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

Game Master JamZilla

Map

LOOT


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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

Flashback 1:

Throughout the reunion in Feldgrau, while Kazamir was quite proper with his greetings and expressions of gratitude to Vermundr and Constantin, it was obvious that his mind was elsewhere. He took the barest moment to give his thanks to the restless spirit that had revealed so much, then he was fumbling out another ornately bound scroll and all but chivying his friends into a circle.

This second scroll was longer, more elaborate, more complex than the first - necessary, Kaz had mentioned, to move their whole group as one. The agitated investigator had needed to force himself to take a few slow breaths before bringing his considerable concentration onto the task. A moment later, in a blur of darkness and silver, the smell of open water washed over them, and the party stood on a low green hill that sloped down to the green waters of Lake Encarthian.

Kaz took a long breath through his nose and gave a wry smile.

"We're upwind from Caliphas proper," he said, pointing east. Past a long, curved, rocky peninsula, dotted with wooden and stone towers, the smoke and haze of the city could be clearly seen, just a couple miles away. ", and the air is MUCH clearer here. Welcome to Caliphas - or near enough."

The smile dropped away from his face as he turned away from the inland sea. A small, whitewashed, single-story cottage sat at the top of the hill, fifteen yards away, a tidy little garden fenced in beside it. Kaz strode nearer, cane in hand clutched not as a walking-stick, but a weapon. He paused ten feet from the door, magically extending his senses, then gave a sharp nod and progressed to the front door. He raised his cane, but the door flew open on its own before he could knock.

Ready for trouble and tragedy as they were, Kaz and his friends all had started and reached for weapons, seeing an ambush...where there was only a small, wiry Ustalavan woman, her iron-grey hair drawn back into a tight bun, a flour-flecked apron over her checked gray dress. Her hands had descended to her hips in the pose of scolding mothers since time immemorial.

"Kazamir Rhuul, your father just whitewashed this door last week. We'll have none of your fancy cane scratching it up because you could not be bothered to knock like a decent person!"

Kazamir's ducked head could not hide his huge smile of relief. eh took his scolding contritely, and stepped forward to catch his mother in a tight hug.

"Mother, please meet my friends," he said, half turning to beckon the party forward."


Sorry Kaz, before I reply, are we playing this out in spoilers?


Inactive

I'm assuming the Flashbacks are meant to be done entirely in spoilers so they don't slow the progress of what we're doing right now in the present.


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

I was just going to throw in a couple of spoilers to get us to that point and not interrupt the current progress. Purely for entertainment purposes. Carry on!


Ah ok great, thanks Kaz


Just FYI, you cannot see the Isle because the Lake is so vast


As you approach the small town of Thrushmoor, you begin to see that the lustre that your view afforded was akin to a wizard's illusion.

The austere town of Thrushmoor marks the northernmost point of the vast Lake Encarthan, and though its sheltered docks and well-used fishing dories suggest nothing more than a community of hardworking seafarers, the frequent storms and rough seas make the old town look worn and rugged.

No amount of care or paint erases the wear upon the spume-blasted docks and mossy quays. While the homes and structures upon the lake show the damage of lashing waves and frequent flooding, those on the higher ground – the territory of the town’s “quality” – posture as the homes of wealthy landowners, with pristine picket fences, sharp gables, and columned facades. While few in Thrushmoor are truly wealthy, the townsfolk go to great lengths to keep up appearances.


Inactive

Re: Kaz's Flashback #1:

"Um...hi, Mrs. Rhuul," Hazel calls out in greeting, raising her hand in an awkward wave. "I'm Hazel, Hazel Stokes. It's nice to meet you."

Huh. I wasn't expecting...well, this. I thought his family might've been more like the Lorrimors or something.

She shifts a little from foot to foot, trying to think of something else to say.

"Has life been treating you folks well, lately?"


Inactive

"Well, this a gloomy place," Hazel remarks as they at last get better view of the town. "Er...not anywhere like Feldgrau of course, but still plenty gloomy."

She squints. "Remind me again, where should we start once we get into town?"


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

Flashback 1:
Once the door is opened and all seems well, Zed inclines his head politely. "It is a pleasure to meet you. I apologize for being so forward, but the journey has been rough on me and I need to retie my armor laces. Do you have somewhere I could change?" He inquires.

In truth Zed is the most comfortable he has been in weeks. But despite things seeming well, there could be something pernicious hiding inside the home. He intends to gain access as quickly as possible to scour the house.

Bluff: 1d20 + 9 ⇒ (15) + 9 = 24

If Zed gains access he will search the house, scanning everything with detect undead, detect magic, and detect poison, and taking 10 on perception for a 27.


Flashback:

You do detect magic Zed but upon closer inspection they are the usual magical items you might find in a reasonably well to do household. Nothing seems untoward

"Oh we're well, we're well! Kazamir I hadn't expected you to visit after your letters, is anything the matter?" she says


retired

Vala remarks at the sight of the shrouded lake, ”What a dreadful place. It’s no surprise Jonathan and his cult would seek to do their dark business here.” She draws her frayed and worn shawl tight around her shoulders and neck, as if it might do something to ward her against the involuntary chill that rolls down her back. Turning to Hazel, she shakes her head. ”I’m not sure, dear. Maybe we should just start with finding lodging and a fire. No miserable hunting lodges this time though! We want a proper inn without secret passages within the walls.”


One thing I should mention is that this town is kind of 'pedestrian only.' What I mean is, there are public stables you can pay to keep your horses at so you can't ride directly up to the door of the inn.

So you can go stable the horses and then go to the inn if that makes sense. Or some can do the horses while the others secure rooms or whatever. Just let me know individually what you're doing or if there is anywhere you want to go or look out for straight out of the gate.


retired

Let’s stick together, stable the horses, then find an inn. Best to stay close when we don’t know what we’re walking into or who might be watching.


Inactive

"That's the best plan I've heard in ages," Hazel agrees with a small smile. "After that maybe we can get the lay of the land, so to speak."
______________

Sounds like a plan to me, Vala.


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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

Flashback:
Finding himself an unexpected guest in the elder Rhuuls' household, Vermundr does his best to be a gracious one. He bids Zelda wait outside and binds his weapon tightly in its harness as the group enters the cottage.

"You have a lovely home," the big northerner offers humbly. "You honor us by sharing it with us."

"At this point we have to assume the Way has agents everywhere. We should travel in pairs at a minimum at all times. If Vrood has a master, I dread to think what his magic must be capable of", Vermundr adds darkly.


he party rides into Thrushmoor with a slight sense of trepidation. The people here have a worn-down look but most simply ignore you as you ride by. The streets on the way into the town are busy and bustling with folk coming to and fro from the docks to the series of warehouses that sit close by.

The town sprawls along the lakeshore and upon a handful of soggy islets, it’s buildings – like it’s people – somewhat weatherworn and rugged. However, the presence of boats in the lake and the large open-air fishmarket that just seems to be packing away, leads you to believe there is at least some prosperity in the town.

A rugged group of mercenaries looks down at you from the crumbling tower of a large stone manor house atop a hill that climbs through the centre of town. Though grim-looking, you remain unchallenged. Dismounting in order to enter the town proper, you head off to the stables to secure the horses.

Your horses hooves sounded very loud on the cobbles of the quiet streets, most of the people seemingly either finishing their day’s work at the docks or else at home preparing evening meals. Tying them together and leading them by the nose, you have a chance to pass by several streets of tenement housing, most of which seem occupied and in a reasonable state of repair.

The town reminds you of Ravengro when you first arrived in many ways. The people you pass keep their heads bowed or simply nod without making conversation and a disquiet settles over them when you are in their presence.

Eventually you locate the public stables and as you approach and begin to hear soft cursing from within.

An old hay wain stands just inside the livery stable, its wooden side boards bursting with the load of straw it bears. One of it’s wheels is missing and the wagon leans heavily to one side. A bent old man kneels besides the wagon, struggling to fit a new wheel on the empty axle.


Inactive

This seems familiar...

Hazel clears her throat a little, to get the man's attention without startling him. "Um, hello there! Need a hand with that?"

Maybe this one'll be able to keep his eyes in their sockets.


Despite her best intentions, the old man visibly jumps as Hazel speaks up and he half stumbles and half turns, an old masons hammer in one hand.

"Ah! Who- who's that? Oh..... What's wrong with you girl? Sneaking up on folk like that... Nearly gave me a a heart-stop..." he says, looking annoyed and then somewhat relieved.

He tosses the hammer down into his tool box.

"Blasted wheel. Broke on the way to town. It's Mrs Spriggot's, you know her? Old dragon. Never forgave me for breaking her heart about 50 years ago haha. Oh, she'll take pleasure in tearing strips out of me when I can't get this fixed."


Inactive

"Really now? I'm surprised she let you use her wagon if you broke her heart," Hazel remarks, deciding that it might be best to just humor the man a bit. "Anyway, sorry for the startle. Like I said, maybe we can help? I know a little bit about how to fix things...sort of a hobby of mine," she continues, kneeling down to get a better look at the wagon.

Kn. Engineering: 1d20 + 12 ⇒ (6) + 12 = 18


Hazel you know that if you use a lever you will be able to lift the wagon long enough for someone to get it up on blocks or otherwise hold it in place long enough for the work to be done


Loaded with straw as it is, the hay wain is extremely heavy. Vermundr and Hazel strain against it, his tendons protruding like cords on their arms and neck but with the help of a length of wood, manage to lift the thing off the ground whilst Kazamir tries to secure the wheel. It appears as though the axle is somewhat worn and the hub of the wheel is not a perfect fit. The investigator has to jimmy it to get it in place and even then it won't turn smoothly but the hard work is done.

The whole process takes a few minutes during which the old man engages you in conversation

"My thanks, folks." he says with a thickly accented voice. "Yer after stablin' o' course. Well we can take care o' that. Where you lot frum?"


Inactive

Hazel hesitates for a moment, unsure if they should give some sort of cover story or be honest. She decides on being honest...mostly.

"We've traveled here from Caliphas," Hazel answers. "But it's our first time here in Thrushmoor. Is there anything we should know? You know, best places to visit, rough areas we should avoid, things like that," she smiles.


retired

Vala, about to cut in, isn't quick enough to beat Hazel to answering the man's question, but the former historian shoots the young Desnan a subtle but approving nod.


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

Vermundr wipes his hands clean once the task is done. "Someplace to get a hot meal would be a good start."


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 looms quietly, casing the area. This town had all the signs of people fallen on hard times, and he wouldn't put it past them to set up an old man in need in order to ambush newcomers for their coin purses.

Perception (guidance): 1d20 + 18 ⇒ (3) + 18 = 21


"Aye, plenty o' room fer yer nags." the man replies, looking at the mostly empty stalls. "Only a coupla piebalds in atta moment. Been busier though, some strange folks around visitin."

"Hmmm... you might wanna try the Maiden's Kiss. Nice enough place, clean ya know. But friendly word of advice, I'd keep to yourself." he says, leaning into Hazel as if whispering a secret. "Thrushmore is kinda a private place ya know, folks like to keep to their own. So they might not like you... oh I dunno.... actin' like tourists, or makin' out that some places are better than others, or whatever. Ain't much here to visit truth be told."


Inactive

"Oh, uh...we'll keep that in mind then," Hazel nods. "This wouldn't really be the first place I've been where folks kind of prefer to keep to themselves. We'll try not to bother anyone."

She hesitates for a moment and then adds, "You said other strange visitors? Hopefully they've not been bothering anyone, have they?"

Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26


"Well, I remember some odd fellas. Damn near scared my horses to death. Came in here a coupla days ago, shoutin' an' hissen. They never made threats but they was the kinda folks who don't need to, yer know what I mean? Anyways, they paid gold fer fresh horses and rode outta here like hell wus on their tail." he says, scratching at his forearm.


Inactive

"Huh...sounds like it was for the best then if they were acting like that," Hazel remarks, giving her companions a glance.

Sounds like we're not too far behind them. That's good.

"So, you said the Maiden's Kiss is where we should go for beds and a good meal, right? Which way?"


Perception:

1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 17 ⇒ (12) + 17 = 29
1d20 + 15 ⇒ (11) + 15 = 26
1d20 + 13 ⇒ (16) + 13 = 29
1d20 + 16 ⇒ (19) + 16 = 35
1d20 + 6 ⇒ (20) + 6 = 26

"Well, it's right over there..." the old man points back out the door and Hazel cannot help but turn her head in the direction he indicates.

The man continues to fiddle with something at his forearm and Kazamir begins to feel the hairs on the back of his neck stand on end. The old man is amiable enough and seems perfectly willing to share the information he has about the dark riders. So why does Kazamir suddenly feel so disquieted.

And then he realises.

The old man wears something on his arm beneath the heavy workcoat, some kind of contraption.

He knows! the old man thinks and then, as quick as a flash, quicker than Kaz could have ever thought possible, he rips a wicked looking blade from a malfunctioning spring-loaded sheath on his wrist and, like a striking viper, lashes it toward Hazel's throat!

"It doesn't matter where it is, you'll never see it! Auren Vrood sends his regards!"

The knife is nothing more than a glint of light and though the man is fast, Kaz' instincts are just as fast.

Kaz, you may act in the surprise round. A single move or standard action


Sneak attack, Hazel: 1d20 + 14 ⇒ (20) + 14 = 34
Confirm: 1d20 + 14 ⇒ (8) + 14 = 22 Confirmed
Damage: 2d4 + 8 + 6d6 ⇒ (4, 1) + 8 + (2, 6, 1, 3, 5, 6) = 36

The small blade lashes out and gashes Hazel across the throat before she even knows what's happening.

Hazel fort: 1d20 + 9 ⇒ (12) + 9 = 21

The cut is not as deep as it could have been as Hazel jerks to one side.

Hazel, you just saved against an assassin's death attack. Otherwise you would be heading back to the Boneyard :)

Suddenly the bales of hay on the wain topple to one side and a hidden creature reveals itself, a horrid long-limbed ghoul with a hungry look in it's eye.

Kaz you have an action in the surprise round. Map coming soon

There is the old man and the ghoul to contend with


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's mind flashes through the tortorous sequences of thought tied to bodily motion, and he attemtps to halt the assassin in his tracks.

Cast hold person on the old man, DC17 will.


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Inactive

Well alrighty then... :V


Kazamir narrows his eyes and overhwhelms the man's psyche, imagining weights baring down on him that affect him physically, rooting him to the spot.


Will save: 1d20 + 2 ⇒ (9) + 2 = 11

Rogues really do have horrendous will saves :/

Hazel fort: 1d20 + 9 ⇒ (16) + 9 = 25 Success

Forgot there was also poison to save against


Initiative:

Hazel: 1d20 + 5 ⇒ (11) + 5 = 16
Kaz: 1d20 + 0 ⇒ (9) + 0 = 9
Zed: 1d20 + 5 ⇒ (18) + 5 = 23
Verm: 1d20 + 0 ⇒ (4) + 0 = 4
Vala: 1d20 + 2 ⇒ (15) + 2 = 17
Constantin: 1d20 + 1 ⇒ (13) + 1 = 14
13

Old man: 1d20 + 8 ⇒ (8) + 8 = 16
Ghoul: 1d20 + 5 ⇒ (12) + 5 = 17
Ghoul: 1d20 + 5 ⇒ (4) + 5 = 9
14

Round 1 - Enemy

Will save: 1d20 + 2 ⇒ (9) + 2 = 11 Fail

The wouldbe assassin struggles against Kaz' mighty mental prowess but is unable to shake off the effect.

Bite, Hazel: 1d20 + 9 ⇒ (7) + 9 = 16 Miss

Bite, Zed: 1d20 + 9 ⇒ (2) + 9 = 11 Miss

A pair of long-limbed gangling ghouls burst out of the hay wain and snap at Hazel and Zed but both easily avoid the attacks.

Round 1 - Heroes


Map


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Knowledge (religion): 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14

My action will depend on results of knowledge check.


The old man is human. The ghouls are - as far as you know with that check - normal ghouls. So undead traits and the ability to paralyze with a bite attack


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

What are these paltry foes. Zed pushes back the ghoul with his shoulder, then brings around his tetsubo with two quick crushing blows.

Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d10 + 15 ⇒ (4) + 15 = 19

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d10 + 15 ⇒ (7) + 15 = 22

If they're normal ghouls that first attack may drop it. If so, Zed will move next to Hazel.


Inactive

"Ghk!"

Hazel staggers, bleeding profusely from the wound in her throat but still on her feet. Quick as lightning she draws her starknife and takes a step back from her attacker before flinging the weapon at the old man once...and then twice as the weapon inexplicably spins around and returns to her hand!

Attack vs. Man (+1 Starknife; PB Shot, Precise Shot): 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Attack vs. Man (+1 Starknife; PB Shot, Precise Shot): 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Crit!?: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 2d8 + 14 ⇒ (2, 4) + 14 = 20
______________

Hazel's got several feats going on now but the main ones relevant here are Point-Blank Master (prevents her from taking AoOs from throwing while threatened) and Ricochet Toss (the weapon immediately returns to her hand after an attack is resolved).


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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

KAzamir draws his blade and moves around the wagon, eyes studying the ghoul beside Hazel.

Move, move action ot engage studied combat.

Also, Hazel's starknifing is covered in awesome...


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Inactive

Throwing starknives makes think of the glaive from Krull :D


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

That escalated quickly!

Cursing in surprise, Vermundr rushes forward to club the bound assassin with a huge fist.

Punch: 1d20 + 13 - 3 ⇒ (3) + 13 - 3 = 13
Nonlethal: 1d3 + 4 + 2 + 6 ⇒ (2) + 4 + 2 + 6 = 14


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's instincts were actually correct to not trust the man, it's too bad his perception check wasn't good enough :')


INACTIVE - GAME DIED

Constantin flattens himself against the wall so that Vala can move past him if needed to assist Hazel closer to the front. He turns and unleashes a blast of etheric force, augmented by his formidable psyche, against the ghoul that's attacking Hazel.

Magic missile, focused force (1 phrenic point): 5d6 + 5 ⇒ (6, 1, 5, 2, 2) + 5 = 21


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retired

Vala's eyes widen in surprise as the arc of crimson leaps from Hazel's neck and she fears the worst for a moment, but her fear turns to a smirk as Hazel simply brings her free hand up to the wound and gives back as good as she got.

Shaking her head, Vala scoffs. "Auren Vrood sends his regards? You poor, wretched thing. Auren Vrood is little more than a stain on the ground now." She then floats up above the toppled wagon, her tattered shawl flapping behind her in the breeze off the lake like a pair of torn, diaphanous wings.

"No, it is you who will have the opportunity to give our greetings to him." She gestures as if to punctuate her statement, and a crackling roar and flash of lightning erupts between two of their foes.

If both ghouls are still up, Vala will target them with either end of the lightning arc. If either is dead, then the held assassin gets to be on the receiving end.

Caster Level Check: 1d20 + 9 ⇒ (14) + 9 = 23
Lightning Arc (DC 21): 9d6 ⇒ (1, 5, 5, 3, 5, 5, 3, 4, 2) = 33

Status:

HP: 57/57
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:
Bone Ward targets:
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: bull's strength [ ], false life*[ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: fly [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [ ], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]

Ongoing Effects

I hadn't stated which spirit and spells I'd have prepped upon our arrival in town, so I'll just go with my last load out.


I am assuming you didn't have weapons drawn so I am going to have you draw them first as a move action for those who have full attack actions.

Red: 1d20 + 9 ⇒ (20) + 9 = 29 Success
Yellow: 1d20 + 9 ⇒ (9) + 9 = 18 Fail

Zed smashes one of the ghouls with a wicked blow while Vermundr aims a punch at the frozen man but, off balance, swings at the air. Constantin unleashes a barrage of psychic energy that rips at the ghouls while Vala's mighty lightning turns them to ash. Hazel retaliates with a slicing throw of her starknife.


Round 2 - Enemy

Will save: 1d20 + 2 ⇒ (11) + 2 = 13

The old man remains rigidly frozen in place.

He's never getting out of this

Round 2 - Heroes

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