GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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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)

Take Cover! Grergof says ducking behind the wall surrounding the stairs.
There he puts away his shield and pulls out his his bow.

Then his whispers to the others who are near him?
Do we do this from here?


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 takes some cover pulling 2 cross bow bolts out of his shoulder and chest. "Gods I have to stop going first." Stam shouts loudly so the crossbowmen can hear him. "What is that you want?"


I can mix two invisibility extracts and a Displacement extract to help us get closer


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 that spell that will make us all invisible" Stam whispers back.


Kitsune Game Master

The guards don't care to answer Stam.

Map for only 2nd floor added.


Assuming we go invisible

Spugnoir mixes two inviso extracts and will give them to Darius and Varsk


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)

Before we head anywhere:
Gregrof takes the invisibility potion and looks over at Spugnoir. If you still have that potion that replaces my shield I'll take that as well. he whispers.

Then he pulls out his adamantine heavy flail , and prays for a moment over it.
Divine bond to make this a +4 Flail, plus casts Deadly Juggernaut on himself, both last 12 minutes.
Then he downs the invisibility extract (and if he can get the shield extract that as well)
I'll draw their attention, stay behind me. He whispers.

Then as soon as the others nod indicate they are ready he plans to throw open the door, and run as fast as possible to the first enemy he sees and smash at them with vital strike.

Vital Strike Flail + Divine Bond - Power Attack + Furious Focus: 1d20 + 19 + 3 - 4 + 4 ⇒ (12) + 19 + 3 - 4 + 4 = 34
Vital Strike Damage + Divine Bond + Power Attack: 2d10 + 8 + 3 + 12 ⇒ (9, 2) + 8 + 3 + 12 = 34

Invisible until first attack (50% miss) and AC remains 29 assuming I get a shield extract, else AC 25., Note I will be asking if the enemies are at least 8 HD creatures for my deadly Juggernaut spell.


Spugnoir gives the shield extract


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

[smaller]"Everyone touch my shoulder I am going to put us right in the middle of them." Stam says.

Once everyone does I will cast Dim door to move up behind the Archers


Kitsune Game Master

Please correct your standing on the map accordingly, on the stairs side where you are, and put a x on the spot you want to dimdoor to.


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 moved Stam behind cover, then X is by the eastern most guards.


Spugnoir grabs 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)

Are you sure you want to be right where they can shoot you? My armor should mostly protect me. Grergof asks softly as he reaches out to touch Stam.

Please move me on the map next to Stam. I’m on a phone for the next 48 hours and can’t edit the doc.


Kitsune Game Master

Moved you on the balcony

The guards are surprised by the sudden appearance, but not enough to be caught off guard.
@Grergof
XBow: 1d20 + 11 ⇒ (4) + 11 = 151d8 ⇒ 6
XBow: 1d20 + 11 ⇒ (10) + 11 = 211d8 ⇒ 3
@Darius
XBow: 1d20 + 11 ⇒ (11) + 11 = 221d8 ⇒ 5
@Spugnoir
XBow: 1d20 + 11 ⇒ (15) + 11 = 261d8 ⇒ 5


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 reaches into a Pouch quickly drawing out some glitter and Throws it at the men to the north.

Glitter dust, DC 19 Will save, burning a reservoir point to increase the 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 steps in front of the group next to him and sets his flail to work.

5' step then full attack, starting with the crossbowman next to me and moving on to his companion if the first one falls.

Flail + Divine Bond - Power Attack + Furious Focus: 1d20 + 19 + 3 - 4 + 4 ⇒ (20) + 19 + 3 - 4 + 4 = 42
Damage + Divine Bond + Power Attack: 1d10 + 8 + 3 + 12 ⇒ (9) + 8 + 3 + 12 = 32
Confirm Crit: 1d20 + 19 + 3 - 4 + 4 ⇒ (16) + 19 + 3 - 4 + 4 = 38
Crit Damage: 1d10 + 8 + 3 + 12 ⇒ (3) + 8 + 3 + 12 = 26

Note if first guy falls, all further attacks get +1 to Hit and Damage from Deadly Juggernaught assuming they have at least 8 HD
Flail + Divine Bond - Power Attack: 1d20 + 14 + 3 - 4 ⇒ (14) + 14 + 3 - 4 = 27
Damage + Divine Bond + Power Attack: 1d10 + 8 + 3 + 12 ⇒ (3) + 8 + 3 + 12 = 26

Flail + Divine Bond - Power Attack: 1d20 + 9 + 3 - 4 ⇒ (12) + 9 + 3 - 4 = 20
Damage + Divine Bond + Power Attack: 1d10 + 8 + 3 + 12 ⇒ (5) + 8 + 3 + 12 = 28


Kitsune Game Master

The guards are not made of sugar, but seasoned and trained fighters. But Grergof dispatches the first one anyway as if it were nothing and wounds the second.

Grergof
Spugnoir, Darius <--
(Stam)
Guard(+), Guard(28), Guard, Guard


Battle Stats:
HP 55/89
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket
Bombs:9/18

Spugnoir checks a Grease Bomb at the guard to the west(Closest one)

Grease Bomb,PS,Touch: 1d20 + 14 ⇒ (4) + 14 = 186d6 + 5 ⇒ (3, 5, 4, 5, 3, 2) + 5 = 27

Discovery: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. DC 21


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

Darius casts spiritual weapon and attacks a guard on the other side. "Stupid people. Should have a honest job and not serving those udnead!"
Sword: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 4 ⇒ (6) + 4 = 10

Sense Motive: 1d20 + 9 ⇒ (3) + 9 = 12


Kitsune Game Master

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8
Will Save: 1d20 + 1 ⇒ (4) + 1 = 5
Will Save: 1d20 + 1 ⇒ (10) + 1 = 11

The guard is hit by Spugnoir's bomd and falls prone on the greasy ground it produces. The second one falls too. On the ground they make easy targets for Darius' holy weapon. To add further insult to injury, Stam covers them in glitter, leaving them blind.

The guard next to Grergof drops the crossbow, draws a sword and attacks him.
Sword: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 8 ⇒ (8) + 8 = 16

The other guards fight with the grease to get back on their feet again.

But the door flies open and another guard and a vampire come out. "So you have come to finally die. Or better, become my slaves!"

He throws the sharp end of his bladed scarf at Darius.
Scarf: 1d20 + 19 ⇒ (17) + 19 = 361d6 + 8 ⇒ (6) + 8 = 14
Energy drain -2 levels.

Grergof, Spugnoir, Darius, Stam
Guard(28), Guard, Guard, Vampire <--

Read this!:
Info about a vampires energy drain.
I play this game as a player offline and we got to dig a bit into the rules about energy drain.
Short version: you are screwed.
Long version: When a vampire touches you with a successful attack, you lose two levels, no save. You can remove those temporary negative levels with one casting of the cheap version of restoration (100 gold). And if you don't you get a save after 24 hours to remove it, or if you fail, it gets permanent and costs 1000 gold to remove per negative level.


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)

You know for vampires, only the Slam attacks and natural weapons have the Energy Drain Property, so Darius since he got hit by the scarf would not normally get drained. Unless this is a special magic weapon?

Grergof swings at the guard to remove the threat behind us.
Note that Guard I hit is actually at -29 HP as you missed the one extra damage from Deadly Juggernaut
Flail + Divine Bond - Power Attack + Furious Focus + Deadly Juggernaut: 1d20 + 19 + 3 - 4 + 4 + 1 ⇒ (15) + 19 + 3 - 4 + 4 + 1 = 38
Damage + Divine Bond + Power Attack + Deadly Juggernaut: 1d10 + 8 + 3 + 12 + 1 ⇒ (10) + 8 + 3 + 12 + 1 = 34

If the Guard does not fall:

Grergof continues to beat on the guard until he is toast.
Flail + Divine Bond - Power Attack + Deadly Juggernaut: 1d20 + 14 + 3 - 4 + 1 ⇒ (14) + 14 + 3 - 4 + 1 = 28
Damage + Divine Bond + Power Attack + Deadly Juggernaut: 1d10 + 8 + 3 + 12 + 1 ⇒ (1) + 8 + 3 + 12 + 1 = 25

Flail + Divine Bond - Power Attack + Deadly Juggernaut: 1d20 + 9 + 3 - 4 + 1 ⇒ (3) + 9 + 3 - 4 + 1 = 12
Damage + Divine Bond + Power Attack + Deadly Juggernaut: 1d10 + 8 + 3 + 12 + 1 ⇒ (3) + 8 + 3 + 12 + 1 = 27

Grergof turns and focuses on the Vampire.
You! We will never serve you! By the will of the Dawnbringer shall you fall!
Minor: Declare the Vampire my smite target.

If the Guard falls after the first hit:

Grergof moves up and stands next to Darius to prevent the vampire from getting to his companions.

Assuming the second guard falls, Gergof is now AC 29 and DR 4/- vs. everyone and AC 32 and DR 4/- vs the vampire


Kitsune Game Master

+1 conductive bladed scarf - He channels his energy drain ability through his conductive bladed scarf


Battle stats:
HP 55/89
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket
Bombs:7/18

Spugnoir chucks two holy bombs at the vampire
Holy bomb,PBS,PS,Touch,Precise: 1d20 + 17 ⇒ (4) + 17 = 216d6 + 6 ⇒ (6, 2, 6, 4, 6, 3) + 6 = 33
Holy bomb,PBS,PS,Touch,Precise: 1d20 + 13 ⇒ (14) + 13 = 276d6 + 6 ⇒ (1, 4, 2, 3, 4, 4) + 6 = 24
Holy Bombs When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures. DC 21


Kitsune Game Master

Grergof takes two more swings at the guard to take him out of the fight. Spugnoir easily delivers two bombs, that harm the vampire, but the expression on his face tell's that he is not impressed.

Grergof, Spugnopir
Darius, Stam <--
Guard, Guard, Guard, Guard, Vampire(57)


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

The spiritual weapon keeps attacking the guard in the grease.
Sword: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 4 ⇒ (1) + 4 = 5
Sword: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 4 ⇒ (5) + 4 = 9

Darius steps back and casts a death ward on Grergof. "Get him!"


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

"We are goign to need speed to do this." Stam says as he moves his fingers through the air invoking arcane power.

Haste for everyone


Kitsune Game Master

The vampire and the guards attack the intruders with all they have. At least as good as the space allows.

Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
The two guars in the grease, get up and get out of the greased area.

The two guards who come ot of the room, fire their loaded crossbows - with little effect - before dropping them and drawing their swords.

xbow: 1d20 + 11 ⇒ (7) + 11 = 181d8 ⇒ 5
xbow: 1d20 + 11 ⇒ (7) + 11 = 181d8 ⇒ 1

The vampire keeps attacking the cleric of that wholeheartedly hated Iomedae.
Scarf: 1d20 + 19 ⇒ (20) + 19 = 391d6 + 8 ⇒ (5) + 8 = 13
Scarf: 1d20 + 19 ⇒ (3) + 19 = 221d6 + 8 ⇒ (6) + 8 = 14
Scarf: 1d20 + 14 ⇒ (18) + 14 = 321d6 + 8 ⇒ (1) + 8 = 9

Confirm: 1d20 + 19 ⇒ (16) + 19 = 351d6 + 8 ⇒ (3) + 8 = 11
Grergof, Spugnopir, Darius(47/-6lvls), Stam <--
Guard(15), Guard, Guard, Guard, Vampire(57)


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)

If that map is correct, the vampire is a 5' step from Grergof but I thought he had to full attack last round so couldn't move.

If the Map is right:

Grergof steps up and goes to town on the vampire.
5' step and then full hasted attack

Flail + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d20 + 19 + 3 + 2 + 4 + 1 ⇒ (15) + 19 + 3 + 2 + 4 + 1 = 44
Damage + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d10 + 8 + 3 + 2 + 24 + 1 ⇒ (1) + 8 + 3 + 2 + 24 + 1 = 39

Haste Attack: 1d20 + 19 + 3 + 2 + 4 + 1 ⇒ (4) + 19 + 3 + 2 + 4 + 1 = 33
Damage + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d10 + 8 + 3 + 2 + 24 + 1 ⇒ (2) + 8 + 3 + 2 + 24 + 1 = 40

Flail + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d20 + 14 + 3 + 2 + 4 + 1 ⇒ (13) + 14 + 3 + 2 + 4 + 1 = 37
Damage + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d10 + 8 + 3 + 2 + 24 + 1 ⇒ (9) + 8 + 3 + 2 + 24 + 1 = 47

Flail + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d20 + 9 + 3 + 2 + 4 + 1 ⇒ (13) + 9 + 3 + 2 + 4 + 1 = 32
Damage + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d10 + 8 + 3 + 2 + 24 + 1 ⇒ (10) + 8 + 3 + 2 + 24 + 1 = 48

If the map is wrong and I have to move to get to the Vampire:

Grergof Prays for a moment to get Sarenrae's blessing of movement then runs up to the Vampire.
Cast Grace to prevent AoO then move up to Vampire

Then Grergof smashes at the vampire with a very powerful strike.
Vital Strike Flail + Divine Bond + Deadly Juggernaut + Smite + Haste - Power Attack + Furious Focus: 1d20 + 19 + 3 + 2 + 4 + 1 - 4 + 4 ⇒ (17) + 19 + 3 + 2 + 4 + 1 - 4 + 4 = 46
Vital Strike Damage + Divine Bond + Deadly Juggernaut + Smite + Haste + Power Attack: 2d10 + 8 + 3 + 2 + 24 + 1 + 12 ⇒ (9, 10) + 8 + 3 + 2 + 24 + 1 + 12 = 69
Confirm Crit thanks to Inproved Critical: 1d20 + 19 + 3 + 2 + 4 + 1 - 4 + 4 ⇒ (15) + 19 + 3 + 2 + 4 + 1 - 4 + 4 = 44
Crit Damage: 1d10 + 8 + 3 + 2 + 24 + 1 ⇒ (9) + 8 + 3 + 2 + 24 + 1 = 47

Haste Attack - Power Attack: 1d20 + 19 + 3 + 2 + 4 + 1 - 4 ⇒ (14) + 19 + 3 + 2 + 4 + 1 - 4 = 39
Damage + Divine Bond + Deadly Juggernaut + Smite + Haste: 1d10 + 8 + 3 + 2 + 24 + 1 ⇒ (5) + 8 + 3 + 2 + 24 + 1 = 43

Leave Him Alone!

AC 30 with DR 4/- vs. everyone except Vampire againt who I currently have an AC 33 with DR 4/-


Kitsune Game Master

Grergof goes down on the vampire reducing him with his flail to the already well known cloud of mist.
No matter which option I take. But you're right. I moved you wrongly 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)

Ya, Both sets of rolls were ridiculous honestly. Oh and DR is 6/- now since I dropped another foe ;)

Someone follow that MIST! That vampire is too dangerous to allow to return!. I can take care of the guards if they all do not choose to RUN!


Battle stats:

HP 55/89
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket
Bombs:5/18

Spugnoir throws a frost bomb at each of the two closest guards, making sure to exclude his allies
Frost bomb,PBS,PS,Precise,Selective,Touch,Haste: 1d20 + 13 + 2 + 1 + 2 ⇒ (12) + 13 + 2 + 1 + 2 = 306d6 + 6 ⇒ (3, 3, 5, 3, 5, 6) + 6 = 31

Frost bomb,PBS,PS,Precise,Selective,Touch,Haste: 1d20 + 9 + 2 + 1 + 2 ⇒ (2) + 9 + 2 + 1 + 2 = 166d6 + 6 ⇒ (1, 2, 3, 6, 6, 6) + 6 = 30

Frost Bomb:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. DC 20


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

There is nothing Stam can do about the mist, I don't have a spell for it


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

Darius draws his sword, but but collapses while trying to attack.
-1 HP


Kitsune Game Master

The guards move up to block the passage and keep attacking with their swords.

@Grergof
Sword: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 8 ⇒ (4) + 8 = 12
Sword: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 8 ⇒ (6) + 8 = 14
Sword: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 8 ⇒ (5) + 8 = 13

Grergof, Spugnopir, Darius(-1HP/-6lvls), Stam <--
Guard(15), Guard, Guard, Guard, Vampire(floating)


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

Don't forget 2 are blind

Stam flicks his hand at the woman over top of Darius unleashing bolts of force at her.

Magic Missile: 5d4 + 5 ⇒ (1, 4, 1, 1, 2) + 5 = 14
A Quickened Flick of his other hand Stam launches another volley of magical Force at the woman

Magic Missile: 5d4 + 5 ⇒ (1, 3, 2, 2, 3) + 5 = 16

Arcane Reservoir Point to cast as Quickened


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)

Seeing Darius fall Grergof says over his sholder.
Someone help him. I have these.

Grergof opens up on the guards attacking him.
Flail + Divine Bond - Power Attack + Furious Focus + Deadly Juggernaut + Haste: 1d20 + 19 + 3 - 4 + 4 + 3 + 1 ⇒ (3) + 19 + 3 - 4 + 4 + 3 + 1 = 29
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (10) + 8 + 3 + 12 + 3 + 1 = 37

Haste Attack: 1d20 + 19 + 3 - 4 + 3 + 1 ⇒ (13) + 19 + 3 - 4 + 3 + 1 = 35
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (1) + 8 + 3 + 12 + 3 + 1 = 28

Flail + Divine Bond - Power Attack + Deadly Juggernaut + Haste: 1d20 + 14 + 3 - 4 + 3 + 1 ⇒ (15) + 14 + 3 - 4 + 3 + 1 = 32
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (1) + 8 + 3 + 12 + 3 + 1 = 28

Flail + Divine Bond - Power Attack + Deadly Juggernaut + Haste: 1d20 + 9 + 3 - 4 + 3 + 1 ⇒ (15) + 9 + 3 - 4 + 3 + 1 = 27
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (4) + 8 + 3 + 12 + 3 + 1 = 31

AC 30 and DR 6/- right now


Kitsune Game Master

Between Spugnoir's bombs, Stam's magic, and Grergof's flail two more of the guards are dispatched and the third one wounded badly.

Grergof, Darius(-1HP/-6lvls), Stam
Spugnopir <--
Guard(31), Vampire(floating)


Spugnoir taps Darius with a CLW wand
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Kitsune Game Master

Will: 1d20 + 1 ⇒ (18) + 1 = 19
Will: 1d20 + 1 ⇒ (11) + 1 = 12
Will: 1d20 + 1 ⇒ (16) + 1 = 17

The remaining guard flais wildly with his sword at Grergof.
Sword: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 8 ⇒ (1) + 8 = 9

Meanwhile the gaseous vampire disappears into the dark, floating down into the main store room and into the shadows.


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

Darius wakes and casts breath of life on himself.
BoL: 5d8 + 12 ⇒ (7, 8, 4, 8, 7) + 12 = 46


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 am going to have to do some research on how to contain these vampires, maybe a magical container but I think we have over stayed our welcome and will need to get out of here soon." Stam says staring daggers at the remaining guard.

I never used a 5th level spell at all mind you I have 2 poor ones for this encounter


Some kind of force effect to contain it? A bubble? Just so you all know, I have no ability to heal Daris' life drain, I can shield two of us from further harm though with a Death Ward extract


Human Cleric 8 Exalted 8 / AC 28/32, Touch 15, Flat 25 / HP 106 / Init +5 / Fort +11, Ref +9, Will +20 / Perception +11 / Channel Positive Energy (DC17/19)

"I can heal myself, once we're out of here!" Darius tell, keeping an eye on the flailing guard. "Kill the guard already!"


Kitsune Game Master

Darius(-6 lvls)
Stam, Grergof, Spugnopir <--
Guard(31), Vampire(floating)


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)

Flail + Divine Bond - Power Attack + Furious Focus + Deadly Juggernaut + Haste: 1d20 + 19 + 3 - 4 + 4 + 4 + 1 ⇒ (10) + 19 + 3 - 4 + 4 + 4 + 1 = 37
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 4 + 1 ⇒ (10) + 8 + 3 + 12 + 4 + 1 = 38

Haste Attack: 1d20 + 19 + 3 - 4 + 3 + 1 ⇒ (17) + 19 + 3 - 4 + 3 + 1 = 39
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (8) + 8 + 3 + 12 + 3 + 1 = 35
Crit from Improved Critical: 1d20 + 19 + 3 - 4 + 3 + 1 ⇒ (6) + 19 + 3 - 4 + 3 + 1 = 28
Crit Damage: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (7) + 8 + 3 + 12 + 3 + 1 = 34

If the guard does not drop:

Grergof continues to swing away at the guard.
Flail + Divine Bond - Power Attack + Deadly Juggernaut + Haste: 1d20 + 14 + 3 - 4 + 3 + 1 ⇒ (15) + 14 + 3 - 4 + 3 + 1 = 32
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (2) + 8 + 3 + 12 + 3 + 1 = 29

Flail + Divine Bond - Power Attack + Deadly Juggernaut + Haste: 1d20 + 9 + 3 - 4 + 3 + 1 ⇒ (6) + 9 + 3 - 4 + 3 + 1 = 18
Damage + Divine Bond + Power Attack + Deadly Juggernaut + Haste: 1d10 + 8 + 3 + 12 + 3 + 1 ⇒ (4) + 8 + 3 + 12 + 3 + 1 = 31

If the guard drops:

Grergof follows the mist as best he can.
Keep up!he yells as he runs.


Assuming it drops the guard

Right behind you! Spugnoir drinks a Death Ward Extract


Kitsune Game Master

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. So moving is out of the window after the second attack.

Grergof kills hte last guard with two more blows, while the vampiric mist disappears out of sight in direction of the dressing rooms.

Looting the Guards:
Looting the guards takes one minute for each. Eaach one carries: potions of cure moderate wounds (2), +2 breastplate, +1 longsword, masterwork light crossbow, with 10 bolts, 200 gp


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

How would I tell if they were just normal humans or not?


Leave the loot! Spugnoir will chase the mist with the others


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 follow Hastened after the misty vampire.

60' movement

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