GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Reflex DC 17: 1d20 + 5 ⇒ (20) + 5 = 25

Hearing the Thunder and Crackle, Stam feels the energy build up and avoids most of the lightning blast.

"By the hairy balls of Asmodeus that was close." Stam scans the clouds for magical traces.

Detect magic on the area around him 360 degrees

Current:

HP 26/45


Kitsune Game Master

It's not hard to guess that this is magical, but I'm not sure it is in reach. What now? Standing there waiting for the next lightning?


Are we at the tippy top?


Kitsune Game Master

You're on the terrace. Going upstairs would require some climbing.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof says softly. Move! They can obviously see us
Then he takes off up the stairs

Climb: 1d20 - 1 ⇒ (12) - 1 = 11


Climb: 1d20 + 7 ⇒ (20) + 7 = 27


Kitsune Game Master

The terrace: 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 begin 50 feet above the ground, and climb another 90 feet before ending at the Skychamber. The stairs are precarious and have no rails to prevent a fall. Any creature ascending the stairs must make a DC 15 Climb check to avoid falling to the ground below.

Spugnoir jumps up the the stairs like a chamois. Grergof is not that lucky after slipping he clings to the wall, happy not to be on the short way down.

You might want to take precautions here.


I hope someone has some rope.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Climb: 1d20 + 0 ⇒ (20) + 0 = 20

Darius gives Grergof a hand up. "Rope is a good idea Spugs." and pulls out his 50ft of hemp rope and hands points to everyone.

"we can all help each other. If one slips the rest brace and hold them. Hope everyone had their spinach this morning."


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam invokes his power, he begins to float up towards the top of the spire.

"I will tie it off once I am up to make things easier."

Levitate

current:

HP 26/45
1st - 2/5
2nd 3/5
3rd 1/4
AR 8/10


Kitsune Game Master

Unbelievable (facepalm). The following is from the basement of the building you're now climbing.

Foxy Quickpaw wrote:
... Stashed inside are a wand of spider climb Spellcraft DC18 with 34 charges and ...
Stam Truthfinder wrote:
"A wand of spider climb, would have been useful at the counts home...


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Did one of us take that?


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

I don't think I added it to my character sheet. I will not use Levitate then

Just before Stam floats up he stops quickly, "I do have this."

Poking each of you with the wand, your hands grow more sticky and you can now climb at 20ft a round.

Current:

HP 26/45
1st - 2/5
2nd 4/5
3rd 1/4
AR 8/10

Disposable:

Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Scroll of Telekinetic Volley
Silver Arrows 10/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 6/50
Staff of the Swarm 10/10


Kitsune Game Master

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. But with your magic skills that is now no issue.

What is an issue though is that there is still lightning.
Lighning Darius: 3d6 ⇒ (6, 3, 3) = 12
Lighning Grergof: 3d6 ⇒ (1, 3, 6) = 10
Lighning Spugnoir: 3d6 ⇒ (5, 2, 2) = 9
DC17 for half

Just beneath the observatory at the top of the tower, a series of 10-foot-high arches breaks the perimeter of the column, forming a crude monopteron. As in the temple below, the floor is inlaid with a butterfly mosaic, more protected from the ravages of time by the roof above it. To the north, a flight of stone stairs leads up to an opening in the ceiling.
Inside there are four medium sized werewolves in hybrid form.

Knowledge Local DC14:
They are from the Silverhide Tribe, recognizable by the silver back.

On the top of the tower you see a red wolf looking over the battlements once or twice, every time shortly before lightning strikes.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

K. Local: 1d20 + 11 ⇒ (17) + 11 = 28

"Silver hides, Good day, I am Stam Truthfinder and we have come to talk."

diplomacy: 1d20 + 13 ⇒ (3) + 13 = 16

Silver Hide Info:

Mordrinacht or Silverhides: The Mordrinacht, colloquially known as the Silverhides for their gray-white fur, are more aggressive than the Broken Ones, yet possess more composure and subtlety than the other tribes. The Mordrinacht rarely form standard packs, instead living much of their lives as solitary individuals or lone wolves. Only in times of great importance do they unite and form organized packs. More so than all the others, the Mordrinacht have been successful at blending in with normal humans and living secretly within their communities, with a few bold individuals even settling in some of Ustalav’s major cities. Descended from those aff licted with lycanthropy by the ancient high priest of Desna, the Mordrinacht have long gathered at the Stairs of the Moon to pay homage to the spirit of their ancestor, the vilkacis. It is no secret that the Silverhides’ current leader, Mathus Mordrinacht, has had designs on the position of packlord over all the packs of the Shudderwood for some time.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6

"Bzzzt OW!!"

Darius shakes his head. "This lightning is starting to become a nuisance."

Darius makes his way up and comes up next to Stam just as Stam introduces himself. Then downs the Barkskin potion. Before wiping his mouth and whispering to Stam "What're the chances this doesn't turn into a fight."


Kitsune Game Master

The chances are naught.
Everyone coming up is greeted by a wolf.
Bite Stam: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 5 ⇒ (2) + 5 = 7
Bite Darius: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 5 ⇒ (7) + 5 = 12

Grergof, Spugnoir, to avoid that you could pass on to the next floor. Or I'll add attack rolls for you too.


Reflex: 1d20 + 9 ⇒ (18) + 9 = 27

Spugnoir manages to avoid most of the lightning and will engage the werewolves with the others.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Grergof heals himself after being zapped by lightning.

Lay on Hands (2/8): 4d6 ⇒ (4, 2, 4, 4) = 14

Are we still invisible? Wouldn't they have a miss chance? I know the mage can see us, but what about the others?

If I'm spider climbing Grergof joins the others facing the warewolves, but leaves the stairs and tries to climbs up in such a way that when he steps on the battlements he provides flanking on the werewolf attacking Darius. and once he has his feet on the ground he draws his silver flail.

I should I assume more then 7 minutes have passed since we entered the temple? So my flail is no longer magic and the shield bonus is warn off?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

If it's more than 7 mins then lots of my stuff have worn off as well. Good thing I downed that Barkskin.


Kitsune Game Master

Clarification: there is a story with the for werewolves in. There are several 10 ft high arches in the wall where you could slip in. If you make it past the wolves. And then there is one story above that - open to the sky - where the red wolf checks over the battlement whom to zap. I assume you go in below to help Darius. Though you'd have to fight through your personal wolf before doing that. Everything used at the start has run its course.

Bite Grergof: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 5 ⇒ (5) + 5 = 10
As Grergof tries to enter the tower he gets bitten in the shoulder.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam reels back as the wolf bites him, "Do not say that we did not warn you." Can Stam 5' step back over the edge with spider climb?

Current:
HP 19/45
1st - 2/5
2nd 4/5
3rd 1/4
AR 8/10

consumable:

Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Scroll of Telekinetic Volley
Silver Arrows 10/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 6/50
Staff of the Swarm 10/10


Kitsune Game Master

Yes


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Whats the AC bonus for the potion of Barkskin?

Darius takes the bite from the werewolf and calls out in pain. He taks a step back, reaches back like he's drawing a spear from the sky and suddenly a bright whits spear of light appears which he then throws at the werewolf at point blank range.

Concentration to cast Defensively: 1d20 + 11 ⇒ (11) + 11 = 22

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 3d8 ⇒ (8, 3, 2) = 13

Casts Spear of Purity:
School evocation [good]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect spear-shaped projectile of good energy
Duration instantaneous (1 round)
Saving Throw Will partial (see text); Spell Resistance yes
You hurl a pure white or golden spear of light from your holy symbol, affecting any one target within range as a ranged touch attack.

An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is blinded for 1 round. A successful Will save reduces the damage to half and negates the blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not blinded. The spear has no effect on good creatures.


Kitsune Game Master

Darius hits the wolf with the light spear, cut it is clear that it will need a few more of these to end it.


Battle stats:
HP 50/54
AC 16/12/14 (20/14/16 with mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen,Heroism+2 morale bonus on attack rolls, saves, and skill checks. 70 minutes,Pain -4 attack,skill,ability
Bombs:6/11

Spugnoir throws a Grease Bomb at the werewolves, avoiding his allies
Grease Bomb,PBS,PS,Touch,Mutagen,Pain,Heroism: 1d20 + 11 - 4 + 2 ⇒ (20) + 11 - 4 + 2 = 294d6 + 5 ⇒ (6, 3, 6, 2) + 5 = 22
Crit check: 1d20 + 11 - 4 + 2 ⇒ (11) + 11 - 4 + 2 = 201d6 ⇒ 4
Grease Bomb When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. 17 DC


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof lets his big silver flail do his biting back for him

Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (20) + 12 - 2 + 2 = 32
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Confirm Crit: 1d20 + 12 - 2 + 2 ⇒ (4) + 12 - 2 + 2 = 16
Crit Damage: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18

Then he calls upon Sarenrae to refresh him in this fight.
Lay on Hands: 4d6 ⇒ (2, 3, 1, 1) = 7


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam puts away his wand of Grease seeing as everyone has move in, taking out the Staff he got, Stam takes a step back up on the platform looking for the caster.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Stam holds the Staff high, "Invita Insectus"

Insect Plague 3 charges, 7 remaining, they don't move they are stationary

3 swarms of wasps occupy the space of the warewolves up here.

Stats:

Wasp Swarm
A low, ominous buzz announces the arrival of a mass of many thousands of angry, stinging wasps.

WASP SWARM CR 3

XP 800

N Diminutive vermin (swarm)

Init +1; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)

hp 31 (7d8)

Fort +5, Ref +3, Will +3

Defensive Abilities swarm traits; Immune weapon damage

OFFENSE

Speed 5 ft., fly 40 ft. (good)

Melee swarm (2d6 plus poison)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 13), poison

STATISTICS

Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9

Base Atk +5; CMB —; CMD —

Skills Fly +11, Perception +9; Racial Modifiers +8 Perception

SQ swarm traits, vermin traits

ECOLOGY

Environment temperate forests

Organization solitary, pair, fury (3–6 swarms), maelstrom (7–12 swarms)

Treasure none

SPECIAL ABILITIES

Poison (Ex) Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.

A wasp swarm is a flying mass of thousands of carnivorous wasps. In such large numbers, they become voracious hunters, capable of taking down large creatures with their venom-filled stings. While a wasp swarm is capable of inflicting hundreds of stings, its true danger arises from its insatiable appetite for meat.

Wasp swarms surround and attack any living prey in their paths, and are swift to seek out new prey once their anger is aroused. An enraged wasp swarm often loses track of its hive or the original source of its anger, and presented with a constant series of new targets to swarm and sting, a swarm can continue its rampage nonstop until it is destroyed or dispersed.

Wasp damage/DC 13 fort save: 2d6 ⇒ (1, 4) = 5

Wasp damage/DC 13 fort save: 2d6 ⇒ (4, 1) = 5

Wasp damage/DC 13 fort save: 2d6 ⇒ (5, 5) = 10


Kitsune Game Master

Spugnoir hits a werewolf and catches another one on the splash.
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19

Reflex Grease: 1d20 + 7 ⇒ (1) + 7 = 8
Reflex Grease: 1d20 + 7 ⇒ (19) + 7 = 26
The werewolf hit directly falls prone. The other avoids most of the splash and doesn't slip.

Stam invites three swarms of wasps on the floor above to get back at the caster who douses them in lightning. But as hard as the wasps try, they are a mere nuisance to the werewolves. DR10/silver But Stam earns himself another strike of lightning for doing that.
Lightning DC17: 3d6 ⇒ (1, 1, 4) = 6

Grergof gives one werewolf a severe beating. But even that one can take more than Grergof can dish out.

Wolf Darius (13)
Wolf Stam (0)
Wolf Spugnoir (31)
Wolf Grergof (29)
Red Wolf (0)
Big Bad Wolf
Down the stairs comes a big, strong specimen of the silverhides, wielding a large sword in one and a dagger in the other.

The wolfs keep attacking.
Stam
The Wolf tries too claw at Stam, but as he 'stepped back' at the vertical wall it can't reach him.
Spugnoir
Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
The wolf gets up and carefully steps out of the grease to attack Spugnoir.
Bite: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 5 ⇒ (8) + 5 = 13
Darius
Acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
The wolf tries to step out of the grease but falls prone.
Grergof
Bite: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 8 ⇒ (14) + 8 = 221d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 4 ⇒ (3) + 4 = 7
The wolf didn't respond well to the beating with the flail. He's all teeth and claws in Grergof's face.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam Next Turn, just to keep the action going

"Gods be damn that Hurts" Stam shouts as the bolt strikes him

Stam pulls out a scroll, "Now I get to use these." Invoking the final incantation on the scroll the magic feeds down Stam's arm into the quiver at his side. 4 Silver tipped Arrows begin to hover around Stam's head and shoulders.

Telekinetic Volley

reflex save: 1d20 + 5 ⇒ (1) + 5 = 6

Current:

HP 13/45
1st - 2/5
2nd 4/5
3rd 1/4
AR 8/10

consumable:

Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Silver Arrows 10/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 6/50
Staff of the Swarm 7/10


Looking rather well done there, best pull back


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Barkskin Active, so AC is 19 (I think) someone check me

Darius goes full defensive, deciding not to leave Grergof without some kind of backup and retreats away from the wereolf for 5ft then then magically two floating longswords appear before Darius to block the werewolf's attacks.

Concentration to cast defensively: 1d20 + 11 ⇒ (14) + 11 = 25

Casts Hedging Weapons:
School abjuration [force]; Level antipaladin 1, cleric 1, inquisitor 1, paladin 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range personal
Target you
Duration 1 minute/level (D)

DESCRIPTION

A weapon made from divine force appears and floats near you.

This weapon takes the shape of your deity’s favored weapon (if you have no deity, the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels thereafter—two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level). As a standard action, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown).

On a successful hit, the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard weapon of its type, but no other special abilities. Because it deals force damage, DR doesn’t apply.

Each weapon thrown lowers the total deflection bonus to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.

AC for Darius is now AC21 if my math is right. If the Barkskin gives me more it could be higher.

"We can't leave Grergof to fend them off alone. Hit them while they're down." Darius says still brandishing the silver dagger.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam looks at the casting were wolf, smiling "It is your time now pup!"

I could have launched an arrow apparently when I cast the spell, I will do both you decide if I can do both or not

Telekinetic Silver arrow: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 311d8 + 2 ⇒ (1) + 2 = 3

Telekinetic Silver arrow confirm: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 211d8 + 2 ⇒ (5) + 2 = 7

Telekinetic Silver arrow: 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 301d8 + 2 ⇒ (6) + 2 = 8


Stam, you look like you would go good with BBQ sauce right now, I'll give you a potion or should I bomb again?


Kitsune Game Master

You got a fair chance to knock out your wolf. This would save the party three attacks. Same is true for Grergof.

Stam calls out a caster duel and the red wolf accepts. But Stam has a lot to catch up so far. He starts out great with a critical hit, but the wolf can take that. The retaliation comes immediately in form of another strike of lightning.
Lightning DC17: 3d6 ⇒ (5, 3, 5) = 13


Battle stats:
HP 50/54
AC 16/12/14 (20/14/16 with mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen,Heroism+2 morale bonus on attack rolls, saves, and skill checks. 70 minutes,Pain -4 attack,skill,ability
Bombs:5/11

Spugnoir grease bombs the wolves again
Grease bomb,touch,etc: 1d20 + 9 ⇒ (14) + 9 = 234d6 + 5 ⇒ (5, 4, 6, 4) + 5 = 24
Grease Bomb When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. 17 DC


Kitsune Game Master

Spugnoir ends his wolf, but not before drawing an attack of opportunity.
Bite: 1d20 + 9 ⇒ (7) + 9 = 161d8 + 5 ⇒ (6) + 5 = 11

Grergof again hits his wolf too, killing it in the process.

Of the remaining wolfs one leaves Stam and attacks Spugnoir. Balancing through the grease it bites him.
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Bite: 1d20 + 9 ⇒ (10) + 9 = 191d8 + 5 ⇒ (5) + 5 = 10

Darius with his defensive approach manages to not be hurt.
Bite: 1d20 + 9 ⇒ (3) + 9 = 12
Claw: 1d20 + 8 ⇒ (6) + 8 = 14
Bite: 1d20 + 8 ⇒ (2) + 8 = 10

Grergof gets attacked by the packleader of the silverhides wiht a large blade.
Sword: 1d20 + 11 ⇒ (13) + 11 = 241d10 + 4 ⇒ (7) + 4 = 11


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

which one is the caster?


Kitsune Game Master

None of those on the level with Grergof. The caster is still on top of the tower.
Wolf Darius (0)
Red Wolf Stam (18)
Wolf Spugnoir (0)
Big Bad Wolf Grergof (0)


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Staggered by the last bolt, his skin blackened from the heat and intensity of the bolt. Stam will move away from the edge and away from the lightning bolts hopefully.

0/45 HP
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

Curret:

HP 0/45
1st - 2/5
2nd 4/5
3rd 1/4
AR 8/10

Consumable:

Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Silver Arrows 10/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 5/50
Staff of the Swarm 7/10


Got your back, Stam


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Gregof would have used lay on hands himself last round as well as attacking. Can I retroactively do that?
Lay on Hands (last round): 4d6 ⇒ (3, 2, 6, 6) = 17

If I did heal myself last turn, Grergof declares the big bad wolf the target of his smite. If not he heals himself this turn
Grergof focuses then attacks the Big Bad Wolf attacking him.

Heavy Flail - Power Attack + Furious Focus + Smite if evil: 1d20 + 12 - 2 + 2 ⇒ (7) + 12 - 2 + 2 = 19 + 3 if evil
Damage + Power Attack + Smite: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15 + 7 if Evil

Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 + 3 If evil
Damage + Power Attack + Smite: 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14 + 7 If Evil

AC 24 VS Big Bad if he is evil


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius AC21

Darius with moves in and feeling a little ridiculous with his measly silver dagger keeps his werewolf busy and off of Grergof till the Paladin finishes his own werewolf off and comes over to smash this one.

"C'mon ye ugly mutt, lets dance a jig."

Darius says as he stabs at the werewolf. The floating defensive swords parting briefly to let Darius attack.

Attack Silver Dagger: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Yay! Max damage!

Then floating sword swing in front of Darius ready to deflect any incoming attacks.


Kitsune Game Master

Big bad evil wolf is evil and gets to feel the wrath of Sarenrae in addition to the wrath of Grergof. But only the first swing hits. But it is immediately clear why he is the pack leader. This one will be a hard fight.
Damage BBW: 22

Darius too stabs his wolf. This will also be a hard fight. But for other reasons.
Damage W: 5

Stam crawls into the tower and gives up on the caster duel. Luckily for him all enemies are too busy to cause him more trouble.
Spugnoir?


SPugnoir feeds Stam a CMW extract
CMW: 2d8 + 7 ⇒ (6, 6) + 7 = 19


Kitsune Game Master

Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Leaving the wolf alone to move to stam is a good deed that doesn't go unpunished.
AoO Claw: 1d20 + 8 ⇒ (9) + 8 = 171d4 + 4 ⇒ (3) + 4 = 7

The lightning ceases for now as there are no targets visible for the red wolf. But the three on this level of the tower are enough for the party to have their hands full.
Grergof vs. BBW
Sword: 1d20 + 11 ⇒ (5) + 11 = 16
Sword: 1d20 + 6 ⇒ (19) + 6 = 251d10 + 4 ⇒ (6) + 4 = 10
Dagger: 1d20 + 10 ⇒ (7) + 10 = 17
Dagger: 1d20 + 5 ⇒ (7) + 5 = 12
Grergof is confronted with a barrage of blades but only one slash comes through.

Darius
Darius has to fight with more bestial attacks. But most of them are blocked by his protective spell and his armor.
Bite: 1d20 + 9 ⇒ (11) + 9 = 20
Claw: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 9 ⇒ (6) + 9 = 15

Spugnoir
Spugnoir is followed by the wolf he just left behind and gets bitten.
Bite: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 5 ⇒ (5) + 5 = 10

And all of you again.


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

Stam feels the horrid healing potion course through him, "You didn't put any of those troll bits into that one did you?"[b/] Stam smiles after making the bag joke.

[b]"Thanks again." Pushing himself off the pillar he was leaning against, Stam sets his feet ready to continue


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"ugh!" Darius groans as a bit gets through and blood gathers on his tunic.

He stabs forward with his silver dagger wildly trying to press the werewolf back and glances over to look at Grergof.

Silver Dagger Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

"How're you doin Gregof? Stam? Spugs?"


HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9

"If we clear them from here we can gang up on the caster above!" Stam shouts above the battle.

Telekinetic Volley: 1d20 + 4 + 7 - 4 ⇒ (14) + 4 + 7 - 4 = 211d8 + 2 ⇒ (6) + 2 = 8

Stam launches another arrow at the Werewolf that attacked Spugnoir.

2/4 arrows left

current:

HP 19/45
1st - 2/5
2nd 4/5
3rd 1/4
AR 8/10

Consumable::

Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Silver Arrows 10/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 5/50
Staff of the Swarm 7/10


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

This one is well trained, I may be a bit... Grergof replies as he madly fends off the attacks coming from every direction.

Then as he gets a break in the attack pattern he refreshes himself and tries to stoke back with his flail.

Lay on Hands: 4d6 ⇒ (6, 5, 1, 5) = 17

Attacks:
Heavy Silver Flail - Power Attack + Furious Focus + Smite Evil: 1d20 + 12 - 2 + 2 + 3 ⇒ (4) + 12 - 2 + 2 + 3 = 19
Damage + Power Attack + Smite Evil: 1d10 + 6 + 6 + 7 ⇒ (10) + 6 + 6 + 7 = 29
Heavy Silver Flail - Power Attack + Smite Evil: 1d20 + 7 - 2 + 3 ⇒ (13) + 7 - 2 + 3 = 21
Damage + Power Attack + Smite Evil: 1d10 + 6 + 6 + 7 ⇒ (1) + 6 + 6 + 7 = 20

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