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

Game Master JamZilla

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Heh. Had no idea that would work! Raj chuckles. Let's just hope no other spirits overheard an' took exception to it!


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

"Indeed. Let us continue with haste though." Zed gives the room a scan detect undead, detect magic, perception... to look for loot or any other dangers before continuing onwards with the rule of left.


Despite how thoroughly he searches, Zed finds nothing else of interest in the room, either supernatural or of value.

Following that, he leads the rest on to the next room.

A huge stone furnace dominates this room, large enough for a child to climb inside. An ancient fire has burned away the entire east wall the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.

A door also leads south from here.


Inactive

"Well, slowly but surely we're making progress," Hazel offers bravely as they peer about the partially flooded room. "I guess maybe part of the ground outside must have eroded away...or there's been a lot of heavy rainfall over time."


INACTIVE - GAME DIED

Constantin looks at the furnace curiously and says, "Wonder if there's anything in there? If the furnace wasn't on at the time of the fire, it would have offered great protection from the flames outside. Though not from the heat."


retired

before we press on much further, do we know who all has holy waters (and how many) and those haunt siphon thingies?

Vala's got one holy water herself


I think Hazel is looking after the loot...? Or am I wrong?


retired

Hazel's got a handy sheet of what's been found and who may have claimed it, but she's not tracking everyone's individual items, the quantities they might have, or what's been used.


Ah I see. Well from memory I think you have used one of the holy waters and none of the siphons


As you move further into the room, Zed's instincts begin to tingle and he feels the now almost persistent presence of necromantic energy.

Round 1 - Heroes

Latest Map


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

"More undead." Zed whispers. He tries to locate the source.


Inactive

Round 1

Getting somewhat used to this whole song and dance, Hazel simply nods at Zed's warning and reaches up to touch her starknife which begins to glow a light green. She looks around expectantly...

Standard action to activate the Holy Strike blessing; good for one minute.


As the others tense and Zed indicates the presence of undead, Raj stands guard, his eyes flicking around the room.

The furnace's grate is black and dark and yet so like the murderous grin of a stalking killer that Zed finds his gaze settles on it time and again, even as he explores the other side of the room.

The fire that swept through the prison has completely destroyed the eastern wall of the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.

The inquisitor takes his time searching the room, poking through the rubble of the east wall, tentatively trying the door to the south west and finding unsurprisingly that it too is stuck, and yet always, his eye is drawn to that furnace.

That somehow grinning furnace.

That grate, so like an eager mouth ....and the flames that lick hungrily inside....

Those vents, so like a furrowed brow and watchful eyes ....and the deep red glow of a gaze that would strike him down if looks alone could kill...

The musty smell of damp and age ...that for some reason reminds him so much of the rising stink of burning flesh....

The inquisitor's stomach drops as he perceives it all at once, the nagging sense that undead reside somewhere in this room. He sees the furnace animate before his very eyes into the hideous, hungry thing he had imagined. And knowing instinctively, it is he it intended to feast on.

But this man has a will of iron and in the face of Armageddon he shows no compromise.

Round 1 - Enemy

The suddenly animate furnace spews out smoke and the red glow of it's burning interior lights the room in an eerie crimson.

It's grate flies open and a burst of flame belches forth, streaking across the room and scorching the inquisitor.

Touch attack: 1d20 + 3 ⇒ (13) + 3 = 16
Fire damage: 3d6 ⇒ (2, 4, 6) = 12

Round 2 - Heroes

Knowledge religion DC 14:

This is a haunt and not a specific creature. Damaging the furnace with weapons will be practically impossible, it is a thick, cast iron that has weathered decades. Positive energy is likely your only hope

Zed:

You detect the presence of a haunt in the room, obviously the furnace

Perception DC 20:

Sitting in the raging mouth of the furnace appears to be something largely intact. It looks like a human skull

Vala and Constantine, you may take round 1 and 2 actions although bear in mind it did not manifest until after your first round of actions


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

Knowledge (religion): 1d20 + 4 ⇒ (5) + 4 = 9 +1 vs undead
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Zed gasps in pain at the sudden burn, dropping back and narrowing his eyes. "There's a skull in the furnace, it must be the focus of the undead!" He lets out a blast of positive energy at it.

Ranged Touch: 1d20 + 3 ⇒ (9) + 3 = 12
Positive Energy Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Inactive

Round 2

Kn. Religion: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

"The furnace is a haunt! Use positive energy!" Hazel calls out. Hoping that the others still have enough power left to take care of the haunt, she does the only thing she can think of and moves forward in an attempt to get the thing's attention.

Moving forward a pace or two towards the furnace and then going total defense; +4 to AC.


INACTIVE - GAME DIED

Constantin hears Zed's words and looks like he's about to try a long shot. He grips his long spear and waits for an opening.

Based on what zed said, I am gonna try something, dunno if it's feasible. Constantin is going to wait for the furnace to open, then try to spear the skull (with reach) and pull it out.

Longspear: 1d20 + 1 ⇒ (11) + 1 = 12


retired

Vala nods grimly at Zed's words and waits for an opening before following Hazel's suggestion.
Disrupt Undead: 1d20 + 2 ⇒ (12) + 2 = 14for: 1d6 ⇒ 6

No round 1 action unless worth doing, sadly

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets:

Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues* [ ]
Ongoing Effects


Zed realises the skull is the focus of this particular haunt and both he and Vala level their hands and unleash a blast of positive energy at it. Vala sees hers wash over the skull but unfortunately the inquisitor's aim is wayward and the beam harmlessly lights up the wall behind the furnace.

Constantin tries to reach in and hook out the skull but he withdraws his spear only to find the tip to be smoking from the sudden heat.

Zed and Constantin miss

Kaz rushes forward and tries to menace the thing with his own spear, hoping to give Constantin a better opportunity on his next strike.

1d20 + 1 ⇒ (16) + 1 = 17 Success - Constantin you have +2 to attack next round.

Round 2 - Enemy

Raj also tries to present a formidable figure but another blast of flame streaks out of the furnace and scorches Constantin.

Touch attack: 1d20 + 3 ⇒ (16) + 3 = 19 Hit
Fire damage: 3d6 ⇒ (6, 4, 5) = 15

Round 3 - Heroes


retired

Vala sends another pearlescent, needle-thin beam lancing toward the haunt, but unfortunately this time it just strikes the iron grate with an ineffectual ping.
Disrupt Undead: 1d20 + 2 ⇒ (3) + 2 = 5for: 1d6 ⇒ 6

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets:

Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues* [ ]

Ongoing Effects


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

Damn, this thing hurts. I'll be out of class to post soon.


retired

Knowing that I don't have any and given this chucker is a haunt and not a poltergeist, I ask again: who's got dem haunt siphons, yo?! =P


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 frowns and fires another ray of positive energy!

Ranged Touch: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Both misses from Vala and Zed, I'll fluff it up in a bit. Haunt Siphons are probably a good idea. Tip brought to you by GM-JZ's Survival Tactics (c)

Since I'm currently botting him, let's assume Raj does not have the siphons


Inactive

Based on this post in the Discussion tab and this post from Gameplay, it looks like Kaz has anywhere from 1 to all 5 haunt siphons. Though since Kaz is also being kinda botted at the moment, maybe we could retcon slightly and say that Constantin has one or two of them as well?


Let's just go with one each? I don't mind retconning it in which ever way you want


INACTIVE - GAME DIED

"Argh!" Constantin shouts as the flames scorch him badly. He posts his spear with a muttered curse and fumbles for the haunt siphon, then shouts out, "I'm going to use the siphon to trap it! I don't know what kind of supernatural energy it holds - don't look into the trap!"

Haunt siphon damage: 3d6 ⇒ (4, 4, 2) = 10


Inactive

One each sounds fine to me!

Round 3

As it becomes clear that this particular haunt is both strong and very dangerous, Hazel also pulls out her haunt siphon and prepares to use it if Constantin's doesn't prove enough to subdue it.

Move action to retrieve the item, standard to use it. I'd rather not waste it if Constantin's does the trick but if not, here's the damage.

Haunt Siphon: 3d6 ⇒ (3, 4, 5) = 12


I looked at the trap, Constantin...! Raj says, wide-eyed as the psychic twists off the top and releases the eldritch energy within.

The green smoke snakes over the rim of the jar like creeping fingers and then in a sudden rush billows out, far too much than could logically be contained.

Then, just as suddenly, the smoke is sucked back in - all happening in the space of mere seconds.

The furnace emits a long, low groan and the fire within sputters and goes out.

Combat Over


Hazel, the furnace was done after the first siphon so keep the other one

Reminder of haunt siphon powers:

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash


retired

Vala sighs heavily as the haunt's screams and the roar of flame is silenced by Constantin. "Oh, thank heavens. That was dreadful!" She then gasps at Constantin and hurries over to him, "Good gracious, look at you! Let me help, dear."

healing hex: 1d8 + 3 ⇒ (5) + 3 = 8
cure light wounds: 1d8 + 3 ⇒ (1) + 3 = 4

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets: Constantin
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [X] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues* [ ]

Ongoing Effects


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

Does that mean a used haunt siphon can heal me?

Zed grunts at his burn marks, looking at his hands as well. This ability is both a blessing and a curse. The irony of my using it anyways.


retired

I'd guess they wouldn't Zed, just based on the idea that negative energy (harm living) and negative energy (heal undead) seem to work like their positive energy opposites.


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

But I want to consume the souls of the haunts for vigor! Muahahahahah!!!

Zed summons malevolent negative energy to heal his burn wounds.

ILF: 1d8 + 3 ⇒ (7) + 3 = 10

With a sigh he nods. That should do for now.


Inactive

"Good thinking," Hazel says with a sigh of relief as the haunt dissipates. "I hadn't realized that these haunts can affect so many different things. That one seemed really strong though, stronger than some of the others we've found. I wonder if it was because of the furnace or if there's another reason?"

Noticing that Constantin is still quite injured even after Vala's attempts to mend his wounds, she reaches into her bag and pulls out one of the healing potions they'd found earlier. "I've still got a couple, plus there's the ones Raj found in those side rooms," she comments as she holds it out.


INACTIVE - GAME DIED

"Thank you, Vala," says Constantin with some obvious relief as healing energy floods through his badly-burned body. He slumps back against a wall, then winces and stands up, and takes a few moments to pat out the flames that still lick parts of his clothing.

"I think I'm well done," he says ruefully. "Save the potion, Hazel -- Vala's at least put me mostly together. I'll finish this with a mild sunburn!"


retired

Vala looks to Zed with a frown, "I'm sorry I can't be the same help to you, dear."


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 looks at his burned hands. "You have nothing to apologize for. This curse is not your burden to bear. I only apologize that in my studies I was forced to learn this destructive magic to keep myself alive, meaning I cannot aid in your wounds. But things that cannot be changed should not be dwelled upon. Let us continue."


Zed tries the next door, the one to the south and to his surprise it opens easily.

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.

The is a door in the south west corer of the room which logically must be beginning to circle back to where you began in the foyer.


INACTIVE - GAME DIED

"Who had the betting pool on 'animated training dummies'? I think you're about to collect," Constantin quips.


retired

Vala smirks at Constantin's stab at humor but can't bring herself to chuckle. She does, however, nod at the gaping hole in the ground. "If the stairs down are still blocked from the collapse Hawkran triggered, maybe we can access the lower portions of this dreadful place through that sink hole." It's obvious that while she may be willing to attempt the presumed climb if it's necessary, she's certainly not keen on the idea.


Raj's lip curls at the prospect.

I gotta be honest, I don't fancy going down into the bowel less we have to. We ain't even been upstairs either.


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 gives a soft "Hmm" at Constantin's words, then takes out his crossbow and fires it into the nearest dummy.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 ⇒ 3


retired

Vala nods at Raj's suggestion as Zed's bolt thunks into one of the weathered dummies. "I agree with you, dear. I'd much rather take a look at the second floor before clambering down into whatever mess that made. Nethys knows how difficult it might be to get back out."


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Zed's bolt slams into the training dummy. A plume of dust bursts out of the back and glitters in the light that pours weakly in through the collapsed wall.

Suddenly, the dummies all lurch to life at once, stumbling forward on wooden legs, arms raised with spectral force.
.
.
.
.
The inquisitor shakes his head at the vision, as if wiping cobwebs away. He watches the bolt thud harmlessly into the dummy.


Inactive

"Well, that's one way to test it," Hazel remarks. "And count me in the bunch agreeing with Raj, I'd really like to finish looking around this floor and the second one before we head down. Even though it's mostly been spooks that we've found, I'd still like to avoid leaving enemies at our backs."


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

"Agreed. The rule of left has a clause about clearing individual floors as long as it's possible. Onwards."


Inactive

"Really? I thought it was just good common sense...didn't realize that there's been a whole procedure drafted for these sorts of things," Hazel chuckles. "Then again, there's always the one fussbudget that insists on having everything written down so I shouldn't be that surprised. Anyway yes, let's keep moving."


INACTIVE - GAME DIED

"Basically, never leave a potential enemy behind you."


Moving on, you enter what must logically be the final place to search on this floor. (There are a couple of doors in the central corridor you haven’t opened but these contain stairs.)

The doors open into a massive auditorium. Several rows of wooden benches, all spotted with mould and sagging with neglect face a stage screened off from the rest of the hall by a wall of iron bars.


retired

"Somehow this place turns even something normally jovial like a stage into a mess of tension and foreboding." Vala shakes her head disprovingly at the room before them, wondering inwardly what twisted haunts or spirits lie in wait within.

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