh*


Elidals attack hits and shatters the skeleton into burning bones, triggering an explosion of fire.

Elidal and Emmett to make a DC 13 ref save. 2d6 ⇒ (2, 6) = 8 - save for half. Failed saves inflict injury damage. (ie - needs healing to recover rather than a short rest).


Inactive

Reflex (DC13): 1d20 + 1 - 1 ⇒ (20) + 1 - 1 = 20

Right about the time her sword connects with the burning skeleton, Elidal suddenly remembers what happened the last time the group encountered and slew some of these things. Instinctively, she allows the momentum of her swing to carry through, spinning around so that her back takes the brunt of the damage as the bones explode into a shower of fragments and fire. Though not hurt as badly as she could have been, the fire almost seems to reignite her old scars, causing her to drop to one knee in pain.

Oooh right, these things blow up...I'd forgotten that little point. Also I think I've been brain farting on El's current HPs since I never bumped her back to full after leveling up or sleeping the previous night. Assuming that everyone did start the day at full health, her current HPs will be 18/22 after this damage.


Correct


For when you finish post combat action... just pause:
Several iron doors line the walls of this large, empty room beyond the portcullis of the oubliette. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below


SHEET

Nalun places his hands on Elidal's burns CLW: 1d8 + 3 ⇒ (1) + 3 = 4

Hope you feel better...we have disquieted dead to see about.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Reflex: 1d20 + 5 ⇒ (18) + 5 = 23

Emmett reaction is triggered by Elidal. Sensing her alertness, his body just copies her movement instinctively.

"They explode! What madness is this?!"


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"Dangerous in death, dangerous in destruction." Jaru notes sourly. "I am sorry that I did not warn you. what other horrors does this dungeon hold?"


You move deeper into the dungeon... Several iron doors line the walls of this large, empty room beyond the portcullis of the oubliette. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.

As you enter the room a howl of irrational anger and bloodlust echos throughout and a guant spectral figure, that of a man with broken legs, elongated arms and a crazed expression on his face arises from the pit. In his hands he carries an axe.

Inits
Jaru 1d20 + 2 ⇒ (2) + 2 = 4
Simeon 1d20 + 3 ⇒ (3) + 3 = 6
Emmett 1d20 + 2 ⇒ (9) + 2 = 11
Nalun 1d20 + 1 ⇒ (19) + 1 = 20
Elidal 1d20 + 6 ⇒ (2) + 6 = 8

Spectre with the soul-chilling shriek 1d20 + 7 ⇒ (14) + 7 = 21

Stability rolls please - DC13 or lose D4 stability


The ghostly figure swings his axe at Emmett.

Axe 1d20 + 7 ⇒ (13) + 7 = 20 Damage 1d6 ⇒ 4 negative energy and 1d6 ⇒ 6 bleed damage as a cut opens up on Emmetts shoulder where the axe passed over him.

Map is up - do please refer to it


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

will save: 1d20 + 4 ⇒ (7) + 4 = 11+2 class bonus vs supernatural?= 13

know religion: 1d20 + 5 ⇒ (5) + 5 = 10 is this actually a specter?

again, 'tis a fine tradition; the cleric going last :P


Jaru Toth wrote:

[dice = will save]1d20+4+2 class bonus vs supernatural?= 13.

Yes. Youre fine

Jaru is unable to identify the spirit before him.


SHEET

Kn:Religion: 1d20 + 14 ⇒ (18) + 14 = 32
Will Save: 1d20 + 3 ⇒ (18) + 3 = 21
I recognize this one from the famed Treatise on Spiritual Awakenings and Hauntings! I can be of use!
Beware its ___________ Nalun shouts and he begins inspiring his allies!
Inspire Courage is active. Don't forget about the +1 versus Fear!


Its a Varian of a Wraith... It is incorporeal,needs magic weapons to damage it, or magic. Instead of draining life forces it appears to do some sort of wound in its victims. Sunlight would render it powerless.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Will: 1d20 + 4 ⇒ (11) + 4 = 15

Emmett closes his eyes and shuts his senses, and manages to resist the insane onslaught.

As the wraith rises right in front of him, Emmett fights back the urge to flee, bending his stiff knees, he collects the axe lying behind him and sends it in an upward arc, using his legs to power the blade further.

PA, IC: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 141d12 + 7 + 1 ⇒ (4) + 7 + 1 = 12


The attack misses.

Simeon, Jaru and Elidal?


Inactive

Will (DC 13): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Elidal covers her ears in pain at the sound of the shriek, managing to just barely keep the fear at bay...for now. However, her blood runs cold as Nalun cries out a warning...

A wraith...we should have known!

Will Elidal's Smiting judgement work here?

If it works...:

"Inheritor, give me strength and grant my blade power against the intangible!" she cries, her longsword suddenly bathed in light. Stepping up, she swings mightily at the creature.

Attack (Longsword): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

If it wouldn't work...:

The ghost salt! I forgot to apply it! Idiot!

Realizing that she has little else that would be effective against such a creature, Elidal calls upon a portion of her divine power to blast the wraith with a ray of positive energy.

Disrupt Undead (Ranged Touch): 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 2

She won't move up in this instance.


The inquisitor calls upon Iomadae to grant her smiting power, enhancing her blade but her blow misses.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru leans in and with a touch grants Emmett's magical headsman's axe the touch of the spirit world.

Domain power- Ghost touch weapon for 3 rounds.


Just Simeon...


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Will Save, Sanity, DC 13: 1d20 + 4 ⇒ (5) + 4 = 9
Sanity Lost: 1d4 ⇒ 4

The spectre's shriek strikes Simeon to his core, his mind become a frenzy of overlapping observations and their associated implications. So overwhelmed was he , for a moment or two he could only stare, face vacant, as the creature advanced on the party.

Nalun's shouted description of the Wraith penetrated the fog of thoughts , and with a shake of his head and a quick wipe of the perspiration beading on his brow, Simeon was once again ready to assist.

Steeling himself, he closed his eyes for a moment then began to utter as series of incomprehsible syllables, each seeming to echo with the despair of an open grave.

Will Save, DC 13 to successfully cast spell: 1d20 + 4 ⇒ (6) + 4 = 10

However, for some reason he falters, as if he forgot a part of the ritual, until cursing he stops in frustration.

Do I lose the spell that I tried to cast? In this case, Chill Touch.


No, you decide that you must horde your magic for a better or more desperate time. Spell isn't lost as much as you change your mind and hesitate, however as the loss takes you to less than 10 Stability, you are shaken - 2 to rolls

The wraith directs his attention to Elidal.

Axe touch attack: 1d20 + 7 ⇒ (3) + 7 = 10 for 1d6 ⇒ 1 negative damage and 1d6 ⇒ 4 bleed if hits (I think it does).

Party up.

On the start of Elidals and Emmetts turn they take 1d6 ⇒ 3 and 1d6 ⇒ 6 bleed damage respectively.


SHEET

Nalun continues inspiring his allies with his words and song.

He fumbles at his crossbow, which he hopes he remembers how to use. He loads a Ghost Touch bolt and fires it almost blindly Light Crossbow: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 The -4 is for firing into melee but I think I hit Ghost Touch: 1d8 + 1 ⇒ (2) + 1 = 3

Nalun blinks at looks at the crossbow warily, Did I just do that?


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Sorry for the rules question... The bleeding damage brings me to 0 hp. Is that before I can act? Can I say something before I fall to the floor?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

0 is disabled- here you can delay and stay conscious until after I heal you.

"Fight, Emmmett!" Jaru shouts encouragingly and passes healing energy into the old warrior to staunch the bleeding.

cmw: 2d8 + 3 ⇒ (1, 3) + 3 = 7


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Thanks!

Emmett staggers for a moment, dizzy from the loss of blood, but Jaru's touch brings a strange cool warmth through his bone. Shaking his head, he shifts the grip on his axe and hurls it now in a downward: "His strikes are the deadliest I've ever seen. We need to end this fight soon!"

PA, IC: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 81d12 + 7 + 1 ⇒ (8) + 7 + 1 = 16

Still woozy, he manages to miss the wraith completely and curses in a low rumble that spreads through the tunnels.


Inactive

Elidal cries out in pain as the axe finds a gap in her armor. She notes with some alarm that her blood flows forth more freely than should be expected, given the size and depth of the wound. She attempts another strike with her sword, knowing that Emmett's words are correct - if this skeleton isn't brought down soon, they might all pay the ultimate price.

Attack (Longsword): 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Status Tracker:

Judgement - Smiting active
Inspire Courage


The attack misses.

Simeon up.

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