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

Game Master JamZilla

Map

LOOT


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Inactive

Round 1

Even as the ghostly dwarf fixes his gaze on her, Hazel steels herself. "So you can kill again? I don't think so!"

Unwilling to chance another harrowing encounter like their battle against both Father Charlatan and the Piper, she calls out, "Lady Starsong, please guide us!"

Casting Bless on the party.


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 sends a stone at one of the flaming skulls.

tk projectile, bless: 1d20 + 3 ⇒ (5) + 3 = 8


Badly shaken by the sudden spectral invasion, Constantin nods a thanks to Zed for his protection before waving his longspear in the direction of one of the skulls, hoping to distract enough that Raj can land a telling blow.

You want the hammer? I'm sure Hazel'd be only too glad to give it back, shame your buddy Lopper ain't here for me to give his axe back an' all! Raj growls, stepping forward and slashing at one of the flaming skulls with his axe-arm

Aid another, attack: 1d20 + 1 ⇒ (18) + 1 = 19

Axe: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

The blow lands well and for a moment the flaming skull spins like a top before righting itself in the air.

Round 1 - Enemy

Two of the skulls open their mouths and emit a terrifying scream that is blaringly loud throughout the halls of Harrowstone.

Raj will: 1d20 + 2 ⇒ (3) + 2 = 5 Fail
Raj will: 1d20 + 2 ⇒ (16) + 2 = 18
Constantin will: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Constantin will: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Hazel will: 1d20 + 5 ⇒ (19) + 5 = 24
Hazel will: 1d20 + 5 ⇒ (16) + 5 = 21
Zed will: 1d20 + 5 ⇒ (12) + 5 = 17
Zed will: 1d20 + 5 ⇒ (6) + 5 = 11
Kaz will: 1d20 + 5 ⇒ (13) + 5 = 18
Kaz will: 1d20 + 5 ⇒ (18) + 5 = 23

Only Raj is affected, he is shaked for 1d4 ⇒ 4 rounds

The two flaming skulls on the other hand belch gouts of fire that streak toward the party.

Zed touch: 1d20 + 3 ⇒ (2) + 3 = 5 Miss

Hazel touch: 1d20 + 3 ⇒ (3) + 3 = 6 Miss

The inquisitor and warpriest duck simultaneously though and see the tiny balls of flame puff harmlessly against the wall behind them.

That's my hammer! I need it so that I can fix Scalla's skull and she will come back to me! the Mosswater Marauder wails, ghostly tears running down his cheeks. Help me! he implores to Hazel. Help me fix her skull!

Another skull, this one as ghostly as he appears in the air beside him. It looks as though it has been smashed to pieces and put back together. A good chunk of the crown is still missing though.

Hazel will save: 1d20 + 5 ⇒ (7) + 5 = 12 Fail

Hazel's hand tightens suddenly on the hammer and she is filled with a sudden and terrifying compulsion to smash the skull of the nearest creature as if this time, at long last, she will find the right piece to fix Scalla.

Hazel, every round you are in the Marauder's presence and with the hammer, you gain a +2 on AC against the haunt and a +2 on saves against the skulls, but must make a will save to avoid attacking the nearest creature. Which is (1d3 ⇒ 3) Kaz.

The ghostly skull swoops down toward Zed and crashes into the inquisitor's chest.

Zed touch: 1d20 + 3 ⇒ (17) + 3 = 20 Hit
Damage: 1d6 ⇒ 2

Knowledge religion DC 15:

The Marauder is a haunt, not an incorporeal creature. Therefore it is only divine energy that will harm him, weapons will do nothing.

Round 2 - Heroes

Latest Map


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

Know/rel: 1d20 + 10 ⇒ (9) + 10 = 19

"Target the Haunt with disrupt undead if you can! Weapons will not harm it!"

With that, he sends another projectile at the skull in AD18

1d20 + 3 ⇒ (15) + 3 = 18
1d6 ⇒ 6


This time Kaz' telekinetic aim is true and the stone he sends sailing through the air shatters some of the teeth of the floating skull.


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 + 4 + 2 + 1 ⇒ (9) + 4 + 2 + 1 = 16 Circumstancial bonuses FTW!

Zed nods as he looks over at Hazel.

Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17 Do we know she's homicidal?

Knowing full well what these haunts can do when they take over your mind, Zed turns to face the Maurauder. He grunts as the skull slams into him, but he is of a single-minded determination now. He raises his hand, a white blazing energy forming on his hand which he fires at the haunt.

Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


DC 15 I believe if I remember correctly


INACTIVE - GAME DIED

Constantin takes a ragged breath and seems to regain his focus. "One thing at a time," he mutters. "Go! Go! I'll let you know if he comes back."

He continues his warding efforts with his spear.

Aid Another: AC: 1d20 + 1 ⇒ (7) + 1 = 8


Inactive

Round 2

As the shattered and poorly mended skull appears before her, Hazel can't help but agree with the poor dwarf. In a way, people themselves were like buildings and other structures - one piece missing or off-kilter and the whole thing is compromised and likely to collapse. Thankfully, she now realizes that Scalla's missing piece has been right under her nose the whole time.

Hammer firmly in hand, she turns to face Kazamir. "Hey Kaz? Hold still a moment, will you?" she says in an oddly nonchalant tone as she swings, aiming for the investigator's temple.

Attack (Light Hammer?; Bless): 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

But as she does, the part of her mind that's still her own cries out in horror.

NO, this isn't me! Kaz, run!

Wasn't 100% sure on hammer stats; adjust as necessary!


It's just masterwork so not to worry


retired

Vala draws a scroll from the bundle at her hip and weaves its magics over Hazel. "Hazel! Come to your senses, child!"

cast protection from evil on Hazel

Important Bit:

Protection from Evil wrote:

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: inflict light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues [ ]
Ongoing Effects
Hide from Undead (Raj): 2/10 rounds
Protection from Evil (Hazel): 1/10 rounds


With Protection from Evil active, Hazel will no longer need to roll saves to act normally each round.

Raj, axe: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Raj's second blow is as stout as the first and this time the skull breaks under the weight of the attack. As it crumbles apart it explodes in a sudden burst of flame that washes over the surprised Slayer.

Fire Damage: 1d6 ⇒ 1
Raj reflex: 1d20 + 6 ⇒ (1) + 6 = 7 Fail

Only 1 damage in any case

Round 2 - Enemy

At the Marauder's behest the spectral skull once again sweeps down toward Hazel but, back in her right mind, she dodges aside easily.

Hazel touch: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4 Miss

Zed on the other hand is licked by fire as the flaming skull once again spits at him and Raj takes a hefty blow, like a headbutt, from the screaming skull.

Flaming skull, Zed: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Fire damage: 1d6 ⇒ 2

Screaming skull, Raj: 1d20 + 3 ⇒ (16) + 3 = 19 Hit
Damage: 1d6 ⇒ 4

Screaming skull, KAz: 1d20 + 3 ⇒ (7) + 3 = 10 Miss

Round 3 - Heroes


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's eyes widen in surprise and shock, and he is barely able to lean back far enough to let the hammer's head sweep past his own. He prepares to respond, but Vala is quicker.

After a terse nod to the ladies - I suppose we should have expected something like that... - he turns his attention to the skull that attacked him.

Cane: 1d20 + 3 ⇒ (1) + 3 = 4
1d6 ⇒ 6


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 grunts in pain, but he is of a single-minded determination to destroy the haunt. His hand fifes another searing ray of positive energy.

Ranged Touch: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


retired

Vala fires a needle of white at one of the bobbing skulls, but the nimble thing zigs when she expected it to zag.

Disrupt Undead: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4for: 1d6 ⇒ 2

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: inflict light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues [ ]

Ongoing Effects
Hide from Undead (Raj): 3/10 rounds
Protection from Evil (Hazel): 2/10 rounds


Inactive

Round 3

As Vala's protective magic washes over her Hazel's previously unperturbed expression shifts first to one of horror, then rage as her face flushes an ugly red color.

As much as she'd like to take a swing at the mad spirit, she remembers Kaz's warning that only positive energy would be effective. Deciding to risk it, she digs into her pack again for the haunt siphon. "Make me attack my friends? You'd have been better off if you'd killed me instead!" she snarls as she pulls the siphon out of her pack and activates it.

Haunt Siphon (Positive Energy): 3d6 ⇒ (4, 6, 6) = 16


INACTIVE - GAME DIED

Constantin continues to do his best to defend Kaz from any darting enemy strikes.

Aid Another: AC: 1d20 + 1 ⇒ (12) + 1 = 13


As Hazel tears the top from the Haunt Siphon, a pale green light blasts out and bathes the room. There is no cry of pain or anguish but the image of the Marauder blows away like wisps of smoke on the breeze and then as you have seen before are sucked back into the iron cannister.

The remaining skulls vibrate in the air and then violently explode in a shower of bone chunks and fire.

Combat Over


Inactive

"Four down, three to go," Hazel says quietly, staring down at the used haunt siphon in her hand for a long moment. Although she was still confident that they were gaining the upper hand in this fight, now she had an idea of what Constantin had just experienced moments before. Next time, she wouldn't be quite so dismissive of someone else's feelings.

No, we can't let there BE a next time.

She looks up. "Where to next?"


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

"North, across the hall?"


retired

"Not so fast, you two. Let's see if there's anything here of worth. Like some gears to fix that winch, perhaps."

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


Apologies, I have not revealed it on the map but north across the hall was the guard room in which you found the winch that controls the portcullis on this side of the basement. it is perfectly serviceable. There is nothing of value in this room.

So your options are either to raise the portcullis and head further west, or north from the Graverobber room or to try and repair the broken winch and head south.


INACTIVE - GAME DIED

Constantin posts his longspear and catches his breath. "Sorry about that," he says sadly.

"Not sure how we can fix this gate... anyone handy with gearworks?"


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 think the machinery here is still in working order. Why don't we open this portcullis and continue to the west?"


Kazamir tries the winch and though it squeals in protest, the gears grind and the sound of clanking machinery rings through the halls from the west.

Once it can turn no more, Kazamir locks it in place and heads back out into the hallway.

A brass nameplate, its face caked with soot, hangs above the portcullis, now raised and leading into a large cellblock. The words Reaper's Hold and just about legible.

Many of the iron doors along the walls within the cellblock hang open, revealing empty cells within.

The entire place, unlike other cellblocks is completely empty, with no remains in any of the cells. Only one other exit can be seen from this cellblock, to the south and through a solid steel door, one piece door.


retired

"You know, it was less unsettling when the cells weren't all ominously empty." Vala glances left to right cautiously, one white eyebrow arched in worry.


Inactive

"Remember all the bones back in the main room? That's probably where most of the prisoners ended up," Hazel whispers quietly to the older woman. "Either that or at the stairs leading up. Or rather, where they used to lead up before the guards triggered the deadfall."

"For what it's worth, I'd say we've already dealt with most of them," she adds as they have a look around. "That's a pretty sturdy-looking door. Hopefully we can get it open without much trouble."


From somewhere south you begin to hear the soft crying of a woman. She does not wail in anguish nor scream in rage but rather she moans like a young lover who's heart is broken.


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 lowers his weapon and narrows his eyes in the direction of the woman crying. "Either there is a victim here or another tortured spirit. Either way we must go to it." Zed leads the way.


retired

Vala stops in her tracks, looking to the south. Glancing to the others, she mouths, "Vesorianna?" and then shrugs her shoulders.


Zed swings the door open, somewhat to his surprise given how sturdy it looks.

Numerous grisly tools of torment decorate this room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room.

To the east stands a grim and imposing iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face.

The broken, twisted skeleton of a human dressed in a tattered guard's uniform lies upon the stretching rack in the middle of the room; the body surrounded by several discarded knives, branding irons and pliers.

A large, bloodstained wicker basket sits at the head of the rack.

You can no longer hear the crying as you enter the room.

My ability to post is limited to my phone tonight


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 was never much of an optimist, but this place is destroying what little I had. Zed scans the room for undead.


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 will scan for psychic impressions.


Inactive

Hazel's eyes widen with shock at the sight of the skeleton on the rack. "Wha...one of the guards? Who put him there? What happened down here that night?" she whispers, standing back as Zed and Kaz conduct their searches of the room. As much as she wanted to have a closer look, she'd also heard the weeping just before Zed had opened the door.

Can't be hasty now...all it'll do is make one or all of us dead.


INACTIVE - GAME DIED

"Apparently when all chaos broke loose, the prisoners overran some of the guards," says Constantin, warily circling the iron maiden without touching it.


Constantin Will: 1d20 + 6 ⇒ (7) + 6 = 13 Fail

Constantin enters the room and surveys the grisly scene. The broken shell of a man on the table sends a chill along his spine but the ting that truly draws him is the iron maiden.

It's door lies open and for a moment he believes he can see something in there, something familiar...

His eyes suddenly snap open in horrific recognition. Kendra stands in the maiden, fear and pain written on her face in plain, grey lines. As she is about to call out to her friend the door slams shut!

In reality the door is still open and the maiden is empty. However, Constantin you are compelled to go over to the contraption and help your friend.

Zed scans the room before the psychic can do anything and feels the familiar build up of necromantic energy.

Round 1 - Heroes


Kazamir per: 1d20 + 8 ⇒ (5) + 8 = 13
Vala per: 1d20 + 9 ⇒ (18) + 9 = 27
Hazel per: 1d20 + 2 ⇒ (17) + 2 = 19
Raj per: 1d20 + 5 ⇒ (14) + 5 = 19
Constantin per: 1d20 + 6 ⇒ (17) + 6 = 23
Zed per: 1d20 + 2 ⇒ (6) + 2 = 8

Vala only:

What is that!? There is some horrid, half-human thing clinging to the ceiling above the door!

(Knowledge religion to ID)


Latest Map


retired

Monstrous Insight: 1d20 + 13 ⇒ (15) + 13 = 28
"Watch yourselves! Look there, at the ceiling!" Vala points at the twisted creature lurking up above.


Vala points and reveals a horrid, twisted thing clinging to the ceiling and looking down at you with nothing but malevolence.

It is a thin, pale-skinned thing - you would hesitate even to call it a woman - with straggly white hair that hangs in clumps. Her body is a roadmap of scars and ragged flesh but worst of all is her mouth - a mash of scarred tissue sewn together with thick, black wire.

As the only female prisoner, you think this is probably Delphine the Weeper.

Vala:

This is some kind of ghoul, though none the like of which you have ever read. All undead of that kind have sharp claws and though most can causes paralysis in their victims, you cannot say whether this will be the same. From the stinking look of her though, you think it safe to assume she carries disease.

Delphine the Weeper


retired

Realizing Delphine is likely some twisted form of ghoul or ghast, Vala calls a roaring orb of crimson fire to her hand. With a defiant shout, she hurls a globe of flame at the creature.

Produce Flame: 1d20 + 4 ⇒ (15) + 4 = 19for: 1d6 + 4 ⇒ (3) + 4 = 7
Ranged touch attack

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: inflict light wounds [ ] [ ], know the enemy* [ ], produce flame (CL4) [X]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues [ ]

Ongoing Effects
Monstrous Insight (1/10): +2 to hit, +2 AC vs Delphine
Produce Flame (1/4 minutes):


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

Know/religion on the Weeper: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: is there a haunt here as well?: 1d20 + 10 + 5 ⇒ (13) + 10 + 5 = 28
know/religion: Haunt info?: 1d20 + 10 ⇒ (6) + 10 = 16

Kazamir steps into the room, eyes flickering about and mind racing. As he considers his surroundings, he sends a bit of debris flying at the Weeper...

1d20 + 2 ⇒ (15) + 2 = 17
bludg: 1d6 ⇒ 2


Yes Kaz, there is a haunt emanating from the Iron maiden


INACTIVE - GAME DIED

Constantin lets out a strangled cry and lurches forward, heedless of his own safety, toward the iron maiden!

Probably taking an AOO!


No Delphine is right by the door, planning to drop down behind the last person. So you are fine from the aoo at least


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 at Constantin. "Keep him under control." Zed says to the side as he stares up at the creature draping from the ceiling. With a raises hand he fires a searing blast of positive energy.

Ranged Touch: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Inactive

Round 1

"Constantin, what are you doing!?" Hazel cries with alarm. As she starts forward, her gaze is directed upward to the horrid thing clinging to the ceiling. Latching on to Zed's instruction, she dives forward out of the creature's path and attempts to grapple the psychic and keep him from injuring himself.

Grapple (Constantin): 1d20 + 4 ⇒ (17) + 4 = 21


INACTIVE - GAME DIED

That easily beats my CMD!

Constantin struggles in Hazel's grasp, and says in a pained voice, "They've got her! Somehow they got Kendra, she's trapped down here and they're going to kill her! Hazel, let me go, I have to save her!"


Vala get back! Raj shouts, instinctively putting himself in harm’s way between the older lady and the thing, unaware that anything is untoward with Constantin.

Round 1 – Enemy

The ragged ghoul drops down behind the party like a cat, hissing through her ruined mouth;

What’s wrong with meeeee.....? Aren’t I beautiful....? Aren’t I as beautiful as HER! she seems outraged at Hazel and Constantin’s ‘embrace.’

Despite the pain inflicted by them, it ignores the others, and lunges toward Hazel, pointed claws out and reaching for the young woman’s eyes.

Effectively a jumping charge

Claw, pounce: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Claw, pounce: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The thing moves with incredible speed given it’s emaciated body and latches onto to Hazel, ripping and tearing at her face with terrifying ferocity. The warpriestess desperately tries to defend herself whilst still holding on to Constantin.

Round 2 – Heroes

Remind me, who is carrying the manacles?


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

Can you remind us of what the manacles were? I can't seem to recall.

Jealous in her existence. What a poor soul. Zed takes a step towards the ghoul with a sad look, weapon at his side and stance relaxed. "You are beautiful. I am sorry for what has been done to you. I promise, you will find peace in the next life." Zed suddenly whips up his tetsubo in a violent uppercut.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 + 8 ⇒ (8) + 8 = 16

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