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

Game Master JamZilla

Map

LOOT


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More or less directly below you. She is trying to convey that failure to defeat The Splatterman before he spells out her name means he will destroy her and escape Harrowstone and in doing so become markedly more powerful, beyond the level of this party. But not before killing everyone he can in Ravengro


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

"Take hope, lady. We will go to confront him forthwith. Take comfort from this, though..."

Not sure who has the badge, but Kaz will either hand it to the spirit, or ask whoever is holding it to do so.


INACTIVE - GAME DIED

"We finish him tonight, then!" says Constantin with determination. "We have no other choice."


Sorry if I haven't made myself clear, tomorrow is your last opportunity. In 24 hours from now he will have spelled out her name so you could technically rest one more time

Tears of pale blue smoke drift from Vesoriana's eyes and dissipate when they run from her face as Kaz reaches out to offer her the badge.

Thank you. she says simply and humbly. I have no other words for you, nothing I can say can express the gratitude I have for bringing me my husband's badge of office.

Her hand reaches out to the badge and where she touches it there is a gentle glow of pale blue and a moment later a ghostly version appears on her dress, leaving the physical token in Kaz' hand.

Take it. Once the spirits here are quieted it will help you defeat more of my kind.


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

"We thank you, Lady."


Inactive

As they listen to the frantic ghost's words, Hazel sets her jaw in a look of determination. "Nothing for it then. It looks like we finish this now or not at all."

"I still have most of my power left for the day," she continues, taking stock of their situation. "And I think there's one more haunt siphon; Zed should be carrying it if I remember right. What about the rest of you?"


retired

Vala sighs, the sound heavy and weighty with grief for the task ahead. "I've no fire left to call upon today, though I believe Petros will lend us his swordcane a time or two. If Vesoriana's nemesis proves beyond that though, I've little to offer but for magics to help Zed recover."


INACTIVE - GAME DIED

"I'm ready," says Constantin.


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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

"Let us see this to an end, then!"


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

Assuming we decide to agree to return...

Zed cloaks everybody in hide from undead as they move forward through the secret door.


Back in the torture chamber, the worked stone slides aside to reveal an entrance to a short cavern that seems to have been dug directly out of the bedrock beneath the prison.

The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.

Kazamir per: 1d20 + 8 ⇒ (10) + 8 = 18
Vala per: 1d20 + 9 ⇒ (18) + 9 = 27
Hazel per: 1d20 + 2 ⇒ (14) + 2 = 16
Raj per: 1d20 + 5 ⇒ (14) + 5 = 19
Constantin per: 1d20 + 6 ⇒ (4) + 6 = 10
Zed per: 1d20 + 2 ⇒ (5) + 2 = 7

Vala:

The chamber is dank and damp, with standing pools of water in the crevices and lower portions. But wait! One of those pools isn't water at all! Up ahead, there is a Gray Ooze lurking in the way


Surprise Round - Enemy

1d2 ⇒ 2

As Zed and Raj lead the way, the inquisitor's boot comes down on what he believes is just a pool of murky grey water.

Ferramin is close now. Zed can feel him in every fibre and he knows now that he will never stop hunting him, not until one of them were destroyed. It is an admirable trait, to be so single minded, but if he weren't perhaps he would see that the grey water... is not water at all.

Auto slam damage: 1d6 + 4 ⇒ (1) + 4 = 5 and Acid damage: 1d6 ⇒ 2
Grab: 1d20 + 10 ⇒ (12) + 10 = 22 Success, Zed is grappled

The 'water' of the pool lurches up to meet the boot and thick, viscous tendrils of oozy liquid wrap themselves around the inquisitor's lower leg, burning the flesh there like fire!

Surprise Round - Vala only

If you would like to post, don't feel you need to wait for Vala's action. You guys will be up after her so you can post your R1 action now if you like.

Latest Map


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INACTIVE - GAME DIED

"Ahh! Look out!" Constantin shouts. He scrambles for one of his sling stones and telekinetically launches it at the creature.

Telekinetic projectile: 1d20 + 2 ⇒ (5) + 2 = 7

Maybe? Oozes usually have terrible armor class...

Telekinetic projectile damage: 1d6 ⇒ 4


This thing does indeed have a terrible AC. But when factoring in the penalties for firing into melee and soft cover, I'm afraid that's a miss

Also, I believe that ends Hide From Undead


Inactive

Round 1

Hazel gasps with surprise and astonishment at the sight of what appears to be a vicious gray blob of jelly attacking Zed. "What the hell? How are we supposed to kill that, spread it on our toast!?" she exclaims.

Unsure of what else to do and with quarters being tight she stows her starknife and draws her bow as she takes a step back.

Move action to sheathe her starknife, move/free to step back and draw her bow. Posting this now since I'll be at work again tomorrow and don't want to slow our roll!


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

"Maybe peanut butter." Zed suggests in one of his dark bouts of humor.


retired

Surprise Round
Vala gasps and points at the faux-puddle, revealing the threat for what it is.

Monstrous Insight: 1d20 + 5 ⇒ (18) + 5 = 23

Round 1
As the ooze wraps around Zed, Vala sends a beam of pearlescent white lancing toward the creature, taking care to avoid Zed.
Disrupt Undead: 1d20 + 4 ⇒ (8) + 4 = 12 (minus a bunch, no doubt)
for: 1d6 ⇒ 3

Status:

HP: 21/21
Negative Energy Resist 5
AC: 16 (12 T / 14 FF) (includes +2 from MI)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 2/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz, Constantin
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 grey ooze


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

Knowledge/Dungeoneering: 1d20 + 8 ⇒ (4) + 8 = 12

Unsure of what he is facing, Kaz hurls a bit of debris at the blob.

tk projectile: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14

bludgeoning: 1d6 ⇒ 2


Vala levels her finger and sends a beam of light at the liquid creature but it seems to have no effect.

Vala knowledge:
She realises why then, that this is not undead, it is an ooze. Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.

It is very easy to strike but is quite tough and in addition produces acidic enzymes that harm creatures either when they are struck by it or strike it with natural weapons. The acid is particularly devastating to metal and wooden objects and can cause them to quickly disintegrate to nothing if the wielder is not careful (Reflex save each time it is hit or the weapon takes damage). Once wrapped around a creature, it seldom lets go and would rather just digest it in place (grab and constrict)

Constantin sends a telekinetic missiles at the thing but with Raj and Zed in the way the shot is practically impossible but as if to challenge that assertion, Kaz' stone strikes the blob and tears a tiny chunk of it away.

Raj brings his axe down on the thing, hoping to slice it from Zed.

Axe: 1d20 + 7 ⇒ (5) + 7 = 12 Hit
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Reflex: 1d20 + 5 ⇒ (5) + 5 = 10 Fail
Acid: 1d6 ⇒ 6

The blade of the axe buries in but when it is drawn out it fizzes and hisses.

Zed?


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 tries to rip the accursed thing off of him.

CMB: 1d20 + 5 ⇒ (19) + 5 = 24


Zed manages to shake his boot free of the ooze but as he does so he sees the leather is all but perished and an ugly burn has spread along his calf.

Round 1 - Enemy

1d2 ⇒ 1

Attack, Raj: 1d20 + 6 ⇒ (8) + 6 = 14 miss

The things lurches forward again, this time at Raj though the slayer deftly side steps the slower creature and it's tendril passes harmlessly through the air.

Round 2 - Heroes

Map stays the same I believe


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 scowls as their hiding spell drops. "You know I usually don't hold a grudge for unintelligent creatures, but I'll make an exception here." He brings down his tetsubo on the creature.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Nope.


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

TK Projectile: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
1d6 ⇒ 6

Kazamir steps back to maintain distance and sends another rock hurtling through the air at the ooze.


Raj: 1d20 + 8 ⇒ (20) + 8 = 28 Crit immune
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Zed slams his tetsubo down but is unable to land a telling blow. Rak is more successful however, his axe finding purchase in the Gray Ooze's thick surface.


INACTIVE - GAME DIED

Constantin launches another sling bullet with psychic force.

Telekinetic projectile: 1d20 + 2 ⇒ (13) + 2 = 15

Telekinetic projectile damage: 1d6 ⇒ 1

"Did anyone else hear that sizzling noise? Is it eating your weapons?"


Inactive

Round 2

"If it is, all I can say is that I hope it chokes on this!" Hazel responds as she levels her bow at the ooze and releases an arrow.

Attack (Shortbow; Into Melee): 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Damage: 1d6 ⇒ 6


I'm not 100% sure what you would do here Vala so I'm going to move on, feel free to post two actions

Round 2 - Enemy

Attack: 1d20 + 6 ⇒ (3) + 6 = 9

The amorphous blob leaves a trail of fizzing stone behind it as it activates it's digestive juices. It lurches toward Zed but the inquisitor, now aware of it's threat, simply lifts his foot out of the way.

Round 3 - 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

Damn creature. Whump!

Attack: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Damage: 1d10 + 7 ⇒ (10) + 7 = 17

Fighting defensively, current AC is 19.


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 launches another stone.

tk: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9
1d6 ⇒ 5


Zed reflex: 1d20 + 3 ⇒ (2) + 3 = 5 Fail

Zed's tetsubo crashes down but as he raises it some of the residue clings and begins to melt through the wood of the massive weapon.

Acid damage to weapon (bypasses hardness): 1d6 ⇒ 3


retired

Vala fusses and frets from the back, wincing as the ooze lashes out at her young compatriots.

Nothin' for Vala to do, alas.


INACTIVE - GAME DIED

Constantin launches yet another sling bullet.

Telekinetic projectile: 1d20 + 2 ⇒ (16) + 2 = 18
Telekinetic projectile damage: 1d6 ⇒ 1


Round 3 - Enemy

The ooze suddenly lurches upward, wrapping itself around Zed's throat and burning, burning, burning...!

He can smell his own flesh sizzling, feel the agony of it but tries to compartmentalise it lest he be lost to it entirely. But it is no use, the darkness of unconsciousness swallows him and the pain is so great, it is welcome.

Attack, Zed: 1d20 + 6 ⇒ (20) + 6 = 26 Hit
Confirmation: 1d20 + 6 ⇒ (20) + 6 = 26 Confirmed
Damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17 and Acid damage: 1d6 ⇒ 5
Grab: 1d20 + 10 ⇒ (20) + 10 = 30 Grabbed

Wow.....!!

Round 4 - Heroes


Inactive

Will go ahead and post my Round 3 action too, though I doubt it will make a difference to the current situation. Ouch...

Round 3

Though unsure of whether her first arrow had any effect or not on the ooze all Hazel can really do is ready another one and fire, hoping that they're making a difference.

Attack (Shortbow; Into Melee): 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Figures ;_;
Damage: 1d6 ⇒ 6

As she fires directly into the ooze, Hazel is surprised to see that her arrow didn't seem to pack that extra punch that she would have expected for such a perfect shot.

Round 4

Hazel looks on with horror as the ooze lashes out viciously against Zed, slamming into him and quickly winding around the inquisitor. Dropping her bow she draws her starknife and moves up to attempt to cut her companion free, somehow.

"Rrr! Let him go!"

Attack (Starknife): 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


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 assume Kaz's last two were misses? Awful ooze Ac, and all...

Kazamir steps up as well, striking at the amorphous mass with his cane.

attack with inspiration (2 uses to add to combat): 1d20 + 2 + 1d6 ⇒ (9) + 2 + (1) = 12
1d6 ⇒ 2

If possible without taking an AoO, he will move to flank, raising that attack roll to 14

Also, reflex save: 1d20 + 3 ⇒ (5) + 3 = 8


Save that Inspiration Kaz, it's down

Combat Over


Raj kneels beside the inquisitor and scrapes away the last of the goo with the cursed axe.

He lives! Thank Pharasma's pale face! he exclaims with relief. Vala, can you help him?


Inactive

With the threat of the ooze taken care of, Hazel also kneels next to Zed and attempts to call on what minor magics she has to at least stop the worst of the bleeding. "I hope she can, because I can't do anything more for him," she adds, looking extremely worried.

Casting Stabilize on Zed. The spell description doesn't say anything about positive energy so it *should* work on him, I'd hope.


Vala crouches beside the inquisitor, the pop of her knees unbearably loud in the cavern. She whispers a few words and begins to heal him as best she can.

1d8 + 3 ⇒ (5) + 3 = 8
1d8 + 3 ⇒ (7) + 3 = 10


So, plan? Just poking to keep this going


Inactive

"Good thinking Vala," Hazel sighs with relief as the infernal magics do their work and bring Zed back to consciousness. "Zed, you okay? That was a nasty hit you took. Still up for tangling with Feramin?"

She looks back at the others and then to Zed once more. "You were the only one that really took any hits there so the rest of us are still good to go if you are."

I'm assuming we'll press on, although we'd better hope nothing knocks Zed down again...


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 heals himself once more.

ILF: 1d8 + 3 ⇒ (3) + 3 = 6

"Perhaps it would be best to come back later. That's the last of my magic for the day. My other magic was ruined by this creature."


Sorry guys, I know it's a pain; what is the final decision here, press on or withdraw?


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

My vote is withdraw.


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 looks disturbed as he ponders what to do next. Finally, he sighs.
"I fear you may be right, Zed. I would hate to go against anything else with one of our most capable combatants to weakened. Is there another spent siphon you could draw upon?" "

Unless there is additional healing available for Zed, I say withdraw.


That's fine, Vesoriana stated you have u til tomorrow night essentially before the Splatterman grows too powerful for her. If you'd like to rp anything or do anything during the evening please feel free to do so. Otherwise we will basically fast forward back to the prison


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 Hazel has one. If you guys want to continue we can keep moving.


retired

You'd asked before about drinking the negatively charged haunt siphons to heal, Zed. Every siphon we've used thus far has finished a haunt and should be full of negativity if you'd care to lean on those.

Vala shakes her head as the others begin to speak of turning back. "We've come this far and we can't be sure how long Vesoriana will last. The horrors in the world aren't going to stop just because some of us are tired."


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 grimaces, knowing the others will have to see what his ancestry allows him to do - what he must do in order to press on, in order to survive, in order to help these people. "We press on than. I'm sorry you have to see this." Zed takes one of the filled haunt siphons, opening it so the malevolent spirits start flowing out of the cap. Then with a determined expression he raises it to his mouth and tosses it back, consuming the spirits. As he swallows his wounds close.

Can somebody remind me what the dice on the siphon was?
Got it.

Siphon Healing: 1d6 ⇒ 2

If we have a second one...
Zed lowers the siphon, then steels himself and repeats the horrific process.
Siphon Healing: 1d6 ⇒ 3


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

"Nobody wants this to be over more than me", Raj adds as Zed presses forward, glancing briefly at his mangled axe-hand. "I'll be right behind you Zed."

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