Scotley's Carrion Crown IC Part 1 The Haunting of Harrowstone

Rhun

First Post
Upon seeing the skeletons, Dannis steps forward boldly. He grasps his holy symbol in hand, and calls upon the divine power of his goddess to smite the undead.


OOC: Initiative: 16

Channel Energy + Sun's Blessing, damage 2d6+3, removes any channel resistance. 9 points of damage. Will save vs DC 14 for half damage.
 

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Leif

Adventurer
Besharrn Bklacktusk, half-orc ranger3

If Dannis's awesome aura of kickass holiness did totally obliterate the skeletons, Besharrn will step two squares to the west and attack the closest skeleton to his immediate south.

initiative;halberd attack;damage (1d20+3=23, 1d20+7=17, 1d10+3=13)

[sblock=stats - Besharrn Blacktusk]
Besharrn Blacktusk Half-Orc Ranger3

S15,D16,C14 [-2, stirge],I12,W12,C11
AC:21[10+7(+1 Breastplate)+3(Dex)+1(Dodge Feat)] [25 w/Shield of Swings]
FF:17
T:14 [18 w/Shield of Swings]

HP:35/35

Skills: (Ranks 7+7+7 = 21) [CS=Class Skill]
Climb 3 ranks +2 str +3 CS = +8
Intimidate 3 ranks +2 rac'l +3 CS +0cha = +8 [Std act'n-if sucsfl give opp the Shaken condition, -2 att]
[DC to demoralize=10+target's HD+target's Wis mod] [lasts 1rnd + 1rnd for every 5 check exceeds DC]
Knowledge (Dungeoneering) 3 ranks, +1 Int +2 Favored Terrain +3 CS = +9
Perception 3 ranks +1 wis +3 CS = +7 [+2 underground]
PASSIVE PERCEPTION: 17 [19 underground]
Stealth 3 ranks +3 dex +3 CS = +9 [+2 underground]
Survival 3 ranks +1 wis +3 CS = +7 [+2 underground] [+1 (half Ranger Level) to follow tracks]
Swim 3 ranks +2 str +3 CS = +8 [-3 ACP if wearing +1 Magic Breastplate]



Saves: Fort: +6 Ref: +7 Will: +3

Init +3, BAB +3, CMB +5, CMD 18 [22 w/ Shield of Swings]

Halberd +7, 1d10+3 dam, Short Sword +6, 1d6+2 dam, Heavy Crossbow +7, 1d10 dam

Feat: Shield of Swings - gain +4 AC and CMD but only do half damage. FULL ATTACK ONLY [APG]
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]

The veteran of many crypt digs, Vadim knows that skeletons are particularly dangerous to those who rely on bladed weapons. Even as he's moving, he calls out to the others, "Blades and arrows are not very effective against these! Smash 'em with something blunt if you've got it!"

He suits action to words, and steps forward to slam his cestus-clad fist into the face of one of them.
[/section]

[sblock=Actions]Initiative (1d20+5=18)
[/sblock]
_______________
Vadim Nazdravan Character Sheet
 


Scotley

Hero
The divine power summoned by Dannis is awesome it its effects dropping all four animate skeletons in the halls as well as several trapped in the cells. More seem likely to burst free soon. The strange music and other sounds seem to grow louder.

OOC: DC14 Will save from all please. If you did not post an initiative previously please do so now.

[sblock=Dannis]You feel some other presence in the area. A feeling of great evil is in the air about you and tingling pinpricks sting your skin. You feel pressure trying to hold you in place. Please make a second DC14 Will save.[/sblock]

[sblock=Vadim]Your experience with similar undead leads you to the conclusion that there is something unusual going on here. The undead are driven by some external force. The music and rustling winglike sounds seem to be a manifestation of some sort of undead force or spirit of great evil.[/sblock]
 

Leif

Adventurer
Besharrn Blacktusk, half-orc raner3

Initiative: 23 (from post 1212 below)
DC 14 Will Save: will save (1d20+3=7)

[sblock=stats - Besharrn Blacktusk]
Besharrn Blacktusk Half-Orc Ranger3

S15,D16,C14 [-2, stirge],I12,W12,C11
AC:21[10+7(+1 Breastplate)+3(Dex)+1(Dodge Feat)] [25 w/Shield of Swings]
FF:17
T:14 [18 w/Shield of Swings]

HP:35/35

Skills: (Ranks 7+7+7 = 21) [CS=Class Skill]
Climb 3 ranks +2 str +3 CS = +8
Intimidate 3 ranks +2 rac'l +3 CS +0cha = +8 [Std act'n-if sucsfl give opp the Shaken condition, -2 att]
[DC to demoralize=10+target's HD+target's Wis mod] [lasts 1rnd + 1rnd for every 5 check exceeds DC]
Knowledge (Dungeoneering) 3 ranks, +1 Int +2 Favored Terrain +3 CS = +9
Perception 3 ranks +1 wis +3 CS = +7 [+2 underground]
PASSIVE PERCEPTION: 17 [19 underground]
Stealth 3 ranks +3 dex +3 CS = +9 [+2 underground]
Survival 3 ranks +1 wis +3 CS = +7 [+2 underground] [+1 (half Ranger Level) to follow tracks]
Swim 3 ranks +2 str +3 CS = +8 [-3 ACP if wearing +1 Magic Breastplate]



Saves: Fort: +6 Ref: +7 Will: +3

Init +3, BAB +3, CMB +5, CMD 18 [22 w/ Shield of Swings]

Halberd +7, 1d10+3 dam, Short Sword +6, 1d6+2 dam, Heavy Crossbow +7, 1d10 dam

Feat: Shield of Swings - gain +4 AC and CMD but only do half damage. FULL ATTACK ONLY [APG]
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!

mleibrock

First Post
Falco

On Falco's initiative, he casts Protection from Evil on himself.

(This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.)

Falco makes the second will save - 2nd will save (1d20+1=14) (so he is no longer shaken correct?)
 


Scotley

Hero
On Falco's initiative, he casts Protection from Evil on himself.

(so he is no longer shaken correct?)

Shrouded in the divine warmth provided by the magic, Falco resists the feelings of dread and feels more normal now. However, Dannis and Besharrn are not so lucky. The feelings of dread and leave them shaken, though Dannis has the sense that he has avoided something even worse. Vadim smashes bones on the nearest animate skeleton, but it remains up and tries to punch him unsuccessfully.

OOC: Dannis and Besharrn are both Shaken. Wait9ing for B'rri. Also, I did not see a Will save for Vadim.
 

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