GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Kitsune Game Master

One half of the fight now changes into variant oil wrestling. Grergof has a hard time hitting the demon-wolf, but his second try manages to connect and knocks the wolf out.

The other werewolf tries to get up again - which succeeds. He moves out of the grease and attacks Spugnoir, marking him with a deep cut.
18 Dmg

From the upper floor another demon wolf jumps down. Landing gracefully on his feet and attacks Stam, cutting him badly too. Looking upwards you notice that the next wolf stands at the ready to come down.
16 Dmg

Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
Falchion: 1d20 + 12 ⇒ (7) + 12 = 192d4 + 10 ⇒ (4, 4) + 10 = 18
Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
Falchion: 1d20 + 12 ⇒ (16) + 12 = 282d4 + 10 ⇒ (2, 4) + 10 = 16


Kitsune Game Master

Werewolf(9), Werewolf(0), Werewolf(0, upstairs)
Spugnoir, Darius, Grergof, Stam<--


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 Steps away from the wolf but not into the grease, "This is going from bad to worse."

Stam directs and arrow at the wolf infront of him, as well as striking his foot hard against the ground trying to trip up the wolf.

Arrow: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 2 ⇒ (1) + 2 = 3
ThunderStomp vs CMD: 1d20 + 12 ⇒ (14) + 12 = 26


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)

I’m assuming no one is in reach So Grergof tries to stand up
Accrobatics: 1d20 - 4 ⇒ (10) - 4 = 6
And slips back down, then he tries to do so again.
Accrobatics: 1d20 - 4 ⇒ (7) - 4 = 3

But all he succeeds in doing is a good impression of the keystone cops.


Kitsune Game Master

The arrow does nothing anyway, but throwing an arrow is a standard action. Casting Thunderstomp is too.

Stam throws an arrow at the wolf to no effect. But stomping with his foot surprisingly sends the wolf on the floor, on his back.

Darius robs out of the grease and holding up his holy symbol he casts a spell and floods the room with holy energy. But it is not the one he uses to heal. It is accompanied by an even brighter brighter light.
Holy Smite DC19: 4d8 ⇒ (8, 6, 4, 8) = 26

Will Save Wolf: 1d20 + 3 ⇒ (6) + 3 = 9
Will Save Wolf: 1d20 + 3 ⇒ (16) + 3 = 19
Will Save Wolf: 1d20 + 3 ⇒ (20) + 3 = 23

The wolfs are hit by this light and one of them is blinded by it.

Werewolf(35), Werewolf(13), Werewolf(13, upstairs)
Darius, Grergof, Stam
Spugnoir<--


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Battle stats:
HP 30/61 (22/53 con damage)
AC 16/12/14 (20/14/16 with mutagen)
Saves F8/R8/W4(6 fear) (+6 vs. Poison)
Weapon in hand:Mace+1
Special effects: Heroism (+2 morale bonus on attack rolls, saves, and skill checks.),Con loss 2 (53 hp)
2/13 bombs

I got to get new bombs Spugnoir 5' away from the wolf in his face and adjusts his bombs so only the wolf in front of him is damaged
Bomb,Grease,Selective,Precise,PBS,PS,Heroism: 1d20 + 14 ⇒ (10) + 14 = 244d6 + 6 ⇒ (1, 4, 1, 2) + 6 = 14 DC 19
Bomb,Grease,Selective,Precise,PBS,PS,Heroism: 1d20 + 9 ⇒ (9) + 9 = 184d6 + 6 ⇒ (3, 3, 5, 1) + 6 = 18


Kitsune Game Master

Spugnoir easily hits the not so graceful wolf. But they are not really damaged by the fire. And this time the wolf even refuses to fall down.
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

One wolf immediately comes after Spugnoir, cutting him up badly. At least Spugnoir avoids being bitten.
Falchion: 1d20 + 12 ⇒ (9) + 12 = 212d4 + 10 ⇒ (4, 4) + 10 = 18
Falchion: 1d20 + 7 ⇒ (17) + 7 = 242d4 + 10 ⇒ (4, 4) + 10 = 18
Bite: 1d20 + 5 ⇒ (5) + 5 = 10

The one blinded tries to sniff out where an opponent is and comes for Darius.
Falchion: 1d20 + 12 ⇒ (19) + 12 = 312d4 + 10 ⇒ (1, 2) + 10 = 13
Falchion: 1d20 + 12 ⇒ (20) + 12 = 322d4 + 10 ⇒ (3, 1) + 10 = 14
Miss Chance: 1d100 ⇒ 62

Another wolf jumps down from above. But he badly hurts his dignity by falling prone.
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8

Now steps another wolf to the opening above. By the look of it, the boss of them all.

Werewolf(47), Werewolf(13), Werewolf(13), Wereboss
Grergof, Stam(19), Spugnoir(54)<--
Darius(27)

"Let's get out of here, before they hand us our asses!" Darius suggests.


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 have a 3 turn action that I can do to change out a spell

Stam will take a step, appearing 90' away from the wolves 1 RP if possible, or as far away as I can

Pulling out his spell book Stam changes out a spell, Displacement for Acid Pit, costing 1 RP Stam will then move forward again, trying to angle himself so that he doesn't get attacked Dimensional slide again 1 RP Then cast Acid pit trying to capture as may wolves as possible while pouring extra magic into the spell.1 more RP to increase the DC to 20 Reflex save, 40' deep and 2d6 acid dmg a round, the spell last for 8 rounds

Stats:

HP 18/51
Reservoir Points 4/12
Arcanist Spells Prepared (CL 8th; concentration +12)
4th (3/3)— Acid Pit
3rd (5/5)— invisibility sphere , stinking cloud (DC 17)
2nd (3/5)— Gust of wind, summon monster II , telekinetic volley
1st (2/5)— enlarge person (DC 15), mage armor , magic missile , obscuring mist , thunderstomp
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation, read magic

Consumables:

Wand of Spider Climb 39/50
Scroll of Identify x 2
Silver Arrows 8/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 4/50
Staff of the Swarm 10/10


Kitsune Game Master

As Spugnoir drops to the ground Darius grabs him at the coat and drags him outside.

You need three rounds, to pull that off? Or what do you mean with 3 turn action?


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

3 rounds, if we are running Stam won't do that but he could


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

Since we are outside and away from the Werewolves.

Darius feels a surge of power suddenly as he feels Iomedae's power fill his very being. Level Up

Darius looks down at Spugnoir and places his hand on his chest.

"You're not getting out of this that easy Spugs, we need you!"

Casts Breath of Life:
School conjuration (healing); Level cleric/oracle 5, shaman 5; Domain healing 5

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text

DESCRIPTION

This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.


Breath of Life: 5d8 + 9 ⇒ (1, 5, 7, 5, 1) + 9 = 28

Then two pulses of energy flash from Darius invigorating him and his allies.

Quick Channel Swift Action: 3d6 + 2 ⇒ (4, 6, 1) + 2 = 13

Then Darius stands, hefting his shield and twirling his sword once at his side.
"Gentlemen. Lets show evil that we will not go quietly into the night."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Ughhh...I think we better try running away 27 HP


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

"That is an interesting way to heal someone, Spugs you are great a playing dead." Stam has never seen magic like that before.


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)

Acrobatics: 1d20 - 4 ⇒ (13) - 4 = 9
Acrobatics: 1d20 - 4 ⇒ (16) - 4 = 12

Grergof tries to stand again, slips but manages to catch himself an regain his balance at last.

Whatever you did to make this area slick, is really not helping. Perhaps someone can fix it?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

I'm afraid not, I panicked and didn't make it not effect us


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 will drop his hole under the wolves if possible now


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Statst:
HP 38/61 (27/53 con damage)
AC 16/12/14 (20/14/16 with mutagen)
Saves F8/R8/W4(6 fear) (+6 vs. Poison)
Weapon in hand:Mace+1
Special effects: Heroism (+2 morale bonus on attack rolls, saves, and skill checks.),Con loss 2 (53 hp)
2/13 bombs

If it is Spugnoir's turn, he drinks an extract of Displacement(50% miss chance for 8 rounds)


Kitsune Game Master

Two of the wolves follow to the door, where Darius blocks the way. They both attack him.
Falchion: 1d20 + 12 ⇒ (2) + 12 = 14
Falchion: 1d20 + 12 ⇒ (20) + 12 = 322d4 + 10 ⇒ (3, 3) + 10 = 16
Confirm: 1d20 + 12 ⇒ (3) + 12 = 15

The remaining wolf moves next to Grergof, waiting for him to come out of the greased area.
Falchion: 1d20 + 12 ⇒ (12) + 12 = 242d4 + 10 ⇒ (3, 4) + 10 = 17

The pack leader climbs down the ladder. He doesn't want to take the risk falling on his butt.

After looking something up in his spellbook Stam returns closer to his companions.

Did Darius also heal the wolves? I found no Selective Channeling on your feat list.
Werewolf(34), Werewolf(0), Werewolf(0), Wereboss
Stam(19)
Grergof, Darius(31), Spugnoir(13)<--


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)

Acrobatics: 1d20 - 4 ⇒ (18) - 4 = 14

Grergof carefully moves out of the slippery area getting attacked by the sword as he does so.

So you wish death then? Grergof replies as he carefuly swings his flail in reply.

Heavy Silver Flail - Power Attack + Furious Focus - Fight Defenisevly: 1d20 + 13 - 3 + 3 - 4 ⇒ (18) + 13 - 3 + 3 - 4 = 27
Damage + Power Attack: 1d10 + 6 + 9 ⇒ (2) + 6 + 9 = 17

As he does this he glances back at his companions and shouts over:
Are you OK over there?

AC 24 for the rest of the round


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

Damn. Thought me, Stam and Spugs were outside and far enough away to not heal the werewolves. If they were within range I would have done something else. Ah well. Will make the most of it.

Darius raises his shield defensively after getting hit, as some blood gathers at the side of his mouth while he holds the line. He spits it out and says "Burn you hellsons!"

Darius is gonna cast defensively to avoid any AoO and wants to drop the spell where he can catch both the wolves in the doorway. Not sure if Casting defensively gives me any bonus to my AC.

Concentration: 1d20 + 14 ⇒ (19) + 14 = 33

Casts Flame Strike:
School evocation [fire]; Level cleric 5, druid 4

Casting Time 1 standard action

Components V, S, DF

Range medium (100 ft. + 10 ft./level)

Area cylinder (10-ft. radius, 40-ft. high)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Flame Strike DC20 Ref for Half: 9d6 ⇒ (5, 4, 5, 4, 5, 3, 5, 3, 3) = 37

"Grergof, quite playing around and finish your furry friend off there."

Then back at Stam and Spugnoir. "Stam, Spugs, Get ready, they'll be coming through any second!"


Kitsune Game Master

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

Grergof wounds the wolf in front of him. But Darius goes for the big guns and douses the wolfs in fire. Grergof might even get singed the hairs on his arm as the building is filled out with fire.

The wolf in front of Grergof gets burned badly. One of the two in front of Darius can't take it and goes down, while the other manages to avoid the most of it. Also the pack lord avoids most of the fire.

Werewolf(+), Werewolf(44), Werewolf(9), Wereboss(9)
Stam(19), Grergof(17), Darius(31)
Spugnoir(13)<--


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Spugnoir drinks his Displacement extract


Kitsune Game Master

The packlord moves over to Grergof, calls on his deity and swings his large sword at him.
Attack: 1d20 + 15 ⇒ (5) + 15 = 201d10 + 17 ⇒ (9) + 17 = 26

The other wolfs attack too.
Grergof
Falchion: 1d20 + 12 ⇒ (17) + 12 = 292d4 + 10 ⇒ (3, 1) + 10 = 14

Darius
Falchion: 1d20 + 12 ⇒ (17) + 12 = 292d4 + 10 ⇒ (2, 2) + 10 = 14

Finally Stam is done whith whatever he was preparing and a large whole appears in the ground. Due to his companions standing next to the wolfs he can only put it in a position that the wolves end up on the slippery slope, but that is enough to send the two werewolves falling into it. The dead werewolf also falls in.

Reflex Save Wolf DC18: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 133d6 ⇒ (1, 3, 1) = 5
Reflex Save Wolf DC18: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 163d6 ⇒ (2, 6, 6) = 14
Reflex Save Wolf DC18: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Werewolf(44), Werewolf(13), Wereboss(9)
Stam(19)
Grergof(57), Darius(45), Spugnoir(13)<--


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Battle stats:
HP 30/61 (27/53 con damage)
AC 16/12/14 (20/14/16 with mutagen)
Saves F8/R8/W4(6 fear) (+6 vs. Poison)
Weapon in hand:Mace+1
Special effects: Heroism (+2 morale bonus on attack rolls, saves, and skill checks.),Con loss 2 (53 hp) ,Displacement(50 miss chance 7 rounds)
0/13 bombs

Spugnoir decides to go for broke and hurls his last two grease bombs at the werewolf leader, making sure to make them selective and precise so his allies are not harmed.

Bomb,Grease,Selective,Precise,PBS,PS,Heroism: 1d20 + 14 ⇒ (12) + 14 = 264d6 + 6 ⇒ (6, 3, 1, 6) + 6 = 22
Bomb,Grease,Selective,Precise,PBS,PS,Heroism: 1d20 + 9 ⇒ (18) + 9 = 274d6 + 6 ⇒ (4, 5, 6, 3) + 6 = 24
DC 19

Get in the hole!


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 takes the hit from the werewolf, behind his shield, still raised defensively he realises that he needs to stay in this fight and can't take another hit.

So using up one of his other Iomedae granted spells he cures his own wounds as they knit up right before his opponent.

Concentration: 1d20 + 14 ⇒ (8) + 14 = 22 Whew just makes it.

Cure Critical Wounds: 4d8 + 9 ⇒ (8, 8, 7, 6) + 9 = 38

Converted death Ward Spell into Cure crit.


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)

How did the Packlord hit me? He only got a 20 to hit vs a 24 AC?

Assuming the pack lord did not hit me:
Grergof focuses in on the packlord
By the light of the Dawnbringer you shall die demon worshiper!
Packlord is my smite Target Last one of the day

Then he goes into an all out attack vs the Packlord
Heavy Silver Flail - Power Attack + Furious Focus + Smite: 1d20 + 13 - 3 + 3 + 4 ⇒ (15) + 13 - 3 + 3 + 4 = 32
Damage + Power Attack + Smite: 1d10 + 6 + 9 + 8 ⇒ (10) + 6 + 9 + 8 = 33
Heavy Silver Flail - Power Attack + Smite: 1d20 + 8 - 3 + 4 ⇒ (17) + 8 - 3 + 4 = 26
Damage + Power Attack + Smite: 1d10 + 6 + 9 + 8 ⇒ (6) + 6 + 9 + 8 = 29
Smite bypasses any DR and AC vs Packlord is now 25. AC vs anyone else is 22.


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 would have like to put more pups in the acid but this will have to do for now."

Stam moves around so he can Fire an arrow at the pack lord attacking Grergof.

Last one: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 271d8 + 2 ⇒ (1) + 2 = 3

The 4 remaining arrows fall to the ground as the spell expires.

Acid dmg: 2d6 ⇒ (3, 4) = 7

Acid dmg: 2d6 ⇒ (4, 4) = 8
Climb DC is 30


Kitsune Game Master

@Grergof: I posted that at 06:22am. And in my defense, I didn't write that he hit you.

Spugnoir easily hits the not so agile werewolf and adds some burn to him. Stam throws another arrow at the wolf, to no effect.

Grergof on the other hand beats the pack lord to pulp with two mighty blows.

Acid Damage: 16d6 ⇒ (2, 1, 6, 5, 4, 6, 4, 1, 2, 2, 1, 5, 4, 3, 3, 3) = 52
The wolfs in the pit claw at the wall, but can't find a hold and die roaring and howling a slow painful death in the acid.
Combat over.

As soon as the pit disappears, the dead wolves end up on the floor, their gear also corroded.

Loot:
4x (+1 breastplate, +1 falchion, wooden holy symbol of Jezelda) One would need to check the accurate damage the acid does.

Loot Packlord:
+2 breastplate, +1 bastard sword, silver unholy symbol of Jezelda


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)

That was some mighty magic you two wielded. Many thanks for saving me. I doubt I could have taken all of them alone.

He bends down to loot the packlord

Gather the spoils quickly, there may be more of the pack around. We need rest, as I doubt we can handle another fight like that.

LoH: 5d6 ⇒ (3, 6, 4, 2, 1) = 16


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Right, we need to hole up and barricade, I am hurten


Kitsune Game Master

Back to your hideout, the farmstead out of town? And I'm sure you'll have werewolf trouble tonight.


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

Back to the farmhouse that has lots of traps laid in it. Crossbow traps with silver bolts, thunderstone alarms, Stone of Alarm set up,


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)

And Tie up Darius!
As they are dying Darius up in the farmhouse Grergof says:
Do either of you have something that can immobilize or put Mr. Redgrave to sleep besides being tied up?


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

Good idea. By morning hopefully I should be able to rid myself of this lycanthropy. But we still must get through the night."


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

I am afraid that I do not.

Spugnoir will make sure to securely lock all the doors and windows and use the Stone of Alarm to help warn them and put Thunderstones as traps near the doors and windows. I would like to make more crossbow traps but we need more crossbows He does rig up his light crossbow with a silver bolt to aim at the main door.


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Kitsune Game Master

FYI: To cure someone from Lycantrophy who already caught it you have to cast Remove Curse while that person is transformed. So you would have to have the spell prepared, then turn because of the full moon, make your will save to be aware of it and then cast the spell on yourself and beating the curse's DC with your CL-check.


Kitsune Game Master

Unnoticed by the heroes so far, a group of Prince's Wolves has holed up in the dyers shop. Large, soot-blackened copper vats line the back wall of this broad, open room. A cagelike wooden rack built into the adjacent wall holds numerous bolts of cloth, their colors now faded and spotted with mold. A wide, open-faced hearth takes up most of the opposite side of the room; next to it is a long bench covered with hardened cakes of various colored dyes, powders, and salts. The dyes in the vats have long ago evaporated, leaving behind nothing but a colorful, chalky residue. The cloth and tools are all in poor, essentially worthless condition.

The six Prince’s Wolves sent in pursuit of the Demon Wolves are holed up in this shop, currently in hybrid form. Knowing that they are outnumbered and in over their heads, they were waiting to see how the battle between the Jezeldans and the Whispering Way turns out, hoping to rush in at the last minute and seize the packlord’s heart while everyone else is weakened from fighting each other.

But that didn't happen. Instead a band of adventurers showed up and wiped out both enemy parties. And man are they glad those guys haven't found them as they saw that all that made it out of the mill was the stack of equipment that the Demon Wolfs had with them. After the adventurers left town, the Prince's Wolves sneak out of their base and over to the mill. There they find what they hoped and feared. The Demon Wolves wiped out and nothing left but their mutilated and looted bodies.

Knowing where the Whispering Way stores half the heart of Kvalca Sain they decide to try to retrieve it. Just northeast of the town square, a squat stone building stands adjacent to the ruined tower, its windows shuttered and its doors hanging open. Dimly lit by torches, the building’s interior has been gutted. All that remains within are several stacks of wooden crates and a large stone vase. They smell the heart of the former pack lord. But they also smell undead. As they don't smell any living creature inside, they conclude that with their resistance to damage they should be able to take them. Little did they know.

Spoiler:
Initiative Wolf: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative Wolf: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative Wolf: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative Wolf: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative Wolf: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative Wolf: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative Acrietia: 1d20 + 9 ⇒ (6) + 9 = 15
Initiative Wight: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Wight: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Wight: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Wight: 1d20 + 1 ⇒ (14) + 1 = 15

Wolf A
Wight1
Wolf B, Wolf C, Wolf D
Wight2, Acrietia, Wight3
Wolf E, Wolf F
Wight4


Kitsune Game Master

The first werewolf charges in. With his ability to see in the dark every attempt to hide of the undead is in vain. The wolf swings his sword at the rotting corpse. To his surprise the undead has red glowing lights instead of eyes in his eyesocket. The blow connects and cuts deep into the corpse.
Wolf A vs Wight1: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 9 ⇒ (6) + 9 = 15

The wight retaliates with a slam of his arm. But the thick fur of the werewolf protects him.
Slam: 1d20 + 4 ⇒ (17) + 4 = 21

Not afraid of the undead the wolves storm in to bring them down as quick as possible. With first success, as a wight is destroyed.
Wolf B vs Wight1: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 9 ⇒ (5) + 9 = 14

Wolf C vs Wight2: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 9 ⇒ (5) + 9 = 14
Wolf D vs Wight2: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 9 ⇒ (5) + 9 = 14

Acrieta, a undead wight, but by the looks of the dress and the motions also a monk, moves over to the wolves and attacks one of them with her stunning fist. But also doesn't hit the wolf.
Fist vs. Wolf A: 1d20 + 10 ⇒ (7) + 10 = 17

Another wight steps out and attacks a wolf, but also with no effect.
Wight3 vs WolfB: 1d20 + 4 ⇒ (10) + 4 = 14

The last two wolves decide to use the opportunity to flank that gal in the monk robe, with one of them getting the blade through.
Wolf E vs Acrieta: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 9 ⇒ (1) + 9 = 10
Wolf F vs Acrieta: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 9 ⇒ (2) + 9 = 11

The remaining wight moves to wolves that destroyed a wight already. But this attempt is also in vain.
Wight4 vs Wolf C: 1d20 + 4 ⇒ (3) + 4 = 7

Wolf A
Wight1(15)
Wolf B, Wolf C, Wolf D
Wight2(+), Acrietia(11), Wight3
Wolf E, Wolf F
Wight4


Kitsune Game Master

The wolf that ran in first continues to fight the undead in front of him but neither he nor the answer from the undead accomplish anything. But the wolf next to him ends the wight.
Wolf A vs Wight1: 1d20 + 5 ⇒ (7) + 5 = 12
Wight1 vs Wolf A: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Wolf B vs Wight1: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 9 ⇒ (7) + 9 = 16

The two wolves who ended their undead opponent last round already finish off another one.
Wolf C vs Wight4: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 9 ⇒ (7) + 9 = 16
Wolf D vs Wight4: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 9 ⇒ (4) + 9 = 13

The undead monk throws a flurry of stunning blows at the wolves next to them.
Acretia vs Wolf A: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 4 ⇒ (3) + 4 = 7
Acretia vs Wolf B: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 4 ⇒ (5) + 4 = 9
Acretia vs Wolf A: 1d20 + 5 ⇒ (12) + 5 = 17

Wolf A Fort Save vs Stun DC15: 1d20 + 5 ⇒ (13) + 5 = 18
Wolf A Fort Save vs Level Drain: 1d20 + 5 ⇒ (17) + 5 = 22

Wolf B Fort Save vs Stun DC15: 1d20 + 5 ⇒ (4) + 5 = 9
Wolf B Fort Save vs Level Drain: 1d20 + 5 ⇒ (6) + 5 = 11

The wolf hit first weathers the attacks without problems but the other one howls in pain and drops his sword as he suddenly can't move anymore and his life energy is sucked out of him.

Wight3 vs Wolf B: 1d20 + 4 ⇒ (2) + 4 = 6
The other wight doesn't even manage to hit a stunned wolf.

The remaining wolves find out that Acrieta is hard to hit.
Wolf E vs Acrieta: 1d20 + 7 ⇒ (6) + 7 = 13
Wolf F vs Acrieta: 1d20 + 5 ⇒ (10) + 5 = 15

Wolf A, Wolf B(stunned/-1 lvl), Wolf C, Wolf D
Acrietia(11), Wight3
Wolf E, Wolf F


Kitsune Game Master

The wolf turns on the monk, but the monk evades the swing of the sword easily.
Wolf A vs Acrieta: 1d20 + 7 ⇒ (10) + 7 = 17

The tag team goes for the remaining wight, but only one of them hits
Wolf B vs Wight3: 1d20 + 5 ⇒ (3) + 5 = 8
Wolf C vs Wight3: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 9 ⇒ (5) + 9 = 14

Acrieta keeps using her stunning fist on as many opponents as possible with her two strong blows. But doesn't manage to hit any of them.
Acrieta vs. Wolf E: 1d20 + 10 ⇒ (6) + 10 = 16
Acrieta vs. Wolf F: 1d20 + 10 ⇒ (9) + 10 = 19
Acrieta vs. Wolf F: 1d20 + 5 ⇒ (4) + 5 = 9

The wolves keep slashing at the monk in hopes of bringing her down eventually. But these attempts also fail.
Wolf E vs Acrieta : 1d20 + 7 ⇒ (2) + 7 = 9
Wolf F vs Acrieta : 1d20 + 5 ⇒ (16) + 5 = 21

Wolf A, Wolf B(-1 lvl), Wolf C, Wolf D
Acrietia(6), Wight3(14)
Wolf E, Wolf F


Kitsune Game Master

The wolves change tactics. As that undead moves far to quick they only feint an attack, hoping to help their companions to hit.
Wolf A vs Acrietia: 1d20 + 7 ⇒ (3) + 7 = 10
Wolf B vs Acrietia: 1d20 + 6 ⇒ (1) + 6 = 7

Acretia wastes her last two stunning fist attacks for the day as she again doesn't manage to get through the armor and thick fur of the werewolf.

Acrietia: 1d20 + 10 ⇒ (11) + 10 = 21
Acrietia: 1d20 + 10 ⇒ (6) + 10 = 16
Acrietia: 1d20 + 5 ⇒ (6) + 5 = 11

But the wolves also fail to accomplish anything.
Wolf C vs Wight3: 1d20 + 5 ⇒ (3) + 5 = 8
Wolf D vs Wight3: 1d20 + 5 ⇒ (6) + 5 = 11

Wolf E vs Acrietia: 1d20 + 9 ⇒ (8) + 9 = 17
Wolf F vs Acrietia: 1d20 + 7 ⇒ (8) + 7 = 15


Kitsune Game Master

The wolves continue to feint an attack.
Wolf A vs Acrietia: 1d20 + 7 ⇒ (13) + 7 = 20
Wolf B vs Acrietia: 1d20 + 6 ⇒ (5) + 6 = 11

The wolf tag team decides to join the fight against the monk, as the wight doesn't do anything anyway.
Wolf C vs Acrietia: 1d20 + 5 ⇒ (14) + 5 = 19
Wolf D vs Acrietia: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 9 ⇒ (2) + 9 = 11
Confirm: 1d20 + 5 ⇒ (12) + 5 = 17

Acretia keeps using her flurries, now with the intent to bring the already weakened wolf down. She hits this wolf, but to no effect.
Acrietia vs Wolf B: 1d20 + 10 ⇒ (6) + 10 = 16
Acrietia vs Wolf B: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 4 ⇒ (5) + 4 = 9
Acrietia vs Wolf B: 1d20 + 5 ⇒ (11) + 5 = 16

Fort Save Wolf B: 1d20 + 5 ⇒ (19) + 5 = 24

The wight flails around again.
Wight3 vs Wolf C: 1d20 + 4 ⇒ (1) + 4 = 5

The flanking wolves also join in.
Wolf E vs Acrietia: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 9 ⇒ (8) + 9 = 17
Confirm: 1d20 + 5 ⇒ (1) + 5 = 6
Wolf F vs Acrietia: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 9 ⇒ (1) + 9 = 10

Wolf A, Wolf B(-1 lvl), Wolf C, Wolf D
Acrietia(48), Wight3(14)
Wolf E, Wolf F


Kitsune Game Master

Never change a running system. So the wolves feint again.
Wolf A vs Acrietia: 1d20 + 7 ⇒ (11) + 7 = 18
Wolf B vs Acrietia: 1d20 + 6 ⇒ (13) + 6 = 19

But the wolf tag team ends the monk with a lucky blow.
Wolf C vs Acrietia: 1d20 + 5 ⇒ (10) + 5 = 15
Wolf D vs Acrietia: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 9 ⇒ (3) + 9 = 12
Confirm: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 9 ⇒ (2) + 9 = 11

The wight flails for a last time, before the remaining wolves put an end to it's miserable existance.
Wight3 vs Wolf C: 1d20 + 4 ⇒ (15) + 4 = 19

Wolf E vs Wight3: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 9 ⇒ (2) + 9 = 11
Wolf F vs Wight3: 1d20 + 9 ⇒ (4) + 9 = 13
Wolf A vs Wight3: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 9 ⇒ (7) + 9 = 16

The wolves quickly grab the last remaining portions of Kvalca Sain’s heart out of the stone vase, pack it into some fur, stow it away and make a run for the night. Having all that they wanted, they are on their way to the shudderwood and will never look back.


Kitsune Game Master

Meanwhile the group of adventurers sit in the farmstead, planning how to handle their own werewolf for the night.


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 sits down to help with tending wounds, not that he is good at it but he can help.

Heal: 1d20 + 1 ⇒ (2) + 1 = 3

'So we tie up Darius, maybe put a few silver arrows in him or the silver sword touching his skin then leave him for the night?" Stam asks


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

SPugnoir makes a Cure Serious Wounds extract with an empty slot and drinks it
CSW: 3d8 + 8 ⇒ (2, 7, 5) + 8 = 22


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 a prayer of thanksgiving for keeping everyone safe on this dangerous day of Necromancers and Demon Worshipers. As he prays he It suddenly occurs to him to ask the Dawnbringer for aid for his companion.
To his great relief he feels a solution come to him, as shining beam of light.

Finishing his prayer he turns to his companions.
I think I may have a solution to Mr. Redgrave's werewolf problem. Lady Sarenrae has granted me an understanding of his problem, and I think I can remove the affliction the same way I refresh myself. I would just need to touch him. So if we tie him up and he turns, I can try that tonight, unless someone has a better idea.

I took the mercy for remove curse, so hopefully we can fix his problem, without having to jump through the hoops Foxy outlined above.Foxy what's the curse DC?


25% Chance to reduce crits 1/2Orc
Mutagen stats:
+4 Dex -2 Wis +2 Nat Armor AC21T14FF17
Alchemist17HP122/122,Init+6,F17R17W12(14 fear)AC19T12FF17Per22

That sounds like an excellent idea, I was thinking I'd have to stay up all night hoping Darius doesn't get a taste for orc


Kitsune Game Master

DC 15. Darius, if you agree please write yourself to werewolf with the mooon above.


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

"Grergof, that's a splendid idea. I would be... Darius gasps as if he word is stuggling to come out.

"Most...most greaaAAAAA...
The word comes out in a painful roar as the sounds of bones snapping and reassembling and joints start popping. darius' mouth starts elongating and large fans begin to show as his eyes turn amber. Fur starts sprouting quickly from his skin as his clothes start to tear and he grows larger...

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