JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

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Hazel you can dash up the stairs but bump right into one of them at the top and are unable to get onto the actual roof past it.

Position adjusted accordingly.


Who is left to act?


Vala and Vermundr?


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr charges up the stairs.

I'm not sure what's up with the grid on the lower half of the map.


Round 4 - Enemy

The wolf at the top of the stairs tosses it's bow aside in anger and rips a massive greatsword from it's sheathe.

Purple, Hazel: 1d20 + 10 ⇒ (18) + 10 = 28 Hit
Damage: 2d6 + 1 ⇒ (6, 3) + 1 = 10

The other two wolves run over to the southern edge of the temple roof. One slashes at Vermundr while the other snaps off a shot at Kazamir at the bottom of the stairs.

Yellow, Vermundr: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 Hit
Damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12

Red, Kaz: 1d20 + 7 ⇒ (8) + 7 = 15 Miss

Round 5 - Heroes


The wolves are out of sight of Constantin and Vala presently

Also, the temple is easy to access from the ground floor if you didn't realise, it is made up of lots of columns so is completely open except on the east side which looks like walled rooms


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz follows his compatriots up the stairs, sending another round of magic missiles at the (blue) lycanthrope at the top of the stairs.

4d4 + 4 ⇒ (4, 4, 1, 1) + 4 = 14


Inactive

"Rrrr....out of the way!" Hazel cries as she tries to shank her attack with her silver dagger...

Attack vs. Blue (+1 Silver Shapechanger Bane Dagger; Haste, Power Attack): 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Bane: 2d6 ⇒ (3, 2) = 5

Attack vs. Blue (+1 Silver Shapechanger Bane Dagger; Haste, Power Attack): 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Bane: 2d6 ⇒ (1, 3) = 4

...and then falls back a pace to allow Vermundr to step up.


Hazel thrusts her blade rapidly into the thing's gut and sees it howl in pain as the silver burns it. The attacks are followed up by Kaz' magic missiles, leaving the werewolf severely injured.

Blue is still up, but barely


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr steps up past Hazel and cleaves into the wounded werewolf with crushing force.

Attack (haste, arcane strike): 1d20 + 12 - 2 + 1 ⇒ (19) + 12 - 2 + 1 = 30
Damage: 2d6 + 6 + 2 + 6 ⇒ (5, 3) + 6 + 2 + 6 = 22

Confirming: 1d20 + 12 - 2 + 1 ⇒ (19) + 12 - 2 + 1 = 30
Extra Damage: 2d6 + 6 + 2 + 6 ⇒ (2, 5) + 6 + 2 + 6 = 21


Vermundr fells the werewolf like he was cutting down a tree.

Yep, he's dead


Constantin, Zed and Vala to act


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

I believe I'm waiting on Vala to launch me, correct?


INACTIVE - GAME DIED

Constantin moves to the edge of the building and starts racing around it with his preternatural speed to try to get to the back and up.


Vala concentrates and in an instant Zed is teleported from his position at the treeline and onto the roof in a shower of glittering sparks.

Botting Vala. Zed, teach these pups how to sit!


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed goes for a flying overhead full-bodied smash, with a quick follow up smash!

Attack: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d10 + 13 + 2d6 ⇒ (7) + 13 + (1, 1) = 22

Haste Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d10 + 13 + 2d6 ⇒ (7) + 13 + (3, 3) = 26


Round 5 - Enemy

Red, Zed: 1d20 + 10 ⇒ (17) + 10 = 27 Hit
Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Red, Zed, bite: 1d20 + 6 ⇒ (9) + 6 = 15 Miss

The wolf reels from Zed's blows but returns in kind with a wicked slash of it's greatsword across his chest.

Yellow, Vermundr: 1d20 + 10 ⇒ (17) + 10 = 27 Hit
Damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20
Yellow, Vermundr bite: 1d20 + 6 ⇒ (16) + 6 = 22 Hit
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Vermundr fort: 1d20 + 9 ⇒ (1) + 9 = 10

Equally the wolf at the top of the stairs slices deeply into Vermundr with a mighty blow and then tears a chunk out of his shoulder with it's powerful jaws.

Round 6 - Heroes


Inactive

With one wolf down, Hazel moves up the stairs to engage the wolf tangling with Vermundr, hoping to provide some distraction.

Attack vs. Yellow (+1 Silver Shapechanger Bane Dagger; Haste, Power Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Bane: 2d6 ⇒ (4, 4) = 8

Attack vs. Yellow (+1 Silver Shapechanger Bane Dagger; Haste, Power Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Bane: 2d6 ⇒ (6, 6) = 12


Hazel ducks under the sweeping greatsword and guts the wolf with direct, powerful thrusts.

Yellow is down


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz moves onto the roof and towards the remaining werewolf engaging Zed


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

I forgot to post Vermundr's current AC but that bite shouldn't hit. With shield, haste, and a bodyguard from Zelda, his AC is 25.


That's cool, thanks Verm


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Heedless of the wound in his side, Vermundr hustles over the broken bodies of the werewolf archers to join Zed in bringing down the last opponent.

Attack (haste, arcane strike): 1d20 + 12 - 2 + 1 ⇒ (11) + 12 - 2 + 1 = 22
Damage: 2d6 + 6 + 2 + 6 ⇒ (2, 1) + 6 + 2 + 6 = 17

Bodyguards: 3d20 ⇒ (19, 1, 6) = 26


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed's in the slugfest now, and he intends to win it.

Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d10 + 13 + 2d6 ⇒ (3) + 13 + (6, 1) = 23

Haste Attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d10 + 13 + 2d6 ⇒ (3) + 13 + (4, 5) = 25

Oof, thank you dice gods. You are kind on this day.


The two mighty warriors brutalise the remaining wolf with blade and club and the massive beast collapses in a heap of broken bones and sliced flesh.

Combat Over

Loot:
5x silver greatsword, 5x shortbow with a total of 46 silver arrows, 5x bracers of armour +2 and 5x masterwork (normal) daggers


The stairs on the outside of the temple spiral up toward along the outside of a tower that climbs high above the trees while meanwhile the main part of the temple beyond the pillared sides remains unexplored.


Inactive

"That...was easier than I expected," Hazel huffs, lowering her dagger. "Is everyone okay?" She moves to the edge of the roof and peers down below, looking for any sign of Duristan.

"Should've stuck with us..." she mumbles, unable to help but worry.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Is the loot all large-sized?

"Speak for yourself", Vermundr grunts as he studies the bloody rent in his armor.

"He should have but we knew that boy was a fool. Let's just hope he manages to wander back to the Lodge."


The loot is indeed large sized except for the bracers. Magic items always seem to (magically) resize


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Hrm. That makes wielding most it awkward.

After thorough testing, Vermundr picks out the best balanced of the silver greatswords and somewhat awkwardly straps it to his back alongside the one he normally wields.

The bracers are pretty valuable but I don't know that we're going to have a ton of time to sell them and shop around with the profits. Is it worth nabbing them anyway?


Definitely recommend taking them Verm, you never know what the future might bring :)


Inactive

We should definitely take all the bracers at least! I don't know that any of us armored folk can use them (Hazel definitely doesn't need a set) but maybe our squishy friends could use them.


INACTIVE - GAME DIED

Certainly they'd be useful if we suddenly find ourselves turning into wolves and losing our armor.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

We need an MMO-esque disenchating system.

Finding the bracers worn by the werewolves of exceptional quality, Vermundr does his best to clean the blood off them before looting them as well.


INACTIVE - GAME DIED

"We'd best hurry if we want to keep Duristan from becoming lunch," says Constantin. "But I'm not sure where to go next...?"


retired

Vala alights on the stone roof beside the others, her face grim and stony. "Well, that vilkacis hasn't shown itself yet, so we're not out of the woods yet. Stay sharp. And the more noise we make in here means there will be fewer wolves for Duristan to run into out there. This place is sacred to the tribes, I say we go in and do we all we can to draw that vile ghost out. Sooner or later, someone will know about Vrood and where we can find him."

Status:

HP: 39/39
Negative Energy Resist 5
AC: 17 (13 T / 16 FF) (includes +1 from haste and +2 from pfe)
CMD: 17 (includes +1 from haste and +2 from pfe)
F/R/W: +8/+6/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste and +2 from pfe)
Monstrous Insight used: 1/7
Healing Hex targets:
Current Wandering Spirit: Heavens
Heaven's Leap targets: Zed
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: inflict light wounds [ ], know the enemy* [X], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 17: glitterdust [ ], hypnotic pattern* [ ], spiritual weapon [X] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], fly [ ], lightning bolt [ ] [ ],
Level 4 spells (1+1+1*) | DC 19: legend lore* [X], fly (extended) [X], greater magic weapon [X], spiritual ally [ ]

Ongoing Effects
greater magic weapon (Vermundr, 8 hours): +2 enhancement bonus to weapon
fly, extended (Vala, 14 minutes): 60ft fly speed, good maneuverability, Fly checks: +15
haste (5/7 rds): +1 AC, +1 reflex, +30ft movement
protection from evil (5/10 rds):+2 AC, +2 saves
spiritual weapon (5/7 rds): +12/+7 to hit, 1d8+5 damage


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed takes some time to heal himself.

IFM: 2d8 + 7 ⇒ (7, 8) + 7 = 22

"I won't be able to do that much damage to them next fight." Zed warns as his weapon stops glowing.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Did we have a CLW wand? Vermundr could use a couple hits.


retired

Healing Hex (Vermundr): 2d8 + 7 ⇒ (8, 2) + 7 = 17


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Thanks Vala.

Feeling stronger after Vala's applied her soothing touch, Vermundr readies his blade again and moves to the front of the party's formation to lead the way.


Inactive

"Well, do we start here and work our way up to the tower or go back down and work our way back up proper?"
________

Trying to understand the earlier descriptions; is the bottom of the structure 'open' and basically has nothing to really explore or were there some sections that could be examined more closely?


The bottom of the structure is largely open but there are walled off areas beyond the main 'room' that would need to be explored. Other than that the stairs spiral up the outside of the tower to the roof

So basically down below or up top


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz could use a CLW, as well, if we have a handy potion or wand.

Kazamir surveys the rooftop, and his eyes linger on the tower.

"I think, given that we are in a temple dedicated to a celestial body, that we'll find our answers at the top of the tower." he says quietly.


Inactive

No wands or potions here but I can channel (it'll use some of my fervor) or burn spells if we have no other healing available.

"I guess we can go up and then work our way back down," Hazel agrees.


The group makes it's way to the lower roof of the temple.

Broken columns line the perimeter of the flat roof of the low, trapezoidal building adjoining the observatory tower. Exposed to the elements, the floor has suffered from years of weathering, and wide cracks now run across the surface, but a faded mosaic of a giant butterfly can still be made out in the shadow of the observatory tower.


The spiral stairs rise steeply, coiling around the tower’s exterior. A scant three feet wide, in many places the stairs have been left worn and dangerously crumbling from weathering.

The stairs climb 90ft and a DC 15 climb check is needed every time you move. I think that works out as 4 being required to reach the very top


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

We do have a wand in the party stores - if no-one objects, I'll ask Vala or Hazel to give me a tap.
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (5) + 1 = 6


retired

The clw wand in the party stores tab is a placeholder - it has 0 charges. There's a cure moderate wounds wand with 9 charges, but I'll just pop you with a hex for now, Kaz.
Healing Hex (Kazamir): 2d8 + 7 ⇒ (3, 7) + 7 = 17
Vala relies on her magics to bear her aloft, matching the pace of the others as they ascend the stairs.

If someone does so poorly as to trip and hurl themselves from the stairs, Vala will keep a use of heaven's leap readied to catch them.

Status:

HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Healing Hex targets: Vermundr, Kaz
Current Wandering Spirit: Heavens
Heaven's Leap targets: Zed
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: inflict light wounds [ ], know the enemy* [X], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 17: glitterdust [ ], hypnotic pattern* [ ], spiritual weapon [X] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], fly [ ], lightning bolt [ ] [ ],
Level 4 spells (1+1+1*) | DC 19: legend lore* [X], fly (extended) [X], greater magic weapon [X], spiritual ally [ ]

Ongoing Effects
greater magic weapon (Vermundr, 8 hours): +2 enhancement bonus to weapon
fly, extended (Vala, 14 minutes): 60ft fly speed, good maneuverability, Fly checks: +15


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Thanks, Vala!


Inactive

"This place is a mess..." Hazel sighs as they begin making their way towards the top of the tower. "Be really careful, it'd be easy to slip and fall with all the debris in the way!"

Buncha Climb Checks:

Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 2 ⇒ (14) + 2 = 16 Success #1
Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (20) + 2 = 22 Success #2
Climb: 1d20 + 2 ⇒ (18) + 2 = 20 Success #3
Climb: 1d20 + 2 ⇒ (17) + 2 = 19 Success #4

________

Hazel has Boots of the Cat so if she manages to fall more than once, she'll at least take the minimum possible damage from doing so - and land on her feet!

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