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

Game Master JamZilla

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NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

effects:
Spectral Hand (90 rounds)(3hp)
Shield of Faith (90 rounds)
Weapon against Evil (9 rounds)


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

Stats updated. Zed will also cast heroism on Verm.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Please tick off a charge on that wand for Vermundr.

CMW Wand Charge: 2d8 + 3 ⇒ (6, 5) + 3 = 14

Buffs: Bull's Strength (20 minutes), Vermundr (90 minutes), Shield of Faith (9 minutes), Shield (9 minutes). Vermundr's AC is currently 26.

Was there a greater magic weapon floating around still? I recall that being a question earlier.


Inactive

Hazel will self-buff with Bull's Strength, Ironskin, and Shield of Faith before we set out.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

updated effects:
Spectral Hand (90 rounds)(3hp)
Bone Ward (90 rounds)
Weapon against Evil (9 rounds)
Hide from Undead (?)


retired

Yeah, Verm, just count greater magic weapon into your stats every day until you get a weapon that doesn't need it. I prepare it daily for you.

Bone ward is only 1 minute, Kaz, not 9 minutes. Alas.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

updated effects:
Spectral Hand (90 rounds)(3hp)
Bone Ward (10 rounds)
Weapon against Evil (9 rounds)
Hide from Undead (many many rounds)


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

Sorry, Zed is no longer casting hide from undead.


When you're ready let me know how you're approaching this. Kicking in the door, stealth, whatever. Map is up. Let me know who does what.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz frowns at the mill for a moment before addressing his friends.

"I don't know that we will gain much by subtlety or delay. Sudden and very, very violent, then? "


Inactive

Hazel shrugs. "That works for me if it works for everyone else. A lot easier than trying to tiptoe through the damned fog, at any rate!"


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 glances over the others to make sure there's no objections to the loud and violent plan.

Then he puts his boot to the door.


Zed boots open the doors and steps inside.

The building consists of two interconnected, barnlike rooms with high wooden ceilings. A huge millstone occupies the centre of one room, resting at a cocked angle upon its broken spindle.

The skeletal remains of a brace of oxen lie next to it, still harnessed to the millstone shaft with chains. A mountain of mouldering flour sacks slumps against one of the walls. Behind them, a makeshift ladder climbs to a mezzanine level to the rear of the building.

The smell of animal fur is overwhelming but it carries with it a sense of danger, as if you had entered a lion's den.

To the rear of the mill, two hulking wolves are picking over the body of a woman dressed in black. They don't appear to be feeding, just toying with the entrails. As you focus your attention you realise they aren't simply werewolves but there is something altogether wrong about them. Great patches of their fur is either missing or covered in thick, red scales. They turn to look at you as you burst in and you realise that their eyes are burning red coals of hate and a pair of curling rams horns protrude from the front of their head.

Round 1 - Heroes


Map updated


Inactive

Hazel's Round 1

As Zed puts his boot to the door, Hazel grips her longbow tightly...which begins to glow with a soft green light...
______________

Hazel will go ahead and activate her Holy Strike Blessing on her bow~


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

"The ever increasing disgust of you monstrosities never ceases to amaze me." Zed says with disgust.

Hoping to taunt them into coming after us. Zed will step back and create a killing field with Verm where the two of them can prevent anybody from leaving and hopefully fight them one at a time.

Intimidate: 1d20 + 16 ⇒ (7) + 16 = 23

Readied Attack: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d10 + 14 ⇒ (1) + 14 = 15


retired

Vala mutters darkly, "Wretched things," as blue sparks begin to flash in her eyes. The faint smell of ozone surrounds the group briefly as she focuses some of her power, and a moment later a brilliant flash of white-blue lightning leaps back and forth between the two wolves. Additionally, if there's anything flammable between them, it immediately ignites.

Caster Level Check: 1d20 + 9 ⇒ (14) + 9 = 23
Lightning Arc (DC 21): 9d6 ⇒ (4, 1, 3, 4, 6, 2, 4, 1, 6) = 31

Status:

HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets: Hazel, Vermundr, Kaz
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [X] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]

Ongoing Effects
bull's strength (extended): Vermundr

Kaz & Vermundr, don't forget that each of you has been bone warded (+3 deflection to AC)!


Spell resistance please Vala


INACTIVE - GAME DIED

Constantin reaches out with his hand toward the closer demon-wolf-beast (blue) and then squeezes into a fist.

Manifesting telekinesis.

Telekinetic grapple (caster level + Int mod): 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27

Caster level check, spell penetration: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25


retired

Spell resistance is the caster level check, good sir. Got a 23.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Do we have reason to believe these things are undead?

Vermundr breathes a wisp of dark fog that quickly coalesces into a semi-solid shard of shadow in his weathered hand.

"Corrupted twisted things. Death would be a mercy."

Ranged Touch: 1d20 + 9 ⇒ (14) + 9 = 23
SR: 1d20 + 9 ⇒ (5) + 9 = 14

Strength Damage (fort 12 for half): 1d6 + 4 ⇒ (4) + 4 = 8


retired

No, part werewolf, part demon.


Red reflex: 1d20 + 5 ⇒ (13) + 5 = 18 Fail
Blue reflex: 1d20 + 5 ⇒ (6) + 5 = 11 Fail

Red fort: 1d20 + 9 ⇒ (15) + 9 = 24 Success


Lightning bursts between the two wolves who howl in sudden agony as the burning electricity scorches them and fills the mill with the stench of burnt hair.

The black wisp of Vermundr's spell settles on one of the wolves and it's shoulders visibly sag while the other clutches sudden;y at it's throat, a hand of mental force wrapping around it from Constant in.

Round 1 - Enemy

Red, cleave, Vermundr, smite good: 1d20 + 12 + 2 - 2 - 2 ⇒ (11) + 12 + 2 - 2 - 2 = 21 Hit
Damage: 2d6 + 10 + 6 + 2 + 5 ⇒ (6, 4) + 10 + 6 + 2 + 5 = 33
Red, cleave, Zed: 1d20 + 12 - 2 - 2 ⇒ (4) + 12 - 2 - 2 = 12 Miss

One of the wolves bounds forward, half blind in pain and rage and slices it's huge blade deeply into Vermundr's shoulder. It's swing continues but Zed ducks beneath it and it chews into the doorframe instead.

The other, panting in agony, pulls out a potion from it's belt and guzzles it greedily.

I think I can do that when grappled...?

Round 2 - Heroes


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

I think you're correct that you can drink a potion while grappled.

Zed ducks the follow-through of the blow and steps forward. His weapon clangs against the ground, glowing silver as it comes up into a series of eerily quick blows.

Attack: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d10 + 16 + 2d6 ⇒ (5) + 16 + (1, 5) = 27

Haste Attack: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d10 + 16 + 2d6 ⇒ (7) + 16 + (5, 6) = 34

Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d10 + 16 + 2d6 ⇒ (4) + 16 + (3, 2) = 25

5 foot step, swift action to activate bane, full attack.


Inactive

From back behind Zed, Hazel raises her longbow and fires a volley of silver arrows at Red (or since Zed probably demolished Red, she'll hold her action and fire at Blue when he shows himself)...

Attack vs. Werewolf Thing (Longbow; Bull's Strength, Haste, Holy Strike Blessing, Into Melee, Silver Arrow): 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Damage + Holy Strike: 1d8 + 1d6 ⇒ (6) + (3) = 9

Attack vs. Werewolf Thing (Longbow; Bull's Strength, Haste, Holy Strike Blessing, Into Melee, Silver Arrow): 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Damage + Holy Strike: 1d8 + 1d6 ⇒ (8) + (1) = 9

Attack vs. Werewolf Thing (Longbow; Bull's Strength, Haste, Holy Strike Blessing, Into Melee, Silver Arrow): 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Damage + Holy Strike: 1d8 + 1d6 ⇒ (8) + (4) = 12
____________

Or Hazel'll just sit back and watch the show like usual... -_-


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Did I miss a haste in there?

Kaz sends a volley of magic missiles at the demon wolf engaging them.

SR: 1d20 + 9 ⇒ (14) + 9 = 23

5d4 + 5 ⇒ (3, 4, 4, 2, 4) + 5 = 22


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Sorry, I mentioned in my buff summary post that Vermundr's AC is currently 26 so that attack should miss. Also, Vermundr's not good. I'm not sure how much that affects the numbers involved.


INACTIVE - GAME DIED
Kazamir Rhuul wrote:
Did I miss a haste in there?

I cast haste as a pre-combat buff.

Telekinesis pin, sustained grapple: 1d20 + 9 + 4 + 2 ⇒ (10) + 9 + 4 + 2 = 25

Straining with effort, Constantin brings his trembling fist slowly down, pushing the monster to the ground with invisible mental force.

Converting grapple to pin.


My fault Vermundr. One thing I find difficult about gming on the boards is tracking people's stats effectively. I like to do it if I can though so that I can put flavour text in the same post. It's a miss in that case


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

To be fair the GM requested us to update our stat headers with our current buffs. It makes his job a lot easier.


Both are still alive. One is pinned and the other severely injured


Vala has an action to take this round

Also, don't worry Hazel, I know ranged combat isn't your forte


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Sorry about that. I've added a note with Vermundr's AC with present buffs. The challenge becomes keeping it current as things move along.

Finding the corrupted wolf's blows turned aside by Vala and Zed's charms, Vermundr steps inside his opponent's guard. He strikes with a trio of crushing blows, ones that are even mightier than usual under Hazel's bovine blessing.

Primary (greater magic weapon, haste, arcane strike, bull's strength): 1d20 + 12 + 1 + 1 + 2 ⇒ (17) + 12 + 1 + 1 + 2 = 33
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (4, 6) + 7 + 2 + 1 + 3 = 23

Iterative: 1d20 + 7 + 1 + 1 + 2 ⇒ (12) + 7 + 1 + 1 + 2 = 23
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (6, 7) + 7 + 2 + 1 + 3 = 26

Extra Attack: 1d20 + 12 + 1 + 1 + 2 ⇒ (11) + 12 + 1 + 1 + 2 = 27
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (4, 6) + 7 + 2 + 1 + 3 = 23


retired

Vala gestures again, though this time Petros' sword cane pops into the fray beside Zed, jabbing at the nearer (or remaining, if Vermundr kills it) demon wolf.
Caster Level Check (spiritual ally/weapon): 1d20 + 11 ⇒ (3) + 11 = 14
Spiritual Weapon: 1d20 + 14 ⇒ (14) + 14 = 28for: 1d8 + 5 ⇒ (2) + 5 = 7

Status:

HP: 49/57
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets: Hazel, Vermundr, Kaz
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]

Ongoing Effects
bull's strength (extended): Vermundr
haste (2/9 rds): +1 to hit, +1 AC, +1 ref, +30ft movement
spiritual weapon (1/9 rds)


Jeez, you guys are strong. I can't get anything off against you

Vermundr mercilessly cuts down one of the wolves which the ghostly form of Petros' sword jabs between the ribs of the other.


Round 2 - Enemy

So how do I get out of this telekinetic pin, does it have a CMD?

Breakout: 1d20 + 12 ⇒ (7) + 12 = 19

I assume that doesn't succeed.

The pinned wolf is hoisted aloft by it's throat and slammed against the wall by an invisible force. It struggles against the force but is helpless against it.

From the upper level an arrow launches out of the darkness, streaking toward Vermundr and thudding into the warrior's hip

Looking up you can see another wolf, dressed in layers of smoky black plate though surprisingly more lithe than the ones you face below though with the same impressive horns protruding from its head.

Shot 1, Vermundr: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28
Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

Round 3 - Heroes


INACTIVE - GAME DIED

Presumably the CMD just uses my Int mod + caster level, so total 10 + 9 + 4 = CMD 23.

In theory since the duration is 1 round the effect dies before I can make the follow up roll to pin, but the rules explicitly include pinning with the power, so someone just did some bad writing. IN PATHFINDER? SAY IT AIN'T SO

Telekinetic pin, continued grappling: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23

Constantin struggles to keep the demon-wolf pinned with mental force so that his allies can chop their way through these foes.


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

As the creature falls down, Zed dispassionately looks up to the next target. These creatures are just things that have chosen their fate by siding with what was truly evil. It was unfortunate that they had to die, but he would not lose sleep over it.

With one foe down, Zed moves onto the next. Hoping to leave the main route open for Verm he uses his hasted movespeed to run around in preparation for a flank.

Acrobatics to avoid AoO: 1d20 - 2 ⇒ (2) - 2 = 0 Pffffttt

Attack: 1d20 + 17 ⇒ (4) + 17 = 21 PFFFFFTTT
Damage: 1d10 + 16 + 2d6 ⇒ (5) + 16 + (6, 6) = 33

Moving as shown on map and attacking. I can't feel too bad, that first round was great. Hopefully at least keep anybody else from drawing an AoO since I'm likely going to eat it. If the creature attacks Zed he will activate his judgement as an immediate action, gaining protection and resilience. This will bump his normal AC to 26 and will give him DR 2/magic.


Inactive

While Zed focuses his attention on the second creature Hazel moves forward into the building and sets her sights on the third creature...

Attack vs. Yellow (Longbow; Silver Arrow, Buncha Buffs): 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 1d6 ⇒ (4) + (6) = 10

Attack vs. Yellow (Longbow; Silver Arrow, Buncha Buffs): 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 1d6 ⇒ (8) + (5) = 13
______________

Mobile posting, will move my map token in a bit.


He can't make an aoo on you while pinned anyway Zed


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Looking to give his friends an opportunity to enter the fray without taking fire from the last Demon Wolf (presumably Ionocu), Kaz darts into the barn, and, directing his spectral hand forward, delivers a force punch to the lupine archer.

Touch attack: 1d20 + 12 ⇒ (4) + 12 = 16
force damage: 9d4 ⇒ (3, 3, 1, 3, 4, 3, 2, 4, 3) = 26

If that hits, DC18 Fortitude or be knocked back 15 feet


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

The arrow buried in the meat of his thigh sets his leg screaming in pain but not enough to keep the big northerner out of the fight.

Moving with magical alacrity, Vermundr joins Zed in hacking at the telekinetically pinned wolf.

Primary (greater magic weapon, haste, arcane strike, bull's strength): 1d20 + 12 + 1 + 1 + 2 ⇒ (2) + 12 + 1 + 1 + 2 = 18
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (8, 8) + 7 + 2 + 1 + 3 = 29


retired

Petros' sword cane jabs at the nearest wolf as Vala mends some of Vermundr's wounds.

If the sword moves to a different wolf than the one it stabbed last round,
Caster Level Check (spiritual ally/weapon): 1d20 + 11 ⇒ (18) + 11 = 29
Spiritual Weapon (1st): 1d20 + 14 ⇒ (16) + 14 = 30for: 1d8 + 5 ⇒ (7) + 5 = 12
If the sword moves to a different wolf, ignore this attack
Spiritual Weapon (iterative): 1d20 + 9 ⇒ (11) + 9 = 20for: 1d8 + 5 ⇒ (8) + 5 = 13

Healing Hex (Vermundr): 2d8 + 9 ⇒ (5, 1) + 9 = 15

Status:

HP: 49/57
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Healing Hex targets: haunt, Vermundr
Bone Ward targets: Hazel, Vermundr, Kaz
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]

Ongoing Effects
bull's strength (extended): Vermundr
haste (3/9 rds): +1 to hit, +1 AC, +1 ref, +30ft movement
spiritual weapon (2/9 rds)


Kaz, that touch attack is actually a miss I'm afraid

Vermundr and Zed hammer the pinned wolf into submission, leaving only Ionocu perched above. He laughs despite being so vastly outnumbered.


Ionocu's turn. Will post at lunch when I have time to do all the math required to kill you guys :)


Round 3 - Enemy

Shot 1, Kaz: 1d20 + 16 + 1 - 2 - 2 ⇒ (5) + 16 + 1 - 2 - 2 = 18 Hit?
Damage: 2d6 + 5 + 1 + 6 + 7 ⇒ (3, 6) + 5 + 1 + 6 + 7 = 28
Shot 2, Kaz: 1d20 + 16 + 1 - 2 - 2 ⇒ (7) + 16 + 1 - 2 - 2 = 20 Hit
Damage: 2d6 + 5 + 1 + 6 + 7 ⇒ (6, 5) + 5 + 1 + 6 + 7 = 30
Shot 3, Kaz: 1d20 + 11 + 1 - 2 - 2 ⇒ (1) + 11 + 1 - 2 - 2 = 9 Miss

The wolf atop the platform fires off a series of arrows in almost blinding speed. Kazamir is hit by the projectiles that glow with a fierce red light, almost penetrating the entire way through him.

Ok this is important. Kaz, is your AC correct? It is listed as 18 but I think you missed the Haste, meaning it would be 19 and would basically save your life here

Round 4 - Heroes


Vermundr, I got the damage wrong on the shot on you. It should have been 2d6+5+1+6 for a total of 15


Inactive

So...did Hazel's shot miss? How injured do the two foes appear to be?


INACTIVE - GAME DIED

Do nothing useful: 1d20 ⇒ 3

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