GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Yes indeed that is a fine looking sword. And unbleamished after years under water. It may well be magical! Mr. Redgrave, since you take so well to the longsword, if it is magical perhaps you want to replace your existing sword?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Thank you Brother Grergof. If there's no objection I would gladly use the sword. It would be a superb weapon to bring Iomedae's justice to the wicked. Perhaps there's more down there." he says as with a wave of his hand he casts a spell that causes his eyes to glow subtley.

Casts Detect Magic and looks around the room and down the well.


Narrator

Mr. Redgrave:
There are two more magical auras down there.

Perception DC20:
There is more bling to see but in the riplles of the water and with the rubble that fell down during the fight it is hard to tell what.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Spugnoir is examining his hands.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

"There's definitely more stuff done there. Some of it magical and could be useful."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof steps away from the water, takes off his backback and weapons and stands them next to the wall.
I suppose someone needs to swim down there to make sure that none of the items are cursed.

He also takes off his shield leaving only his armor and gauntlets on.

Then he walks to the grate and yanks at it.
It should be rusted sitting in the water for all these years, so I should able to pull it up...

Take 10 on the strength check, and if that doesn't work, take 20 on the strength check to open the grate.


Narrator

The grate is not locked and opens rather easy. As Grergof jumps in he sinks easily to the ground.

Grergof:
You find a unusual light silvery dagger. You might want to look up the rules for holding your breath.

Grergof&Perception DC20:
After carefully turning every stone or a lucky guess you find a ring.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I was going to strip off my armor before jumping in, so as not to take the armor penalty, I just wanted the gauntlets to protect from rust/ripping up my hands. But Oh well...

Grergof swims down to the bottom and starts looking around.
2 rounds to swim down, then 5 rounds of searching (7/26 rounds holding breath)
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

yahtzee!!!!!

Gregrof grabs both the dagger and ring.

Then if he does not find anything else he tries to swim up to the surface.
Swim: 1d20 ⇒ 18 if Take 10 will not work. Round 8/26 holding breath
Swim: 1d20 ⇒ 13Round 9/26 holding breath


Narrator

Grergof comes up as easy as he went down. Wet but two items richer.

Spellcraft Dagger DC 17:
+1 Dagger

Craft Arms Dagger DC 15:
Mathral Dagger

Spellcraft Ring DC 20:
Ring of protection +1


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Potentially good finds.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will hand the long sword over to Darius, "The blade is extra sharp, looks to be of elven make if I may be correct." +1 keen longsword

Spellcraft Ring: 1d20 + 11 ⇒ (19) + 11 = 30
spellcraft dagger: 1d20 + 11 ⇒ (14) + 11 = 25

The dagger is extra potent and the ring will offer your a mild bit of magical deflection, should be enough to keep some vital areas protected."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

The dagger also seemed lighter then normal in the water, is there anything magic that would account for that?

Hmmm these would go best to a mage so from a meta game perspective this should be go to Stam, but having just met him Grergof would not pipe up and say that.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius helps Grergoff out of the well. [b]"How was the water?"[b] he chuckles.


Narrator

Once Grergof is back into his armor there is the secret door left to investigate. Behind it the rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.

Perception DC 15:
One of these puddles is no puddle at all

Perception Grergof: 1d20 + 3 ⇒ (19) + 3 = 22
Perception Darius: 1d20 + 6 ⇒ (12) + 6 = 18
Perception Spugnoir: 1d20 + 8 ⇒ (4) + 8 = 12
Perception Stam: 1d20 + 5 ⇒ (13) + 5 = 18

Initiative Grergof: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Darius: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Spugnoir: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative Stam: 1d20 + 2 ⇒ (5) + 2 = 7

Initiative Not A. Puddle: 1d20 - 5 ⇒ (5) - 5 = 0

Knowledge Dungeneering DC 14:
Gray Ooze. It's acid destroys anything but stone.

Everyone but Spugnoir may act before Not A. Puddle in the surprise round (one Standard Action).


Narrator

All but Spugnoir notice that the puddle contracts itself and rises up in the middle.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof who is in the lead draws forth his flail but rather then attacking throws his arms out to keep everyone else back.
Watch out there is something wrong with that puddle! It's not moving right!

He is detecting evil, but I would guess there is nothing to detect.


Narrator

Detect Evil:
Not a bit of evil in Not A. Puddle


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"Puddles are not my specialty, I have heard of things like this but never looked into them much."

Stam will pull out his scroll of burning hands, putting his index and middle finger over Grergof's shoulder, "I will try this."

Burning Hands: 1d4 ⇒ 3


Narrator

Reflex: 1d20 - 4 ⇒ (7) - 4 = 3

The fire has no effect on the Not A. Puddle.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

DC would be 12, also I cast from the scroll so it would only be the base dmg since the spell level is 1


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"What the?" Darius says while loading and taking a shot with the new heavy crossbow he has.

Heavy Crossbow attack: 1d20 + 4 ⇒ (13) + 4 = 17
Heavy Crossbow Damage: 1d10 ⇒ 10


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

HP 26/26
AC 15/12/13 (17/14/15 with Mutagen) (23/20/21 with Shield+Mutagen+PoE)
Saves F5/R5/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Morning Star
Special effects: Mutagen, POE,Shield
Bombs:4/7

Spugnoir throws a bomb at the not a puddle
Bomb,Touch,PBS: 1d20 + 7 ⇒ (2) + 7 = 92d6 + 5 ⇒ (5, 2) + 5 = 12


Narrator

Darius winds up his heavy crossbow and shoots it as soon as he is ready (which is next round as loading a heavy crossbow is a full round action).

Spugnoir learns that the Not A. Puddle is also not burnt by his bombs. The thing oozes towards Grergof.

The hit of the bolt seems to harms it, but the bolt is then dissolved in a frightening speed.
Everyone else now please but Darius who has used up his action already.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will mumble a few arcane syllables and release 3 darts of magic burning a reservoir point to increase Caster level

Magic Missle: 3d4 + 3 ⇒ (1, 2, 2) + 3 = 8


Narrator

The good old magic missiles work like charm. But the result is a bit disappointing for all the effort Stam put into it.


Narrator

Grergof you can hit it twice next round if you want

The Not A. Puddle lashes out at Grergof.
Slam: 1d20 + 6 ⇒ (2) + 6 = 8

But the still not completely healed Grergof is lucky.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

I think this is something we should retreat from, my bombs will not harm it.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"I agree with Spugnoir my magic is not effective enough to harm it, fire and force are not enough." Stam will look around, "what about another element?"


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

always beware GMs offering you a second attack ;)

As Darius fires his crossbow Grergof smashes at the not a puddle with his flail:

Heavy Flail - Power Attack + Furious Focus: 1d20 + 7 - 1 + 1 ⇒ (1) + 7 - 1 + 1 = 8
Damage + Power Attack: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12

And misses badly.

Doh, was going to have him react as appropriate... butsince the first attack missed, and he doesn't have a clue what this is... I guess he learns the hard way.

Heavy Flail - Power Attack + Furious Focus: 1d20 + 7 - 1 + 1 ⇒ (11) + 7 - 1 + 1 = 18
Damage + Power Attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11

Sure tease us about not getting enough loot then throw a "Not-A-Puddle" at us ;)


Narrator

Grergof hits the Not A. Puddle hard two times and almost destroys it.
Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15
Acid: 1d6 ⇒ 2

But the acid of the thing corrodes the ball and chain of his flail.
(still 8 of 10HP left, not even broken condition)


Narrator

Not A. Puddle shows no fear in face of it's looming death and lashes out at Grergof again.
slam: 1d20 + 6 ⇒ (6) + 6 = 12

But again to no avail.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir throws a rock
Rock,PBS,Into melee: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 Whatever damage the rock does


Narrator

Damage: 1d6 ⇒ 6
This ends the Not A. Puddle. What remains of it oozes back into forming a puddle. And now it is just that. A puddle that will eventually dry out.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam will, lean down and pick up a piece of rubble, illuminating it and then throwing it further down the hallway.

"If there are any more of those it might eat that."


Narrator

Moving down the tunnel you find the end of it at another secret door that is not so secret from this side and that opens into the torture chamber. As finally everything in this floor is covered the party follows Spugnoirs suggestion and visits Vesorianna upstairs (or would it be upladders?)

Carefully climbing out of the window and re-entering through the front door - to avoid passing the cold spot or the flame throwing furnace - they are pleasantly surprised that the door no longer have a will of their own. Everything undead seems to be gone.


As the group arrives at the workshop Vesorianna already awaits them. "Thank you for ending the Splatterman. I already cleaned out the prison and it's haunted days are over. With my husband gone and the prison cleared there is nothing holding me back any more. I'm leaving - thanks to you - to my long deserved rest. Take this badge with you. I don't need it where I go and it might be helpful to you on your journey."

The ghostly figure of Vesorianna then fades away until nothing is seen of her any more. On the pile of clothes on the ground remains the badge glowing in blue light.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam looks a little dumb founded at the female ghost and how overly pleasant she is towards everyone.

"You know...knew... I don't really know the context to apply here. You were on friendly terms with that ghost? How so?"


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"She was a kind soul, in life it seems, and in death." Darius says, then turns to Grergof. "Wanna take the badge an get outta here? I fear that there's something more to the problem. We have yet to know who drew those runes outside. Stam would you mind having a quick look at them?"


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"Not a problem, what kind of runes are they?"


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir is happy. The people of the town will certainly be happy and we can finally get some rest. He picks up the badge. We can study this after we get back.I wonder if we should get Harrowstone leveled? It might still end up the lair of bandits or worse.


Narrator

As everything is done inside Darius leads Stam outside and shows him the runes on the edge of the foundation of the building.

Knowledge Relegion or Arcana DC 20:
The runes seem to have been part of a larger ritual that involved both abjuration and necromantic magic.

Knowledge Relegion or Arcana DC 30:
The runes were used to capture and imprison Warden Hawkran’s ghost.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

can I just take 10?

Stam will kneel down at the runes, using his magical sight to look at them.


Narrator

No taking 10 on knowledge.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

K.Arcana: 1d20 + 11 ⇒ (7) + 11 = 18

"I don't really do rune magic, I am sorry I cannot help with them."


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Not to worry my friend, it was worth a try. I think we shouldjust head back and bring the good news to father Grimburrow and Kendra. But I still think that whoever made these runes might still be afoot."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Aid another!

Aid another Know-Arcana: 1d20 + 10 ⇒ (9) + 10 = 19

Spugnoir points out a few runes. Look here, thse indicate it was part of a ritual with necromatic and abjuration magic.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"Ahh i see that now too, so you think someone made these runes to activate the dead inside of there?" I can think of a few nations who would like to do so but they are far away from here."

Stam will draw the symbols down in a note book.

"So back to town for your reward? I will then head along my way to Lepidstadt if you have no further need of my services."


Narrator

Yeah, sure. Half a day killing undead and the rest of the day to start the several day long travel to Lepidstadt.
Btw. the runes are a lot less interesting than the cookies Kendra made :)


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

You remember we are required to stay with Kendra a full 30 days right? That's what the will tells us we have to do to get the PP in Lepistadt. Honestly we would stay s couple days to make sure everything is settled down. And maybe get the sheriff and Alchemist together.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam is not required nor did I know that, Stam will stay if you need him too. He is on his way to Lepidstadt to go to the University BUT this town may have other interesting things going on in it.

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