JZ's Carrion Crown - COMPLETE! (Inactive)

Game Master JamZilla

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Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

You mean under Current Status? Would that be ok?


Morbar wrote:
You mean under Current Status? Would that be ok?

Yes perfect. Regularly used stats like saves, initiative and AC are the ones I'd be looking for really


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Jon destroys one of the undead facing him but the other one continues it's relentless assault, thankfully his tough demon hide deflects most of the damage from the attacks that get through his defences.
Glancing around at the others he can see Erek battling two of the creatures but Morbar has stopped swinging his hammer and just stands stock still and helpless.
Seizing his moment Jon steps away from the creature in front of him and drawing upon his powers he gestures toward Morbar, freeing him from the paralysis that grips him.
perception: 1d20 + 12 ⇒ (17) + 12 = 29

defensive casting: 1d20 + 16 ⇒ (19) + 16 = 35

5 foot step diagonally backwards and casting remove paralysis.
Don't know if this is meta gaming, would I know Morbar is paralysed? Would it be a perception check to see it?
Posted checks above - I should have just attacked, love a crit :)


That's fine, Jon


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

I also have remove paralysis learnt But if he's back i'll be Casting Bit of luck on Erek!

Markus flies next to Erek reaching out and casts a bit of luck on the inquisitor. "End them Erek. We have to get to Davos and Cara."


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

Once again Erek's stoneskin does its job and he receives only minor bruising. He smashes the Raben's head down onto the first undead and then th other that assaults him.

hp:88/114. Stoneskin: 64hp

Attack 1d20 + 20 ⇒ (13) + 20 = 33

Dam 1d8 + 20 ⇒ (2) + 20 = 22

RH bane 2d6 ⇒ (3, 2) = 5

Cleave on undead 2 1d20 + 20 ⇒ (19) + 20 = 39

Dam 1d8 + 20 ⇒ (2) + 20 = 22

RH bane 2d6 ⇒ (1, 5) = 6


Erek bit of luck: 1d20 ⇒ 20
Erek bit of luck: 1d20 ⇒ 10

Based on the bit of luck rerolls Markus granted him, the first hit would have been a crit

The Raven's Head decimates the first Morgh and, continuing his swing, it connects with the second, staving in part of it's skull too though the chains of undeath keep it standing.

Morgh 1 is dead, Morgh 2 is badly injured

With the paralysis removed, Morbar can act again this round


Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

"My turn... Again!" - Morbar shakes his head to stave off the drowsiness - "Thanks lad!" - and thanks Jon for probably saving his life.

Earthbreaker 1: 1d20 + 23 ⇒ (19) + 23 = 42
Damage if it hits: 2d6 + 24 ⇒ (5, 4) + 24 = 33

Earthbreaker 2: 1d20 + 14 ⇒ (20) + 14 = 34
Damage if it hits: 2d6 + 24 ⇒ (1, 6) + 24 = 31

Earthbreaker 2 crit?: 1d20 + 14 ⇒ (15) + 14 = 29
Additional damage if it crits: 2d6 + 2d6 + 24 + 24 ⇒ (2, 4) + (6, 5) + 24 + 24 = 65

Earthbreaker 3: 1d20 + 9 ⇒ (10) + 9 = 19
Damage if it hits: 2d6 + 24 ⇒ (4, 3) + 24 = 31


Round 3 - Enemy

Morbar utterly decimates the Morhg before him in retribution for it's paralysing touch. He hammers it to the ground and then continues to rain down blows until it is an unrecognisable mass of broken bone and pulped flesh.

Morgh 2, Erek, slam: 1d20 + 15 ⇒ (15) + 15 = 30 Hit
Damage: 2d8 + 5 ⇒ (3, 1) + 5 = 9
Morgh 2, Erek, slam: 1d20 + 15 ⇒ (14) + 15 = 29 Hit
Damage: 2d8 + 5 ⇒ (4, 1) + 5 = 10
Morgh 2, Erek, tongue: 1d20 + 10 ⇒ (14) + 10 = 24 Hit
Erek fort: 1d20 + 17 ⇒ (18) + 17 = 35 Success

The reaming Morgh before Erek batters at him with it's slamming limbs but they fairly bounce off his stone-like hide.

Tongue, Markus: 1d20 + 10 ⇒ (7) + 10 = 17
Markus fort: 1d20 + 14 ⇒ (9) + 14 = 23 Success

And finally the last one abandons attacking Jon in favour of the Desnan priest who has now floated down beside Erek. It licks out at him but he is able to resist it's paralytic effect.

Round 4 - Heroes

Map


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

Erek retaliates, slamming the Raven's Head into the remaining undead.

1d20 + 20 ⇒ (11) + 20 = 31

Dam 1d8 + 20 ⇒ (7) + 20 = 27

RH bane 2d6 ⇒ (3, 3) = 6

Cleave second undead 1d20 + 20 ⇒ (16) + 20 = 36

Dam 1d8 + 20 ⇒ (8) + 20 = 28

RH bane 2d6 ⇒ (1, 1) = 2

hp:88/114. Stoneskin: 45 left


Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

"I don't think so!" - Morbar comes crashing down on the one now attacking Markus, his gore filled hammer leading the way.

Earthbreaker Vital Strike, Flank: 1d20 + 23 + 2 ⇒ (1) + 23 + 2 = 26
Damage if it hits: 6d6 + 28 ⇒ (3, 1, 3, 4, 2, 1) + 28 = 42


Erek slams the remaining undead but Morbar stumbles as he charges and for once his greathammer slams harmlessly into the ground.

One remaining


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Jon grins as Morbar shakes off the paralysis and shows the skeleton just how unhappy he was about it.
your welcome! Jon pulses a thought to Morbar and charges the last of the undead.

sword: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
dam: 1d8 + 16 ⇒ (5) + 16 = 21


Jon rushes forward and cuts down the final undead standing before them. Though heaving with effort, the battle is at least over.

Combat Over

Cara and Davos can rejoin the team without incident in another ten rounds. For anyone tracking buffs, that means 25 rounds (or 2.5 minutes) have passed since combat began with the trees outside the doors to the Abbey


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Markus lets out a long sigh, as silence descends again. "Here." Markus hands Jon a wand. "Heal up, I'm going to fly up and attempt to spot Davos and Cara." He then flies up looking out for them.

Heal what you need and I'll mark it down on the wands. Also assuming I spot them heading back to us?


Fortunately, they both went in directions where - aside from the Morghs - they didn't trigger any enemies


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

While they wait Jon uses the wand to heal Erek and the others.

1d8 + 1 ⇒ (3) + 1 = 4

1d8 + 1 ⇒ (2) + 1 = 3

1d8 + 1 ⇒ (4) + 1 = 5

1d8 + 1 ⇒ (2) + 1 = 3

1d8 + 1 ⇒ (7) + 1 = 8

hp:111/114


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Very lucky for us

Markus waves at Davos and Cara getting their attention he begins to descend and takes up healing the with another wand. "They seem to have come back to their sense and are heading back to us, let's get healed up and we're heading right in there. He points to the cathedral.

Roll what you need.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

clwwand: 1d8 + 1 ⇒ (6) + 1 = 7
clwwand: 1d8 + 1 ⇒ (4) + 1 = 5
clwwand: 1d8 + 1 ⇒ (3) + 1 = 4
clw wand: 1d8 + 1 ⇒ (1) + 1 = 2

As Markus returns with Cara and Davis Jon is relieved to see they are OK

you had us worried then. He says as they draw near we are almost ready to go on, are you ok? he asks as Markus tends to the weakness he felt from the Giants bite
lesser restoration wand : 1d4 ⇒ 3

I'm ready to go, let's get this done. he says with a confidence he doesn't really feel, this place was a massive trap and they were walking straight into it
Drawingbupon his powers he adds what protections he can to the group hoping he can stave off the horror of this place.

casting remove fear on everyone +4 moral bonus to saves vs fear for 10 minutes


Does anyone have shot term buffs on? It has been 3 minutes since you first engaged the trees and giant


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

only protection from evil and stoneskin. Prot evil has another 10 minutes to run.


Ok, just giving you the head's up for tracking them


Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf

Coming back to his sense's Davos notices' Markus waving, he heads back and rejoins the group

"I'm fine thank you Jon something washed over me and i got into a panic jut had to get away from here" he says slightly embarrassed

"Impress work, looks like these creatures didn't stand a chance" he says looking over the battle scene before him

Heroism 50%, Prot from evil, shield, life bubble, fly 50%

Spells:

Open/Close
Light
Identify
Detect Magic
Prestidigitation

1st Level (6 + 1 evocation spell per day)
Magic Missile -
Shield - 1
Mage Armor -
Protection from evil - 1
Liberating command - 1

2nd Level (6+1 evocation spell per day)
Scorching Ray - 1
Mirror Image - 1
Invisibility - 1
Glitterdust - 1
Rope Trick - 1

3rd Level (6+1 Evocation spell per day)
Fireball - 1
Haste - 1
Fly -
Dispel Magic - 1
Chain of Perdition - 1
Heroism -

4th Level (5+1 Evocation spell per day)
Empower Scorching ray - 2
black tentacles - 1
Greater Invisibility - 1
Wall of fire - 1
Emergency Force Sphere - 1

5th Level (4+1 Evocation spell per day)
Teleport - 2
Lighting Arc - 1
Empowered Fireball -1
Icy Prison - 1

6th Level (3+1 Evocation spell per day)
Sirocco - 1
Forceful hand - 1
Freezing Sphere -

7th Level (2+1 Evocation spell per day) +2 dc evoc
Prismatic Spray - 1
Empowered lighting arc - 1
Reverse gravity - 1

Versatile Evocation 10rnds/
Elemental manipulation 13rnds/
Intense spells +6

Items
Arcane bond 1/
Mist Projector 20/
Rod lesser extend 3/2
Rod Ectoplasmic 3/
scroll of teleport
scroll of control water


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

Erek looks around at the undead bodies, now destroyed and says "These are mere foot soldiers. They were outmatched. I doubt it will be as simple inside. We will need your magic Davos, and your bow Cara."

He turns to the abbey. "Shall we go and end this?" he strides toward the building, confident with his friends at his side.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

buffs :
Prot vs evil
Bull str
Life bubble
Prot vs energy fire
Freedom of movement
Death ward

Jon follows Erek as they move toward the main entrance, drawing near he steps over the body of the giant and moving up to the door he listens for any sounds from within.
perception: 1d20 + 12 ⇒ (13) + 12 = 25


Jon hears nothing within


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Bracing his shoulder against the doors he looks across at Erek and nods to him as he tries to push open the doorway.


Surprise Round

As Jon and Erek attempt to shove the doors open, suddenly a huge scythe-like blade slashes out from a hidden slot above the lintel.

Trap Jon: 1d20 + 20 ⇒ (14) + 20 = 34 Hit
Trap Erek: 1d20 + 20 ⇒ (14) + 20 = 34 Hit
Trap Morbar: 1d20 + 20 ⇒ (1) + 20 = 21 Miss
Damage: 4d8 + 3 ⇒ (4, 8, 6, 5) + 3 = 26

The blade then silently resets and slips back into the slot.

Initiative:

Morbar: 1d20 + 2 ⇒ (14) + 2 = 16
Davos: 1d20 + 3 ⇒ (18) + 3 = 21
Markus: 1d20 + 1 ⇒ (3) + 1 = 4
Jon: 1d20 + 2 ⇒ (20) + 2 = 22
Erek: 1d20 + 7 ⇒ (4) + 7 = 11
Cara: 1d20 + 4 ⇒ (8) + 4 = 12

Trap: 10 = 10

Round 1 - Heroes

The door was locked and it looks like the trap automatically and immediately reset

Map


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Markus steps back as the others attempt to move out of the way of the trapped door.

"Anyone able to disable that?" He says stepping forward and looking over the trap.

Perception: 1d20 + 31 ⇒ (19) + 31 = 50

Then stepping back and healing up Jon and Erek.

cmw Jon: 2d8 + 10 ⇒ (6, 6) + 10 = 22
cmwErek: 2d8 + 10 ⇒ (8, 1) + 10 = 19

AC - 21 -Magic vestment / remove fear / eaglesong+2 initiative


Markus easily saw the hidden switch. Someone can just reach in and switch it off

Directed by Markus, Erek reaches up to the hidden switch and gives it a pull. He waits a moment, but the trap does not spring again.

Combat Over

The door is still locked though. Unless you have some other means shall I assume Morbar smashes it down?


I'm just going to assume Morbar is bashing the door down because I haven't heard anything to the contrary.

Lacking the ability to unlock the door, Morbar brings his own 'key' to bear. With a series of powerful blows, Morbar smashes the doors open with his adamantine hammer.

The crumbled remains of a collapsed belfry litter the eastern side of the once-fine tessellated floor of this ruined processional, the shards of broken bells protruding at sharp angles from the rubble. A half-collapsed archway reveals a massive congregational chamber in the darkness beyond. The faint hint of whispered murmurs pervades the stale air like leathery bat wings.

Map


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Markus moves into the building keeping an eye out for traps and anything moving about.

Perception: 1d20 + 29 + 4 ⇒ (18) + 29 + 4 = 51


Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

"Wish I could bash other stuff as easy as I did with tha door" - Morbar grumbles, patting his hammer and following Markus.


Markus sees no movement nor traps but there is a persistent chorus of insidious whispers on the air. He cannot make out what they are saying though he can identify they appear to be in a dozen or more different languages.

He also hears shuffling coming from ahead and north whilst faint footsteps can be detected above you and north as well.

Probably on a level above but in the room north of your current position

Round 1 - Heroes


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Jon follows the others inside and looks around the decrepit place.
The air itself seems saturated with evil, it permeates the place like a foul smell and he shivers slightly as he remembers the feeling of horror within Harrowstone.
This place was worse, much worse.
Drawing upon his powers Jon charges his blade with energy readying himself for whatever lay ahead of them.

this place is worse than Harrowstone, i can feel the darkness, its almost as if it is alive somehow. we are walking into a trap here they must be prepared for us.
Be prepared to spring it and give them hell
he pulses this thought to the group as they move cautiously forward.

casting disrupting weapon j


Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf

"There's a door to the left, let's quickly check it" he says trying to make out anything from the mummers

renewing my prot from evil
Heroism 50%, Prot from evil, shield, life bubble, fly 50%

Spells:

Open/Close
Light
Identify
Detect Magic
Prestidigitation

1st Level (6 + 1 evocation spell per day)
Magic Missile -
Shield - 1
Mage Armor -
Protection from evil -
Liberating command - 1

2nd Level (6+1 evocation spell per day)
Scorching Ray - 1
Mirror Image - 1
Invisibility - 1
Glitterdust - 1
Rope Trick - 1

3rd Level (6+1 Evocation spell per day)
Fireball - 1
Haste - 1
Fly -
Dispel Magic - 1
Chain of Perdition - 1
Heroism -

4th Level (5+1 Evocation spell per day)
Empower Scorching ray - 2
black tentacles - 1
Greater Invisibility - 1
Wall of fire - 1
Emergency Force Sphere - 1

5th Level (4+1 Evocation spell per day)
Teleport - 2
Lighting Arc - 1
Empowered Fireball -1
Icy Prison - 1

6th Level (3+1 Evocation spell per day)
Sirocco - 1
Forceful hand - 1
Freezing Sphere -

7th Level (2+1 Evocation spell per day) +2 dc evoc
Prismatic Spray - 1
Empowered lighting arc - 1
Reverse gravity - 1

Versatile Evocation 10rnds/
Elemental manipulation 13rnds/
Intense spells +6

Items
Arcane bond 1/
Mist Projector 20/
Rod lesser extend 3/2
Rod Ectoplasmic 3/
scroll of teleport
scroll of control water


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

"Prepare yourselves.. Their coming." He takes up his holy symbol ready to protect himself and casts a spell.

Casting Blessing of fervor:
Blessing of fervor - With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

"They...? Who?!" - Morbar grumbles, looking around and having no idea who is 'coming'.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Caradwen's eyes dart around trying to pinpoint their enemies.

Perception: 1d20 + 14 ⇒ (11) + 14 = 25

She decides to cast a protective spell on herself as they are forced to wait.

Casting Invisibility.


Round 1 - Enemy

1d6 ⇒ 6

Tense and alert, the group creep into the Abbey proper. The whispers persist and then suddenly become more intense and urgent.

Cara, now invisible, feels herself lifted off her feet by some unseen source. Unable to see anything wrong, the rest of the group is not aware of any problem. That is until a shriek is ripped from the bow-woman's throat as she is suddenly hurled across the room toward Davos!

Cara-throw!: 1d20 + 14 ⇒ (6) + 14 = 20 Miss

Davos feel a gust of wind as Cara hurtles past and hears the crunch as she slams into the wall.

Damage to Cara: 2d6 ⇒ (2, 5) = 7

Cara, yo ucan make a DC 23 fortitude save in order to act this round. If not then you can take no action

Knowledge religion DC 24:

This is some kind of haunt. As such you know it can only be damaged by positive energy

Round 2 - Heroes

Map


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

They enter the abbey and Erek shudders. Just being in here makes every fibre of his being recoil. It is more than just the musty smell and strange sounds that are the norm for ancient buildings as they slowly with age, or the hints of whispers as though there are spirits trapped within that beckon him to join them. It isn't even the cold, the dank creeping
Chill of the crypt. No, the inquisitor can feel the atmosphere of the place envelope them like an oppressive shroud. He knows they enter the lair of evil ancient and profound and his instincts scream at him to prepare to face horrors to match those of the pit.

He smiles grimly and says "Be careful."

He stoops down and touches the cold stone floor, mumbling words of power under his breath. He touches the symbol of Iomadae to the flagstones and unleashes the power of his god

cast consecrate on this area


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

spells:

Lvl 1:
divine favour
ear piercing scream
hex ward
Hide from undead
Interrogation
Protection from evil (used)
lvl 2:
Abeyance
Consecrate (used)
Righteous blood
see invisibility
Silence x2
lvl3:
Aura of inviolate ownership
Cast out
Searing light x3 (1 used)
lvl4:
divine power
Holy smite x3
Stoneskin (used)
Lvl5:
Righteous might


Erek touches the cold ground, the stones themselves once part of a great Pharasmin Abbey. But this place has long since lost any semblance of holiness.

As soon as he begins incanting his prayer the whispers grow louder and more persistent and he feels the utterly overwhelming feeling of death and evil. Not even in the Worldwound did he experience anything quite so black and not only does his spell fail but horrific visions of rotting phantoms rise up before him, threatening to overwhelm him.

Erek will save: 1d20 + 18 ⇒ (10) + 18 = 28

He resists. But he can still feel the chill in his spine.

That Consecrate spell was completely overwhelmed by the aura of evil this place has


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Knowledge Religion: 1d20 + 29 ⇒ (15) + 29 = 44

Markus hold up his holy symbol as Davos is knocked over. "This place is pure evil. Another haunt, positive energy is the only thing to defeat it. Use holy water if you have it, There's some in my bag." He then drops his bags and begins to chant calling forth a blast of holy energy spreading out from him.

CPE: 7d8 ⇒ (2, 2, 8, 2, 7, 7, 4) = 32


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Jon curses savagely as The haunt begins to manifest.
where the hell is it Markus? I can't see anything! he hisses as he looks around.
He can feel the haunt all around them but cannot pin point it's location.
Drawing upon his powers he unleashes a blast of holy energy .

holy smite: 5d8 ⇒ (8, 6, 7, 6, 2) = 29

casting holy smite j, blast centred on myself , 20 foot radius burst


As first Markus sends out a radiance of holy light and then Jon follows it with a blast of his own, the whispers begin to dissipate before silence falls. Though Markus knows it is only a matter of time before the whispers return to play havok once more.

Perception DC 28:

From ahead, you hear the snuffling of many creatures chewing and feasting. You only need to move about 20 feet forward to see what is causing this


Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf

Spinning around and scans for any signs of Cara "Cara are you ok?!"

"Is the haunt gone? I cant hear the whispers" he says grabbing a stone of the cold floor and casts light launching it into the darkness

Heroism 50%, Prot from evil, shield, life bubble, fly 50%

Spells:

Open/Close
Light
Identify
Detect Magic
Prestidigitation
1st Level (6 + 1 evocation spell per day)
Magic Missile -
Shield - 1
Mage Armor -
Protection from evil -
Liberating command - 1

2nd Level (6+1 evocation spell per day)
Scorching Ray - 1
Mirror Image - 1
Invisibility - 1
Glitterdust - 1
Rope Trick - 1

3rd Level (6+1 Evocation spell per day)
Fireball - 1
Haste - 1
Fly -
Dispel Magic - 1
Chain of Perdition - 1
Heroism -

4th Level (5+1 Evocation spell per day)
Empower Scorching ray - 2
black tentacles - 1
Greater Invisibility - 1
Wall of fire - 1
Emergency Force Sphere - 1

5th Level (4+1 Evocation spell per day)
Teleport - 2
Lighting Arc - 1
Empowered Fireball -1
Icy Prison - 1

6th Level (3+1 Evocation spell per day)
Sirocco - 1
Forceful hand - 1
Freezing Sphere -

7th Level (2+1 Evocation spell per day) +2 dc evoc
Prismatic Spray - 1
Empowered lighting arc - 1
Reverse gravity - 1

Versatile Evocation 10rnds/
Elemental manipulation 13rnds/
Intense spells +6

Items
Arcane bond 1/
Mist Projector 20/
Rod lesser extend 3/2
Rod Ectoplasmic 3/
scroll of teleport
scroll of control water


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

"It's gone for now.. But it will be back, we have to move fast." He focus on his holy symbol casting a spell into it lighting up the entire area as if with daylight. "There's something up ahead, don't let your guard down for once in this place." Markus then steps forward attempting to reveal what is ahead of them.

Casting daylight on my holy symbol

Daylight:
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

"I am well and here Davos" - Caradwen chuckles - "I think I will remain unseen for now" - she adds, her words followed by others of arcane nature.

UMD Wand of Gravity Bow: 1d20 + 22 ⇒ (15) + 22 = 37

Casting also Mirror Image :P

The bard then follows Markus, bow at the ready.


Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

Morbar follows suit - "This place is as foul as can be lads - haunts and restless souls at every turn" - the dwarf grumbles, staying close to his companions.

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