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[D&D 4E PbP] Carrion Crown Act 1: The Haunting of Harrowstone (IC)
Cranea saw that the blazing Skeleton was on its last legs, she knew that all it would probably take would be for one more hit to take it out. Moving into a better position near the water she leveled her Rowan Wand at the thing, drawing up her arcane might she let loose. The result of her attack was damn near catastrophic as the lightning that shot from the wand poured out with a ferocity that knocked Cranea onto her rump in the shallow water. Her wand continued to fire a stream of lightning, throwing her aim in several directions as she fought to control the wild pulse of magic. Her companions ducked and leaped out of the way, thankfully none were hit, but those that could spare a moment leveled a glare at Cranea as she grinned sheepishly back. Hopefully on of the others had better luck than her in killing the last skeleton.
Move Action: Move to S8 Standard Action: Witch Bolt attack on Skeleton Shambler #2 Attack:1d20+4 v. Reflex=7
Witch_Hunter_84 on
If you can't beat them, arrange to have them beaten in your presence.
0
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited August 2012
A bone to pick! Round 7.5
Valagard falls to the ground, fainting from the effect the exposed flames have on her heavy armor. At this rate, she might cook herself to death in there...
The skeleton, unperturbed by Airyc's and Drell's attacks, 'casually' slaps the weary Half-Orc in the face (if you refer casual as 'with the strength of a guided hammer to the face'). The Half-Orc falls face first to the ground; his endurance thoroughly spent in this battle.
Uncontested, the skeleton makes its way to the remaining survivors, it's fiery grimace still etched on it's skull...
Enemy Moves:
Skeleton Shambler #2: Standard Action: Rake against Airyc
Rake (At-Will; Standard Action; Melee) Attack: +8 vs AC Hit: 1d4 +5 fire damage
Attack Roll:27 vs AC HIT! Damage Roll:6 Fire damage, and Airyc is Dying! Move Action: Move to R6
Map (Round 7.5): Initiative:
Airyc 24 Cranea 19 Drell 15 Skeleton Prisoner 15 average Skeleton Shamblers 8 average Kledge 6 Valagard 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(P6) Airyc HP -3/27 Dying! +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
(S8) Cranea HP 4/25 Bloodied!
(P7) Drell HP 0/28 Dying! Villain’s Menace: +1 bonus to attack rolls/+2 bonus to damage rolls until end of encounter.
(R10) Kledge HP 6/26 Bloodied!
(O6) Valagard HP -2/27 Dying! Rattled (-2 to attack rolls and defences until end of encounter)
(R6) Skeleton Shambler #2 HP6/53
Monster Details: Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant
Special (Skeleton Shambler):
Fiery Aura (Aura 1):
Any creature that starts its turn in the aura takes 5 fire damage.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)
Features:
Illumination: Middle of the day (bright light).
Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.
Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).
Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.
Up Next: Kledge and Cranea On Deck: Round 8, or the "When will this madness ever end!?" Round!
Falling back in abject fear, Cranea fires off a hurried blast at the skeleton from her Rowan wand. The stream of lightning only just misses the thing as it purposefully moves toward the last two remaining members of the party.
Is this how it all ends?
Move Action: Fall back to T13 Standard Action: Witch Bolt against Shambler @R6 Attack: 1d20+4 v. Reflex=17, MISS
If you can't beat them, arrange to have them beaten in your presence.
Watching the others fall, Kledge doesn't have much hope about his extended life plans. But that skeleton is seriously ugly. Taking aim and shutting his eyes as he prays to the god of lost fools, Kledge fires.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited August 2012
A bone to pick! Round 8.5
The skeleton swats the soaring arrow from its sights. Though the creature did not show any hints of emotion (what with the lack of a face and all), Kledge could practically FEEL those malicious eyes staring at him. The stare (or the fires burning within) of those eyes sockets caused the Artificer's back to shiver.
The creature summoned another fiery orb, and launched it at the hapless young man. It landed with such a force, that it almost shattered the man's ribcage, and made his legs (and internal organs) feel like jelly. Kledge collapses to the cold earth, dropping his crossbow to the ground, and clutching at his torso, hoping to ease the pain. The blood that started to trickle from his mouth helped little to ease the man's burden...
The skeleton, now free of any distractions, returns his disturbing, fiery gaze back at the Dryad. It shambles its way to Cranea. With most of our heroes defeated, a gloomy haze of desperation and hopelessness fell onto the field. Everyone's fate now relied on the young Witch...
Enemy Moves:
Skeleton Shambler #2: Standard Action: Flame Orb against Kledge
Flame Orb (Range 10; At-Will; Standard Action; Range) Attack: +6 vs Reflex Hit: 3d4 +5 fire damage
Attack Roll:26 vs Reflex CRITICAL HIT!!!! Damage Roll: 17Fire damage, and Kledge is Dying! Move Action: Move to S9
Map (Round 8.5): Initiative:
Airyc 24 Cranea 19 Drell 15 Skeleton Prisoner 15 average Skeleton Shamblers 8 average Kledge 6 Valagard 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(P6) Airyc HP -3/27 Dying! +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
(S8) Cranea HP 4/25 Bloodied!
(P7) Drell HP 0/28 Dying [2/3 Failed]! Villain’s Menace: +1 bonus to attack rolls/+2 bonus to damage rolls until end of encounter.
(R10) Kledge HP -11/26 Dying!
(O6) Valagard HP -2/27 Dying [1/3 Failed]! Rattled (-2 to attack rolls and defences until end of encounter)
(S9) Skeleton Shambler #2 HP6/53
Monster Details: Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant
Special (Skeleton Shambler):
Fiery Aura (Aura 1):
Any creature that starts its turn in the aura takes 5 fire damage.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)
Features:
Illumination: Middle of the day (bright light).
Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.
Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).
Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.
Up Next: Cranea, SAVE US!!! On Deck: Round 9, or the "Is this the END!?" Round!
Everyone was down. Horror crept across Cranea's vision as the undead monstrosity shambled closer and closer. It had laid low all before it, even brave Kledge who had interposed himself between the Dryad was greviously wounded and cast aside. It was up to her now. She hated this vile thing, she hated it and this vile land that spawned it. The dead shouldn't be this hateful, this violent, this poisoned by black arts. She channeled that rage, let it fuel her, let it run its course until it poured through her Rowan Wand toward the monster in a bright stream of lightning. She didn't even remember raising her arm, but there it was. The lightning hit the shambling skeleton right in its sternum, puncturing the bones and exploding in the thing's center-mass. The skeleton came apart, shattering and letting out a wail signifying its final destruction.
Stay dead, Cranea muttered under her breath. She then limped to deal with her injuries and those of her companions.
Encounter XP: 500XP / 5 PCs = 100 XP for each PC
Achievement Unlocked:
Last Man Standing (Completed an encounter with only one party member alive) 1000XP / 5 PCs = 100 XP for each PC Total XP Gained (per PC): 300 XP per PC
Treasure Found:
None!
The skeleton's remains disintegrated into dust, and for once, a calm serenity fell onto the field. Still, Cranea knew she was far from done.
Making her way to Drell (who was closest to death), the witch tries stabilizing the man. Cranea made certain no one dies on her watch...
I'm going to assume Witch takes 10 on her Healing rolls, starting with people who have the most mortal wounds (starting with Drell, followed by Valagard, Airyc and then Kledge). After 5 minutes, Cranea uses Heal to allow PCs to use a Second Wind, bringing them back from the brink...
She soon made her way to the others. Using whatever medicinal herbs she carried, whatever simple medical technique the Professor taught her, and through sheer luck, she stabilized them all. She tended to each one in turn, till they were able to get back on their feet.
Minutes later, the others managed to stand up (most felt more pain than the others), and surveyed the carnage. Parts of the dreary grass were singed by the stray flaming orbs, and five piles of ash laid strewn about the field. If this was just a taste of what is within the prison, the heroes had to be more careful from here on out...
Here’s also each player’s HP total after they were stabilized and used a Second Wind after 5 minutes) Airyc HP 6/27 Cranea HP 4/25 Drell HP 7/28 Kledge HP 6/26 Valagard HP 6/27
0
GrogMy sword is only steelin a useful shape.Registered Userregular
Awakening with a gasp and a splutter, Drell looked around in a moment of confusion before remembering where he was. Rising improbably to his feet he cracked his neck and picked up his spear.
"What a peaceful rest. That fight must've been pretty tiring for me to sleep like that in the middle of the day."
Taking a step forward to help Cranea with the others he winced at the pain in his limbs.
"Uff, must've been quite the workout as well, I'm stiff as a corpse."
spending 3 surges to full, 2 left for the day (eek!)
Cranea smiles weakly at Drell's attempt at levity, then she winced as she smudged a crushed herb she found nearby on her wounds. The herb would heal the cuts and bruises she suffered, leaving no scars (hopefully), but like Drell she ached all over.
"I'm glad your nap gave you time to recuperate Drell," she mused, "now that you're all rested up how about we get the rest of these lazy oafs up and finish what we came here to do. I'm fast starting to hate this place . . . well, even more than when I first got here."
spending 3 surges to put Cranea at 22hp.
If you can't beat them, arrange to have them beaten in your presence.
Standing groggily, Kledge wanders over and finds a nice rock to sit upon.
"Ya know, I seem to recall that there was something about a church of Kelemvor or maybe in Kelemvor ... in fact ... I seem to recall something about symbols." Kledge begins fishing around in his pack for the journal.
Spending 3 surges to get up to 26 hp. 3 surges left.
gonna wait to go more into the journal things until everyone is up.
Airyc shifted uncomfortably; his body was covered with burned patches and he felt like he was going to be sick from the pain they were causing. "Cymbals? You're saying this is a church of evil bards?" The Half-orc frowned at the troubling news. He never trusted musicians, and know he understood why. "Does anyone have a salve with them?" he turned towards Cranea, "You probably know some fancy-shmancy root that'll help with burns, right?"
3 surges to be full, gotta recheck when I spent surges. Are these kind of villains something Airyc would be used to seeing having spent so much time with the Prof, or is this new to him?
Valagard slowly sits up with a small groan, but otherwise remains silent for a time. "Do we still believe that Professor Lorrimor died the way he allegedly did?" she finally asks of no one in particular as she staggers to her feet, leaning wearily on her hammer. "There are far more dangerous things in this place than falling statues."
No surges left to spend, so she's at 12/27 hit points.
Valagard knows the Comrades' Succour ritual, but I don't think the party has enough healing surges left to make shifting them around worthwhile at this point.
Cranea hands Airyc a small container of paste, "Here, this will help things I think. Just spread it on the wounds." She then turned her head toward Kledge, "Does it say anything that might help us make heads or tails of what we've gotten ourselves into? I still think we need to discern the meaning of those symbols over there."
If you can't beat them, arrange to have them beaten in your presence.
Airyc took the container with a muttered thanks and turned from the group while applying it. He dabbed his fingers into the paste and smelled it once before continuing the task of making himself ready for the next fight. A minute later he smelled the paste once more and glanced over his shoulder to see if he was being watched. Slowly, he brought his fingers up to his mouth and tentatively licked the paste. For some reason, the Half-Orc with his back to the rest of his party suddenly started retching.
Examining the journal, Kledge gets up and walks around the corner of the wall. "Hmm ... These are the same symbols that the Professor had written down." Kledge flips to an empty page in the back of the journal and begins scribbling down another recreation of the symbols, 'Always take notes'
"We should find a safe place to rest, I feel fairly exhausted, I'm not sure I could take any more undead today." Kledge states after coming back from around the wall.
Posts
Standard Action: Witch Bolt attack on Skeleton Shambler #2
Attack: 1d20+4 v. Reflex=7
Valagard falls to the ground, fainting from the effect the exposed flames have on her heavy armor. At this rate, she might cook herself to death in there...
The skeleton, unperturbed by Airyc's and Drell's attacks, 'casually' slaps the weary Half-Orc in the face (if you refer casual as 'with the strength of a guided hammer to the face'). The Half-Orc falls face first to the ground; his endurance thoroughly spent in this battle.
Uncontested, the skeleton makes its way to the remaining survivors, it's fiery grimace still etched on it's skull...
Enemy Moves:
Standard Action: Rake against Airyc
Attack: +8 vs AC
Hit: 1d4 +5 fire damage
Damage Roll: 6 Fire damage, and Airyc is Dying!
Move Action: Move to R6
Map (Round 7.5):
Initiative:
Cranea 19
Drell 15
Skeleton Prisoner 15 average
Skeleton Shamblers 8 average
Kledge 6
Valagard 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
+3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
(S8) Cranea HP 4/25 Bloodied!
(P7) Drell HP 0/28 Dying!
Villain’s Menace: +1 bonus to attack rolls/+2 bonus to damage rolls until end of encounter.
(R10) Kledge HP 6/26 Bloodied!
(O6) Valagard HP -2/27 Dying!
Rattled (-2 to attack rolls and defences until end of encounter)
(R6) Skeleton Shambler #2 HP6/53
Monster Details:
Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant
Special (Skeleton Shambler):
Any creature that starts its turn in the aura takes 5 fire damage.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)
Features:
Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.
Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).
Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.
Up Next: Kledge and Cranea On Deck: Round 8, or the "When will this madness ever end!?" Round!
Is this how it all ends?
Standard Action: Witch Bolt against Shambler @R6
Attack: 1d20+4 v. Reflex=17, MISS
Standard: Magic Weapon vs R6's AC: 1d20+8 15 MISS damnit.
The skeleton swats the soaring arrow from its sights. Though the creature did not show any hints of emotion (what with the lack of a face and all), Kledge could practically FEEL those malicious eyes staring at him. The stare (or the fires burning within) of those eyes sockets caused the Artificer's back to shiver.
The creature summoned another fiery orb, and launched it at the hapless young man. It landed with such a force, that it almost shattered the man's ribcage, and made his legs (and internal organs) feel like jelly. Kledge collapses to the cold earth, dropping his crossbow to the ground, and clutching at his torso, hoping to ease the pain. The blood that started to trickle from his mouth helped little to ease the man's burden...
The skeleton, now free of any distractions, returns his disturbing, fiery gaze back at the Dryad. It shambles its way to Cranea. With most of our heroes defeated, a gloomy haze of desperation and hopelessness fell onto the field. Everyone's fate now relied on the young Witch...
Enemy Moves:
Standard Action: Flame Orb against Kledge
Attack: +6 vs Reflex
Hit: 3d4 +5 fire damage
Damage Roll: 17Fire damage, and Kledge is Dying!
Move Action: Move to S9
Map (Round 8.5):
Initiative:
Cranea 19
Drell 15
Skeleton Prisoner 15 average
Skeleton Shamblers 8 average
Kledge 6
Valagard 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
+3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, Valagard can transfer this bonus to herself or a different ally within 5 squares.
(S8) Cranea HP 4/25 Bloodied!
(P7) Drell HP 0/28 Dying [2/3 Failed]!
Villain’s Menace: +1 bonus to attack rolls/+2 bonus to damage rolls until end of encounter.
(R10) Kledge HP -11/26 Dying!
(O6) Valagard HP -2/27 Dying [1/3 Failed]!
Rattled (-2 to attack rolls and defences until end of encounter)
(S9) Skeleton Shambler #2 HP6/53
Monster Details:
Skeleton Shambler: HP 53/53 AC 19; Fort 15, Reflex 18, Will 16, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic, 5 Fire; Vulnerability: 5 Radiant
Special (Skeleton Shambler):
Any creature that starts its turn in the aura takes 5 fire damage.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Grunt(F5)
Features:
Bushes: Bushes at B11-F7 and C6-G1 can be traversed through, but is considered difficult terrain. In addition, it grants cover to range attacks.
Manor: The manor wall (the thick white line on the map) is 20 feet. At the moment it obstructs sight to anyone standing behind it. Climbing it is the same as climbing the outside wall (DC 15 Athletics Check).
Lake: The water is considered Difficult Terrain. The shallow end (light blue) can be traversed as normal, but the deep end (dark blue) is deep enough to require you to swim. Hiding below the water grants you Total Concealment due to the murkiness of the water, but risks drowning. Standing adjacent to a target that is in the deep end only grants them normal Concealment though.
Up Next: Cranea, SAVE US!!! On Deck: Round 9, or the "Is this the END!?" Round!
Stay dead, Cranea muttered under her breath. She then limped to deal with her injuries and those of her companions.
Standard Action: Witch Bolt against Skeleton Shambler @S10
Attack: 1d20+4 v. Relfex=23, HIT!!!!!!
Damage: 1d10+6= 8, That thing be dead!
"What a peaceful rest. That fight must've been pretty tiring for me to sleep like that in the middle of the day."
Taking a step forward to help Cranea with the others he winced at the pain in his limbs.
"Uff, must've been quite the workout as well, I'm stiff as a corpse."
"I'm glad your nap gave you time to recuperate Drell," she mused, "now that you're all rested up how about we get the rest of these lazy oafs up and finish what we came here to do. I'm fast starting to hate this place . . . well, even more than when I first got here."
"Ya know, I seem to recall that there was something about a church of Kelemvor or maybe in Kelemvor ... in fact ... I seem to recall something about symbols." Kledge begins fishing around in his pack for the journal.
gonna wait to go more into the journal things until everyone is up.
Valagard knows the Comrades' Succour ritual, but I don't think the party has enough healing surges left to make shifting them around worthwhile at this point.
"We should find a safe place to rest, I feel fairly exhausted, I'm not sure I could take any more undead today." Kledge states after coming back from around the wall.