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

Game Master JamZilla

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Inactive

Sorry, Hazel moved into the tower this turn but I forgot to move her on the map. Her new position should be correct since she double-moved.


Vermundr, you can detect the stench of death to the west of you


Round 3 - Enemy

Suddenly, the thick canvas sheets that separate the western portion of the tower like a ragged curtain are pushed aside and out of the shadows come a pair of horrid crawling hands. They are massive, seemingly those of a giant, with great patches of decaying skin peel from the bones.

They scuttle toward Vermundr like some horrid spiders.

Crawling hand 1: 1d20 + 11 ⇒ (17) + 11 = 28 Hit
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Grab: 1d20 + 14 ⇒ (16) + 14 = 30 Success?

Crawling hand 2 vs grappled: 1d20 + 11 ⇒ (3) + 11 = 14 Miss

One smashes into him with a clubbing blow and then latches on, controlled by some unseen force and clinging onto him with an iron grip.

Round 4 - Heroes


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 keep forgetting Vermundr has DR now.

Were-Vermundr growls in frustration when he finds his limbs held fast by the supernaturally strong grip of the animated hands. Without a moment of hesitation he leans down and savages the rotting things with jaws that could crush iron.

Bite (bull's, heroism, enlarge, rage, haste, arcane strike, power attack): 1d20 + 13 + 2 + 2 + 3 + 1 - 3 ⇒ (11) + 13 + 2 + 2 + 3 + 1 - 3 = 29
Damage: 1d8 + 6 + 3 + 6 + 2 + 9 ⇒ (1) + 6 + 3 + 6 + 2 + 9 = 27

Hasted Bite: 1d20 + 13 + 2 + 2 + 3 + 1 - 3 ⇒ (3) + 13 + 2 + 2 + 3 + 1 - 3 = 21
Damage: 1d8 + 6 + 3 + 6 + 2 + 9 ⇒ (3) + 6 + 3 + 6 + 2 + 9 = 29

HP Update: Vermundr is down 30. Zelda is down 18.


Wow that's a lot of damage! That hand is still 'alive' however.


Vermundr sinks his feral teeth into the putrid flesh of the giant hand. Instantly as his teeth rip the pallid flesh his mouth fills with repugnant, fetid pus. He gags instantly, heaving the filth up like the worst hairball he has ever experienced.

Vermundr, you are nauseated for 1d3 ⇒ 3 rounds. You also take an additional 2d6 ⇒ (4, 1) = 5 negative energy damage (which bypasses DR of course)

When you deal damage to these things you get squirted with pus which you can avoid with a reflex save. But you get no save if that disgusting stuff is ingested as in this case

The rest of you don't know about this nauseating effect until you see these things and succeed on a knowledge religion check


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Inactive

Upon hearing the commotion behind her Hazel turns and moves back towards the door and rounds the corner to see the huge hands getting way too handsy with Verm.

Kn. Religion: 1d20 + 11 ⇒ (11) + 11 = 22

"Whoa, whoa, hey! Keep your hands to yourself!" she cries as she slices at Red with her starknife...

+1 Starknife vs. Red (Buncha Buffs): 1d20 + 14 ⇒ (4) + 14 = 18
Damage + Holy Strike: 1d8 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16

+1 Starknife vs. Red (Buncha Buffs): 1d20 + 9 ⇒ (16) + 9 = 25
Damage + Holy Strike: 1d8 + 6 + 1d6 ⇒ (5) + 6 + (4) = 15

Reflex (If Needed): 1d20 + 4 ⇒ (12) + 4 = 16


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 stares after the voice of Vrood, then turns and moves towards Verm. One problem at a time. He's not going anywhere.

Knowledge (religion): 1d20 + 8 ⇒ (16) + 8 = 24 +1 if they're undead

Move action to get adjacent to the one on the right that hasn't been attacked yet. The rest of my actions will depend on the result of the knowledge check.


INACTIVE - GAME DIED

Still concentrating and moving slowly...


Hazel your first attack was a miss but the second was a hit and your reflex was fine

Zed you get three pieces of information with that check. These are Giant Crawling Hands. Standard undead immunities, they have blindsense, grab on their slams and you now can act on the knowledge of the disgusting pus


Will: 1d20 ⇒ 9
Will: 1d20 ⇒ 1

I don’t have my stats with me but I think that 9 is highly likely to be a success, the 1 is obviously a fail.

Constantin continues to reach out with tendrils of mental energy, grasping as though in the dark. One of the minds eludes him, but he begins to sense the thoughts of another;

...stay hidden, stay silent, stay disciplined. As quiet as the grave you will dig for these fools, Acretia...


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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 runs up next to the assisting hand, crying out. "Enough! No more minions! No more creatures! He brings down his tetsubo with such force it cracks the floor. "Face us Vrood!"

Attack (plus flank): 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 1d10 + 14 ⇒ (5) + 14 = 19

Confirm: 1d20 + 17 ⇒ (20) + 17 = 37
Crit Damage: 3d10 + 42 ⇒ (7, 2, 1) + 42 = 52

Sweet Jesus. Those crits feel good.


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 will stay near Constantin and delay.


Vala?

Fuelled by righteous fury, Zed utterly decimates the hand grappling Vermundr. It crumples in a pile of bone and ragged flesh and pus.

Zed reflex: 1d20 + 10 ⇒ (5) + 10 = 15 Success

Constantin. where are you moving and Kaz aside from Vala there is no one to delay after this round


INACTIVE - GAME DIED

Following his mental pull, Constantin moves to the base of the stairs, where he hesitates.

"Someone is waiting to ambush us at the top," he says. "Someone besides Vrood."


retired

Healing Hex: 2d8 + 9 ⇒ (7, 1) + 9 = 17
Her silhouette still hanging ominously overhead in the thick, swirling fog, Vala’s voice calls down, ”You ran like a coward back at schloss Caromarc, Vrood. There will be no running this time. Not for you, not for any of your ilk. Your life and your purpose will both end here today, and then the rest of your sick cult will follow.” The crackling balls of lightning begin descending down into the tower at this, one down the northern wall and the other the southern, their light throwing jagged, sharp shadows throughout the broken interior. ”Soon, you will see the truth. You’ll know the failure that seals your doom and that of your twisted brethren is yours and yours alone.” Vala pauses for a moment, illuminated by a brief pop of soft blue light. ”You should have left the Lorrimors alone.”

Status:

HP: 53/57
Negative Energy Resist 5
AC: 18 (14 T / 16 FF) (includes +3 from bone ward, +1 from haste)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Flight minutes used: 1/9
Healing Hex targets: haunt, Vermundr, Kaz, self
Bone Ward targets: Hazel, Vermundr, Kaz, Zed, Constantin, herself
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [X] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [X] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [X], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]

Ongoing Effects
bull's strength (extended): Vermundr
resist energy (fire): resist 20
Fly skill bonus: +20
ball lightning 1(7/9 rds): 3d6 damage, ref 20 negates
haste (6/9 rds): +1 to hit, +1 AC, +1 ref, +30ft move


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

Eyes and ears alert, Kaz moves to the top of the stairs.

perception: 1d20 + 1d6 + 16 ⇒ (11) + (5) + 16 = 32


Round 4 - Enemy

A hissing voice, like steam escaping, emanates out of nowhere:
"You have been a thorn in our side long enough. Die, now. Acretia, finish these fools!"

Suddenly, as if out of nowhere, a tall lithe creature appears beside Hazel. Her face is a mask of ancient tissue, eyes of charcoal black and her robes are ragged and dusty. When she moves though, it is like water, fluid and smooth and she dashes forward to sweep at Hazel's leg. The priestess doesn't see the corpse-woman coming, but stands firm at the attempt to knock her down.

Acretia, trip attempt, Hazel: 1d20 + 12 ⇒ (3) + 12 = 15

At the same moment, a thick rolling fog appears in the room. It’s a black and noxious and instant. Within you can hear the screams of the dead and every so often a skull, screaming in agony, will rear up at you. You begin to feel the fog begin to penetrate you, permeate your bodies, and begin draining away your very life-force!

Hazel constitution damage: 1d4 ⇒ 3
Vermundr constitution damage: 1d4 ⇒ 2
Zed constitution damage: 1d4 ⇒ 1

Those affected please make a DC 21 Fort save for half, rounded up

The cloud acts as a Fog Cloud, obscuring all vision beyond 5ft

Meanwhile the giant hand lashes out once again at Vermundr.

Crawling hand, Verm: 1d20 + 11 ⇒ (20) + 11 = 31 Hit
Confirm: 1d20 + 11 ⇒ (7) + 11 = 18 Did not confirm
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Grab: 1d20 + 14 ⇒ (12) + 14 = 26 Success?

Not sure on your CMD Verm, that's probably close to being a success?

Round 5 - Heroes


I have placed Vrood on the map just because Hazel got a glimpse of him before he raised the Cloudkill. No one else has seen him or knows where he is, although obviously Constantin has detected thoughts to the west of the tower - the room he and Acretia are in

Kaz, not sure if I was clear earlier but there is nothing up those stairs aside from a tiny broken piece of flooring that the skeletons were firing at Vala from


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

Fort: 1d20 + 11 ⇒ (10) + 11 = 21 +2 vs disease

Knowledge (religion): 1d20 + 8 ⇒ (3) + 8 = 11 +1 vs undead

Action depends on result of knowledge check. Do we know her location prior to the fog bank coming out?


You could not have seen her from where you are Zed so in your case, no. Hazel, Verm and maybe Vala are the only ones who could have seen her


retired

Vala casts another spell as she gazes into the central core of the tower, her eyes sweeping for some sign of Vrood's whereabouts. She casts another spell, and a shimmering light limns her form, making her stand out more clearly against the mist. "Tick tock, Vrood. Tick. Tock."

As she speaks, the lightning orbs crash downward into the desiccated woman harrying Hazel.

Ball Lightning 1 (Ref DC 21): 3d6 ⇒ (3, 1, 6) = 10
Ball Lightning 2 (Ref DC 21): 3d6 ⇒ (3, 6, 1) = 10

Status:

HP: 53/57
Negative Energy Resist 5
AC: 19 (15 T / 17 FF) (includes +3 from bone ward, +1 from haste, +4 from dispel evil)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Flight minutes used: 1/9
Healing Hex targets: haunt, Vermundr, Kaz, self
Bone Ward targets: Hazel, Vermundr, Kaz, Zed, Constantin, herself
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [X] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [X] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [X], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [X], lightning arc [X], slay living* [ ]

Ongoing Effects
bull's strength (extended): Vermundr
resist energy (fire): resist 20
Fly skill bonus: +20
ball lightning 1(8/9 rds): 3d6 damage, ref 20 negates
haste (7/9 rds): +1 to hit, +1 AC, +1 ref, +30ft move
dispel evil (1/9 rds): +4 deflection to AC, auto-dispel any one enchantment or evil spell


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

Oh...sorry. I thought the giant hand action was going on one floor up. In that case, Kaz would have moved toward the action - honestly, probably into the area that would come to be hit with the cloudkill.

fort: 1d20 + 3 ⇒ (6) + 3 = 9


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

Feeling the toxic weight of the fog - and hearing Hazel under attack - Kaz darts across the room.

He is relieved to find Hazel through the cloying black fog...and rather alarmed to find himself face to face with her attacker! He rather reflexively lashes out with his silvered blade.

vital strike with +1 silversheen swordcane: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
2d6 + 1 ⇒ (4, 1) + 1 = 6

As I guess, unless she has a precise sense unhindered by the fog (or such) the square that I would leave that would provoke from Acretia is has some concealment, so it should, in fact, NOT provoke. Do I have that right?


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

Also,

know/rel: 1d20 + 1d6 + 17 ⇒ (19) + (2) + 17 = 38


Inactive

Fort (DC 21): 1d20 + 9 ⇒ (11) + 9 = 20

Hazel gags and coughs as the sudden appearance of the cloud saps away her life force, taking a staggering step backward and out of it. She swiftly channels the vigor of Desna before attempting to slice at the strange, desiccated woman who'd managed to get the drop on her.

+1 Starknife (Buncha Buffs + Flank): 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Damage + Holy Strike: 1d8 + 9 + 1d6 ⇒ (6) + 9 + (3) = 18

+1 Starknife (Buncha Buffs + Flank): 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Damage + Holy Strike: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (5) = 21

+1 Starknife (Buncha Buffs + Flank): 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Damage + Holy Strike: 1d8 + 9 + 1d6 ⇒ (6) + 9 + (5) = 20
______________

Hazel takes a 5 foot step into flanking position, uses a point of fervor to swift cast Channel Vigor (Torso) and then attacks.


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

Could Zed reasonably here the confrontation across the room and head in that direction? Perhaps some sort of check?


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 believe Vermundr's CMD is 31 with the buffs. +2 from bull's strength, +1 from haste, +1 from rage, and +3 from shield of faith. It would be +2 higher if I ever remember to roll bodyguard.

Fort: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34
Zelda Fort: 1d20 + 6 ⇒ (7) + 6 = 13 If this is poison Zelda is immune.

Overwhelmed by the foulness filling his mouth, Were-Vermundr can do little more than retch and stumble away.

Moving due west.


Valavastra Cross wrote:

Vala casts another spell as she gazes into the central core of the tower, her eyes sweeping for some sign of Vrood's whereabouts. She casts another spell, and a shimmering light limns her form, making her stand out more clearly against the mist. "Tick tock, Vrood. Tick. Tock."

As she speaks, the lightning orbs crash downward into the desiccated woman harrying Hazel.

[dice=Ball Lightning 1 (Ref DC 21)]3d6
[dice=Ball Lightning 2 (Ref DC 21)]3d6

** spoiler omitted **

Vala, From where you are, I don't think you can see Acretia. There is a 5ft square of Cloudkill blocking the doorway you would see through


Kazamir Rhuul wrote:

Oh...sorry. I thought the giant hand action was going on one floor up. In that case, Kaz would have moved toward the action - honestly, probably into the area that would come to be hit with the cloudkill.

Constitution damage, Kaz: 1d4 ⇒ 3


Kazamir Rhuul wrote:

Feeling the toxic weight of the fog - and hearing Hazel under attack - Kaz darts across the room.

He is relieved to find Hazel through the cloying black fog...and rather alarmed to find himself face to face with her attacker! He rather reflexively lashes out with his silvered blade.

As I guess, unless she has a precise sense unhindered by the fog (or such) the square that I would leave that would provoke from Acretia is has some concealment, so it should, in fact, NOT provoke. Do I have that right?

Ordinarily you would be right but Acretia has blindsense and 'sees' you coming from 60 feet away

Attack of opportunity, Kaz: 1d20 + 12 ⇒ (19) + 12 = 31 Hit
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Kaz fort: 1d20 + 3 ⇒ (7) + 3 = 10 Fail

Kaz, you take 1 negative level!

As Kazamir dashes further into the tower, he sees the undead creature attacking Hazel at the very last second. Her attention snaps to him and he feels a punishing strike to his ribs as he passes, weakening him significantly.


INACTIVE - GAME DIED

Knowledge (arcana): 1d20 + 16 ⇒ (14) + 16 = 30

"I recognize that spell. Stay out of the cloud!" shouts Constantin.

He turns the full force of his psychic might against the assassin as she leaps into battle with Hazel.

Mind Thrust III: 9d8 ⇒ (6, 2, 4, 7, 4, 8, 2, 6, 7) = 46 (Will save DC 17 for half damage)

Even if the cloud is in the way, I have her pinpointed with detect thoughts.


Kazamir Rhuul wrote:

Also,

[dice=know/rel]1d20+1d6+17

Kaz, this is a Dread Wight - Dread wights are the animated remains of creatures that were terribly violent and hateful in life. They exist only to continue their reign of terror against others, causing fear, pain, sorrow, and death whenever they can.

A dread wight has the features it did in life, but it is emaciated and wizened. Its face is constantly twisted into a rictus grin of cruelty, and intense hatred of the living burns in its eyes. Its weak-looking form disguises an unnatural strength and speed that makes its life-draining powers stunningly deadly.

Blindsense, energy drain and the ability to turn any creature she kills into a wight are standard Dread Wight abilities. However, she clearly has had martial training that takes her beyond that


Yep, agreed Constantin - that hits. You also know exactly where Vrood is.

And man, what a clutch move that is, devastating damage to Acretia and she's badass if she gets a full attack off with energy drain!

Will save: 1d20 + 7 ⇒ (10) + 7 = 17 Success

Hazel steps out of the cloying mist and brings her glowing starknife to bear. It gleams and crackles with holy energy, even in this place of the dead. With consummate skills she thrusts once, twice, thrice into Acretia chest. The first blow is parried but the others strike home and the Wight reels back in pain, a pain she hasn't felt in an age.

She steps forward to retaliate but as she raises her fists she is hit with a concussive blast of mental energy the likes of which she has never encountered. She begins to scream but nothing escapes her lips, instead her head begins to collapse in on itself until it is crushed into nothingness!

Question: since Mind Thrust is mind-affecting, should undead be immune to it, even if they are intelligent? It's cool as hell so I'm allowing it but did we discuss this previously, I can't remember?


Zed, you can hear the commotion next door but you can't see anything because of the cloud. That's going to blind you in effect, causing you to move at half speed.


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

Wow did you guys already take her down? Brutal. As previously discussed all undead, intelligent or not, are immune to mind-affecting abilities as per RAW. However I have always personally thought that was silly and houseruled that intelligent undead lose this immunity.

Zed will double move closer to the entrance, which half speed while hasted will be 40 feet. Can't access map right now. Also how many more rounds of haste do we have?


Yeah you guys are taking names and doing the other thing too, having a tough time challenging you. But still, Vrood has a couple of tricks up his sleeve

Closer to the entrance of the tower or do you mean closer to the entrance of the room you suspect Vrood must be in?


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

Correct.


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 reels under the physical and enervating blow from the Dread Wight, then flinches instinctively away from the hollow rushing noise - a 'noise' that he knows he is not hearing with his ears - an turns just in time to see the devastating effect of Constantin's Mind Thrust.

Quibbling with the GM:

only besacuse a negative level is involved...

from the SRD:
Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

So, as an AoO would occur in the square that I am leaving to provoke it - would the 50% miss chance apply?

Either way...Thanks!

Negative level reference:

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.

Catching sight of Vrood at long last, Kazamir does his best to clear his mind, ready to detect the slightest hint of his opponent's intentions - and counter them.

Ready an action to counterspell. If it becomes relevant:

Spellcraft: 1d20 + 1d6 + 11 - 1 ⇒ (19) + (3) + 11 - 1 = 32

As a free action:

"VROOD IS HERE!" Kazamir calls, his rich baritone still carrying an artic chill at a bellowing shout.

Spectral Hand (73 rounds)(3hp)
Fire Resistance 20 (93 rounds)
Haste (2 rounds)
Con damage: 3
Negative level

Max hp down to 34


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INACTIVE - GAME DIED

My Will of the Dead power makes it possible to affect undead with my mind-affecting abilities.


Kazamir Rhuul wrote:

Kaz reels under the physical and enervating blow from the Dread Wight, then flinches instinctively away from the hollow rushing noise - a 'noise' that he knows he is not hearing with his ears - an turns just in time to see the devastating effect of Constantin's Mind Thrust.

** spoiler omitted **

** spoiler omitted **

Catching sight of Vrood at long last, Kazamir does his best to clear his mind, ready to detect the slightest hint of his opponent's...

Well the square you left and provoked from would have been five feet away from her which would only have normal concealment, not total concealment. So she could still get the attack off albeit with a miss chance

1d100 ⇒ 29 Hit


Round 5 - Enemy

Crawling hand, Kaz: 1d20 + 11 ⇒ (12) + 11 = 23 Hit
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Grab: 1d20 + 14 ⇒ (19) + 14 = 33 Success

The giant hand scuttles up behind Kaz and even as he is shouting it leaps upon his back and begins throttling him, choking the final word.

Kaz is now grappled

"I shall spit your hearts and make you prepare them as a feast!" Vrood hisses.

He casts a spell, and disappears.

Kaz you can still attempt to dispel it - you know he cast Greater Invisibility - but it's going to be a tough check while grappled

Round 6 - Heroes


Inactive

"Really? Come down here and try it!" Hazel snarls over her shoulder as she moves to try and help Kaz against the overly-touchy hand.

+1 Starknife vs. Hand (Buncha Buffs): 1d20 + 17 ⇒ (13) + 17 = 30
Damage + Holy Strike: 1d8 + 9 + 1d6 ⇒ (5) + 9 + (1) = 15

+1 Starknife vs. Hand (Buncha Buffs): 1d20 + 12 ⇒ (11) + 12 = 23
Damage + Holy Strike: 1d8 + 9 + 1d6 ⇒ (2) + 9 + (4) = 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

Kaz will not try the counterspell.


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

He will run out of minions. Zed moves to take down the hand.

Attack: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d10 + 15 ⇒ (8) + 15 = 23


retired

As the crackling orbs each vanish with a muted snap of eletricity, Vala swoops down and into the hall past Hazel and Kazamir. "Where?! Where is he?! Point!" As Kazamir indicates the far end of the chamber with a nod of his head, Vala wheels around. Her voice is sharp and cold when next she speaks, as she addresses the unseen necromancer. "You wretched coward. You're wise to hide. But why stop there, Vrood? Cower, too!" She then casts another spell and waves of distortion briefly fill the corner of the chamber in front of her.

fear
CL Check vs SR: 1d20 + 9 ⇒ (5) + 9 = 14
Will Save (DC 20) or panicked for 9 rounds; on a successful save shaken for one round instead

Status:

HP: 53/57
Negative Energy Resist 5
AC: 19 (15 T / 17 FF) (includes +3 from bone ward, +1 from haste, +4 from dispel evil)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Flight minutes used: 1/9
Healing Hex targets: haunt, Vermundr, Kaz, self
Bone Ward targets: Hazel, Vermundr, Kaz, Zed, Constantin, herself
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [X] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [X] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [X], fear* [X], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [X], lightning arc [X], slay living* [ ]

Ongoing Effects
bull's strength (extended): Vermundr
resist energy (fire): resist 20
Fly skill bonus: +20
haste (8/9 rds): +1 to hit, +1 AC, +1 ref, +30ft move
dispel evil (2/9 rds): +4 deflection to AC, auto-dispel any one enchantment or evil spell


Playing fair and rolling these saves in the order the events happened

1d20+4 Success
1d20+4 Fail

Hazel you are nauseated for 1d3 rounds

1d20+10 Success

1d20+13+2

Hazel jabs her starknife into the massive disgusting hand, seeing that Kaz is in desperate trouble. Zed does the same, rushing forward and striking mightily with his tetsubo.

Putrid pus squirts out everywhere, some of it getting on Hazel's face and she staggers and begins retching at how revolting it is.

Meanwhile Vala attempts to inflict upon Vrood some of the fear and uncertainty that she has had roiling in her for seemingly so long. An invisible wave of negative energy rolls out from the potent out professor but as it strikes Vrood's invisible form she gets a brief flash of his cast iron will.


Playing fair and rolling these saves in the order the events happened

Hazel reflex: 1d20 + 4 ⇒ (18) + 4 = 22 Success
Hazel reflex: 1d20 + 4 ⇒ (4) + 4 = 8 Fail

Hazel you are nauseated for 1d3 ⇒ 2 rounds

Zed reflex: 1d20 + 10 ⇒ (5) + 10 = 15 Success

Vrood Will: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34

Hazel jabs her starknife into the massive disgusting hand, seeing that Kaz is in desperate trouble. Zed does the same, rushing forward and striking mightily with his tetsubo.

Putrid pus squirts out everywhere, some of it getting on Hazel's face and she staggers and begins retching at how revolting it is.

Meanwhile Vala attempts to inflict upon Vrood some of the fear and uncertainty that she has had roiling in her for seemingly so long. An invisible wave of negative energy rolls out from the potent out professor but as it strikes Vrood's invisible form she gets a brief flash of his cast iron will.


retired

I am actually glad he saved, because I was a little worried he'd teleport away again like he did back at the schloss if he'd failed!


Oh I just noticed my weird double post

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